TEXT: 4
  
  1
  Shiny New Toys
  Written by
  Thorin Tabor
  Edited by
  Cherie Macenka
  Saga Machine system by
  Thorin Tabor
  Published by
  Tab Creations LLC
  Layout by
  Thorin Tabor
  Art by
  Aleksandra Klepacka, Jarel Threat, Jason Moser, Jeff Brown courtesy of the 
  Starvation Cheap Art Pack from Sine Nomine Publishing, Jeshields,  
  Joselito Mahilum, NASA, Sade, Wilson Saravia
  Tab Creations is
  Atom Smith, Ben Goreham, Jesse Pingenot, Phillip Matthews, Thorin Tabor
  
  2
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  but not limited to Tab Creations, Saga Machine, Against the Dark Yogi and Shadows Over Sol; any specific characters and places; 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  Shadows Over Sol. Copyright 2009-2015, Thorin Tabor. Tab 
  Creations LLC.
  Shadows Over Sol: Shiny New Toys. Copyright 2015, Thorin 
  Tabor. Tab Creations LLC.
  Open Game License Version 1.0a
  
  3
  Table of Contents
  OGL Version 1.0a ..... 2
  Table of Contents ...... 3
  Introduction ............. 5
  GMs Beware .............5
  Red Planet ....................6
  Vehicles ..................... 9
  Vehicle Ratings .............9
  Vehicle Stat Block ......9
  Vehicles in  
  Personal Combat ..........10
  Vehic. Defense & Shock 10
  Vehic. Scale Damage ..11
  Cruise Values .............11
  Vehicular Combat ........12
  Rounds ....................12
  Boost (Reaction) ......12
  Vehicular Shock .......12
  Structural Damage ...12
  Critical Hits  
  on Vehicles ...............13
  Crew Positions .........14
  Engineer ..............14
  Gunner ................15
  Jammer ................15
  Marine .................15
  Mechanic .............15
  Medic ..................16
  Officer .................16
  Pilot .....................16
  Travel Times..............17
  Spaceship Design ...... 19
  Overview ......................19
  Spaceship Design in Play 19
  Buying a  
  Custom Spaceship ....19
  Determ. Total Cost ..20
  Upgrading a Spaceship 20
  Repairing a Spaceship .20
  Spaceship Upkeep ......21
  Spaceship Hulls ............22
  Hull List ..................22
  Battleship .............22
  Destroyer .............22
  Fighter .................22
  Estimating Space ...22
  Freighter ..............23
  Harvester .............23
  Shuttle .................23
  Yacht ....................23
  Designing  
  Non-Spaceships..........23
  Spaceship Power ...........24
  Power List ................24
  Battery Array........24
  Solar Array ...........24
  Thorium Reactor ..25
  Components ................26
  Component List .......26
  Armor ..................26
  Attach Point .........26
  Auxiliary Thrusters 26
  Battle Pods ...........27
  Cargo Hold ..........27
  Comms Array ......27
  Computer Hook ..27
  Control Room .....28
  Engine Room .......28
  Gauss Cannon .....28
  Listed Ship Attacks 28
  Habitat ................29
  Hangar Bay ..........29
  Harvester Arm .....30
  Heat Sink .............30
  Med Bay ..............30
  Mining Bay ..........30
  Missile Turret .......31
  Science Bay ..........31
  Sensor Array.........31
  Smuggler’s Hold ...31
  Stasis Pods ............32
  Streamlining ........32
  Final Stats ....................32
  Spaceship Checklist ....32
  Example: Kingfisher ...33
  Catalogue .................. 35
  Addit. Gear Properties ....35
  Buying Inferior Goods 35
  Arms ............................36
  Archaic Weapons ......36
  Bow .....................36
  Club ....................36
  Crossbow .............36
  Ballistic Weapons  
  in Space ....................36
  Greatsword ..........37
  Mace ....................37
  Musket .................37
  Polearm ................37
  Revolver ...............37
  Shotgun ...............37
  Staff .....................38
  Sword ..................38
  Whip ...................38
  Nonlethal Weapons ..39
  Microdyne 3a  
  EMP Cannon ......39
  Jenseitech “Punch” 
  Shock Patch .........39
  USD-9100 Smoke 
  Grenade ...............39
  Heavy Weapons .......40
  USD-9600 Fire 
  Grenade ...............40
  Xenocom “Easter 
  Egg” Grenade 
  Launcher ..............40
  Xenocom “Hellfire” 
  Flamethrower .......40
  Xenocom “Overkill” 
  TAMP .................40
  Ammunition ............41
  Armor Piercing 
  Ammo .................41
  Arrows or Bolts ....41
  Meat Grinder  
  Ammo .................41
  Pyrotank ..............41
  Rocket Ammo ......41
  Armor ..........................42
  Archaic Armor .........42
  Chainmail ............42
  Leather Armor .....42
  Platemail ..............42
  Shield ...................42
  Vac Suits ..................42
  Xenocom “Clam” 
  HEV Suit .............42
  Xenocom “Space 
  Dust” Mil. Vac Suit 43
  Environment Suits .....43
  Implants .......................44
  Cyber-Claws ........44
  Cyber-Eyes ...........44
  Knife Implant ......44
  Lung Implant .......44
  Redundant Organs 44
  Sensory Recorder .45
  Skeletal Plating ....45
  Smuggler’s Pouch .45
  Subdermal Weave .45
  Voice Distortion 
  Implant ................45
  Drugs ...........................46
  Medical Drugs .........46
  Coaguline ............46
  Emozodone ..........46
  Recreational Drugs ...46
  Hype ....................46
  Stim .....................46
  Tranq ...................47
  Tweez ...................47
  Tools ............................48
  Wearables .................48
  Exosuit .................48
  Utility Belt ...........48
  Covert Ops ..............48
  Biometric Collection 
  Glove ...................48
  Biomorphic Mask 48
  Comm Jammer ....49
  EMP Charge ........49
  Microtracker ........49
  Suicide Capsule ....49
  Fabricators ...............50
  General Fabricator 50
  Special. Fabricator ..50
  Source Pellet ........51
  Fabricator Madness .51
  Computers & Electronics 52
  Hardware .................52
  EMP Hardening ..52
  Wireless Controller 53
  Software ...................53
  Media Edit. Suite ...53
  Scientific Suite .....53
  Drones .........................54
  Drones in Combat ...54
  List of Drones ..........54
  Drone Combat Ex. ....54
  Combat Drone ....55
  Crawler ................55
  Scout Drone ........56
  Vehicles ........................57
  Civilian Spacecraft ...57
  P&W “Solar  
  Wind” Yacht ........57
  Unitech CF-7 Multi-
  purpose Freighter .57
  Unitech CF-8 Heavy 
  Freighter ..............58
  Unitech CH-9 
  Harvester .............58
  Unitech CS-1r Ship’s 
  Shuttle .................58
  Military Spacecraft ...59
  Unitech MB-8 
  “Annan” Battleship 59
  Unitech MC-9 
  “Victory” Corvette .59
  Unitech MD-7 “Still-
  water” Destroyer ....60
  Unitech MF-103 “Fire 
  Arrow” Fighter .......60
  Aerial Vehicles ..........61
  General Aero. AF-12 
  Atmo Fighter..........61
  General Aero.  
  CX-3 Chopper .....61
  General Aero.  
  MT-17 Air Bus ....61
  Land Vehicles ...........62
  General Aero.  
  QQ-2 Mag-Train ..62
  P&W “Freedom” 
  Groundcar ...........62
  USD-10k2 “Domo” 
  Tactical Mech.......62
  USD-10k21 “Siege-
  Breaker” Tank ......63
  Xenocom M2 
  Motorbike ............63
  Watercraft ................63
  Unitech GS-10  
  Civ. Submarine .....63
  P&W “Decadence” 
  Luxury Yacht ........63
  
  4
  
  5
  For me, one of the most entertaining 
  aspects of a science fiction game is getting 
  to play around with all of the various gear 
  options, whether I’m playing an apoca-
  lyptic survival horror scenario, where my 
  character is forced to scrounge together 
  anything he can, or a military sci-fi 
  scenario, where my character is outfitted 
  with the best kit available. When writing 
  the Shadows Over Sol core rulebook 
  I tried to cram into the gear chapter as 
  much as I could fit without going too far 
  over my allotted page count, and without 
  breaking any of the three modes of horror 
  supported by the game. Nevertheless, 
  I always had more gear in mind, and 
  wanted it to see the light of day. Thus the 
  Shiny New Toys supplement was born.
  Spaceships feature heavily in science 
  fiction. While sci-fi horror tends to 
  focus more on spaceships as isolated and 
  terrifying environments, I wanted to 
  support not only this, but the clash of 
  vehicular combat as well. The history of 
  vehicular rules in RPG is something of a 
  mixed record. Too many vehicle systems 
  boil down to one player making all 
  the important actions while the others 
  snooze. I wanted to ensure that the 
  Shadows Over Sol vehicle rules didn’t 
  fall into the same trap. I wanted to get 
  the whole party involved. And I hope 
  I’ve done exactly that.
  Thorin Tabor
  April 2015
  Introduction
  GMs Beware
  Some of the options in this book may change the themes and feel of your 
  Shadows Over Sol campaign. This is intentional, as it allows the game to tackle 
  a wider variety and range of science fiction concepts. 
  In designing the gear list for the Shadows Over Sol core rulebook, we had a 
  very clear goal in mind: We wanted to ensure that none of the gear undermined 
  any of the modes of horror. Quite frankly, we didn’t want to introduce some 
  piece of equipment that would break anyone’s survival horror scenario. While 
  this allowed for a wide variety of gear options to be included, it excluded others.
  In Shiny New Toys we cast this restriction to the wind. We want to broaden the 
  types and tone of science fiction supported by the game. None of the equipment 
  found in this supplement challenges the basic assumptions of the Shadows Over 
  Sol setting in the same way as some of the content of the Beyond Human or Fatal 
  Frontier supplements. Nevertheless, the presence of certain gear in a campaign 
  can alter the tone of the game.
  
  6
  Red Planet
  I told myself that I’d never go back to 
  Mars. Not after what happened last time.
  Yet there I was, staring down at the big 
  red orb below me. God, Mars is such an ugly 
  planet. And I was going to descend into Chi 
  Chen, which is about as bad as it gets.
  My target here was a scientist that had 
  recently defected to Jenseitech. Sinoex 
  wanted her back. Alive was preferable; dead 
  was acceptable. 
  The whole affair was one more blip in the 
  Dui Wu Ya Conflict. But I didn’t concern 
  myself with politics. I was just the instru-
  ment that made politics happen. 
  The last time I was here things got messy. 
  I hadn’t prepared for what the local syndi-
  cates and gangs could throw at me. Chi 
  Chen is a cesspool of half-broken old tech, 
  but a mob boss with enough credit is going 
  to find a way to get the latest and greatest.
  The lesson I forgot was that technology 
  never stands still. Out with the old, in with 
  the new. Evolve or die.
  In days of yore they say warfare used 
  to rely on knights. The best warriors with 
  the best training, and the best arms and 
  armaments money could buy. Years of 
  specialization and a fortune in equipment. 
  Mount one of those bad boys on a heavy 
  horse and they say a single knight could take 
  out an army of peasants armed with pitch-
  forks and desperation.
  But 
  knights 
  were 
  obliterated 
  by 
  economics. Once you had firearms and mass 
  production, it suddenly didn’t matter if you 
  had the best warrior. For the cost of outfit-
  ting a knight, a hundred peasants could be 
  given a gun and the simple training to use it: 
  Point-and-click. Kill. Kill. Kill. 
  When it didn’t make economic sense 
  to spend money on knights and their gear, 
  people stopped doing it.
  Half a century ago public spaces were 
  filled with cameras, feeding into targeted 
  advertising displays or noting traffic 
  patterns. But then AR became a fad, and 
  suddenly people had their own personalized 
  view of the world through their glasses. 
  The advertising credits for public spaces 
  dried up and took with them the budget to 
  keep the cameras operational. This infrastruc-
  ture was left to slowly crumble, as the corps 
  made their new credits selling consumers the 
  means of their own surveillance.
  As I said, Chi Chen is a cesspool of half-
  broken old tech. My face was picked up by a 
  camera half a century out of warranty. It took 
  days for the colonial administration to notice, 
  but once they did the shit quickly hit the fan. 
  I got out with my life, but lost 24 kg. That 
  would be both legs. It took me months to have 
  them regrown. Not to mention, the costs were 
  more than I was paid for the job. What a waste.
  Determined not the make the same mistakes 
  this time, I had a biomorphic mask grafted to 
  my face before I made the trip. I didn’t look like 
  me. Hell, I didn’t look even close to me. I figured 
  the mask would last a week before it began to 
  fray—more than enough time to complete the 
  job and get the hell out of Dodge.
  The shuttle down from orbit was nice. 
  Martian gravity is only a third of Earth’s, 
  and the atmosphere is so thin that the shuttle 
  hardly shakes at all. Just a smooth glide, 
  looking out at the terraforming platforms 
  and the Martian plain. It was almost enough 
  to make me forget what a shit hole Mars is.
  That, however, quickly became apparent 
  once I got my feet on the ground. Three hours 
  of queueing in line at the security checkpoint 
  and two customary bribes later, I was stepping 
  
  7
  out into the dark Chi Chen air. It always has 
  the faint scent air scrubbers being forced to 
  work harder than their technical specs were 
  designed to do—a bit like burning rubber.
  The mark was almost pathetically easy to 
  locate. Jenseitech must have decided that she 
  didn’t have any more useful information to 
  cough up since her defection. They’d spent 
  almost no resources concealing her. I guess it 
  was her mistake for giving it all up so quickly.
  I made note of both the location of her hab 
  and the laboratory she worked at. I also resolved 
  to do some footwork tracking her daily habits—
  or rather, drone work. This would tell me the 
  times it would be best to catch her alone. 
  Her laboratory had the usual corp 
  security, so I ruled it out almost immedi-
  ately. Her hab I likewise ruled out, as it was 
  part of a complex, crowded alongside many 
  neighbors—neighbors who would easily hear 
  a scream or struggle. That left getting at her 
  during transit: always a tricky proposition.
  Throughout the three days of surveillance, 
  I kept myself busy. I hadn’t come to Chi Chen 
  with any sort of weapons. It was too easy for 
  them to be noticed en route. Arousing the 
  suspicion of security was the last thing I needed. 
  Take my advice: If you’re going to be 
  traveling through a security checkpoint, 
  don’t bring a gun. That’s just asking for 
  trouble, and is something better left to 
  smugglers. Better to acquire a weapon after 
  you’re already through security. Some would 
  recommend finding the local black market 
  net nodes and making a purchase, but that 
  can leave a trail. Me? I prefer to print my 
  own. Just rent some time with a high end 
  fabricator, load in your own weapon specs 
  and wait. Some time later a gun comes out.
  Back when knights were becoming 
  obsolete, armor, too, was falling out of 
  favor. It’s not that armor wasn’t useful in an 
  era of early firearms. Armor was still good. 
  Rather, as the expression of military power 
  moved from a focus on individual experts to 
  armies of conscripts, and armor didn’t scale 
  well. Armoring a hundred peasants was cost 
  prohibitive.
  All that had changed again in the last 
  century. Armor was back in vogue—new 
  materials and new manufacturing techniques 
  once again making it feasible. I armored 
  myself, slipping on a nice, concealable 
  number as I got ready for the snatch-and-run. 
  It was almost showtime.
  I decided to corner my target scientist as she 
  took the magtrain home at night. She was in the 
  habit of working late, and few people would be 
  on the train during those hours. I’d follow her 
  into an empty car, then have the time it takes 
  the train to reach the next station to subdue her.
  At that station I had two hired thugs 
  waiting with a groundcar and a no-questions-
  asked attitude. Easy peasy.
  Of course, I should have realized something 
  was off the moment I followed her onto the 
  train. She was calm. No one’s that relaxed 
  on the public transit at night. Chi Chen is a 
  dangerous place. But there she was, zen as fuck, 
  even when I—the only other person on the 
  car—sat suspiciously close to her.
  I pounced. She pounced. She ripped off 
  one of my arms with her bare hands. And I 
  swear to god, her jaw unhinged like a snake’s, 
  and it was full of fangs.
  I ran as soon as the train arrived at the 
  next station. I’ve lost three limbs to Chi Chen 
  now, and I wasn’t looking to loose a fourth.
  I don’t know how she was so fast or so 
  strong, but she could easily have taken down 
  a hundred armed peasants. Maybe technology 
  is changing again. Maybe thanks to bioengi-
  neering, the time of the knight is back upon 
  us. Evolve or die.
  
  8
  
  9
  From 
  spaceships 
  to 
  groundcars 
  and orbital shuttles to mag-trains, the 
  Sol system is filled with all manner of 
  vehicles. Some of these vehicles may ply 
  the space lanes, while others may creep 
  along the ground, but all of them share 
  some common rules.
  Vehicle 
  Ratings
  To measure vehicular performance 
  and capabilities, all vehicles have several 
  ratings and a few properties. These 
  ratings are used to measure the perfor-
  mance and capabilities of the vehicle. 
  The different ratings are as follows:
   
  � Cruise: This will be a measure of the 
  vehicle’s typical cruising speed outside 
  of combat. It is an abstract number 
  used to estimate the length of a voyage 
  (see page 11).
   
  � Defense: This is a set of two TNs that 
  determine the difficulty to hit the 
  vehicle or to critically hit the vehicle. 
  This works a lot like a character’s 
  Defense ratings.
   
  � DR: This is the damage reduction 
  possessed by the vehicle. It works like 
  a character’s or object’s DR, except it’s 
  measured at vehicular scale (see page 11).
   
  � Handling: This is a measure of how 
  easy the vehicle is to maneuver. It acts 
  as a modifier on attempts to drive or 
  pilot the vehicle.
   
  � Properties: This is a listing of 
  properties possessed by the vehicle. 
  (For a complete properties list, see 
  the core rulebook and page 35.)
   
  � Shock: This is the Shock threshold 
  for the vehicle. This works similarly 
  to the Shock threshold for characters.
   
  � Structure: 
  A 
  vehicle’s 
  Structure 
  threshold is its equivalent to a char-
  acter’s Wound threshold (see the 
  Shadows Over Sol core rulebook).
  Vehicles
  Vehicle Stat Block
  A vehicle’s information will typically be presented in a stat block format similar 
  to that of a non-player character. An example vehicle stat block is presented below. 
  A list of vehicles is located in the Catalogue Chapter (see page 57).
   
  � Cost Rating: X
   
  � Handling X, Defense X/X, DR X, Shock X, Structure X, Cruise X
   
  � Properties: Properties are listed here.
   
  � Attacks: If the vehicle has any attacks, they are listed below. The attack rating 
  assumes an average quality gunner, and the weapon’s damage is given.
  The description of the vehicle would be here.
  
  10
  Vehicles in 
  Personal 
  Combat
  Vehicles may sometimes feature in 
  scenes of personal combat. In many such 
  scenes, the vehicles included will function 
  primarily as moving platforms, adding 
  a dynamic element and danger to the 
  scene—for example, a gunfight on top of 
  a moving mag-train or a groundcar chase 
  through the streets of a crowded city. 
  In these scenes, the GM is encouraged 
  to let the narrative drive the vehicular 
  action, referring to the vehicle rules only 
  for the Handling rating which modifies 
  vehicles skill actions to maneuver them, 
  or for the vehicle’s DR and Shock ratings 
  should the vehicle take damage. After 
  all, tracking a vehicle’s top speed and 
  acceleration isn’t a critical component of 
  horror—only the danger is.
  Other combat scenes will be outside 
  the scope of personal combat. They 
  will focus on vehicles fighting other 
  vehicles. For this, we present the 
  vehicular combat rules.
  Vehicle Defense & Shock
  Vehicles do not have stats as do characters; consequently, their Defense and 
  Shock scores are calculated differently. A vehicle’s Defense score is a function of its 
  Handling. To determine a vehicle’s Defense start with “Defense 7/15” and then 
  modify each Defense TN by its handling modifier.
  Example: A new experimental Unitech freighter has Handling -1. This modifies 
  its Defense score, meaning it has Defense 6/14.
  A vehicle’s Defense score presumes it is being actively piloted in a way that 
  can evade incoming attacks, and that the pilot is aware of the incoming attacks. 
  For attacks of which the pilot is unaware, for stationary vehicles or for attacks the 
  vehicle can’t reasonably maneuver around, simply assume the attack hits.
  A vehicle’s Shock threshold, on the other hand, is a function of its Structure 
  and DR. First, gauge the vehicle’s Structure and DR based on the size and solidness 
  of the vehicle. Shock is then calculated as Structure + DR + 5.
  Example: The experimental Unitech freighter has DR 2 and Structure 6. This 
  means its Shock threshold is 13.
  
  11
  Cruise Values
  A vehicle’s Cruise score is an abstract measure of the vehicle’s typical cruising 
  speed. This score is can be used in conjunction with the voyage tables to determine 
  the length of the voyage, if necessary (see page 17).
  The Cruise score for space vehicles and planetary vehicles are not comparable. 
  They both represent a cruising speed relative to the typical distances those vehicles 
  travel. Space vehicles are going to be measured on an interplanetary scale, whereas 
  ground vehicles are going to be measured on a terrestrial scale.
  To estimate the Cruise score of planetary vehicles, figure out their typical 
  cruising velocity in kilometers per hour and divide by 100. So, a vehicle which 
  typically travels at around 200 kph will have Cruise 2.
  Estimating the Cruise score of a space vehicle, on the other hand, is more 
  a matter of considering the vehicle’s acceleration rather than velocity, as space 
  voyages usually consist of accelerating periodically until the midpoint of the trip 
  is reached, then periodically decelerating thereafter. The frequency with which a 
  ship can accelerate depends on the efficiency of its engines and a number of other 
  complicated factors.
  Vehicular Scale Damage
  Unless otherwise noted in a vehicle’s description or properties, a vehicle’s DR 
  and damage are rated on a different scale than the one used in personal combat. 
  This makes sense, as most personal weapons will barely scratch a spaceship’s paint.
  In general, a GM can simply compare personal scale damage against personal 
  scale DR, and vehicular damage against vehicular DR. Cases where a vehicle is 
  firing against an individual or vice versa are few and far between. If a conversion 
  is needed between personal and vehicular scale damage, however, simply treat 
  vehicular damage as 10 times that of the personal scale.
  Example: A spaceship gun doing 10M damage hits an engineer in space. 
  Converting the vehicular scale damage to personal damage, the engineer takes 
  100M—enough to likely make her a thick red paste.
  Example: Jon is firing desperately at a ship with his pistol as it takes off. He 
  attacks and deals 8M damage. Converting to vehicular scale, this is 0M (always 
  round down). He effectively does no real damage.
  
  12
  Vehicular 
  Combat
  The vehicular combat system is 
  intended to resolve scenes that primarily 
  feature vehicles fighting other vehicles, 
  such as the iconic space battle seen 
  throughout science fiction. This system 
  builds off the personal combat system 
  and uses all the same rules, except where 
  otherwise noted.
  Rounds
  Vehicular combat takes place on a 
  longer timeframe than personal combat. 
  As such, every round of vehicular combat 
  is considered to last 10 minutes. This 
  means entire personal combat skir-
  mishes can take place between rounds of 
  vehicular combat, if necessary, and char-
  acters can usually change crew positions 
  freely between individual rounds.
  Boost (Reaction)
  Whenever 
  a 
  character 
  takes 
  a 
  vehicular combat action, she may spend 
  any remaining AP she has to provide 
  a bonus on the action. This gives her a 
  +2 bonus per AP spent in this way. For 
  example, a gunner might declare a single 
  attack during Phase 2, holding on to 1 
  AP. When it comes time to execute this 
  action, she declares a boost reaction, 
  spending her remaining AP and gaining 
  a +2 bonus to the attack.
  Vehicular Shock
  When damage to a vehicle equals or 
  exceeds its Shock threshold, the damage 
  is staged up a severity, just as with damage 
  to characters. Unlike with damage to 
  characters, however, the vehicle does not 
  gain the Stun consequence. Instead, it 
  begins to spin out. This increases the Spin 
  consequence on the vehicle a severity. The 
  penalty from this consequence applies 
  to all actions taken in the vehicle. The 
  pilot can take an interact action to regain 
  control of the vehicle, just as a character 
  would normally take a move action to 
  regain control of her own movement 
  with the Spin consequence.
  Structural Damage
  When a vehicle takes damage, it 
  results in a Wound consequence for the 
  vehicle. Unlike with a character, the 
  Wound consequence penalty applies to 
  all vehicular combat actions undertaken 
  by the crew of the vehicle until negated 
  (see “Mechanic” on page 15). It also 
  counts against the vehicle’s Structure 
  threshold. This works very much like 
  wounds on a character, only it counts 
  against its Structure rather than against a 
  Wound threshold.
  When the number of Wound severi-
  ties equals or exceeds a vehicle’s Structure 
  threshold, the vehicle breaks down. 
  This is the place of the usual dying 
  gasps for a character. A vehicle that has 
  broken down cannot be used to perform 
  actions. It cannot maneuver, nor does it 
  have sufficient power to operate any of 
  its systems. If it’s a spaceship, the ship 
  
  13
  is simply dead in space. If it’s a ground 
  vehicle, it is totaled.
  Vehicles that reach twice their 
  Structure threshold in Wound severities 
  are completely destroyed, likely causing 
  damage to all remaining crew.
  Critical Hits  
  on Vehicles
  When a critical hit is scored on a 
  vehicle, this hit may damage the vehicle’s 
  critical systems or crew as well as dealing 
  the usual structural damage. When 
  dealing a critical hit to a vehicle, the 
  attacker may instead choose from the 
  following two vehicular critical effects:
  Vital Hit: Double the damage rating 
  dealt by the attack. This has no effect on 
  the damage’s severity, but the severity 
  may still be staged up when compared to 
  the vehicle’s Shock threshold, as normal.
  Damaged System: One of the 
  vehicle’s systems gets damaged and ceases 
  to function. The GM should pick the 
  system, which is damaged, or flip a card 
  and use the table below (use the column 
  which most closely matches the vehicle 
  in question). If a particular result comes 
  up that does not apply, simply redraw. 
  Damaged systems cease to function—
  comms stop working, cargo is lost, 
  thrusters stop allowing a vehicle to move 
  about, life support stops working so life 
  on the ship is on borrowed time, etc. 
  The GM should rule on what exactly this 
  means for the vehicle.
  Card
  Spaceship
  Ground Vehicle
  Aerial Vehicle
  Ace – 2
  Cargo
  Cargo
  Cargo
  3 – 4
  Power
  Power
  Power
  5 – 6
  Sensors
  Sensors
  Sensors
  7 – 8
  Comms
  Comms
  Comms
  9 – 10
  Thrusters
  Wheels/Rail/Treads
  Thrusters
  Jack
  Weapon
  Weapon
  Weapon
  Queen
  Crew Hit*
  Crew Hit*
  Crew Hit*
  King
  Life Support
  Vehicle Body (Cover)
  Vehicle Body (Cover)
  Joker
  Draw Twice
  Draw Twice
  Draw Twice
  * Crew hits typically deal a light wound to all crew members.
  
  14
  Crew Positions
  Too often vehicular combat in role-
  playing games boils down to a couple 
  players taking the important actions 
  while the others wait for the scene to 
  end. This is a problem the vehicular 
  combat system in Shadows Over Sol 
  attempts to remedy by potentially giving 
  all characters something interesting to 
  do—a crew position—and a chance to 
  contribute in some way.
  Not all vehicles will have all crew 
  positions available. The GM should use 
  common sense when deciding which 
  positions to allow on a given vehicle. 
  For example, a motorbike is going to 
  have a pilot (the driver) and maybe a 
  second character acting as a gunner or 
  maybe a marine (if a character is willing 
  to leap from the motorbike onto an 
  adjacent vehicle).
  A single character may occupy up 
  to two of these positions on any given 
  round, but if occupying two positions, 
  all actions performed by the character 
  receive a -2 penalty. Positions can 
  usually be swapped freely between 
  rounds. Each of these positions and the 
  role it’s meant to perform in vehicular 
  combat are described below.
  Engineer
  The engineer can route power 
  between critical systems in order to gain 
  a performance advantage. 
  
  15
   
  � Make an Int/engineer-10 flip. On 
  a success, the engineer can pick one 
  position currently staffed and reroute 
  excess power from that system to 
  another position currently being 
  staffed. The target crew member gives 
  an unspent AP to the recipient crew 
  member. On a success by 5+ Mag, the 
  target may opt to give the recipient up 
  to two unspent AP.
   
  � By 
  making 
  a 
  successful 
  Int/
  engineer-10 flip, the engineer may 
  intentionally damage one of the 
  vehicle’s systems in order to gain 1 
  AP, which she may give to any crew 
  member. This represents overloading 
  the system for short-term gain.
  Gunner
  It’s the job of the gunner to fire upon 
  other vehicles. This allows her to perform 
  the following actions:
   
  � In combat, she may operate one of the 
  vehicle’s weapons. This is typically a 
  Dex/ordnance vs. Defense action
   
  � If the vehicle’s design allows, she may 
  fire her own personal weapons—for 
  example, firing out of the window 
  of a groundcar. This is a Dex/guns 
  vs. Defense action.
  Jammer
  It’s the jammer’s job to engage in elec-
  tronic warfare with the other vehicles, 
  jamming their sensors and comms and 
  otherwise causing mechanical issues. 
   
  � A jammer can make an Int/comp-
  ops-10 action. On a success, she 
  increases the target vehicle’s Fixated 
  (jamming) consequence a severity, 
  or by two severities on a success by 
  Mag 5+. This consequence’s penalty 
  applies to all crew.
   
  � Alternatively, a jammer may make 
  an Int/comp-ops-10 action to 
  reduce her vehicle’s Fixated conse-
  quence a severity, or by two severi-
  ties on a success with Mag 5+.
  Marine
  A marine’s job is to board other 
  vehicles in combat or to resist boarders 
  from other vehicles. 
   
  � If the pilot has maneuvered close 
  enough to another vehicle, a marine 
  can make a boarding attempt. This 
  is usually a Str/athletics-10 flip to 
  make the crossing. 
   
  � A boarding attempt on either vehicle 
  is often followed by personal combat 
  between vehicular combat rounds.
  Mechanic
  It’s the mechanic’s job to repair 
  the damage dealt to a vehicle and its 
  critical systems. 
   
  � By making a Spd/mechanic-10 flip, 
  a mechanic may remove the wound 
  penalty imposed on a vehicle’s crew 
  from a single wound consequence.
   
  � After a vehicle’s system has been 
  damaged, a mechanic can make a 
  Per/mechanic-10 action to jury-rig 
  a repair. This repair won’t hold for 
  the long run, but it will enable 
  the vehicle’s system to continue 
  to function throughout the rest of 
  combat. A single system damaged a 
  second time in this way, however, is 
  beyond repair.
  
  16
  Medic
  It’s the medic’s job to treat injured 
  crew members and administer drugs.
   
  � In combat, a medic can make a Dex/
  medic-10 action to apply first aid to an 
  injured crew member (see core rulebook).
   
  � Alternatively, a medic may apply 
  a drug, such as Stimulox (see core 
  rulebook), to a willing crew member. 
  This usually doesn’t require a flip. 
  Drugs with a 10-minute duration 
  last until the same phase they were 
  administered in the next round.
  Officer
  The officer’s job is to coordinate the 
  other characters on the vehicle as they 
  perform their actions. 
   
  � She may make an Int/persuade-10 
  flip to try to coordinate her crew. This 
  requires the ability to communicate 
  clearly with the coordinated crew. On 
  a success, crew members except the 
  officer increase their Bolstered conse-
  quence by a severity. With 5+ Mag, 
  they increase it by two severities. A 
  crew member may only benefit from 
  coordination by a single officer.
   
  � When a member of the crew’s action 
  executes, an officer may choose to 
  spend an AP to give a +2 bonus to 
  that action as a reaction.
  Pilot
  It’s the pilot’s job to maneuver the 
  vehicle and to help it avoid being hit 
  in combat. The pilot may perform the 
  following actions:
   
  � As a reaction to being attacked, the 
  pilot of a vehicle may take evasive 
  actions to avoid the hit. She may only 
  do this if she is aware of the incoming 
  attack and the vehicle is capable of 
  maneuvering out of the way. This 
  works just like the dodge reaction—
  requiring an AP—but adds the pilot’s 
  Vehicles skill to Defense. Addition-
  ally, the pilot can use her Bolstered 
  consequence to give a bonus to this 
  equal to the consequence’s severity.
   
  � The pilot can take actions to move the 
  vehicle further away or closer to other 
  objects in combat. This is usually 
  either an unopposed Dex/vehicles-10 
  flip or an opposed Dex/vehicles vs. 
  Dex/vehicles flip.
   
  � The pilot can make a Dex/vehicles-10 
  flip to regain control of a vehicle, 
  reducing the Spin consequence a 
  severity or by two severities on a 
  success with Mag 5+.
  
  17
  Travel Times
  The table below shows the time it takes to travel (in standard Earth days) 
  between different bodies in the solar system.  The numbers given below are a 
  base travel time. To determine the actual travel time for a given vehicle, divide 
  this time by the vehicle’s Cruise rating. This is how long the average voyage will 
  take on maximum thrust.
  Naturally, the relative distances of planets change as they orbit around the 
  Sun. The numbers given here represent travel at a median distance. In practice, 
  travel times frequently vary by up to twice this amount or down to half this 
  amount when the planets are coming into alignment.
  Divide 
  by Ship’s 
  Cruise 
  Rating
  Sol  
  Mercury  
  Venus  
  Earth  
  Mars  
  The Belt
  Jupiter  
  Saturn  
  Uranus  
  Neptune  
  Pluto  
  Sol
  —
  94
  172
  240
  360
  804
  1248
  2280
  4608
  7224
  9480
  Mercury
  94
  —
  78
  146
  266
  710
  1154
  2186
  4514
  7130
  9386
  Venus
  172
  78
  —
  68
  188
  632
  1076
  2108
  4436
  7052
  9308
  Earth
  240
  146
  68
  —
  120
  564
  1008
  2040
  4368
  6984
  9240
  Mars
  360
  266
  188
  120
  —
  260
  888
  1920
  4248
  6864
  9120
  The Belt
  804
  710
  632
  564
  260
  —
  628
  1476
  3804
  6420
  8676
  Jupiter
  1248
  1154
  1076
  1008
  888
  628
  —
  1032
  3360
  5976
  8232
  Saturn
  2280
  2186
  2108
  2040
  1920
  1476
  1032
  —
  2328
  4944
  7200
  Uranus
  4608
  4514
  4436
  4368
  4248
  3804
  3360
  2328
  —
  2616
  4872
  Neptune
  7224
  7130
  7052
  6984
  6864
  6420
  5976
  4944
  2616
  —
  2256
  Pluto
  9480
  9386
  9308
  9240
  9120
  8676
  8232
  7200
  4872
  2256
  —
  
  18
  
  19
  Spaceships are more than just gear. In 
  a spacefaring campaign they are essential. 
  Spaceships have a lot of character and 
  personality of their own. A group’s choice 
  of spacecraft can shape a campaign.
  This section presents a system for 
  players to design, upgrade and maintain 
  their own spaceship. In it are a variety of 
  options and components among which 
  players may choose to buy and install.
  Overview
  An overview of the steps in the 
  spaceship design system is listed below.
   
  � Choose Hull: The first step of vehicle 
  design is choosing its hull. This will 
  determine the general class of the 
  vehicle—fighter, freighter, cruiser, 
  etc. It will also give a baseline power 
  requirement and an amount of hull 
  space in which to install components.
   
  � Choose Power: The second step 
  is to choose the vehicle’s source 
  of power. This will determine the 
  amount of available power, which is 
  used to power the ship’s engines and 
  other components.
   
  � Choose Components: The next step 
  is to choose the components installed 
  in the vehicle. This includes anything 
  from a medical bay to a cargo hold, 
  from a sensor array to stasis pods. 
  Most components will have both a 
  power and a space requirement.
   
  � Determine Stats: In the final step, 
  the ship’s final power and space totals 
  are calculated. This will alter the base 
  stats provided by the ship’s hull.
  Spaceship 
  Design in Play
  When the purchase of a custom 
  spacecraft is made during play there are a 
  number of factors to consider, including 
  availability, delivery time, total cost, 
  upkeep, repair and future upgrades. 
  These considerations are addressed in the 
  following sections.
  Buying a Custom 
  Spaceship
  By in large, spaceships take a lot of 
  resources, time and effort to produce. 
  This means that if a custom spaceship 
  is ordered there will typically be a wait 
  time before the spaceship is complete. 
  Similarly, there are only a handful of 
  facilities capable of fully customized 
  spaceship construction in the Sol system, 
  and custom spaceships will need to be 
  retrieved from these facilities. 
  Thankfully these two facts are compli-
  mentary! A crew in the Belt may have to 
  travel to a ship construction platform 
  orbiting Earth to pick up their new ship. 
  This ship may take months to construct. 
  Spaceship 
  Design
  
  20
  But then again the trip back to Earth 
  takes months as well.
  Those few characters with the 
  resources to construct their own spaceship 
  from scratch will not only have the costs 
  of the construction facilities, but the cost 
  of the spaceship itself. Building one’s 
  own spaceship should prompt the use of 
  the Engineering subsystem found in the 
  Shadows Over Sol core rulebook.
  Determining 
  Total Cost
  To determine the total cost of the 
  ship one adds together the Cost rating 
  of all the component parts, including the 
  hull. Doing this uses the usual rules for 
  combining Cost ratings (described under 
  “Wealth” in the Shadows Over Sol core 
  rulebook). This means that Cost ratings 
  are combined two at a time, from lowest 
  to highest, with two Cost ratings of equal 
  value combining to a Cost rating of one 
  higher value. 
  For example, if a ship’s hull is a 
  freighter (Cost 13), with a small thorium 
  reactor (Cost 13) and 20 spaces of cargo 
  hold (Cost 7). This ship’s cost will total 
  to Cost 14, because Cost 7 and Cost 
  13 combine to still Cost 13, then this 
  combined Cost 13 adds with the final 
  one for a total of Cost 14—remember 
  costs are exponential: two items of the 
  same cost add together to have a total 
  cost one higher.
  Upgrading a 
  Spaceship
  It’s 
  cheaper 
  to 
  install 
  a 
  new 
  component when a spaceship has been 
  taken apart or under assembly. Adding 
  a new component after the fact incurs 
  expenses for labor, taking the appropriate 
  parts of the ship apart to fit in the new 
  component, wire to the central power, 
  calibrate it with the ship’s computer, etc.
  Adding a new component after a 
  ship’s initial construction increases the 
  Cost rating of that component by one. 
  Player characters with the right skills may 
  be able to do this themselves, keeping 
  the Cost rating down to its usual value, 
  but this also requires possessing the right 
  equipment and likely requires that the 
  ship spend extensive time docked while 
  the upgrades are taking place.
  Repairing a 
  Spaceship
  A damaged spaceship component has 
  a cost to repair it one Cost rating less 
  than its purchase price. For example, this 
  means that a component with Cost 7 is 
  Cost 6 to repair. This price covers the 
  necessary replacement parts as well as the 
  necessary labor. Those wishing to perform 
  the repair themselves may get away paying 
  a Cost rating two less than the purchase 
  price, but repairing a spaceship this way 
  will require the appropriate tools, as well 
  as having the ability to dock the craft 
  during the repairs. Whatever method is 
  used to repair the ship, repairs likely take 
  upwards of a week.
  
  21
  Spaceship Upkeep
  Spaceships require periodic maintenance and upkeep. At the very least they 
  require refills of oxygen, water and, in rare instances, thorium fuel pellets. At the 
  same time, the Lifestyle system exists so that every trivial charge—such as main-
  tenance charges—don’t have to be tracked.
  Any character able to maintain Lifestyle 8 will be able to afford the basic 
  upkeep of a spaceship as part of her Lifestyle. Typically, this is the spaceship’s 
  captain or wealthy benefactor. A character with Lifestyle 9 or 10 will be able to 
  afford to maintain a spaceship in luxury.
  If no character has Lifestyle 8, several characters may still chip in together and 
  maintain a spaceship as part of their collected lifestyles. This requires two charac-
  ters at Lifestyle 7, four characters at Lifestyle 6, etc.
  Should the characters still not be able to afford their spaceship’s upkeep, they 
  would be advised to work out a deal with some patron who might foot the bill 
  for them. Otherwise, one day they may find themselves docked without enough 
  oxygen to make it to the next port.
  
  22
  Spaceship 
  Hulls
  Hulls generally correlate to a class of 
  ships, such as transport, battleship or 
  freighter. Picking out a hull is the most 
  important part of spaceship design. 
  This choice will set the baseline stats 
  and abilities of the spaceship before 
  customization.
  All hulls will provide some number 
  of points of Space. In later steps, the 
  power source and components of the 
  spaceship will be chosen. These will 
  each have space requirements, reducing 
  the space available in the hull. Once all 
  points of Space have been spent, there 
  simply isn’t room in the spaceship for 
  anything else to be installed.
  Hull List
  The different available hulls are 
  listed below.
  Battleship
   
  � Cost Rating: 19
   
  � Handling -1, Defense 7/14, DR 0, 
  Shock 18, Structure 13, Cruise 8
   
  � Properties: Mil, Vehicle
   
  � Space Provided: 55
  The largest class of capital warship in 
  common use, battleships typically sport 
  heavy armor, as well as a single or pair of 
  large caliber guns on their main weapons 
  battery. All this is typically protected by 
  a contingent of attached fighters and 
  numerous secondary weapons batteries.
  Destroyer
   
  � Cost Rating: 17
   
  � Handling 0, Defense 7/15, DR 0, 
  Shock 14, Structure 9, Cruise 8
   
  � Properties: Mil, Vehicle
   
  � Space Provided: 35
  Destroyers are fast, long endurance 
  warships, occupying a midpoint in size 
  between the larger battleships and the 
  smaller fighters. Destroyers often escort 
  larger fleets, and their speed may allow 
  them to flank enemy fleets in battle.
  Fighter
   
  � Cost Rating: 12
   
  � Handling +2, Defense 7/15, DR 0, 
  Shock 10, Structure 5, Cruise 3
   
  � Properties: Mil, Vehicle
   
  � Space Provided: 15
  Fighters are essentially small but 
  mobile 
  missile 
  platforms, 
  typically 
  launched to protect a station or larger 
  capital warship. Most fighters hold only a 
  single crew member or two, with the rest 
  of the space dedicated to weapons and 
  maneuverability.
  Estimating Space
  The number of points of Space 
  a spaceship has to work with can be 
  estimated using the ship’s Structure 
  rating. Simply multiply Structure 
  by five and subtract ten. For 
  example, if the ship has Structure 
  10, it will have around Space 40, 
  because (10 × 5) – 10 = 40.
  
  23
  Freighter
   
  � Cost Rating: 13
   
  � Handling -2, Defense 6/13, DR 0, 
  Shock 12, Structure 7, Cruise 5
   
  � Properties: Vehicle
   
  � Space Provided: 25
  Freighters are the workhorse of civilian 
  trade and shipping across the Sol system. 
  Often freighters are little more than large 
  cargo containers with an engine and 
  minimal crew facilities attached. Other 
  freighters are configured as passenger 
  vehicles, with extensive arrays of stasis 
  pods other medical components.
  Harvester
   
  � Cost Rating: 13
   
  � Handling -1, Defense 7/14, DR 3, 
  Shock 11, Structure 6, Cruise 3
   
  � Properties: Vehicle
   
  � Space Provided: 20
  Harvesters are rugged ships designed for 
  heavy use in mining or other resource extrac-
  tion. Typically designed with the capability 
  to land on light gravity bodies, harvesters are 
  also often equipped with harvester arms or 
  industrial processing equipment.
  Shuttle
   
  � Cost Rating: 10
   
  � Handling 0, Defense 7/15, DR 0, 
  Shock 9, Structure 4, Cruise 2
   
  � Properties: Vehicle
   
  � Space Provided: 10
  Shuttles are small spacecrafts designed 
  to ferry people or goods between ships, or 
  between a space station and a spaceship. 
  Shuttles typically run on battery power, 
  and as such need their parent spacecraft 
  to recharge between uses.
  Yacht
   
  � Cost Rating: 14
   
  � Handling 0, Defense 7/15, DR 0, 
  Shock 11, Structure 6, Cruise 5
   
  � Properties: Vehicle
   
  � Space Provided: 20
  Yachts are recreational luxury ships, 
  used primary by the very rich. Most 
  yachts will have some of the best civilian 
  facilities that money can buy, coupled 
  with designer interiors and roomy accom-
  modations.
  Designing Non-Spaceship Vehicles
  With some handwaving this system can also be used to construct non-space-
  ship vehicles. A groundcar or a tank is essentially basic hull in which different 
  components can be installed. Space in the hull will be limited, and the power 
  sources will be different from solar or a thorium reactor, but the basic construc-
  tion idea is the same.
  Unfortunately, the word count in this book is limited. As Shadows Over 
  Sol is a game primarily focused on space, we have chosen to focus our vehicle 
  design rules on spaceships. A variety of pre-constructed non-spaceship vehicles 
  are provided in the catalog later in this book. Customizing these vehicles is left as 
  an exercise for the GM.
  
  24
  Spaceship 
  Power
  Without a source of power, a 
  spaceship is dead in space. Its systems 
  cannot operate, and its engines cannot 
  maneuver the ship. All power sources 
  require some amount of Space (provided 
  by the hull) and produce some amount 
  of Power. This is measured in points of 
  Power. Later, other components installed 
  in the vehicle will have power require-
  ments listed. This consumes some of 
  the available power. Once all available 
  power is consumed, no further compo-
  nents may be installed. Some power 
  sources also have modifiers to other ship 
  stats, such as Handling or Cruise.
  Power List
  Available sources of power are 
  listed below.
  Battery Array
   
  � Cost Rating: 8 + the amount of Space 
  required
   
  � Power Generation: 1 + 2 times the 
  amount of Space required
   
  � Space Requirement: 1 per day’s 
  battery life
   
  � Handling Modifier: -2
   
  � Cruise Modifier: -1
  Ships powered by a battery array do 
  not generate their own power, but instead 
  simply store power generated by a parent 
  ship, station or colony. This stored energy 
  is used to power the ship’s ion drives while 
  the vehicle operates. Between periods 
  of operation, the ship must recharge. 
  Obviously, this limits this power source 
  to short range or short duration vehicles, 
  such as shuttles and fighters. Typical 
  battery life is one day of full operation 
  per Space of battery array.
  Solar Array
   
  � Cost Rating: 10
   
  � Power Generation: 5 (between Sol 
  and Mercury), 4 (between Mercury 
  and Venus), 3 (between Venus and 
  Earth), 2 (between Earth and Mars), 
  1 (between Mars and Belt)
   
  � Space Requirement: 1
   
  � Handling Modifier: -2
   
  � Cruise Modifier: -1
  In the inner solar system, Sol emits 
  enough light to power entire spacecrafts 
  on solar energy alone. This light drops off 
  rapidly as one approaches the outer solar 
  system, making solar powered vessels 
  an inner system phenomenon. This is 
  reflected mechanically in the Power rating 
  dropping off as one moves further away 
  from Sol. As the power rating drops, a 
  ship must power down systems, which it 
  can no longer support.
  Ships with this power source typically 
  unfurl large flexible arrays when in 
  transit, to maximize the surface capable 
  of absorbing solar energy. This energy 
  then powers ion drives, which push the 
  ship across space. Because ships powered 
  by a solar array must rely on iron drives, 
  they are not typically as speedy as ships 
  with their own reactors.
  
  25
  Thorium Reactor
   
  � Cost Rating: 16 (large), 13 (small)
   
  � Power Generation: 20 (large), 10 
  (small)
   
  � Space Requirement: 8 (large), 5 
  (small)
  Thorium fission reactors are the most 
  common power source in the system. 
  They consist of a stack powered by fuel 
  pellets of thorium, surrounded by an 
  elaborate system of heat dispersion. 
  These rectors also directly power fission 
  fragment rockets, which act as a means of 
  spaceship propulsion. 
  Thorium reactors can differ in size 
  and capacity to power different classes 
  of ships. The large thorium reactor is 
  generally intended to power capital 
  ships or small stations, whereas the small 
  thorium reactor is a more compact model 
  intended to power freighters or smaller 
  vessels. A large reactor holds enough fuel 
  to last for about 12 years of operation, 
  and a small reactor holds 6 years of fuel. 
  New fuel can be purchased for Cost 14 
  (large) or Cost 11 (small).
  
  26
  Components
  Spaceships with only a hull and 
  power source are little more than empty 
  shells floating around in space. To get 
  tasks accomplished a spaceship needs 
  components installed—control rooms, 
  medical bays, sensor arrays, stasis pods 
  and the like. 
  All of these components will have a 
  Space requirement, and most will have a 
  Power requirement as well. These subtract 
  from the available Space and Power on 
  the ship. Some components also have 
  modifiers to other ship stats, such as 
  Handling or Cruise.
  Component List
  Available components are listed below.
  Armor
   
  � Cost Rating: 9 + half the amount of 
  Space required
   
  � Space Requirement: 1 per DR
  Armor generally consists of a full set 
  of plating attached to the outer hull of 
  a vessel. This plating may be augmented 
  with systems designed to absorb kinetic 
  energy, located between the inner and 
  outer hulls.
  Attach Point
   
  � Cost Rating: 8
   
  � Power Requirement: 1
   
  � Space Requirement: 2
  An attach point is a spot on the hull 
  of a larger ship designed for docking with 
  smaller ships such as shuttles or fighters. 
  It consists of a structural strengthening of 
  the hull, padding, an airlock and power 
  facilities designed to charge the batteries 
  on an attached craft. The smaller ship 
  typically does not need an attach point. 
  Only one such craft can dock at an attach 
  point at a time. Repairing the exterior of 
  a smaller vessel while at an attach point 
  is treated as improvised equipment (-2). 
  For better equipment use a hanger bay 
  (see page 29).
  Auxiliary Thrusters
   
  � Cost Rating: 5 + the amount of Space 
  required
   
  � Power Requirement: See Handling 
  modifier
   
  � Space Requirement: See description
   
  � Handling Modifier: +1 per 10% 
  Space and 1 Power
  This component consists of a full set 
  of auxiliary thrusters, which can aid in 
  maneuvering the ship through difficult 
  maneuvers or to avoid attacks. These 
  thrusters operate through the release 
  of compressed gas, fission-fragment 
  rocketry or ion pulse. 
  The amount of Space required for 
  auxiliary thrusters increases with the 
  size of the ship—essentially larger ships 
  require more thrusters to maneuver. Every 
  +1 bonus from thrusters requires space 
  equal to 10% of the Space provided by 
  the hull (min. 1). This bonus applies to 
  the Handling rating of the ship (and thus 
  its Defense). The bonus granted from 
  auxiliary thrusters cannot exceed +4.
  
  27
  Battle Pods
   
  � Cost Rating: 11 + the amount of 
  Space required
   
  � Power Requirement: 1
   
  � Space Requirement: 1 per 5 people
  Battle pods function as stasis pods (see 
  page 32), but also serve in a life support 
  capacity when crew are not in stasis. This 
  is common in military ships, where the 
  crew can spend their time awake in their 
  battle pods during a fight, allowing the 
  rest of the ship to be voided of oxygen—a 
  prevention against fires. Battle pods have 
  internal control panels allowing the crew 
  to interface with the ship’s computers.
  Cargo Hold
   
  � Cost Rating: 3 + 1 for every 5 Spaces 
  required
   
  � Space Requirement: 1 per 1,000 kg 
  (about 200 encumbrance)
  A cargo hold is an open space 
  designed to store cargo during shipping. 
  It typically includes a variety of straps, 
  magnetic clamps or other mechanisms to 
  secure cargo so that it doesn’t shift during 
  acceleration, declaration or maneuvers. 
  Comms Array
   
  � Cost Rating: 9
   
  � Power Requirement: 2
   
  � Space Requirement: 1
   
  � Laser Comm: +3 (�15L / �10L / �5L 
  / �2L), Range 10M (Improvised)
  A communications array provides 
  a suite of both short and long distance 
  communications. This includes radio 
  comms capable of broadcasting across 
  the system, as well as a powerful laser 
  comm for point-to-point communica-
  tion. In a pinch, this laser comm can 
  be overloaded to function as an impro-
  vised weapon—just point it at a spot on 
  the target’s hull and hold it there long 
  enough to eventually cut through! As 
  an improvised weapon, a laser comm as 
  the attack listed above.
  Without a comms array a ship only 
  has the capabilities to send and receive 
  short-range radio communication. This 
  is common for short distance ships, such 
  as shuttles or fighters.
  Computer Hook
   
  � Cost Rating: 6
   
  � Power Requirement: 1
   
  � Space Requirement: 1
  Normally a ship can interface with 
  a microcomputer or hand terminal—
  even 
  workstations, 
  mainframe 
  or 
  supercomputers wirelessly. This sort 
  of interface doesn’t require a computer 
  hook, but neither does it grant full 
  access to or control to the systems of 
  the ship. Almost all ships are hardwired 
  not allow control of the ship over a 
  wireless connection. This is a simple 
  security measure against hackers—after 
  all, one wouldn’t want an enemy hacker 
  to simply jettison the life support.
  A computer hook is a specific set of 
  wired connections and power where a 
  computer can be attached and used to 
  control the ship with full access. This 
  can be used to override or supplement 
  the embedded main computer that 
  comes with the hull.
  
  28
  Control Room
   
  � Cost Rating: 8
   
  � Power Requirement: 1
   
  � Space Requirement: 2
  Also known as the bridge, a control 
  room is a space designed to aid in the 
  control of a vehicle. It makes a variety of 
  outputs for various sensors easily assess-
  able, as well as providing a place to display 
  diagnostics or to communicate with the 
  rest of the ship. Ships don’t have to have 
  a control room—instead simply having a 
  cockpit or similar small space—but any 
  attempts to act as officer in vehicular 
  combat are at best treated as improvised 
  (-2) without a proper control room from 
  which to coordinate the battle.
  Engine Room
   
  � Cost Rating: 7
   
  � Power Requirement: 1
   
  � Space Requirement: 1
  A spaceship’s engine doesn’t need an 
  engine room to function, but an engine 
  room provides a wide variety of diag-
  nostic tools for monitoring the engine, 
  as well as allowing ample space to access 
  the engine for repairs, modifications and 
  maintenance. Without an engine room, 
  any attempts to access the engine during 
  transit are considered to be using impro-
  vised (-2) tools at best.
  Gauss Cannon
   
  � Cost Rating: 16
   
  � Power Requirement: 5
   
  � Space Requirement: 4
   
  � Gauss Cannon: +5 (�30M / �20M 
  / �10M / �5M), Pierce 20, Range 
  50M, Reload 5, Shots 2
  A gauss cannon is a huge magnet-
  ically-accelerated 
  ballistic 
  cannon 
  typically designed to be attached to 
  a powerful warship. This is one of the 
  strongest 
  conventional 
  ship-to-ship 
  weapons in use today. A gauss cannon 
  provides the ship with the attack listed 
  above. A gauss cannon comes with 
  20 available shots. New shots can be 
  purchased at Cost 8 per shot.
  Listed Ship Attacks
  The attacks for vehicles list 
  the name of the weapon followed 
  by a “to hit” value, the damage 
  values in parentheses and finally 
  any properties of the attack. All 
  of these are fixed for the attack, 
  except for the “to hit” value. This 
  value represents a “typical” Dex/
  ordnance value for a gunner on 
  the ship. Statted characters firing 
  a ship weapon should substitute 
  their own attack value in place of 
  the one listed with the weapon.
  
  29
  Habitat
   
  � Cost Rating: 6 + the amount of Space 
  required
   
  � Power Requirement: 1
   
  � Space Requirement: 1 for every 5 
  people
  A habitat contains everything up to 
  five people need to live and work for an 
  extended period of time out of stasis. This 
  includes bunks, personal storage lockers, 
  kitchen space, privies and limited social 
  space. Every Space allocated to habitat 
  provides enough facilities for five people.
  Hangar Bay
   
  � Cost Rating: 11
   
  � Power Requirement: 1
   
  � Space Requirement: 13
  A hanger bay is an open space in which 
  a smaller vessel—usually a transport or 
  a fighter—can internally dock within 
  a larger ship. In this way a hanger bay 
  works a lot like an attach point, except the 
  smaller ship is fully enclosed by the larger 
  one. This allows the repair and mainte-
  nance of the smaller ship without having 
  to spacewalk (no improvised penalty), 
  and protects the smaller ship within the 
  larger ship’s armor.
  
  30
  Harvester Arm
   
  � Cost Rating: 8
   
  � Power Requirement: 1
   
  � Space Requirement: 2
   
  � Harvester Arm: +3 (�6M / �4M / 
  �2M / �1M) (Improvised)
  A harvester arm is a large arm, which 
  extends from the ship and allows it to 
  drill through or manipulate objects 
  around it. These arms are common on 
  mining vessels, where the arm will either 
  break up rock and ice for mining, or 
  clamp onto larger objects for transport. 
  A harvester arm can be used as an impro-
  vised ship-to-ship weapon in combat, 
  but only if its ship is first docked with the 
  target. As an improvised weapon, it has 
  the attack listed above.
  Heat Sink
   
  � Cost Rating: 8 + the amount of Space 
  required
   
  � Space Requirement: See Cruise 
  modifier
   
  � Cruise Modifier: +1 per 1 Space
  Heat sinks consist of large arrays of 
  conductive material designed to disperse 
  excess heat from a reactor outside of a 
  ship or its inhabited areas. This allows 
  the ship’s engines to burn for longer, 
  increasing the windows of acceleration, 
  and thus the ship’s Cruise rating.
  Every Space allocated to heat sinks 
  gives a +1 bonus. This bonus applies 
  to the Cruise rating of the ship. The 
  bonus granted from auxiliary thrusters 
  cannot exceed +4.
  Med Bay
   
  � Cost Rating: 10
   
  � Power Requirement: 1
   
  � Space Requirement: 2
  A medical bay contains a variety of 
  diagnosis tools, surgical instruments, 
  medical tables, cold storage lockers 
  and other assorted equipment useful in 
  medicine. It counts as sufficient tools for 
  all manner of surgery, as well as superior 
  quality (+2) equipment for first aid.
  Mining Bay
   
  � Cost Rating: 9
   
  � Power Requirement: 2
   
  � Space Requirement: 5
  A mining bay is a space designed for 
  mining work, ore extraction and other 
  forms of mining-related industrial 
  processing. It contains vats for various 
  chemicals, heating vats, large elec-
  trical outputs, cranes, conveyor belts 
  and other tools. It counts as sufficient 
  equipment for mining, refinement 
  and processing. The large industrial 
  machinery could also serve as a variety 
  of improvised weapons for a personal 
  combat taking place in the bay.
  
  31
  Missile Turret
   
  � Cost Rating: 13 + 1 per turret
   
  � Power Requirement: 1
   
  � Space Requirement: 2 per turret
   
  � Missiles: +5 (�24M / �16M / �8M / 
  �4M), Range 100M
  A missile turret is a hard point 
  for launching missiles, complete with 
  machinery to automatically reload missile 
  tubes. Usually this turret can swivel 
  in a variety of directions, allowing for 
  dynamic targeting as enemy ships move 
  about the battle. A missile turret can 
  typically be crewed by one gunner, and 
  grants the attack listed above.
  A turret comes with a full comple-
  ment of 20 missiles. New missiles can be 
  purchased at Cost 8 per missile.
  Science Bay
   
  � Cost Rating: 10
   
  � Power Requirement: 1
   
  � Space Requirement: 2
  This is a lab and workshop area 
  geared towards one realm of scien-
  tific research and discovery. When 
  a scientific bay is installed its focus 
  must be chosen from among biolog-
  ical sciences, mechanical & electronic 
  engineering or physical sciences. It 
  counts as superior quality equipment 
  (+2) for tasks related to its field.
  Sensor Array
   
  � Cost Rating: 9
   
  � Power Requirement: 2
   
  � Space Requirement: 1
  A sensor array provides a versatile 
  suite of sensors for detecting objects 
  near the ship, or sometimes even across 
  the system. This includes both passive 
  sensors—such as receivers for visible 
  light, infrared, ultraviolet, radio and 
  other forms of radiation—as well as active 
  sensors—such as ladar targeting, or radio-
  based detection methods. This counts as 
  superior (+2) equipment to detect ships 
  or other objects in close vicinity. A ship 
  without a sensor array may still detect the 
  space around them, must rely solely on 
  passive detection methods.
  Smuggler’s Hold
   
  � Cost Rating: 5
   
  � Space Requirement: 2
  A smuggler’s hold is essentially a cargo 
  hold that’s designed to conceal rather 
  than for space efficiency. Often smuggler’s 
  holds are hidden in other parts of the 
  ship, designed to appear as engine panels, 
  habitat, sensor machinery, etc. Because of 
  their concealed nature, individual smug-
  gler’s holds are limited to holding about 
  1,000 kg (about 200 encumbrance) in 
  the hold. Larger holds would be obvious.
  
  32
  Stasis Pods
   
  � Cost Rating: 9 + the amount of Space 
  required
   
  � Power Requirement: 1
   
  � Space Requirement: 1 per 5 people
  Stasis pods are important for any 
  trip lasting more than a month or so. In 
  stasis, passengers have significantly lower 
  life support requirements, and spending 
  the voyage in stasis prevents the crew 
  from going crazy due to the isolation 
  and cramped quarters. A stasis pod array 
  typically consists of up to five stasis pods, 
  and includes all of the supplemental 
  equipment to ease the passengers into 
  and out of stasis. Ships with large crew or 
  ones that carry passengers typically have 
  multiple Spaces of arrays.
  Streamlining
   
  � Cost Rating: 7 + the amount of Space 
  required
   
  � Space Requirement: See description
  Streamlining is a modification to the 
  shape and composition hull such that it 
  can be used to enter atmosphere. This 
  allows a ship to actually land on a body 
  with atmosphere without falling apart 
  or burning up. Regardless, ships without 
  their own reactor are likely unable to leave 
  a gravity well with significant gravity 
  (Earth or Venus) under their own power.
  Since 
  streamlining 
  changes 
  the 
  shape—and thus carrying capacity—of 
  the ship, the amount of space it takes 
  scales with the ship’s size. Streamlining 
  has a Space requirement equal to 20% 
  of the total Space provided by the ship’s 
  hull (minimum 1).
  Final Stats
  The final step of spaceship design is 
  finalizing the stats of the spacecraft. To 
  do this take the base stats provided by the 
  hull and then make any modifications 
  called for by the installed components. 
  Additionally, one should double check to 
  ensure that the Space and Power require-
  ments of the ship are met.
  Spaceship Checklist
  For normal operation, a spaceship needs a variety of components, including 
  some which might technically be marked as optional, but which a spaceship isn’t 
  likely to be of much use without. Below is a checklist of components most space-
  ships are likely to need:
   
  � Hull: Providing enough space to meet requirements.
   
  � Power: Providing enough power to meet requirements.
   
  � Control Room: To control the ship.
   
  � Comms Array: To communicate with other ships and stations.
   
  � Habitat: To keep crew alive outside of stasis.
   
  � Sensor Array: To sense what’s around the vehicle.
   
  � Stasis Pod Array: To keep crew alive during transport.
  
  33
  Example Spaceship: The Kingfisher
  William has come across a large windfall and wants to custom order a new 
  spaceship for his team, which consists of six people.
  Hull: He looks at the spaceship design rules, beginning with hulls. Since he 
  does not want to draw the ire of corp militaries, he selects the freighter to be the 
  basis of his new ship. This provides a well-rounded set of stats, which he can build 
  upon. So far his ship has 25 space and the following stats:
   
  � Handling -2, Defense 6/13, DR 0, Shock 12, Structure 7, Cruise 5
  Power: Next, he looks at power sources. He immediately disregards the battery 
  array and solar array, as he wants his ship to be able to operate alone and to be 
  able to voyage into the outer solar system. Choosing between the small or large 
  thorium reactors, he decides to go with the small, as it is much cheaper. His ship 
  now has 20 space left, 10 power and the same stats as before.
  Components: William thinks about what he will need on the ship. Since he has 
  a team of six, he purchases habitats for 10 people. This will support his crew and 
  a few passengers, if necessary. He also purchases enough stasis pods for 10 people. 
  Together these components will consume 2 power and 4 space. The ship is down 
  to 8 power and 16 space left.
  The basics of life support handled, William thinks about how the ship with 
  interact with those around it. He buys a comms array, sensors array, attach point 
  and armor 3, since you never know when you’ll need that protection. All together, 
  this will consume 5 power and 7 space. The ship now has 3 power and 9 space 
  remaining. It also now has the following stats:
   
  � Handling -2, Defense 6/13, DR 3, Shock 15, Structure 7, Cruise 5
   
  � Laser Comm: +3 (�15L/�10L/�5L/�2L), Range 10M (Improvised)
  William thinks hard, considering if he needs anything else. Finally, he opts to 
  purchase a smuggler’s hold and a Unitech CS-1r Ship’s Shuttle. The shuttle is a 
  smaller spacecraft in its own right (found in the Catalogue chapter of this book). 
  The smuggler’s hold will take two points of space, and will allow William’s team to 
  traffic in questionable goods, if needed. The remaining 7 space William fills with a 
  cargo bay. William names his ship the Kingfisher. It’s final stats are as follows:
  Cost Rating: 14
  Handling -2, Defense 6/13, DR 3, Shock 15, Structure 7, Cruise 5
  Components: Armor 3, Attach Point (Unitech CS-1r Ship’s Shuttle currently 
  attached), Cargo Bay 7, Comms Array, Freighter (Hull), Habitat (10 
  people), Sensor Array, Smuggler’s Hold, Stasis Pods (10 pods), Thorium 
  Reactor (Small, Power)
  Properties: Vehicle
  Laser Comm: +3 (�15L/�10L/�5L/�2L), Range 10M (Improvised)
  
  34
  
  35
  The following chapter expands upon 
  the gear listed in the Shadows Over Sol 
  core rulebook. This more than doubles 
  the variety of available equipment. As 
  all of the gear here is considered supple-
  mental, players should get the permission 
  of their game master before purchase.
  Additional 
  Gear Properties
  The following additional item proper-
  ties are used by gear listed in this book 
  and supplement those found in the 
  Shadows Over Sol core rulebook.
   
  � Defensive X: When this equipment 
  is being used it provides the wielder 
  with the Cover consequence at the 
  indicated severity.
   
  � Reach: This weapon can be used to 
  attack at a longer distance than most 
  other melee weapons. This makes 
  it easier to keep one’s distance and 
  avoid attacks from melee weapons 
  without reach. When wielding this 
  weapon any dodge reaction against 
  a melee attack provides an addi-
  tional +2 bonus to Defense, unless 
  the weapon used in the attack also 
  has the Reach property.
   
  � Shallow: Attacks made with this 
  weapon have a difficult time pene-
  trating armor. Double the target’s 
  DR for the purposes of resolving 
  damage from this weapon.
   
  � Spread: Attacks fired by this 
  weapon spread outward. This makes 
  the attack harder to avoid, but also 
  makes it less precise. Attacks made 
  with this weapon gain a +2 bonus 
  if made within the weapon’s listed 
  Range. Additionally, any attack 
  made with this weapon also targets 
  all characters in melee with the 
  attack’s primary target.
   
  � Vehicle: This piece of equipment is 
  a vehicle, and typically cannot be 
  carried. Vehicles have their ranges 
  listed in millions of meters, and 
  their ratings are given in vehicular 
  combat rounds and other vehicular 
  scales (see page 11).
  Catalogue
  Buying Inferior Goods
  With the GM’s permission, a player may purchase a damaged, cheap or inferior 
  version of a particular piece of equipment. This reduces the piece of equipment’s 
  Cost rating by one. On the other hand, anytime a joker comes up when using the 
  inferior gear, it breaks in the worst way possible, rending it useless and probably 
  causing further complication for the character. 
  If no flip is normally made to use the gear, the player should flip a card and 
  check for a joker. If it is a “limited use” piece of equipment—for example, doses 
  of a drug or a clip of ammunition—a similar malfunction happens anytime a club 
  is played when using the equipment, in addition to the joker.
  
  36
  Arms
  Humanity has invented countless 
  means to end the lives of those they 
  disagree with. The weapons presented 
  here expand upon the available options.
  Archaic Weapons
  The following weapons have long 
  ago fallen out of favor as instruments 
  of violence. Nevertheless, they still exist 
  and may occasionally be encountered 
  through collectors, historical enthusiasts 
  or the eccentric.
  Bow
   
  � Cost Rating: 3
   
  � Damage: �Str×3M / �Str×2M / 
  �StrM / �Str×½M
   
  � Properties: Hands 2; Range 10; Shots 1
  Dating back to prehistoric times 
  humans have used bows to hunt their 
  prey. Now you too can join this time-
  honored tradition. Bows consist of a 
  taunt string attached to a flexible arc—
  usually wood or plastic.
  Club
   
  � Cost Rating: 2
   
  � Damage: �Str×3+9L / �Str×2+6L / 
  �Str+3L / �½Str+1L
   
  � Properties: Big 2
  A popular choice for the urban 
  primitive! These clubs consist of a 
  large, blunt piece of wood—simple and 
  effective at smashing skulls. You try not 
  to complicate your life, so why compli-
  cate your choice of weapons?
  Crossbow
   
  � Cost Rating: 4
   
  � Damage: �Str×3+6M / �Str×2+4M / 
  �Str+2M / �½Str+1M
   
  � Properties: Hands 2; Range 10; 
  Reload 6; Shots 2
  Any fool can get splattered with a 
  gun. Send your enemies a message when 
  you splatter them in style! Crossbows 
  are mechanical bows, which fire special 
  bolts and deadly velocities. Cocking 
  winch included. 
  Ballistic Weapons in Space
  Fires cannot burn without oxygen. This includes the fire necessary to ignite the 
  gunpowder in a bullet. Modern ammunition, however, typically includes its own 
  oxidizer. This allows the gunpowder to ignite faster, sending the bullet outward 
  with more force. Because of this, modern firearms will fire regardless of atmo-
  sphere, even in the vacuum of space. Archaic firearms do not have this benefit.
  Temperature, however, is a concern. Fires will not ignite unless there is 
  enough heat. If a firearm’s ammunition gets extremely cold, its normal trig-
  gering mechanism may not generate enough heat to allow it to ignite. For 
  modern firearms, this begins to be a concern around -70°C, and only gets worse 
  as the temperature gets colder.
  
  37
  Greatsword
   
  � Cost Rating: 5
   
  � Damage: �Str×3+6M / �Str×2+4M / 
  �Str+2M / �½Str+1M
   
  � Properties: Big 3; Hands 2; Reach
  Size matters. Don’t be the one stuck 
  with the shorter sword. Greatswords 
  are sturdy, two-handed blades of up to 
  two meters in length. They benefit from 
  modern metallurgy to achieve the right 
  balance of maneuverability and heft.
  Mace
   
  � Cost Rating: 4
   
  � Damage: �Str×3+9L / �Str×2+6L / 
  �Str+3L / �½Str+1L
   
  � Properties: —
  Make a statement with a mace! 
  Maces are heavy metal weights on the 
  end of a shaft. The weighted end is 
  swung so that the impact can render 
  grievous bone-crunching harm.
  Musket
   
  � Cost Rating: 4
   
  � Damage: �12M/�8M/�4M/�2M
   
  � Properties: Hands 2; Range 5; Reload 
  6; Shallow; Shots 1
  A musket is the perfect accessory for 
  the true retro look! An early ancestor of 
  the rifle, a musket is a muzzle-loaded 
  firearm with a long barrel. Unlike a rifle, 
  it lacks rifling in the barrel. 
  Polearm
   
  � Cost Rating: 5
   
  � Damage: �Str×3+3M/�Str×2+2M/�
  Str+1M/�½StrM
   
  � Properties: Big 3; Hands 2; Reach
  Keep your enemies back with one of 
  the most popular weapons in history! 
  Myriad polearms exist with subtle varia-
  tions. They range from simple spears, to 
  halberds, from lances to guisarmes.
  Revolver
   
  � Cost Rating: 4
   
  � Damage: �9M/�6M/�3M/�1M
   
  � Properties: Range 10; Reload 3; 
  Shots 6
  Do you know what’s cool? Revolvers 
  are cool! A revolver is an archaic multi-
  shot pistol. Several shots can be loaded 
  into multiple chambers. These chambers 
  revolve when the weapon is fired, loading 
  the next available shot. 
  Shotgun
   
  � Cost Rating: 5
   
  � Damage: �15M/�10M/�5M/�2M
   
  � Properties: Hands 2; Range 10; 
  Shallow; Shots 2; Spread
  Not taken seriously? You’ll be 
  taken seriously when you’re wielding 
  a shotgun! A shotgun is an older-style 
  firearm with a long barrel. It fires a 
  cartridge of small pellets of metal, which 
  spread out as they continue through the 
  air. This increases the ability to hit.
  
  38
  Staff
   
  � Cost Rating: 2
   
  � Damage: �Str×3+6L / �Str×2+4L / 
  �Str+2L / �½Str+1L
   
  � Properties: Big 2; Reach
  Simple and elegant, a staff is a long shaft 
  of hard wood, usually held at the center 
  and swung outward. Plastic, ceramic and 
  metal staves are also available for purchase. 
  Available in a variety of colors!
  Sword
   
  � Cost Rating: 4
   
  � Damage: �Str×3+3M / �Str×2+2M / 
  �Str+1M / �½StrM
   
  � Properties: —
  At last, you can say you live by the 
  sword! At their most basics, swords 
  are long knives swung or thrust to cut 
  others. Swords come in a variety of 
  lengths and styles, from the Roman-
  style gladius to the curved scimitar, from 
  the shortsword to the longsword.
  Whip
   
  � Cost Rating: 2
   
  � Damage: �Str×3L / �Str×2L / �StrL 
  / �½StrL
   
  � Properties: Reach
  Whip it good! A whip is long 
  coiling, 
  rope-like 
  weapon 
  swung 
  through the air to lash out in attack. If 
  swung appropriately, whips can render 
  a loud cracking noise—perfect for 
  getting attention or looking good.
  
  39
  Nonlethal Weapons
  Sometimes killing one’s opponents isn’t 
  optimal. These situations call for nonlethal 
  weapons, of which a variety exists.
  Microdyne 3a 
  EMP Cannon
   
  � Cost Rating: 6
   
  � Properties: Hands 2; Mil; Range 10; 
  Shots 1; Spread
   
  � Critical Effect: Double the number 
  of rounds the device is shut down. 
  This effect must be chosen if a critical 
  hit is scored with this weapon.
  Your enemies are only as dangerous 
  as their equipment. Shut it all off with 
  this Microdyne 3a EMP Cannon! This 
  rifle-sized weapon ends in a splayed 
  barrel. There is also a bulky chamber near 
  the handle. This chamber produces and 
  directs an electro-magnetic pulse out of 
  the end of the barrel. 
  The pulse disables any electronics 
  that aren’t specifically hardened against 
  EMP. This includes lasers, shocksticks, 
  monowhips, 
  computers, 
  mechanical 
  implants, drones and more. Older elec-
  tronics may be unable to recover from 
  this pulse—being fried for good, unless 
  repaired. Modern electronics are able to 
  recover from an EMP pulse. For every 
  piece of equipment affected, the wielder 
  should draw a card when the equipment 
  is next used. On any result but a joker the 
  electronics have been shut down. It will 
  remain shut down for the value of the card 
  in rounds—counting from the round the 
  device was last affected by the EMP cannon. 
  This weapon runs on specially 
  tailored batt-packs.
  Jenseitech “Punch” 
  Shock Patch
   
  � Cost Rating: 3
   
  � Properties: Neg
  Be the picture of stealthy cool: use 
  a Jenseitech “Punch” Shock Patch. This 
  patch can disable a target if it is slapped 
  onto the target’s bare skin. Naturally, this 
  requires both that bare skin is exposed, 
  and that the target is human—or at least 
  similar biologically. Applying the patch 
  is a Dex/melee vs. Defense flip with a 
  -2 penalty for having to target the bare 
  patch of skin. If applied, the target must 
  succeed on an End-16 flip; otherwise they 
  gain the Stun (critical) consequence. An 
  individual patch may only be used once.
  USD-9100 Smoke Grenade
   
  � Cost Rating: 3
   
  � Properties: Area 5; Thrown
  Smoke! 
  Smoke! 
  Smoke! 
  Once 
  discharged this grenade quickly fills the 
  area with smoke. This grants Conceal-
  ment (severe) to all attacks going into 
  and out of the primary blast radius, and 
  Concealment (light) to the secondary 
  blast radius. This smoke hinders lasers, 
  granting DR 6 against laser attacks in 
  the primary blast radius and DR 2 in the 
  secondary blast radius. To those without 
  a sealed suit, those in the primary or 
  secondary blast radius suffer the effects of 
  smoke (see the Shadows Over Sol core 
  rulebook, Maladies section). 
  When this weapon is used the 
  attacker should draw a card. The smoke 
  will disperse in a number of rounds equal 
  to the value of the card. On a joker, the 
  smoke doesn’t deploy effectively.
  
  40
  Heavy Weapons
  Where small arms fail heavy arms may 
  succeed, either way they’re likely to leave 
  collateral damage. Below one can find a 
  number of heavy weapons.
  USD-9600 Fire Grenade
   
  � Cost Rating: 4
   
  � Damage: �18M/�12M/�6M/�3M
   
  � Properties: Area 5; Burn; Mil; Thrown
  The USD-9600 Fire Grenade is the 
  best of its class, balancing portability with 
  lethal resiliency. Just give one a throw, 
  and unleash a firestorm of death, which 
  will leave your enemies burning. Also 
  comes with a convenient timer mode!
  Xenocom “Easter Egg” 
  Grenade Launcher
   
  � Cost Rating: 9
   
  � Properties: Big 2; Hands 2; Mil; 
  Range 20; Shots 10
  Why chuck grenades when you can 
  launch them? This Xenocom “Easter 
  Egg” Grenade launcher is an over-
  shoulder tube that holds 10 grenades of 
  any variety, and which can launch them 
  great distances. Don’t waste time drawing 
  grenades individually—automate it with 
  a grenade launcher!
  Xenocom “Hellfire” 
  Flamethrower
   
  � Cost Rating: 11
   
  � Damage: �18M/�12M/�6M/�3M
   
  � Properties: Big 3; Hands 2; Mil; 
  Range 5; Shots 10; Spread
  Burn, baby, burn! Light up the night 
  with a Xenocom “Hellfire” Flame-
  thrower. This sleek flamethrower comes 
  with a fuel backpack, hose, nozzle and 
  igniter. It sends out a jet of flaming 
  liquid in a line up to 10 meters long. 
  Particularly flammable objects automati-
  cally ignite once hit by the jet. People 
  hit this way should make a flip against 
  catching fire (see the Shadows Over Sol 
  core rulebook, Hazards section). Flame-
  throwers use special pyrotanks for ammu-
  nition (see next page).
  Xenocom “Overkill” TAMP
   
  � Cost Rating: 12
   
  � DR: �24M/�16M/�8M/�4M
   
  � Properties: Area 5; Big 3; Hands 2; 
  Mil; Range 20; Shots 1
  When you wield the Xenocom 
  “Overkill” TAMP, enemies know that 
  you mean business! Short for Tactical 
  Artillery, Man-Portable, this gun is as 
  big as they come. Shaped like a stylized 
  tube that fits over the shoulder, the 
  Overkill is equipped with braces that 
  are designed to clamp onto a variety of 
  power armors, providing extra stability. 
  The Overkill makes use of proprietary 
  magazines of over-sized ammunition, 
  each containing a single colossal round. 
  When fired, it rips to shreds not only the 
  primary target, but also everyone within 
  a 5 m to 10 m radius! You can’t go wrong 
  with that sort of bloodshed!
  
  41
  Ammunition
  Most projectile weapons require ammu-
  nition of some sort—whether bullets, bolts 
  or battery power. These are sold in clips 
  (for ballistic firearms), batt-packs (for laser 
  weapons) or bundles (for bows).
  Armor Piercing Ammo
   
  � Cost Rating: 4
   
  � Properties: Mil (clips for guns with 
  the Mil property only); Pierce 3
  Do your enemies wear heavy armor? 
  Bite into it with these armor-piercing 
  clips of ammunition! These bullets are 
  designed with a specially sharpened and 
  hardened nose to resist spreading out 
  when impacted against armor.
  Arrows or Bolts
   
  � Cost Rating: 1
   
  � Properties: —
  Arm your bows with the latest and 
  greatest arrows or bolts. Bows and 
  crossbows are of little use without arrows 
  or bolts, respectively. Both arrows and 
  bolts come in bundles of a dozen.
  Meat Grinder Ammo
   
  � Cost Rating: 4
   
  � Properties: Mil (clips for guns with 
  the Mil property only); Shallow
  Maximize damage with meat grinder 
  ammunition! Meat grinder ammo is 
  designed to break apart on impact, spreading 
  out and maximizing damage to soft, fleshy 
  tissue. On the downside, it is less effective 
  against armored opponents. Shots hired 
  with meat grinder ammunition increase 
  their damage by +4 regardless of suit, but 
  also have the Shallow property listed above.
  Pyrotank
   
  � Cost Rating: 4
   
  � Properties: Mil
  When you have a flamethrower, 
  everything looks like it needs to be set 
  on fire! Make sure to refill your flame-
  thrower regularly with one of these 
  patent-pending pyrotanks! A pyrotank 
  is a container of fluid, flammable 
  chemicals specially designed to work 
  with flamethrowers.
  Rocket Ammo
   
  � Cost Rating: 4
   
  � Properties: Mil (clips for guns with 
  the Mil property only)
  Feel no recoil! Rocket ammunition 
  reduces recoil by firing bullets at rela-
  tively low velocities. Once fired, these 
  bullets act as small rockets, propelling 
  themselves and accelerating to increased 
  speed after being fired. Shots fired with 
  these bullets do not saddle the attacker 
  with the Spin consequence when in 
  microgravity, however, their damage is 
  halved if the target is within 10m.
  
  42
  Armor
  Humanity as a whole is gripped with 
  a deep-seated desire to continue living. 
  Towards this end, a variety of armor has 
  been invented to aid in survival.
  Archaic Armor
  As with archaic weapons, archaic 
  armor has fallen out of favor in lieu 
  of modern armaments. Nevertheless, 
  archaic armor continues to exist and may 
  be encountered occasionally, particularly 
  among those of the Neoret subculture.
  Chainmail
   
  � Cost Rating: 4
   
  � DR: 3
   
  � Properties: Worn
  Wear 
  the 
  best 
  in 
  archeo-chic! 
  Chainmail armor is made up of many 
  tiny metal loops. Each loop intercon-
  nects with other adjacent loops, creating 
  a sheet of metallic protection. This is then 
  fitted to the wearer’s body.
  Leather Armor
   
  � Cost Rating: 3
   
  � DR: 2
   
  � Properties: Worn
  Great beginner gear for the medieval-
  chic Neoret! Comes in both historical 
  and designer colors! Leather armor 
  is a suit of armor made from 
  flexible leather. This allows 
  for maximum mobility, 
  while 
  still 
  being 
  armored head to toe.
  Platemail
   
  � Cost Rating: 5
   
  � DR: 4
   
  � Properties: Big 5; Bulky 2; Worn
  Glean like the knights in those big-
  budget fantasy vids! Full Plate armor is 
  the ultimate in medieval-style protection. 
  It consists of multiple large metal plates 
  fitting together to protect the entire body.
  Shield
   
  � Cost Rating: 4
   
  � Damage: �Str×3+6L / �Str×2+2L / 
  �Str+1L / �½StrL (Improvised)
   
  � Properties: Big 2; Defensive L
  Every historical outfit needs its 
  accessories. Try a shield! A shield is 
  basically a portable piece of cover that 
  straps to the arm and which can be used 
  to avoid attacks. Shields are usually 
  made out of metal, although wood and 
  plastic shields both exist.
  Vac Suits
  The following are additional models 
  of vac suits in common use throughout 
  the Sol system.
  Xenocom “Clam” HEV Suit
   
  � Cost Rating: 8
   
  � DR: 5
   
  � Properties: Big 5; Bulky 2; Vac; Worn
  Going where no lesser vac suit has gone 
  before, the Xenocom “Clam” HEV 
  Suit is designed with state-of-the-
  art materials to operate in even 
  the most hostile environments. 
  Extreme pressures, temperatures 
  and radiation are little threat to 
  this baby! Lasts up to six hours 
  without recharge. AR link included.
  
  43
  Xenocom “Space Dust” 
  Military Vac Suit
   
  � Cost Rating: 12
   
  � DR: 10
   
  � Properties: Big 5; Bulky 2; Mil; Vac; 
  Worn
  Designed with protection from both 
  hostile environments and hostile laser 
  fire in mind, the Xenocom “Space Dust” 
  Military Vac Suit is a marvel of engi-
  neering. No spacefaring military should 
  be without a complete set! Batteries last 
  up to six hours. Compressed air canisters 
  and leak repair strips are located on both 
  hips. AR link included. Military insignia 
  comes etched in at no extra cost.
  Environment Suits
  Human life can’t exist for long in space without a working environment 
  suit. These suits are literally lifetimes throughout the Sol system. As such, it 
  may be useful to take a more in-depth look at the capabilities of these suits, 
  as well as their limitations. 
  A typical environment fits a 6 hour supply of air and operates under its own 
  power for up to 8 hours. Most suits carry their air in compressed canisters that 
  attach to the hips or arms. Most suits have two such canisters for reasons of safety 
  and redundancy. These canisters can be changed in the field by swapping them 
  out for extra air canisters, carried in a backpack or similar container.
  During long jobs most environment suits don’t operate under their own power, 
  but rather draw power from a nearby ship of station. This power attaches to the 
  suit via a long cord, usually attached to the back of the suit. This cord doubles 
  as a lifeline, preventing the person in the suit from drifting too far away. Once 
  depleted, a suit’s battery typically takes about 4 hours to recharge fully.
  The visor of most recent environment suits serves as an AR display. This 
  display connects wirelessly to a hand terminal or other nearby computer. This 
  display can also be used in two-way communications to nearby ships, stations 
  or people via radio communications.
  Almost all environment suits are capable of maneuvering under their 
  own thrusters. These thrusters are limited, and are intended for short-term 
  maneuverability or emergencies. They function by releasing gas in the 
  direction the suit moves away from. This gas is replenished through the 
  “waste” air breathed out by the suit’s occupant. Maneuvering using thrusters 
  is typically a Dex/vehicles action.
  Most environment suits are capable of operating in complete vacuum, and in 
  pressures up to 100 atmospheres. They can operate in temperatures ranging from 
  -200°C and up to 200°C. They are capable of protecting against typical space 
  radiation, but this shielding can begin to fail during situations of extreme radioac-
  tive intensity, such as a moderate to severe solar flare, as well as some of the more 
  intense regions of Jupiter’s radiation belt.
  
  44
  Implants
  Humanity had developed a wealth 
  of different implants over the centuries, 
  even if implants are currently out of 
  fashion. The following is a list of addi-
  tional implants designed to augment 
  the list found in the Shadows Over Sol 
  core rulebook.
  Cyber-Claws
   
  � Cost Rating: 6
   
  � Damage: �Str×3M / �Str×2M / 
  �StrM / �Str×½M
   
  � Properties: Conceal 4; Implant 1
  Are knives passé? Try claws! These are 
  a set of implanted retractable metallic 
  claws that extend from the hand or wrist. 
  Claws range from 5 cm to 10 cm in 
  length, and are designed for easy conceal-
  ment. These claws can be used to slice 
  ropes, fabrics, plastics and human flesh!
  Cyber-Eyes
   
  � Cost Rating: 9
   
  � Properties: Implant 2
  Now available in “demon red” and 
  “spectral purple!” Not only do cyber-
  eyes come in a variety of fun colors, they 
  also help you see in the dark! Why use 
  inferior “normal” eyes? Cyber-eyes come 
  with an inbuilt AR display, auxiliary 
  membrane for protection underwater or 
  in dusty environments, the capability to 
  see into the infrared and ultraviolet parts 
  of the spectrum and automatic motion 
  detection. They count as superior tools 
  (+2) for takes focused primarily on the 
  powers of visual observation. They also 
  halve any penalties from darkness.
  Knife Implant
   
  � Cost Rating: 5
   
  � Damage: �Str×3M / �Str×2M / 
  �StrM / �Str×½M
   
  � Properties: Conceal 2; Implant 1
  Knives: never leave your hab without 
  one! This is a 10 cm to 15 cm blade that 
  extends from the forearm or behind 
  the elbow. The blade can be extended 
  with the correct flick of the wrist, and is 
  otherwise is retractable.
  Lung Implant
   
  � Cost Rating: 8
   
  � Properties: Implant 2
  The Earth’s surface is 71% covered 
  by water. Expand your boundaries! This 
  versatile implant adds an extra device 
  between the lungs, capable of processing 
  oxygen from water and storing its own 
  air supply. This allows the recipient 
  to not only breathe underwater, as if 
  with gills, but also to rely on her own 
  compressed internal air for up to an 
  hour. This can negate the effects of air of 
  the wrong composition, and the asphyx-
  iation effects of vacuum exposure.
  Redundant Organs
   
  � Cost Rating: 9
   
  � Properties: Implant 2
  This expansive implant includes a 
  handful of artificially grown multipur-
  pose organs that conveniently slip into 
  the body cavity between the recipi-
  ent’s natural organs. When the natural 
  organs begin to fail, these auxiliary 
  organs take over, keeping the bodily 
  systems functioning until medical aid 
  can be applied! This increases the recip-
  ient’s Shock threshold by +2.
  
  45
  Sensory Recorder
   
  � Cost Rating: 5
   
  � Properties: Implant 1
  Be your own AR star! Record your 
  senses! A slim implant that wires into the 
  two lobes of the brain, a sensory recorded 
  detects the electrical impulses that 
  translate to sensory input, and records 
  these impulses on a dedicated microcom-
  puter. This microcomputer then typically 
  wirelessly transmits the data to an external 
  machine, where the senses can be played 
  back using VR or AR. These implants are 
  used to record a variety of full-sensory 
  entertainments, as well as to document 
  evidence. The microcomputer itself can 
  only hold an hour’s worth of recordings 
  before it is full and needs to delete or 
  transmit the extra data.
  Skeletal Plating
   
  � Cost Rating: 9
   
  � Properties: Implant 2
  Have you ever wanted a skull that 
  will not crack, or ribs that will not cave 
  in with the force of a concussive blow? If 
  the answer is yes, you want this implant! 
  If the answer is no, don’t find out too late 
  that you wanted this implant all along! 
  Included is a complete treatment of metal 
  planting that helps strengthen the recipi-
  ent’s entire bone structure (ear bones 
  excepted). This increases the recipient’s 
  Wound threshold by +2. Additionally, 
  if the recipient would receive a lingering 
  injury that would result in broken bones, 
  flip a card. On a red card the injury is as 
  described. On a black card, it is negated.
  Smuggler’s Pouch
   
  � Cost Rating: 4
   
  � Properties: Conceal 4; Container 1; 
  Implant 1
  Have something you need to hide? 
  Put it in a smuggler’s pouch! A smuggler’s 
  pouch is a small implanted pocket hidden 
  in some fleshy area of the body. Smuggler’s 
  pouches are designed to close in such a way 
  as to not be obviously. Pouches are capable 
  of holding one small object—certainly 
  nothing with the Big property—or several 
  tiny objects with the Neg property.
  Subdermal Weave
   
  � Cost Rating: 9
   
  � Properties: Implant 2; Mil
  Protect your innards with this essential 
  implant! A subdermal weave consists of 
  a tight mesh of narrow fibers with a high 
  tensile strength that run just under the skin, 
  and which extend to cover most of the body. 
  When these fibers encounter a force—such 
  as a bullet entering the body—that attempts 
  to break them, they bond together to provide 
  resistance. This grants +2 DR.
  Voice Distortion Implant
   
  � Cost Rating: 7
   
  � Properties: Implant 1
  “Hello, it’s your mother calling...” It’s not, 
  but now you can sound like her! This implant 
  allows the recipient to distort her voice, 
  preventing audio recognition and imitating 
  the voices of others. Vocal imitation requires 
  an audio sample of the original voice—the 
  more the better. Getting the voice right is a 
  Chr/deception action (usually TN 10, but 
  may vary with quality of audio sample). A 
  voice distortion implant counts as superior 
  gear (+2) when masquerading as another.
  
  46
  Drugs
  Drugs see a wide variety of uses in the 
  future of Shadows Over Sol. Their use 
  ranges from professional medical prescrip-
  tion, to recreational, from self-medication 
  to performance enhancement.
  Medical Drugs
  Science has produced a wealth of 
  drugs, many of which see use in the 
  twenty-third century. Below are a few 
  additional medical drugs to supplement 
  the list already found in the Shadows 
  Over Sol core rulebook.
  Coaguline
   
  � Cost Rating: 4
   
  � Properties: Neg
  Don’t let yourself bleed to death. Fight 
  bleed with coaguline, the number one 
  doctor-recommended blood clotter! While 
  under the effects of coaguline, any character 
  suffering from the Bleeding consequence due 
  to literal blood loss may reduce her Bleeding 
  consequence one severity every round. This 
  occurs immediately after she takes the usual 
  wound from the consequence. Coaguline 
  does not affect the Bleeding consequence 
  due to other sources of ongoing damage, 
  such as being on fire. One dose of coaguline 
  lasts 10 minutes. Pack of 10 doses.
  Emozodone
   
  � Cost Rating: 3
   
  � Properties: Neg
  Nervous? Depressed? Do worries have 
  you down? Deaden your feelings with 
  emozodone! Those under the effects of 
  emozodone gain a +4 bonus to actions 
  where failure would impose the Desire, 
  Fear or Fixated consequences. Addition-
  ally, a +4 bonus is gained on actions to 
  resist the effects of these consequences. As 
  a side effect of this emotional deadening, 
  the character also cannot gain the Bolstered 
  consequence while under the effects of 
  emozodone. One dose of emozodone lasts 
  10 minutes. Pack of 10 doses.
  Recreational Drugs
  Recreational drugs use is found 
  across almost all subcultures, even if 
  the Heeds have claimed it as emblem-
  atic of theirs. Below are a few common 
  recreational drugs that may see use in a 
  Shadows Over Sol campaign.
  Hype
   
  � Cost Rating: 3
   
  � Properties: Neg
  We all need to focus sometimes. Got 
  some research to do? Got to sift through 
  for data for an investigation? No problem. 
  Hype is there for you. It’s like a hug for your 
  brain. It suppresses appetite, too, for all your 
  dieting needs. While on the effects of hype 
  a character gains the Fixated (moderate) 
  consequence targeted at whatever she was 
  initially focusing on. Additionally, she gains 
  a +4 bonus on actions to resist hunger. One 
  dose of hype lasts 1 hour. Baggie of 10 doses.
  Stim
   
  � Cost Rating: 4
   
  � Properties: Neg
  Life got you down? Feel on top of the 
  world. Feel invincible. Feel full of energy, spit 
  and vigor. Try a little stim. Under the effects 
  of stim a character may ignore any penalties 
  from the Fatigue or Fear consequences. After 
  
  47
  this effect wears off the recipient increases 
  her Fatigue consequence a severity. One dose 
  of stim lasts 1 hour. Baggie of 10 doses.
  Tranq
   
  � Cost Rating: 2
   
  � Properties: Neg
  Hey, buddy. Doesn’t it feel nice just to 
  zone for a while? To relax and unburden 
  your shoulders for a bit. Imagine you 
  could relax like that, except times ten! 
  Times one hundred! That’s tranq. A 
  character under the effects of tranq 
  cannot gain or suffer the effects of the 
  Bolstered, Desire or Fear consequences. 
  Additionally, she receives only 2 AP each 
  round of combat, should she engage in 
  combat under the influence. One dose of 
  tranq lasts 1 hour. Baggie of 10 doses.
  Tweez
   
  � Cost Rating: 3
   
  � Properties: Neg
  I’m not going to give you all that 
  “one with the universe” bullshit, even 
  though if that’s what you want, tweez 
  is your drug. What I’m going to say is: 
  tweez is a hell of a trip, and you’re really 
  missing out if you haven’t seen the 
  world’s colors swim before your eyes 
  at least once. Tweez causes a variety of 
  hallucinations. Whenever a character 
  under the effects of tweez would suffer 
  either the Desire or Fear consequences, 
  flip a card. If the card is red, increase 
  the imposed consequence a severity. If 
  the card is black, decrease the imposed 
  consequence a severity. One dose of 
  tweez lasts 1 hour. Baggie of 10 doses.
  
  48
  Tools
  A variety of tools make life in 
  space easier, while others are virtually 
  essential. Below are a few additional 
  tools to supplement those found in the 
  Shadows Over Sol core rulebook
  Wearables
  Some tools are intended to be held 
  in hand; others are meant to be worn. 
  The following tools enhance the capa-
  bilities of the wearer when donned and 
  used appropriately.
  Exosuit
   
  � Cost Rating: 7
   
  � Properties: Big 3; Bulky 1; Str 5; 
  Worn
  Don’t hurt your back. With an 
  exosuit there’s little you can’t lift! This 
  external suit and frame augments the 
  wearer’s strength via powered joints and 
  hydraulics. While somewhat bulky, this 
  allows the wearer to move around disas-
  trously heavy objects. Exosuits cannot 
  be worn at the same time as any armor 
  with the Bulky property.
  Utility Belt
   
  � Cost Rating: 2
   
  � Properties: Container 2; Worn
  This handy utility belt is designed 
  to tote a variety of tools, implements or 
  other useful objects. Coming complete 
  with a full set of loops, pouches, buckles 
  and straps, a utility belt is a must-have 
  accessory for any engineer or scientist!
  Covert Ops
  Espionage is a common occurrence 
  in the twenty-third century, from corps 
  battling over trade secrets to conspira-
  cies silencing their enemies. Many 
  things happen behind closed doors—
  things others might want exposed to 
  the light of day. 
  Biometric Collection Glove
   
  � Cost Rating: 5
   
  � Properties: —
  Facing a biometrical locked door or 
  other security measure? Bypass it with 
  the target’s own data! This innocuous-
  looking device can be used to collect 
  the biometric info for unsuspecting 
  bystanders. Simply shake the hand of 
  your target and the glove does its work! 
  It collects a DNA sample and fingerprint 
  data. Wave it in front of the target’s face 
  to collect iris information. The glove 
  connects wirelessly to paired computers 
  to transmit collected information.
  Biomorphic Mask
   
  � Cost Rating: 6
   
  � Properties: —
  If you’re going to disguise yourself, go 
  big or go home! This state-of-the-art mask 
  is made from a combination of plastic 
  and actual flesh, grown to look like the 
  disguise’s target. Just open the Fresh Seal™ 
  bag, take out the task and press it to your 
  face. Within five minutes the adhesive 
  takes hold, making you look exactly like 
  whomever the mask was designed to 
  imitate! Celebrities? Old enemies? Old 
  friends? It does it all.
  
  49
  All biomorphic masks must be ordered 
  with one specific face they are made to 
  imitate. Specific people require extensive 
  facial data. Generic faces are also available. 
  Each biomorphic mask is single-use and 
  adheres to the face for a week, or until a 
  solvent is applied. After a week’s up, the 
  mask begins to peel off in strips. Needless 
  to say, these masks do nothing to change 
  one’s voice or body appearance. Wearing a 
  biomorphic mask counts as superior tools 
  when disguising oneself.
  Comm Jammer
   
  � Cost Rating: 7
   
  � Properties: Area 50
  Seize the tactical advantage with a 
  comm jammer! Once activated, a comm 
  jammer is designed to give off a powerful 
  broadcast of white noise on a wide 
  spectrum of frequencies. This disrupts 
  any radio-based communication within 
  50 m. Laser-based communication is not 
  affected. Comm jammers have a battery 
  life that is designed to last an hour.
  EMP Charge
   
  � Cost Rating: 5
   
  � Properties: Area 10
   
  � Critical Effect: Double the number 
  of rounds the device is shut down. 
  This effect must be chosen if a critical 
  hit is scored with this weapon.
  An EMP charge is a small device that 
  releases a powerful electromagnetic pulse. 
  This disables any electronics within 10 m 
  that aren’t specifically hardened against 
  EMP. This includes lasers, shocksticks, 
  monowhips, 
  computers, 
  mechanical 
  implants, drones and more. Older elec-
  tronics may be unable to remover from 
  this pulse—being fried for good, unless 
  repaired. Modern electronics are able to 
  recover from an EMP pulse. For every 
  piece of equipment affected, the wielder 
  should draw a card when the equipment 
  is next used. On any result but a joker, 
  the electronics have been shut down. 
  They will remain shut down for the value 
  of the card in rounds—counting from 
  the round the device was last affected by 
  the EMP cannon. EMP charges are only 
  good once, functioning similarly to a 
  shaped charge or grenade.
  Microtracker
   
  � Cost Rating: 4
   
  � Properties: Neg
  Need to know where someone is 
  going? A microtracker is a small device—
  no larger than grain of sand—that is 
  designed to adhere to whatever it is placed 
  against. Once activated, the microtracker 
  can be configured to either periodically 
  or continuously broadcast its location 
  via an embedded radio comm. Those 
  knowing the right frequency to listen on 
  can pick up this broadcast. Most micro-
  trackers have a battery life designed to 
  last for several days.
  Suicide Capsule
   
  � Cost Rating: 3
   
  � Properties: Neg
  Don’t get caught alive. If you have to 
  be caught, be caught dead! This is a small 
  capsule that fits in the mouth, usually 
  embedded in a tooth. By speaking the 
  programmed activation phrase, the 
  capsule is activated and applies a lethal 
  dose of poison into the wearer’s blood-
  stream, killing her within seconds!
  
  50
  Fabricators
  Fabricators are the evolutionary 
  result of 3D printing technology. The 
  idea is simple: put in some proprietary 
  pellets of the source material, set the 
  fabricator to print out what you need 
  and then wait a few hours or days until 
  the tool you need is ready. 
  This works wonders for tool versa-
  tility, but it’s still far from being magic. 
  All fabricators are limited by the size of 
  their output, the source material at hand 
  and the appropriate design pattern for 
  the output. Most are also highly special-
  ized in their output—only printing 
  foods, ceramics, or electronics, etc. 
  Many are also limited to proprietary 
  material pellets or designs.
  Household fabricators typically print 
  only a few materials and thus are capable 
  of producing only simple tools. A hammer, 
  for instance, might be easily fabricated, 
  whereas a plasma torch—a complex piece 
  of machinery which must contain plasma’s 
  heat—would 
  be 
  neigh 
  impossible. 
  Similarly, an electronics fabricator may be 
  able to print a replacement circuit board 
  for a ship’s computer, but it wouldn’t be 
  able to print the entire computer itself. As 
  a rule of thumb, fabricators have difficul-
  ties with anything that requires moving 
  parts. Even very basic mechanical moving 
  parts—levers, wheels or gears—are going 
  to require assembly after fabrication.
  The fabricators listed below represent 
  fabricators that might see private use on 
  the go. Larger building-sized fabricators 
  exist, as do more specialized ones meant 
  for industrial manufacturing. These are 
  obviously more expensive and have more 
  extensive requirements.
  General Fabricator
   
  � Cost Rating: 9 (Small), 11 (Medium) 
  or 13 (Large)
   
  � Properties: Big 5 (Small), Big 10 
  (Medium) or Big 20 (Large)
  Print what you need with one of 
  these general fabricators! A general fabri-
  cator is a multipurpose tool, capable 
  of printing objects with a variety of 
  materials and compositions. Just add the 
  appropriate source pellet! Small fabrica-
  tors can produce simple objects up to 30 
  cm at their longest dimension. Medium 
  fabricators can produce objects up to 
  1 m, and large fabricators can produce 
  objects up to 2 m!
  Specialized Fabricator
   
  � Cost Rating: 7 (Small), 9 (Medium) 
  or 11 (Large)
   
  � Properties: Big 5 (Small), Big 10 
  (Medium) or Big 20 (Large)
  Have a specialized use for a fabri-
  cator that doesn’t require the breadth 
  or expense of a general fabricator? Try a 
  specialist fabricator! All specialist fabrica-
  tors are optimized for producing a specific 
  category of items. Try the food fabricator 
  for succulent delights or the electronics 
  fabricator for printing a variety of circuit 
  boards or transistors! Small fabricators 
  can produce simple objects up to 30 
  cm at their longest dimension. Medium 
  fabricators can produce objects up to 1 
  m, and large fabricators can produce 
  objects up to 2 m!
  
  51
  Source Pellet
   
  � Cost Rating: 2 (Common) or 7 (Rare)
   
  � Properties: —
  Fabricators are expensive paper-
  weights without genuine source pellets! 
  Each source pellet is a homogenous block 
  of specific material ready for use by the 
  fabricator in printing. Different designs 
  require different materials, some of which 
  are more rare and expensive than others. 
  Common materials include ceramics, 
  plastics, foodstuffs or base metals. Rare 
  materials include complex compounds, 
  uncommon metals or purified semicon-
  ducting materials. Small objects (up to 
  30 cm) typically require 1 pellet, medium 
  objects (up to 1 m) require 4 and big 
  objects (up to 2 m) require 16.
  Fabricator Madness
  More than most technologies, 
  fabricators require special attention 
  from the GM. If left unchecked, 
  their widespread use may undermine 
  the scarcity of resources that gives a 
  horror game its tone of desperation.
  GMs are advised to make ample 
  use of requiring rare source pellets for 
  exotic or dangerous gear. Addition-
  ally, unusual or military-restricted 
  equipment might require that extra 
  steps are taken to gain the technical 
  specifications necessary for their 
  fabrication. To obtain these specs, 
  the crew might have to hack into 
  a corp’s secure computer systems, 
  conduct a heist to gain the physical 
  specifications or design their own 
  specs using the engineering system.
  
  52
  Computers & 
  Electronics
  Computers and other electronics 
  make the world go round. They are 
  essential accessories for most anyone 
  in the twenty-third century. Below are 
  a few additional hardware peripherals 
  and software suites to supplement 
  those found in the Shadows Over Sol 
  core rulebook.
  Hardware
  No software runs without the 
  appropriate hardware. Below is a 
  selection of additional hardware for 
  one’s computing pleasure.
  EMP Hardening
   
  � Cost Rating: 6
   
  � Properties: Bulky 1 (see description), 
  Neg
  Electronics are vital to your life, 
  so protect them like family. Choose 
  EMP hardening! EMP Hardening is a 
  treatment and set of rigid shielding that 
  can be applied to an electronic device 
  in order to protect it against electro-
  magnetic pulses or other forms of elec-
  tronic attack. When a device with EMP 
  hardening is targeted by an EMP-based 
  attack, such as with an EMP charge or 
  Microdyne 3a EMP Cannon, draw a 
  card as usual. The EMP only affects the 
  device if a joker is drawn.
  
  53
  EMP hardening consists of a rigid 
  set of shielding that resists radiation. 
  This does not impede a device that 
  does not move of its own volition, 
  such as a computer or laser. For devices 
  that have their own mobility, however, 
  this shielding can hamper movement. 
  Androids, drones or other robots can 
  receive EMP hardening, but this imposes 
  the Bulky 1 property on them.
  Wireless Controller
   
  � Cost Rating: 4
   
  � Properties: Neg
  Start your coffee from across the 
  station! A small device with a wireless 
  receiver, embedded dedicated micro-
  computer and a variety of plugs—a 
  wireless 
  controller 
  can 
  be 
  wired 
  into most electronic devices. Once 
  connected, the wireless controller allows 
  wireless control of the connected device 
  via commands from a hand terminal or 
  other computer. A wireless controller 
  runs on battery power and typically has 
  around a month of active battery life.
  Software
  Software 
  is 
  essential 
  to 
  making 
  computers into more than fancy toys. A 
  variety of software sees use across the Sol 
  system, including the software listed below.
  Media Editing Suite
   
  � Cost Rating: 5 (Basic), 9 (Superior)
   
  � Software Rating: 5 (Basic), 7 
  (Superior)
   
  � Properties: —
  Need to edit or manipulate photos, 
  images, videos or other electronic 
  documents? You need a media editing 
  suite! A media editing suite allows 
  for all manner of special effects or 
  forgeries when creating or editing 
  documents. Doctoring a piece of 
  media in this way is a Per/comp-ops 
  action, possible opposed by the scruti-
  nizer’s Per/investigate. Documents can 
  be altered without a specialized media 
  editing suite—relying instead only 
  on freely available software—but this 
  is considered improvised (-2) tools. 
  The basic media editing suite counts 
  as sufficient tools, while the superior 
  version counts as superior (+2) tools.
  Scientific Suite
   
  � Cost Rating: 5 (Basic), 9 (Superior)
   
  � Software Rating: 5 (Basic), 7 
  (Superior)
   
  � Properties: —
  Have some serious scientific work to 
  do? Need access to a variety of compu-
  tationally intensive algorithms or other 
  analyses? Want to track the provenance 
  of your data? A scientific suite will help 
  you out! A basic scientific suite counts 
  as sufficient tools when doing scientific 
  analyses, the superior version counts 
  as superior (+2) tools. A particular 
  suite is keyed to one area of scien-
  tific knowledge, for example: Bio-Sci, 
  Phy-Sci or Engineering.
  
  54
  Drones
  Drones are small, robotic remote 
  controlled vehicles that can be used 
  for surveillance, exploration or even 
  combat. They have seen uses ranging 
  from finding paths through minefields 
  without loss of human life, to corp 
  surveillance, from bombing campaigns 
  to contemporary gladiatorial matches.
  Drones in Combat
  Controlling a drone in combat 
  requires an interact action every 
  round, otherwise the drone either 
  idles or does exactly what it did the 
  round before, moving forward without 
  regard to its surroundings. 
  The drone’s controller makes any flips 
  required by the drone using her own skills 
  and the drone’s stats. Typically, this is 
  either a Dex/vehicles action to maneuver, 
  or a Dex/ordnance action to make 
  attacks, should the drone be capable.
  Controlling a drone benefits from a 
  character’s full attention. If the controller 
  spends 3 AP to control a drone, the 
  drone’s actions are made at no penalty. If 
  the controller spends 2 AP to control a 
  drone, the drone’s actions are made at a 
  -2 penalty. Finally, if the controller gives 
  only the most minimal of attention to the 
  drone, spending 1 AP, all actions made by 
  the drone are at a -4 penalty.
  Every drone has its own AP which the 
  controller can use to declare actions for 
  the drone every round. Unlike most char-
  acters, a drone only gets 2 AP per round 
  due to its remote controlled nature.
  List of Drones
  A list of common drones can be found 
  below. All are designed for use either in 
  a full atmosphere or on a surface with 
  significant gravity.
  Drone Combat Example
  Vibol has a combat drone that he is using to attack a former business associate. 
  Once combat begins, on the first round Vibol declares an action to control the 
  drone in Phase 3. This gives his full attention to the drone, giving no penalties 
  to the drone’s actions. Since he is controlling the drone, he also can spend 2 AP 
  for the drone to take actions. He declares an action for the drone in Phase 2 to 
  attack his associate with a gun. When Phase 3 executes it will be noted that Vibol 
  is controlling the drone, and when Phase 2 executes Vibol will make a Dex/guns 
  vs. Defense action for the drone, at no penalty.
  The next round Vibol wants to take cover. He declares this for Phase 2 and 
  declares to control his drone in Phase 1. This will give a -4 penalty to actions taken 
  by the drone, since Vibol is multitasking. Vibol uses the drone’s AP to declare an 
  attack in Phase 1, holding one back to use as a dodge should it become necessary.
  
  55
  Combat Drone
   
  � Cost Rating: 10
   
  � Properties: Big 5
  Str 5, Dex 6, Spd 7, End 8, Int 5, Per 6, Chr 1, Det 8
  Defense 10/20, DR 3, Shock 18, Wound 6
  Ballistic Gun: +6 (�15M/�10M/�5M/�2M), Autofire 2, Range 10, Shots 20
  Saw Limb: +3 (�15M/�10M/�5M/�2M), Improvised
  Flight: Combat drones can fly at twice normal movement rates.
  Machine: As a machine, a combat drone is immune to metabolic hazards, as well as 
  emotionally-based consequences.
  Size -1: Combat drones are small and nimble. This has been factored into the 
  drone’s Defense and Shock.
  Fight from the comfort of a nearby recliner! A combat drone is a small vehicular robot 
  about the size of a medium-sized dog. It is lifted by four helicopter-like rotors, and is 
  a must-have for tactical combat. Attached is a ballistic gun and two extendable metal 
  limbs with spinning saw blades! While combat drones are by no means silent, what 
  they lack in stealth they make up for in deadliness.
  Crawler
   
  � Cost Rating: 7
   
  � Properties: Big 3
  Str 2, Dex 6, Spd 4, End 6, Int 4, Per 6, Chr 1, Det 4
  Defense 10/18, DR 0, Shock 8, Wound 4
  Crawl: Crawlers are propelled by numerous small limbs that allow it to maneuver 
  into crevices and down pipes. These legs are also capable of clinging to walls 
  and ceilings.
  Machine: As a machine, a crawler is immune to metabolic hazards, as well as emotion-
  ally-based consequences.
  Size -2: Crawlers are small and mobile. This has been factored into their Defense 
  and Shock values.
  Need to know what’s through an air duct or vent? Explore hard to reach locations with 
  a crawler! A crawler is a small, surface-bound drone with a flexible 
  body that is propelled by many tiny legs. These legs are 
  hooked, allowing the crawler to explore drains, pipes, 
  crevices and even walk up many walls.
  
  56
  Scout Drone
   
  � Cost Rating: 9
   
  � Properties: Big 3
  Str 3, Dex 5, Spd 8, End 4, Int 5, Per 8, Chr 1, Det 5
  Defense 12/23, DR 0, Shock 7, Wound 3
  Flight: Scout drones can fly at twice normal movement rates.
  Machine: As a machine, a scout drone is immune to metabolic hazards, as well as 
  emotionally-based consequences.
  Size -2: Scout drones are small and quick. This has been factored into the drone’s 
  Defense and Shock.
  Wide-Spectrum Vision: Scout drones can scan into the infrared and ultraviolet. This 
  allows them to ignore darkness and some other sight-based penalties.
  Don’t be caught by surprise: explore the world around you! Scout drones are small, 
  nimble drones used to detect intruders, or to do the work of a forward observer. As 
  with other popular aerial drones, they are held aloft by four helicopter-like blades.
  
  57
  Vehicles
  Vehicles are necessary for getting to anywhere but the most local of destinations. 
  While companies specializing in mass transportation own most vehicles in the Sol 
  system, some are privately owned by wealthy individuals.
  Civilian Spacecraft
  Ever since humankind made its first step off Earth and out into space, people have 
  needed spacecrafts to get them where they are going. In the future of Shadows Over 
  Sol, space travel has become fairly commonplace.
  P&W “Solar Wind” Yacht
   
  � Cost Rating: 15
   
  � Handling 0, Defense 7/15, DR 2, Shock 13, Structure 6, Cruise 6
   
  � Components: Armor 2, Attach Point, Cargo Bay 2, Comms Array, Control Room, 
  Habitat (10 people), Heat Sink 1, Med Bay, Sensor Array, Stasis Pods (10 pods) 1, 
  Thorium Reactor (Small, Power), Yacht (Hull)
   
  � Properties: Vehicle
   
  � Laser Comm: +3 (�15L/�10L/�5L/�2L), Range 10M (Improvised)
  Find yourself in the lap of luxury with this state-of-the-art and excessively extrava-
  gant spacefaring yacht! Designed to be both stylish and comfortable, the Pfeiffer & 
  Wu “Solar Wind” Yacht is the size of a small freighter and has a sleek curve to its hull, 
  giving the illusion of an atmospheric vehicle. Even the engineering room is designed 
  to fit the luxurious vibe, possessing a molded wooden facade made with real wood!
  Unitech CF-7 Multipurpose Freighter
   
  � Cost Rating: 14
   
  � Handling -2, Defense 6/13, DR 2, Shock 14, Structure 7, Cruise 5
   
  � Components: Armor 2, Attach Point, Cargo Bay 13, Comms Array, Freighter 
  (Hull), Habitat (5 people), Sensor Array, Stasis Pods (5 pods), Thorium Reactor 
  (Small, Power)
   
  � Properties: Vehicle
   
  � Laser Comm: +3 (�15L/�10L/�5L/�2L), Range 10M (Improvised)
  The CF-7 is the workhorse of the Sol system—and with good reason! Doubling as 
  both a cargo freighter and a passenger ship with the right internals, the Unitech CF-7 
  Multipurpose Freighter balances economy with reliability. Shaped like a long tube 
  with a protrusion on the back for the thorium stack and engines, the CF-7 may not 
  be pretty, but it gets the job done!
  
  58
  Unitech CF-8 Heavy Freighter
   
  � Cost Rating: 17
   
  � Handling 0, Defense 7/15, DR 2, Shock 16, Structure 9, Cruise 8
   
  � Components: Armor 2, Attach Point, Cargo Bay 23, Comms Array, Freighter 
  (Hull), Habitat (5 people), Sensor Array, Stasis Pods (5 pods), Thorium Reactor 
  (Small, Power)
   
  � Properties: Vehicle
   
  � Laser Comm: +3 (�15L/�10L/�5L/�2L), Range 10M (Improvised)
  Don’t waste time and money with small hauls! The Unitech CF-8 Heavy 
  Freighter is one of the largest freighters on the market, and it’s virtues don’t end 
  there! Not only is this marvel spacious, it’s also deceptively agile! No expense 
  has been spared giving this top-of-the-line freighter all the pep and automated 
  guidance needed to handle like a dream!
  Unitech CH-9 Harvester
   
  � Cost Rating: 14
   
  � Handling -1, Defense 7/14, DR 3, Shock 14, Structure 6, Cruise 3
   
  � Components: Armor 3, Cargo Bay 1, Comms Array, Habitat (5 people), Harvester 
  (Hull), Harvester Arm, Mining Bay, Sensor Array, Stasis Pods (5 pods), Thorium 
  Reactor (Small, Power)
   
  � Properties: Vehicle
   
  � Harvester Arm: +3 (�6M/�4M/�2M/�1M) (Improvised)
   
  � Laser Comm: +3 (�15L/�10L/�5L/�2L), Range 10M (Improvised)
  The CH-9 Harvester is the latest from Unitech! The most common type of ship 
  to regularly make landings, although not on high-gravity bodies. Harvesters typically 
  make contact with an asteroid or small moon and commence harvesting! Equipped 
  with drills, collection holds and a singular harvester arm, these ships are typically only 
  slightly larger than shuttles, being deigned to dock with freighters and stations. No 
  mining team should leave station without one!
  Unitech CS-1r Ship’s Shuttle
   
  � Cost Rating: 10
   
  � Handling 0, Defense 7/15, DR 0, Shock 9, Structure 4, Cruise 1
   
  � Components: Auxiliary Thrusters 2, Battery Array (Power) 1, Cargo Hold 6, 
  Habitat (5 people), Shuttle (Hull)
   
  � Properties: Vehicle
  Since large ships rarely hard dock, shuttles are commonly used to go between larger 
  vessels. The CS-1r is the latest in Unitech’s line of CS-1 shuttles, coming equipped 
  with enhanced maneuverability as well as a one-day battery life. Most shuttles are 
  designed to magnetically clamp on to the side of larger ships and to operate at short 
  ranges from their host vessels.
  
  59
  Military Spacecraft
  Military spacecraft are used throughout the Sol system to project strength and to 
  enforce the will of the corp or other organization pulling the purse-strings. During 
  battle, the crews of military ships always wear space suits and the atmosphere is always 
  voided from the craft during battle to prevent fires or catastrophic explosions due to 
  the presence of oxygen if the ship takes damage.
  Unitech MB-8 “Annan” Battleship
   
  � Cost Rating: 20
   
  � Handling -1, Defense 7/14, DR 20, Shock 38, Structure 13, Cruise 8
   
  � Components: Armor 20, Attach Point 4, Battle Pods (15 crew), Battleship (Hull), 
  Comms Array, Control Room, Engine Room, Gauss Cannon 2, Habitat (5 
  people), Med Bay, Missile Turret 4, Sensor Array, Thorium Reactor (Large, Power)
   
  � Properties: Mil, Vehicle
   
  � Gauss Cannon: +5 (�30M/�20M/�10M/�5M), Pierce 20, Range 50M, Reload 5, 
  Shots 2
   
  � Missiles: +5 (�24M/�16M/�8M/�4M), Range 100M
  The largest spacefaring vessel on the market, the Unitech MB-8 “Annan” Battle-
  ship is a wonder to behold, coming in at over 330m in length. The MB-8 typically 
  carries a compliment of four fighters and has at its center two large gauss cannons, as 
  well as four missile batteries. The cannons take tremendous reserves of energy to fire, 
  and as such, typically fire at the beginning of a battle at a station or other capital ship. 
  Although most of the crew in a battleship have their own combat pods, battleships are 
  spacious enough that the crews often get out and move around when not in combat.
  Unitech MC-9 “Victory” Corvette
   
  � Cost Rating: 15
   
  � Handling 0, Defense 7/15, DR 5, Shock 17, Structure 7, Cruise 5
   
  � Components: Armor 5, Attach Point, Auxiliary Thrusters 2, Battle Pods (5 crew), 
  Comms Array, Control Room, Missile Turret, Sensor Array, Thorium Reactor 
  (Small, Power)
   
  � Properties: Mil, Vehicle
   
  � Missiles: +5 (�24M/�16M/�8M/�4M), Range 100M
  Sometimes a destroyer or battleship would be overkill, too expensive or simply too 
  risky. These situations call for the Unitech MC-9 “Victory” Corvette. Capable of inde-
  pendent strategic movement, the MC-9 is roughly spherical in shape. It has a sensible, 
  defensive design that minimizes surface area to reduce damage. It also packs a missile 
  turret for offensive action. A complement of five battle pods are there for the crew, and 
  an attach point allows the ship to carry an attached fighter or shuttle.
  
  60
  Unitech MD-7 “Stillwater” Destroyer
   
  � Cost Rating: 18
   
  � Handling 0, Defense 7/15, DR 10, Shock 23, Structure 9, Cruise 8
   
  � Components: Armor 10, Attach Point 2, Battle Pods (10 crew), Comms Array, 
  Control Room, Destroyer (Hull), Gauss Cannon, Habitat (5 people), Missile 
  Turret 2, Sensor Array, Thorium Reactor (Large, Power)
   
  � Properties: Mil, Vehicle
   
  � Gauss Cannon: +5 (�30M/�20M/�10M/�5M), Pierce 20, Range 50M, Reload 5, 
  Shots 1
   
  � Missiles: +5 (�24M/�16M/�8M/�4M), Range 100M
  Heavily armored and heavily armed but basically still needle-shaped, the Unitech 
  MD-7 “Stillwater” Destroyer is essentially a giant gauss cannon with many smaller 
  missile batteries sticking out of it. The MD-7 typically carries a complement of four 
  fighters. The MD-7 has little open space with most crew remaining in battle pods, 
  which serve as both stasis pods and life support devices. This allows most of the ship 
  to be voided of air during battle, helping to prevent fires.
  Unitech MF-103 “Fire Arrow” Fighter
   
  � Cost Rating: 14
   
  � Handling +4, Defense 9/19, DR 5, Shock 15, Structure 5, Cruise 2
   
  � Components: Armor 5, Auxiliary Thrusters 4, Battery Array (Power) 2, Fighter 
  (Hull), Missile Turret 1, Streamlining
   
  � Properties: Mil, Vehicle
   
  � Missiles: +5 (�24M/�16M/�8M/�4M), Range 100M
  The Unitech MF-103 “Fire Arrow” Fighter is a space fighter found throughout the 
  System, whose excellent balance of cost and efficiency has made it the de facto standard. 
  Fighters are short-range ships designed to be carried by or attached to larger ships. 
  Like shuttles, they seldom have their own reactor stack and instead rely on batteries 
  and an ion drive with chemical propellants used to enhance combat maneuvers. A 
  fighter typically contains a cockpit capable of carrying two crew members—usually a 
  pilot and a gunner. They serve as something of a mobile missile platform, capable of 
  operating independently of their host ship should the host suffer extensive damage.
  
  61
  Aerial Vehicles
  Between the surface of the Earth and the edge of space lies 100 kilometers of atmo-
  sphere, through which countless aerial vehicles fly daily. These range from unmanned 
  aerial drones to extended air busses, carrying hundreds of passengers.
  General Aerodynamics AF-12 Atmo Fighter
   
  � Cost Rating: 13
   
  � Handling +4, Defense 9/19, DR 5, Shock 15, Structure 5, Cruise 10p
   
  � Properties: Mil, Vehicle
   
  � Guns: +5 (�15M/�10M/�5M/�2M), Range 100
  Only chumps launch a ground war without air support! The General Aerody-
  namics AF-12 Atmo Fighter adds some much needed firepower to any terrestrial 
  conflict. Streamlined for speed and precision gunning, the AF-12 is a must-have for 
  any serious military.
  General Aerodynamics CX-3 Chopper
   
  � Cost Rating: 11
   
  � Handling +1, Defense 8/16, DR 3, Shock 13, Structure 5, Cruise 7p
   
  � Properties: Vehicle
  The General Aerodynamics CX-3 Chopper has long been the go-to choice of the 
  civilian helicopter market. Known for its flight efficiency and its durable frame, the 
  CX-3 has resulted in fewer deaths per flight than any other chopper available today! 
  When you’re on fire and hurtling swiftly downward to your apparent doom, you can 
  thank your lucky stars that you’re on a CX-3!
  General Aerodynamics MT-17 Air Bus
   
  � Cost Rating: 12
   
  � Handling -1, Defense 7/14, DR 3, Shock 15, Structure 7, Cruise 8p
   
  � Properties: Vehicle
  General Aerodynamics produced the MT-17 in a successful bid to establish 
  the industry standard. The MT-17 is used in numerous mass transit flights. It has 
  a sensible layout, excellent track record and a decent comfort-to-capacity ratio, all 
  backed by twin jet engines and some of the most sturdy wings industry has produced.
  Planetary Cruise Values
  Why does the aerial fighter have such a larger Cruise value than the space 
  fighter? Remember, spaceships and planetary vehicles use different scales to 
  measure Cruise! For planetary vehicles cruise comes in units of 100 kph normal 
  operating speed. So, for example, if the General Aerodynamics MT-17 Air Bus 
  has Cruise 8p, that means it normally flys at around 800 kph.
  
  62
  Land Vehicles
  Down any populated gravity well all manner of vehicles can be found—from 
  groundcars to mag-trains. For the majority of humanity, who may never venture into 
  space in their little lives, these vehicles make up the world around them.
  General Aerodynamics QQ-2 Mag-Train
   
  � Cost Rating: 12
   
  � Handling -2, Defense 6/13, DR 2, Shock 14, Structure 7, Cruise 3p
   
  � Properties: Vehicle
  Simply the best modern mag-train, the General Aerodynamics QQ-2 is a beacon 
  of sound engineering and sleek design. The QQ-2 is a single-rail train held ever so 
  slightly in the air by powerful electromagnets. This reduces friction and greatly speeds 
  up the train as it makes its way along the tracks. The structure listed above assumes six 
  cars plus locomotive.
  P&W “Freedom” Luxury Groundcar
   
  � Cost Rating: 9
   
  � Handling +1, Defense 8/16, DR 2, Shock 11, Structure 4, Cruise 2p
   
  � Properties: Vehicle
  The Freedom is Pfeiffer & Wu’s flagship groundcar—after all, while any private 
  groundcar may be a luxury, to have real style is to have the P&W Freedom! It comes 
  complete with a two-door design, excellent safety features, autonav, a sunroof, high 
  definition display compatible with the latest hand terminals and portable cocktail bar.
  USD-10k2 “Domo” Tactical Mech
   
  � Cost Rating: 11
   
  � Handling +1, Defense 8/16, DR 5, Shock 14, Structure 4, Cruise 2p
   
  � Properties: Mil, Vehicle
   
  � Guns: +5 (�15M/�10M/�5M/�2M), Range 100
  The USD-10k2 “Domo” Tactical Mech is a dependable mid-market mecha with 
  attached anti-vehicular guns and auto-stabilizing legs. Bipedal and standing just over 
  10m tall, the Domo comes equipped with armored plates as 
  well as versatile cockpit in the core of the mech. When 
  you want a mech that will give you best bang for your 
  buck, go with the Domo!
  
  63
  USD-10k21 “Siege-Breaker” Tank
   
  � Cost Rating: 13
   
  � Handling 0, Defense 7/15, DR 10, Shock 20, Structure 5, Cruise 2p
   
  � Properties: Mil, Vehicle
   
  � Cannon: +5 (�24M/�16M/�8M/�4M), Range 100
   
  � Overrun: +5 (�15M/�10M/�5M/�2M)
  You need armor on the battlefield. You need the USD-10k21 “Siege-Breaker” 
  Tank. Complete with military-strength treads, a maximum speed comparable with a 
  sports groundcar and some of the best vehicular armor one can buy, the USD-10k21 
  is a masterpiece of modern warfare.
  Xenocom M2 Motorbike
   
  � Cost Rating: 8
   
  � Handling +2, Defense 8/17, DR 0, Shock 7, Structure 2, Cruise 1p
   
  � Properties: Vehicle
  Peppy and sporty, the Xenocom M2 Motorbike is a small-framed motorbike 
  designed to get you where you need to go. Available in a variety of colors, this 
  bike charges from empty to full in a matter of minutes and can fit down even the 
  narrowest alleyways and service tunnels.
  Watercraft
  Oceans cover 71% of the Earth’s surface, and are home to some of the largest 
  arcologies humankind has ever constructed. Watercraft are essential in transit 
  between these ocean settlements.
  Unitech GS-10 Civilian Submarine
   
  � Cost Rating: 11
   
  � Handling 0, Defense 7/15, DR 2, Shock 11, Structure 4, Cruise 4p
   
  � Properties: Vehicle
  The Unitech GS-10 Civilian Submarine is a medium-sized personal sub which 
  holds up to eight people and a moderate amount of cargo. It is perfect for ferrying 
  passengers moderate to long distances between arcologies, tending to aquaculture or 
  even just for the occasional pleasure cruise of the deep.
  P&W “Decadence” Luxury Yacht
   
  � Cost Rating: 10
   
  � Handling +1, Defense 8/16, DR 2, Shock 13, Structure 6, Cruise 4p
   
  � Properties: Vehicle
  Sail the great blue seas in the pinnacle of luxury and style—sail them in a Pfeiffer 
  & Wu Decadence luxury yacht! This yacht comes with only the best accommodations, 
  including satellite net access, wood-finished galley, GPS and full telepresence suite.
  
  5
  
SOURCE: textdata/thevault/Shadows Over Sol/Shadows Over Sol Shiny New Toys.pdf