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:
| Field | What it means |
|---|---|
| TL | The 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. |
| Range | Either 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). |
| Damage | Dice 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). |
| Cost | Purchase 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§
| Weapon | TL | Range | Damage | Cost | Magazine | Traits |
|---|---|---|---|---|---|---|
| Unarmed strike | 0 | Melee | 1D | — | — | — |
| Iron mace | 1 | Melee | 2D | Cr20 | — | Smasher |
| Revolver | 5 | 30 m | 3D−3 | Cr150 | 6 | — |
| Sniper rifle | 8 | 500 m | 3D | Cr900 | 4 | Scope |
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).
| D66 | Trait | Effect |
|---|---|---|
| 11 | AP 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). |
| 12 | Artillery | Lobs 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. |
| 13 | Auto X | Three 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. |
| 14 | Blast X | On 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. |
| 15 | Bulky | Too much for a slight frame. Without a Strength Advantage, every attack with it is at Disadvantage. |
| 16 | Charge X | Spend X consecutive Significant Actions charging before it can fire. Interrupted charging bleeds away; start over. |
| 21 | Concussive | Trauma marks the Mental track (Shaken, then Broken) first, overflowing to Physical only once Mental is full. |
| 22 | Corrosive X | After a hit (trauma or not), reduce the target's armor by X until repaired. Cannot fall below 0. |
| 23 | Dangerous | At Effect −5 or worse, the weapon explodes: its damage strikes the wielder and it is wrecked. |
| 24 | Destructive | Built 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. |
| 25 | Disruptive | No trauma on living targets, but a hit meeting armor disables electronics, drones, vehicles, or guidance until repaired. |
| 26 | Entangle | On a hit the target is restrained, no movement until they break free with a Strength test (8+) or are cut loose. |
| 31 | Fire | Deals 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). |
| 32 | Loud | Anyone in earshot knows the shot's direction and rough distance; attempts to locate the shooter are at Advantage (mirror of Silent). |
| 33 | One Use | Spends itself entirely in one shot; useless afterward. |
| 34 | Precise | When you aim before firing, attacks are at Advantage. |
| 35 | Radiation | Compared 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. |
| 36 | Reach | Strike 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. |
| 41 | Reload | After firing, must be reloaded with a Significant Action before firing again. |
| 42 | Scope | Ignores the rule that attacks beyond 100 m are Extreme range, so long as you aim before firing. |
| 43 | Silent | Attempts to locate the source by sound are at Disadvantage; a faint report may simply not be pinned down. |
| 44 | Slow | Fires only every other round; the round after firing it cannot fire. |
| 45 | Smart | Self-steering rounds. Attacks are at Advantage. |
| 46 | Smasher | Cannot be parried — too much momentum. |
| 51 | Spread | At close range, Advantage; beyond short range, Disadvantage. |
| 52 | Stabilized | Ignore Disadvantage from firing while moving, from an unstable platform, or in low/zero gravity. |
| 53 | Stun | Never 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. |
| 54 | Subtle | Tests to conceal it on your person or smuggle it past a search are at Advantage. |
| 55 | Suppressive | Instead of attacking, suppress an area: every target in it must take cover or act at Disadvantage until your next turn. |
| 56 | Tethered | Works only while connected by its cable; range limited to the tether. A severed line silences it. |
| 61 | Toxin X | A 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. |
| 62 | Versatile | Functions as both a melee and ranged weapon, switching as part of an attack. |
| 63 | Very Bulky | As Bulky, but you must have a Strength Advantage even to use it at all. |
| 64 | Very Dangerous | At Effect −3 or worse, it explodes: damage strikes the wielder, weapon wrecked. |
| 65 | Wrecker | Against inanimate targets (doors, walls, machinery) treat armor as 0; against living targets, normal. |
| 66 | Zero-G | Fires 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:
| Field | What it means |
|---|---|
| TL | The lowest Technology Level at which it's made. |
| Armor | The bonus added against ordinary (kinetic, energy, melee) damage — written +X. |
| Radiation | The wearer's Radiation rating against the Radiation trait. An unprotected body is 0; only armor raises it, tracked separately from Armor. |
| Cost | Purchase 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§
| Armor | TL | Armor | Radiation | Cost |
|---|---|---|---|---|
| Flak jacket | 7 | +3 | 1 | Cr100 |
| Polycarbonite shell | 10 | +10 | 6 | Cr10,000 |
| Military power armor | 13 | +22 | 25 | Cr200,000 |
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.
| 2D6 | Trait | Min TL | Effect |
|---|---|---|---|
| 2 | Self-mending | 10 | Armor lost to Corrosive (or wear) is restored after a short rest, no repair needed. |
| 3 | Sealed | 6 | Airtight, 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. |
| 4 | Shield | 0 | Carried, 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. |
| 5–8 | No Trait | — | Plain protection — the most common result. |
| 9 | Cumbersome | 0 | Athletics and Sneaking at Disadvantage while worn. A drawback (discounts cost). |
| 10 | Concealable | 4 | Tests to notice it, or find it in a search, are at Disadvantage. |
| 11 | Hardened | 7 | Built for one punishing environment (heat, deep cold, corrosion). Shrugs off that narrative environmental damage; GM may grant Advantage on tests to endure it. |
| 12 | Powered | 12 | A 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.)
| D66 | Item | TL | Cost |
|---|---|---|---|
| 11 | Rucksack | 1 | Cr20 |
| 12 | Synthcord rope (20 m) | 3 | Cr20 |
| 13 | Chem lantern | 3 | Cr15 |
| 14 | Glow-strips (pack of 10) | 5 | Cr10 |
| 15 | Hand lamp | 6 | Cr25 |
| 16 | Multitool | 6 | Cr40 |
| 21 | Climbing kit | 6 | Cr150 |
| 22 | Rebreather mask | 7 | Cr120 |
| 23 | Filter canteen | 7 | Cr80 |
| 24 | Ration pack, 1 week (Nordvik) | 5 | Cr20 |
| 25 | First-aid kit | 7 | Cr100 |
| 26 | Thermal cloak | 6 | Cr60 |
| 31 | Oxygen bottle (6 hrs) | 7 | Cr100 |
| 32 | Mechanical toolkit | 6 | Cr300 |
| 33 | Electronics toolkit | 9 | Cr400 |
| 34 | Radiation dosimeter (Vantablack) | 8 | Cr90 |
| 35 | Vacc-suit patch kit | 8 | Cr120 |
| 36 | Comm earpiece | 8 | Cr150 |
| 41 | Binoculars (Pale Verge) | 7 | Cr80 |
| 42 | Low-light goggles (Pale Verge) | 9 | Cr400 |
| 43 | Hand computer / slate (Hakkō) | 9 | Cr300 |
| 44 | Wrist comp | 9 | Cr250 |
| 45 | Hand scanner | 9 | Cr600 |
| 46 | Locator beacon (Rajan Wayfind) | 9 | Cr120 |
| 51 | Portable power cell | 9 | Cr200 |
| 52 | Field stims (Korhonen) | 9 | Cr200 |
| 53 | Echolocation rig (Hollowsong) | 9 | Cr800 |
| 54 | Magnetic grapple launcher | 9 | Cr500 |
| 55 | Smart glasses / HUD (Pale Verge) | 10 | Cr500 |
| 56 | Translator module | 10 | Cr400 |
| 61 | Med-scanner (Korhonen) | 10 | Cr1,500 |
| 62 | Encrypted data-key | 10 | Cr300 |
| 63 | Magboots | 10 | Cr600 |
| 64 | Survey drone | 11 | Cr2,000 |
| 65 | Field cryo-revival kit (Yumeno) | 11 | Cr5,000 |
| 66 | Portable fabricator (Hakkō) | 12 | Cr12,000 |
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.
| D66 | Trinket | Description |
|---|---|---|
| 11 | Cryo-pod tag | Tarnished, stamped with a name and a wake-date long past. Not yours. |
| 12 | Jar of Wanderstar soil | Still faintly warm to the touch — or so you tell yourself. |
| 13 | A child's drawing of a sun | Crayon, on real paper. The artist had never seen one. |
| 14 | A glow-moth in a jar | It only wakes in true darkness. |
| 15 | A coin from a dead world | Currency of a hab that depressurized a century ago. |
| 16 | A four-colored braid | One strand for each people, they say. The knot won't come undone. |
| 21 | Cracked echolocation whistle | Blow it and feel, more than hear, the shape of the room. |
| 22 | A pressed flower | From the Mwangi Seedbank. Extinct in the wild for six thousand years. |
| 23 | A watch that runs backward | Keeps perfect time. Counting down to what, nobody knows. |
| 24 | A vial of "real Earth rain" | Probably tap water. You paid far too much for it. |
| 25 | A Sable Thresh-Ember medal | Wildly inauthentic. You love it anyway. |
| 26 | A frostbitten love letter | Recovered from a ballistic ark. The ink predates the Ejection. |
| 31 | A ration bar from your first voyage | Inedible. Sentimental. |
| 32 | A black stone that hums near drives | Sings a single clear note in jumpspace. |
| 33 | A fortune deck, three cards missing | The missing three are always the ones you mean to draw. |
| 34 | A holo-locket that won't open | A face flickers inside, too fast to recognize. |
| 35 | A defunct ark-crew patch | "WE RODE THE DARK." Threadbare. |
| 36 | A tin of luminous face-paint | Wanderborn courting custom. Glows for one night only. |
| 41 | A taxidermied "tunnel rat" | Six legs. The taxidermist plainly never saw a real one. |
| 42 | A key to nothing you own | Old, brass, heavy. It must open something. |
| 43 | A tin of bottlecaps | Forty-one brands, eleven of them long bankrupt. |
| 44 | A self-warming worry-stone | Of a make you can't place. Stops working when you need it most. |
| 45 | A recording of your name | You don't recognize the voice. It's the only file left on the chip. |
| 46 | A monogrammed handkerchief | The initials aren't yours; you've carried it so long they feel like family. |
| 51 | A pouch of teeth | Not human. A gift? A warning? You've never dared ask. |
| 52 | A telescope that only shows the Shore | Point it anywhere — you always see home. |
| 53 | A "GALAXY'S OKAYEST PILOT" mug | A gift. You've never flown anything. |
| 54 | A spool of endless thread | The bobbin's been "almost empty" for years. |
| 55 | A hand-cut metal star | Edges sharp enough to prove it was made with care, and a knife. |
| 56 | A droplet that won't melt | Sealed in resin. Said to be from the hull of the first ark. |
| 61 | A brass orrery, one planet missing | The empty orbit is a hyperbola. |
| 62 | A whistle only Companions can hear | Or so the Seeder who sold it to you swore. |
| 63 | A diary you can't decode | The cipher is in your own handwriting. You don't remember writing it. |
| 64 | A "lucky" blown fuse | It saved your life once. You're certain, though you can't say when. |
| 65 | A seed that rattles but won't sprout | Three botanists have given up. You keep watering it. |
| 66 | A scrap of fabric | It 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.
| D66 | Item | TL | Range | Damage / Protection | Cost | Mag | Traits |
|---|---|---|---|---|---|---|---|
| 11 | Wooden club | 0 | Melee | 1D | Cr5 | — | — |
| 12 | Knife / dagger | 1 | Melee | 1D | Cr10 | — | Subtle |
| 13 | Hatchet | 1 | Melee | 2D−2 | Cr15 | — | — |
| 14 | Iron mace | 1 | Melee | 2D | Cr20 | — | Smasher |
| 15 | Short sword | 2 | Melee | 2D | Cr50 | — | — |
| 16 | Longsword | 2 | Melee | 2D+2 | Cr120 | — | — |
| 21 | Battle axe | 2 | Melee | 2D+2 | Cr100 | — | Smasher |
| 22 | War hammer | 2 | Melee | 2D | Cr90 | — | Smasher, Bulky |
| 23 | Spear | 1 | Melee | 2D | Cr20 | — | Reach |
| 24 | Long pike | 2 | Melee | 2D | Cr40 | — | Reach, Very Bulky |
| 25 | Quarterstaff | 0 | Melee | 1D+2 | Cr5 | — | Reach |
| 26 | Whip | 1 | Melee | 1D | Cr15 | — | Reach, Entangle |
| 31 | Flail | 2 | Melee | 2D | Cr60 | — | Smasher |
| 32 | Greatsword | 3 | Melee | 3D | Cr300 | — | Bulky |
| 33 | Sledge maul | 1 | Melee | 3D | Cr30 | — | Smasher, Very Bulky |
| 34 | Brass knuckles | 2 | Melee | 1D+1 | Cr10 | — | Subtle |
| 35 | Sling | 0 | 30 m | 1D | Cr2 | — | — |
| 36 | Shortbow | 1 | 50 m | 2D | Cr40 | — | — |
| 41 | Longbow | 2 | 100 m | 2D+2 | Cr100 | — | Bulky |
| 42 | Light crossbow | 2 | 50 m | 2D | Cr80 | 1 | Reload, AP 1 |
| 43 | Heavy crossbow | 3 | 80 m | 3D | Cr150 | 1 | Reload, AP 1, Bulky |
| 44 | Blowgun | 0 | 10 m | 1D | Cr5 | — | Toxin 1 |
| 45 | Throwing knives (×3) | 1 | 10 m | 1D | Cr15 | — | — |
| 46 | Javelin | 1 | 20 m | 2D | Cr10 | — | — |
| 51 | Bola | 0 | 15 m | 1D | Cr8 | — | Entangle |
| 52 | Hunting net | 0 | 5 m | — | Cr10 | — | Entangle |
| 53 | Matchlock musket | 3 | 80 m | 3D | Cr200 | 1 | Reload, Slow, Loud |
| 54 | Flintlock pistol | 4 | 20 m | 2D+2 | Cr150 | 1 | Reload, Loud |
| 55 | Blunderbuss | 4 | 20 m | 3D | Cr180 | 1 | Spread, Reload, Loud |
| 56 | Black-powder bomb | 4 | 10 m | 2D | Cr40 | — | Blast 2, One Use, Loud |
| 61 | Incendiary flask | 2 | 10 m | 1D | Cr5 | — | Fire, One Use |
| 62 | Leather armor | 1 | Worn | Armor +1 | Cr30 | — | — |
| 63 | Chain mail | 2 | Worn | Armor +2 | Cr200 | — | Cumbersome |
| 64 | Plate armor | 3 | Worn | Armor +3 | Cr600 | — | Cumbersome |
| 65 | Wooden shield | 1 | Worn | Armor +1 | Cr15 | — | Shield |
| 66 | Iron shield | 2 | Worn | Armor +2 | Cr60 | — | Shield |
Modern Gear — TL 5–9§
Cartridge firearms through early energy weapons — the working kit of most of the Shore's frontier.
| D66 | Item | TL | Range | Damage / Protection | Cost | Mag | Traits |
|---|---|---|---|---|---|---|---|
| 11 | Combat knife | 5 | Melee | 2D | Cr60 | — | Subtle |
| 12 | Bayonet | 5 | Melee | 2D | Cr50 | — | Versatile |
| 13 | Machete | 5 | Melee | 2D | Cr40 | — | — |
| 14 | Stun baton | 7 | Melee | 2D | Cr200 | — | Stun |
| 15 | Monoblade | 9 | Melee | 3D | Cr1,200 | — | AP 2 |
| 16 | Powered chain-blade | 9 | Melee | 3D+3 | Cr2,000 | — | AP 1, Bulky |
| 21 | Revolver | 5 | 30 m | 3D−3 | Cr150 | 6 | — |
| 22 | Autopistol | 6 | 30 m | 3D−3 | Cr200 | 15 | — |
| 23 | Machine pistol | 7 | 30 m | 3D−3 | Cr400 | 20 | Auto 2 |
| 24 | Submachine gun | 7 | 50 m | 3D−3 | Cr500 | 30 | Auto 3 |
| 25 | Hunting rifle | 5 | 100 m | 3D | Cr250 | 5 | — |
| 26 | Carbine | 6 | 100 m | 3D | Cr400 | 20 | — |
| 31 | Assault rifle | 7 | 100 m | 3D | Cr700 | 30 | Auto 3 |
| 32 | Battle rifle | 8 | 100 m | 3D+3 | Cr1,000 | 20 | Scope |
| 33 | Sniper rifle | 8 | 500 m | 3D | Cr900 | 4 | Scope |
| 34 | Pump shotgun | 5 | 30 m | 4D | Cr300 | 6 | Spread, Reload |
| 35 | Combat shotgun | 7 | 30 m | 4D | Cr600 | 10 | Spread |
| 36 | Light machine gun | 7 | 100 m | 3D+3 | Cr2,000 | 100 | Auto 4, Bulky, Suppressive · Heavy |
| 41 | Heavy machine gun | 8 | 100 m | 4D | Cr5,000 | 100 | Auto 4, Very Bulky, Suppressive, Stabilized · Heavy |
| 42 | Grenade launcher | 7 | 100 m | (by round) | Cr1,500 | 6 | Blast 4, Artillery · Heavy |
| 43 | Rocket launcher | 7 | 200 m | 5D | Cr2,500 | 1 | Blast 4, AP 3, Scope · Heavy |
| 44 | Flamethrower | 6 | 15 m | 3D | Cr1,200 | 10 | Fire, Tethered · Heavy |
| 45 | Frag grenade | 6 | 15 m | 3D | Cr50 | — | Blast 3, One Use |
| 46 | Stun grenade | 7 | 10 m | 2D | Cr60 | — | Blast 3, Stun, One Use |
| 51 | Smoke grenade | 5 | — | — | Cr30 | — | One Use (concealment) |
| 52 | Incendiary grenade | 6 | 10 m | 2D | Cr70 | — | Fire, Blast 2, One Use |
| 53 | Gauss pistol | 9 | 50 m | 3D+3 | Cr1,500 | 20 | AP 3 |
| 54 | Gauss rifle | 9 | 100 m | 4D | Cr3,000 | 30 | AP 3, Auto 2, Scope |
| 55 | Laser pistol | 8 | 50 m | 3D | Cr2,000 | 20 | Charge 1 |
| 56 | Laser rifle | 9 | 100 m | 4D | Cr4,000 | 40 | Scope, Charge 1 |
| 61 | Ballistic vest | 6 | Worn | Armor +2 | Cr80 | — | — |
| 62 | Flak jacket | 7 | Worn | Armor +3, Rad 1 | Cr100 | — | — |
| 63 | Combat armor | 8 | Worn | Armor +5, Rad 3 | Cr2,000 | — | — |
| 64 | Vacc suit | 8 | Worn | Armor +2, Rad 4 | Cr3,000 | — | Sealed (vacuum-rated) |
| 65 | Hazard / rad suit | 7 | Worn | Armor +1, Rad 8 | Cr1,500 | — | Sealed |
| 66 | Riot shield | 6 | Worn | Armor +3 | Cr250 | — | Shield |
Advanced Gear — TL 10–12§
Shore-standard hardware, branded by the firms that make it (Chapter 34). Reskin the maker to fit your region.
| D66 | Item | TL | Range | Damage / Protection | Cost | Mag | Traits |
|---|---|---|---|---|---|---|---|
| 11 | Drozdov "Vityaz" gauss pistol | 10 | 50 m | 3D+3 | Cr3,000 | 24 | AP 3 |
| 12 | Drozdov gauss carbine | 11 | 100 m | 4D | Cr6,000 | 40 | AP 3, Auto 2 |
| 13 | Drozdov "Sleet" stunner | 10 | 30 m | 3D | Cr2,500 | 20 | Stun |
| 14 | Drozdov gauss sniper | 12 | 500 m | 4D+3 | Cr15,000 | 10 | AP 4, Scope, Stabilized · Heavy |
| 15 | Hakkō smart-pistol | 10 | 50 m | 3D+3 | Cr4,000 | 18 | Smart |
| 16 | Hakkō "Hornet" smartgun | 11 | 100 m | 4D | Cr9,000 | 40 | Smart, Auto 2 |
| 21 | Pale Verge marksman rifle | 11 | 500 m | 4D | Cr12,000 | 10 | Scope, Precise |
| 22 | Helios Vanguard plasma rifle | 12 | 100 m | 4D+3 | Cr20,000 | 20 | Fire, Bulky |
| 23 | Helios Vanguard "Bastion" plasma cannon | 12 | 150 m | 5D | Cr50,000 | 10 | Fire, Blast 3, Scope, Very Bulky, Tethered · Heavy |
| 24 | Helios Vanguard laser carbine | 11 | 100 m | 4D | Cr8,000 | 40 | Scope, Charge 1 |
| 25 | Greaves grenade launcher | 10 | 100 m | (by round) | Cr6,000 | 6 | Blast 4, Artillery · Heavy |
| 26 | Greaves breaching charge | 10 | 5 m | 5D | Cr800 | — | Blast 5, Wrecker, One Use |
| 31 | Greaves "Sunder" rocket | 11 | 300 m | 5D+3 | Cr10,000 | 1 | Blast 4, AP 4, Scope · Heavy |
| 32 | Hollowsong concussion projector | 11 | 30 m | 3D | Cr7,000 | 20 | Concussive, Stun |
| 33 | Umbral rad-lance | 12 | 50 m | 4D | Cr18,000 | 20 | Radiation, Tethered · Heavy |
| 34 | Mirelle & Vance monofilament whip | 12 | Melee | 4D | Cr16,000 | — | AP 4, Reach |
| 35 | Mirelle & Vance "Veil" holdout pistol | 11 | 30 m | 3D | Cr9,000 | 12 | Subtle, Smart |
| 36 | Dunmaren hard-light blade | 11 | Melee | 3D+3 | Cr10,000 | — | AP 2, Subtle |
| 41 | Kettle & Crane breaching maul | 10 | Melee | 4D+3 | Cr4,000 | — | Wrecker, Smasher, Very Bulky |
| 42 | Drozdov plasma SMG | 12 | 50 m | 4D | Cr14,000 | 30 | Auto 3, Fire |
| 43 | Helios grav-disruptor | 12 | 50 m | 3D+3 | Cr22,000 | 20 | Disruptive, Concussive |
| 44 | Hakkō "Wasp" micro-munition gun | 12 | 100 m | 3D+3 | Cr16,000 | 12 | Smart, Blast 2 |
| 45 | Pale Verge "Owl" optic carbine | 10 | 100 m | 3D+3 | Cr7,000 | 30 | Scope, Stabilized |
| 46 | Drozdov autopistol Mk-XII | 10 | 30 m | 3D | Cr2,500 | 24 | Auto 1 |
| 51 | Sabarmati smartweave vest | 10 | Worn | Armor +6, Rad 2 | Cr5,000 | — | Self-mending, Concealable |
| 52 | Polycarbonite shell | 10 | Worn | Armor +10, Rad 6 | Cr10,000 | — | — |
| 53 | Sabarmati "Carapace" pressure suit | 11 | Worn | Armor +8, Rad 8 | Cr12,000 | — | Sealed (vacuum-rated) |
| 54 | Cinderhall ablative plate | 11 | Worn | Armor +12, Rad 15 | Cr18,000 | — | Hardened |
| 55 | Helios Vanguard "Aegis" battle armor | 12 | Worn | Armor +15, Rad 12 | Cr40,000 | — | Sealed |
| 56 | Helios power-assist frame | 12 | Worn | Armor +17, Rad 14 | Cr60,000 | — | Powered |
| 61 | Mirelle & Vance dress armor | 11 | Worn | Armor +8, Rad 2 | Cr14,000 | — | Concealable |
| 62 | Dunmaren hard-light shield | 11 | Worn | Armor +5 | Cr8,000 | — | Shield (projected) |
| 63 | Korhonen injector spike | 10 | Melee | 2D | Cr3,500 | — | Toxin 2, Subtle |
| 64 | Drozdov "Hailstorm" flechette gun | 11 | 50 m | 3D+3 | Cr8,000 | 30 | Spread, AP 3 |
| 65 | Umbral thermal cutter | 10 | Melee | 3D+3 | Cr4,000 | — | AP 3, Wrecker |
| 66 | Helios Vanguard "Colossus" heavy laser | 12 | 250 m | 5D | Cr55,000 | 40 | Auto 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.)
| 1D6 | Provenance | TL (roll 1D3, capped at 15) |
|---|---|---|
| 1 | Salvage / backwater | TL 1–3 |
| 2 | Industrial world | TL 4–6 |
| 3 | Early-space frontier | TL 7–9 |
| 4 | Shore standard | TL 10–12 |
| 5 | Shore standard, late-model | TL 10–12 |
| 6 | Seeder core / military issue | TL 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§
| 1D6 | Item |
|---|---|
| 1–2 | Melee weapon |
| 3–4 | Ranged weapon |
| 5–6 | Armor |
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 Band | Damage range | Magazine range (ranged) | Cost range |
|---|---|---|---|
| TL 0–3 | 1D – 3D | single shot | Cr2 – Cr600 |
| TL 4–6 | 2D−3 – 4D | single shot – 30 | Cr40 – Cr3,000 |
| TL 7–9 | 2D – 5D | 4 – 100 | Cr60 – Cr5,000 |
| TL 10–12 | 2D – 5D+3 | 1 – 40 | Cr2,500 – Cr60,000 |
| TL 13–15 | 4D – 6D | up to 80 | Cr30,000 + |
A weapon class places the item inside that envelope and sets its handling. Roll 1D6 (or choose):
| 1D6 | Class | Skill | Handling |
|---|---|---|---|
| 1–2 | Light / sidearm | Ranged Weapons / Close Quarters | concealable, low recoil |
| 3–4 | Standard | Ranged Weapons / Close Quarters | the workhorse middle |
| 5–6 | Heavy | Heavy Weapons | needs 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 Band | Light (dmg / mag / Cr) | Standard (dmg / mag / Cr) | Heavy (dmg / mag / Cr) |
|---|---|---|---|
| TL 0–3 | 1D / 1 / Cr20 | 2D / 1 / Cr80 | 3D / 1 / Cr300 |
| TL 4–6 | 2D / 15 / Cr200 | 3D / 30 / Cr700 | 4D / 30 / Cr3,000 |
| TL 7–9 | 3D / 20 / Cr1,500 | 3D+3 / 30 / Cr3,000 | 4D / 100 / Cr5,000 |
| TL 10–12 | 3D+3 / 20 / Cr4,000 | 4D / 40 / Cr12,000 | 5D / 40 / Cr50,000 |
| TL 13–15 | 4D / 24 / Cr30,000 | 5D / 40 / Cr80,000 | 6D / 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 Band | Armor range | Radiation | Cost range |
|---|---|---|---|
| TL 0–3 | +1 – +3 | 0 | Cr15 – Cr600 |
| TL 4–6 | +1 – +3 | 0 – 1 | Cr60 – Cr300 |
| TL 7–9 | +1 – +6 | 1 – 8 | Cr80 – Cr3,000 |
| TL 10–12 | +5 – +17 | 2 – 15 | Cr5,000 – Cr60,000 |
| TL 13–15 | +18 – +30 | 20 – 35 | Cr200,000 – 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 Band | Light (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 Band | Beneficial cap | Re-rolls | Tiers Available |
|---|---|---|---|
| TL 0–3 (Primitive) | 2 | 0 | A |
| TL 4–6 (Industrial) | 2 | 1 | A–B |
| TL 7–9 (Stellar) | 3 | 1 | A–C |
| TL 10–12 (Interstellar) | 3 | 2 | A–D |
| TL 13–15 (Advanced) | 4 | 3 | A–D |
The tech tiers§
| Tier | Min TL | Traits |
|---|---|---|
| A | 0 | AP X, Bulky, Dangerous, Entangle, Fire, Loud, One Use, Reach, Reload, Slow, Smasher, Subtle, Toxin X, Versatile, Very Bulky, Very Dangerous |
| B | 4 | Artillery, Auto X, Blast X, Scope, Spread, Suppressive, Tethered |
| C | 7 | Charge X, Corrosive X, Destructive, Precise, Silent, Stabilized, Stun, Wrecker |
| D | 10 | Concussive, 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.
| Fit | Traits |
|---|---|
| Melee only | Reach, Smasher |
| Ranged only | Artillery, Auto X, Blast X, Charge X, Loud, Precise, Radiation, Reload, Scope, Silent, Smart, Spread, Stabilized, Suppressive, Tethered, Zero-G |
| Either | AP 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:
| 1D6 | Beneficial traits |
|---|---|
| 1 | none — a plain, honest weapon |
| 2–4 | one |
| 5 | two |
| 6 | fill 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:
- Check tier and fit. If above your TL's tiers or it doesn't fit, spend a re-roll or leave the slot empty.
- Drawbacks are free. A rolled (or chosen) drawback never uses a slot; keep as many as suit the weapon, each discounting cost.
- Duplicates. Re-roll them, or for a rated trait let the second result raise its X by 1.
- 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.
| 2D6 | Grade | Effect |
|---|---|---|
| 2 | Shoddy | Cost ×0.5. A weapon gains the Dangerous drawback; armor loses 1 Armor (min +0). |
| 3–5 | Crude | Cost ×0.75. |
| 6–9 | Standard | No change. |
| 10–11 | Fine | Cost ×1.5; +1 damage (weapon) or +1 Armor (armor). |
| 12 | Masterwork | Cost ×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.
| D66 | Edge, Fist & Haft (melee) | Sidearm & Rifle (ranged) | Heavy & Ordnance | Shell & Ward (armor) |
|---|---|---|---|---|
| 11 | Fang | Hornet | Siege | Aegis |
| 12 | Reaver | Wasp | Sunder | Carapace |
| 13 | Widow | Sleet | Avalanche | Bulwark |
| 14 | Thorn | Hail | Hammerfall | Redoubt |
| 15 | Cleaver | Viper | Maw | Ward |
| 16 | Sliver | Whisper | Thunderhead | Husk |
| 21 | Tusk | Quill | Breaker | Mantle |
| 22 | Sever | Sparrow | Wrath | Palisade |
| 23 | Notch | Mantis | Leveler | Rampart |
| 24 | Hook | Stinger | Tempest | Vault |
| 25 | Quietus | Needle | Juggernaut | Keep |
| 26 | Flense | Spit | Cataract | Cocoon |
| 31 | Snarl | Skein | Behemoth | Bastion |
| 32 | Marrow | Magpie | Ruin | Scute |
| 33 | Harrow | Adder | Devastator | Buckler |
| 34 | Bramble | Kestrel | Quake | Citadel |
| 35 | Nettle | Sidewinder | Mauler | Hauberk |
| 36 | Sable | Murmur | Overkill | Cuirass |
| 41 | Gutter | Lacewing | Brimstone | Sentinel |
| 42 | Talon | Scatter | Calamity | Warden |
| 43 | Shear | Harrier | Anvil | Aspis |
| 44 | Carve | Vesper | Rampage | Lorica |
| 45 | Verdict | Dart | Knell | Shieldwall |
| 46 | Grist | Gale | Colossus | Scale |
| 51 | Keen | Shrike | Maelstrom | Deepshell |
| 52 | Splinter | Pelter | Bombard | Haven |
| 53 | Barb | Lash | Havoc | Refuge |
| 54 | Frostbite | Carom | Scourge | Bunker |
| 55 | Hollow-Edge | Hush | Titan | Ironside |
| 56 | Cinder | Longshot | Onslaught | Stalwart |
| 61 | Whittle | Drift | Cataclysm | Cairn |
| 62 | Rend | Tally | Thunderclap | Wake |
| 63 | Coldsteel | Flicker | Vulcan | Bastille |
| 64 | Heartwood | Nighthawk | Firestorm | Stoic |
| 65 | Last Word | Crosswind | Demolisher | Last Stand |
| 66 | Threshold | Last Light | Long Dark | Ironwake |
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) | Style | Looks like |
|---|---|---|
| 1 — Salvage / backwater | a bare byname, often grim or ironic; no maker | the Widow · Rustfang |
| 2 — Industrial world | a works or town + plain model | Brannoch Works "Sleet" |
| 3 — Early-space frontier | a frontier outfit, or a Mark / number | Drift-Yard "Kestrel" · Pelter Mk II |
| 4–5 — Shore standard | a branded firm (Ch. 34, D66) + model | Hakkō "Hornet" smartgun |
| 6 — Seeder core / military | a Pattern / Type designation + model | Pattern-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 Fang → Gravefang. On a 66, drop the prefix entirely — just the [model].
| D66 | Prefix | D66 | Prefix | D66 | Prefix |
|---|---|---|---|---|---|
| 11 | Rust- | 31 | Dust- | 51 | Crow- |
| 12 | Scrap- | 32 | Cold- | 52 | Drift- |
| 13 | Ash- | 33 | Pale- | 53 | Mud- |
| 14 | Cinder- | 34 | Black- | 54 | Gut- |
| 15 | Salt- | 35 | Grime- | 55 | Old |
| 16 | Bone- | 36 | Rot- | 56 | Dead- |
| 21 | Grave- | 41 | Wrack- | 61 | Patch- |
| 22 | Hollow- | 42 | Ruin- | 62 | Kludge- |
| 23 | Tin- | 43 | Wreck- | 63 | Scour- |
| 24 | Soot- | 44 | Junk- | 64 | Wither- |
| 25 | Slag- | 45 | Gutter- | 65 | Grit- |
| 26 | Char- | 46 | Spite- | 66 | (none — "the [model]") |
Provenance 2 — Industrial works (D66)
The foundry or town that stamped it: [works] "[model]" [type].
| D66 | Works | D66 | Works | D66 | Works |
|---|---|---|---|---|---|
| 11 | Brannoch Works | 31 | Ferro Works | 51 | Tanaka Toolworks |
| 12 | Halloran Forge | 32 | Bjornsen Foundry | 52 | Reyes & Cobb |
| 13 | Vossberg Foundry | 33 | Quist & Lowe | 53 | Dorrance Mill |
| 14 | Okabe Toolworks | 34 | Marchetti Toolworks | 54 | Sokolov Metals |
| 15 | Pell & Sons | 35 | Underhill Mill | 55 | Achterberg Works |
| 16 | Drummond Mill | 36 | Saito Heavy | 56 | Lindholm Forge |
| 21 | Kasprzak Ironworks | 41 | Voronin Ironworks | 61 | Varga Ironworks |
| 22 | Adeyemi Fabrication | 42 | Eshet Fabrication | 62 | Osei Fabrication |
| 23 | Strand Yard | 43 | Gallagher Forge | 63 | Tully & Roe |
| 24 | Holt & Mauer | 44 | Mbeki Works | 64 | Nakashima Heavy |
| 25 | Calder Forge | 45 | Penrose Yard | 65 | Whitlock Yard |
| 26 | Niazi Metals | 46 | Halvorsen Foundry | 66 | Greel 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).
| D66 | Outfit | D66 | Outfit | D66 | Outfit |
|---|---|---|---|---|---|
| 11 | Drift-Yard | 31 | Far Tap Outfit | 51 | Coreside Gunsmiths |
| 12 | Coldwater Arms | 32 | Crosswind Arms | 52 | Brimstone Outfit |
| 13 | Tunnelhead Gunsmiths | 33 | Deadrock Gunworks | 53 | Tinker's Vow |
| 14 | Three Rocks Outfit | 34 | Lantern Co-op | 54 | Frost Yard |
| 15 | Longhaul Co-op | 35 | Driftwood & Co | 55 | Hardpan Arms |
| 16 | Spindle Works | 36 | Gravewater Salvage | 56 | Wayside Works |
| 21 | Verge Salvage & Arms | 41 | Ninth Shaft Arms | 61 | Cinder Run Outfit |
| 22 | Backwater Forge | 42 | Pale Run Outfit | 62 | Stray Dog Arms |
| 23 | Redline Repair | 43 | Boltdown Works | 63 | Mudflat Munitions |
| 24 | Outermark Munitions | 44 | Scrapline Munitions | 64 | Echo Shaft Co-op |
| 25 | Hollow Crew Arms | 45 | Last Light Arms | 65 | Vagrant Forge |
| 26 | Saltpan Smithy | 46 | Underhaul Co-op | 66 | No-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).
| 1D6 | Designator |
|---|---|
| 1 | Pattern |
| 2 | Type |
| 3 | Mark |
| 4 | Model |
| 5 | Series |
| 6 | Issue |
Worked example§
Rolling up a find on a Shore-standard world.
- TL — Provenance 4 (Shore standard); 1D3 = 3 → TL 12.
- Type — 1D6 = 3 → ranged weapon.
- Build — class 1D6 = 6 → Heavy. TL 10–12 Heavy → damage 5D, magazine 40, base cost Cr50,000, Heavy Weapons.
- 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).
- Grade — 2D6 = 9, re-roll at TL 12 → 11 → Fine: cost ×1.5, +1 damage → 5D+1.
- Cost — Cr50,000 (Heavy base) × 1.5 (Fine) × 1.5 (Smart) × 1.5 (Blast) × 0.75 (Dangerous) ≈ Cr125,000.
- 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.