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Ancient Technology

The technology in this section is reserved for the GM to add at his option into the campaign. It could be rare new prototypes, advanced alien technology, or found on derelicts from an ancient civilization.

These are all extremely powerful devices, and as such have no price tag on them „ finding them should probably be an adventure in itself.

Jump Drive:

Jump Gate:

Teleporters: A vehicle fitted with teleporters can instantaneously move creatures and objects from one location to another. The object must start and finish its teleport within one hundred squares of the ship's scale. Using the teleporters takes a 4SA from the ECO on the vehicle. Activating the teleporters costs 1 pp, and can transport an object up two two scales smaller than the vehicle, or four objects three scales smaller, sixteen objects three scales smaller, and so on.

Objects cannot be teleported through shields. A vehicle must be able to detect the object with some type of sensors to be able to teleport it, which could be radar, eyes of the world, or even just triangulating a cell phone or radio signal.

If you try to transport a vehicle, the ECO onboard can make an opposed computers check with you as an immediate action. If he succeeds, the ship is not transported.

Activation: ECO's 4SA

Mass: 200 kg

Zero Point Power Plant:

  Fuel: none

  Power Points: 100

Recharge Rate: 25 points/round

  Explosion: none

Displacer

Inertial Dampeners: The pilot onboard a vehicle with inertial dampeners can activate them as a 2SA. This drains 1 pp from the ship. This allows the vehicle to ignore the normal vehicle movement restrictions preventing it from entering the square it just left, like the Jackrabbit technique.

  Note: If you are playing with the newtonian physics optional rule, this instead allows you to move the ghost token one square closer to you for every 1pp that you use.

Activation: Pilot's 2SA

Mass: 250 kg

Charge Crystals: Charge crystals are extremely powerful capacitors. When added to a weapon, shields, or engines, they decrease the DC to overcharge or hypercharge the device by 8 points, and the device never overheats for any reason. Modifying a device to use a charge crystal takes a DC 10 Mechanics check and 1d6 hours. Afterwards, the crystal can be easily added and removed from the device as a 4SA.

When combined with a Charge Circuit on a weapon, it gains an additional function. The weapon now may be charged twice (once it is already charged, it can charge up again) for a total of +4 damage and +2 scale blast (plasma only). Plasma weapons drain sixteen rounds.

Charge crystals are built at a specific scale, although they can be plugged into weapons up to two scales larger or smaller than the scale they were built at.

Mass: 1 kg S

Hyper Electronic Warfare:  

Eye of the World: A ship with the Eye of the World can see with a -1 penalty every 100 km, and ignores Stealth and concealment. The Eye of the World can see invisible things, and grants a +5 modifier to the ECO€s observe checks using Computers. The Eye of the World can see objects on Æther while in realspace, and objects in realspace while on Æther.

Activation: Passive

Mass: 100 kg

Phlebonite Plating: Durability 20

Mass: Same as steel

Mind/Machine Interface:  This extremely advanced device allows a crewmember to almost become a part of the vehicle. He 'sees' through cameras and sensors on the vehicle and feels everything the vehicle touches.  When the character makes a skill check in the vehicle, he does not follow the usual rules of using Pilot or the normal skill, whichever is lower. Instead, the character uses the relevant skill. Characters using a Mind/Machine interface also get +2 to Pilot checks.

Activation: Passive

Mass: 2 kg

Solar sails!

Longevity vaccine

Heads up displays

Brain-computer interface: no pilot skill and instant knowledge, and pseudo telepathy, never forget anything. Lets humans to act like an AI.

Spy nanites! And nanites in general

Little floating robot bodyguards. Security robots. Can project a personal shield, can fight enemies, record everything

Chameleon Device: This highly versatile, advanced weapon weighs 1 kg at scale 0, but can be found in other scales. The mass increases accordingly.  The chameleon weapon can …absorb€ other weapons that it touches. This takes a 1s action to activate, but the chameleon device cannot be used for the next 2d6 seconds while it scans and processes the targeted weapon. The targeted weapon can be of any type and of any scale (from a rusty bronze spear in a museum to a space dreadnaught€s main plasma battery). The targeted weapon is unharmed by this process. If the targeted weapon is broken, a derelict, or otherwise non-functional, there is only a 50% chance that a Chameleon Device can absorb it. This roll cannot be rerolled unless the weapon in question is repaired.

Chameleon weapons can then mimic any absorbed weapons. It takes a 1s action to toggle between different weapon types (or a 0SA with Combat Arts: Rapid Reload or a similar ability). Mimicked weapons are scaled up or down to the scale of the Chameleon Device. Exactly how the Chameleon Device mimics the weapon varies based on how the device is made  some might project a force field in the shape of a mimicked blade, others might be made of nanites that rearrange themselves to match the weapon, etc..

Instead of absorbing a whole weapon, the device can instead mimic only a function of it. Choose one or more modifications the weapon has. You can apply those same modifications to any or all weapons the Chameleon Device has absorbed, as long as they could normally be built with them. So, for example, a character owning a Chameleon device with an absorbed battleaxe and laser rifle wants to steal the autofire modification from an assault rifle. The modification could be applied to the laser rifle, but not the battleaxe. A Chameleon Device mimicking a weapon requires the same effort from the wielder as using the actual weapon.

A Chameleon Device can mimic up to 10 different weapons. Removing a weapon from its arsenal takes a 1s action (or 0SA with Rapid Reload)


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