Other Equipment

This page contains general equipment and items that don't fall into any other category.


Table: Other Equipment

Name Level Price Hands Bulk Capacity Usage Source
Breaching Charges 10 20,000 2 10 1 1 FGG:CO:POTS
Chemcutter 5 2,000 2 2 1/min 10 FGG:CO:POTS
Electro-Grapple 8 6,000 2 2 20 1/min FGG:CO:POTS
Emergency Deployment Airlock 10 10,000 5 24 1/hour FGG:CO:POTS

Breaching Charges

Breaching charges are a special type of explosives — a shaped charge — created specifically to blow through the reinforced starship hull bulkheads and objects. They are incredibly heavy, and take 5 minutes to deploy, making them useless against most creatures. Once in place, they can be set to detonate up to 5 minutes later or with the use of a remote detonator. Due to the shape of the charge, only those in the area of effect the object (or bulkhead) will take damage, along with the bulkhead, once the breaching charge blows.

The breaching charges are based on the torpedo warheads used in the anti-matter mega-missile, and causes 2d8x10 points of Hull Damage. Anyone caught on the opposing of a bulkhead (for instance, inside the ship) when the charge blow takes 10d8 points of piercing damage due to the shrapnel flying around. (Note, starship scale damage happens at a different factor from creature scale damage, so use of a breaching charge on a building

Naturally, the breaching charges can only be used once.

Pirates use these to blow through hulls, in preparation for boarding actions, usually followed by the deployment of an emergency deployment airlock (see below). While highly destructive, they are considered a precision instrument in many pirates’ hands — with an Engineering check against a DC of 10 + the tier of a starship, a demolitionist can be fairly confident of where to place a charge to access any given part of a ship, and to not accidentally destroy vital components (most often, the purpose of a breach is to capture a ship for resale, not destroy it outright).

Chemcutter

A chemcutter is part chemical agent and part cutting tool. It is held in two hands and deploys the chemical agent paste, and has an electric arc igniting the paste, which enables anyone to cut through even the thickest ship’s hull if given enough time. It ignores Hardness and Damage Thresholds (for starships), and cuts through any metallic object at a rate of 1 minute per inch. Pirates use these to gain entry into starships undetected, as the chemcutter is almost impossible to notice, unless viewed directly or with visual sensors. Normal space crews use them for cutting away debris or to open doors that have been forced shut, and which cannot be opened. A secondary setting on the cutting tool itself, allows the chemcutter to be used for repairs, granting a +2

Electro-grapple

Used by pirates for boarding actions, this handheld unit consists of two magnetically charged hand-sized blocks, and a double grip for a humanoid to grab onto, but is recognizable to anyone who’s used a similar device as being an overpowered version of a grappler.

When secured and fired as a full-round action, the unsecured block fires across, up to 1 hex away (while in starship combat) or 300 feet while in atmospheric condition (due to wind resistance, gravity, and so on). This requires a normal attack roll from the user against the target ship’s AC or objects KAC+8, similar to how a normal grappler would work.

Once attached, the blocks deploy a magnetic rail, appearing as a thin, visible blue line from between the blocks, along which anyone holding onto the grip can slide.

Holding on to the grip as it speeds between the two anchoring points takes one full round and requires an Athletics check DC 15. Failure means that you release the grip, with possibly lethal results to anyone floating in space, if you are not rescued (as per GM’s discretion). The grip can be sent between each anchor without any user, by pressing a simple button (as a free action). It then takes a full round to return to the other block, and is unable to stop along the way.

After it’s attached, the grappler remains anchored until either you give a release command as a move action, the grappler is pried free with an Athletics check equal to the attack roll you made to attach it, or the grappler is destroyed. The grappler is automatically destroyed if ships move more than 1 hex apart, within a round. I.e. if a ship moves away on its turn, and the other ship does not move to within 1 hex, on its next movement, then the grappler is destroyed.

Emergency Deployment Airlock

It is an unfortunate fact of life that starships occasionally suffer catastrophic damage and a breach in the hull that cannot easily be fixed. This is where the emergency deployment airlock comes in, as it is able to function as an airlock, keeping the atmosphere within the ship, while the crew is either rescued or enact repairs.

The airlock itself is a 2 x 2 feet metal square, with padding along the edges. When deployed, the metal square unpacks and the padding inflates, filling a hole up to 10 x 10 feet, functioning as an airlock door, and sealing all holes in an affected area up, so that no more atmosphere can escape (assuming of course no other breaches exist not in the affected area). The Emergency Airlock lasts for 24 hours, but is more fragile than the normal airlock door, having a thickness of 2 inches, a Hardness of 8 (due to the padding, the metal itself is 35), 30 hit points, and a Break DC of 20. Deploying the airlock is a full round action.

Finally it is important to note that if a ship enters hyperspace while an emergency deployment airlock is in place on the outer hull, the airlock will implode and be destroyed, as it cannot stand the stresses of the transfer from real-space.

Pirates use this when they’ve cut through a hull using either a chemcutter or breaching charges, if they’re interested in taking prisoners. If not, they simply leave the hole open. More heroic types use the Emergency Deployment Airlock for rescue operations or temporary repairs.

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