Equipment Prototypes

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Weapons (Nonlethal)

Weapons (Lethal)

Weapons (Multipurpose)

Armors and Enviornmental Gear

Medical Equipment

Examples of Tech Combos

The following items are prototypes in the final stages of development and testing. They are not yet ready to be mass produced, and are therefore not available in quantity yet. Most are therefore at least mildly classified, and require special access to use. (Meta-Text: The items listed on this page have active point costs that exceed the 45-point limit on the standard power point pool. In order to use these items, a character must spend points to increase the point base on their personal power point pool, or buy the item separately.)

Weapons

  1. Light Saber Mark II: An iproved micro-fusion power sorce greatly decreases the weapon’s heft, making it much easier to swing in combat.
    • Killing Attack – Hand-To-Hand 1d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Attack Versus Limited Defense (Reflective or same color as beam covering; +1 1/2) (47 Active Points); Independent (-2), OAF Fragile (-1 1/4), No STR Bonus (-1/2), Gestures (-1/4), Real Weapon (-1/4) Real Cost: 9
  2. Monofilament sword: This single edged sword has its edge sharpened down to a single molecule thickness by lasers making it an extremely potent cutting device. The metal making up the blade is also laser polished to mirror sheen, allowing it to parry lightsabers. Since the blades special qualities come from its superiorly sharpened edge and metal polishing, it is necessary to polish the blade periodically (may be done chemically as long as degradation is not allowed to set in), and, occasionally, to reshape it. Due to its extreme penetrating capabilities, this weapon is NOT authorized for use onboard ship due to the high probability of significant collateral damage from a missed swing.
    • Killing Attack – Hand-To-Hand 1d6+1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (Level 2; +1), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4) Real Cost: 10
  3. Micro-Rocket-Dart Launcher (SKT-4): This weapon fires a barrage of high-maneuverability, carbon-fiber rocket-darts with monomolecular tips that saturate a small area. The rockets have a nano-guidance chip that coordinates with a micro-targeting computer in the gun similar to the one used in the quark disintegrator. In the event of a negative target acquisition, the rockets self-destruct on a molecular level, becoming a harmless puff of graphite dust. This weapon is therefore safe to use in close quarters combat and aboard ship.
    • Killing Attack – Ranged 1/2d6, 16 Charges (+0), Armor-Piercing (+1/2), Penetrating (+1/2), Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4), Autofire (10 shots; +2) (47 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4) Real Cost: 10 [16]
  4. Auto-Pistol Mark II (SKT-11A): This weapon contains carbon rocket-slugs impregnated with nanites that are used to saturate a target with weapons fire. The nanites are activated to configure the carbon slugs into either a rubbery rocket-bullet for nonlethal combat, or into an intensely strong carbon-fiber rocket-dart with a monomolecular tip. In addition, the nanites act as an onboard guidance chip that coordinates with a micro-targeting computer in the gun similar to the one used in the quark disintegrator. In the event of a negative target acquisition, the rockets self-destruct on a molecular level, becoming a harmless puff of graphite dust. This weapon is therefore safe to use in close quarters combat and aboard ship.
    • 10 Multipower, 47-point reserve, (47 Active Points); all slots Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), 16 Charges (+0) [16]
      • 1u – Needle Barrage: Killing Attack (PD) – Ranged 1/2d6, 16 Charges (+0), Armor Piercing (+1/2), Penetrating (+1/2), Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4), Autofire (10 shots; +2) (47 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4)
      • 1u – “Rubber Bullet” Barrage: Energy Blast (PD) 2d6, STUN Only (+0), 16 Charges (+0), Armor Piercing (Applies to Stun; +1/2), Penetrating (Applies to Stun; +1/2), Area Of Effect Accurate (One Hex; +1/2), Selective (+1/4), Autofire (10 shots; +2) (47 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4)
    • Total Variable power Point Pool Cost: 12
  5. Micro-Rocket-Dart Saturation Pistol (SKT-4A): Essentially a modified micro-rocket-dart launcher. An increased magazine capacity allows for a greater area of saturation.
    • Killing Attack – Ranged 1/2d6, 16 Charges (+0), Armor-Piercing (+1/2), Penetrating (+1/2), Area Of Effect Accurate (4” Radius; +1), Selective (+1/4), Autofire (10 shots; +2) (52 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4) Real Cost: 11 [16]
  6. Flechette Auto-Gun: A one-handed auto-shotgun loaded with flechette rounds. Damage per blast is reduced, but penetration, ammo-capacity, and rate of fire are all drastically improved. There is also a slight increase in range from the more aerodynamic projectiles.
    • Killing Attack – Ranged 1/2d6, 16 Charges (+0), Armor-Piercing (+1/2), Penetrating (+1/2), Area Of Effect Nonselective (4” Cone; +3/4), Autofire (10 shots; +2) (47 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), No Range (-1/4), Real Weapon (-1/4) Real Cost: 9 [16]
  7. Blue-Green Laser Pistol Mark II (SKT-2A): Fires a penetrating beam of concentrated light energy similar to a lightsaber’s beam. The blue-green color allows it to function underwater, and makes it an ideal weapon for use by Selkies. Also, since the beam has the same characteristics as a lightsaber blade, it is safe to use onboard ship. New beam focusing technology gives this weapon even more penetrating power than its original, however it’s not quite as well balanced.
    • Killing Attack – Ranged 1d6, 16 Charges (+0), +1 Increased STUN Multiplier (+1/4), Attack Versus Limited Defense (Reflective or same color as beam; +1 1/2), Penetrating (+1/2) (47 Active Points); Beam (-1/4), Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4) Real Cost: 10 [16]
  8. LS-2—Laser Saturation Pistol Mark II (SKT-3A): Upgraded Laser saturation pistol. The Mark II delivers its attack over a significantly larger area; however, its indiscriminate nature means that one must take even more care than the Mark I on where it is pointed. This weapon is projected to be great for clearing shipboard hallways that are packed with enemy boarders.
    • Killing Attack – Ranged 1/2d6, 16 Charges (+0), Armor Piercing (+1/2), Penetrating (+1/2), Area Of Effect Nonselective (4” Cone; +3/4), Autofire (10 shots; +2) (47 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4) Real Cost: 10 [16]
  9. Mind-control Disrupter Pistol Prototype: 9 Multipower, 52-point reserve, (52 Active Points); all slots Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), 4 Charges (-1) [4 Charges]
    • 1u – Stun Setting: Fires an EM Pulse modulated to disrupt the motor cortex of its target, paralyzing their voluntary nervous system.
      • Entangle 2d6, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks (+1/2), Area of Affect One Hex (+1/2) (45 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4) , 4 Charges (-1), No Defense (-1 ½) [4 Charges]
    • 1u – Mind-control Disruption Setting: Fires a bio-electrical pulse into its target, causing the neurological and physiological functions of the brain and body to rest, theoretically neutralizing any mind altering effects of telepathic or chemical natures. However, due to the stressful nature of this fix, the Mind-control Disruption Setting can only be used effectively on the same subject approximately once every 24 hours.
      • (Total: 52 Active Cost, 15 Real Cost) Healing (Mind Control) 2d6, Autofire (10 shots; +1), Limited Range (No multiplier to Active Point Cost; +1/4) (45 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4) , 4 Charges (-1) (Real Cost: 8) plus +7 OCV (7 Active Points); (Real Cost: 7) [4 Charges]
    • Total Variable power Point Pool Cost: 11

Armors & Enviornmental Gear

  1. Heavy Composite Body Armor: Full body composite armor with extra-hardened defense. Although this is a fully developed item, the mission was launched before they could be put into full production. Until such time as the Flock have time to put out a major production run, quantities of this armor remain very limited, and its use is restricted to personnel with critical need.
    • Armor (12 PD/12 ED), Hardened (Level 2 +1/2) (54 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4) Real Cost: 12
  2. Phase Shield: Transporter based technology applied to armor activates on impact to avoid all physical and energy damage. The phase field immediately turns off after avoiding damage and must be reset after each use.
    • Desolidification, Triggered By Damage (Activating the Trigger is an Action that takes no time, Trigger requires a Half Phase Action to reset, Character does not control activation of Trigger; +1/4) (50 Active Points); Independent (-2), OAF Fragile (-1 1/4), 4 Charges (-1), Cannot Pass Through Solid Objects (-1/2), Instant (-1/2), Gestures (-1/4) Real Cost: 8
      • 16 Charge version for a VPP Real Cost: 9

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Equipment Prototypes

The Sun Eaters Genesplicer