Table of Contents

Custom Equipment

Equipment quality is discussed on p. B345. In addition to those cost multipliers and skill modifiers, several other features can be added to almost any gadget for which both cost and weight are given (not drugs, etc.). Multiple modifications are possible; e.g., “expensive” and “styling” commonly occur together. Each modifier has a “cost factor” (CF). To find final cost, multiply the modified item’s list cost by (1 + total CF); e.g., a cutting-edge (+1 CF), rugged (+1 CF) camera is 1 + 1 + 1 = 3 times cost. Weight effects multiply together; e.g., that camera has 0.8 times weight.. If total CF is below -0.8, treat it as -0.8; thus, final cost cannot be below 20% of list cost.

Cheap

Cheap gadgets use inexpensive materials. This either makes them heavier (weight is x1.5) or more fragile (weight is unchanged, but apply -2 to HT and halve DR. Either way, CF is -0.5.

This is unavailable for weapons and armor.

Cutting Edge

Cutting-edge gadgets are made of the latest materials. Multiply weight by 2/3. CF is +1.

This is unavailable for weapons and armor.

Disguised

A gadget or a weapon may be disguised as something of similar shape; e.g., a knife built into a belt buckle. Finding the hidden item requires the Search skill. CF is +1 for a mass-produced item, +4 for a custom-built one. At the GM's option, mass-produced items may be easier to recognize (“say, didn't I see that 'belt buckle' in Knives And Blades Monthly?”)

Weapon Quality

For non-firearm/beam weapons only.

Cheap: A cheap weapon is +2 to break, and if it can be thrown, has -1 Acc. It costs 40% of list price at TL6 or less, or 20% of list price at TL7+. Mass-produced weapons provided to ordinary soldiers are usually of cheap quality, as are poor-quality replicas not intended for combat use.

Good: A good weapon has no breakage modifier. This is the standard quality through TL6. At TL7+, good-quality weapons cost 40% of list price.

Fine: Any fine weapon is -1 to break. A fine blade (cutting or impaling weapon) also gets +1 to cutting and impaling damage. At TL6 or less, a fine-quality fencing- or sword-class weapon of any type costs 4 times list price. (Katanas are often fine!) Other weapon types cost 3 times list price if they do only crushing or impaling damage (e.g., a mace or spear), or 10 times list price if they can do cutting damage (e.g., an axe or halberd). At TL7+, all weapons are “fine” at no extra cost.

Very Fine: Only fencing weapons and swords can be very fine. A very fine weapon is -2 to break and gets +2 to cutting and impaling damage. At TL6 or less, very fine weapons cost 20 times list price; at TL7+, they cost only 4 times list price.

Superfine (TL9): Superfine blades are advanced alloy, ceramic, or crystalline blades superior to steel. Any edged weapon that does cutting or impaling damage can have a superfine blade. It adds +2 to cutting and impaling damage and has a (2) armor divisor. Superfine blades are six times normal cost. LC4.

Equipment Quality

The quality grades for tools and gear on p. B345 have associated CFs. Only one Quality modifier can apply to an item.

No Quality: No equipment gives a -10 for technological skill, -5 for other skills, and many skills can't be used at all without equipment; but hey, it's free!

Improvised Quality: Improvised or scrounged bits of hardware gives a -5 for technological skills, -2 for other skills if incomplete. This includes tool kits for unsuitable purposes (using a hammer and screwdriver to attempt to adjust complicated computer equipment.)

Poor Quality: Gives a -1 to operation skill, or adds -1 to existing modifier. If quality affects weight, halve weight. CF -0.5. Often combined with Cheap.

Basic Quality: Standard equipment for skill use, standard weight and cost.

Good Quality: Gives +1 to operation skill, or adds +1 to existing modifier. If quality affects weight, x5 weight. Any item but labs or tool kits (their bonus depends on size): +4 CF.

Fine Quality: Gives +2 to operation skill, or adds +2 to existing modifier. If quality affects weight, x20 weight. Any item but labs or tool kits (their bonus depends on size): +19 CF.

Best Quality: Gives +(TL/2) to operation skill. If quality affects weight, x100 weight. Any item but labs or tool kits (their bonus depends on size): +99 CF.

If you have “basic” or better equipment that is not in perfect condition, the following modifiers apply in addition to quality modifiers:

Missing important items: -1 per item.

Damaged equipment: -1 to -3.

Equipment modifiers reflect the quality of:

Example: For First Aid skill, “improvised” might mean leaves and clean mud; “basic,” sterile bandages; “good,” a standard first-aid kit; “fine,” a crash kit (found in most ambulances); and “best,” an entire hospital. Missing antiseptic would give -1, while a first-aid kit salvaged from a wrecked vehicle might give -1 or worse for damaged equipment.

Rugged

A “ruggedized” gadget is built to withstand abuse, harsh weather, and damage. It has a shockproof and/or waterproof case, heavy-duty framework or fasteners, etc. This gives +2 to HT to resist breakage, water damage, etc. and doubles normal DR. Weight is x1.2. CF is +1.

This option isn’t available for clothing, weapons, or armor, except as specifically noted.

Styling

Any gear can have a more fashionable appearance: inlaid jewels, hand-tooled leather, embroidery, brocade work, silver or gold plate, etc. This is common for presentation-grade weapons. Styling grants a bonus to reaction rolls from collectors and potential buyers, as well as others who would be suitably impressed (gun connossieurs on a custom firearm, for example), and to Merchant skill rolls made as Influence rolls (p. B359) on such people: +1 to rolls for +1 CF, +2 for +4 CF, or +3 for +9 CF.