House Rules
Optional Rules- Any optional rules not mentioned in this document are not in use, this can change
upon request.
Dodge and Parry- Parry used, dodge not used
Called Shot- A regular attack where the armor as a penalty to hit table is used to bypass the soak of
armor. May not be used with weapons which posses the following aspects, Stun, Blast X, Weak Armor
Penetration
Vision
• Low Light Vision- Allows the user to see in dim conditions as if they were brightly lit
• IR Imaging- Allows the user to see variances in heat when making a Recon check roll with
advantage when attempting to spot an object with a significant temperature variance from it’s
environment. Roll recon at disadvantage if there is no significant temperature variance.
Stunned- If an actor is stunned, and they receive another hit from a stun weapon, the actor rolls an
opposed END Roll, against the shot, if their effect is negative, they take that effect+damage rolled as
lifeblood damage, in addition, they add the effect of their failure to their stunned time, if they pass the
opposed roll, they add 1d6-END Mod to their stunned time but take no damage.
Mortal Wounds- For the sake of narrative, if you are mortally wounded, you will roll on the Radical
Measures table immediately Pg. 86, There is no mechanical effect to this, getting proper medical
treatment will prevent you from suffering the long term effects.
Homebrew- Do not view items in the book as the full extent of content within the world. If you wish to
add something to the game, DM me and we can create it together, NPC’s may occasionally possess
items not present in the rulebook as well.
Personal Agenda- An optional roleplay aid that you can use to develop your character and the story
1. Your agenda has to be OK’d by me, the GM
2. Your agenda can be changed between sessions, just DM me if you would like to change it
3. After completing an agenda, you must complete two substantially distinct agendas before being
able to choose a similar agenda again(This is an anti-cheese mechanic to make sure that
agendas are dramatic and challenging)
4. Your agenda is top secret, mentioning to other players out of character voids the rewards, In
character it’s ok to cooperate to achieve your agenda
5. Your agenda should match your characters personality
6. Achieving an agenda rewards 1xp in addition to the xp you earn for the session
Ex. Agendas,(turn two characters against each other by manipulation, succeed in getting away with
an elaborate and beneficial lie, Discover a new form of alien life, Kill a new form of alien life, Make a
new contact[specific], Get revenge against an annoying passenger by carrying out an elaborate and
dastardly prank, Convert someone to your religion, impress an employer by going above and beyond
what is ask of you[increasing favor]) The list goes on and on there are near endless possibilities.
Camaraderie- NPC Crew do not gain xp however they can be enhanced through the Camaraderie
system. In addition to your Personal agenda, you may choose any NPC crew member to attempt to
build camaraderie with them. Upon making this choice, the following consequences occur.
1. The start of the scene is triggered when a player character makes contact with the NPC during
play.
2. The NPC will divulge some background information about themselves, as well as some
unresolved issue they have that they cannot solve without the help of the PCs
3. In order to receive the benefits of the Camaraderie, the NPC must play a role in solving the
problem.
4. All PC’s may take part in the resolution, however the NPC may only benefit from the Initiator
PC.
5. Each PC may only have one ongoing Camaraderie arc at a time.
6. Upon a good resolution the NPC receives the following at the Initiator PC’s choosing.
◦ Three skills to level 1, the skills picked must be from the skills that the Initiator PC has at
level 1
◦ The NPCs primary crew skill increases by 1
◦ The NPC gains 1 trait that they are eligible for.
Equipment Clarifications and Adjustments and additions
Effects
EMP- Add to all EMP type weapons, EMP disables all electronic devices in their
area of effect, and drains all batteries. Batteries must be charged or replaced and the
devices must be rebooted, this rebooting takes 10 minutes.
Weapons
Hidden Knife(TL8)- A knife that is disguised to be any kind of small handheld
object Cost Cr.30 Damage 1D
Tangler(TL12)- Rebalance The Tanlger now has the Blast 5 aspect, it also uses the
grenade deviation rolls with the result doubled for missed shots, the STR12+ roll to
escape is now an Athletics/Str12+ Roll, each attempt uses an action, additionally, if
you are wielding an edged weapon, you receive a +2DM
Bomb Vest(TL7)- Bomb vest, any kind of grenade type can be loaded into the vest,
detonating the vest can be done with an action. Cost 500Cr
Land Mine(TL7)- Any kind of grenade type can be loaded into the mine,
depending on the tech level different kinds of triggers may be used, the default is
either pressure plate or magnetic at TL8 Friend or foe safeties are added and operate
off programmed RFID chips. In addition a third type of trigger, thermal can be
added, and the range for detection can be set at TL10 the mine now possesses a
smart AI that can be connected to cameras to allow the mine to use facial
recognition as a trigger type. Spotting a Mine is Recon/INT vs Demolitions/INT
Cost TL7 Cr.50 TL8 Cr.1000 TL10 Cr.10000
Big Game Hunting Laser(TL9)- The most gentlemanly way to kill big game firing
5 high power lasers all at once. Cost Cr10000 Range 300/500 DMG 6D Mag 1
Ammo Cr1500 Aspects Laser, Bulky
Neural Whip(TL9)- Rebalance END Save reduced from +10 to +8, At the start of
the incapacitated characters turn they may make an END save +6 to recover from
the effect as an action. This action may not be done more than one time in a turn.
Drugs
Perseverance(TL12)- Perseverance is a powerful painkiller that does not
immediately sedate the user in any way. If the stim is injected the negative DM’s of
wounds are reduced by +1, the drug is effective for 1d6+END+Mod minutes, after
which your negative Wound DM’s Are doubled for 1d6+END-Mod hours, Cr500
Non-Stop(TL10)- Non stop supercharges your body and makes takes away your
feeling of fatigue it was originally used illegally by athletes especially boxers, it is a
dangerous and illegal drug. When this drug is injected restore 1d6 Stamina. After 1
hour, take 1d6 lifeblood damage.
Ro-Blockers(TL13)- Prevents the effects of all poisons for 24 hours the poison lays
dormant until the time runs out or until an anti venom is applied. Cr1000
Sleuth(TL14)- This pill enhances the senses making them hyper alert, roll
advantage on recon, investigation. The effect lasts for 10 minutes Cr1000
Abyss Snake Venom(TL0)- The street name comes from the name of a rare
limbless reptile creature from Locris which cruelly robs the eyes of the vision of
their great star, however this poison can be from any creature who has a similar
quality. The poison takes effect in 1d6-END Modx6 seconds, once the blindness
will become permanent if an anti-venom is not applied within 3 hours. Cr.3000
Heart Stopper(TL7)- This poison is a concoction of deadly drugs which are
capable of quickly killing a person. Throw a difficulty 6+ END test, if you pass take
1D6 damage-effect. If you fail, take 1d6 damage per negative effect. Cr.4000
Item Mods
EMP-Protection-(TL14) This upgrade forms a protective bubble around an
Electronic Device Cr.Device cost+200%
Weapon Mods
Bipod-(TL4) can be equipped on any Projectile weapon, you can deploy it by using
an aim action as long as you have a surface to place it. It increases the maximum
DM Bonus you can get from aim from a +3DM to a +4DM as well as increases the
time you can be in overwatch from a number of rounds equal to your END score, to
a number of minutes equal to your END score.
Tripod-(TL4) Same as on page 75 but with the following additions, The tripod
provides the same advantages as the Bipod mentioned above, the tripod also
increases the auto characteristic of a weapon with auto by 1,
Tripod-(TL7) An upgraded version of the tripod, this tripod has been fitted with a
remote control and firing system that can be interfaced with remotely from a
datacomp. Cost Cr1500
Flashlight Mount-(TL7) Allows a flashlight to be mounted to any weapon Cr5
L-Power pack Plus-(TL13) An upgrade designed for the out of date laser weapons
to cheaply upgrade them more modern standards. Adds Auto 2 Aspect, reduces
magazine capacity by half. Cr.Ammo cost+50% Available for the following
weapons: Laser pistol, Laser Rifle
Scatter Nozzle-(TL12)- A muzzle brake that can be put on a laser weapon, no
matter what weapon you put it on, its range becomes (20/40) and it gains the
scattergun, and weak armor penetration aspects. Cr.10000 Available for the
following weapons: Laser Pistol, Laser Rifle, Blaster Pistol, Blaster Rifle,
Poison Reservoir- Allows for three doses of a poison to be stored in the hilt of a
melee weapon upon hitting a target you can spend an action to press the inject
button which injects 1 dose of the poison Cost Cr Weapon cost+200% Available for
the following weapons: Dagger, Spear,
EMP-Protection-(TL14) This upgrade forms a protective bubble around a weapon
When this upgrade is purchased, it comes with EMP-Protection modules to fit 6
batteries for that weapon as well. Cr.40000
Armor Mods
Thermal dampening-(TL13) This modification hides the thermal signature of the
wearer. In the case of armors that do not cover the whole body, thermal dampening
clothes are included in the pricing. When moving from one area to another the
dampening takes 1 minute per 10 degrees C to become effective again. Cr Armor
cost+20%, if power armor Cost+50% If bought for a vehicle pay Kr10 per ton.
Ammo
Holo Point bullet- Roll Damage at Advantage. Gives the weapon the Weak armor
penetration rule at all ranges Cr.Ammo cost+50% Available for the following
weapons: Auto Pistol, Stealth Pistol, Revolver, Sub-Machine Gun
Armor Piercing bullet- reduce the armor soak of an armor by 4, if used with a
called shot and the target is wearing armor that gives you a negative DM to hit,
reduce that penalty by +1 Cr. Ammo Cost+75% Available for the following
weapons: Rifle, Assault Rifle, Pulse Rifle, Gauss Pistol, Gauss Rifle,
Exploding Slug- Removes the Scatter and Weak penetration rules, Adds Blast 1 Cr.
Ammo cost 150% Available for the following weapons: Revolver, Shotgun, Gyrojet
Pistol, Gyrojet Rifle,
Grenade Arrow- Allows the attachment of any kind of grenade to an arrow Cr.25
Available for the following weapons: Bow
HEDP Bullet- Change the aspects of the Assault gun to Blast 2, 1AV Hit Cost. Cr60
Equipment
Exoskeleton-(TL8) add calculate encumbrance as if STR was 4 higher this
equipment cannot be used with cyberlegs. If they are hit with EMP, As a safety
feature the exoskeleton can be violently removed in a single action, putting the
Exoskeleton back together costs electronic components equal to 5% of the cost of
the exoskeleton.
LED Flashlight-(TL7) The upgraded TL11 version can also emit an IR light. IR
light allows someone using low light vision to see in pitch black as if it was brightly
lit. It also allows someone using IR Vision to roll recon rolls to negate disadvantage.
These effects are only in effect inside of the cone of the flashlight, IR light cannot
be seen by the naked eye
Bio-monitor-(TL12) a belt that can be worn around any major artery under the
clothes, it tracks the health of the wearer, and can detect injury, poison, radiation,
drugs, and disease. Cr.500
Auto Injector-(TL12) An injector that can hold up to 3 syringes, by using an action
to press a button you can select what drug you would like to administer to yourself,
alternatively if you are also wearing a Bio monitor you can sync the devices
together and run it in auto mode, the injector will automatically inject the needed
drug. Cr.1000
Encumbrance
Small Arms Ammo All small arms ammo are considered minor items for the sake
of calculating encumbrance, unless you exceed the following values
All other Weapons: 6 Magazines
Bow or crossbow:20 arrows or bolts
Light machine gun: 2 Belts
Tangler: 1 Shot
Grenade Weight Unless it says otherwise in the book grenades are minor items for
the sake of calculating encumbrance unless you exceed a total of 3 grenades
Gunnery Weapon Magazine capacity and Ammo Costs
Anti-Tank Missile System: Capacity 1, cost Cr500
Auto cannon: Capacity 300 Cost Kr6
Cannon, Light: Capacity 1 Cost Cr300
Cannon, Heavy: Capacity 1 Cost Cr600
Cannon, Advanced: Capacity 1 Cost Cr 900
Laser Cannon: Capacity 1, Kr1.5 Rechargeable
Advanced laser Cannon: Capacity 1, Kr1.5 Rechargeable
Rail Gun: Capacity 1, Cr50
Cybernetics
A-Grade
Biomonitor-(TL12)- it tracks the health of the wearer, and can detect injury,
poison, radiation, drugs, and disease. Cr.5000
B-Grade
Bimini Implant-(TL13) This extra organ supplies protects your chromosomes to
enable healthy cell regeneration. Cr1000 Per attribute point regained from aging,
you must purchase this implant for each term that you age. Up to two Bimini
Implants can be installed in one person, any more and there is no additional benefit.
C-Grade
Advanced cyberarms (TL9) The damage bonus that applies to internal blades also
applies to held weapons,
R-Grade
Traits
Ambidextrous Combatant: Pre-requisites Guncombat 1 and melee combat 1
The character can draw two one handed weapons with a single action.