Lifestyle

The currency of the Firmament is the Foundation Credit, though trade in precious minerals or even barter remains popular in the most isolated of the Rim colonies. Credits and bits can be stored in personal accounts, on a datapad or credit chip, or even on small disposable cartridges that have taken the place of cash money.

However, players generally don’t need to worry about the cost of things like food and upkeep. Instead, a modified version of the Wealth system from the SWADE rulebook determines how well they can live. In Sumida, “modest” conditions might be a coffin hotel or shared living situation. In the core of the Foundation, it’s probably more like a nice but simple studio apartment. If you own your own starship, you’re going to have somewhere decent to sleep even if you’re flat broke.

               
Lifestyle Wealth Die Trivial Easy (+2) Standard (+0) Hard (-2) Very Hard (-4) Almost Impossible (-6)
Destitute 0 - - - - - -
Poor d4 25 125 250 500 1000 2000
Modest d6 100 500 1000 2000 4000 8000
Comfortable d8 250 1250 2500 5000 10K 20K
Wealthy d10 500 2500 5000 10K 20K 40K
Rich d12 2500 12.5K 25K 50K 100K 200K

Any trivial purchase can be made with no Wealth roll at all, unless you’ve made a lot in a short span of time. Otherwise, you can use this scale to decide how difficult Wealth rolls should be. If something’s cost is beyond the threshold for an “Almost Impossible” roll, you just can’t afford it.

Rewards: If a player receives credits equal to the Standard (+0) column of a higher Wealth die on the table above, then their Wealth increases. $250 is enough to bump you to a d4, $1000 is enough to bring you to a d6, and so on. It is possible to increase your Wealth above d12, although the Rewards required to do so become increasingly lucrative. Each level beyond d12 doubles all the thresholds for your Wealth rolls. At a d12+1, your “Standard” roll would be $50K and your “Almost Impossible” roll would be $400K.

Windfalls: Sometimes you receive a significant amount of money, but it’s not enough to increase your Wealth. If a player receives an amount of credits greater than the Trivial column of their current Wealth die, they receive a Windfall. Up to 4 of these can be accumulated at any given time, and they can be spent after a Wealth roll to add a +1 bonus to the result per Windfall. If your Wealth die increases, any Windfalls you had are wiped out (as they are probably small change compared to your new level of wealth).

General Equipment

Personal Items

     
Item Cost Notes
Anti-grav Harness 1000 Confers Pace of 6” in zero-gravity for up to 8 hours of operation.
Energy Sheet 100 Protects against temperatures from -20º to 65º Celsius.
Energy Tent 300 Big enough for 2 people.
Rebreather 150 Filters out harmful gases/microbes, works underwater.
Smartboard 200 Telescopic “smart” wheels and onboard motor; uses the stats of a bicycle.
Squidsuit 3000 Limited invisibility (-4 to Notice) while moving at half Pace or less.
Anything outside the suit (like a gun) is visible.
Vaccsuit 2000 Armor +1, 8 hours of air. Includes magboots.
Protects against temperatures from -120° to 120° C, and low-level radiation.

Tools

     
Item Cost Notes
Mineral Detector 100 LBT radius, up to 6 feet deep. Can also scan for cavities, hollow spaces, etc.
Portable Translator 150 Real-time translation in text or audio format, portable device or software package for your datapad.
Long-Range Microphone 200 Directional; can pick up ordinary/subsonic/supersonic audio at up to 100”.
Binoculars 200 x500 zoom, allows vision Notice rolls at much greater distance.
Nightvision Binoculars 500 No penalty for Dim or Dark Illumination; blinded by bright lights. Same price for rifle scope.
Thermal Binoculars 1000 Halves Illumination penalties and can see through thin walls. Same price for rifle scope.
Sensor Suite, Handheld 500 Ignore Illumination penalties and +2 Notice for designated targets such as “concealed weapon” or “life signs”.
25” range, dense materials block detection.
Sensor Suite, Backpack 2000 Range increases to 250”.
Satellite Uplink 200 Powerful transmitter can connect to satellites/ships in orbit, even in isolated areas.
Directional Jammer 1000 10” range, disrupts radio signals with an opposed Electronics roll.
Plasma Cutter 3000 Can make 1 foot long/deep cuts in metal each round. Heavy Armor takes twice as long.
Toolkit 200 Repair kit, hacker implant, lockpicks, etc.

Computing

Hardware

     
Item Cost Notes
Credit Cartridge 5 Used to store credits, can transfer them with a tap.
SenseNet 25 Electrode net in a headband, used for full immersion into cyberspace.
Dataslab 50 Portable storage device with high data capacity.
Smart Glasses 75 Connects to your datapad/terminal/deck with a HUD/VR display; has a built-in microphone and camera.
Commlink 100 1 mile radio range, can connect to local networks.
Smart Lens 150 As smart glasses, but more discreet.
Holoprojector 200 Project 3D images up to 5 cubic feet.
Navkey 200 Contains travel coordinates for a system in the Firmament.
Datapad 250 Personal mobile device, as powerful as 21st century PC.
Terminal 800 Non-portable computer suitable for calculations, hacking or storing large amounts of data.
Deck 1200 Portable terminal the size of a hardback book, favoured by hackers. Basic streetware model.

Software

     
Item Cost Notes
Databank 100 +1 bonus to knowledge rolls made on a specific topic, such as engineering or xenobiology.
Facial Recognition Package 300 Connects to any databases you have access to and identifies faces automatically.
VR Package 50 Game, simulated office, recorded sensory experience, etc.

Autonomous Systems

Autonomous systems are sophisticated “expert” AI software, capable of operating independently from their overseers. While they are not capable of creative thought, they can be given orders by their operator and are able to perform basic decision-making and respond to environmental cues. Autonomous systems need at least a deck or terminal to run on, since a datapad doesn’t have the processing power to support one. Each AS has a rating, given as a die type:

   
AS Rating Cost
d4 5000
d6 10K
d8 20K
d10 50K
d12 100K

When an AS needs to make a skill check, they use their rating to roll it. An AS rated at d6, for example, would roll a d6 whether they’re checking for Notice or Research. Autonomous systems are also exceptionally good at multitasking, and don’t suffer multi-action penalties for trying to do multiple things at once. A combat AS is quite capable of operating every gun on a starship simultaneously.

The main limitation on an AS, besides being incapable of true intelligence, is their extremely limited scope. Each autonomous system is designed for a specific task, and can only make skill rolls that fit within that task. An AS designed to control your ship’s weapons could roll Notice to pick targets or Shooting to attack them, but would be useless at piloting your ship. An AS designed to perform research and collation cannot help you hack.

Cyberware

Instead of providing a list of every possible cybernetic enhancement, most cyberware comes in the form of two general types of package:

The exact form that your cyberware takes is just a trapping. You might get the Alertness Edge because you have a situational awareness system with threat recognition capabilities, or it might be a bioware treatment that boosts your awareness by turning your body into a factory for certain drugs.

Implants

Implants are another category of cyberware for anything not covered by the rules above. Whereas most cyberware is designed to boost your physical and mental capabilities, implants are devices and modifications made with utility in mind. Some examples include:

The base cost of an implant is 2000 credits, plus the cost of any devices you’re getting implanted. Fashionware is cheaper, and can cost anywhere from 100 to 500 credits, depending on what you want done. Fashionware also doesn’t count towards Strain in most cases.

Prosthetics

Using high-tech prosthetics, it is possible to restore functionality to lost body parts. These prosthetics are generally fairly obvious, though high-end models are less obtrusive. These prosthetics come in two forms:

Characters who take the Cyborg Hindrance at character creation don’t have to pay for their initial prosthetics; they get them for free. Out of the box, these prosthetics give you the same functionality as the limb or eye they replaced. They don’t give you any special advantages, but they don’t have any disadvantages besides the Cyborg Hindrance.

If you have the credits, you can add extra capabilities to your cyberlimb or cybereye. This uses the exact same rules as installing cyberware - for example, you could boost your Strength by upgrading the servos in your cyberarm. Upgrading prosthetics doesn’t require surgery and is easier, so any cyberware applied to a prosthetic costs half as much.

Strain

Despite great advances in cybernetics, no one has been able to solve the persistent systemic problems that arise when someone receives too much augmentation. The unsolved problem of so-called “system shock syndrome” is reflected by Strain, which you gain whenever you receive an upgrade. It’s not possible to reduce Strain, except by having your mods removed entirely.

Despite what certain anti-cyborg literature has to say, cyberware won’t turn you into a psycho killer. However, once your Strain is equal to your Spirit die, every new addition gives the character a new Minor Hindrance or upgrades one of their Hindrances into a Major. System shock manifests differently for everyone: some characters will feel increasingly dysphoric or detached from humanity, suffer from lapses in memory and judgement or experience sudden changes in personality. Sometimes the symptoms are physical - inflammation, sight loss and other physical ailments with no obvious cause. Increasing your Spirit lets you safely accumulate more Strain, but doesn’t remove any Hindrances you already have.

You are allowed to spend Advances to “buy off” Hindrances gained from system shock, as usual. With enough time and self-reflection, it’s possible for even the heavily augmented to regain their humanity. No amount of system shock will turn you into an unplayable homicidal maniac, but the heavily augmented tend to be pretty fucked up.

Bioware

There are reports from the core worlds of the Foundation of cutting-edge therapies that can regrow entire limbs and organs from scratch, as well as deep genetic enhancements that can augment and upgrade the human genome - the most advanced of them can even be inherited. Mechanically, biotech augmentations are considered to be equivalent to masterwork cyberware and cost up to 10x as much. Bioware does not generate Strain and is almost undetectable: only a detailed medical investigation will reveal its existence. Biotech augments are also immune to the usual dangers of cyberware - hacking, EMP, and so on.

Medicine

Doctors who have access to a modern medical facility can double the rate of Natural Healing for their patients (does not stack with medigel). Advanced medical facilities give a +2 bonus to all Healing rolls, including Support rolls for Natural Healing. Trained surgeons can perform surgery if they have access to suitable medical facilities.

Pharmaceuticals like sedatives and stimulants generally require a Healing check to successfully adminster. For double the price, they can be obtained in the form of an inhaler, eye spray or dermal patch that requires no expertise to use.

Common Medical Equipment

     
Item Cost Notes
First Aid Kit 10 3 uses, see Healing on page 96.
Medic Kit 100 5 uses, +1 to Healing; 25 credits to refill.
Medigel 20/day Doubles rate of Natural Healing.
Medical Scanner 600 Detects poisons, diseases and other conditions.
Can detect cyberware with Healing/Electronics.
Hypo Pistol 700 Range 2/4/6. Ineffective against armor.
Hypo Rifle 3000 Range 4/8/16. Ineffective against armor.

Prescription Pharmaceuticals

     
Item Cost Notes
Sedative 10/dose Equivalent to knockout poison with a -2 penalty; success still causes Fatigue unless passed with a raise.
Stimulant 15/dose Each dose suppresses 1 level of Fatigue for 4 hours.
Painkiller 20/dose Each dose suppresses 1 Wound for 4 hours.
Truth Serum 100 -2 penalty to all Perform and Spirit rolls for 1 hour.
Disease Treatment 100-1000 Depends on how exotic the disease is.
Lazarus 500 Revive the clinically dead to Incapacitated with a Healing check.
-2 penalty after 1 round; -4 after 1 minute; impossible after 5 minutes.

Performance Drugs

         
Item Cost Addictiveness Duration Notes
Black Lace 200 -2 2 hours Ignore all Wound/Fatigue penalties, and gain the Berserk Edge.
You don’t feel pain and have the Overconfident Hindrance while affected.
Dreadnought 100 -1 1 hour Increase Strength by 1 die per dose taken (maximum 3).
Gain a level of Fatigue per dose when the drug wears off.
Functionol 20 -1 4 hours Each dose suppresses 1 Wound or level of Fatigue.
Suffer a -2 penalty to all Spirit rolls per dose taken.
Miracle 250 -2 30 minutes Make a Natural Healing roll at the end of the drug’s duration; only one Wound can be healed per day.
You are permanently Distracted while the drug is working.
Instead of addiction, damages the psyche and inflicts a random mental Hindrance.
Neon 50 -1 8 hours +2 to all Smarts-based skills (except Notice).
Hallucinations give you the Bad Eyes (Major) Hindrance.
Red Eye 200 -2 5 minutes Gain the Level-Headed Edge, or Improved Level-Headed with 2 doses.
Gain the Hesitant Hindrance for 1 hour after it wears off.
Zen 250 -1 4 hours Gain the Danger Sense Edge for the duration due to psionic activation.
-2 to knowledge skills for 24 hours after it wears off.

Addiction: When taking pharmaceuticals or drugs, the risk of addiction is always present. Each drug has an Addictiveness rating; each time you come down off a drug (i.e. the duration ends), make a Spirit roll at the listed addictiveness penalty. If you fail, you gain the Habit Hindrance to reflect your dependency. This begins as a Minor Hindrance, but another failed roll will upgrade it to a Major. Traditional pharmaceuticals only require an addiction roll if they are used multiple times in a short period.

Guns

Ordinary kinetic-energy firearms are by far the most common weapon in the Firmament, which can be used directly from the Savage Worlds rulebook. The various calibers of ammunition have been standardised into three varieties of bullet: small, medium and large.

                   
Type Range Damage AP ROF Ammo Min. Str Weight Cost Notes
Holdout (Medium) 3/6/12 2d4 - 1 2 d4 1 100 -2 to Notice if hidden.
Revolver (Medium) 10/20/40 2d6 1 1 6 d4 2 150 Doesn’t jam on Crit Fail.
Heavy Revolver (Medium) 12/24/48 2d6+1 1 1 6 d4 5 250 Doesn’t jam on Crit Fail.
Light Pistol (Small) 10/20/40 2d4 - 1 9 d4 2 100  
Medium Pistol (Medium) 12/24/48 2d6 1 1 17 d4 3 200  
Heavy Pistol (Large) 15/30/60 2d8 2 1 7 d6 8 300  
Submachine Gun (Medium) 12/24/48 2d6 1 3 30 d6 10 300  
Pump-Action Shotgun 12/24/48 1-3d6 - 1 6 d4 8 150 See page 105.
Combat Shotgun 12/24/48 1-3d6 - 1 12 d6 10 450 See page 105.
Hunting Rifle (Medium) 24/48/96 2d8 2 1 5 d6 8 350 Snapfire.
Sniper Rifle (Large) 50/100/200 2d10 4 1 10 d8 35 750 Snapfire, Heavy Weapon.
Light Assault Rifle (Small) 24/48/96 2d8 2 3 30 d6 8 400 May fire a Three-Round Burst (page 67).
Heavy Assault Rifle (Small) 24/48/96 2d8+1 2 3 30 d6 10 450  
Light Machine Gun (Small) 30/60/120 2d8 2 4 200 d8 20 4000 Snapfire, Minimum ROF 2, Reload 2.
Medium Machine Gun (Small) 30/60/120 2d8+1 2 3 100 d8 33 6000 Snapfire, Minimum ROF 2, Reload 2.
Heavy Machine Gun (Large) 50/100/200 2d10 4 3 200 NA 84 1500 Minimum ROF 2, Reload 2, Heavy Weapon.
Requires a weapon mount.

Futuristic weapons like lasers exist, but they are expensive and rare. Even though they’re superior to traditional weaponry, the advantage isn’t big enough to be worth it for the majority of people. All futuristic weapons cost 3x as they do in the SWADE rulebook.

                   
Type Range Damage AP ROF Shots Min. Str Weight Cost Notes
Laser Pistol 15/30/60 2d6 2 1 50 d4 2 750 Cauterize, Overcharge, No Recoil.
Laser Repeater 15/30/60 2d6 2 4 100 d4 4 1500 Cauterize, Overcharge, No Recoil.
Laser Rifle 30/60/120 3d6 2 3 100 d6 8 2100 Cauterize, Overcharge, No Recoil.
Gatling Laser 50/100/200 3d6+4 2 4 800 d8 20 3000 Cauterize, Overcharge.

Smartlink: Guns with a smartlink can be wirelessly connected to peripherals - such as smart glasses - and provide targeting information in the user’s field of view. Guns with smartlink capability cost 50% more, but allow the user to ignore 2 points of penalties from Range, Cover, Called Shots, Scale or Speed. This effect does not stack with the Marksman Edge or the Aim action.

Reloads

Ammo isn’t tracked bullet by bullet, but in reloads. This might be a magazine, an ammo belt, a speedloader, or just the number of loose shells you need to reload your shotgun. The cost of a reload uses the ammo prices in the SWADE rulebook (lasers cost 3x as usual):

   
Reload Type Cost
Small Bullets 10
Medium Bullets 20
Large Bullets 50
Shotgun Shells 15
Shotgun Slugs 20
Laser Pistol/SMG/Rifle 60
Gatling Laser 150

Every time you reload your gun, you use up 1 reload for it - it’s as simple as that. Tracking ammo in terms of reloads also makes scavenging a lot simpler. You don’t need to know the exact number of bullets that the enemy machine gunner had left. You just need to know that looting him gives you 1 reload for your machine gun. You can freely convert between reloads of the same type, but only outside of combat.

Of course, this system doesn’t track ammo perfectly. Your character is bound to have some loose bullets, half-empty magazines and the like. Because of this, you can spend a Benny at any time to scrounge up a reload out of nowhere.

Unusual Ammunition

The most common type of ammunition are simple caseless bullets. A powder-filled cartridge is no longer needed, since modern guns use electromagnetism to accelerate bullets. This makes them lightweight (1/2 weight) and safe to store. However, there are some more exotic types of bullet:

Other Weapons

Melee Weapons

Other than knives, melee weapons are rare but not unheard of. Clubs and batons might be used by thugs or police forces, and swords still have a place in the culture of ritual combat. Other types of weapon may be used by primitive cultures or bandits that are disconnected from society, or in places where access to guns is not universal.

Molecular knives and swords exist, but cost 3x as much as listed. Laser swords are not available.

Grenades

Grenades use the rules found in the Savage Worlds rulebook, but a variety of types are available in the Firmament.

                 
Type Range Damage AP ROF Blast Weight Cost Notes
Frag Grenade 5/10/20 3d6 - - MBT 1 50  
Sticky Grenade 5/10/20 3d6 - - MBT 2 100 Can’t be thrown back; on a raise, adheres to specific target and can’t be Evaded.
Smoke Grenade 5/10/20 - - - LBT 1 50 Obscures vision (-4) in area for 3 rounds.
Stun Grenade 5/10/20 - - - LBT 1 50 Targets make a Vigor roll (-2 with raise) or be Stunned.
EMP Grenade 5/10/20 3d6 - - SBT 1 100 Target shuts down until Repair roll at -2 is made (-4 on a raise).

Rocket Launchers

All listed items are Heavy Weapons. Ordinary rockets cost 10K and weigh 5 pounds. Masterwork “smart” rockets cost 30K and use the rules for missiles instead of a Shooting roll.

                 
Type Range Damage AP ROF Blast Weight Cost Notes
Grenade Launcher 24/48/96 4d8 - 1 MBT 3 1500 Snapfire; usually attached to a rifle. Fires standard grenades.
Rocket Launcher 24/48/96 4d8+2 24 1 MBT 15 1500 About the size of an assault rifle.

Flamethrowers

Flamethrowers found in the Firmament are lighter and carry more efficient fuel than those from the 21st century. Hand flamers resemble a submachine gun with a “jar” attached to the bottom, while heavy flamers are big two-handed weapons. They still use the rules for flamethrowers found in the rulebook.

                   
Type Range Damage AP ROF Shots Min. Str Weight Cost Notes
Hand Flamer Cone Template 3d6 - 1 10 d6 5 300 Fuel pods cost 40 credits.
Heavy Flamer Cone Template 3d8 - 1 30 d8 30 1000 Fuel pods cost 60 credits.

Electroshock Weapons

Electroshock weaponry is a favourite for subduing targets nonlethally. All electroshock weapons are ineffective against armor. They come in three varieties:

In high-tech Foundation worlds, some forces also carry “disruptors”, which work by detonating the air around an opponent. These function identically to laser guns and cost the same, but deal nonlethal damage.

Armor

Leather jackets and even stabproof clothing is fairly common, especially in the more dangerous parts of a big city. Kevlar vests are bulky, only cover the torso, and are very obviously armor; combat vests are the same thing but with rigid ceramic plates. Armored clothing is made of an advanced ballistic weave that is indistinguishable from silk or polyester, and battle suits are full sets of military-grade armor with boots and gloves.

         
Type Armor Min Str. Weight Cost
Leather Jacket (torso/arms) +1 d4 5 100
Stabproof Jacket (torso/arms) +2 d4 8 350
Stabproof Jeans (legs) +2 d4 4 200
Kevlar Vest (torso) +2* d6 5 200
Combat Vest (torso) +4* d8 17 500
Combat Helmet (head) +4* d4 5 80
Armored Clothing (torso/arms/legs) +4* d4 4 1000
Battle Suit (torso/arms/legs) +6* d6 12 1600
Battle Helmet (head) +6* d4 2 300

Ballistic Protection: Armor marked with an asterisk has ballistic protection, which reduces the damage from bullets by 4 in addition to providing its armor value.

Energy Skin: Any armor can be treated with an “energy skin” for 50% of its value. This reduces damage from energy weapons by 4, but is brightly reflective and imposes a -2 penalty to vision-based Stealth rolls.

Electroshock: A garment can be treated with electroshock pads for 300 credits. When active, anyone who attempts to grapple the wearer with their bare hands is affected as if hit with a stun gun. After discharging, they need about a minute to build up a charge again.

Power Armor

Power armor blows ordinary combat armor out of the water, but few find it worth the cost. For a couple sets of power armor, you could purchase a brand new starship, after all. They’re commonly used in hazardous environments, when protection from the elements and enhanced strength are worth the price tag.

               
Type Size Armor Strength Pace Weight Cost Notes
Light 1 +6 d12+3 8 100 50K  
Exosuit 3 0 d12+5 4 500 50K  
Heavy 3 +8 d12+5 4 1000 250K Heavy Armor

Light power armor is effectively a standard military battle suit with several upgrades. It is hermetically sealed and has its own life support, as well as heating and cooling systems. The helmet contains a HUD with information about the wearer’s vital signs and the status of the suit; it also contains a commlink and can link up with the user’s datapad or deck. Built-in optics provide 10x magnification; some advanced models include thermal and night vision. It also confers superhuman speed and strength thanks to built-in servos and compensators.

Heavy power armor is what most people think of when they imagine power armor: built like a tank, standing nearly 10 feet tall, with the Strength of an elephant. The hardened hull is impervious to small arms fire and has Heavy Armor as a result, though the immense weight makes it slow and cumbersome, and heavy suits have trouble fitting into smaller spaces. A soldier in heavy power armor is a force to reckon with - and for normal opponents, their only weakness is the hardened glass visor (Called Shot at -6, +2 Armor) that protects the face. Exosuits, a “wireframe” version that confers the Strength and Pace adjustments without the protection or other features, are commonly used in construction and disaster recovery.

The high-capacity cells in a set of power armor are enough to operate for 72 hours before needing to be recharged. While powered, a set of power armor compensates for its own weight. The weight is only given for situations when it’s important, like when walking over an unstable surface.

Explosives

Although various grenades, mines and missiles are listed in the Savage Worlds rulebook, occasionally an operative might have need of serious demolition-grade firepower. Note that these items tend to be heavily restricted in most areas.

Blasting Sticks are a lower-tech solution often found on the Rim, costing 60 credits per stick. They are Heavy Weapons, and deal 2d8 damage in a Medium Blast Template. Each additional stick adds +1 damage and +1” to the blast radius. They are usually triggered with an electric pulse, either wired or wireleessly.

Plastic Explosives are stable and moldable charges that can be triggered with an electric pulse. A single brick costs 100 credits and will deal 2d10 damage in a Medium Blast Template; it counts as a Heavy Weapon. Each additional charge adds +2 damage and +1” to the blast radius.

Nanothermite is a grey gel which costs 80 credits per charge. Smeared on a surface, it just needs to be triggered with an electric pulse, and it will burst into a white-hot flame that can cut through metal. A single charge can make a foot-long, foot-deep incision in solid steel.

Triggering Explosives

Vehicles

When it comes to vehicles, the most important advancement is the development of anti-gravity technology. The same technology that generates artificial gravity in starships has made it easy and cost-effective to mass produce vehicles that hover effortlessly above the ground. Vehicles can usually travel multiple days before they need to be refuelled.

The following vehicles are commonly used. They all have the “Hover” attribute, allowing them to travel without impediment over water, low obstructions and difficult terrain. For about three times the price, you can get an “aero model”, popular in cities, that is fully capable of flight. These are operated with Piloting when in the air.

             
Vehicle Size Handling Top Speed Toughness Crew Cost
Gravbike 1 +1 120 8 1+1 3000
Speeder 4 +2 160 10 (2) 1+1 15K
Gravcar, Compact 4 +1 120 10 (2) 1+3 5K
Gravcar, Minivan 4 +0 90 12 (2) 1+7 25K
Gravtruck 9 -2 75 14 (2) 1+1 200K

For military vehicles, the rulebook already has stats for a Hover Tank and Hover APC. These are in widespread use within the military, though many worlds trade out laser weaponry for something more reliable and easy to maintain. Military aircraft are just fighter or scout-class starships with atmospheric capabilities.

Cheap & Masterwork Equipment

Heroes strapped for cash may be forced to settle for less than sterling quality. You can get cheap equipment for 50% of the full price, but it has its drawbacks. Equipment that is actively used will break or malfunction whenever a 1 on the skill die is rolled (even if the Wild Die succeeds). Passive equipment like clothing imposes a -2 penalty to rolls affected by them (like Persuasion). Animals come with Hindrances.

It’s also possible to get equipment of higher quality, usually for anywhere between 2x to 10x of the usual price. As a general rule, masterwork equipment negates drawbacks or provides a “sidegrade” rather than providing flat bonuses. A masterwork firearm, for example, might have: a biometric safety that is DNA-locked, extended magazines with double capacity, an antigrav module that reduces Minimum Strength, or fire using a railgun that removes the Recoil penalty.