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        <title>Heroic Adventure</title>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>arc_laser</title>
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        <description>Arc Laser

600cr, mass 7, energized, rq# 10 :skull_crossbones: 

Damage/Effect: 1d6 damage, ignore damage 
reduction, Area Effect (indirect), dangerous!

This weapon sprays an area with deadly force. Those 
within the area suffer 1 die of indirect damage that 
ignores damage reduction.</description>
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        <dc:date>2026-05-25T10:19:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>armor</title>
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        <description>Armor

200cr, mass 10, non-energized, rq#8

Stops 1 point of damage. Many species cannot wear 
armor. Upgraded halves mass.

official equipment armor</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>autonurse</title>
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        <description>AutoNurse

500cr, mass 6, energized, rq# 12

Add +1 point per die on all dice healed with a MedKit 
or Sick Bay (not skill checks to heal) when you are 
adjacent to the target.

official equipment cyberwear energized</description>
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        <title>barrel</title>
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        <description>Barrel

?cr, mass 100, non-energized, rq#-

Barrels are unwieldy. Even if you have sufficient carry 
to carry them, you will be overburdened (see page 37) 
when doing so. 

Unlike any piece of personal equipment, a barrel is 
destroyed on a damage die roll of “6”. Most everything 
else needs to be double broken to be destroyed. 
Contents are destroyed along with the barrel.</description>
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        <title>bayonet_clip</title>
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        <description>Bayonet clip

50cr, mass 2, non-energized, rq#-

Allows you to clip a melee weapon onto a ranged 
weapon. While a melee weapon is fixed onto your 
ranged weapon, they are both considered in the same 
hand but using either weapon is at a +1 difficulty to 
skill checks.</description>
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        <title>bipod</title>
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        <description>Bipod

50cr, mass 2, non-energized, rq#* 

If setup, bipod reduces Combat difficulties by 1 and 
adds +10 to Range. An upgraded bipod has half mass.

It requires an automatic action to setup a bipod. Any 
movement will return the bipod to an unsetup state.</description>
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        <description>Blaster

250cr, mass 4, energized, rq# 8

Damage: 2d6-1.

official equipment ranged energized</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>butt</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:butt&amp;rev=1779704363&amp;do=diff</link>
        <description>Butt

For 100cr and 4 mass you may add a butt to any 
ranged weapon to increase the range by 5. Count 
the range penalties for a weapon with a butt as +1 
per 10 squares instead of +1 per 5 squares. The butt 
also allows the weapon to be used as a club melee 
weapon.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:club&amp;rev=1779704364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>club</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:club&amp;rev=1779704364&amp;do=diff</link>
        <description>Club

0 cr, mass 3, non-energized, rq# 0

Damage/Effect: Melee weapon deals 1d6 of damage. 
Any weapon with a butt may be used as a club.

official equipment melee</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberfoot&amp;rev=1779704364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>cyberfoot</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberfoot&amp;rev=1779704364&amp;do=diff</link>
        <description>Cyberfoot

2000cr, mass 8, energized, rq# 15

Add +1 to your move attribute.

official equipment cyberwear energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:cybergyros&amp;rev=1779704364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>cybergyros</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:cybergyros&amp;rev=1779704364&amp;do=diff</link>
        <description>Cybergyros

1000cr, mass 10, energized, rq# 13

You count OOC as one lower.

official equipment cyberwear energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberhand&amp;rev=1779704364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>cyberhand</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberhand&amp;rev=1779704364&amp;do=diff</link>
        <description>Cyberhand

2500cr, mass 6, energized, rq# 16

Add +1 hand.

official equipment cyberwear energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberhook&amp;rev=1779704364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>cyberhook</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberhook&amp;rev=1779704364&amp;do=diff</link>
        <description>Cyberhook

500cr, mass 8, energized, rq# 12

Built in vibrakife (1d6 damage). 
If used as a hand, any action taken 
with it is at a penalty of +1 difficulty.

official equipment cyberwear energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberpatch&amp;rev=1779704364&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>cyberpatch</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:cyberpatch&amp;rev=1779704364&amp;do=diff</link>
        <description>Cyberpatch

400cr, mass 2, energized, rq# 10

Reduce remote penalties to use a battlestation by 1. 
Reduce the difficulty by 1 on any attempt to Hack.

official equipment cyberwear energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:discipline_collar&amp;rev=1779704365&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>discipline_collar</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:discipline_collar&amp;rev=1779704365&amp;do=diff</link>
        <description>Discipline Collar

250cr, mass 6, energized, rq# 11

Each time the wearer would fail in an active skill 
check they get a free reroll as a last roll (you may not 
take rerolls after this point). If the skill check still fails, 
they suffer 1d6 of damage that is luckable but cannot 
otherwise be reduced.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:disintegrator&amp;rev=1779704365&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>disintegrator</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:disintegrator&amp;rev=1779704365&amp;do=diff</link>
        <description>Disintegrator

550cr, mass 9, energized, rq# 10

Damage/Effect: 1d6 damage + Athletics check of 8 or 
disintegrate.

Characters being carried aren’t affected in any way by their carrier being hit by a disintegrator.

Any equipment targeted and hit by a disintegrator must throw an 8 or better on 2d6 or be disintegrated. A character holding a disintegrated piece of equipment may use Luck on this roll. Either way the character holding a targeted object is unaffected.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:drugs&amp;rev=1779704365&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>drugs</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:drugs&amp;rev=1779704365&amp;do=diff</link>
        <description>Drugs

Aggro

Reduce the difficulty of Combat skill checks by 1.  +1 penalty on all other skill checks.

Charme

Reduce the difficulty of Diplomacy skill checks by 1. +1 penalty on all other skill checks.

Detox

Eliminate all drugs and toxins.

Dull</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:electrocuffs&amp;rev=1779704365&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>electrocuffs</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:electrocuffs&amp;rev=1779704365&amp;do=diff</link>
        <description>Electrocuffs

25cr, mass 2, energized, rq#*

Cuffed individual is considered to be in a slagged 
square, loses the use of 2 of their hands and is 
therefore likely to be hands full (page 13) and possibly 
overburdened (page 37). It is an automatic action to 
put on or take off an unresisting target. Can be put on 
a target with successful</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:emp_baton&amp;rev=1779704365&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>emp_baton</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:emp_baton&amp;rev=1779704365&amp;do=diff</link>
        <description>EMP Baton

100cr, mass 3, energized, rq# 7

Melee EMP weapon. See EMP effect page 82.

official equipment melee energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:emp_pistol&amp;rev=1779704366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>emp_pistol</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:emp_pistol&amp;rev=1779704366&amp;do=diff</link>
        <description>EMP Pistol

300cr, mass 5, energized, rq# 8 :no_entry_sign: 

Damage/Effect: Disables all of target’s cyberware or 
target item of energized personal equipment.

EMP Effect: All energized equipment on a character 
that is not already broken or EMPed is effectively 
broken while under an EMP effect. A Science Skill 
check of 11 will De-EMP a character and all of 
their equipment. EMP functions like Stun (page 85) 
against bots and has no effect on anything larger 
than a bot except powered armor …</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:emp&amp;rev=1779704365&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>emp</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:emp&amp;rev=1779704365&amp;do=diff</link>
        <description>EMP Grenade

Damage/Effect: All energized equipment and 
cyberware in L.O.S. are EMPed (see page 82). They 
won’t function until De-EMPed (Science skill check of 
11).

official equipment explosives energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:energy_blade&amp;rev=1779704366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>energy_blade</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:energy_blade&amp;rev=1779704366&amp;do=diff</link>
        <description>Energy Blade

1300cr, mass 8, energized, rq# 14 :skull_crossbones: 

Damage/Effect: 3d6-3 damage. Dangerous. 
Hurts you on doubles. Each time you use 
an Energy Blade in a module, roll one die.  
If that die comes up “6” the ship suffers 
1 point of hull damage and the module 
gets a broken marker. This damage is 
incidental and not subject to rerolls such as Luck,</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:energy_cutlass&amp;rev=1779704366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>energy_cutlass</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:energy_cutlass&amp;rev=1779704366&amp;do=diff</link>
        <description>Energy Cutlass

900cr, mass 6, energized, rq# 13 :skull_crossbones: 

Damage/Effect: 2d6-1 damage. This is a smaller 
energy blade and the 1/6 chance of breaking a 
module is optional. Hurts you on doubles.

official equipment melee energized dangerous</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:energy&amp;rev=1779704366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>energy</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:energy&amp;rev=1779704366&amp;do=diff</link>
        <description>Energy Grenade

Damage/Effect: 2d6 damage.

official equipment explosives energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:eva&amp;rev=1779704366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>eva</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:eva&amp;rev=1779704366&amp;do=diff</link>
        <description>EVA

100cr, mass 4, energized, rq#8

Allows 100 phases of life support if in hand or 
strapped on. If strapped on it does not require a hand 
but user suffers +1 difficulty on all active skill checks.

official equipment clothing energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:false_bottom_barrel&amp;rev=1779704366&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>false_bottom_barrel</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:false_bottom_barrel&amp;rev=1779704366&amp;do=diff</link>
        <description>False Bottom Barrel

100cr, mass 20, non-energized, rq# X

Used to conceal contraband to make it appear as 
barrels of BIO, ERG, or ORE.

official equipment cargo</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:fiberderm&amp;rev=1779704367&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fiberderm</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:fiberderm&amp;rev=1779704367&amp;do=diff</link>
        <description>FiberDerm

1300cr, mass 10, energized, rq# 14

Add +1 Hit Point and reduce the difficulty by 1 for 
Athletics based skill checks.

official equipment cyberwear energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:fist&amp;rev=1779704367&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fist</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:fist&amp;rev=1779704367&amp;do=diff</link>
        <description>Fist

Any being can make a fist.

Damage/Effect: 1d6 damage (max = Athletics)

official equipment melee</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:flare&amp;rev=1779704367&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>flare</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:flare&amp;rev=1779704367&amp;do=diff</link>
        <description>Flare

(non-energized) 

Can be applied to anything microship sized or smaller. 
It reduces the difficulty to target that object by 3. Can 
be stuck to a target with a successful melee, hurled, 
or grapple attack. Requires a Science check of 11 to 
remove.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:flyntlock&amp;rev=1779704367&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>flyntlock</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:flyntlock&amp;rev=1779704367&amp;do=diff</link>
        <description>Flyntlock

25cr, mass 2, non-energized, rq# -

Damage/Effect: 2d6 damage. Breaks itself after each 
use.

official equipment ranged</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:frag&amp;rev=1779704368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>frag</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:frag&amp;rev=1779704368&amp;do=diff</link>
        <description>Frag Grenade

(non-energized)

Damage/Effect: 2d6-1 damage.

official equipment explosives</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:fritzer&amp;rev=1779704368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fritzer</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:fritzer&amp;rev=1779704368&amp;do=diff</link>
        <description>Fritzer Grenade

Damage/Effect: 1d6 damage.

Roll 4d6 to determine if the module this grenade 
detonates in is damaged. Roll 2d6 for each adjacent 
module in line of sight to see if they are damaged. 
Each result of a ”6” breaks the module.

official equipment explosives energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:frostbomb&amp;rev=1779704368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>frostbomb</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:frostbomb&amp;rev=1779704368&amp;do=diff</link>
        <description>Frost Bomb

Damage/Effect: Extinguish all fires in module. Frost 
effect on all in L.O.S. in the same or an adjacent 
module. Any hit by frost effects move as though 
moving in a slagged module until they take a Science 
action of 8 to clear frost. Any Fire damage cancels the 
Frost effect.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:froster&amp;rev=1779704368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>froster</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:froster&amp;rev=1779704368&amp;do=diff</link>
        <description>Froster

100cr, mass 3, energized, rq# 7  :no_entry_sign: 

Damage/Effect: Combat vs difficulty of 8 to put a frost 
effect on all characters in target square and each 
adjacent square. Extinguishes fires in affected squares 
and modules. Frosted characters move as though in 
a slagged module until Science action vs. 8 to clear 
frost.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:gas&amp;rev=1779704368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gas</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:gas&amp;rev=1779704368&amp;do=diff</link>
        <description>Gas

Gas grenades and the Gas Generator Cargo Item 
create a cloud of gas in a module. Any character in 
a module with a gas cloud at any point during their 
phase is subject to its effects. At the end of a Phase  
that character must make an Athletics skill check of 
11 or are affected by the gas as if struck by a needler 
loaded with that</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:gravsled&amp;rev=1779704368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gravsled</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:gravsled&amp;rev=1779704368&amp;do=diff</link>
        <description>GravSled

100cr, mass 10, energized, rq#9

Can carry 200 mass total equipment on a floating 
floor. Pushing the cart requires that it be “in hand” 

Characters pushing a GravSled are at a penalty of -1 to 
their Move attribute. 

Characters have a mass of 100 plus the equipment 
they are carrying unless otherwise specified.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:hazmat_suit&amp;rev=1779704369&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>hazmat_suit</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:hazmat_suit&amp;rev=1779704369&amp;do=diff</link>
        <description>HazMat Suit

300cr, mass 10, non-energized, rq# 10

Does not require a hand to wear. Characters wearing 
are at -3 difficulty on Athletics checks to avoid 
hazardous effects. 

This device has a built in EVA (see above) and gives 
the wearer a free reroll vs fire damage. -1 move 
attribute while wearing. Upgraded halves mass.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_blaster&amp;rev=1779704369&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_blaster</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_blaster&amp;rev=1779704369&amp;do=diff</link>
        <description>Heavy Blaster

750cr, mass 75, energized, rq# 10

Damage/Effect: 3d6-2 damage.

official equipment heavy ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_disruptor&amp;rev=1779704369&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_disruptor</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_disruptor&amp;rev=1779704369&amp;do=diff</link>
        <description>Heavy Disruptor

850cr, mass 75, energized, rq# 11

Damage/Effect: 3d6-5 damage.

Any damage causes target to drop all carried items.

official equipment heavy ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_ion_bore&amp;rev=1779704369&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_ion_bore</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_ion_bore&amp;rev=1779704369&amp;do=diff</link>
        <description>Heavy Ion Bore

900cr, mass 75, energized, rq# 12

Damage/Effect: Raises the ionization level of the 
target then deals 1d6+1d6 per ionization level (max 
total 4d6). See ion bore page 83.

official equipment heavy ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_laser&amp;rev=1779704369&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_laser</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_laser&amp;rev=1779704369&amp;do=diff</link>
        <description>Heavy Laser

650cr, mass 75, energized, rq# 12

Damage/Effect: 2d6 damage, ignore Damage 
Reduction. The target’s target number is considered 
one lower.

official equipment heavy ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_object&amp;rev=1779704369&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_object</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_object&amp;rev=1779704369&amp;do=diff</link>
        <description>Heavy object

Any object with a mass of 5 or more in your hand.

Damage/Effect: 1d6 damage (max = Athletics +1)

official equipment melee</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_particle_gun&amp;rev=1779704370&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_particle_gun</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_particle_gun&amp;rev=1779704370&amp;do=diff</link>
        <description>Heavy Particle Gun

1500cr, mass 75, energized, rq# 14

Damage/Effect: 2d6 damage + special.

Each success does 1 point of damage, max 6 points. 
Count this as a die with that many pips on it. Roll 1 
die after your shot. A “6” deals 1 hull damage and adds 
a broken marker to the module you are shooting from.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_slug_gun&amp;rev=1779704370&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_slug_gun</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_slug_gun&amp;rev=1779704370&amp;do=diff</link>
        <description>Heavy Slug Gun

500cr, mass 75, non-energized, rq# 14

Damage/Effect: 1d6+3 damage, ignore damage 
reduction. 

official equipment heavy ranged</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_slug_machine_gun&amp;rev=1779704370&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>heavy_slug_machine_gun</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:heavy_slug_machine_gun&amp;rev=1779704370&amp;do=diff</link>
        <description>Heavy Slug Machine Gun

700cr, mass 75, non-energized, rq# 14

Damage/Effect: Use Slug Machine Gun rules on page 
84 but the difficulty to use is reduced by 3.

official equipment heavy ranged</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:ion_bore&amp;rev=1779704370&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ion_bore</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:ion_bore&amp;rev=1779704370&amp;do=diff</link>
        <description>Ion Bore

450cr, mass 9, energized, rq# 11

Damage/Effect: Raises target’s ionization level by 1
then deals 1d6 of damage per ionization level. (max 
4d6)

official equipment ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:ion_hammer&amp;rev=1779704370&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ion_hammer</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:ion_hammer&amp;rev=1779704370&amp;do=diff</link>
        <description>Ion Hammer

300cr, mass 10, energized, rq# 10

Damage/Effect: Melee Ion Bore. Raises target’s 
ionization level by 1 and deals 1d6 of damage per 
ionization level (max 4d6).

official equipment melee energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:ion&amp;rev=1779704370&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ion</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:ion&amp;rev=1779704370&amp;do=diff</link>
        <description>Ion Grenade

Damage/Effect: Deals no actual damage but all in 
L.O.S. (in the same or an adjacent module) have 
ionization level raised by one.

official equipment explosives energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:jetpack&amp;rev=1779704371&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>jetpack</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:jetpack&amp;rev=1779704371&amp;do=diff</link>
        <description>JetPack

500cr, mass 4, energized, rq# 12

At the start of your move action, you may attempt to 
turn one or more of your points of movement into Jet 
moves (see page 33) by making a Piloting skill check 
against a difficulty of 8. 

You may add +3 to the difficulty for each additional 
point of movement you want to convert to a Jet Move.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:knife&amp;rev=1779704371&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>knife</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:knife&amp;rev=1779704371&amp;do=diff</link>
        <description>Knife

5cr, mass 2, non-energized, rq# -

Damage/Effect: 1d6 damage. The difficulty to 
quickdraw a knife is 3 lower and the penalty to use 
after quickdrawing is only 1.

official equipment melee</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:laser_monocle&amp;rev=1779704371&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>laser_monocle</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:laser_monocle&amp;rev=1779704371&amp;do=diff</link>
        <description>Laser Monocle

200cr, mass 1, energized, rq# 10

Damage/Effect: 1 pt damage, ignore Damage 
Reduction.

Doesn’t require a hand to use but does require an 
action.

official equipment ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:laser&amp;rev=1779704371&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>laser</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:laser&amp;rev=1779704371&amp;do=diff</link>
        <description>Laser

300cr, mass 5, energized, rq# 9

Damage/Effect: 1d6+1 damage, ignore Damage 
Reduction.

The target’s target number is considered one lower.

official equipment ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:lightning_rod&amp;rev=1779704371&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>lightning_rod</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:lightning_rod&amp;rev=1779704371&amp;do=diff</link>
        <description>Lightning Rod

325cr, mass 5, energized, rq# 9 :skull_crossbones: 

Damage/Effect: 1d6 damage and then generate a Stun 
Effect (page 85). Doubles hits you as well.

official equipment melee energized dangerous</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:magboots&amp;rev=1779704372&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>magboots</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:magboots&amp;rev=1779704372&amp;do=diff</link>
        <description>MagBoots

150cr, mass 4, energized, rq# 8

Movement on the outside of the ship normally costs 
2 squares each (see page 33). These boots allow 
you to cling along the outside of the hull without 
having a free hand and move at a cost of one square 
each while activated. It is a free action to activate 
or deactivate MagBoots once per phase. MagBoots 
reduce your move value by 1 when activated.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:medjack&amp;rev=1779704372&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>medjack</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:medjack&amp;rev=1779704372&amp;do=diff</link>
        <description>MedJack

150cr, mass 2, energized, rq# 8

Carries drugs at half weight. Attempts to heal you are 
at a -1 difficulty on the skill check to heal.

Drugs carried in a MedJack can be administered by 
yourself or others if you are not resisting or lose a 
grapple.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:medkit&amp;rev=1779704372&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>medkit</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:medkit&amp;rev=1779704372&amp;do=diff</link>
        <description>MedKit

250cr, mass 5, energized, rq# 8

A MedKit in hand allows you to use your Science skill 
to heal, detoxify or de-ionize yourself and/or adjacent 
characters. If it is upgraded, the difficulty to use your 
MedKit is reduced by 1.

Heal

(Science vs. 11, +3 per additional die)</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:micro_blaster&amp;rev=1779704372&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>micro_blaster</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:micro_blaster&amp;rev=1779704372&amp;do=diff</link>
        <description>Micro Blaster

150cr, mass 2, energized, rq# 8

Damage: 1d6+1 point damage.

The difficulty to quickdraw this item is 3 easier and 
if it is quickdrawn, the penalty to use it is only +1 
difficulty instead of the usual +3.

official equipment ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:module_upgrade_barrel&amp;rev=1779704372&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>module_upgrade_barrel</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:module_upgrade_barrel&amp;rev=1779704372&amp;do=diff</link>
        <description>Module Upgrade Barrel

1500cr, mass X, non-energized, rq# X

This is required for ship’s module 
upgrades in some campaigns where 
the character is not a member of a 
Navy or UREF force that is supplying 
spare parts. In most campaigns this 
is not required.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:monomolecular_blade&amp;rev=1779704373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>monomolecular_blade</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:monomolecular_blade&amp;rev=1779704373&amp;do=diff</link>
        <description>Monomolecular Blade

500cr, mass 9, energized, rq# 9

Damage/Effect: 1 die of damage plus an amount 
equal to successes (max 5). This counts as a “die” of 
damage for purposes of breaking things and rerolls 
for damage etc. Roll a die each time you use it. On a 
“6” it breaks the module the user is in.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:needler&amp;rev=1779704373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>needler</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:needler&amp;rev=1779704373&amp;do=diff</link>
        <description>Needler

300cr, mass 4, non-energized, rq# 9 :no_entry_sign: 

Damage/Effect: 1pt of damage 
(not subject to Damage Reduction) 
and delivers a toxin (see toxins page 97). Damage 
Reduction applies as a penalty to hit with the weapon 
instead. Add Damage Reduction (armor/silicoid/
zoallan etc.) to target number against needlers.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:nerve_disruptor&amp;rev=1779704373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>nerve_disruptor</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:nerve_disruptor&amp;rev=1779704373&amp;do=diff</link>
        <description>Nerve Disruptor

300cr, mass 5, energized, rq# 9

Damage/Effect: 2d6-4 damage.

If any damage gets through, target drops everything in 
hand.

official equipment ranged energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:neutron&amp;rev=1779704373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>neutron</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:neutron&amp;rev=1779704373&amp;do=diff</link>
        <description>Neutron Grenade

Damage/Effect: Deals no damage to modules and 
equipment but every being in line of sight in the same or an adjacent module
suffers as though shot by “Oucho” needler toxin.

official equipment explosives energized safe</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:pack&amp;rev=1779704373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>pack</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:pack&amp;rev=1779704373&amp;do=diff</link>
        <description>Pack

10cr, mass 2, non-energized, rq# *

All packed objects are considered ½ 
mass but require an additional action to ready. You 
may Quickdraw from a pack at +3 difficulty.

official equipment clothing</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:particle_gun&amp;rev=1779704373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>particle_gun</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:particle_gun&amp;rev=1779704373&amp;do=diff</link>
        <description>Particle Gun

800cr, mass 5, energized, rq# 11

Damage/Effect: 1d6 damage plus each success deals 1 
point of damage to a maximum of 5. Count this extra 
damage like a die of damage (place a die representing 
the damage on the table). This die can be rerolled like 
any other damage die with special abilities such as 
but not limited to brutal, resilient, hardened, etc.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:personal_upgrade_kit&amp;rev=1779704374&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>personal_upgrade_kit</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:personal_upgrade_kit&amp;rev=1779704374&amp;do=diff</link>
        <description>Personal Upgrade kit

1/2 price cr, mass 2, non-energized, rq# *

This is required for personal equipment upgrades in 
some campaigns where the character is not a member 
of a Navy or UREF force that is supplying spare parts. 
It can be created from a like item at a cost of zero.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:phase_pick&amp;rev=1779704374&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>phase_pick</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:phase_pick&amp;rev=1779704374&amp;do=diff</link>
        <description>Phase Pick

300cr, mass 10, energized, rq# 8 :skull_crossbones: 

Damage/Effect: 1d6 damage and target must 
make a passive Athletics skill check of 8 or be 
disintegrated. Doubles hits you.

official equipment melee energized dangerous</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_bolt&amp;rev=1779704374&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>plasma_bolt</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_bolt&amp;rev=1779704374&amp;do=diff</link>
        <description>Plasma Bolt

950cr, mass 8, energized, rq# 12 :skull_crossbones: 

Combat 11 to Target a square. Deal 1 die of indirect 
fire damage to any in that square and each adjacent 
square. Dangerous. Doubles detonates the bolt in your 
square instead. Roll a “6” on one die for each module 
in area of effect to set fire to it.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_dagger&amp;rev=1779704374&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>plasma_dagger</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_dagger&amp;rev=1779704374&amp;do=diff</link>
        <description>Plasma Dagger

275cr, mass 5, energized, rq# 8 :skull_crossbones: 

Damage/Effect: Roll an extra die for damage and 
count either one. Deals 1d6 fire damage. Even damage 
sets the target on fire. See Fire (page 150). Doubles hits 
you.

official equipment melee energized dangerous</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_pistol&amp;rev=1779704374&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>plasma_pistol</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_pistol&amp;rev=1779704374&amp;do=diff</link>
        <description>Plasma Pistol

300cr, mass 6, energized, rq# 9 :skull_crossbones: 

1d6 Fire damage, but rolling doubles, it damages you.

official equipment ranged energized dangerous</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_projector&amp;rev=1779704375&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>plasma_projector</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma_projector&amp;rev=1779704375&amp;do=diff</link>
        <description>Plasma Projector

1100cr, mass 12, energized, rq# 12 :skull_crossbones: 

Damage/Effect: 1d6 indirect fire damage to all in Area 
of Effect. Target number 8 combat check. 2x Successes 
indicates a number of squares you deal damage to 
occupants of (if in line of sight). All squares must 
be contiguous and in L.O.S. The first square must be 
adjacent to you. Roll 1 die for each module in the area 
of effect. It breaks on a “6” and catches on fire.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma&amp;rev=1779704374&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>plasma</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:plasma&amp;rev=1779704374&amp;do=diff</link>
        <description>Plasma Grenade

Damage/Effect: Every being in L.O.S. in the same or an 
adjacent module, and within 6 squares, suffers one die of fire damage. Even 
damage sets them on fire. Roll a die for the module 
and each adjacent module in L.O.S. A result of “6” 
breaks the module and sets it on fire.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:portaram&amp;rev=1779704375&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>portaram</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:portaram&amp;rev=1779704375&amp;do=diff</link>
        <description>PortaRam

200cr, mass 5, non-energized, rq# 8

Damage/Effect: 1d6 damage. Athletics skill check of 8 
to break a door.

official equipment melee</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:rocket_pistol&amp;rev=1779704375&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rocket_pistol</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:rocket_pistol&amp;rev=1779704375&amp;do=diff</link>
        <description>Rocket Pistol

500cr, mass 2, non-energized (but grenades might be), rq# 13  :skull_crossbones: 

Damage/Effect: Launches Grenades. Target #= ½ 
distance +3. Requires an action to load the grenade 
(you may have one loaded to start mission). The 
grenade detonates immediately upon impact. If the 
attack fails, the grenade detonates one square closer 
for each point by which it failed.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:satchel_charge&amp;rev=1779704375&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>satchel_charge</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:satchel_charge&amp;rev=1779704375&amp;do=diff</link>
        <description>Satchel Charge

50cr, mass 3

Damage/Effect: 1d6 hull damage. 4,5,6 breaks the 
module. 2d6 personal damage – distance.

Combat skill check to throw difficulty is 3 + double the 
distance.

official equipment explosives energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:scope&amp;rev=1779704375&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>scope</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:scope&amp;rev=1779704375&amp;do=diff</link>
        <description>Scope

25cr, mass 1, non-energized, rq# *

Divide distance to target by 2. If upgraded divide the 
distance by 3 instead.

official equipment weapon_accessory</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:shield_heavy&amp;rev=1779704376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>shield_heavy</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:shield_heavy&amp;rev=1779704376&amp;do=diff</link>
        <description>Shield (Heavy)

150cr, mass 20, non-energized, rq# 10

As standard shield but adds +2 to target number and 
if you are missed by exactly 1 or 2, roll damage on the 
shield. 

It breaks on a die roll of “6”.

official equipment armor</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:shield&amp;rev=1779704376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>shield</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:shield&amp;rev=1779704376&amp;do=diff</link>
        <description>Shield

100cr, mass 10, non-energized, rq#9

Add +1 to your target number. Upgraded weighs 5. If 
a shot misses you by exactly 1, roll damage on the 
shield. A die result of a “6” breaks the shield. 

Must be in hand. You may only benefit from at most one 
shield at any time.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:skeletal_enhancement&amp;rev=1779704376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>skeletal_enhancement</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:skeletal_enhancement&amp;rev=1779704376&amp;do=diff</link>
        <description>Skeletal Enhancement

1500cr, mass 0, energized, rq# 15

Increase Carry by 10. Upgrade increases 5 more. For 
Minutians this would be 5 more Carry and an upgrade 
adds 2 additional.

official equipment cyberwear energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:slug_machine_gun&amp;rev=1779704376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>slug_machine_gun</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:slug_machine_gun&amp;rev=1779704376&amp;do=diff</link>
        <description>Slug Machine Gun

750cr, mass 15, non-energized, rq# 12 :skull_crossbones: 

Damage/Effect: Combat Skill check vs. 8. Affects a 
number of squares equal to 2x successes. 
All must be in L.O.S. and contiguous. Deals whatever 
ammo selected with to those in area effect.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:slug_pistol&amp;rev=1779704376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>slug_pistol</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:slug_pistol&amp;rev=1779704376&amp;do=diff</link>
        <description>Slug Gun

150cr, mass 5, non-energized, rq# 8

Slug Weapons

Slug weapons fire bullets using archaic technology 
that isn’t subject to EMP. Select one type of ammo 
when you shoot but don’t bother counting shots.

Slug Gun Ammunition

Damage/Effect:</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:smoke&amp;rev=1779704376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>smoke</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:smoke&amp;rev=1779704376&amp;do=diff</link>
        <description>Smoke

Non-energized. Treat this like a Gas grenade in all 
other respects except it does not deliver a toxin. 
Instead, it blocks visibility and Life Support in the 
module. Any actions in the cloud or attempting to 
trace line of sight through the cloud are at a penalty 
of +3 difficulty. Any character in the cloud suffers Life 
Support damage as if they were spacewalking.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:sonic_beam&amp;rev=1779704377&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sonic_beam</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:sonic_beam&amp;rev=1779704377&amp;do=diff</link>
        <description>Sonic Beam

400cr, mass 4, energized, rq# 8 :skull_crossbones: :no_entry_sign: 

Damage/Effect: Ignore Damage Reduction. 
Indirect. Dangerous, doubles affects your 
square.

Combat skill check of 8 to deal 1d6 damage 
to all targets in a straight line (no diagonals) 
up to 10 squares away.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:start&amp;rev=1779704377&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>start</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:start&amp;rev=1779704377&amp;do=diff</link>
        <description>EQUIPMENT

Also see Cargo Bay Items



Pages in this namespace:

	* Arc Laser
	* Armor
	* AutoNurse
	* Barrel
	* Bayonet clip
	* Bipod
	* Blaster
	* Butt
	* Club
	* Cyberfoot
	* Cybergyros
	* Cyberhand
	* Cyberhook
	* Cyberpatch
	* Discipline Collar
	* Disintegrator
	* Drugs
	* Electrocuffs
	* EMP Baton
	* EMP Grenade
	* EMP Pistol
	* Energy Blade
	* Energy Cutlass
	* Energy Grenade
	* EVA
	* False Bottom Barrel
	* FiberDerm
	* Fist
	* Flare
	* Flyntlock
	* Frag Grenade
	* Fritzer Grenade
	* Fro…</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:stun_gun&amp;rev=1779704377&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stun_gun</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:stun_gun&amp;rev=1779704377&amp;do=diff</link>
        <description>Stun Gun

200cr, mass 3, energized, rq# 8 :no_entry_sign: 

Damage/Effect: Target subject to a stun effect. See the 
info box on Stun below.

----------

STUN EFFECT

The target of a stun effect must make an Athletics check of 11. The amount by which they fail indicates a 
number of stun markers they receive.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:stun_stick&amp;rev=1779704377&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stun_stick</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:stun_stick&amp;rev=1779704377&amp;do=diff</link>
        <description>Stun Stick

250cr, mass 3, energized, rq# 7

Damage/Effect: Target makes Athletics check vs 11. 
Difference becomes stun markers (see page 85).

official equipment melee energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:stun&amp;rev=1779704377&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stun</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:stun&amp;rev=1779704377&amp;do=diff</link>
        <description>Stun Grenade

All in L.O.S. in the same or an adjacent module must 
make passive Athletics check of 11. Difference is 
number of stun markers they get (see stun page 85).

official equipment explosives energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:sword&amp;rev=1779704378&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>sword</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:sword&amp;rev=1779704378&amp;do=diff</link>
        <description>Sword

10cr, mass 4, non-energized, rq# -

Damage/Effect: 2d6-2 damage.

official equipment melee</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:toolkit&amp;rev=1779704378&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>toolkit</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:toolkit&amp;rev=1779704378&amp;do=diff</link>
        <description>ToolKit

100cr, mass 5, energized, rq# 8

Reduce the difficulty of Engineering skill checks to 
upgrade, repair, install or put out local fires by 1. An 
upgraded ToolKit reduces this difficulty by 2 instead.

official equipment tool energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:toxins&amp;rev=1779704378&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>toxins</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:toxins&amp;rev=1779704378&amp;do=diff</link>
        <description>Toxins

Death

Target must make Athletics check of 8 or drop to -6 hit 
points (dying).

Goof

Target must reroll the highest die of each active skill 
check.

Ionizer

Raise the target’s ionization level by 2.

Kayo

Athletics check of 8 or knocked out until damaged. 
You must check again at the end of each Round until 
detoxed.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:vibraknife&amp;rev=1779704378&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>vibraknife</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:vibraknife&amp;rev=1779704378&amp;do=diff</link>
        <description>Vibraknife

250cr, mass 4, energized, rq# 8

Damage/Effect: 1d6 damage. Ignore Damage 
Reduction. If EMPed becomes a normal knife.

official equipment melee energized</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:voltrex&amp;rev=1779704378&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>voltrex</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:voltrex&amp;rev=1779704378&amp;do=diff</link>
        <description>Voltrex

675cr, mass 10, energized, rq# 13 :skull_crossbones: 

Damage/Effect: 1d6 damage (multiples).

Choose a number of shots before you attack (up to 4). 
Make a Combat skill check against each target at a 
penalty equal to the number of shots you are taking. 
Each shot deals 1 die of damage. You may choose the 
same or a new target with each shot.</description>
    </item>
    <item rdf:about="http://battlestations.curufea.com/doku.php?id=content:official:equipment:wristcomp&amp;rev=1779704378&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2026-05-25T10:19:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>wristcomp</title>
        <link>http://battlestations.curufea.com/doku.php?id=content:official:equipment:wristcomp&amp;rev=1779704378&amp;do=diff</link>
        <description>Wristcomp

1000cr, mass 1, energized, rq# 13

Reduce the difficulty by 1 for Science checks to hack, 
repair or upgrade. Also may be used to ask yes/no 
questions by making a Science skill check vs. the 
distance in squares to the object in question.</description>
    </item>
</rdf:RDF>
