- General Equipment
- Recreational Drugs
- Other Weapons
- Cheap Equipment
Players generally don’t need to worry about the cost of things like food, upkeep and ammo. Instead, their Wealth die determines how well they can live. Spending a long time without new cashflow might result in your Wealth die being reduced, though. Likewise, choosing to live beyond your means will require a weekly Wealth roll to avoid draining your funds.
Exactly what each lifestyle represents depends on where in the Firmament you live. In Megatokyo, “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.
You can also use this scale to decide how difficult Wealth rolls should be. A pair of fancy binoculars probably isn’t an extravagant purchase for someone with a modest or comfortable lifestyle. If your Wealth is a d4, on the other hand, you might be rolling at a -2.
|Public Transport Ticket||1-5||Tram, subway, bus, etc.|
|Maglev Train Ticket||50||400 MPH|
|Airline Ticket, Coach||100||1800 MPH|
|Airline Ticket, Business||250||1800 MPH|
|Airline Ticket, First||500||1800 MPH|
|Chartered Aircraft, 8 passengers||5K/hour||1800 MPH|
|Space Elevator Ticket||10|
|Orbital Shuttle Ticket||100|
|Interplanetary Passage||100/day||Passenger arrangement, not a chartered or commercial flight.|
|Interstellar Passage||500/day||Passenger arrangement, not a chartered or commercial flight.|
|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 -20 to 65 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.|
|Spacesuit||2000||Armor +1, 8 hours of air.
Protects against temperatures from -120° to 120° C, and low-level radiation.
|Squidsuit||3000||Confers limited invisibility; anything outside the suit is still visible.|
|Binoculars||200||x500 zoom, +2 to distance Notice rolls.|
|Hearing Amplifier||200||+2 to hearing Notice rolls, can pick up subsonic/supersonic audio. Sudden loud noises require a Vigor roll at -2 or be Stunned.|
|Nightvision Binoculars||500||No penalty for Dim or Dark Illumination. Same price for rifle scope.|
|Thermal Binoculars||1000||Halves Illumination penalties and can see through thin walls. Same price for rifle scope.|
|Portable Translator||150||Real-time translation in text or audio format.|
|Mineral Detector||100||LBT radius, up to 6 feet deep.|
|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”.|
|Plasma Cutter||3000||Can make 1 foot long/deep cuts in metal each round. Heavy Armor takes twice as long.|
|Credit Cartridge||5||Used for electronic payments.|
|SenseNet||20||Electrode net in a headband, used for full immersion.|
|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.|
|Hacking Tool||200||Satellite uplink, local jammer, hardware keylogger, etc.|
|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.|
|Autonomous System||5K/skill||Cannot run on a datapad. Starts at d4, double price for every step above d4.|
|Databank||100||+1 bonus to 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.|
|News Subscription||10/month||+1 bonus to Research and Common Knowledge rolls about current events.|
|Universal Translator||80||Translates text, audio or images in any known language.|
|Vision Package||500||+1 to sight-based Notice rolls.|
|VR Package||50||Game, simulated office, recorded sensory experience, etc.|
Instead of providing a list of every possible cybernetic enhancement, “booster” cyberware is represented by increasing the Wild Die for one of your Traits. Exactly what form this takes is just a trapping. Your Notice skill might be boosted because you have a cyber-eye with threat recognition capabilities, or it might be a bioware treatment that boosts alertness and awareness by turning your body into a factory for certain drugs.
A basic cybernetic upgrade costs 5000 credits, and increases your Wild Die to d8 for that Trait. After that, it’s possible to get further augmentation to d10 and d12, but the cost doubles each time. Getting to a d12 Wild Die from a human baseline would cost a total of 35,000 credits.
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:
- Fashionware, like silver threading, artificial hair that lights up, smart tattoos that can shift and change, or a skinwatch.
- Implanted weapons, like concealed razor blades in your fingernails or claws that emerge from your wrists.
- Implanted devices, like a biomonitor, subvocal mic, chem gland, credit chip, or even a datapad.
- Implants in a cyber-prosthetic, like a “smart eye” that works like a smart lens, or built-in thermal vision.
- Booby traps like a cortex bomb.
The base cost of an implant is 1000 credits, plus the cost of any devices you’re getting implanted. Fashionware is cheaper, and can cost anywhere from 100 to 1000 credits, depending on what you want done.
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:
- Cyberlimb. Costs 2000 credits, and replaces One Arm/One Leg with the Cyborg Hindrance.
- Cybereye. Costs 3000 credits, and replaces One Eye with the Cyborg Hindrance.
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. For most upgrades - like increasing the strength of your cyberarm, or linking your cybereye to a gun to improve accuracy - you can treat them as general-purpose cyberware. Otherwise, they’re treated as implants. Either way, the base cost is halved: it’s much easier to modify a cyberarm than the flesh-and-blood equivalent, after all.
The human body can only take so much modification before the mind begins to undergo massive systemic failures; in common parlance, cyberpsychosis. An individual can be safely augmented a number of times equal to their Spirit die without endangering their psyche. Cybernetic prosthetics do count, but only once - adding a new weapon to your cyberarm doesn’t contribute to cyberpsychosis, as nothing new has been added to your body.
After you reach your limit, every new addition gives the character a new Minor Hindrance, or upgrades one of their Hindrances into a Major. These are almost always mental Hindrances, but cyberpsychosis manifests differently for everyone. Some people take on new phobias; others become detached outsiders that feel “off” to those around them. A dangerous few become homicidal maniacs.
You are allowed to spend Advances to “buy off” Hindrances gained from cyberpsychosis, as usual. With enough time and self-reflection, it’s possible for even the heavily augmented to regain their humanity.
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 a dermal patch that requires no expertise to use.
Common Medical Equipment
|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.|
|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||250||Revive the clinically dead to Incapacitated with a Healing check.
-2 penalty after 1 round; -4 after 1 minute; impossible after 5 minutes.
The first time you take a recreational drug, you don’t have to make any rolls against addiction. After that, taking it requires a Spirit roll at the listed addictiveness penalty. If you pass, you are “safe” for the next 24 hours, and don’t have to roll again even if you take more. If you fail, you gain the Habit Hindrance to reflect your dependency on the drug. This begins as a Minor Hindrance, but with another failed roll will upgrade to the Major version.
Duration: 2 hours
Effect: Ignore all Wound/Fatigue penalties and you are immune to being Stunned. You are also immune to fear and intimidation.
Side Effect: Euphoria and invulnerability to pain gives you the Overconfident Hindrance for as long as you’re under the effects.
A high-powered stimulant designed for military use, it’s a rare success that does exactly what it was supposed to do: it makes the user immune to pain and utterly fearless - the perfect soldier. Unfortunately, further testing (i.e. releasing it into Neotokyo Sprawl) indicates that users are twice as likely to exhibit risk-taking behaviour.
The side effects of withdrawal from this drug are extreme. Withdrawing lace addicts become short-tempered and lose some of their higher reasoning functions. Berserk rages, killing sprees and property destruction are the usual result of a forced lace detox.
Duration: 4 hours
Addictiveness: -1 Effect: Ignore 1 point of Wound or Fatigue penalties per dose taken.
Side Effect: -2 penalty to all Spirit rolls per dose taken.
A drug designed to keep workers compliant and productive, it dulls the perception of pain and tiredness and also increases suggestibility. Long term use may result in paranoia, mood swings, and behaviour that is incompatible with the “employee of the month” program.
Duration: 5 minutes
Addictiveness: -2 Effect: Gain the benefits of the Level Headed Edge. Multiple doses confer Improved Level Headed.
Side Effect: Gain a level of Fatigue after the duration ends.
A mist that is sprayed directly into the eyes, it massively improves the reflexes of the user while slowing their perception of time. It is a favourite drug of ace pilots, cat burglars and anyone who makes a habit of getting into shootouts.
Regular users should be aware, though, longterm use can provoke the manic-depressive syndrome known as “jetlag”. Bullet time is an exhilarating experience, and jet addicts spend much of their time swinging between depression and frustration at the limitations of their own body and mind.
Duration: 1 hour
Addictiveness: 0 Effect: +2 to Spirit rolls.
Side Effect: -2 to Smarts-based skill rolls.
Another lab-synthesised corporate drug intended to pacify the worker population, mellow depresses the user’s emotional responses significantly without affecting their personality. If someone’s on mellow, you’re going to find it a lot harder to shake, scare or rattle them - they tend to have a disinterested, dispassionate outlook on things.
The downside is that mellow makes it really hard to care or engage with much of anything. Users tend to suffer from a detached outlook and are less aware of their surroundings, and have trouble with mentally stimulating tasks.
Although mellow is not a highly addictive drug, longterm use can make it hard to cope without the emotional detachment it provides. When they go too long without a dose, mellow addicts suffer from panic attacks, mania and easily-provoked hysteria.
Duration: 30 minutes
Addictiveness: -2 Effect: Taken within the Golden Hour, instantly heals a Wound.
Side Effect: Blurred vision gives a -2 penalty to Notice rolls.
A wonderdrug synthesised from exotic alien microbes, miracle has incredible healing effects on fresh wounds - if it’s still bleeding, miracle can make it go away. The drug works by kicking the body’s natural healing systems into overdrive, amping up the mind and body to to dull pain, staunch bleeding, and reverse the effects of shock.
Unfortunately, the drug’s powerful effects on the mind and body come with debilitating side effects. Long-term use is permanently degenerative to the mind. Instead of the Habit Hindrance, failing the addiction roll instead gives the user one of the following Hindrances:
- Big Mouth
- Death Wish
Duration: 8 hours
Addictiveness: -1 Effect: +2 to Smarts skills (except Notice).
Side Effect: You see things that aren’t there, and get -2 to Notice rolls.
This accurately-named hallucinogen is popular in the Sprawl, where neon lights are already so common. It amplifies and distorts the brain’s perception of colour, turning the world into a dizzying and psychedelic neon maze. When taken in large doses, it completely incapacitates the user, who won’t be much good for anything.
In smaller doses, it “shines the world up” a bit, and regular users will swear this isn’t just a visual phenomenon. A kind of clearheaded “brightness” and motivation makes intellectual tasks feel effortless, making the drug popular with hackers and academics.
Addiction to Neon doesn’t resemble the usual patterns of addiction, but addicts suffer from a lack of focus, diminished interest in their hobbies and passions, and a general sense of ennui.
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.
|Holdout (Medium)||3/6/12||2d4||-||1||2||d4||1||100||-2 to Notice if hidden.|
|Light 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.
|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 (such as Range, Illumination or Called Shots). However, this does make them vulnerable to hacking.
Because of the Wealth system, characters don’t generally need to worry about running out of bullets. You still need to keep track of when you need to reload, but most characters can assume that they have ammo for their guns. It’s assumed that you replenish your supplies regularly, and the costs are included in your general upkeep.
In some cases, ammo scarcity might actually become a problem. For example, you might be cut off from civilisation for a long time, or so dirt-poor that you can’t afford to buy any more ammo. If you use machine guns and other weapons that chew through lots of ammo quickly, this is a lot more likely.
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:
- Rubber bullets deal their damage nonlethally, but double the effect of armor. They cost 1.5x as much.
- Armor-piercing bullets add 2 AP to a weapon, but deal -2 damage against unarmored targets. They cost 1.5x as much.
- Plasma bullets are ceramic projectiles that shatter to release plasma on the target. They deal +2 damage against unarmored targets, but deal -2 damage against armored targets. On a raise, the target catches fire. They cost 3x as much.
- Signal bullets contain embedded trackers that broadcast signals up to 40”, allowing the shooter to track their targets. They cost 10x as much.
- Gyrojet bullets are tiny self-propelled rockets that stabilise themselves in-flight. At short range, they have no extra effect. At medium and long ranges, however, they gain AP 2 and halve range penalties. They cost 25x as much.
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 use the rules found in the Savage Worlds rulebook, but a variety of types are available in the Firmament.
|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.|
|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).|
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.
|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 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.
|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 weaponry is a favourite for subduing targets nonlethally. All electroshock weapons are ineffective against armor. They come in three varieties:
- Stun Guns are standard taser pistols as used in the 21st century, and function identically to the stun gun given in the Savage Worlds rulebook.
- Electroshock Pistols are wireless variants of the stun gun, and fire cartridges of electroshock needles. This greatly improves their range and ammo capacity. They cost 200 credits and have a range of 3/6/12. Needles come in cartridges of 5 shots, and cost 10 credits each.
- Stun Batons are mechanically identical to the baton given in the Savage Worlds rulebook, but with the effect of a stun gun. They cost 100 credits and can be actively used for several days before they need to be recharged.
In high-tech Foundation worlds, some forces also carry “heat rays”. These function identically to laser guns and cost the same, but deal nonlethal damage.
Like weapons, most armor is pretty standard modern stuff. Anything in the cloth/leather section generally won’t draw too much attention. Even stabproof jackets are pretty common, especially in the more dangerous parts of a big city. Futuristic armor such as armored clothing, battle suits and energy skins are available in the Firmament, but they cost significantly more.
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 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.
In addition to the listed capabilities, most power armor has several built-in systems. They are hermetically sealed and have their 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.
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.
For half the price, you can purchase an “exosuit” version of any of the above power armor types. Sometimes known as “powerlifters”, exosuits are wireframe versions that confer the Strength and Pace adjustments of power armor, but without the protection.
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.
- Manual Trigger: This is the basic triggering mechanism, assumed to be included in the price of the explosives above. Includes 20-foot length of wire and a detonator.
- Remote Trigger: Costs 100 credits. Has basically the same capabilities as a commlink: a range of 1 mile, or further if connected to the local net. Easy to hack.
- Advanced Trigger: Costs 500 credits. Contains a built-in sensor array that can be programmed to trigger when specific conditions are met.
- Hardened Trigger: Doubles the cost of any triggering mechanism. Includes actual security protocols and encryption, which imposes a -4 penalty to any attempts to hack the device.
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.
- Gravbikes are often used for scouting and recreation. They use the stats of a dirtbike or streetbike.
- Speeders are light-weight engines that are often used by law enforcement or military for high-speed chases or scouting. They use the stats of a sports car, and usually cost $15K.
- Gravcars are general purpose vehicles. They use the stats of a compact car or minivan.
- Gravtrucks are enormous vehicles used to transport goods over relatively short distances. They use the stats of a semi-truck.
Military vehicles are even easier. The rulebook already has stats for a Hover Tank and Hover APC. These are in widespread use within the military. Military aircraft are just fighter or scout-class starships with atmospheric capabilities.
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.
If cheap equipment can be used in a Trait roll, then a 1 on the skill die means it malfunctions or breaks somehow (even if the roll succeeds). A knife or lockpick might snap, a gun might jam, a datapad might get bricked. Clothes and the like will give your character a shabby and run-down appearance, and impose a -2 penalty to Persuade rolls. Animals will have an appropriate Major Hindrance or two Minor Hindrances.