TEXT: GCP
  GCP
  Guild Companion
  Publications Ltd
  Guild Companion
  Publications Ltd
  GCP-HARP-1002
  By Nicholas HM Caldwell
  
  HARP SF
   Xtreme 
  By
  Nicholas HM Caldwell
  Credits
  Written and Designed by: Nicholas HM Caldwell
  Playtesters: David “Agent Hamilton” Bate, Jason “Reegus Raalter” Buchanan, 
  Richard “Maelstrom” Buller, Quinton “Seraph” Carroll, Jonathan Dale, Andrew “Harry 
  Thornhill” Davies, Matt “Karl Jung” Fitzgerald, Keith “Sergeant Latham” Grainge, Jesse 
  Hall, Tobias “John Ainadan” Haase, Rick “Dutch” Hansen, Monte Iafrate, Thom “Ryan 
  DeWitt” Jones, Chris Jowett, Brent Knorr, John Lees, Cory Magel, Allen “Phill” Maher, 
  Bruce “MadMax” Meyer, Jay Moran, Olivier Morelle, Marian “Ansree Rimmer” Münch, 
  Andrew “Gustav the Rat” Mussell, Kristoffer “The Frying Dutchman” Nymark, Dave 
  “Alice Weaver” Prince, Timo “Tiberius Khan” Richter, Andrew Ridgway, Aaron Smalley, 
  Marc “John Wu” Staubitz, Christoph “Thather a Hainu” Stein, Mark “Doctor Octavius 
  Gribble” Southwold, Philippe “Prescott Harland” Vialette, Stephen “Dack” Watts
  Beta testers:  Mark D Carlson, Rodrigo Garcia Carmona, Mikkel Glaring, gonther, 
  Juergen “Mungo” Grabenhofer, Harald Koch, Lord Damian, Audun Gabriel Løvlie, Mike 
  “Lazarus” MacMartin, Chris Niziol, Michael Petrea, pork, rad42, Marc “LordMiller” 
  Rosen, Thos, Joni Virolainen, Sam Orton
  Special Contributions: Tim Dugger and Heike Kubasch
  Special Artistic Contribution: Craig John
  Final Editing & Proofreading: Marc Rosen and Thom Jones
  Interior Artwork: Maria Duffield, Rick Hansen, Joel Lovell
  Cover Artwork: Joel Lovell
  Layout, Pagemaking and Production: Craig John
  Director of Guild Companion Publications Ltd: Nicholas HM Caldwell
  Copyright © 2011 Aurigas Aldebaron 
  LLC. Produced, published and distributed 
  by Guild Companion Publications Ltd. 
  All rights reserved. Purchasers of the 
  pdf version of this product are entitled 
  to print one copy from the pdf for 
  personal use. Print editions are also 
  produced through OneBookShelf. All 
  other reproduction, re-selling, and re-
  distribution of this work are strictly and 
  expressly forbidden without written 
  permission from Guild Companion 
  Publications Ltd.
  Iron Crown Enterprises, I.C.E., ICE, HARP, 
  HARP SF, and all products related thereto, 
  are all trademark and copyright © 
  properties of Aurigas  Aldebaron LLC, 
  Charlottesville, Virginia 22902 USA. All 
  rights reserved. Material derived from 
  HARP and associated products is used in 
  this product  under license from Aurigas 
  Aldebaron.
  Guild Companion Publications Ltd is 
  registered in England and Wales under 
  No 7094505. Registered office: 77 
  Speedwell Close, Cambridge CB1 9YS
  
  Contents
  0 Introduction 
  5
  1 Vehicles 
  6
  When is a Vehicle Maneuver Needed? 
  6
  Vehicle Skills and Maneuvers 
  6
  Natural Hazards and Crashes 
  9
  Flight and Pursuit 
  10
  Slower Than Light Travel 
  11
  Sub-Light Travel Times and Speed Tables 
  12
  Faster Than Light Travel   
  13
  Transport and Vehicles 
  21
  Vehicle Weaponry 
  40
  2 Vehicle Combat 
  45
  About Vehicle Combat 
  45
  Vehicle Combat Definitions 
  45
  Vehicle Combat Resolution 
  46
  Vehicle Initiative Modifiers 
  46
  Supporting Maneuvers 
  48
  Resolving Gunnery 
  49
  Range Modifiers 
  50
  Combat Example - Part One  
  52
  Combat Example - Part Two 
  56
  Linked-fire Systems 
  57
  Weapon Batteries 
  57
  Extended Weapon Batteries and Countermeasures 
  58
  Fighting in Formation 
  59
  Vehicle Weapon Sizes 
  59
  Vehicle Damage Caps 
  60
  Fumble Table 
  60
  Reading the Vehicle Critical Tables 
  60
  Personal, Vehicular and Capital-Class Vehicular Combat 
  65
  Personal Weapons Versus Vehicular and Capital-Class 
  Vehicular Weapons 
  65
  Fighting Inside and From Vehicles 
  67
  3 Cyberware 
  69
  Cyber Compatibility 
  69
  Installing Cyberware  
  69
  Using Cyberware 
  70
  Cyberware Power 
  71
  Cyberware Damage 
  71
  Cyberware Repair 
  73
  Upgrading and Removing Cyberware 
  73
  Cyberware Devices 
  74
  4 Electronic Characters 
  83
  Electronic Characters: Virtual Persons and AIs 
  83
  Creating a Virtual Character 
  83
  Virtual Characters: Stats, Skills, and Talents 
  84
  Creating AI Characters 
  86
  Electronic Character Development 
  88
  Life in Cyberspace 
  88
  Downloading Back Into Reality 
  90
  Electromagnetic Hazards 
  90
  Mobile Personality Storage Units 
  91
  Character Transmission 
  91
  Robots 
  92
  Creating Robot Characters 
  92
  Robotic Talents 
  94
  Robotic Character Development 
  104
  Robot Maintenance, Hazards and Repair 
  105
  Example Robots 
  108
  Robotic Critical Tables   
  113
  The Maneuver Table 
  119
  5 Index 
  120
  4
   
  
  Introduction
  Welcome to HARP SF Xtreme! This book is the second core rulebook of HARP SF, the 
  science fiction role-playing game. HARP SF Xtreme expands the HARP SF rules set 
  to cover vehicles, vehicular combat, robots and new character options. 
  1
  1 HARP SF Xtreme and HARP SF
  The original HARP SF manuscript was a large book; the efforts of 
  the alpha playtesters and the public betatest made it an even better 
  and larger book. It had become too large a book for it to be sensible 
  for Guild Companion Publications to publish it as a single volume, 
  especially as a print edition. Thus the manuscript has been split 
  into two volumes. This volume has a comprehensive collection 
  of vehicles, spacecraft, vehicle combat rules for use on planets 
  and in space, nano and cybertechnologies to upgrade humans 
  and aliens, and character creation rules for robots and artificial 
  intelligences. The first volume contains the character creation 
  rules for human and alien characters, equipment, personal combat 
  rules, adventuring rulings and guidance, psionics, information on 
  the Tintamar setting, and a chapter of campaign suggestions and 
  advice for the System Operator. If you do not already have HARP 
  SF, then buy a copy now!
  1
  1 Designer Notes
  I would like to thank Alison Mitchell for her efforts in locating 
  obscure science-fiction novels and assisting my research.
  This book has benefited greatly from the comments and critiques 
  of my elite playtesters, most especially David Bate, Quinton Carroll, 
  Jonathan Dale, Andrew Davies, Matt Fitzgerald, Keith Grainge, 
  Jesse Hall, Monte Iafrate, Chris Jowett, Brent Knorr, John Lees, 
  Dave Prince, Andrew Ridgway, Aaron Smalley, Marc Staubitz, 
  and Stephen Watts. Thanks also to Dave Cheever for his excellent 
  original starship deck plans which have been redrawn by Craig 
  John and Joel Lovell for print quality, to the community on the ICE 
  forums for planet names, and to everyone who participated in the 
  public beta playtesting and contributed feedback.
  And finally, I would like to humbly thank just a few of the world’s 
  finest science fiction writers for entertaining and inspiring me – 
  Poul Anderson, Isaac Asimov, Marion Zimmer Bradley, Sir Arthur 
  C. Clarke, Gordon R. Dickson, Alan Dean Foster, Simon R. Green, 
  Peter F. Hamilton, Robert A. Heinlein, Frank Herbert, Richard 
  Morgan, Linda Nagata, Larry Niven, Jerry Pournelle, E.E. “Doc” 
  Smith, Brian Stableford, Jack Vance, and David Weber.  
  5
   
  
  Vehicles
   Exploring new worlds, contacting hitherto undiscovered alien civilizations, and 
  seeing the universe are fundamental to the larger-than-life exploits of many futuristic 
  heroes. Getting out there and getting back can be adventures in themselves. 
  When is a Vehicle 
  Maneuver Needed?
  While a brisk walk is good for the health, and riding beasts capture 
  the true spirit of the great outdoors, vehicles win out every time for 
  long-distance and rapid travel. Getting safely from point A to point 
  B is not a guaranteed outcome, whether the journey is cruising 
  down a river or an interstellar voyage from Sol to Tau Ceti. It is 
  always a test of the driver or pilot’s skill. 
  However, it is neither necessary nor exciting to require maneuver 
  rolls for every journey. Driving down to the local shopping mall 
  to buy some groceries is not normally a task of high drama. If 
  the player has indicated the character’s intention to drive there at 
  high speed in atrocious weather conditions, then a dice roll is in 
  order – maybe the character has more skill than common sense. 
  Certain tasks, such as aircraft takeoff and landing, should normally 
  be rolled as these are inherently risky. Space travel is never routine 
  and maneuver rolls should always be required for docking, landing, 
  takeoff, and hyperspace jumps.
  For land, sea, and air, a vehicle maneuver roll should be made once 
  per hour to determine how far the vehicle has actually traveled, and 
  whether the vehicle has had a mishap (such as a malfunction or a 
  collision). SysOps may only require that a maneuver be made once 
  per day if the journey is particularly long, the terrain is relatively 
  constant, and the nature of the trip is not hazardous. For travel in 
  normal space, the SysOp should normally insist on a maneuver 
  roll once per hour in crowded areas of space (the Earth-Moon 
  system, the Asteroid Belt, and Jupiter’s Trojan points would count 
  as “crowded” regions), but a maneuver roll once per day would be 
  sufficient in clear space (e.g. the solar system beyond Jupiter except 
  close to the outer gas giants and their satellites).
  1
  1 Tintamar Knowledge Base: No 
  Maneuver Rolls in Hyperspace
  No vehicle maneuver rolls are necessary once a starship has 
  successfully entered hyperspace. The critical maneuver is made as 
  the starship prepares to enter hyperspace.
  Vehicle Skills 
  and Maneuvers
  The relevant skills for these maneuvers are Driving for all land 
  vehicles, Marine Pilot for all powered surface and submarine 
  vessels, Air Pilot for all aircraft and spacecraft maneuvering 
  within an atmosphere, and Space Pilot for all spacecraft outside an 
  atmosphere.
  The driver/pilot chooses his intended speed (from zero to the 
  vehicle’s maximum velocity), and then a d100 open-ended roll is 
  made, adding the character’s appropriate driving/piloting skill, 
  and applying all applicable modifiers from the Vehicle Maneuver 
  Chart (see below). The result of this maneuver is looked up on the 
  Percentage column of the Maneuver Table. If the result is a Fumble, 
  then a Vehicle Fumble should be rolled. If the result is a Failure, 
  then the SysOp may allow this to be a relatively harmless event 
  (groundcar stalls, pilot has flown plane in the wrong direction for 
  a time, etc.) and allow the embarrassed player a reroll to recover 
  the situation. Alternatively the SysOp may require a roll on the 
  Vehicle Fumble Table. Any result other than Fail or Fumble gives 
  the percentage distance traveled in the time period covered by the 
  maneuver. Results greater than 100% may be generated using this 
  method – the SysOp may rule that some or all of the excess was 
  the consequence of favorable circumstances, e.g. a strong tailwind 
  assisting an aircraft, little traffic on a highway, etc. However, the 
  SysOp is entitled to cap the maximum distance traveled (to 100%) 
  if the vehicle is traveling at maximum velocity and no favorable 
  circumstances can be rationalized, which is normally the case with 
  space travel.
   
  1Example: Much to her disgust, the Belter pilot Seraph has to fly 
  a cargo air transport from Lowell City to Heinlein Base. Seraph 
  decides to fly the transport at a speed of 375 km per hour (75% 
  of its maximum velocity, so –20), the weather is poor with 
  moderate rain (-10), and winds of 20 km per hour (-20), and the 
  transport has +0 Maneuverability Rating. Total modifiers are 
  –50.  Seraph’s player rolls 45, adds 65 for Air Pilot skill, and then 
  subtracts 50 for a final result of 60, giving a percentage result of 
  50%. The transport travels 50% of 375 km or 187.5km in the first 
  hour. 
  In the second hour of the flight, the rain stops, reducing the 
  overall penalty to –40. Seraph’s player rolls 96 – an open-ended 
  result – followed by 72 on the second roll. Totaling the numbers, 
  the Air Pilot maneuver is 96 + 72 + 65 (from skill) – 40 (speed 
  and wind) equals 193. Looking up 193 on the Percentage 
  column yields 140%. Multiplying the transport’s speed of 375 by 
  1.4 equals 525 km per hour, 25 km per hour faster than its safe 
  maximum velocity. The SysOp allows Seraph 20 km per hour for 
  a helpful tailwind, so the transport travels 520 km in the second 
  hour. So as long as Seraph can land the wretched transport 
  safely, she’ll be back on her own starship shortly.
  Special actions such as docking, landing, take-off, and hyperspace 
  jumps should be resolved as All-or-Nothing Medium vehicular 
  maneuvers. Again, an open-ended roll is made, the appropriate 
  vehicle skill added, and all appropriate modifiers from the Vehicle 
  Maneuver Chart applied. 
  6
   
  
   
  P If the result is a success (101 or more), then the action was 
  successful. 
   
  P If the result is an ordinary failure, then the pilot realizes just in 
  time that catastrophe is imminent and can attempt to abort (by 
  making a Very Hard All-or-Nothing piloting maneuver). 
   
  w If the abort maneuver is a success, then the pilot has managed 
  to forestall disaster through emergency braking, increasing 
  altitude, shutting down the magneto-gravitic drive, etc.
   
  w If the abort maneuver is a fail or fumble, then the vehicle will 
  crash if docking, landing, or taking off (see Vehicle Crashes, 
  below) or will open a hyperspace wormhole to the wrong 
  destination (see Hyperspace Failure, below)
   
  P If the result is a fumble, then either a Vehicle Fumble must be 
  rolled and the vehicle will crash (see Vehicle Crashes, below) 
  or a Hyperspace Failure must be rolled.
   
  1Example: Time for Seraph to land that transport. At Heinlein 
  Base, wind speed has increased to 30 km/h (-30 penalty), but 
  Seraph has landed vehicles here before (+20 bonus). The total 
  modifier is –10 (-30 + 20). Quin rolls the dice for Seraph – 06. 
  So close to a fumble! Maneuver result is 6 + 65 –10, leading to 
  a total of 61, a failure. Seraph brings the aircraft in far too fast, 
  only catching her mistake a split second before she would have 
  smashed into the landing pad. Can Seraph recover in time? 
  Quin rolls the dice again for a Very Hard All-or-Nothing Air Pilot 
  maneuver. The dice say 87, adding 65 for skill, and subtracting 
  50 (-30 for wind, +20 for successful prior landing, -40 for Very 
  Hard), yields 102. Somehow Seraph manages to pull the vehicle 
  up mere centimeters from impact. 
  Table 1.1 Vehicle Maneuver Chart
  Circumstance
  Modifier
  General Modifiers
  Driver/Pilot stunned
  -50
  Driver/Pilot drunk/drugged
  -10 to –50 
  (according to 
  severity)
  Combat Driving/Piloting
  -50
  Vehicle Maneuverability Rating  (not offensive or defensive 
  maneuvering)
  +/- variable
  Vehicle Velocity
  0-25% of maximum
  +0
  26-50% of maximum
  -10
  51-75% of maximum
  -20
  76-100+% of maximum
  -40
  Quick Turn Maneuver
  -20
  Double Back Maneuver
  -40
  Stunt Maneuver
  -60
  Cautious Maneuvering (minimal velocity)
  +20
  Light “traffic”
  +0
  Heavy “traffic”
  -20
  Driving Only
  Precipitation:
  Light Rain
  -5
  Moderate Rain
  -10
  Heavy Rain
  -20
  Light Sleet/Snow/Hail
  -10
  Moderate Sleet/Snow/Hail
  -15
  Heavy Sleet/Snow/Hail
  -25
  Traffic/Built-up Environment and Absolute Velocity
  Driving in traffic with an absolute velocity of up to 50 km/h
  +0
  Driving in traffic with an absolute velocity of 51 - 100 km/h
  -10
  Driving in traffic with an absolute velocity of 101 - 150 km/h
  -20
  Driving in traffic with an absolute velocity of 151 - 200 km/h
  -40
  Driving in traffic with an absolute velocity of 201 - 250 km/h
  -60
  Driving in traffic with an absolute velocity of 251 - 300 km/h
  -80
  Driving in traffic with an absolute velocity of more than 300 km/h
  -100
  Visibility
  Each full 50m < 1km (fog, smoke, etc)
  -5
  Night
  If vehicle has lights/night sensors
  -10
  If vehicle has no lights/night sensors
  -50
  Environmental Conditions
  Surface wet
  -10
  Surface snowy 
  -20
  7
   
  
  Table 1.1 Vehicle Maneuver Chart
  Circumstance
  Modifier
  Surface icy
  -40
  Severe winds (per 10 km per hour of windspeed) 
  -5
  Terrain versus Vehicle Type
  Ground effect in wood/jungle
  -30
  Tracked in marsh/swamp
  -20
  Tracked on road
  0
  Tracked in rocky or broken terrain
  -10
  Tracked in sandy desert
  -10
  Tracked in wood/jungle
  -40
  Wheeled in marsh/swamp
  -30
  Wheeled on road
  +0
  Wheeled in rocky or broken terrain
  -20
  Wheeled in sandy desert
  -20
  Wheeled in wood/jungle
  -40
  Walker in marsh/swamp
  -20
  Walker in rocky or broken terrain
  -10
  Walker in wood/jungle
  -30
  Marine Pilot Only
  Precipitation (surface travel only)
  Light Rain
  -5
  Moderate Rain
  -10
  Heavy Rain
  -20
  Light Sleet/Snow/Hail
  -10
  Moderate Sleet/Snow/Hail
  -15
  Heavy Sleet/Snow/Hail
  -25
  Visibility
  Each full 50 m < 1 km (fog, smoke, etc)
  -5
  Night/Underwater
  If vehicle has lights/night/sonar sensors
  -10
  If vehicle has no lights/night/sonar sensors
  -50
  Sea Conditions (surface travel only)
  Each meter of wave height
  -5
  Each 5 km per hour of wind speed
  -5
  Air Pilot Only
  Precipitation
  Light Rain
  -5
  Moderate Rain
  -10
  Heavy Rain
  -20
  Light Sleet/Snow/Hail
  -10
  Moderate Sleet/Snow/Hail
  -20
  Heavy Sleet/Snow/Hail
  -30
  Wind Conditions
  Table 1.1 Vehicle Maneuver Chart
  Circumstance
  Modifier
  Each 10 km per hour of windspeed
  -5
  Visibility
  Each full 1 km < 10 km (fog, smoke, etc)
  -10
  Night
  If vehicle has lights/night/radar sensors
  -10
  If vehicle has no lights/night/radar sensors
  -30
  Landing
  Unpaved surface
  -20
  Unmarked area
  -30
  Pilot previously landed safely
  +20
  Landing with instrumentation only
  -40
  Space Pilot Only
  Sensors
  If vehicle has active sensors
  +0
  If vehicle is relying on passive sensors
  -20
  If vehicle is flying without sensors
  -40
  Docking
  Improvised area
  -20
  Pilot previously docked successfully
  +20
  Docking with instrumentation only
  -40
  Vehicle Acceleration
  0-25% of maximum
  +0
  26-50% of maximum
  -10
  51-75% of maximum
  -20
  76-100+% of maximum
  -40
  Space Environment
  Asteroid Field
  -10 to –100 (vary 
  by density)
  Gas Cloud or Nebula
  -10 to –50 
  (density and 
  material)
  Gravity well (within ten diameters from ice ball world or large 
  moon or planetoid)
  -10
  Gravity well (within ten diameters from rock planet, i.e. Earth, 
  Mars, etc))
  -20
  Gravity well (within ten diameters from small gas giant, i.e. 
  Uranus or Neptune))
  -40
  Gravity well (within ten diameters from large gas giant, i.e. 
  Jupiter or Saturn))
  -60
  Gravity well (within ten diameters from a star)
  -80
  Miscellaneous
  No course plotted
  -50
  Hyperspace insertion via Lagrange Point
  -20
  Hyperspace insertion via Portal
  -40
  8
   
  
  Table 1.2 Hyperspace Failure
  Roll Result
  01-25 A very slight discrepancy in your course means that you 
  will miss your destination by d10 light-years.
  26-50 Accumulated rounding errors means that your course is off 
  by 2d10 light-years. Hope you weren’t in a hurry.
  51-75 You were lucky you transposed some of the trailing digits or you’d be en route 
  to Andromeda. As it is, you’ll miss your destination by 2d10 + 20 light-years.
  76-00 Did you compute a course or just type in random digits? Your course 
  is off by 5d10 + 50 light-years. Good luck getting home.
  For all Hyperspace Failures, the SysOp makes the roll to determine 
  how far off-course the starship actually is and decides the direction 
  of the undershoot or overshoot. 
  In the Tintamar setting, starships can only safely exit hyperspace 
  at a portal exit point or a Lagrange Point. Hence the starship will 
  return to normal space at the nearest portal or Lagrange Point to 
  the computed actual destination. Unfortunately for the crew of the 
  errant starship, they’ll only discover where they really are once they 
  exit hyperspace, although they may guess that something is wrong 
  when they don’t complete their transit at the expected time.
  Table 1.3 Land/Marine Vehicle Fumble
  Roll Result
  01-25 You’ve just stalled the vehicle. Take 5 rounds to restart the engine.
  26-50 Get a grip. The vehicle is weaving from side to side. Anyone or anything in your 
  way will be hit. It’ll take you 5 rounds before you can straighten the vehicle out.
  51-75 Poor handling causes damage to the vehicle’s propulsion systems 
  (i.e. tires, hydrofoils, brakes, engine). –20 penalty to all further use 
  of the vehicle until repairs are made (cost 2% of the vehicle)
  76-00 You flip the vehicle upside down or crash it (SysOp’s choice). 
  Vehicle takes a Medium Crash Critical Strike. Roll d100 on the 
  Impact Critical Strike table for anyone in the vehicle.
  Table 1.4 Air/Space Vehicle Fumble
  Roll Result
  01-25 Pay attention to your controls. The vehicle lurches in a random 
  direction (1 km if cruising, 50 m for landing, takeoff or docking). 
  If there was anything in the way, you just hit it.
  26-50 Your aggressive piloting causes minor damage to the 
  propulsion system. –10 penalty to all further maneuvers 
  until damage is repaired (cost 1% of the vehicle).
  51-75 This isn’t an arcade game. The propulsion system suffers significant 
  damage from your stupid piloting and the vehicle is at –20 to all 
  further maneuvers until repaired (cost 2% of the vehicle)
  76-00 That wasn’t very clever. You just shut down the engines completely. If you were 
  flying in atmosphere, your vehicle is now falling fast – an Extremely Hard All-or-
  Nothing Engineeing (Transport) maneuver is needed to save you from crashing 
  by restarting the engines. If you were in space, you’ll carry on your current orbit 
  until the engines can be restarted which will take at least ten minutes or an 
  Extremely Hard All-or-Nothing Engineering (Magneto-gravitic) maneuver.
  Natural Hazards 
  and Crashes
  Wild animals, careless jaywalkers, hidden reefs in shallow waters, 
  space debris and rogue asteroids are some of the varied hazards 
  encountered by vehicles. Wary drivers and pilots will be alert to 
  such dangers, and may be able to avoid disaster with a timely All-
  or-Nothing vehicle maneuver. The SysOp sets the difficulty of 
  such maneuvers, applying all germane modifiers from the Vehicle 
  Maneuver Chart. The difficulty should normally be at least Medium. 
  Likewise if the driver/pilot wishes to deliberately collide with 
  something or someone that cannot dodge out of the way, a similar 
  vehicle maneuver must be made. If the target of a deliberate collision 
  can dodge, then the driver/pilot of the ramming vehicle first makes 
  a vehicle maneuver as described above, and if it is successful, then 
  the result is looked up on the RR column of the Maneuver Table. 
  The driver/pilot of the vehicle about to be rammed may then make 
  their own vehicular maneuver, applying all germane modifiers from 
  the Vehicle Maneuver Table, and comparing their result against the 
  RR target, avoiding the collision if they meet or exceed the target 
  number. If the target of a ramming attack is a person, they may 
  attempt a Medium Acrobatics/Tumbling maneuver to get out of 
  the way and will succeed in this if their maneuver result meets or 
  exceeds the RR value set by the ramming driver/pilot.
  When a vehicle is involved in a collision or crash, there is likely 
  to be damage to the vehicle (and injury to anyone in or on the 
  vehicle). This is resolved by making an attack against the vehicle. 
  The “OB” of the attack is the speed of the vehicle in km per hour 
  (divided by 5, rounding up). If the vehicle collides head-on with a 
  moving object or vehicle, then its speed in km per hour (divided by 
  5, rounding up) is added to the OB.
   
  1Example:  While patrolling the swamps of Heraclion, Sergeant 
  Latham rams her speedboat into an underwater rock spur. 
  Latham was cruising at 50 km per hour, so the OB is 10 (50/5).
   
  1Example: As a result of sabotage, Dack loses control of 
  his groundcar on a crowded highway, and it slams into an 
  oncoming car. Dack’s car was doing 120 km per hour; the other 
  car was at a comfortable 100 km per hour. The total OB is 24 
  (120/5) + 20 (100/5) or 44.
  9
   
  
  The only DB that the vehicle can claim in a collision is its Armor 
  Rating (if any) and its Shield Rating (if any).
  To resolve the crash, make an open-ended percentile roll, adding 
  the crash OB and subtracting the vehicle’s DB. If the Total Attack 
  Roll is 1 or higher, then the vehicle is damaged. The result is looked 
  up on the Vehicle Crash Critical Table, with the Total Attack 
  Roll being adjusted by the size of the crash. If the collision/crash 
  involves two or more vehicles, make attack rolls against each 
  vehicle. If a vehicle collides with a person or creature, then make 
  an attack roll against the person or creature as above, but resolve 
  as an Impact critical as described in the Vehicle Combat chapter, 
  Personal Combat and Vehicular Combat section. 
  Suggested Attack Sizes
  Animal (Small or Medium)
  Tiny
  Animal (Large)
  Small
  Animal (Huge)
  Medium
  Asteroid/meteor (a large stone)
  Tiny
  Asteroid/meteor (person-sized)
  Small
  Asteroid/meteor (car-sized)
  Medium
  Asteroid/meteor (house sized)
  Large
  Asteroid/meteor (hill-sized or larger)
  Huge
  Boulder
  Small
  Building (wooden)
  Small
  Building (stone or brick)
  Large
  Fire Hydrant
  Tiny
  Highway Divider
  Small
  Lamp post
  Small
  Person
  Tiny
  Telephone pole
  Tiny
  Tree
  Medium
  Vehicle (of smaller size)
  Small
  Vehicle (of same size)
  Medium
  Vehicle (of larger size)
  Large
  Flight and Pursuit
  When a plan goes wrong, discretion is often the better part of valor. 
  It’s at times like these when characters appreciate a fast getaway 
  vehicle. Of course, law enforcement and anyone else that the heroes 
  have upset are just as willing to give chase.
  The SysOp needs to keep track of three values at all times:
  The distance separating the vehicles;
  The speed of each vehicle;
  The direction of travel of each vehicle.
  If it was just a matter of accelerating to maximum velocity, then 
  whoever was in the fastest vehicle would always win the chase. 
  Chases are however tests of skill and luck for both the pursued and 
  the pursuer(s).
  Each unit of time of the chase, the driver/pilot of the pursued 
  vehicle must make a vehicular maneuver, adding their relevant 
  skill and applying all the modifiers from the Vehicular Maneuver 
  Chart, and looking up the result on the Percentage column. Failing 
  or fumbling this maneuver has all the dire consequences described 
  above, plus the chasee may well be caught! The Percentage result is 
  used to determine how far the pursued vehicle has actually traveled 
  (multiply the speed by the percentage and the time taken).
  The drivers/pilot(s) of the chasing vehicle(s) must also make 
  vehicular maneuvers, adding their relevant skill(s) and applying all 
  the modifiers from the Vehicle Maneuver Chart, and looking up 
  the result on the Percentage column. If the driver/pilot of a chasing 
  vehicle fails or fumbles this maneuver, then that chasing vehicle is 
  likely to be out of the pursuit (in addition to any other problems 
  they may have). Otherwise calculate the distance traveled using the 
  Percentage result.
  In this way, the gap between the pursued and the pursuing can 
  widen or close.
   
  1Example: Having obtained confidential data from a company 
  suspected of supplying Federation tech to Interdicted worlds, 
  Jung and Weaver are fleeing in a stolen groundcar hotly 
  pursued through city streets by three corporate cops on gravitic 
  bikes. Jung is driving; Weaver is trying to mind control the cops 
  to end the pursuit (“This is not the stolen groundcar you are 
  looking for”). Jung is trying to drive at a high speed (180 km/h 
  or 3 km/min) in a groundcar with a maximum speed capability 
  of 300 km/h and a +0 Maneuverability Rating. Although traffic 
  is light this early in the day, trying to drive at that velocity in an 
  urban area will make for a terrifying driving experience. Matt 
  rolls 63 for Jung, adds 72 for Driving, and subtracts 60 (-20 for 
  velocity, +0 for traffic, -40 for desired absolute velocity of 180 
  km/h), so total is 75, which is 70% or 2.1 km this minute. Rolling 
  for the cops who are trying to drive at a speed of 250km/h 
  (with maximum gravbike capability of 500 km/h and +0 
  Maneuverability Rating), the SysOp gets 03, 91, and 28. The first 
  cop has fumbled, gets 20 on the fumble and stalls his vehicle. 
  He’s out. The other cops add their skills of 85 and subtract 70 
  (-10 for 50% of maximum velocity and –60 for high speed in 
  traffic) from their rolls, for results of 106 (100%) and 43 (40%). 
  The second cop hurtles after Jung at 250km/h (4.2 km/min) 
  closing the gap followed by the third cop at a relatively sedate 
  100km/h (1.6 km/min). Both cops are in hot pursuit.
  If the vehicles aren’t involved in a shooting match, then the 
  maneuver rolls should be made once per minute on land, at sea, 
  in the air, and in crowded space (when the vehicles are traveling at 
  high velocities). In clear space, the maneuver rolls should be made 
  once per hour. If the vehicles are involved in a shooting match or 
  the vehicles are very close together at the start of the chase, then 
  maneuver rolls may need to be made as often as every round.
  Drivers/pilots can also attempt to shake their pursuers by more 
  daring actions, if the environment permits. In a busy city, a driver 
  could try to make a quick turn down a side street (hope its not a 
  dead-end!) or double-back on himself. On water, a boat pilot could 
  deliberately take his craft into shoals in the hope of grounding the 
  pursuers. In air, a pilot could dive towards the ground or ascend 
  steeply, pushing his plane to the limit, daring the foe to follow suit. 
  In space, a pilot could make a very tight trajectory around a planet 
  or skim asteroids. 
  In these cases, the pursued driver/pilot makes a vehicular 
  maneuver as normal, but applying the relevant modifier for Quick 
  Turn, Double Back or Stunt maneuver in addition to all other 
  10
   
  
  relevant bonuses and penalties. The maneuver is resolved as a Skill 
  versus Skill contest. The result is looked up on the RR column of 
  the Maneuver Table. If the outcome is a Fail or Fumble, the driver/
  pilot and vehicle suffers the appropriate consequences. Otherwise 
  the result is the target number that the pursuers must equal or beat 
  if they wish to continue the chase.
   
  1Example: Jung decides that the cops will catch him and 
  Weaver unless he tries something unexpected. Seeing a likely 
  junction coming up, he reduces velocity to 150 km/h and thne 
  whips the car round to the left at the last moment. Matt rolls 62, 
  adds 72, and subtracts 50 (-10 for 50% velocity, +0 for traffic, -20 
  for velocity of 150 km/h in an urban environment, -20 for Quick 
  Turn), for a total of 84, which is a target number of 100 from 
  the RR column. The SysOp rolls 86 and 80. The lead cop is still 
  gunning his bike at a velocity of 250 km/h (-10 for 50%, -60 for 
  high speed, -20 for stunt), so 86 + 85 – 90 equals 81, well below 
  the target of 100, so he misses the turn and spins off out of the 
  pursuit. The other cop increases his speed to 150 km/h (30% of 
  max = -10 penalty, 150 km/h is –20 in this environment, -20 for 
  stunt). 80 + 85 –50 equals 115, so he spots Jung’s maneuver in 
  good time, executes his own and maintains the pursuit.
   A chase will normally come to an end when:
   
  w One vehicle or the other is disabled or destroyed
   
  w The pursuing vehicles break off the pursuit
   
  w The pursued vehicle is stopped or captured (runs out of fuel, 
  reaches a dead end, etc.)
   
  w The vehicles can no longer detect each other, usually because 
  the distance between them exceeds their sensor ranges
   
  w The chased vehicle reaches a safe place (e.g. a friendly base, 
  crosses a border, makes a jump into hyperspace without 
  having its destination determined by the pursuer’s sensors.)
  1
  1  Tintamar Knowledge Base: 
  Slower Than Light Travel  
  The magneto-gravitic drive is the key technology used in traveling 
  between planets. This is a “reactionless” drive in that it does not 
  require “reaction mass” to be ejected in one direction at high speed 
  in order to propel it in the opposite direction. For SysOps and 
  players, this removes the need for fuel calculations and eliminates a 
  major source of bookkeeping. The principal energy source is nuclear 
  fusion, so SysOps and players who have a fondness for detail, can 
  still monitor fuel reserves for starship reactors. In the future of the 
  Tintamar setting, civilization will move beyond nuclear fusion to 
  harnessing the quantum energy fluctuations of vacuum itself, but 
  that day has yet to arrive.
  Artificial gravity and antigravity are related technologies to 
  the magneto-gravitic drive. Together, they allow spacecraft to 
  accelerate and decelerate at hundreds of “gees”, without the “gee” 
  forces crushing their organic crews. Six hundred “gees” is a typical 
  maximum acceleration for a Federation scoutship.
  Slower Than 
  Light Travel
  In normal space, the speed of light (denoted c) is the upper limit 
  on speed, and only an object of zero or infinite mass can travel 
  at lightspeed (approximately 300,000 km/sec). Interplanetary 
  space is not empty and the interaction of solar wind particles and 
  other debris with the magneto-gravitic drive and shields limits 
  the maximum speed of civilian spacecraft to 0.035c (10,500 km/
  sec) and military vessels to 0.07c (21,000 km/sec) inside a solar 
  system. Space missiles can reach 0.1c and even 0.14c, but they are 
  not intended as reusable vehicles and don’t carry live crew! (The 
  lower limit on slower-than-light travel means that SysOps can 
  ignore the effects of relativity as well.) Beyond the heliosphere of 
  a solar system (in the Kuiper Belt for Sol System), ships can travel 
  up to 0.14c through the interstellar medium. Higher speeds may be 
  possible but would necessitate much stronger shields.
  Light requires 499 seconds to travel from the Sun to the Earth. 
  This distance (the average distance from the Sun to the Earth) is 
  approximately 150,000,000 km and is known as one astronomical 
  unit (au). A Federation scoutship can travel one au in just under 
  two hours at 7% of lightspeed.
  To determine such issues as how long it takes to reach a specific 
  velocity, how far a spacecraft travels in a specific time, and how 
  long it takes to reach a certain point will require a few relatively 
  simple equations. (To make the lives of SysOps easier, the most 
  frequently used values have also been precalculated and can be 
  found in Tables 1.5, 1.6, and 1.7)
  The first most basic equation is used whenever a spacecraft is 
  traveling at a constant velocity (speed in the same direction). 
  S = D ⁄ T
  D = S x T
  T = D ∕ S
  where S is velocity, D is distance traveled, and T is time taken. 
  The second equation is
  V = U + (A x T)
  where U is the initial velocity, A is the acceleration, T is the time 
  taken, and V is the final velocity. This equation is also useful for 
  determining how long it takes to reach a specific velocity.
  11
   
  
   
  1Example: The scoutship, Faffin’ Around, is rated for 600g 
  acceleration. One g is an acceleration of 10 meters per second 
  squared (m/s2). 600g is 6000 m/s2 or 6 km/s2. If the ship starts 
  at zero velocity (“rest”) and accelerates at 600g to 0.07c, then 
  it will take it 3,500 seconds to reach that speed. Set U=0, A= 
  6, and V=21,000, so 21000 = 0 + 6T, so T=21000/6 = 3500, or 
  58 minutes and 20 seconds. If the ship used a slightly reduced 
  acceleration of 583.3g, then the time T would be 21000/5.833 or 
  almost exactly 3600 seconds (1 hour).
  The third equation is:
  D = (U x T) + (0.5 x A x T2)
  where D is distance traveled, U is initial velocity, A is acceleration 
  and T is time traveled at that acceleration. This equation is useful for 
  calculating how far a spacecraft will travel during its acceleration or 
  deceleration phases.
   
  1Example: Let’s determine how far the Faffin’ Around moves at 
  an acceleration of 583.3g in 3600 seconds, starting from rest. 
  Plugging in the values, we have D = (0 x 3600) + (0.5 x 5.833 x 
  3600 x 3600) = 37,797,840km, or just over 0.25au. 
  Travel in normal space will consist of three phases: an acceleration 
  phase where the vessel accelerates to its cruising velocity, a 
  cruising phase usually at the vessel’s maximum speed, and finally a 
  deceleration phase where the craft slows down on its approach to 
  its destination.
   
  1Example: The Faffin’ Around is journeying from Earth to 
  Jupiter. As both Earth and Jupiter orbit around the Sun, 
  the distance between the two planets can vary between 
  approximately 4 au and 6 au. (Jupiter’s orbital distance is 5au 
  from the Sun.) On average, the distance is 5au. The scoutship 
  will accelerate from Earth orbit at 583.3g from rest, reach its 
  cruising velocity of 0.07c, and then decelerate near the end of 
  its journey at 583.3g to rest. From our previous calculations, 
  we know that this acceleration to 0.07c will require 1 hour in 
  which time the ship will have traveled 0.25au. Decelerating 
  will also require 1 hour and the ship will again travel 0.25au in 
  this time. Thus the cruising distance is 4.5au (5 – 0.25 –0.25). 
  At a speed of 21,000km/s, this will take just under 9 hours to 
  complete (4.5 x 150,000,000 / 21,000 =32,143s; 4.5au / 0.5au per 
  hour = 9 hours). Total journey time is 11 hours (9 cruising + 1 
  accelerating + 1 decelerating) – sit back and watch the in-flight 
  movies, gentlebeings.
  The fourth and final equation is necessary to calculate how long 
  it takes an object such as a missile to travel a specific distance given 
  its starting velocity and its acceleration. Mathematically inclined 
  gamers will recognize this as a form of the quadratic formula:
  T = -U + √( (U²) + (2 x A x D) )
   
  A
  where T is time, U is initial velocity, A is acceleration and D is 
  distance.
   
  1Example: A Silth interceptor has detected the Faffin’ Around 
  at a distance of 600,000km. The Silth gunner launches a salvo 
  of missiles. The interceptor is already traveling at 0.07c, so the 
  missiles have an initial velocity of 21,000km/s. These missiles 
  are rated for 1200g acceleration, so A is 12 km/s2. Plugging in 
  the numbers we have 
  T = (-21000 + square-root ((21000 x 21000) + (2 x 12 x 600000)))/12
  T = (-21000 + square-root (441,000,000 + 14,400,000))/12
  T = (-21000 + square-root (455,400,000))/12
  T = (-21000 + 21340) / 12
  T= 28.3seconds or just over 14 rounds before the missiles arrive.
  1
  1 SysOp’s Tip: Simplifying 
  the Mathematics
  Few SysOps will want to be solving the quadratic formula to 
  calculate the length of time it takes a salvo of missiles to arrive in 
  the middle of a starship dogfight. By making two assumptions, we 
  can use the much simpler equation T(ime) = D(istance) / S(peed) 
  for distances of up to ten million kilometers.  The first assumption is 
  that the starship is traveling towards the target when the missile(s) 
  are launched, and hence the missiles start with the initial velocity of 
  the starship. The second assumption is that the starship is moving 
  at some reasonable speed (i.e. a fraction of lightspeed.) If these two 
  assumptions hold, then the extra acceleration of a missile (even if it 
  is capable of 1200g) will not significantly reduce the time taken to 
  reach the target in game terms of rounds (or turns).
  Specifically, the time calculations for a missile launched at 
  1200g from a starship already traveling at 0.07c will differ by less 
  than a second over a range of one million kilometers. In both 
  cases, the answer will be approximately 47 seconds or 24 rounds 
  or 1 turn.  Performing the same calculations for a range of ten 
  million kilometers (same acceleration, same starting velocity), the 
  difference is less than 1 minute as the answer is just over 7 minutes 
  using the accurate formula and just under 8 minutes using the 
  approximation, which means the missiles would arrive in 8 turns 
  in “turn-based” combat (see Chapter 2, Vehicle Combat).
  For distances of up to one million kilometers, the SysOp should 
  use the T = D/S formula and convert the result into rounds or 
  turns as appropriate. For distances of between one and ten million 
  kilometers, playing out the game time in rounds will take far too 
  long and slow the game play to a crawl, so convert the results into 
  turns and play the combat using that measure of time.  For missiles 
  launched at distances greater than ten million kilometers, the 
  targets will need to detect them first and by the time that happens 
  the missiles should be within the ten million kilometer range or 
  closer and the shortcuts above can be employed again.
  Sub-Light Travel 
  Times and 
  Speed Tables
  To further assist SysOps in keeping the amount of mathematics 
  under control, two tables are provided in this section to cover 
  frequently needed values of speeds, distances and times.
  The Travel Speed Table (Table 1.5) should be used to determine 
  how long in hours it takes to travel an astronomical unit at a 
  particular fraction of lightspeed, how long in hours it takes to 
  reach the target speed (or decelerate from it to zero) at particular 
  12
   
  
  Table 1.5 The Travel Speed Table 
  Target speed as fraction of c
  0.005
  0.01
  0.015
  0.02
  0.025
  0.03
  0.035
  0.04
  0.045
  0.05
  0.055
  0.06
  0.065
  0.07
  Time to travel 1 au
  27.78
  13.89
  9.26
  6.94
  5.56
  4.63
  3.97
  3.47
  3.09
  2.78
  2.53
  2.31
  2.14
  1.98
  100g accel /deccel time
  0.42
  0.83
  1.25
  1.67
  2.08
  2.5
  2.92
  3.33
  3.75
  4.17
  4.58
  5
  5.42
  5.83
  Au Travelled
  0.008
  0.03
  0.068
  0.12
  0.188
  0.27
  0.368
  0.48
  0.608
  0.75
  0.908
  1.08
  1.268
  1.47
  1 AU (w accel & decel)
  28.194
  14.722
  10.509
  8.611
  7.639
  7.130
  6.885
  6.806
  6.836
  6.944
  7.109
  7.315
  7.553
  7.818
  300g accel /deccel time
  0.14
  0.28
  0.42
  0.56
  0.69
  0.83
  0.97
  1.11
  1.25
  1.39
  1.53
  1.67
  1.81
  1.94
  Au Travelled
  0.003
  0.01
  0.023
  0.04
  0.063
  0.09
  0.123
  0.16
  0.203
  0.25
  0.303
  0.36
  0.423
  0.49
  1 AU (w accel & decel)
  27.917
  14.167
  9.676
  7.5
  6.25
  5.463
  4.941
  4.583
  4.336
  4.167
  4.053
  3.982
  3.942
  3.929
  600g accel /deccel time
  0.07
  0.14
  0.21
  0.28
  0.35
  0.42
  0.49
  0.56
  0.63
  0.69
  0.76
  0.83
  0.9
  0.97
  Au Travelled
  0.001
  0.005
  0.011
  0.02
  0.031
  0.045
  0.061
  0.08
  0.101
  0.125
  0.151
  0.18
  0.211
  0.245
  1 AU (w accel & decel)
  27.847
  14.028
  9.468
  7.222
  5.903
  5.046
  4.454
  4.028
  3.711
  3.472
  3.289
  3.148
  3.040
  2.956
  900g accel /deccel time
  0.05
  0.09
  0.14
  0.19
  0.23
  0.28
  0.32
  0.37
  0.42
  0.46
  0.51
  0.56
  0.6
  0.65
  Au Travelled
  0.001
  0.003
  0.008
  0.013
  0.021
  0.03
  0.041
  0.053
  0.068
  0.083
  0.101
  0.12
  0.141
  0.163
  1 AU (w accel & decel)
  27.824
  13.982
  9.398
  7.130
  5.787
  4.907
  4.292
  3.843
  3.503
  3.241
  3.035
  2.870
  2.739
  2.632
  accelerations, 
  how 
  many 
  astronomical units would be 
  travelled while accelerating or 
  decelerating, and how long in 
  hours it would take to travel 
  one astronomical unit with 
  acceleration to and deceleration 
  from the cruising velocity. To 
  use the table, select the correct 
  column for the target speed, and 
  use the first value row to read 
  out how long in hours it takes to 
  travel an astronomical unit at a 
  particular fraction of lightspeed, 
  and select the band of rows for 
  accelerations of 100g, 300g, 600g 
  and 900g to read out the other 
  values. Use the Accel/Decel time 
  row for how long in hours it takes 
  a spacecraft to reach the cruising 
  velocity (and for it to decelerate 
  from that speed to zero). Use the AU Travelled row to determine 
  how far a spacecraft would travel in astronomical units when 
  accelerating to or decelerating from the chosen target velocity. Use 
  the 1 AU row to determine how long it would take a spacecraft 
  to travel one au with acceleration to and deceleration from the 
  cruising speed at the start and end of the trip. 
  The Solar System Distances Table (Table 1.6) is a transit distance 
  table providing the distances in astronomical units between the 
  key worlds of the Solar System. To determine the average distance 
  of a world to the sun, simply cross-index the world row with the 
  Sol column. To determine the range of distances between two 
  worlds, go to the row for the “departure” world and then read off 
  the values in the “Near” and “Far” columns for the “destination” 
  world. SysOps can then choose one of these extreme values or 
  something in-between. Note that the distances in this table are all 
  approximations and do not take account of eccentricities of orbits 
  or divergence from the Ecliptic. 
  Faster Than 
  Light Travel  
  There are many ways of achieving faster-than-light travel in science-
  fiction. In the Tintamar universe, a specific mode of the magnetic-
  gravitic drive enables spacecraft to enter and exit a hyperspace 
  dimension, where vessels can travel much faster than light. This 
  mode is known as the Lagrange Drive, as it can only be safely used 
  in certain areas of space called the Lagrange Points.
  For two massive bodies in space, such as the Sun and the Earth, 
  there are five locations in space (the Lagrange Points) where the 
  gravitational forces of the two bodies are in balance with the 
  centrifugal force. Two of these locations (denoted L4 and L5) are 
  sufficiently stable that a body of much smaller mass (a space station 
  or an orbital habitat) will stay in that position. The L4 region is in 
  the same orbit as the smaller of the two large bodies but 60 degrees 
  ahead; the L5 region is 60 degrees behind.
  13
   
  
  The Lagrange Drive can only be used in the Lagrange Points 
  formed by the two largest bodies in a solar system, e.g. the Sun 
  and Jupiter in the Solar System. All other Lagrange Points are too 
  unsafe due to the gravitational action of the largest planet in the 
  system – attempts to use the Lagrange Drive in those other points 
  simply destroy the ship.
  Starships use the major L5 point to exit a solar system with the 
  Lagrange Drive. By expending a considerable amount of energy, the 
  ship is surrounded by a protective field and instantaneously shifted 
  into a hyperspace dimension. In this dimension, the ship travels at 
  a hyper-velocity of 1 light-year per day, before exiting at the major 
  L4 point of the destination solar system. The destination is set as 
  the spacecraft enters hyperspace, and the energy is expended to 
  create the field at that point. Thus even if a ship’s engines fail in 
  hyperspace, the ship will still leave hyperspace safely.
  In the Solar System, the L4 and L5 points of Jupiter are also 
  known as the Leading and Trailing Trojan points. Each is home to 
  several thousand small asteroids. Players are warned that exiting 
  Table 1.6 The Solar System Distances Table
  World
  Mercury
  Venus
  Earth (& Luna)
  Mars
  Asteroid Belt – Ceres
  Asteroid Belt – Pallas
  Asteroid Belt – Vesta
  Asteroid Belt – Juno
  Asteroid Belt – Hygeia
  Jupiter ( and Trojans)
  Saturn
  Uranus
  Neptune
  Pluto
  Tintamar / Portal
  Distance from Sol
  0.39
  0.72
  1
  1.52
  2.77
  2.77
  2.36
  2.67
  3.14
  5.2
  9.54
  19.35
  30.11
  39.78
  2.5
  Mercury – Near
  0
  0.33
  0.61
  1.13
  2.38
  2.38
  1.97
  2.28
  2.75
  4.81
  9.15
  18.96
  29.72
  39.39
  2.11
  Mercury – Far
  0
  1.11
  1.39
  1.91
  3.16
  3.16
  2.75
  3.06
  3.53
  5.59
  9.93
  19.74
  30.5
  40.17
  2.89
  Venus – Near
  0.33
  0
  0.28
  0.8
  2.05
  2.05
  1.64
  1.95
  2.42
  4.48
  8.82
  18.63
  29.39
  39.06
  1.78
  Venus – Far
  1.11
  0
  1.72
  2.24
  3.49
  3.49
  3.08
  3.39
  3.86
  5.92
  10.26
  20.07
  30.83
  40.5
  3.22
  Earth & Luna – Near
  0.61
  0.28
  0
  0.52
  1.77
  1.77
  1.36
  1.67
  2.14
  4.2
  8.54
  18.35
  29.11
  38.78
  1.5
  Earth  & Luna – Far
  1.39
  1.72
  2
  2.52
  3.77
  3.77
  3.36
  3.67
  4.14
  6.2
  10.54
  20.35
  31.11
  40.78
  3.5
  Mars – Near
  1.13
  0.8
  0.52
  0
  1.25
  1.25
  0.84
  1.15
  1.62
  3.68
  8.02
  17.83
  28.59
  38.26
  0.98
  Mars – Far
  1.91
  2.24
  2.52
  0
  4.29
  4.29
  3.88
  4.19
  4.66
  6.72
  11.06
  20.87
  31.63
  41.3
  4.02
  Ceres – Near
  2.38
  2.05
  1.77
  1.25
  0
  0
  0.41
  0.1
  0.37
  2.43
  6.77
  16.58
  27.34
  37.01
  0.27
  Ceres – Far
  3.16
  3.49
  3.77
  4.29
  0
  5.54
  5.13
  5.44
  5.91
  7.97
  12.31
  22.12
  32.88
  42.55
  5.27
  Pallas – Near
  2.38
  2.05
  1.77
  1.25
  0
  0
  0.41
  0.1
  0.37
  2.43
  6.77
  16.58
  27.34
  37.01
  0.27
  Pallas – Far
  3.16
  3.49
  3.77
  4.29
  5.54
  0
  5.13
  5.44
  5.91
  7.97
  12.31
  22.12
  32.88
  42.55
  5.27
  Vesta – Near
  1.97
  1.64
  1.36
  0.84
  0.41
  0.41
  0
  0.31
  0.78
  2.84
  7.18
  16.99
  27.75
  37.42
  0.14
  Vesta – Far
  2.75
  3.08
  3.36
  3.88
  5.13
  5.13
  0
  5.03
  5.5
  7.56
  11.9
  21.71
  32.47
  42.14
  4.86
  Juno – Near
  2.28
  1.95
  1.67
  1.15
  0.1
  0.1
  0.31
  0
  0.47
  2.53
  6.87
  16.68
  27.44
  37.11
  0.17
  Juno – Far
  3.06
  3.39
  3.67
  4.19
  5.44
  5.44
  5.03
  0
  5.81
  7.87
  12.21
  22.02
  32.78
  42.45
  5.17
  Hygeia – Near
  2.75
  2.42
  2.14
  1.62
  0.37
  0.37
  0.78
  0.47
  0
  2.06
  6.4
  16.21
  26.97
  36.64
  0.64
  Hygeia – Far
  3.53
  3.86
  4.14
  4.66
  5.91
  5.91
  5.5
  5.81
  0
  8.34
  12.68
  22.49
  33.25
  42.92
  5.64
  Jupiter & Trojans (near)
  4.81
  4.48
  4.2
  3.68
  2.43
  2.43
  2.84
  2.53
  2.06
  0
  4.34
  14.15
  24.91
  34.58
  2.7
  Jupiter & Trojans (far)
  5.59
  5.92
  6.2
  6.72
  7.97
  7.97
  7.56
  7.87
  8.34
  0
  14.74
  24.55
  35.31
  44.98
  7.7
  Saturn – near
  9.15
  8.82
  8.54
  8.02
  6.77
  6.77
  7.18
  6.87
  6.4
  4.34
  0
  9.81
  20.57
  30.24
  7.04
  Saturn – far
  9.93
  10.26
  10.54
  11.06
  12.31
  12.31
  11.9
  12.21
  12.68
  14.74
  0
  28.89
  39.65
  49.32
  12.04
  Uranus – near
  18.96
  18.63
  18.35
  17.83
  16.58
  16.58
  16.99
  16.68
  16.21
  14.15
  9.81
  0
  10.76
  20.43
  16.85
  Uranus – far
  19.74
  20.07
  20.35
  20.87
  22.12
  22.12
  21.71
  22.02
  22.49
  24.55
  28.89
  0
  49.46
  59.13
  21.85
  Neptune – near
  29.72
  29.39
  29.11
  28.59
  27.34
  27.34
  27.75
  27.44
  26.97
  24.91
  20.57
  10.76
  0
  9.67
  27.61
  Neptune – far
  30.5
  30.83
  31.11
  31.63
  32.88
  32.88
  32.47
  32.78
  33.25
  35.31
  39.65
  49.46
  0
  69.89
  32.61
  Pluto – near
  39.39
  39.06
  38.78
  38.26
  37.01
  37.01
  37.42
  37.11
  36.64
  34.58
  30.24
  20.43
  9.67
  0
  37.28
  Pluto – far
  40.17
  40.5
  40.78
  41.3
  42.55
  42.55
  42.14
  42.45
  42.92
  44.98
  49.32
  59.13
  69.89
  0
  42.28
  Tintamar/Sol Portal - near
  2.11
  1.78
  1.5
  0.98
  0.27
  0.27
  0.14
  0.17
  0.64
  2.7
  7.04
  16.85
  27.61
  37.28
  0
  Tintamar/Sol Portal – far
  2.89
  3.22
  3.5
  4.02
  5.27
  5.27
  4.86
  5.17
  5.64
  7.7
  12.04
  21.85
  32.61
  42.28
  0
  Earth-Moon 0.003     Jupiter-Trojan 5.2      Trojan-Trojan 8.66
  14
   
  
  hyperspace at high velocity into a miniature asteroid field is 
  extremely foolish, and doubly so when the destination has never 
  been explored before.
  In multiple star systems, there can be more than one set of usable 
  Lagrange Points. These points are formed by the pairings of the 
  individual stars with their largest orbiting planets. In some cases 
  where a much smaller secondary star orbits a larger primary star, 
  an additional set of suitable Lagrange Points will be found. 
  SysOps and players are reminded that the hyperspatial Lagrange 
  Points are not stationary – they lead and follow the position of the 
  smaller body of the Lagrange pair as it orbits its star. Note also that 
  a star without a solar system cannot have hyperspatial Lagrange 
  Points, so if a group really wants to visit that star, they’ll have to get 
  there by slower-than-light transportation.
  In addition to the standard Lagrange Drive, ancient artifacts 
  known as portals constructed by a now-vanished race named the 
  Builders provide another means of faster-than-light travel. The 
  portals are cylindrical in shape, immobile, made of some unknown 
  material that resists analysis and is seemingly indestructible, and 
  have an aperture at each end. Two types of portals have been 
  discovered so far: lesser portals approximately 500 meters along 
  their length axis with apertures 50 meters in diameter, and greater 
  portals approximately 1km along their length axis with apertures 
  75 meters in diameter. The portal dimensions restrict the size of 
  starships that can use them. 
  A starship, which sends a properly encoded pulse of gravity 
  waves (giving the destination), can switch on its Lagrange Drive 
  as it enters one end of the portal. It will then be transferred into 
  a hyperspace dimension where it will move at a hypervelocity of 
  1 light-year per minute. On completing the transit, the spacecraft 
  will exit into normal space from either the other aperture of 
  another portal or the L4 point of the destination solar system. One 
  aperture of each portal is solely for entering hyperspace; the other 
  is solely for exiting hyperspace. Lesser portals have a maximum 
  range of 500 light-years. Greater portals are capable of moving 
  ships to any major L4 point or other portal anywhere in the galaxy.
  The gravity wave pulses used in portal transits are equivalent to 
  the modulations of the Lagrange Drive necessary for setting the 
  destinations for normal hyperspatial travel. Extra signals must 
  be added to the pulses if a starship is to exit via a portal in the 
  destination system rather than via the L4 point. However none 
  of the known civilizations have any means of determining in 
  advance if there is a portal in the destination system. Fortunately 
  the Builders appear to have anticipated this problem – if a starship 
  attempts to exit via a non-existent portal, it will instead exit through 
  the principal L4 point of the target system. If the target system has 
  neither portal nor hyperspatial Lagrange Points, the starship will 
  end up in the nearest solar system. (If a starship attempts to travel 
  via normal Lagrange Drive to a destination lacking hyperspatial 
  Lagrange Points, the starship will arrive in the L4 point of the 
  nearest solar system to the intended destination.)
  Translight Survey, a human-owned megacorporation, has 
  an ambitious research program to map all the portals within a 
  thousand light-years of Earth. They send cheap unmanned probes 
  through the Sol portal to target stars. On arrival, the probes 
  perform a basic scan of the new solar system before heading for 
  home by portal (if there is one) or by normal Lagrange Drive (if 
  not). Translight Survey has discovered only one portal so far using 
  this technique but they are accumulating a substantial database of 
  potential worlds for further exploration and exploitation.
  Table 1.7 The Planetary Locations Table
  Planet Coords
  System
  Arenac 330, 31,  -15
  Behnva 371, 22, -16
  Churchill -25.65, 2.13, 17.49
  61 Ursae Majoris
  Coirilon Belt 434, -67, +15
  Coirilon
  Dalaosiss 310, 43, 10
  Earth 0,0,0
  Sol
  Eden 29.03, -18.8, -37.48
  Henry Draper 207129
  El Dorado 49.41, 40.01, -27.67
  Hipparcos 12110
  Elysium 53.18, 38.12, -28.88
  Kappa Fornacis
  Franklin -4.79, 10.31, 1.06
  Procyon A
  Freiland -35.8, 20.46, 25.69
  20 Leonis Minoris
  Gilgamesh 10.28, 5.02, -3.27
  Tau Ceti
  Herandilon Belt 430, -27, -31
  Itanoc 348, 14, -8
  Ituvna 422, 16, 21
  Ji’hadra’ji 386, -85, -16
  Ji’mad’ji 466, -43, -15
  Ji’mar’an
  Ji’mal’ro 477, 11, 19
  Ji’zel’da 438, -9, 7 
  Khayyam / Saladin -35.55, 1.55, 1.10
  Alaraph
  Kyranoc 345, 26, 6
  Lincoln -0.39, 8.7, -31.93
  Alpha Mensae
  Loki -1.69, -1.37, -3.89
  Alpha Centauri A
  Mbingu -15.19, -14.04, 7.2
  Xi Bootis A
  Meiji 7.9, 24.78, 3.24
  Pi Orionis
  New Albion 12.91, 39.49, -12.65
  58 Eridani
  Newton / Darwin 4.28, -6.81, -18.22
  Delta Pavonis
  Nexus 398, -23, 32
  Nexus
  Pasteur / Napoleon 26.21, 32.1, -49.38
  Hipparcos 15774
  Poseidon / Demeter -24.92, -8.86, -8.79
  61 Virginis
  Radisiss 355, 70, -1
  Ranoc 332, 17,  -16
  Maroc
  Saroulsiss, Solunsiss 315, 90, 11
  Serasilisi
  Shangri-La / Xanadu -2.99, 49.71, -22.03
  Hipparcos 29568
  Siva 410, 37, -9
  Reshta
  Takhna 427, 69, -10
  Talansiss 380, 115, 17
  Tamazek 346, -40, 2
  Farazek
  Valhalla 2.56, -6.01, 17.64
  Sigma Draconis
  Washington 10.12, 2.2, 16.45
  Eta Cassiopeiae A
  15
   
  
  Table 1.8 The Interstellar Transit Table
  Planet
  Arenac
  Behnva
  Churchill
  Coirilon
  Dalaosiss
  Earth
  Eden
  El Dorado
  Elysium
  Franklin
  Freiland
  Gilgamesh
  Herandilon
  Itanoc
  Ituvna
  Ji’hadra’ji
  Ji’mad’ji
  Ji’mal’ro
  Ji’zel’da
  Khayyam / Saladin
  Arenac
  0.0
  42.0
  358.3
  146.0
  34.2
  331.8
  305.9
  281.0
  277.3
  335.8
  368.2
  321.0
  116.7
  25.7
  99.9
  128.8
  154.8
  152.2
  117.3
  367.1
  Behnva
  42.0
  0.0
  398.6
  113.4
  69.6
  372.0
  345.1
  322.3
  318.5
  376.4
  408.9
  361.3
  78.2
  25.6
  63.3
  108.1
  115.1
  112.2
  77.3
  407.4
  Churchill
  358.3
  398.6
  0.0
  464.8
  338.2
  31.1
  80.3
  95.4
  98.3
  27.8
  22.5
  41.6
  459.2
  374.7
  447.9
  422.1
  494.8
  502.7
  463.9
  19.2
  Coirilon Belt
  146.0
  113.4
  464.8
  0.0
  165.8
  439.4
  411.2
  401.5
  397.5
  445.8
  478.0
  430.2
  61.1
  120.4
  84.1
  59.9
  50.0
  89.2
  58.7
  474.7
  Dalaosiss
  34.2
  69.6
  338.2
  165.8
  0.0
  313.1
  291.6
  263.3
  259.8
  316.6
  346.9
  302.4
  144.9
  51.1
  115.7
  151.1
  179.9
  170.3
  138.2
  348.1
  Earth
  331.8
  372.0
  31.1
  439.4
  313.1
  0.0
  51.0
  69.3
  71.5
  11.4
  48.6
  11.9
  432.0
  348.4
  422.8
  395.6
  468.2
  477.5
  438.2
  35.6
  Eden
  305.9
  345.1
  80.3
  411.2
  291.6
  51.0
  0.0
  63.0
  62.4
  59.0
  98.7
  45.7
  401.1
  322.0
  398.8
  363.7
  438.2
  452.5
  411.5
  77.9
  El Dorado
  281.0
  322.3
  95.4
  401.5
  263.3
  69.3
  63.0
  0.0
  4.4
  68.2
  102.4
  57.9
  386.5
  300.4
  376.5
  359.2
  425.0
  431.1
  393.2
  97.6
  Elysium
  277.3
  318.5
  98.3
  397.5
  259.8
  71.5
  62.4
  4.4
  0.0
  70.9
  105.9
  59.9
  382.4
  296.5
  372.8
  355.1
  420.9
  427.4
  389.4
  100.5
  Franklin
  335.8
  376.4
  27.8
  445.8
  316.6
  11.4
  59.0
  68.2
  70.9
  0.0
  40.9
  16.6
  437.6
  352.9
  427.3
  402.6
  474.1
  482.1
  443.3
  32.0
  Freiland
  368.2
  408.9
  22.5
  478.0
  346.9
  48.6
  98.7
  102.4
  105.9
  40.9
  0.0
  56.6
  471.6
  385.3
  457.9
  436.8
  507.4
  512.9
  475.1
  31.0
  Gilgamesh
  321.0
  361.3
  41.6
  430.2
  302.4
  11.9
  45.7
  57.9
  59.9
  16.6
  56.6
  0.0
  421.9
  337.9
  412.6
  386.6
  458.4
  467.3
  428.1
  46.2
  Herandilon Belt
  116.7
  78.2
  459.2
  61.1
  144.9
  432.0
  401.1
  386.5
  382.4
  437.6
  471.6
  421.9
  0.0
  94.5
  68.0
  74.3
  42.5
  78.4
  42.8
  467.5
  Itanoc
  25.7
  25.6
  374.7
  120.4
  51.1
  348.4
  322.0
  300.4
  296.5
  352.9
  385.3
  337.9
  94.5
  0.0
  79.5
  106.3
  131.2
  131.8
  94.1
  383.9
  Ituvna
  99.9
  63.3
  447.9
  84.1
  115.7
  422.8
  398.8
  376.5
  372.8
  427.3
  457.9
  412.6
  68.0
  79.5
  0.0
  113.4
  81.9
  55.3
  32.8
  458.2
  Ji’hadra’ji
  128.8
  108.1
  422.1
  59.9
  151.1
  395.6
  363.7
  359.2
  355.1
  402.6
  436.8
  386.6
  74.3
  106.3
  113.4
  0.0
  90.4
  136.8
  94.9
  430.7
  Ji’mad’ji
  154.8
  115.1
  494.8
  50.0
  179.9
  468.2
  438.2
  425.0
  420.9
  474.1
  507.4
  458.4
  42.5
  131.2
  81.9
  90.4
  0.0
  64.8
  49.2
  503.8
  Ji’mal’ro
  152.2
  112.2
  502.7
  89.2
  170.3
  477.5
  452.5
  431.1
  427.4
  482.1
  512.9
  467.3
  78.4
  131.8
  55.3
  136.8
  64.8
  0.0
  45.4
  513.0
  Ji’zel’da
  117.3
  77.3
  463.9
  58.7
  138.2
  438.2
  411.5
  393.2
  389.4
  443.3
  475.1
  428.1
  42.8
  94.1
  32.8
  94.9
  49.2
  45.4
  0.0
  473.7
  Khayyam / Saladin
  367.1
  407.4
  19.2
  474.7
  348.1
  35.6
  77.9
  97.6
  100.5
  32.0
  31.0
  46.2
  467.5
  383.9
  458.2
  430.7
  503.8
  513.0
  473.7
  0.0
  Kyranoc
  26.3
  34.3
  371.6
  129.0
  39.1
  346.0
  322.1
  297.8
  294.2
  350.2
  381.4
  335.5
  106.8
  18.7
  79.1
  120.4
  140.9
  133.5
  99.4
  381.4
  Lincoln
  331.6
  372.0
  55.9
  443.4
  315.1
  33.1
  40.7
  59.0
  61.2
  33.3
  68.7
  30.8
  431.9
  349.3
  425.8
  397.9
  469.6
  480.1
  440.5
  48.8
  Loki
  333.5
  373.6
  32.3
  441.0
  315.1
  4.5
  48.7
  69.9
  72.1
  13.1
  50.2
  13.6
  433.3
  350.1
  424.8
  396.8
  469.7
  479.4
  439.9
  34.4
  Mbingu
  348.8
  388.6
  21.8
  452.4
  330.2
  21.9
  63.0
  91.2
  93.3
  27.2
  44.2
  33.5
  447.0
  364.6
  438.4
  408.1
  482.6
  493.0
  453.2
  26.4
  Meiji
  322.7
  363.6
  42.9
  436.0
  302.7
  26.2
  63.3
  54.0
  57.1
  19.4
  49.3
  20.9
  426.6
  340.5
  414.6
  394.2
  463.5
  469.6
  431.4
  49.3
  New Albion
  317.2
  358.5
  61.6
  435.2
  298.0
  43.4
  65.4
  39.5
  43.4
  36.8
  64.8
  35.8
  422.8
  336.1
  411.1
  393.3
  460.5
  466.0
  428.3
  63.1
  Newton / Darwin
  327.9
  367.9
  47.4
  435.2
  311.0
  19.9
  33.6
  65.7
  67.3
  27.3
  65.4
  20.0
  426.4
  344.5
  420.2
  389.7
  463.2
  474.5
  434.5
  45.1
  Nexus
  98.7
  71.1
  424.6
  59.3
  112.2
  400.0
  375.5
  359.2
  355.5
  405.4
  436.0
  390.3
  70.8
  74.0
  47.1
  79.3
  85.1
  87.0
  49.2
  435.3
  Pasteur / Napoleon
  305.7
  346.6
  89.8
  424.6
  290.1
  64.5
  52.4
  32.7
  34.4
  63.1
  98.1
  55.8
  408.5
  324.9
  402.3
  379.8
  447.5
  456.4
  417.7
  85.4
  Poseidon / Demeter
  357.2
  397.2
  28.5
  463.2
  339.4
  27.9
  61.9
  90.9
  93.3
  29.5
  46.6
  38.2
  455.8
  373.6
  448.6
  418.0
  492.1
  503.1
  463.2
  17.9
  Radisiss
  48.4
  52.8
  387.1
  159.0
  53.6
  361.8
  339.8
  308.2
  304.8
  364.7
  394.8
  350.8
  126.2
  56.9
  88.8
  158.8
  159.0
  137.0
  114.9
  396.5
  Ranoc
  14.2
  39.3
  359.5
  135.7
  42.9
  332.8
  305.8
  283.8
  279.9
  337.3
  370.2
  322.2
  108.5
  18.1
  97.3
  115.4
  146.8
  149.3
  111.5
  368.3
  Saroulsiss, Solunsiss
  66.2
  92.1
  351.9
  197.0
  47.3
  327.8
  309.8
  273.0
  269.9
  329.7
  357.9
  316.7
  169.4
  85.0
  130.5
  190.8
  202.9
  180.4
  157.9
  361.7
  Shangri-La / Xanadu
  333.6
  375.1
  65.9
  453.8
  314.7
  54.5
  77.2
  53.6
  57.8
  45.7
  64.9
  50.3
  439.8
  353.1
  428.5
  411.7
  478.1
  483.3
  445.8
  62.6
  Siva
  80.5
  42.4
  437.9
  109.4
  102.0
  411.8
  386.1
  361.1
  357.4
  415.8
  447.5
  401.0
  70.6
  66.1
  38.5
  124.5
  97.8
  77.1
  56.2
  447.1
  Takhna
  104.3
  73.4
  458.4
  138.5
  121.5
  432.7
  408.5
  379.1
  375.6
  435.9
  466.7
  421.7
  98.3
  96.3
  61.6
  159.5
  118.7
  81.9
  80.6
  467.6
  Talansiss
  102.9
  99.1
  421.1
  189.9
  100.7
  397.4
  379.5
  341.9
  338.9
  399.1
  426.5
  386.3
  158.0
  108.9
  107.6
  202.8
  182.7
  142.2
  137.3
  431.1
  Tamazek
  74.7
  69.2
  374.4
  93.0
  90.8
  348.3
  320.1
  308.6
  304.6
  354.4
  387.3
  338.8
  91.2
  55.0
  96.3
  62.8
  121.2
  141.6
  97.2
  383.8
  Valhalla
  331.1
  371.0
  29.4
  435.7
  311.4
  18.8
  62.5
  79.8
  81.7
  24.4
  47.3
  24.9
  430.7
  347.0
  420.0
  392.9
  466.1
  474.8
  435.6
  42.2
  Washington
  322.7
  362.9
  35.8
  429.5
  302.7
  19.4
  60.9
  70.1
  72.1
  22.9
  50.3
  19.9
  423.6
  339.0
  412.1
  387.2
  459.2
  467.0
  428.1
  48.2
  16
   
  
  Table 1.8 The Interstellar Transit Table
  Kyranoc
  Lincoln
  Loki
  Mbingu
  Meiji
  New Albion
  Newton / Darwin
  Nexus
  Pasteur / Napoleon
  Poseidon / 
  Demeter
  Radisiss
  Ranoc
  Saroulsiss, 
  Solunsiss
  Shangri-La 
  / Xanadu
  Siva
  Takhna
  Talansiss
  Tamazek
  Valhalla
  Washington
  Planet
  26.3
  331.6
  333.5
  348.8
  322.7
  317.2
  327.9
  98.7
  305.7
  357.2
  48.4
  14.2
  66.2
  333.6
  80.5
  104.3
  102.9
  74.7
  331.1
  322.7 Arenac
  34.3
  372.0
  373.6
  388.6
  363.6
  358.5
  367.9
  71.1
  346.6
  397.2
  52.8
  39.3
  92.1
  375.1
  42.4
  73.4
  99.1
  69.2
  371.0
  362.9 Behnva
  371.6
  55.9
  32.3
  21.8
  42.9
  61.6
  47.4
  424.6
  89.8
  28.5
  387.1
  359.5
  351.9
  65.9
  437.9
  458.4
  421.1
  374.4
  29.4
  35.8 Churchill
  129.0
  443.4
  441.0
  452.4
  436.0
  435.2
  435.2
  59.3
  424.6
  463.2
  159.0
  135.7
  197.0
  453.8
  109.4
  138.5
  189.9
  93.0
  435.7
  429.5 Coirilon Belt
  39.1
  315.1
  315.1
  330.2
  302.7
  298.0
  311.0
  112.2
  290.1
  339.4
  53.6
  42.9
  47.3
  314.7
  102.0
  121.5
  100.7
  90.8
  311.4
  302.7 Dalaosiss
  346.0
  33.1
  4.5
  21.9
  26.2
  43.4
  19.9
  400.0
  64.5
  27.9
  361.8
  332.8
  327.8
  54.5
  411.8
  432.7
  397.4
  348.3
  18.8
  19.4 Earth
  322.1
  40.7
  48.7
  63.0
  63.3
  65.4
  33.6
  375.5
  52.4
  61.9
  339.8
  305.8
  309.8
  77.2
  386.1
  408.5
  379.5
  320.1
  62.5
  60.9 Eden
  297.8
  59.0
  69.9
  91.2
  54.0
  39.5
  65.7
  359.2
  32.7
  90.9
  308.2
  283.8
  273.0
  53.6
  361.1
  379.1
  341.9
  308.6
  79.8
  70.1 El Dorado
  294.2
  61.2
  72.1
  93.3
  57.1
  43.4
  67.3
  355.5
  34.4
  93.3
  304.8
  279.9
  269.9
  57.8
  357.4
  375.6
  338.9
  304.6
  81.7
  72.1 Elysium
  350.2
  33.3
  13.1
  27.2
  19.4
  36.8
  27.3
  405.4
  63.1
  29.5
  364.7
  337.3
  329.7
  45.7
  415.8
  435.9
  399.1
  354.4
  24.4
  22.9 Franklin
  381.4
  68.7
  50.2
  44.2
  49.3
  64.8
  65.4
  436.0
  98.1
  46.6
  394.8
  370.2
  357.9
  64.9
  447.5
  466.7
  426.5
  387.3
  47.3
  50.3 Freiland
  335.5
  30.8
  13.6
  33.5
  20.9
  35.8
  20.0
  390.3
  55.8
  38.2
  350.8
  322.2
  316.7
  50.3
  401.0
  421.7
  386.3
  338.8
  24.9
  19.9 Gilgamesh
  106.8
  431.9
  433.3
  447.0
  426.6
  422.8
  426.4
  70.8
  408.5
  455.8
  126.2
  108.5
  169.4
  439.8
  70.6
  98.3
  158.0
  91.2
  430.7
  423.6 Herandilon Belt
  18.7
  349.3
  350.1
  364.6
  340.5
  336.1
  344.5
  74.0
  324.9
  373.6
  56.9
  18.1
  85.0
  353.1
  66.1
  96.3
  108.9
  55.0
  347.0
  339.0 Itanoc
  79.1
  425.8
  424.8
  438.4
  414.6
  411.1
  420.2
  47.1
  402.3
  448.6
  88.8
  97.3
  130.5
  428.5
  38.5
  61.6
  107.6
  96.3
  420.0
  412.1 Ituvna
  120.4
  397.9
  396.8
  408.1
  394.2
  393.3
  389.7
  79.3
  379.8
  418.0
  158.8
  115.4
  190.8
  411.7
  124.5
  159.5
  202.8
  62.8
  392.9
  387.2 Ji’hadra’ji
  140.9
  469.6
  469.7
  482.6
  463.5
  460.5
  463.2
  85.1
  447.5
  492.1
  159.0
  146.8
  202.9
  478.1
  97.8
  118.7
  182.7
  121.2
  466.1
  459.2 Ji’mad’ji
  133.5
  480.1
  479.4
  493.0
  469.6
  466.0
  474.5
  87.0
  456.4
  503.1
  137.0
  149.3
  180.4
  483.3
  77.1
  81.9
  142.2
  141.6
  474.8
  467.0 Ji’mal’ro
  99.4
  440.5
  439.9
  453.2
  431.4
  428.3
  434.5
  49.2
  417.7
  463.2
  114.9
  111.5
  157.9
  445.8
  56.2
  80.6
  137.3
  97.2
  435.6
  428.1 Ji’zel’da
  381.4
  48.8
  34.4
  26.4
  49.3
  63.1
  45.1
  435.3
  85.4
  17.9
  396.5
  368.3
  361.7
  62.6
  447.1
  467.6
  431.1
  383.8
  42.2
  48.2 Khayyam / Saladin
  0.0
  347.9
  347.9
  362.4
  337.1
  332.9
  343.2
  76.7
  323.6
  371.9
  45.7
  27.1
  70.9
  349.9
  67.6
  94.0
  96.3
  66.1
  344.1
  335.9 Kyranoc
  347.9
  0.0
  29.8
  47.6
  39.6
  38.7
  21.2
  404.7
  39.5
  38.0
  362.0
  332.9
  328.5
  42.3
  412.0
  432.2
  398.0
  351.4
  51.8
  49.9 Lincoln
  347.9
  29.8
  0.0
  21.6
  28.8
  44.3
  16.5
  401.9
  63.0
  24.9
  363.8
  334.4
  329.9
  54.2
  413.5
  434.5
  399.6
  349.9
  22.4
  23.8 Loki
  362.4
  47.6
  21.6
  0.0
  45.3
  63.6
  32.8
  414.0
  83.9
  19.4
  379.7
  349.4
  346.2
  71.2
  428.6
  450.3
  415.8
  362.2
  22.1
  31.5 Mbingu
  337.1
  39.6
  28.8
  45.3
  0.0
  22.2
  38.4
  394.1
  56.2
  48.5
  350.1
  324.8
  314.1
  37.1
  402.5
  421.6
  383.1
  344.3
  34.4
  26.3 Meiji
  332.9
  38.7
  44.3
  63.6
  22.2
  0.0
  47.4
  392.7
  39.8
  61.5
  343.7
  319.9
  307.2
  21.1
  397.1
  415.2
  376.0
  342.8
  55.6
  47.4 New Albion
  343.2
  21.2
  16.5
  32.8
  38.4
  47.4
  0.0
  397.2
  54.5
  30.8
  359.5
  328.6
  326.8
  57.1
  408.2
  429.5
  396.5
  343.9
  35.9
  36.3 Newton / Darwin
  76.7
  404.7
  401.9
  414.0
  394.1
  392.7
  397.2
  0.0
  384.6
  425.1
  107.6
  90.9
  141.8
  411.1
  73.7
  105.2
  140.0
  62.4
  396.1
  389.0 Nexus
  323.6
  39.5
  63.0
  83.9
  56.2
  39.8
  54.5
  384.6
  0.0
  77.1
  334.5
  308.0
  300.7
  43.7
  385.9
  404.4
  369.4
  331.8
  80.6
  74.1 Pasteur / Napoleon
  371.9
  38.0
  24.9
  19.4
  48.5
  61.5
  30.8
  425.1
  77.1
  0.0
  388.1
  357.9
  354.6
  63.9
  437.3
  458.6
  424.2
  372.4
  38.2
  44.6 Poseidon / Demeter
  45.7
  362.0
  363.8
  379.7
  350.1
  343.7
  359.5
  107.6
  334.5
  388.1
  0.0
  59.7
  46.3
  359.2
  64.6
  72.6
  54.5
  110.4
  361.0
  351.9 Radisiss
  27.1
  332.9
  334.4
  349.4
  324.8
  319.9
  328.6
  90.9
  308.0
  357.9
  59.7
  0.0
  79.7
  336.6
  80.8
  108.5
  114.0
  61.4
  332.0
  323.9 Ranoc
  70.9
  328.5
  329.9
  346.2
  314.1
  307.2
  326.8
  141.8
  300.7
  354.6
  46.3
  79.7
  0.0
  322.2
  110.6
  115.9
  69.9
  134.0
  326.9
  317.3 Saroulsiss, Solunsiss
  349.9
  42.3
  54.2
  71.2
  37.1
  21.1
  57.1
  411.1
  43.7
  63.9
  359.2
  336.6
  322.2
  0.0
  413.4
  430.6
  390.5
  361.1
  68.6
  62.5 Shangri-La / Xanadu
  67.6
  412.0
  413.5
  428.6
  402.5
  397.1
  408.2
  73.7
  385.9
  437.3
  64.6
  80.8
  110.6
  413.4
  0.0
  36.3
  87.5
  100.7
  410.6
  402.2 Siva
  94.0
  432.2
  434.5
  450.3
  421.6
  415.2
  429.5
  105.2
  404.4
  458.6
  72.6
  108.5
  115.9
  430.6
  36.3
  0.0
  71.1
  136.3
  431.9
  423.0 Takhna
  96.3
  398.0
  399.6
  415.8
  383.1
  376.0
  396.5
  140.0
  369.4
  424.2
  54.5
  114.0
  69.9
  390.5
  87.5
  71.1
  0.0
  159.4
  396.4
  386.7 Talansiss
  66.1
  351.4
  349.9
  362.2
  344.3
  342.8
  343.9
  62.4
  331.8
  372.4
  110.4
  61.4
  134.0
  361.1
  100.7
  136.3
  159.4
  0.0
  345.5
  338.8 Tamazek
  344.1
  51.8
  22.4
  22.1
  34.4
  55.6
  35.9
  396.1
  80.6
  38.2
  361.0
  332.0
  326.9
  68.6
  410.6
  431.9
  396.4
  345.5
  0.0
  11.2 Valhalla
  335.9
  49.9
  23.8
  31.5
  26.3
  47.4
  36.3
  389.0
  74.1
  44.6
  351.9
  323.9
  317.3
  62.5
  402.2
  423.0
  386.7
  338.8
  11.2
  0.0 Washington
  17
   
  
  1
  1 Tintamar Knowledge Base: The 
  Solar Portal and Tintamar
  In 2464, a greater portal was found in the Asteroid Belt of the Solar 
  System. Following the Silth incursion of 2465 into Sol system, this 
  portal is now protected by a cadre of Federation superdreadnoughts 
  and vessels assigned from the navies of the Martian Republic and 
  the Belter League. (Naval squadrons from the Jovian Confederacy 
  supported by Federation craft guard Jupiter’s Trojan points.) 
  Federation dreadnoughts and/or colonial units are responsible for 
  the other nine portals in human space. 
  Tintamar orbits one thousand kilometers away from the Sol 
  portal. Originally intended to become a bubble-world habitat, the 
  Tintamar asteroid was redesigned into a cylindrical space station 
  some 10km long and 1km in radius. The surface is reserved for 
  sensor arrays, weapons grids, solar collectors, and docking ports 
  for ships. Portions of the asteroid have been honeycombed with 
  rooms and tunnels for control stations, offices, mini-factories, and 
  living quarters for aliens requiring special environments. Other 
  parts of Tintamar have been hollowed out to form large caverns 
  where a range of Earth-normal climates are simulated. Gravity is 
  generated artificially. 
  The vast majority of Terran commerce with the Nexus sector is 
  routed through the Sol portal via the Tintamar station. It is also 
  the jumping off point for explorer teams heading into the Nexus 
  Sector or beyond, and usually the first port of call on their return 
  for much needed rest and recreation. Tintamar is responsible for all 
  traffic using the Sol portal – including collecting the fees for portal 
  use. Failure to obey the instructions of Tintamar space control, 
  especially on arrival in Sol system, will invite swift annihilation 
  from the naval defenders. They take the safety of the billions who 
  live on Earth and in the solar colonies very seriously.
  1
  1 Tintamar Knowledge Base: 
  Portal Mysteries
  The distribution of portals across the known galaxy seems to 
  follow no clear pattern. However, there is a theory that the Builders 
  constructed portals in solar systems where there was a high 
  probability of a technological civilization arising. The evidence for 
  this is circumstantial. Cerans, Humans, Gorsiva, Krakuren, and 
  Madji all have portals in the solar systems of their homeworlds; 
  the Runcori claim their home system to be lost. Several of the 
  other portals in human space are in systems where the indigenous 
  civilization has become extinct. Opponents of the theory note the 
  presence of portals in systems without even primitive sophonts. 
  The wilder proponents claim that perhaps sentience has yet to arise 
  on those worlds. Federation strategists worry about whether the 
  Silth have a portal in their neighborhood.
  The portals are both a great boon and a grave peril. They give 
  sentients an extremely fast means of traveling around the galaxy, 
  but none of the younger species have any way of predicting or 
  preventing unwanted visitors coming through a portal. In 2472, 
  a portal with a closed incoming aperture was located in a system 
  midway between human space and the Nexus Sector. Its existence 
  and position is a Federation secret as is the research station that 
  has been established there to discover how to open and close the 
  apertures.
  1
  1 Tintamar Knowledge Base: Planetary 
  Locations and Transit Times
  Three tables are presented in this section.
  The Planetary Locations Table (Table 1.7) lists all the key worlds 
  named in the HARP SF rulebook and gives the coordinates of their 
  star relative to Sol and the present-day name of their star. Worlds in 
  Bold are described in the HARP SF rulebook, those in Bold Italics 
  also have a portal somewhere in their solar system.
  The Interstellar Transit Table (Table 1.8) can be used to read out 
  the distance in light-years between the stars of named worlds. To 
  determine the distance in light-years between two systems, cross-
  reference the “Departure World” with the “Destination”. Travel 
  by Lagrange Drive is 1 light-year per day; travel by portal is 1 
  light-year per minute. Worlds in Bold are described in the HARP 
  SF rulebook, those in Bold Italics also have a portal somewhere 
  in their solar system. Note that this table does not include any 
  interplanetary space travel from departure worlds via entry/exit 
  points and portals to destination worlds.
  The Extrasolar Transit Table (Table 1.9) provides transit 
  distances between key locations in other solar systems, specifically 
  distances from hyperspatial points and portals to inhabited worlds 
  and vice versa. Worlds marked with an asterisk are the gas giants 
  whose Trojan points form the hyperspatial entry and exit points. 
  The distance between entry and exit points is also given on the 
  table. The table only provides cosmographical data for the systems 
  detailed in the HARP SF rulebook.
  1
  1 SysOp’s Tip: Distance from L4 to L5
  Sometimes the most sensible thing that a party can do on arrival in 
  a strange solar system is to leave as quickly as possible. The distance 
  between the entry Lagrange Point (L4) and the exit Lagrange Point 
  (L5) becomes crucial in such situations. If R is the distance of the 
  largest body in a solar system from its sun, then the straight-line 
  distance between L4 and L5 equals 2 x 0.866 x R.  For example in 
  our own solar system, Jupiter is on average 5 au from Sol, so the L4 
  to L5 distance is 8.66 au (2 x 0.866 x 5 au).
  1
  1 SysOp’s Tip: Interstellar Distances
  Table 1.8 will be helpful to SysOps needing to know how long it 
  will take a starship to travel between the named systems. For 
  other systems, the SysOp can calculate the distance using a three-
  dimensional extension of Pythagoras’ Theorem. The coordinates 
  of both source and destination system must be known in the 
  same coordinate system (either equatorial celestial coordinates 
  or galactic celestial coordinates). Then simply plug the x, y, and z 
  coordinates into the formula below:
   
  Distance =  √( (x₁ - x₂)2 + (y₁ - y₂)2 + (z₁ - z₂)2 )
  18
   
  
  Table 1.9 The Extrasolar Transit Table
  Planet
  Entry 
  to Exit
  Coirilon Belt
  9.526
  From Star
  Bucdari – 
  near
  Bucdari 
  – far
  Talavi – 
  near
  Talavi – far
  Odiparon – 
  near
  Odiparon – far
  Gadisaro 
  -near
  Gadisaro 
  – far
  Hendaris – 
  near
  Hendaris 
  – far
  Coiri – near
  Coiri – far
  Bucdari
  0.8
  0
  0
  0.1
  1.7
  0.4
  2
  0.7
  2.3
  1
  2.6
  4.7
  6.3
  Talavi
  0.9
  0.1
  1.7
  0
  0
  0.3
  2.1
  0.6
  2.4
  0.9
  2.7
  4.6
  6.4
  Odiparon
  1.2
  0.4
  2
  0.3
  2.1
  0
  0
  0.3
  2.7
  0.6
  3
  4.3
  6.7
  Gadisaro
  1.5
  0.7
  2.3
  0.6
  2.4
  0.3
  2.7
  0
  0
  0.3
  3.3
  4
  7
  Hendaris
  1.8
  1
  2.6
  0.9
  2.7
  0.6
  3
  0.3
  3.3
  0
  0
  3.7
  7.3
  Coiri (*)
  5.5
  4.7
  6.3
  4.6
  6.4
  4.3
  6.7
  4
  7
  3.7
  7.3
  0
  0
  Eden
  133.710
  From Star
  Eden – near
  Eden – far
  Leviathan 
  -near
  Leviathan 
  – far
  Eden
  1
  0
  0
  76.2
  78.2
  Leviathan (*)
  77.2
  76.2
  78.2
  0
  0
  El Dorado
  2.598
  From Star
  El Dorado – 
  near
  El Dorado 
  – far
  Isabella – 
  near
  Isabella 
  – far
  El Dorado
  0.6
  0
  0
  0.9
  2.1
  Isabella (*)
  1.5
  0.9
  2.1
  0
  0
  Freiland
  1.386
  From Star
  Amadeus – 
  near
  Amadeus 
  – far
  Freiland 
  -near
  Freiland 
  – far
  Amadeus (*)
  0.8
  0
  0
  0.3
  1.9
  Freiland
  1.1
  0.3
  1.9
  0
  0
  Ji’mad’ji
  11.258
  Ji’mad’ji – 
  near
  Ji’mad’ji 
  – far
  Ji’tan’ji – 
  near
  Ji’tan’ji - far
  Ji’mar’an 
  Portal – near
  Ji’mar’an 
  Portal – far
  Ji’mad’ji
  0.1
  0
  0
  6.4
  6.6
  51.2
  51.4
  Ji’tan’ji (*)
  6.5
  6.4
  6.6
  0
  0
  44.8
  57.8
  Ji’mar’an 
  Portal (*)
  51.3
  51.2
  51.4
  44.8
  57.8
  0
  0
  Khayyam / 
  Saladin
  5.716
  From Star
  Khayyam – 
  near
  Khayyam 
  – far
  Saladin – 
  near
  Saladin 
  – far
  Suleiman – 
  near
  Suleiman 
  – far
  Khayyam
  1.5
  0
  0
  0.6
  3.6
  1.8
  4.8
  Saladin
  2.1
  0.6
  3.6
  0
  0
  1.2
  5.4
  Suleiman (*)
  3.3
  1.8
  4.8
  1.2
  5.4
  0
  0
  Meiji
  5.542
  From Star
  Meiji – near
  Meiji – far
  Kin-kaku – 
  near
  Kin-kaku 
  – far
  Meiji
  2
  0
  0
  1.2
  5.2
  Kin-kaku (*)
  3.2
  1.2
  5.2
  0
  0
  Newton / Darwin
  5.542
  From Star
  Newton 
  -near
  Newton 
  – far
  Darwin – 
  near
  Darwin 
  – far
  Archimedes 
  – near
  Archimedes 
  – far
  Edison – 
  near
  Edison – far
  Newton
  1.1
  0
  0
  0.3
  2.5
  2.1
  4.3
  18.9
  21.1
  Darwin
  1.4
  0.3
  2.5
  0
  0
  1.8
  4.6
  18.6
  21.4
  Archimedes 
  (*)
  3.2
  2.1
  4.3
  1.8
  4.6
  0
  0
  16.8
  23.2
  Edison 
  (portal)
  20
  18.9
  21.1
  18.6
  21.4
  16.8
  23.2
  0
  0
  Nexus
  1.559
  Nexus 
  (portal)
  0.9
  Pasteur / 
  Napoleon
  16.800
  From Star
  Napoleon – 
  near
  Napoleon 
  – far
  Pasteur – 
  near
  Pasteur 
  – far
  Charlemagne 
  – near
  Charlemagne 
  – far
  Napoleon
  0.4
  0
  0
  0.3
  1.1
  9.3
  10.1
  Pasteur
  0.7
  0.3
  1.1
  0
  0
  9
  10.4
  Charlemagne 
  (*)
  9.7
  9.3
  10.1
  9
  10.4
  0
  0
  19
   
  
  1
  1 SysOp’s Choice: Moving 
  at the Speed of Plot
  Some SysOps and players may be reeling from the slew of 
  equations. SysOps can choose to run their games without all 
  the mathematics. Space missiles and other self-propelled space 
  weapons are the trickiest part to handle without equations. SysOps 
  can choose either to disallow such weapons or can simply roll a 
  d10 to determine how many turns pass between missile launch and 
  impacting the target. With space missiles duly dealt with, SysOp 
  can use the existing rules for vehicle maneuvers, pursuit, etc., but 
  ignore the number-crunching in favor of relative results. Space 
  battles will then be dogfights using autocannons, laser cannons and 
  so forth, and either by mutual arrangement (so to speak) or the 
  consequence of a successful pursuit or failed escape.
  Table 1.9 The Extrasolar Transit Table
  Planet
  Entry 
  to Exit
  Poseidon / 
  Demeter
  4.33
  From Star
  Portal – 
  near
  Portal- near
  Poseidon/
  Demeter – 
  near
  Poseidon/
  Demeter 
  – far
  Cronus – near
  Cronus – far
  Portal
  0.1
  0
  0
  0.8
  1
  2.4
  2.6
  Poseidon- 
  Demeter
  0.9
  0.8
  1
  0
  0
  1.6
  3.4
  Cronus (*)
  2.5
  2.4
  2.6
  1.6
  3.4
  0
  0
  Ranoc
  3.118
  From Star
  Ranoc – 
  near
  Ranoc – far
  Portal – 
  near
  Portal – far
  Shanoc – 
  near
  Shanoc – far
  Ranoc
  0.9
  0
  0
  1.8
  1.8
  0.9
  2.7
  Maroc Portal
  0.9
  0
  1.8
  1.8
  1.8
  0.9
  2.7
  Shanoc (*)
  1.8
  0.9
  2.7
  0.9
  2.7
  0
  0
  Saroulsiss, 
  Solunsiss
  17.493
  From Star
   Saroulsiss – 
  near
  Saroulsiss 
  – far
  Solunsiss – 
  near
  Solunsiss 
  – far
  Sismalsiss – 
  near
  Sismalsiss 
  – far
  Saroulsiss
  0.8
  0
  0
  0.3
  1.9
  9.3
  10.9
  Solunsiss
  1.1
  0.3
  1.9
  0
  0
  9
  11.2
  Sismalsiss (*)
  10.1
  9.3
  10.9
  9
  11.2
  0
  0
  Shangri-La / 
  Xanadu
  9.353
  From Star
  Xanadu – 
  near
  Xanadu 
  – far
  Shangri-La 
  – near
  Shangri-La 
  – far
  Rupa-Loka – 
  near
  Rupa-Loka 
  – far
  Xanadu
  0.9
  0
  0
  0.3
  2.1
  4.5
  6.3
  Shangri-La
  1.2
  0.3
  2.1
  0
  0
  4.2
  6.6
  Rupa-Loka 
  (*)
  5.4
  4.5
  6.3
  4.2
  6.6
  0
  0
  Siva
  10.392
  From Star
  Siva / Ursiva 
  – near
  Siva / Ursiva 
  – far
  Isehva / 
  portal – 
  near
  Isehva / 
  portal – far
  Siva / Ursiva
  1.2
  0
  0
  4.8
  7.2
  Isehva / 
  portal
  6
  4.8
  7.2
  0
  0
  Tamazek
  9.180
  From Star
  Delezek – 
  near
  Delezek 
  – far
  Tamazek – 
  near
  Tamazek 
  – far
  Tentacles – 
  near
  Tentacles – far
  Valazek – 
  near
  Valazek 
  – far
  Delezek / 
  portal
  0.5
  0
  0
  0.6
  1.6
  1.5
  2.5
  4.8
  5.8
  Tamazek
  1.1
  0.6
  1.6
  0
  0
  0.9
  3.1
  4.2
  6.4
  Tentacles 
  (average)
  2
  1.5
  2.5
  0.9
  3.1
  0
  0
  3.3
  7.3
  Valazek
  5.3
  4.8
  5.8
  4.2
  6.4
  3.3
  7.3
  0
  0
  Valhalla
  8.487
  From Star
  Valhalla – 
  near
  Valhalla 
  – far
  Portal – 
  near
  Portal – far
  Ymir – near
  Ymir – far
  Valhalla
  0.7
  0
  0
  0.6
  2
  4.2
  5.6
  Nibelungen 
  Portal
  1.3
  0.6
  2
  0
  0
  3.6
  6.2
  Ymir (*)
  4.9
  4.2
  5.6
  3.6
  6.2
  0
  0
  20
   
  
  Transport and 
  Vehicles
  The vehicles presented in this section should be considered 
  standard models in the middle of the quality range for their 
  stage of technological development. Vehicles with better (and 
  worse!) performance will be available for a price. In terms of the 
  differences between Early, Mature, and Advanced stages, SysOps 
  should reduce the listed values for Shield Rating, EW Rating, and 
  Point Defense Rating by 5 for Early technology (to a minimum of 
  zero). For Advanced technology, SysOps should increase the listed 
  values for Shield Rating, EW Rating, and Point Defense Rating by 
  5, but only where the relevant system is actually fitted. A standard 
  Advanced groundcar is no more likely to be fitted with shields or 
  point defenses than an average Mature groundcar.
  The table below illustrates the differences in technical stages for 
  vehicles. Note values in brackets indicate nonstandard additions to 
  the vehicle.
  Vehicle
  Stage
  Armor
  Sh.
  EW
  PD
  Weaponry
  Gravcarrier
  Early
  20
  5
  5
  None
  +0 Tiny Autocannon, +0 Tiny 
  Warhead
  Gravcarrier
  Mature
  20
  10
  10
  None
  +0 Tiny Autocannon, +0 Tiny 
  Warhead
  Gravcarrier Advanced
  20
  15
  15
  None
  +0 Tiny Autocannon, +0 Tiny 
  Warhead
  11 Land Vehicles
  This category covers all vehicles that are primarily designed for 
  use on a solid surface. Methods of movement include traditional 
  wheeled and tracked vehicles relying on the friction of wheels 
  and tracks against a surface, ground effect machines (GEM) - 
  descendants of twentieth-century hovercraft - which float above 
  land and sea on a cushion of air, and even gravitic vehicles that 
  partially nullify gravity enabling them to travel several meters 
  above the ground.
  GEM Car: Larger than an ordinary groundcar, GEM cars are 
  most commonly used for transporting passengers and/or a 
  small amount of goods in marsh terrain. Their cushion of air is 
  contained in a robust (but not indestructible) skirt of material, 
  which if damaged will severely impair their maneuverability. They 
  may be “convertibles” (partially open to the elements) or have 
  fully enclosed interiors. 
  GEM Van: Using the same principles as the GEM car, GEM vans 
  are primarily used to transport modest amounts of freight.
  Gravcarrier: This is the gravitic equivalent of the armored 
  personnel carrier and still employed as a surface troop transport. 
  Gravcarriers can switch into a tracked wheel mode. Gravcarriers 
  travel at altitudes of up to five meters.
  Gravtank: The gravitic tank has replaced the traditional tank 
  (with its tracked wheels) as the heavy ordnance vehicle of ground 
  forces. Unlike most other gravitic vehicles, it still possesses wheels 
  enabling it to employ old-fashioned propulsion when necessary. 
  Gravtanks can rise to altitudes of up to five meters.
  21
   
  
  Gravitic Bike: The successor to the motorbike, the gravbike is 
  a one-person open vehicle which can move at up to five meters 
  above a surface. A second person can be carried as a pillion 
  passenger. 
  Gravitic Car: Favored on most civilized worlds that don’t want 
  to create a comprehensive planetary road network, the gravcar 
  negotiates most terrain by staying up to two meters above it. 
  Gravitic Chair: Normally used by individuals who wish to 
  alleviate the effects of high-gravity, the gravitic chair can ascend 
  up to one meter above a surface. Gravitic chairs use 1 energy unit 
  per extra 1 g of gravity for every hour they are used in a high-
  gravity environment.
  Gravitic Truck: The gravitic version of the wheeled truck rises 
  no more than one meter above the terrain. Smaller and larger 
  versions exist.
  Gravitic Van: This gravitic version of the conventional van rises 
  no more than 1 meter in altitude.
  Groundcar: On heavily populated worlds, the car remains the 
  most popular form of personal transportation for both short and 
  medium-distance travel. 
  Motorbike: With its internal combustion engine replaced 
  with a vehicle power cell, this one-person open wheeled vehicle 
  retains its dedicated following among biker enthusiasts and urban 
  couriers.
  Trucks: Much larger than groundcars and vans, trucks are bulk 
  surface transporters. Driver cabins can have full environmental 
  control and integrated living quarters. Smaller and larger versions 
  exist.
  Van: Suitable for transporting passengers and/or cargo over short 
  distances, this is a fully enclosed motorized vehicle. 
  11 Marine Vehicles
  Plentiful clean energy and advances in magneto-gravitics 
  mean that air travel has replaced most commercial maritime 
  applications. Traditional “wet” navies are much smaller, relying 
  on fast craft and concentrating on search-and-rescue operations. 
  Only on waterworlds and planets with exotic oceans (such as 
  liquid methane) are marine vehicles preeminent in exploration and 
  defense.
  Hydrofoil: These are modified speedboats, which deploy a 
  set of hydrofoils (fins), which raise the craft out of the water, 
  reducing friction and consequently increasing the vessel’s speed. 
  Hydrofoils can have open crew/passenger areas or fully enclosed 
  areas. Vehicles designed for hostile environments will have 
  environmentally controlled compartments. Hydrofoils come in a 
  variety of sizes – yacht versions can be easily outfitted as floating 
  homes with their own microfusion generator.
  Motorboat: These high-speed watercraft can have either open 
  or closed crew compartments. Civilian motorboats are normally 
  used for recreational purposes; military motorboats primarily 
  patrol coastal waters. Yacht-sized versions can double as floating 
  homes and may have their own microfusion generators. 
  Submarine: These vessels are designed to operate underwater. 
  Research submarines are relatively small and rely on vehicle 
  power cells for their propulsion and life support, so can only 
  remain underwater for limited periods. Exploration and military 
  submarines are much larger and have their own microfusion 
  generators. The limiting factor for these vessels is food supplies for 
  the crew.
  11 Air Vehicles
  Although fusion power gave helicopters and airplanes a renewed 
  lease of life as electric vehicles, aircraft using magneto-gravitic 
  principles are now the norm on most worlds. (SysOps may still find 
  airplanes and helicopters useful for less advanced civilizations and 
  eras without magneto-gravitic technology.)
  Airplanes: Normally requiring a runway for takeoff and landing, 
  passenger and freight airplanes once ruled the skies.  A variety of 
  types exist from single-seater sports vehicles to huge jumbo jets.
  Gravplane: Utilizing magneto-gravitic effects for both 
  vertical and horizontal motion, gravplanes are used for private, 
  commercial, and military purposes. They do not need runways. 
  The highest performance gravplanes are capable of supersonic 
  flight and can ascend to the outer limits of planetary atmospheres. 
  22
   
  
  Helicopter: Aerial workhorses, the small footprint, nimbleness, 
  and vertical ascent/landing capabilities have given helicopters 
  a variety of roles. Small helicopters are primarily short-to-
  medium distance transports for valuable cargo and passengers; 
  large helicopters are often used in medical evacuation situations; 
  military helicopters provide aerial fire support and troop insertion 
  capabilities. 
  11 Multimodal Vehicles
  Multimodal vehicles are designed to operate effectively in two or 
  more environments, typically by reconfiguring their shape and 
  exterior mechanisms. Although larger and more expensive than 
  single-mode vehicles, they are cheaper and easier to transport 
  across interstellar space than multiple specialist vehicles. Their 
  adaptability makes them prized by many exploration groups.
  Aircar: A combination of groundcar and gravplane, aircars can be 
  driven as wheeled vehicles, adjusted into gravcar mode with the 
  wheels retracted into the chassis, or ascend to the skies as small 
  gravplanes. 
  Gravwalker: This exploratory vehicle is normally operated in 
  gravitic mode for fast travel in open terrain. For more confined 
  terrain, four to six computer-controlled retractable legs can be 
  deployed, enabling it to “walk” at a height of up to two meters 
  above the ground. The personnel compartment of a gravwalker is 
  a fully sealable and controlled environment. 
  Seacar: This vehicle can be driven as a gravcar on land, extend 
  hydrofoils from its chassis to travel on water, or configure itself 
  into a mini-submarine for underwater travel. A seacar’s life 
  support will allow its passengers to remain underwater for as long 
  as there is power – though food may become an issue!
  11 Space Vehicles
  Except where otherwise noted, all spacecraft have their own 
  microfusion generators. The discovery of the portals has ushered in 
  a new era of smaller spacecraft, utilizing multimodal and interlock 
  technologies to optimize their volumes to ensure that they can fit 
  easily through the portal apertures.
  Corvette: The Federation employs these small starships as 
  interstellar couriers, patrol craft, scouts, and escorts. Effectively 
  light frigates, corvettes are equally at home in atmosphere as deep 
  space, but are too lightly armed and armored for flying in the 
  line of battle with true frigates, destroyers and cruisers. In terms 
  of size and shape, a corvette’s main body is 75m long and 25m 
  wide. It relies on its magneto-gravitic drive for in-atmosphere 
  maneuvering.
  Escape Pod: Carried by every spacecraft larger than a shuttle, 
  these five-person vehicles are intended for emergency use only. 
  They can be maneuvered by a single person or an autopilot, but 
  have limited velocity and fuel. Life support systems can maintain 
  a cramped existence for evacuees on recycled air and minimal 
  rations for up to one hundred person-days.
  Freighter: The cargo haulers of the galaxy, independent and 
  corporate freighters follow the interstellar trade routes of 
  inhabited space. Light freighters are designed for atmospheric 
  as well as deep-space travel; medium freighters prefer to dock 
  at space stations for cargo transfer. Both types are small enough 
  to utilize the portals for rapid FTL transit. A light freighter is a 
  streamlined cigar-shaped craft some 20m in diameter and 100m 
  in length. Medium freighters are roughly cylindrical craft, 150m 
  long and 30m wide. Freighters are lightly armed or not at all.
  Maintenance Pod: Construction workers on space stations use 
  these one-person craft extensively for external ship maintenance. 
  The technician can maneuver slowly around a space dock and 
  effect repairs using waldo attachments on the outside of the pod. 
  These pods only have one day’s worth of life support and cannot 
  enter atmosphere.
  Mini-shuttle: Much smaller versions of ordinary shuttles, mini-
  shuttles are designed for short trips only, i.e. planetary surface to 
  orbit and vice versa, rather than extended interplanetary voyages. 
  These streamlined teardrops are typically 6m in length and 5m 
  in maximum width, and rely on their magneto-gravitic drive for 
  maneuvering in atmosphere. They are unarmed vessels. Some 
  larger models exist that can seat six to eight passengers in equally 
  cramped conditions.
  Scoutship: Lightly armed and armored, the scoutship relies 
  on speed to evade trouble. Designed for long-range survey work 
  and planetary landings, the (expendable) scouts are favored by 
  23
   
  
  megacorporations for initial exploratory missions. In dimensions, 
  scoutcraft have 75m long, 20m wide cigar-shaped main bodies. 
  Large wings (50m span) can be extended from the rear of the 
  craft. Scoutships cram control stations, crew quarters (including 
  individual cabins), sickbay, mini-laboratories, etc., into two-
  fifths of the ship volume to provide sufficient space for planetary 
  exploration vehicles and additional supplies.
  Shuttle: With the exception of Earth where space elevators 
  are the normal route to or from orbit, interplanetary shuttles 
  move passengers and cargo between ground and orbit and 
  between worlds. All shuttles are equipped with magneto-
  gravitic drives and shields, but vary according to armament 
  and maximum velocity. Transport shuttles are the slowest and 
  have no weapons. Courier shuttles are lightly armed but can 
  reach 7% of lightspeed. Assault shuttles sacrifice speed for heavy 
  weaponry and are mainly used for orbital insertion of troops 
  onto planetary surfaces. All shuttles can provide life support for 
  all carried personnel for up to fifty days. Modern shuttle designs 
  use interlock technology so that they can be mated externally 
  to starships for faster-than-light travel. Shuttles have a main 
  cigar-shaped body with diameters from 8m (courier shuttles) to 
  10m (assault and transport) and longitudinal lengths from 40m 
  (courier) to 50m (others). Box-like attachments at the rear of the 
  shuttles can be extended into large wings (25m-30m wingspan) 
  for improved atmospheric maneuvering.
  Starfighter: These small fighter craft vary widely in size, 
  weaponry, crew requirements (one or two persons), maximum 
  velocity and other facilities (shields, electronic countermeasures, 
  etc). Some are dedicated space fighters; others are equally at home 
  in atmosphere. For interstellar travel, they are mated by interlocks 
  to larger starships or carried on specialist carrier ships. 
  1
  1 SysOp’s Note: Capital-class Vehicles
  Even with portals driving spacecraft design towards smaller sizes, 
  there are many much larger vessels still in operation across human 
  and alien space. Battleships, dreadnoughts and superdreadnoughts 
  are routinely deployed as sentry ships guarding portals, space 
  stations and vital installations, where their overwhelming firepower 
  can make short work of destroying anything smaller – unless the 
  smaller craft come in numbers. Colonization starships, luxury 
  space liners, tankers, and mammoth freighters haul people and 
  material across the stars at a more leisurely pace. On some worlds, 
  cruise liners, vast cargo transports and wet-navy ships still sail the 
  oceans, while gravitic juggernauts make stately progressions over 
  their landmasses.
  Capital-class vehicles such as these are not covered in this volume 
  as their larger crew complements (and indeed their inability to flit 
  across the Tintamar universe by portal) makes them less suitable for 
  the average group of independent freewheeling player-characters. 
  They will be presented in the SysOp’s Guide, where their use as 
  campaign and adventure locations will also be discussed. Rules for 
  utlising such capital vehicles in combat with normal vehicles and 
  personnel will be covered in the next chapter.
  24
   
  
  1.5
  meters
  Flight Controls
  Fuel Pumps
  Cargo Area
  Airlock Door
  Airlock Door
  Pilot
  Captains Quarters
  Crew Quarters
  Fuel & Power Plant
  Plasma Drive
  Thrusters
  Fuel
  Fuel
  Power Plant
  Engineering
  Cargo Access
  Navigation
  Sensors
  Small Conference Room
  Ladder: To Second Deck
  Gravitic Nodes
  Gravitic Nodes
  Communications
  Airlock: With extendible ramp
  1
  1 Cargo Shuttle
  1
  1 4-Person Mini-shuttle
  25
   
  
  1.5
  meters
  The Bridge: There are the blue lockers along the back wall (6) and at least 
  four space-suits. Perhaps the Captain has to go down with the ship. There 
  are six 'view ports' and a variety of consoles and stations, potentially pilot, 
  navigations, systems, and maybe weapons. then the captain's chair.
  Dining and recreation area: 
  Along the outer wall are two 
  large holo screens for movies or 
  external view. There is a desk/
  workstation/communications 
  near the galley end and 
  comfortable seats along the 
  inside wall.
  Lift: Goes to the A 
  level Cargo Bay 2, 
  and also provides 
  secondary access via 
  cargo airlock 2 on the 
  port side of the ship. 
  Cargo airlock & lift: Also 
  storage area for supplies, 
  equipment & spares. Cargo 
  Master's station is here.
  Main airlock: Airlock for 
  EVA, non-docking entry/exit
  Ready room: A couple of 
  desks / workstations with 
  a large screen on wall side. 
  Nice view port.
  Main Docking 
  Ring: An airlock with 
  docking tube (for 
  standardized station 
  docking)
  The Captains Cabin: Complete 
  with desk, chair, holoscreen and 
  his personal bathroom. The First 
  Officer has the cabin across the hall.
  Chef's Galley: This tiny kitchen 
  is where all food is prepped.
  Shield generator 
  & Computer Core: 
  Two communication 
  arrays (the dishes) 
  and two sensor arrays, 
  on either side.
  Communications Room: There is a floor hatch 
  which allows access down a ladder to the larger cargo 
  area below. There is a second iris door next to this 
  hatch that goes to the galley, because the cabinets in 
  here are additional cold storage freezers and food 
  supply cabinets.
  Secondary Airlock
  1
  1 Light Freighter - Deck A
  26
   
  
  Engineering room: Here 
  the hyper drive and reactors 
  are powered. The airlock 
  at the port side is the aft 
  portside airlock. There are 
  various workstations here, 
  environmental is all along the 
  starboard side (to the left as 
  you walk in). And then you 
  have all the engineering stuff. 
  Note that the non-ftl drives 
  are on the A level.
  Deluxe stateroom (1 of 2): offers similar 
  amenities as the first six, but with two twin beds 
  instead and a comfy chair instead of a workstation. 
  Storage Area: and stairwell access 
  to cargo area. Same on port side.
  Passenger cabin (1 of 6): These offer a double 
  sized bed, private shower, toilet, sink, a sofa seat 
  facing a holo panel, a closet like cabinet and a desk 
  workstation with a chair and a nifty view port.
  Sick Bay: As you walk in to the right is a sterile 
  barrier with a light airlock door with 3 med-beds. 
  The left wall has a surgery table, a defibrillator, a 
  diagnostic chair, cryotank, and a regeneration tank.
  Crew cabin: Four beds (as bunks) 
  with lockers or two. The panel along the 
  wall is a console for checking messages, 
  communication purposes. 
  27
   
  
  1.5
  meters
  Cargo Bay 1: It has a small cargo 
  loading conveyor with an airlock 
  door. A ladder at the port side climbs 
  up to the A deck hatch.
  Cargo Bay 2: Has a large airlock and can also 
  be accessed via the main A deck via lift. There are 
  three hatches on the floor, which access a smaller 
  cargo 'belly' of the ship.
  Main Docking 
  Ring: It has a heavier 
  duty door in case 
  of accident with the 
  dockng tube.
  Cargo Lifts: These are 
  used by people as well.
  1
  1 Light Freighter - Deck B
  28
   
  
  Cargo Bay 3: No direct airlock so cargo has 
  to come in either from the lift, or from the other 
  cargo bay. There are two spiral staircases that go 
  up to the A deck. Note there is a small hatch to 
  the belly stowage area too.
  Fuel tanks: for the massive 
  magneto-gravitic engines and 
  power plants to the rear. 
  29
   
  
  1.5
  meters
  Passenger Airlock
  Armored Hull: 
  protects troops on 
  the military version 
  of this vessel.
  Communications, 
  Sensors & 
  Computer Core
  Shield Generator
  Starport Gunner 
  Station
  Weapon Hardpoint
  Port Gunner Station 
  Weapon Hardpoint
  Command & Control Station, Battlefield 
  Management and Communications: Can 
  be transferred or network clustered with other 
  transport shuttles for coordination of assault 
  landings, military operations. AI assisted. 
  Pilot & Navigation 
  Officer
  1
  1 Transport Shuttle - Deck A
  30
   
  
  Magneto-gravitic drive 
  and power plant.
  Passenger Area: 64 seats
  Small cargo area: With 
  lift to larger cargo area that 
  runs along length of belly. 
  docking tubes: one port 
  and one starboard
  31
   
  
  1.5
  meters
  Docking Tube
  Airlock 1
  Airlock 2
  1
  1 Transport Shuttle - Deck B
  32
   
  
  Airlock 3
  Airlock 4
  Life Support & 
  Environmental 
  Systems
  Fuel Tanks
  Lift to upper deck: 
  This deck is 70% of the 
  cross-section of the 
  shuttle 'cylinder'.
  33
   
  
  1.5
  meters
  Airlock 1
  Lift to Deck B
  Cargo Bay 1
  Starport Gunner Station
  Weapon Hardpoint
  Secure area: 
  Armory. Also Access 
  to pressurized 
  gunners stations.
  Port Gunner Station 
  Armored specimen 
  chamber: Capable 
  of maintaining native 
  atmosphere and pressure 
  for specimens.
  Science laboratory and 
  computer environment.
  Weapon Hardpoint
  1
  1 Scoutship - Deck A
  34
   
  
  Cargo Area
  Pressurized Airlock: 
  For entering / leaving 
  hangar bay when not 
  pressurized.
  Hangar / Landing pad: 
  For 4-person shuttles, 
  fighters, and other small 
  space craft.
  Aft Starboard Gunner: 
  Station and weapon 
  hardpoint. This is a 
  pressurized compartment.
  Aft Port Gunner: 
  Station and weapon 
  hardpoint. This 
  is a pressurized 
  compartment.
  Hanger Bay 
  Doors
  Airlock door: Requires 
  Hangar bay to be 
  pressurized to open.
  35
   
  
  1.5
  meters
  Main Docking 
  Ring: It has a heavy 
  duty door in case 
  of accident with the 
  dockng tube.
  Lift to Deck A
  More Cargo area 
  or equipment / 
  supplies storage
  Full Airlock: For 
  entering Ground 
  Vehicle Hangar 
  when outer doors 
  open to hostile 
  environments.
  1
  1 Scoutship - Deck B
  36
   
  
  Magneto-gravitic drive 
  and power plant.
  Fuel tanks: for the 
  magneto-gravitic engines and 
  power plants to the rear.
  Ground Vehicle 
  Hangar: This is 
  where hovercraft, 
  cars, mopeds, you 
  name it, can enter 
  or leave the ship.
  37
   
  
  1.5
  meters
  Main Docking 
  Ring: It has a heavier 
  duty door in case 
  of accident with the 
  dockng tube.
  Cargo Airlock & 
  Lift: Workstation is 
  for Cargo Master.
  Exploration  
  Conference Area
  Main Airlock
  Briefing room
  Access Ladder: 
  to lower deck.
  Captains Quarters
  Shield Generator, 
  Communications 
  Arrays & Sensors
  Flight & 
  Navigation 
  Stations
  Captains Chair
  Operations Station
  Communications
  First Officers 
  Quarters
  Eating area & Galley
  Secondary Airlock
  1
  1 Scoutship - Deck C
  38
   
  
  Science Lab & 
  Working Area
  Sick Bay: As you walk in to the right 
  is a sterile barrier with a light airlock 
  door with 3 med-beds. The left wall has a 
  surgery table, a defibrillator, a diagnostic 
  chair, cryotank, and a regeneration tank.
  Deluxe stateroom (1 of 2): offers similar 
  amenities as the first six, but with three beds instead 
  and a comfy chair instead of a workstation. 
  Passenger cabin (1 of 6): These offer a double 
  sized bed, private shower, toilet, sink, a sofa seat 
  facing a holo panel, a closet like cabinet and a desk 
  workstation with a chair and a nifty view port.
  Engineering room: Here 
  the drives and reactors 
  are controlled. The airlock 
  at the port side is the aft 
  portside airlock. There are 
  various workstations here, 
  environmental is all along the 
  starboard side (to the left as 
  you walk in). And then you 
  have all the engineering stuff. 
  Note that the drives proper are 
  on the B level.
  39
   
  
  1
  1 SysOp’s Note – Vehicles and Energy
  Planetbound vehicles, such as groundcars, ships, and aircraft, use 
  a certain number of energy units per ton per kilometer traveled. 
  The rate of energy consumption varies according to the type of 
  locomotion:
   
  P Land (wheeled, tracked or surface effect): 1 energy unit 
  per kilometer per ton
   
  P Land (gravitic): 2 energy units per kilometer per ton
   
  P Marine (speedboats and submarines): 1 energy unit per 
  kilometer per ton
   
  P Air (jets): 2 energy units per km per ton
   
  P Air (helicopters): 3 energy units per km per ton
   
  P Air (gravitic): 4 energy units per kilometer per ton
  The rate of energy consumption assumes that the vehicle is 
  travelling at 50% of maximum speed in normal weather conditions. 
  SysOps who desire extra realism and don’t mind some additional 
  book-keeping may adjust these consumption rates as follows:
   
  w 1-50% velocity, normal conditions: use listed energy rate.
   
  w 51-100% velocity: double energy rate (after any additions for 
  weather).
   
  w Hostile weather conditions: add 50% of normal energy rate.
   
  1Example: A groundcar normally requires 2 energy units per 
  kilometer. If driven at maximum velocity, the same groundcar 
  will require 4 energy units. If driven at up to 50% velocity in 
  really bad weather such as a snowstorm, the groundcar will 
  use an extra 1 energy unit per kilometer or 3 energy units in 
  total. If the groundcar is driven at maximum velocity in that 
  snowstorm, then it will consume (2 (normal) + 1 (bad weather)) 
  x2 (for velocity), which is 3 x2 or 6 energy units per kilometer.
  Space vehicles utilize the magneto-gravitic drive, which is 
  normally powered by microfusion generators. This uses 1 energy 
  units per “gee” of acceleration per hour per ton of mass. Using 
  the Lagrange drive to initiate entry into hyperspace requires 1 
  energy unit per ton of mass. Spacecraft always have more than the 
  minimum number of microfusion generators required to attain 
  their maximum acceleration, so that they have backup generators 
  and have some that can be dedicated to powering vital functions 
  such as weapons, shields, life support …
   
  1Example: A corvette can accelerate at up to 600 “gees”. 
  Corvettes have a total mass of 6,000 tons, so total energy 
  consumption is 3,600,000 (600 x 6,000) energy units under 
  maximum acceleration or decceleration. A hyperspace jump 
  will require 6,000 energy units.  
  Vehicles may receive their energy from fusion generators 
  supplied by deuterium canisters or through vehicle power packs:
  Deuterium canister: This contains hydrogen deuterium (the fuel 
  of choice for nuclear fusion). 75% of the price is for the canister 
  itself. Early versions cost twice as much; halve the listed cost for 
  Advanced versions.
  Microfusion generator: This is a non-portable generator, 
  which uses very small-scale nuclear fusion to produce electricity. 
  A single generator can supply 10,000 energy units per hour 
  for 10 hours on a single canister of hydrogen deuterium – the 
  total energy output is 100,000 energy units. (Early versions can 
  supply 5,000 units per hour and are twice as massive and twice as 
  expensive; Advanced versions are half the size and cost of their 
  Mature counterparts.) Generators capable of supplying energy 
  at faster rates exist – models capable of 20,000 energy units per 
  hour output cost four times as much as standard generators, while 
  30,000 energy units per hour output costs nine times as much. 
  These rapid generators are used in certain vehicles where there 
  isn’t room for multiple standard generators. All generators are 
  very safe and extremely tamper-proof.
  Vehicle Power Pack: This is a bulky battery (40 cm cube) for 
  use with vehicles (such as groundcars etc.) that are too small to 
  mount their own microfusion generator. The power pack holds 
  2,000 energy units and takes five hours to fully recharge. (Early 
  versions store 1,000 units, take ten hours to recharge and cost 
  twice as much as their Mature counterparts; Advanced versions 
  have 4,000 energy unit capacities and are half the cost of Mature 
  versions.)
  Item
  Avail
  Cost
  Mass
  Deuterium canister
  R
  1000
  20
  Microfusion generator
  R
  100000
  1000
  Vehicle Power Pack
  U
  500
  50
  Vehicle Weaponry
  All of the weapons in this section are designed for use on vehicles 
  or structures against other vehicles. Their Mark rating determines 
  their Attack Size. The appropriate Gunnery skill (Modern Direct-
  fire Systems, Modern Indirect-fire Systems or Modern Missiles) is 
  required to fire these weapons. For vehicle weaponry, changes in 
  technological development are represented by alterations in the 
  weapon’s fumble range. Early versions add 1 to the fumble range; 
  Advanced versions subtract 1 from the fumble range. 
   
  1Example: A Mature-class Laser Cannon has a fumble range of 
  01-02; an Early version would have a fumble range of 01-03; an 
  Advanced Laser Cannon has a fumble range of 01. 
  The “cost” of vehicle weaponry represents the cost of building 
  them into a vehicle at construction time or the cost of replacing 
  them.
  In addition, mines for use on land or at sea against vehicles are 
  also included in this section.
  Anti-vehicle Mine (Mark I-V): The anti-vehicle mine is a large 
  explosive device, which detonates when triggered by contact or 
  through detecting a nearby vehicle (by sensing the mass, power 
  emanations, etc.). Mines are rated in lethality by Mark numbers. 
  Multiply the Mark number (I to V) by 5 to give the primary blast 
  zone radius and the secondary blast zone radius in meters  – any 
  vehicle within the blast zone radii suffers damage. Anti-vehicle 
  Mines have a Primary Blast Bonus of +75 and a Secondary Blast 
  Bonus of +50 against personnel (not vehicles).
  40
   
  
  Autocannon: Sometimes called projectile cannon, autocannon 
  fire heavy metal slugs or shells much like conventional firearms, 
  but faster and harder. Autocannon fire can punch holes through 
  even starship hulls.
  Howitzer: A howitzer is an indirect-fire weapon that lobs an 
  inert shell or an explosive shell in parabolic trajectories at steep 
  angles of descents. Howitzers do not need line-of-sight to their 
  targets and can attack targets over the horizon, behind enemy 
  lines, etc. To resolve howitzer attacks with inert shells, simply 
  use Gunnery: Modern Indirect-fire Systems. To resolve howitzer 
  attacks with explosive shells, use the grenade rules with Gunnery: 
  Modern Indirect-fire Systems as the aiming skill and treat the 
  shells as Anti-vehicle Mines in terms of damage.  In space, 
  howitzers must be used as direct-fire weapons (using Gunnery: 
  Modern Direct-fire Systems). They cannot be sensibly used in 
  indirect-fire mode inside orbital habitats where the apparent 
  gravity is generated by centrifrugal force and the “roof” is too low!  
  Laser Cannon: More effective in space than atmosphere, laser 
  cannon project coherent microwave radiation to burn through 
  enemy vessels.
  Nuclear Warhead: This is typically a nuclear fusion bomb, 
  which can replace the conventional explosive payload of a space 
  or standard missile. The blast radius of these warheads is typically 
  five kilometers for space combat. Warheads with larger blast radii 
  are normally reserved for the thankfully extremely rare instances 
  of planetary bombardment. Only vehicles or structures protected 
  by the magneto-gravitic shield have any chance of surviving 
  a nuclear warhead if they are within its blast radius. Nuclear 
  warheads are considered Capital-class weaponry, even though 
  they may be carried by smaller vehicles.
  Particle Beam Cannon: By ionizing high-energy particles 
  and manipulating magnetic fields, these cannon effectively drill 
  through matter, damaging structures, destroying circuitry and 
  nanotech, and killing organic material.
  Point Defense System: This is a battery of microlasers and 
  mini-autocannon that is typically used to destroy incoming 
  missiles, torpedoes and other similar-sized objects by shredding 
  them into much smaller harmless debris. A Point Defense System 
  can be used at very close range as a weapons system against other 
  targets – essentially (the subset of) the battery collectively aimed 
  at the target is equivalent to a Mark I vehicle weapon doing both 
  Vehicle Energy and Vehicle Piercing criticals (make only one 
  attack but apply the results from both critical tables). Sometimes 
  useful for menacing natives when trading on low-technology 
  worlds. 
  Plasma Cannon: These fire jets of superheated helium (rather 
  than mere flammable gas) and can be devastating in close combat, 
  but lack the range of other weaponry.
  Space Missile: These non-nuclear missiles are designed for use 
  in space and have miniature magneto-gravitic drives. Standard 
  pursuit ranges are 1 million kilometers, 10 million kilometers (x5 
  cost, x2 mass), 100 million kilometers (x20 cost, x5 mass), and 1 
  billion kilometers (x100 cost, x20 mass). Space missiles can easily 
  reach 10% of lightspeed and some models can achieve 14% of 
  lightspeed – note that space missiles (if fired in the same direction 
  as their ship’s direction of travel) have an initial velocity equal to 
  the launching ship. Acceleration rates are between 600 to 1200 
  “gees”. 
  Standard Missile: These conventional missiles are designed for 
  planetary use only, but may be deployed as missile batteries or as 
  the armament for planetbound vehicles. The range of standard 
  missiles can be 100km (max speed 3600 km/h or 1 km/sec), 
  1,000km (max speed 10800 km/h or 3 km/sec, x5 cost, x3 mass), 
  or 10,000km (max speed 6km/sec or 21,600 km/h, x25 cost, x10 
  mass). 
  Surface-to-Air Missile: These missiles can be fired from static 
  platforms or surface vehicles at airborne targets. Mark I versions 
  can be launched by man-portable launcher (use Weapon Skill: 
  Large Launchers not Gunnery). Their pursuit range is limited to 
  ten kilometers, but their maximum velocity is 1800 km/h (or 0.5 
  km/sec).
  Table 1.10 Vehicles
  Vehicle
  Avail
  Cost
  Mass
  Psngrs
  Cargo
  Speed/Accel
  Energy
  GEM Car
  U
  14K
  2.5
  4
  2.4
  200 km/h
  2vp
  GEM Van
  U
  16K
  4
  2
  7.35
  150 km/h
  3vp
  Gravcarrier
  R
  960K
  44
  25
  5
  200 km/h
  2F (10)
  Gravtank
  R
  1900K
  80
  5
  7
  200 km/h
  4F (20)
  Gravitic bike
  U
  22K
  0.8
  2
  0.33
  500 km/h
  1vp
  Gravitic car
  U
  45K
  2
  4
  0.75
  400 km/h
  3vp
  Gravitic chair
  U
  2.5K
  0.5
  1
  0.1
  50 km/h
  1vp
  Gravitic truck 
  (medium)
  U
  320K
  20
  2
  39
  300 km/h
  25vp
  Gravitic van
  U
  85K
  4
  2
  7
  300 km/h
  5vp
  Groundcar
  U
  8K 
  2
  4
  1
  200 km/h
  2vp
  Motorbike
  U
  3K
  0.8
  2
  0.39
  200 km/h
  1vp
  Truck (medium)
  U
  48K
  20
  2
  41.1
  150 km/h
  15vp
  Van
  U
  10K
  3
  2
  4.65
  200 km/h
  2vp
  Hydrofoil – small
  U
  60K
  5
  4
  5.55
  150 km/h
  5vp
  Hydrofoil – medium
  U
  120K
  10
  8
  6.45
  150 km/h
  20vp
  Hydrofoil – xeno
  R
  1500K
  97.5
  6
  24.9
  100 km/h
  2F (20)
  Motorboat – small
  U
  20K
  3
  6
  2.85
  100 km/h
  3vp
  Motorboat – 
  medium
  U
  35K
  5
  10
  4
  100 km/h
  6vp
  Motorboat / 
  miniyacht
  U
  600K
  60
  10
  12.3
  100 km/h
  2F (10)
  Submarine – 
  exploration
  R
  3M
  300
  24
  21
  200 km/h
  8F (50)
  Submarine – 
  military
  R
  72M
  2000
  30
  563.25
  250 km/h
  100F  
  (500)
  Submarine - research
  U
  120K
  40
  4
  11.1
  100 km/h
  1F (10)
  Airplane – small
  U
  525K
  5
  6
  1.2
  500 km/h
  20vp
  Airplane – medium 
  passenger
  R
  17M
  70
  50
  28.2
  1000 km/h
  20F 
  (20)
  41
   
  
  Table 1.10 Vehicles
  Vehicle
  Avail
  Cost
  Mass
  Psngrs
  Cargo
  Speed/Accel
  Energy
  Airplane – fighter
  R
  21M
  25
  2
  1.2
  3000 km/h
  6F3 
  (30)
  Gravplane – small
  R
  625K
  10
  6
  0.6
  500 km/h
  3F (6)
  Gravplane – large
  R
  9M
  90
  50
  30
  1000 km/h
  36F 
  (80)
  Gravplane – fighter
  R
  14M
  30
  2
  1.5
  2500 km/h
  10F3 
  (30)
  Helicopter – small
  U
  20K
  3
  4
  2.1
  200 km/h
  5vp
  Helicopter – large
  U
  60K
  10
  12
  6
  250 km/h
  25vp
  Helicopter - assault
  R
  120K
  6
  2
  0.1
  300 km/h
  18vp
  Aircar – small
  R
  140K
  5
  4
  1.5
  200 km/h 
  (wheel) / 400 
  km/h (grav/air)
  30vp
  Aircar –  medium
  R
  575K
  10
  6
  3.66
  200 km/h 
  (wheel) / 400 
  km/h (grav/air)
  3F (6)
  Gravwalker – small
  R
  2400K
  30
  4
  1.35
  50 km/h (walk) / 
  400 km/h (grav)
  3F (20)
  Gravwalker - 
  medium
  R
  3M
  50
  8
  5.85
  50 km/h (walk) / 
  400 km/h (grav)
  3F2 
  (50)
  Seacar – small
  R
  750K
  20
  4
  5.4
  200 km/h (above 
  / underwater) /
  400 km/h (grav)
  50vp
  Seacar - large
  R
  2M
  40
  8
  13.5
  200 km/h (above 
  / underwater) /
  400 km/h (grav)
  4F (10)
  Corvette
  R
  650M
  6000
  50
  1300
  0.07c / 600g
  400F 
  (2000)
  Escape Pod
  U
  400K
  20
  5
  1.5
  39,000km/h /5g
  1F (5)
  Freighter – light
  R
  280M
  6000
  10
  7770
  0.035c / 300g
  225F 
  (2000)
  Freighter – medium
  R
  460M 10000
  20
  15825
  0.035c / 300g
  360F 
  (3000)
  Maintenance Pod
  U
  210K
  10
  1
  0.72
  16,000km/h /1g
  1F (5)
  Mini-shuttle
  R
  1.5M
  50
  4
  6
  0.01c / 100g
  1F (10)
  Scoutship
  R
  540M
  6000
  12
  3730
  0.07c / 600g
  400F 
  (2000)
  Shuttle – assault
  R
  85M
  960
  50
  810
  0.05c / 600g
  80F 
  (500)
  Shuttle – courier
  R
  85M
  640
  20
  50
  0.07c / 900g
  75F 
  (500)
  Shuttle – transport
  R
  40M
  750
  50
  630
  0.035c / 300g
  30F 
  (300)
  Starfighter – 1 
  person
  R
  10M
  100
  1
  3.6
  0.07c / 600g
  3F3 
  (10)
  Starfighter – 2 
  person
  R
  17M
  150
  2
  4.55
  0.07c / 600g
  4F3 
  (10)
  1
  1 Notes:
  Cost: This is measured in credits, K indicates 1000’s, M indicates 
  1,000,000’s. All values rounded up.
  Mass: This is measured in metric tons (1 ton = 1,000kg), and is 
  the total of hull mass, hull armoring and a full cargo load.
  Psngrs: This includes the pilot and crew.
  Cargo: This is the available cargo space, measured in cubic 
  meters (or kiloliters).
  Speed/Accel: For planet-bound vehicles, only the maximum 
  safe speed in km/h is given. For space vehicles, the maximum safe 
  speed (in either km/h or as a fraction of c (lightspeed)) and the 
  maximum safe acceleration (in “gees”) are given.
  Energy: This will be given as either the number of vehicle power 
  packs (“vp”) or the number of microfusion generator units (“F”) 
  used to power the vehicle (any digit after the F indicates its energy 
  multiplier). Numbers in parentheses are the number of deuterium 
  canisters normally carried by the vehicle.
  Hits: This is the Structural Hits of the vehicle.
  Init: This is the vehicle’s bonus or penalty to Initiative.
  Armor: This is the vehicle’s Armor Rating. None indicates no 
  armor fitted, so value is zero.
  Sh: This is the vehicle’s Shield Rating. None indicates no shields 
  fitted, so Shield Rating is zero If in parentheses, shields are non-
  standard for this vehicle type. Shields are normally only fitted to 
  vehicles powered by a microfusion generator.
  EW: This is the vehicle’s Electronic Warfare Rating. None 
  indicates no EW system fitted, so EW Rating is zero. If in 
  parentheses, electronic countermeasures are non-standard for this 
  vehicle type.
  PD: This is the vehicle’s Point Defense Rating. None indicates 
  no Point Defense system fitted, so PD Rating is zero. If in 
  parentheses, point defense systems are non-standard for this 
  vehicle type.
  Man: This is the vehicle’s Maneuverability Rating.
  Weaponry: The number is the Weapon Rating of the particular 
  weapons system. If in parentheses, weapon systems are not 
  normally fitted.
  Stats: The vehicular equivalents of the Strength, Agility, 
  Constitution and Quickness stats are all 50 with no stat bonus for 
  these vehicles, so are not included on these tables.
  42
   
  
  Table 1.11 Vehicle Combat Statistics
  Vehicle
  Init
  Hits
  Armor
  Sh.
  EW
  PD
  Man
  Weaponry
  GEM Car -10
  10
  None
  None
  None
  None
  -10
  (+0 Light Machinegun)
  GEM Van -10
  10
  None
  None
  None
  None
  -10
  (+0 Light Machinegun)
  Gravcarrier -26
  31
  20
  10
  10
  None
  -16
  +0 Tiny Autocannon, 
  +0 Tiny Warhead
  Gravtank -26
  40
  20
  10
  10
  None
  -16
  +0 Small Autocannon, 
  +0 Small Warhead
  Gravitic bike -10
  3
  None
  None
  None
  None
  0
  N/A
  Gravitic car -10
  10
  None
  None
  None
  None
  0
  (+0 Light Support 
  Laser)
  Gravitic chair -10
  2
  None
  None
  None
  None
  0
  N/A
  Gravitic truck 
  (medium)
  -10
  14
  None
  None
  None
  None
  0
  (+0 Medium Support 
  Laser)
  Gravitic van -10
  10
  None
  None
  None
  None
  0
  (+0 Light Support 
  Laser)
  Groundcar -10
  10
  None
  None
  None
  None
  -5
  (+0 Light Machinegun)
  Motorbike -10
  3
  None
  None
  None
  None
  -5
  N/A
  Truck -10
  14
  None
  None
  None
  None
  -5
  (+0 Medium 
  Machinegun)
  Van -10
  10
  None
  None
  None
  None
  -5
  (+0 Light Machinegun)
  Hydrofoil – 
  small
  -5
  12
  5
  None
  None
  None
  5
  (+0 Light Machinegun)
  Hydrofoil – 
  large
  -5
  15
  5
  None
  None
  None
  5
  (+0 Medium 
  Machinegun)
  Hydrofoil – 
  xeno
  -3
  38
  15
  10
  None
  None
  7
  +0 Tiny Autocannon
  Motorboat – 
  small
  -5
  11
  5
  None
  None
  None
  0
  (+0 Light Machinegun)
  Motorboat – 
  medium
  -5
  12
  5
  None
  None
  None
  0
  (+0 Medium 
  Machinegun)
  Motorboat / 
  miniyacht
  -5
  31
  5
  10
  None
  None
  0
  (+0 Tiny Autocannon)
  Submarine – 
  exploration
  -12
  53
  10
  10
  None
  None
  -7
  +0 Tiny Autocannon  / 
  +0 Tiny Warhead
  Submarine – 
  military
  -6
  105
  20
  10
  10
  10
  -1
  +0 Huge Warhead (x2) 
  / +0 Tiny Autocannon
  Submarine - 
  research
  -5
  20
  5
  None
  None
  None
  0
  (+0 Light Machinegun)
  Airplane – 
  small
  -5
  12
  5
  None
  None
  None
  5
  (+0 Light Machinegun)
  Airplane 
  – medium 
  passenger
  -5
  38
  5
  None
  None
  None
  5
  (+0 Heavy 
  Machinegun)
  Airplane – 
  fighter
  -5
  23
  5
  None
  10
  None
  5
  +0 Tiny Autocannon, 
  +0 Tiny Warhead
  Gravplane – 
  small
  -5
  14
  5
  10
  None
  None
  10
  (+0 Medium 
  Machinegun)
  Gravplane – 
  large
  -5
  38
  5
  10
  None
  None
  10
  (+0 Heavy 
  Machinegun)
  Gravplane – 
  fighter
  -5
  23
  5
  10
  10
  None
  10
  +0 Tiny Autocannon, 
  +0 Tiny Warhead
  Table 1.11 Vehicle Combat Statistics
  Vehicle
  Init
  Hits
  Armor
  Sh.
  EW
  PD
  Man
  Weaponry
  Helicopter – 
  small
  -5
  10
  5
  None
  None
  None
  0
  (+0 Light Machinegun 
  )
  Helicopter – 
  large
  -5
  13
  5
  None
  None
  None
  0
  (+10 Medium 
  Machinegun)
  Helicopter - 
  assault
  -5
  11
  5
  None
  10
  None
  0
  +0 Tiny Autocannon, 
  +0 Tiny Warhead
  Aircar – 
  small
  -5
  12
  5
  None
  None
  None
  0wh, 
  5gr, 
  10air
  (+0 Light Machinegun)
  Aircar – 
  medium
  -5
  14
  5
  None
  None
  None
  0wh, 
  5gr, 
  10air
  (+0 Medium 
  Machinegun)
  Gravwalker 
  – small
  -3
  21
  15
  10
  10
  None
  2wk, 
  7gr
  (+0 Tiny Lasercannon)
  Gravwalker 
  – medium
  -3
  25
  15
  10
  10
  None
  2wk, 
  7gr
  (+0 Tiny Lasercannon)
  Seacar – 
  small
  -5
  15
  5
  None
  None
  None
  0sub,
  5gr, 
  5hyd
  (+0 Medium 
  Machinegun)
  Seacar – 
  medium
  -5
  20
  5
  None
  None
  None
  0sub,
  5gr, 
  5hyd
  (+0 Tiny Autocannon)
  Corvette
  -6
  110
  20
  10
  10
  10
  9
  +0 Medium Laser (x4) 
  +0 Medium 
  Autocannon (x4) 
  +0 Medium Warhead 
  (x2)
  Escape Pod
  0
  16
  10
  10
  None
  None
  15
  None
  Freighter – 
  light
  0
  110
  10
  10
  10
  (10)
  15
  +0 Tiny Laser
  Freighter – 
  medium
  0
  120
  10
  10
  10
  (10)
  15
  +10 Tiny Laser
  Maintenance 
  Pod
  0
  14
  10
  None
  None
  None
  15
  None
  Mini-shuttle
  0
  44
  10
  10
  None
  None
  15
  None
  Scoutship
  -6
  110
  20
  10
  10
  10
  9
  +0 Small Laser 
  +0 Medium 
  Autocannon
  Shuttle – 
  assault
  -6
  66
  20
  10
  10
  10
  9
  +0 Small Lasercannon 
  +0 Medium 
  Autocannon
  Shuttle – 
  courier
  -6
  61
  20
  10
  10
  10
  9
  +0 Small Lasercannon 
  +0 Small Autocannon
  Shuttle – 
  transport
  -3
  64
  15
  10
  10
  None
  12
  +0 Small Lasercannon 
  (+0 Small 
  Autocannon)
  Starfighter – 
  1 person
  -6
  41
  20
  10
  10
  None
  9
  +0 Tiny Lasercannon 
  +0 Tiny Warhead
  Starfighter – 
  2 person
  -6
  50
  20
  10
  10
  None
  9
  +0 Small Lasercannon 
  +0 Tiny Warhead
  43
   
  
  Table 1.12 Vehicular Weapons
  Item
  Avail
  Cost
  Mass
  Attack Size/Type
  Fumble
  Anti-vehicle Mine (Mark I)
  R
  0.5K
  5
  Tiny Warhead
  01-02
  Anti-vehicle Mine (Mark II)
  R
  1K
  10
  Small Warhead
  01-02
  Anti-vehicle Mine (Mark III)
  R
  1.5K
  20
  Medium Warhead
  01-02
  Anti-vehicle Mine (Mark IV)
  R
  2K
  30
  Large Warhead
  01-02
  Anti-vehicle Mine (Mark V)
  R
  2.5K
  40
  Huge Warhead
  01-02
  Autocannon (Mark I)
  R
  10K
  250
  Tiny Piercing
  01-02
  Autocannon (Mark II)
  R
  50K
  1K
  Small Piercing
  01-02
  Autocannon (Mark III)
  R
  100K
  2K
  Medium Piercing
  01-02
  Autocannon (Mark IV)
  R
  250K
  5K
  Large Piercing
  01-02
  Autocannon (Mark V)
  R
  1M
  20K
  Huge Piercing
  01-02
  Howitzer (Mark I)
  R
  20K
  500
  Tiny Piercing
  01-04
  Howitzer (Mark II)
  R
  100K
  2K
  Small Piercing
  01-04
  Howitzer (Mark III)
  R
  200K
  4K
  Medium Piercing
  01-04
  Howitzer (Mark IV)
  R
  500K
  10K
  Large Piercing
  01-04
  Howitzer (Mark V)
  R
  2M
  40K
  Huge Piercing
  01-04
  Laser Cannon (Mark I)
  R
  20K
  250
  Tiny Energy
  01-02
  Laser Cannon (Mark II)
  R
  100K
  1K
  Small Energy
  01-02
  Laser Cannon (Mark III)
  R
  200K
  2K
  Medium Energy
  01-02
  Laser Cannon (Mark IV)
  R
  500K
  5K
  Large Energy
  01-02
  Laser Cannon (Mark V)
  R
  2M
  20K
  Huge Energy
  01-02
  Nuclear Warhead
  R
  250K
  50
  Medium Capital-
  class Warhead
  01-02
  Particle Beam Cannon (Mark I)
  R
  25K
  500
  Tiny Energy
  01-03
  Particle Beam Cannon (Mark II)
  R
  125K
  2K
  Small Energy
  01-03
  Particle Beam Cannon (Mark III)
  R
  300K
  4K
  Medium Energy
  01-03
  Particle Beam Cannon (Mark IV)
  R
  750K
  10K
  Large Energy
  01-03
  Particle Beam Cannon (Mark V)
  R
  3M
  40K
  Huge Energy
  01-03
  Point Defense System
  R
  10K per 
  hull ton
  5% of 
  hull 
  tonnage
  Tiny Piercing and 
  Tiny Energy
  01-05
  Plasma Cannon (Mark I)
  R
  12K
  250
  Tiny Energy
  01-03
  Plasma Cannon (Mark II)
  R
  30K
  1K
  Small Energy
  01-03
  Plasma Cannon (Mark III)
  R
  100K
  2K
  Medium Energy
  01-03
  Plasma Cannon (Mark IV)
  R
  300K
  5K
  Large Energy
  01-03
  Plasma Cannon (Mark V)
  R
  1M
  20K
  Huge Energy
  01-03
  Space Missile (Mark I)
  R
  10K
  1K
  Tiny Warhead
  01-02
  Space Missile (Mark II)
  R
  20K
  2K
  Small Warhead
  01-02
  Space Missile (Mark III)
  R
  30K
  3K
  Medium Warhead
  01-02
  Space Missile (Mark IV)
  R
  40K
  4K
  Large Warhead
  01-02
  Space Missile (Mark V)
  R
  50K
  5K
  Huge Warhead
  01-02
  Standard Missile (Mark I)
  R
  5K
  100
  Tiny Warhead
  01-02
  Standard Missile (Mark II)
  R
  10K
  200
  Small Warhead
  01-02
  Standard Missile (Mark III)
  R
  15K
  400
  Medium Warhead
  01-02
  Standard Missile (Mark IV)
  R
  20K
  600
  Large Warhead
  01-02
  Table 1.12 Vehicular Weapons
  Item
  Avail
  Cost
  Mass
  Attack Size/Type
  Fumble
  Standard Missile (Mark V)
  R
  25K
  800
  Huge Warhead
  01-02
  Surface-to-Air (Mark I)
  R
  1K
  15
  Tiny Warhead
  01-02
  Surface-to-Air (Mark II)
  R
  2K
  30
  Small Warhead
  01-02
  Surface-to-Air (Mark III)
  R
  3K
  100
  Medium Warhead
  01-02
  Surface-to-Air (Mark IV)
  R
  4K
  200
  Large Warhead
  01-02
  Surface-to-Air (Mark V)
  R
  5K
  400
  Huge Warhead
  01-02
   
  44
   
  
  Vehicle Combat
  Epic space battles ranging from the clash of rocketships in classic science fiction 
  through the cinematic heroics of tiny starfighters and immense starships to the 
  space opera retellings of Napoleonic navies and World War aviator duels are key 
  elements of the intense action that can pervade a science-fiction campaign. 
  In HARP SF, characters can fight their battles in armored gravtanks, 
  swift speedboats, fighter jets, or starships. In vehicular combat, 
  seat-of-the-pants driving and hotshot piloting is crucial in evading 
  devastating damage. The best defense is an effective offense – 
  gunners lock onto their targets with hunter-seeker missiles and 
  gigawatt lasers.
  This chapter will explain the rules for Vehicular Combat. HARP 
  SF describes Personal Combat.
  About Vehicle 
  Combat
  Any vehicle can be a deadly weapon in its own right. Arm a vehicle 
  with autocannons, gigawatt lasers, or missile launchers and you have 
  a potential killing machine. Meters of hullmetal and the protection 
  of a magneto-gravitic shield can lull crew and passengers into a 
  false sense of security – until the thermonuclear blast of a fusion 
  warhead vaporizes them.
  Vehicle combat is therefore more lethal than personal combat. 
  When a vehicle is disabled or destroyed in a battle, there’s a very 
  real risk that everyone inside will be in dire straits. The best advice 
  is, as always, don’t fight if you don’t have to. If you have to fight:
   
  P Think ahead. Combat is often unexpected, but that doesn’t 
  mean you can’t be ready for it!
   
  P Make sure the vehicle is fully prepared with weapons systems 
  armed, shields up, electronic countermeasures readied, and all 
  systems in working order.
   
  P Don’t just trade attacks with the opponent. Use piloting skill to 
  fly offensively or defensively, use electronic countermeasures 
  to fool the enemy craft’s weaponry, use point defense systems 
  to destroy incoming warheads, and have the engineer fine-
  tune shields and drive systems.
   
  P Use the environment and make sure you know where your line 
  of retreat is.
  1
  1 SysOp’s Note
  Vehicle combat is a team effort in HARP SF. The aim is to 
  involve as many PCs as possible. Pilots can improve their fellow 
  gunners’ chances of success or increase the vehicle’s Defensive 
  Bonus. Communications officers can operate the electronic 
  countermeasure systems. Each weapons system should have its 
  own gunner, while point defense should be handled separately. 
  Lastly, characters with an engineering focus can be squeezing extra 
  speed from the engines, maximizing shield coverage or desperately 
  trying to repair damaged systems. 
  It may be difficult to achieve the ideal of involving everyone in 
  the action, particularly in smaller vehicles. However, even back-
  seat passengers in a groundcar can open a side window and take a 
  few pot shots at their foes with their personal weapons. 
  Vehicle Combat 
  Definitions
  Armor Rating: This measures the strength of a vehicle’s 
  structure, both in terms of material and construction.
  Attack Type: This is what determines the critical table to use in 
  resolving the vehicle attack. There are four critical tables available 
  for vehicle combat.
  Critical: Vehicle Critical Tables are used to determine the 
  quantity and nature of inflicted damage. This is normally a loss 
  of Structural Hits but vehicle subsystems (such as propulsion, 
  communications/control, life support) can be damaged or 
  destroyed. 
  Defensive Bonus (DB): This is any factor that keeps a vehicle 
  from being damaged. The vehicle itself can contribute its Armor, 
  Electronic Warfare, Maneuverability, and Shield Ratings to DB; 
  pilots, communications officers, and engineers can improve or 
  degrade this by using relevant skills.
  Electronic Warfare Rating: This measures the quality of a 
  vehicle’s electronic countermeasure systems, which are used to 
  passively or actively interfere with the targeting systems of other 
  vehicles.
  Maneuverability Rating: This measures the ability of a 
  vehicle to execute rapid changes in speed and direction. Highly 
  maneuverable vehicles are better able to dodge attacks.
  Offensive Bonus (OB): This is a measure of the vehicle’s 
  offensive capability. The vehicle itself contributes Maneuverability 
  and Weapons Rating. Pilots can improve or reduce this by good or 
  bad flying. The key factor, however, is the gunner’s Gunnery skill.
  Point Defense Rating: This measures the effectiveness of a 
  vehicle’s antimissile battery (which may be small rapid-firing 
  lasers or small automatic cannon).
  Shield  Rating: This measures the strength of a vehicle’s “force 
  field” defense, also known as the magneto-gravitic shield. 
  Starships, interstellar and interplanetary, are the only vehicles that 
  always have magneto-gravitic shields. Some planetary vehicles, 
  45
   
  
  typically for military, quasi-military and exploration purposes, 
  also mount shields.
  Structural Hits  (Hits): This is the most common type of 
  damage inflicted by a vehicle critical table. Every vehicle has a 
  number of Structural Hits. This reflects how much damage the 
  vehicle can absorb before it is disabled or destroyed. When a 
  vehicle reaches zero Hits, its structure has been compromised 
  and it is disabled. If a vehicle’s Structural Hits are reduced to a 
  negative number equal to the Structural Hits, it is destroyed, e.g. a 
  motorbike has 20 Structural Hits normally, if it is reduced to –20 
  Structural Hits or less, then it will be destroyed.
  Weapons Rating: This measures the accuracy of a vehicle’s 
  weapon systems including targeting software and fire control 
  systems.
  Weapon Size: As with personal weapons, vehicle weapon size 
  does not influence whether a hit is made; instead it modifies the 
  degree of damage inflicted.
  Vehicle Combat 
  Resolution
  In personal combat, the combat round is always two seconds long. 
  In vehicle combat, combat can occur in two second rounds or one 
  minute “turns”. Round-based combat is almost always appropriate 
  for land, sea, and air combat. It is also suitable for close range 
  dogfights between starfighters and starships. Turn-based combat 
  should be reserved for long distance missile duels in space, where 
  a salvo of torpedoes might have to blast across thousands of 
  kilometres to reach the intended target and even energy weapons 
  are limited by the lightspeed barrier.
  A combat round or turn proceeds as follows:
   
  P All players and the SysOp announce actions for the coming 
  round. Each player is responsible for his/her character and any 
  NPCs he/she may be controlling. The SysOp controls the NPCs 
  in all vehicles opposing the group, while also determining the 
  actions of any third parties caught in the crossfire.
   
  P The player(s) of drivers and pilots who are actually controlling 
  the vehicles must roll and record Initiative. Initiative 
  determines the order in which the crews of the vehicles act 
  in the coming round. The players of other characters do not 
  roll Initiative, unless they are taking independent actions (like 
  firing a personal sidearm out the groundcar’s window.)  For 
  more on Initiative, see below.
   
  P Resolve all supporting actions and maneuvers in the order of 
  initiative.
   
  P Resolve all combat in the order of initiative. Record the results 
  of all damage.
   
  P Determining Initiative in a vehicle combat uses the same 
  method as personal combat. Each player of an active driver 
  or pilot rolls a single ten-sided die adding in their character’s 
  Quickness and Insight bonuses, taking into account any 
  situational modifiers and any bonus/penalty to Initiative from 
  the vehicle itself. 
   
  P As OB and DBs are adjusted by the supporting maneuver rolls 
  of multiple crew personnel, including the driver/pilot, these 
  maneuver rolls must be made before the OBs and DBs for 
  that round/turn can be known. Hence each vehicle crew has a 
  single Initiative score.
   
  P The supporting actions are separated from the actual gunnery 
  attacks because the DBs of defending vehicles depend on the 
  actions of their crews. 
   
  P The vehicle crew with the highest total acts first, then the second 
  highest, and so on, until all crews have had the opportunity to 
  act.
   
  P The SysOp must also roll Initiative for opposing vehicles.
  Vehicle Initiative 
  Modifiers
  Circumstances and situations affecting the vehicle can modify 
  the pilot or driver’s Initiative. The table below provides Initiative 
  modifiers for a number of common situations involving vehicles. 
  For the gravity well entries, the diameter is the diameter of the 
  planetary or stellar object in kilometers and any vessel within 
  ten diameters of the largest gravity well suffers the appropriate 
  initiative modifier.
  46
   
  
  Tabke 2.1 Vehicle Initiative Modifiers
  Circumstance
  Initiative Modifier
  Maneuverability Rating
  +1 for every full 10 points
  Surprised (first round/turn only)
  -20
  Driving Only
  Precipitation
  Light or Moderate Rain
  -1 
  Heavy Rain
  -2
  Light Sleet/Snow/Hail
  -1
  Moderate Sleet/Snow/Hail
  -2
  Heavy Sleet/Snow/Hail
  -3
  Visibility
  Each full 50m < 1km (fog, smoke, etc)
  -1
  Night
  If vehicle has lights/night sensors
  -1
  If vehicle has no lights/night sensors
  -5
  Environmental Conditions
  Surface wet
  -1
  Surface snowy 
  -2
  Surface icy
  -4
  Severe winds (per 10 km per hour of windspeed) 
  -1
  Terrain versus Vehicle Type
  Ground effect in wood/jungle
  -3
  Tracked in marsh/swamp
  -3
  Tracked on road
  -1
  Tracked in rocky or broken terrain
  -1
  Tracked in sandy desert
  -2
  Tracked in wood/jungle
  -4
  Wheeled in marsh/swamp
  -3
  Wheeled on road
  +0
  Wheeled in rocky or broken terrain
  -2
  Wheeled in sandy desert
  -2
  Wheeled in wood/jungle
  -4
  Walker in marsh/swamp
  -2
  Walker in rocky or broken terrain
  -1
  Walker in wood/jungle
  -3
  Marine Pilot Only
  Precipitation (surface travel only)
  Light or Moderate Rain
  -1
  Heavy Rain
  -2
  Light Sleet/Snow/Hail
  -1
  Moderate Sleet/Snow/Hail
  -2
  Heavy Sleet/Snow/Hail
  -3
  Visibility
  Each full 50 m < 1 km (fog, smoke, etc)
  -1
  Tabke 2.1 Vehicle Initiative Modifiers
  Circumstance
  Initiative Modifier
  Night/Underwater
  If vehicle has lights/night/sonar sensors
  -1
  If vehicle has no lights/night/sonar sensors
  -5
  Sea Conditions (surface travel only)
  Each meter of wave height
  -1
  Each 5 km per hour of wind speed
  -1
  Air Pilot Only
  Precipitation
  Light or Moderate Rain
  -1
  Heavy Rain
  -2
  Light Sleet/Snow/Hail
  -1
  Moderate Sleet/Snow/Hail
  -2
  Heavy Sleet/Snow/Hail
  -3
  Wind Conditions
  Each 10 km per hour of windspeed
  -1
  Visibility
  Each full 1 km < 10 km (fog, smoke, etc)
  -1
  Night
  If vehicle has lights/night/radar sensors
  -1
  If vehicle has no lights/night/radar sensors
  -3
  Space Pilot Only
  Sensors
  If vehicle has active sensors
  +0
  If vehicle is relying on passive sensors
  -2
  If vehicle is flying without sensors
  -4
  Space Environment
  Asteroid Field
  -1 to -10   
  (vary by density)
  Gas Cloud or Nebula
  -1 to –5  
  (density and material)
  Gravity well (within ten diameters from ice ball world or 
  large moon or planetoid)
  -1
  Gravity well (within ten diameters from rock planet, i.e. 
  Earth, Mars, etc))
  -2
  Gravity well (within ten diameters from small gas giant, i.e. 
  Uranus or Neptune))
  -4
  Gravity well (within ten diameters from large gas giant, i.e. 
  Jupiter or Saturn))
  -7
  Gravity well (within ten diameters from a star)
  -10
  Surprised: When two or more vehicles come upon each other 
  unexpectedly, the SysOp must determine if either is surprised. 
  Anyone actively monitoring sensors (or simply watching the 
  road if driving, etc.) may make either a Signaling: Sensors and 
  Countermeasures or a Perception maneuver as appropriate.  The 
  SysOp rolls for the opposing vehicle’s crew. The highest roll wins; 
  the losing vehicle crew suffers a -20 penalty to their Initiative 
  47
   
  
  value. A tie results in both vehicle crews being equally surprised, 
  with neither side receiving the modifier. Should one vehicle crew 
  be aware of the other (but not vice versa), then a Surprise check 
  must still be made – if this crew fails the Surprise check, then 
  they do not suffer the Initiative penalty because they were already 
  aware of the other vehicle and essentially “expecting” to come 
  upon the other vehicle. The second unaware vehicle crew would 
  receive the modifier as usual should they fail the roll as they were 
  not expecting to encounter the first vehicle.
  1
  1 SysOp’s Choice: Combined 
  Supporting Actions and Attacks
  If the SysOp is willing to keep track of the DBs from the prior 
  round, then the supporting actions and the attacks can be combined 
  into the same resolution phase. Crews with higher Initiatives will 
  have the advantage over slower crews in that they will have some 
  knowledge of their opponents’ defensive allocations. If this option 
  is used, it is essential that Initiative is rerolled every round.
  Supporting 
  Maneuvers
  How well a driver or pilot handles a vehicle can be decisive in 
  combat. Banking at just the right time can bring the target directly 
  into the crosshairs of a waiting gunner; swerving at just the right 
  time can spoil an enemy gunner’s aim. Bank or swerve at the wrong 
  time and the advantage can pass to an opponent.
  The Driver/Pilot must choose whether they wish to fly offensively 
  (seeking to improve their gunner’s OB) or fly defensively (aiming 
  to improve their vehicle’s DB) or try to do both at the same time. 
  A Driver/Pilot must make a vehicular maneuver once per round 
  (or turn), rolling d100 open-ended, adding the relevant driving 
  or piloting skill, and applying all the relevant modifiers from the 
  Vehicle Maneuver Chart, especially the –50 penalty for Combat 
  Driving/Piloting. Note this penalty can be reduced or eliminated 
  using the Combat Styles & Maneuvers (Combat Driving/Piloting) 
  skill. Note also that the vehicle’s Maneuverability Rating is not 
  applied to these maneuvers as it is already accounted for in the 
  vehicle’s offensive and defensive potentials. If the Driver/Pilot is 
  attempting to drive/fly offensively and defensively at the same time, 
  then a further –20 penalty is applied to the maneuver representing 
  the additional challenge of optimizing for both outcomes. The 
  result is looked up on the Bonus column of the Maneuver Table. 
  For offensive driving/piloting, all of the result is added or 
  subtracted from the OB of all the vehicle’s gunners for that round/
  turn. For defensive driving/piloting, all of the result is added or 
  subtracted from the DB of the vehicle against all attacks made 
  in that round/turn. If the Driver/Pilot is attempting to drive/fly 
  offensively and defensively at the same time, then half the bonus/
  penalty must be added or subtracted from the OB of all the vehicle’s 
  48
   
  
  gunners for that round/turn and the other half of the bonus/penalty 
  must be added or subtracted from the DB of the vehicle against 
  all attacks made in that round/turn. Note that the vehicle must be 
  moving – a stationary vehicle cannot be offensively or defensively 
  driven/piloted.
  In vehicular combat, engineer characters may be trying 
  desperately to repair damage or coaxing the drive engines to 
  provide a fraction more acceleration or exceed their stated 
  maximum speed. These actions can be resolved independently of 
  the vehicle combat. However, engineers can choose to spend their 
  efforts in maximizing shield strength by boosting chosen areas of 
  the force field at the expense of others. A misjudgement can leave 
  the shield dangerously weakened against an incoming attack.
  An engineer must make an Engineering (Magnetogravitic) skill 
  maneuver. The difficulty is Medium (+0) in turn-based combat 
  and Hard (-20) in round-based combat, reflecting the balance of 
  considered choices versus instinct in the different time frames. The 
  result is looked up on the Bonus column of the Maneuver Table 
  and the bonus/penalty is applied to the vehicle’s DB in that round/
  turn. If there is more than one attacking vehicle, then the Engineer 
  must choose how to split the bonus/penalty modifier to DB against 
  the enemy vehicles.
  To counter sensor-based weapon targeting systems, vehicles 
  can incorporate materials and architecture to passively reduce 
  their profile to detection systems. Electronic countermeasures 
  can provide an active defense by the emission of radio and other 
  interference, confusing enemy sensors. This active Electronic 
  Warfare requires a dedicated communications officer to perform 
  this signal jamming.
  The communications officer must make a Signaling skill 
  maneuver. The difficulty is Medium (+0) in turn-based combat and 
  Hard (-20) in round-based combat, reflecting deliberation versus 
  instinctual reactions. The result is looked up on the Bonus column 
  of the Maneuver Table and the bonus/penalty is applied to the 
  vehicle’s DB in that round/turn. If there is more than one attacking 
  vehicle, then the communications officer must choose how to split 
  the bonus/penalty modifier to DB against the enemy vehicles.
  Resolving Gunnery
  Once pilots, engineers, and communications officers have 
  completed their actions, the focus shifts to the gunners. Each 
  weapons system on a vehicle must be operated by a gunner (or a 
  gunnery-capable AI).
  Autocannon (projectile cannon), laser cannon, plasma cannon, 
  and particle beam cannon are all resolved using the procedure 
  described below. Missiles and torpedoes are treated separately.
  When you want your character to make a gunnery attack, first 
  choose your target and then:
   
  P Make an attack roll. This is an open-ended percentile roll.
   
  P If the initial roll is within the fumble range for the weapon, the 
  attack stops and you roll on the fumble table. If the initial roll is 
  within the open-ended range (96-100), you roll again and add 
  the two rolls together. If the second or any other subsequent 
  roll is between 96-100, you roll again and add it to the previous 
  total.
   
  P Add your character’s OB (Offensive Bonus) to the final die 
  result. The OB will be the total of your character’s Gunnery 
  skill with the weapon, the Weapons Rating of the weapon, the 
  Maneuverability Rating of the vehicle (if it is moving), any 
  bonus/penalty from the Driving/Piloting maneuver that the 
  pilot declared for offensive piloting, and any Range Modifier 
  for the distance between the two vehicles.
   
  P Subtract your foe’s DB (Defensive Bonus) from the adjusted 
  die total. The DB is the total of the enemy vehicle’s Armor 
  Rating, its Shield Rating, its Maneuverability Rating (if it is 
  moving), its Electronic Warfare Rating, any bonus/penalty 
  from the Driving/Piloting maneuver that their pilot declared 
  for defensive piloting, any bonus/penalty from the Engineering 
  (Magnetogravitic) maneuver that their engineer declared 
  against your vehicle, and any bonus/penalty from the Signaling 
  maneuver that their communications officer declared against 
  your vehicle. This is your Total Attack Roll.
   
  P If the Total Attack Roll is 1 or higher, then you have hit the 
  enemy vehicle. Now adjust your Total Attack Roll by adding 
  or subtracting the size modifier for the weapon that your 
  character is operating. This is your Adjusted Attack Roll.
   
  P Look up your Adjusted Attack Roll on the proper Critical 
  Table, as determined by the Attack Type for the weapon that 
  you are using. This is the damage that you have done to the foe. 
  All damage is applied immediately. 
  1
  1 SysOp’s Choice: Pilot as Gunner
  In some settings, the single-person starfighter is an iconic part of 
  the milieu. By HARP SF rules, a character can only perform one 
  action in a round (turn), which makes life difficult for those in 
  single-person craft as they must choose to concentrate on flying or 
  gunnery in any given round (or get an AI to take over one task each 
  round). This option enables pilots to act as both pilots and gunners 
  simultaneously. Pilots can choose to fly offensively, fly defensively 
  or fly while shooting. If they choose to fly while shooting, they 
  must decide how to split any bonus/penalty between an attack and 
  defensive maneuvering, e.g. 50/50, 75/25, etc. They make their 
  Driving/Piloting maneuver and look up the result on the Bonus 
  column. Any proportion of the bonus/penalty declared for DB is 
  applied as in defensive piloting; the rest of the bonus/penalty is 
  then used instead of a Gunnery skill when making the attack. If the 
  pilot has the Natural Gunner Talent, then its bonus is also applied 
  to the attack. Note that this option cannot be used to fire missiles or 
  torpedoes as they require the targeter’s undivided attention.
  1
  1 SysOp’s Choice: Offensive and 
  Defensive Maneuvering
  For simplicity, the HARP SF rules suggest an equal split between 
  OB and DB bonuses/penalties for driver/pilots who are trying to 
  maneuver both offensively and defensively at the same time. Using 
  this option, driver/pilots may choose alternative splits, i.e. 75/25, 
  25/75, etc. The decision on the split should be made prior to the 
  maneuver roll and any fractional bonuses/penalties generated by 
  the split rounded down.
  49
   
  
  Range Modifiers
  Vehicle weaponry does not have an infinite range. Laser beams lose 
  their coherence as they pass through an atmosphere, while plasma 
  and particle beams are absorbed by the atmosphere. Autocannon 
  projectiles are affected by gravity and air resistance. Space is not 
  truly empty, so similar attenuation will occur to weapons fire, albeit 
  over greater distances. 
  Vehicle weapons have two Range Increment (RI) characteristics, 
  one for use in atmosphere and one for use in space. Howitzers are 
  normally indirect-fire weapons used in atmosphere – if required to 
  use a howitzer in space, it must be operated in a direct-fire mode. 
  For each full Range Increment that a target is from the attacker, 
  the attack roll is modified by -10, up to a maximum of five range 
  increments. For each range increment beyond the fifth, the penalty 
  is doubled.
   Table 2.2 lists a number of vehicle weapons and their atmosphere 
  and space Range Increments, as well as their Point Blank (PB) 
  bonus. A Point Blank ranged attack is one directed at a target that 
  is equal to or less than one half of a Range Increment from the 
  attacking vehicle. 
  In space combat where fighters are moving at high velocities, it is 
  possible for a ship to travel through multiple range increments in a 
  single round or turn. In such cases, the pilot of the vehicle with the 
  highest initiative chooses the minimum distance that he wants to 
  approach the enemy vessels. This determines the Range Increments 
  used by the vehicle’s gunners and by their foes against them. 
   
  1Example: Andrew is engaged in space combat with an alien 
  vessel. Andrew’s starfighter is armed with laser cannon with a 
  200 km range increment, while the alien ship relies on a plasma 
  cannon with an 80 km range increment. Whenever Andrew 
  wins the initiative, he keeps a distance of 180 km from the alien 
  craft so that he has no range penalties but the alien suffers a 
  –20 penalty. 
   
  1Example:  Using a standard Mark II laser cannon (with a Range 
  Increment of 400m in atmosphere), Dack has the following 
  modifiers due to range. 
  0m – 200m 
  +15 to attack (Point Blank) 
  201m – 400m  +0 to attack (RI 0) 
  401m – 800m -10 to attack (RI 1) 
  801m – 1200m -20 to attack (RI 2) 
  1201m – 1600m 
  -30 to attack (RI 3) 
  1601m – 2000m 
  -40 to attack (RI 4) 
  2001m – 2400m 
  -50 to attack (RI 5) 
  2401m –2800m 
  -100 to attack (RI 6) 
  2801m – 3200m 
  -200 to attack (RI 7)
   
  1Example:  Using a standard Mark II laser cannon (with a Range 
  Increment of 200 km in space), Dack has the following modifiers 
  due to range. 
  0m-100km 
  +15 to attack (Point Blank) 
  100.001-200km 
   +0 to attack (RI 0) 
  200.001km-400km 
  -10 to attack (RI 1) 
  400.001km-600km 
  -20 to attack (RI 2) 
  600.001km-800km 
  -30 to attack (RI 3) 
  800.001km-1000km 
  -40 to attack (RI 4) 
  1000.001km-1200km 
  -50 to attack (RI 5) 
  1200.001km-1400km 
  -100 to attack (RI 6) 
  1400.001km-1600km 
  -200 to attack (RI 7)
  A Point Defense System is normally used to protect a vehicle 
  from incoming missiles and torpedoes. The battery of miniature 
  weapons that forms the system can be used collectively as a 
  “normal” vehicle weapon system, in which case it delivers dual 
  Tiny Vehicle Energy and Piercing criticals, albeit at a limited range.
  1
  1 SysOp’s Choice: Hit Locations 
  and Called Shots
  After determining the Adjusted Attack Roll, you can refer to the 
  following Vehicle Critical Hit Location Table to determine which 
  area of the enemy vehicle has been hit, and so identify which 
  subsystems (if any) have been damaged or destroyed. Use the 
  “ones” die from the attack roll. If the result was open-ended, then 
  use the “ones” result of the final roll.
  Table 2.3 Vehicle Critical Hit Location Table
  “Ones” die result
  Hit Location
  0-2
  Hull
  3-4
  Weapons System
  5-6
  Motive System
  7
  Control System
  8
  Power System
  9
  Crew Module
   
  1Example: Latham has just blasted a Silth starfighter with a 
  laser cannon. Her player rolled 47 on the percentile dice, which 
  means that she has struck the starfighter’s control system. The 
  critical result indicates that one subsystem is destroyed and 
  another subsystem is damaged. The SysOp interprets this result 
  as the starfighter has lost its communications subsystem (so 
  it has lost its Electronic Warfare Rating) and that the onboard 
  computer has performed an emergency shutdown. Blue screen 
  of death.
  50
   
  
  Characters may choose to perform a “called shot”, hitting a 
  specific area of a vehicle. This is accomplished using the following 
  option. Before the attack roll is made, the character must announce 
  the location he is attempting to hit.
  Characters making called shots must subtract 10 from their OB 
  in order to adjust the location amount by +/- 1 point. A character 
  may reduce his OB by decrements of 10 to gain a maximum of +/- 5 
  points to indicate the desired location. When the Adjusted Attack 
  Roll is calculated, the character can refer to the Vehicle Critical Hit 
  Location Table and adjust the result by the called shot modifier in 
  the direction of the desired location.
   
  1Example: Latham wants to take out the drive of a Silth 
  gunboat, so announces that she’ll be targeting the Motive 
  System. She reduces her OB by 20 to give her a +/- 2 hit location 
  adjustment in her favor. The attack roll is 72. She needs a result 
  of 5 or 6 to hit the drive. The adjusted location is only a 4, so 
  Dack blasts their weapons systems instead.
  1
  1 SysOp’s Note: Weapon 
  Placement and Facing
  For ease of play, the rules in this chapter make no assumptions 
  about the placement and facing of weapon systems on vehicles. 
  Essentially the rules assume that by some combination of aiming 
  a weapon system and adjusting the orientation of the vehicle, a 
  gunner can engage any target at any point on 360 degrees of all 
  three axes. This is a significant simplification and abstraction of 
  reality, and will be hard to justify for many types of vehicles and 
  their associated weapon systems. SysOps may wish to specify what 
  is feasible for particular weaponry on a specific vehicle – as always, 
  it will be best to point out limitations to players before any combat 
  begins to avoid arguments.  
  Table 2.2 Vehicle Weapon Range Table
  Weapon
  Attack Size
  Atmosphere Range 
  Increment
  Atmosphere 
  Point Blank
  Space Range Increment
  Space Point Blank
  PB
  Autocannon (Mark I)
  Tiny
  400m
  200m
  60km
  30km
  +15
  Autocannon (Mark II)
  Small
  800m
  400m
  120km
  760km
  +20
  Autocannon (Mark III)
  Medium
  1200m
  600m
  180km
  90km
  +25
  Autocannon (Mark IV)
  Large
  1600m
  800m
  240km
  120km
  +30
  Autocannon (Mark V)
  Huge
  2000m
  1000m
  300km
  150km
  +35
  Howitzer (Mark I)
  Tiny
  2km
  1km
  100km
  50km
  +15
  Howitzer (Mark II)
  Small
  3km
  1.5km
  150km
  75km
  +20
  Howitzer (Mark III)
  Medium
  4km
  2km
  200km
  100km
  +25
  Howitzer (Mark IV)
  Large
  5km
  2.5km
  250km
  125km
  +30
  Howitzer (Mark V)
  Huge
  6km
  3km
  300km
  150km
  +35
  Laser Cannon (Mark I)
  Tiny
  200m
  100m
  100km
  50km
  +15
  Laser Cannon (Mark II)
  Small
  400m
  200m
  200km
  100km
  +15
  Laser Cannon (Mark III)
  Medium
  600m
  300m
  300km
  150km
  +20
  Laser Cannon (Mark IV)
  Large
  800m
  400m
  400km
  200km
  +20
  Laser Cannon (Mark V)
  Huge
  1000m
  500m
  500km
  250km
  +25
  Particle Beam Cannon (Mark I)
  Tiny
  100m
  50m
  60km
  30km
  +20
  Particle Beam Cannon (Mark II)
  Small
  200m
  100m
  120km
  60km
  +20
  Particle Beam Cannon (Mark III)
  Medium
  300m
  150m
  180km
  90km
  +25
  Particle Beam Cannon (Mark IV)
  Large
  400m
  200m
  240km
  120km
  +25
  Particle Beam Cannon (Mark V)
  Huge
  500m
  250m
  300km
  150km
  +30
  Point Defense System
  Tiny
  200m
  100m
  50km
  25km
  +10
  Plasma Cannon (Mark I)
  Tiny
  100m
  50m
  40km
  20km
  +20
  Plasma Cannon (Mark II)
  Small
  200m
  100m
  80km
  40km
  +25
  Plasma Cannon (Mark III)
  Medium
  300m
  150m
  120km
  60km
  +30
  Plasma Cannon (Mark IV)
  Large
  400m
  200m
  160km
  80km
  +35
  Plasma Cannon (Mark V)
  Huge
  500m
  250m
  200km
  100km
  +40
  51
   
  
  Combat Example 
  - Part One 
  The scoutship, Faffin’ Around, and its crew of six PCs have 
  discovered a hidden Silth base orbiting a red dwarf sun. The Faffin’ 
  Around is decelerating from 0.01c as it enters the debris field of the 
  exit Lagrange Point of the system. Alice Weaver has just detected 
  two Silth starfighters, one at 800 km distance and one at 15,000 
  km. Unfortunately, both Silth starfighters have detected the Faffin’ 
  Around. Combat begins.
  In round one, initiative is rolled for the three pilots. The near 
  starfighter pilot, Ssadelask, wins initiative with 25, followed closely 
  by Seraph on 24, and the distant pilot Ssevetosh lags on 21. 
  Ssadelask chooses to fly defensively, rolls 85, adds 70 for skill, but 
  then must subtract 40 for maximum acceleration and 10 for combat 
  piloting (as Ssadelask’s Combat Pilot style is only 40), giving 105 
  which translates to a +5 bonus to the vehicle’s DB.
  On the Faffin’ Around, Seraph opts to fly offensively, knowing 
  that her Instinctive Evasion talent will give the scoutship a +20 
  bonus to DB. The roll is 67, plus 90 for skill, minus 40 for maximum 
  acceleration (but no combat piloting penalty), so 117, which is a 
  +10 bonus to all attacks. Dack makes an Engineering (Magneto-
  gravitic) maneuver to boost the shields. A roll of 74, plus 50 for 
  skill, minus 20 for being a Hard maneuver, is 104 or +5 bonus to 
  shields. Dack chooses to apply this against the nearest starfighter. 
  Finally Weaver tries her hand at electronic countermeasures to 
  defend against any missile launches from the other starfighter, 
  which is too distant to use its laser cannon. The roll is 7, Weaver’s 
  Signaling skill is only 40, and the penalty is 20, so net result of 27, 
  or a –40 penalty to DB against the distant starfighter.
  Ssevetosh sends an emergency message pulse to the Silth base 
  instead of fancy maneuvering.
  Now the shooting begins.
  Ssavarka (Ssadelask’s gunner) opens up on the Faffin’ Around 
  with his Mark II laser cannon. His OB is 66 (from the roll), plus 70 
  from skill, plus 20 from Weapons Rating, plus 20 from the vehicle’s 
  Maneuverability Rating, but minus 30 (for four Range Increments), 
  equaling 146. 
  The Faffin’ Around’s DB is 30 (from Armor), 20 (from Shields), 
  20 (from EW), 20 (from Maneuverability Rating), plus 20 from 
  Seraph’s talent and 5 from Dack’s shield handling, which is a grand 
  total of 115. Total Attack Roll is 31, adjusted for Small attack to 
  21. That’s a hit on one of the Faffin’ Around’s weapon systems (the 
  SysOp chooses Latham’s autocannon) – it is damaged with a –20 
  penalty and the ship has lost 5 Structural Hits.
  Latham returns fire with a Mark III autocannon. Her OB is 
  128 (open-ended roll of 98 followed by 30), plus 80 for skill, 10 
  for Weapons Rating, 20 for Maneuverability Rating, and 10 from 
  Seraph’s flying, minus 20 from damage penalty and minus 40 for 
  Range Increment 5. Total is 188.
  The starfighter’s DB is 30 (Armor), 15 (Shields), 10 (EW), 20 
  (Maneuverability), and 5 (defensive piloting). Grand total is 80. 
  Total Attack Roll is 108. No adjustment for attack size, but the 
  damage cap lowers it to 100. That’s 22 Structural Hits and a disabled 
  EW system.
  Hamilton follows up with laser fire. His OB is 74 (from roll) plus 
  80 (skill), 10 for Weapons Rating, 20 for Maneuverability Rating, 
  and 10 from Seraph’s flying, minus 30 for Range Increment 3. Total 
  is 164.
  The starfighter’s DB is now 70 because the electronic warfare 
  system is out. Total Attack Roll is 94, but this is lowered by 10 for 
  Small attack, so 84. Looking that up on the Vehicle Energy table 
  52
   
  
  indicates 12 Structural Hits and the loss of a weapons system. The 
  SysOp rules that the Silth’s laser cannon is disabled.
  The gunner of the other starfighter decides to fire all his missiles 
  in a single salvo. The missiles will take 3 rounds to arrive, with the 
  next round being their first round of travel. (See the second part of 
  this example for the resolution of this gunnery action.)
  In round two, Seraph wins the initiative. Latham manages to 
  disable the starfighter’s missile launching system, depriving them 
  of all offensive potential, while Hamilton burns through into 
  their cockpit, engulfing pilot and gunner in an intense fire. This 
  starfighter and its crew are out of the battle. The other starfighter 
  spends the round heading towards the Faffin’ Around at maximum 
  acceleration with six missiles racing ahead.   
  1
  4 Resolving Missiles 
  and Torpedoes
  Missiles and torpedoes are self-propelled weapons systems. Once 
  they have locked onto and been launched at a target, they will follow 
  the path to that target of their own volition. They are not instant 
  weapons as it may take seconds, minutes, even hours for them to 
  reach their target depending on the range and the velocity of the 
  missiles. While they are in transit, they can be outrun or dodged 
  breaking their lock, confused by electronic countermeasures or 
  decoys, or simply destroyed by main weapon and point defense 
  systems. If, however, they do reach their target, then they release 
  their damage potential up close and personal, typically in the form 
  of a very large explosion. 
  Gunners can choose to fire a single missile at a target or a salvo of 
  multiple missiles (equivalent to burst fire with personal weapons) 
  using the same attack roll. Salvos are harder to defend against; 
  this increases the likelihood that one or more will reach the target 
  and the potential damage that may be inflicted. However, it is not 
  possible to make called shots with missiles against mobile targets.
  To lock onto a target, the gunner must first have an approximate 
  location for the target. Typically this will require a successful 
  use of the vehicle’s sensor suite/sensor system by the vehicle’s 
  communications officer and the feeding of the data to the weapons 
  systems. The communications officer makes an All-or-Nothing 
  Signaling maneuver, subtracting any range penalty for distance 
  (see below), -40 (if the target(s) have magneto-grav shields up), 
  +20 (if the scan is focused in a particular area/volume), and +20 
  (if the scan is limited to a particular type of target or information). 
  If the result is 101 or more, then the comms officer has identified 
  the silhouettes of any vessels in the scanned area and this will 
  normally be sufficient for most gunners!  Once detected, the sensor 
  suite or sensor system will be able to track targets without further 
  intervention from the comms officer.
  In space, sensor suites and sensor systems have characteristic 
  Range Increments at the three technology levels as given in the 
  table below. For each full Range Increment that the target is from 
  the sensor, the sensing maneuver is modified by –10 up to five range 
  increments. For each range increment beyond the fifth, the penalty 
  is doubled.  The Range Increments for different technological 
  stages are given in the table below (1 light second = 300,000 km, 
  1 astronomical unit (au) = 150,000,000 km or 500 light seconds). 
  When one of these suites or systems is “planetbound”, i.e. landed 
  on the surface of a world or in an atmosphere, the maximum 
  “horizontal” range will be the distance to the horizon - looking “up” 
  is not subject to this range limit.
  Type
  Early RI
  Mature RI
  Advanced RI
  Construct Sensor Suite
  1 km
  2 km
  5 km
  Construct Sensor System
  0.5 Light Seconds
  1 Light Second
  2 Light Seconds
  Full rules for using sensor suites and systems can be found in HARP 
  SF, Adventuring chapter, Sensors, Scanners, and Countermeasures.
  Having acquired potential targets, when you want your character 
  to make a missile or torpedo attack, first choose your target, second 
  decide how many missiles you want to fire (one or a salvo), and 
  then:
   
  P Make an attack roll to lock onto the enemy target. This is an 
  open-ended percentile roll.
   
  P If the initial roll is within the fumble range for the weapon, the 
  attack stops and you roll on the fumble table. If the initial roll is 
  within the open-ended range (96-100), you roll again and add 
  the two rolls together. If the second or any other subsequent 
  roll is between 96-100, you roll again and add it to the previous 
  total.
   
  P Add your character’s OB (Offensive Bonus) to the final die 
  result. The OB will be the total of your character’s Gunnery 
  skill with the weapon, the Weapons Rating of the weapon, the 
  Maneuverability Rating of the vehicle (if it is not stationary) 
  and any bonus/penalty from the Driving/Piloting maneuver 
  that the pilot declared for offensive piloting. Do not apply any 
  Range Modifiers.
   
  P Subtract your foe’s DB (Defensive Bonus) from the adjusted 
  die total. This DB is the total of the enemy vehicle’s Armor 
  Rating, its Shield Rating, its Maneuverability Rating (if it is not 
  stationary), its Electronic Warfare Rating, any bonus/penalty 
  from the Driving/Piloting maneuver that their pilot declared 
  for defensive piloting, any bonus/penalty from the Engineering 
  (Magnetogravitic) maneuver that their engineer declared 
  against your vehicle, and any bonus/penalty from the Signaling 
  maneuver that their communications officer declared against 
  your vehicle. This is your Total Attack Roll.
   
  P If the Total Attack Roll is 1 or higher, then you have successfully 
  locked onto the enemy vehicle and your missiles are even now 
  racing to a fiery rendezvous with the foe. If the Total Attack 
  Roll is 0 or less, you failed to achieve a lock on the target, and 
  your missiles are not launched.
  Determine how long the missiles will take to reach their target. 
  The round (or turn) in which they were fired does not count for 
  calculating when a missile will strike its target – travel time starts 
  in the following round (or turn).
  Each round (or turn), the pilot of the enemy vehicle may attempt 
  to dodge the missiles to break their lock (see below).
  Each round (or turn), any bridge officer of the enemy vehicle 
  may release decoys to fool the missiles (see below).
  Each round (or turn), the enemy communications officer may 
  attempt to jam the missiles’ targeting sensors to break their lock 
  (see below).
  53
   
  
  Each round (or turn), gunners may attempt to destroy missiles 
  using the main weapon systems (see below). 
  In the final round (or turn) only, an enemy gunner may attempt 
  to destroy the surviving missiles using the point defense system 
  (see below)
  If any missiles penetrate the defenses, make a d100 open-ended 
  roll, adding 10 for each missile beyond the first, adding any bonus 
  from the missile’s (not launcher’s) Weapons Rating (only count the 
  Weapons Rating once) and subtracting the enemy vehicle’s Armor 
  Rating and Shield Rating. Adjust the result by adding or subtracting 
  the size modifier for the particular missile type. Look this final 
  value up on the Warhead Critical Table. This is the damage that 
  you have done to the enemy. All damage is applied immediately.
  1
  1 SysOp’s Choice: Nuclear 
  Warhead Lethality
  If a vehicle without active shields is hit by a missile with a nuclear 
  warhead, then the SysOp is entitled to rule that the unfortunate 
  vehicle is completely destroyed with no survivors. This optional 
  rule simulates the true deadliness of nuclear weapons against 
  normal matter.
  1
  1 Dodging Missiles by Better Flying
  A pilot can attempt to dodge incoming missiles by inspired flying, 
  making unexpected directional changes. The pilot’s player makes 
  an All-or Nothing vehicular maneuver, rolling d100 open-ended, 
  adding the relevant driving or piloting skill, and applying all the 
  relevant modifiers from the Vehicle Maneuver Chart, especially the 
  –50 penalty for Combat Driving/Piloting. In addition, a further 
  –10 penalty for each missile to be dodged is applied. 
  If the result is 101 or more, then at least one missile has been 
  successfully dodged. For every full twenty points of success over 
  101, an additional missile has been dodged, i.e. 101 equals 1 
  dodged, 121 equals 2 dodged, 141 equals 3 dodged, etc.
  In any round (or turn) that a pilot tries to dodge missiles, he 
  cannot also attempt to improve OB or DB.
  1
  1 Dodging Missiles by Decoys
  Any bridge officer (including communications officers and weapons 
  officers, not just pilots) can attempt to fool incoming missiles into 
  following another spurious target by releasing a decoy that emits 
  electromagnetic radiation identical to the real vehicle. Any missiles 
  that are fooled by a decoy lock onto it and destroy the decoy instead 
  of the real target. Pilots will be most adept at deploying decoys, but 
  may be busy with more important issues.
  To resolve a decoy deployment, the officer’s player makes an All-
  or Nothing vehicular maneuver, rolling d100 open-ended, adding 
  the relevant driving or piloting skill, and applying all the relevant 
  modifiers from the Vehicle Maneuver Chart, especially the –50 
  penalty for Combat Driving/Piloting and any bonus/penalty from 
  the vehicle’s Maneuverability Rating. In addition, a further –10 
  penalty for each missile to be decoyed is applied, but a bonus of 
  +10 is awarded for every additional decoy after the first is deployed 
  (+0 for 1 decoy, +10 for 2 decoys, etc.). 
  If the result is 101 or more, then at least one missile is now locked 
  onto the decoy(s). For every full twenty points of success over 101, 
  an additional missile has been fooled, i.e. 101 equals 1 fooled, 121 
  equals 2 fooled, 141 equals 3 fooled, etc.
  In any round (or turn) that an officer tries to deploy a decoy, 
  he cannot also attempt to improve OB, DB, dodge missiles, fire 
  weapons or perform other actions.
   1Note: Ships will have a finite number of decoys. Shuttles 
  usually carry up to six, freighters and scoutships perhaps 
  a dozen, while a naval corvette would be equipped with 
  twenty. (Starfighters are too small to have decoys.) Each 
  decoy is about the same size and price as a maintenance 
  pod. Use them wisely.
   1Note:  The electromagnetic signature of a decoy can be 
  changed with a Medium (+0) Signaling skill maneuver 
  to the pattern of another vehicle. The process takes one 
  minute and can only be accomplished prior to the decoy’s 
  launch. If the signature is not already stored, then it can be 
  determined by performing a successful “Analyze Electronic 
  Warfare” task using appropriate sensors to probe the 
  other vehicle (see HARP SF, Adventuring chapter, Sensors, 
  Scanners and Countermeasures).
  1
  1 Countering Missiles by Jamming
  The communications officer can use electronic warfare measures to 
  confuse incoming missiles. This is resolved by an All-or-Nothing 
  Signaling skill maneuver, adding the EW Rating of the vehicle. The 
  difficulty is Medium (+0) in turn-based combat and Hard (-20) in 
  round-based combat. A penalty of –10 is applied for each incoming 
  missile. 
  If the result is 101or more, then at least one missile has lost its 
  lock. For every full twenty points of success over 100, an additional 
  missile has been confused, i.e. 101 equals 1 fooled, 121 equals 2 
  fooled, 141 equals 3 fooled, etc.
  In any round (or turn) that a communications officer attempts 
  to counter missiles, he cannot also attempt to improve the vehicle’s 
  DB against other attacks.
  Electronic warfare measures can also be used to disrupt missiles 
  launched at other targets using the same procedure outlined above, 
  with a more severe difficulty of Hard (-20) in turn-based combat 
  and Very Hard (-40) in round-based combat.
  In terms of jamming range, if a missile can be detected by the 
  vehicle’s sensors, then attempts can be made to jam the missile.
  1
  1 Destroying Missiles by Main 
  Weapons Systems 
  It is possible to retask the main weapon systems to target incoming 
  missiles. This is resolved by an All-or-Nothing Gunnery skill 
  maneuver (which is Very Hard (-40) in round-based combat and 
  Hard  (-20) in turn-based combat), and applying the appropriate 
  range penalty.  If the result is 101 or more, then one and only one 
  missile is destroyed. Each weapon system can only target one 
  missile each round (or turn).
  54
   
  
  Using the main weapons systems in this fashion usually only 
  makes sense if a vessel is under missile bombardment from a craft 
  that is out of range of the vessel’s weapons.
  1
  1 Destroying Missiles by Point Defense
  This is the last line of defense against missiles – the battery of 
  microlasers and mini-autocannon that seek to shred the oncoming 
  warheads into harmless fragments. It is the task of the gunner in 
  charge of the point defense system to configure the firing pattern to 
  maximize its defensive coverage.
  This is resolved by an All-or-Nothing Gunnery skill maneuver 
  (which is Hard (-20) in round-based combat and Medium (+0) 
  in turn-based combat), adding the Point Defense Rating of the 
  vehicle, and subtracting 10 for every incoming missile. 
  If the result is 101 or more, then at least one missile has been 
  destroyed. For every full twenty points of success over 100, an 
  additional missile has been eliminated, i.e. 101 equals 1 blown up, 
  121 equals 2 destroyed, 141 equals 3 eliminated, etc.
   1Note: Point defense systems are only usable on the last 
  round (or turn) before impact due to the relatively short 
  range of the microlasers and mini-autocannon.
   1Note:  It is possible to use a point defense system to 
  destroy missiles intended for another target if the missiles 
  pass within Range Increments 0 to 5 of the point defense 
  system. This increases the difficulty of the Gunnery skill 
  maneuver to Very Hard (-40) in round-based combat and 
  Hard (-20) in turn-based combat.
  1
  1 Outrunning Missiles
  It is possible, albeit difficult, to outrun a missile. While their 
  propulsion systems are much smaller than those of a starship, a 
  missile has a much smaller mass to move, does not have to waste 
  power on life support etc., and can accelerate at rates and to speeds 
  that would leave a living crew a radioactive bloody smear even 
  with gravity control and shielding. Missiles with magnetic-gravitic 
  drives can track a target across a solar system, making them 
  tenacious opponents. 
  If a missile salvo is launched at relatively long range, then a 
  starship may be able to maintain sufficient distance between it and 
  the missile(s) until either the missiles burn out from exhausting 
  their fuel or the starship reaches a position where it can make a 
  hyperspace jump.  
  1
  1 SysOp’s Note: Finding New Targets, 
  Smart Missiles and Guided Missiles
  Normally when a missile loses the lock on its target due to 
  jamming, it is effectively out of the battle. In certain situations 
  where the tactical environment is rich in similar targets to the one 
  that successfully jammed the missile (such as a large space battle 
  with multiple vessels involved), a successfully jammed missile may 
  potentially lock onto another similar target in the next round (or 
  turn) after being jammed. A similar target will be a vehicle of the 
  same class, or approximately equivalent size or shape, or a decoy 
  pretending to be the intended target. Roll d100 open-ended, and 
  add +5 for every similar target in the tactical environment. If the 
  result is 101 or more, then the missile has found a new target (the 
  SysOp may choose or roll randomly). A missile may only switch 
  target once in this way.
  A smart missile has a full set of onboard targeting software and 
  associated sensors. Effectively the software provides the equivalent 
  of a number of skill ranks in Signaling, enabling a jammed missile 
  to restore its lock on an original target if it succeeds in a Signaling 
  maneuver (at Hard (-20) difficulty in round-based and Medium 
  (+0) in turn-based combat.). The software may only attempt to 
  restore lock in the round/turn after being successfully jammed. The 
  cost of a smart missile is twice the normal base cost of an equivalent 
  dumb missile plus the cost of the software (use the cost for a Skill 
  Expertise cyberware package) and its mass increases by 10%.
  A guided missile is a smart missile further enhanced with 
  additional telemetry and a two-way communications link back to 
  its launching platform. The remote gunner or signaling officer can 
  receive information about the missile’s status from it and in turn 
  retask the missile to lock onto a different target, relock onto the 
  original target, or even detonate the missile harmlessly before it 
  reaches its intended target. A guided missile can be retasked up 
  to twice by remote control. To remotely direct a guided missile, 
  the gunner or comms officer must first make a Signaling maneuver 
  (as described above for acquiring targets) and then make a new 
  attack roll for the missile (again as described above for missile/
  torpedo attack resolution).  Enemy EW officers can attempt to jam 
  communications links between guided missiles and their operators, 
  if they are also within one light second of any vessel in the battery 
  (for space-based engagements) or within line-of-sight (for planet-
  bound engagements). The comms officer for the guided missile 
  makes a Signaling maneuver, adding the EW Rating of his vessel, 
  and applying any range penalties. The result is looked up on the RR 
  column of the Manuever Table.  The jamming EW officer must then 
  make a Signaling maneuver, adding the EW Rating of his vessel, 
  and compare the result against the target value from the guided 
  missile’s comms officer. Equal or exceed the target number and 
  all communication between the remote operator and the guided 
  missile(s) is disrupted for the next round/turn. An EW system 
  used for disrupting missile communications in a given round/turn 
  cannot be used for any other tasks. The cost of a guided missile is 
  three times the normal base cost of an equivalent dumb missile plus 
  the cost of the software (use the cost for a Skill Expertise cyberware 
  package) and its mass increases by 20%. SysOps should be aware 
  of lightspeed lag for guided missiles over interplanetary distances 
  and the opportunities for enterprising hackers to reprogram the 
  guidance systems.
  1
  1  SysOp’s Note: Acting as 
  a Decoy for Another
  A craft can choose to simulate the electromagnetic signature of 
  another vessel, in essence serving as an over-sized decoy.  The 
  most sensible time to do this is prior to a missile launch against the 
  vessel that must be protected. The decoy’s comms officer needs to 
  know the signature of the vessel, which may be in a data bank or 
  can be ascertained using a successful “Analyze Electronic Warfare” 
  task with appropriate sensors to probe the vehicle (see HARP SF, 
  55
   
  
  Adventuring chapter, Sensors, Scanners and Countermeasures). 
  The decoy’s comms officer then must succeed in a Hard (-20) 
  Signaling maneuver to simulate the desired signature – this process 
  takes one minute and requires the decoy to have a functioning 
  electronic warfare system – and while the signature is being 
  changed, the EW system cannot be used for any other purpose. 
  Unless the hostiles perform their own electronic warfare analysis 
  (or have optical observation on both vessels), the decoy will seem 
  to be identical to the protected vessel. (Of course, the comms 
  officers on the protected vessel should be masking or distorting 
  their signature).  Vessels who are acting as decoys can choose to 
  revert to their normal signature at any time (the process takes one 
  minute and the EW system may not be used for any other purpose 
  during this period) and automatically revert if the disguising EW 
  system is disabled or destroyed. Any missile locked onto a decoy 
  vessel automatically loses lock if the signature reverts. While using 
  a decoy signature, increase the difficulty degree of all Signaling 
  maneuvers by one step (so Medium becomes Hard, etc.)
  Combat Example 
  - Part Two
  Returning to our combat example, prior to the engagement 
  Ssunihamar, (Ssevetosh’s gunner) used his Signaling skill to detect 
  the Faffin’ Around. His roll was 94, plus Signaling skill of 69, +0 
  for range (the Faffin’ Around is a fraction of one light-second away 
  from the starfighter), -40 (the Faffin’ Around has its shields up), 
  +0 for unlimited area of scanning (Ssunihamar is not focusing 
  his scan), and +0 for unfocused scanning (Ssunihamar is looking 
  for all ships and anything else unexpected). Result is 123, easily 
  exceeding the 101 target number for detecting ship silhouettes and 
  ensuring that Ssunihamar’s targeting computer has the location of 
  the Faffin’ Around.
  In round one Ssunihamar launched a full salvo of six missiles 
  at the Faffin’ Around. Ssunihamar’s OB is 39 (from roll), plus 
  60 (skill), plus 20 (missile launcher’s Weapons Rating), and 20 
  (Maneuverability Rating), so a total OB of 139. Against the missile 
  56
   
  
  lock, the Faffin’ Around has a DB of 30 (from Armor), 20 (from 
  Shields), 20 (from EW), 20 (from Maneuverability Rating), plus 20 
  from Seraph’s talent but –40 from Weaver’s failure in the Signaling 
  maneuver, which is a grand total of 70. Total Attack Roll is 69 (139-
  70), so the missiles lock on.
  The SysOp calculates that they’ll traverse the fifteen thousand 
  kilometers in under 5 seconds. 
  In round two, the crew of the Faffin’ Around concentrate on 
  taking out the other starfighter, so the missiles fly on.
  In round three, the Faffin’ Around decides to break the missile 
  lock. Seraph attempts some evasive flying, but only gets 32 on 
  the dice roll, adding 90 for skill and 20 for the Faffin’ Around’s 
  Maneuverability Rating, but subtracting 40 for vehicle penalties 
  and 60 (-10 for each missile), so a net result of 42. Weaver redeems 
  herself in jamming the missiles with a roll of 169 (open-ending on 
  a 96 followed by a 73), plus skill of 40 and 20 (EW Rating), minus 
  20 (for Hard difficulty) and minus 60 (for six missiles). Net result is 
  149 and three missiles become confused.
  In round four, the Faffin’ Around has to contend with three 
  missiles and the starfighter itself. Seraph flies defensively, leaving 
  Weaver and Jung (on point defense) to confuse or destroy the 
  missiles. 
  Weaver gets a roll of 61, plus 40 (skill) and 20 (EW Rating), 
  minus 20 (difficulty) and 30 (for remaining missiles), so result is 
  71, nowhere near enough. 
  It’s all up to Jung. His player rolls 66, adds 65 (skill) and 20 (Point 
  Defense Rating), minus 50 (Hard difficulty and 3 missiles), so net 
  result of 101. One missile is shredded, the other two detonate.
  On behalf of the Silth, the SysOp rolls 77, adds 10 (for second 
  missile), adds +10 (these missiles have +10 Weapons Rating), 
  subtracts 50 (for Faffin’ Around’s Armor and Shields), subtracts 20 
  (as Type I warheads are Tiny size), and looks up 27 on the Warhead 
  Table. Only 8 more structural hits and damage to the electronic 
  warfare system. The Faffin’ Around was lucky.
  1
  1 SysOp’s Choice: Multiple Salvos 
  and Separate Launches
  The advantage of launching multiple missiles in a single salvo is 
  that they are much harder to defend against. The disadvantage is 
  that if the initial gunnery maneuver fails to lock on to the target, 
  the entire salvo is wasted. 
  What happens when a ship is targeted by multiple salvos, either 
  from a single hostile or multiple enemy vessels? The SysOp must 
  decide whether or not each salvo is treated separately for the 
  purposes of dodging, decoys, electronic countermeasures, and 
  point defense. If each salvo is treated as a separate attack, then it 
  will be easier to protect a ship from an individual salvo because 
  fewer missiles means reduced penalties. The disadvantage is that 
  each defensive action can only take on one salvo at a time, so a 
  really lucky roll will not eliminate all the opposition. 
  Linked-fire 
  Systems
  Modern vehicular weapons can be linked together via computer 
  control such that a single gunner can fire multiple weapons 
  simultaneously at a single target. A linked-fire system consists of 
  two or more identical vehicular weapons connected by a suitable 
  communications and computing network. The weapons must 
  be identical, i.e. they must be of the same type, same attack size, 
  posssess the same bonuses, etc., i.e. two Tiny Laser Cannons could 
  form a linked-fire system, but neither a Small Laser Cannon nor a 
  Tiny Particle Beam Cannon could be added to the system. Damage 
  to a weapon that imposes a penalty, or disables it or destroys it, will 
  remove the weapon from a linked-fire system.
  To use a linked-fire system, the gunner makes one attack roll as 
  normal using the appropriate Gunnery skill. If the attack succeeds, 
  i.e. the Total Attack Roll is 1 or more, then for every additional 
  weapon (after the first) in a linked-fire system, add +5 to the Total 
  Attack Roll when calculating the Adjusted Attack Roll. Moreover 
  for every five weapons in a linked-fire system, increase the damage 
  cap by 10 to a maximum of 120.
   
  1Example: Thornhill is using a linked-fire system of five Small 
  Laser Cannon installed on an experimental frigate that the 
  crew of the Faffin’ Around have captured from space pirates. 
  More raiders are approaching in an assault shuttle. Thornhill 
  opens up on the assault shuttle, and thanks to a very lucky 
  roll manages to hit. The Total Attack Roll is 83. Adjusting for 
  attack size (-10 for Small) and linked-fire bonus (+20 for four 
  additional laser cannons), gives an Adjusted Attack Roll of 93 
  (83 –10 + 20). Normally Small weapons have a damage cap of 
  90, but the linked-fire system has five weapons, so the actual 
  damage cap is 100, so Thornhill’s result of 93 stands.
  Weapon Batteries
  An alternate to a linked-fire system is a weapon battery, where a 
  set of identical vehicular weapons, each with its own individual 
  gunner, coordinates their fire on a single target. All of the weapon 
  systems in a battery need to share communications and targeting 
  information – this need not be high-tech, e.g. on a sailing ship, 
  an officer shouting instructions to individual gun captains would 
  count as appropriate coordination for a broadside.  The weapons 
  must be identical, i.e. they must be of the same type, same attack 
  size, posssess the same bonuses, etc., i.e. two Tiny Autocannons 
  could form a battery, but neither a Small Autocannon nor a Tiny 
  Particle Beam Cannon could be added to the battery. Damage to 
  a weapon that imposes a penalty, or disables it or destroys it, will 
  remove the weapon from the battery.
  To resolve an attack by a weapon battery, make one attack roll 
  using the highest Gunnery skill of the gunners crewing the battery. 
  Apply all normal bonuses and penalties as usual and then add the 
  following battery bonus: for every additional weapon in the battery, 
  add +5 to the OB. In addition for every five weapons in the battery, 
  increase the damage cap by 10 points to a maximum of 120.
   
  1Example: Sergeant Latham is commanding a battery of six 
  Tiny Autocannons. She is the most skilled gunner present, so 
  her Gunnery skill of 102 will be used to resolve attacks by this 
  battery. The battery bonus is +25 (five additional autocannon), 
  so her modified Gunnery skill is 127. The damage cap for the 
  battery is also raised from 80 to 90.
  57
   
  
  Extended Weapon 
  Batteries and 
  Countermeasures
  A weapon battery can consist of weapon systems on multiple 
  vessels if the vessels can maintain appropriate communications 
  and telemetry links without time lag. This is typically only possible 
  with speed-of-light communications (e.g. radio and comm lasers) 
  with all vessels within one light second (300,000 km) of each other. 
  Potentially quantum entanglement methods (such as psionics) 
  might work enabling much longer ranges. Note that an extended 
  weapon battery uses the worst Range Increment of all included 
  weapon systems when resolving attacks so linking in very dispersed 
  vehicles will typically be counter-productive.
  Maintaining an extended weapon battery is a task for the comms 
  officer. If there is no interference (i.e. opposing ships trying to 
  jam the links), then the comms officer makes an All-or-Nothing 
  Signaling maneuver (Medium (+0) in turn-based combat, Hard 
  (-20) in round-based combat) with a penalty of –10 for each 
  additional vessel after the first two in the extended weapon battery. 
  Success means that the comms officer holds the link open for that 
  round/turn. 
  The EW officers on opposing vehicles may try to disrupt the 
  extended battery communications, if they are also within one light 
  second of any vessel in the battery (for space-based engagements) 
  or within line-of-sight (for planet-bound engagements). The 
  comms officer for the battery makes a Signaling maneuver, adding 
  the EW Rating of his vessel, and applying a penalty of –10 for each 
  additional vessel after the first two in the battery. The result is 
  looked up on the RR column of the Manuever Table.  The attacking 
  EW officer must then make a Signaling maneuver, adding the 
  EW Rating of his vessel, and compare the result against the target 
  value from the defending comms officer. Equal or exceed the target 
  number and the extended battery is disrupted for the next round/
  turn. An EW system used for disrupting battery communications 
  in a given round/turn cannot be used for any other tasks.
   
  1Example: Alice Weaver has been tasked with coordinating an 
  extended weapons battery across four Federation scoutships, 
  which are currently engaged in a vicious space battle with two 
  Silth cruisers. One of the Silth EW officers, Ssadinuaik, is using 
  a secondary EW system to jam Alice’s battery linkages. Alice’s 
  player rolls 75, adds 40 (Signaling skill), adds 20 (EW Rating of 
  Faffin’ Around), and subtracts 20 (4 vessels in battery means 
  –20 penalty), yielding a result of 115, which from the RR column 
  of the Maneuver Table gives a target of 130. The SysOp rolls on 
  behalf of Ssadinuaik, getting a miserly 13 on the roll, plus 82 
  (Signaling skill) plus 10 (EW Rating), for a total of 105. Weaver’s 
  battery comms network holds for the next round, but her luck 
  cannot last. 
  58
   
  
  1
  1 SysOp’s Choice: Variable 
  Battery Bonuses
   The weapon battery rules give a flat +5 bonus per additional 
  weapon regardless of the skill of the subordinate gunners. This 
  option accounts for veterans and rookies in a battery crew. For 
  each subordinate gunner, divide his Gunnery skill by 10, rounding 
  down, and use the result as his contribution to the battery bonus.
   
  1Example: Returning to Latham’s command, her subordinates 
  are a senior corporal (Gunnery skill 84), a veteran (Gunnery 68), 
  and three rookies (Gunnery skills of 39, 36 and 32 respectively). 
  Dividing the Gunnery skills by 10 and rounding down gives 
  bonuses of 8 + 6 + 3 + 3 + 3 for a total battery bonus of +23.
  Fighting in 
  Formation
  Vehicles with crews who have trained together can combine to fight 
  in specialized formations known as “wings”. A “wing” can consist 
  of identical vehicles such as a flight of starfighters or a more varied 
  task force, such as a naval squadron with cruisers, frigates, carriers, 
  etc. By coordinating their maneuvers and attacks, the “wing” can 
  concentrate its fire on an opponent vehicle and protect themselves 
  from incoming fire by overlapping their shields, electronic warfare 
  and point defense systems. A “wing” typically consists of two 
  to four vehicles (but can be larger) and is considered as a single 
  unit for resolving vehicle combat (making it easier for SysOps to 
  manage larger-scale battles). The maximum size of a wing is limited 
  by the skill of the individual drivers/pilots and the Maneuverability 
  Ratings of the vehicles involved. All vehicles in a wing must move 
  and fight closely together (i.e. be in the same Range Increment for 
  wing attacks, be travelling in the same direction, etc.). The vehicles 
  in a wing do not have to attack the same target – gunners in 
  vehicles may choose to attack independent targets, to form one or 
  more extended weapon batteries (see above), or make a wing attack 
  (when it is not possible to form an extended weapon battery).
  For a specific vehicle and driver/pilot combination, the sum of 
  the driver/pilot’s appropriate vehicle skill (Driving, Space Pilot, etc.) 
  and the vehicle’s Maneuverability Rating must exceed the formation 
  penalty of the wing  (-5 per additional vehicle in the wing after the 
  first). Should a vehicle incur a penalty to its Maneuverability Rating 
  or its driver/pilot suffer a penalty from injuries, the combination 
  might have to drop out of the wing until damage is repaired or 
  injury healed.
   
  1Example: Maria is a newly commissioned Belter Navy pilot 
  with a skill of 47 in Space Pilot. In an antiquated training 
  starfighter (Maneuverability Rating 0), the maximum size of a 
  wing that she can join is 10 (which has a formation penalty of 
  –45 for nine vehicles after the first.) In a sleek modern Tiberius-
  class starfighter with a Maneuverability Rating of 10, the total 
  of her skill and the vehicle’s Rating is 57, enabling the combo to 
  fly in formations of up to 12 vehicles.
  Use all the normal rules for vehicle combat with the following 
  modifications:
  Make one Driving/Piloting maneuver for the whole wing using 
  the highest Driving/Piloting skill within the wing. For every 
  additional vehicle in the wing (after the first), apply a –5 penalty. 
  (This is the formation penalty)
  Where appropriate, make one Engineering (Magneto-gravitic), 
  one Signaling and one point-defense Gunnery maneuver for the 
  whole wing using the highest respective skills.
  When making a “wing” attack, make one attack roll for the whole 
  wing using the appropriate highest Gunnery skill and add +5 to 
  the OB for every additional vehicle in the wing (after the first). In 
  addition for every five vehicles in the wing, increase the damage 
  cap of the weapons by 10 points to a maximum of 120.
  For every additional vehicle (after the first) in the wing, add +5 
  to the Shield Rating, Electronic Warfare Rating and Point Defense 
  Rating of the wing (where shields, EW systems and point-defense 
  systems are installed.)
  If an attack succeeds against a wing, the choice of which 
  individual vehicle receives the damage depends on whether the 
  wing’s Driving/Piloting maneuver exceeded that of the attacker. If 
  the wing’s Driving/Piloting maneuver result was higher than that 
  of the attacker, the leader of the wing chooses which vehicle in his 
  wing suffers the damage. Otherwise the attacker decides which 
  vehicle of the wing receives any damage inflicted.
   
  1Example: At the Battle of Thousand Points of Light, Seraph 
  split her squadron of twelve starfighters into three wings of 
  four fighters each. When commanding her own wing, Seraph 
  has a –15 penalty to her Piloting maneuvers. The wing receives 
  a bonus of +15 (three additional craft) to all Gunnery OBs 
  when making a wing attack. Individual starfighters have a 
  Shield Rating of 15 and an EW Rating of 25. When treated as a 
  wing, the collective Shield Rating is 30 (15 + 5 +5 +5) and the 
  collective EW Rating is 40 (25 + 5 + 5 +5). The starfighters are 
  too small to be fitted with point-defense systems, so they don’t 
  benefit in this area.
  1
  1 SysOp’s Choice: Variable 
  Wing Bonuses
   The vehicle wing rules give flat +5 bonuses regardless of the skills 
  of the subordinate crews. To reflect more and less experienced 
  crews, divide the Gunnery, Engineering, and Signaling skills of 
  the subordinate crewmembers by 10, rounding down, total the 
  contributions and apply the respective results to the collective 
  Gunnery OB, Shield Rating, EW Rating and Point Defense Rating 
  of the wing.
  Vehicle Weapon 
  Sizes
  Each vehicle weapon is given a specific size, ranging from Tiny to 
  Large. As with personal weaponry, the weapon size will modify 
  critical results from a successful attack. This modifier is only 
  applied after an attack has succeeded, however. It is never applied 
  to the attack roll. It only influences the damage done – not the 
  chances of success of an attack.
  The following table determines the modifier for a weapon’s size.
  59
   
  
  Table 2.4 Vehicle Weapon Sizes
  Attack Size
  Critical Modifier
  Damage Cap
  Tiny
  -20
  80
  Small
  -10
  90
  Medium
  0
  100
  Large
  +10
  110
  Huge
  +20
  120
  Vehicle Damage 
  Caps
  A vehicle weapon’s size also determines the maximum damage 
  that it can normally inflict. These are called Damage Caps. If an 
  attack’s result is above the Damage Cap for the weapon’s size, then 
  the Adjusted Attack Roll is reduced to the maximum allowed for 
  the weapon’s size.
  If when making a vehicle attack, an unmodified 99 or 100 is 
  rolled on the dice, then that particular attack is allowed to ignore 
  the Damage Caps. 
   1Note: There are no skills or combat actions that allow 
  vehicle weapon attacks to ignore Damage Caps.
  Fumble Table
  Use the condensed Fumble Table to resolve all vehicle weapon 
  attack fumbles.
  Table 2.5 Condensed Fumble Table
  01 - 25
  Vehicle Combat
  He who hesitates is lost. You lose your action.
  26 – 50
  Vehicle Combat
  A bad case of itchy trigger finger is diagnosed. You fire the 
  weapon too soon and squander your attack.
  51 – 75
  Vehicle Combat
  It didn’t do that in the simulator. You’ve somehow managed 
  to shut down your weapon. It’ll take a minute to get it 
  operational (or in ten rounds with an All-or-Nothing 
  Medium Engineering maneuver.)
  76 - 100
  Vehicle Combat
  If there is an allied vehicle or structure in the vicinity 
  (SysOp’s choice if more than one), you have just fired on 
  it (resolve as an attack on the new target with the OB 
  allocated to the original attack). If not, you’ve simply shut 
  down your weapon and it’ll take an engineer to get it 
  operational again (an appropriate All-or-Nothing Hard (-20) 
  Engineering maneuver.)
  Reading the 
  Vehicle Critical 
  Tables
  Each entry on the critical tables has two parts: the description of 
  the attack, and its effects. 
  The description is included purely for dramatic flavor, and 
  SysOps should feel free to modify the result to reflect the actual 
  situation. For example, if the enemy vehicle is a groundcar, and 
  the description mentions damage to the “hull”, the result should 
  be interpreted as damage to the groundcar’s chassis and bodywork. 
  SysOps will have to apply some common sense in adjusting the 
  descriptions, but should enjoy the process.  
  The second part of the attack description describes its effect. If 
  a given vehicle does not have a specific subsystem, e.g. groundcars 
  tend not to have shields or electronic warfare systems, the SysOp 
  can substitute other subsystems from that vehicle location, e.g. 
  spare power cell or onboard guidance system. Attacks can have any 
  of the following results:
   
  P Hits: This is damage that is subtracted from the target vehicle’s 
  total Structural Hits. This represents minor damage to the 
  vehicle’s hull and associated framing and internal structures. 
   
  P Subsystem Damaged: Vehicle attacks can degrade the 
  effectiveness of a particular vehicle subsystem. The specific 
  subsystem can still be used, but at a listed penalty to all 
  maneuvers using that subsystem until it is repaired.
   
  P Subsystem Disabled: This represents more serious 
  damage to a vehicle subsystem, which renders it completely 
  nonoperational. The subsystem cannot be used until it is 
  repaired.
   
  P Subsystem Destroyed: The affected subsystem has been 
  utterly destroyed. The only solution is to replace it, either from 
  spares or in the safety of a repair facility.
   
  P Explosive Decompression: The consequence of one or 
  more vacuum leaks in a space vehicle, this leads to the violent 
  escape of the vehicle’s atmosphere and potentially objects and 
  individuals to vacuum. Full rules in HARP SF, Adventuring 
  chapter, Explosive Decompression and Vacuum.
   
  P Vehicle Destroyed: Instantaneous or eventual. If destruction 
  is not immediate, anyone on or in the vehicle will normally 
  have a few rounds (or minutes) to escape the conflagration. 
  All attack results are cumulative.
  Most critical results give a suggested cost and base time to repair 
  any damage other than Structural Points. (A few critical results 
  are so severe that the vehicle cannot be saved and may not even 
  yield any significant salvage.) The base time to repair or replace is 
  in person-hours. The cost to repair/replace a vehicle subsystem is 
  defined as a percentage of the entire vehicle’s cost. Repairing one 
  Structural Hit to a vehicle takes one hour (base time) and costs 
  0.1% of the vehicle’s cost. For full rules on making repairs, see 
  HARP SF, Adventuring chapter, Equipment Issues.
  60
   
  
  1
  4 Vehicle Piercing Tables
  Vehicle Piercing Criticals
  Roll
  Result
  (-19)-(-10) You have the range. 1 Structural Hit.
  (-9)-0 Accurate warning shot. 3 Structural Hits.
  1-10 You do realize that the other guys are trying to kill you? 4 Structural Hits.
  11-20 Interesting pattern of surface punctures on enemy hull. 5 Structural Hits.
  21-30 Shots puncture hull plating but miss anything vital. 7 Structural Hits.
  31-40 Damage to a weapons system imposes –20 penalty. Vehicle takes 8 Structural Hits. 
  (Base time to repair:  1 hour. Cost: 1%)
  41-50 Sensor array subsystem sustains general damage (-20 penalty). Vehicle takes 10 
  Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  51-60 Electronic warfare subsystem is badly hit (-20 penalty). Vehicle takes 11 Structural 
  Hits. (Base time to repair:  1 hour. Cost: 1%)
  61-70 Shot perforates drive system, reducing vehicle maneuverability (-20 penalty) and 
  inflicting 12 Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  71-80 Fuel reserve / backup power unit compromised by your precision shooting. If 
  appropriate, vehicle is venting fuel, otherwise backup power unit is disabled. 14 
  Structural Hits. (Base time to repair:  6 hours. Cost: 3%)
  81-85 Fortuitous angle causes shots to pass through hull and enter crew module, coming 
  to a stop inside crew consoles, inflicting a -20 penalty to all maneuvers and 16 
  Structural Hits. I wonder if they have an auxiliary bridge? (Base time to repair:  6 
  hours. Cost: 3%)
  86-90 Enemy weapon system disabled. 18 Structural Hits. (Base time to repair:  6 hours. 
  Cost: 3%)
  91-95 Their communications system is disabled. How will you know if they surrender? Do 
  you care? 20 Structural Hits. (Base time to repair:  6 hours. Cost: 3%)
  96-100 Good shooting. Electronic warfare system is disabled. That should improve the odds 
  in your favor. 22 Structural Hits. (Base time to repair:  6 hours. Cost: 3%)
  101-105 Solid strike on enemy drive. Roll d100, 01-50 LaGrange mode is now disabled on FTL-
  capable craft, 51-00 conventional drive is disabled. If not FTL-capable, conventional 
  drive disabled. 25 Structural Hits. (Base time to repair:  6 hours. Cost: 3%)
  106-110 Crew module becomes hazardous place to be. SysOp should roll Medium Ballistic 
  Shrapnel and/or Heat criticals against enemy crew. In space, there will be d10 
  vacuum leaks, leading to an explosive decompression event. 28 Structural Hits. (Base 
  time to repair:  1 hour per leak. Cost: 1% per leak)
  111-115 Power conduit subsystems and internal communications destroyed by internal hull 
  damage and fires, rendering vehicle computer system unavailable and controls 
  unusable. 30 Structural Hits. (Base time to repair:  12 hours. Cost: 5%)
  116-119 Near-lethal strike disables main power system. Drive, shields, EW, computer system, 
  life support, everything is down. Go for the kill. 33 Structural Hits.  (Base time to 
  repair:  12 hours. Cost: 5%)
  120 Strike hits power system reactor. It will go critical in ten rounds, destroying the 
  enemy vehicle utterly. 35 Structural Hits (Not repairable)
  Range Modifiers
  Weapon
   AtmosRI AtmosPB
  SpaceRI
  SpacePB
  PB Bonus
  Autocannon 
  (Mark I)
  400m
  200m
  60km
  30km
  +15
  Autocannon 
  (Mark II)
  800m
  400m
  120km
  760km
  +20
  Autocannon 
  (Mark III)
  1200m
  600m
  180km
  90km
  +25
  Autocannon 
  (Mark IV)
  1600m
  800m
  240km
  120km
  +30
  Autocannon 
  (Mark V)
  2000m
  1000m
  300km
  150km
  +35
  Vehicle Piercing Weapons
  Weapon
  Attack Size
  Fumble
  Autocannon (Mark I)
  Tiny
  01-02
  Autocannon (Mark II)
  Small
  01-02
  Autocannon (Mark III)
  Medium
  01-02
  Autocannon (Mark IV)
  Large
  01-02
  Autocannon (Mark V)
  Huge
  01-02
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  61
   
  
  1
  4Vehicle Energy Tables
  Vehicle Energy Criticals
  Roll
  Result
  (-19)-(-10) Your beam touches the vehicle’s hull lightly. 1 Structural Hit.
  (-9)-0 Stop trying to clean the enemy’s hull with your beam. 2 Structural Hits.
  1-10 Beam burns neat holes through outer hull. 3 Structural Hits.
  11-20 Your energy beam gives a section of enemy hull a molten look but you can’t maintain 
  your lock long enough to burn through. 4 Structural Hits.
  21-30 Beam energies catch an enemy weapon system briefly, inflicting significant damage 
  and a –20 penalty. 5 Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  31-40 Fleeting strike causes damage to external portions of electronic warfare system (-20 
  penalty). Vehicle takes 6 Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  41-50 Enemy main air lock (hatch / door) is fused shut. Vehicle takes 7 Structural Hits. (Base 
  time to repair:  1 hour. Cost: 1%)
  51-60 Beam burns through hull, starting a fire in crew compartment (Small Heat criticals to 
  anyone within 5m). Vehicle takes 8 Structural Hits.
  61-70 Energy beam causes instabilities in shield generators (-20 penalty) and 9 Structural 
  Hits as it passes through the vehicle. (Base time to repair:  1 hour. Cost: 1%)
  71-80 External maneuvering systems intercept beam. Vehicle now at –20 to all 
  maneuvering. 10 Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  81-85 Accurate shooting disables an enemy weapon system. 12 Structural Hits. (Base time 
  to repair:  6 hours. Cost: 3%)
  86-90 Enemy electronic warfare system is comprehensively cooked, disabling it. 14 
  Structural Hits. (Base time to repair:  6 hours. Cost: 3%)
  91-95 Beam slices into drive system controls. Panels blow open and circuits melt. Roll d100, 
  01-50 LaGrange mode is now disabled on FTL-capable craft, 51-00 conventional 
  drive is disabled. If not FTL-capable, conventional drive disabled.16 Structural Hits. 
  (Base time to repair:  6 hours. Cost: 3%)
  96-100 An enemy weapons system is completely destroyed. Good shooting. 18 Structural 
  Hits. (Base time to repair:  6 hours. Cost: 3%)
  101-105 Energies from your attack cause fires to start in the enemy bridge (Medium Heat 
  criticals until extinguished) and –20 penalty to all vehicle-related maneuvers due to 
  damaged consoles. 20 Structural Hits. (Base time to repair:  6 hours. Cost: 3%)
  106-110 Enemy shield generator now resembles a heap of molten slag. Their shields are down 
  until generator is replaced. 22 Structural Hits.  (Base time to replace:  12 hours. Cost: 
  5%)
  111-115 Beam broils enemy drive system. They are sitting ducks. 24 Structural Hits. (Base 
  time to repair / replace:  12 hours. Cost: 5%)
  116-119 Beam triggers power surges throughout vehicle, destroying consoles and computer 
  systems. In one minute, power system will explode, destroying vehicle. Time to 
  leave. 27 Structural Hits. (Not repairable)
  120 The engines cannae take it, Cap’n. Five rounds to critical reactor failure and total 
  vehicle destruction. 30 Hits. (Not repairable)
  Vehicle Energy Weapons
  Weapon
  Attack Size
  Fumble
  Laser Cannon (Mark I)
  Tiny
  01-02
  Laser Cannon (Mark II)
  Small
  01-02
  Laser Cannon (Mark III)
  Medium
  01-02
  Laser Cannon (Mark IV)
  Large
  01-02
  Laser Cannon (Mark V)
  Huge
  01-02
  Particle Beam Cannon (Mark I)
  Tiny
  01-03
  Particle Beam Cannon (Mark II)
  Small
  01-03
  Particle Beam Cannon (Mark III)
  Medium
  01-03
  Particle Beam Cannon (Mark IV)
  Large
  01-03
  Particle Beam Cannon (Mark V)
  Huge
  01-03
  Plasma Cannon (Mark I)
  Tiny
  01-03
  Plasma Cannon (Mark II)
  Small
  01-03
  Plasma Cannon (Mark III)
  Medium
  01-03
  Plasma Cannon (Mark IV)
  Large
  01-03
  Plasma Cannon (Mark V)
  Huge
  01-03
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  Range Modifiers
  Weapon
  AtmosRI
  AtmosPB
  SpaceRI
  SpacePB           
  PBBonus
  Laser Cannon (Mark I)
  200m
  100m
  100km
  50km
  +15
  Laser Cannon (Mark II)
  400m
  200m
  200km 100km
  +15
  Laser Cannon (Mark III)
  600m
  300m
  300km 150km
  +20
  Laser Cannon (Mark IV)
  800m
  400m
  400km 200km
  +20
  Laser Cannon (Mark V) 1000m
  500m
  500km 250km
  +25
  Particle Beam Cannon (Mark I)
  100m
  50m
  60km
  30km
  +20
  Particle Beam Cannon (Mark II)
  200m
  100m
  120km
  60km
  +20
  Particle Beam Cannon (Mark III)
  300m
  150m
  180km
  90km
  +25
  Particle Beam Cannon (Mark IV)
  400m
  200m
  240km 120km
  +25
  Particle Beam Cannon (Mark V)
  500m
  250m
  300km 150km
  +30
  Plasma Cannon (Mark I)
  100m
  50m
  40km
  20km
  +20
  Plasma Cannon (Mark II)
  200m
  100m
  80km
  40km
  +25
  Plasma Cannon (Mark III)
  300m
  150m
  120km
  60km
  +30
  Plasma Cannon (Mark IV)
  400m
  200m
  160km
  80km
  +35
  Plasma Cannon (Mark V)
  500m
  250m
  200km 100km
  +40
  62
   
  
  1
  4 Vehicle Warhead Tables
  Vehicle Warhead Criticals
  Roll
  Result
  (-19)-(-10) Their hull collects a few new dents and bumps. 1 Structural Hit.
  (-9)-0 Enemy hull has seen better days as blast gouges out holes in outer surface. 3 
  Structural Hits.
  1-10 Hull will need a total respray after this. 5 Structural Hits.
  11-20 Blast catches a weapon system, causing misalignment and a variety of faults. –20 
  penalty and 7 Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  21-30 Electronic warfare system assumes a new configuration, imposing a –20 penalty. 
  Hull damage results in 8 Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  31-40 Point defense system takes a serious beating (-20 penalty for impaired efficiency). 
  10 Structural Hits from hull damage. (Base time to repair:  1 hour. Cost: 1%)
  41-50 Landing (or docking gear if appropriate) badly smashed up, incurring –20 penalty 
  to all related maneuvers. 12 Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  51-60 Blast rocks vehicle off-course. Any personnel not strapped in take a Tiny Impact 
  critical, otherwise they are shaken, but not stirred. Vehicle endures 14 Structural 
  Hits.
  61-70 Maneuvering systems take brunt of the damage. –20 to all maneuvering. 16 
  Structural Hits. (Base time to repair:  1 hour. Cost: 1%)
  71-80 Vehicle has crumpled look as hull areas suffer partial collapse. In space, there will 
  be d10 vacuum leaks, leading to one or more explosive decompression events. 18 
  Structural Hits. (Base time to repair:  1 hour per leak. Cost: 1% per leak)
  81-85 One enemy weapon system is destroyed. Overall damage to vehicle is 20 Structural 
  Hits. (Base time to replace:  12 hours. Cost: 5%)
  86-90 External portions of enemy communications and electronic warfare systems are 
  destroyed. 22 Structural Hits. (Base time to replace:  12 hours. Cost: 5%)
  91-95 Extensive hull and superstructure damage, including destruction of point defense 
  system and (in space) d10 vacuum leaks. 24 Structural Hits. (Base time to replace:  
  12 hours. Cost: 5%)
  96-100 Goodbye, shield generators. 26 Structural Hits. (Base time to replace:  12 hours. 
  Cost: 5%)
  101-105 Blast takes drive compartments, rupturing those hull areas and blowing the drive 
  to bits. 28 Structural Hits. (Base time to replace:  24 hours. Cost: 10%)
  106-110 Engine room is devastated (SysOp’s choice of Medium Heat, Shrapnel, and/or 
  Electrical criticals). Reactor will blow up in 1 minute and with it the vehicle. 30 
  Structural Hits. (Not repairable)
  111-115 Hull compartments and bulkheads split apart, rupturing crew module. Large 
  Shrapnel criticals and (in space) Vacuum criticals. Vehicle will break apart in ten 
  rounds. 35 Structural Hits. (Not repairable.)
  116-119 Total hull collapse. Crew have 5 rounds to escape before they are crushed to death. 
  40 Structural Hits. (Not repairable.)
  120 Massive explosion destroys vehicle in one round. Everyone aboard is dead. 50 
  Structural Hits (Not repairable.)
  Vehicle Warhead Weapons
  Weapon
  Attack Size
  Fumble
  Space Missile (Mark I)
  Tiny
  01-02
  Space Missile (Mark II)
  Small
  01-02
  Space Missile (Mark III)
  Medium
  01-02
  Space Missile (Mark IV)
  Large
  01-02
  Space Missile (Mark V)
  Huge
  01-02
  Standard Missile (Mark I)
  Tiny
  01-02
  Standard Missile (Mark II)
  Small
  01-02
  Standard Missile (Mark III)
  Medium
  01-02
  Standard Missile (Mark IV)
  Large
  01-02
  Standard Missile (Mark V)
  Huge
  01-02
  Surface-to-Air (Mark I)
  Tiny
  01-02
  Surface-to-Air (Mark II)
  Small
  01-02
  Surface-to-Air (Mark III)
  Medium
  01-02
  Surface-to-Air (Mark IV)
  Large
  01-02
  Surface-to-Air (Mark V)
  Huge
  01-02
  Nuclear Warhead
  Medium Capital-class
  01-02
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  63
   
  
  1
  4 Vehicle Crash Tables
  Vehicle Crash Criticals
  Roll
  Result
  (-19)-(-10) It’s just a dent. 1 Structural Hit.
  (-9)-0 Hull acquires some new dents and scratches. Adds a bit of character to your vehicle. 2 
  Structural Hits.
  1-10 Oblique glancing collision causes minor hull damage. 3 Structural Hits.
  11-20 External portions of communications system are knocked out of shape. –10 penalty and 
  4 Structural Hits. (Base time to repair: 30 minutes. Cost: 1%)
  21-30 External portions of electronic warfare system become misaligned during collision, 
  imposing a –10 penalty. Hull damage results in 5 Structural Hits. (Base time to repair: 30 
  minutes. Cost: 1%)
  31-40 Landing gear, docking gear, or wheels (as appropriate) warped out of shape, incurring 
  –10 penalty to all related maneuvers. 6 Structural Hits.  (Base time to repair: 30 minutes. 
  Cost: 1%)
  41-50 Collision knocks vehicle off-course. Any personnel not strapped in suffer a Tiny Impact 
  critical. Vehicle takes 7 Structural Hits.
  51-60 Maneuvering systems take main force of the impact. –20 to all maneuvering. 8 
  Structural Hits. (Base time to repair: 1 hour. Cost: 1%)
  61-70 Partial collapse of several hull compartments (1-5 vacuum leaks in space and explosive 
  decompression events). 10 Structural Hits. (Base time to repair: 1 hour per leak. Cost: 1% 
  per leak)
  71-80 Vehicle suffers significant hull damage and is knocked off-course by impact. Any 
  personnel not strapped in suffer a Small Impact critical. Vehicle takes 12 Structural Hits.
  81-85 External portions of electronic warfare system ripped off, disabling system. Vehicle takes 
  14 Structural Hits from hull damage. (Base time to repair:  6 hours. Cost: 3%)
  86-90 Random weapons system smashed up in collision and is effectively destroyed. 16 
  Structural Hits. (Base time to replace:  12 hours. Cost: 5%)
  91-95 Vehicle suffers substantial hull damage and is knocked off-course by impact. Any 
  personnel not strapped in suffer a Medium Impact critical. Vehicle takes 18 Structural Hits. 
  96-100 Vehicle’s maneuvering ability is seriously compromised (-40 penalty) 20 Structural Hits. 
  (Base time to repair:  4 hours. Cost: 2%)
  101-105 Vehicle hull compartments closest to impact point collapse, anyone inside suffers a 
  Medium Crush or Vacuum Critical (in space) – and explosive decompression (in space). 
  22 Structural Hits. (Base time to repair:  6 hours. Cost: 3%)
  106-110 Hull integrity is compromised in multiple sections (2d10 vacuum leaks and explosive 
  decompression in space). Vehicle is knocked off-course by impact. Any personnel suffer a 
  Medium Impact critical. Vehicle takes 25 Structural Hits. (Base time to repair: 1 hour per 
  leak. Cost: 1% per leak)
  111-115 Vehicle brought to sudden halt by force of impact. Compartments nearest to impact 
  point are ruptured (explosive decompression in space). All personnel suffer a Medium 
  Impact critical. 28 Structural Hits. (Base time to repair:  12 hours. Cost: 5%)
  116-119 Vehicle stopped dead by force of impact. Compartments nearest to impact point are 
  destroyed, while remaining structure is compromised. All personnel suffer Large Impact 
  or Crush critical. Vehicle blows up in 1 minute. 30 Structural Hits. (Not repairable)
  120 Impact shatters vehicle structure. All personnel suffer Large Impact criticals. In space, 
  vehicle will lose atmosphere through multiple fractures and explosive decompression. 
  Power system will blow in ten rounds. 35 Structural Hits  (Not repairable)
  Vihicle Crash Causes
  Cause
  Attack Size
  Animal (Small or Medium)
  Tiny
  Animal (Large)
  Small
  Animal (Huge)
  Medium
  Asteroid/meteor (a large stone)
  Tiny
  Asteroid/meteor (person-sized)
  Small
  Asteroid/meteor (car-sized)
  Medium
  Asteroid/meteor (house sized)
  Large
  Asteroid/meteor (hill-sized or larger)
  Huge
  Boulder
  Small
  Building (wooden)
  Small
  Building (stone or brick)
  Large
  Fire Hydrant
  Tiny
  Highway Divider
  Small
  Lamp post
  Small
  Person
  Tiny
  Telephone pole
  Tiny
  Tree
  Large
  Meteor: Tiny
  Tiny
  Vehicle (of smaller size)
  Small
  Vehicle (of same size)
  Medium
  Vehicle (of larger size) 
  Large
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  64
   
  
  Personal, 
  Vehicular and 
  Capital-Class 
  Vehicular Combat
  Capital-class vehicles use the same rules as normal-sized vehicles 
  for the resolution of combats against other capital-class vehicles. 
  Compared to normal vehicles, capital-class vehicles can support 
  much more powerful weapons, mount stronger shields, possess 
  thicker hulls, etc., ensuring that they are harder to damage by 
  weaponry (carried by smaller vehicles or even people) and capable 
  of inflicting correspondingly greater damage on lesser vehicles 
  and people. Similarly the vehicle-class weaponry of most normal 
  vehicles is much more deadly to personnel than sentient-portable 
  weaponry is to vehicles.
  The category differences is resolved in HARP SF by altering size 
  modifiers and damage caps according to the category size of the 
  weapons and targets involved, as shown in Table 2.6 below.
  Table 2.6 Size Modifiers and Damage Caps Matrix
  Target is Person
  Target is Vehicle
  Target is Capital Ship
  Attack Scale Attack Size
  Size 
  Modifier
  Damage 
  Cap
  Size 
  Modifier
  Damage 
  Cap
  Size 
  Modifier
  Damage 
  Cap
  Personal
  Tiny
  -20
  80
  -80
  20
  -180
  0
  Small
  -10
  90
  -60
  40
  -160
  0
  Medium
  0
  100
  -50
  50
  -140
  0
  Large
  10
  110
  -40
  60
  -120
  0
  Huge
  20
  120
  -30
  70
  -100
  0
  Vehicle
  Tiny
  30
  120
  -20
  80
  -80
  20
  Small
  40
  120
  -10
  90
  -60
  40
  Medium
  50
  120
  0
  100
  -50
  50
  Large
  60
  120
  10
  110
  -40
  60
  Huge
  80
  120
  20
  120
  -30
  70
  Capital Ship
  Tiny
  100
  120
  30
  120
  -20
  80
  Small
  120
  120
  40
  120
  -10
  90
  Medium
  140
  120
  50
  120
  0
  100
  Large
  160
  120
  60
  120
  10
  110
  Huge
  180
  120
  80
  120
  20
  120
  The diagonal squares of the matrix are used for equal engagements 
  between opponents using weaponry of the same category, and 
  have the normal size modifiers and damage caps. The other non-
  diagonal squares are used for unequal encounters. When resolving 
  a successful attack, consult the matrix, looking up the scale category 
  of the attacker and the weapon size and cross-referencing this with 
  the target’s scale to read off the size modifier to be applied to the 
  Total Attack Roll and the damage cap. 
  It is possible for the Adjusted Attack Roll to exceed 120 as a 
  consequence of these size modifiers. Dead is dead and destroyed 
  is still destroyed. SysOps may wish to modify the descriptive 
  elements of the maxed-out critical results to better describe the 
  “overkill” nature.
  Likewise it is possible for the Adjusted Attack Roll to be less 
  than –19 through the size modifiers. In such cases, the attack is 
  completely ineffectual. It has bounced off superstrong shields and/
  or hullmetal.
   
  1Example: A Federation scoutship has the extreme misfortune 
  to find itself in combat with a Silth battleship. One of the 
  scoutship’s gunners successfully makes an attack with a 
  Small Laser Cannon. The Total Attack Roll is 128. Consulting 
  the matrix for a Small Vehicle attack against a Capital-class 
  vehicle gives a size modifier of –60 and a damage cap of 40. 
  The Adjusted Attack Roll is 68 (128 –60), which is lowered by 
  the damage cap to a mere 40. The battleship crew will notice 
  the penalty to an EW system and the six Structural Hits, but are 
  unlikely to be seriously concerned. The Silth gunners target the 
  scoutship and one of their Medium Capital-class Laser Cannon 
  makes a successful hit on the scoutship with a Total Attack Roll 
  of 76. Consulting the matrix for Medium Capital-class weaponry 
  against Vehicles yields a +50 size modifier and a damage cap 
  of 120. The Adjusted Attack Roll is 126 (76 + 50), which maxes 
  out at the damage cap of 120. Five rounds to a completely 
  destroyed scoutship. 
  Personal Weapons 
  Versus Vehicular 
  and Capital-Class 
  Vehicular Weapons
  In a car chase, passengers may assist by firing out the windows 
  with their firearms. They might choose to aim at the individuals in 
  the opposing vehicles. Alternatively they might target the vehicles 
  themselves, hoping to shoot out a tire. Primitive aliens might besiege 
  a survey shuttle and bravely try to batter their way through its hull 
  with clubs to avenge the desecration of sacred ruins. Trapped in the 
  open, a squad of Federation marines might decide that a volley of 
  laser bolts to take out an oncoming Silth aerofighter offers a better 
  chance of survival than simply lying prone. The Silth gunners won’t 
  hesitate to use their autocannon against human troops in strafing 
  runs.
  In a combat that mixes personal combat and vehicular combat, 
  every person involved must make an Initiative roll each round. This 
  includes the gunners of the vehicles and their pilots, engineers, and 
  communications officers.  Pilots, engineers, and communications 
  officers make their supporting maneuvers on their Initiative 
  number. Bonuses to gunnery actions or to the vehicle’s Defensive 
  Bonus will thus only be available after the supporting crew has 
  acted.
  1
  1 Resolving a personal weapon 
  attack against a vehicle or 
  a capital-class vehicle
   
  P Make an attack roll. This is an open-ended percentile roll.
   
  P If the initial roll is within the fumble range for the weapon, the 
  attack stops and you roll on the fumble table. If the initial roll is 
  within the open-ended range (96-100), you roll again and add 
  65
   
  
  the two rolls together. If the second or any other subsequent 
  roll is between 96-100, you roll again and add it to the previous 
  total.
   
  P Add your character’s OB (Offensive Bonus) to the final die 
  result.
   
  P Subtract the vehicle’s DB (Defensive Bonus) from the adjusted 
  die total. This is your Total Attack Roll. The vehicle DB is 
  calculated as follows:
   
  P If the vehicle is stationary: The DB is the total of the enemy 
  vehicle’s Armor Rating, its Shield Rating, and any bonus/
  penalty from the Engineering (Magnetogravitic) maneuver 
  that their engineer declared against you.
   
  P If the vehicle is in motion: The DB is the total of the enemy 
  vehicle’s Armor Rating, its Shield Rating, its Maneuverability 
  Rating, any bonus/penalty from the Combat Driving/Piloting 
  maneuver that their pilot declared for defensive piloting, and 
  any bonus/penalty from the Engineering (Magnetogravitic) 
  maneuver that their engineer declared against your attack.
   
  P If the Total Attack Roll is 1 or higher, then you have hit your foe. 
  Now that you have determined that you have hit, adjust your 
  Total Attack Roll by adding or subtracting the appropriate size 
  modifier (from Table 2.6) for the weapon that your character is 
  using. This is your Adjusted Attack Roll.
   
  P Look up your Adjusted Attack Roll on the proper Vehicle 
  Critical Table, as determined by the conversion table below. 
  This is the damage that you have done to the foe. All damage is 
  applied immediately. 
  It is likely that personal weapon attacks will frequently be reduced 
  to an Adjusted Attack Roll of less than –19, especially against 
  capital-class targets (space stations, ground bases, large spacecraft, 
  etc). In such cases, the attack is considered to have “bounced off” 
  the vehicle’s hull doing no damage at all. 
  The only Combat Action that will allow a personal weapon to 
  increase its attack size and damage cap against vehicles is Aimed 
  Burst. Ambush, Sniping and all other skills and combat actions, 
  which can increase attack size or raise/ignore damaga caps are 
  ineffective against vehicles (normal and capital-class), buildings 
  and equivalent targets. Also an unmodified roll of 99-100 on the 
  attack will not allow the damage cap to be ignored.
  The Critical Tables associated with personal weapons are 
  inappropriate for vehicle damage. So, the personal attack types are 
  mapped to Vehicle Piercing and Vehicle Energy Critical Tables as 
  follows:
  Table 2.7 Critical Mappings from Personnel Attack Types to Vehicle Critical Types
  Vehicle Piercing
  Crush, Puncture, Slash, Grapple, Martial Arts Strikes, Martial Arts 
  Sweeps, Impact, External Poison, Ballistic Impact, Ballistic Puncture, 
  Shrapnel 
  Vehicle Energy
  Blaster, Heat, Cold, Electrical, Laser, Plasma
   1Note: Internal Poison and Neuro attacks are irrelevant to 
  vehicles. Grapple and Martial Arts Sweeps/Unbalancing 
  criticals attacks against vehicles only make sense when the 
  attacker is a strong creature that is at least as large as the 
  vehicle. 
   
  1Example: Olivier has the misfortune of finding himself facing 
  an oncoming gravtank. A twisted ankle means that he has 
  no hope of outrunning it and the gravtank knows where he 
  is. He has already taken cover and mounted his machine gun 
  on his tripod. Olivier wins the initiative and opens fire with 
  an aimed burst. The dice roll is 47 plus 62 (skill), 40 (for burst 
  fire and no recoil penalty), but –10 for range. Total is 139. The 
  gravtank’s DB is 40 (30 from Armor, 20 from Shields, -10 from 
  Maneuverability). Total Attack Roll is 129 – 40 or 99. Consulting 
  the matrix of Table 2.6 for Huge Personal attacks against 
  Vehicles shows a –30 size modifier and a damage cap of 70. 
  The Adjusted Attack Roll is 99 – 30 or 69. Looking up 69 on the 
  Vehicle Piercing critical table reveals that the gravtank now has 
  damage to its drive system (-20 penalty to Maneuverability) and 
  has lost 12 structural hits.
  1
  1 Resolving a vehicle or capital-class 
  weapon attack against an individual
   When you want your character to make a gunnery attack against 
  an individual, first choose your target and then:
   
  P Make an attack roll. This is an open-ended percentile roll.
   
  P If the initial roll is within the fumble range for the weapon, the 
  attack stops and you roll on the fumble table. If the initial roll is 
  within the open-ended range (96-100), you roll again and add 
  the two rolls together. If the second or any other subsequent 
  roll is between 96-100, you roll again and add it to the previous 
  total.
   
  P Add your character’s OB (Offensive Bonus) to the final die 
  result. 
   
  w If the vehicle is stationary: The OB will be the total of your 
  character’s Gunnery skill with the weapon, the Weapons 
  Rating of the weapon, and any Range Modifier for the 
  distance between the vehicle and the target.
   
  w If the vehicle is in motion: The OB will be the total of your 
  character’s Gunnery skill with the weapon, the Weapons 
  Rating of the weapon, the Maneuverability Rating of the 
  vehicle, any bonus/penalty from the Combat Driving/Piloting 
  66
   
  
  maneuver that the pilot declared for 
  offensive piloting, and any Range 
  Modifier for the distance between the 
  vehicle and the target.
   
  P Subtract your foe’s DB (Defensive 
  Bonus) from the adjusted die total. This 
  is your Total Attack Roll.
   
  P If the Total Attack Roll is 1 or higher, 
  then you have hit the individual. 
  Now adjust your Total Attack Roll by 
  adding or subtracting the appropriate 
  size modifier (from Table 2.6) for the 
  weapon system that your character is 
  operating. This is your Adjusted Attack 
  Roll.
   
  P Look up your Adjusted Attack Roll on 
  the proper Critical Table, as determined 
  by the conversion table below. This is 
  the damage that you have done to the 
  foe. All damage is applied immediately. 
   1Note: This procedure is also used 
  for missiles. Individuals cannot outrun missiles, cannot 
  shoot them down with personal weapons (as the missiles 
  traverse the range of such weapons too quickly), and 
  electronic countermeasures are useless when a missile can 
  simply be targeted at an area and explode on impact.
  The vehicular weapon tables produce inappropriate damage 
  results against individuals. So, the vehicle weapon types are mapped 
  to personnel critical tables as follows:
  Table 2.8 Vehicle to Personnel Critical Mapping
  Vehicle Critical
  Personnel Critical
  Vehicle Crash
  Impact
  Vehicle Energy (laser cannon)
  Laser
  Vehicle Energy (particle beam)
  Blaster
  Vehicle Energy (plasma cannon)
  Plasma
  Vehicle Piercing (autocannon)
  Ballistic Puncture 
  Vehicle Warhead (conventional)
  Shrapnel and Heat
  Vehicle Warhead (nuclear)
  Impact, Shrapnel, Plasma and Radiation
   1Note: If an individual has the misfortune to be successfully 
  targeted by a nuclear missile, the SysOp can simply rule 
  that the character is vaporised. Checking the critical tables 
  is only necessary if the character is outside the immediate 
  blast radius.
   1Note: Where multiple critical tables are indicated, the 
  SysOp looks up the Adjusted Attack Roll on all the tables 
  and applies all the damage results.
   
  1Example: The gravtank driver slammed on the brakes after 
  Olivier’s attack. The gravtank gunner now opens fire with the 
  autocannon. The OB is 53 (roll), plus 75 (Gunnery skill), plus 5 for 
  Weapons Rating, plus 25 (for point blank bonus), giving a total 
  of 158. Olivier’s DB is 95 (75 from Heavy Body Armor and 20 
  from partial soft cover). Total Attack Roll is 63 (158-95), which 
  is a hit. Consulting the matrix in Table 2.6 for a Mark II (Small 
  attack size) autocannon against a person gives a size modifier 
  of +40 and damage cap of 120. Vehicle Piercing translates into 
  Ballistic Puncture. The Adjusted Attack Roll is 103 (63 +40). 
  Olivier is at –30, stunned for 4 rounds, bleeding at 5 hits per 
  round, has lost 39 hits and has a broken weapon arm The SysOp 
  rules that his cover is also shredded.
  Fighting Inside and 
  From Vehicles
  Vehicles may themselves become tactical environments where 
  combats must be resolved. For instance, Starsoldiers might board a 
  pirate spacecraft and engage the renegades in close quarters combat 
  as they battle their way to the bridge and engine room. Whilst the 
  combatants will definitely be aware that they are aboard a starship 
  (and especially so if the hull is substantially ruptured!), artificial 
  gravity and inertial compensators will insulate them from being 
  affected by extreme velocity changes. 
  The impact of a vehicular environment on combat capabilities 
  can be much more pronounced. These adverse effects can be the 
  consequence of limited free space and general clutter – consider 
  the difficulties of a brawl in the confines of a family groundcar or 
  in the narrow aisles of a crowded airliner. They can also result from 
  the environment itself  - fighting aboard a sailing ship in heavy seas 
  is as much about keeping one’s footing as hitting the opponent, 
  while anyone wingwalking on an airborne aircraft or clinging to 
  the balloon of a dirigible will need secure tethers to avoid being 
  literally blown away. The third set of issues emerge from the motion 
  of the vehicle itself, particularly sudden and/or unexpected changes 
  in velocity – anyone firing a pistol out the window of a moving 
  gravcar is going to suffer penalties to their aim, and even more so if 
  the driver decides to try a hairpin turn to escape pursuit.
  67
   
  
  The modifiers below only apply to combatants involved in 
  melee or ranged combat within the confines of a vehicle, and to 
  combatants using ranged weaponry (personal and vehicular) to fire 
  at enemy personnel or vehicles, where the shooters/gunners are not 
  insulated from their environment, securely strapped in, etc. Thus 
  these rules would apply to an individual shooting with a handgun 
  out a car window or sailors firing a culverin on a galleon, but not to 
  a tank gunner using the fixed cannon of an assault vehicle, a fighter 
  pilot strapped into his cockpit launching missiles, or the bridge 
  crew of a starship equipped with a fully operational magneto-
  gravitic drive and systems.
  The modifiers in the table below are cumulative  - maneuver 
  penalties apply to all Quickness and Agility-based maneuvers, 
  while OB penalties apply to all attacks. 
   1Note: all penalties for limited visibility (as described in 
  HARP SF, Adventuring chapter) also apply.
  Table 2.9 Vehicular Environmental Combat Modifiers
  Circumstance
  Maneuver Modifier
  OB Penalty
  Interior Issues
  Restricted space
  -20
  -10
  Cluttered space 
  -20
  -10
  Vehicle Velocity
  0-25% of maximum
  +0
  +0
  26-50% of maximum
  -10
  -10
  51-75% of maximum
  -20
  -20
  76-100+% of maximum
  -40
  -30
  Vehicle Acceleration (spacecraft only)
  0-25% of maximum
  +0
  +0
  26-50% of maximum
  -10
  -10
  51-75% of maximum
  -20
  -20
  76-100+% of maximum
  -40
  -30
  Stunts
  Quick Turn Maneuver
  -20
  -20
  Double Back Maneuver
  -40
  -30
  Stunt Maneuver
  -60
  -40
  Combat Driving/Piloting
  Offensive / defensive driving/piloting
  Apply negative result as 
  penalty
  Apply half of positive 
  result as penalty 
  Apply negative result as 
  penalty
  Apply half of positive 
  result as penalty
  Ground Terrain
  Smooth roads
  0
  0
  Uneven terrain (potholes in roads, 
  speed bumps, open country)
  -20
  -20
  Very uneven terrain (rocky ground, 
  etc.)
  -40
  -40
  Surface Ship Size and Type
  Unpowered Small (6m long or less)
  -60
  -20
  Table 2.9 Vehicular Environmental Combat Modifiers
  Circumstance
  Maneuver Modifier
  OB Penalty
  Unpowered Medium (7m to 16m 
  long)
  -40
  -10
  Unpowered Large (17m or longer)
  -20
  0
  Powered Small (6m long or less)
  -40
  -10
  Powered Medium (7m to 16m long)
  -20
  0
  Powered Large (17m or longer)
  +0
  0
  Surface Sea Condition (unpowered)
  Anchored Vessel
  -5
  -5
  Calm Seas
  -10
  -10
  Moderate Waves (2m or less)
  -20
  -20
  Rough Waves (5m or less)
  -30
  -30
  High Waves (10m or less)
  -40
  -40
  Extreme Waves (greater than 10m)
  -60
  -60
  Surface Sea Condition (powered)
  Anchored Vessel
  +0
  +0
  Calm Seas
  +0
  +0
  Moderate Waves (2m or less)
  -5
  -5
  Rough Waves (5m or less)
  -10
  -10
  High Waves (10m or less)
  -20
  -20
  Extreme Waves (greater than 10m)
  -30
  -30
  Air Conditions (flying)
  Turbulence
  -20 to –60 (depending 
  on severity)
  -20 to –60 (depending on 
  severity)
  Wind Speed (if exposed to it)
  -10 (per 10km per hour 
  of windspeed)
  -10 (per 10km per hour of 
  windspeed)
   
  1Example: Karl Jung and Alice Weaver in their stolen groundcar 
  are still being pursued by one corporate cop on a gravitic bike. 
  Alice has given up on trying to mentally control the cop so she 
  decides to roll down the window and take a few pot shots at the 
  cop’s bike with her blaster. The groundcar counts as a restricted 
  space (so –20 to maneuvers and –10 to OB), Jung is driving 
  the car at half maximum speed (-10 to maneuvers, -10 to OB) 
  but the road is smooth (no modifier to maneuvers or OB). The 
  total penalties are –30 (-20 –10) to Agility and Quickness-based 
  maneuvers and –20 (-10 –10) to OB.
   
  1Example: It just gets worse for Jung and Weaver. Megacorp 
  security has scrambled an armed aircar which is even now 
  tracking above their groundcar. As the aircar’s machine gun 
  is targeted on the groundcar, Karl is forced to try to drive 
  defensively. A lucky Driving roll means a +10 bonus to the 
  groundcar’s DB. However that +10 bonus is an additional –5 
  penalty (halve positive bonus of 10 and apply as penalty) to 
  Alice’s OB and any Agility or Quickness-based maneuvers she 
  attempts. Alice yells to Karl “next time I want Seraph as getaway 
  driver!”
  68
   
  
  Cyberware
  With cyberware, individuals can become fusions of mind and metal, enhancing their 
  bodies with implants to improve their senses, block pain, or link to other computers or 
  replacing biological appendages with stronger, faster, better cybernetic analogues.
  Cyberware is the collective term used for electromechanical and 
  cybernetic devices that are imbedded into the bodies of humans and 
  aliens. Minor cyberware items can enhance existing abilities (such 
  as improving an individual’s senses) or provide more direct means 
  of interfacing with computers and machines. More significant 
  augmentation involves the replacement of organs, hands, limbs 
  and more with cyberware equivalents, transforming the person 
  into a cyborg, a true melding of flesh and metal. The replacement 
  parts are almost always stronger, faster, and more durable than the 
  biological originals and frequently have additional capabilities.
  Characters seeking augmentation will need to find a facility 
  where the cyberware can be safely installed, have the credits to pay 
  for the devices, and the free time to recover from any necessary 
  surgery. Characters must also have a physiology and immune 
  system that won’t reject the cyberware and be willing to train in the 
  proper use of the equipment.
  In game terms, this means that cyberware has associated Talents 
  and skills as well as financial and time costs.
  Cyber Compatibility
  The normal reaction of a biological system to the intrusion or 
  attachment of a foreign object is to isolate it from the rest of the 
  body. Cyberware is designed in such a way that this rejection 
  process is not triggered. However, characters must possess a 
  compatible physiology and immune system. This can either be an 
  innate genetic quirk or it can be achieved through suitable drug 
  therapies. In either case, it is represented in game terms by the 
  Cyber Compatibility Talents.
   
  P Cyber Compatibility (Lesser) is a requirement of any character 
  who wishes to have basic cyberware augmentation. This 
  includes cosmetic modifications, datajacks (for computer 
  interfacing), and neuralware implants. It does not include 
  cyberware devices that replace body parts.
   
  P Cyber Compatibility (Greater) enables a character to have any 
  form of cybernetic augmentation and replacement.
   
  P Characters of any level (not just first level) may purchase the 
  Cyber Compatibility Talents.
  Installing 
  Cyberware 
  The amount of time required for cyberware augmentation or 
  replacement depends on the complexity of the cyberware and 
  whether the technology is Early, Mature or Advanced. Each 
  cyberware addition must be performed separately.
  Cyberware augmentations (cosmetic modifications, datajacks 
  and neuralware implants) are relatively simple procedures and 
  can be performed by any trained person. The time costs include 
  carrying out the procedure, recovering from the augmentation, and 
  (for datajacks and neuralware) a period of “integration” as the brain 
  learns how to access the cyberware. For datajacks and neuralware 
  implants, the procedural and convalescence cost are 1,000 credits 
  regardless of technology level; for other augmentations and for 
  neuralware options, these costs are 500 credits.
   
  P An Early cyberware augmentation requires 2 days.
   
  P A Mature cyberware augmentation requires 1 day.
   
  P An Advanced cyberware augmentation requires 6 hours.
  Cyberware replacements are much more complex procedures 
  and normally require significant surgery (to remove the original 
  biological body part and install the cybernetic components). 
  These are normally performed in approved medical facilities such 
  as specialist hospitals. Certain cyberware options are deemed 
  to be Restricted. Criminals and anyone else who wants to avoid 
  having their augmentations and replacements registered with 
  the authorities will need to find a back-street operator who will 
  charge extra for confidentiality and probably a riskier service. 
  Cyberware replacement procedures require more time for pre-
  operation preparation, post-operative recovery, and integration of 
  the new unit, and these preparation and convalescence times have 
  a minimum daily cost.
   
  P An Early cyberware replacement requires 4 weeks and costs 
  1,000 credits per day.
   
  P A Mature cyberware replacement requires 2 weeks and costs 
  2,000 credits per day.
  69
   
  
   
  P An Advanced cyberware replacement requires 1 week and 
  costs 5,000 credits per day.
  The minimum financial cost for the actual cyberware augmentations 
  and replacements (as Mature technology) are given in Table 3.6. 
  For Early cyberware, the costs should be doubled. For Advanced 
  cyberware, the cost should be halved.
  For characters taking cyberware options at first level (i.e. at 
  character creation), the SysOp should waive the normal financial 
  and time costs. However Development Points must still be 
  expended on Cyber Compatibility Talents (see above) and on the 
  Cyber Control skill(s) (see below).
  Player-characters with engineering and medical skills and the right 
  gear may want to perform their own cybernetic augmentations and 
  replacements on other people. Installing a cyberware augmentation 
  requires a Light (+20) Medical Practice maneuver and a Medium 
  (+0) Engineering (Cybernetics) maneuver. Installing a cyberware 
  replacement (except cybertorsos and cyberheads) requires a Very 
  Hard (-40) Medical Practice maneuver and a Very Hard (-40) 
  Engineering (Cybernetics) maneuver. Cybertorso and cyberhead 
  installations are much more complex – both require Sheer Folly 
  (-80) Medical Practice maneuver and Sheer Folly (-80) Engineering 
  (Cybernetics) maneuvers. A player-character who wishes to install 
  an augmentation or perform a replacement on himself  is insanely 
  reckless – SysOps should raise difficulty degrees by two steps for 
  augmentations and at least three steps for replacements, and in 
  many cases should simply rule that the procedure is impossible to 
  perform on oneself.
  Sensible individuals will ensure that they have access to a life 
  support unit, if not a regeneration tank, just in case the surgery 
  goes horribly wrong.
  Using Cyberware
  HARP SF assumes that the average character has certain basic skills 
  such as walking, talking, and the like. Characters do not have to 
  expend Development Points to acquire these foundational skills. 
  Cyberware is, however, different. A character who has had his 
  lower limbs replaced with a pair of cyberlegs must train in the 
  proper use of those cyberlegs. This is partly because the cyberlegs 
  are not the same as the organic legs that the character was born 
  with, partly because cyberware is frequently designed to give its 
  possessor a much greater conscious control over its operation, and 
  partly because cyberware creators excel in adding capabilities that 
  the organic originals never had.
  In game terms, this training is represented by the Cyber Control 
  skills. A character must develop skill ranks in the relevant Cyber 
  Control skill for each implant or replacement cyberware device. 
  Learning how to use a cybereye is not the same as learning how 
  to operate a cyberhand. Cyberware devices are divided up into 
  the following categories, each of which is represented by a distinct 
  Cyber Control skill:
  Arms: this category includes cyberhands and cyberfingers as well 
  as cyberarms.
  Implants: this category includes neuralware implants, datajacks, 
  and all cosmetic modifications that permit conscious control.
  Legs: this category includes cyberfeet as well as cyberlegs.
  Miscellaneous: this class covers the very rare cyberhead units, 
  voice units and torso replacements.
  Senses: this group includes cybereyes, cyberears, cybertouch, 
  cybernoses, etc.
  The number of skill ranks required for effective use of a cyber 
  device depends on the complexity of that device. A cybereye that 
  gives its possessor access to thermal imaging, low-light imaging, 
  and telescopic focusing is much harder to use than a cybereye that 
  simply duplicates the original vision of its possessor. The number 
  of skill ranks required for cyber devices and their options are given 
  in Table 3.6 and a character must have at least as many skill ranks 
  in the appropriate Cyber Control skill as required by each installed 
  item and option of the relevant category.
   
  1Example: Consulting Table 3.6, to use a cybereye in normal 
  mode requires 2 skill ranks in Cyber Control (Senses). To access 
  and more importantly interpret thermal imaging demands 2 
  additional skill ranks. Likewise low-light imaging requires 1 
  extra skill rank as does telescopic focusing. Thus to fully master 
  a cybereye with normal vision, thermal imaging, low-light 
  imaging, and telescopic focusing requires 6 skill ranks (2 + 2 + 1 
  + 1) in Cyber Control (Senses).
  Upgraded cyberware units do not require characters to relearn 
  what they already know, but they must train in any new features. 
   
  1Example: Kathryn’s character has upgraded her cybereyes 
  from a model with normal vision, thermal imaging, low-
  light imaging, and telescopic focusing to a brand-new unit 
  that also has underwater vision and glare filters. Her six skill 
  ranks in Cyber Control (Senses) will allow her to use the new 
  eyes’ normal vision, thermal imaging, low-light imaging, and 
  telescopic focusing capabilities, but to use the underwater 
  vision and glare filters will necessitate purchasing two more skill 
  ranks (1 for each option as listed in Table 3.6)
   
  1Example: Kathryn’s original neuralware implant and 
  its Painblocker option were irrevocably damaged by an 
  electromagnetic pulse. She has replaced it with a new implant 
  with the Stunblocker option. She already has five skill ranks in 
  Cyber Control (Implants), 3 skill ranks to operate the implant 
  and 2 skill ranks for the Painblocker option. She will need to 
  learn two further skill ranks to operate the Stunblocker option.
  Additional cyberware units require additional training, e.g. 
  a character who has developed 6 skill ranks in Cyber Control 
  (Senses) to master a cybereye will still need to develop 2 further 
  skill ranks to achieve basic control of a cyberear.
  A character fitted with more than one cyberfinger, cyberhand, 
  cyberarm, cyberfoot  cyberleg etc. must train to use each unit 
  separately, e.g. one cyberarm requires 3 skill ranks, two cyberarms 
  requires 6 skill ranks, etc.  A character fitted with a cyberarm and a 
  cyberhand requires 6 skill ranks in Cyber Control (Arms) – 3 skill 
  ranks to use the cyberarm and 3 skill ranks to use the cyberhand. 
  Note that cyberarms actually end just above the wrist (or equivalent) 
  and cyberlegs terminate above the ankle, so full limb replacements 
  always require two cyber components. Cyberhands and cyberfeet 
  do have included fingers and toes (or nonhuman analogues), 
  though cyberfingers can be fitted separately to biological “hands”.
  70
   
  
  Once a character has invested the necessary Development Points 
  to gain the requisite skill ranks, no maneuver roll is normally 
  required to use the features of the cyberware, e.g. a character 
  can switch among cybereye vision modes at will, walk normally 
  using cyberlegs etc. Stunned characters must make Cyber Control 
  maneuver rolls to operate their cyberware. Naturally characters 
  must still make Perception maneuvers, Acrobatics maneuvers, etc., 
  to accomplish tasks using the cyberware!
  Cyberware Power
  There are two common techniques for powering cyberware, namely 
  bioelectrical wiring and miniature power cells. 
  Bioelectrical wiring draws power from the possessor, so instead 
  of a character’s sustenance being converted into energy to power 
  organic muscles, some of that energy is diverted into powering 
  cybernetic components. Bioelectrical wiring is most useful for 
  internal cyberware devices such as implants and replacement 
  organs where replacing a battery would entail dangerous surgery. It 
  is also used as a backup source for larger units such as cyberhands 
  and cyberlimbs so that they can still be used even when a power cell 
  is fully drained. Cyborg characters who are too stingy to make this 
  investment run the risk of finding that their cyberlimbs won’t move 
  one day because of a flat power cell. That’s embarrassing on a high-
  tech world but probably fatal on a low-tech planet. Bioelectrical 
  wiring is limited by how much energy a human or alien body 
  can generate. Thus it is insufficient on its own to power built-in 
  weapons or perform prolonged feats of extraordinary strength, 
  speed, or endurance.
  Miniature power cells, typically utility power minicells and 
  weapon power minicells, have the energy capacity to keep cyberware 
  running for weeks and the ability to release it fast enough to drive 
  built-in weapons systems. Just as bioelectrical wiring is used as a 
  backup for power cells, so utility minicells provide backup energy 
  for implants and cyberware organs. In the event that the host 
  cannot power the unit, the device can be run off the minicell just 
  like a battery. Once circumstances return to normal, the minicell 
  can be recharged gradually by the body. Minicells hold 20 energy 
  units (Early: 10, Advanced 40) and a cyberware unit will typically 
  consume one unit per day or per shot. Utility minicells cost 10 
  credits, while weapon minicells cost 15 credits; double these prices 
  for Early versions and halve them for Advanced versions.
  Exchanging a minicell is the only form of maintenance that most 
  external cyberware units should need. Changing a minicell is a 
  Routine Machine Operation or Routine Engineering (Cybernetics) 
  maneuver and takes 5 rounds to complete. Minicells can also be 
  charged inductively, but this requires the user to be in contact with 
  an inductive charging power point for a prolonged period.  To fully 
  recharge a utility power minicell takes 4 hours (Early), 2 hours 
  (Mature) and 1 hour (Advanced). To fully recharge a weapons 
  power minicell takes 2 hours (Early) and 1 hour (Mature and 
  Advanced). 
  Cyberware Damage
  Heroes with lots of cool cyberware are just the sort of people who 
  are likely to get their cyberware damaged pursuing dangerous 
  activities like adventuring, combat and exploration. In almost all 
  cases, the risk of damage is resolved as a malfunction roll (d100 roll, 
  not open-ended). If the result falls within the malfunction range, a 
  further roll on the Malfunction Table must be made (as described 
  in HARP SF, Chapter 9; the table can also be found in Chapter 4 of 
  this volume). The malfunction range is 01-05 normally and 01-25 
  if the unit has had a jury-rig repair.
  1
  1 Cyberware Damage By 
  Power Cell Mishandling
  If a maneuver to exchange a power cell is failed, then a malfunction 
  roll must be made (in case sloppy handling has led to damage). 
  If the result of the malfunction roll is within the malfunction 
  range, then a malfunction has occurred and a d100-20 roll on the 
  Malfunction Table must be made.
  1
  1 Cyberware Damage from Combat
  For combat damage, the resolution mechanism depends on whether 
  cyberware fully occupies the body region (e.g, a full cyberarm) or 
  if the cyberware shares the location with organic body parts (a 
  cyberfinger or cyberhand in an arm location).
  For cyberware that fully occupies a body region, then instead of 
  applying the original critical result, look up the Adjusted Attack 
  Roll result on the Malfunction Table instead.
   
  1Example: An Adjusted Attack Roll of 76 on the Laser Critical 
  Table is a bolt in the lower arm. If the unlucky target had a 
  cyberarm, then instead of applying bleeding at 2 hits per round, 
  4 rounds of stunning, a –20 penalty, and 26 hits, the Adjusted 
  Attack Roll of 76 would be looked up on the Malfunction 
  Table instead, yielding a –25 penalty and 40% performance 
  effectiveness for the cyberarm.
  For cyberware that shares a body region with organic body parts, 
  the SysOp should make an additional roll on the Malfunction 
  Table. Where the malfunction result replaces the normal critical, 
  characters may get off more lightly in some cases. Where the 
  malfunction roll is in addition to the normal critical, the character 
  may suffer the worst of both worlds – an energy blast might reduce 
  a biological arm to uselessness and the accompanying malfunction 
  render a cyberhand say offline and necessitate both healing and 
  repair before the character is fully effective.
  The attack size of the weapon maps to malfunction severity as 
  follows:
  Table 3.1 Attack Sizes and Malfunction Severity
  Tiny
  d100-20 roll on the Malfunction Table
  Small
  d100-10 roll on the Malfunction Table
  Medium
  d100 roll on the Malfunction Table
  Large
  d100+10 roll on the Malfunction Table
  Huge
  d100+20 roll on the Malfunction Table.
  If the attack is made by a vehicular weapon system or a capital-class 
  vehicle weapon system, apply the appropriate size modifier as given 
  in Table 2.6 in the Vehicle Combat chapter, Personal, Vehicular and 
  Capital-Class Vehicular Combat section. Note: This may cause the 
  71
   
  
  result to exceed 120, in which case the malfunction is capped at 
  120. Destroyed is still destroyed. 
   
  1Example: A laser pistol deals out Small Laser criticals. This 
  equates to d100-10 rolls on the Malfunction Table. A Mark IV 
  autocannon delivers Large Vehicle Piercing criticals. These 
  equate to d100 + 10 + 40 rolls on the Malfunction Table.
  Weapons and fumbled psionic activations that deliver Neuro 
  criticals will also affect active cyberware - characters may make an 
  Electronics RR against such damage with the target given by the 
  critical size: Tiny 75, Small 100, Medium 125, Large 150, and Huge 
  175. If the RR is failed, roll directly on the Malfunction Table as 
  described above.
  1
  1 Cyberware Damage By 
  Direct Physical Damage
  Direct physical damage includes exposure to corrosive gases or 
  acids, extremes of heat and cold, sudden impacts, electrical surges, 
  etc., but excludes electromagnetic pulses, radiation, combat, or 
  indirect damage from a hostile environment.  As with combat 
  damage, the resolution mechanism depends on whether the 
  damage is localized to a body region fully occupied by cyberware 
  or not.  
  There are three cases to consider:
   
  P The damage is automatically localized to a cyberware-only 
  region, i.e. a character plunges his cyberam into a vat of acid. 
  Make a malfunction roll, and if required, make a further roll 
  on the Malfunction Table with the severity corresponding to 
  the analogous biological critical size (see Table 3.2).
   
  P The character has suffered a critical result where the description 
  relates the damage to a body location fully occupied by 
  cyberware. Instead of applying the critical result, look up the 
  same number directly on the Malfunction Table and apply that 
  result.
   
  P The character has suffered a critical result where the description 
  relates the damage to one or more body locations that are part 
  cyberware and part organic. In this case, in addition to the 
  critical result, the SysOp should also make a further roll on 
  the Malfunction Table with the severity corresponding to the 
  analogous biological critical size (see Table 3.2), and apply that 
  malfunction as well to the character.
  Direct physical damage will normally be expressed in terms of a 
  critical of a certain attack size:
  Table 3.2 Physical Damage and Malfunction Severity
  Tiny
  d100-20 roll on the Malfunction Table
  Small
  d100-10 roll on the Malfunction Table
  Medium
  d100 roll on the Malfunction Table
  Large
  d100+10 roll on the Malfunction Table
  Huge
  d100+20 roll on the Malfunction Table.
  Other damage should require a d100 roll with no modifiers.
   
  1Example: An electrical surge rated as a Large Electrical attack 
  becomes a d100+10 roll on the Malfunction Table.
  1
  1 Cyberware Damage by 
  Indirect Physical Damage
  Indirect physical damage results from a cyberware unit being 
  exposed to a hostile environment, such as extremely high or 
  extremely low ambient temperatures or extremely high pressure.
  For every full ten minutes that a cyberware unit is exposed to 
  ambient temperatures below –20 degrees Celsius or above 100 
  degrees Celsius, a malfunction roll must be made. If a malfunction 
  occurs, the severity of the malfunction depends on how far the 
  environment is outside the normal operating temperature:
  Table 3.3 Temperature Differentials and Malfunction Rolls
  d100–20
  -30 to –21 deg. Celsius
  101 to 120 deg. Celsius
  d100–10
  -50 to –31 deg. Celsius
  121 to 150 deg. Celsius
  d100
  -100 to –51 deg. Celsius
  151 to 200 deg. Celsius
  d100+10
  -200 to –101 deg. Celsius
  201 to 300 deg. Celsius
  d100+20
  -201 deg Celsius and below
  301 deg. Celsius and above
   For every ten minutes that a cyberware unit is exposed to elevated 
  pressure (i.e. on a world with a dense atmosphere, deep underwater, 
  etc.), a malfunction roll must be made as the device may suffer 
  damage from the crushing effect of the air, water or other medium. 
  Pressures up to 5 atmospheres (equivalent to underwater depths of 
  up to 40m) are within the normal safe operating range of cyberware 
  devices. If a malfunction occurs, its severity will vary in proportion 
  to the excess pressure:
  72
   
  
  Table 3.4 Elevated Pressure and Malfunction Rolls
  d100–20
  Up to 5 Earth atmospheres (above normal operating maximum)
  d100–10
  Up to 10 Earth atmospheres (above normal operating maximum)
  d100
  Up to 25 Earth atmospheres (above normal operating maximum)
  d100+10
  Up to 50 Earth atmospheres (above normal operating maximum)
  d100+20
  More than 50 Earth atmospheres (above normal operating maximum)
  1
  1 Cyberware Damage from 
  Electromagnetic Pulses and Radiation
  Electromagnetic pulses and radiation can cause significant damage 
  ranging from transient glitches to complete breakdown to all forms 
  of cyberware. Cyborgs who happen to be the victims of targeted 
  or area electromagnetic pulses must make Electronic Cascading 
  Resistance Rolls for each cyberware unit on their body. Each unit 
  that fails its Electronic CRR will suffer a malfunction.
  For each cyberware unit, the player makes an Electronic CRR, 
  adding the character’s skill in Resistance: Electronic and any bonus 
  the unit has due to an EMP Shielding option, and compares the 
  results to the Electronic CRR Results Table below:
  Table 3.5 Electromagnetic Pulses and Radiation Damage and associated Malfunction Severity
  CRR(Target)
  No effect
  CRR(Target - 25)
  1d100–20 on the Malfunction Table
  CRR(Target - 50)
  1d100–10 on the Malfunction Table 
  CRR(Target - 75)
  1d100 on the Malfunction Table
  CRR(Target - 100)
  1d100+10 on the Malfunction Table
  Failure
  1d100+20 on the Malfunction Table
   
  1Example: A Mark III pulse grenade has a target number of 
  125. Kathryn has a neuralware implant and a pair of cybereyes. 
  Her Electronic Resistance skill is 63. Her cybereyes have an EMP 
  Shielding bonus of +10, but her neuralware implant is not 
  shielded. Kathryn’s player must make three CRRs, one for the 
  implant and one for each cybereye. Her player rolls 19 for the 
  implant, plus 63 for skill, giving a result of 82, which is more 
  than CRR(125 – 50) but less than CRR (125 –25), so a d100-10 
  roll on the malfunction table must be made. For the cybereyes, 
  she rolls 34 and 71. 34 + 63 (skill) + 10 (EMP Shielding) = 107, so 
  a d100-20 malfunction occurs on the left eye. 71 + 63 (skill) + 10 
  (EMP Shielding) = 144, so no effect on the right eye.
  If a cyborg is exposed to radiation, the cyborg must make a 
  Stamina CRR as normal against the harmful effects of radiation 
  on the biological portions of his body (see HARP SF, Chapter 9, 
  Radiation). In addition, each unit of cyberware must make an 
  Electronic CRR with the target number given by the event or source 
  producing the radiation and the results looked up on the Electronic 
  CRR Results Table given above.  Really unlucky characters might 
  end up with their (external) cyberware becoming radioactive and 
  thus require it to be replaced.
  The best defense against electromagnetic pulses and radiation is 
  to be safely within a functioning magneto-gravitic shield.
  Cyberware Repair
  Repairing cyberware uses the normal equipment repair rules. The 
  requisite specialty Engineering skill is Engineering (Cybernetics). 
  Implants and internal devices are repaired using arthoscopy and/
  or nanotech devices. As cyberware is directly connected to the 
  body, some damage may also require medical attention to treat 
  biological injuries. SysOps should increase the difficulty degree for 
  characters trying to repair themselves by one to three steps (a -20 to 
  –60 additional penalty) applying common sense and in some cases 
  simply rule the task to be impossible.
  If a cyberware unit is destroyed, rather than damaged or disabled, 
  then it must be replaced. This will normally require a procedure 
  akin to the original installation (see above).
  Upgrading 
  and Removing 
  Cyberware
  Occasionally a character may decide that installed cyberware 
  must be removed and his body returned to its original state. More 
  usually, the cyborg wants to replace outdated gadgetry with the 
  latest models.
  The time taken and financial cost to uninstall the cyberware are 
  identical to the time and expense of the original installation. For 
  player-characters who want to do the job themselves on someone 
  else, uninstalling a cyberware augmentation requires a Medium 
  (+0) Engineering (Cybernetics) maneuver and a Light (+20) 
  Medical Practice maneuver. Uninstalling a cyberware replacement 
  (except for cybertorsos and cyberheads) requires a Very Hard 
  (-40) Engineering (Cybernetics) maneuver and a Very Hard 
  (-40) Medical Practice maneuver. Uninstalling cybertorsos and 
  cyberheads requires a Sheer Folly (-80) Engineering (Cybernetics) 
  maneuver and a Sheer Folly (-80) Medical Practice maneuver. Once 
  the old gear has been removed, new cyberware can be installed as 
  per the normal rules (see Installing Cyberware). 
   1Note: A player-character who wishes to uninstall 
  cyberware from himself is unimaginably reckless – 
  SysOps should raise difficulty degrees by two steps for 
  augmentations and at least three steps for replacements, 
  and in many cases should simply rule that the procedure is 
  impossible to perform on oneself.
  Where a character has had a cyberware replacement device 
  removed and wishes to be restored to his natural biological form, 
  the lost body part(s) must be regrown and this will require 1d10 
  days spent in a regeneration tank. Characters do not need to 
  expend Development Points to relearn how to use their biological 
  body. Development Points spent on Cyber Compatibility Talents 
  and Cyber Control skills cannot be reclaimed.
  1
  1 Tintamar Knowledge Base: Cyberware
  Basic cyberware augmentation such as data jacks and neuralware 
  implants is relatively common, even ubiquitous in most 
  Cosmopolitan and Belter societies. Cosmetic modification 
  73
   
  
  is currently fashionable among young humans. In some 
  archconservative religious human cultures, all cyberware is 
  prohibited to believers.
  Cyberware replacement is more rare, partly due to the efficacy of 
  regeneration techniques. In Federation space, cyborgs are required 
  to declare all replacements; those with Restricted options can 
  expect additional scrutiny and may even be required to disable the 
  cyberware on certain worlds.
  Apart from humans, Cerans are the most prolific users of 
  cyberware. Gorsivans and Krakuren eschew it completely. Some 
  Silth military units do use both augmentation and replacement, but 
  it is not readily available to ordinary Silth citizens.
  Cyberware Devices
  Table 3.6 Cyberware Devices
  Cyberware Type
  # of Skill Ranks
  Base Cost
  Implants / Augmentation
  Data Jack
  2
  500
  Fiber Hair
  1
  200
  Nanotattoo
  1
  200
  Neuralware Implant
  3
  2000
  - Audio Enhancer
  1 per +5
  1000 per +5
  - Bloodstopper
  4
  2000
  - Cooordination Booster
  1 per +1
  3000 per +1
  - Cryptocomms
  2
  200
  - EMP Biofeedback
  1
  1000
  - Focus Booster
  1 per +1
  3000 per +1
  - Intuition Booster
  1 per +1
  3000 per +1
  - Knowledge Package
  1 per Package
  5000
  - Logic Booster
  1 per +1
  3000 per +1
  - Memory Recording
  2
  500
  - Mind Control
  0
  1000
  - Olfactory Enhancer
  1 per +5
  1000 per +5
  - Organ Control
  2 per organ
  500
  - Painblocker
  2
  1000
  - Sense Enhancer
  1 per +5 (per Sense)
  2000 per +5
  - Sense Receiver
  2 per Sense
  5000
  - Sense Transmitter
  1 per Sense
  2500
  - Skill Expertise
  2 per skill 
  2500 per additional skill rank
  - Social Booster
  1 per +1
  3000 per +1
  - Speed Booster
  1 per +1
  3000 per +1
  - Stamina Booster
  1 per +1
  3000 per +1
  - Strength Booster
  1 per +1
  3000 per +1
  - Stunblocker
  2
  1000
  - Tactile Enhancer
  1 per +5
  1000 per +5
  - Taste Enhancer
  1 per +5
  1000 per +5
  - Vision Enhancer
  1 per +5
  1000 per +5
  Subdermal Pouch
  0
  200
  Table 3.6 Cyberware Devices
  Cyberware Type
  # of Skill Ranks
  Base Cost
  Cyberarm Replacements
  Cyberarm
  3
  5000
  - Agile Arm
  1 per +1
  3000 per +1
  - Built-in Weapon
  2
  5x weapon cost
  - Concealed Cavity
  1
  1000
  - Extra Arm
  6
  7500
  - Fast Arm
  1 per +1
  3000 per +1
  - Strong Arm
  1 per +1
  3000 per +1
  Cyberfinger
  1
  500
  - Scanner Option
  3
  10x scanner cost
  - Tool Option
  2
  500
  - Built-in Weapon
  1
  5x weapon cost
  Cyberhand
  3
  2500
  - Built-in Weapon
  2
  5x weapon cost
  - Extra Hand
  6
  4000
  - Locking Grip
  1
  1000
  - Scanner Hand
  3
  5x scanner cost
  - Tool Hand
  6
  2500
  Miscellaneous Replacements
  Artificial Organ
  1 per organ
  2000
  Cyberhead
  3
  10000
  Cybertorso
  3
  30000
  Cybervoice
  2
  2000
  - Amplifier
  1 per +5
  1000 per +5 bonus
  - Emulator
  2
  1000
  - Modulator
  2
  500
  Disease Protector
  1 per +5
  2000 per +5 bonus
  Electrical Protector
  1 per +5
  2000 per +5 bonus
  Medication Organ
  1 per organ
  2000 + (drug dose cost x10)
  Poison Protector
  1 per +5
  2000 per +5 bonus
  Sonic Protector
  1 per +5
  2000 per +5 bonus
  Specific Device
  2
  x10 device cost
  Cyberleg Replacements
  Cyberfoot
  3
  2500
   - Extra Foot
  6
  2500
   - Hand Option
  6
  2500
  Cyberleg
  3
  5000
  - Agile Leg
  1 per +1
  3000 per +1
  - Concealed Cavity
  1
  1000
  - Extra Leg
  6
  7500
  - Fast Leg
  1 per +1
  3000 per +1
  - Strong Leg
  1 per +1
  3000 per +1
  74
   
  
  Table 3.6 Cyberware Devices
  Cyberware Type
  # of Skill Ranks
  Base Cost
  Cybersense Replacements
  Cyberear
  2
  1000
  - Amplifier
  1 per +5
  1000 per +5 bonus
  - Antisonic
  2
  100
  - Antisound
  2
  300
  - Directional Pickup
  1
  200
  - Infrasound
  2
  500
  - Ultrasound
  2
  500
  Cybereye
  2
  2000
  - Antidazzler
  2
  200
  - Antiglare
  1
  200
  - Extra Eye
  4
  5000
  - Low Light
  1
  500
  - Microvision
  2
  1000
  - Motion Sensing
  1
  1000
  - Peripheral Sight
  2
  500
  - Spectral Range
  2
  1000
  - Telescopic Focusing
  1
  500
  - Thermal Imaging
  2
  1000
  - Ultraviolet
  2
  1000
  - Underwater
  2
  1000
  Cybernose
  2
  1000
  - Amplifier
  1 per +5
  1000 per +5 bonus
  - Antiscent
  2
  500
  - Filtration
  2
  2500
  Cybersense
  2
  2000
  - Amplifier
  1 per +5
  2000 per +5 bonus
  - Filter
  2
  1000
  Cybersonar
  2
  1000
  - Amplifier
  1 per +5
  1000 per +5 bonus
  - Filter
  2
  500
  Cybertongue
  2
  1000
  - Amplifier
  1 per +5
  1000 per +5 bonus
  - Filter
  2
  500
  Cybertouch
  2
  1000
  - Amplifier
  1 per +5
  1000 per +5 bonus
  - Filter
  2
  500
  1
  4 Additional Options
  Cyberware devices can be armored against physical attacks and 
  shielded against electromagnetic pulses. Most cyberware can also 
  be made to look less obvious through the use of natural-looking 
  synthetic skin.
  Armored Option: Cyberarms, Cyberfeet, Cyberhands, 
  Cyberheads, Cyberlegs, and Cybertorsos can be armored to 
  provide their possessor with additional DB. The cost varies 
  according to the level of protection and is expressed as a 
  multiplier of the base cost of the device (see below). It cannot be 
  combined with the Biological Option or the Armored Biological 
  Option. Characters can wear normal armor and protective suits 
  over armored cyberware.
  Table 3.7 Armored and Armored Biological Cyberware
  Early
  Mature
  Advanced
  DB
  Cost
  DB
  Cost
  DB
  Cost
  DB
  Cost
  DB
  Cost
  Armored Option
  Cyberarm
  +1
  x5
  +2
  x10
  +3
  x15
  +4
  x20
  +5
  x25
  Cyberfoot
  +1
  x5
  +2
  x10
  +3
  x15
  +4
  x20
  +5
  x25
  Cyberhand
  +1
  x5
  +2
  x10
  +3
  x15
  +4
  x20
  +5
  x25
  Cyberhead
  +1
  x5
  +2
  x10
  +3
  x15
  +4
  x20
  +5
  x25
  Cyberleg
  +1
  x5
  +2
  x10
  +3
  x15
  +4
  x20
  +5
  x25
  Cybertorso
  +3
  x5
  +6
  x10
  +9
  x15
  +12
  x20
  +15
  x25
  Armored Biological Option
  Cyberarm
  +1
  x10
  +2
  x20
  +3
  x30
  +4
  x40
  +5
  x50
  Cyberfoot
  +1
  x10
  +2
  x20
  +3
  x30
  +4
  x40
  +5
  x50
  Cyberhand
  +1
  x10
  +2
  x20
  +3
  x30
  +4
  x40
  +5
  x50
  Cyberhead
  +1
  x10
  +2
  x20
  +3
  x30
  +4
  x40
  +5
  x50
  Cyberleg
  +1
  x10
  +2
  x20
  +3
  x30
  +4
  x40
  +5
  x50
  Cybertorso
  +3
  x10
  +6
  x20
  +9
  x30
  +12
  x40
  +15
  x50
   
  1Example: A normal Cyberhand with the Locking Grip option 
  costs 3500 credits (2500 credits for the hand plus 1000 credits 
  for the option). A Cyberhand with the Armored Option (+3 DB) 
  and Locking Grip costs 38,500 credits (2500 x15 plus 1000).
  Armored Biological Option: This enhancement uses synthetic 
  skin and equivalent materials to give cybernetics the outward 
  look and feel of their biological equivalents, while reinforcing 
  it with subsurface internal armor using carbon nanotubes and 
  similar advanced materials. It will fool a casual observer but even 
  rudimentary sensor technology (x-rays, sonograms, etc.) will 
  detect that the wearer is more than they seem. It thus combines 
  the benefits of the Biological Option with the Armored Option 
  at a much higher cost. It cannot be combined with the Armored 
  Option or the Biological Option. Characters can wear normal 
  armor and protective suits over armored cyberware.
   
  1Example: A normal Cyberhand with the Locking Grip option 
  costs 3500 credits (2500 credits for the hand plus 1000 credits 
  for the option). A Cyberhand with the Armored Biological 
  Option (+3 DB) and Locking Grip costs 76,000 credits (2500 x30 
  plus 1000).
  Biological Option: This enhancement uses synthetic skin and 
  equivalent materials to give cybernetics the outward look and feel 
  of their biological equivalents. This will fool a casual observer but 
  even rudimentary sensor technology will detect that the wearer 
  is more than they seem. This option doubles the base cost of a 
  75
   
  
  cyberware unit. It cannot be combined with the Armored Option 
  or the Armored Biological Option. 
   
  1Example: A normal Cyberfinger has a base cost of 500 credits. 
  This option doubles that to 1000 credits.
  EMP Shielding: This provides a bonus to Electronic RRs made 
  against electromagnetic pulses and radiation. The cost is expressed 
  as a multiplier of the base unit cost of the device.
  Table 3.8 Cyberware EMP Shielding
  Bonus
  Cost
  Early
  +5
  x5
  +10
  x10
  Mature
  +15
  x15
  +20
  x20
  +25
  x25
  +30
  x30
  Advanced
  +35
  x35
  +40
  x40
  +45
  x45
  +50
  x50
  1
  4 Cyberware Bonuses
  The bonuses available through the use of cyberware are limited by 
  the technological stage of development.
  Amplifiers and Enhancers: These can provide a +5 bonus to 
  specific sense-based Perception maneuvers at the Early stage of 
  cybertechnology, up to +15 at Mature, and up to +25 at Advanced.
  Boosters: These have maximum stat bonuses as follows: +5 at 
  Early, +10 at Mature, and +15 at Advanced. Boosters may only be 
  activated once per hour at Early, twice per hour at Mature, and 
  four times per hour at Advanced. Each boost only lasts for one 
  minute.
  Cyberarms (Agile Arm, Fast Arm, Strong Arm): These 
  options have maximum stat bonuses as follows: +5 at Early, +15 at 
  Mature, and +25 at Advanced.
  Cyberlegs (Agile Leg, Fast Leg, Strong Leg): These options 
  have maximum stat bonuses as follows: +5 at Early, +15 at Mature, 
  and +25 at Advanced.
   1Note: The stat bonuses from multiple cyberlimbs do not 
  stack, e.g. a +10 Agility bonus from an Agile Arm and a +5 
  Agility bonus from an Agile Leg does not give a cumulative 
  +15 bonus. Similarly two Fast Arms with +10 Quickness 
  bonuses each does not entitle the possessor to a +20 
  bonus. Instead, use the relevant stat bonus according to 
  the nature of the maneuver or attack being attempted, e.g. 
  use the Agile Arm bonus for shooting, the Agile Leg for a 
  Jumping maneuver. If the character attempts a maneuver 
  that requires both arms/hands (e.g. two-handed weapons) 
  or both legs (e.g. running rather than hopping), but only 
  one arm or leg is enhanced, then the stat bonus from the 
  enhanced cyber limb is ignored.
  Protectors: These can provide a +5 bonus to specific Resistance 
  Rolls at the Early stage of cybertechnology, up to +15 at Mature, 
  and up to +25 at Advanced.
  Skill Expertise: These provide additional “virtual” skill ranks 
  to their possessor. The maximum additional skill ranks available 
  through this technology are: 2 at Early, 6 at Mature, and 10 
  skill ranks at Advanced. These skill ranks behave according to 
  the standard rule for skills, so a character with many real skill 
  ranks will not gain as much numeric benefit from this option as 
  someone with few or no skill ranks, e.g. a character with a Skill 
  Expertise option granting 6 skill ranks for Xenology who already 
  has 10 skill ranks will gain a +12 skill bonus, whereas someone 
  with no actual skill ranks and the same cyberware would have a 
  skill rank bonus of +30. A host is limited in the number of Skill 
  Expertise packages that may be downloaded into neuralware: 4 at 
  Early, 8 at Mature, and 12 at Advanced. Each distinct skill requires 
  a distinct Skill Expertise package (and associated Cyber Control 
  skill ranks).
  1
  1 SysOp’s Note: Skill Expertise 
  Cyberware Option
  The Skill Expertise neuralware option may not be used for 
  the Endurance or Psi Energy Development skills. Combat, 
  Concentration, and Subterfuge skills should normally be considered 
  Restricted options. Skill Expertise packages can be swapped out to 
  make room for alternative skills – new Cyber Control skill ranks 
  must be purchased for new skills. At a later date, an old skill could 
  be swapped back in – in this case, no new Cyber Control skill ranks 
  must be purchased but the host must “sleep” before being able to 
  use the old skill package.  
  1
  4 Implants/
  Augmentation
  Data Jack: Externally this is a socket allowing the wearer to be 
  literally wired into computers and other machinery. Internally it 
  connects directly to the host’s brain and is normally sited at the 
  base of the skull.
  Fiber Hair: This artificial hair is made from optical fibers and 
  glows with its own light. It can change color according to preset 
  programming or (if the wearer has a Neuralware Implant) can be 
  altered at will by the wearer.
  Nanotattoo: Created using nanites implanted within the 
  wearer’s skin, nanotattoos can change color and pattern according 
  to preset programming or (if the wearer has a Neuralware 
  Implant) can be altered at will by the wearer. The latter allows the 
  nanotattoo to be used as a dermal display of information from the 
  implant. Nanotattoos can even be made temporarily invisible.
  Neuralware Implant: This nanotech-based implant is injected 
  into the host’s bloodstream where it eventually coalesces to form 
  a central processing hub in or near the host’s brain. Tendrils from 
  the hub then extend throughout the host’s central nervous system 
  76
   
  
  (or equivalent) and beyond, providing a neural linkage to all other 
  implanted cyberware. Certain cyberware devices and upgrades 
  require a neuralware implant to be present in order for their hosts 
  to operate them. This implant can be used to connect wirelessly 
  (i.e. using short-range radio) to external computers and data 
  networks. Individuals with this implant can communicate with 
  others who have similar augmentation, sending words, images, or 
  data. The range is 5m (Early), 10m (Mature) and 20m (Advanced).
   
  P Audio Enhancer: This option boosts the host’s effective 
  hearing through post-processing of sounds received through 
  the host’s (artificial or natural) ears. The bonus is applied to all 
  hearing-based Perception maneuvers.
   
  P Bloodstopper:  This feature allows the host to stop bleeding 
  by consciously accelerating blood clotting, increasing arterial 
  constriction, etc. The host can reduce bleeding at a rate of 
  1 hit per 2 rounds on a single injury, e.g., a wound bleeding 
  at a rate of 3 hits per round will be reduced to 2 hits after 2 
  rounds, 1 hit after 4 rounds, and completely stopped after 6 
  rounds. A Bloodstopper may only be activated once per hour 
  at Early, twice per hour at Mature, and four times per hour at 
  Advanced.   
   
  P Cooordination Booster: This increases the host’s sensory-
  manipulator coordination and overall agility. This equates to a 
  temporary stat bonus to Agility.
   
  P Cryptocomms: This option allows for secure communication 
  using advanced encryption/decryption schemes between 
  implanted hosts and from/to conventional computers 
  and networks. This also provides a bonus to Signaling: 
  Mathematical Encoding (Early: +5, Mature: +10, Advanced: 
  +15) This option is a Restricted technology.
   
  P EMP Biofeedback: This option allows the host to develop 
  the Electronic Resistance skill.
   
  P Focus Booster: This increases the host’s mental 
  concentration. This equates to a temporary stat bonus to Self 
  Discipline.
   
  P Intuition Booster: This increases the host’s intuitive and 
  creative faculties. This equates to a temporary stat bonus to 
  Insight.
   
  P Knowledge Package: This option provides the character 
  with a Limited Archive (see HARP SF, Chapter 9, Computer 
  Issues). The number of Knowledge Packages that can 
  be installed in a neuralware implant varies according to 
  technology stage: 1 at Early, 2 at Mature, and 4 at Advanced.
   
  P Logic Booster: This improves the host’s logical and rational 
  thought processes. This equates to a temporary stat bonus to 
  Reasoning.
   
  P Memory Recording: This enables the host to transfer 
  memories, sensory stimuli or digital data between the implant 
  itself and the host’s brain. The host can delete information in 
  either the implant or the brain.
   
  P Mind Control: This option allows someone else to control the 
  behavior of the host via the neural implant. Normally this will 
  be delegated to a complex, but not intelligent, program that 
  will deny the host free will until the control option is erased. 
  This is a Restricted technology.
   
  P Olfactory Enhancer: This option boosts the host’s effective 
  sense of smell through post-processing of scents detected 
  through the host’s (artificial or natural) nose. The bonus is 
  applied to all smelling-based Perception maneuvers.
   
  P Organ Control: This option allows the host to monitor and 
  control natural organs via the neuralware implant – useful for 
  stabilizing one’s heart rate when monitored by a polygraph 
  or reducing digestive efficiency so that overindulging in 
  chocolates does not lead to weight increases!
   
  P Painblocker: This feature allows the host to consciously 
  isolate and minimize pain. The host can temporarily halve the 
  maneuver penalties of any injuries sustained. A Painblocker 
  may only be activated once per hour at Early, twice per hour at 
  Mature, and four times per hour at Advanced. Each block only 
  lasts for one minute. 
   
  P Sense Enhancer: This option boosts one of the host’s 
  exotic senses (such as heat vision or ultrasound echolocation) 
  through post-processing of sensory stimuli. The bonus is 
  applied to all Perception maneuvers involving the specific 
  sense.
   
  P Sense Receiver: This option enables the host to receive and 
  interpret transmitted sensory data from someone else who has 
  a Sense Transmitter cyberware option. Unlike using a sensable 
  projector, the host can handle their own sensory stream and 
  the received stream simultaneously (albeit at a –20 penalty).  
  Each sense requires a separate Sense Receiver. This option is a 
  Restricted technology.
   
  P Sense Transmitter: This option enables the host to transmit 
  received sensory data in real-time from one sense via the 
  neuralware network. It is used in certain reality holovision/
  sensable shows rather than sensable bodysuit recorders, as 
  well as by explorers, commandos on point, reporters, etc. Each 
  sense requires a separate Sense Transmitter. The cyberware 
  ranks grant the host the ability to choose when and what to 
  transmit. Illegal and security versions of this option give the 
  host no control over what is transmitted – typically used as a 
  surveillance method on prisoners, informants, etc., - although 
  they require no cyberware skill on the part of the host. All 
  forms of this option are Restricted. 
   
  P Skill Expertise: This option augments the host’s expertise 
  with a specific skill, by providing additional “virtual” skill 
  ranks” that contribute skill rank bonuses according to the 
  normal rules. Using Skill Expertise, a character can exceed the 
  maximum number of skill ranks allowed for his level. Each 
  skill requires a separate Skill Expertise option.
   
  P Social Booster: This improves the host’s sense of self and 
  social adaptability. This equates to a temporary stat bonus to 
  Presence.
   
  P Speed Booster: This increases the host’s reflex speed. This 
  equates to a temporary stat bonus to Quickness.
  77
   
  
   
  P Stamina Booster: This allows the host to draw on reserves 
  of energy and physical stamina. This equates to a temporary 
  stat bonus to Constitution.
   
  P Strength Booster: This option gives the host temporarily 
  heightened strength. This equates to a temporary stat bonus to 
  Strength.
   
  P Stunblocker: This feature allows the host to use adrenalin 
  surges to protect against stun effects. A Stunblocker may only 
  be activated once per hour at Early, twice per hour at Mature, 
  and four times per hour at Advanced. Each block only lasts 
  for one minute, but during this period the host cannot be 
  stunned. This option is a Restricted technology.
   
  P Tactile Enhancer: This option boosts the host’s effective 
  sense of touch through post-processing of sensations 
  perceived through the host’s (artificial or natural) nerve 
  endings. The bonus is applied to all touch-based Perception 
  maneuvers.
   
  P Taste Enhancer: This option boosts the host’s effective sense 
  of taste through post-processing of stimuli received through 
  the host’s (artificial or natural) tongue. The bonus is applied to 
  all taste-based Perception maneuvers. 
   
  P Vision Enhancer: This option boosts the host’s effective sight 
  through post-processing of visual stimuli received through 
  the host’s (artificial or natural) eyes. It can be used to correct 
  for common eyesight problems such as long-sightedness or 
  shortsightedness. The bonus is applied to all vision-based 
  Perception maneuvers.
  Subdermal Pouch: This is a concealed skin pouch with enough 
  room for relatively small items. Possible items that would fit are 
  one or two removable storage disks, a set of lock picks, a sachet 
  of medicine, a small tool, or at a squeeze, a minilaser or a holdout 
  gun. The seam may appear to be a normal scar or be invisible to 
  casual scrutiny. 
  1
  1 Cyberarms
  Cyberarm: This is a cybernetic limb replacement for an arm (or 
  an equivalent manipulator limb in nonhuman species), but does 
  not include the actual hand. It is capable of performing all the 
  movements that could be achieved by an organic equivalent. This 
  basic form is, however, no stronger, no faster, nor more dexterous 
  than the original limb that it replaces. Such enhancements require 
  special upgrade options (see below) in order to avoid dangerous 
  strain on the host’s body where the limb interfaces with flesh. 
  Cyberhands are sold separately from Cyberarms.
   
  P Agile Arm: This upgrade option allows the cyberarm to be 
  more dexterous than its organic original, giving a stat bonus to 
  Agility-based maneuvers involving the use of the limb.
   
  P Built-in Weapon: This is an actual weapon built into the 
  cyberlimb. It can be designed to emerge from the upper 
  surface of the arm; alternatively the cyberhand can flip down 
  exposing the muzzle of a ranged weapon or the blade of a 
  vibroknife or vibrosword. Suitable weapons for this option are 
  stunclubs (where the whole arm is the “club”), vibroknives, 
  vibroswords, any one-handed projectile weapons, and any 
  one-handed energy weapons (except flame pistols). This is a 
  Restricted option.
   
  P Concealed Cavity: This is a hidden storage compartment 
  within the cyberarm that can be used to hide one or two small 
  items, such as a set of storage disks, small tools, medicines, 
  power minicells, a minilaser or a holdout gun.
   
  P Extra Arm: This is actually the cybernetic rewiring of the 
  body to create a new socket and artificial nerve pathways 
  for an additional limb rather than the limb itself. It must be 
  purchased with any Cyberarm that is intended as an extra 
  limb. A neuralware implant will be required to use an Extra 
  Arm.
  78
   
  
   
  P Fast Arm: This upgrade option allows the cyberarm to be 
  faster than its organic predecessor, giving a stat bonus to 
  Quickness-based maneuvers involving the use of the limb.
   
  P Strong Arm: This upgrade option allows the cyberarm to be 
  stronger than the original arm, giving a stat bonus to Strength-
  based maneuvers involving the use of the limb.
  Cyberfinger: This is a cybernetic finger (or equivalent digit for 
  nonhumans) and is normally an individual replacement for a 
  single finger or thumb. Cyberhands do come with the normal 
  number of digits.
   
  P - Built-in Weapon: A conventional knife blade or a 
  vibroknife can be extended from the tip of the cyberfinger. 
  Alternatively the cyberfinger can be a disguised minilaser or 
  miniature handgun (up to 2 bullets) – the “fingertip” flips open 
  to reveal the muzzle. This is a Restricted option.
   
  P Scanner Option: This allows a miniature computer-
  controlled scanner to be fitted into a cyberfinger socket 
  (instead of a standard cyberfinger).  The host can swap 
  between standard cyberfinger and cyberscanner with 
  a Routine Machine Operation or Routine Engineering 
  (Cybernetics) maneuver. Swapping takes 5 rounds to complete. 
  A neuralware implant is required to operate this option.
   
  P Tool Option: This allows a small computer-controlled tool 
  (such as a screwdriver) to be fitted into a cyberfinger socket 
  (instead of a standard cyberfinger). The host can swap between 
  standard finger and cybertool with a Routine Machine 
  Operation or Routine Engineering (Cybernetics) maneuver. 
  Swapping takes 5 rounds to complete. A neuralware implant is 
  required to operate this option.
  Cyberhand: This is a cybernetic equivalent of a human hand (or 
  alien analogue). It can be sold separately or as an attachment to a 
  cyberarm or (occasionally) a cyberleg. It is capable of performing 
  all the movements available to an organic hand and includes all 
  the necessary digits.
   
  P Built-in Weapon: This option adds a weapon capability 
  to one of the fingers 
  of the cyberhand. 
  The cyberfinger tip 
  can either extrude a 
  conventional knife 
  blade or a vibroknife; 
  alternatively the finger 
  can be a concealed 
  minilaser or miniature 
  holdout gun (up to 
  2 bullets). This is a 
  Restricted option.
   
  P Extra Hand: This is 
  actually the cybernetic 
  rewiring of the body to 
  create a new socket and 
  artificial nerve pathways 
  for an additional 
  hand rather than the 
  limb itself. It must be purchased with any Cyberhand that 
  is intended as an extra hand, even if that cyberhand is to be 
  attached to a cyberarm. Humans, for instance, normally only 
  have one hand at the end of their arms. A neuralware implant 
  will be required to use an Extra Hand.
   
  P Locking Grip: This allows the cyberhand to clamp itself to 
  an object in a vise-like grip, equating to a bonus versus disarm 
  attempts and to all maneuvers requiring a sound grip on the 
  object. Bonus is Early +10, Mature +20, Advanced: +30.
   
  P Scanner Option: This allows a miniature computer-
  controlled scanner to be fitted into the finger sockets of a 
  cyberhand or a larger scanner to be slotted into the “wrist” 
  socket of a cyberhand. The host can swap between scanner 
  modes and conventional “hand” with a Routine Machine 
  Operation or Routine Engineering (Cybernetics) maneuver. 
  Swapping takes 5 rounds to complete. A neuralware implant is 
  required for this option.
   
  P Tool Hand: This allows a set of computer-controlled tools 
  to be fitted into the finger sockets of a cyberhand or a larger 
  tool (such as a laser cutter) to be slotted into the “wrist” socket 
  of a cyberhand. The host can swap between tool modes and 
  conventional “hand” with a Routine Machine Operation or 
  Routine Engineering (Cybernetics) maneuver. Swapping takes 
  5 rounds to complete. A neuralware implant is required for 
  this option.
  1
  1 Cyberlegs
  Cyberfoot: This is a cybernetic equivalent of a human foot (or 
  alien analogue). It can be sold separately or as an attachment to a 
  cyberleg. It is capable of performing all the movements available 
  to an organic foot.
   
  P  Extra Foot: This is actually the cybernetic rewiring of the 
  body to create a new socket and artificial nerve pathways 
  for an additional foot rather than the limb itself. It must be 
  purchased with any Cyberfoot that is intended as an extra foot, 
  even if that cyberfoot is to be attached to a cyberleg. Humans, 
  79
   
  
  for instance, usually only have one foot at the end of each leg.  
  A neuralware implant is required to operate this option.
   
  P  Hand Option: This is the cybernetic rewiring necessary 
  to allow a cyberhand to be implanted at the end of a leg 
  or cyberleg and used as another hand. This option is 
  sometimes used by cyborgs who live entirely in microgravity 
  environments – extra hands are more useful than feet for 
  them.  A neuralware implant is required for this option.
  Cyberleg: This is a cybernetic limb replacement for a leg (or an 
  equivalent limb used for locomotion in nonhuman species), but 
  does not include the actual foot. It is capable of performing all the 
  movements that could be achieved by its organic equivalent. This 
  basic form is, however, no stronger, no faster, nor more dexterous 
  than the original limb that it replaces. Such enhancements require 
  special upgrade options (see below) in order to avoid dangerous 
  strain on the host’s body where the limb interfaces with flesh, and 
  only function properly if all of the host’s legs are cyberlegs with 
  the same Agile, Fast and/or Strong Leg upgrades. Cyberfeet are 
  sold separately from Cyberlegs.
   
  P Agile Leg: This upgrade option allows the cyberleg to be 
  more dexterous than its organic original, giving a stat bonus to 
  Agility-based maneuvers involving the use of the limb.
   
  P Concealed Cavity: This is a hidden storage compartment 
  within the cyberleg that can be used to hide one or two small 
  items, such as a set of storage disks, small tools, medicines, 
  power minicells, a minilaser or a holdout gun.
   
  P Extra Leg: This is actually the cybernetic rewiring of the 
  body to create a new socket and artificial nerve pathways 
  for an additional limb rather than the limb itself. It must be 
  purchased with any Cyberleg that is intended as an extra limb. 
  A neuralware implant is required for this option.
   
  P Fast Leg: This upgrade option allows the cyberleg to be 
  faster than its organic predecessor, giving a stat bonus to 
  Quickness-based maneuvers involving the use of the limb.
   
  P Strong Leg: This upgrade option allows the cyberleg to be 
  stronger than the original leg, giving a stat bonus to Strength-
  based maneuvers involving the use of the limb.
  1
  1 Cybersenses
  Cyberear: This replaces an auditory organ of the host and may 
  include a cybernetic external “ear” to house the aural sensor. 
  In the latter case, the external ear can have discreet controls for 
  manually controlling the cyberear and any options instead of or in 
  addition to linkage to a neuralware implant.
   
  P Amplifier: This increases the sensitivity of the cyberear 
  enabling the host to hear fainter sounds. However, all detected 
  sounds increase in loudness, so the host can be “mentally” 
  deafened.
   
  P Antisonic: This functions exactly like a Sonic Neutralizer (see 
  HARP SF Chapter 8). It is a Restricted technology.
   
  P Antisound: This allows the host to edit out particular sounds 
  at the cyberear before they are passed on to the host’s brain. 
  Very useful for tuning 
  out loud noises in 
  order to eavesdrop.
   
  P Directional Pickup: 
  This enables the 
  cyberear to focus 
  on detecting 
  sounds originating 
  from a particular 
  direction. Any 
  bonus to Perception 
  maneuvers granted 
  via an Amplifier 
  option is doubled 
  when listening in the 
  targeted direction. 
  Similarly Perception 
  maneuvers to hear 
  sounds from elsewhere are penalized by an equal amount.
   
  P Infrasound: This upgrade enables the host to hear sounds at 
  frequencies below the character’s normal hearing range (for 
  humans, this would allow them to hear much terrestrial whale 
  and elephant communication).
   
  P Ultrasound: This upgrade enables the host to hear sounds 
  at frequencies above the character’s normal hearing range 
  (humans could hear the squeaks of rodents and bats for 
  instance.)
  Cybereye: This replaces a visual organ of the host. It may include 
  discreet controls for manually controlling the cybereye and 
  its options instead of or in addition to linkage to a neuralware 
  implant.
   
  P Antidazzler: This options functions exactly as a Dazzle 
  Neutralizer (see Chapter 8). It is a Restricted technology.
   
  P Antiglare: This option enables the cybereye to compensate 
  immediately for conditions of extreme brightness, as may be 
  experienced in snowfields, deserts, and internal environments 
  with intense lighting.
   
  P Extra Eye: This is actually the cybernetic rewiring of the 
  body to create a new socket and artificial nerve pathways 
  for an additional eye rather than the eye itself. It must be 
  purchased with any Cybereye that is intended as an extra limb. 
  A neuralware implant is required for this option.
   
  P Low Light: This option permits the cybereye to see in 
  extremely poor lighting. The host can see clearly up to 30m 
  (Early: 15m, Advanced: 60m) on a starlit night and up to 150m 
  (Early: 75m, Advanced: 300m) from the light of a full moon. 
  In an interior setting, with artificial illumination, the character 
  can see clearly up to triple (Early: double, Advanced: four 
  times) the normal radius of the lighting. Characters can also 
  see dimly (-40 to Perception rolls) an additional distance equal 
  to the illumination of the light source. There must be some 
  light for this option to function.
   
  P Microvision: This option turns the cybereye into an optical 
  microscope, capable of 1000x magnification (500x Early, 2000x 
  80
   
  
  Advanced) on objects no more than 20cm away from the eye. 
  It makes reading microfilm, microfiche cards, and microdots 
  a snap. Characters receive a +20 bonus (Early: +10, Advanced: 
  +40) to Perception and Forensics maneuvers for noticing tiny 
  objects and collecting microscopic evidence.  
   
  P Motion Sensing: This option allows the cybereye to detect 
  even slight movements within its normal visible range. 
  Characters receive a +20 bonus (Early: +10, Advanced: +40) to 
  Perception maneuvers against moving objects or people.
   
  P Peripheral Sight:  This option gives the cybereye a 
  controllable “fish eye lens”. This prevents the host from being 
  flanked and enemies only receive a +10 Rear bonus for 
  attacking the character from behind.
   
  P Spectral Range: This option allows the host to see extreme 
  portions of the spectrum beyond infrared and ultraviolet. This 
  option may be chosen multiple times for separate wavelength 
  bands, i.e. radio waves, microwaves, X-rays, and gamma 
  radiation.
   
  P Telescopic Focusing: This enables the host to focus on a 
  feature in their field of vision, magnifying it multiple times at 
  the expense of everything else in the field of view. The process 
  takes a round to focus in on the target and grants a +20 
  bonus (Early: +10, Advanced: +40) to Perception maneuvers 
  involving the target. It also reduces the penalties due to 
  Range Increments by 20 (Early: 10, Advanced: 40) for Sniping 
  maneuvers and Well-aimed Shot Combat Actions. It increases 
  the number of Range Increments at which Sniping may be 
  attempted (Early: +3 to 5 RIs, Mature: +4 to 6 RIs, Advanced: 
  +5 to 7 RIs) – non-cumulative with any other technology. 
  While focused, the character suffers a –20 modifier to 
  Perception maneuvers relating to other features or targets.
   
  P Thermal Imaging: This allows the host to see in the infrared 
  portions of the spectrum, generating a visual image of the 
  surroundings according to their temperature. Objects and 
  creatures at higher or lower temperatures than the ambient 
  will be revealed very clearly in this mode. No illumination is 
  required to use thermal imaging but, unless the host can also 
  “see” the surroundings normally, Perception maneuvers suffer 
  a –40 penalty.
   
  P Ultraviolet: This option enables the host to see in the 
  ultraviolet portion of the spectrum, which can be helpful for 
  seeing the fluorescence given off by some chemical reactions 
  (as used in forensics) and special paints.
   
  P Underwater: This upgrade option compensates for the 
  different lighting conditions underwater, enabling the host to 
  see normally in aquatic environments.
  Cybernose: This replaces the natural olfactory organ with a 
  cybernetic equivalent. This cyberware unit can encompass the 
  entire nose.
   
  P Amplifier: This upgrade option increases the sensitivity and 
  directionality of the cybernose. It is most easily controlled by a 
  neuralware implant.
   
  P Antiscent: This upgrade option allows the cybernose to edit 
  out overpowering scents enabling trace odors to be detected. It 
  must be controlled via a neuralware implant.
   
  P Filtration: This upgrade option allows the cybernose to filter 
  out airborne particles and toxins, thus preventing them from 
  entering the airways. Humans need to remember to breathe 
  through their cybernose – likewise for other species with 
  multiple paths to their airways. It must be controlled via a 
  neuralware implant. 
  Cybersense: This unit replaces an exotic sense (such as an 
  electrical sense or magnetic sense) with a cybernetic replacement. 
  Characters who did not have this sense naturally require a 
  neuralware implant to control and comprehend the input from 
  the unit.
   
  P Amplifier: This option improves the sensitivity and other 
  relevant quality characteristics of the cybersense. A neuralware 
  implant is the easiest means of switching the amplifier on or 
  off.
   
  P Filter: This option allows the host to edit out specific 
  categories of sensory stimuli from the cybersense via the 
  neuralware implant.
  Cybersonar: This is the cybernetic equivalent of the ultrasound 
  echolocation used by terrestrial bats and the sonar of dolphins. 
  The host can transmit ultrasound pulses and detect the reflected 
  echoes as they bounce off surfaces. The pulses have a range of 0.5 
  km in air and 1 km in water. The host’s brain interprets the pulses 
  as a three-dimensional image. Characters who did not have a 
  natural sonar sense will require a neuralware implant to control 
  and comprehend the input from the unit.
   
  P Amplifier: This upgrade improves the sensitivity of the 
  apparatus in transmission and reception of pulses. It may be 
  neurally controlled.
   
  P Filter: This neurally controlled option allows the cybersonar 
  unit to filter out undesirable signals.
  Cybertongue: This replaces all of a host’s taste buds with a 
  cybernetic tongue.
   
  P Amplifier: This enhances the sensitivity of the cybertongue 
  and may be controlled via a neuralware implant.
   
  P Filter: This option allows the host to ignore particular tastes 
  by having the cybertongue edit out the associated sensory 
  stimuli from the data stream. This option must be controlled 
  by a neuralware implant.
  Cybertouch: This is a web of nanite tendrils that spread 
  throughout the host’s body and interleave themselves (or replace 
  entirely) the nerve endings responsible for the sense of touch.
   
  P Amplifier: This option heightens the sensitivity of the artificial 
  nerve endings and can be switched on and off by an implant.
   
  P Filter: This option allows the cybertouch unit to remove 
  specific sensory stimuli from the data stream. Like all such 
  options, this can lead to a false sense of safety – a host could 
  edit out sensations relating to extreme temperatures and suffer 
  a horribly burnt or frostbitten hand.
  81
   
  
  1
  1 Miscellaneous Replacements
  Artificial Organ: This can be either the cybernetic equivalent 
  of a natural organ (such as heart, liver, lungs, etc.) interfaced 
  to the organic body or a new organ (such as gills on a human.) 
  If the host has a Neuralware Implant, then he can control its 
  functioning.
  Cyberhead: This cyberware replaces the head and neck (or alien 
  equivalent) of the host. Effectively the host’s brain is transplanted 
  into the cyberhead and kept alive by the cyberhead. Individuals 
  who risk a cyberhead implantation must already have had the 
  rest of their body (torso and limbs) converted to cyberware. 
  Cybersenses may be incorporated into the cyberhead but their 
  cost is not included in its price. This cyberware is Restricted.
  Cybertorso: This cyberware converts a biological entity almost 
  into a robot. It replaces the chest, stomach and abdomen (or alien 
  equivalents) with a robotic torso that is interfaced with the head 
  and neck of the host. Anyone who undertakes this cyberware 
  conversion will also need a complete set of cyberlimbs as the 
  artificial organs within the cybertorso are only sufficient to keep 
  an organic head alive. This cyberware is Restricted.
  Cybervoice: This is the partial or complete cybernetic 
  replacement of the voicebox (or equivalent alien anatomy).
   
  P Amplifier: This option allows the host to project his voice 
  with greater loudness than normal. In game terms, this 
  equates to a bonus to appropriate voice-based maneuvers 
  (normally Artistic skills or Public Speaking), which has the 
  following maxima: +10 bonus (Early), +30 (Mature) and +50 
  (Advanced). The bonus assists in being heard; it should not 
  be applied to determine whether a listener is impressed or 
  convinced by the host. 
   
  P Emulator: This Restricted option enables the host to 
  duplicate the voice patterns of other species and specific 
  individuals. A human equipped with an emulator could mimic 
  dolphin speech or whale song or impersonate a celebrity’s 
  voice. Software for each species or individual pattern must 
  be purchased separately at 1000 credits per pattern and 
  downloaded via a neuralware implant. Early Emulators can 
  retain 5 patterns simultaneously; Mature can hold 10, and 
  Advanced 20.
   
  P Modulator: This option allows the host to vary the pitch 
  of his voice up and down multiple octaves, so he can sing 
  like a soprano or a bass at will. It can also be used for 
  subvocalisation, where the host speaks extremely quietly, 
  usually for the benefit of a very near microphone. Control is 
  normally exercised via a neuralware implant.
  Disease Protector: This option provides the host with a suite 
  of specialist immuno-nanotech that enhances the host’s natural 
  defenses against diseases (i.e. a bonus to Stamina RRs versus 
  diseases). The nanobots may be collectively controlled via a 
  neuralware implant.
  Electrical Protector: This option provides the host with a full-
  body protection against electrical-based attacks, damage and 
  effects, represented as a bonus to Stamina and Electronic RRs. The 
  option may be controlled via a neuralware implant.
  Medication Organ: This is an additional cybernetic organ, 
  which can synthesise one specific medication (or drug) and 
  administer inernally the medication/drug on demand.  The organ 
  can produce one dose per hour at Early, two doses per hour at 
  Mature, and four doses per hour at Advanced.  Each medication 
  organ can only produce and deliver one specific substance.  This 
  option must be controlled by a neuralware implant, and is a 
  Restricted technology.
  Poison Protector: This option provides the host with a suite 
  of specialist immuno-nanotech that enhances the host’s natural 
  defenses against poisons (i.e. a bonus to Stamina RRs versus 
  poisons). The nanobots may be collectively controlled via a 
  neuralware implant.
  Sonic Protector: This option provides the host with a full-body 
  protection against sonic attacks, damage and effects, represented 
  as a bonus to Stamina and Electronic RRs. The option may be 
  controlled via a neuralware implant.
  Specific Device: This is a (normally minaturised) device 
  implanted somewhere in the host’s body, and normally 
  controlled by the host’s neuralware (if the host has control 
  over the device.) Typical devices include satellite navigators, 
  short-range communicators, electronic trackers, etc. This 
  option also covers similar devices that the host has no control 
  over (i.e. trackers implanted in prisoners) and hence needs no 
  cyberware ranks to manage, and more malign possibilities such 
  as surgically implanted bombs (treat as grenades) and implanted 
  electrostunners (for stunning the host on demand) that can be 
  remotely activated, either by radio or compromised neuralware.
  1
  1 SysOp’s Choice: Full 
  Body Conversions
  Cybertorso and cyberhead devices are included for completeness, 
  but make the host character effectively a robot. Some SysOps may 
  therefore prefer that players who want the mind of an originally 
  organic character in a robotic body should have their character 
  uploaded into virtual format and downloaded into a normal robot 
  body.
  82
   
  
  Electronic Characters
  In HARP SF, heroes no longer need flesh-and-blood bodies to make a difference in the 
  universe. Individuals can upload their minds and memories into the virtual reality of 
  cyberspace, achieving a form of immortality. Artificial intelligences and virtual characters are 
  downloaded into the processors of starships and robots, creating truly sentient machines.
  Electronic 
  Characters: 
  Virtual Persons 
  and AIs
  There are two types of Electronic Characters: Virtual Persons and 
  AIs.
  A Virtual person is a software construct that incorporates the 
  personality and memories of a sentient biological individual. The 
  mind of the original person is recorded, translated into a highly 
  complex program and database suite of memories and experiences, 
  and then uploaded onto a planetary computer network. The virtual 
  persona then “lives” in the world of cyberspace, but can indirectly 
  experience and interact with the real universe through computers, 
  computer-controlled equipment, and sensors.
  An Artificial Intelligence (AI for short) is also a sentient software 
  construct. An AI differs from a Virtual person in that the AI is a 
  pure creation of software, which has never experienced a biological 
  existence. Some AIs reside in cyberspace as data collectors, 
  information analyzers, network managers, and system guardians. 
  Other AIs are downloaded into the bodies of robots and the 
  computers of vehicles as their artificial minds.
  Creating a Virtual 
  Character
  Creating a Virtual persona from a biological individual is a 
  complex, expensive and time-consuming process. The individual 
  must have a datajack or a neuralware implant already installed so 
  that he can be interfaced to the recording machines. A comatose 
  state is then induced so that the recorders can explore and copy the 
  person’s lifetime of memories at extremely high speed into a tabula 
  rasa software program, recreating personality and experiences 
  without the pain of reliving traumatic events.
  The recording process varies in length according to how old 
  the person is. Older people have more memories to record so the 
  process takes more time.
   
  P Early personality recording requires 3 days for each year that 
  the person has been alive.
   
  P Mature personality recording requires 2 days for each year that 
  the person has lived.
   
  P Advanced personality recording requires only 1 day for each 
  year of life.
   
  P The cost of the process is 50,000 credits plus 1,000 credits for 
  each day spent in the recording process.
  In addition to the time and the expense, the transition to virtual 
  status represents a huge shift in mental perspective. This adjustment 
  is reflected by the Virtuality Talent, which must be taken by all 
  virtual characters on completing the process. In game terms, the 
  original organic character can “save up” the Development Points 
  prior to transition or the virtual character must spend the first 
  twenty Development Points accumulated in “virtual” form on the 
  Virtuality Talent.
  1
  1 SysOp’s Choices: One-off Recording 
  Versus Snapshots in Time
  The SysOp must decide whether the recording process is a one-way 
  transfer of the person into software or a copying of the person. 
  If the process is a transfer, then the person’s mind moves 
  completely into cyberspace, leaving the body an empty husk. 
  Although medical science can preserve the body for a very long 
  time, the character’s existence is almost certainly finished as a 
  biological entity and the character is committed to being a virtual 
  character.
  If the process is a duplication, then the person’s mind is copied at 
  that point in time, creating a virtual copy of the biological character, 
  who can then go back to living his normal life. The character now 
  exists both as a biological and a virtual life form. If personality 
  recording is being used as a life insurance policy in the setting, 
  then the virtual character will simply be stored until such time as 
  the biological character is irrevocably dead. The virtual persona 
  will then be activated and the character will “live” again, at least in 
  cyberspace. 
  Note that the virtual persona will only have the stats, skills, and 
  Talents at the time of the recording. Thus a character who has his 
  personality copied at 5th level and placed in storage, but reaches 
  10th level before suffering an untimely end, will have to revert back 
  to being a 5th level virtual character and will only remember what 
  happened up to the point of recording. (Keep old versions of the 
  character sheet or the SysOp may rule that the virtual archive has 
  been corrupted!)
  Where personality recording is a copying process, SysOps should 
  allow characters to update their virtual personas on a regular basis. 
  Updates should be performed on a yearly basis (player-characters 
  should be updated on level advancement) and will cost 5,000 
  credits plus 1,000 credits per day of recording. Update recordings 
  take 3 (Early), 2 (Mature) or 1 (Advanced) day per new year (or 
  level) of experience to be stored.
  83
   
  
  Some SysOps may allow players to run biological and virtual 
  versions of a single original character simultaneously. In this case, 
  the two instances will diverge (as they each gain experience) and 
  become two separate characters. It will not be possible to reintegrate 
  the two versions into a single individual.
  Likewise, creating multiple active copies of a Virtual character 
  has similar difficulties. It is technically feasible to create them but it 
  is not possible to recombine the distinct experiences of individual 
  copies into a single version at a later date without driving the virtual 
  persona completely insane.
  1
  1 Tintamar Knowledge Base: 
  State of the Art
  In the Terran Federation, personality recording is a technology 
  that has only just reached Mature status. The legal status of virtual 
  characters is still disputed. Earth and the other solar governments 
  have ruled that virtual persons have all the rights and responsibilities 
  of biological persons, if they are no longer alive in an organic body. 
  Where a biological person also has a virtual recording, the virtual 
  person is considered to be subordinate to the living person and 
  must normally be inactive. Elsewhere in the Federation, virtual 
  persons are not generally considered to be citizens yet and have 
  minimal rights. There are virtual persons in Federation service and 
  they are accorded full status by their respective organizations.
  As personality recording is a copying process, many of the super-
  rich are regularly creating and updating their virtual personae 
  as one means of attaining a form of immortality. The long-term 
  implications for human society and economics of immensely 
  wealthy virtual immortals are as yet unknown. According to some 
  sources, certain megacorporations require their explorer teams 
  and executives to undergo regular personality recording. These 
  recordings are then probed to discern any information that the 
  employee may have withheld from their employers.
  Of the other known species, only the Cerans have a significant 
  virtual population, who are considered full citizens. Virtual Madji 
  are relatively few in number and do not have full rights – although 
  they may be consulted for their wisdom. 
  Virtual 
  Characters: 
  Stats, Skills, 
  and Talents
  Virtual characters who reside in cyberspace or who are downloaded 
  into standalone computers on planetary vehicles, spacecraft of any 
  type, colony base mainframes, etc., but not robots or biological 
  creations, only have the 4 mental stats: Insight, Presence, Reasoning 
  and Self Discipline. These stats retain the values and total bonuses 
  they had when the virtual character was created. The other four 
  physical stats of Agility, Constitution, Quickness and Strength are 
  reset to the notional value of 50 (+0 stat bonus) to reflect the lack of 
  a normal body. The physical stats also forfeit any racial stat bonuses 
  and special bonuses. Under the preferred Flat DPs per Level option, 
  virtual characters still receive 50 Development Points.
  The virtual character retains all his existing skills. Note that 
  skills, which are modified by one or more physical stats, must have 
  their final totals recalculated. Although characters retain all their 
  knowledge, using some of the skills may be impossible in certain 
  forms, e.g. a Virtual persona in cyberspace cannot use Space Pilot, 
  a Virtual persona downloaded into a starship can use Space Pilot 
  but can’t use Brawling skill, and neither can have an Endurance 
  or a Resistance: Stamina skill. Virtual characters can develop the 
  Resistance: Electronic skill. For psionic skills, see the sidebar.
  The virtual character retains all his existing Talents, but may 
  only sensibly benefit from mental talents (see Table 4.1 below for 
  acceptable Talents). Asterisked Talents are psionic in nature and 
  may not be available to Virtual characters.
  Table 4.1 Electronic Character Talents
  Cost
  Talent
  15
  Academic Specialization
  10, 15, 20, 25 or 30
  Active Psionic Field (*)
  20
  Additional Profession
  10
  Alien Affinity
  20
  Artistic
  10
  Artistic Prodigy
  25
  Bane
  10
  Calming Voice
  84
   
  
  Table 4.1 Electronic Character Talents
  Cost
  Talent
  20
  Combat Awareness
  15
  Computer Wizard
  20
  Download Form
  10
  Fast Fixer
  15
  Gadgeteer
  20
  Greater Resistance (Will)
  20
  Hotshot Pilot
  10
  Improvisation
  30
  Instinctive Defense
  30
  Instinctive Evasion
  10
  Judge of Value
  10
  Knowledgeable Authority
  5, 15, 30, 50 or 75
  Latent Psionic Field (*)
  10
  Lesser Resistance (Will)
  10
  Lightning Reflexes
  20
  Logical Mind
  10
  Machine Affinity
  15
  Master Craftsman
  5
  Multiple Subskill Proficiency
  5
  Multiple Weapon Proficiency
  15
  Natural Gunner
  10
  Natural Linguist
  20
  Nullmind (*)
  20
  People Person
  15
  Physician
  15, 25
  Polyglot 
  20
  Psionic Reach (*)
  10
  Psychic Reserve
  20
  Psychic Resolve
  15
  Quick Calculator
  10
  Quiet Mind (*)
  15
  Scholar
  10
  Shield Training
  10
  Skill Specialization 
  15
  Spatial Boost (Radius) (*)
  25
  Spatial Boost (Targets) (*)
  10
  Speed Reader
  20
  Split Concentration (*)
  10
  Subconscious Discipline (*)
  25
  Sureshot
  20
  Survivalist
  20
  Temporal Boost (*)
  15
  Xenophile
   Virtual characters gain the special Talents of Electronic Reflexes, 
  Perfect Memory and Zero Sleep for free.
  Electronic Reflexes: The character receives a special +15 bonus 
  to Initiative.
  Perfect Memory: Virtual characters record every moment of 
  their existence. This includes all interactions with other entities 
  in cyberspace and the real universe, and all sensory input. By 
  making a Computer Operation maneuver, the character can recall 
  the relevant pieces of information. Consider the virtual person’s 
  own memory to be a Total Archive for difficulty and time taken 
  for searches (see HARP SF Chapter 9, Computer Issues).
  Zero Sleep: Virtual persons have no need to sleep or rest and 
  can function continuously without suffering fatigue. 
  In addition, Virtual characters may purchase any of the following 
  Talents (from the Robotic Software and Communications 
  section): Audio Processor, Cryptocomms, Focus Unit, Intuition 
  Unit, Knowledge Package, Logic Unit, Logic Processor, Olfactory 
  Processor, Sense Processor, Skill Expertise, Social Unit, Tactile 
  Processor, Taste Processor, Visual Processor, Voice, Voice Amplifier, 
  Voice Emulator, Voice Modulator. Some Virtual characters may 
  already have cyberware software that achieves identical effects 
  to these – Virtual characters may opt to retain their cyberware 
  capabilities (including limits on use) or pay the difference in DPs 
  and full price to upgrade to the Robotic equivalents.
  1
  1 SysOp’s Choice: Virtual 
  Characters and Psionics
  SysOps must decide whether psionic abilities are preserved during 
  the personality recording process. This decision will depend on the 
  underlying basis of psionics in the SysOp’s campaign.
  1
  1 Tintamar Knowledge Base: Virtual 
  Characters and Psionics
  No known species or civilization has the ability to transfer psionic 
  abilities from a biological entity to a Virtual persona. It is not 
  known whether psionic transfer is theoretically impossible or 
  simply beyond current technology.
  1
  1 SysOp’s Note: Electronic Characters 
  Versus Biologicals and Robots
   Although “Pure” AI and Virtual persons do not have genuine 
  physical stats, they still receive a full complement of their 
  Development Points (so will have 50 Development Points under the 
  Flat DPs per Level preferred option). This reflects the meta-game 
  reality that levels are an abstraction of power. If the Stat Dependent 
  DPs option is in play, then the total number of Development Points 
  from the four mental stats should be doubled to maintain the 
  equivalence of levels among all character types. 
  Some SysOps may consider that virtual/AI characters should 
  pay some sort of price for not having physical bodies and for 
  being effectively immortal.  A possible option would be to double 
  the number of Experience Points required by such characters for 
  85
   
  
  each level advancement. Other SysOps may consider that virtual 
  existence has its own inconveniences and most electronic player-
  characters will need to download themselves into robotic and 
  vehicular bodies in order to be full participants in adventures.  
  Creating AI 
  Characters
  AI player-characters are created using the same procedure as any 
  other hero, but there are some crucial differences.
  Step One (Professions): AIs can be Dilettantes, Entertainers, 
  Merchants, Pilots, Researchers, Scouts, Soldiers, Spies, and Techs 
  by profession. In most settings, they cannot be Adepts or Fusions. 
  SysOps may restrict the choice of available professional abilities to 
  those that are also on the permitted Electronic Characters Talents 
  list (see Table 4.1), e.g. Scouts may only be allowed to take Alien 
  Affinity or Xenophile. See HARP SF, Chapter 3 for details on the 
  available choices.
  Step Two (Statistics): AIs can use any of the three methods in 
  HARP SF, Chapter 4 to determine the starting value of their stats. 
  However AIs only have the four mental stats of Insight, Presence, 
  Reasoning and Self Discipline. Using Option One (random 
  percentile rolls), only the four mental stats need be rolled. Using 
  the default and preferred Option Two (points buy), the player has 
  275 points to purchase the 4 stats. Using Option Three (points 
  buy and random), the player has 250 plus 5d10 points to buy 
  the four stats. The remaining four stats of Agility, Constitution, 
  Quickness and Strength have notional values of 50. Note down 
  100 Development Points available at level one, twice the normal 
  amount of 50 Development Points available at second and later 
  levels. At level one, AI characters receive twice the usual number 
  of Development Points to reflect a solid start in their artificial 
  “lives”.
  Step Three (Species & Culture): AIs do not belong to a 
  species per se, but they do have identical “racial stats” or lack 
  thereof. In the table below, N/A means Not Applicable, indicating 
  a characteristic inappropriate for AIs. (See HARP SF, Chapter 5 
  for more details on this step.)
  All AIs have three special abilities due to their nature:
  Electronic Reflexes: The AI receives a special +15 bonus to 
  Initiative. 
  Perfect Memory: AIs record every moment of their existence. 
  This includes all interactions with other entities in cyberspace and 
  the real universe, and all sensory input. By making a Computer 
  Operation maneuver, the AI can recall the relevant pieces of 
  information. Consider the AI’s own memory to be a Total Archive 
  for difficulty and time taken for searches (see HARP SF, Chapter 
  9, Computer Issues).
  Zero Sleep: AIs have no need to sleep or rest and can function 
  continuously without suffering fatigue.
  AIs do not have a predefined culture. Instead their "adolescence" 
  is dictated entirely by their initial training programming - indeed 
  the initial skill training may be considered to be equivalent to a 
  contemporary operating system and core applications. Hence an 
  AI can have any twenty (20) skill ranks from the AI Allowed Master 
  Skill Table (Table 4.3, see below). It is strongly recommended that 
  AIs take at least one skill rank in both Computer Operation and 
  Computer Programming. No more than 3 skill ranks may be taken 
  in any one skill. In addition, AIs receive nineteen (19) skill ranks to 
  spend on the spoken and written forms of languages.
  Decision Point: At this juncture in character creation, a decision 
  must be made as to whether the newly created AI will be a 
  “pure” AI, resident in cyberspace or downloaded into a vehicle 
  or structure, or whether it will be a robotic AI, downloaded 
  immediately into a robot body. The AI can change its mode of 
  existence (or “lifestyle”) at second and higher levels, so this is not 
  a permanently binding choice. For “pure” or bodiless AIs, proceed 
  to Step 4. For robotic AIs, please see Robots.
  Step Four (Skills & Talents): A pure/bodiless AI may now 
  purchase skill ranks in any of the permitted skills (see Table 
  4.3) and may buy any of the permitted Talents (see Electronic 
  Character Talents Table 4.1). In addition, an AI may purchase 
  any of the following Talents (see the Robotic Software and 
  Communications section): Audio Processor, Cryptocomms, 
  Focus Unit, Intuition Unit, Knowledge Package, Logic Unit, Logic 
  Processor, Olfactory Processor, Sense Processor, Skill Expertise, 
  Social Unit, Tactile Processor, Taste Processor, Visual Processor, 
  Voice, Voice Amplifier, Voice Emulator, Voice Modulator.
  The AI also receives the free starting ranks appropriate to its 
  starting profession. All the normal rules regarding maximum skill 
  ranks, favored and nonfavored categories, etc., apply.
  Step Five (Buying Equipment): This step can be omitted in 
  most settings.
  Step Six (Final Touches): Why and by whom was the AI 
  created? What are the AI’s attitudes to other entities, virtual and 
  Table 4.2 Species Stat Table for AIs
  Species Stat Modifiers
  Psi
  Resistance Bonuses
  Race
  St
  Co
  Ag
  Qu
  SD
  Re
  In
  Pr
  Endurance
  Power Points
  Energy Points
  Electronic
  Stamina
  Will
  Magic
  AI
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  N/A
  N/A
  N/A
  +20
  N/A
  +10
  N/A
  86
   
  
  4.3 AI Allowed Master Skill Table
  Skills
  Stats
  Resolution
  Artistic
  Acting
  Pr/In
  All-or-nothing
  Audiovisual Recording
  In/Re
  All-or-nothing
  Dancing
  Ag/Pr
  All-or-nothing
  Mimicry
  Pr/SD
  All-or-nothing
  Painting
  In/In
  All-or-nothing
  Play Instrument†
  Pr/Ag
  All-or-nothing
  Sculpting
  In/Ag
  All-or-nothing
  Singing
  Pr/In
  All-or-nothing
  Storytelling
  Pr/In
  All-or-nothing
  Writing
  In/Re
  All-or-nothing
  Combat
  Combat Styles† 
  Varies
  Varies
  Demolitions
  Ag/SD
  All-or-nothing
  Gunnery†
  Qu/In
  Combat
  Weapon Skills†
  St/Ag
  Combat
  General
  Appraisal†
  Re/In
  All-or-nothing
  Computer Operation
  Re/In
  All-or-nothing
  Crafts†
  Re/Ag
  All-or-nothing
  First Aid
  Re/In
  All-or-nothing
  Linguistics†
  Re/In
  Special
  Machine Operation
  Re/Ag
  All-or-nothing
  Mundane Lore†
  Re/Re
  All-or-nothing
  Perception
  In/SD
  Percentage
  Resistance: Electronic
  Co/Pr
  Special
  Resistance: Will
  SD/SD
  Special
  Rope Mastery
  Re/Ag 
  All-or-nothing
  Signaling
  Re/In
  All-or-nothing
  Vocation†
  In/Re
  All-or-nothing
  Influence
  Charm
  Pr/In
  RR
  Diplomacy
  Pr/In
  RR
  Duping
  Pr/In
  RR
  Interrogation
  Pr/In
  RR
  Leadership
  Pr/In
  RR
  Public Speaking
  Pr/In
  All-or-nothing
  Trading
  Pr/In
  Percentage
  Outdoors
  † = A skill that may be learned multiple times for a different specialization each time it is 
  learned. 
  Only Combat Styles and Weapon Skills relating to ranged weapons may be learned.
  4.3 AI Allowed Master Skill Table
  Skills
  Stats
  Resolution
  Animal Handling
  Pr/In
  All-or-nothing
  Beastmastery
  In/Pr
  All-or-nothing
  Foraging/Survival
  In/Re
  All-or-nothing
  Horticulture
  Re/In
  All-or-nothing
  Navigation
  Re/In
  All-or-nothing
  Riding
  Ag/SD
  All-or-nothing
  Sailing
  Ag/Re
  All-or-nothing
  Tracking
  SD/In
  All-or-nothing
  Scientific
  Archaeology
  Re/In
  All-or-nothing
  Astronomy
  Re/In
  All-or-nothing
  Biology
  Re/In
  All-or-nothing
  Chemistry
  Re/In
  All-or-nothing
  Mathematics
  Re/In
  All-or-nothing
  Medical Practice
  Re/Ag
  All-or-nothing
  Medical Science
  Re/In
  All-or-nothing
  Physics
  Re/In
  All-or-nothing
  Planetology
  Re/In
  All-or-nothing
  Psychology
  Re/In
  All-or-nothing
  Xenology
  Re/In
  All-or-nothing
  Subterfuge
  Camouflage
  In/Ag
  All-or-nothing
  Computer Hacking
  Re/In
  All-or-nothing
  Disguise
  Pr/SD
  All-or-nothing
  Electronic Bypass
  In/Re
  All-or-nothing
  Forensics
  SD/In
  Percentage
  Locks & Traps
  In/Ag
  All-or-nothing
  Pick Pockets
  Ag/Qu
  All-or-nothing
  Poisoning
  In/SD
  All-or-nothing
  Sniping
  SD/Ag
  All-or-nothing
  Streetwise
  Pr/In
  All-or-nothing
  Technical
  Computer Programming
  Re/In
  All-or-nothing
  Engineering†
  Re/In
  All-or-nothing
  Vehicular
  Air Pilot
  Ag/In
  All-or-nothing
  Driving
  Ag/In
  All-or-nothing
  Marine Pilot
  Ag/In
  All-or-nothing
  Space Pilot
  Ag/In
  All-or-nothing
  † = A skill that may be learned multiple times for a different specialization each time it is 
  learned. 
  Only Combat Styles and Weapon Skills relating to ranged weapons may be learned.
  87
   
  
  biological? What are the goals and motivations of the AI? Is the AI 
  more than its initial programming?
  1
  1 SysOp’s Note: AI Balance 
  and AI Costs
  The procedure for AI character creation is designed to produce 
  virtual player-characters that are balanced in terms of ability 
  relative to normal player-characters, whilst still retaining the 
  particular advantages and disadvantages that a purely electronic 
  life form would possess. If PCs are allowed to be AIs, then SysOps 
  should also follow these procedures when creating NPC AIs.
  Just as ordinary parents will spend thousands of credits bringing 
  up their children, so the programmers who create AIs will have 
  invested tens of thousands of credits (of their own or their 
  employer’s money) in developing the sane personality matrices 
  that underpin AIs and more credits in shaping and training each 
  individual AI. In settings where AIs are not considered “people”, a 
  basic AI program (i.e. first-level AI characters only) can be bought 
  for 50,000 credits (Early: 100,000, Advanced: 25,000). In addition 
  if PCs cannot be AIs, advanced AIs (i.e. AI characters developed to 
  second or higher levels) can be bought. This increases their price by 
  10,000 credits per level above first.
  In settings where AIs are considered to be “people”, the creation 
  cost of an AI remains the same. The AI owes this debt to its creator 
  and must work it off by performing services for the creator or on 
  contract to third parties. Once the debt is paid, the AI becomes a 
  free agent. 
  1
  1 Tintamar Knowledge Base: 
  AIs and Robots
  AIs are not considered citizens by any of the known species, 
  including humans and Cerans. AIs are property. An AI’s owner 
  can have the AI deleted, altered, or memory-wiped. Players should 
  rarely, if ever, take AIs in this setting.
  Electronic 
  Character 
  Development
  Virtual characters and AIs are not static entities. They can gain 
  Experience Points and advance in levels just like normal characters.
  Players of electronic characters can spend these Development 
  Points to increase their mental stats, increase the number of ranks 
  in existing or new skills, or purchase Talents from the list in Table 
  4.1. Electronic characters cannot increase their physical stats using 
  Development Points unless they also have a physical form (such as a 
  robotic body or vehicle form), the physical form is capable of being 
  upgraded, and the electronic character can afford the financial and 
  time costs involved in the upgrade.
  Bodiless Virtual and Pure AI characters cannot develop certain 
  skills: any Athletic skill, Brawling, Martial Arts skills, melee 
  Weapons Skills, any Concentration skills (unless the SysOp permits 
  psionics for such characters), Resistance: Stamina, and any Physical 
  skills (especially Endurance). Other skills may be developed freely.
  Life in Cyberspace
  Cyberspace is the name given to the electronic universe of networked 
  computers, routers, switching boxes and communications cables 
  (wires, optical fibers, and wireless). Virtual personas, AIs, and 
  netrunners, move their sense of perception freely around the 
  datanet, limited only by the speed of light, bandwidth constraints, 
  and software defenses against unwanted intrusion to sensitive 
  archives and subnetworks. Unless downloaded into a physical body, 
  vehicle or construct, active electronic characters live in cyberspace 
  and are always somewhere on the datanets. Biological netrunners 
  enter cyberspace by “jacking in”, either by connecting their datajack 
  to a suitable access socket or by establishing a wireless link through 
  a neural implant.
  Virtual persons and netrunners usually experience difficulties 
  in translating the raw structure of a datanet into a meaningful 
  framework when traversing or exploring cyberspace in real time. 
  Instead, computer programs exist that can transform the sea of bits 
  into a much more comprehensible model. Typical visualizations 
  include the medieval model, the matrix model, and the surreality 
  model. In the medieval model, the datanet is perceived as a vast 
  maze of dungeon corridors with doors and doorways leading to 
  the treasure rooms of computer processors and archives. Entities 
  and security software are represented as heroic warriors, wizards, 
  and monsters. In the matrix model, the datanet is a seemingly 
  88
   
  
  infinite lattice with color-coded symbols indicating the locations 
  of computers and communications hardware. Entities are abstract 
  caricatures flitting along the lines of the lattice. In the surreality 
  model, physical network schematics are superimposed onto a 
  virtual recreation of the real world. With real-time information 
  (such as hacked feeds from security sensors), electronic entities 
  and normal individuals can be represented as distinct classes of 
  avatars in the model. Due to the obvious utility of the surreality 
  model in planning and executing virtual and physical intrusions 
  on sensitive installations, building plans and network schematics 
  are securely stored. 
  The three computer-related skills of Computer Operation, 
  Computer Programming and Computer Hacking are essential 
  to successful cyberspace adventuring. Computer Operation 
  maneuvers must be made to access unsecured and public Archives 
  (see Adventuring, Computer Issues). Computer Operation is also 
  used to customize avatars and visualization programs to the user’s 
  taste and to navigate around cyberspace (Medium All-or-nothing 
  maneuvers). 
  Computer Programming is the technical skill used in designing 
  and implementing all forms of software, including new avatar and 
  visualization packages (Medium and Extremely Hard respectively), 
  electronic intrusion packages (Medium or harder), and counter-
  intrusion software. Counter-intrusion software is rated in terms 
  of difficulty (both to develop and hack) and priced in proportion. 
  “Routine” is used for software that either has no protection or has 
  had its defenses switched off.
  Table 4.4 Software Ratings and Costs
  Software Rating
  Price
  Routine (+60)
  Zero
  Easy (+40)
  250
  Light (+20)
  500
  Medium (+0)
  1000
  Hard (-20)
  2000
  Very Hard (-40)
  5000
  Extremely Hard (-60)
  10000
  Sheer Folly (-80)
  20000
  Absurd (-100)
  50000
   
  1Example: Jonathan wants a program that will conceal the 
  identity of his character’s avatar in cyberspace. He could 
  either buy a commercial package or design his own. To 
  develop a concealment program that is rated as Hard will 
  require Jonathan’s character to make a Percentage Computer 
  Programming maneuver at Hard (-20) difficulty degree once per 
  day until the total result is 100% or greater. If any roll is failed, 
  the project must be started from scratch. If any roll is fumbled, 
  the program has a critical flaw that its programmer is unaware 
  of and will not protect against some or all hacking attempts 
  (SysOp’s choice).
  Computer Hacking allows characters to break into secured 
  archives, tap sensitive data streams, and probe other entities in 
  cyberspace. To bypass the security on an archive or link requires 
  a successful All-or-Nothing Computer Hacking maneuver. The 
  difficulty of the maneuver is set by the security rating of the 
  attacked program, e.g. a corporate archive protected by Extremely 
  Hard security is Extremely Hard to successfully hack. Failure in this 
  maneuver means that the hacking attempt has been unsuccessful 
  and an alarm will most likely be set off. Fumbling means that in 
  addition to an unsuccessful hack, the hacker has left traces of 
  either his identity or his entry route behind, allowing the defensive 
  systems to track him back.
  Probing and attacking other entities is more difficult. Such 
  attempts are resolved by the hacker making a Computer Hacking 
  maneuver modified by the difficulty degree associated with the 
  defender’s security systems and looking up the result on the RR 
  column of the Maneuver Table (see HARP SF, Chapter 9). This 
  provides a target number that the defender must beat in order 
  to fend off the attack. The defender may add either one-quarter 
  of his Computer Operation skill (rounded down) or one-half of 
  his Computer Programming skill (rounded down) or all of his 
  Computer Hacking skill to his resistance roll.
   
  1Example: While exploring a sensitive corporate network, 
  Jonathan’s character is challenged by a security AI. The AI 
  launches an identity probe. The SysOp gets 65 on the roll, 
  adds 60 for the AI’s Computer Hacking skill, and subtracts 
  20 for Jonathan’s identity concealment package (security 
  rating: Hard), for a total of 105, which equates to 120 on the 
  RR column. Jonathan’s character has a Computer Operation 
  skill of 80 (which would give a +20 bonus) and a Computer 
  Programming skill of 70 (which yields a +35 bonus). Jonathan 
  opts to use his Computer Programming skill to optimize his 
  character’s defenses, and rolls 77, plus 35, for a total of 112. His 
  character’s identity is revealed. Jonathan must choose whether 
  to brazen it out by convincing the AI that he is simply lost or exit 
  cyberspace immediately.
   There are many different types of probes and electronic attacks, but 
  the most common are:
  Identity Probe: If successful, this reveals the identity of the 
  target. It can be countered by identity concealment and false 
  identity packages.
  Route Probe: If successful, this reveals the datanet location that 
  the target has arrived from. Hackers can use stealth packages to 
  hide their route and combine these with launching their attack 
  from a different net location than their actual residence or login 
  terminal.
  Data Probe: If successful, this allows a hacker to share in the 
  sensory feeds being received by the defender.
  Memory Probe: If successful, this allows the attacking entity 
  to run a query on the defender’s recent memories. However, this 
  probe will only work on virtual persons and AIs. Encryption 
  software and compartmentalized experience databases can protect 
  against or minimize the effects of this probe.
  Ejection Attack: If successful, this attack will force an intruder 
  out of a specific cyberspace area. Intruder electronic characters 
  must relocate to a different part of cyberspace. Netrunners are 
  ejected from cyberspace.
  89
   
  
  Corruption Attack: This highly illegal technique involves 
  corrupting the memories and/or personality matrices of virtual 
  persons and AIs. Against netrunners using neural implants, the 
  attacker seeks to infect the implant with destructive viruses and/
  or a Mind Control program. It is ineffective against datajack 
  connections. To shield against corruption attacks, entities can 
  use any combination of firewall, encryption, and data integrity 
  packages.
  If a corruption attack succeeds, it is resolved as a Robotic Neuro 
  critical. The severity of the critical is given by the program’s rating 
  – Hard (Tiny), Very Hard (Small), Extremely Hard (Medium), 
  Sheer Folly (Large), and Absurd (Huge).
  Recovering from a corruption attack can be achieved using 
  diagnostic and integrity checking routines. This is resolved in 
  game terms using the Equipment Repair rules (see Chapter 10), 
  but with Computer Programming as the technical repair skill. 
  Virtual persons will have multiple inactive copies of themselves 
  stored on and off the datanet, and will be able to restore 
  themselves to a saved point. AIs may be less fortunate. 
  Downloading Back 
  Into Reality
  Most AIs do not spend their existence in cyberspace. Instead, 
  they are downloaded into robotic bodies and into the controlling 
  computers of vehicles (especially starships), space stations, and 
  governmental, corporate, and military installations. Virtual 
  personae may also prefer to be downloaded into physical forms – 
  instead of flying a starship, they can be starships.
  There are two methods to achieve a download. The easier is to 
  simply plug in the core cylinder or full mobile personality storage 
  unit of the electronic character into the construct. Somewhat 
  slower, the AI or Virtual persona can be copied into the computer 
  processor of the physical construct at a rate of 5 minutes per 
  character level (Early: 10 minutes per level; Advanced: 2 minutes 
  per level). Both AIs and Virtual persons must acclimatize, however, 
  to the new form. This is represented in game terms by Talents. 
  For electronic characters who are downloaded into vehicles or 
  installations, they must take the Download Form Talent, which 
  may be purchased either before downloading or immediately 
  afterwards. Different physical forms (e.g. installation, class of vehicle 
  – ground, marine, air, space, etc.) require separate purchases of the 
  Talent. For electronic characters who are to be downloaded into 
  a robot body, they will have to purchase the appropriate Robotic 
  Talents necessary for that robotic form. (Note that SysOp’s Guide 
  will include a complete vehicle creation system including Robotic 
  Vehicular Talents as an alternative to the Download Form Talent 
  for vehicles.)
  Once download is complete, the downloaded copy of the AI 
  or virtual persona becomes the master copy and the cyberspace 
  instance normally becomes inactive and is placed in storage.
  AIs and Virtual persons may freely transfer between their 
  physical form and cyberspace. (SysOps should normally enforce 
  the limitation that only one copy of the character may be active at 
  any one time.)
  While in physical form, AIs and Virtual characters may gain 
  experience and advance in levels. Unless they are in a robotic 
  body, the rules given above for Electronic Character Development 
  apply. See the next section for applicable rules for robotic character 
  development.
  1
  1 SysOp’s Choice: 
  Downloading into Flesh
  SysOps may wish to allow electronic characters to be downloaded 
  into new biological bodies. These could be specially force-grown 
  clones that have been prevented from developing their own 
  consciousness. They could equally be unwilling hosts whose original 
  personalities are erased and replaced by the new incumbent. The 
  biological download process should take 3 (Early), 2 (Mature) or 1 
  (Advanced) day per level of experience of the electronic character.
  Pure AIs must expend Development Points on the Download 
  Form Talent; Virtual characters need only buy Download Form if 
  they are being downloaded into a host body of a different species 
  to their original organic form. Once in the new biological body, the 
  character takes on its physical stats, racial bonuses for the physical 
  stats, racial stamina bonus, and base Endurance and Psi Energy 
  Points. The character also gains the host body’s species abilities and 
  limitations. The character retains all preexisting mental stats and 
  racial/special stat bonuses (if any), preexisting skills, and preexisting 
  Talents. Once settled in the host body, the character may develop 
  all skills and Talents normally permitted to a biological character, 
  including psionics.
  1
  1 Tintamar Knowledge Base: 
  Downloading into Flesh
  This technology is suspected to be possible. Most governments have 
  outlawed all research on the subject as unethical. Megacorporations, 
  organizations or private individuals caught researching this can 
  expect serious and severe punishment.
  Electromagnetic 
  Hazards
  AIs and virtual persons can have their programming corrupted 
  through exposure to intense electromagnetic pulses and radiation 
  sources. The facilities where the master copies of AIs and virtual 
  characters actually reside can be considered virtually invulnerable 
  to such attacks and accidental events. Underground construction, 
  facility-wide electromagnetic shielding, magneto-gravitic shields, 
  individual hardening of personality storage units, etc., mean that 
  nothing short of multiple nuclear strikes or an asteroid impact 
  will take out one of these repositories. If a planetary network 
  was destroyed, the electronic individuals would survive in their 
  cyberspace bunkers. Internal security is equally stringent to 
  prevent an “inside job” – and merely unplugging the personality 
  storage units will not assassinate an electronic character.
  These threats become real dangers when an electronic character 
  has been downloaded into a vehicle, a structure, a robot or is being 
  transported in a mobile personality storage unit. Electromagnetic 
  and radiation events occurring outside a functioning magneto-
  gravitic shield will not pass through the shield. If there is no shield 
  or the event happens inside the shield, then an Electronic CRR 
  90
   
  
  must be made (see below). The target number will be given in 
  the description of the electromagnetic pulse weapon (see HARP 
  SF, Chapter 8) or in the table of radiation events (see HARP SF, 
  Chapter 9, Radiation).
  All characters may add their Resistance: Electronic skill and any 
  bonus from EMP Shielding of their personality storage unit to the 
  resistance roll. Characters downloaded into vehicles or structures 
  may also add their Armor Rating to the roll. The result is looked up 
  on the table below:
  Table 4.5 CRR Targets and Neuro Criticals
  CRR(Target)
  No effect
  CRR(Target - 25)
  1d100–20 on the Robot Neuro Critical Table
  CRR(Target - 50)
  1d100–10 on the Robot Neuro Critical Table 
  CRR(Target - 75)
  1d100 on the Robot Neuro Critical Table
  CRR(Target - 100)
  1d100+10 on the Robot Neuro Critical Table
  Failure
  1d100+20 on the Robot Neuro Critical Table
  Mobile Personality 
  Storage Units
  Known affectionately as “black boxes”, Mobile Personality Storage 
  Units are portable cubes (10cm x 10cm x 10cm, mass: 1 kg) 
  containing all the processing and memory hardware to store an 
  electronic character, plus interface circuitry, surge protection, and 
  multiple redundant processors and storage volumes. A Mobile 
  Personality Storage Unit can be “plugged” into any mainframe or 
  portable computer system. For active operation, they use mains 
  electricity or a built-in utility minicell. If the power runs out, they 
  can shut down in a controlled fashion and await a new power 
  source for a controlled reboot. They cost 2,000 credits (Early: 4,000; 
  Advanced: 1,000), are waterproof, have basic electromagnetic 
  shielding and can operate safely in temperatures between –20 
  degrees Celsius and 100 degrees Celsius, pressures up to 5 Earth 
  atmospheres, and any gravity.
  “Black boxes” can be designed with additional protection against 
  electromagnetic pulses and radiation. (The cost in the table below 
  is expressed as a multiplier of the black box’s unit cost)
  Table 4.6 Mobile Personality Storage Unit Bonuses and Costs
  Bonus
  Cost
  Early
  +5
  x5
  +10
  x10
  Mature
  +15
  x15
  +20
  x20
  +25
  x25
  +30
  x30
  Advanced
  +35
  x35
  +40
  x40
  +45
  x45
  +50
  x50
  The true core of a Mobile Personality Storage Unit is a cylinder, ten 
  centimeters long and five centimeters in diameter, with a mass of 
  200g, which contains the master copy of an electronic personality. 
  This core can be slotted into or ejected from a black box in one 
  round, enabling an electronic character to be transported to safety 
  in circumstances where a full black box cannot be carried or moved. 
  Ejection is under direct and sole control of the MPSU’s personality. 
  Character 
  Transmission
  As creatures of pure information (“infomorphs”), the software 
  constructs that constitute electronic characters can be transferred 
  through wired and wireless networks, and by radio broadcast 
  transmitters and message lasers. Such transfers require 
  compression, 
  encryption, 
  error-checkng, 
  error-correction, 
  decryption and decompression routines as well as multiple 
  layers of redundancy, security and authentication protocols. 
  Interference or disruption of the signal could mean memory 
  or skill loss or personality change in the destination copy of the 
  electronic character. Interception of a broadcast could enable third 
  parties to assemble their own copy of an electronic character for 
  interrogation or subornment. Transmission within the confines 
  of a planetary network should be considered safe; radio/laser 
  communications between worlds, between spacecraft, etc., is not 
  safe. Transmissions require Signaling maneuvers with difficulty 
  degree according to transmission distance (Extremely Hard (-60) 
  at up to two light-seconds distance, Sheer Folly (-80) at up to two 
  91
   
  
  astronomical units, and Absurd (-100) for anything greater; halve 
  ranges for Early, double for Advanced). Transmission takes a base 
  time of 5 minutes per character level (Early: 10 minutes per level; 
  Advanced: 2 minutes per level). Resolve the Signaling maneuver on 
  the Percentage column of the Maneuver Table. If the result is 100% 
  or more, then the transmission is complete and successful. If the 
  result is less than 100%, then the transmission has been incomplete 
  (packet loss has probably occurred), make another Signaling 
  maneuver and add its Percentage result to the first. Repeat this 
  process until the cumulative percentage result is 100% or more. 
  Each additional maneuver adds the base time to the duration of the 
  process. If the process is interrupted before completion (i.e. before 
  a 100% result is achieved), then the copy of the electronic character 
  at the destination suffers a penalty to all skills and maneuvers equal 
  to the difference between the final result and 100%. If a Failure or 
  Fumble occurs at any time during the process, the destination copy 
  is significantly corrupted (SysOps may determine that the copy is 
  insane, amnesiac, or comatose at their discretion). 
   
  1Example: Logos Moriarty, crimimal mastermind and renegade 
  AI, needs to infiltrate the computer center of a Nanotech 
  Unlimited orbital research facility. Logos has identified an 
  unsecured radio receiver and begins downloading a copy 
  of itself from its ship via tight radio link to this receiver. The 
  distance between ship and research station is a light-second so 
  the Signaling maneuver is Extremely Hard. The first Signaling 
  maneuver has a final result of 67, which is a 60% result on the 
  Percentage column. Logos continues to transmit; the next roll is 
  worse, a final result of 18, which is only 10% on the Percentage 
  column. The total successful transmission is 70% (60% + 10%). 
  At this point, Logos detects the presence of a corporate patrol 
  vessel approaching the facility and decides to shut down the 
  transmission. The Logos copy is only 70% complete and so 
  suffers a –30 penalty to all skills and maneuvers (100 – 70). 
  With the arrogance of a criminal genius, both Logos and the 
  Logos copy believe that the copy will be more than capable of 
  achieving its mission.  
  Robots
  Robots are autonomous physical constructs, where complex 
  electromechanical and cybernetic machinery has been combined 
  with an artificial intelligence personality or a downloaded virtual 
  person. Robots come in all shapes and sizes. They can be designed 
  for general-purpose applications or highly specialized tasks. They 
  have no need to breathe, drink, eat, or sleep. They are immune to 
  standard biological poisons and diseases and can be highly resistant 
  to extremes of temperature, atmospheric pressure and gravity. Yet 
  they are not invulnerable and have their own limitations of power 
  supply and maintenance issues. 
  Androids are a class of robots whose shape and form emulates 
  the gross physical appearance of the species of their creators. Unless 
  otherwise stated, all the rules in this section apply to both standard 
  robots and androids equally.
  Creating Robot 
  Characters
  Creating a robot requires decisions on the robot’s physical form 
  and following the standard steps in character generation, suitably 
  modified for the peculiarities of robots and androids. 
  Determining the robot’s physical form requires a discussion 
  between player and SysOp. Some SysOps will prefer that all PC 
  robots are actually androids, designed and built to the same scale 
  and shape as one of the available sentient species. Others will allow 
  92
   
  
  robots proper in a variety of shapes, as long as they are of a similar 
  or smaller size to biological characters. The descriptions of the 
  example robots may prove helpful in suggesting suitable templates. 
  As ever, the SysOp’s word is final.
  Once agreement has been reached on a suitable robotic body, 
  robotic character creation can begin. Any robot needs a suitable 
  mind. This can either be a virtual person, an experienced AI (i.e. 
  above first level), or an AI that has just completed its adolescence. 
  In all cases, the steps are very similar. 
  Step One (Professions): Although the downloaded 
  personality will have chosen their profession at this point, robot 
  characters can be Dilettantes, Entertainers, Merchants, Pilots, 
  Researchers, Scouts, Soldiers, Spies, or Techs, and can have 
  multiple professions like other characters. In most settings, robots 
  cannot be Adepts or Fusions. Again, note that the character can 
  only select professional abilities that match with Talents on the 
  permitted Electronic Character Talents list (see Table 4.1).
  Step Two (Physical Statistics): Both virtual persons and 
  AIs will have mental stats by this stage in their development. The 
  robotic body now determines their physical stats. The player can 
  use any of the three methods in HARP SF, Chapter 4 to determine 
  the starting value of the physical stats (Agility, Constitution, 
  Quickness, and Strength). Using Option One (random percentile 
  rolls), the four physical stats should be rolled. Using the preferred 
  Option Two (points buy), the player has 275 points to purchase 
  the 4 stats. Using Option Three (points buy and random), the 
  player has 250 plus 5d10 points to buy the four stats. The physical 
  stats of a robotic body may not be easily improved later, so roll 
  well and/or choose wisely. The robot character will have 50 
  Development Points (or 100 Development Points for 1st-level AIs) 
  using the preferred Flat DPs per Level option.
  Step Three (Species & Culture): Regardless of whether the 
  resident sentience of the robot is an AI or a virtual person, the 
  character will already have allocated adolescence skill ranks. The 
  “racial” characteristics and special abilities do change with the 
  shift to robot form. In the table below, N/A means Not Applicable, 
  indicating a characteristic inappropriate for robots. (In the event 
  that robots are allowed to develop psionics, they have 10 Psi 
  Energy Points as a “racial” base.)
  All Robots have five special abilities due to their nature:
   
  P Biological Immunities: Robots are immune to all standard 
  biological diseases and poisons. They are not immune to 
  software viruses, extremophile lifeforms that feed on metals 
  and plastics, acids, etc.
   
  P Internal Clock: Robots have an extremely accurate inbuilt 
  clock.
   
  P Perfect Memory: Robots record every moment of their 
  existence. This includes all interactions with other entities in 
  cyberspace and the real universe, and all sensory input. By 
  making a Computer Operation maneuver, the robot can recall 
  the relevant pieces of information. Consider the robot’s own 
  memory to be a Total Archive for difficulty and time taken for 
  searches (see HARP SF Chapter 9, Computer Issues).
   
  P Self Contained: Robots do not need to breathe, drink or eat.
   
  P Zero Sleep: Robots have no need to sleep or rest and can 
  function continuously without suffering fatigue.
  Robots also have a Species Limitation:
   
  P High Body Density: All Robots suffer a –50 penalty to 
  Swimming maneuvers due to their density.
   1Note: Robots forfeit the Electronic Reflexes Talent 
  available to virtual persons and AIs. 
  Step Four (Skills & Talents): Robot characters may buy any 
  of the Robotic Talents (see Table 4.8) and any of the Electronic 
  Character Talents listed in Table 4.1. As Robotic Talents are 
  intrinsic to the robot’s body, characters must purchase these next. 
  Robots can purchase skill ranks in almost all skills. The only 
  skills that robots cannot learn are Concentration skills (including 
  psionics) and Resistance: Magic.  A robot can develop Endurance 
  and Resistance: Stamina skills but must purchase all desired skill 
  ranks in Endurance and Resistance: Stamina when the robotic 
  body is constructed – further skill ranks cannot be bought at later 
  levels unless the Future Improvement Talent is taken. The robot 
  also receives the free starting ranks appropriate to its starting 
  profession. All the normal rules regarding maximum skill ranks, 
  favored and nonfavored categories, etc., apply, with the sole 
  exception that there is no maximum on the number of Endurance 
  and Resistance: Stamina skill ranks that may be purchased during 
  the construction level.
  Step Five (Buying Equipment): Robots do not, per se, start 
  the game with any money. Their creators may purchase equipment 
  on their behalf. Virtual persons downloaded into robots or 
  experienced AIs may have preexisting financial resources.
  Step Six (Final Touches): For new characters, the player 
  (or SysOp) should determine why and by whom the robot was 
  created. What are the robot’s attitudes to other entities, virtual, 
  robotic and biological? What are the goals and motivations of the 
  character?
  1
  1 Player’s Tip: When to 
  Become A Robot
  For simplicity, SysOps and players should always aim to download 
  their characters into new robot bodies at either the AI adolescent 
  point or on the cusp of a new level.
   Table 4.7 Species Stat Modifiers for Robots
  Species Stat Modifiers
  Psi
  Resistance Bonuses
  Race
  St
  Co
  Ag
  Qu
  SD
  Re
  In
  Pr
  Endurance
  Power Points
  Energy Points
  Electronic
  Stamina
  Will
  Magic
  Robot
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  60
  N/A
  N/A (10)
  +20
  +0
  +10
  N/A
  93
   
  
  1
  1 Player’s Tip: Robot Talents & Skills
  When creating a Robot character, players should always buy 
  Talents first. The SysOp may not allow your character to have 
  its body upgraded at a later date, so the starting functionality is 
  what your robot may have for the rest of its existence. If permitted 
  in the campaign by the SysOp, the Future Upgrade and Future 
  Improvement Talents enable retrofits to an existing robotic form. 
  Players need to decide whether they prefer to stick with a specific 
  robotic body and improve gradually (so buying one or both of 
  these talents is a wise investment) or whether they will simply buy 
  a new body when they “outgrow” the old. Note that robots must 
  buy “normal” senses, i.e. normal vision and hearing, as Talents. 
  Likewise all Endurance skill ranks and any Resistance: Stamina 
  skill ranks should be bought in the starting level of the robot’s body. 
  Once you have all the desired Robotic Talents, then buy skills or 
  other talents.
  1
  1 Robot Characters, Game 
  Balance and Prices
  The procedure for creating robot characters is intended to yield 
  robotic player-characters that are balanced in terms of abilities 
  relative to both normal biological and pure AI characters. In 
  particular, splitting stat generation into determining mental stats 
  first, followed by physical stats separately, is deliberate. This two-
  step process prevents players from succumbing to the temptation 
  of placing good dice rolls (or chosen stat values) in the physical 
  stats and relying on standard character advancement to raise the 
  mental stats later. 
  It is the responsibility of the SysOp to ensure that robot characters 
  are not gargantuan killing machines, able to swat skyscrapers with 
  a wave of their hands. Robot characters should always be on the 
  same size scale as humans and standard alien races. They should be 
  no smaller than 1m and no taller than 3m in height (The mass of 
  a robot should be on the order of 500- 1000 kg per cubic meter, so 
  a typical humanoid robot of 2m in height might have a volume of 
  0.1 cubic meters and a mass between 50 and 100 kg).  Adherence to 
  this scale permits robot characters to utilize standard equipment, 
  travel in standard vehicles, inhabit standard residential quarters, 
  and generally integrate easily with biological characters and 
  mainstream society.
  Robots are expensive to build. In addition to the cost of the basic 
  body, all the extras (e.g. the Robotic Talents) have to be factored in. 
  The cost of the basic body depends on its physical stats, Endurance 
  skill ranks and Resistance: Stamina skill ranks. Each stat point 
  costs 2000 credits for Early robots, 1000 credits for Mature robot 
  technology, and 500 credits for Advanced robots. Each Endurance 
  and Stamina: Resistance skill rank costs 4000 credits for Early 
  robots, 2000 credits for Mature robot technology, and 1000 credits 
  for Advanced robots.
   
  1Example: Doug is building a new robot body for his character. 
  Its stats are Agility: 77, Constitution: 68, Quickness: 94, 
  and Strength: 62. It will have 10 Endurance skill ranks and 
  1 Resistance: Stamina skill rank. Total stat points are: 301 
  (77+68+94+62), and the skill ranks cost 22,000 (10 x 2000 for 
  Endurance and 2000 for the Resistance: Stamina). The cost for 
  just the body is 323,000 credits (Mature).
  The total creation cost for a robot character is the cost of the AI 
  personality (if required), the robot body, and any physical extras. 
  In universes where robots are considered to be “people”, the 
  creation cost is unchanged. Like AI characters, this debt is owed by 
  the robot to its creator and the robot must earn its way out of debt. 
  Once the debt is fully paid, the robot becomes an independent 
  agent. 
  1
  1 Tintamar Knowledge Base: 
  Legal Status of Robots
  A Robot controlled by a pure AI is not a person; it is simply 
  property. A Robot controlled by a virtual person is the property 
  of the virtual person in jurisdictions where virtual persons are 
  considered citizens. 
  Robotic Talents
  Robotic Talents are physical additions and modifications to a basic 
  robotic body. These features cost Development Points and credits. 
  The price is doubled for Early robots and halved for Advanced 
  robots; the Development Points cost does not vary. Unless the 
  Future Upgrade Talent is purchased at initial robot creation, some 
  Talents cannot be retrofitted to an existing robotic body. They must 
  be purchased at the starting level of the robot’s body.
  The Development Point and financial costs for Robotic Talents 
  will vary in proportion to increases in the bonuses and other 
  benefits.
  Asterisked Talents in the Robotic Talents Master Table can only 
  be retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.
  Table 4.8 Robotic Talents Master Table
  Robotic Talent
  DP Cost
  Price
  Global Features
  Agile Body *
  2 per +1
  20,000 per +1
  Ambidexterous Design *
  10
  20,000
  Armored Body *
  5 per +10
  200,000 per +10
  Biological Surface *
  2
  100,000
  Blazing Speed
  5
  50,000
  Chameleon Surface *
  5
  50,000
  Concealed Storage *
  2
  2,000
  EMP Shielded
  2 per +5
  20,000 per +5
  Extreme Cold Tolerance (Minor) *
  5
  100,000
  Extreme Cold Tolerance (Lesser) *
  10
  200,000
  Extreme Cold Tolerance (Greater) *
  15
  400,000
  Extreme Cold Tolerance (Major) *
  20
  600,000
  Extreme Heat Tolerance *
  5 per 100 degrees
  50,000 per 100 degrees
  Fast Body *
  2 per +1
  20,000 per +1
  Flotation *
  10
  50,000
  94
   
  
  Table 4.8 Robotic Talents Master Table
  Robotic Talent
  DP Cost
  Price
  Future Improvement
  5
  50,000
  Future Upgrade
  10
  100,000
  High Gravity Construction *
  15
  150,000
  High Pressure Construction *
  15 per +10 
  atmospheres
  20,000 per 10 
  atmospheres
  Integrated Equipment *
  2
  x10 equipment cost
  Low Gravity Tolerance *
  10
  100,000
  Strong Body *
  2 per +1
  20,000 per +1
  Tough Body *
  2 per +1
  20,000 per +1
  Vacuum Tolerance *
  10
  100,000
  Waterproof *
  5
  50,000
  Weapons System *
  2
  x10 weapons cost
  Locomotion Features
  Gravitic Locomotion *
  12
  12,000
  Tracked Locomotion *
  4
  4,000
  Walker Locomotion *
  8
  8,000
  Wheeled Locomotion *
  2
  2,000
  Manipulation Features
  Manipulator Limbs *
  10
  10,000
  - Grip Lock
  2
  1000
  - Tool Option
  4
  500
  Sensory Features  - Auditory Senses
  - Audio Amplifier
  1 per +5 bonus
  1000 per +5 bonus
  - Audio Antisound
  4
  300
  - Directional Audio
  2
  200
  - Infrasound Audio (air)
  4
  500
  - Infrasound Audio (water)
  4
  500
  - Normal Audio *
  6
  6000
  - Ultrasound Audio
  4
  500
  Sensory Features  - Visual Senses
  - Antiglare Vision
  2
  200
  - Low Light Vision
  2
  500
  - Microvision
  4
  1000
  - Motion Sensing Vision
  2
  1000
  - Multiple or Peripheral Eyes *
  4, 8 or 12
  1000, 2000, or 4000
  - Normal Vision *
  6
  6000
  - Spectral Range
  4
  1000
  - Telescopic Focusing
  2
  500
  - Thermal Imaging
  4
  1000
  - Ultraviolet Vision
  4
  1000
  - Underwater Vision
  4
  1000
  Table 4.8 Robotic Talents Master Table
  Robotic Talent
  DP Cost
  Price
  Sensory Features  - Other Senses
  Exotic Sense *
  5
  5000
  - Exotic Amplifier
  1 per +5 bonus
  2000 per +5 bonus
  - Exotic Filter
  4
  1000
  Olfactory Sense *
  5
  5000
  - Olfactory Amplifier
  1 per +5 bonus
  2000 per +5 bonus
  - Olfactory Antiscent
  4
  500
  Radar Sense *
  5
  5000
  - Radar Amplifier
  1 per +5 bonus
  2000 per +5 bonus
  - Radar Filter
  4
  500
  Sonar Sense *
  5
  5000
  - SonarAmplifier
  1 per +5 bonus
  2000 per +5 bonus
  - Sonar Filter
  4
  500
  Tactile Sense *
  5
  5000
  - Tactile Amplifier
  1 per +5 bonus
  2000 per +5 bonus
  - Tactile Filter
  4
  500
  Taste Sense *
  5
  5000
  - Taste Amplifier
  1 per +5 bonus
  2000 per +5 bonus
  - Taste Filter
  4
  500
  Software and Communications
  Audio Processor
  2 per +5 bonus
  1000 per +5
  Cryptocomms
  4
  200
  Dataconnection
  2
  2000
  Focus Unit
  2 per +1 bonus
  20000 per +1
  Intuition Unit
  2 per +1 bonus
  20000 per +1
  Knowledge Package
  2
  5000
  Logic Unit
  2 per +1 bonus
  20000 per +1
  Olfactory Processor
  2 per +5 bonus
  1000 per +5
  Radiocommunicator
  2
  2000
  Sense Processor
  2 per +5 bonus
  2000 per +5
  Skill Expertise
  4
  2500 per skill rank
  Social Unit
  2 per +1 bonus
  20000 per +1
  Tactile Processor
  2 per +5 bonus
  1000 per +5
  Taste Processor
  2 per +5 bonus
  1000 per +5
  Visual Processor
  2 per +5 bonus
  1000 per +5
  Voice
  4
  4000
  - Voice Amplifier
  2 per +5 bonus
  1000 per +5 
  - Voice Emulator
  4
  1000
  - Voice Modulator
  4
  500
  95
   
  
  1
  4 Global Features
  1
  1 Agile Body 
  The design of the robot’s body is more agile and dexterous than 
  normal. This equates to a stat bonus to all Agility-based maneuvers. 
  The maximum bonus available depends on the technological stage 
  of robotics in the setting: +5 at Early, +15 at Mature, and +25 at 
  Advanced. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.
  DP Cost: 2 per +1 bonus 
  Price: 20,000 per +1 stat bonus
  1
  1 Ambidexterous Design 
  The robot has no intrinsic left- or right-handedness, and receives 
  no penalty for using a weapon in the off hand. This Talent can only 
  be retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.
  DP Cost: 10 
  Price: 20,000
  1
  1 Armored Body 
  Integrated armor provides the robot with a bonus to DB. The 
  maximum bonus that can be obtained through integrated armor 
  is +50. Integrated armor can be combined with suitable suits of 
  conventional armor. This Talent cannot be combined with the 
  Biological Surface. This Talent can only be retrofitted if the Future 
  Upgrade Talent was purchased at initial robotic construction.
  DP Cost: 5 per +10 
  Price: 200,000 per +10
  1
  1 Biological Surface  
  The robot’s outer surface uses synthetic skin and equivalent 
  materials to give the robot the outward look and feel of its organic 
  counterparts. This will fool a casual observer (Early: Very Hard, 
  Mature: Extremely Hard, Advanced: Sheer Folly Perception to 
  detect) but even rudimentary sensor technology will detect that the 
  person is not a biological individual. It cannot be combined with 
  the Armored Body or Chameleon Surface Talents.  This Talent can 
  only be retrofitted if the Future Upgrade Talent was purchased at 
  initial robotic construction.
  DP Cost: 2 
  Price: 100,000
  1
  1 Blazing Speed 
  The robot’s Base Movement Rate is increased by 2m due to more 
  efficient locomotive hydraulics.
  DP Cost: 5 
  Price: 50,000
  1
  1 Chameleon Surface 
  The robot’s exterior can automatically shift its surface appearance 
  to match the hues and patterns of its surroundings. This grants 
  a +25 bonus to Stalking & Hiding attempts. This Talent is 
  incompatible with the Biological Surface Talent. This Talent can 
  only be retrofitted if the Future Upgrade Talent was purchased at 
  initial robotic construction.  
  DP Cost: 5 
  Price: 50,000
  1
  1 Concealed Storage 
  A small compartment has been built into the robot’s body. It may 
  be located in the robot’s torso or in a limb. The storage space is 
  large enough to hold one or two small items, such as a robotic 
  core cylinder, a set of storage disks, small tools, medicines, power 
  minicells, a minilaser or a holdout gun. This Talent can only be 
  retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.  
  DP Cost: 2 
  Price: 2,000
  1
  1 EMP Shielded 
  The robot has defenses against electromagnetic pulses and 
  radiation. It receives a bonus to Electronic Resistance Rolls. This 
  96
   
  
  bonus is also applied when attempting to resist stuns caused by 
  weapon criticals. This Talent gives a +5 bonus for every 20,000 
  credits spent on the necessary shielding. The maximum bonus 
  depends on the technological stage: +10 at Early, +30 at Mature, 
  and +50 at Advanced.
  DP Cost: 2 per +5 bonus 
  Price: 20,000 per +5 bonus.
  1
  1 Extreme Cold Tolerance (Minor)
  The robot is designed to operate safely in extremely cold 
  environments, down to a minimum temperature of –100 degrees 
  Celsius. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 5 
  Price: 100,000 
  1
  1 Extreme Cold Tolerance (Lesser)
  The robot is designed to operate safely in extremely cold 
  environments, down to a minimum temperature of –150 degrees 
  Celsius. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 10 
  Price: 200,000
  1
  1 Extreme Cold Tolerance (Greater)
  The robot is designed to operate safely in extremely cold 
  environments, down to a minimum temperature of –200 degrees 
  Celsius. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 15 
  Price: 400,000
  1
  1 Extreme Cold Tolerance (Major)
  The robot is designed to operate safely in extremely cold 
  environments, down to a minimum temperature of just above 
  absolute zero (-273 degrees Celsius). This Talent can only be 
  retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.  
  DP Cost: 15 
  Price: 600,000
  1
  1 Extreme Heat Tolerance
  The robot is designed to operate safely in extremely hot 
  environments. This Talent increases the maximum safe temperature 
  by 100 degrees Celsius for every 50,000 credits. This Talent can only 
  be retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.    
  DP Cost: 5 per 100 degrees 
  Price: 50,000 per 100 degrees 
  1
  1 Fast Body 
  The design of the robot’s body is faster than normal. This equates 
  to a stat bonus to all Quickness-based maneuvers and Initiative. 
  The maximum bonus available depends on the technological stage 
  of robotics in the setting: +5 at Early, +15 at Mature, and +25 at 
  Advanced. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 2 per +1 bonus 
   Price: 20,000 per +1 stat bonus
  1
  1 Flotation
  The robot is designed to be capable of floating in water and similar 
  liquids. Possession of this Talent eliminates the High Body Density 
  Species Limitation. This Talent can only be retrofitted if the Future 
  Upgrade Talent was purchased at initial robotic construction.   
  DP Cost: 10 
  Price: 50,000
  1
  1 Future Improvement 
  The design of the robot’s body enables it to be further enhanced 
  after initial construction. A robot with this Talent can increase its 
  physical stats and increase its number of Endurance and Resistance: 
  Stamina skill ranks at later levels. This Talent cannot be retrofitted.
  DP Cost: 5 
   Price: 50,000
  1
  1 Future Upgrade 
  The design of the robot’s body enables it to be substantially modified 
  after initial construction. This Talent cannot be retrofitted.
  DP Cost: 5 
   Price: 50,000
  1
  1 High Gravity Construction
  The robot is designed to operate in high gravity environments. It 
  only receives a –5 penalty for each extra “gee” above its normal 
  gravitational field (1g for human designed robots). This Talent can 
  only be retrofitted if the Future Upgrade Talent was purchased at 
  initial robotic construction.   
  DP Cost: 15 
  Price: 150,000 
  1
  1 High Pressure Construction 
  The robot is designed to operate normally in elevated atmospheric 
  pressures. It increases the safe atmospheric pressure at a cost 
  of 20,000 credits per 10 atmospheres.  This Talent can only be 
  retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.  
  DP Cost: 15 per +10 atmospheres 
  Price: 20,000 per 10 
  atmospheres
  1
  1 Integrated Equipment 
  The robot has a piece of equipment, such as a scanner, communicator, 
  medical, stealth or counterstealth gear, built into its torso or one of 
  its limbs. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 2 
  Price: x10 equipment cost
  97
   
  
  1
  1 Low Gravity Tolerance
  The robot is designed to operate in low gravity and zero gravity 
  environments. This Talent can only be retrofitted if the Future 
  Upgrade Talent was purchased at initial robotic construction.   
  DP Cost: 10 
  Price: 100,000 
  1
  1 Strong Body 
  The design of the robot’s body is stronger than normal. This equates 
  to a stat bonus to all Strength-based maneuvers. The maximum 
  bonus available depends on the technological stage of robotics in 
  the setting: +5 at Early, +15 at Mature, and +25 at Advanced.  This 
  Talent can only be retrofitted if the Future Upgrade Talent was 
  purchased at initial robotic construction.  
  DP Cost: 2 per +1 bonus 
  Price: 20,000 per +1 stat bonus
  1
  1 Tough Body 
  The design of the robot’s body is sturdier than normal. This equates 
  to a stat bonus to all Constitution-based maneuvers and skills 
  (including Endurance). The maximum bonus available depends on 
  the technological stage of robotics in the setting: +5 at Early, +15 at 
  Mature, and +25 at Advanced.  This Talent can only be retrofitted 
  if the Future Upgrade Talent was purchased at initial robotic 
  construction.  
  DP Cost: 2 per +1 bonus 
  Price: 20,000 per +1 stat bonus
  1
  1 Vacuum Tolerance
  The robot is unaffected by low pressure or vacuum environments, 
  and may operate normally in such conditions.This Talent can only 
  be retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.   
  DP Cost: 10 
  Price: 100,000 
  1
  1 Waterproof
  The robot is completely waterproof and may be wholly immersed 
  in water and similar liquids without any harm. This Talent can only 
  be retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.   
  DP Cost: 5 
  Price: 50,000 
  1
  1 Weapons System 
  The robot has a weapon built into its torso or one of its limbs. The 
  maximum size of the weapon varies according to location (SysOp’s 
  discretion). A torso or full limb could house any one-handed 
  projectile or energy weapon (but not flamers). A finger or hand 
  location would be limited to a vibroknife or a minilaser. This Talent 
  can only be retrofitted if the Future Upgrade Talent was purchased 
  at initial robotic construction.  
  DP Cost: 2 
  Price: x10 weapon cost
  1
  4 Locomotion Features
  Robot characters must purchase one of the Gravitic Locomotion, 
  Tracked Locomotion, Walker Locomotion, or Wheeled Locomotion 
  Talents in order to be able to move around. 
  1
  1 Gravitic Locomotion 
  The robot uses the gravitic effect to move across terrain at up to one 
  meter above the surface. It requires a vehicle power cell and utilizes 1 
  energy unit per kilometer traveled and 1 energy unit per extra 1 g of 
  gravity for every hour they are used in a high-gravity environment. 
  The Base Movement Rate for robot characters equipped with this 
  feature is 5m. The robot may move at any pace from Walk up to 
  Dash. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 12 
  Price: 12,000
  1
  1 Tracked Locomotion 
  The robot uses tracked wheels instead of humanoid legs to travel 
  around. It can handle flat and rough terrain with relative ease, 
  but cannot ascend steep stairs, climb, and will experience severe 
  difficulties in traversing swamps, marshes, and open water (SysOps 
  may use Terrain Type versus Vehicle Type modifiers from the Vehicle 
  Maneuver Table ). The Base Movement Rate for robot characters 
  equipped with this feature is 3m. The robot may move at any pace 
  from Walk up to Dash. The robot can carry an extra 30 kg (Early: 
  15kg, Advanced: 45 kg) of mass without suffering encumbrance 
  penalties. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 4 
  Price: 4,000
  1
  1 Walker Locomotion
  The robot has a set of mechanical legs. It can handle any terrain 
  with the same ease or difficulty that a typical humanoid would 
  experience. Robots should be careful to ensure that traversed 
  surfaces can support their weight! The Base Movement Rate for 
  robot characters equipped with this feature varies according to 
  height as per human characters. For quadruped robots, double the 
  robot's height and add +2m when calculating Base Movement Rate. 
  The robot may move at any pace from Walk up to Dash. The stated 
  costs are for a single pair of legs. Additional legs may be included 
  at 4,000 credits and 2 DPs per extra leg. This Talent can only be 
  retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.  
  DP Cost: 8 
  Price: 8,000
  1
  1 Wheeled Locomotion 
  The robot moves around on wheels rather than on legs. It can 
  handle flat terrain and most indoor environments with ease. 
  Rough terrain may require maneuver rolls and climbing stairs (let 
  alone anything else) will likely be impossible. The Base Movement 
  Rate for robot characters equipped with this feature is 4m. The 
  98
   
  
  robot may move at any pace from Walk up to Dash. The robot 
  can carry an extra 30 kg (Early: 15kg, Advanced: 45 kg) of mass 
  without suffering encumbrance penalties. This Talent can only be 
  retrofitted if the Future Upgrade Talent was purchased at initial 
  robotic construction.  
  DP Cost: 2 
  Price: 2,000
  1
  4 Manipulation 
  Features
  Robot characters must purchase the Manipulator Limbs Talents in 
  order to have one or more arms. 
  1
  1 Manipulator Limbs 
  This Talent gives the robot a pair of “arms” (and matching “hands”) 
  for manipulating objects. Human designed robots will have at least 
  two functional arms. Additional arms may be purchased at 5,000 
  credits and 5 DPs per extra arm. This Talent can only be retrofitted 
  if the Future Upgrade Talent was purchased at initial robotic 
  construction.  
  DP Cost: 10 
  Price: 10,000
  1
  1 Grip Lock
  The robot can use one of its hands to clamp itself to an object in a 
  vise-like grip, equating to a bonus versus disarm attempts and to 
  all maneuvers requiring a sound grip on the object. Bonus is Early 
  +10, Mature +20, Advanced: +30.
  DP Cost: 2 
  Price: 1,000
  1
  1 Tool Option 
  This Talent allows a set of computer-controlled tools to be fitted 
  into the finger sockets of the robot’s hand or a larger tool (such as 
  a laser cutter) to be slotted into the “wrist” socket of the arm. The 
  robot can swap between tool modes and conventional “hand” with a 
  Routine Machine Operation or Routine Engineering (Cybernetics) 
  maneuver. Swapping takes 5 rounds to complete.
  DP Cost: 4 
  Price: 500
  1
  4 Sensory Features
  Robot characters will need to be able to perceive their environment. 
  The Normal Vision and Normal Audio Talents are “must-haves” for 
  almost all robots and androids. Other senses such as smell, taste, 
  touch and the like will depend on the whim of the robot designer 
  and the intended application of the robot.
  Amplifier units can provide a +5 bonus to specific sense-based 
  Perception maneuvers at the Early stage of cybertechnology, up to 
  +15 at Mature, and up to +25 at Advanced.
  1
  4 Auditory Senses
  1
  1 Audio Amplifier 
  This increases the sensitivity of the auditory sensor enabling 
  the host to hear fainter sounds. However, all detected sounds 
  increase in loudness, so the host can be temporarily deafened by 
  overwhelming sound.
  DP Cost: 1 per +5 bonus 
  Price: 1000 per +5
  1
  1 Audio Antisound
  This unit allows the character to edit out particular sounds at 
  the auditory sensor before they are passed on to the host’s main 
  processor. Very useful for tuning out loud noises in order to 
  eavesdrop.
  DP Cost: 4 
  Price: 300
  1
  1 Directional Audio
  This enables the robot to focus on detecting sounds originating 
  from a particular direction. Any bonus to Perception maneuvers 
  granted via an Audio Amplifier Talent option is doubled when 
  99
   
  
  listening in the targeted direction. Similarly Perception maneuvers 
  to hear sounds from elsewhere are penalized by an equal amount.
  DP Cost: 2 
  Price: 200
  1
  1 Infrasound Audio (air)
  This upgrade enables the robot to hear sounds at extremely low 
  frequencies. It can perceive the different sounds caused by air 
  movement over the land and sea, and can convert this information 
  into auditory “maps” of the terrain, granting them a +20 bonus to 
  Navigation. The robot needs to attempt such Navigation maneuvers 
  at a useful altitude (e.g. when flying, on a treetop, on the roof of a 
  skyscraper.)
  DP Cost: 4 
  Price: 500
  1
  1 Infrasound Audio (water)
  This upgrade enables the robot to hear sounds at extremely low 
  frequencies. It can perceive infrasound frequencies enabling it to 
  detect such sounds over at least 100 kilometers underwater.
  DP Cost: 4 
  Price: 500
  1
  1 Normal Audio
  This option provides the robot character with one or more auditory 
  sensors (which may appear as artificial ears) capable of detecting 
  sounds in the normal frequency range of its biological creators. 
  This Talent can only be retrofitted if the Future Upgrade Talent was 
  purchased at initial robotic construction.  
  DP Cost: 6 
  Price: 6000
  1
  1 Ultrasound Audio
  This upgrade enables the robot to hear sounds at extremely high 
  frequencies.
  DP Cost: 4 
  Price: 500
  1
  4 Visual Senses
  1
  1 Antiglare Vision
  This option enables the visual sensor to compensate immediately 
  for conditions of extreme brightness, as may be experienced 
  in snowfields, deserts, and internal environments with intense 
  lighting.
  DP Cost: 2 
  Price: 200
  1
  1 Low Light Vision
  This option permits the robot’s visual sensor to see in extremely 
  poor lighting. The robot can see clearly up to 30m (Early: 15m, 
  Advanced: 60m) on a starlit night and up to 150m (Early: 75m, 
  Advanced: 300m) from the light of a full moon. In an interior 
  setting, with artificial illumination, the character can see clearly up 
  to triple (Early: double, Advanced: four times) the normal radius of 
  the lighting. Characters can also see dimly (-40 to Perception rolls) 
  an additional distance equal to the illumination of the light source. 
  There must be some light for this option to function.
  DP Cost: 2 
  Price: 500
  1
  1 Microvision
  This option turns the robot’s eye(s) into an optical microscope, 
  capable of 1000x magnification (500x Early, 2000x Advanced) on 
  objects no more than 20cm away from the eye(s). It makes reading 
  microfilm, microfiche cards, and microdots very easy. Characters 
  receive a +20 bonus (Early: +10, Advanced: +40) to Perception 
  and Forensics maneuvers for noticing tiny objects and collecting 
  microscopic evidence.
  DP Cost: 4 
  Price: 1000
  1
  1 Motion Sensing Vision
  This option allows the robot to detect even slight movements within 
  its normal visual range. Characters receive a +20 bonus (Early: +10, 
  Advanced: +40) to Perception maneuvers against moving objects 
  or people.
  DP Cost: 2 
  Price: 1000
  1
  1 Multiple or Peripheral Eyes
  The robot has an expanded arc of vision, making it more difficult 
  for foes to gain advantages from attacking from flank or rear of the 
  character. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  Multiple or Peripheral Eyes (Lesser) – Eyes are spread far to the 
  sides. Foes do not receive any flank bonuses when attacking the 
  character (unless the character is surprised). The bonus for Rear 
  attacks is reduced from +20 to +10.  The character receives a bonus 
  of +10 to Perception [Lesser, 4]
  Multiple or Peripheral Eyes (Minor) – The character’s eyes 
  can be rotated to see behind, as well as in front, to the side, above, 
  or down. Foes do not receive Flank or Rear bonuses against the 
  character, unless the character is surprised. The character receives 
  a bonus of +10 to Perception [Minor, 8]
  Multiple or Peripheral Eyes (Major) – The character has 
  multiple eyes spread around the head (or appropriate body part) 
  and maintains a constant view in all directions. Foes do not receive 
  Flank or Rear bonuses against the character. The character receives 
  a bonus of +10 to Perception [Major, 12]
  DP Cost: 4, 8, 12 
  Price: 1000, 2000, 4000
  1
  1 Normal Vision
  This option provides the robot character with one or more visual 
  sensors (which may appear as artificial eyes on android designs) 
  that are capable of seeing in the normal visual range of its biological 
  100
   
  
  creators. This Talent can only be retrofitted if the Future Upgrade 
  Talent was purchased at initial robotic construction.  
  DP Cost: 6 
  Price: 6000
  1
  1 Spectral Range
  This option allows the robot to see extreme portions of the 
  spectrum beyond infrared and ultraviolet. This option may be 
  chosen multiple times for separate wavelength bands, i.e. radio 
  waves, microwaves, X-rays, and gamma radiation.
  DP Cost: 4 
  Price: 1000
  1
  1 Telescopic Focusing
  This enables the robot to focus on a feature in its field of vision, 
  magnifying it multiple times at the expense of everything else in 
  the field of view. The process takes a round to focus in on the target 
  and grants a +20 bonus (Early: +10, Advanced: +40) to Perception 
  maneuvers involving the target. It also reduces the penalties due 
  to Range Increments by 20 (Early: 10, Advanced: 40) for Sniping 
  maneuvers and Well-aimed Shot Combat Actions. It increases the 
  number of Range Increments at which Sniping may be attempted 
  (Early: +3 to 5 RIs, Mature: +4 to 6 RIs, Advanced: +5 to 7 RIs) 
  – non-cumulative with any other technology. While focused, the 
  character suffers a –20 modifier to Perception maneuvers relating 
  to other features or targets.
  DP Cost: 2 
  Price: 500
  1
  1 Thermal Imaging
  This allows the robot to see in the infrared portions of the spectrum, 
  generating a visual image of the surroundings according to their 
  temperature. Objects and creatures at higher or lower temperatures 
  than the ambient will be revealed very clearly in this mode. No 
  illumination is required to use thermal imaging but, unless 
  the robot can also “see” the surroundings normally, Perception 
  maneuvers suffer a –40 penalty.
  DP Cost: 4 
  Price: 1000
  1
  1 Ultraviolet Vision
  This option enables the robot to see in the ultraviolet portion of the 
  spectrum, which can be helpful for seeing the fluorescence given 
  off by some chemical reactions (as used in forensics) and special 
  paints.
  DP Cost: 4 
  Price: 1000
  1
  1 Underwater Vision
  This upgrade option compensates for the different lighting 
  conditions underwater, enabling the robot character to see 
  normally in aquatic environments.
  DP Cost: 4 
  Price: 1000
  1
  4 Other Senses
  1
  1 Exotic Sense
  This unit equips the robot with an exotic sense not listed separately 
  (such as an electrical, magnetic or temperature sense). This Talent 
  can only be retrofitted if the Future Upgrade Talent was purchased 
  at initial robotic construction.  
  DP Cost: 5 
  Price: 5000
  1
  1 Exotic Amplifier
  This option improves the sensitivity and other relevant quality 
  characteristics of the exotic sensor, giving a bonus to related 
  Perception maneuvers.
  DP Cost: 1 per +5 bonus 
  Price: 2000 per +5 bonus
  1
  1 Exotic Filter
  This option allows the host to edit out specific categories of sensory 
  stimuli from the exotic sense.
  DP Cost: 4 
  Price: 1000
  1
  1 Olfactory Sense
  This unit equips the robot with an olfactory sensor (which may even 
  look like a nose on an android design). It is a glorified atmospheric 
  chemical scanner. This Talent can only be retrofitted if the Future 
  Upgrade Talent was purchased at initial robotic construction.  
  DP Cost: 5 
  Price: 5000
  1
  1  Olfactory Amplifier
  This option improves the sensitivity of the olfactory sensor, giving 
  a bonus to related Perception maneuvers.
  DP Cost: 1 per +5 bonus 
  Price: 1000 per +5 bonus
  1
  1  Olfactory Filter
  This upgrade option allows the robot to edit out overpowering 
  scents from the sensor enabling trace odors to be detected.
  DP Cost: 4 
  Price: 1000
  1
  1 Radar Sense
  This unit equips the robot with a radar sense. The unit can transmit 
  microwave radio pulses and detect the reflected echoes as they 
  bounce off surfaces. The pulses have a range of 1 km in air. The 
  pulses are interpreted as a three-dimensional image. This Talent 
  can only be retrofitted if the Future Upgrade Talent was purchased 
  at initial robotic construction.  
  DP Cost: 5 
  Price: 5000
  101
   
  
  1
  1 Radar Amplifier
  This upgrade improves the sensitivity of the radar unit in 
  transmission and reception of pulses, giving a bonus to related 
  Perception maneuvers.
  DP Cost: 1 per +5 bonus 
  Price: 2000 per +5 bonus
  1
  1 Radar Filter
  This option allows undesirable signals to be filtered out.
  DP Cost: 4 
  Price: 1000
  1
  1 Sonar Sense
  This unit equips the robot with a sonar sense. The unit can transmit 
  ultrasound pulses and detect the reflected echoes as they bounce 
  off surfaces. The pulses have a range of 0.5 km in air and 1 km 
  in water. The pulses are interpreted as a three-dimensional image. 
  This Talent can only be retrofitted if the Future Upgrade Talent was 
  purchased at initial robotic construction.  
  DP Cost: 5 
  Price: 5000
  1
  1 Sonar Amplifier
  This upgrade improves the sensitivity of the sonar unit in 
  transmission and reception of pulses, giving a bonus to related 
  Perception maneuvers.
  DP Cost: 1 per +1 bonus 
  Price: 2000 per +5 bonus
  1
  1 Sonar Filter
  This option allows undesirable signals to be filtered out.
  DP Cost: 4 
  Price: 1000
  1
  1 Tactile Sense
  This unit equips the robot with the necessary sensors to emulate 
  the biological sense of touch. The tactile receptors will normally 
  be limited to the robot’s hands. This Talent can only be retrofitted 
  if the Future Upgrade Talent was purchased at initial robotic 
  construction.  
  DP Cost: 5 
  Price: 5000
  1
  1 Tactile Amplifier
  This option heightens the sensitivity of the tactile sensors, giving a 
  bonus to related Perception maneuvers.
  DP Cost: 1 per +5 bonus 
  Price: 2000 per +5 bonus
  1
  1 Tactile Filter
  This upgrade allows the robot to edit out unwanted stimuli from 
  the tactile sensors.
  DP Cost: 4 
  Price: 1000
  1
  1 Taste Sense
  This unit equips the robot with a cybernetic analogue of the 
  biological sense of taste (effectively a surface chemical analyzer). 
  The robot does not have to “eat” the material and the sensors can be 
  located on a hand or elsewhere rather than in an artificial mouth. 
  This Talent can only be retrofitted if the Future Upgrade Talent was 
  purchased at initial robotic construction.  
  DP Cost: 5 
  Price: 5000
  1
  1 Taste Amplifier
  This option improves the sensitivity of the taste sensors, giving a 
  bonus to related Perception maneuvers.
  DP Cost: 1 per +5 bonus 
  Price: 2000 per +5 bonus
  1
  1 Taste Filter
  This option allows the robot to edit out specific tastes.
  DP Cost: 4 
  Price: 1000
  1
  4 Software and 
  Communications
  Robot characters who wish to speak “normally” must purchase the 
  Voice Talent. Processor software packages can provide a +5 bonus 
  to specific sense-based Perception maneuvers at the Early stage of 
  cybertechnology, up to +15 at Mature, and up to +25 at Advanced. 
  1
  1 Audio Processor 
  This package boosts the robot’s effective hearing through post-
  processing of sounds received through the robot’s ears. The bonus 
  is applied to all hearing-based Perception maneuvers.
  DP Cost: 2 per +5 bonus 
  Price: 1000 per +5
  1
  1 Cryptocomms 
  This option allows for secure communication using advanced 
  encryption/decryption schemes between the robot and from/to 
  conventional computers and networks. This also provides a bonus 
  to Signaling: Mathematical Encoding (Early: +5, Mature: +10, 
  Advanced: +15). This option is a Restricted technology.
  DP Cost: 4 
  Price: 200
  102
   
  
  1
  1 Dataconnection 
  This is a physical socket (or extensible stiff cable) that allows the 
  robot to directly link into computers and other machinery.
  DP Cost: 2 
  Price: 2000
  1
  1 Focus Unit
  This package boosts the robot’s mental concentration. This equates 
  to a stat bonus to Self Discipline. The maximum value of this bonus 
  is +5 (Early), +10 (Mature) and +15 (Advanced)
  DP Cost: 2 per +1 bonus 
  Price: 20000 per +1
  1
  1 Intuition Unit
  This package boosts the robot’s intuitive and creative faculties. 
  This equates to a stat bonus to Insight. The maximum value of this 
  bonus is +5 (Early), +10 (Mature) and +15 (Advanced)
  DP Cost: 2 per +1 bonus 
  Price: 20000 per +1
  1
  1 Knowledge Package 
  This option provides the robot with a Limited Archive (see 
  Computer Issues). The number of Knowledge Packages that can be 
  installed in a robot varies according to technology stage: 1 at Early, 
  2 at Mature, and 4 at Advanced.
  DP Cost: 2 per Package 
  Price: 5000
  1
  1 Logic Unit 
  This package boosts the robot’s logical and rational thought 
  processes. This equates to a stat bonus to Reasoning. The maximum 
  value of this bonus is +5 (Early), +10 (Mature) and +15 (Advanced)
  DP Cost: 2 per +1 bonus 
  Price: 20000 per +1
  1
  1 Olfactory Processor 
  This package boosts the robot’s effective sense of smell through 
  post-processing of detected scents. The bonus is applied to all 
  smelling-based Perception maneuvers.
  DP Cost: 2 per +5 bonus 
  Price: 1000 per +5
  1
  1 Radiocommunicator 
  This is a built-in short-range radio that can be used to connect 
  wirelessly to external computers, data networks, similarly equipped 
  robots and biological individuals with a neuralware implant. The 
  range is 5m (Early), 10m (Mature) and 20m (Advanced).
  DP Cost: 2 
  Price: 2000
  1
  1 Sense Processor 
  This package boosts one of the robot’s other senses (such as 
  radar, sonar, or an exotic sense such as an electrical, magnetic or 
  temperature sense) through post-processing of sensory stimuli. 
  The bonus is applied to all Perception maneuvers involving the 
  specific sense.
  DP Cost: 2 per +5 bonus 
  Price: 1000 per +5
  1
  1 Skill Expertise 
  This option augments the robot by providing additional “virtual” 
  skill ranks. Each skill requires a separate Skill Expertise option. The 
  maximum additional skill ranks available through this technology 
  are: 2 at Early, 6 at Mature, and 10 skill ranks at Advanced. These 
  skill ranks behave according to the standard rule for skills, so a 
  robot with many real skill ranks will not gain as much numeric 
  benefit from this option as someone with few or no skill ranks, 
  e.g. a robot with a Skill Expertise option granting 6 skill ranks for 
  Demolitions who already has 10 skill ranks will gain a +12 skill 
  bonus, whereas a robot with no actual skill ranks and the same 
  option would have a skill rank bonus of +30. A robot is limited in 
  the number of Skill Expertise packages that may be installed at any 
  one time: 4 at Early, 8 at Mature, and 12 at Advanced. Skill Expertise 
  packages may be swapped out to make room for alternative skills 
  but each new package will cost 4 DPs. At a later date, an old skill 
  could be swapped back in – in this case, no further DPs must be 
  spent but the host must re-integrate the data for four hours before 
  being able to use the old skill package. Using Skill Expertise, a 
  robot character can exceed the maximum number of skill ranks 
  allowed for its level.
  DP Cost: 4 per Skill 
  Price: 2500 per additional skill rank
  1
  1 Social Unit 
  This package boosts the robot’s sense of self and social adaptability. 
  This equates to a stat bonus to Presence. The maximum value of 
  this bonus is +5 (Early), +10 (Mature) and +15 (Advanced)
  DP Cost: 2 per +1 bonus 
  Price: 20000 per +1
  1
  1 Tactile Processor 
  This package boosts the robot’s effective sense of touch through 
  post-processing of sensations. The bonus is applied to all touch-
  based Perception maneuvers.
  DP Cost: 2 per +5 bonus 
  Price: 1000 per +5
  1
  1 Taste Processor 
  This package boosts the host’s effective sense of taste through 
  post-processing of stimuli. The bonus is applied to all taste-based 
  Perception maneuvers.
  DP Cost: 2 per +5 bonus 
  Price: 1000 per +5
  103
   
  
  1
  1 Visual Processor 
  This package boosts the robot’s effective sight through post-
  processing of visual stimuli received through the robot’s eyes. The 
  bonus is applied to all vision-based Perception maneuvers.
  DP Cost: 2 per +5 bonus 
  Price: 1000 per +5
  1
  1 Voice 
  This Talent provides the robot with a spoken voice suited to the 
  designer’s species. It may sound natural or artificial as the robot 
  designer sees fit.
  DP Cost: 4 
  Price: 4000
  1
  1 Voice Amplifier 
  This option allows the host to project his voice with greater 
  loudness than normal. In game terms, this equates to a bonus to 
  appropriate voice-based maneuvers (normally Artistic skills or 
  Public Speaking), which has the following maxima: +10 bonus 
  (Early), +30 (Mature) and +50 (Advanced). The bonus assists 
  in being heard; it should not be applied to determine whether a 
  listener is impressed or convinced by the robot. 
  DP Cost: 2 per +5 bonus 
  Price: 1000 per +5
  1
  1 Voice Emulator 
  This Restricted option enables the host to duplicate the voice 
  patterns of other species and specific individuals. A robot 
  equipped with an emulator could mimic dolphin speech or 
  whale song or impersonate a celebrity’s voice. Software for each 
  species or individual pattern must be purchased separately at 
  1000 credits per pattern and downloaded via a dataconnection 
  or radiocommunicator. Early Emulators can retain 5 patterns 
  simultaneously; Mature can hold 10, and Advanced 20.
  DP Cost: 4 
  Price: 1000 + 1000 per pattern
  1
  1 Voice Modulator 
  This option allows the robot to vary the pitch of its voice up and 
  down multiple octaves, so that it can sing like a soprano or a bass at 
  will. It can also be used for subvocalisation, where the robot speaks 
  extremely quietly, usually for the benefit of a very near microphone.
  DP Cost: 4 
  Price: 500
  Robotic Character 
  Development
  Robotic characters can gain experience points and advance in 
  levels, just like other varieties of characters. Owing to their special 
  nature, they do have restrictions on how they can spend their newly 
  acquired Development Points.
  Robots can spend Development Points to increase the values 
  of their mental stats (Insight, Presence, Reasoning, and Self 
  Discipline) according to the normal rules in HARP SF, Chapter 4. 
  They can only spend Development Points to increase the values of 
  their physical stats (Agility, Constitution, Quickness, and Strength) 
  if they possess the Future Improvement Talent. Additional physical 
  stat points cost three times as much as initial stats points, i.e. 6000 
  credits per extra point for Early robots, 3000 credits for Mature 
  robot technology, and 1500 credits for Advanced robots.
  Robots can choose to expend their Development Points on 
  increasing the number of skill ranks in already known skills 
  or in learning new skills. Robots may not learn (or improve) 
  Concentration skills (including psionics unless specifically allowed 
  in the SysOp’s campaign) or Resistance: Magic.  Robots may 
  only learn or increase the number of skill ranks they possess in 
  either Endurance or Resistance: Stamina if they have the Future 
  Improvement Talent. Each additional Endurance and Stamina: 
  Resistance skill rank costs three times as much as an initial skill 
  rank, i.e. 12000 credits per additional rank for Early robots, 6000 
  credits for Mature robot technology, and 3000 credits for Advanced 
  robots.
  Robot characters may acquire any of the Electronic Character 
  Talents listed in Table 4.1 using the normal rules for Talent 
  acquisition as these are all nonphysical abilities.
  Robot characters may also take new Talents from the Robotic 
  Talents Master Table (Table 4.8). As such talents involve significant 
  retrofitting of new physical capabilities to the robot’s body in 
  addition to additional programming to utilize them, all Robotic 
  Talents cost double the normal Development Points when not 
  taken at initial robot body manufacture. If a Robot is upgrading 
  a Robotic Talent such as Armored Body, EMP Shielded, etc, 
  which provides a numeric bonus and the Development Point cost 
  increases with the bonus, then the Robot pays twice the difference 
  in Development Points between the original Robotic Talent and the 
  new higher-powered version. Furthermore, the modifications are 
  more expensive and the financial cost is tripled. Certain Robotic 
  Talents can only be retrofitted if the robot character possesses the 
  Future Upgrade Talent – such talents are noted as such in their 
  descriptions.
   
  1Example: At 1st level, Marvin has the EMP Shielded Talent at a 
  +15 bonus for 6 DPs and a build cost of 60,000 credits (20,000 
  per +5). At second level, his employers are willing to pay for 
  an upgrade of his EMP Shielded Talent to a +25 bonus. EMP 
  Shielded at +25 requires 10 DPs (2 DPs per +5 bonus) for an 
  initial build. The difference between the new target and Marvin’s 
  original EMP Shielded Talent is 4 (10 –6), which doubled is 8 
  Development Points to use the new protection. The financial 
  cost is triple the initial build cost, so 20,000 x 5 (for a +25 bonus)  
  x3 = 300,000 credits. Marvin’s employers have deep pockets. 
  PC characters may seek to save money by performing the 
  upgrades on their robotic colleagues. The cost of upgrades is only 
  double normal prices. However, the engineer must succeed in an 
  Extremely Hard Engineering (Cybernetics) maneuver to attach the 
  new gear.
  Robot characters may also transfer their minds into a new body. 
  The new body can have very different physical stats from the old 
  body, so physical stats may have to be reassigned (and if options 
  other than Flat DPs per Level are in play, Development Point 
  totals recalculated). The financial price of the new physical body 
  104
   
  
  and any extras (i.e. all Robotic Talents associated 
  with the new body) must be paid. Characters do 
  not need to repurchase (in Development Point 
  terms) any Robotic Talents that they already have 
  from an older body. If the new body has a Robotic 
  Talent with a variable Development Point cost and 
  the character already possessed a less powerful 
  version in an older body, then the character only 
  needs to pay the difference in Development Points. 
  Characters cannot claim back Development Points 
  for any Robotic Talents that were part of an older 
  form but do not exist in the new body.
   
  1Example: Marvin begins its career as a security 
  robot. After several levels, Marvin’s personality 
  is transferred into the body of a combat droid. 
  Marvin already has Talents such as Armored 
  Body, Manipulator Limbs, Walker Locomotion, 
  etc., which are common to both security and 
  combat designs.  Marvin does not have the 
  Integrated Equipment (radio communicator) 
  Talent nor the correct Weapons Systems 
  Talents for a combat droid, so will have to buy 
  these Talents. His new body does not have an 
  integrated retinal scanner, so he won’t be able to 
  use his Integrated Equipment (retinal scanner) 
  as a combat android, nor will he able to claim 
  back the spent DPs.
  Any robot character may return its mind to a 
  pure cyberspace form. It is then subject to all the 
  rules regarding advancement of virtual and pure AI 
  characters.
  Robot Maintenance, 
  Hazards and Repair
  Robots are not invulnerable to damage. Most hazardous effects 
  are resolved as malfunction rolls (d100 roll, not open-ended). 
  If the result falls within the malfunction range, a further roll on 
  the Malfunction Table must be made (as described in HARP SF 
  Chapter 9; a copy of the table can be found later in this chapter). 
  The malfunction range is 01-05 normally and 01-25 if the robot has 
  had a jury-rig repair.
  1
  1 Robot Maintenance
  Robot characters need regular maintenance to ensure maximum 
  operating efficiency. The frequency depends on how advanced the 
  robotic technology is. Early robots require periodic maintenance 
  once every three months. Mature robots are more durable and 
  only need inspection once every six months. Advanced robots only 
  require regular maintenance on an annual basis. This maintenance 
  costs 1000 credits irrespective of technological development (and 
  requires a Light Engineering (Cybernetics) maneuver by the 
  engineer.)
  Lack of maintenance increases the chances of malfunctions 
  arising through accidents (i.e. fumbled skill maneuvers). For each 
  maintenance check skipped, increase the chance of a malfunction 
  by 5.
   
  1Example: Doug’s robot has been stranded on a backwater 
  planet for over a year. He’s missed two maintenance checks, so 
  the malfunction chance is increased from 01-05 (normal) by 10 
  to 01-15.
  1
  1 Robot Power Supply
  Biological characters need to breathe, drink and eat. Robot 
  characters run on electricity drawn from internal power cells. The 
  standard arrangement is to have two full-size utility power cells built 
  into the robot’s torso with a utility minicell (preferably away from 
  the main cells) serving as an emergency backup. Most robots can 
  operate at full efficiency on any one of these three cells. If the robot 
  has built-in weapons systems, then distinct weapon power cells will 
  be required. Robots can recharge their batteries by simply plugging 
  themselves into a suitable generator or mains current. Exhausted 
  power cells can also be swapped for fully charged replacements. 
  This is a Routine Machine Operation or Routine Engineering 
  (Cybernetics) maneuver and takes 5 rounds to complete.
  If a maneuver to exchange a power cell is failed, then a 
  malfunction roll must be made (in case sloppy handling has led to 
  damage). If the result of this roll is within the malfunction range, 
  105
   
  
  then a malfunction has occurred and the player makes a d100-20 
  roll on the Malfunction Table.
  1
  1 SysOp’s Note: Power Cells
  For ease, the following information is repeated from the HARP 
  SF rulebook. Double prices for Early versions; halve prices for 
  Advanced versions.
  Utility Power Cell: This is a relatively large battery (10 cm cube) 
  designed to power large devices and machines. It can store up to 
  200 energy units and may be fully recharged in one hour from a 
  suitable generator. One energy unit will normally power a device 
  for one day. (Early versions store 100 units and take two hours to 
  recharge; Advanced versions have 400 energy unit capacities.)
  Utility Power Minicell: This is a small battery (2 cm cube) 
  designed to power handheld and similar small devices. It can 
  store up to 20 energy units and may be fully recharged in two 
  hours from a suitable generator. One energy unit will normally 
  power a device for one day. (Early versions store 10 units and take 
  four hours to recharge; Advanced versions have 40 energy unit 
  capacities and take one hour to recharge.)
  Weapon Power Cell: This is a medium-sized battery (5 cm 
  cube) capable of providing short intense bursts of power for use 
  with energy weapons. It can provide 100 energy units (or shots) 
  before requiring one hour to fully recharge. For weapons, which 
  don’t use power for shots, one energy unit will keep the device 
  operational for one day. (Early versions store 50 units and take 
  two hours to recharge; Advanced versions have 200 energy unit 
  capacities.)
  Weapon Power Minicell: This is a smaller version (a 2 cm 
  cube) of the weapons-grade power cell. It can provide 20 energy 
  units (or shots) before requiring one hour to fully recharge. For 
  weapons, which don’t use power for shots, one energy unit will 
  keep the device operational for one day. (Early versions store 10 
  units and take two hours to recharge; Advanced versions have 40 
  energy unit capacities.)
  Item
  Avail
  Cost
  Mass
  Utility Power Cell
  U
  20
  0.1
  Utility Power Minicell
  U
  10
  0.02
  Weapon Power Cell
  U
  30
  0.2
  Weapon Power Minicell
  U
  15
  0.05
  1
  1 Accidental Damage
  Accidents happen. Any time a robot fumbles a physical maneuver 
  (typically Athletic, Combat, Outdoors, or Physical skills, but other 
  skills at SysOp’s discretion), a malfunction roll must be made. If the 
  result is in the malfunction range, then a d100 roll should be made 
  on the Malfunction Table. 
  1
  1 Extremes of Gravity 
  Robots receive the same advantages in terms of enhanced effective 
  strength as biological characters when operating in lower gravity 
  field than they were designed for. In game terms, this translates 
  as a +5 bonus to all Strength maneuvers and skills, which use the 
  Strength stat, for every full 0.5g difference between the low gravity 
  field and the character’s native gravity. 
   
  1Example: Martian gravity is one-third that of Earth, 
  approximately 0.33g. Thus native Earth robots would have a +5 
  bonus to all Strength-based maneuvers, notably Climbing, most 
  Combat skills, and almost all Physical skills.
   
  1Example: A character from a much higher gravity world, say 
  a 2.5g world like Jupiter, would have a +20 bonus. (2.5 – 0.33 = 
  2.17g difference.)
  Although robots suffer no medical adverse effects per se in zero 
  gravity, micro-gravity or low-gravity, they do have an increased 
  malfunction range in such environments. For gravity fields, that 
  are at least 0.25g lower than a character’s native gravity, increase 
  the malfunction range by 5 (so an undamaged robot’s malfunction 
  range would be 01-10; a robot with a jury-rig repair would be 01-30). 
  For micro-gravity and zero gravity, increase the malfunction range 
  by an additional 5 (to 01-15 and 01-35 respectively.) Robots with 
  the Low Gravity Tolerance Talent do not have their malfunction 
  ranges increased. All robots, however, must still develop the Zero G 
  Maneuvering skill for effective operation in zero gravity and micro-
  gravity.
  Robots do not suffer adverse effects from long-term exposure 
  to high gravity, but they do receive penalties to all maneuvers 
  performed in high gravity.
  For a normal robot design, the maneuver penalty is –5 for every 
  0.1g (-50 per 1g) above the normal gravitational field (1g for human 
  designed robots).
  A robot with the High Gravity Construction Talent only receives 
  a –5 penalty for every 1g above the normal gravitational field.
  Robots do not fall unconscious when the gravitational penalty 
  reaches or exceeds –200. They merely become unable to move 
  physically.
  1
  1 Extreme High Pressure and Vacuum
  Normal robotic designs may operate safely in any environment 
  where the “atmospheric” pressure is no greater than 5 Earth 
  atmospheres. Robots with the High Pressure Construction Talent 
  may function normally in elevated pressures in any medium.
  For every ten minutes that a robot is exposed to elevated 
  pressures beyond its safe range, a malfunction roll must be made 
  as the robot may suffer damage from the crushing effect of the air, 
  water or other medium. If a malfunction occurs, its severity will 
  vary in proportion to the excess pressure:
  Table 4.9 Extreme Pressure and Robotic Malfunctions
  d100–20
  Up to 5 Earth atmospheres above safe range
  d100–10
  Up to 10 Earth atmospheres above safe range
  d100
  Up to 25 Earth atmospheres above safe range
  d100+10
  Up to 50 Earth atmospheres above safe range
  d100+20
  More than 50 Earth atmospheres above safe range
  Any malfunction will affect the entire robot.
  106
   
  
  While robots do not need to breathe, low pressure and especially 
  vacuum pose their own insidious dangers. Robots generate waste 
  heat as a byproduct of normal operation, and this heat must be 
  discharged to the environment through some combination of 
  conduction, convection and radiation. In low-pressure regions 
  and in vacuum, convection becomes steadily less effective until it 
  is non-existent in vacuum, forcing the robot to rely on conduction 
  and radiation.  Table 4.10 gives the malfunction severities and 
  how often a malfunction roll must be made at certain atmospheric 
  ranges. Any malfunction will affect the entire robot. Robots with 
  the Vacuum Tolerance Talent are unaffected by low pressure and 
  vacuum conditions.
  Table 4.10 Low Pressure and Robotic Malfunctions
  Malfunction Roll
  Frequency
  Atmospheric Range
  d100–20
  Once per day
  0.51 to 0.8 Earth atmosphere
  d100–10
  Once per 6 hours
  0.26 to 0.5 Earth atmosphere
  d100
  Once per hour
  0.11 to 0.25 Earth atmosphere
  d100+10
  Once per ten minutes
  0.06 to 0.1 Earth atmosphere
  d100+20
  Once per minute
  0.05 Earth atmosphere or less
  1
  1 Extreme Temperatures
  All robots can operate safely within a broad range of temperatures, 
  from –10 degrees Celsius up to 50 degrees Celsius. Robots with 
  Talents such as Extreme Cold Tolerance and Extreme Heat 
  Tolerance can function in more arduous environments. In 
  surroundings above and below the safe temperature range, robots 
  may suffer damage.
  For every full ten minutes that a robot is exposed to ambient 
  temperatures below or above the safe range, a malfunction 
  roll must be made. If a malfunction occurs, the severity of the 
  malfunction depends on how far the environment is outside the 
  normal operating temperature for the robot:
  Table 4.11 Temperature Differentials and Robotic Malfunctions
  d100–20
  Up to 10 degrees lower
  Up to 20 degrees higher
  d100–10
  Up to 30 degrees lower
  Up to 50 degrees higher
  d100
  Up to 80 degrees lower
  Up to 100 degrees higher
  d100+10
  Up to 180 degrees lower
  Up to 200 degrees higher
  d100+20
  More than 180 degrees lower
  More than 200 degrees higher
  Any malfunction will affect the entire robot.
  1
  1 Electromagnetic and 
  Radiation Hazards
  Radiation and electromagnetic pulses can corrupt or even 
  completely destroy a robotic personality. A functional magneto-
  gravitic shield will protect completely against such hazards, but 
  robots will not always be fortunate enough to be so protected.
  Whenever a robot is exposed to an electromagnetic or radiation 
  danger, the character must make an Electronic Cascading 
  Resistance Roll, adding its Resistance: Electronic skill and any 
  bonus from an EMP Shielded Talent. The result is then looked up 
  on the following table:
  Table 4.12 Electromagnetic and Radiation Hazards for Robots
  CRR(Target)
  No effect
  CRR(Target - 25)
  1d100–20 on the Robot Neuro Critical Table
  CRR(Target - 50)
  1d100–10 on the Robot Neuro Critical Table 
  CRR(Target - 75)
  1d100 on the Robot Neuro Critical Table
  CRR(Target - 100)
  1d100+10 on the Robot Neuro Critical Table
  Failure
  1d100+20 on the Robot Neuro Critical Table
  The Target number can be found in the description of the 
  electromagnetic pulse weapon (see HARP SF, Equipment chapter) 
  or in the table of radiation events (see HARP SF, Adventuring 
  chapter).
  1
  1 Immersion in Liquids
  Unless a robot possesses the Waterproof Talent, it is susceptible 
  to damage from immersion in water and similar solvents, and 
  a malfunction roll must be made for every ten minutes (or part 
  thereof) that the robot is partially or fully immersed in water, 
  such as being dunked into a large body of water, hosed down with 
  a water cannon (although that may also yield an Impact critical), 
  caught in a torrential downpour, etc.
  1
  1 Physical Damage and Combat
  Robots are just as likely as biological characters to find themselves 
  in brawls, firefights, or dangerous situations such as falls, burning 
  buildings, electrical storms, being doused with acid, dropped into 
  a lava pool, and so forth. For biological characters, any potential 
  injury from such happenings will normally come from one or 
  more critical tables, where the damage is couched in terms of hits, 
  bleeding and the like. Such effects are not appropriate for robots 
  and androids, so instead four special critical tables are provided at 
  the end of this chapter.
  “Biological” critical tables are mapped to Robotic criticals as 
  follows:
  Table 4.13 Mapping of Biological Criticals and Robotic Criticals
  Robotic Melee Crush, Puncture, Slash, Grapple, Martial Arts Strikes, Martial Arts Sweeps, 
  Impact
  Robotic Neuro
  Neuro, Radiation
  Robotic Piercing
  Ballistic Impact, Ballistic Puncture, External Poison, Shrapnel 
  Robotic Energy
  Blaster, Cold, Electrical, Heat, Laser, Plasma
  1
  1 Robot Malfunctions and Repair
  The SysOp must decide if a malfunction has affected the entire 
  robot or whether the damage is confined to a single area. If the 
  damage is general, then any penalties to maneuvers are applied to all 
  skills involving physical stats and the cost to repair is a percentage 
  of the robot’s basic body. If the damage is specific, then maneuver 
  penalties are only applied to skills involving that particular portion 
  107
   
  
  of the robot’s body and the cost to repair is a percentage of the unit’s 
  cost (see prices associated with Robotic Talents).
  The normal rules for repairing equipment apply to robots. 
  Damage in terms of lost Endurance points takes 30 minutes per 
  point of damage, costs 200 credits per point for materials and 
  requires a successful Engineering (Cybernetics) maneuver. Stopping 
  a hydraulic leak takes three rounds and requires a Light (+20) 
  Engineering (Cybernetics) maneuver. Replenishing the hydraulic 
  fluids in a robotic limb takes ten minutes, costs 200 credits for 
  materials, and requires an Engineering (Cybernetics) maneuver. 
  Software corruption, either by software viruses, electromagnetic 
  weapons or radiation hazards, requires a Computer Programming 
  maneuver or the reloading of the robot’s personality from a safe 
  archived copy.
  1
  1 Robot Injury and Death
  Robots can suffer damage in the form of concussion hits, leakage 
  of hydraulic fluids (which leads to limb immobility), maneuver 
  penalties, software corruption, partial disablement, and destruction 
  of part or all of its body.
  Once a robot’s concussion hits fall to or below 0, the robot 
  automatically performs an emergency shutdown. If the robot is 
  later repaired such that its concussion hits exceed 0, it will reboot 
  and be able to function normally.
  Once a robot’s concussion hits fall below a negative number 
  equal to the character’s Constitution stat (not the stat bonus, but 
  the stat itself), the robot body “dies” and cannot be repaired as the 
  damage is too great. 
  Typically robots will have their personality stored on a core 
  cylinder (as found in mobile personality storage units), in which 
  case the cylinder can be removed even from a severely damaged 
  robot body. Removal requires a Medium All-or-Nothing 
  Engineering (Cybernetics) maneuver and requires five rounds 
  (usually). If the body has been completely destroyed, then the core 
  cylinder will be destroyed with it.
  Of course, if a copy of the robot personality exists, it can be 
  downloaded or plugged into a new body.
  Example Robots
  The example robots presented in this section can be used as the basis 
  for PC robot characters, NPC robots or as customizable templates 
  for the SysOp to use as a starting point to create new robotic and 
  android designs. All example robots have been developed to 1st 
  level only and some Development Points have been left available 
  for SysOp and/or player customization.
  1
  4 Combat Robot
  Description: The Combat Robot is a killing machine, period. Its 
  form is an angular humanoid abstraction, all straight lines and 
  sharp edges. By dint of extremely careful bracing, the Combat 
  Robot has an assault laser mounted on one arm and an assault 
  rifle mounted on the other. Certain megacorporations have 
  experimented with gravitic models where the legs are replaced 
  with a half-meter cylindrical housing gravitic propulsion. All 
  Combat Robot designs are considered Restricted technology. 
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 110; PP: 0; PEP: 0;
  Profession: Soldier
  Adolescence and Starting Skills: Combat Style (Two 
  Gun Combo):(4) 40; Computer Operation:(2) 20; Computer 
  Programming:(1) 15; Driving (1) 15; Endurance:(8)110; Mundane 
  Lore (Tactics):(2) 20; Perception:(3) 25; Resistance (Electronic):(1) 
  35; Resistance (Stamina): (1) 15; Resistance (Will):(1) 25; 
  Signaling:(2) 20; Sniping:(2) 20; Weapon Skill (2-Handed 
  Energy):(6) 40; Weapon Skill (2-Handed Projectile):(6) 40; 
  Zero-G Maneuvering:(2) 20; 19 skill ranks in Linguistics
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities (suggested): Lightning Reflexes, +10 
  to Combat Styles (Two Gun Combo)
  Talents: Ambidexterous Design [10 DPs, 20,000], Armored 
  Body [10 DPs, +20, 400,000], EMP Shielded [4 DPs, +10, 40,000], 
  Integrated Equipment (radio) [2 DPs, 2,000], Weapons System 
  (assault laser) [2 DPs, 9,000], Weapons System (assault rifle) [2 
  DPs, 3,000], Walker Locomotion [8 DPs, 8,000], Manipulator 
  Limbs [10 DPs, 10,000], Audio Amplifier [2 DPs, +10, 2000], 
  Directional Audio [2 DPs, 200], Normal Audio [6 DPs, 6,000], 
  Antiglare Vision [2 DPs, 200], Low Light Vision [2 DPs, 500], 
  Normal Vision [6 DPs, 6,000], Cryptocomms [4 DPs, 200], Voice 
  [4 DPs, 4,000]
  Total Cost: 1,129,100
  DPs Remaining: 20
  108
   
  
  1
  4 Companion Android
  Description: Companion Androids are marketed as utterly loyal, 
  totally discreet cybernetic friends. In some circles, Companion 
  Androids are considered the perfect butler or maidservant. 
  Their outer design is as life-like and natural as possible. Many 
  Companions are handsome, most are beautiful, almost all are 
  modeled according to the prevailing standard of beauty of 
  their designer’s species. There is a flourishing black market in 
  Companion Androids for “personal” services in many societies.
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 60; PP: 0; PEP: 0;
  Profession: Entertainer
  Adolescence and Starting Skills: Acting:(3): 25; Computer 
  Operation:(1) 15; Computer Programming:(1) 15; Dancing:(2): 
  20; Driving:(2) 20; Duping:(3) 25; Endurance:(1) 75; First Aid:(1) 
  15; Jumping:(1): 15; Mundane Lore:(3) 25; Perception:(1) 15; 
  Play Instrument:(2) 20; Public Speaking:(3) 25; Resistance 
  (Electronic):(1) 35; Resistance (Stamina):(1) 15; Resistance 
  (Will):(1) 25; Singing:(2) 20; Sports:(3) 25; Stalking & Hiding:(1) 
  15; Storytelling:(2) 30; Vocation (Servant):(5) 35; 19 skill ranks in 
  Linguistics
  Special Abilities: Biological Immunities, Internal Clock, Perfect 
  Memory, Self Contained, Zero Sleep.
  Professional Abilities (suggested): Natural Linguist, +10 to 
  Storytelling
  Talents: Biological Surface [2 DP, 100,000], Concealed Storage 
  [2 DPs, 2,000], EMP Shielded [2 DPs, +5, 20,000], Flotation [10, 
  50,000], Walker Locomotion [8 DPs, 8,000], Manipulator Limbs 
  [10 DPs, 10,000], Directional Audio [2 DPs, 200], Normal Audio 
  [6 DPs, 6,000], Normal Vision [6 DPs, 6,000], Olfactory Sense [5 
  DPs, 5000], Tactile Sense [5 DPs, 5000], Taste Sense [5 DPs, 5000], 
  Voice [4 DPs, 4,000], Voice Modulator [4 DPs, 500], Waterproof 
  [5 DPs, 50,000]
  Total Cost: 875,700
  DPs Remaining: 24
  1
  4 Espionage Android
  Description: An Espionage Android is designed to mimic 
  members of a specific species. Espionage Androids may be 
  deployed in short-term infiltration missions or as long-term 
  “sleepers” awaiting a particular moment to strike. Their abilities 
  assist in surreptitious collection of information. Carefully timed 
  hacking of sensors and datalinks can ensure that their robotic 
  nature is not revealed before their work is complete. 
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 80; PP: 0; PEP: 0;
  Profession: Spy
  Adolescence and Starting Skills: Acting: (1) 15; Climbing:(1) 
  15; Computer Hacking: (3) 25; Computer Operation: (1) 15; 
  Computer Programming: (2) 20; Duping: (3) 25; Electronic 
  Bypass: (3) 35; Endurance: (2) 80; Forensics: (2) 20; Jumping: (1) 
  15; Locks & Traps: (1) 15; Machine Operation: (2) 20; Mimicry: 
  (1) 15; Perception: (4) 30; Resistance (Electronic):(1) 35; 
  Resistance (Stamina):(1) 15; Resistance (Will):(1) 25; Signaling: 
  (1) 15; Stalking & Hiding:(3) 25; Weapon Skill (1 Handed 
  Energy): (3) 25; Weapon Skill (1 Handed Projectile): (2) 20; 
  Zero-G Maneuvering:(2) 20; 19 skill ranks in Linguistics
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities (suggested): Judge of Value, +10 to 
  Electronic Bypass
  Talents: Biological Surface [2 DP, 100,000], Concealed Storage 
  [2 DPs, 2,000], EMP Shielded [8 DPs, +20, 80,000], Weapons 
  System (needle pistol) [2 DPs, 2,500], Walker Locomotion [8 DPs, 
  8,000], Manipulator Limbs [10 DPs, 10,000], Audio Amplifier [2 
  DPs, +10, 2000], Directional Audio [2 DPs, 200], Normal Audio 
  [6 DPs, 6,000], Low Light Vision [2 DPs, 500], Normal Vision [6 
  DPs, 6,000], Telescopic Focusing [2 DPs, 500], Cryptocomms [4 
  DPs, 200], Voice [4 DPs, 4,000], Voice Emulator [4 DPs, 1,000], 
  Waterproof [5 DPs, 50,000]
  Total Cost: 878,900
  DPs Remaining: 29 
  109
   
  
  1
  4 Explorer Robot
  Description: Built like a miniature tank, the Explorer Robot is a 
  rugged survivor, bristling with sensors. Its manipulator arms can 
  be extended from their normal position beside the top chassis 
  to collect samples. Armed, armored, and able to blend into its 
  environment, the Explorer Robot is often the first to tread the 
  surface of a new world. Other models exist featuring gravitic 
  locomotion or defenses against very hostile environments.
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 75; PP: 0; PEP: 0;
  Profession: Scout
  Adolescence and Starting Skills: Biology: (1) 15; Chemistry: 
  (1) 15; Climbing: (1) 15; Computer Operation: (1) 15; Driving:(2) 
  20; Endurance:(1) 75; Jumping:(1) 15; Machine Operation: (2) 
  20; Navigation: (6) 50; Perception: (3) 25; Planetology: (2) 20; 
  Resistance (Electronic):(1) 35; Resistance (Stamina):(1) 15; 
  Resistance (Will):(1) 25; Signaling: (2) 20; Stalking & Hiding:(2) 
  20; Survival: (5) 35; Weapon Skill (1-Handed Energy): (5) 35; 
  Xenology: (2) 20; 19 skill ranks in Linguistics
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities (suggested): Xenophile, +10 to 
  Navigation
  Talents: Armored Body [5 DPs, +10, 200,000], Chameleon 
  Surface [5 DPs, 50,000], EMP Shielded [4 DPs, +10, 40,000], 
  Integrated Equipment (radio) [2 DPs, 2,000], Integrated 
  Equipment (scanner) [2 DPs, 4,000], Weapons System (laser 
  pistol) [2 DPs, 2,000], Tracked Locomotion [4 DPs, 4,000], 
  Manipulator Limbs [10 DPs, 10,000], Audio Amplifier [2, +10, 
  2000], Directional Audio [2 DPs, 200], Normal Audio [6 DPs, 
  6,000], Antiglare Vision [2 DPs, 200], Low Light Vision [2 DPs, 
  500], Normal Vision [6 DPs, 6,000], Thermal Imaging [4 DPs, 
  1000], Voice [4 DPs, 4,000], Waterproof [5 DPs,  50,000]
  Total Cost: 985,800
  DPs Remaining: 33 
  1
  4 Medical Robot
  Description: A caricature of the form of their designer’s species, 
  Medical Robots lack the personal touch of biological nurses and 
  doctors. Indeed, their skeletal build, long thin arms, and surgical 
  tool hands can give them a rather terrifying appearance when 
  unexpectedly encountered. Most Medical Robots overcompensate 
  for this with extreme courtesy and a professional manner.
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 75; PP: 0; PEP: 0;
  Profession: Researcher
  Adolescence  and Starting Skills: Audiovisual Recording:(2) 
  20; Biology: (3) 25; Chemistry: (2) 20; Computer Operation: 
  (2) 20; Engineering (cybernetics):(2) 20; First Aid: (6) 50; 
  Endurance:(1) 75; Jumping:(1) 15; Medical Practice: (6) 50; 
  Medical Science: (6) 50; Perception: (3) 25; Psychology: (1) 
  15; Resistance (Electronic):(1) 35; Resistance (Stamina):(1) 
  15; Resistance (Will):(1) 25; Xenology: (2) 20; 19 skill ranks in 
  Linguistics
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities (suggested): Physician, +10 to 
  Medical Practice
  Talents: EMP Shielded [4 DPs, +10, 40,000], Integrated 
  Equipment (bioscanner) [2 DPs, 4,000], Integrated Equipment 
  (medical scanner) [2 DPs, 10,000], Walker Locomotion [8 DPs, 
  8,000], Manipulator Limbs [10 DPs, 10,000], Tool Option [4 
  DPs, 500], Normal Audio [6 DPs, 6,000], Low Light Vision [2 
  DPs, 500], Microvision [4 DPs, 1000], Normal Vision [6 DPs, 
  6,000], Tactile Sense [5 DPs, 5000], Knowledge Package (Medical 
  Practice) [2 DPs, 5,000], Radiocommunicator [2 DPs, 2,000], 
  Voice [4 DPs, 4,000], Waterproof [5 DPs, 50,000]
  Total Cost: 756,000
  DPs Remaining: 34 
  110
   
  
  1
  4 Repair Robot
  Description: Commonly designed as one-meter tall cylinders 
  with stubby legs on wheels and long manipulator arms, 
  Repair Robots can perform extremely delicate maintenance 
  in confined spaces and hazardous environments. Really large 
  jobs (particularly involving heavy lifting) will necessitate the 
  deployment of multiple robots working in cooperation.  Variants 
  exist specifically designed for work in space and extreme 
  planetary environments.
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 75; PP: 0; PEP: 0;
  Profession: Tech
  Adolescence and Starting Skills: Chemistry:(1) 15; 
  Computer Operation: (2) 20; Computer Programming: (5) 45; 
  Driving:(2) 20; five Engineering skills: (3) 25; Endurance:(1) 75; 
  Jumping:(1) 15; Machine Operation: (6) 40;  Mathematics:(2) 
  20; Perception: (1) 15; Physics:(1) 15; Resistance (Electronic):(1) 
  35; Resistance (Stamina): (1) 15; Resistance (Will):(1) 25; 19 skill 
  ranks in Linguistics 
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities: Fast Fixer, +10 to Computer 
  Programming
  Talents: Armored Body [5 DPs, +10, 200,000], Concealed 
  Storage [2 DPs, 2,000], EMP Shielded [4 DPs, +10, 40,000], 
  Integrated Equipment (mini-microscope) [2 DPs, 20,000], 
  Integrated Equipment (techscanner) [2 DPs, 5,000], Wheeled 
  Locomotion [2 DPs, 2,000], Manipulator Limbs [10 DPs, 
  10,000], Grip Lock [2 DPs, 1000], Tool Option [4 DPs, 500], 
  Audio Amplifier [2, +10, 2000], Audio Antisound [4 DPs, 300], 
  Directional Audio [2 DPs, 200], Normal Audio [6 DPs, 6,000], 
  Antiglare Vision [2 DPs, 200], Low Light Vision [2 DPs, 500], 
  Microvision [4 DPs, 1000], Normal Vision [6 DPs, 6,000], 
  Dataconnection [2 DPs, 2000], Radiocommunicator [2 DPs, 
  2,000], Waterproof [5 DPs, 50,000]
  Total Cost: 950,700 
  DPs Remaining: 30
  1
  4 Security Robot
  Description: In poor light or from the right angle, a Security 
  Robot might be mistaken for a particularly big and muscular 
  individual (of a particular species). Up close, the cybernetic nature 
  of this sentry is apparent from its gleaming chrome surface and 
  arm-mounted weaponry. Standard programming for a Security 
  Robot is to use nonlethal force when subduing perceived threats; 
  lethal force is reserved for retaliation against armed opponents. 
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 100; PP: 0; PEP: 0;
  Profession: Soldier
  Adolescence and Starting Skills: Audiovisual Recording: 
  (2) 20; Climbing:(2) 20; Combat Style (Two Gun Combo):(6) 40; 
  Computer Operation: (2) 20; Driving:(1) 15; Forensics: (2) 20; 
  Interrogation: (1) 15; Endurance:(6) 100; Jumping:(2) 20; Machine 
  Operation: (3) 25; Perception: (6) 40; Resistance (Electronic):(1) 
  35; Resistance (Stamina): (1) 15; Resistance (Will):(1) 25; 
  Signaling: (2) 20; Weapon Skill (1 Handed Energy): (6) 40; 19 skill 
  ranks in Linguistics
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities (suggested): Lightning Reflexes, +10 
  to one Weapons skill
  Talents: Ambidexterous Design [10 DPs, 20,000], Armored 
  Body [10 DPs, +20, 400,000], EMP Shielded [6 DPs, +15, 
  60,000], Integrated Equipment (retinal scanner) [2 DPs, 2,750], 
  Weapons System (laser pistol) [2 DPs, 2,000], Weapons System 
  (electrostunner) [2 DPs, 3,000], Walker Locomotion [8 DPs, 
  8,000], Manipulator Limbs [10 DPs, 10,000], Audio Amplifier 
  [3, +15, 3000], Directional Audio [2 DPs, 200], Normal Audio 
  [6 DPs, 6,000], Low Light Vision [2 DPs, 500], Motion Sensing 
  Vision [2 DPs, 1000], Normal Vision [6 DPs, 6,000], Voice [4 DPs, 
  4,000]
  Total Cost: 1,530,450
  DPs Remaining: 25
  111
   
  
  1
  4 Tutor Android
  Description: Tutor Androids favor designs that are close 
  approximations of the average individual of the chosen species. 
  Bland, pleasant appearances and (attempted) inoffensive 
  mannerisms are synonymous with Tutor Androids. Although the 
  mainstay of their work is classroom teaching and private tuition, 
  variant designs are available as personal aides and translators.  
  Stats: St:75(+5); Co:75(+5); Ag:75(+5); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 75; PP: 0; PEP: 0;
  Profession: Researcher
  Adolescence Skills: Computer Operation: (2) 20; Computer 
  Programming:(2) 20; Duping: (1) 15; First Aid: (1) 15; 
  Endurance:(1) 75; Jumping:(1) 15; 1 Mundane Lore: (3) 
  45;  2 Mundane Lores : (3) 25; Perception: (2) 20; Resistance 
  (Electronic):(1) 35; Resistance (Stamina): (1) 15; Resistance 
  (Will):(1) 25; 1 Scientific Skill: (4) 40; 2 Scientific Skills: (4) 30; 
  Storytelling:(1) 15; Vocation (teacher): (4) 30; Writing:(1) 15; 19 
  skill ranks in Linguistics
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities (suggested): Academic Specialization, 
  +10 to one Scientific skill
  Talents: Biological Surface [2 DP, 100,000], EMP Shielded [2 
  DPs, +5, 20,000], Integrated Equipment (radio) [2 DPs, 2,000], 
  Walker Locomotion [8 DPs, 8,000], Manipulator Limbs [10 DPs, 
  10,000], Audio Amplifier [1, +5, 1000], Directional Audio [2 
  DPs, 200], Normal Audio [6 DPs, 6,000], Normal Vision [6 DPs, 
  6,000], Olfactory Sense [5 DPs, 5000], Tactile Sense [5 DPs, 5000], 
  3 Knowledge Packages [6 DPs, 15,000], Voice [4 DPs, 4,000], 
  Waterproof [5, 50,000]
  Total Cost: 836,200
  DPs Remaining: 36
  1
  4 Worker Robot
  Description: Worker Robots may look like hulking boxes with 
  cylindrical limbs, suited only to heavy lifting and monotonous 
  simple tasks. In fact, they are highly efficient and skilled 
  mechanical laborers, capable of performing intricate construction. 
  Unlike biological employees, they can work non-stop and in 
  conditions that would be hazardous to organic life. The model 
  described below is an industrial factory unit. Other variants 
  include agricultural laborers and mining robots.
  Stats: St:75(+10); Co:75(+5); Ag:75(+10); Qu:75(+5); SD:75(+5); 
  Re:75(+5); In:75(+5); Pr:75(+5)
  Hits: 75; PP: 0; PEP: 0;
  Profession: Dilettante
  Adolescence Skills: Computer Operation: (6) 50; Computer 
  Programming: (4) 30; 4 Engineering skills: (4) 30; Endurance:(1) 
  75; Jumping:(1) 15; Machine Operation: (6) 50; Perception: (3) 
  25; Resistance (Electronic):(1) 35; Resistance (Stamina): (1) 15; 
  Resistance (Will):(1) 25; 19 skill ranks in Linguistics
  Special Abilities: Biological Immunities, High Body Density, 
  Internal Clock, Perfect Memory, Self Contained, Zero Sleep.
  Professional Abilities: +10 to Computer Operation and 
  Machine Operation skills
  Talents: Agile Body [10 DPs, +5, 100,000], Strong Body [10 DPs, 
  +5, 100,000], Wheeled Locomotion [2 DPs, 2,000], Manipulator 
  Limbs [10 DPs, 10,000], Multiple Subskill Proficiency (Machine 
  Operation: scanners, x2) [10 DPs], Tool Option [4 DPs, 500], 
  Normal Audio [6 DPs, 6,000], Low Light Vision [2 DPs, 500], 
  Microvision [4 DPs, 1000], Normal Vision [6 DPs, 6,000], Tactile 
  Sense [5 DPs, 5000], Dataconnection [2 DPs, 2000], Waterproof 
  [5, 50,000]
  Total Cost: 987,000
  DPs Remaining: 24
  112
   
  
  Robotic Critical 
  Tables  
  1
  1 Reading the Critical Tables
  Each entry on the critical tables has two parts: the description of 
  the attack, and its effects. 
  The description is included purely for dramatic flavor. SysOps 
  are encouraged to modify the result to reflect the actual situation. 
  For example, if a robotic foe uses gravitic locomotion and the 
  description mentions damage to the robot’s leg, the result should 
  be reinterpreted as damage to the gravitic components. As always, 
  common sense should prevail.
  The second part of the attack description describes its effect. 
  Attacks can have any of the following results:
  Hits: This is damage that is subtracted from the target’s total 
  Concussion Hits. This represents minor damage, dents, gouges, 
  scratches, chipping, and the like. If the description describes 
  instant destruction, it still lists an amount of concussion hit 
  damage. This damage represents the damage from the strike, and 
  damage that must be repaired before the character’s body can be 
  restored to normal operation.
  Stunned: If a robotic target is stunned, its programming is 
  effectively stalled, pending integrity checking and software 
  rebooting. It may not attack, although it may still parry melee 
  attacks using up to one half of its Offensive Bonus. This parry is 
  resolved in the same manner that a Full Parry is resolved. Any 
  other action requiring a Maneuver roll receives a modifier of -50. 
  Actions that do not require Maneuver rolls do not suffer penalties. 
  Movement is limited to one-half BMR, maximum Pace of Run. 
  When a robotic receives a result that says that they are Stunned 
  for one or more rounds, the character can make an Electronic-
  based Resistance Roll. They must equal or beat a RR of 100 or they 
  are stunned. If there is more than one round of Stun, the number 
  to beat is raised by 10 for every round past the first. 
   
  1Example: If the robot receives a critical that gives three rounds 
  of Stun, then the character immediately makes an Electronic 
  RR(120) or he is stunned for 3 rounds. (base of 100 + 10 for each 
  round beyond the first = 120 total).
  Leakage: This represents a leak of hydraulic fluids from the 
  robot. The severity of the leak is measured in rounds before all 
  the fluid has drained out of that part of the robot. Once this 
  happens, the leaking area of the robot (usually a limb) becomes 
  immobilized.
  Penalties: These are penalties on all Strength, Agility and 
  Quickness Maneuvers (including OB). These penalties may reduce 
  a character’s DB, but only their Quickness bonus to their DB, not 
  Defensive Bonuses received from other sources. These penalties 
  cannot reduce a character’s Quickness bonus below zero. These 
  negative modifiers are the result of damage to essential robotic 
  systems. If a character is stunned, combine the penalties from the 
  stun with the penalties given separately. Once the Stun has worn 
  off, its penalty (-50) is removed from those applied to all actions.
  Disabled: One or more robotic subsystems (such as sensors, 
  locomotion, manipulation) can be rendered inoperable. The 
  subsystems are off-line and unusable until repaired, but are not 
  totally destroyed.
  Corrupted: This represents harm to the character’s programming 
  and personality routines and equates to penalties on all Insight, 
  Presence, Reasoning, and Self Discipline Maneuvers. If a character 
  is stunned, combine the penalties from the stun with the penalties 
  given separately. Once the Stun has worn off, its penalty (-50) is 
  removed from those applied to all actions.
  Destruction: Instantaneous or eventual. 
  All attack results (except leakage) are cumulative. For example, 
  characters stunned and at penalties from two separate attacks have 
  the negative effects combined! 
  For multiple hydraulic leaks at the same location, the fluid will 
  drain in the number of rounds given by the most severe leak, less 
  one round for each additional leak.
   
  1Example: Marvin has received three leakage injuries on the 
  same arm. The leaks will drain the arm in 10 rounds, 5 rounds, 
  and 7 rounds, respectively. All the hydraulic fluid will pour out of 
  the arm in 3 rounds (5 rounds for most severe leak – 2 for other 
  leaks).
  All critical results give a suggested cost and time to repair any 
  damage other than hits, leaks or stuns. The suggested cost is as a 
  percentage of the robot’s body for general damage – SysOps may 
  choose instead to use the cost of the specific subsystem damaged.
  113
   
  
  1
  4 Robotic Energy Tables
  Robotic Energy Criticals
  Roll
  Result
  (-19)-(-10) I’m sure you did hit him. Foe takes 3 Hits.
  (-9)-0 Not a bad shot, all things considered. Foe takes 6 Hits
  1-10 Grazing burn damages any biological surface on one manipulator limb. Foe takes 9 Hits. (Time to 
  repair: 30 minutes; Cost: 5%)
  11-20 Scorch damage sears any biological surface on one locomotive limb. Foe suffers 10 Hits and is at –5. 
  (Time to repair: 1 hour; Cost: 10%) 
  21-30 Midsection strike fries any biological surface on torso and damages some nearby circuitry. Foe takes 
  12 Hits and is at –5. (Time to repair: 1 hour; Cost: 10%)
  31-40 Bolt penetrates through any biological surface (destroying it) on foe’s manipulator limb. Foe is 
  stunned 1 round, at a –5 penalty, and takes 15 Hits. (Time to repair: 1 hour; Cost: 10%)
  41-50 Shot hits upper portion of robot’s locomotive gear (destroying biological surface there) and 
  damaging internal circuitry. Foe is stunned 1 round, at -10, and takes 18 Hits. (Time to repair: 2 hours; 
  Cost: 15%)
  51-60 Bolt strikes junction of manipulator arm and main body, causing hydraulic fluid to boil out. Foe is 
  stunned 2 rounds, at –10, and takes 21 Hits. Fluid will be boiled out completely in 10 rounds. (Time 
  to repair: 2 hours; Cost: 15%)
  61-70 Direct torso strike fails to hit key circuitry. Better luck next time. Foe is still stunned 3 rounds, at –15, 
  and takes 23 Hits. (Time to repair: 2 hours; Cost: 15%)
  71-80 Bolt hits manipulator arm square on, burning off any biological or chameleon surface and disabling 
  any integrated equipment or weapon system on that arm. Foe is stunned for 4 rounds, at –20, and 
  takes 26 Hits. Hydraulic fluids will drain out of arm in 8 rounds. (Time to repair: 3 hours; Cost: 20%)
  81-85 Foe wobbles as bolt tears into lower limbs. Foe is stunned for 5 rounds, at –20, and takes 29 Hits. 
  Hydraulic fluid will boil out of locomotive gear completely in 5 rounds. (Time to repair: 3 hours; Cost: 
  20%)
  86-90 Precision fire disables robot’s auditory sensors, while the rest of the blast stuns foe for 6 rounds, puts 
  it at a –25 penalty, and delivers 35 Hits. (Time to repair: 3 hours; Cost: 20%)
  91-95 Worthy shot burns off any biological or chameleon surface on foe’s head to reveal chrome underneath 
  and disables any visual options (but not sensors themselves). Robot is stunned for 7 rounds, at –25 
  and takes 39 Hits. (Time to repair: 3 hours; Cost: 25%)
  96-100 Top shooting! One of foe’s manipulator arms (and any integrated equipment or weapons) is 
  completely disabled as wave of fire melts most of the circuitry. Foe is stunned for 8 rounds, at –30, 
  and suffers 42 Hits. (Time to repair: 4 hours; Cost: 25%)
  101-105 That’s one robot that won’t be going anywhere. Blast has penetrated locomotive gear, disabling it 
  completely. Foe takes 45 Hits, stunned for 10 rounds from electrical feedback, and at –40. (Time to 
  repair: 4 hours; Cost: 25%)
  106-110 Well-aimed shot burns a major hole through robot’s upper torso, taking out all of the sensor circuitry. 
  All sensors disabled. Foe takes 50 Hits, stunned for 12 rounds, and at –40. Still standing, though. 
  (Time to repair: 6 hours; Cost: 30%)
  111-115 Robot is now headless as blast melts head (destroying any sensors mounted on it). Next time, try 
  to remember its brain is in its torso. Foe takes 55 Hits, stunned for 15 rounds, and at –50. (Time to 
  repair: 8 hours; Cost: 40%)
  116-119 Excellent work as you burn out its power supplies, disabling the robot completely. Foe takes 60 Hits, 
  at –50, and is completely unable to act. (Time to repair: 10 hours; Cost: 40%)
  120 Goodbye, Marvin. Perfect shot strikes personality unit and power supplies. Small internal explosion 
  ends robot’s existence. Foe is dead. Foe takes 65 Hits. (Time to repair and replace: 12 hours; Cost 50%)
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  114
   
  
  1
  4 Robotic Melee Criticals
  Robotic Melee Criticals
  Roll
  Result
  (-19) – (-10) Explain to me again why your species is the pinnacle of evolution? 1 Hit.
  (-9) – 0 Clang! 2 Hits.
  01 – 10 You have a bad feeling about this. 3 Hits.
  11 – 20 You dent your foe’s torso. 4 Hits.
  21 – 30 You hit foe’s head. It is made of metal, you twit. 5 Hits.
  31 – 40 Your blow hits foe’s manipulator limb and strikes oil, well hydraulic fluid. Foe takes 
  6 Hits and limb will drain in 12 rounds.
  41 – 50 Low blow catches foe’s leg. Foe takes 7 Hits. Leak will drain leg in 10 rounds.
  51 – 60 Strong blow rocks robot. Foe takes 8 Hits and is at –5. (Time to repair: 30 minutes; 
  Cost: 5%)
  61 – 70 Shaken, but not stirred. Foe takes 9 Hits and is at –10. (Time to repair: 1 hour; 
  Cost: 5%)
  71 – 80 Head strike disables auditory sensor options (but not basic hearing). Foe takes 10 
  Hits, is stunned 1 round, and is at -15. (Time to repair: 1 hour; Cost: 10%)
  81 – 85 Chest blow disables foe’s voice unit. Foe takes 12 Hits, is stunned 2 rounds, and is 
  at -15. (Time to repair: 1 hour; Cost: 10%)
  86 – 90 Desperate slash disables any weapon system and integrated equipment on foe’s 
  manipulator arm. Foe takes 14 Hits, is stunned 2 rounds, and is at –20. Hydraulic 
  fluid will completely leak out in 8 rounds. (Time to repair: 2 hours; Cost: 15%)
  91 – 95 So close. Blow disables foe’s visual sensor options (but not basic vision). Still, robot 
  takes 15 Hits, is stunned 3 rounds, and is at –20 from feedback issues. (Time to 
  repair: 2 hours; Cost: 15%)
  96 – 100 Hang on in there! Substantial damage to foe’s locomotive gear. Foe takes 18 Hits, 
  is stunned 4 rounds, and is at –25. Hydraulic fluid will empty out of its legs in 6 
  rounds. (Time to repair: 3 hours; Cost: 20%)
  101 – 105 Satisfying attack disables one of foe’s manipulator arms. Foe suffers 20 Hits, is 
  stunned 5 rounds and is at –30. (Time to repair: 3 hours; Cost: 25%)
  106 – 110 Reverberating attack disables foe’s visual and auditory sensors. Foe takes 22 Hits, 
  is stunned 6 rounds, and is at –35. (Time to repair: 4 hours; Cost: 25%)
  111 – 115 Foe hits the deck as you smash up its legs. There are wires and pools of hydraulic 
  fluid everywhere. Foe takes 25 Hits, is stunned 8 rounds, and is at –40. (Time to 
  repair: 6 hours; Cost: 30%)
  116 – 119 Foe blows multiple fuses as your blow eliminates key electrical transfer points. 
  All manipulators and locomotive gear disabled. Foe takes 27 Hits, is stunned 10 
  rounds, and at –50. Impressive shower of sparks from torso. (Time to repair: 8 
  hours; Cost: 40%)
  120 Your blow caves in foe’s torso and crushes personality unit. It’s over. Robot is dead. 
  Foe takes 30 Hits. (Time to repair and replace: 10 hours; Cost 50%)
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  115
   
  
  1
  4 Robotic Neuro Tables
  Robotic Neuro Criticals
  Roll
  Result
  (-19) – (-10) Temporary processing glitch. Stunned 1 round.
  (-9) – 0 Checksum errors detected. Stunned 2 rounds to recover.
  01 – 10 Transient internal communications overload. Stunned 3 rounds while it passes.
  11 – 20 Stunned 4 rounds while waiting on error handling routines completing.
  21 – 30 Is that an infinite loop in the code? Stunned 5 rounds until exit condition is 
  triggered.
  31 – 40 Parse error on Goto? You should sue the coder. Stunned 6 rounds.
  41 – 50 Personality suffers –5 software corruption penalty. If available, sensory option 
  (but not visual or auditory) is disabled for 1 minute. Stunned 7 rounds. (Time to 
  repair: 30 minutes. Cost: 0%)
  51 – 60 Personality suffers –5 software corruption penalty. If available, one audio or 
  visual sense option (but not normal hearing or vision) is disabled for 1 minute. 
  Stunned 8 rounds. (Time to repair: 30 minutes. Cost: 0%)
  61 – 70 Personality suffers –10 software corruption penalty. If available, one integrated 
  equipment or weapons system is disabled for 1 minute. Stunned 9 rounds. (Time 
  to repair: 1 hour. Cost: 0%)
  71 – 80 Personality suffers –10 software corruption penalty. If available, one 
  manipulator arm is disabled for 1 minute. Stunned 10 rounds. (Time to repair: 1 
  hour. Cost: 0%)
  81 – 85 Personality suffers –15 software corruption penalty. If available, all audio senses 
  are disabled for 5 minutes. Stunned 12 rounds. (Time to repair: 2 hours. Cost: 0%)
  86 – 90 Personality suffers –15 software corruption penalty. If available, locomotive gear 
  is disabled for 5 minutes. Stunned 15 rounds. (Time to repair: 2 hours. Cost: 0%)
  91 – 95 Personality suffers –20 software corruption penalty. If available, all sensory 
  processor options are disabled for 10 minutes. Stunned 18 rounds. (Time to 
  repair: 3 hours. Cost: 0%)
  96 – 100 Personality suffers –20 software corruption penalty. If available, all visual senses 
  are disabled for 10 minutes. Stunned 20 rounds. (Time to repair: 3 hours. Cost: 
  0%)
  101 – 105 Personality suffers –25 software corruption penalty. If available, all software 
  options are disabled for 20 minutes. Stunned 25 rounds. (Time to repair: 4 hours. 
  Cost: 0%)
  106 – 110 Personality suffers –30 software corruption penalty. If available, all manipulator 
  limbs are disabled for 20 minutes. Stunned 30 rounds. (Time to repair: 6 hours. 
  Cost: 0%)
  111 – 115 Personality suffers –40 software corruption penalty. If available, entire body is 
  disabled for 30 minutes. Stunned 30 rounds. (Time to repair: 8 hours. Cost: 0%)
  116 – 119 Personality suffers –50 software corruption penalty. If it could, it would try 
  singing “Daisy, daisy”. If available, entire body is disabled for 1 hour. Stunned 30 
  rounds. (Time to repair: 12 hours. Cost: 0%)
  120 Personality is completely scrambled into a random stream of meaningless binary 
  data. Recovery is impossible. Where are your backup copies?
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  116
   
  
  1
  4 Robotic Piercing Tables
  Robotic Piercing Criticals
  Roll
  Result
  (-19)-(-10) Next time, try aiming first. 1 Hit
  (-9)-0 You scratched the paintwork. 2 Hits
  1-10 Grazing shot. 4 Hits
  11-20 Robot is barely inconvenienced. 6 Hits. I wonder how many it will do to you?
  21-30 Minor damage to manipulator limb. 8 Hits, but fluid will leak out completely in 12 
  rounds. (Time to repair: 30 minutes; Cost: 5%)
  31-40 Bullet pierces lower leg. Foe takes 10 Hits and leaking fluids (10 rounds to drain 
  completely). (Time to repair: 30 minutes; Cost: 5%)
  41-50 Torso shot delivers 12 Hits and leaves foe at a –5 penalty. (Time to repair: 1 hour; 
  Cost: 5%)
  51-60 Bullet hits upper chest and mangles some circuitry as it passes through. Robot takes 
  14 Hits and is at 10. (Time to repair: 1 hour; Cost: 10%)
  61-70 Bullet disables a sensor subsystem (not audio or visual). Robot is at –10, stunned 1 
  rounds, and takes 15 Hits. (Time to repair: 1 hour; Cost: 10%)
  71-80 Robot’s voice unit is disabled. Robot is stunned 2 rounds, at –10, suffers 16 Hits, and 
  is speechless. (Time to repair: 2 hours; Cost: 10%)
  81-85 Bullet smashes up a weapon system or integrated equipment unit. Robot takes 18 
  Hits from collateral damage, is stunned 2 rounds, and is at –15. (Time to repair: 2 
  hours; Cost: 15%)
  86-90 Leg shot ruins vital components in leg. Foe takes 20 Hits, is stunned 3 rounds, and 
  is at –20. Hydraulic fluid will drain completely in 6 rounds. (Time to repair: 3 hours; 
  Cost: 15%)
  91-95 Head shot disables audio sensors. Foe takes 22 Hits, is stunned 4 rounds and is at 
  –25. (Time to repair: 3 hours; Cost: 20%)
  96-100 Bullet intersects robot’s principal manipulator limb at key joint. Foe takes 24 Hits, 
  is stunned 4 rounds and is at –25. Limb is disabled. (Time to repair: 4 hours; Cost: 
  20%)
  101-105 Lucky shot disables visual sensors. Foe is at –30, stunned 5 rounds, and takes 26 
  Hits. (Time to repair: 4 hours; Cost: 25%)
  106-110 Robot decides to stay put as bullet disables locomotion completely. Engineer! Foe is 
  at –35, stunned 6 rounds, and suffers 28 Hits. (Time to repair: 6 hours; Cost: 30%)
  111-115 Bullet enters torso where it ricochets around knocking out vital connections. All 
  robot sensors and manipulators disabled. I think it wants its designer. Foe takes 30 
  Hits, is stunned 7 rounds, and is at -40. (Time to repair: 8 hours; Cost: 40%)
  116-119 Precise shot takes out robot’s principal power supply. Power breakers trip preventing 
  explosion but render robot completely inert. Foe takes 32 Hits, is stunned 8 rounds, 
  and is at –50. Tendrils of smoke are coming from foe’s torso. (Time to repair: 10 
  hours; Cost: 40%)
  120 Top Gun! Your shot hits the personality unit dead center. This robot has been 
  terminated. 35 Hits. (Time to repair and replace: 12 hours; Cost 50%)
  Attack Size Modifiers
  Attack Size
  Critical Modifier
  Tiny
  -20
  Small
  -10
  Medium
  0
  Large
  +10
  Huge
  +20
  117
   
  
  1
  4 Robotic Malfunction Table
  Roll
  Result
  (-19) – (-10) What malfunction? Unit suffered transient failure but recovers in 1 round.
  (-9) – 0 Unit suffers transient failure but recovers in 1 minute. Can be brought online in ten rounds by an engineer
  01 – 10 Unit suffers temporary downtime and is off-line for ten minutes. Can be brought online in one minute by an engineer.
  11 – 20 Unit damaged. –10 to maneuvers / 90% performance. Time to repair: 10 minutes. Cost: 5%
  21 – 30 Unit damaged. –10 to maneuvers / 80% performance. Time to repair: 30 minutes. Cost: 5% 
  31 – 40 Unit damaged. –15 to maneuvers / 75% performance. Time to repair: 1 hour. Cost: 10% 
  41 – 50 Unit damaged. –15 to maneuvers / 70% performance. Time to repair: 1 hour. Cost: 10% 
  51 – 60 Unit damaged. –20 to maneuvers / 60% performance. Time to repair: 1 hour. Cost: 10% 
  61 – 70 Unit damaged. –20 to maneuvers / 50% performance. Time to repair: 2 hours. Cost: 15%.
  71 – 80 Unit damaged. –25 to maneuvers / 40% performance. Time to repair: 2 hours. Cost: 15% 
  81 – 85 Unit damaged. –25 to maneuvers / 30% performance. Time to repair: 3 hours. Cost: 15%
  86 – 90 Unit damaged. –30 to maneuvers / 25% performance. Time to repair: 3 hours. Cost: 15%
  91 – 95 Unit damaged. –40 to maneuvers / 20% performance. Time to repair: 4 hours. Cost: 20% 
  96 – 100 Unit damaged. –50 to maneuvers / 10% performance. Time to repair: 4 hours. Cost: 20% 
  101 – 105 Unit disabled. –100 to maneuvers / 5% performance. Time to repair: 6 hours. Cost: 25% 
  106 – 110 Unit disabled. –100 to maneuvers / 5% performance. Time to repair: 8 hours. Cost: 30%
  111 – 115 Unit disabled. –100 to maneuvers / 5% performance. Time to repair: 10 hours. Cost: 40% 
  116 – 119 Unit disabled. –100 to maneuvers / 5% performance. Time to repair: 12 hours. Cost: 50%
  120 Unit destroyed. Time to replace: 12 hours. Cost: 100%
  118
   
  
  The Maneuver Table
   Maneuver Results
  Spell/Psi Results
  Total Roll
     Percentage
  Bonus
  RR
  Utility
  (-51) Down
  Fail
  -70
  Fail
  Fail
  (-50) – (-31) 
  Fail
  -65
  Fail
  Fail
  (-30) – (-10) 
  Fail
  -60
  Fail
  Fail
  (-10) – (-01) 
  Fail
  -55
  Fail
  Fail
  0 – 10
  Fumble*
  -50
  Fumble*
  Fumble*
  11 – 20
  10
  -45
  65
  Fail
  21 – 30
  20
  -40
  70
  Fail
  31 – 40
  30
  -35
  75
  Fail
  41 – 50
  40
  -30
  80
  Fail
  51 – 60
  50
  -25
  85
  Fail
  61 – 70
  60
  -20
  90
  Fail
  71 – 80
  70
  -15
  95
  Normal
  81 – 90
  80
  -10
  100
  Normal
  91 – 100
  90
  -5
  110
  Normal
  101 – 110
  100
  +5
  120
  Normal
  111 –130
  110
  +10
  130
  Normal 
  131 – 150
  120
  +20
  140
  Normal
  151 – 170
  130
  +30
  160
  Double 
  171 – 200
  140
  +40
  180
  Double
  201 – 230
  150
  +50
  200
  Double x2
  231 – 260
  160
  +60
  220
  Double x2
  261 – 300
  170
  +70
  240
  Triple 
  301+
  180
  +80
  260
  Triple
  Modifiers
   
  Mundane: No roll required
   
  Routine: +60
   
  Easy: +40
   
  Light: +20
   
  Medium: +0
   
  Hard: -20
   
  Very Hard: -40
   Extremely Hard:  -60
   
  Sheer Folly: -80
   
  Absurd: -100
  * = Fumbles only occur on an unmodified roll of 01– 05 for everything 
  except weapon use. Otherwise, treat the results as a normal failure.
  119
   
  
  Index
  A
  Abort Maneuver  7
  Accidental Damage  106
  Agile Body  94, 96, 112
  AI  49, 83, 85, 86, 87, 88, 89, 
  90, 92, 93, 94, 105
  AI Allowed Master Skill Table  86, 87
  AI Balance  88
  AI characters  85, 86, 88, 94, 105
  AI Costs  88
  Aircar  23, 42, 43
  Air Pilot  6, 7, 8, 47, 87
  Airplane  41, 42, 43
  Air/Space Vehicle Fumble  9
  Anti-vehicle Mine  40, 44
  Armored Body  94, 96, 104, 
  105, 108, 110, 111
  Armor Rating  10, 42, 45, 
  49, 53, 54, 66, 91
  Artificial Intelligence  83
  Atmosphere Range  51
  Attack Roll  10, 49, 50, 51, 52, 
  53, 57, 60, 65, 66, 67, 71
  Attack Type  45, 49
  Autocannon  21, 41, 43, 44, 
  49, 50, 51, 57, 61
  Avatar  89
  B
  batteries  41, 59, 105
  Belter League  18
  Biological Immunities  93, 
  108, 109, 110, 111, 112
  Biological Surface  94, 96, 109, 112
  Blazing Speed  94, 96
  C
  Called Shots  50
  Capital-class vehicles  24, 65
  cargo  42
  Cargo Shuttle  25
  Chameleon Surface  94, 96, 110
  Character Transmission  91
  Coirilon Belt  15, 16, 17
  Combat Example  52, 56
  Combat Robot  108
  communications officer  49, 53, 54
  Companion Android  109
  Computer Hacking  87, 89, 109
  Computer Operation  85, 86, 87, 
  89, 93, 108, 109, 110, 111, 112
  Computer Programming  86, 87, 
  89, 90, 108, 109, 111, 112
  Concealed Storage  94, 96, 109, 111
  Corrupted  113
  Corruption Attack  90
  Corvette  23, 42, 43
  counter-intrusion software  89
  crash  7, 9, 10
  Creating AI Characters  86
  Creating Robot Characters  92
  Critical  9, 10, 45, 49, 50, 51, 54, 60, 
  61, 62, 63, 64, 66, 67, 71, 91, 
  107, 113, 114, 115, 116, 117
  Critical Hit Location Table  50, 51
  Critical Table  10, 49, 54, 
  66, 67, 71, 91, 107
  CRR Targets and Neuro Criticals  91
  Culture  86, 93
  cyberarm  70, 71, 78, 79
  Cyber Control  70, 71, 73, 76
  Cyber Control skill  70, 76
  cyberleg  70, 79, 80
  Cybersense  75, 81
  cyberspace  83, 84, 85, 86, 
  88, 89, 90, 93, 105
  cyberware  55, 69, 70, 71, 72, 73, 
  74, 75, 76, 77, 81, 82, 85
  cyberware augmentation  69, 70, 73
  Cyberware Bonuses  76
  Cyberware Damage By Direct 
  Physical Damage  72
  Cyberware Damage by Indirect 
  Physical Damage  72
  Cyberware Damage from Combat  71
  Cyberware Devices  69, 71, 72, 77
  cyberware options  69, 70
  cyberware options at first level  70
  Cyberware Power  71
  Cyberware Repair  73
  cyberware replacement  69, 70, 73
  D
  Data Probe  89
  decoys  53, 54, 56, 57
  Defensive Bonus  45, 49, 
  53, 65, 66, 67
  defensive driving/piloting  48, 68
  Direct-fire  40, 41
  distance traveled  6, 10, 11, 12
  Docking  6, 7, 9, 18, 63, 64
  Dodging Missiles  54
  Download Form  85, 90
  Downloading into Flesh  90
  Driving  6, 7, 10, 47, 48, 49, 53, 54, 
  59, 66, 68, 87, 108, 109, 110, 111
  E
  Earth  6, 8, 11, 12, 13, 14, 15, 16, 17, 
  18, 24, 47, 73, 84, 91, 106, 107
  Eden  15, 16, 17, 19
  Ejection Attack  89
  El Dorado  15, 16, 17, 19
  Electromagnetic and 
  Radiation Hazards  107
  Electromagnetic Hazards  90
  Electromagnetic Pulses and 
  Radiation Damage and 
  associated Malfunction 
  Severity  73
  Electronic Character  84, 
  86, 88, 90, 93, 104
  Electronic Character 
  Development  88, 90
  Electronic Character Talents  
  84, 86, 93, 104
  Electronic Character 
  Talents Table  86
  electronic countermeasures  
  24, 42, 45, 52, 53, 57, 67
  electronic intrusion packages  89
  Electronic Reflexes  85, 86, 93
  Electronic Warfare  42, 45, 
  49, 50, 53, 54, 55, 59
  Electronic Warfare Rating  
  42, 45, 49, 50, 53, 59
  Elevated Pressure and 
  Malfunction Rolls  73
  EMP Shielded  94, 96, 104, 107, 
  108, 109, 110, 111, 112
  EMP Shielding  73, 76, 91
  Energy  40, 41, 42, 44, 50, 53, 62, 
  66, 67, 76, 86, 90, 93, 107, 
  108, 109, 110, 111, 114
  engineer  45, 49, 53, 60, 
  66, 104, 105, 118
  Engineering  9, 49, 52, 53, 59, 
  60, 66, 70, 71, 73, 79, 87, 99, 
  104, 105, 108, 110, 111, 112
  Engineering maneuver  60
  Escape Pod  23, 42, 43
  Espionage Android  109
  Explorer Robot  110
  Explosive Decompression  60
  Extrasolar Transit Table  18, 19
  Extreme Cold Tolerance  94, 97, 107
  Extreme Heat Tolerance  94, 97, 107
  Extreme High Pressure 
  and Vacuum  106
  Extremes of Gravity  106
  Extreme Temperatures  107
  F
  Fast Body  94, 97
  Faster Than Light Travel  13
  Federation  10, 11, 18, 
  23, 58, 65, 74, 84
  Fighting in Formation  59
  Fighting Inside and From 
  Vehicles  67
  Flight and Pursuit  10
  Freighter  23, 26, 28, 42, 43
  Freiland  15, 16, 17
  FTL  23, 61, 62
  Full Body Conversions  82
  Fumbles  10, 60, 106, 119
  Future Improvement  93, 
  94, 95, 97, 104
  Future Upgrade  94, 95, 96, 97, 
  98, 99, 100, 101, 102, 104
  G
  GEM Car  21, 41, 43
  GEM Van  21, 41, 43
  Gorsiva  18
  120
   
  
  Gravcarrier  21, 41, 43
  Gravitic Bike  22
  Gravitic Car  22
  Gravitic Chair  22
  Gravitic Truck  22
  Gravitic Van  22
  Gravplane  22, 42, 43
  Gravtank  21, 41, 43
  Gravwalker  23, 42, 43
  Groundcar  22, 41, 43
  Guided Missiles  55
  H
  Helicopter  23, 42, 43
  High Body Density  93, 97, 
  108, 109, 110, 111, 112
  High Gravity Construction  
  95, 97, 106
  High Pressure Construction  
  95, 97, 106
  Hit Locations  50
  Howitzer  41, 44, 51
  human  5, 15, 18, 24, 65, 71, 74, 
  79, 82, 84, 97, 98, 106
  Hydrofoil  22, 41, 43
  hyperspace jump  40, 55
  I
  Identity Probe  89
  Immersion in Liquids  107
  implants  69, 70, 71, 73, 90
  Indirect-fire  40, 41
  Installing Cyberware  69, 73
  Integrated Equipment  95, 97, 
  105, 108, 110, 111, 112
  Internal Clock  93, 108, 
  109, 110, 111, 112
  Interstellar Distances  18
  J
  jamming  49, 54, 55, 57
  Ji’mad’ji  15, 16, 17, 19
  Ji’mal’ro  15, 16, 17
  Jovian Confederacy  18
  K
  Khayyam  15, 16, 17, 19
  Krakuren  18, 74
  L
  Lagrange Drive  13, 14, 15, 18
  Lagrange Point  8, 9, 18, 52
  Landing  6, 7, 9, 22, 23
  Land/Marine Vehicle Fumble  9
  Laser Cannon  40, 41, 44, 
  51, 57, 62, 65
  Leakage  108, 113
  Legal Status  84
  Light Freighter  23
  Linked-Fire  57
  Lock  45, 53, 54, 55, 56, 57, 62, 78
  Locomotion Features  95, 98
  Low Gravity Tolerance  95, 98, 106
  M
  Madji  18, 84
  Maintenance Pod  23, 42, 43
  malfunction  6, 71, 72, 73, 
  105, 106, 107, 118
  Malfunction Table  71, 72, 
  73, 105, 106, 118
  Maneuverability Rating  6, 7, 
  10, 42, 45, 47, 48, 49, 52, 
  53, 54, 56, 57, 59, 66
  Maneuver Table  119
  Manipulation Features  95, 99
  Mapping of Biological Criticals 
  and Robotic Criticals  107
  Marine  6, 8, 9, 22, 40, 47, 87
  Marine Pilot  6, 8, 47, 87
  Marine Vehicle  9
  Martian Republic  18
  Mass  11, 13, 40, 41, 42, 
  55, 91, 94, 98, 99
  Medical Robot  110
  Meiji  15, 16, 17, 19
  Memory Probe  89
  Microfusion generator  22, 40, 42
  Mini-shuttle  23, 25, 42, 43
  Missiles  11, 12, 20, 41, 45, 49, 50, 
  53, 54, 55, 56, 57, 67, 68
  Missile Salvo  55
  Mobile Personality Storage Unit  90
  Motorbike  22, 46
  Motorboat  22, 41, 43
  Multimodal  23
  N
  Natural Hazards  9
  Newton  15, 16, 17, 19
  Nexus  15, 16, 17, 18, 19
  Nexus sector  18
  Nuclear Warhead  41, 44, 54, 63
  O
  Offensive Driving/Piloting  48
  Outrunning Missiles  55
  P
  Passengers  21, 22, 23, 24, 45, 65
  Pasteur  15, 16, 17, 19
  Perfect Memory  85, 86, 93, 
  108, 109, 110, 111, 112
  Personality Recording  83, 84, 85
  Physical Damage and Combat  107
  Pilot as Gunner  49
  Planetary Locations Table  15, 18
  Plasma Cannon  41, 44, 51, 62
  Point Blank  50, 51
  Point Defense  21, 41, 42, 44, 
  45, 50, 51, 55, 57, 59
  Point Defense Rating  21, 
  42, 45, 55, 57, 59
  Point Defense System  63
  Portal  8, 14, 18, 19, 20
  Poseidon  15, 16, 17, 20
  Power Cells  22, 71, 105
  Professions  86, 93
  Psionics  58, 85, 88, 90, 93, 104
  R
  Range Increment  50, 51, 
  52, 53, 58, 59
  Range Modifiers  50, 53, 61, 62
  Ranoc  15, 16, 17, 20
  Repair Robot  111
  Resistance: Electronic  73, 
  84, 87, 91, 107
  Resolving Gunnery  49
  Resolving Missiles and Torpedoes  53
  Restricted  68, 69, 74, 76, 77, 78, 
  79, 80, 82, 102, 104, 108
  RI  50, 53
  Robotic Character Development  90
  Robotic Malfunction Table  118
  Robotic Talents  90, 93, 
  94, 104, 105, 108
  Robotic Talents Master Table  94, 104
  Robot Injury and Death  108
  Robot Maintenance  105
  Robot Malfunctions  107
  Robot Power Supply  105
  Robots  5, 83, 84, 92, 93, 94, 
  97, 98, 99, 103, 104, 105, 
  106, 107, 108, 111, 112
  Route Probe  89
  S
  Salvo  12, 46, 53, 55, 56, 57
  Scale Category  65
  Scoutship  11, 12, 23, 52, 65
  Seacar  23, 42, 43
  Security Robot  105
  Self Contained  93, 108, 
  109, 110, 111, 112
  Senses  69, 77, 94, 99, 103, 116
  Sensory Features  95, 99
  Shangri-La  15, 16, 17, 20
  Shield Rating  10, 21, 42, 
  49, 53, 54, 59, 66
  Shuttle  23, 24, 25, 42, 43, 57, 65
  Signaling Maneuver  49, 53, 
  55, 56, 57, 58, 92
  Siva  15, 16, 17
  Size Modifiers and Damage 
  Caps Matrix  65
  Skills  6, 10, 45, 59, 60, 66, 69, 
  70, 73, 76, 82, 83, 84, 86, 88, 
  89, 90, 92, 93, 94, 98, 103, 
  104, 106, 107, 111, 112
  Slower Than Light Travel  11
  Smart Missiles  55
  Software and Communications  
  85, 86, 95, 102
  Sol  6, 11, 13, 14, 15, 18
  Solar Portal  18
  Solar System Distances Table  13, 14
  Space  5, 6, 9, 10, 11, 12, 13, 15, 
  18, 20, 23, 24, 41, 42, 45, 46, 
  50, 53, 55, 57, 58, 60, 61, 63, 
  64, 66, 67, 68, 74, 90, 96, 111
  Space Pilot  6, 8, 47, 59, 84, 87
  Space Range  50
  Space Vehicle  60
  121
   
  
  Species  18, 78, 80, 81, 82, 84, 
  85, 86, 88, 90, 92, 104, 
  109, 110, 111, 112, 115
  Species Stat  86, 93
  Species Stat Table for AIs  86
  Speed  12, 13, 20, 41, 42, 68, 
  74, 77, 85, 94, 96
  Standard Missile  41
  Starfighter  24, 42, 43
  Stats  42, 84, 87, 108, 109, 
  110, 111, 112
  Strong Body  95, 98, 112
  Structural Hit  60, 61, 62, 63, 64
  Structural Hits  42, 45, 46, 52, 
  53, 60, 61, 62, 63, 64, 65
  Stunned  7, 67, 78, 113, 114, 115, 117
  Sub-Light  12
  Submarine  22, 41, 43
  Subsystem Damaged  60
  Subsystem Destroyed  60
  Subsystem Disabled  60
  Supporting Actions  46, 48
  Supporting Maneuver  46
  Surface-to-air Missile  41
  SysOp  6, 9, 10, 11, 12, 18, 20, 
  24, 40, 45, 46, 47, 48, 49, 50, 
  51, 52, 53, 54, 55, 57, 58, 59, 
  60, 61, 63, 67, 70, 71, 72, 76, 
  82, 83, 85, 88, 89, 90, 92, 93, 
  94, 98, 104, 106, 107, 108
  System Operator  5
  T
  Take-off  6
  Talents  69, 70, 73, 83, 84, 85, 86, 
  88, 90, 93, 94, 96, 98, 99, 104, 
  105, 107, 108, 109, 110, 111, 112
  Technology  11, 21, 22, 24, 41, 
  53, 69, 70, 75, 76, 77, 78, 80, 
  81, 82, 84, 85, 90, 94, 96, 
  101, 102, 103, 104, 105, 108
  Temperature Differentials and 
  Malfunction Rolls  72
  Time Costs  69, 70, 88
  Time Traveled  12
  Tintamar  5, 6, 9, 11, 13, 14, 18, 
  24, 73, 84, 85, 88, 90, 94
  Torpedoes  41, 46, 49, 50, 53
  Total Attack Roll  10, 49, 52, 
  53, 57, 65, 66, 67
  Tough Body  95, 98
  Translight Survey  15
  Transport  9, 21, 24
  Travel Speed Table  12, 13
  Truck  22, 41, 43
  Tutor Android  112
  U
  Upgraded Cyberware  70
  Using Cyberware  70
  Utility Power Minicells  71
  V
  Vacuum Tolerance  95, 98, 107
  Valhalla  15, 16, 17, 20
  Van  21, 22, 41, 43
  Vehicle  6, 7, 8, 9, 10, 12, 21, 40, 
  41, 43, 45, 46, 47, 48, 50, 51, 
  52, 54, 59, 60, 61, 62, 63, 64, 
  65, 66, 67, 68, 71, 72, 98
  Vehicle Combat  5, 45, 46, 49, 59
  Vehicle Combat Statistics  43
  Vehicle Crash Critical  10
  Vehicle Critical Hit Location 
  Table  50, 51
  Vehicle Critical Table  66
  Vehicle Damage Caps  60
  Vehicle Destroyed  60
  Vehicle Energy Critical  66
  Vehicle Fumble  6, 7, 9
  Vehicle Fumble Table  6
  Vehicle Initiative  46, 47
  Vehicle Maneuver  6, 7, 
  9, 10, 48, 54, 98
  Vehicle Maneuver Table  9, 98
  Vehicle Piercing Critical  66
  Vehicles  6, 21, 22, 23, 24, 
  40, 41, 59, 65, 66, 67
  Vehicles and Energy  40
  Vehicle Skill  6, 59
  Vehicle Weapon Range Table  51
  Vehicle Weaponry  40
  Virtual Characters  83, 84, 90
  Virtual Person  83
  Virtual Persona  83, 84, 90
  Virtual Persons  84, 89, 90, 93, 94
  W
  Weapon Power Minicells  71
  Weapon Rating  42
  Weaponry  21, 40, 42, 43
  Weapon Size  46
  Weapons System  41, 42, 45, 
  49, 53, 61, 62, 64, 116
  Wing  59
  Worker Robot  112
  Z
  Zero Sleep  85, 86, 93, 108, 
  109, 110, 111, 112
  122
   
  
  GCP
  GCP
  Guild Companion
  Publications Ltd
  Guild Companion
  Publications Ltd
  GCP-HARP-1002
  TAKE yOUR HARP SF GAME 
  TO THE NEXT LEVEL OF 
  EXCITEMENT!
  HARP SF Xtreme expands the HARP SF system with:
   
  P A complete set of vehicular rules for both 
  slower-than-light and faster-than-light 
  travel, whether you fly at the speed of 
  plot or like to crunch the numbers
   
  P An extensive catalogue of land, marine, 
  air, space and hybrid vehicles to get 
  your heroes from Alpha Centauri to 
  Betelgeuse and everywhere else
   
  P Deck plans of the featured starships 
  and interplanetary craft
   
  P Vehicle combat rules that scale from 
  starfighter dogfights to epic battles 
  between mighty dreadnoughts that will 
  engage the entire party in the action
  With HARP SF Xtreme, you can:
   
  P Upgrade your heroes to their full transhuman 
  potential with the complete range of cyberware 
  from mind-enhancing nanoware implants 
  to complete cybernetic replacements of 
  limbs and organs that are faster, stronger, 
  and better than the biological originals
   
  P Transcend the biological and upload 
  your hero’s mind into the virtual world of 
  cyberspace, then download into the robotic 
  body of your own construction or one of 
  the nine archetypal example robots.
   
  P Join the machine revolution and create a 
  character who is a pure Artificial Intelligence!
  HARP SF Xtreme is one giant leap for your HARP SF 
  gaming!
  
SOURCE: textdata/thevault/Harp/HARP SF/HARP SF Xtreme.pdf