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content:official:rules:treasure [2020/09/01 21:48] – [EXAMPLE TREASURE ITEMS] Add link to Bloodlusted ability lektucontent:official:rules:treasure [2020/10/01 15:37] (current) – [EXAMPLE TREASURE ITEMS] Clarify Megateleportometer, as the normal item doesn't exist anymore lektu
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 ====== Treasure ====== ====== Treasure ======
-| << [[Plot Twists]] << ^ [[Table of Contents]] | >> [[Campaign Rules]] >> |+| << [[Plot Twists]] << ^ [[Table of Contents]] | >> [[Personality Profiles]] >> |
  
 Fantastic items can make or break your campaign. If  Fantastic items can make or break your campaign. If 
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 you’ll just designate one of the enemies as having  you’ll just designate one of the enemies as having 
 one of their weapons with this effect as rolled on the  one of their weapons with this effect as rolled on the 
-enemy equipment chart on page 161. +[[..:rules:playing_the_enemy#enemy equipment]] chart on page 161. 
  
 If in this example you determined the weapon is a  If in this example you determined the weapon is a 
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 ==== EXAMPLE TREASURE ITEMS ==== ==== EXAMPLE TREASURE ITEMS ====
- 
  
 //Here are some examples of some treasure items I’m creating on the fly for my next game session.// //Here are some examples of some treasure items I’m creating on the fly for my next game session.//
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 ---- ----
    
-^3D6 ^ MODULE ^ ATTRIBUTE + 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 + 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)  | + 112  **Pick 'em** | Select anything in the modules section of the chart (1 and 2)  | 
-| 113 | Cannon, Switcher | Reconfigures as a free action + 113  **Cannon, Switcher** | Reconfigures as a free action 
-| 114 | Cannon, Uber | Add the lower of Helm or Shields to your Cannon power for shots with this Cannon + 114  **Cannon, Uber** | Add the lower of Helm or Shields to your Guns((Errata)) 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) + 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 [[content:official:rules:cargo_bay_items#stun_generator|Stun Generator]] Cargo Bay item  | + 116  **Cannon, Sleeper** | When this Cannon hits, it also generates Stun effect as if the ship had a [[content:official:rules:cargo_bay_items#stun_generator|Stun Generator]] Cargo Bay item((Errata))  | 
-| 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 disintegrated + 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 disintegrated((Errata))  | 
-| 122 | Cannon, Punisher | When this Cannon hits, it also generates an additional point of hull damage + 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  | + 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 + 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  | + 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 + 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  | + 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 + 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 + 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 + 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 + 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 + 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 + 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) + 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 + 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) + 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)  | + 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  + 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  | + 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  | + 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 + 153  **Hyperdrive, Energized** | Add Shields power to any skill check to use the Hyperdrive 
-| 154 | Hyperdrive, Accurate | When warping in, you select a facing + 154  **Hyperdrive, Accurate** | When warping in, you select a facing 
-| 155 | Hyperdrive, High  Performance | Ship needs one fewer Program markers + 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 + 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 + 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 + 162  **Mine Layer, Perpetual** | Doesn't get used markers 
-| 163 | Mine Layer, Sneaky | Launches cloaked mines without disrupting cloaking device + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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  | + 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  | + 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  | + 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 + 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  | + 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 | Roll on Random Module Chart. All in module ignore 2 OOC  | +| 2246 | **Gimballed*** | All in module ignore 2 OOC  | 
-| 231-3 | Redundant | Roll on Random Module Chart. This module functions even when broken +| 2313 | **Redundant*** | This module functions even when broken 
-| 234-6 | Networked | Roll on Random Module Chart. This module can be used remotely with no remote penalty +| 2346 | **Networked*** | This module can be used remotely with no remote penalty 
-| 241-3 | Efficient | Roll on Random Module Chart. Count used markers as +2 each instead of +3  | +| 2413 | **Efficient*** | Count used markers as +2 each instead of +3  | 
-| 244-6 | Enhanced | Roll on Random Module Chart. Count half used markers (round up)  | +| 2446((Errata)) **Enhanced*** | Count half used markers (round up)  | 
-| 251-3 | Sentient | Roll on Random Module Chart. Built in Artificial Intelligence (acts as if it has an Auto-whatever  operating it [[content:official:rules:cargo_bay_items#auto-engine_helm_etc|page 112)]]  | +| 2513 | **Sentient*** | Built in Artificial Intelligence (acts as if it has an [[content:official:rules:cargo_bay_items#auto-engine_helm_etc|Auto-whatever]] operating it, page 112)  | 
-| 254-6 | Shielded | Roll on Random Module Chart. Occupants suffer -1 pt per die from collateral damage | +| 2546 | **Shielded*** | Occupants suffer -1 pt per die from collateral damage | 
-| 261-3 | Armored | Roll on Random Module Chart. This module breaks only on a “6” +| 2613 | **Armored*** | This module breaks only on a “6” 
-| 264-6 | Any | Roll twice on this chart to see the benefits of this module  |+| 2646 | **Any** | Roll twice on this chart to see the benefits of this module  | 
 +*Roll on Random Module Chart below.
  
 ===Random Module Chart=== ===Random Module Chart===
-^ d66 ^ MODULE ^ d66 ^ MODULE | + d66  ^ MODULE ^  d66  ^ MODULE | 
-| 11-13 | Cannon | 41-43 | Teleporter + 1113  | Cannon   4143  | Teleporter 
-| 14-16 | Cargo | 44-46 | Hyperdrive + 1416  | Cargo   4446  | Hyperdrive 
-| 21-23 | Helm | 51-53 | Science Bay  | + 2123  | Helm   5153  | Science Bay  | 
-| 24-26 | Cloak | 54-56 | Sick Bay  | + 2426  | Cloak   5456  | Sick Bay  | 
-| 31-33 | Mine Layer | 61-63 | Life Support + 3133  | Mine Layer   6163  | Life Support 
-| 34-36 | Missile Bay | 64-66 | Engine |+ 3436  | Missile Bay   6466  | Engine |
  
-^3D6 RANDOM EQUIPMENT ^ ATTRIBUTE + 3d6  RANDOM EQUIPMENT* ^ ATTRIBUTE 
-| 311-2 | Ultralight | Roll on Enemy Equipment Chart.  Mass of only 1  | +| 3112 | **Ultralight** | Mass of only 1  | 
-| 313-4 | Prehensile | Roll on Enemy Equipment Chart.  Doesn't require a hand  | +| 3134 | **Prehensile** | Doesn't require a hand  | 
-| 315-6 | Empathic | Roll on Enemy Equipment Chart.  Puts itself into your hand  | +| 3156 | **Empathic** | Puts itself into your hand  | 
-| 321-2 | Gyrostabilized | Roll on Enemy Equipment Chart.  Ignores OOC when you are using it  | +| 3212 | **Gyrostabilized** | Ignores OOC when you are using it  | 
-| 323-4 | Unbreakable | Roll on Enemy Equipment Chart.  Unbreakable +| 3234 | **Unbreakable** | Unbreakable 
-| 325 | Psionic | Roll on Enemy Equipment Chart.  Add your Psionic skill to skill checks you use to operate this device + 325  **Psionic** | Add your Psionic skill to skill checks you use to operate this device 
-| 326 | Bloodlusted | Roll on Enemy Equipment Chart.  You get a free action every time you put something down with this item as if you had the Bloodlusted ability from [[content:official:special_abilities:bloodlusted|page 54]]. Device will attack you if you don't attack something during  each round of combat if it is in your hand  | + 326  **Bloodlusted** | You get a free action every time you put something down with this item as if you had the [[content:official:special_abilities: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 | Roll on Enemy Equipment Chart.  Acts as a shield +1 to your target number + 331  **Shielded** | Acts as a shield +1 to your target number 
-| 332 | Heavy Shielded | Roll on Enemy Equipment Chart.  Acts as a shield +2 to your target number + 332  **Heavy Shielded** | Acts as a shield +2 to your target number 
-| 333 | Superheavy shielded Roll on Enemy Equipment Chart.  Acts as a shield +3 to your target number + 333  **Superheavy Shielded** | Acts as a shield +3 to your target number 
-| 334 | Vampiric | Roll on Enemy Equipment Chart.  If you damage somebody with this device and are adjacent, you heal yourself for half the  damage (round up)  | + 334  **Vampiric** | If you damage somebody with this device and are adjacent, you heal yourself for half the  damage (round up)  | 
-| 335-6 | Magnum | Roll on Enemy Equipment Chart.  +1 damage +| 3356 | **Magnum** | +1 damage 
-| 341-2 | Cutting | Roll on Enemy Equipment Chart.  Ignores defenses +| 3412 | **Cutting** | Ignores defenses 
-| 343-4 | Teleoptic | Roll on Enemy Equipment Chart.  Add range increments instead of subtracting them. (Max +5)  | +| 3434 | **Teleoptic** | Add range increments instead of subtracting them. (Max +5)  | 
-| 345-6 | Double Barrelled | Roll on Enemy Equipment Chart.  Applies to 2 different adjacent targets +| 3456 | **Double Barrelled** | Applies to 2 different adjacent targets 
-| 351-2 | Poisonous | Roll on Enemy Equipment Chart.  Apply Oucho as well to any hits done with this device +| 3512 | **Poisonous** | Apply Oucho as well to any hits done with this device 
-| 353-4 | EMP | Roll on Enemy Equipment Chart.  Also EMPs target +| 3534 | **EMP** | Also EMPs target 
-| 355-6 | Backlashing | Roll on Enemy Equipment Chart.  Generates an effect like firing a Sonic Beam (page 85) out the back when fired  | +| 3556 | **Backlashing** | Generates an effect like firing a [[..:equipment:Sonic Beam]] (page 85) out the back when fired  | 
-| 361-2 | Double Tap | Roll on Enemy Equipment Chart.  Doubles lets you attack again with this weapon. (max 1/phase) +| 3612 | **Double Tap** | Doubles lets you attack again with this weapon. (Max 1/phase) 
-| 363 | Safe | Roll on Enemy Equipment Chart.  Not Dangerous + 363  **Safe** | Not Dangerous 
-| 364 | Multi | Roll on Enemy Equipment Chart.  Target suffers multiple effects Disintegrate, Stun, EMP, but firer suffers the effects (other than  damage) as well UNLESS the attack roll is doubles + 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 | Roll on Enemy Equipment Chart Dirty (see page 39)  | + 365  **Dirty** [[..:rules:combat#dirty_weapons|Dirty]] (see page 39)  | 
-| 366 | Super | Roll on Enemy Equipment Chart.  Multiple effects (roll again on this section of the chart  |+ 366  **Super** | Multiple effects (roll twice((Errata)) on this section of the chart | 
 +*Roll on [[..:rules:playing_the_enemy#Enemy Equipment]] chart.
  
-3D6 PERSONAL EQUIPMENT ^ ATTRIBUTE +3d6 PERSONAL EQUIPMENT ^ ATTRIBUTE 
-| 411 | WristComp | Gives you double the questions +| 411 | **WristComp** | Gives you double the questions 
-| 412 | Plasma Bolt | Target put on fire unless the damage is “1” +| 412 | **Plasma Bolt** | Target put on fire unless the damage is “1” 
-| 413 | Plasma Gun | 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 +| 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  | +| 415 | **Stun Pistol** | +1 Athletic check difficulty  | 
-| 416 | Plasma Projector | Target put on fire unless the damage is “1” +| 416 | **Plasma Projector** | Target put on fire unless the damage is “1” 
-| 421 | Skill Chip | Changeable as an automatic action to any skill  | +| 421 | **Skill Chip** | Changeable as an automatic action to any skill  | 
-| 422 | Skeletal Enhancement | Doubles carry capacity instead of +10  | +| 422 | **Skeletal Enhancement** | Doubles carry capacity instead of +10  | 
-| 423 | Sentient ToolKit | Puts itself away or in your hand as a free action +| 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 +| 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 +| 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%  | +| 426 | **Mentor Chip** | Gain +20% experience instead of +10%  | 
-| 431 | MedKit | Can be used as a melee weapon dealing 2d6 damage +| 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  | +| 432 | **JetPack** | Allows 1 turn during 1 of your jet moves each phase  | 
-| 433 | Heavy weapon | (randomly determine type) Has mass of standard weapon +| 433 | **Heavy weapon** | (randomly determine type) Has mass of standard weapon 
-| 434 | Grenade | Roll for type. Corners do not block line of sight  | +| 434 | **Grenade** | Roll for type. Corners do not block line of sight  | 
-| 435 | Grenade | Roll for type. Deals +1 damage per die  | +| 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 +| 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 | +| 441 | **Voltrex** | You may make up to 5 shots | 
-| 442 | Flyntlock | Deals 3 dice of damage +| 442 | **Flyntlock** | Deals 3 dice of damage 
-| 443 | Cybercuffs | Attempts to open cause Stun check vs 14 and 2 dice of damage to wearer +| 443 | **Cybercuffs** | Attempts to open cause Stun check vs 14 and 2 dice of damage to wearer 
-| 444 | Arc Laser | Double Area | +| 444 | **Arc Laser** | Double Area | 
-| 445 | Disintegrator | Items remain behind after the target is dusted +| 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  | +| 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  | +| 451 | **Slug Mach Gun** | Double Area  | 
-| 452 | Flyntlock | Breaks after every other use  | +| 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)  | +| 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  | +| 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 +| 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 +| 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 +| 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 +| 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  | +| 463 | **Stun Gun** | Each time a target is subsequently hit their check difficulty goes up by 1  | 
-| 464 | Needler | Holds all toxins and drugs  | +| 464 | **Needler** | Holds all toxins and drugs  | 
-| 465 | Nerve Disruptor | Target also must make Athletics check vs 11 or stunned | +| 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)  |+| 466 | **Particle Gun** | Add a third die if success exceeds 6 (max 6 on that die)  |
  
-3D6 ^ CARGO BAY ITEM ^ ATTRIBUTE + 3d6  ^ CARGO BAY ITEM ^ ATTRIBUTE 
-| 511 | Tractor | Doesn't spend Guns power to use  | + 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  | + 512  **Damage Control** | Has built-in Auto-[[..:rules:cargo_bay_items#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  | + 513  **Hull Stabilizer** | You can use ship's power to reroll hull check dice that fail  | 
-| 514 | Telechute | 3 spots instead of 2  | + 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)  | + 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  | + 516  **Safety Chamber** | Doesn't take up a Cargo Bay slot  | 
-| 521 | Rocket Booster | Firer chooses how to apply dice  | + 521  **Rocket Booster** | Firer chooses how to apply dice  | 
-523 | Powered Armor | Entering it and powering up are free and automatic actions + 522‑3((Errata))  **Powered Armor** | Entering it and powering up are free and automatic actions 
-| 524 | Megateleportometer | Count distance as halved  + 524  **Megateleportometer** | Count teleporting distance as halved (round up) 
-| 525 | L.S. Personal | Supports 2 beings + 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  | + 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  | + 531  **Auto-Science Bay** | With a skill of 5  | 
-| 532 | Auto-Pilot | With a skill of 5  | + 532  **Auto-Pilot** | With a skill of 5  | 
-| 533 | Auto-Missile Bay | With a skill of 5  | + 533  **Auto-Missile Bay** | With a skill of 5  | 
-| 534 | Auto-Mine Layer | With a skill of 5  | + 534  **Auto-Mine Layer** | With a skill of 5  | 
-| 535 | Auto-Engine | With a skill of 5  | + 535  **Auto-Engine** | With a skill of 5  | 
-| 536 | Auto-Cloaking Device | With a skill of 5  | + 536  **Auto-Cloaking Device** | With a skill of 5  | 
-| 541 | Auto-Cannon | With a skill of 5  | + 541  **Auto-Cannon** | With a skill of 5  | 
-| 542 | Atmospherics | Your ship is effectively 3 sizes smaller in atmosphere + 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  | + 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  | + 544  **Auto-Teleporter** | With a skill of 5  | 
-| 545 | Boarding Plank | Has a Range equal to ship'guns power  | + 545  **Boarding Plank** | Has a Range equal to ship'Guns power  | 
-| 546 | Inertial Dampener | Lower the OOC by 3 at the end of each Phase  | + 546  **Inertial Dampener** | Lower the OOC by 3 at the end of each Phase  | 
-| 551 | Battery | Holds 3 power  | + 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  | + 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  | + 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 + 554  **Missile Enhancement Piercing** | As per [[..:rules:cargo_bay_items#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  | + 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  | + 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  | +| 5616 | **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 + 3d6  ^ OTHER ^  MASS  ^ ATTRIBUTE 
-| 611 | Blue Pill* | 1 | (drug) Does what any non-treasure drug does  | + 611  **Blue Pill*** |   | (drug) Does what any non-treasure drug does  | 
-| 612 | Clone-Micro-updater | 1 | If this device survives a mission, your clone gets experience + 612  **Clone-Micro-updater**   | 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  | + 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) + 614  **EMPlosion Grenade*** |   | 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 + 615  **Extradimensional Handbag**   | 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 + 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 + 621  **High Quality Numb*** |   | 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  | + 622  **Megatronic Helmet**   | 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  | + 623  **Nannite Grenade*** |   | 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 + 624  **Reversi-Juice*** |   | (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  | + 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 + 626  **Shifty cloak**   | 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  | + 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 + 632  **Symbiote**   | 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 + 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  | + 634  **Alien Pill*** |   | 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  | + 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 + 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  | + 641  **Disintegration Grenade*** |   | 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 + 642  **Donor MedKit**   | 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) + 643  **Epattcud*** |   | Roll of ancient strips that repair anything as an automatic action (even destroyed  personal equipment) 
-| 644 | EVA Pill* | 1 | Provides 100 phases of EVA  | + 644  **EVA Pill*** |   | 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  | + 645  **Grav Sled**  10  | Sentienthas 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 + 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 + 651  **Jet Juice Drug*** |   | 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  | + 652  **Macroplastic Putty*** |   | 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 + 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 + 654  **Personal Wormhole Generator**   | Having this device in hand allows you to Teleport anywhere on your ship as your  move action 
-656 | 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 | + 655‑6((Errata))  **Ruby Slippers**   | 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 | + 661  **Stasis Grenade*** |   | 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 | + 662  **Stasis Rifle**   | 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 | + 663  **Verdant Toadstool*** |   | 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 | + 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  | + 665  **Partial E-Grail**   | Expend to choose any [[..:rules:after_the_mission#Overwhelming success]] reward from page 149  | 
-| 666 | Whole E-Grail | 5 | Expend to choose anything on this treasure chart from 111 to 665 |  + 666  **Whole E-Grail**   | 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. * Items with an asterisk are consumable and can be scrounged up in numbers equal to the MD at the end of a successful mission.
  
-| << [[Plot Twists]] << ^ [[Table of Contents]] | >> [[Campaign Rules]] >> |+===== Unique Treasures ===== 
 + 
 +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 [[..:rules:engineering#downgrading_a_module|"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. | 
 + 
 +==== Reconfigure ==== 
 + 
 +//(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. 
 + 
 +| << [[Plot Twists]] << ^ [[Table of Contents]] | >> [[Personality Profiles]] >> |
 {{tag>official rules treasure}} {{tag>official rules treasure}}
content/official/rules/treasure.1599022093.txt.gz · Last modified: 2020/09/01 21:48 by lektu