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-JUMP POINT ZULU-

By Mario Cordova
SETTING
By the end of the 21st century faster than light travel was developed allowing for mankinds first extrasolar colonies. Now it is the 23 rd
century we have established hundreds of colonies, outposts, and deep space habitats all connected via an FTL Transit Network allowing for safe and
affordable FTL travel.
Even at FTL speeds travel can take hours, days, or even weeks and when disaster or some kind of crisis appears, speed is key. To
facilitate this rapid response Quantum Data Transit was developed allowing for the instantaneous transportation of personnel and goods to a fixed
position connected via the FTL network. Quantum Transit is controversial due to the high potential for death and or injury. There have also been
instances of Data Corruption.
You are a member of a Jump Team, a group of specially trained individuals trained to teleport into hazardous situations with little
operational support or supplies. Prepare for TRANSIT.
SETTING RULES

Big Damn Heroes: A hero can spend a Benny to gain the use of any Edge for one scene. They have to meet the Rank and any other Edge
requirements but can ignore Trait requirements. Multiple Bennies can be spent to gain multiple Edges, counting as requirements for
other Edges gained. Example 1: Samuel has to carry his buddy across a wasteland, but between the weight of his friend and the water
they need, he can barely move. He spends a Benny to gain Brawny for the scene, increasing his Load Limit to x8. He grits his teeth and
begins the long walk. Example 2: Samuel has taken two wounds, but needs to sneak into the camp of the Insurgents to rescue his friend.
He knows the penalties from his wounds will make it nearly impossible, so he spends one Benny to get Nerves of Steel and another to get
Improved Nerves of Steel. Focusing past the pain, Samuel silently moves in. Example 3: With the orc marauders' dire hounds chasing him
while he pulls a cart with his friend in it, Samuel spends a Benny to get Fleet-Footed. As he begins to out-distance the creatures, his
player asks the GM if he can trade his Loyal Hindrance for a different one.
Critical Failures
Gritty Damage
Heroes never die
I know a guy: In a game of deniable assets its good to know someone who can possibly help out without asking too many questions. WCs
begin play with 3 contacts these individuals can provide short term or minor help once per mission. Contacts are very different from the
connections edge as they can only provide limited help and have very little influence. A few hundred in cash, a quick ride to a location,
limited medical care. Make sure to discuss with the GM the type of services these contacts are able to provide. New contacts can be
acquired via role play, and missions.
Jokers Wild
Multiple languages
Swift Learner: Your insight and intelligence grants you unique advantages. You may convert two raises from a Trait test into a Benny.
You may not go over your total Benny count.

NEW MECHANICS AND DERIVED ATTRIBUTES


Background Training: Everyone started out as something else, before they began a life of adventure. All WC's begin play with 2 skill
specializations. Select 2 skills these skills gain a +1 bonus
Initiative: Initiative is handled by using a d12 instead of using a card deck. Any edge or hindrance that requires you to pull an additional
card, changes to rolling an additional d12. If a 12 is rolled that character/npc gains the effects of pulling a joker.
Reputation: Reputation affects how NPCs react to a character. It starts at a value of zero and can be modified via edges.
Strain: SFC p 29
DATA CORUPTION & JUMP FATIGUE

1 | JUMP POINT ZULU

-JUMP POINT ZULUJump fatigue: Any time a TRANSIT jump is conducted all participants must make vigor roll on a success no ill results, on a
failure the character/npc is Shaken. On a snake eyes the character becomes incapacitated
o Data Corruption: whenever a transit jump is made roll a d100 on a roll of 80-100 the jumper suffers 2d6 damage. A person
with a Jump stabilizer implant reduces their chance of data corruption to 90-100
Starting Funds: 2000$
o If the players begin the campaign higher than Novice the funds are multiplied by x2 per tier
Novice: standard
Seasoned: x2 Starting
Veteran: x4 Starting
Heroic: x8 Starting
Legendary: x16 Starting
o

2 | JUMP POINT ZULU

-JUMP POINT ZULUCHARACTER GENERATION


RACES
Though we have discovered extensive alien flora and fauna, we have yet to encounter another sentient species. There are rumors of Alien ruins on
the fringe worlds.
The only race available for players is Humans and a few variants. Variant Humans sacrifice the free edge for being human for an attribute increase
if theyre re-write or advanced skill training if they are a bioroid.
Base-Line Humans: As per the SWDX
Re-Writes: Re-Writes are humans that have undergone extensive genetic/cybernetic enhancement while they were still children. Re-Writes are
very common among the various corporate enclaves.
Enhanced: they may select one attribute; it starts at a d6 instead of the standard d4.
Bioroids: Bioroids are a classification of human that were artificially created in a bio-printing/Clone facility. During the grow phase bioroids are
pre-programed with a certain set of skills. Bioroids have full rights affored to humans and Re-Writes at least on paper
Purpose Built: A bioroid is designed with a particular profession/aptitude in mind. They gain two pre-determined skills at a d6
for free
o Administrative
Kn: Politics, and one social skill
o Combat
Fighting or shooting, notice
o Law Enforcement
Investigation, Notice
o Support
Any Technical Skill, Notice
o Academic
Any Knowledge,
o Entertainment
Kn: Perform, Persuasion
New & Modified Skills
Lockpicking has been renamed Security and is now linked to smarts. It now includes knowledge of various security measures, such as
laser grids, or thermal scanners and the best way to counteract them.
Knowledge: Robotics: Understand the workings of various robotics ranging from drones to sophisticated androids

3 | JUMP POINT ZULU

-JUMP POINT ZULUEDGES AND HINDRANCES


Removed Edges
All core Arcane Backgrounds from the SWDX, and arcane edges have been removed
Science Fiction Companion Edges and Hindrances
Some edges and hindrances from the science fiction companion are available for selection. Make sure to clear with the GM before
choosing.
New Hindrances
Infamous (minor or major)
You are known for some majorly bad deeds, whether it is true or not. You start with -2 reputation if minor or -4 if major.
Jump Sickness (Major)
You have issues going through TRANSIT. You suffer a -2 to your vigor roll to resist jump fatigue; in addition fatigue incurred from a jump lasts twice
as long.
New Edges

Background
Famous
Requirements: Novice, WC
You are famous for some act whether you did it or not. You start with a +2 to your reputation.
Hidden Cache
Requirements: Novice, WC
You have made certain preparations for when those SHTF moments. You may access once per campaign, a hidden cache of supplies and funds worth
x5 the starting funds. New caches can be set up in game or by investing money gained from missions into your current cache.

Combat
Bring the Rain
Requirements: Heroic, Shooting d12
You flood the battle field with lead. You gain a +2 to your shooting rolls when using rapid attack maneuver.
Finesse
Requirements: Veteran, Agility d8, shooting d10 or fighting d10
Your skill in combat is tough to match. If you hit with a raise you may sacrifice the bonus damage to gain a +2 to the AP value of the weapon.
Concentrated Fire
Requirements: Heroic, Agility d10, shooting d10
When making attacks with a ranged weapon with a ROF higher than 1, you gain a +1 to damage with each shot after the first impact
(More than one shot has to hit)
Hard Hitting
Requirements: Heroic, Trademarked weapon
You make every shot count. You gain a +1 to AP when using your trademarked weapon.

General
Cover Identity
Requirements: WC
You have established a working cover identity, any data searches focused on your character will be instead routed to this identity first. Any one
conducting a data search on you suffers a -4; if they fail they are routed to your cover ID. This edge may be taken numerous times, each time
providing a -1 successive penalty on all searches to find out your true identity.

4 | JUMP POINT ZULU

-JUMP POINT ZULUComprehension


Requirements: Novice, Smarts d8
You deductive reasoning is superb. You gain a +2 to all common Knowledge rolls
Jump Conditioning
Requirements: Novice, Vigor d8, Smarts d6
You have undergone extensive mental and physical conditioning to prepare you for the trauma associated with TRANSIT jumps.
You gain a +2 vigor tests to resist the effects of TRANSIT fatigue, in addition your chance of data corruption is decreased to 5% percent instead of
the normal 20%
Man with no Name
Requirements: WC, Seasoned, No reputation
You went off the grid a long time ago. As long as you maintain a zero reputation score any data searches suffer a -4 to locate any information
regarding your existence.
Silent Running
Requirements: veteran, agility d8+, Stealth d10
You may move your full speed when trying to be stealthy.

Professional
Gunslinger (Professional)
Requirements: Novice, Quick draw Shooting D10
When using any pistol weapons you receive a +2 to your shooting roll when performing a rapid attack action.
Hacker (Professional)
Requirements: Novice, Computers D8
When performing any hacking action you gain a +2 to the roll.
Rifleman (Professional)
Requirements: Novice, Shooting d8, Fighting D6
When using a rifle of some kind you gain a +1 to called shots, you also may use rifles in Close Quarters.
Rigger (Professional)
Requirements: Novice, Pilot/Driving/Boating D8, KN: Computers d8
You are well versed in the operation of URVs. You gain a +2 to all rolls to operate a URV. You may also spend bennies to attempt to soak damage on
any URV under your control.
Robotics Expert (Professional)
Requirements: Novice, KN: Robotics d8, Repair d8
You're well versed in the field of robotics. You gain a +2 to repair and damage VS robotic constructs.

Weird
Fortunate One (weird)
Requirements: Novice, luck, great luck, Wild Card
Karma Smiles upon you. You start play with an additional Benny.
True Believer (Weird)
Requirements: Belong to a belief system, Spirit D8
Your belief keeps you going in the face of adversity. You gain a +2 to spirit rolls to resist fear.

Social
Youre breathing my Air boy. (Social)
Requirements: Seasoned, Intimidate d8, WC,

5 | JUMP POINT ZULU

-JUMP POINT ZULU*Must maintain a positive or negative Karma Score. Whether good or bad you have an air of menace around you. You gain a bonus to intimidate rolls
equal to your reputation score.

6 | JUMP POINT ZULU

-JUMP POINT ZULUTHE ARMORY


Jump Point Zulu is a cinematic Sci-Fi adventure/thriller setting as such it puts weapon realism on the bench. Weapons and armor are fairly generic
but cinematic. Ammo is simplified into small, medium, large
Ammo Costs: Small: 15 per box of 50 3lbs, Medium: 30 per box of 50 5lbs, Large: 50 per box of 50 8lbs
Special Ammo:
Micro RPG 1500 per box of 20, 1 box is 12lbs
Energy weapons do not use ammo but Disposable battery packs known as E-packs. Sold in packs of 4
small 50$
medium 100$
large 150$
Plasma Weapons uses plasma tanks. A box of 4 PTs cost 250
Crossbows: Use bolts a pack of 10 bolts cost 20, bolts are able to use advanced ammo types
New Weapons Quality
Knock-back: on a successful hit the target must make strength check or be knocked back 1d4 yards. If they impact with an obstacle they
take 1d6 damage.
Kickback: -2 to shooting rolls when firing 1 handed
Firearm Descriptors: A firearm can support up to 1 descriptor. A descriptor can be applied to a firearm upon purchase.
Cheap: Weapon cost is cut by , but due to poor construction the weapon breaks easily. It suffers a -2 to agility tests to determine if the gun is
damaged.
Superior Quality: Increases cost by 100%, the weapon has been reinforced to take damage. The gun gains a +2 bonus to agility tests to determine
if the weapon is damaged.
Modular: Increases the number of total modifications by +1, cost is increased by 50%
Damaged Weapons: Firearms and melee weapons can be damaged v called shots, explosive/fall damage, or rolling a snake eyes. To check if the
weapon is damaged roll an Agility check, on a failure the weapon has been damaged and incurs a -2 to attack. On a snake eyes the weapon is
destroyed and cant be used until repaired. Successive attacks or critical failures can destroy a weapon. To repair a weapon it takes time and
money. Roll a repair check on a success the weapon has been repaired to a prior tier. It costs the price of the weapon to attempt a repair.

7 | JUMP POINT ZULU

-JUMP POINT ZULUREVOLVERS


TYPE
Revolver Sm
Revolver Med

COST
100
200

RNG
12/24/48
12/24/48

DMG
2d6
2d6+1

MAG
8
6

AMMO
S
S

NOTES
Ap 1, Revolver, 2lbs, Reload 2 actions 1 if using moon clips
Ap 2, revolver, 3lbs. Reload 2 actions 1 if using moon clips
Ap 2, revolver, 4lbs, kickback: -2 to shooting rolls when firing 1 handed, Reload 2
actions 1 if using moon clips

Revolver HP

300

12/24/48

2d8

COST
125
250
400
400

RNG
12/24/48
12/24/48
12/24/48
12/24/48

DMG
2d6
2d6+1
2d8
2d6

MAG
18
10
8
18

AMMO
S
S
S
S

NOTES
AP 1, SA, DTP, 1lbs, reload 1 action
AP 2, SA, DTP, 2lbs, reload 1 action
AP 2,SA, DTP, kickback: -2 to shooting rolls when firing 1 handed, reload 1 action
AP 1, Full-Auto, Rof 3, 3RB, SA, DTP, reload 1 action

COST

RNG

DMG

MAG

AMMO

NOTES
Shotgun rules, revolver, kickback: -2 to shooting rolls when firing 1 handed, reload 2
actions
Shotgun rules, reload 2 action
Shotgun rules, reload 3 action
Shotgun rules, SA, DTP, reload 1 action
AP 2, Shotgun rules, SA, DTP, reload 1 action
AP 2, Shotgun Rules, Full-Auto, Rof 3, 3RB, SA, DTP, reload 1 action

PISTOLS
TYPE
Pistol Sm
Pistol Med
Pistol HP
Machine Pistol

SHOTGUNS
TYPE
Hand Cannon

400

5/10/20

3d6-1

Pump-action
HC Pump-Action
Defense Shotgun
Combat Shotgun
Auto-Shotgun

200
350
350
700
1200

24/48/96
24/48/96
24/48/96
24/48/96
24/48/96

3d6-1
3d6-1
3d6-1
3d6-1
3d6-1

8
16
6
16
30

M
M
M
M
M

COST
175
300
450

RNG
12/24/48
12/24/48
15/30/60

DMG
2d6
2d6+1
2d8

MAG
60
45
30

AMMO
S
S
M

COST
400
600
750
1100
5k

RNG
24/48/96
24/48/96
24/48/96
30/60/120
50/100/200

DMG
2d8
2d8
2d8+1
2d8+1
2d10

MAG
30
45
30
15
6

AMMO
M
M
M
L
L

NOTES
AP 2, SA, DPT, reload 1 action
AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 3, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 3, SA, DTP , reload 1 action, comes with x2 scope
AP 4, HW, SA, DTP , reload 1 action, comes with x2 scope

COST
2.5k
5k
10k

RNG
15/30/60
20/40/80
30/60/120

DMG
-

MAG
3
18
6

AMMO
MRPG
MRPG
MRPG

NOTES
Sbt, revolver, kickback: -2 to shooting rolls when firing 1 handed, reload 2 action
SBT, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
Mbt, SA, DTP, reload 3 action
NOTES
Ap 2, SA, DPT, Quiet -2 to notice the weapon being fired. reload 1 action
AP 4, Full-Auto Only, Rof 5, reload 4 action
AP 4, Full-Auto Only, Rof 4, reload 3 action
AP 3, Full-Auto, Rof 4, 3rb, reload 2 action
AP 4,HW Full-Auto Only, Rof 3, reload 3 action
Shotgun rules, Knock-Back, Lethal & Non-Lethal modes, reload 1 action
Target must make a vigor test or become incapacitated. On a raise the target
suffers a -2 to the roll, reload 1 action, ignores armor
AP 1, A ballistic launches a small knife blade at a target at hi-speed. Ammo is
similar to throwing knifes

PDWS
TYPE
PDW Sm
PDW Med
PDW HP

NOTES
AP 1, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action

RIFLES
TYPE
Carbine
Battle Rifle Light
Battle Rifle
Sniper LAMP
Sniper HP

LAUNCHERS
TYPE
Launcher Pistol
Auto-Launcher
Launcher HP

UNIQUE
TYPE
Crossbow
Chain Gun
Plasma Rifle
LMG
HMG
Pulse Emitter

COST
350
5k
6k
2k
10
1500

RNG
10/20/40
24/48/96
24/48/96
24/48/96
24/48/96
10/20/40

DMG
2d6+1
2d8
2d6+4
2d8+1
2d10
3d8-1

MAG
12
125
80
80
100
20

AMMO
Bolts
M
PT
M
L
E-pack M

Stunner

100

5/10/20

n/a

E-pack S

Ballistic Knife

150

6/12/24

2d4+1

Throwing
knife

8 | JUMP POINT ZULU

-JUMP POINT ZULUFirearm Modifications


A firearm can support 3 modifications. To install a mod make a simple repair roll. You have +2 to the roll if you have access to a work shop.
TYPE
Accurate
Increased Damage
Stabilized
Hard Hitting
Light Weight

COST
500
500
500
500
750

WEIGHT
n/a
n/a
n/a
n/a
n/a

Focused

750

n/a

Increased Range

500

n/a

CLASS
Universal
Universal
Automatic Only
Ballistic
Universal
Energy
Weapon
Universal

Bayonet

250

+2lbs

Universal

Biometric lock

1000

1lbs

Universal

Suppressor

250

1lbs

Ballistic

Extended Magazine

150

2lbs

Ballistic

Non-Metallic

1200

n/a

Universal

Reflex Sight
LR Scope
XR Scope
Light
Power Management
System

500
500
1200
75

1 lbs.
2lbs
3lbs
2lbs

500

2lbs

Universal
Rifles only
Rifles Only
Universal
Energy
Weapon

NOTES
+1 to aim actions
+1 to damage
The weapon only suffers a -1 when using Full-Auto
+1 to AP
Reduce weapon weight by 25%
+1 to damage & +1 to AP
Base range is increased by 25%
allows the user to make melee attacks with a firearm with no penalty. Damage
is as follows: D4+str for small d6+str for medium, or d8+str for large
Only designated users may fire this weapon. Up to 4 users may be imprinted
on the scanner.
Reduces the flash and noise output of weapon. Notice rolls to detect the shot
fired suffer a -2. Range is reduced by cannot be applied to revolvers, the
chain gun, HMG, or energy weapons
Increase base ammo by , cannot be applied to the revolver
This mod renders the firearm near invisible to metal detectors. Metal
detectors suffer a -4 to notice rolls to detect this firearm.
+1 to shooting rolls against targets in the first range increment
Negates Aim penalties up to long range
Negates up to -4 penalties from cover
Attaches a basic flash light to the weapon
Acts as an extended magazine for energy weapons

9 | JUMP POINT ZULU

-JUMP POINT ZULUAdvance Ammo Types


Advanced Ammo types are based off standard ammo but have unique properties and abilities.
Ammo Types (Ballistic)
Armor Piercing
Cost: x3 base cost
Effects: -1 damage +2 AP
Anti-Personnel Micro-Charge
Cost: x20
Effects: +2 damage +2 AP
Cryonic
Cost: x5 base
Effects: On a Raise target must make a vigor check or suffer a -2 to pace and agility based checks for a duration or 3 rounds.
XRP
Cost: x4 Base Cost
Effects: +2 damage vs synthetics and cyborgs, NL vs Organics on a raise Organic targets suffer a -2 to soak damage
Gello Shot (Non-Lethal Ballistic gel rounds)
Cost: x2 base
Effects: Damage is converted to Non-Lethal
Incendiary
Cost: x8 base
Effects: Target must make an agility roll to check if they catch fire. They suffer a -2 on a raise
Narcozyne
Cost: x8 base
effects: NL, Target must make a vigor check at -2 or suffer a -2 to all Agility and Strength based actions. If the target rolls a snake
eyes the target falls unconscious for 2d4 hours
Seeker
cost: x8 base
effects: ignores penalties up to -4 from lighting and cover
Sub-sonic
Cost: x6 base
effects: -2 to notice checks to hear/see the weapon discharge, reduces range by half
Reaper
Cost: x4 base
effects: +2 damage vs organic targets -2ap

10 | JUMP POINT ZULU

-JUMP POINT ZULUAmmo Types (Launcher)


M-RPG (Gyrojet rounds)
From the SFC p21
Armor piercing
Boomer
Heat seeker
Rocket
Air-Burst
Cost:
Effects: 2d6 damage SBT, -2 to agility tests to escape the blast zone.
Incendiary
Cost: x8 base
Effects: 2d10, SBT, targets must make an agility roll to check if they catch fire. They suffer a -2 on a raise
ARC Burst
Cost: x6
Effects: NL, LBT, Targets must make a vigor test or become incapacitated. On a raise the target suffers a -2 to the roll, reload 1 action, ignores
armor. +2 damage vs robots & cyborgs
Nano-Swarm
Cost: x20
Effects: 2d8, MBT, Nano-disasemblers are released in small area attacking anything with in. Targets must make an agility roll to avoid nanite
exposure, if they fail the roll they suffer damage every round until the cloud disapates. Duration 3 rounds
Narcozyne ABG
Cost: x20 base
Effects: MBT, Targets must make a vigor check at -2 or suffer a -2 to all Agility and Strength based actions for 3 rounds. If the target rolls a snake
eyes the target falls unconscious for 2d4 hours

11 | JUMP POINT ZULU

-JUMP POINT ZULUMelee Weapons


Melee weapons are composed of 3 categories, and can support 1 melee descriptor
Blades
Bludgeons
Thrown
BLADES
TYPE
Blade Sm

COST
50

RNG
5/10/20

Blade Med
Blade Lrg
Throwing Blade Sm

100
250
50

5/10/20
5/10/15

BLUDGEONS
TYPE
Bludgeon Sm

COST
50

RNG
5/10/20

Bludgeon Med
Bludgeon Lrg

100
250

DMG
Str+d4
+1
Str+d6
Str+d8
Str+d4

STR
-

DMG
Str+d4
+1
Str+d6
Str+d8

STR
-

Can be throne

D6
D8

+1 damage vs inanimate objects


+1 damage vs inanimate objects, -1 to parry

D6
D8

NOTES
Ap 1, can be thrown
Ap 1, can be thrown
Ap 1
Cost is for pack of 3, can be using melee combat but suffers a -1 to
fighting rolls
NOTES

Melee Descriptors
Cheap: Weapon cost is cut by , but due to poor construction the weapon breaks easily. It suffers a -2 to agility tests to determine if the weapon is
damaged. A cheap weapon becomes damaged automatically if a snake eyes is rolled on a shooting attempt.
Superior Quality: Increases cost by 100% the weapon has been reinforced to take damage. The gun gains a +2 bonus to agility tests to determine if
the weapon is damaged.
Melee Mods
A melee weapon can support 2 mods
SFC melee mods p 19: Chain/Vibro blade, Molecular blade, Power weapon, Stun charge
TYPE

COST

CLASS

Weighted Head

500

Bludgeon

Fitted Grip
Increased Damage

250
500

Universal
Universal

Light Weight

300

M/L only

Balanced

500

Universal

Breaching

250

Bludgeon

Collapsible

200

Universal

Non-Metallic

1000

Universal

Extended Grip

250

Universal
M/L

NOTES
The bludgeon has had its weight increased, this provides a +2 to damage but at a
cost of -1 to fighting. This can only be applied to Bludgeon weapons. Increases
weight by 25%
This mod allows a better grip, it provides the user a +1 to resist disarm attempts.
+1 to damage
Using better materials the weapon is 25% lighter than its normal weight and
decreases its strength requirement by 1 step.
Grants a +1 to throwing and fighting
The weapon has been hardened to better damage inanimate objects. It gains a +2
to damage vs Inanimate objects. Breaching tools also provide a +1 equipment
bonus to strength checks to pry open doors, weight also increases by 25%
The weapon can be compacted down for easy concealment and storage. Anyone
searching for a collapsed weapon suffers a -2 to their notice roles.
This mod renders the weapon nearly invisible to metal detectors. Metal detectors
suffer a -4 to notice rolls to detect this firearm.
+1 to reach

12 | JUMP POINT ZULU

-JUMP POINT ZULUGrenades


Grenades are thrown explosive charges that affect an area. They have a delay until they detonate. A delay of 2 for instance is 2 rounds before
detonation. Explosions bypass armor. A character may choose to cook off the grenade for one round and throwing it in the second with a -2 to
attack. Grenades are considered Small objects for the purpose of called shots.
Cost is per box of 4
The following grenades from the SFC are also available. P 20
EMP
Fragmentation
Smoke
Thermal
Grenades
TYPE

COST

RNG

DMG

RND

Choker

250

5/10/20

Narcozyne

300

5/10/20

TAG

500

5/10/20

Hunter/Killer

1000

5/10/20

2d8

Nano-Swarm

3000

5/10/20

2d8

NOTES
Impact release, A Choke grenade releases a strong gas iritant in a MBT,
Targets must make a vigor roll at -2 or become blinded and shaken as
they are racked by coughing fits. The Cloud lingers for 2 rounds. Anyone
wearing a gas mask is immune to the effects.
Impact release, MBT, The Narcozyne produces a sleep/amnesiac gas all
targets affected must make a vigor roll at -4 or suffer a level of fatigue.
On a failure the target is rendered unconscious for a duration of 2d4
hours. Targets wearing a gas mask or rebreather are immune this effect.
LBT, The Tag grenade tags enemy locations on any friendly Augmented
Reality systems keyed to its channel. This negates up to -4 in penalties
from either low-light, or concealment. Duration 3 rounds
SBT, The seeker grenade is equipped with a low-level VI, and micro
maneuvering thrusters that allow them to find enemy targets. This
provides a +2 bonus to hitting the target.
MBT, Nano-disasemblers are released in small area attacking anything
with in. Targets must make an agility roll to avoid nanite exposure, if they
fail the roll they suffer damage normally the first round , but the damage
decreases a die type the following rounds, from 2d8 to 2d6 to finally 2d4
the last round of exposure. Duration 3 rounds

13 | JUMP POINT ZULU

-JUMP POINT ZULUARMOR & EQUIPMENT


Jump Operatives wear and use a wide variety of gear and equipment
The Following Armors and Clothing are available from the SFC
glide suit p 17
polymer shield p 17
smart suit p 17
spacesuit p17
Spacesuit, Combat p17
New Armor
Ballistic Nano-Weave Undercover Body Suit
Cost: 450 Armor Value: +2 Weight: 3lbs Modification slots: 1 Covers: ATL
Notes: Composed of lightweight ballistic nano-weave this body suits are able to provide a small amount of protections, and is very popular among
the Jump Team circuit. The BNW body suit is near invisible under normal clothing as such trying to detect it as anything other than clothing suffer a
-4 to notice rolls.
Armored Vest
Cost: 350 Armor Value: +3 Weight: 5lbs Modification Slots: 1 Covers: T
Notes: Composed of light weight N-weave cloth and ballistic plating it provides a small amount of protection to the wearer. Common among LE and
corporate security.
Operations Suit
Cost: 800, LE/M Armor Value: +4 Weight: 8lbs Modification slots: 3 Covers: ATL
Notes: Composed of light weight N-weave cloth and ballistic plating it provides a decent level of protection to the wearer. Common among jump
teams, LE, and military. Equiped with an 5k radio and medium level gear/backpack harness
Covert Operations Suit
Cost: 1200, LE/M Armor Value: +3 Weight: 4lbs Modification Slots: 2 Covers: ATL
Notes: The COS is equipped with the Advanced Cloaking System, which adapts to its suroundings and also decreases the users noise output. . It
imposes a -4 penalty to notice rolls to detect your presence when active. When the ACS is active you are restricted to your movement speed.
Tactical Assault Light Operations Suit
Cost: 1500, LE/M Armor Value: +5 Weight: 15lbs Modification slots: 4 Covers: ATLH
Notes: The Latest in military powered body armor designed to make the user faster and stronger, comes equipped with Ambient Cloaking System
imposing a -2 to notice rolls to detect you when active. When the ACS is active you are restricted to your movement speed. 20k range encrypted
radio, Intergrated Exo-Frame +2 to movement, +1 die to strength. Equipped with a Rapid Deployment Helmet provides a +1 to shooting roles, and lowlight detection software.
Armor Mods
Re-Enforced
Cost: 500 Weight: +3lbs
Notes: The AV value is increased by +1, weight is doubled
Environmental Protection
Cost: 400 Weight: +2lbs
Notes: +2 to resist the effects of the evironment. Such as the cold or extreme heat. The type of the environment must be selected at time of
purchase
Hazard Seals
Cost: 1k Weight: +2lbs
Notes: +2 to resist radition, poisonous atmosphere, Nanite exposure

14 | JUMP POINT ZULU

-JUMP POINT ZULULight Weight


Cost: 5k Weight: Notes: Decreases weight by
Load Bearing Gear
Load bearing gear helps to distribute the load a person is carrying on their person, it allows you to ignore a certain amount of weight.
Load Bearing Gear
Tiny 5lb
Small 10lbs
medium 25lbs
Large 50lbs
URVs (Unmanned Remote Vehicles): URVs are operated via remote control. A character must have Knowledge: Computers skill and the appropriate
vehicle skill (Driving for cars, boating for aquatic and the like.) and uses the lower of the two.
Noise Maker
Range: 5/10/20 25 Weight: 1lbs Cost: 250 for a pack of six
Notes: +2 to smart checks to distract a unassuming target, can be placed as a motion-detection device
EMP Emitter
Range: 5/10/20 Weight: 2 Cost: 5k
As per the EMP grenade in the SFC
Sticky Camera
Range: - 2k 1 A sticky camera can be placed on a flat surface to act as a second pair of eyes.
Camera Cable
Range: - Cost: 500 Weight: 1lbs
Notes: A length of 3ft cable, the camera can be used to look under doors and around corners. The Camera is considered tiny and incurs a -4 penalty
to notice it.
URV
Range: - Cost: 1k Weight: 5lbs
Notes: A modular drone platform that can be outfitted for land, aquatic, and air operations. Has a range of 50m, Can be loaded with a light weapons
or surveillance package.
Micro Smart-Turret
Range: 24/48/96 Cost: 2k Weight: 5lbs
Notes: A semi-autonomous stationary turret that can be placed on a flat surface and can engage enemy targets. It has a ROF of 3 and does 2d6
damage, ap 1, with a 45 round mag.
Augmented Reality Glasses
Cost: 600 Weight:Notes: AR glasses provide a +1 to notice rolls. These are also available in contacts for x2 the price
Modes of operation
Thermal
Low light
Record
EM Emmision
Watch-Top
Cost: 600

15 | JUMP POINT ZULU

-JUMP POINT ZULUNotes: The watch-top serves as both a communication device and fully functional mini-frame computer system. It uses a holographic user interface
and can loaded with a variety of entertainment & utility/hack programs. It counts as a tool when using the hacking option of the computer skill and
for computer based investigation skill checks. For x3 the price the watch top provides a +2 to hacking and Common Knowledge attempts
A Standard Watch-top can support 3 utility programs, the advanced model supports up to 5
o A utility program grants a +1 to any one technical or knowledge skill check they cost 250
Jump Box
Cost: Restricted (LE/Mil), Black market 25k Weight: 4lbs
Notes: The jump box is restricted tech that allows one to access the TRANSIT network with out the use of a jump bay. This method of transit is very
dangerous and has a higher chance of causing Data Corruption. Using a Jump box requires Smarts check to dial in a known destination a box can
store 10 jump points. Users suffer a -2 to resist the effects of Jump Fatigue and the chance of data corruption is increased to 25%
Electro-Kinetic Reflex Shield
Cost: - Weight: Notes: These arm mounted devices function exactly like regular shields, but produce a portable electro-kinetic barrier. They provide the following
bonuses to AV against attacks. The protection bonus only applies when the shield is active. Requires and action to activate. Operatives have been
known to use the shield as an improvised weapon. The damage for a shield bash is equal to your strength + the armor value of the shield
Small: +2, 1 lbs, $300
Medium: +3, 2 lbs, $500
Large:+4, 3 lb, $700
Med-Stick
Cost: 150 pack of 3 Weight: Notes: A med-stick is a cocktail of medical grade nanites, anti-bacterials, and immune-boosters designed to be easy to use, and to treat wounds
when no advanced care is available. Takes an action to use, duration instant, allows a counsious recipient to make an immediate healing roll minus
wound penalties to recover. On a success they gain a wound level back, and gain an additional wound level for every raise. If used on a incapacitated
or dying character on a success the character is stabilized, for every raise they gain a wound level back.
Trauma Stick
Cost: 300 pack of 2 Weight: Notes: Acts exactly as a Med-Stick with the following changes the recipient ignores up to 2 points of wound penalties when making their healing roll.
Also the effects last longer, having a duration of 2 rounds.
Stim-Patch
Cost: 500 pack of 4 Weight: Notes: A adhesive patch laced with a variety of pain-supressors, and combat grade neural stimulants. The Stim-Patch requires an action to apply,
and must be applied to bare skin, the side of the neck is a common site. The patch provides the following effects: It grants the Hardy Ability for a
duration of a scene or 3 rounds of combat whichever comes first. Following the scene the user must make a vigor check or suffer a level a level of
fatigue.

16 | JUMP POINT ZULU

-JUMP POINT ZULUCyberware & Viral Therapies


Cybernetics in the JPZ setting uses the strain system presented in the SFC, p 29.
Viral-Therapies: A new form of custom gene-modification that are theoretically safer than standard cyberware but more expensive.
o Strain is cut by 50% to a minium of 1, but the costs are increased by 50%, a viral therapy causes flu like symptoms for a
several days (During this time the implant is non active) a character must make a vigor check for each day or suffer a level
of fatigue, if they are incapacitated during this time they must make a vigor check or die.
The Following Implants from the SFC are available. P 30-31
Adrenal Surge, armor, attribute increase, combat specialty, auto-doc, communicator, cyber jack, Filters, leg enhancement, mule, skill
chip, trait bonus, vision enhancement, weapon: melee, weapon: ranged,
The following are available as Viral Therapies
Adrenal Surge, attribute increase, auto-doc, Filters, leg enhancement, mule, trait bonus, vision enhancement
New Cyberware
Jump Stabalizer
Cost: 10k Strain: 1
Notes: A jump stabilizer is linked directly into a persons nervous system and acts as a buffer to the trauma associated with a TRANSIT Jump. A
person with no implant has a 20% chance of experiencing data corruption.

17 | JUMP POINT ZULU

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