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Rulebook

Chapter 24 — Gear

This chapter covers the equipment a Wanderer carries — weapons, armor, and the tools of a life spent outside settled institutions — and how it interacts with the rules. It is both a reference (profiles, traits, and catalog tables) and a toolkit (a generator for rolling up gear at random). What credits are actually worth — cost of living, wages, passage, hiring help — belongs to the economy, covered in Chapter 28; here, prices are simply list prices in credits (Cr).

Throughout, TL is an item's Technology Level — the lowest tech level at which it's manufactured. TL never modifies a roll; it only tells you where a thing comes from. The full TL scale is in the back-matter reference.


Index§


Weapon profile§

Every weapon is described by a short stat block. Beyond its name and any traits, a weapon lists:

FieldWhat it means
TLThe lowest Technology Level at which the weapon is manufactured. A world below that TL won't produce it, though it may carry it as salvage or trade.
RangeEither Melee (used at Engaged range, rolled with Close Quarters) or a distance in metres — the weapon's effective range. Attacks within it are normal; beyond it, Disadvantage, and the 100-metre rule still caps unaided fire (Chapter 11).
DamageDice rolled on a hit, in D6 — typically 1D to 5D, sometimes with a flat modifier (e.g. 2D+2). Compared to the target's armor to determine trauma (Chapter 10).
CostPurchase price in credits.
Magazine(most ranged weapons) Shots fired before a reload. Reloading takes a Significant Action, or whatever a trait such as Reload specifies.

Melee and single-shot weapons leave the magazine field blank. "D" always means a six-sided die.

Ammunition & reloading§

Wanderstar tracks reloads, not individual rounds. A loaded weapon keeps firing until the fiction or the GM says otherwise; the Magazine value is how much sustained or Auto fire it holds before you must spend a Significant Action (or whatever Reload specifies) to feed it again. When it matters, count spare magazines, not bullets — and a natural 2 on an attack is a fine cue for the GM to rule the weapon dry. Burst and Full Auto drain a magazine fast.

Example weapon profiles§

WeaponTLRangeDamageCostMagazineTraits
Unarmed strike0Melee1D
Iron mace1Melee2DCr20Smasher
Revolver530 m3D−3Cr1506
Sniper rifle8500 m3DCr9004Scope

Weapon traits§

A trait is a tag attached to a weapon that changes how it behaves — how it interacts with armor, range, or the space around a target. A weapon can carry several at once, and a trait followed by a number (written X) uses that number as its rating. The table is a full D66, alphabetical — roll for a random trait or read it as reference. Several traits lean on combat concepts from Chapter 11 (range bands, aiming, reactions, cover, the Significant Action, and a roll's Effect).

D66TraitEffect
11AP X (Armor-Piercing)Subtract X from the target's armor before comparing damage. Ignored entirely if the weapon is a significantly smaller scale than the target (Chapter 12).
12ArtilleryLobs shots along a ballistic arc to targets out of sight. Against a visible target, a normal ranged attack. Indirect fire at an unseen target is at Disadvantage, and if you don't know the precise position the shot scatters 1D metres off per 100 m of range, minus the attack's Effect. Sensors or a forward observer can supply a position.
13Auto XThree modes; choosing is part of the attack. Gains nothing from aiming and can't combine with Scope/aim in one action. Single: normal attack. Burst: add X to damage; spends X rounds. Full Auto: make X separate attacks, splittable among targets within six metres of one another; spends 3×X rounds.
14Blast XOn a hit, roll damage separately against every target within X metres of impact. No Dodge against Blast — targets may dive for cover, and cover helps only if between the target and the blast's centre.
15BulkyToo much for a slight frame. Without a Strength Advantage, every attack with it is at Disadvantage.
16Charge XSpend X consecutive Significant Actions charging before it can fire. Interrupted charging bleeds away; start over.
21ConcussiveTrauma marks the Mental track (Shaken, then Broken) first, overflowing to Physical only once Mental is full.
22Corrosive XAfter a hit (trauma or not), reduce the target's armor by X until repaired. Cannot fall below 0.
23DangerousAt Effect −5 or worse, the weapon explodes: its damage strikes the wielder and it is wrecked.
24DestructiveBuilt for a larger scale; counts as one scale band higher (Chapter 12). Against a person, any hit meeting armor inflicts 2 trauma; area traits are doubled.
25DisruptiveNo trauma on living targets, but a hit meeting armor disables electronics, drones, vehicles, or guidance until repaired.
26EntangleOn a hit the target is restrained, no movement until they break free with a Strength test (8+) or are cut loose.
31FireDeals its damage again at the start of each following round. One Fire source at a time (highest damage). Gutters out on a 2D6 of 8+ each round; a Significant Action and an Athletics (Dexterity) test (8+) beats out the flames (Advantage with firefighting gear).
32LoudAnyone in earshot knows the shot's direction and rough distance; attempts to locate the shooter are at Advantage (mirror of Silent).
33One UseSpends itself entirely in one shot; useless afterward.
34PreciseWhen you aim before firing, attacks are at Advantage.
35RadiationCompared to the target's Radiation rating, not Armor (0 for an unprotected body). Ordinary protection does nothing. Trauma is contamination — Maimed/Broken-grade, needing a full recovery session.
36ReachStrike from a step further out: against a shorter-reach foe closing on you, you attack first and they can't strike back until inside your guard.
41ReloadAfter firing, must be reloaded with a Significant Action before firing again.
42ScopeIgnores the rule that attacks beyond 100 m are Extreme range, so long as you aim before firing.
43SilentAttempts to locate the source by sound are at Disadvantage; a faint report may simply not be pinned down.
44SlowFires only every other round; the round after firing it cannot fire.
45SmartSelf-steering rounds. Attacks are at Advantage.
46SmasherCannot be parried — too much momentum.
51SpreadAt close range, Advantage; beyond short range, Disadvantage.
52StabilizedIgnore Disadvantage from firing while moving, from an unstable platform, or in low/zero gravity.
53StunNever wounds or kills. When damage meets armor, the target marks no trauma but is incapacitated for rounds equal to how far damage exceeded armor (min 1). An hour's rest erases it.
54SubtleTests to conceal it on your person or smuggle it past a search are at Advantage.
55SuppressiveInstead of attacking, suppress an area: every target in it must take cover or act at Disadvantage until your next turn.
56TetheredWorks only while connected by its cable; range limited to the tether. A severed line silences it.
61Toxin XA hit meeting armor delivers poison even with no trauma. For the next X rounds the target makes an Endurance test (8+), 1 physical trauma on a failure. Antidote ends it early.
62VersatileFunctions as both a melee and ranged weapon, switching as part of an attack.
63Very BulkyAs Bulky, but you must have a Strength Advantage even to use it at all.
64Very DangerousAt Effect −3 or worse, it explodes: damage strikes the wielder, weapon wrecked.
65WreckerAgainst inanimate targets (doors, walls, machinery) treat armor as 0; against living targets, normal.
66Zero-GFires in low/zero gravity without the Athletics test such conditions would demand.

Armor§

Armor doesn't absorb blows so much as raise the bar an attack must clear. Every character has a base armor of 3 — natural resilience (Chapter 10). A worn piece adds its Armor rating on top; the total is what damage must meet or beat to inflict trauma. A TL 7 flak jacket (+3) puts a person at armor 6: damage must reach 6 to wound, 12 to inflict 2 trauma.

Beyond its name, armor lists:

FieldWhat it means
TLThe lowest Technology Level at which it's made.
ArmorThe bonus added against ordinary (kinetic, energy, melee) damage — written +X.
RadiationThe wearer's Radiation rating against the Radiation trait. An unprotected body is 0; only armor raises it, tracked separately from Armor.
CostPurchase price in credits.

Layering§

Armor can be layered wherever it makes narrative sense — a vest under a coat, a helmet and respirator with a sealed suit. When pieces genuinely combine, add their Armor ratings, and add their Radiation ratings. The GM arbitrates what can be worn at once: you cannot stack three rigid shells, and bulk, heat, and mobility all limit combinations.

Example armor profiles§

ArmorTLArmorRadiationCost
Flak jacket7+31Cr100
Polycarbonite shell10+106Cr10,000
Military power armor13+2225Cr200,000

Armor traits§

Armor never uses weapon traits, but may carry one or more armor traits — qualities describing how it's worn and what it's built for. They don't change the Armor or Radiation ratings; they shape everything around them. Roll 2D6 or choose. The common middle results are No Trait, and a rolled trait whose Min TL exceeds the armor's TL also counts as No Trait.

2D6TraitMin TLEffect
2Self-mending10Armor lost to Corrosive (or wear) is restored after a short rest, no repair needed.
3Sealed6Airtight, with its own air supply or a port for one. Protects against unbreathable/toxic atmospheres, gas and spore weapons, and lets the wearer claim full Radiation rating. Vacuum-rated sealed armor is certified for hard vacuum and temperature extremes.
4Shield0Carried, occupies a hand. Adds its Armor only against frontal attacks or one attack you interpose it against, and doubles as portable cover (Chapter 11). Layers with worn armor.
5–8No TraitPlain protection — the most common result.
9Cumbersome0Athletics and Sneaking at Disadvantage while worn. A drawback (discounts cost).
10Concealable4Tests to notice it, or find it in a search, are at Disadvantage.
11Hardened7Built for one punishing environment (heat, deep cold, corrosion). Shrugs off that narrative environmental damage; GM may grant Advantage on tests to endure it.
12Powered12A powered exoframe: Strength-based physical tasks at Advantage while powered. If power is lost, the suit goes inert and moving in it needs a Strength Advantage (as Very Bulky).

When designing or randomly generating armor, roll once at TL 0–6 or twice at TL 7+ (or pick up to that many). Each beneficial trait multiplies cost ×1.5; Cumbersome multiplies it ×0.75.

Equipment§

Not everything a Wanderer carries is a weapon. Equipment is the rest of the kit — tools, sensors, comms, and survival gear. Each lists a name, TL, and price. Roll D66 for a random piece or read it as a shopping list. (Branded makers are companies of the Shore; see Chapter 34.)

D66ItemTLCost
11Rucksack1Cr20
12Synthcord rope (20 m)3Cr20
13Chem lantern3Cr15
14Glow-strips (pack of 10)5Cr10
15Hand lamp6Cr25
16Multitool6Cr40
21Climbing kit6Cr150
22Rebreather mask7Cr120
23Filter canteen7Cr80
24Ration pack, 1 week (Nordvik)5Cr20
25First-aid kit7Cr100
26Thermal cloak6Cr60
31Oxygen bottle (6 hrs)7Cr100
32Mechanical toolkit6Cr300
33Electronics toolkit9Cr400
34Radiation dosimeter (Vantablack)8Cr90
35Vacc-suit patch kit8Cr120
36Comm earpiece8Cr150
41Binoculars (Pale Verge)7Cr80
42Low-light goggles (Pale Verge)9Cr400
43Hand computer / slate (Hakkō)9Cr300
44Wrist comp9Cr250
45Hand scanner9Cr600
46Locator beacon (Rajan Wayfind)9Cr120
51Portable power cell9Cr200
52Field stims (Korhonen)9Cr200
53Echolocation rig (Hollowsong)9Cr800
54Magnetic grapple launcher9Cr500
55Smart glasses / HUD (Pale Verge)10Cr500
56Translator module10Cr400
61Med-scanner (Korhonen)10Cr1,500
62Encrypted data-key10Cr300
63Magboots10Cr600
64Survey drone11Cr2,000
65Field cryo-revival kit (Yumeno)11Cr5,000
66Portable fabricator (Hakkō)12Cr12,000

Trinkets§

A trinket is a small thing a character carries for reasons that have nothing to do with rules — a keepsake, an oddity, a mystery. No cost, no mechanical effect. Roll D66 (or pick) for a new character; the best trinkets are a hook to pull on later.

D66TrinketDescription
11Cryo-pod tagTarnished, stamped with a name and a wake-date long past. Not yours.
12Jar of Wanderstar soilStill faintly warm to the touch — or so you tell yourself.
13A child's drawing of a sunCrayon, on real paper. The artist had never seen one.
14A glow-moth in a jarIt only wakes in true darkness.
15A coin from a dead worldCurrency of a hab that depressurized a century ago.
16A four-colored braidOne strand for each people, they say. The knot won't come undone.
21Cracked echolocation whistleBlow it and feel, more than hear, the shape of the room.
22A pressed flowerFrom the Mwangi Seedbank. Extinct in the wild for six thousand years.
23A watch that runs backwardKeeps perfect time. Counting down to what, nobody knows.
24A vial of "real Earth rain"Probably tap water. You paid far too much for it.
25A Sable Thresh-Ember medalWildly inauthentic. You love it anyway.
26A frostbitten love letterRecovered from a ballistic ark. The ink predates the Ejection.
31A ration bar from your first voyageInedible. Sentimental.
32A black stone that hums near drivesSings a single clear note in jumpspace.
33A fortune deck, three cards missingThe missing three are always the ones you mean to draw.
34A holo-locket that won't openA face flickers inside, too fast to recognize.
35A defunct ark-crew patch"WE RODE THE DARK." Threadbare.
36A tin of luminous face-paintWanderborn courting custom. Glows for one night only.
41A taxidermied "tunnel rat"Six legs. The taxidermist plainly never saw a real one.
42A key to nothing you ownOld, brass, heavy. It must open something.
43A tin of bottlecapsForty-one brands, eleven of them long bankrupt.
44A self-warming worry-stoneOf a make you can't place. Stops working when you need it most.
45A recording of your nameYou don't recognize the voice. It's the only file left on the chip.
46A monogrammed handkerchiefThe initials aren't yours; you've carried it so long they feel like family.
51A pouch of teethNot human. A gift? A warning? You've never dared ask.
52A telescope that only shows the ShorePoint it anywhere — you always see home.
53A "GALAXY'S OKAYEST PILOT" mugA gift. You've never flown anything.
54A spool of endless threadThe bobbin's been "almost empty" for years.
55A hand-cut metal starEdges sharp enough to prove it was made with care, and a knife.
56A droplet that won't meltSealed in resin. Said to be from the hull of the first ark.
61A brass orrery, one planet missingThe empty orbit is a hyperbola.
62A whistle only Companions can hearOr so the Seeder who sold it to you swore.
63A diary you can't decodeThe cipher is in your own handwriting. You don't remember writing it.
64A "lucky" blown fuseIt saved your life once. You're certain, though you can't say when.
65A seed that rattles but won't sproutThree botanists have given up. You keep watering it.
66A scrap of fabricIt smells of somewhere you've never been, but miss terribly.

The Gear Catalog

Three D66 tables of ready-made equipment, sorted by era. Roll for loot, stock a vendor, or just pick what you need. Costs are list price; halve for resale, and let locale and condition move the number. Range is Melee, a distance in metres, or Worn (armor). Damage / Protection gives weapon damage in D6 or an armor's Armor +X (and Rad Y where it matters). Mag is magazine size (ranged only). Entries tagged Heavy use the Heavy Weapons skill and need bracing or a mount.

Primitive Gear — TL 0–4§

Muscle, edge, and black powder. The deep past, and the present on any world the Shore forgot.

D66ItemTLRangeDamage / ProtectionCostMagTraits
11Wooden club0Melee1DCr5
12Knife / dagger1Melee1DCr10Subtle
13Hatchet1Melee2D−2Cr15
14Iron mace1Melee2DCr20Smasher
15Short sword2Melee2DCr50
16Longsword2Melee2D+2Cr120
21Battle axe2Melee2D+2Cr100Smasher
22War hammer2Melee2DCr90Smasher, Bulky
23Spear1Melee2DCr20Reach
24Long pike2Melee2DCr40Reach, Very Bulky
25Quarterstaff0Melee1D+2Cr5Reach
26Whip1Melee1DCr15Reach, Entangle
31Flail2Melee2DCr60Smasher
32Greatsword3Melee3DCr300Bulky
33Sledge maul1Melee3DCr30Smasher, Very Bulky
34Brass knuckles2Melee1D+1Cr10Subtle
35Sling030 m1DCr2
36Shortbow150 m2DCr40
41Longbow2100 m2D+2Cr100Bulky
42Light crossbow250 m2DCr801Reload, AP 1
43Heavy crossbow380 m3DCr1501Reload, AP 1, Bulky
44Blowgun010 m1DCr5Toxin 1
45Throwing knives (×3)110 m1DCr15
46Javelin120 m2DCr10
51Bola015 m1DCr8Entangle
52Hunting net05 mCr10Entangle
53Matchlock musket380 m3DCr2001Reload, Slow, Loud
54Flintlock pistol420 m2D+2Cr1501Reload, Loud
55Blunderbuss420 m3DCr1801Spread, Reload, Loud
56Black-powder bomb410 m2DCr40Blast 2, One Use, Loud
61Incendiary flask210 m1DCr5Fire, One Use
62Leather armor1WornArmor +1Cr30
63Chain mail2WornArmor +2Cr200Cumbersome
64Plate armor3WornArmor +3Cr600Cumbersome
65Wooden shield1WornArmor +1Cr15Shield
66Iron shield2WornArmor +2Cr60Shield

Modern Gear — TL 5–9§

Cartridge firearms through early energy weapons — the working kit of most of the Shore's frontier.

D66ItemTLRangeDamage / ProtectionCostMagTraits
11Combat knife5Melee2DCr60Subtle
12Bayonet5Melee2DCr50Versatile
13Machete5Melee2DCr40
14Stun baton7Melee2DCr200Stun
15Monoblade9Melee3DCr1,200AP 2
16Powered chain-blade9Melee3D+3Cr2,000AP 1, Bulky
21Revolver530 m3D−3Cr1506
22Autopistol630 m3D−3Cr20015
23Machine pistol730 m3D−3Cr40020Auto 2
24Submachine gun750 m3D−3Cr50030Auto 3
25Hunting rifle5100 m3DCr2505
26Carbine6100 m3DCr40020
31Assault rifle7100 m3DCr70030Auto 3
32Battle rifle8100 m3D+3Cr1,00020Scope
33Sniper rifle8500 m3DCr9004Scope
34Pump shotgun530 m4DCr3006Spread, Reload
35Combat shotgun730 m4DCr60010Spread
36Light machine gun7100 m3D+3Cr2,000100Auto 4, Bulky, Suppressive · Heavy
41Heavy machine gun8100 m4DCr5,000100Auto 4, Very Bulky, Suppressive, Stabilized · Heavy
42Grenade launcher7100 m(by round)Cr1,5006Blast 4, Artillery · Heavy
43Rocket launcher7200 m5DCr2,5001Blast 4, AP 3, Scope · Heavy
44Flamethrower615 m3DCr1,20010Fire, Tethered · Heavy
45Frag grenade615 m3DCr50Blast 3, One Use
46Stun grenade710 m2DCr60Blast 3, Stun, One Use
51Smoke grenade5Cr30One Use (concealment)
52Incendiary grenade610 m2DCr70Fire, Blast 2, One Use
53Gauss pistol950 m3D+3Cr1,50020AP 3
54Gauss rifle9100 m4DCr3,00030AP 3, Auto 2, Scope
55Laser pistol850 m3DCr2,00020Charge 1
56Laser rifle9100 m4DCr4,00040Scope, Charge 1
61Ballistic vest6WornArmor +2Cr80
62Flak jacket7WornArmor +3, Rad 1Cr100
63Combat armor8WornArmor +5, Rad 3Cr2,000
64Vacc suit8WornArmor +2, Rad 4Cr3,000Sealed (vacuum-rated)
65Hazard / rad suit7WornArmor +1, Rad 8Cr1,500Sealed
66Riot shield6WornArmor +3Cr250Shield

Advanced Gear — TL 10–12§

Shore-standard hardware, branded by the firms that make it (Chapter 34). Reskin the maker to fit your region.

D66ItemTLRangeDamage / ProtectionCostMagTraits
11Drozdov "Vityaz" gauss pistol1050 m3D+3Cr3,00024AP 3
12Drozdov gauss carbine11100 m4DCr6,00040AP 3, Auto 2
13Drozdov "Sleet" stunner1030 m3DCr2,50020Stun
14Drozdov gauss sniper12500 m4D+3Cr15,00010AP 4, Scope, Stabilized · Heavy
15Hakkō smart-pistol1050 m3D+3Cr4,00018Smart
16Hakkō "Hornet" smartgun11100 m4DCr9,00040Smart, Auto 2
21Pale Verge marksman rifle11500 m4DCr12,00010Scope, Precise
22Helios Vanguard plasma rifle12100 m4D+3Cr20,00020Fire, Bulky
23Helios Vanguard "Bastion" plasma cannon12150 m5DCr50,00010Fire, Blast 3, Scope, Very Bulky, Tethered · Heavy
24Helios Vanguard laser carbine11100 m4DCr8,00040Scope, Charge 1
25Greaves grenade launcher10100 m(by round)Cr6,0006Blast 4, Artillery · Heavy
26Greaves breaching charge105 m5DCr800Blast 5, Wrecker, One Use
31Greaves "Sunder" rocket11300 m5D+3Cr10,0001Blast 4, AP 4, Scope · Heavy
32Hollowsong concussion projector1130 m3DCr7,00020Concussive, Stun
33Umbral rad-lance1250 m4DCr18,00020Radiation, Tethered · Heavy
34Mirelle & Vance monofilament whip12Melee4DCr16,000AP 4, Reach
35Mirelle & Vance "Veil" holdout pistol1130 m3DCr9,00012Subtle, Smart
36Dunmaren hard-light blade11Melee3D+3Cr10,000AP 2, Subtle
41Kettle & Crane breaching maul10Melee4D+3Cr4,000Wrecker, Smasher, Very Bulky
42Drozdov plasma SMG1250 m4DCr14,00030Auto 3, Fire
43Helios grav-disruptor1250 m3D+3Cr22,00020Disruptive, Concussive
44Hakkō "Wasp" micro-munition gun12100 m3D+3Cr16,00012Smart, Blast 2
45Pale Verge "Owl" optic carbine10100 m3D+3Cr7,00030Scope, Stabilized
46Drozdov autopistol Mk-XII1030 m3DCr2,50024Auto 1
51Sabarmati smartweave vest10WornArmor +6, Rad 2Cr5,000Self-mending, Concealable
52Polycarbonite shell10WornArmor +10, Rad 6Cr10,000
53Sabarmati "Carapace" pressure suit11WornArmor +8, Rad 8Cr12,000Sealed (vacuum-rated)
54Cinderhall ablative plate11WornArmor +12, Rad 15Cr18,000Hardened
55Helios Vanguard "Aegis" battle armor12WornArmor +15, Rad 12Cr40,000Sealed
56Helios power-assist frame12WornArmor +17, Rad 14Cr60,000Powered
61Mirelle & Vance dress armor11WornArmor +8, Rad 2Cr14,000Concealable
62Dunmaren hard-light shield11WornArmor +5Cr8,000Shield (projected)
63Korhonen injector spike10Melee2DCr3,500Toxin 2, Subtle
64Drozdov "Hailstorm" flechette gun1150 m3D+3Cr8,00030Spread, AP 3
65Umbral thermal cutter10Melee3D+3Cr4,000AP 3, Wrecker
66Helios Vanguard "Colossus" heavy laser12250 m5DCr55,00040Auto 3, Scope, Very Bulky, Stabilized · Heavy

Generating Random Gear

To roll up a weapon or piece of armor at random — for loot, salvage, or a vendor's stock — use this generator. The single dial that drives everything is Technology Level: higher TL means a costlier item, tougher numbers, and access to more exotic traits. Every step here can be rolled or chosen: the TL bands set the envelope, and the build tables inside them give concrete values you can roll straight off — but this is a GM tool, so choose instead wherever you like and tune anything silly. Every entry in the catalog above is a legal output of this process.

Step 1 — Technology Level§

Set the TL directly, or roll for provenance (where the item came from) and then the exact TL within that band. (Provenance is also what the starting-gear package in Chapter 18 refers to.)

1D6ProvenanceTL (roll 1D3, capped at 15)
1Salvage / backwaterTL 1–3
2Industrial worldTL 4–6
3Early-space frontierTL 7–9
4Shore standardTL 10–12
5Shore standard, late-modelTL 10–12
6Seeder core / military issueTL 13–15

The Shore's common standard is TL 12, which is why two of six rolls land in the TL 10–12 band.

Step 2 — Item type§

1D6Item
1–2Melee weapon
3–4Ranged weapon
5–6Armor

Armor below TL 4 is hide, mail, and plate — use the TL 0–3 armor row.

Step 3 — Base profile by TL§

TL sets the bands the item is built within. A Light build is a cheap, light piece; Heavy is a serious one. Roll for the build below, or pick it outright.

Weapons§

The TL band sets the envelope — the floor and ceiling for everything:

TL BandDamage rangeMagazine range (ranged)Cost range
TL 0–31D – 3Dsingle shotCr2 – Cr600
TL 4–62D−3 – 4Dsingle shot – 30Cr40 – Cr3,000
TL 7–92D – 5D4 – 100Cr60 – Cr5,000
TL 10–122D – 5D+31 – 40Cr2,500 – Cr60,000
TL 13–154D – 6Dup to 80Cr30,000 +

A weapon class places the item inside that envelope and sets its handling. Roll 1D6 (or choose):

1D6ClassSkillHandling
1–2Light / sidearmRanged Weapons / Close Quartersconcealable, low recoil
3–4StandardRanged Weapons / Close Quartersthe workhorse middle
5–6HeavyHeavy Weaponsneeds bracing or a mount

Cross the class with the TL band for the item's concrete damage / magazine / base cost. The class price difference is already folded into the base cost here — don't reapply a class multiplier at Step 6.

TL BandLight (dmg / mag / Cr)Standard (dmg / mag / Cr)Heavy (dmg / mag / Cr)
TL 0–31D / 1 / Cr202D / 1 / Cr803D / 1 / Cr300
TL 4–62D / 15 / Cr2003D / 30 / Cr7004D / 30 / Cr3,000
TL 7–93D / 20 / Cr1,5003D+3 / 30 / Cr3,0004D / 100 / Cr5,000
TL 10–123D+3 / 20 / Cr4,0004D / 40 / Cr12,0005D / 40 / Cr50,000
TL 13–154D / 24 / Cr30,0005D / 40 / Cr80,0006D / 80 / Cr150,000

Magazine applies to ranged weapons only; melee ignores it. Nudge any value a rung if the fiction wants it — this is the typical build, not a cap.

Armor§

The TL band sets the envelope:

TL BandArmor rangeRadiationCost range
TL 0–3+1 – +30Cr15 – Cr600
TL 4–6+1 – +30 – 1Cr60 – Cr300
TL 7–9+1 – +61 – 8Cr80 – Cr3,000
TL 10–12+5 – +172 – 15Cr5,000 – Cr60,000
TL 13–15+18 – +3020 – 35Cr200,000 – Cr600,000

Armor has no class, but a build roll places it the same way. Roll 1D6 — 1–2 Light, 3–4 Standard, 5–6 Heavy — and read its concrete Armor / Radiation / base cost:

TL BandLight (Armor / Rad / Cr)Standard (Armor / Rad / Cr)Heavy (Armor / Rad / Cr)
TL 0–3+1 / 0 / Cr30+2 / 0 / Cr200+3 / 0 / Cr600
TL 4–6+1 / 0 / Cr80+2 / 0 / Cr150+3 / 1 / Cr300
TL 7–9+3 / 1 / Cr100+5 / 3 / Cr2,000+6 / 8 / Cr3,000
TL 10–12+6 / 2 / Cr5,000+10 / 6 / Cr10,000+17 / 14 / Cr60,000
TL 13–15+18 / 20 / Cr200,000+22 / 25 / Cr400,000+30 / 35 / Cr600,000

Radiation and sealing are design choices, paid for separately. A suit built for radiation, vacuum, or hazard work can carry a far higher Rad rating than this build suggests — a light TL 7 rad suit might be only Armor +1 but Rad 8: take the Sealed trait and raise Rad toward (or past) the band's ceiling, adjusting cost to match. For armor traits, roll 2D6 on the armor-traits table above — once at TL 0–6, twice at TL 7+.

Step 4 — Traits (weapons only)§

Traits are sorted into four tech tiers; the item's TL sets which tiers it can draw from and the cap on how many beneficial traits it may carry. The cap is a ceiling, not a target — most weapons carry fewer (see How many traits below). Drawbacks don't count against the cap — a weapon may carry any number, each one cheapening it.

TL BandBeneficial capRe-rollsTiers Available
TL 0–3 (Primitive)20A
TL 4–6 (Industrial)21A–B
TL 7–9 (Stellar)31A–C
TL 10–12 (Interstellar)32A–D
TL 13–15 (Advanced)43A–D

The tech tiers§

TierMin TLTraits
A0AP X, Bulky, Dangerous, Entangle, Fire, Loud, One Use, Reach, Reload, Slow, Smasher, Subtle, Toxin X, Versatile, Very Bulky, Very Dangerous
B4Artillery, Auto X, Blast X, Scope, Spread, Suppressive, Tethered
C7Charge X, Corrosive X, Destructive, Precise, Silent, Stabilized, Stun, Wrecker
D10Concussive, Disruptive, Radiation, Smart, Zero-G

(AP, Fire, and Reload sit in Tier A — a sharpened bodkin pierces, burning oil is incendiary, a muzzle-loader reloads. Tethered drops to Tier B with the early fuel- and power-fed weapons.)

Trait fit§

A trait also has to make sense on the weapon — no telescopic Scope on a club. A trait that doesn't fit is handled like an out-of-tier result: re-roll, or leave it off.

FitTraits
Melee onlyReach, Smasher
Ranged onlyArtillery, Auto X, Blast X, Charge X, Loud, Precise, Radiation, Reload, Scope, Silent, Smart, Spread, Stabilized, Suppressive, Tethered, Zero-G
EitherAP X, Bulky, Concussive, Corrosive X, Dangerous, Destructive, Disruptive, Entangle, Fire, One Use, Slow, Stun, Subtle, Toxin X, Versatile, Very Bulky, Very Dangerous, Wrecker

Heavy-only. Artillery, Destructive, and Suppressive belong on crew-served or shoulder-fired hardware — Standard or Heavy ranged weapons only, never Light. When in doubt, reskin a near-miss rather than dropping it (a melee Entangle is a whip or bola); re-roll if it isn't evocative.

How many traits§

The cap above is the most a weapon can carry, not how many it has — in the catalog, four out of five weapons carry zero, one, or two. Roll 1D6 for the number of beneficial traits, capped at the band's limit:

1D6Beneficial traits
1none — a plain, honest weapon
2–4one
5two
6fill to the cap (2 at TL 0–6, 3 at TL 7–12, 4 at TL 13+)

Or just choose. Tier-gating thins the low end further — a primitive weapon often loses a rolled trait as out-of-tier, which is why salvage runs sparse. Drawbacks are separate and unlimited (next), and a Masterwork grade (Step 5) adds one free beneficial trait on top of this count — the only way an item exceeds its cap.

Rolling traits§

For each beneficial trait the count gave you, roll D66 on the Weapon Traits table above, then:

  1. Check tier and fit. If above your TL's tiers or it doesn't fit, spend a re-roll or leave the slot empty.
  2. Drawbacks are free. A rolled (or chosen) drawback never uses a slot; keep as many as suit the weapon, each discounting cost.
  3. Duplicates. Re-roll them, or for a rated trait let the second result raise its X by 1.
  4. Set any X rating. A trait written with X (AP, Auto, Blast, Charge, Corrosive, Toxin) rolls X = 1D3 (+1 at TL 13+); set deliberately anywhere from 1 to 5.

Drawback traits: Bulky, Very Bulky, Dangerous, Very Dangerous, Reload, Slow, One Use, Loud, Tethered, Charge X. Each kept discounts the final cost.

Step 5 — Grade§

Both weapons and armor take one grade roll, for workmanship and condition. Roll 2D6; at TL 10+ re-roll once and keep the better.

2D6GradeEffect
2ShoddyCost ×0.5. A weapon gains the Dangerous drawback; armor loses 1 Armor (min +0).
3–5CrudeCost ×0.75.
6–9StandardNo change.
10–11FineCost ×1.5; +1 damage (weapon) or +1 Armor (armor).
12MasterworkCost ×3; +2 damage or +2 Armor, and a weapon gains one free beneficial trait of any tier its TL allows — added over its Step 4 cap.

Step 6 — Final cost§

Start from the base cost your build gave you in Step 3 (class is already priced into it — don't reapply a class multiplier), then apply the grade and trait modifiers: ×1.5 per beneficial trait, ×0.75 per drawback kept. Round to a clean, sellable number. Single-use ordnance (One Use) is priced like ammunition — grenades, charges, and rockets may fall well below their band's floor. Halve for a quick resale; let brand, rarity, and locale move the rest.

Step 7 — Name it (optional)§

A profile is a thing; a name is a story. Wanderstar's branded gear (Chapter 34) follows one house style — maker · "model" · type, as in Hakkō "Hornet" smartgun — and this step builds names in that shape. Roll, or pick what sings.

First, the model name. Roll D66 and read the column matching what you generated. Each entry is the evocative core — the word that goes in quotes.

D66Edge, Fist & Haft (melee)Sidearm & Rifle (ranged)Heavy & OrdnanceShell & Ward (armor)
11FangHornetSiegeAegis
12ReaverWaspSunderCarapace
13WidowSleetAvalancheBulwark
14ThornHailHammerfallRedoubt
15CleaverViperMawWard
16SliverWhisperThunderheadHusk
21TuskQuillBreakerMantle
22SeverSparrowWrathPalisade
23NotchMantisLevelerRampart
24HookStingerTempestVault
25QuietusNeedleJuggernautKeep
26FlenseSpitCataractCocoon
31SnarlSkeinBehemothBastion
32MarrowMagpieRuinScute
33HarrowAdderDevastatorBuckler
34BrambleKestrelQuakeCitadel
35NettleSidewinderMaulerHauberk
36SableMurmurOverkillCuirass
41GutterLacewingBrimstoneSentinel
42TalonScatterCalamityWarden
43ShearHarrierAnvilAspis
44CarveVesperRampageLorica
45VerdictDartKnellShieldwall
46GristGaleColossusScale
51KeenShrikeMaelstromDeepshell
52SplinterPelterBombardHaven
53BarbLashHavocRefuge
54FrostbiteCaromScourgeBunker
55Hollow-EdgeHushTitanIronside
56CinderLongshotOnslaughtStalwart
61WhittleDriftCataclysmCairn
62RendTallyThunderclapWake
63ColdsteelFlickerVulcanBastille
64HeartwoodNighthawkFirestormStoic
65Last WordCrosswindDemolisherLast Stand
66ThresholdLast LightLong DarkIronwake

Then dress it to its origin. The provenance you rolled in Step 1 sets the naming style — salvage doesn't carry a brand, military gear carries a designation:

Provenance (Step 1)StyleLooks like
1 — Salvage / backwatera bare byname, often grim or ironic; no makerthe Widow · Rustfang
2 — Industrial worlda works or town + plain modelBrannoch Works "Sleet"
3 — Early-space frontiera frontier outfit, or a Mark / numberDrift-Yard "Kestrel" · Pelter Mk II
4–5 — Shore standarda branded firm (Ch. 34, D66) + modelHakkō "Hornet" smartgun
6 — Seeder core / militarya Pattern / Type designation + modelPattern-7 "Bastion" · Type-9 Sunder

Roll the maker-half on the table for your provenance below; provenance 4–5 uses the Chapter 34 corporate D66 (lean toward a maker whose trade fits — Drozdov for sidearms, Greaves for ordnance, Pale Verge for optics, Sabarmati or Cinderhall for armor, Helios Vanguard for anything heavy). Close the name with the item type (pistol, maul, carbine, plate — or just weapon / armor). A grade of Masterwork or a memorable history earns the bare model name on its own — relics outgrow their makers.

Provenance 1 — Salvage byname (D66)

A scavenger's tag bolted to the front of the model word: D66 = 21 with model FangGravefang. On a 66, drop the prefix entirely — just the [model].

D66PrefixD66PrefixD66Prefix
11Rust-31Dust-51Crow-
12Scrap-32Cold-52Drift-
13Ash-33Pale-53Mud-
14Cinder-34Black-54Gut-
15Salt-35Grime-55Old
16Bone-36Rot-56Dead-
21Grave-41Wrack-61Patch-
22Hollow-42Ruin-62Kludge-
23Tin-43Wreck-63Scour-
24Soot-44Junk-64Wither-
25Slag-45Gutter-65Grit-
26Char-46Spite-66(none — "the [model]")

Provenance 2 — Industrial works (D66)

The foundry or town that stamped it: [works] "[model]" [type].

D66WorksD66WorksD66Works
11Brannoch Works31Ferro Works51Tanaka Toolworks
12Halloran Forge32Bjornsen Foundry52Reyes & Cobb
13Vossberg Foundry33Quist & Lowe53Dorrance Mill
14Okabe Toolworks34Marchetti Toolworks54Sokolov Metals
15Pell & Sons35Underhill Mill55Achterberg Works
16Drummond Mill36Saito Heavy56Lindholm Forge
21Kasprzak Ironworks41Voronin Ironworks61Varga Ironworks
22Adeyemi Fabrication42Eshet Fabrication62Osei Fabrication
23Strand Yard43Gallagher Forge63Tully & Roe
24Holt & Mauer44Mbeki Works64Nakashima Heavy
25Calder Forge45Penrose Yard65Whitlock Yard
26Niazi Metals46Halvorsen Foundry66Greel Foundry

Provenance 3 — Frontier outfit (D66)

A backwater gunsmith or co-op: [outfit] "[model]" [type]. Add a service mark if you like — Mk 1D6 (e.g. Pelter Mk III).

D66OutfitD66OutfitD66Outfit
11Drift-Yard31Far Tap Outfit51Coreside Gunsmiths
12Coldwater Arms32Crosswind Arms52Brimstone Outfit
13Tunnelhead Gunsmiths33Deadrock Gunworks53Tinker's Vow
14Three Rocks Outfit34Lantern Co-op54Frost Yard
15Longhaul Co-op35Driftwood & Co55Hardpan Arms
16Spindle Works36Gravewater Salvage56Wayside Works
21Verge Salvage & Arms41Ninth Shaft Arms61Cinder Run Outfit
22Backwater Forge42Pale Run Outfit62Stray Dog Arms
23Redline Repair43Boltdown Works63Mudflat Munitions
24Outermark Munitions44Scrapline Munitions64Echo Shaft Co-op
25Hollow Crew Arms45Last Light Arms65Vagrant Forge
26Saltpan Smithy46Underhaul Co-op66No-Star Outfit

Provenance 6 — Military designation

No brand — a serial designation in front of the model. Roll the designator (1D6) and a number (2D6): [designator]-[number] "[model]", as in Pattern-7 "Tally." Optionally prefix the issuing firm (Ch. 34 D66).

1D6Designator
1Pattern
2Type
3Mark
4Model
5Series
6Issue

Worked example§

Rolling up a find on a Shore-standard world.

  1. TL — Provenance 4 (Shore standard); 1D3 = 3 → TL 12.
  2. Type — 1D6 = 3 → ranged weapon.
  3. Build — class 1D6 = 6 → Heavy. TL 10–12 Heavy → damage 5D, magazine 40, base cost Cr50,000, Heavy Weapons.
  4. Traits — TL 12 caps at 3, tiers A–D. Count 1D6 = 5 → two beneficial traits. D66 = 45 → Smart; D66 = 14 → Blast, X = 2 → Blast 2. Rolled and kept Dangerous (a drawback — free, shaves the price).
  5. Grade — 2D6 = 9, re-roll at TL 12 → 11 → Fine: cost ×1.5, +1 damage → 5D+1.
  6. Cost — Cr50,000 (Heavy base) × 1.5 (Fine) × 1.5 (Smart) × 1.5 (Blast) × 0.75 (Dangerous) ≈ Cr125,000.
  7. Name — Heavy column, D66 = 11 → "Siege." Provenance 4 (Shore standard) → a branded firm; for ordnance the style points at Greaves Powder & Tool (Ch. 34). Type: micro-munition launcher.

Greaves "Siege" micro-munition launcher — TL 12, Heavy. Damage 5D+1, Cost Cr125,000, Magazine 40. Traits: Smart, Blast 2, Dangerous. Guided, devastating, and just unstable enough to keep the price down.