Chapter 5 - Equipment (Pg 85) - Armor, ranged weapons, melee weapons, consumables. Stats, effects, charges.
{width="8.557638888888889in" height="4.278472222222222in"}ArmorIn a universe where danger lurks around every corner, armor is your first line of defense. These suits are marvels of futuristic engineering, from the Photonic Barrier Suit that redirects energy attacks to the NeuroSync Adept Armor that enhances control through a brain link. They offer unique blends of protection and utility, with some featuring cloaking devices or self-repairing nanobots.
From sleek, agile suits for dodging laser fire to hulking exoskeletons that turn you into a walking fortress, the right armor can mean survival. Lightweight vests keep operatives nimble, while heavy plating anchors vanguards at the front lines. Specialized armors grant tactical edges, like jet packs or shoulder-mounted weapons, but increased toughness often sacrifices agility or tactics.
Many armors can be customized with charges, unlocking abilities like cloaking or teleportation. Your choice also shapes your presence---a figure in Shadowwrap Nexus Armor strikes fear, while Aeropex Thrust Armor signals unpredictability. Whether you're a sniper or a warrior, your armor defines your approach. Choose wisely, and let it become an extension of your strategy.
Armor can be given charges at the armory by spending gadgets. Armor charges can be used to activate armor effects.
{width="8.557638888888889in" height="4.278472222222222in"}+1 toughness +0 tactics -1 agility
Medium-quality armor providing reliable protection against small arms fire and shrapnel, prioritizing agility and flexibility for pursuit and reconnaissance missions.
+2 toughness -1 tactics -1 agility
A versatile combat vest offering balanced protection against small arms fire, prioritizing agility and mobility over heavy armor.
+3 toughness -1 tactics -2 agility
Agile exosuit that balances mobility with moderate protection, ideal for rapid-response teams.
+4 toughness -2 tactics -2 agility
Rugged and unyielding, Harbinger Armor prioritizes durability over agility, providing its wearer with a mobile bunker-like defense that can withstand an impressive amount of punishment.
+5 toughness -2 tactics -3 agility
Reinforced plating provides exceptional damage resistance, making the wearer more resilient in combat.
+6 toughness -3 tactics -3 agility
A rugged, durable exosuit that excels at absorbing damage from harsh environments and minor combat but hinders agility due to its bulky design.
+7 toughness -3 tactics -4 agility
Absorbs massive amounts of damage before succumbing, its reinforced plating and advanced shock-absorption allowing it to shrug off otherwise devastating attacks.
+8 toughness -4 tactics -4 agility
Absorbs massive amounts of energy to protect its wearer from conventional assault.
+9 toughness -4 tactics -5 agility
Wardriver Armor is an imposing defensive behemoth that trades mobility for unparalleled resilience, rendering its wearer a slow and cumbersome yet nearly indestructible force on the battlefield.
+10 toughness -5 tactics -5 agility
A legendary suit of armor that absorbs and disperses impact forces, rendering its wearer nearly invulnerable to harm.
+2 toughness -2 tactics -2 agility
A hastily assembled, lightweight armor suit providing minimal protection against glancing blows and minor impacts while allowing for quick movements in tight spaces.
+4 toughness -3 tactics -3 agility
Bulky and cumbersome, yet surprisingly resilient, this ramshackle armor affords its wearer modest protection at the cost of agility and finesse.
+6 toughness -4 tactics -4 agility
Clumsy yet formidable armor cobbled from scavenged plates and scrap metal, offering increased protection at the cost of mobility.
+4 toughness -2 tactics -1 agility
Absorbs and redirects energy-based attacks, providing elite defensive capabilities at the cost of reduced agility.
+5 toughness -2 tactics -2 agility
Heavily plated elite armor that trades mobility for near-impenetrable protection against enemy fire.
+6 toughness -3 tactics -2 agility
Provides near-impenetrable defense against intense attacks, dynamically dissipating energy to safeguard against explosive and thermal threats.
+3 toughness -1 tactics -2 agility
Smokeveil Module: Spend 1 charge on a major action to use the smokeveil. Giving all creatures within 2 spaces 4 concealment. Spend 3 charges to increase concealment to 6.
A cutting-edge exosuit that wraps its wearer in a mesh of super-dense alloys and polymers, enabling them to momentarily disappear from sight through the release of radar-absorbing particles.
+4 toughness -1 tactics -2 agility
Perceptus Display Visor: Spend a charge to gain +2 aim during a ranged attack.
Elite, high-tech armor featuring a Perceptus Display Visor that provides real-time threat analysis and tactical data overlays.
+2 toughness -1 tactics -1 agility
Cerebral Interface Link: Spend charges to gain +2 to a intelligence action check or attack.
Advanced exosuit armor that amplifies agility and quick reflexes, granting unparalleled control through its Cerebral Interface Link.
+4 toughness -2 tactics -2 agility
Cerebral Interface Link: Spend charges to gain +2 to an intelligence action check or attack.
Nexarion Cortex Armor integrates the wearer's thoughts with its systems through a sophisticated Cerebral Interface Link, granting unparalleled situational awareness and strategic insight in battle.
+4 toughness -2 tactics -2 agility
Bioweave Nanobots: Spend a charge to gain 1d12 health.
Advanced exosuit infused with Bioweave Nanobots that rapidly repair and adapt to damage, making its wearer nearly impervious to harm.
+4 toughness -2 tactics -2 agility
Bioweave Nanobots: Spend a charge to gain 1d12 health.
A latticework of microscopic machines that repair wounds and grant unparalleled resilience against intense attacks.
+4 toughness -1 tactics -3 agility
Shoulder Mounted Weapon: During a major action spend 1 charge to fire a weapon in your non active weapon profile. During a minor action spend 3 charges to do the same.
Behemoth armor with reinforced plating and energy shielding, mounting cannons on its shoulders for unleashing high-caliber firepower.
+6 toughness -2 tactics -4 agility
Shoulder Mounted Weapon: During a major action spend 1 charge to fire a weapon in your non active weapon profile. During a minor action spend 3 charges to do the same.
A hulking suit of armor adorned with twin shoulder-mounted gun arrays, granting its wearer unparalleled firepower and pinpoint accuracy.
+8 toughness -3 tactics -5 agility
Shoulder Mounted Weapon: During a major action spend 1 charge to fire a weapon in your non active weapon profile. During a minor action spend 3 charges to do the same.
A reinforced exoskeleton suit featuring a shoulder-mounted versatility pod that unleashes adaptable firepower.
+2 toughness -1 tactics -1 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Cutting-edge exosuit amplifying physical abilities and granting unparalleled mobility via a state-of-the-art jet pack system.
+4 toughness -2 tactics -2 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Ruggedized armor incorporating a high-output jet pack, granting its wearer unmatched resilience and mobility in extreme combat situations.
+6 toughness -3 tactics -3 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Aerotecton Thrustplate Armor is an advanced exosuit that amplifies its wearer's combat prowess with enhanced durability, super-strength fibers, and a built-in Jet Pack for swift repositioning.
+8 toughness -4 tactics -4 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
A formidable exosuit that not only protects its wearer from devastating attacks but also enables them to soar through the skies with integrated jet pack propulsion.
+2 toughness -1 tactics -0 agility
Swiftstride Unit: Spend 1 charge to add 2 spaces to a major or minor movement.
Amplifying speed and agility while maintaining protection, this elite armor accelerates movement to strike from unexpected angles.
+4 toughness -2 tactics -1 agility
Swiftstride Unit: Spend 1 charge to add 2 spaces to a major or minor movement.
High-tech Velox Stabilizer Gear armor granting unparalleled stability and agility through its integrated Swiftstride Unit.
+6 toughness -3 tactics -2 agility
Swiftstride Unit: Spend 1 charge to add 2 spaces to a major or minor movement.
Boasting advanced composite plating and incorporating Swiftstride Unit technology for uncanny speed and agility.
+2 toughness -1 tactics -1 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
A wearable exosuit that amplifies physical abilities and channels immense energy into powerful strikes while offering adaptive protection, enhanced agility, and advanced threat detection.
+4 toughness -2 tactics -2 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
A cutting-edge exosuit that amplifies physical resilience and redirects absorbed kinetic energy into enhanced strength and speed.
+6 toughness -3 tactics -3 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
A high-tech exosuit that amplifies physical abilities, granting enhanced strength and resilience in combat while providing nearly impervious protection.
+8 toughness -4 tactics -4 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
Transforms the wearer into an unstoppable force on the battlefield, granting near-invulnerability to harm while amplifying physical capabilities through real-time performance optimization.
+2 toughness -1 tactics -1 agility
Cloak: Spend 1 charge to turn invisible. You gain concealment 12. You gain advantage on your next attack and then the invisibility ends.
High-tech exosuit amplifying physical abilities while bending light to become nearly invisible in combat situations.
+4 toughness -2 tactics -2 agility
Cloak: Spend 1 charge to turn invisible. You gain concealment 12. You gain advantage on your next attack and then the invisibility ends.
A marvel of advanced technology that weaves together dense metallic plates with microscopic energy filaments to create an impenetrable shield, capable of absorbing massive amounts of kinetic energy while rendering its wearer partially invisible through a localized distortion field.
+6 toughness -3 tactics -3 agility
Cloak: Spend 1 charge to turn invisible. You gain concealment 12. You gain advantage on your next attack and then the invisibility ends.
This versatile armor boasts an adaptive Cloak system, allowing its wearer to blend into shadows and strike from unexpected angles.
+4 toughness -2 tactics -2 agility
Force Field: Spend 3 charges after sustaining physical damage to ignore half of the damage.
Boasting an unparalleled level of resilience, this armor deploys a potent Force Field that absorbs and redirects incoming attacks.
+7 toughness -3 tactics -4 agility
Force Field: Spend 3 charges after sustaining physical damage to ignore half of the damage.
An imposing suit of combat armor featuring a state-of-the-art Force Field that absorbs and deflects massive amounts of energy.
+3 toughness -1 tactics -2 agility
Teleporter: Spend 1 charge on a major action to teleport 10 spaces.
Apexion Slipstream Armor: Agile exosuit with advanced nanotechnology for enhanced reflexes, lightweight yet resilient frame for flexibility, and integrated teleportation system for instant transport.
+6 toughness -3 tactics -3 agility
Teleporter: Spend 1 charge on a major action to teleport 10 spaces.
A bulky powerhouse suit reinforced with super-dense plating, equipped with a state-of-the-art teleportation system allowing instant repositioning on the battlefield.
+2 toughness -1 tactics -1 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Cloak: Spend 1 charge to turn invisible. You gain concealment 12. You gain advantage on your next attack and then the invisibility ends.
A high-mobility armor featuring a Jet Pack for rapid repositioning and a Cloak device for temporary stealth.
+4 toughness -2 tactics -2 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Cloak: Spend 1 charge to turn invisible. You gain concealment 12. You gain advantage on your next attack and then the invisibility ends.
Aerodrakon Stealthwrap Armor is a rugged exosuit featuring advanced propulsion and adaptive camouflage capabilities.
+6 toughness -3 tactics -3 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Cloak: Spend 1 charge to turn invisible. You gain concealment 12. You gain advantage on your next attack and then the invisibility ends.
A hulking suit of reinforced armor that unleashes its wearer's mobility with integrated jetpack thrusters, while an advanced stealth system allows them to strike from the shadows.
+1 toughness -0 tactics -1 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Shoulder Mounted Weapon: During a major action spend 1 charge to fire a weapon in your non active weapon profile. During a minor action spend 3 charges to do the same.
A high-tech exosuit equipped with twin jet packs and a shoulder-mounted turret, allowing for agile combat and rapid response capabilities.
+3 toughness -1 tactics -2 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Shoulder Mounted Weapon: During a major action spend 1 charge to fire a weapon in your non active weapon profile. During a minor action spend 3 charges to do the same.
Sleek and agile armor designed for swift battlefield maneuvers, featuring an integrated jet pack for rapid redeployment and a shoulder-mounted weapon system for versatile combat capabilities.
+5 toughness -2 tactics -3 agility
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Shoulder Mounted Weapon: During a major action spend 1 charge to fire a weapon in your non active weapon profile. During a minor action spend 3 charges to do the same.
This hulking behemoth of a suit boasts a jet pack for swift battlefield repositioning and a shoulder-mounted weapon pod to unleash additional firepower, making its wearer a formidable force on the front lines.
+3 toughness -1 tactics -2 agility
Force Field: Spend 3 charges after sustaining physical damage to ignore half of the damage.
Swiftstride Unit: Spend 1 charge to add 2 spaces to a major or minor movement.
A high-tech exosuit empowering rapid response teams with an advanced Force Field for protection against intense energy attacks, and a Swiftstride Unit for accelerated movement and unmatched agility.
+2 toughness -1 tactics -1 agility
Teleporter: Spend 1 charge on a major action to teleport 10 spaces.
Force Field: Spend 3 charges after sustaining physical damage to ignore half of the damage.
A high-tech exosuit that enables swift repositioning via teleportation and fortifies its wearer with an impenetrable force field.
+2 toughness -1 tactics -1 agility
Teleporter: Spend 1 charge on a major action to teleport 10 spaces.
Bioweave Nanobots: Spend a charge to gain 1d12 health.
This adaptive suit repairs itself with swarming Bioweave Nanobots and features an integrated Teleporter for rapid repositioning, making it perfect for swift warriors who evade danger with agility.
+4 toughness -2 tactics -2 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
Bioweave Nanobots: Spend a charge to gain 1d12 health.
A nearly indestructible exosuit that absorbs massive impacts with its Powerclad Exosleeve system and self-repairs with Bioweave Nanobots, making the wearer an unyielding fortress on the battlefield.
+4 toughness -2 tactics -2 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
A hulking exosuit amplifying its wearer's strength with Powerclad Exosleeve technology, while a built-in Jet Pack module provides bursts of speed to offset its cumbersome design.
+6 toughness -3 tactics -3 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
Jet Pack: Spend 1 charge to fly 6 spaces. You may move up or down up to 30 feet while flying.
Turbostride Aegis Armor is a hulking behemoth of a suit that amplifies strength through its Powerclad Exosleeve, while also providing rapid redeployment capabilities via its integrated Jet Pack.
+5 toughness -2 tactics -3 agility
Powerclad Exosleeve: Spend 1 charge to gain +2 damage to a melee attack.
Shoulder Mounted Weapon: During a major action spend 1 charge to fire a weapon in your non active weapon profile. During a minor action spend 3 charges to do the same.
A hulking fortress of steel plating that amplifies strength for crushing blows and mounts a menacing shoulder cannon, shrugging off punishment to keep fighting.
{width="8.556944444444444in" height="4.278472222222222in"}Ranged WeaponsIn Galactic Adventures, ranged weapons are vital for surviving combat across diverse settings, offering a variety of options tailored to different playstyles and character classes. The arsenal enhances strategic depth, making every encounter dynamic.
The Blaster, a laser sidearm, fires energy bolts and features Energy Overload, ignoring toughness if your intelligence outmatches the target's---ideal for Operatives. The Shotgun delivers a pellet storm with Buckshot, pushing enemies back in close range, suiting Warriors. Precision lovers favor the Laser Rifle, cutting through armor, while the Machine Gun and Auto Cannon provide suppressive barrages, needing a firing position---perfect for Vanguards.
Weapon profiles outline damage, initiative, and special abilities. The Revolver excels up close with attack bonuses, and the Bow's Piercing Shot slices defenses silently. The Machine Gun halves enemy movement, while the Auto Cannon bypasses armor, showcasing their battlefield impact.
Weapons differ in size and tech---compact Blasters versus hefty Auto Cannons---split into kinetic and laser types. Mechanics like cover reduce accuracy, and heavy weapons require stable positions, adding tactical layers. A Sniper's Deadeye Shot dominates at range, while a Soldier's Suppressive Fire boosts team play, emphasizing strategic weapon selection.
Understanding these weapons empowers players to shape combat outcomes and enrich their adventures across the stars.
{width="8.557638888888889in" height="4.278472222222222in"}[Laser | One Handed | Small]{.smallcaps}
The Blaster is a staple of galactic sidearms, its sleek design belying the power within. A single pull of the trigger unleashes a bolt of searing energy, capable of punching through light armor. Its distinctive whine and flash have ended countless standoffs in the blink of an eye.
Energy Overload: Bonus attacks ignore the targets toughness if it is less than your intelligence.
Blaster
15 coin | 2d4 damage | +1 initiative
Pulse Blaster
150 coin | 2d4r damage | +1 initiative
Nova Blaster
750 coin | 3d4 damage | +1 initiative
[Energy | One Handed | Small]{.smallcaps}
Crafted in the shadowed workshops of galactic forges, the Stinger Pistol hums with a venomous edge, its sleek frame channeling precise bursts of searing plasma. Each shot darts forth like a predator's strike, piercing defenses with lethal accuracy. In the hands of those who favor speed and subterfuge, it weaves a dance of silent, stinging death across the stars.
Toxic Pulse: When making a bonus attack with this weapon, spend a charge to make attack toxic that ignores damage reduction.
Stinger Pistol
8 credits | 2d4 damage | +2 initiative
Hornet Pistol
120 credits | 2d4r damage | +2 initiative
Viper Pistol
760 credits | 2d4 damage | +2 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | One Handed | Small]{.smallcaps}
In a galaxy of sleek energy weapons, the Kinetic Revolver stands as a testament to timeless design. Its solid frame and spinning cylinder evoke an era long past, yet its bullets punch through modern armor with brutal efficiency. Favored by bounty hunters and pragmatists, it's a reminder that sometimes, the old ways still work.
Close Quarters: When making a bonus attack against a target within 5 spaces, gain advantage to your attack roll.
Revolver
10 coin | 2d4 damage | +1 initiative
Widowmake
100 coin | 2d4r damage | +1 initiative
Ghostfire
500 coin | 3d4 damage | +1 initiative
[Kinetic | Two Handed | Large]{.smallcaps}
Forged in the armories of frontier worlds, the Bolt Action Rifle stands as a testament to rugged reliability. Its sturdy frame delivers high-velocity rounds with unyielding force, each shot a thunderous proclamation that pierces the void. In the hands of a steadfast marksman, it commands respect, turning distant threats into fleeting memories.
Precision Strike: When making a bonus attack with this weapon from 10+ spaces away, gain advantage on the attack roll. On a critical hit, ignore toughness.
Bolt Action Rifle
300 credits | 2d6 damage | +1 initiative
Ironclad Rifle
750 credits | 2d6r damage | +1 initiative
Titan's Reach
1,500 credits | 3d6 damage | +1 initiative
{width="8.52361111111111in" height="4.261805555555555in"}[Laser | Two Handed | Medium]{.smallcaps}
Forged in stellar foundries, the Starlance Rifle hums with deadly precision. Its crimson beams slice through armor like a comet through the void. Wielded by heroes and rogues alike, this weapon carves legends across the galaxy, its glow a beacon of hope---or doom---in the endless cosmic night.
Energy Overload: Bonus attacks ignore the targets toughness if it is less than your intelligence.
Laser Rifle
20 coin | 2d8 damage | -1 initiative
*Power Rifle
*200 coin | 2d8r damage | -1 initiative
*Starlance Rifle
*1,000 coin | 3d8 damage | -1 initiative
[Energy | Two Handed | Medium]{.smallcaps}
The Beam Cannon is a marvel of advanced engineering, its sleek design belying the devastating power it wields. With each pull of the trigger, it unleashes a concentrated beam of energy that can pierce through the toughest defenses. In the hands of a marksman, it becomes a tool of precision and destruction.
Energy Surge: When you make a bonus attack with this weapon, you may choose to expend additional energy by spending a charge. If the attack hits, it deals an extra 1d12 energy damage.
Beam Cannon
250 coin | 2d12 damage | -2 initiative
Power Beam Cannon
1,250 coin | 2d12r damage | -2 initiative
Annihilator Beam Cannon
3,500 coin | 3d12 damage | -2 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | Two Handed | Medium]{.smallcaps}
In the tight corridors of a derelict spaceship, the shotgun roars like a beast, its wide muzzle spitting a storm of pellets that shred through flesh and metal alike. Its thunderous boom is often the last thing enemies hear before oblivion.
Buckshot: This weapon as a range of 5 spaces. When you hit with a bonus attack the target is knocked back 1 space.
Shotgun
10 credits | 3d4 damage | -3 initiative
Blastgun
300 credits | 3d4r damage | -3 initiative
Devastator
1,500 credits | 4d4 damage | -3 initiative
[Kinetic | Two Handed | Medium]{.smallcaps}
Hewn from the frost-forged alloys of glacial moons, the Cryo-Needle Rifle hisses with the chill of absolute zero. Its translucent barrel launches razor-thin needles laced with cryogenic fluid, encasing foes in brittle ice with surgical precision. In the grasp of a silent hunter, it transforms the battlefield into a frozen graveyard.
Frostbite: On a hit with a bonus attack, the target must succeed on an Agility vs. Aim defense roll or have their movement speed halved until the end of their next turn. If the attack is a critical hit, the target is restrained until they succeed on a Strength vs. Intelligence defense roll.
Cryo-Needle Rifle
800 credits | 2d8 cold damage | -1 initiative
Glacial Needle Rifle
2,000 credits | 2d8r cold damage | -1 initiative
Frostspire Rifle
4,000 credits | 3d8 cold damage | -1 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | Two Handed | Large]{.smallcaps}
The machine gun spits a relentless stream of bullets, its barrels spinning with a mechanical hum that crescendos into a deafening roar. In the heat of battle, its unyielding barrage pins enemies behind cover or cuts them down in the open.
Heavy weapon: This weapon can only be used from a firing position.
Suppressive Fire: When you make a bonus attack with this weapon, the target's movement speed is halved until the end of their next turn.
Machine gun
200 credits | 3d6 damage | -4 initiative
Barrage gun
900 credits | 3d6r damage | -4 initiative
Stormcaller
3,100 credits | 4d6 damage | -4 initiative
[Energy | Two Handed | Large]{.smallcaps}
Crafted in the radiant crucibles of stellar forges, the Photon Barrage Gun pulses with the raw fury of captured starlight. Its reinforced frame channels torrents of searing photons, bathing the battlefield in blinding brilliance. Wielded by those who embrace unrelenting force, it turns adversaries into fleeting shadows beneath its incandescent wrath.
Radiant Overload: When making a bonus attack with this weapon, all creatures within 2 spaces of the target must succeed on a Tactics vs. Aim defense roll or take 1d4 energy damage. If the primary attack hits, the target takes an additional 1d4 energy damage.
Photon Barrage Gun
1,200 credits | 3d6 damage | -3 initiative
Starburst Barrage Gun
3,000 credits | 3d6r damage | -3 initiative
Nova Flare Cannon
6,000 credits | 4d6 damage | -3 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | Two Handed | Large]{.smallcaps}
The Titan's Wrath is a behemoth of a weapon, its massive shells punching through the thickest armor. Each shot sends a shockwave through the air, the recoil a testament to its devastating power.
Heavy weapon: This weapon can only be used from a firing position.
Armor Piercing: Bonus attacks with this weapon ignore armor.
Auto Cannon
220 credits | 2d12 damage | -4 initiative
Juggernaut Cannon
2,800 credits | 3d12 damage | -4 initiative
Colossus Cannon
5,700 credits | 4d12 damage | -4 initiative
[Energy | Two Handed | Large]{.smallcaps}
Forged in the resonant chambers of deep-space foundries, the Sonic Cannon unleashes a devastating wave of high-frequency sound that shatters armor and resolve alike. Its sleek, cylindrical frame vibrates with a low, ominous hum, each pulse a harbinger of chaos. In the hands of a bold commander, it transforms the battlefield into a symphony of destruction.
Sonic Shock: When making a bonus attack with this weapon, the target must succeed on a Willpower vs. Intelligence defense roll or be stunned until the end of their next turn. The attack ignores cover from non-energy-based sources.
Sonic Cannon
1,000 credits | 2d8 sonic damage | -3 initiative
Resonator Cannon
2,500 credits | 2d8r sonic damage | -3 initiative
Sonic Devastator
5,000 credits | 3d8 sonic damage | -3 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | Two Handed | Large]{.smallcaps}
Forged from the crystalline remnants of void asteroids, the Void Shard Sniper hums with an eerie resonance that unsettles the air. Its long, sleek barrel fires razor-sharp crystalline shards that fragment into deadly shrapnel upon impact, tearing through armor with silent precision. In the hands of a patient marksman, it delivers death from the shadows, its ghostly whisper a prelude to oblivion.
Shrapnel Burst: When making a bonus attack with this weapon, if the attack hits, the target takes full damage, and adjacent creatures within 1 space take half damage (no defense roll). If the attack is made from 10+ spaces away, gain advantage on the attack roll.
Void Shard Sniper
400 credits | 2d10 damage | -2 initiative
Eclipse Shard Sniper
1,500 credits | 2d10r damage | -2 initiative
*Nebula Piercer
*2,700 credits | 3d10 damage | -2 initiative
[Kinetic | Two Handed | Medium]{.smallcaps}
The Bow is a combination of ancient craftsmanship and modern technology, its limbs humming with suppressed energy. Each arrow loosed is a whisper in the void, finding its mark with eerie precision. In the hands of a skilled archer, it turns the battlefield into a stage for silent death.
Piercing Shot: When you make a bonus attack with this weapon, you may choose to have the arrow continue through the target. If the attack hits, make a second attack roll against another creature directly behind the first, within 5 spaces. The second attack deals half damage on a hit.
Bow
25 credits | 1d8 damage | -2 initiative
Tempest Bow
250 credits | 1d8r damage | -2 initiative
Voidpiercer Bow
1,250 credits | 2d8 damage | -2 initiative
{width="8.52361111111111in" height="4.261805555555555in"}
[Energy | Two Handed | Large]{.smallcaps}
Born in the crucible of stellar reactors, the Plasma Arc Launcher channels the fury of a star's heart. Its reinforced frame crackles with energy, unleashing cascading arcs of superheated plasma that leap between foes, leaving only charred remnants in their wake. Wielded by those who command the battlefield, its roar herald's inevitable devastation.
Chain Arc: When making a bonus attack, use a charge to target one creature and chains to up to two additional creatures within 3 spaces of the primary target, dealing half damage to each (Tactics vs. Aim defense roll).
Plasma Arc Launcher
1,500 credits | 3d6 energy damage | -4 initiative
Nova Arc Launcher
3,750 credits | 3d6r energy damage | -4 initiative
Starfire Cascade
7,500 credits | 4d6 energy damage | -4 initiative
[Kinetic | Two Handed | Large]{.smallcaps}
The crossbow is a relic of a bygone era, its sturdy frame and mechanical precision unmatched. Each bolt fired is a thunderclap, capable of punching through the thickest armor. In the right hands, it is a tool of calculated destruction.
Armor-Piercing Bolt: Bonus attacks with this weapon ignore 2 points of the target's toughness.
Crossbow
35 credits | 1d10 damage | -3 initiative
Siege Crossbow
350 credits | 1d10r damage | -3 initiative
Titan's Bane
1,750 credits | 2d10 damage | -3 initiative
{width="8.52361111111111in" height="4.261805555555555in"}
[Energy | Two Handed | Medium]{.smallcaps}
Crafted in the forges of orbital foundries, the Ion Swarm Launcher unleashes a buzzing cloud of ionized drones that seek their targets with relentless precision. Its cluster of micro-barrels hums with a soft, electric pulse, each drone a spark of destruction ready to electrify the battlefield. Wielded by those who command chaos, it turns foes into fleeting storms of light and ruin.
Swarm Strike: When making a bonus attack with this weapon, expend a charge to target up to three creatures within 5 spaces of each other. Each takes full damage (tactics vs. aim defense roll).
Ion Swarm Launcher
1,200 credits | 2d6 damage | -2 initiative
Stormcloud Launcher
3,000 credits | 2d6r damage | -2 initiative
Tempest Swarm
6,000 credits | 3d6 damage | -2 initiative
[Energy | One Handed | Medium]{.smallcaps}
Forged in the heart of orbital forges, the Graviton Pulse Carbine thrums with the raw force of manipulated gravity. Its sleek, angular frame channels concentrated bursts of gravitational energy that ripple through the air, disrupting all in their path. Wielded by tacticians who shape the battlefield, it bends the laws of physics to scatter foes or secure victory with unrelenting precision.
Gravitic Surge: When making a bonus attack with this weapon, the target and adjacent creatures within 1 space must succeed on an Agility vs. Intelligence defense roll or be pushed 2 spaces in a direction of your choice. On a critical hit, the target is knocked prone.
Graviton Pulse Carbine
200 credits | 2d6 force damage | +2 initiative
Nexus Pulse Carbine
500 credits | 2d6r force damage | +2 initiative
Aether Rift Carbine
1,000 credits | 3d6 force damage | +2 initiative
{width="8.557638888888889in" height="4.278472222222222in"}Melee WeaponsIn the vast expanse of the galaxy, where advanced technology and alien civilizations collide, the art of close combat remains a vital skill. Even amidst the dominance of sophisticated ranged weaponry, melee weapons hold their ground as indispensable tools of war and symbols of tradition. In Galactic Adventures, these weapons are as diverse as the universe itself, offering players a thrilling array of options to suit any combat style or preference. Whether you wield a humble dagger for stealth and precision or brandish an awe-inspiring laser sword that radiates elegance and power, melee weapons deliver an unmatched visceral experience.
These instruments of battle are more than mere equipment---they are steeped in history and culture, reflecting the rich tapestry of the game's universe. A kinetic blade might belong to a grizzled spacefaring mercenary, its scars telling tales of countless skirmishes, while an energy-infused weapon could be the sacred relic of an ancient order, pulsating with otherworldly power. Each melee weapon carries a story, tying it to specific factions or traditions that deepen the lore of Galactic Adventures.
In combat, melee weapons shine with practical advantages. They excel in close-quarters engagements, where ranged options falter, and their kinetic or energy-based attacks can pierce through defenses that thwart other assaults. This section will explore the intricacies of melee combat, guiding you through the selection and mastery of these remarkable tools. From understanding their unique features to honing your skills, you'll be ready to face any adversary who dares to meet you blade-to-blade.
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | One Handed | Small]{.smallcaps}
In the neon-drenched underbelly of galactic megacities, the dagger remains a favored tool of those who operate in the shadows. Crafted from hyper-dense alloys or humming with plasma edges, these blades are as silent as they are deadly. A swift strike from a dagger can end a life before the victim even realizes the danger, making it the weapon of choice for assassins and operatives alike.
Stealth Strike: When you make a bonus attack with this weapon against a target that is unaware of your presence, you gain +2 damage.
*Dagger
*10 coin | 1d4 damage | +4 initiative
*Phase Dagger
*100 coin | 1d4r damage | +4 initiative
*Voidfang Dagger
*500 coin | 2d4 damage | +4 initiative
[Energy | Two Handed | Medium]{.smallcaps}
Crafted in the electrified forges of orbital citadels, the Ion Scythe hums with a restless charge, its curved blade crackling with arcs of ionized energy. Each swing unleashes a storm of disruptive force, slicing through defenses with surgical precision. In the hands of a relentless warrior, it reaps chaos, leaving only silence in its wake.
Disruptive Slash: When making a bonus attack with this weapon, if the attack hits, the target must succeed on a Tactics vs. Aim defense roll or have disadvantage on their next attack roll until the end of their next turn.
Ion Scythe
200 credits | 1d10 damage | -1 initiative
Stormreaver Scythe
500 credits | 1d10r damage | -1 initiative
Tempest Harvester
1,500 credits | 2d10 damage | -1 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | One Handed | Medium | Melee]{.smallcaps}
In the unforgiving expanse of the galaxy, the sword stands as a beacon of reliability. Its kinetic blade, a marvel of craftsmanship and advanced technology, hums with latent energy, ready to deliver swift and precise strikes. Warriors across the stars trust in its steadfast nature, knowing it will not falter when the moment of truth arrives. From the neon-drenched underbelly of megacities to the silent ruins of ancient civilizations, this weapon remains a timeless companion, its legacy forged in the fires of countless battles.
Reliable Weapon: Bonus attacks gain advantage.
Sword
25 coin | 1d6 damage | +2 initiative
Power Sword
250 coin | 1d6r damage | +2 initiative
Soul Reaper Sword
1,250 coin | 2d6 damage | +2 initiative
[Energy | One Handed | Medium]{.smallcaps}
A marvel of technology, the laser sword hums with barely contained energy, its blade a shimmering line of light that can slice through steel and bone alike. In the hands of a skilled warrior, it is both a deadly weapon and a symbol of elegance, its glow illuminating the battlefield with an otherworldly radiance.
Counterstrike: Once per round, when an adjacent enemy misses you with a melee attack, you can use your reaction to make an attack with this weapon against that enemy.
Laser Sword
240 coin | 1d8 damage | +2 initiative
Plasma Blade
2,000 coin | 2d8 | +2 initiative
Voidcutter
7,500 coin | 3d8 damage | +2 initiative
{width="8.557749343832022in" height="4.278874671916011in"}[Kinetic | One Handed | Medium | Melee]{.smallcaps}
With each swing, the axe sings a song of destruction, its blade biting deep into foe and obstacle alike. Its unyielding reliability makes it a trusted ally in the chaos of battle. Whether wielded by a spacefaring mercenary or a planetary settler, the axe---from its humble beginnings to its most advanced forms---embodies the enduring power of simplicity in a complex universe.
Reliable Weapon: Bonus attacks gain advantage.
Axe
25 coin | 1d8 damage | -2 initiative
Striker Axe
250 coin | 1d8r damage | -2 initiative
Cleaver Axe
1,250 coin | 2d8 damage | -2 initiative
[Kinetic | One Handed | Medium]{.smallcaps}
Forged in the relentless forges of asteroid belts, the Kinetic Gauntlet pulses with raw, unyielding force. Its reinforced frame channels devastating kinetic energy, amplifying each strike to shatter armor and bone with thunderous impact. Wielded by warriors who thrive in the heart of melee, it transforms combat into a symphony of crushing blows.
Shockwave Strike: When making a bonus attack with this weapon, if the attack hits, adjacent creatures within 1 space must succeed on a Strength vs. Strength defense roll or be pushed 1 space away and take 1d4 kinetic damage.
Kinetic Gauntlet
150 credits | 1d8 kinetic damage | +0 initiative
Thunderfist Gauntlet
400 credits | 1d8r kinetic damage | +0 initiative
Titan's Grip
1,200 credits | 2d8 kinetic damage | +0 initiative
{width="8.557749343832022in" height="4.278874671916011in"}[Energy | One Handed | Medium]{.smallcaps}
A coiled whip of conductive fibers pulses with electric currents, its sleek form a fusion of ancient craft and advanced circuitry. Each crackling lash arcs through the air, delivering a surge of voltage that seizes foes from a distance. In skilled hands, it weaves a storm of shocking precision.
Voltaic Snare: When you make a bonus attack with this weapon, you may choose to channel an electric pulse. If the attack hits, deal normal damage and the target must succeed on a Willpower vs. Intelligence opposed roll or be stunned until the end of their next turn, unable to act.
Whip
25 coin | 1d6 damage | +1 initiative
Thundercoil Whip
250 coin | 1d6r damage | +1 initiative
Stormlash Whip
1,250 coin | 2d6 damage | +1 initiative
[Energy | Two Handed | Medium]{.smallcaps}
Forged in the plasma-lit forges of stellar outposts, the Pulse Trident channels crackling streams of radiant energy through its triple-pronged head. Each thrust unleashes a surge of disruptive force, searing through armor with unerring precision. In the hands of a resolute champion, it commands the battlefield, a beacon of electrified dominance.
Charged Surge: When making a bonus attack with this weapon, if the attack hits, the target must succeed on an Agility vs. Aim defense roll or take 1d4 energy damage and be pushed 1 space away.
Pulse Trident
250 credits | 1d10 damage | -1 initiative
Stormpulse Trident
600 credits | 1d10r damage | -1 initiative
Nova Fork
1,800 credits | 2d10 damage | -1 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | Two Handed | Medium | Melee]{.smallcaps}
Forged in the crucibles of frontier forges, the spear blends primal elegance with cutting-edge technology. Its sleek shaft hums with latent energy, delivering piercing strikes that cleave through armor and flesh with unerring precision. In the hands of a resolute warrior, it transforms the battlefield into a dance of swift, lethal thrusts.
Impaling Thrust: You may use this weapon as a thrown weapon with range 8 that does 2d6/2d6r/3d6 damage.
Spear
10 credits | 1d6 damage | -1 initiative
Tempest Spear
300 credits | 1d6r piercing damage | -1 initiative
Voidlance
1,500 credits | 2d6 piercing damage | -1 initiative
[Kinetic | Two Handed | Large]{.smallcaps}
Wrought in the molten forges of asteroid crucibles, the Hammer resonates with unyielding might. Its massive head, infused with kinetic amplifiers, delivers earth-shattering blows that sunder armor and stone with primal force. In the hands of a steadfast warrior, it shapes the battlefield into a crucible of devastation.
Crushing Impact: When making a bonus attack with this weapon, if the attack hits, the target must succeed on a Strength vs. Strength defense roll or be knocked prone and take 1d4 kinetic damage.
Hammer
200 credits | 2d8 damage | -2 initiative
Thunderforge Hammer
500 credits | 2d8r damage | -2 initiative
Starbreaker Maul
1,500 credits | 3d8 damage | -2 initiative
{width="8.557638888888889in" height="4.278472222222222in"}[Kinetic | One Handed | Medium]{.smallcaps}
Honed in the industrial forges of asteroid mines, the Drill whirs with relentless force, its spinning bit a fusion of rugged utility and advanced engineering. Designed to bore through the toughest materials, it delivers punishing strikes that rend armor and stone alike. In the hands of a determined fighter, it carves a path of destruction through the chaos of battle.
Grinding Bore: When making a bonus attack with this weapon, if the attack hits, the target must succeed on a Strength vs. Skill defense roll or take 1d4 kinetic damage at the start of their next turn as the drill's vibrations persist. This effect does not stack.
Drill
100 credits | 1d8 kinetic damage | -1 initiative
Corebreaker Drill
350 credits | 1d8r kinetic damage | -1 initiative
Vortex Borer
1,200 credits | 2d8 kinetic damage | -1 initiative
[Kinetic | One Handed | Medium]{.smallcaps}
Forged in the brutal forges of outlaw enclaves, the Flail dances with chaotic precision. Its weighted head, tethered by a reinforced chain, swings with relentless momentum, shattering defenses with unpredictable force. In the hands of a daring combatant, it weaves a whirlwind of destruction across the battlefield.
Sweeping Chain: When making a bonus attack with this weapon, if the attack hits, you may target one additional creature within 1 space of the primary target. The secondary target must succeed on an Agility vs. Skill defense roll or take half the attack's damage.
Flail
150 credits | 1d8 damage | +0 initiative
Chainstorm Flail
400 credits | 1d8r damage | +0 initiative
Vortex Reaper
1,200 credits | 2d8 damage | +0 initiative
{width="8.557638888888889in" height="4.278472222222222in"}ConsumablesIn the vast, unforgiving expanse of the galaxy, danger lurks around every corner. From megacities to forgotten worlds, adventurers face perils that can end their journey abruptly. In Galactic Adventures, consumables are your lifeline, offering a fleeting advantage in the chaos of battle and the unpredictability of exploration.
These one-time use items---stims, shields, grenades, and more---can turn the tide of a firefight or provide a crucial edge in tense negotiations. Crafted from rare alien flora, distilled from exotic minerals, or engineered with cutting-edge nanotechnology, each consumable is a marvel of the galaxy's ingenuity. Yet, their power comes at a cost: every stim injected, every shield deployed, is a resource spent, a choice that could mean the difference between victory and defeat.
Consumables come in many forms, each suited to different situations and playstyles. Medical stims can turn a sluggish retreat into a lightning-fast escape, while defensive tools can absorb a hail of bullets, buying precious seconds in a firefight. Explosives can clear a room of enemies or collapse a tunnel to block pursuit. For those who wield psychic powers, serums offer protection against mental assaults, turning the tables on would-be manipulators.
But the true art of using consumables lies in knowing when to deploy them. A well-timed rocket can obliterate a fortified position but wasting it on a minor skirmish might leave you defenseless against a greater threat. Similarly, hoarding your supplies can lead to missed opportunities, as the galaxy rarely offers second chances. The key is to balance aggression with caution, to know when to push forward and when to conserve your resources for the battles yet to come.
As you chart your course through the stars, remember that the galaxy is as wondrous as it is perilous. The consumables you carry are your key to survival---choose wisely, for every decision echoes across the cosmos.
{width="8.52361111111111in" height="4.261805555555555in"}[1 gadget | 100 Credits | Medical]{.smallcaps}
Injecting the Adrenaline Shot sends a surge of energy through your veins. Your heart pounds, muscles tense, and the world blurs as your reflexes heighten. For a fleeting moment, you become a specter of speed, outpacing foes and seizing opportunities in the blink of an eye.
Minor Action: Gain +2 move major and minor movement distance until the end of the next round.
[1 gadget | 200 credits | medical | psychic]{.smallcaps}
The Synapse Serum is a rare concoction, distilled from the neural fluids of psychic-resistant organisms. When injected, it creates a temporary neural barrier, dulling the impact of psychic intrusions. Users report a sensation of mental clarity, as if their thoughts are shielded by an invisible fortress.
Reaction: When you would take damage from a psychic ability, inject this serum to reduce that damage by half.
[1 gadget | 150 credits | shield | Kinetic]{.smallcaps}
The Kinetic Shield deploys a shimmering energy field that absorbs the impact of incoming projectiles. As the barrier flares to life, you feel a momentary weightlessness, as if the laws of physics have bent to your will. Bullets and shrapnel slow to a crawl, their deadly momentum nullified.
Reaction: After rolling a tactics defense roll, gain 5 block against a gun or projectile attack.
[1 gadget | 150 credits | shield | energy]{.smallcaps}
A shimmering barrier springs to life, absorbing incoming laser fire. You feel a surge of confidence as the deadly beams dissipate harmlessly against the shield's surface. For a fleeting instant, you are untouchable, a fortress against the storm of light.
Reaction: After rolling a tactics defense roll, gain 5 block against a laser attack.
[1 gadget | 200 credits | Grenade]{.smallcaps}
A harbinger of havoc, the Frag Grenade erupts in a storm of metal and fire. Its blast reshapes the battlefield, leaving only silence in its wake. For those who wield it, it is a fleeting moment of control amidst the turmoil.
Minor Action: Throw the grenade up to 6+strength spaces or launch it using a grenade launcher up to 20 spaces. Upon impact, it explodes, dealing 2d6 kinetic damage to all creatures within 2 spaces.
[2 gadgets | 300 credits | Grenade]{.smallcaps}
A marvel of destructive engineering, the Fusion Rocket streaks through the air with a deafening roar. Its payload detonates in a blinding flash, leaving devastation in its wake. For a moment, the battlefield is silent, save for the ringing in your ears.
Minor Action: Fire the rocket at a target space within range. Upon impact, it explodes, dealing 3d6 energy damage to all creatures within 3 spaces.
[1 gadget | 150 credits | Arrow]{.smallcaps}
The explosive arrow streaks through the air, a silent promise of destruction. Upon striking its target, it detonates in a burst of fire and shrapnel, engulfing nearby foes in its wrath. For an instant, the battlefield is alight with chaos.
Reaction: When making a ranged attack with a bow or crossbow, you may choose to use this arrow. If the attack hits, the target takes normal damage plus 1d6 explosive damage, and all creatures adjacent to the target take 1d6 explosive damage.
[1 gadget | 120 credits | Arrow]{.smallcaps}
Crafted with precision, the Neuro-Stun Arrow hums with contained energy as it leaves the bowstring. Its azure tip crackles, promising disruption. Upon striking, it unleashes a neural shockwave, freezing the target in a moment of helplessness. The air stills, and for an instant, time itself seems to pause.
Reaction: When making a ranged attack with a bow or crossbow, you may choose to use this arrow. If the attack hits you deal normal damage. Then, make a succeed on an intelligence vs. willpower roll. If you succeed, the target is stunned until the end of their next round. This does not affect androids, mechanoids, and other robotic creatures.
[1 gadget | 150 credits | Arrow]{.smallcaps}
The Veilshot Arrow streaks through the air, a harbinger of obscurity. Upon impact, it bursts into a dense cloud of swirling mist, shrouding the battlefield in an impenetrable haze. Shadows dance within the fog, and for a moment, the world is cloaked in uncertainty.
Reaction: When making a ranged attack with a bow or crossbow, you may choose to use this arrow. If the attack hits, deal normal damage. Then the arrow creates a 5x5 radius cloud of smoke centered on the target space, lasting until the start of your next turn. Ranged attacks made through or into the smoke gain concealment 8.
[2 gadgets | 200 credits | explosive | utility]{.smallcaps}
The Silent Sentinel lies in wait, a guardian of chaos cloaked in stillness. Once placed, it becomes a trap for the unwary or a weapon for the cunning. A single step or a deliberate command unleashes its wrath, transforming the battlefield into a storm of fire and shrapnel.
Minor Action: Place the Silent Sentinel in an adjacent space.
Reaction: When a creature moves into the space with the Sentinel, you may detonate it, dealing 4d6 explosive damage to all creatures within 2 spaces.
Minor action: You may detonate the Sentinel to achieve the same effect.
[1 gadget | 100 credits | medical]{.smallcaps}
A hiss of pressurized air, and the medpack's nanites flood your system, knitting flesh and sealing wounds in seconds. Pain fades, replaced by a cold, clinical clarity. For a moment, you feel invincible, ready to face the galaxy's dangers once more.
Minor Action: Heal d20 health to yourself or an adjacent willing creature.
[1 gadget | 150 credits | medical | utility]{.smallcaps}
The Gravitic Serum floods your system, stabilizing your inner ear and sharpening your spatial awareness. The chaos of shifting gravity becomes a dance you can master. For a fleeting moment, you move with the grace of a seasoned spacer, untouched by the whims of gravity.
Minor Action: Until the end of the next round, you ignore movement penalties from zero-G or variable gravity environments. Additionally, you gain advantage on agility checks to avoid falling or being knocked prone in such conditions.
[1 gadget | 200 credits | utility]{.smallcaps}
The Holo-Clone Projector springs to life, casting a shimmering duplicate of yourself into the fray. Enemies hesitate, their sensors flickering as they struggle to distinguish reality from illusion. For a brief moment, chaos reigns, and you slip through the confusion unnoticed.
Minor Action: Create a holographic clone that absorbs the first attack that would hit you until the start of your next turn.
{width="8.867924321959755in" height="11.527723097112862in"}
{width="8.811642607174104in" height="11.455134514435695in"}
Spaceships
While playing Galactic Adventures, you will usually have a ship to travel in and return to. While during some adventures the ship may be stolen, destroyed, or otherwise lost, the rules of Galactic Adventures mostly assume that you have a spaceship to return to after dangerous adventures and travel in as the campaign takes you from planet to planet.
These spaceships are large enough to house not only the player characters but also an additional crew and civilian quarters as well as other important systems like the armory and science bay. As you play, you can expand the ship to hold more civilians which gives you prestige in the galaxy, more crew which enables more and better tactical systems, and otherwise improve your ship in various ways.
Your ship usually stays in space, and a shuttle can be used to travel to planet surfaces, land on asteroids, and such. However, your ship can also dock directly to space ports on planets and space stations in orbit. While it is possible to take your ship to a planet surface without a friendly space port willing to harbor your ship, it is unwise. Your ship in that circumstance becomes vulnerable to attack or capture and is not designed to safely escape from such situations.
While on your ship you can recover from wounds at the med bay, spend gadgets at the armory to get consumables, inspect specimens at the science lab, and scan the star system for planets, moons, space stations, asteroids, and other interesting artifacts.
Traveling between places of interest within a solar system requires your warp drive and costs nutronium. The game master will determine how much nutronium is required to travel to a particular destination and this is described more in the warp drive section below.
There are large ships in the galaxy that regularly travel between star systems. Your ship can dock to one of these freighters and hitch a ride to another system. However, this is usually difficult or impossible, as the owners of these large ships require heft prices such as thousands of credits or just refuse such offers outright.
When your crew first forms and characters are created, you must also spend a few moments creating your ship.
First, pick three components to upgrade and fill in the "1" bubble on the spaceship sheet next to that compartment. As you upgrade these compartments, they will get better as described in the sections below.
Second, pick a single tactical system and write the name down on your spaceship sheet.
Third, pick a captain and write down his name and level at the top of the spaceship sheet.
Fourth, write down other crew names.
Fifth, write down other cargo. If you are creating a ship at level 1, you receive 5 nutronium to start the campaign.
Lastly, write down a name for your ship.
When the ship captain levels up, the ship increases in level as well and so is always the same level as the captain. The crew may choose to spend credits to upgrade the ship. The first upgrade is free, the second upgrade costs 100 coin, and the third upgrade costs 300 coin. Additionally, you gain a new tactical system.
In order to upgrade your ship, you must be safely docked at a planet spaceport or a space station.
If the captain dies, another character can take on the role of captain but must be equal to the level of the ship. If no character is equal to the level of the ship, then the game master will provide a narrative reason as to how some other crew mate or passenger took control of the ship and left you deserted on a planet or space station, or some other tragic circumstance took place.
In this circumstance, the players must create a new ship following the creation rules above. Then, the game master should provide an adventure over the course of one or more sessions, explaining how you acquired this new ship.
If you come into possession of a ship that is higher level than any of your crew, then you cannot take ownership or fly the ship. This represents powerful alien technology that is beyond your abilities to operate, security protocols that you cannot bypass, or other limitations that prevent you from operating the ship.
When you are ready to leave your ship and go on an adventure, it is often the case that the ship stays in space while you go down to a planet, moon, or asteroid. When doing this, you can take the ships shuttle down to the surface. It is usually dangerous to try to bring your whole ship into such an unknown circumstance. This also means that your ship is overhead ready to use tactical systems and not stuck on a landing pad where the tactical systems could not be used.
The shuttle must remain at its landing location or use automated controls to return to the ship. If it stays at the landing location, it is exposed to being captured or destroyed. If it returns to the ship, you will need to signal back to the ship to be picked up, or have a pre-planned evac location and time.