Commonly Used Systems of Devices


These are devices which are constructed from a system or combination of several devices, but are specified as devices either as an example, or because that combination is quite commonly used. Note that though some devices have options, or different ways of being built, these are not considered System Devices. It also does not include the case where multiple devices of the same kind are used in parallel to make the combination more powerful in some way.

A number of 'standard' weapons with integral power supplies have been specified here, as this often seems what people are most interested in. It is almost always possible to custom-build ones which are better in some way. A good rule-of-thumb when designing power systems is to over-spec them 100%, this allows for possible expansion or problems later.

Vehicles                         L=1
Minimum Vehicle                  L=1

Stun Pistol                      L=2
Standard Weapons                 L=-
Vibro Dagger                     L=2
Vibro Knife                      L=2
Vibro Sword                      L=2
Robots                           L=2
Minimum Robot                    L=2
Minimum Robot Control            L=2
Sleds                            L=-
Grav Web Sled                    L=2
Jet Sled                         L=2

Blast Pistol                     L=3
Stun Rifle                       L=3
Laser Pistol                     L=3
Vibro 2-Handed Sword             L=3
Force Knife                      L=3
Darlekoid                        L=3
Darlekoid Control                L=3
Nav Unit                         L=3
Secure Nav Unit                  L=3
Lesser Environ Core              L=3
Environ Cores                    L=-
Video Crystal Recorder           L=3
Grav Neutral Sled                L=3
Lift Sled                        L=3

Disrupt Pistol                   L=4
Blast/Stun Pistol                L=4
Laser Rifle                      L=4
Force Sword                      L=4
Force Axe                        L=4
Energy Knife                     L=4
Death Louse                      L=4
Death Louse Control              L=4
Door Guard                       L=4
Door Guard Control               L=4
Honour Guard                     L=4
Honour Guard Control             L=-
Multi Environment Suit           L=4
Flight Suit                      L=4
Prosthetic Harness               L=4
Flight Array                     L=4
Environ Core                     L=4
Video Micro Crystal Recorder     L=4
Populated Transformer Bank       L=4
Momentum Sled                    L=4
Grav Control Sled                L=4

Blast Rifle                      L=5
Stun/Disrupt Pistol              L=5
Force 2-Handed Sword             L=5
Force Battleaxe                  L=5
Energy Long Knife                L=5
Energy Short Sword               L=5
Crystal Space Armour             L=5
Eternacloth Suit                 L=5
Prosthetic Crystal Armour        L=5
Prosthetic Crystal Space Armour  L=5
Wrist Link                       L=5
Video Wrist Link                 L=5
Horse Android                    L=5
Dog Android                      L=5
Mule Android                     L=5
Walker Robot Vehicle             L=5
Greater Environ Core             L=5
Video Flake Recorder             L=5

Energy Sword                     L=6
Dureum Space Armour              L=6
Auto Mould                       L=6
Gardener Android                 L=6
Bio Rig                          L=6
Bio Limbs                        L=6
Cached Armour                    L=6
Body Bag                         L=6

Secure Auto Mould                L=7
Technician Android               L=7

Demi Material Computer           L=8
Demi Material Circuitry          L=8
Technologist Android             L=8
Troubleshooter Android           L=8

Non Material Computer            L=9
Areal Circuitry                  L=9
Crystal Workshop                 L=9
Warp Macro Transporter           L=9
Macrobot                         L=9

Explanation of System Devices

Vehicles: are systems of devices built around a Vehicle Frame. The devices are usually classed into Drives, Control, Power Supply, and Support. Drives are described in "Transport Devices", Controls in "Computer Devices" (and "Programming Devices") and "Sensor Devices", Support in "Environmental Devices", in "Alchemical Devices", and in "Biological Devices", and see "Power Supply Devices". Passengers and other cargo should also be considered. See Vehicle Frame in "Mechanical Devices". In some cases specialist "Force Field Devices" can substitute for a Vehicle Frame.
Level: 1st.

Minimum Vehicle: an absolutely minimum vehicle. Based on a mini Light Groundster Frame. Has AC 8, HD 2, DR 3, Wt 0.05 (1100gpwt) and Max 0.25 (5500gpwt), and has an open Top; the passenger(s) sit balenced on it. The Drive is a rotary Motor I, giving a maximum of 2750gpwt and 6" move, and two Vehicle Wheels mounted one in front of the other; the rear one is powered. Control is by leaning, and turning the front of the two wheels. Note that this vehicle has no Suspension, and would work much better with a second Motor, i.e. could move the Max of the frame, but would consume more power. Power Supply is a real problem here, as there are no suitable L=1 Power Supply Devices, a Power Feed and Shape Transformer Crystal, for example, would only give 2D4 x 6ep or about 3 turns use; at L=2 an Oil Charger or a Convertor would do, as would a Power Receiver given something to feed it. Overall the passengers and cargo are limited to less than 1500gpwt (150lb), depending on Power Supply. Note that the Cost and Price do not include a Power Supply or fuel. Move: 6" (18" on a smooth surface). Maximum Weight: 2750gp. Cost: 0.65kgp. Price: 1.75kgp. Uses: 10ep/turn (for 2750gpwt). Weight: 1325gp (excluding Power Supply and fuel).
Level: 1st.

Stun Pistol: is a Hand Stunner I constructed in the shape of a pistol. This does 2D6 with the Blast shape (cylinder 5'r x 2"long) and includes a Power Cell II which gives 4D4 shots. See Standard Weapons. Cost: 1250gp, replacement cell- 200gp. Price: 6500gp, replacement cell- 1000gp. Uses: 5ep/shot (from integral replacable cell). Weight: 27gp (including cell).
Level: 2nd.

Standard Weapons: include an easily replacable Power Cell or Power Feed in the grip/stock/hilt. This can be changed in one round for a replacement 'Cell/'Feed, which must be of the correct L and capacity. All include an indicator which shows when there is only one shot/blow or round left, and see Power Cell Synthesiser in "Power Handling Devices" for recharging. Where appropriate there are simple sights fitted, and also where appropriate they may not be used as cutting tools due to the restrictions of power cells. Note that there are minimal controls, typically just an 'on' switch or trigger and a 'safety' switch, so the damage (and where appropriate area of effect) are fixed. All have been treated (using Protected Device) so that they are splash and moisture proof, and resistant to minor immersion in water.
Level: -.

Vibro Dagger: is a Vibro Blade I constructed in the shape of a dagger. This does D4+2 with +1 H.prob, may be thrown, and includes a Power Cell II which gives 4D4 blows. See Standard Weapons. Cost: 1250gp, replacement cell- 200gp. Price: 4500gp, replacement cell- 1000gp. Uses: 1ep/blow (from integral replacable cell). Weight: 20gp (including cell).
Level: 2nd.

Vibro Knife: is as Vibro Dagger, but is constructed in the shape of a knife. This does D6+2 with +1 H.prob, but may not be thrown. It may also be called a short sword.
Level: 2nd.

Vibro Sword: is a Vibro Blade I constructed in the shape of a sword. This does D8+2 with +1 H.prob and includes a Power Cell II which gives 4D4 blows. See Standard Weapons. Cost: 2250gp, replacement cell- 200gp. Price: 6500gp, replacement cell- 1000gp. Uses: 3ep/blow (from integral replacable cell). Weight: 51gp (including cell).
Level: 2nd.

Robots: are systems of devices built around a Robot Frame. The devices are usually classed into Senses and Support, Control, Power Supply, and Miscellaneous. The basic Frame (except for Android Robots) requires the addition of Arms and Hands. The intelligence of robots is measured by their 'Gen', 1st Gen being unintelligent, and 7th Gen being the equivalent of genius-level human intelligence. Robots have STR and DEX, CON for Android Robots, and INT, WIS, and CHAR for 5th Gen and higher intelligence. See Robot Frame in "Mechanical Devices", Robot Minds in "Life Devices", and 1st to 4th Gen and various other programs in "Programming Devices".
Level: 2nd.

Minimum Robot: an absolutely minimum robot, not a warbot. Based on a Light Robot Frame of the variety Hidden Wheel. Has STR and DEX 11 with AC3 and 2HD (the +1 has been added to AC rather than HD). Uses 120deg Sonic Vision, and has two Robot Arms and two Robot Claws. Control and Power Supply is via cables. A more elaborate model might have a Power Crystal, and Converter or Power Receiver to recharge, as an on-board power supply. Sound Sensors and a Transducer would allow hearing via the robot, and speaking through it. Note that the cost, price, and weight of cables (and the Control and Power Supply on the far end of them) is not included. Also see Minimum Robot Control. Move: 6". Maximum Weight: 1100gp. Cost: 1.9kgp. Price: 5.4kgp. Uses: 1ep/turn (for 1100gpwt). Weight: 443gp.
Level: 2nd.

Minimum Robot Control: is the means of controlling a Minimum Robot. This robot has no on-board intelligence and hence is 1st Gen. Minimum control uses cables to a Terminal, and a Transducer to crudely display what the robot 'sees'. Control might be by coded sonic or ultra-sonic signals, or a Pulser, rather than a cable, but the robot's Sonic Vision would then be useless as you could not see what it perceived. Getting this robot to fight if it is not in line-of-sight would probably be an act of desperation. Note that the cost, price, and weight of cables is not included. Cost: 1.2kgp. Price: 3.6kgp. Uses: 1ep/6 turns. Weight: 55gp.
Level: 2nd.

Sleds: are very simple vehicles where the Vehicle Frame takes the form of a platform, on which the passengers lay or stand. This platform provides no protection to passengers or cargo, except from below.
Level: -.

Grav Web Sled: is a minimal flying vehicle. Based on a mini Light Flitter Frame. Has AC 10, HD 2, DR 2, Wt 0.05 (1100gpwt) and Max 0.5 (11,000gpwt), and has a frame Top; the passenger(s) slide into it so they don't have to wrap the web around themselves. The Drive is an Anti Gravity Web, giving a maximum of 5500gpwt and 6" vertical move (15mph), and a Thruster, giving 6" horizontal move; just moving vertically the two could be used together for 12". Control is by adjusting the anti gravity, and pointing the Thruster. Power Supply is the power cell in the Thruster, giving it 2D4x10 rounds (for emergency use), and a pair of Converter giving 100ep/turn from 10gpwt of fuel (assuming Energy Fluid) per game turn. If the Thruster was replaced by a Field (De)Focuser, L=3, then could move 5000gpwt at 12", and if the web was broken could defocus gravity for a softer landing (but would need a suitable Power Supply to defocus). Note that the Cost and Price does not include fuel, and note reduced weight as fuel is used. See Sleds. Move: 6". Maximum Weight: 5280gp. Cost: 4kgp. Price: 11kgp. Uses: anti- 96ep/5280gpwt/turn, move- 4ep/turn. Weight: 1650gp (excluding fuel), fuel+cargo - 3630gp.
Level: 2nd.

Jet Sled: is a minimal flying vehicle. Based on a mini Light Flitter Frame. Has AC 10, HD 2, DR 2, Wt 0.05 (1100gpwt) and Max 0.5 (11,000gpwt), and has a frame Top; the passenger(s) lie or stand on it. The Drive is four Pulse Jets (note these can be built as three L=2 devices), giving a maximum of 6600gpwt and 15" move (37mph). This design is for 5500gpwt. Control is by tilting the jets. Power Supply is a Converter giving 50ep/turn from 5gpwt of fuel (assuming Energy Fluid) per game turn; this only needs to be run at half capacity doubling range for fuel. Given two more Pulse Jets this could nearly move the frame Max. The problem with this vehicle is that it is a very rough and noisy ride. Note that the Cost and Price does not include fuel, and note reduced weight as fuel is used. See Sleds. Move: 15". Maximum Weight: 5500gp. Cost: 4.5kgp. Price: 13kgp. Uses: 25ep/15"/5500gpwt/turn. Weight: 1500gp, fuel+cargo - 4000gp.
Level: 2nd.

Blast Pistol: is a Hand Blaster I constructed in the shape of a pistol. This does 3D6 with the Blast shape (cylinder 5'r x 3"long) and includes a Power Cell III which gives 3D4 shots. See Standard Weapons. Cost: 1850gp, replacement cell- 300gp. Price: 12,000gp, replacement cell- 1500gp. Uses: 15ep/shot (from integral replacable cell). Weight: 55gp (including cell).
Level: 3rd.

Stun Rifle: is a Stunner I constructed in the shape of a rifle. This does 4D6 with the Blast shape (cylinder 1"r x 4"long) and includes a Power Cell III which gives 4D4 shots. See Standard Weapons. Cost: 1850gp, replacement cell- 300gp. Price: 12,000gp, replacement cell- 1500gp. Uses: 10ep/shot (from integral replacable cell). Weight: 55gp (including cell).
Level: 3rd.

Laser Pistol: is a Hand Laser II constructed in the shape of a pistol. This uses a pulse of green light to do 1D6, multipling on a 5 or 6, with a maximum of 3D6, with range as a short bow, and includes a Power Cell III which gives 4D4 shots. See Standard Weapons. Cost: 5850gp, replacement cell- 300gp. Price: 14,000gp, replacement cell- 1500gp. Uses: 10ep/shot (from integral replacable cell). Weight: 35gp (including cell).
Level: 3rd.

Vibro 2-Handed Sword: is a Vibro Blade I constructed in the shape of a 2-handed sword. This does D10+2 with +1 H.prob and includes a Power Cell II which gives 4D4 blows. See Standard Weapons. Cost: 3250gp, replacement cell- 200gp. Price: 9000gp, replacement cell- 1000gp. Uses: 6ep/blow (from integral replacable cell). Weight: 103gp (including cell).
Level: 3rd.

Force Knife: is a knife/short sword with Force Blade I. This does D6+1 with +1 H.prob and includes a Power Feed II which gives 4D4 rnds use. See Standard Weapons. Cost: 1750gp, replacement cell- 200gp. Price: 8500gp, replacement cell- 1000gp. Uses: 0.2ep/rnd (from integral replacable feed). Weight: knife+10gp (including cell).
Level: 3rd.

Darlekoid: a minimum warbot. Based on a Heavy Robot Frame of the variety Hidden Wheel. Has STR 15, DEX 11 with AC0 and 5HD (the +1 has been added to AC rather than HD). Uses 120deg Sonic Vision, and has two Robot Arms fitted with a Hand Blaster (blast shape: Blast) and a Robot Interface in the centre of a suction cup. Enhanced senses would replace the Sonic Vision with a Video Camera, but note the need then for a Visicoder. Control uses a Tacticoder to (de)code sensory and control information. Basic Control and Power Supply is via cables, enhanced control would use a Transceiver. A more elaborate model might have an on-board Micro Computer loaded with 2nd Gen (SV) etc, a Power Crystal II (multiple ones if shielded), or a Reactor II and Transformer Crystal, a Power Pack for the Blaster, and a Power Receiver to recharge things. Sound Sensors and a Transducer would allow hearing via the robot, and speaking through it. Note that the cost, price, and weight of cables (and the Control and Power Supply on the far end of them) (if any) is not included. Also see Darlekoid Control. Move: 6". Maximum Weight: 2200gp. Cost: 3+.6+.15+1+1.5kgp. Price: 10+1.8+.3+3+7.5kgp. Uses: 2ep/turn (for 2200gpwt), blast- 15ep. Weight: 660+3+50gp.
Level: 3rd.

Darlekoid Control: is the means of controlling a Darlekoid. This robot has no on-board intelligence and hence is 1st Gen. Minimum control uses cables, a Tacticoder, and a Terminal, and a Video Monitor to display what the robot 'sees'. Enhanced control uses a Transceiver rather than cable. If the robot has a Video Camera, rather than Sonic Vision, a Visicoder is also required. Note that the cost, price, and weight of cables (if any) is not included. Cost: kgp. Price: kgp. Uses: 1ep/6 turns. Weight: gp.
Level: 3rd.

Nav Unit: is a system of devices which enables highly accurate navigation. Consists of a Stabaliser, three Associative Matrix to decode the Stabaliser output, a Crystal Clock (L=2) which contains its own emergency power supply, a Recorder for the path that has been taken and possibly routes and a map, a Coder which converts the various sensor information into a displayable path, and a Video Monitor which displays the path in a number of different ways. The Recorder can also be used to record (and play back) verbal anotations, and produce various pre-set audible alarms. The three Associative Matrix are used rather than the Reflex Processor because they have some spare 'response situations' which can be used for alarms, weigh less, and use less power. It is assumed this system includes suitable controls, though it could usefully be connected to a (Micro) Computer, and is sealed against casual tampering. This system can be confused by variable gravity fields, for example produced by personal Field (De)Focusers, unless the devices producing them are connected to it, or suitable corrections entered, possibly from sensors; note it will not work in a Momentum Generator field. This is the system of individual devices which is roughly equivalent to the L=5 device Nav Comp, see "Computer Devices", with inertial sensors. Cost: 11kgp. Price: 21kgp. Uses: 2.12ep/turn. Weight: 110gp.
Level: 3rd.

Secure Nav Unit: is a Nav Unit which uses a Secure Permanent Recorder, rather than a Recorder and a Crystal Clock. This makes the recorded path, and any anotations, far more difficult to tamper with. For even more security at +1L a Secure Micro Permanent Recorder, or at +2L even a Secure Flake Permanent Recorder, could be used. Cost: 11kgp. Price: 21kgp. Uses: 2.12ep/turn. Weight: 110gp.
Level: 3rd.

Lesser Environ Core: is the minimum version of the systems of devices called Environ Cores. Light is provided by a Shaped Light Generator, and precisely shaped by a Light Modulator, with as a portable light source an (al)chemically powered Glow Sphere. Air is maintained by a pair of Air Cycler, with an Air Store II handling pressure losses, and a Macro Air Supply acting as a two week long-term source. An Aircloth Suit with a Breather Mask provides portable air. Three Indefinate Preserved Food gives thirty day's of food, and a C Stove III gives cooking and emergency heating. Stored water of 440gpwt is provided, nine Purification Powder provides the means to clean thirty day's water, and an F Still running on a Fusion Core gives the ability to recycle almost any water, for example from waste. This system provides no support for cleansing, or any artificial gravity. The protective envelope (2"rad) is a Heavy Force Field Generator running on Physical, in which an opening can be produced using a Force Field Modulator, co-ordinated with a Field Portal to minimise atmosphere leakage. Note that this envelope does not have double redundancy, and does not protect from heat/cold or radiation. Emergency power is provided by two Converter, backed by a Transformer Bank containing four matched Transformer Crystal II and a Charger II for irregular power use, linked to a Robust Power Receiver which can act as an external power input and control linkage. A Power Pack provides final emergency power for just the envelope (fixed at 2"rad). Fuel is required for this in the form of one hundred Energy Fluid or Energy Essence, obtained by synthesis rather than made as devices. This system will run for one person for about a week. If this system was made the basis of a temporary vehicle, it would be frame equivalent 2tn Max, AC5, DR5. This whole system is not something that anyone who understands it would want to risk their life with. Note that the cost and price does not include the mithral needed for the Robust Power Receiver or the F Still, but does include one Fusion Core. See Environ Cores. Cost: kgp. Price: kgp. Capacity: conv- 50ep/turn (x2), trans- 600ep, char- 20ep/turn, rec (with info)- 125ep/turn, pack- 125ep at 30ep/turn. Uses: 32.05ep/turn, portal- 10ep/turn, pass- 3ep, replace air leak- 0.1ep, trans trickle- 6ep/turn. Weight: 18,095gp, fluid- 5000gp, ess- 500gp.
Level: 3rd.

Environ Cores: provide a survivable environment, of light, air, food and water, waste handling, and an envelope to separate this environment from its surroundings, while providing access to the external environment. The more advanced systems also provide gravity and means of cleansing. In addition have enough emergency power to run stand-alone for several days, longer if it is not necessary to maintain the envelope. Typically these are used in vehicles, but they can be used stand-alone. The time various supplies will last are all listed as the human-equivalent period. Included in the system are a number of Sensors: Air Pressure which is used to initially activate the envelope, Light to switch in the emergency lighting, and Water Purity to protect both humidity and potable water; others such as Air Purity and Gravity might also be added. Ideally these should all use cold fusion for their emergency power, at least a Fusion Lamp, and a Fusion Generator would give more than enough power, but the basic and standard versions use an (al)chemical power supply. These systems include power breakers to protect from surges in any external power supply, and monitors to protect from external instructions (for example via the Power Receiver) to shut-down in a hostile environment; if these exceed a set level then all external power and control links are broken and the system runs automatically from its own power, until manually reset. In the non-minimum system a considerable store of ammonium nitrate and carbon could be included, for emergency atmosphere regeneration, if this is suitable for this universe; see Environmental (Al)Chemistry in "Environmental Devices". See Lesser Environ Core, Environ Core, and Greater Environ Core.
Level: -.

Video Crystal Recorder: is a system of devices for recording (2D) images and sound on a standard crystal, and displaying what is recorded on a crystal. Consists of a Recorder (which includes a built-in microphone/speaker), with a Recorder Crystal usable for 2hrs of (2D) visual images and sound, a Colour Video Camera, a Video Monitor, a Power Pack which can supply the Recorder and Monitor, and a second Power Pack enabling the Camera to be run with the Recorder, but not the Monitor. Includes a simple display which shows when 10% or less power remains in either Power Pack. Sometimes called a VCR. Cost: 4kgp, supply- 3kgp. Price: 13kgp, supply- 8kgp. Supplies: 2ep/turn or 2+4ep/turn. Capacity: 125+125ep. Uses: 1+1ep/turn or 1+5ep/turn. Weight: 120gp.
Level: 3rd.

Grav Neutral Sled: is a basic flying vehicle. Based on a mini Light Flitter Frame. Has AC 10, HD 2, DR 2, Wt 0.05 (1100gpwt) and Max 0.5 (11,000gpwt), and has a frame Top; the passenger(s) lie or stand on it. The Drive is a Gravitic Neutraliser, giving a maximum of 22,000gpwt, and a Field (De)Focuser, giving a maximum of 36" move (90mph), and can defocus 5500gpwt. This design is for 5500gpwt. Control is by adjusting the field focus. Power Supply is a Converter giving 50ep/turn from 5gpwt of fuel (assuming Energy Fluid) per game turn; after initial neutralisation this only needs to be run at less than quarter capacity for 12" move, greatly increasing the range for fuel. Note that this design does not include a suitable Power Supply to fully defocus. If a Light Flitter Frame was used the Max would match the Drive limits, and the existing Power Supply would allow nearly the Max to move at 12". The problem with this vehicle is that anything it carries will be in zero gravity throughout. Note that the Cost and Price does not include fuel, and note reduced weight as fuel is used. See Sleds. Move: 36". Maximum Weight: 5500gp. Cost: 4.5kgp. Price: 14kgp. Uses: initial- 50ep, maintenance- 1ep/turn, move- 10ep/12"/5500gpwt/turn. Weight: 1550gp, fuel+cargo - 3950gp.
Level: 3rd.

Lift Sled: is a floating, rather than a flying, vehicle. Based on a mini Light Groundster Frame. Has AC 8, HD 2, DR 3, Wt 0.05 (1100gpwt) and Max 0.25 (5500gpwt), and has an open Top; the passenger(s) sit balenced on it. The Drive is a Lift Field Generator, giving a maximum of 11,000gpwt, and a maximum stable height of 36 inches, and a Field (De)Focuser, giving a maximum of 36" move (90mph), and can defocus 5500gpwt. Control is by adjusting the field focus. Power Supply is a Converter giving 50ep/turn from 5gpwt of fuel (assuming Energy Fluid) per game turn; after initial neutralisation this only needs to be run at less than quarter capacity for 12" move, greatly increasing the range for fuel. Note that this design does not include a suitable Power Supply to fully defocus. If a Light Groundster Frame was used the Max would match the Drive limits, and the existing Power Supply would easily allow the Max to move at 12". The only problem with this vehicle is that it floats, rather than flies. Note that the Cost and Price does not include fuel, and note reduced weight as fuel is used. See Sleds. Move: 36". Maximum Weight: 5500gp. Cost: 4.5kgp. Price: 14kgp. Uses: initial- 20ep/6 inches ht, maintenance- 1ep/6 inches ht/turn, move- 10ep/12"/5500gpwt/turn. Weight: 1850gp, fuel+cargo - 3650gp.
Level: 3rd.

Disrupt Pistol: is a Hand Disrupter I constructed in the shape of a pistol. This does 4D6 with the Blast shape (cylinder 5'r x 4"long) and includes a Power Cell IV which gives 3D4 shots. See Standard Weapons. Cost: 2450gp, replacement cell- 400gp. Price: 17.5kgp, replacement cell- 2kgp. Uses: 30ep/shot (from integral replacable cell). Weight: 86gp (including cell).
Level: 4th.

Blast/Stun Pistol: is a Hand Stunner/Blaster I constructed in the shape of a pistol. This does 3D6 with the Blast shape (cylinder 5'r x 3"long) and includes a Power Cell III which gives 3D4 shots. The same ammount power is used for both the stun and blast effects due to the restrictions of power cells. See Standard Weapons. Cost: 2350gp, replacement cell- 300gp. Price: 14kgp, replacement cell- 1.5kgp. Uses: 7ep or 15ep/shot (from integral replacable cell). Weight: 55gp (including cell).
Level: 4th.

Laser Rifle: is a miniturised Heavy Laser I constructed in the shape of a rifle. This uses a pulse of green light to do 2D6, multipling on a 6, with a maximum of 4D6, with range as a composite bow, and includes a Power Cell IV which gives 4D4 shots. See Standard Weapons. Cost: 12,450gp, replacement cell- 400gp. Price: 22.5kgp, replacement cell- 2kgp. Uses: 15ep/shot (from integral replacable cell). Weight: 107gp (including cell).
Level: 4th.

Force Sword: is a sword with Force Blade II. This does D8+1 with +1 H.prob and includes a Power Feed II which gives 4D4 rnds use. See Standard Weapons. Cost: 3250gp, replacement feed- 200gp. Price: 12kgp, replacement feed- 1kgp. Uses: 0.3ep/rnd (from integral replacable feed). Weight: sword+10gp (including feed).
Level: 4th.

Force Axe: is as Force Sword, but is an axe (hand) instead. This does D6+1 with +1 H.prob, and may be thrown.
Level: 4th.

Energy Knife: is a knife hilt which uses Energy Blade I to creates a knife-sized energy blade. This does 2D6, which ignores the material part of any armour and automatically cauterises any wounds it makes, and includes a Power Feed II which gives 4D4 rnds use. See Standard Weapons. Cost: 2250gp, replacement feed- 200gp. Price: 11.5kgp, replacement feed- 1kgp. Uses: 1ep/rnd (from integral replacable feed). Weight: 5gp (including feed).
Level: 4th.

Death Louse: a six-legged warbot. Based on a Heavy Robot Frame of the variety Crustacea. Has STR 15, DEX 11 with AC0 and 5HD (the +1 has been added to AC rather than HD). Uses 360deg Sonic Vision and Thermal Vision, and has no arms or hands, though it has a fixed-mount forward-pointing Blaster (blast shape: Blast). A Hand Blaster II could be fitted rather than the Blaster, or a Heavy Laser I or II. Control as a minimum uses a Tacticoder, an Associative Matrix, and a Transceiver. A Reflex Processor hard-wired with Infra-Red Recognition could be added to provided more accurate input to the 'Matrix, and to take the robot from 1st Gen to 2nd Gen a Micro Computer could be used rather than the 'Processor, loaded with 2nd Gen SV, Infrared Recognition, and Eye Hand Coordination (this would be needed anyhow for Lasers). Power Supply as a minimum is a Power Crystal III and a Power Receiver, with a Power Pack II for the Blaster. As an alternative an Accumulator and Transformer Crystal III could be used, or to give almost unlimitted operating range a Power Crystal III and Micro Pile. This is just the thing to leave in a ditch as a nasty suprise for your friends, with it set to blast anything that looks living from its IR pattern, the 'Matrix allows it to do this without any remote control. Note the design has no Sonic Sensors for ears. Also see Death Louse Control. Move: 4". Maximum Weight: 6600gp. Cost: kgp. Price: kgp. Uses: 4ep/turn (for 6600gpwt), blast- 25ep. Weight: 825gp.
Level: 4th.

Death Louse Control: is the means of controlling a Death Louse. This robot has little or no on-board intelligence and hence is 1st or 2nd Gen. Minimum control uses a Transceiver, a Tacticoder, and a Terminal, and a Video Monitor to display what the robot 'sees'. If the robot does not have an on-board Reflex Processor hard-wired with Infrared Recognition this could be included in the Control. Enhanced control uses Micro Computer loaded with Robot Control and an Associative Matrix (response pattern), and possibly up to 4th Gen SV in an array of Micro Computers. Cost: kgp. Price: kgp. Uses: 1ep/6 turns. Weight: gp.
Level: 4th.

Door Guard: a guardbot. Based on a Medium Robot Frame of the variety Hidden Wheel. Has STR 13, DEX 11 with AC1 and 4HD (the +1 has been added to AC rather than HD). Uses a Video Camera and 2 Sound Sensors (microphones), and has a Robot Arm with a Hand Stunner III (blast shape: Blast) on it and a Robot Tentacle. Control is by means of an Associative Matrix and a Visual Transceiver, and Power Supply is a Power Crystal III and ruggedized Power Receiver, with as an enhancement a Micro Pile (and Fusion Core). This robot is effectivly a mobile camera, microphone and weapon. A Hand Stunner as a weapon allows it to take prisoners. A special switch allows an Energy Beam to turn on the Micro Pile when needed. Also see Door Guard Control. Move: 6". Maximum Weight: 1650gp. Cost: kgp. Price: kgp. Uses: 1.5ep/turn (for 1650gpwt), blast- 10ep. Weight: 550gp.
Level: 4th.

Door Guard Control: is the means of controlling a Door Guard. This robot has no on-board intelligence and hence is 1st Gen. Minimum control uses a Visual Transceiver and a Terminal, and a Video Monitor to display what the robot 'sees'. Enhanced control uses Micro Computer loaded with Robot Control and an Associative Matrix (response pattern), and possibly up to 4th Gen in an array of Micro Computers. Under normal circumstances this robot might not even be controlled; a computer might scan its camera/microphone information to see if there was anything interesting. Cost: kgp. Price: kgp. Uses: 1ep/6 turns. Weight: gp.
Level: 4th.

Honour Guard: a guardbot. Based on a Medium Robot Frame of the variety Humanoid. Has STR 13, DEX 11 with AC1 and 4HD (the +1 has been added to AC rather than HD). Uses a Video Camera and 2 Sound Sensors (microphones), and has 2 Robot Arms each with a Robot Hand. Is normally armed with a mace and an Electro Whip, which is powered by contacts in the hand. Control is by means of a Vocoder, Visicoder, Micro Computer, and 3 Reflex Processor II. The Micro Computer is loaded with 2nd Gen and Visual Recognition, and the Reflex Processors have Bipedal Control and Vocal Recognition in one, 2x 1 Arm Control in the second, and Phrase Synthesis in the third. Power Supply is an Accumulator and a Transformer Crystal III, recharge is via terminals. Also includes a Sound Transducer (loudspeaker). These robots are designed to be showy and humanoid so acceptable to most people as a strange 'race', possibly totally covered in leather armour or heavy robes. They would probably use set phrases on que, such as 'Resistance is useless', 'Hail the High Lord'. Also see Honour Guard Control. Move: 9". Maximum Weight: 3300gp. Cost: kgp. Price: kgp. Uses: 7.5ep/turn (for 3300gpwt), blast- ep. Weight: 688gp.
Level: 4th.

Honour Guard Control: is the means of controlling an Honour Guard. This robot can function without control, assuming you can tolerate its stupidity. However it will work best if controlled (note: a Transceiver must be added), a warbot with controller equipment and 5th Gen would make a good 'Honour Guard Captain'.
Level: -.

Multi Environment Suit: see "Environmental Devices".
Level: 4th.

Flight Suit: see "Transport Devices".
Level: 4th.

Prosthetic Harness: a Prosthetic Field built in the form of a harness, which includes a Power Feed III which gives 4D4 rnds use, and which feeds an unshielded Transformer Crystal II. This gives on average 10 rounds (120ep-5ep) from the 'Feed followed by 58 rounds as the 'Crystal discharges (115ep-2ep/rnd (0.5+1.5)). If the 'Feed is turned off after 3 rounds (36ep-2.5ep) the 'Crystal will discharge over a further 17 (33.5ep-2ep/rnd), giving on average effectively 3 uses of 20 rnds each, with an emergency use of about 7 rnds. The detection of when only a round is left in the 'Crystal, as well as in the 'Feed, is shown by an indicator. Note 'Crystal interference within 5'. See Standard Weapons. Cost: 3850gp (+500/extra L), replacement feed- 300gp. Price: 17kgp (+1L 37kgp, +2L 57kgp), replacement feed- 1500gp. Capacity: 150ep, leaks- 15ep/turn. Supplies: 12ep/rnd for 4D4 rnds, trans- 15ep/segment. Uses: 5ep/turn (+5ep/extra L). Weight: 116gp (including feed).
Level: 4th.

Flight Array: is an array of five matched Gravitic Neutralisers under computer control and intended to lift and move large weights. Includes the Gravitic Neutralisers (1000gpwt using an initial 1ep/110gpwt and 1ep/turn for maintenance) allowing 100tns within a 3"r to be moved; a Reflex Processor (40gpwt using 1ep/turn), Hardwired with Gravity Control program; a Field Focusor II (50gpwt using 1ep/12"/550gpwt/turn) allowing a maximum 48" move or 4.8G in space; five Macro Reactors (43,750gpwt) and five spare Macro Energy Cells (18,750gpwt) giving 25,000ep capacity at 500ep/round and the same again in the 'Cells; a fully shielded Transformer Crystal III (133gpwt) giving 500ep capacity but needing 5ep/turn trickle charge; and five Micro Piles (100gpwt) supplying 5ep/round using 5 Fusion Cores, and requiring 50gpwt of mithral for shielding. The capacity allows the maximum weight to be neutralised in less than five minutes and the minimum in about 26 seconds, and slowly contracting the field when delivering the cargo allows half the initial neutralisation power to be stored back into Cells. The Crystal is only used during initial neutralisation and later contracting so it need not be kept trickle charged, its other use is recharging the Cells from the Piles; a spare might be a good idea. The Piles allow movement of the minimum payload at about 1.3", the maximum would be a tenth this, however even fractional gravity acceleration can be quite useful in space. Note that some 'sprinting' at maximum move even with maximum load might be done by drawing on the Cells via the Crystal, for about five minutes. All the Cells can be charged from empty to full by the Piles in about a day (25hrs). The minimum weight is 10tns for stability, so the minimum payload is about 7tns. If the things to be moved do not fit within a 3"rad then use of three Gravitic Neutraliser IIs would give a 30"rad but otherwise act much the same. This could be used on its own, but is more likely to be used with a Vehicle Frame, such as a Standard Flitter Frame, a Mini Heavy Flitter ~, or a Mini Astrer Frame. Cost: . Price: . Uses: . Weight: 3tns.
Level: 4th.

Environ Core: is the standard version of the systems of devices called Environ Cores. Light is provided and precisely shaped by a Modulated Light Generator, with as a portable light source an (al)chemically powered Glow Sphere. Air is maintained and supplied by an Air Regenerator, with an Air Store III handling pressure losses, and a Fast Macro Air Supply acting as an emergency two week long-term source. A Spacecloth Suit with a Breather Mask provides portable air. Food is prepared using a Lesser Auto Chef, from six Indefinate Preserved Food, which gives sixty day's of food. Stored water of 880gpwt is provided, and waste can be handled by a Waste Remover and a Sewage Processor, which can recycle water. A Body Cleanser cleans people (but not clothes), and a Gravity Generator provides artificial gravity (1G, 2"rad), and steady acceleration damping. The protective envelope (2"rad) is a Heavy Air Shell with a Force Field Modulator, in which an opening can be produced, co-ordinated with a Field Portal to minimise atmosphere leakage. Emergency power is provided by a Converter and a Micro Pile containing a Fusion Core, backed by a Transformer Bank containing four matched Transformer Crystal II and a Charger II for irregular power use, linked to a Robust Power Receiver which can act as an external power input and control linkage. A Power Pack II provides final emergency power for just the envelope (fixed at 2"rad). Fuel is required for this in the form of one hundred Energy Fluid or Energy Essence, obtained by synthesis rather than made as devices. This system will run for one person for about ten days. If this system was made the basis of a temporary vehicle, it would be frame equivalent 3tn Max, AC4, DR6. Note that the cost and price does not include the mithral needed for the Robust Power Receiver or the Micro Pile, but does include one Fusion Core. See Environ Cores. Cost: 52.5kgp. Price: 188kgp. Capacity: pile- 10ep/turn, conv- 50ep/turn, trans- 600ep, char- 20ep/turn, rec (with info)- 125ep/turn, pack- 250ep at 10ep/turn. Uses: 32.05ep/turn, portal- 10ep/turn, pass- 3ep, replace air leak- 0.1ep, trans trickle- 6ep/turn, clean- 10ep/turn, chef- 10ep/turn, waste- 5ep/removal, sew- 1ep/100gpwt/turn. Weight: 27160gp, fluid- 5000gp, ess- 500gp.
Level: 4th.

Video Micro Crystal Recorder: is a smaller variety of Video Crystal Recorder which records on a micro crystal. Consists of a Micro Recorder, Micro Recorder Crystal, Robot Eye, Micro Video Monitor, a Power Pack which can supply the Recorder and Monitor, and a second Power Pack enabling the Eye to run with the Recorder, but not the Monitor. Sometimes called a VMR. Cost: 5.5kgp, supply- 3kgp. Price: 25kgp, supply- 8kgp. Supplies: 2ep/game turn or 9ep/game turn. Capacity: 125+125ep. Uses: 1+1ep/game turn or 1+10ep/game turn. Weight: 19gp.
Level: 4th.

Populated Transformer Bank: is a fully populated Transformer Bank, with 4 matched Transformer Crystal III, without a Charger. Leakage is 200ep/turn unless trickle charged 20ep/turn, which is assumed to come from an external supply. Adding two Micro Piles, while expensive, would provide an emergency trickle charge. Cost: 9kgp. Price: 23kgp (5kgp/Crystal). Capacity: 2000ep. Rate: 200ep/segment safe, %overload/4 is burn-out chance rolled once per turn. Weight: 400gp.
Level: 4th.

Momentum Sled: is an advanced flying vehicle. Based on a mini Light Flitter Frame. Has AC 10, HD 2, DR 2, Wt 0.05 (1100gpwt) and Max 0.5 (11,000gpwt), and has a frame Top; the passenger(s) lie or stand on it. The Drive is a Momentum Generator, giving a maximum of 120" move (300mph). This design is for 5500gpwt. Control is by adjusting the frame of reference (via the 'Generator). Power Supply is a pair of Converter giving 100ep/turn from 10gpwt of fuel (assuming Energy Fluid) per game turn. If two extra Momentum Generator, synchronised by a Reflex Processor hardwired with Momentum Generator Control program, were added then power usage would be a tenth, allowing 120" move and 1G internal gravity for only 67ep/turn. The problem with this vehicle is that it uses a great deal of energy, and unless extra power is used anything it carries will be in zero gravity throughout. Also on journeys between places which have a relative difference in velocity care will be needed at the destination when the Drive is turned off; high atmosphere velocity shedding may be necessary. Note that the Cost and Price does not include fuel, and note reduced weight as fuel is used. See Sleds. Move: 19". Maximum Weight: 5500gp. Cost: 4.5kgp. Price: 17kgp. Uses: 5ep/turn, grav- 1ep/turn, move- 5ep/1"/5500gpwt/turn, grav- 1ep/turn (optional). Weight: 2000gp, fuel+cargo - 3500gp.
Level: 4th.

Grav Control Sled: is an advanced flying vehicle. Based on a mini Light Flitter Frame. Has AC 10, HD 2, DR 2, Wt 0.05 (1100gpwt) and Max 0.5 (11,000gpwt), and has a frame Top; the passenger(s) lie or stand on it. The Drive is a Gravitic Controller, giving a maximum of 11,000gpwt and 12" move. This design is for 5500gpwt. Control is by adjusting the field focus (via the 'Controller). Power Supply is a Converter giving 50ep/turn from 5gpwt of fuel (assuming Energy Fluid) per game turn; however less than half the capacity is used, greatly increasing the range for fuel. With tuning the standard maximums on the Gravitic Controller may be considerably increased. The only real problem with this vehicle is that it is quite slow, and unless extra power is used anything it carries will be in zero gravity throughout. Note that the Cost and Price does not include fuel, and note reduced weight as fuel is used. See Sleds. Move: 12". Maximum Weight: 5500gp. Cost: 3.5kgp. Price: 14kgp. Uses: neutralise- 12.5ep/turn, move- 5ep/12"/5500gpwt/turn, grav- 1ep/5500gpwt/turn (optional). Weight: 1800gp, fuel+cargo - 3700gp.
Level: 4th.

Blast Rifle: is a miniturised Blaster I constructed in the shape of a rifle. This does 6D6 with the Blast shape (cylinder 1"r x 6"long) and includes a Power Cell IV which gives 3D4 shots. See Standard Weapons. Cost: 4950gp, replacement cell- 400gp. Price: 47.5kgp, replacement cell- 2kgp. Uses: 25ep/shot (from integral replacable cell). Weight: 110gp (including cell).
Level: 5th.

Stun/Disrupt Pistol: is a Hand Stunner/Disrupter I constructed in the shape of a pistol. Note it also functions as a Hand Blaster. This does 4D6 with the Blast shape (cylinder 5'r x 4"long) and includes a Power Cell IV which gives 3D4 shots. The same ammount power is used for the stun, blast and disrupt effects due to the restrictions of power cells. See Standard Weapons. Cost: 2950gp, replacement cell- 400gp. Price: 47.5kgp, replacement cell- 2kgp. Uses: 10ep or 20ep or 30ep/shot (from integral replacable cell). Weight: 86gp (including cell).
Level: 5th.

Force 2-Handed Sword: is a 2-handed sword with Force Blade III. This does D10+1 with +1 H.prob and includes a Power Feed II which gives 4D4 rnds use. See Standard Weapons. Cost: 5250gp, replacement cell- 200gp. Price: 39kgp, replacement cell- 1kgp. Uses: 0.5ep/rnd (from integral replacable feed). Weight: 2-handed sword+10gp (including cell).
Level: 5th.

Force Battleaxe: is as Force 2-Handed Sword, but is a battle axe instead.
Level: 5th.

Energy Long Knife: is a long knife hilt which uses Energy Blade II to creates a long knife-sized energy blade. It may also be called a short sword. This does 3D6, which ignores the material part of any armour and automatically cauterises any wounds it makes, and includes a Power Feed II which gives 4D4 rnds use. See Standard Weapons. Cost: 4000gp, replacement feed- 200gp. Price: 39kgp, replacement feed- 1kgp. Uses: 2ep/rnd (from integral replacable feed). Weight: 6gp (including feed).
Level: 5th.

Energy Short Sword: see Energy Long Knife.
Level: 5th.

Crystal Space Armour: see "Environmental Devices".
Level: 5th.

Eternacloth Suit: see "Environmental Devices".
Level: 5th.

Prosthetic Crystal Armour: see "Weapon Devices".
Level: 5th.

Prosthetic Crystal Space Armour: see "Weapon Devices".
Level: 5th.

Wrist Link: uses Linked Coils to provide a very secure light-speed long range communication link to a sound Transducer. Also includes a Transformer Coil (shielded by 1gpwt of dureum) which is charged by and trickle-charges the Linked Coil. Note that if this is brought within 5' of an unshielded Power/Transformer/Linked Crystal etc power will be lost by interference at 2ep/rnd. All devices are embedded with Embedded Circuitry. The remote Linked Coil is assumed to connected to some form of reliable power supply and a second sound Transceiver. Cost: gp. Price: kgp. Capacity: 75ep. Uses: none, trickle- 2ep/33hrs, interfere- 2ep/rnd. Weight: 5gp.
Level: 5th.

Video Wrist Link: a far more expensive Wrist Link using Comms Linked Coils which also includes a Micro Video Monitor+ (includes Sound Transducer system), and a Micro Miniturised Video Camera. The remote Comms Linked Coil is assumed to connected to some form of reliable power supply and a matching Video Monitor+ and Video Camera. Cost: gp. Price: kgp. Capacity: 55ep. Uses: 51/game turn, trickle- 1ep/33hrs, interfere- 2ep/turn. Weight: 6gp.
Level: 5th.

Horse Android: is a completely standard female horse (mare) Android intended for riding and, given sufficient intelligence, trained for combat. The persona used is a Simple Animal Persona with an INT, WIS, and CHAR of 1+D3 and simple physical skills. Assume Personal Survival uses only two slots leaving one for Riding Animal; Spoken Common etc would not be allowed as this is a mental skill, Personal Survival might reasonably be assumed to include standard horse behaviour; Combat Training would require an extra slot and hence at least 3 INT. This horse is AC7, moves at 18", has 3HD with 15HP, and counts as a Medium Horse. This takes three months to grow in an Android Mould I costing 3000gp for nutrients, the third month can be overlapped with the first of the three months required to imprint the persona using an Android Programmer I, costing 500gp for nutrients (total 5 months, and 3500gp for nutrients). The standard horse body design is used so the physical stats are those of a medium horse. A Lesser Android Mould would not be suitable for this as it is too large and tough. Note the standard version of this is capable of breeding.
Level: 5th.

Dog Android: is a completely standard female dog (bitch) Android intended for hunting and, given sufficient intelligence, trained for combat. The persona used is a Standard Animal Persona with an INT, WIS, and CHAR of 3+D3, any physical skills, very simple mental skills and a simple background. Assume Personal Survival uses three slots as it includes complex pack behaviour and how to live with humans, leaving one for Hunting Animal and leaving two slots free. Vocabulary: Common for Hunting II would be useful, though only some of the vocabulary would be very useful, Combat Training would require a slot, and Hunting Animal might usefully be taken several times. The background most sensibly includes loyalty to a particular master. This dog is AC7 (AC6 with armour), moves at 12", has 3HD with 15HP, and counts as a War Dog. This takes three months to grow in an Android Mould I costing 3000gp for nutrients, the third month can be overlapped with the first of the three months required to imprint the persona using an Android Programmer I, costing 500gp for nutrients (total 5 months, and 3500gp for nutrients). The standard dog body design is used so the physical stats are those of a war dog. A Lesser Android Mould would not be suitable for this as it is too tough. Note the standard version of this is capable of breeding.
Level: 5th.

Mule Android: is a modified version of the female horse Android intended for riding and carrying equipment in difficult circumstances; not for combat. The persona used is a custom designed Complex Animal Persona with an INT, WIS, and CHAR of 5+D3, any physical skills, simple mental skills and a full background. Assume Personal Survival uses three slots as it includes complex behaviour and working with humans, Riding Animal uses one slot, Pack Animal one slot, Spoken Common III three slots, and Written Common one slot. More than the minimum INT would allow more slots. This is at the limits (or beyond) for animal intelligence but still mostly lives in the present, and has little problem solving ability. The background is of growing up in a community of mules working with humans, (mostly) getting on with them, and enjoying work. The throat has been modified to allow human speech, though only in a hoarse (no pun) whisper, and the mouth to allow whistling, which could be used to control various pieces of equipment with suitable interfaces. This animal is AC7, moves at 12", has been modified to be 5HD with 25HP, and to have the equivalent of 18 CON and above average DEX. This takes five months to grow in an Android Mould I, costing 5000gp for nutrients, the final three months being used to imprint the persona using an Android Programmer I. Note that this is sterile by default.
Level: 5th.

Walker Robot Vehicle: uses a Medium Crustacea Robot Frame (L=3) but with Medium Ogre Robot Frame (+2L=5), 6875gpwt. It is desired to make this reasonably fast so the rules in Varient Robot Frame are used for extra move, making the Max Wt double the Wt gives 4"x(Max Wt/Wt/2)=14.4", so (4/14)xMax Wt; the standard Max Wt of 49500gp becomes 14143gp and a 14" move is gained. Making it water and air-tight gives double Cost, on top of the +50% for a Medium Robot Frame. The stats are STR 27, DEX 9, AC-3, 12HD, and DR8 (the +2 has been added to the AC). The operator sits in a body fitting compartment and sees through a crystal dome, and the robot is controlled by simple control levers; this means the robot has no senses or other control mechanisms. The power supply is a Fusion Lamp (1000gpwt) and a shielded Tranformer Crystal III (130gpwt), the 'Lamp switching on for about 6 turns to charge the 'Crystal, then off for 6 turns while it discharges, thus effectively doubling the approx. 4 month Fusion Core life. The difference between the Wt and Max Wt is 6138gp, so this is the limit on the weight of the operator plus equipment, there is probably about 4000gpwt of protected storage. Things like Light Beamer 'eyes', an Air Regenerator, or even a Food Synthesiser could be usefully added, but note the impact on the power usage and weight; carrying a few spare legs might be a good idea. Maybe several of these could be linked together to give something like a centipede. Note the mithral for the Fusion Lamp, and the Fusion Core, are not included in the Cost or Price. Cost: 12kgp. Price: 96kgp. Move: 14". Supplies: 10ep/round. Capacity: 450ep, leaks- 45ep/turn. Uses: 30ep/turn. Weight: 8005gp. Maximum Weight: 14143gp.
Level: 5th.

Greater Environ Core: is the improved version of the systems of devices called Environ Cores. Light is provided by a Holo Omniphonic Display combined with a Modulated Light Generator, with as a portable light source an (al)chemically powered Glow Sphere. Air is maintained and supplied by an Air Regenerator II, with an Air Store IV handling pressure losses, and two Fast Macro Air Supply acting as an emergency four week long-term source. A Eternacloth Suit with an Air Supply provides portable air. Food is prepared using a Preparing Food Synthesiser from almost any organic material, and nine Indefinate Preserved Food gives ninety day's of food. Stored water of 1320gpwt is provided, and feeding and waste can be handled by a Metabolic Feed, using the Food Synthesiser for recycling. An Auto Tailor cleans people and clothes, and a Gravitic Node provides artificial gravity (1G, 2"rad), and steady acceleration damping. In an emergency the Sus An Generator can be used. The protective envelope (2"rad) is a Macro Air Shell with a Macro Force Field Modulator, in which openings or the equivalent of Field Portals can be produced. Emergency power is provided by a Fusion Lamp containing a Fusion Crystal and a Converter, backed by a Transformer Bank containing four matched Transformer Crystal II and a Charger II for irregular power use, linked to a Heavy Power Receiver which can act as an external power input and control linkage. A Power Pack III provides final emergency power for just the envelope (fixed at 2"rad). Fuel is required for this in the form of one hundred Energy Fluid or Energy Essence, obtained by synthesis rather than made as devices. This system will run for one person indefinately. If this system was made the basis of a temporary vehicle, it would be frame equivalent 15tns Max, AC2, DR8. The power usage is based on the assumption of an up to 1G change, and does not consider the 'Node as part of a drive system. If used in a multi-storey structure alternate floors might have opposite gravity directions, so the Environ Cores are always 'down'. Note that the cost and price does not include the mithral needed for the Heavy Power Receiver or the Fusion Lamp, but does include one Fusion Crystal. See Environ Cores. Cost: kgp. Price: kgp. Capacity: lamp- 100ep/turn, conv- 50ep/turn, trans- 600ep, char- 20ep/turn, receiver (with info)- 500ep/turn, pack- 500ep at 20ep/turn. Uses: ep/turn, trans trickle- 6ep/turn, ep/turn. Weight: gp.
Level: 5th.

Video Flake Recorder: is a far smaller variety of Video Crystal Recorder which records on a flake. All devices have applied Minor Embedding II (five devices) so they are within a Crystal ball. Otherwise consists of a Flake Recorder, Flake, Miniturised Robot Eye, Micro Video Monitor, and a Miniturised Power Coil III (with 1gpwt of dureum shielding). Sometimes called a VFR. Note the dureum is not included in the Cost or Price. Cost: 17kgp. Price: 135kgp. Capacity: 100ep. Uses: ~11ep/game turn. Weight: 19gp.
Level: 5th.

Energy Sword: is a sword hilt which uses Energy Blade III to creates a long sword-sized energy blade. This does 4D6, which ignores the material part of any armour and automatically cauterises any wounds it makes, and includes a Power Feed II which gives 4D4 rnds use. See Standard Weapons. Cost: 6250gp, replacement feed- 200gp. Price: 64kgp, replacement feed- 1kgp. Uses: 3ep/rnd (from integral replacable feed). Weight: 6gp (including feed).
Level: 6th.

Dureum Space Armour: see "Environmental Devices".
Level: 6th.

Auto Mould: a automatic Android Mould. Includes an Android Mould I, Android Programmer II, Micro Computer I, and Crystal Reader. The personality to be imprinted is stored in a Permanent Macro Crystal (or Personality Crystal), and the body pattern on a Storage Crystal. This system is deliberately designed to be as simple as possible: seed Culture is placed in the Mould, the nutrient and water containers are filled up, the body pattern inserted, copied into the mould, and then removed, the personality data is inserted, and the start button is pressed. When the android is completed the Mould opens and it steps (or slithers, or whatever) out. Ideally someone with the correct Theories, or Medical Technology, should wander by ever so often and check the Medi Scanner display, but there should be no problems given a reliable power source. The Android Mould Control program is held in the Micro Computer. Cost: kgp (+1L kgp, +2L kgp). Price: kgp (+1L kgp, +2L kgp). Uses: 111ep/turn. Weight: 10,800gp.
Level: 6th.

Gardener Android: is a completely standard human male Android intended for gardening work. Assuming all the persona components are available it takes three days to assemble and test his Simple Persona using the Personality Constructor program, this is easy as he can have only simple mental skills and no background (initial memories). Assuming 1HD/5HP is sufficient he takes one month to grow in an Android Mould I costing 1000gp for nutrients, one month resting before mind imprinting costing 250gp for nutrients, and three months to imprint his mind using an Android Programmer I (L=5) costing 750gp for nutrients (total 5 months, and 2000gp for nutrients). He has the Basic Body and hence STR and CON of 8+D5, and DEX of 11. He has a Simple Persona and hence INT, WIS, and CHAR of 3+D5, an assembled (simple) persona gives him INT+1 Persona Skill slots. Assuming 5 INT is rolled he could have the Persona Skills: Personal Survival (3 slots), Spoken Common I (equivalent of a 1000 word English vocabulary, 1 slot), Written Common (1 slot), and Gardening (1 slot) using all six slots, with only 4 INT Written Common could be dropped; he can learn other skills later (treat as a fighter for experience points, and as a thief combat, hit dice and saving throws); with 1HD he is assumed to be 1st level with zero experience points. The Persona Template used is the Worker Template, intended for mainly physical labour, which means he should do quite a good job of gardening with no supervision after he has been shown where the garden is and where he is going to live. If a Lesser Android Mould I was used instead he would take a year to grow (though mental imprinting could be done in parallel) thus -1L, but the nutrients would cost 3500gp, and he would almost certainly only have seven years to live (note that many Techs consider Lesser Androids unethical).
Level: 6th.

Bio Rig: is a standard configuration of mostly Bio Devices, constructed using Bio Circuitry I, and placed in a human body using Implanted Circuitry II. This includes a Bio Tap supplying up to 1ep/turn, two Transformer Coil II, which count as fully shielded, and may easily be kept trickle-charged by the 'Tap, having a total of 300ep storage, and a non-bio device an Aura Glow, which multiples the safe power usage by x10, to 100ep/turn, or 100ep/use up to 3 times per turn. This leaves a device 'slot' free to be chosen. There is quite enough power capacity in a 'Rig to fry the user... Cost: kgp. Price: kgp. Capacity: 300ep. Supplies: 1ep/turn. Rate: 30ep/segment. Weight: gp.
Level: 6th.

Bio Limbs: is the replacement of all four limbs of a human with the Bio Devices Bio Heavy Large Robot Arms and Legs, and the hands with Bio Heavy Large Multi Purpose Hands. These give 10 DEX and 18(00) STR, but may look rather silly as they are designed for a figure about 7' tall. Replacing the heart and lungs with Bionic Organs might be a good idea to handle the extra load. Note that all power is drawn from normal biological sources.
Level: 6th.

Cached Armour: is a suit of armour which has been placed in a Fixed Cache. Includes a Transformer Bank (excluding Charger) and shielded with dureum (total 40gpwt), with 3 matched Transformer Crystal I (10gpwt), two Miniturised Micro Piles and Fusion Marble(10%) (20gpwt) a Miniturised Cache Manager I (10gpwt), and the Improved Plate (750gpwt). Cost: kgp. Price: kgp. Capacity: 150ep. Supplies: 2ep/rnd, 15ep/segment safe. Uses: idling- 1ep/rnd, tranfer- 7.5ep, trickle- 1.5ep/turn. Weight: 80gp, armour- 750gp.
Level: 6th.

Body Bag: is a sealed cloth container which will retain life in an creature placed in it indefinately, as long as it has a minute spark of life remaining when placed in the bag and is not unwilling to continue living. Consists of a Miniturised Sus An Gen (L=6+5), two Fieldcloth (L=4x2) making up a large bag which the Sus An field does not extend beyond, and a Life Tap (L=6) which powers the Sus An Gen from the life force of the creature in the bag. The Sus An Gen might be usefully Micro Miniturised, and the Life Tap Miniturised, which would reduce the total weight from 280gpwt to 100gpwt, at a cost of two devices of L=7. Note the potential use of a modified Educator or Dreamer running 169 times slower on the creature, which may be up to 662lbs. Cost: 12.5kgp. Price: 150kgp. Uses: none. Weight: 280gp.
Level: 6th.

Secure Auto Mould: a far more secure version of Auto Mould (automatic Android Mould). Includes all the devices of Auto Mould, but the miniturised Android Mould circuitary is broken down into sub-modules (e.g. the Medi Scanner, the Storage) and embedded in Crystal, along with all the other devices in miniturised form. The main body of the Mould is made of Crystal Sheet which provides the growth chamber and has the shielding coils embedded in it, in the form of Circuit Cloth. In addition has a Reflex Processor II with the Medical Monitoring program, and two embedded Micro Piles, four Transformer Coil IIIs, and a miniturised embedded Fusion Lamp provide the power supply. If Circuit Cloth II was used a Physical Force Field could be run through it as well, to protect from damage or tampering; power requirements would prevent this being used continuously on internal power (unless possibly it was an Efficient Device). Note that nutrient, water and air are still needed, adding a miniturised, and embedded in Crystal, Lesser Mould Support System (L=6) would be a good idea (preferably at +1L to get the Organic Synthesiser function). Cost: kgp. Price: kgp. Capacity: 1800ep. Supplies: 120ep/turn. Uses: 112ep/turn. Weight: gp.
Level: 7th.

Technician Android: is a completely standard human male Android intended for work as a Technician. Assuming all the persona components, including the memories which make up his simple background, are available it takes about six days to assemble and test his Standard Persona using the Personality Constructor program. Assuming 1HD/5HP is sufficient he takes one month to grow in an Android Mould II costing 1000gp for nutrients, one month resting before mind imprinting costing 250gp for nutrients, and three months to imprint his mind using an Android Programmer II costing 750gp for nutrients (total 5 months, and 2000gp for nutrients). He has the Standard Body and hence STR and CON of 13+D5, and DEX of 12. He has a Standard Persona and hence INT, WIS, and CHAR of 8+D5, an assembled persona gives him INT+3 Persona Skill slots. Assuming 9 INT is rolled he could have the Persona Skills: Personal Survival (3 slots), Spoken Unglas III (equivalent of a 4000 word English vocabulary, 3 slots), Written Unglas (1 slot), Technician I (3 slots), Mechanical Technology I (1 slot), (Al)Chemical Technology I (1 slot), using all twelve slots; with more INT then Technician II (+1 slot), or Technician III would be a good idea, as would some Spoken Common, General Technology II and Force Field Technology II. He can learn other skills later as he aquires experience (treat as a thief for experience points, combat, hit dice and saving throws); with 1HD he is assumed to be 1st level with zero experience points, one extra slot is aquired per extra level. The Persona Templates used are Apprentice and Technic Template, intended for technical work with minimum supervision, and to learn further skills, which means he should do quite a good job after he has been shown where he will work, who he will work for, what the work is, and where he is going to live.
Level: 7th.

Demi Material Computer: see "Creation Devices".
Level: 8th.

Demi Material Circuitry: see "Creation Devices".
Level: 8th.

Technologist Android: is a completely standard human male Android intended for work as a Technologist. The persona of a Tech cannot be simply assembled so Personality Designer program must be used, and a Complex Persona, giving any skills and a full background, is almost certainly required. Designing a Complex Persona will take about six months (usefuly done in parallel with the first six months of body growth) and is often done by taking sample existing Complex Persona, usually recorded from those who developed them the natural way over time, and extracting various motivations and interests, with constructed memories to justify these which again may be obtained from 'real' people. All this is an art rather than a science, and even though some Techs have all the required NWPs they may never produce full, functional and stable personas; on the other hand some Technicians seem to have a natural skill at this 'telling a story of a life'. A real test of stability is how the persona responds to finding out it has been designed rather than growing up. As maximum HD and hence level, 9HD/45HP, is required he takes nine months to grow in an Android Mould III costing 9000gp for nutrients, the final three months being used to imprint the persona using an Android Programmer II. He has the Superior Body and hence STR 17+D5 extrapolated STR, CON 17+D2, and DEX of 13; he does get fighter strength bonuses. He has a Complex Persona and hence INT and CHAR 13+D5, and WIS 10+D5, and a designed persona gives standard social skills and language plus Common, literacy, literate use of Unglas, five standard NWPs, five Tech NWPs, Mechanical Theory I, Magical Theory I, (Al)Chemical Theory II, Force Field Theory II, and General Technology II, four standard weapon proficiencies, and three Tech weapon proficiencies. Mechanical Theory II is advised, and any other Tech NWPs to suit his interests. With 9HD he is assumed to be in all ways a 9th level Tech, with just enough experience points to have achieved that level; if desired HP might be rolled, with CON bonus, and if this exceeds 45 used instead. His background and physical appearance match up with him being a twenty five year old experienced adventurer. If his memories have been correctly designed he should already know what his job is, where he will work and live, and who he is going to work with.
Level: 8th.

Troubleshooter Android: is a modified human female Android intended for work as a Troubleshooter, and not having a detectably technologic nature. The persona of a Troubleshooter cannot be simply assembled so Personality Designer program must be used, and a Complex Persona, giving any skills and a full background, is almost certainly required to provide flexibility and avoid predictability; see Technologist Android. A level 9/9 Fighter/Thief, or a Fighter/Technician, should be quite effective. As maximum HD and hence level, 9HD/45HP, is required she takes nine months to grow in an Android Mould III costing 9000gp for nutrients, the final three months being used to imprint the persona using an Android Programmer II. She has the Superior Body and for example STR 18(76), and CON 18, and a very carefully designed DEX of 17. She has a Complex Persona and for example INT and CHAR 16, and WIS 13 (and COM 16; cute!). With 9HD she is assumed to be in all ways 9th level, with just enough experience points to have achieved that; if desired HP might be rolled, with CON bonus, and if this exceeds 45 used instead. She is modified with Drug Glands I-III implanted with Implanted Circuitary IV while she is still in the 'Mould, usefully during the final three months. This gives nine glands with Palliatives of up to L=4: Pain Control Gland, Conception Control Gland, Sleep Control Gland, Healing Gland, Mnemonic Control Gland, Suicide Gland, Sus An Buffer Gland, Cure Disease Gland, and Neutralise Poison Gland. Other Bio Circuitary could be implanted. Her background and physical appearance match up with her being an eighteen year old experienced adventurer, and it can be assumed she is fully trained and used to zero G. If her memories have been correctly designed she should already know what her job is, where she will work and live, and who she is going to work with, so all she needs is something to shoot with... A matched Pair of these might be most effective...
Level: 8th.

Non Material Computer: see "Creation Devices".
Level: 9th.

Areal Circuitry: see "Creation Devices".
Level: 9th.

Crystal Workshop: is a complete Workshop with various support devices, which takes the physical form of a functionally indestructable toolbox, constructed from Areal Circuitry. The Workshop when realised would be nearly invisible if it were not for the way light is shone through it, making it look as though it is made from glass or crystal. There is a hidden control panel in the toolbox allowing choice of what devices are realised, monitoring of power levels, and even turning off the material form of the toolbox (something like a Non-Material Interface or fine-tuned uses of certain psi powers would be needed to turn it back on, but it might be 'carried', attached to a living creature). The Areal Circuitry stores 10,000ep and draws 10ep/round, and has 42 levels of device of at most L=8. The devices are a Micro Miniturised Superior Workshop IV, about 2" square with four walls, floor and roof, and two closable and lockable airtight doors, lit and heated/cooled, which supplies 0.8ep/round and stores 800ep, gives +15% UM and +25% R/MM, allows construction of devices of up to L=4, and requires 200ep/round for realisation; three Annihilators, which supply 300ep/round, and require 30ep/round for realisation; a Matter Transmuter which also functions as a Crystal Synthesiser and a Catalysis Generator, and hence an Organic and Inorganic Synthesiser, making one thing at a time, using up to 50ep/round, and requiring 100ep/round for realisation; and finally a Micro Computer which is fully Hardwired with a copy of Organic Synthesiser Control program, in case complex organic processing is required, and a copy of Annihilator Control program, to supervise the Annihilators, uses 0.5ep/round, and requires 2ep/round for realisation. Total supply is 310.8ep/round, storage 10,800ep, usage up to 50.5ep/round plus 332ep/round for realisation giving 382.5ep/round. This means with everything realised and running at full power the storage empties in 10800/(382.5-310.8) rounds, about 15mins, so the 'Transmuter must usually be run without the Workshop to produce materials, including fuel for the Annihilators, then the Workshop used for building devices. Done carefully this will not increase device construction time, particularly if Crystal Components are used. It is assumed that the ability to build L=9 allows Micro Miniturisation of a Workshop IV, even though this would not normally be allowed (however, see Holographic Circuitry). The material form may have devices as part of it of up to L=3, so a sensible option would be to actually make it Tools & Materials, and maybe include things like an Identity Circuit, Energy Probe, Field Probe, Exchangable Storage, or even a Gesture Scanner; the above mentioned hidden control panel, which could make good use of an Identity Circuit, is effectively a Terminal with a Video Monitor+ and some Sensor pads, however note all the extra weight. Note that the Workshop is airtight, and air and water could be transmuted or recycled, survival might be possible in this for a long time. Cost: immense. Price: not for sale. Uses: none/see above. Weight: none/as toolbox.
Level: 9th.

Warp Macro Transporter: is a Macro Transporter (L=7) with a Skew and Warp Generator of +1L and +2L respectively. Multi-Planar Theory I is required to operate this. Has a maximum of 6 people and/or weight 110,000gpwt usually inside 1000 cubic feet, and a range of short inter-stellar, 50Tmls. Includes a Micro Field Processor (L=6) Hardwired with Transporter Control program. The power supply is two Macro Accumulator II (L=7) and a Macro Fusion Generator (L=7) which allows quite heavy use, but additional external power will be required for maximum use (10,200ep/use for maximum wt). Cost: immense. Price: not for sale. Supplies: safely with maintenance- 800ep/rnd. Capacity: 20,000ep. Uses: 1ep/11gpwt, skew- 1ep/1100gpwt, warp- 1ep/1100gpwt, m.f.proc- 1ep/turn. Weight: 56.25tns.
Level: 9th.

Macrobot: is an immense man-shaped robot, about 250' tall, which uses a Medium Humanoid Robot Frame (L=4) but with Medium Greater Giant Robot Frame (+5L). The standard move of 9" is considered sufficient. Two Robot Arms (L=1+5) and Robot Multi Purpose Hands (L=2+5) are added. Making it water and air-tight gives double Cost, on top of the +50% for a Medium Robot Frame. The stats are STR 77 (Storm Giant), DEX 6, AC-4, 20HD, and DR14 (the +2 has been added to the HD). The power supply is five Macro Fusion Generator running at their safe maintained maximum of 80% and five Macro Accumulator II (total about 24.5tns). This is enough to move around 800tns without drawing on the 'Accumulators. Using the Vehicle Volume rules there are about 188 2m hexes of usable internal space, enough for about 188 short term passengers, or about 31 to live in long term comfort. As it stands this is controlled from a control room in the head, looking out through the right eye, but all sorts of senses could be added, such as an Image Scanner III (L=8) linked through suitable anti-glare and overload Coder filters to an Image Display III (L=8), which could give a holographic impression of the robot's body being the pilot's body. Adding multiple Air Regenerators, Shaped Light Generators, or even a few Food Synthesisers and Body Cleansers, would be a good idea, as would a secondary emergency power system. Then there is some form of flight system or weapons array to consider... Cost: immense. Price: not for sale. Move: 9". Supplies: safely with maintenance- 4000ep/rnd. Capacity: 50,000ep. Uses: 75,000ep/turn (5ep/tn/rnd). Weight: 312.5tn. Maximum Weight: 1500tn.
Level: 9th.