These are the standard-issue sidearms for all starship-bound forces throughout the system. The Mk1 fires a
small bolt of plasma, and has very little recharge time between shots (2d4+1 damage, semiauto fire). The Mk2
variant, however, sacrifices this recharge time in return for a more powerful shot, and is often used for personal
defense and in situations where the first shot is the only one that counts (2d6+1 damage, single fire). Also
available is a downgraded Mk1, only capable of temporarily stunning an adversary (deals 2d4 subdual damage).
These weapons give way to lasers on the battlefield, as they have little use against armor and are only effective
at short range. This is the only ranged weapon that does not require ammunition, utilizing an air compressor
and spark plug to create the plasma for each shot. All Blasters suffer a –1 penalty on attack rolls if the target is
armored. All characters in the Military, Police, or Adventurer careers who are stationed on a starship or space
station get this weapon for free upon creation or when they are assigned to their spacefaring vessel.
A beefier version of the Laser Pistol, the Heavy Laser has a greater range and a more damaging beam. This
weapon is a favorite among bounty hunters and large races.
The Holdout Laser is a weapon of last resort due to its short range, tiny power supply, and anemic emitter.
Also known as a “Pocket Pistol” or “Purse Gun”. It is sometimes used as an off-hand weapon for people who
dual-wield pistols John Woo-style.
The Laser pistol is a well-balanced sidearm and the most commonly seen weapon in the Lylat System. It is
commonly used by mercenaries, officers, and non-military personnel who want something a little more
powerful than a holdout laser. This item is standard issue to all military and police forces (sans the naval
officers with Blasters).
Mini Laser Pistol
Mini Laser Pistols are a common sidearm, but most non-combat personnel use it as a primary weapon. The
emitter is weak, but it has decent range. Sometimes used as an off-hand weapon.
These are larger than sidearms, and are carried mainly by military personnel. They are difficult to conceal,
usually require two hands to use, and make large flashes when fired. They are, however, amazingly powerful in
combat, and most capital ships of any size will have an armory with a few of these. These weapons require the
Personal Firearms Proficiency feat.
Longarms (Require Personal Firearms Proficiency)
Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight
Laser Hunting Rifle 100ft. Laser 3d8 20 Single 4 int. M 2000 10lbs.
Laser Rifle 80ft. Laser 3d8 20 S 50 box M 1500 8lbs.
Laser Sniper Rifle 120ft. Laser 3d8 20 Single 30 box L 2750 14lbs.
Light Laser Rifle 60ft. Laser 3d6 20 S 30 box M 1200 6lbs.
Plasma Rifle 80ft. Plasma 3d10+2 20 S 30 box M 1500 7lbs.
Railgun Rifle 250ft. Ballistic 3d12-2* 20 Single 1 int. H -- 50lbs.
Laser Hunting Rifle
The Laser Hunting Rifle is a long-ranged and somewhat bulky weapon, but it reduces size and complexity
by using a simple cooling system and an internal power pack. This method reduces magazine size and rate of
fire, but the weapon is actually less expensive to manufacture than the laser rifle. It includes an electro-optical
Laser Cannons are chopped-down versions of the Argon laser sported by many vehicles and craft. As a
result, their range suffers, and the smaller cooling unit cannot cope with more than one shot per round. The
necessary modifications to the power input make the weapon slower to reload.
This weapon uses the system of the Blaster, rather than the Plasma Rifle. This comes with the bonus of not
needing ammunition or batteries, but the drawbacks of short range and unpredictable field results. This weapon
suffers a –1 penalty to attack rolls if the target is armored.
Impressive range and power mark this unusual weapon. Capable of firing a Tungsten dart at up to Mach 5,
the Rail Cannon punches through armor easily. Loading a new projectile without accidentally discharging it
slows the rate of fire. Rail Cannons may ignore 10 points of vehicle Hardness when applying damage, and gets
a +2 Circumstance Bonus to attack rolls. This weapon is not available for sale to the public.
These weapons are manufactured commonly, or can be adapted from tools and miscellaneous gear.
Melee Weapons (Require Simple Weapons Proficiency)
Weapon Range Type Damage Critical Size Cost (ℓ) Weight
Baton -- Bludgeoning 1d4 20 M 40 1lb.
Brass Knuckles -- Bludgeoning --* 19-20 T 30 .5lbs.
Chain -- Bludgeoning 1d6/1d6 20 L 30 4lbs.
Chainsaw -- Slashing 3d6 20 L 90 10lbs.
Club 10ft. Bludgeoning 1d6 20 M 20 4lbs.
Knife 10ft. Slashing 1d4 19-20 T 55 1lb.
Stun Gun -- Electricity 1d3‡ 20 S 30 1lb.
‡Deals subdual damage.
This metal rod is a convenient melee weapon for striking at close range. Collapsible variants can often be
had for a marginal price markup.
These heavy metal rings allow you to do lethal damage when unarmed. For all other effects, attacking with
brass knuckles counts as an unarmed strike.
7 feet of steel chain. When used as a double weapon, it counts as a light offhand weapon. You may make a
trip attack with this weapon. If you are tripped during your own trip attempt, you may drop the chain to avoid
being tripped. Some have iron spikes on the chain links, changing the damage type to “slashing”.
Cuts wooden doors rapidly. Rarely used as a weapon, but could do some ugly things to an arm, leg, or tail.
This item represents any improvised cudgel, such as a baseball bat, heavy branch, or crowbar.
Knives come in many styles, from an aviator’s survival knife, to a knife cobbled out of obsidian or sheet
metal scraps. Survival Knives are discussed in greater detail under Survival Gear.
These grenades create a 20x20 ft cloud of smoke that lasts for 6 rounds, giving total concealment to
creatures inside it. Strong winds disperse it in 3 rounds. These are often used as signals, and come in white,
blaze orange, red, green, purple, and many other colors…
Grenade, Tear Gas
Tear Gas grenades create a 20x20 ft cloud of irritating vapors that blind a target for 2d10 rounds if they fail
a Fort Save (DC 15). The cloud disperses in 6 rounds. A gas mask, Powered armor, pressure suit, or NBC suit
renders you immune to tear gas, and a wet cloth wrapped around the muzzle will provide a +2 bonus on saves.
Thermite grenades are one sparkler, king size, with a detonator. Throw one of these down an artillery
cannon barrel for a nice light show. Very nasty effects on personnel, but better served as an anti-material
device. A reflex save (DC 20) prevents those within the burst radius from catching on fire.
The dreaded white phosphorus grenade. This is an incendiary weapon, and allows a Reflex save (DC 15)
for half damage.
Plasma Railgun Round
A specially-designed round for the Railgun. It has a Teflon backing, and is made of Aluminum to promote
vaporization. Upon firing, the round plasmifies. This reduces range by four increments and negates all
penetration bonuses, but adds an extra die to damage.
Plasma Demolitions Charge
A small brick-shaped charge designed to demolish small buildings or vehicles. It sets off a small fusion
reaction, generating plasma and obliterating anything within the blast radius. Each additional charge adds 4d6
to damage, and 5ft. to the burst radius, to a maximum of 20d6 and 40ft.
These weapons are unusual in some way, and don’t fit in the other categories. Some are makeshift
weapons, others are simply too rare or difficult to use. Each of them requires an Exotic Weapon Proficiency, or
else the user suffers a –4 to all attack rolls.
Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight
Concussion Rifle 20ft. Sonic 2d10‡ 20 Single 5 int. M 3500 18lbs.
Flamethrower -- Fire 3d6 20 Single 10 int. L 900 24lbs.
Flare Gun 30ft. Fire 1d8 20 Single 1 int. S 36 2lbs.
Laser Cutter 5ft. Laser 2d6 20 Single 12 int. S 80 3lbs.
Pepper Spray 5ft. -- -- -- Single 1 int. D 30 .5lbs.
Plasma Cutter 5ft. Plasma 1d10 19-20 Single 8 int. S 218 10lbs.
Stun Rifle 25ft. Sonic 1d8‡ 20 S 6 int. M 110 14lbs.
Taser 5ft. Electricity 1d3‡ 20 Single 1 int. T 55 2lbs.
‡Deals subdual damage.
This device is bulkier than a stun rifle, and has more firepower. It operates by firing harmonized sound
waves, having about the same effect on a target as hitting it over the head with a two-by-four. Repeatedly.
This weapon mixes two chemical compounds to produce a 20ft long cone of fire 10 ft wide
at the end (DC 20 to evade). Targets hit must make a reflex save (DC 20) or catch on fire for
1d4 rounds. While on fire, a creature takes 2d4 points of damage per round.
Weapon of old Terran knights, decent sized sword. Average length is about three feet including hilt and
blade, and is equally good at piercing or slashing. Blade is sharp on both edges.
A fencing foil gone bad. These are used for lethal duels, and can be acquired for “other” uses as well.
Sharp point, but poor slashing ability.
Sword that is small and pierces (can slash too), but only useful a close range weapon. Blade is sharp on
A hard wooden rod about 6ft long, sometimes capped with metal on the ends. Functions as a double light
Shortsword of the Terran Japanese, often carried along with a Katana.
Archaic Ranged Weapons
Weapon Range Type Damage Critical Size Cost (ℓ) Weight
Crossbow, Heavy 40ft. Piercing 1d10 19-20 M 90 8lbs.
Crossbow, Light 40ft. Piercing 1d8 19-20 S 70 6lbs.
Longbow 40ft. Piercing 1d8 20/x3 L 120 5lbs.
Shortbow 30ft. Piercing 1d6 20/x3 M 90 3lbs.
Sling 15ft. Bludgeoning 1d3 20 T 20 1lb.
Bigger composite weapon that looks somewhat like a rifle.
Small metal and wood weapon. Operates basically like a Shortbow, but horizontally and via a trigger pull.
A large bow. Similar to the Shortbow, but six feet long.
A small bow. Made from a 4-foot long piece of wood, usually ash or yew, strung with some strong fiber
(with modern technology, often Aramid or S-Silk).
A leather pouch and some string. Uses rocks as ammo, and therefore can be used effectively when you’re
out of fuel cells for your favorite Laser Pistol.
To some, these weapons may seem outdated. Nevertheless, to the Lylatian adventurer on a tight budget,
they are a boon. The Cornerian Army sometimes trains its soldiers in the use of these weapons as sidearms,
because only armor can protect against them, not shields – most shielding systems are designed for use against
Laser- and Plasma-type attacks. All handguns except the holdout pistol include a laser sight, which gives a +1
to attack rolls made within 30ft. in low-light conditions. These weapons can be difficult to find at a local
weapons dealer, but pawn shops and junk sales often have some lying about. Ammunition can be found in the
most unlikely of places – junkyards, abandoned buildings, and dumps – in addition to wherever the weapons are
sold. These weapons are unsafe in a Zero-G environment, due to the recoil of internal combustion.
DC 25, and 100ℓ for materials. These weapons gain a +2 Circumstance Bonus to attack rolls against shielded
targets, and take a -2 penalty to attack rolls against an adjacent target.
9mm Blaze Gun
Blaze Guns are oddballs of the currently produced firearms due to their high rate of fire, large magazine,
and severe recoil. They are mainly used as suppression weapons, or to provide cover fire (though occasionally
as a “room broom”). fires 9mm Para ammunition.
The 4.7mm Carbine is identical to the 4.7mm Rifle, but with a shorter barrel
and retractable stock.. The magazine is smaller, and the shorter barrel hurts range.
Fires 4.7mm Caseless rounds.
A new spin on an antique weapon used in the early days of Corneria, the 4.7mm Rifle is a well-rounded
projectile weapon firing caseless ammunition. This gun has a burst-fire mode. This weapon is commonly
manufactured on Macbeth, because its factories are smaller and less advanced. Fires 4.7mm Caseless rounds.
.375 Hunting Rifle
This longarm has a long barrel, and an electro-optical scope that can increase range increments by a factor
of 1.5 with a full round action. Anyone who hunts dinosaurs on Fortuna will have used one of these on several
occasions. The weapon has an extremely simple bolt action with few pieces. It is easily repaired and cleaned,
but it slows firing rate dramatically. Despite that, it remains reliable under the worst conditions. The internal
magazine is clunky to some, but monitoring ammo usage will save you much pain in the field. Fires .375
.50 Sniper Rifle
A bulky, bipod-mounted rifle, this gun is unmatched by most projectile weapons in damage
and is king of range, except when compared to some lasers and the rocket launcher. An electro-
optical sight (same as the Hunting Rifle) increases range by 1.5 times when a target is acquired.
It loads from a box magazine, and fires on semiautomatic. This is a maintenance-heavy weapon
when conditions are very poor. Fires .50BMG ammunition.
Military forces and mercenaries use this venerable firearm rarely. It creates a 30ft. long cone of shot that is
15ft. wide at the end (Reflex save for half damage, DC 20). When it is used, it is mainly for door breaching and
room clearing. Fires Shotgun Shells.
Projectile Heavy Weapons
Weapon Range Type Damage Critical ROF Magazine Size Cost (ℓ) Weight
Grenade Launcher 70ft. -- -- 20 Single 6 cyl. L 350* 24lbs.
Rocket Launcher 150ft. Concussion 10d6 20 Single 1 int. L 500* 26lbs.
.50cal Machine Gun 110ft. Ballistic 2d12 20 S, A 200 belt H 3500 35lbs.
1.2” Antitank Rifle 210ft. Ballistic 3d10-2 20 Single 4 box H 3500 45lbs.
Heavy Projectile weaponry does loads of damage, but costs more, and more
importantly weighs more. Some accelerate ammunition to speeds where it
effectively pierces armor. These weapons are used primarily against shielded
vehicles and troops, as shields easily stop the majority of damage from other
weapons. In addition, these weapons are generally easy to fix. A computer
package equivalent to that on a longarm is standard, minus the laser sight.
Falco shows off his
new Rocket Launcher
and Laminate Suit
Getting shot is not fun. Getting shot without armor is sure to ruin
your day. Therefore, a variety of protective items have been produced
by various companies to put the odds in your favor. Most armor falls
into one of three categories:
Light Armor offers minimal protection, but is lightweight and
comfortable. Usually made of ProTech® Laminate plates or layered
Kevlar. It is often used by VIPs and undercover personnel who don’t
want to go unprotected, but can’t afford to look conspicuous.
This is the next step up, in both protection and bulk. It is
substantially heavier than comparable lighter armor, and usually made
from ProTech® layered Kevlar.
This is the best protection money can buy. It will stop all but the
most powerful weapons, but it has about as much maneuverability as a
lead brick. Armor this heavy is rarely used, but sometimes finds
service in the hands of special forces for bomb disposal or forced entry,
and starship boarding crews.
Armor (Each type requires a specific Armor Proficiency feat)
Armor Nonprof. Max Check
Name Type Bonus Bonus Dex Penalty Weight Speed Cost (ℓ)
Laminate Vest Light +1 +1 +8 -0 4lbs. 30 120
Hazard Vest, Type 1 Light +1 +1 +7 -1 10lbs. 30 200
Laminate Suit Light +2 +1 +6 -0 10lbs. 30 150
IUA Shirt Light +2 +1 +7 -0 2lbs. 30 200
Concealable Vest Light +3 +1 +5 -2 4lbs. 30 350
Steel Plate* Medium +1 +1 -1 -1 2lbs. 20 120
Ceramic Plate* Medium +2 +2 -1 -1 1lbs. 20 275
Flak Vest Light +4 +2 +3 -4 6lbs. 30 650
Steel Plate* Medium +1 +1 -1 -1 2lbs. 20 120
Ceramic Plate* Heavy +2 +2 -1 -1 1lbs. 20 275
Hazard Vest, Type 2 Medium +5 +2 +2 -5 12lbs. 20 380
Tactical Vest Medium +6 +2 +2 -5 10lbs. 20 900
Steel Plate* Heavy +1 +1 -1 -1 2lbs. 20 120
Ceramic Plate* Heavy +2 +2 -1 -1 1lbs. 20 275
Forced Entry Unit Heavy +9 +3 +0 -8 20lbs. 15 1500
Steel or Duramic ® brand ceramic plates can be added to Kevlar
armor, increasing the protection against all threats at the cost of added
weight and less maneuverability. The given stats are cumulative with
the armor’s usual statistics – therefore, a Flak Vest with a Ceramic
Plate has an AC Bonus of +6 and a MAX DEX of +2, and is classified
as Heavy Armor. Each plate only covers one surface, such as the front
of the torso – to completely cover the torso, four plates must be
purchased (front, back, and 2 sides). Each plate added incurs a
cumulative -4 penalty to checks made to conceal the armor.
This is a Flak Vest with extra equipment attached via Velcro straps
and pouches. You may not wear a Load-Bearing Vest over this armor.
Included items are:
Combat Rations (2 days)
ProTech ®’s layered Kevlar torso jacket and ballistic helmet provide
protection from a variety of attack types. This armor offers a permanent
friend-or-foe identifier (ID imbed required for target acquisition) that
can be disabled if necessary. The helmet visor is our new FlashGuard™
auto-darkening carbon nanotube composite, which is as good as a pair
of flash goggles. A HyperGlo™ illuminator is installed on the helmet.
The Kevlar helmet does not have a layer of ceramic powder or
refractive gel, so it provides no protection to energy attacks directed at
the wearer’s head (no AC bonus on called headshots).
Forced Entry Unit
ProTech ® has some even stronger armor for the soldier in need of
protection. Their heaviest layered Kevlar gives full torso protection
with groin, neck, and upper arm coverage, along with boots, gloves,
and a helmet. The helmet has FlashGuard™, a HyperGlo™ illuminator,
a rebreather attachment port, and an LSCDS transceiver built in, and
the vest includes the following equipment:
Combat Rations (2 days)
These suits offer some protection against attack, but most of them
are designed to protect the user from an entirely different threat –
explosive decompression. Few living beings can live in the vacuum of
space, as their body’s internal pressure causes them to die an agonizing
death by explosion. These suits are reinforced and designed to allow
characters to venture forth from the confines of their spacefaring
vessel, for whatever reason. All these suits include gloves, boots, and a
ThunderWear, Inc. brings you one of our most popular pressure
suits. We use a flak vest and integrated harness, as well as some
laminate reinforcing made by ProTech®, to bring you a useful piece of
equipment. Included are a small, lightweight jetpack, eight hours of air
(with a 30min. reserve), LSCDS and LT/SN transceivers, Kelvinium ™
tether, and a parachute for emergency bailouts without an escape pod.
Note that the suit lacks heat shields of any sort, so use your pod to
shield yourself until thermal effects from atmospheric entry subside.
FlashGuard™ equipped. These suits are issued standard to all pilots,
though they aren’t always worn.
PFA (Powered Flight Armor)
ThunderWear miniaturized impulse drivers to give our customers
the best in speed and maneuverability in both atmosphere and space.
The suit carries enough power for two hours of flight in its main
Sarium-Krellide power cell, and the life support is rated for six hours,
with a twenty minute reserve. Helmet is FlashGuard ™ equipped. This
suit may travel at very high speeds due to the use of an engine, and
consequently does not use Character scale. Its speeds in Air and Space
scale are 3 and 2 squares, respectively.
Subscription the LSCDS network, ensuring a complete and up-to-date listing of lifeforms.
Topographical Analyst Scans for geological disturbances. Computer Use check (DC 25) allows
a 5’x5’x5’ quantity of matter (Using included emitter).
GeoCatalog Annual Similar to BioCatalog (both are run by the Cornerian Planetary Library),
Subscription encyclopedia-esque geological information.
CRAP Close-Range Atmospheric Prospector; scans for atmospheric disturbances.
check (DC 20) returns an analysis of the atmospheric composition, and if the
by 5 or more, also gives 24hr. local weather forecast.
Power Monger Scans for power signatures and electrical disturbances. Grants a +4
Bonus when scanning for concealed energy weapons.
Item Size Weight Cost (ℓ)
ReBreather Small 5 lb. 275
Survival Knife Tiny 1lb. 20
Survival gear helps characters keep themselves alive in the great
This apparatus covers the face and connects to a chemical air filter
canister to protect the lungs and eyes from toxic gases. It provides total
protection from eye and lung irritants. The filter canister lasts for 12
hours of use. Changing a filter is a move action. The Cost for one
extra filter canister is 6ℓ. This item does not permit underwater
breathing, and cannot be used in conjunction with SCUBA gear.
This knife is specifically designed to aid in wilderness survival. It
has a sharp leading edge, a serrated trailing edge for cutting rope (+2 to
Use Rope checks involving cutting), a sharpening stone in the sheath,
and a survival kit hidden within the grip. This kit contains:
Litmus paper (1)
Matches, waterproof (3)
This kit may be removed, and the grip can then store one object of
Diminutive size, or one Chemical Light Stick. In addition, the knife
may be used as a weapon, with the same stats as an ordinary knife.
Item Size Weight Cost (ℓ)
Nightvision Small 3lbs. 1500
Infrared Small 3lbs. 2000
Pistol Tiny 1 lb. 250
Rifle Small 4 lb. 400
Chapter 4: Locations
The Lylat System
The Lylat System is a star system approximately 40 light-years away from Earth. It consists of nine
planets, listed in order of their proximity to the Lylatian sun, Solar. Each planet has its own calendar system,
climate, native races, and four of them have independent governments.
The Lylat system is rather compact, with some planets sharing orbits. Katina and Venom share the
same orbit, always on opposite sides of Solar. Macbeth shares a similar orbit perpendicular to the two, and
Zoness has a similar relationship with Corneria. The entire system is about the size of the Terran System, out to
and including Saturn.
endurance are reduced by two
Size Papetoonian days are 16
Papetoon is the smallest hours long, and the year has
planet in the Lylat System, only 115 days. Usually,
with a diameter of roughly however, the citizens operate
3,000 miles. This greatly under the Cornerian Standard
reduces the planet’s Calendar, because seasons are
gravitational field (.25g), and barely distinguished on this
all citizens must wear desert world.
weighted boots to facilitate
movement with any Population
efficiency. These boots are The native races are
usually sold for a minimal fee basically anyone that wants to
at spaceports. live on Papetoon, and the
population rarely exceeds 10
The soil is a deep reddish
hue, and the atmosphere is
usually some shade of
orange. The average Government
temperature during the day is Papetoon does not have an
90°, and at night it comes independent government,
down to around 60°. There is instead functioning much as a
very little water, usually dug colony under Cornerian rule.
up from a deep reservoir.
There are small polar ice
caps, which never melt. Titania
From a distance, Papetoon
looks remarkably like a scale Size
model of the Terran System’s Titania is roughly the same
Mars. size as Corneria, putting its
diameter at about 7,500 miles.
The air is thin, making it Appearance
difficult for living beings to Titania is covered in bright
breathe. All checks related to yellow sand dunes, with a few
sparse cacti scattered across Katina is small, roughly
the landscape. The 5,500 miles in diameter. This
temperature during the day is makes it only slightly smaller
often over 120°, and at night than Corneria, with an average
it drops all the way down to gravitational pull (.7g).
90°. The sky is yellow, and
the general appearance from Appearance
orbit is akin to the Terran Katina is dominated by vast,
System’s Venus. Titania also orange sand dunes. The sky is
has several large rings of ice dark and reddish, giving the
and rock, similar to those constant appearance of dusk or
around Saturn. dawn, even at noon. The
temperature is slightly cooler
Atmosphere than Papetoon, while slightly
Titania has an warmer than Corneria. Its
extraordinarily thick overall appearance is
atmosphere, which comparable to New Mexico or
contributes to its excessive Arizona.
temperatures. It is also
sparse in oxygen, making it Atmosphere
particularly uncomfortable Katina’s atmosphere is quite
for Lylatians. Every hour, ordinary, and no adverse effects
players must make a FORT are experienced. It is a bit
save (DC 15) or suffer 1d6 disorienting, however, to find
points of subdual damage and that lunchtime looks quite the
1 point of temporary CON same as 9:00 in the evening.
damage due to suffocation.
Calendar The Katinan days are 18
Titanian days are just the hours long, and years are 235
boring old 24 hours, and the days. Again, most simply use
years are about 250 days the Cornerian Standard Calendar
long. Since nobody lives on for convenience.
this wasteland, there is no
standard calendar system.
The only living beings on
Population Katina are those in a military
As was stated above, installation owned by Corneria.
nobody lives on this planet. The planet is otherwise too
There are a few forms of inhospitable to support life,
indigenous life, namely the though extensive terraforming
infamous Gora, but no projects are underway. The
Lylatians ever willingly live population of this base is
here for prolonged periods of approximately 120,000.
time. There are rumors of
secret military installations,
Katina is a military outpost
Government owned by Corneria.
Venom is the largest Standard – they don’t even
planet in the Lylat System, celebrate the same holidays.
with a diameter of over
12,000 miles. Given this Population
huge size, the gravity is Venom’s population is near
substantially greater (1.8g), the 10 billion mark, all Lizards
and all creatures used to and Apes. For some reason,
lighter gravity must make a Apes don’t seem to be affected
FORT save (DC 12) each by the intoxicating air.
hour or suffer 1d4 points of
damage due to the physical
strain. Powered garments
Venom is ruled as an
avoid this risk.
empire. During the Great Lylat
Wars, Andross Oikonny ruled
Venom with an iron fist. After
Appearance that, his bumbling idiot of a
Venom looks almost nephew, Andrew, took over.
exactly like Katina – vast Venom has been a military and
stretches of red-orange sand, political midget ever since.
with a dark sky. In Venom’s
case, however, the sky is not
orange but a bilious yellow-
Venom’s atmosphere is Macbeth is small, about
thick, and of a sickly 5,000 miles in diameter. It has a
composition. In addition to slightly lower gravitational pull
its singularly off-putting than would be expected for a
color, it is mildly toxic to planet of its size (.4g), so
mammals and Avians. Any citizens often wear weighted
such creatures must make a boots (though they are not
FORT save (DC 18) each mandatory, as on Papetoon).
hour or suffer 1d4 points of
acid damage to their lungs.
The high carbon dioxide / Appearance
sulfur dioxide levels and low Macbeth is a desert world
oxygen content make similar to Katina in most
breathing quite hard, and an regards. The soil is reddish-
additional FORT save (DC orange, and the sky is dark.
16) must be made each hour This is mainly due to the fact
or 1d6 points of subdual that its orbital path is almost
damage are also taken. A identical to Katina’s, though
simple rebreather or oxygen perpendicular. Macbeth orbits
mask easily prevents all in sync with Katina and Venom,
damage from the caustic air. passing through their orbit when
they are equidistant from it, so
there is no risk of a collision.
Venomian days are 32 Atmosphere
hours long, and the years Macbeth has a thick
consist of just over 132 days. atmosphere rich in Nitrogen,
This equates to exactly the giving it a deep red hue. It is
same amount of time to orbit only slightly more difficult to
Solar as Katina. Venom has breathe, but prolonged exercise
its own calendar system, and will put undue strain on the
refuses to use the Cornerian lungs. For every 15 minutes of
strenuous activity or exercise, Corneria City). The air is blue,
characters must make a and from the space the planet
FORT save (DC 16) or suffer appears to be a deep indigo,
1d4 points of subdual sometimes even purple. The
damage. temperature is cool, with the
summers reaching near 90° on a
Calendar hot day. In the winter, the usual
Macbethan days are 18 is around 60°.
hours long, and the year is
exactly the same length as Atmosphere
that of Katina. They use the The air on Corneria is rich
Cornerian Standard Calendar. in Oxygen, and is always
“fresh” due to the lush forests
Population just outside the city. Also, most
Macbeth has a machinery is economized to
population of 450 million, reduce pollution – Cornerians
mostly Lupine. This is their are very careful about their
world, and they are not lovely planet.
overly fond of “outsiders” on
Macbeth has a tribal Cornerian days are 26 hours
monarchy, being ruled by long, and the year is 365 days
whomever happens to long. This has become known
“acquire” the throne. This is as the Cornerian Standard
highly unpredictable, so Calendar, and is often used on
Corneria often keeps a few the other planets in the Lylat
undercover agents on the System as well.
planet to warn them if a
potentially dangerous Population
situation arises. Officially, the predominant
race on Corneria is the Canine.
You will find, however, that all
races are represented on this
Corneria planet, from the common
Canine and Lupine to the
Size extremely rare Rhinoceros or
Corneria is the definition Giraffe. The population
for “average”, with a exceeded 1 billion shortly after
diameter of about 7,500 the Great Lylat Wars.
miles. This makes it slightly
smaller than Earth, and has Government
an only slightly reduced Corneria is governed by a
gravitational pull democracy, in which the citizens
(approximately .8g). choose their leader once every
ten years. There is no limit on
Appearance the number of terms an
Corneria is mostly water, individual may serve, so a
with a single, large continent particularly gifted leader can
and a few archipelagos. This hold office for upwards of 50
continent is covered in lush years. If a tyrant is elected, the
grass and forest, with one people can just as easily have
sprawling city where all the him removed from power, and a
citizens live (aptly named new leader elected. The judicial
system is particularly good in characters to recover 1d4 HP per
its dealings with this, and hour.
never has a good leader been Calendar
impeached for mistakes Zonessian days are 24 hours
made. long, and the years are usually
around 300 days long. They use
the Cornerian Standard
Size The planet’s average
Zoness is roughly 4,500 population is around 200
miles in diameter, with a million, mostly Avians and
slightly below-average Felines. Citizens of other
gravitational pull (.5g). It worlds prize Zoness as a choice
looks much like a blue-tinted vacation spot, and visit year-
duplicate of Katina, only round.
Appearance Zoness maintains a
Zoness is mostly covered parliamentary system of rule –
in deep blue oceans, with they are governed by a group of
some islands and continents six people, of varied races.
scattered about. The These members are changed
atmosphere is a deep blue, whenever it is felt necessary. A
and smells rich and fresh all poor member will often be
the time. There is little or no expelled after six or so months,
pollution, as the Zonessians while an exceptional one may
are very careful about their last 20+ years. The planet is
home. An interesting oddity generally unaligned in any
of this world is its orbital conflict, much like Switzerland
path: The planet’s orbit is on Earth.
perpendicular to all the other
planets in the system, and
passes through that of
Corneria. NOTE: The Aquas
supplied satellite image was
taken during the Great Lylat
Wars, so the planet’s
Aquas is slightly larger than
atmosphere is off-color due
Corneria, about 9,000 miles in
to pollution. Usually it looks
diameter. This is a terrible
waste of space, given that it is
The air is of average
composition, but is much
Aquas is quite a lovely
more fresh than any other
planet, completely covered in
planet. Even in the midst of a
deep blue seas, with a pale blue
bustling city (of which there
sky. The seas are dominated by
are few), the air smells as
huge waves, often miles high,
clean and pure as the middle
because there is no coastline
of a forest after a rainfall.
upon which they may break.
This has a soothing effect on
There have, however, been some
the mind, allowing all
rumors of small islands hidden
from satellite view…
Fortuna looks much like
Atmosphere Earth. Depending on one’s
The air on Aquas is thick location, the climate varies from
and humid, often full of lush tropical rainforests to cool
thick, rolling clouds. It is of coastlines, to arctic tundra – the
a decent composition, and best and the worst can be found
looks a healthy shade of blue on Fortuna. Fortuna’s orbit is
– though not as rich as that of slightly offset to the rest of the
Corneria or Zoness. system, forming a 20° angle
with that of Corneria. It is
slightly larger than Aquas’ orbit,
which causes it to have cooler
Aquan days are
temperatures and less
amazingly long, over 50
differentiation between seasons.
hours. The years are
comparatively short, merely
165 days. Since there are no Atmosphere
inhabitants, there is no The air on Fortuna is also
official calendar system. much like that found on Earth.
It is a pale blue, and just the
right density to support most
species of indigenous marine Calendar
life, there are no Lylatian The days on Fortuna are
races living on Aquas. If only 18 hours long, and the
there were some land, years are 220 days. Any visitors
however, they would be more usually use the Cornerian
than willing to move in. Standard Calendar, though the
native species don’t really care.
There is no government Population
on Aquas, nor does anybody Fortuna is inhabited by
claim ownership of it. Dinosaurs, and dinosaur-esque
humanoids. The population of
these is amazingly small, only
10,000, possibly due to their
Fortuna tribal and predatory nature.
Fortuna is quite small, Fortuna has no independent
only 4,000 miles in diameter. government, but Corneria has
This includes gravity about claimed ownership of it on
half that of Corneria (.4g), so numerous occasions, and even
visitors usually wear held a military research
weighted boots. installation near the North Pole
for four years after the Great
Cerinia Meteo is full of asteroids
of various sizes, some as small
Location as a golf ball, some as large as
Cerinia is not actually part a moon. It is fairly easy to
of the Lylat System, instead navigate, especially if one
orbiting a star about 1.2 light- takes the designated space
years away from Solar. It is trade routes – they were
not known whether there were cleared for large freighters to
other planets in the system, but pass safely without too much
they were most likely turbulence.
destroyed when the star went
There are no known
Description species actually living on or in
There are many rumors the asteroids, but there are
about the planet’s nature, and several small space stations
its origin. Nobody knows and mining colonies within the
much for certain, as the field. The most well-known of
inhabitants were generally these is Meteo Station, detailed
reclusive, and there was only below.
one known survivor after the
planet’s premature destruction.
Cerinia is populated by a Government
subrace of Vulpines, more The Meteo Field is not
intelligent and charismatic than governed or ruled by anyone.
the Cornerians. The only ones Each station or colony has its
that have been seen are own governing body, even if
reported to have blue and only a command crew.
white fur, with deep, piercing
eyes. The planet’s population Meteo
It is known that Cerinia Location
was ruled by a Monarchy, with Meteo Station is, as one
a King and a Queen. would deduce from the name,
located within the Meteo Field.
Its exact location can be found,
but it often moves (via small
Meteo Field ion jets) when a neighboring
asteroid becomes dangerously
close, or simply when a change
of scenery is desired.
The Meteo Field is an
asteroid field located between
Corneria and the inner desert Description
planets. It is roughly spherical, Meteo Station is a favorite
forming a complete barrier gathering spot for mercenaries
between the two groups. and bounty hunters, as well as
a prominent research facility
for military and educational
personnel. It has immense
docking facilities, and landing
bays for small vessels. It
draws its power from large
solar panels tilted towards
Solar, and uses a fusion core
for backup. This fusion core is
housed in a spherical structure
in the center of the station.
The remainder of the station is
formed by a series of
concentric rings. Computer
terminals are abundant, and
each has a direct uplink to the
Cornerian Library, via the LT/
SN Network. The outer ring
has docking ports all along its
walls, and the landing bays are
found in a special, rectangular
structure partway along its
length. This structure has
space for about 30 average-
size starfighters, and is sealed
off from the vacuum of space
via a magnetic barrier similar
to that used in shielding
Meteo Station has a crew
of about a dozen, and most of
the work necessary to maintain
a space station of its size is
done by computer. The station
can house 2,000 in the
residential ring, and can
comfortably hold 8,000 in the
outer ring at any given time.
Meteo Station is
completely unaligned, though
individuals onboard may not
is a large
Sector X gaseous
much like Sectors X and Z. It
is dominated by a single
Sector X is located within yellow-green cloud in the
the Meteo asteroid field, shape of a “Y”, from whence
roughly between Katina and its name was derived. The
Titania. It is not necessary to cloud is the source of an
fly through when traveling unusual form of radiation, also
between these worlds, but it given off by deflector shields.
does save a lot of time. This radiation is not harmful to
Lylatians. This sector was
Appearance used as a rendezvous point for
Sector X is a gaseous Venomian starships during the
nebula within the asteroid Population
field. It is populated by large, There are a few
flowing clouds of various indigenous species, most
shades of white and blue, notably the “space amoebas”.
forming a large “X”. During These breathe the gases found
the Great Lylat Wars, Venom within the nebula, and feed off
attempted to build a defense of energy traces left by passing
station inside the nebula. It starships or, when no starships
was promptly destroyed by a are available, the gases found
Mech they were hoping to use within the cloud. They have
as a weapon – its programming been known to attach
had become corrupted without themselves to passing starships
its owners’ knowledge. and leech energy from their
deflector shields, but are not
Population harmful to the vessel itself or
Zero. the people within.
None. There are no None officially, though
natural resources to be found both Corneria and Venom have
within the nebula itself, so claimed
nobody has deemed it worthy ownership
of claim. of it
throughout the years.
Sector Y is located on the Sector Z
edge of the Lylat System, near
Corneria. This is a strategic Location
location for a star fleet, and has Sector Z is located within
been a constant source of the Meteo Field, similar to
conflict between Corneria and Sector X. It is on the opposite
Venom. side of Solar.
Chapter 5: Vehicles
These are the vehicles put to various uses around the Lylat System.
They range from small one-man escape pods to immense floating
cities, and will meet almost any campaign need. Of course, if these are
not quite what you want, there are numerous contractors throughout the
system that will build custom vehicles, and many pilots know how to
build their own vessel from scrap.
Some vehicles do not require a crew member to operate. These are
either independently controlled via an onboard computer (akin to an
autopilot), or have a remote link to a system that controls them (as is
the case with the BOLSE fighters).
BOLSE has indefinite consumables, because it is constantly
replenishing its own supplies and building more additions – it is
Unless stated, these vehicles do not automatically have FTL
capability. Those that do, however, have certain restrictions when
flying at near-light speeds. Vehicles may not move, even a slight turn,
if they are traveling over 80c. Even when traveling under this limit, it
is not enough to permit tight maneuvering or combat. Combat and/or
stunts require that a vehicle deactivate its FTL Drive, and resort to
mundane methods of propulsion (tactical speed). FTL is mainly used
for transit between planets, and involves plotting a linear course (See
the expanded Navigation skill, page 16).
Shielding systems are used in many Lylatian starships, represented
by the vehicle’s Shield Points (SP). Shields are primarily designed for
use against energy weapons, namely the types of Sonic, Concussion,
Laser, Plasma, Particle, and Electric. Anything else (e.g.. a missile or
collision) penetrates non-milspec shields, and does half damage to
shields and half to hull (most starfighters and capital ships are equipped
to handle physical threats as well). When rolling for damage against
shields, do not apply Hardness. When a vehicle’s shields are depleted,
any remaining damage from the attack is applied to the hull. Shields
regenerate at the rate of 5 points per round (50 points per minute),
unless the shield generators are damaged (see Optional Critical Hit
Results, page 112 in d20 Future).
Some select fighter craft (Arwing, Pegasus, Wolfen) are equipped
with a device known as a “G-Diffuser”. This device allows the user, if
he/she chooses, to eliminate all movement costs for simple maneuvers
and stunts. For stunts, however, the Drive DC is increased by 5. This
effect works in both space and atmosphere.
Interceptors are designed with speed in mind. Shielding and
armor meet the same restrictions as for Superiority Fighters, however,
maneuverability is significantly worse. Weapons could range from the
same front mounted cannon to AA missiles, nova bombs, or a small
torpedo. An example would be the Invader III.
These craft far outstrip all their conventional counterparts and
are only granted to squads of the best (and most valuable) pilots.
Contrary to their lesser brethren, these craft could withstand dozens of
blasts before breaking apart with advanced weaponry, shielding,
instruments, engines, and other systems as well as hulls made out of
stronger, more expensive materials. The Arwing and Wolfen are
perfect examples of this. All elite fighters are capable of atmospheric
entry and launch.
Bombers are similar to fighters, however, they are 150%-200% the
scale, and sacrifice much maneuverability for armament and armor.
These craft are manned by a crew of one to three, either with a
pilot/gunner or pilot/bombardier/tailgunner configuration. Weapons
range from dual-hyperlasers to chew through the shielding and hulls of
gunships, to torpedoes and AA missiles (possibly with single or dual
regular cannons mounted on a rear turret for added protection from
enemy fighters). Regardless of any precautions, however, bombers are
poorly suited for use against enemy fighters, and as such are most
effective in single squads against gunships, or in large swarms against
battlecruisers. Size is 20-30 meters.
Corvettes are not fighters nor are they capitol ships. They can be
cargo ships and transports, however, in order to maintain a sufficient
cargo capacity they make poor firing platforms. (If all cargo capacity
is sacrificed, a corvette can be outfitted with a large array of AA
turrets. It is much less effective used this way than a frigate (bombers
are still able to attack it effectively, however this is made up for by
being a unreasonably difficult target for anti-capital ship guns.) 50-80
meters in size, but far less maneuverable than fighters or bombers.
Crew of 2-7, cargo capacity of 20-120 cubic meters (enough room for
1-6 standard vehicles, such as jeeps, APCs, tanks, or mechs), passenger
capacity of 6-40.
Light Cruisers are the smallest class of capital ship and can come
in one of two general configurations, which denote which roles they are
best suited for. Size ranges from 50-80 meters, and crews are of 6-20.
Some Light Cruisers may have hangars capable of housing one or two
squads of fighters, or bombers (taking up four times the space as
fighters). Extremely rare are Light Cruisers capable of safe
atmospheric entry and launch. The Starfox Team’s flagship, the Great
Fox, is a good example of this type of craft.
secondary. Devastators rarely have enough hangar space for more than
cargo ships and transports (which are required for all capital ships).
The carrier is meant for one thing and one thing only, as a
mobile base for fighters and to a larger extent bombers, which find
little room on other craft. These ships are often more boxy than others
to provide more space at the cost of hull strength. Battlecruiser-sized
Carriers may house from 10-20 squads of fighters as well as 4-12
bomber squads. Carriers have very modest armament, usually limited
to AA turrets (a third as many as on a battlecruiser) but sometimes with
one or two anti-capital ship guns for use against obstinate Frigates.
The Battleship is a huge capitol ship, spanning from 250-500
meters, and a crew of 300-800. It comes in the same three standard
configurations as a Heavy Cruiser, except with four times the
armament and fighter capacity. Some Carrier-class Battleships even
have the ability to house and repair Cruiser-class ships! The gun on a
Devastator-class battleship, in addition, is capable of crippling a
Battlecruiser with a single shot.
Dreadnoughts and Superdreads are not precisely classes of ship.
Specialized configurations of these would be extremely rare as
allowing such a massive undertaking to have that kind of vulnerabilities
is a poor idea. A Devastator Dreadnought would have extreme
difficulty targeting a Battlecruiser, and a Superdread would have equal
difficulty tracking even a Battleship. However, both such weapons
might make up for this by being capable of destroying entire cities in a
single blast if left unchecked. All such ships would be dealt with on
case-by-case basis, but guidelines for size and crew size might range
from 600-1200 meters and 1000-4000 crewmembers for Dreadnoughts
and 1500-5000 and 5000-25000 for Superdreads, respectively. At
such a scale, Dreadnoughts would need to be treated less like ships and
more like a full scale military installation, and on Superdreads, a
military structure would be unfeasible and they would be literally a
city, with civilian inhabitants, with biospheres and factories capable of
producing their own fighters, even assembling capitol ships docked
onto the side. It would be a mobile space station. Venom has one
confirmed Superdread as of the Great Lylat Wars, named BOLSE.
Corneria has none.
Arspace Dynamics co. Superfighter. Due to the G-diffuser, only
five were produced. FTL-capable. The cockpit is large enough for two
people to fit if necessary, but it bestows a –4 penalty on Pilot checks
because of the cramped conditions. Arwings are capable of rolling to
deflect enemy fire, increasing their Defense by ten – this may be done
in direct response to an attack, and counts against a move action during
their next active round. This effect lasts for one round. FTL-capable.
Weaponry consists of a pair of fire-linked Laser Cannons, and a single,
forward-firing Nova Bomb Launcher. The MkIII also included a single
Laser Charge Unit in its default loadout.
A submarine built by Slippy Toad. Weaponry includes one Laser
Cannon and a torpedo launcher.
The Starfox team’s flagship, a Light Attack Cruiser. It is capable
of atmospheric entry and launch, and is FTL-capable. This vessel was
modified to have extremely powerful engines, and is capable of
outrunning almost anything if necessary. Weaponry includes 2 fire-
linked Ion Cannons and 2 fire-linked Particle Cannons, all stationary
Standard Cornerian Space Superiority Fighter. Weaponry includes
one Laser Cannon, advanced versions can carry missiles and may be
upgraded to have a second Laser Cannon (fire-linked with the first).
A heavy assault tank built by Slippy Toad. Weaponry includes one
Hyperlaser and a Nova Bomb Launcher, both firing through the main
A high-quality Fighter/Bomber class built using many components
from the Arwing. The first prototypes were tested around the same
time as the Arwing MkI, and could be considered competitors. The
stats shown above are for a generic Pegasus-class craft, but for a more
detailed campaign, separate stats are given below. All craft were
designed with G-Diffusers and FTL Drives, though the dependability of
the technology implemented may be questionable.
Name Class Crew Pass Cargo Consumables Init Speed FTL Face Defense Hardness HP/SP
AF-2A Pegasus Fighter 1 0 125 lbs. 5 days +8 3500 15c 10x12 19/13/6 20 100/120
AF-2B Pegasus II Fighter 1 0 150 lbs. 6 days +8 4000 25c 12x14 20/14/7 20 100/120
AF-2C Pegasus Duo Bomber 2 0 400 lbs. 4 days +6 4000 20c 14x14 19/13/6 20 120/120
AF-2D Pegasus D Advanced Fighter 1 0 140 lbs. 6 days +8 4500 35c 14x16 20/14/7 30 120/160
AFX-2E Sky Albatross Advanced Fighter 1 0 180 lbs. 6 days +8 4500 45c 12x16 22/18/12 40 160/240
AFX-2F Pegasus X Advanced Fighter 1 0 325 lbs. 1 week +12 4500 55c 14x18 22/18/12 40 180/200
AF-2G Pegasus SE Fighter/Bomber 1 0 300 lbs. 6 days +8 4000 30c 18x12 20/14/7 30 120/140
outstrip anything previous in speed, and has new armor that is lighter
and stronger than the Arwing’s. The drawback of using this new
technology is simply thus: it is unstable. Whenever the craft attacks, it
has a 10% chance of failing; When it engages FTL, it has a 10%
chance of jumping to 98c (risking collision with nearby celestial bodies
or vessels) and then stopping dead after one round (Repair DC 45 to get
any single system online, DC 60 for FTL Drive); When being attacked,
the enemy’s threat range is tripled (20 becomes 18-20, 19-20 becomes
14-20). For weaponry, this vehicle is a one-man gunship: It sports
twin fire-linked Laser cannons, one Laser Charge Unit, and up to six
AA Missiles (may be fire-linked or not). If you ever encounter one of
these, take a potshot and fly the other way – FAST.
AF-2G Pegasus SE
This is a simple knockoff of the AF-2B. It was given to
squadron leaders, much like the advanced Greenies. It also doubles as
a light bomber, carrying payloads on hit-and-run raids. Apart from the
increased engine power to accommodate more cargo, it also has a pair
of fire-linked Laser Cannons.
Heavy tank used by Cornerian military, also served as the basis for
Slippy Toad’s Landmaster. Weaponry includes one Particle Cannon
and one Gatling Laser, each in an independent turret.
Small defensive fighters created and deployed by BOLSE. Armed
with a single Laser Cannon. These do not have an organic pilot, and
are flown by BOLSE’s resident supercomputer.
Large frigates with 2d8 Laser Cannons (may be fire-linked in any
Carrier used to carry large quantities of Invader-class fighters.
Small class of frigates used to defend Area 6 during the Great
Lylat Wars. 4d4 fire-linked Laser Cannons.
Slow defense fighter. Armed with a single Laser Cannon.
Interceptor. Faster and more powerful than the MkI. Armed with
a single Laser Cannon.
Vehicles often have mounted weapons far superior to any small
arms. These weapons are designed specifically for combating other
vehicles, and are usually a better choice than using a rifle. Capital
ships often have weapons designed to be more powerful, since they do
not have the space limitations inherent on smaller craft (though they are
still capable of having starfighter weaponry installed).
Explosive weapons (missiles and Nova Bombs) damage several
squares when their attack succeeds. When one of these weapons
detonates, roll full damage for everything in the square being attacked,
and for every adjacent square (up to nine total). The pilots of any
starships within this area may attempt a Pilot check (DC 25) for half
damage; this skill check does not count as an action.
It is possible to have linked-fire pairs of the following weapons:
Hyperlaser, Ion Cannon, Laser Cannon, and Light Laser Cannon.
When firing these weapons, you deal more damage with one attack
than you would normally do with either weapon individually. Each full
doubling of the number of fire-linked weapons (two weapons, four,
eight, and so on) increases the damage by one-half the base damage.
For example, an Arwing using two fire-linked Hyperlasers deals 12d8
points of damage on a successful attack. Fighters may only have one
pair of linked-fire weapons (two weapons), Bombers may have up to
four (Either four linked, or two pairs), and ships of a larger class may
have up to 16 weapons in linked-fire mode; larger ships are also
allowed to have more than one linked-fire grouping (so a Light Cruiser
could have 32 Hyperlasers, in two linked-fire groups of 16 each). Each
group constitutes a separate attack.
Capital weapons are usually mounted on linked-fire turrets with
two weapons each, but some more powerful weapons (such as particle
cannons) are mounted individually. If multiple turrets are firing on one
target, treat it as a single linked-fire attack (see above). You may not
exceed the maximum number of linked-fire weapons in this manner.
Capital ships are also allowed to have weapon batteries. A weapon
battery consists of up to five identical weapons from the same list as
linked-fire weapons (see above), firing as a single attack. When using
battery fire, every weapon after the first in the battery adds a +1 bonus
to the attack roll, to a maximum of +4 for a five-weapons battery. If
the attack succeeds, roll damage as if one of the weapons had hit (not
as if several had hit, as with linked-fire). In addition, a weapon battery
has a greater chance of scoring a critical hit. Regardless of the number
of weapons in the battery, the threat range is increased by 1. For
example, a battery of Laser Cannons has a threat range of 19-20,
instead of the normal 20.
Name Type Damage Critical Range ROF
Gatling Laser Laser 4d8 (18) 20 200 A
Hyperlaser Laser 8d8 (36) 20 250 S
Ion Cannon Electric 3d8 (13)* -- 100 Single
Laser Cannon Laser 6d8 (27) 20 250 S
Laser Charge Unit Laser 2d8 (9)* -- -- --*
Light Laser Cannon Laser 4d8 (18) 20 200 S
Nova Bomb Concussion 15d100 (825) 20 80 --*
Rail cannon Ballistic 6d12-5 (34)* 20 240 Single
AA Missile Ballistic 6d12 (39) 19-20 2000 S
These blue lasers are more high-powered than normal. They do
not have any real drawback vs. Laser Cannons, but they are far more
expensive and difficult to maintain. They are often installed on heavy
starfighters (Arwing, Pegasus, Wolfen) or in turrets on capital ships.
Ion Cannons are specially designed not to inflict damage, but to
short out electrical systems. They fire a burst of highly charged
Hydronium ions, which cause an electrical surge throughout any
systems struck. Ion Cannons are affected by shield systems. When
using an Ion Cannon, do not apply the damage to HP. If the damage is
enough to exceed the vehicle’s Hardness, it disables the struck system
for 1d4 rounds. If it doubles the vehicle’s Hardness, the system is
disabled for 2d4 rounds. If the damage is more than the remaining HP,
the vehicle is completely disabled, indefinitely. This prevents it from
taking any further actions, and it is no longer a participant in this
combat – treat it as a stationary object. To repair Ion Cannon damage,
a successful Repair check must be made, with a DC equal to the
amount of damage dealt. Temporary effects do not require a Repair
check, and remedy themselves given time.
Standard, everyday laser weaponry. The same technology utilized
in Laser Pistols and Rifles, albeit on a much larger scale. These
cannons are the standard weapon for all starfighters, as well as small
capital ships and support vessels.
Laser Charge Unit
This is an extra capacitor and ionization chamber to be added onto
an existing Laser Cannon. It takes one full round to charge, and adds
an extra 2d8 points of damage to the next attack (if the attack fails, this
extra charge is still spent). These only work on Laser Cannons, but
prototypes for Hyperlaser units are in the works.
Light Laser Cannon
This is simply a cut-down laser cannon comparable to the type
used by ground troops. It is smaller, consumes less power, and is
substantially weaker than normal laser cannons. These are often
employed in personal craft, training craft, and escape pods.
Nova bombs are extremely advanced missile weapons, and only
the most advanced starfighters (Arwing, Wolfen, Pegasus E, F, G) can
use them. They are about the size and shape of a baseball, and detonate
with the force of a small nuclear warhead (minus the radioactive side
effects). Unlike nuclear warheads, there are no aftereffects of using
these weapons – though most things hit by the initial blast are
disintegrated. Nova Bombs are affected by shield systems, and
Arwings and Wolfens (ONLY Arwings and Wolfens) have specially-
designed shields that are immune to the blast – but not to a direct hit. It
takes three rounds to charge the next Nova Bomb in the launch chute;
during this time, Nova Bombs may not be fired, but the starship may
continue performing other actions as usual (including attacking with
other onboard weapons).
AF-2G Pegasus SE
Manufactured by Arspace Dynamics Co., Ltd. The
Pegasus series was based on the Arwing, using a less
expensive manufacturing process. Despite this, the use
of a G-Diffuser system made the vehicle too expensive
for mass-production, and only 29 were produced before
the Great Lylat Wars. This model is designed for
delivering a payload against a ground target, and is
only an average starfighter.
The SE model has fixed wings and canards.
ARMAMENT 2x -- T&B-H1 Laser Cannon
PAYLOAD Up to 16 missiles/bombs of various design
Chapter 6: Cyberware
Lylatians have developed some additional technologies regarding Cybernetics, which they refer to as
“Cyberware”. These can be used by anyone (provided they have enough Liras), and in any d20 Future
campaign; treat them as PL6.
Microscopic robots no bigger than a white blood cell, these are injected into the bloodstream, where they
roam about performing their duties. Many different types are available (though all are internal enhancements),
and they do not interfere with each other. Each type of nanite counts as a separate piece of Cyberware when
calculating maximum attachments and negative levels (see Number of Attachments, page 193 of d20 Future).
Taking a second dose of the same type does not add any benefit; excess, unused nanites are excreted by the
user. Also, nanites do not have HP; the only way to get rid of them is to flush the system (i.e. drain and replace
the recipient’s blood), or to inject Nonites (see below).
Nanites stop functioning in intense magnetic fields; when subjected to such a field, the recipient loses all
benefits from them. Also, if the recipient is subjected to an EMP (ElectroMagnetic Pulse) or hit by an Ion
Cannon (see Starship Weapons, pages 69-70), all nanites cease functioning for 1d4 hours.
These nanites swarm about in the bloodstream, repairing minor damage as soon as they find it.
Benefit: The recipient heals at a rate of 1HP per minute.
An upgraded version of the Regen nanites, these repair more efficiently.
Benefit: The recipient heals at a rate of 1HP every other round (5HP per minute).
Special: These nanites override the Regen type, so their effects do not stack.
These nanites repair structural damage, such as broken bones and lacerated organs.
Benefit: The recipient dies at -20HP, rather than -10.
These nanites slow bleeding and prevent organ failure.
Benefit: The recipient automatically stabilizes when his/her HP drops below zero. When used in
conjunction with the Regen or Advanced Regen nanites, the recipient automatically begins recovering as well.
Often used by prison wardens and interrogation officers, these aren’t often something willingly taken;
Nonites swarm throughout the victim’s bloodstream and destroy any Nanites present. This causes the victim
excruciating pain for about thirty seconds, as long as it takes for the bloodstream to get fully cycled. These do
not count against the number of attachments, nor do they have any Constitution requirements. Deactivated
Nanites (and spent Nonites) are passed out of the body in liquid waste, causing some discomfort.
Special: One dose is enough to destroy all of one type of Nanite present; if more than one is present,
randomly determine which one is destroyed.
Open Gaming License
OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
D20 Lylat Core Rulebook Copyright 2002-2005, Ian Galvin; Authors Ian Galvin, Adam
END OF LICENSE