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Equipment

All prices are given in Standard Credits, any item is 1 slot unless stated otherwise.

Gear

GearPrice
Binoculars75
Chemical Light-stick1
Climbing Kit(bulky)500
Cold Weather Clothing(bulky)500
Combat Engineering Toolkit(bulky)500
Desert Suit(bulky)1,000
Distress Flare(bulky)15
Diving Hardsuit(1 Armor, bulky)20,000
Duct Tape(2 rolls per slot)5
Environment Mask50
First Aid Kit(Restore d4 HP)100
Flashlight10
Grapnel launcher & cable(bulky)150
Hand Scanner2,000
IR/Nightvision Goggles750
Laser Drill/Cutter200
Neural Link Cyberdeck(bulky)5,000
Parachute/Gravchute(bulky)500/2,500
Personal Comms150
Personal Drone(+1 Armor, 3 HP, bulky)500-10,000
Portable Computer500
Portable Micro-fusion Generator(bulky)11,000
Prefabricated Cabin(bulky)2,000
Space Rescue Ball(bulky)150
Surgical Medikit(Restore d8 HP, bulky)4,000
Survival Kit(bulky)150
Toolkit(Mechanical, Engineering, Starship, Weapon)400
Trauma Medikit(Restore 1 HP when at 0, bulky)500
Universal Translator/Language Pack2,500/500
Vacuum Emergency Kit500
Wingsuit(bulky)500

Weapons

When multiple die are listed in damage (i.e., 2d6) roll all dice and take highest value.

WeaponPrice
Arrows(x 20)10
Boarding Blade(d6 damage, hidden)50
Bow(d6 damage, bulky, silent)15
Brass Knuckles(2d4 damage)40
Chainsaw(d10 damage, bulky, silent)200
Crossbow(d8 damage, bulky)60
Dagger, Cudgel, Sickle, Staff, etc(d6 damage, hideen)5
Electrowhip(d8 damage, stun)200
EMP Grenade(4d8 damage, blast, electronics only)20
Energy Pistol(d8 damage)150
Energy Rifle(3d10 damage, bulky)200
Energy Support Weapon(3d12 damage, bulky)380
Flechette Pistol(d6 damage, silent)200
Flechette Rifle(d8 damage, bulky, silent)300
Force Sword(2d8 damage)N/A
Frag Grenade(1d10 damage, blast)10
Grenade Launcher(add grenade to any rifle or support weapon)150
Gyrojet Pistol(d8 damage, recoilless)500
Gyrojet Rifle(d10 damage, bulky, recoilless)1,300
Halberd, War Hammer, Long Sword, Battle Axe, etc(d10 damage, bulky)20
Incinerator(2d8 damage, bulky, blast)65
Man-Portable Missile(2d12 damage, bulky8,000
Monofilament Blade(2d8 damage)2,500
Mortar(d10, blast damage, bulky)200
Projectile Pistol(d8 damage)70
Projectile Rifle(d10 damage, bulky)140
Projectile Support Weapon(2d12 damage, bulky)320
Rocket launcher(3d12 damage, bulky)420
Security(add to any weapon, only identified user can fire)200
Sentry Gun(3d10 damage, bulky, AI controlled)5,000
Shotgun(d8 damage, bulky)60
Silencer(add to any ranged projectile weapon, silent)150
Smartgun Link(add to any ranged weapon, +1 damage)500
Smoke Grenade(1 damage, blast)15
Spear, Sword, Mace, Axe, Flail, etc(d8 damage)10
Staff(d8 damage)50
Stun Baton(d6 damage, stun)100
Stun Grenade(2d8 damage, blast, stun)150
Stun Pistol(d8 damage, stun)160
Stun Rifle(d10 damage, bulky, stun)300

Armor

ArmorPrice
Ballistic Cloth Coat(2 Armor)6,000
Ballistic Cloth Jacket(1 Armor)3,000
Ballistic Gel Coat(1 Armor)1,500
Ballistic Vest(1 Armor)4,000
Boarding Armor(3 Armor, bulky, sealed)3,000
Chainmail(2 Armor)1,200
Chameleon Skin(add camouflage to any high-tech armor)5,000
Camouflage Generator(add invisibility to any high-tech armor)5,000
Combat Exoskeleton(2 Armor, bulky, enhanced)30,000
Emergency Spacesuit(2 Armor, sealed)3,000
Environment Suit(1 Armor, bulky, sealed)5,000
EOD Suit(3 Armor, bulky, clumsy)10,000
Full Plate(3 Armor, bulky)8,000
Half Plate(2 Armor, bulky)4,000
Helmet(+1 Armor, 1 slots)40
Hud(add to any sealed armor)1,000
Power Armor(3 Armor, bulky, enhanced, sealed, weaponized)15,000
Re-entry Armor(3 Armor, bulky, sealed, gravchute)20,000
Shield(+1 Armor)40
Standard Spacesuit(2 Armor, bulky, sealed)1,000
Synthetic Mesh(2 Armor)6,000
Tactical Body Armor(3 Armor, sealed)10,000

Tags

  • Blast. Affects targets in the area. Roll damage for each target separately. When in doubt as to how many targets are affected, roll the damage die. Example: - 1d8 Blast means that it affects 1d8 targets near the point of impact, dealing 1d8 to each.
  • Bulky. Takes up 2 inventory slots and requires 2 hands to use.
  • Clumsy. Pass a STR Save or attacks are impaired.
  • Enhanced. Attacks are enhanced.
  • Hidden. Concealable on your body, but can be found with a thorough frisk.
  • Recoilless. A subsequent attack against the same target (without moving yourself) deals +1 damage.
  • Sealed. User is immune to environmental threats.
  • Silent. The sound can be identified by those within the same room, but does not draw further attention.
  • Stun. Pass a STR Save or target loses next turn.

Cybernetic Implants

Implants take no inventory slot.

ImplantPrice
Air Filter10,000
Augmented Reflexes15,000
Blade Implant3,000
Brain Augmentation30,000
Cloacking25,000
Cortical Implant5,000
Dermal Plating20,000
Detoxifier3,000
Direct Neural Interface4,000
Ear Implant2,000
Eye Implant2,000
Firearm Implant7,000
Integrated Comms1,000
Mindshield30,000
Neural Datalink6,000
Prosthetic Limb15,000
Reinforced Skeleton35,000
Repair Nanobots5,000
Spacesense10,000
Stimulants Dispenser3,000

Starships

Courier20 mln
Cruiser94 mln
Explorer47 mln
Fighter14 mln
Freighter75 mln
Miner44 mln
Passenger Cargo45 mln
Racer18 mln
Trader43 mln
Yacht41 mln

Vehicles

Air Balloon35,000
Amphibious Vehicle50,000
APC350,000
Bicycle800
Combat Walker800,000
Drone200,000
Grav Flyer120,000
Ground Car40,000
Half Track ATV200,000
Helicopter250,000
Hovercraft30,000
Jet Airplane400,000
Jet Bike60,000
Marauder25,000
Mini Sub80,000
Motor Boat60,000
Motorcycle20,000
Riot Tank210,000
Rowboat5,000
Tracked Explorer400,000

Living Expensens

Poor400/month
Low1,000/month
Average1,200/month
Good1,500/month
High2,000/month
Rich5,000/month
Royal20,000/month