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content:official:rules:treasure [2020/09/30 18:34] – [EXAMPLE TREASURE ITEMS] Fix entry for Super (errata) 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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 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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 |  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((Errata))  |+|  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((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((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  |
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 |  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  |
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 |  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  |
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 | 241‑3 | **Efficient*** | Count used markers as +2 each instead of +3  | | 241‑3 | **Efficient*** | Count used markers as +2 each instead of +3  |
 | 244‑6((Errata)) | **Enhanced*** | Count half used markers (round up)  | | 244‑6((Errata)) | **Enhanced*** | Count half used markers (round up)  |
-| 251‑3 | **Sentient*** | 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)]]  |+| 251‑3 | **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*** | Occupants suffer -1 pt per die from collateral damage | | 254‑6 | **Shielded*** | Occupants suffer -1 pt per die from collateral damage |
 | 261‑3 | **Armored*** | This module breaks only on a “6”  | | 261‑3 | **Armored*** | This module breaks only on a “6”  |
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 | 323‑4 | **Unbreakable** | Unbreakable  | | 323‑4 | **Unbreakable** | Unbreakable  |
 |  325  | **Psionic** | 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** | 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** | Acts as a shield +1 to your target number  | |  331  | **Shielded** | Acts as a shield +1 to your target number  |
 |  332  | **Heavy Shielded** | Acts as a shield +2 to your target number  | |  332  | **Heavy Shielded** | Acts as a shield +2 to your target number  |
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 | 351‑2 | **Poisonous** | Apply Oucho as well to any hits done with this device  | | 351‑2 | **Poisonous** | Apply Oucho as well to any hits done with this device  |
 | 353‑4 | **EMP** | Also EMPs target  | | 353‑4 | **EMP** | Also EMPs target  |
-| 355‑6 | **Backlashing** | Generates an effect like firing a Sonic Beam (page 85) out the back when fired  | +| 355‑6 | **Backlashing** | Generates an effect like firing a [[..:equipment:Sonic Beam]] (page 85) out the back when fired  | 
-| 361‑2 | **Double Tap** | Doubles lets you attack again with this weapon. (max 1/phase)  |+| 361‑2 | **Double Tap** | Doubles lets you attack again with this weapon. (Max 1/phase)  |
 |  363  | **Safe** | Not Dangerous  | |  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  | |  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  |
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 | 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  |
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 | 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)  |
  
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 |  521  | **Rocket Booster** | Firer chooses how to apply dice  | |  521  | **Rocket Booster** | Firer chooses how to apply dice  |
 |  522‑3((Errata))  | **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  |
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 |  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  |
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 |  643  | **Epattcud*** |  1  | Roll of ancient strips that repair anything as an automatic action (even destroyed  personal equipment)  | |  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  | |  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  |+|  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*** |  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  |+|  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  | |  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** |  5  | Having this device in hand allows you to Teleport anywhere on your ship as your  move action  |
-|  655‑6((Errata))  | **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** |  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 | +|  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 | +|  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 | +|  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 | +|  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** |  5  | 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** |  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. * Items with an asterisk are consumable and can be scrounged up in numbers equal to the MD at the end of a successful mission.
content/official/rules/treasure.1601516072.txt.gz · Last modified: 2020/09/30 18:34 by lektu