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Mneme CE Combat Rules/Equipment

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Chapter 9: Equipment

Weapon Skills

The Mneme system reorganizes combat cascade skills to have more utility and value compared to the standard Cepheus Engine rules.

Standard Cascade Skills

Traveller SRD Mneme Parent Skill Notes
Gun Combat: Archery Missile Weapons Crossbows, Bows
Gun Combat: Shotgun Gun Combat
Gun Combat: Slug Pistol Gun Combat
Gun Combat: Slug Rifle Gun Combat
Melee Combat: Bludgeoning Melee Combat
Melee Combat: Natural Melee Combat Includes Unarmed Combat
Melee Combat: Piercing Melee Combat
Melee Combat: Slashing Melee Combat
Shields Special Nets, Whips, Blowguns
Athletics Athletics Throwing grenades or objects

Alternate Cascade Skills

An alternative breakdown that swaps Gun Combat into two types: Rifle and Pistol.

Mneme Parent Skill Cascade Skill Notes
Melee Combat Impact Any hafted weapons wielded 1 or 2-handed
Melee Combat Polearms Any pole mounted weapon, staves, or Spears
Melee Combat Swords A fast rate of attack weapon
Melee Combat Fencing Double the defense modifier when the character has the Advantage. Includes Jian, Rapier, Sabers, Scimitars, and other Finesse weapons
Melee Combat Striking Punching, Kicking, headbutting, Kneeing, Elbowing, or any unarmed Striking maneuver
Melee Combat Grappling Locks, Shoots, Grabs, Twists, Pins, Wrenching, or any other techniques to manipulate the leverage and joints of an adversary
Melee Combat Shields Raises the cover granted by a shield by the skill level. Also grants cover (without the bonus) to a number of adjacent allies equal to the skill
Melee Combat Chain 3-section staff, Sickle & Chain, chain whips
Ranged Combat Slings Slings, Staff-Slings, Atl-Atls, Woomera, or Spear throwers
Ranged Combat Throwing Any thrown weapon
Ranged Combat Archery Bows and Slingshots
Firearm Combat Crossbow Gastraphetes, Chokuno, or any Bow mounted on a platform that can be operated by one man
Firearm Combat Rifle A firearm becomes a rifle when it can be effectively wielded 2-handed
Firearm Combat Pistol One-handed firearm

Equipment Traits and Properties

Equipment in the Mneme system uses various traits and properties to define its capabilities. The # symbol indicates a number value.

Weapon Properties

Weapon Technology Level
The minimum Tech Level the weapon appears
Aim Modifier
Weapons with an Aim Modifier add this modifier to any attacks with the weapon when they perform an Aim action
Rate of Fire or Attacks
Weapons have a Rate of Fire or Rate of Attacks property that determines the maximum number of damage rolls it can deal per significant action. Weapons have a minimum number of attacks of 1 per round. Skill modifies the number of attacks:
  • S/2 means 1 attack, plus half of skill per round
  • S means 1 attack plus Skill
  • Number preceding the S means number of additional attacks plus Skill
Slashing Damage
Cutting, slicing, or edged weapon damage. More effective against gel-like materials like muscle and wood
Piercing Damage
Penetrating with a narrow point type of damage. More effective against living creatures and electronic components
Bludgeoning Damage
Blunt force, crushing, and concussive damage. More effective against hard (high Armor) but brittle targets. Can cause Knockback and Knockdown

Weapon Traits

Armor Trait
Armors are listed in the Equipment, and they Grant Armor Rating to Characters. Also note that Attacking Weapons and Equipment have their own AR rating and Hit Points
Minor Loading Trait (mLoading)
Minor action to Load. Without performing the Load action the weapon cannot fire or be used
Significant Loading trait (sLoading)
Significant action to load the weapon. Without performing the Load action the weapon cannot fire or be used
Full Action Loading trait (fLoading #)
Full Action to load a weapon. Without performing the Load action the weapon cannot fire or be used
Minor Ready trait (mReady)
A minor action to Adjust the reach of this weapon. Unready this weapon attacks at a disadvantage
Significant Ready trait (sReady)
It takes a significant action to ready this weapon. Unready this weapon cannot be used
Auto # Trait
Multiplies the Number of Attacks and Damage Roll per effect with attacks with Auto. Example: A 3S weapon with Autofire 2 can have up 3 success effect × 2 = 3 damage rolls × Auto for a total of 6 damage rolls
Burst # Trait
Multiply the number of damage rolls per success. Like auto, but this is for weapons with only a limited shot
2-handed Trait
Weapon requires 2-hands, disadvantage to rolls one handed
Versatile Trait
Weapon can be used one handed or two handed or other usage modes (example Quarterstaff). Its a free action, once per round, to change usage
Reach # Trait
The number of Spaces in addition to the Adjacent space the weapon can attack. Most weapons can adjust their grip from reach 1 to just adjacent. Disadvantage against Adversaries that are closer than its reach. Versatile Weapons can change Reach as a Free Action once per round. mReady can be used to shift weapons reach
Range str #/# Trait
Range is determined by the strength the weapon is built for, the higher the strength the greater the range. The values are multiplied to Strength to get the ranges. Half the Damage beyond the first Range Value. Second value is the maximum distance. Cannot use a Weapon with str required > Wielder's Str+2. Disadvantage using a weapon > Wielder's str
Thrown #/# Trait
The two values are the multiplier to Strength in meters. Half the Damage beyond the first Range Value. Second value is the maximum distance
Heavy Trait
Disadvantage using this weapon if str is < Str 9. Cannot use this weapon if Str < 7
Finesse Trait
This weapon must be used with Dexterity to gain its benefit. When making Targeted Attacks in melee, reduce conditions (like cover or concealment) by 1 OR armor by 1
Light Trait
Can be used as an Offhand weapon. Offhand weapons grant their rate of attacks to the total Rate of Attacks
Explosive Trait
Explosive weapons are less effective farther away, divide the damage of explosions by distance in meters. At default treat Explosive Damage like Bludgeoning Damage as it is able to cause Knockback and Knockdown
Armor Piercing Trait
Armor Piercing (AP) reduces the Effectiveness of Armor. Reduce the Armor of the Target by the AP. Ranged Weapons can be given Armor Piercing Qualities at a higher cost:
  • Arrows/Bolts ×2 Cost, AP 1
  • Pistols and Submachine Guns ×2 Cost AP 3
  • Rifles ×2 Cost AP 5

Melee Weapons (TL 0)

Weapon TL Damage RoA Weight Cost Notes
Battleaxe TL 0 3d3-2 sl S/2 2.0 kg Cr 90 Versatile (3d3 sl, RoA S, 2-handed), 1 AR, 11 hp
Club TL 0 2d3-1 bl 2S 1.0 kg Cr 3 Light, 1 AR, 8 hp
Dagger TL 0 2d3-1 pi 3S 0.5 kg Cr 45 Finesse, light, thrown 1/3, 1 AR, 7 hp
Greatclub TL 0 3d3-2 bl S/2 5.0 kg Cr 6 2-handed, 1 AR, 14 hp
Handaxe TL 0 1d6 sl S 1.0 kg Cr 60 Light, thrown 1/3, 7 AR, 8 hp
Javelin TL 0 1d6 pi S/2 1.0 kg Cr 15 Thrown str 1.5/7, 1 AR, 8 hp
Mace TL 0 1d6 bl S 2.0 kg Cr 75 Heavy, 7 AR, 11 hp
Maul TL 0 4d3 bl S/2 5.0 kg Cr 150 Heavy, 2-handed, 1 AR, 14 hp
Quarterstaff TL 0 1d6 bl 2S 2.0 kg Cr 6 Versatile, 2-handed, Note: Default is held in middle (3d3-2 bl, RoA S, 2-handed, Reach 1), 2 AR, 11 hp
Spear TL 0 1d6 pi S/2 1.5 kg Cr 60 Thrown 1/3, Versatile (3d3-2 pi, RoA S, 2-handed, Reach 1), 1 AR, 10 hp
Unarmed Strikes TL 0 1d2 S Versatility: Kicks (RoA S/2, 1d3 bl)
Warhammer TL 0 3d3-2 bl S/2 1.0 kg Cr 135 Versatile (3d3 bl, RoA S, 2-handed), 1 AR, 8 hp
Whip TL 0 2d3-1 sl S/2 1.5 kg Cr 45 Finesse, Reach 1, 1 AR, 10 hp

Melee Weapons (TL 1-2)

Weapon TL Damage RoA Weight Cost Notes
Flail TL 1 3d3-2 bl S/2 1.0 kg Cr 150 Flail, 1 AR, 8 hp
Glaive TL 1 3d3 sl S/2 4.0 kg Cr 300 Reach 1, 2-handed, 1 AR, 13 hp
Greataxe TL 1 2d6 sl S/2 3.5 kg Cr 350 2-handed, Reach 1, 1 AR, 13 hp
Halberd TL 1 2d6-1 sl S/2 5.0 kg Cr 400 Heavy, Reach 1, 2-handed, 7 AR, 14 hp
Lance TL 1 3d3-1 pi S/2 3.0 kg Cr 250 Reach 1, Versatile (3d3 pi, RoA S, 2-handed, Reach 1), 7 AR, 12 hp
Light hammer TL 1 2d3-1 bl S 1.0 kg Cr 50 Light, thrown 1/3, 1 AR, 8 hp
Morningstar TL 1 3d3-2 pi 1 2.0 kg Cr 300 Heavy, 1 AR, 11 hp
Pike TL 1 3d3 pi S/2 9.0 kg Cr 125 Heavy, Reach 3/2, 2-handed, 7 AR, 17 hp
Shortsword TL 1 1d6 pi 3S 0.5 kg Cr 250 Light, 7 AR, 7 hp
Sickle TL 1 2d3-1 sl 2S 1.0 kg Cr 100 Light, 1 AR, 8 hp
Trident TL 1 1d6 pi S/2 2.0 kg Cr 150 Thrown 1/3, Versatile (3d3-2 pi, RoA S/2, 2-handed, Reach 1), 1 AR, 11 hp
War pick TL 1 3d3-2 pi S 1.0 kg Cr 125 AP 1, 1 AR, 8 hp
Broadsword TL 2 3d3-2 sl 2S 1.3 kg Cr 350 1 AR, 9 hp
Greatsword TL 2 4d3 sl S/2 3.0 kg Cr 600 Heavy, Reach 2/1, 2-handed, 7 AR, 12 hp
Longsword TL 2 3d3-2 sl S 1.5 kg Cr 500 Versatile (3d3 sl, RoA 2S, Reach 1, 2-handed), 7 AR, 10 hp
Rapier TL 2 3d3-2 pi 3S 1.0 kg Cr 350 Finesse, 1 AR, 8 hp
Scimitar TL 2 1d6 sl 3S 1.5 kg Cr 350 Finesse, 7 AR, 10 hp

Missile Weapons

Weapon TL Aim Damage RoA Weight Cost Notes
Sling TL 0 Aim+0 2d3-1 bl 1 0.1 kg Cr 3 mLoading, range str 1.5/6, 2 AR, 4 hp
Dart TL 1 Aim+0 2d3-1 pi S 0.5 kg Cr 8 Thrown 1/3
Net TL 0 Aim+0 NA 1 1.5 kg Cr 15 Special, Thrown str 0.3/0.7
Crossbow, light TL 2 Aim+2 3d3-2 pi 1 2.5 kg Cr 60 sLoading, 2-handed, Bolt 1 Cr 0.02kg, 1 AR, 11 hp
Shortbow TL 0 Aim+1 1d6 pi 1 1.0 kg Cr 90 2-handed range str 4/15, Arrow 1 Cr 0.05kg, 1 AR, 8 hp
Crossbow TL 2 Aim+2 3d3 pi 1 9.0 kg Cr 150 fLoading 3, 2-handed, range str 5/20, Bolt 1 Cr 0.02kg, 1 AR, 17 hp
Composite Bow TL 0 Aim+1 3d3-2 pi 1 1.5 kg Cr 500 2-handed, range str 7/30, Arrow 1 Cr 0.05kg, 1 AR, 10 hp
Longbow TL 0 Aim+1 3d3-2 pi 1 1.0 kg Cr 500 2-handed, range str 7/30, Arrow 1 Cr 0.05kg, 1 AR, 8 hp
Crossbow, hand TL 2 Aim+1 1d6 pi 1 1.5 kg Cr 150 sLoading, range str 1.5/6, Small Bolt 0.5 Cr 0.02kg, 1 AR, 10 hp

Firearms (TL 6-7)

Weapon TL Aim Damage RoA Weight Cost Notes
Auto Pistol 7x25mm TL 6 Aim+0 1d6 pi 2S 1.00 kg Cr 100 (200m, /2000m), 10 AR, 8 hp
Auto Pistol Mag 7x25mm 10 rnds TL 6 0.10 kg Cr 3 mLoading
Auto Pistol 12x20mm TL 6 Aim+0 2d3 pi 2S 1.50 kg Cr 100 (150m, /1500m), 10 AR, 10 hp
Auto Pistol Mag 12x20mm 7 rnds TL 6 0.25 kg Cr 3 mLoading
Compact Auto Pistol 10x20mm TL 7 Aim+0 1d6+1 pi 2S 1.00 kg Cr 100 (150m, /1500m), 10 AR, 8 hp
Auto Pistol Mag 10x20mm 8 rnds TL 7 0.20 kg Cr 3 mLoading
Auto Pistol 10x20mm TL 7 Aim+0 1d6+1 pi 2S 1.50 kg Cr 100 (150m, /1500m), 10 AR, 10 hp
Auto Pistol Mag 10x20mm 15 rnds TL 7 0.25 kg Cr 3 mLoading
Submachine Gun 12x20mm TL 6 Aim+1 3d3 pi 3S 7.50 kg Cr 230 Auto 2, (150m, /1500m), 10 AR, 16 hp
Submachine Gun Mag 12x20mm 20 rnds TL 6 1.00 kg Cr 10 mLoading
Submachine Gun Mag 12mm 50 rnds TL 6 2.50 kg Cr 25 mLoading
Shotgun 20x50mm TL 6 Aim+1 1d3 pi S 4.00 kg Cr 200 Burst 3, (25m, /400m), 1 AR, 13 hp
Shotgun 20x50mm cartridges TL 6 0.02 kg Cr 1 mLoading
Automatic Rifle 7×60mm TL 6 Aim+3 4d6-3 pi 3S 4.50 kg Cr 250 (1000m, /5000m), 10 AR, 14 hp
Clip 7x60mm 8 rnds TL 6 0.25 kg Cr 12 mLoading
Assault Rifle 5x50mm TL 7 Aim+3 3d6-2 pi 3S 3.00 kg Cr 600 Auto 3, (500m, /3000m), 10 AR, 12 hp
Mag 5x50mm 30 rnds TL 7 0.50 kg Cr 30 mLoading
Assault Rifle 7x40mm TL 7 Aim+2 3d6 pi 3S 3.50 kg Cr 400 Auto 3, (500m, /3000m), 10 AR, 13 hp
Mag 7x40mm 30 rnds TL 7 0.70 kg Cr 35 mLoading
Mag 7x40mm AP5 30 rnds TL 7 0.70 kg Cr 70 AP 5
Light Machine Gun 7x60mm TL 7 Aim+3 4d6-3 pi 3S 15.0 kg Cr 4,000 Auto 4, (1000m, /4000m), 10 AR, 21 hp
Light Machine Gun 7x60mm mag 50 rnds TL 7 2.5 kg Cr 70 sLoading

Explosives

Weapon TL Damage RoA Weight Cost Notes
Stick Grenade TL 6 5d3 ex S 0.50 kg Cr 20 mReady, Thrown 1/3
Hand Grenade TL 7 7d3 ex S 0.25 kg Cr 50 mReady, Thrown 1.5/5

Armor (TL 6-8)

Armor TL Armor Rating Weight Cost Notes
Light Plate TL 6 3 AR 4.00 kg Cr 3,000 Steel Plates covering the torso and head
Heavy Plate TL 6 7 AR 10.00 kg Cr 7,000 Heavy steel plates covering the torso and head
Frag Vest TL 7 3 AR 4.00 kg Cr 3,000 Steel plates and plastic woven into synthetic fiber. Head and Torso only
Ballistic Fabric TL 7 2 AR 4.00 kg Cr 2,000 Flexible but heavy synthetic fiber armor. Head and Torso only
Ballistic Plates TL 7 11 AR 11.50 kg Cr 11,000 Synthetic fiber holding specially made plates. Head and Torso only
Ballistic Plates TL 8 12 AR 12.50 kg Cr 12,000 Synthetic fiber holding specially made plates. Head and Torso only
Assault Armor TL 8 15 AR 8.00 kg Cr 15,000 Synthetic fiber holding specially made ceramic and steel plates. Head and Torso only

Armor (TL 0-3)

Armor TL Armor Rating Weight Cost Notes
Leather TL 0 1 AR 7.0 kg Cr 50 Hardened leather full body
Cloth TL 0 1 AR 7.0 kg Cr 50 Thick layers of cloth full body
Scale TL 1 2 AR 35.0 kg Cr 1,500 Lamellars or Overlapping Scale full body
Mail TL 2 2 AR 20.0 kg Cr 2,500 Only 1 AR against Bl damage full body
Brigandine TL 3 3 AR 25.0 kg Cr 5,000 Overlapping plates under leather full body

Shields

Shield TL Damage RoA Weight Cost Notes
Buckler TL 1 1d3 bl S/2 1.0 kg Cr 30 Grants Cover 1 if skilled, 1 AR, 8 hp
Small Shield TL 1 1d3 bl S/2 2.0 kg Cr 60 Grants Cover 1 if skilled, 1 AR, 11 hp
Medium Shield TL 1 2d3-1 bl S/2 4.0 kg Cr 120 Cover 1, 1 AR, 13 hp
Large Shield TL 1 2d3 bl S/2 8.0 kg Cr 240 Cover 2, 1 AR, 17 hp

Shield Cover Rules

Small Shield
Grants a cover Conditions +1 to characters skilled in melee combat. Characters with combat skill at 0 benefit from a small shield
Medium Shield
Grants cover Conditions +1, Grants cover Conditions +2 when crouching low
Large Shield
Granting cover Conditions +2, Granting cover Conditions +4 when crouching low

Gear and Equipment

Containers and Storage

Item TL Weight Cost Notes
Backpack, 60L Leather TL 0 4.0 kg Cr 250 30kg capacity, rain proof
Backpack, 40L Leather TL 0 3.0 kg Cr 180 20kg capacity, rain proof
Backpack, 100L Canvas TL 1 3.9 kg Cr 233 50kg capacity, Rain proof at TL6
Backpack, 60L Canvas TL 1 2.8 kg Cr 166 30kg capacity, Rain proof at TL6
Backpack, 30L Canvas TL 1 1.7 kg Cr 104 15kg capacity, Rain proof at TL6
Load Bearing Gear (Webbing, Belts, Straps) TL 0 0.5 kg Cr 10 2L worth of pouches, loops, and belts and bandoliers to hold it
Waterskin 5L TL 0 5.7 kg Cr 45 Flexible container to 5L of wine or water
Waterskin 1L TL 0 1.2 kg Cr 10 Small container for water
Wooden Cask 15L TL 2 5.5 kg Cr 80 Holds 15L of Liquid
Earthen Pot (15L) TL 0 10.0 kg Cr 10 Used to Boil and Make food. Fragile but easy to replace
Metal Pot (5L) TL 1 3.0 kg Cr 200 Used to Boil and Make food. Typically made of Copper in earlier eras, later made of Iron
Earthen Bottle 1L TL 0 2.0 kg Cr 2 Wrapped with cords and wicker
Wooden/Bamboo Bottle 1L TL 1 1.2 kg Cr 2 Corded and wide mouth

Camping and Survival Gear

Item TL Weight Cost Notes
Bed Roll and Blanket, Light TL 0 4.0 kg Cr 50 Made up of Furs in earlier TL, made of more durable and comfy materials in higher TLs
Outdoor Clothing/Travel Clothes TL 0 2.0 kg Cr 50 Typically rugged and durable material. From furs, heavy linen tunics, to modern hiking clothes. Includes headgear, sandals, shoes or boots, and some small pouches
Survival Basics TL 0 0.0 kg Cr 2 From waterproof Leather pouches to keep flammable tinder, flint and steel, lighters, small cup or bowl and eating utensils. Sometimes a place to hold salt, herbs found, and spices
Water Purification TL 7 0.5 kg Cr 100 Can process up to 100L of water
Day's Ration Any 0.5 kg Cr 1 A days worth of meal for an active person of mostly starch, fat, and dried fruit
Dried Meats/Fish TL 1 0.5 kg Cr 5 Dried proteins - either in sausages, jerky, smoked, or meats ground into pemmican

Lighting and Optics

Item TL Weight Cost Notes
Hooded Lamps TL 0 0.5 kg Cr 10 24 hours per 1L of lamp oil. 2m L4, 4m L2, 8m L1
Bullseye Lanterns TL 1 1.0 kg Cr 20 24 hours per 1L of lamp oil. 5m L4, 10m L2, 20m L1
Flashlight 5m L4 TL 6 0.3 kg Cr 10 Number of hours × (TL-5). $1 batteries
Flashlight 7m L4 TL 6 0.5 kg Cr 20 Number of hours × (TL-5). $2 batteries
Light Intensifier Goggles TL 7 Cr 500 Reduce darkness by 4
Infrared Goggles TL 6 Cr 500 Reduce darkness by 2 if there is heat signature

Communications and Rope

Item TL Weight Cost Notes
Personal Communicator 60km TL 8 0.3 kg Cr 250
Hand Radio 1.5 km TL 6 2.0 kg Cr 1,000
Fiber Rope 10mm TL 0 1.0 kg Cr 3 10m units, 120kg capacity
Fiber Rope 20mm TL 0 2.0 kg Cr 30 10m units, 500kg capacity

Medical Equipment

Item TL Weight Cost Notes
Medical Consumables Any 0.5 kg Cr 100 See Medical Consumables section
Trauma Kits TL3, 10 uses TL 3 1.5 kg Cr 300 DM+3 to First Aid
Trauma Kit TL3-2, 10 uses TL 1 1.0 kg Cr 2,000 DM+3 to First Aid
Trauma Kit TL6-1, 10 uses TL 5 2.5 kg Cr 5,000 DM+6 to First Aid
Trauma Kit TL7, 1 use TL 7 0.4 kg Cr 70 DM+7 to First Aid

Medical Consumables

To simplify bookkeeping, allocate a budget on medical consumables. Any one kind or purpose does not make up more than 20% of the Total of Consumables. Assume per 100Cr there is 0.5KG of medicine (weight being from the Packaging). All Prices assume TL7.

Antibiotics
Available in TL6 in the form of penicillin and in earlier eras as tribal knowledge. TL8 10Cr per week of treatment
Antiseptics
Weaken and slow the growth of bacteria, very common type of medicine even in TL0. TL8 1Cr per day of applications
Analgesics
Medicine for pain relief to buy time for the body to heal. TL8 1Cr per day of applications
Antivirals
Medicine used to treat viral infections. Available as early as TL6
Vaccines
Vaccines appear as early as TL4. Some vaccines serve as a booster for what is mostly inoculated or is partially effective in a related or similar disease
Wound Dressing
Available as early as TL0 with any fabric or leaves used in keeping wounds from getting infected, stem bleeding, and manage pain
Tools and Applicators
Injections, pads, 1Cr per day
Antihistamines
Manage allergic symptoms when the body's response does more harm than good
Anti Inflammatory drugs
These manage inflammation when the body's response does more harm than good

Medical Care Consumable Costs

Care Level Daily Cost Description
Light Care 1cr a day Light use of Analgesics, Wound Treatment, and Antiseptics
Moderate Care 2cr a day More powerful Analgesics, extensive wound treatment, Antiseptics, Antibiotics
Critical Care 5cr per day Intensive monitoring and treatment
Intensive Care 10cr per day Full medical support and supervision

Stimulants

Stimulants allow the character to ignore a number of wound penalties from Exhaustion Damage equal to the level.

Stimulant Duration Level Cost Weight
Stims Level 1 6 hours 1 25cr 2000pc/kg
Stims Level 2 6 hours 2 75cr 2000pc/kg
Side Effects
Take note of the Levels of Stimulants. When the character exceeds their Endurance DM +1 of Stimulants taken per 24 hours they take 1 exhaustion damage. Loading up in stimulants deals damage but stimulants ignore damage; once it wears off all that pain and damage will be felt. This is an Addictive and Dependency causing type of drug. Continuous use alters behavior and "withdrawal" can cause DM penalties or Disadvantage.

Pain Medication

Pain medication either block Pain or induce euphoria that blocks pain (powerful analgesics and legal opioids).

Medication Duration Level Cost
Pain Medication Level 1 6 hours 1 10cr
Pain Medication Level 2 6 hours 2 30cr
Side Effects
When the character exceeds their Endurance DM +1 of Pain medication taken per 24 hours they take 1 exhaustion damage. This is an Addictive and Dependency causing type of drug. Continuous use alters behavior and "withdrawal" can cause DM penalties or Disadvantage.

Non-Combat Equipment

Advanced / Cheap Technology

Advanced and Cheap Technology Options are meant to reflect goods, equipment, or services that overlap between Technology Levels. Advanced and Highly Advanced technologies are available but expensive and with some quirks. Older Technology is still available but cheaper. Requires Referee's Approval.

Note
Some Cultures, People, and Places have different TL for different Industries and Areas. In the Developing world a cellphone can be found in the boondocks but transportation, medicine, food, are all far below TL8.

Advanced Technology

Take Goods, Services, or Equipment available in a higher TL that would appear in its earliest form in the previous TL. It is Available in the Previous TL at 10× the cost.

  • A TL item is now available in TL-1
  • Notation is the Items Original TL with -1
  • Example: a TL9 computer available in TL8 is Computer TL9-1
  • Cost is 10×
Typical Drawbacks
  • Fragile: 1/2 HP or AR or Both
  • Limited Uses: Example 1/10 the work life
  • Has a Skill level requirement
  • Difficulty to Repair is 2 more to repair
  • Bulkier: ×3 Weight and Volume

Highly Advanced Technology

This is Advanced Technology taken to a greater level, allowing technology 2 levels greater. Examples would be stone age surgery or electroplating.

  • A TL item is now available in TL-2
  • Notation is the Items Original TL with -2
  • Example: a TL9 computer available in TL7 is Computer TL9-2
  • Cost is 100×
Typical Drawbacks (more extreme)
  • Fragile: 1/4 HP or AR or Both
  • Very Limited Use: Example 1/100 the work life
  • Has a Skill level requirement
  • Difficulty to Repair is 4 more
  • Bulkier: ×10 Weight and Volume

Cheap Technology (Cheap Tech)

Take Goods, Services, or Equipment available in a lower TL and have more Advanced Manufacturing and Mature Markets commoditize these - making them very cheap OR gain a specific benefit. They typically have a special quirk or side benefit from being made in a more advanced market.

  • A TL item is now available cheaply in TL+1
  • Notation is the Items Original TL with +1
  • Example: a TL8 computer manufactured in TL9 is Computer TL8+1
Example Benefits (choose one)
  • Cost is 1/10
  • Hardened - vs EMP, AR/HP increased, various Proofing for Water, Radiation, Vacuum, etc.
  • Extended Work Life, ×3
  • Lighter: 1/3 Weight and Size

Very Cheap Technology (Very Cheap Tech)

  • A TL item is now available cheaply in TL+2
  • Notation is the Items Original TL with +2
  • Example: a TL7 computer manufactured in TL9 is Computer TL7+2
Example Benefits (choose one)
  • Cost is 1/100
  • Hardened against 3 different conditions - vs EMP, AR/HP increased, various Proofing for Water, Radiation, Vacuum, etc.
  • Extended Work Life, ×10
  • Lighter: 1/10 Weight and Size

Cover Material Table

This assumes only the Area of the Attack from a cannon or firearm will destroy to get at its Target behind it.

Cover AR HP Description
Light Wood (Pine) Door 0 9 30cm High × 30cm Wide × 10cm Thick
Light Wood (Pine) Wall 0 14 30cm High × 30cm Wide × 20cm Thick
Medium Wood Door (Mahogany) 1 13 30cm High × 30cm Wide × 10cm Thick
Medium Wood Wall (Mahogany) 1 19 30cm High × 30cm Wide × 10cm Thick
Heavy Wood Door (Oak) 1 16 30cm High × 30cm Wide × 20cm Thick
Heavy Wood Wall (Oak) 1 24 30cm High × 30cm Wide × 20cm Thick
Brick Wall 3 25 30cm High × 30cm Wide × 20cm Thick
Concrete Wall 4 28 30cm High × 30cm Wide × 20cm Thick
Iron Door or Hull (2mm) 8 9 30cm High × 30cm Wide × 0.2cm Thick
Iron Door or Hull (20mm) 8 19 30cm High × 30cm Wide × 2cm Thick
Steel Door or Hull (20mm) 10 19 30cm High × 30cm Wide × 0.2cm Thick
Aluminum Door or Hull (5mm) 3 8 30cm High × 30cm Wide × 0.5cm Thick
Aluminum or Hull (20mm) 3 13 30cm High × 30cm Wide × 0.2cm Thick