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Fantastic items can make or break your campaign. If there isn’t enough of the amazing, things look a little mundane. Too much whimsy, though will make it goofy or have characters overburdened or overpowered. Please put a little thought into adding the possibility of a treasure item to each mission. Treasure is more appreciated if the acquisition process includes having to fight a foe that is using it against you. Hard won rewards are all the sweeter.
Sure, a doubly upgraded blaster is nifty but a blaster that shoots around corners or is sentient and climbs into your hand when danger is near is cooler. I often say that if this weren’t my game, I’d really make it my own. By this I mean that because I test and run the official rules, I don’t get the chance to go off the rails. You do. Go ahead and make unbalanced treasure items. If it doesn’t work out, you can have HQ confiscate it for research purposes or enemies will seek it out because of its famous power. Try to give out a doubly upgraded skill chip or something as compensation if you pull this, though.
Having said all of that about making it special and not just rolling on a chart, here’s a series of charts. Think of it as a suggestion or a stepping off point for creating the treasure that will make your campaign unique.
Roll 3d6 (reading each die as a separate digit) and consult the charts. For some of the items, you’ll have to roll on a further chart to find which item you’ll be creating.
For example, if you roll a 3,4,2, you’d go to chart 3, item 42 which is “Ignores Defenses”. This indicates it is a weapon that ignores defenses. Most of the time you’ll just designate one of the enemies as having one of their weapons with this effect as rolled on the enemy equipment chart on page 161.
If in this example you determined the weapon is a laser (which ignores defenses anyhow) you might select something else or do something super cool such as having defenses actually count against the defender so a Silicoid suffers an additional d6 or an armored character suffers an additional point etc.
The point here is to make the treasure exciting rather than pedestrian.
When an enemy is using the item make sure to play up the flavor of it. Note that it is fancier than the other enemies’ weapons. It might be of a different material or have more or fewer fiddly features on it. Please make treasure special.
Here are some examples of some treasure items I’m creating on the fly for my next game session.
I’m testing Dirtside right now with my home playtest group.
I rolled a 463 for a Stun gun that each time it hits somebody, their check difficulty goes up by one. I’m going to say this increase happens before the first check so it is at least “+1”.
I also rolled a 464. I’m not even going to look at the chart. It is probably another personal weapon. It would be boring to have two items so similar show up as treasure. I’m rerolling. As the Enemy, I can do that.
I rolled 2 more “4” results (and rerolled) before rolling a 532 which is an autopilot with a skill of 5. I’m going to name the autopilot “Kal” and it will speak in a slow voice and be my avatar amongst the heroes. I’ll use it to give problem solving hints and for comic relief.
The first time it is ordered to do something, I’m going to say, “I’m sorry, Dave. I can’t do that…just kidding.”
I might also decide to make it automatically successful at Atmospheric maneuvers just to make it cooler (and to encourage my players to bring it along even though it gives me an excuse to be annoying).
3d6 | MODULE | ATTRIBUTE |
---|---|---|
111 | WildCard | Module that can be reconfigured with an Engineering check of 11 into any other module. Characters in it move to the closest spot in the new module |
112 | Pick 'em | Select anything in the modules section of the chart (1 and 2) |
113 | Cannon, Switcher | Reconfigures as a free action |
114 | Cannon, Uber | Add the lower of Helm or Shields to your Guns1) power for shots with this Cannon |
115 | Cannon, Deadeye | Any result of doubles on the skill check to fire the Cannon automatically hits (if a 12 would have hit, of course) |
116 | Cannon, Sleeper | When this Cannon hits, it also generates Stun effect as if the ship had a Stun Generator Cargo Bay item2) |
121 | Cannon, Wipeout | When this Cannon hits, anyone in the target ship suffers 1d6 of damage and must pass an Athletics check of 8 or be disintegrated3) |
122 | Cannon, Punisher | When this Cannon hits, it also generates an additional point of hull damage |
123 | Cannon, Rock'em | When this Cannon hits, it also generates an additional OOC |
124 | Cannon, Smart | You may spend Guns power as luck to reroll attack and allocation rolls with this Cannon |
125 | Cargo Bay, Tough | Anything installed in this Cargo Bay gets to reroll any die that would damage it |
126 | Cargo Bay Hangar | Launching Fighters is a free automatic action in this dedicated Hangar. It has a built in launcher and holds up to 4 Fighters. It cannot hold anything other than Fighters |
131 | Cargo Bay, High Capacity | Holds 6 Cargo Bay items as long as none of them require a skill check |
132 | Cargo Bay, Conveyer | Moving through this Cargo Bay costs only 1 square of movement |
133 | Cargo Bay, Smuggler | Holds an extra Cargo bay item that is hidden |
134 | Cloaking Device, Sneaker | The Cloaking level only drops by 1 each time the ship would break cloak instead of breaking cloak entirely |
135 | Cloaking Device, Teflon | Does not get used markers |
136 | Engine, Sentient | Automatically transfers 1 power at round end as a free action by any at a battlestation |
141 | Engine, Bussard Ramjet | Add ship speed to any skill check to pump this Engine |
142 | Engine, Nimble | Using the “Transfer Power” action in this Engine is a free action (not remote) |
143 | Engine, Master | You may pump any Engine on the ship from this Engine at no remote penalty |
144 | Engine, Shielded | While functional, power from other systems is automatically temporarily diverted to shields whenever the ship is hit and then transferred back (after losing 1 Shields power) |
145 | Helm, Steady | Ship generates half OOC (rounding up) |
146 | Helm, Generator | Any time the ship decelerates it generates a point of Shields power and it does not cost Helm power |
151 | Helm, Directed | One character at a Helm battlestation may make a free facing change at the end of each Round (one hex facing). This does not cost power or an action but does generate 1 OOC |
152 | Helm, Perpetual Motion | The ship does not reduce Speed at the end of each Round |
153 | Hyperdrive, Energized | Add Shields power to any skill check to use the Hyperdrive |
154 | Hyperdrive, Accurate | When warping in, you select a facing |
155 | Hyperdrive, High Performance | Ship needs one fewer Program markers |
156 | Life Support, Recycling | Each Life Support on the ship (including this one) supports one extra crew in addition to any upgrades |
161 | Life Support, Empowered | Everybody in this module adds any ship's power level to their Athletics for all purposes except hit points. Dying characters in this module automatically get and pass Athletics checks to prevent further unsupported damage |
162 | Mine Layer, Perpetual | Doesn't get used markers |
163 | Mine Layer, Sneaky | Launches cloaked mines without disrupting cloaking device |
164 | Mine Layer, Warp Driven | Subtract ship Speed from difficulty to use this module |
165 | Missile Bay, Dual Action | Launches 2 standard missiles (only) as a single action |
166 | Missile Bay, Multi | Allows “multi-launch” +3 difficulty to launch an additional missile |
211 | Missile Bay, Failsafe | Failure to launch does not detonate a missile in your square |
212 | Science Bay, Empowered | Subtract Shields level from difficulty to use this module |
213 | Science Bay, TechLab | Any attempt to upgrade at a battlestation in this module is successful |
214 | Science Bay, Versatile | User can multi-use across functions (i.e. you can ask 2 questions and ECM a missile). Difficulty is as per hardest operation +3 per additional |
215 | Science Bay, BioLab | Acts as a Sick Bay as well |
216 | Sick Bay, Trauma Center | Damage healing checks (only) apply to all in the bay |
221 | Sick Bay, Remote | Functions anywhere on ship at an added difficulty equal to the number of squares distant from the Sick Bay |
222 | Sick Bay, Cybernurse | Built in Autonurse |
223 | Teleporter, Grand Entrance | When you Teleport a person, you have the option to Teleport a bomb first that detonates right before the person arrives. This would cost a Guns power |
224‑6 | Gimballed* | All in module ignore 2 OOC |
231‑3 | Redundant* | This module functions even when broken |
234‑6 | Networked* | This module can be used remotely with no remote penalty |
241‑3 | Efficient* | Count used markers as +2 each instead of +3 |
244‑64) | Enhanced* | Count half used markers (round up) |
251‑3 | Sentient* | Built in Artificial Intelligence (acts as if it has an Auto-whatever operating it, page 112) |
254‑6 | Shielded* | Occupants suffer -1 pt per die from collateral damage |
261‑3 | Armored* | This module breaks only on a “6” |
264‑6 | Any | Roll twice on this chart to see the benefits of this module |
*Roll on Random Module Chart below.
d66 | MODULE | d66 | MODULE |
---|---|---|---|
11‑13 | Cannon | 41‑43 | Teleporter |
14‑16 | Cargo | 44‑46 | Hyperdrive |
21‑23 | Helm | 51‑53 | Science Bay |
24‑26 | Cloak | 54‑56 | Sick Bay |
31‑33 | Mine Layer | 61‑63 | Life Support |
34‑36 | Missile Bay | 64‑66 | Engine |
3d6 | RANDOM EQUIPMENT* | ATTRIBUTE |
---|---|---|
311‑2 | Ultralight | Mass of only 1 |
313‑4 | Prehensile | Doesn't require a hand |
315‑6 | Empathic | Puts itself into your hand |
321‑2 | Gyrostabilized | Ignores OOC when you are using it |
323‑4 | Unbreakable | Unbreakable |
325 | Psionic | Add your Psionic skill to skill checks you use to operate this device |
326 | Bloodlusted | You get a free action every time you put something down with this item as if you had the Bloodlusted ability from page 54. Device will attack you if you don't attack something during each round of combat if it is in your hand |
331 | Shielded | Acts as a shield +1 to your target number |
332 | Heavy Shielded | Acts as a shield +2 to your target number |
333 | Superheavy Shielded | Acts as a shield +3 to your target number |
334 | Vampiric | If you damage somebody with this device and are adjacent, you heal yourself for half the damage (round up) |
335‑6 | Magnum | +1 damage |
341‑2 | Cutting | Ignores defenses |
343‑4 | Teleoptic | Add range increments instead of subtracting them. (Max +5) |
345‑6 | Double Barrelled | Applies to 2 different adjacent targets |
351‑2 | Poisonous | Apply Oucho as well to any hits done with this device |
353‑4 | EMP | Also EMPs target |
355‑6 | Backlashing | Generates an effect like firing a Sonic Beam (page 85) out the back when fired |
361‑2 | Double Tap | Doubles lets you attack again with this weapon. (Max 1/phase) |
363 | Safe | Not Dangerous |
364 | Multi | Target suffers multiple effects Disintegrate, Stun, EMP, but firer suffers the effects (other than damage) as well UNLESS the attack roll is doubles |
365 | Dirty | Dirty (see page 39) |
366 | Super | Multiple effects (roll twice5) on this section of the chart) |
*Roll on Enemy Equipment chart.
3d6 | PERSONAL EQUIPMENT | ATTRIBUTE |
---|---|---|
411 | WristComp | Gives you double the questions |
412 | Plasma Bolt | Target put on fire unless the damage is “1” |
413 | Plasma Gun | Target put on fire unless the damage is “1” |
414 | Stun Stick | You may reroll one of target's Athletics check dice to resist the Stun effect |
415 | Stun Pistol | +1 Athletic check difficulty |
416 | Plasma Projector | Target put on fire unless the damage is “1” |
421 | Skill Chip | Changeable as an automatic action to any skill |
422 | Skeletal Enhancement | Doubles carry capacity instead of +10 |
423 | Sentient ToolKit | Puts itself away or in your hand as a free action |
424 | Rocket Pistol | With built in counterblast effect giving bearer +3 distance vs effects of fired rocket grenades |
425 | Anti-Grav Bolt | Has a mass of negative 5. Can be attached to any object |
426 | Mentor Chip | Gain +20% experience instead of +10% |
431 | MedKit | Can be used as a melee weapon dealing 2d6 damage |
432 | JetPack | Allows 1 turn during 1 of your jet moves each phase |
433 | Heavy weapon | (randomly determine type) Has mass of standard weapon |
434 | Grenade | Roll for type. Corners do not block line of sight |
435 | Grenade | Roll for type. Deals +1 damage per die |
436 | Rocket Pistol | Self-loading. Ask it to load this phase and it will load at end of enemy actions |
441 | Voltrex | You may make up to 5 shots |
442 | Flyntlock | Deals 3 dice of damage |
443 | Cybercuffs | Attempts to open cause Stun check vs 14 and 2 dice of damage to wearer |
444 | Arc Laser | Double Area |
445 | Disintegrator | Items remain behind after the target is dusted |
446 | Disintegrator | Increase the difficulty of the Athletics check by 1 for the first shot and one more for each additional shot |
451 | Slug Mach Gun | Double Area |
452 | Flyntlock | Breaks after every other use |
453 | Flyntlock | After shooting, becomes armed standard grenade that detonates at the end of your turn. (Drop and run) |
454 | Ion Bore | Raise Ionization target’s level at end of Phase as long as they have any ionization level |
455 | Ion Bore | Painted target glows. It is 3 easier to hit anybody who is ionized by this weapon |
456 | Ion Bore | Maximum ionization level for people shot by this weapon is 1 higher |
461 | Sonic Beam | Doesn't harm friendlies. You choose who in the area to affect |
462 | Laser | Each time it is fired it generates a stun grenade effect for all in line of sight except shooter |
463 | Stun Gun | Each time a target is subsequently hit their check difficulty goes up by 1 |
464 | Needler | Holds all toxins and drugs |
465 | Nerve Disruptor | Target also must make Athletics check vs 11 or be stunned |
466 | Particle Gun | Add a third die if success exceeds 6 (max 6 on that die) |
3d6 | CARGO BAY ITEM | ATTRIBUTE |
---|---|---|
511 | Tractor | Doesn't spend Guns power to use |
512 | Damage Control | Has built-in Auto-Damage Control with a skill of 5. Can be used twice |
513 | Hull Stabilizer | You can use ship's power to reroll hull check dice that fail |
514 | Telechute | 3 spots instead of 2 |
515 | Hull Stabilizer | You may reroll one or both dice on failed hull checks (1 at a time) |
516 | Safety Chamber | Doesn't take up a Cargo Bay slot |
521 | Rocket Booster | Firer chooses how to apply dice |
522‑36) | Powered Armor | Entering it and powering up are free and automatic actions |
524 | Megateleportometer | Count teleporting distance as halved (round up) |
525 | L.S. Personal | Supports 2 beings |
526 | Auxilliary Twin Fighters | 1 seat each. Can't be upgraded. The pair together take up one Cargo Bay slot |
531 | Auto-Science Bay | With a skill of 5 |
532 | Auto-Pilot | With a skill of 5 |
533 | Auto-Missile Bay | With a skill of 5 |
534 | Auto-Mine Layer | With a skill of 5 |
535 | Auto-Engine | With a skill of 5 |
536 | Auto-Cloaking Device | With a skill of 5 |
541 | Auto-Cannon | With a skill of 5 |
542 | Atmospherics | Your ship is effectively 3 sizes smaller in atmosphere |
543 | GenexTank | You may select your species when at the battlestation here as an automatic action. This effect lasts until you are detoxed or the end of the campaign turn whichever comes first |
544 | Auto-Teleporter | With a skill of 5 |
545 | Boarding Plank | Has a Range equal to ship's Guns power |
546 | Inertial Dampener | Lower the OOC by 3 at the end of each Phase |
551 | Battery | Holds 3 power |
552 | Cannon Enhancement (all) | This device has a built-in Fusion Node, Strafing module, Stun Generator, EMP, Radium and Plasma Cannon enhancement upgrades. You choose which to put into effect each time you fire |
553 | Drone Generator | Doesn't require a Launch Tube. Can convert Cargo Items into Drones as an automatic action and launch them once per phase. Used Batteries are great for this |
554 | Missile Enhancement Piercing | As per Missile Enhancement Device (page 115) and your ship’s missiles penetrate one module deep into a target before detonating if you want. Decide after rolling hit allocation |
555 | Cannon Enhancement Disintegrator | Anybody suffering collateral damage from your Cannon’s shots must make an Athletics check of 8 or turn to dust |
556 | Randomizer | This item morphs itself each campaign turn into a different item on this chart |
561‑6 | Ultralight | Random Cargo Bay item that is the size of a barrel and must be mounted somewhere in the Cargo Bay but does not take up a Cargo Bay slot |
3d6 | OTHER | MASS | ATTRIBUTE |
---|---|---|---|
611 | Blue Pill* | 1 | (drug) Does what any non-treasure drug does |
612 | Clone-Micro-updater | 1 | If this device survives a mission, your clone gets experience |
613 | Destabilizer | Cargo Bay Item | All items in system must reroll highest die in survival checks or hull checks (not disintegration or stun) while this is on |
614 | EMPlosion Grenade* | 1 | As per standard EMP grenade and energized objects broken this way have 50% chance of exploding like a 1d6 grenade (Luckable) |
615 | Extradimensional Handbag | 5 | Holds a barrel of stuff. There is no Life Support inside the barrel |
616 | Extradimensional Luggage | Barrel | Barrel that holds a cargo bay slot full of stuff. There is no Life Support inside the luggage |
621 | High Quality Numb* | 1 | You may keep doubles in a skill check instead of rerolling |
622 | Megatronic Helmet | 2 | Stops 1 die of damage but you also must make a stun check vs the cumulative damage stopped during this campaign turn |
623 | Nannite Grenade* | 1 | Ship it is detonated in suffers 1d6 of hull damage each Phase cumulative until it suffers a number of d6 equal to size in one Phase |
624 | Reversi-Juice* | 1 | (drug) The highest single die of any damage you take heals you instead while this drug is active. You suffer -1 on all skill checks |
625 | Saw Gun | 11 | (ranged weapon) Target suffers 2d6 damage and must make Athletics check against damage or suffer -1 to hands and move. Note that species with infinite hands are relatively unaffected by the loss of one hand but would still be affected by a loss of move |
626 | Shifty cloak | 1 | Adds +1 to your target number |
631 | Star Generator | Cargo Bay Item | Requires Science skill check of 11 to activate. At the end of the phase following activation, it generates a star destroying the ship and everything in the hex |
632 | Symbiote | 1 | This item suffers effect instead of the host. The host suffers 1 point of damage instead of being EMPed, ionized, or put on fire. If the host would fail a stun check, they suffer a point of damage instead. If the host would fail a disintegration check, the symbiote is destroyed |
633 | Tentac Corner Gun | 10 | Damage (2d6-3) energized. Requires 3 hands to use. Various knobs, slides and handles allow shooting around corners. Each corner adds +1 to difficulty |
634 | Alien Pill* | 1 | Roll on the random species table to see which kind. Taking this drug turns you into that kind of alien for the remainder of the campaign turn or until detoxed whichever comes first |
635 | Bot | Fully Upgraded Bot | |
636 | Clonesicles* | Barrel | Frozen clone left in any space aboard. If you die, the clone activates immediately (with 1d6 stun markers). The clone is immune to damage until it is activated. Characters that have a clone activate during a mission get no prestige bonus for dying and half experience for the mission |
641 | Disintegration Grenade* | 1 | Targets within LOS and within the same or adjacent modules must make an Athletics check of 8 or be turned to dust |
642 | Donor MedKit | 7 | When you heal with this object you may heal for an additional die which becomes damage to an adjacent target (including yourself or an enemy). Unwilling targets get a free Grapple check to avoid becoming donors |
643 | Epattcud* | 1 | Roll of ancient strips that repair anything as an automatic action (even destroyed personal equipment) |
644 | EVA Pill* | 1 | Provides 100 phases of EVA |
645 | Grav Sled | 10 | Sentient, has a move value of 4. Takes no action other than pickup or set down |
646 | Hyperg Barrels* | Barrel | You may empty this barrel into an Engine as an automatic action from an Engine Battlestation to add 1 power to each system |
651 | Jet Juice Drug* | 1 | While under the effects of this drug, you may take an additional action each phase and suffer 1 die of damage |
652 | Macroplastic Putty* | 2 | A ball of highly intelligent microbeings that live only to repair in their very short lives are held in stasis until activated. Treat it like an energy grenade in all respects except it doesn’t damage equipment or modules, only personnel. In fact, it repairs every broken object in L.O.S. It even unslags a module but will not restore destroyed personal equipment or Cargo Bay items |
653 | Mobile Battlestation | 50 | Can be installed anywhere on the ship and keyed to any Module during setup. There is no remote penalty to use the keyed module or the module it is installed in from the Mobile battlestation. Other modules may be used remotely from this battlestation |
654 | Personal Wormhole Generator | 5 | Having this device in hand allows you to Teleport anywhere on your ship as your move action |
655‑67) | Ruby Slippers | 5 | Mass of 5. As an action, you can click the heels to set a return spot. At any later time as an action, you can click the heels to return to the return spot. Usable once per mission |
661 | Stasis Grenade* | 1 | All targets in L.O.S. including modules are impervious and cannot act until the end of the next phase. Nothing can enter the area |
662 | Stasis Rifle | 5 | Target must make an Athletics check of 11 or be put into stasis. Items in stasis are impervious and cannot act or be acted upon until the end of the next phase |
663 | Verdant Toadstool* | 1 | Administer as a free action to restore all hit points to a character whose damage does not exceed their hit points by more than 5 |
664 | Bizarreobject | ? | Starts as any random treasure item but changes function to be a new treasure item each time it is used |
665 | Partial E-Grail | 5 | Expend to choose any Overwhelming success reward from page 149 |
666 | Whole E-Grail | 5 | Expend to choose anything on this treasure chart from 111 to 665 |
* Items with an asterisk are consumable and can be scrounged up in numbers equal to the MD at the end of a successful mission.
These objects can be installed in the Helm module between missions. They are not destroyed unless the ship they are modifying is destroyed. They can be taken out of the ship between missions or with the "downgrade" action (BSA 43).
If you roll a treasure you've already seen, use the next higher one and then roll over to “2” if you've finished the chart.
2d6 | NAME | BEHAVIOR |
---|---|---|
2 | Reverse | This starship can have negative speed. Track reverse speed by flipping the indicator bead. |
3 | Luck Spool | When a hero spends luck at a battlestation, roll a die. On a roll of 6, the Luck point is replenished. |
4 | Homing Laser | The ship adds the number of scans it has on an object to any attempt to target that object. |
5 | Fresh Air | Any attempt to heal aboard the ship is at -3 difficulty and heals an extra point per die. |
6 | Rabbit's Foot | Skill checks for battlestation actions aboard this ship succeed on doubles other than “1,1”. |
7 | Unbreakable | This ship loses a Broken marker of its crew's choice at the end of each Phase. |
8 | Shifting Modules | Modules on this ship can be shifted with a special Reconfigure action (see below). |
9 | Enhanced Life Support | All crew arrive with an extra Hit Point and all pools one deeper at the start of a mission. |
10 | Unhittable | Skill checks to target the ship that result in doubles miss the ship instead. |
11 | Internal Transit System | Any crew may spend their move action and one Shields power to move between any two battlestations on the ship as long as the modules they are traveling between (including start point and destination) are not damaged. |
12 | The Button | Hit this button as an automatic action at any battlestation to turn your ship's registry ability to that of any species. The ship layout remains the same. |
(Engineering vs. 8, +3 per additional reconfiguration, +3 if remote)
Success rotates the module or switches it with an adjacent module or moves it to an empty space. At the end of the action, the ship must be left with all modules sharing a side with at least one other module.
Modules in an illegal position will not function and must be moved with the Reconfigure action before they will.