Materiel

Face to face with televid
Materiel is artifacts that exist to make other artifacts shine. Types of materiel are batteries, ammunition, fuel, manuals, software and spare parts. Materiel does not include brassieres or jockstraps. Materiel does not have a function on its own. However, some materiel is precious.
Many artifacts require materiel to function: guns need ammo; detectors need batteries; vehicles need fuel; computers need meaning; everything needs instructions, and everything wears out.
This materiel section exists to support players in scarce resource campaigns. It is not a tool to render toys impotent and defeat a game’s fun. EXP is the game of technological chaos, not the game of carrying defunct equipment.
| Consider existing artifacts when generating materiel. |
-
Align with an existing artifact (optional)
-
Tech Level (optional)
Generate Type
| Determine type of materiel. | |
|---|---|
Die Roll (1d100) |
Type |
01-20 |
|
21-40 |
|
41-60 |
|
61-80 |
|
81-85 |
|
86-99 |
|
00 |
Ref’s Own Table |
Die Roll |
Type |
Ammunition
Ammunition is so essential to most weapons that it can hardly be considered materiel. Most guns are useless without ammo unless being used as a club. Ammo materiel needs a weapon type and amount. Calibre is optional.

Spent money. Spent casings.
Type
Is there an existing weapon for the ammunition type to match? If there is no existing weapon, roll randomly on the ammo type table. This roll determines the type of ammo found. A weapon that uses batteries would have battery sets. A weapon that uses bullets would have magazines. A weapon that has special fuel would have both the special fuel and the batteries.
| Jump to the weapon type to determine the ammo type. | |
|---|---|
Die Roll (1d100) |
Weapon |
01-05 |
|
06-90 |
|
91-97 |
|
98-99 |
|
00 |
Ref’s Own Table |
Die Roll |
Weapon |
Amount
The number of ammo sets determines the amount of ammo found. An ammo set is a complete set of what is needed to arm a weapon. Ten ammo sets are entirely different depending on the weapon type. Ten sets for a rifle with a 15 round magazine would mean 150 bullets. Ten sets for a lazer pistol using one battery would indicate ten batteries. Ten sets for an antimat pistol using two batteries is ten chunks of antimatter ammo and twenty batteries.
| Determine the number of sets, mags, fuel pods or batteries. | |
|---|---|
Die Roll (1d100) |
|
01-10 |
1d4 |
22-25 |
1d6 |
26-75 |
1d8 |
76-85 |
1d10 |
86-95 |
1d12 |
96-99 |
Armory |
00 |
Ref’s Own Table |
Die Roll |
Ammo Sets |
Armoury
An armoury represents an endless amount of ammunition. An ammunition dispensary is not mobile, and the expedition does not get to carry it around. An armoury could be a battery recharger or broadcast power. An armoury could be an ammo dispenser or ammunition store. An armoury conveniently justifies endless munitions for combat fun.
Power Level
Power level, aka calibre, is an optional rule.
| Calibre, barrel size, lens capacity, agitator volume. | ||||
|---|---|---|---|---|
Die Roll (1d100) |
Power Level |
Value |
Battery |
|
01-05 |
Extra Low Powered |
XLP |
0.75 |
0.5 |
06-20 |
Low Powered |
LP |
0.8 |
0.75 |
21-80 |
Medium Powered |
MP |
1.0 |
Nil Adjust |
81-95 |
High Powered |
HP |
2.0 |
1.5 |
96-00 |
Extra High Powered |
XHP |
3.0 |
2.0 |
Die Roll |
Power Level |
Adjust |
Adjust |
|
XLP weapon value is times 0.75 and half the number of batteries. |
||||
XHP weapon value is times 3.0 and double the number of batteries. |
||||
Cells
Many artifacts require a stored energy source to operate. The most common stored energy source is batteries. Batteries should make the game more fun by limiting powerful weapons and a sense of conservation.

Extra wate equals extra lazer bolts.
Power Type
The cell type determines the sciency fiction process that the battery employs to create electricity. An artifact may require a specific cell type and number of cells to function. Some campaigns will allow cell types to be interchangeable. Cell types should add fun to the game and not frustration. For more information about fuel and energy jump to Energy and Power.
Determine power source type. |
|
Die Roll (1d100) |
Power Cell Type |
Basic Cells |
|
01-10 |
Gas |
11-20 |
Liquid |
21-30 |
Solid |
31-40 |
Plasmoid |
41-50 |
Dynamo |
Recharging Cells |
|
51-55 |
Gravitational |
56-65 |
Solar |
66-75 |
Magnetic |
Continuous Cells |
|
76-88 |
Broadcast |
89-98 |
Nuclear |
99 |
Psionic |
00 |
Ref’s Own Table |
Die Roll |
Power Cell Type |
Psionic fuel cell drains MND from nearby organics. |
|
Amount
How many cells are found in the cache.
| Determine how many cell sets are found in a battery cache. | |
|---|---|
Die Roll (1d100) |
Cells |
01-10 |
1d4 |
22-25 |
1d6 |
26-75 |
1d8 |
76-85 |
1d10 |
86-95 |
1d12 |
96-99 |
Power Source |
00 |
Ref’s Own Table |
Die Roll |
Cells |
Typically less than 6 cells does not count as a startifact. |
|
Power Source
Power source can indicate a receptacle or generator that powers the artifact. If the artifact is mobile, there may be a charging station for the artifact. A power source conveniently justifies endless energy for combat and research fun.
Powerpack
Powerpacks are a collection of cells combined into one device. Powerpacks have a cell type and number of cells to power any artifact with a powerpack plug. So a power pack with 16 cells could power a four-battery lazer rifle four times over before expending. A 16 cell powerpack could power a one cell mutation detector for 80 days. Powerpacks contain a number of cells equal to a materiel battery stash.
| How many cells in a powerpack. | |
|---|---|
Die Roll (1d100) |
Cells |
01-05 |
2 |
06-45 |
3 |
46-65 |
4 |
66-75 |
6 |
76-85 |
8 |
86-90 |
10 |
91-95 |
12 |
96-99 |
14 |
00 |
Ref’s Own Table |
Die Roll |
Cells |
Multicell
A multicell is a single cell that replaces an entire battery set. If the player generates four cells per set, the multicell can replace four cells. If an artifact required four solid cells to operate, a multicell with four cells could replace them. A multicell does not work like a power pack, and a four-cell multicell cannot power a single cell artifact four times over. A multicell must have at least two cells per set.
Parameters
Wate
All cells, including multicells, have a wate of 0.1 kg (100 gm). Power packs have a wate of 2 kg, regardless of the number of cells.
EXPS
There are no experience points earned for batteries.
Value
A basic cell is worth 100 eps A recharging cell is worth 1000 eps. A continuous cell is worth 10000 eps. A powerpack or multicell adds all the cells and doubles the value. A psionic cell can be priceless, or free.
Fuel
Fuel powers vehicles and spacecraft in EXP. Many campaigns will forgo fuel for fun, and that is an entirely reasonable approach. The rules for fuels are for scarce resource campaigns. For more information about fuel and energy jump to Energy and Power.
Type
If the expedition is discovering a fuel cache, the referee should match it with an existing vehicle.
Determine the vehicle’s fuel (and engine) type. |
|||
Die Roll (1d100) |
Type |
Range (km) |
Refill |
Basic |
|||
01-20 |
Gas |
4d4 times 100 |
Tank |
21-40 |
Liquid |
4d4 times 100 |
Tank |
41-65 |
Solid |
4d4 times 100 |
Hopper |
66-75 |
Plasmoid |
4d4 times 100 |
Vessels |
76-80 |
Dynamo |
3d4 times 100 |
Rewind |
Recharging |
|||
81-84 |
Gravitational |
8d4 times 100 |
Rest in gravity |
85-88 |
Magnetic |
8d4 times 100 |
Rest in field |
89-92 |
Solar |
8d4 times 100 |
Rest in light |
Continuous |
|||
93-95 |
Broadcast |
42 |
Receiver |
96-98 |
Nuclear |
15d4 times 100 |
Add heavy water |
99 |
Psionic |
4242 |
-1 Mind |
00 |
Ref’s Own Table |
||
Die Roll |
Fuel Type |
Range (km) |
Refill |
A psionic powered vehicle would kill the organic occupants. This fuel type is a campaign choice. |
|||
Amount
The amount of fuel is determined by the vehicle type it is designed for. The fuel type and amount should align with an existing vehicle or spacevehicle. If the expedition has a recreational sedan they will find 1 to 6 refills for that vehicle.
| The fuel needed for a specific vehicle. | |
|---|---|
Die Roll (1d100) |
Refills |
01-10 |
1-2 (1d2) |
22-25 |
1-4 (1d4) |
26-75 |
1-6 (1d6) |
76-85 |
1-8 (1d8) |
86-90 |
1-10 (1d10) |
91-95 |
1-12 (1d12) |
96-99 |
Depot |
00 |
Ref’s Own Table |
Die Roll |
Refills |
There is a chance that the fuel may be for a spacecraft.
Depot
If the player rolls depot as an amount, then there is an unlimited supply of fuel present. This may be a refinery, robot dispenser, or bubbling geographic anomaly. A depot cannot move, but it does represent an endless supply of the needed resource.
Parameters
Listing fuel amounts in kilometres of range and months of service make wate and value determination a bit tricky. Determining fuel wate is a situation that uses post factualization. Post factualization allows the referee to determine game elements retrospectively while pretending it was always so.
Wate
Basic fuel types have a wate of 10kg per 100 kilometres of fuel. Rechargeable and continuous fuel types have a wate that is 3% of the vehicle wate.
If the fuel is for an existing spacecraft, and the number of months worth of fuel has a wate based on the ship tonnage. If there is no existing spacecraft, the law of averages indicates that an average month of fuel has a wate of 10 tonnes.
EXPS
There are no experience points earned for finding fuel.
Value
The milieu of the campaign determines the value of the fuel. A scarcity based campaign may make fuel acquisition the entire point of the game. A space-faring campaign may make fuel a cheap and accessible commodity used to travel the galaxy. One eps per kilogram of fuel makes a decent reference and conversation point.
Manuals
Manuals help the personas understand, use and repair artifacts and equipment. The referee should assign manuals to existing artifacts and equipment. If the manual is purely random then the player will use the TOY system. TOYs is used to generate what artifact the manual is for.
An artifact discovered in the rubble of a mutant’s lair is not likely to have a manual. Guns purchased a the local Laz-R-Mart will have an instruction manual. A vehicle stolen from a garage may have a repair manual along for the ride.
The manual will reflect the complexity of the artifact. Spacecraft will have enormous manuals stored within their onboard computers. A vibro mace may have a simple pamphlet describing it’s use in pictograms.
Type
There are two types of manuals: instructional and repair. The vast majority of manuals will be instruction manuals. An instruction manual may be as simple as a pamphlet or as gargantuan as a computer system. Repair manuals are less common than instruction manuals. Repair manuals are virtually useless to any persona that is not a mechanic. A bonus of +50 on the task table roll is granted to a mechanic when using a repair manual.
| Generate the number of manuals. | |
|---|---|
Die Roll (1d100) |
Manuals |
01-10 |
Partial Instruction |
11-20 |
Partial Repair |
21-75 |
Instruction |
76-85 |
Repair |
86-95 |
Combo |
96-97 |
Fabrication |
98-99 |
Library |
00 |
Ref’s Own Table |
Die Roll |
Manuals |
Partial
A half manual is somehow less than a full manual. The manual may be missing pages, in a strange dialect or not match the exact artifact. A partial manual should not be useless. A partial manual gives half the bonuses earned from an instruction or repair manual.
Instruction
Instruction manuals help personas identify and use an artifact safely. Instruction manuals add +3 to any AID Rolls, and +5 to any mechanic tasks with the artifact.
Repair
Repair manuals are aimed at mechanics and help them fix or extend an artifact. Repair manuals are not usable by personas that are not mechanics. Repair manuals add +5 to any AID Rolls, and +10 to any mechanic tasks with the artifact.
Combo
Both the instructional and repair manual is present. Woot!
Fabrication
These are the construction plans for an artifact. These are only comprehensible by a mechanic with an interest or ability with the artifact. Fabrication manuals add +15 to any mechanic tasks with the artifact.
Library
A library is a collection of instructional and repair manuals for all manner of equipment. There was a time when a library represented a fixed building full of books. Even in mundane terra, a library can live in a fancy book (electronic book). The format of the manual determines the type of library. A library full of paper sheets would be like a library from the last millennium. A library on a fancy book would resemble a tablet or computer.
Format
The manual format is mostly for appearance and plays a role in the manual’s mobility. A built-in manual will be part of the artifact. Sheet manuals can become very large. A plastic sheet manual for a spacecraft might resemble a library, but for just one artifact.
| Determine how the software is stored. Note lack of download. | |
|---|---|
Die Roll (1d100) |
Format |
01-10 |
Sheets, Paper |
11-30 |
Sheets, Metallic |
31-60 |
Sheets, Plastic |
61-90 |
Fancy Reader |
91-96 |
Part of device |
97-99 |
Neural Connection |
00 |
Ref’s Own Table |
Die Roll |
Format |
Parameters
Wate
Unless the manual is a library or built into the device, the persona should be able to carry it around. If the wate of a manual is too much for a persona to carry, then the manual had better be for a large complex artifact.
EXPS
When a mechanic uses a repair manual in conjunction with an artifact, she is awarded the experience point value of that artifact.
Value
The value of an instruction manual comes from the identification and ability to operate the artifact. Repair manuals can be quite valuable. As a rule, a manual is worth 1/100 of the value of the artifact. For a spacecraft, the manual is very valuable in terms of ship function and plain value.
Programmes
Programmes are collections of code that provide skills and insights for inorganic brains. The inorganic brains include computers of the following types: vocation, spacecraft, robotic, AI and biological. The referee should consider generating programmes for existing inorganic brains. For example, if there is a robot persona, consider having a robotic programme.

Nasty computer virus
| A programme fully integrate with the artifact, and is single-use. |
Type
The programme type indicates computer brain compatibility. The programmes are not cross-platform, and a vocation computer programme does work with a spacecraft computer. The programme is strictly limited to the particular computer brain unless it is designated a cross-platform programme.
| Determine the programme type. | |
|---|---|
Die Roll (1d100) |
Type |
01-05 |
Autonomous |
06-10 |
Biologic |
11-15 |
Poly |
16-20 |
Repo |
21-50 |
Robotic |
51-70 |
Spacecraft |
71-99 |
Vocation |
00 |
Ref’s Own Table |
Die Roll |
Type |
Autonomous
AI programmes work in the MOM series of autonomously intelligent computers. MOM computers are part of the generic mythos of EXP. For more info jump to Autonomous Intelligence. The programme will add knowledge to the AI. AI programmes are different from peripherals in that they lack physical world interfaces.
| Add specializations to the autonomous intelligence. | ||
|---|---|---|
Die Roll (1d100) |
Programme |
Comment |
01-04 |
Administration |
Records info, manages personnel |
05-08 |
Adviser |
Good sagely advice |
09-12 |
Appraisals |
Estimates value of artifacts |
13-20 |
Banking |
Monitor, protect, advise |
21-22 |
Building Management |
Controls all aspects of an edifice. |
23-25 |
Vocation Knowledge |
|
26-28 |
Command and Control |
Targeting, tactics, morale |
29-33 |
Communications |
Monitor, encrypt, decrypt |
34 |
Compiler |
Add 1-2 Peripherals |
35-36 |
Construction |
Manage fabrication and construction. |
37-40 |
Decoder |
Code breaker Tutte Box |
41-48 |
Diplomacy |
Fine art of lying that looks like caring |
49-52 |
Entertainment |
Entertains the expedition |
53-56 |
Etiquette |
Interstellar etiquette and irritation |
57-60 |
History |
Knows the milieu |
61-64 |
Industrial |
Organizes a plant of some sort |
65-68 |
Law |
Applies outdated Empire laws |
69-72 |
Mapping |
Maps everything |
73-76 |
Mechanical |
Engineer talk |
77-80 |
Medical |
Veterinarian talk |
81-85 |
Navigation |
Finds paths |
86-90 |
Robot |
Robot talk |
91-93 |
STEP |
Ignore anthro safety STEP MOM.window=_blank |
94-96 |
Translation |
Communicates with all |
97-99 |
Weapons |
Weapons talk |
00 |
Ref’s Own Table |
|
Die Roll |
Programme |
Comment |
Biologic
A biologic brain programme allows an organic persona (anthro or alien) to acquire new skills and abilities instantly. These programmes are only for insertion and integration with an organic brain. The programme will give the persona the described ability regardless of her vocation type or family. The programme may be inserted directly into the skull, delivered via the eyes and ears, or implanted using vet equipment. The referee can choose to roll on either an Autonomous Programme or a Vocation Programme. An organic persona cannot have a spacecraft programme.
Poly
A cross-platform programme can be inserted into any brain system. The player rolls again on the Programme Type Table, ignoring, Poly Repo, and Spacecraft until a programme is found. Whether the programme is an Autonomous, Robotic or Vocation, it is usable by any brain system.
Repo
A repository is a collection of programmes that the player can search, download and reuse. The repo could be a collection of floppy disks or a crystal holding several valuable programmes. A repo will hold 1-4 (1d4) programmes that can be used by inorganic brain systems. The player rolls again on the Programme Type Table, ignoring Poly and Repo, the repo’s programmes are found. A repo is powerful, but it should not be a plot breaking artifact.
Robotic
Robotic brain programmes extend the skills of a robot persona. These programmes are only for insertion and integration with a robotic brain. The robot persona will add the programme to her repertoire regardless of her robot type. The programme may be inserted through a port or nailed onto the robot with a sledgehammer. The referee can choose to roll on either an Autonomous Programme or a Vocation Programme. A robot cannot have a spacecraft programme.
Vocation
Vocation programmes work with vocation computers. Vocation computers assist personas with technical maneuvers carried out by their vocation. A programme will decrease the difficulty of a maneuver by 0-5 (d6-1) degrees of difficulty.
| Programmes to extend vocation computers. | |
|---|---|
Die Roll (1d100) |
Programme |
01-10 |
Biologist, 3 extra skills |
11 |
Biologist, cloning |
12 |
Biologist, design Genes |
13 |
Biologist, nomad skills |
14 |
Biologist, vet skills |
15 |
Knite, determine fate |
16 |
Knite, build energy sword |
17 |
Knite, turn caste |
18-28 |
Mechanic, 3 extra skills |
29 |
Mechanic, biological implants |
30 |
Mechanic, robot priority commands |
31 |
Mechanic, brainstorming |
32 |
Mechanic, mental patenting |
33 |
Mechanic, miniaturization |
34 |
Mechanic, mnemonic trapping |
35 |
Mechanic override control factor |
36-37 |
Mercenary, artillery |
38-39 |
Mercenary, determine weakness |
40-41 |
Mercenary, gunnery |
42 |
Mercenary, naval artillery |
43 |
Mercenary, weapon repair |
44-46 |
Nomad, biologist skills |
47-49 |
Nomad, safe campsite |
50-52 |
Nomad, tracking |
53-55 |
Nomad, vet skills |
56-57 |
Nomad, safe passage |
58-60 |
Nothing, 3 extra skills |
61-63 |
Nothing, astrogation |
64-66 |
Nothing, estimate value |
67-69 |
Nothing, etiquette |
70-71 |
Nothing, pilot exatmo |
72-79 |
Spie, 2 extra skills |
80-81 |
Spie, computer casing |
82-83 |
Spie, computer interfacing |
84-85 |
Spie, cryptography |
86-93 |
Vet 3 extra skills |
94-96 |
Vet, biologist skills |
97-99 |
Vet, nomad skills |
00 |
Ref’s Own Table |
Die Roll |
Programme |
Spacecraft
Spacecraft programmes work with spacecraft computers.
| Space vehicle programmes. Useful to zany. | ||
|---|---|---|
Die Roll (1d100) |
Title |
Comment |
01-03 |
Admin |
Inventory, schedules, planning. |
04-05 |
Advisor |
Pious sagely advice. |
06-07 |
Anomaly |
Hide in exatmo. |
08-09 |
Anti-hijack |
Evade boarding. |
10-11 |
Appraisals |
Estimate value only. |
12-13 |
Armada |
Appear as an armada. |
14-15 |
Astrogation |
Replaces an astrogator. |
16-17 |
Banking |
Money, taxes, customs. |
18-19 |
Bio Assayer |
Tissue analysis. |
20-21 |
Book Reader |
Reads Little Golden Books |
22-23 |
Brig |
Turn rooms into jails. |
24-25 |
Camouflage |
Hide inatmo from exatmo. |
26-27 |
Chapel |
Assists meditation. |
28-29 |
Communications |
Extended comms. |
30-31 |
Decoder |
Crypto tool. |
32-33 |
Detectors |
Find planetside stuff. |
34-35 |
Diplomacy |
Say nothing kindly. |
36-37 |
Entertainment |
Entertains guests. |
38-39 |
Etiquette |
Interstellar etiquette. |
40-41 |
Forensics |
Crime investigations. |
42-43 |
Fuel Control |
Add 50% to fuel. |
44-45 |
Gun Control |
Airlock guns. |
46-47 |
Gunnery |
Replaces a gunner. |
48-49 |
History |
Pedantic git. |
50-51 |
Industrial |
Manage a plant. |
52-53 |
Law |
Interprets arcane law. |
54 |
Library |
Generic class computer. |
55-57 |
Maneuvers |
Fancy evasive maneuvers. |
58-59 |
Mapping |
Map planetside terrain. |
60-61 |
Mechanical |
Detailed mechanical status. |
62-63 |
Mechanicalization |
Self maintenance. |
64-65 |
Medical |
Runs medical equipment. |
66-67 |
Medicalization |
Replaces vet. |
68-69 |
Mimic |
Appear as a different ship. |
70-71 |
Navigation |
Replaces pilot . |
72 |
Piloting |
Replaces pilot. |
73 |
Printer |
Dot matrix hard copy. |
74-75 |
Print Out |
Glorious 3d holo or solid prints. |
76-77 |
Programming |
Programs as a mechanic. |
78-79 |
Relations |
Operates as a relations bot. |
80-81 |
Robot |
Roll any robot. |
82-83 |
Surveillance |
Eavesdropping on vessel. |
84-85 |
Translation |
Anything to anything. |
86-87 |
Weapons |
Replace all gunners. |
88-89 |
Weaponifaction |
Can manipulate weapons. |
91-92 |
Weather Push |
Planetside weather manipulation. |
93-94 |
Xenobiology |
Alien ID. |
95-99 |
Extra Roll |
|
00 |
Ref’s Own Table |
|
Die Roll |
Title |
Comment |
Dot matrix printer does not count as a roll. |
||
Format
The programme format is an esthetic choice. There is no performance difference between each of the programme formats. A format may change the wate of the programme artifact, but it cannot render it useless.
| Determine how the programme is stored. | ||
|---|---|---|
Die Roll (1d100) |
Format |
Blurb |
01-10 |
Biorganic |
Organic tissue. Possibly a small alien |
11-20 |
Cassette |
Tape on spools in container |
21-30 |
Chips |
Bits of silicon or salt and vinegar |
31-40 |
Cards |
Deck of cards in box(es) |
41-50 |
Crystalline |
Gem like structure |
51-60 |
Floppy discs |
Spinning disk in sleeve |
61-70 |
Little Golden Book |
Looks like child’s book. |
71-80 |
Paper tape |
Spool of continuous tape |
81-90 |
Plastic discs |
Solid disks |
91-99 |
Projection film |
Info projected onto computer |
00 |
Ref’s Own Table |
|
Die Roll |
Format |
Blurb |
Parameters
A programme is a single use entity that melds with the inorganic brain. The programme cannot be reused and the brain is permanently changed. Space vehicle programmes can have porting, and tooling necessary for the programme to work.
Wate
Most often the programme can be carried by the persona (< 1 kg). Enormous Autonomous and Spacecraft programmes may can be hefty (10 kg).
EXPS
1000 each for identifying, installing and using. (max 3000)
Value
-
AI programme, 1000000 eps
-
Biologic 2000042 eps
-
Poly times 2
-
Repo times 10
-
Robotic programme 100000 eps
-
Spacecraft programme 500000 eps
Spare Parts
Spare parts help mechanics repair damaged or worn-out equipment. A mechanic could also use spare parts to enhance a piece of equipment.

Happy mech Happy spaceship
Spare parts usually enter the game when a strategic piece of equipment (the one needed to save the universe) breaks down. Spare parts will always be related to some artifact existing in the expedition already. Spare parts will appear as unidentifiable odds and sods with a wate 25% of the artifact in question. Spare parts will have no particular value. A mechanic will gain +30 on repair task maneuvers if spare parts are present.
If the referee chooses to have a completely random spare part jump to → Toy Type.
| Determine the amount of spare found in a cache. | |
|---|---|
Die Roll (1d100) |
Parts |
01-10 |
1 |
22-25 |
2 |
26-75 |
3 |
76-85 |
4 |
86-95 |
5 |
96-99 |
Shop |
00 |
Ref’s Own Table |
Die Roll |
Spares |
Shop
A shop has everything a mechanic needs to keep an artifact in top tip shape. A shop cannot be moved.
Artifact Support
If the milieu is abundant or opulent the personas may expect their artifact to be accompanied by materiel support.
| Determine the amount of materiel supporting an artifact. | |||||
|---|---|---|---|---|---|
Die Roll (1d100) |
Reloads |
Refills |
Manuals |
Software |
Parts |
01-10 |
1d4 |
1d4 |
1 |
1 |
1 |
22-25 |
1d8 |
1d8 |
1 |
2 |
1d4 |
26-75 |
2d8 |
2d8 |
2 |
3 |
2d4 |
76-85 |
3d8 |
3d8 |
2 |
4 |
3d4 |
86-95 |
4d10 |
4d10 |
3 |
6 |
4d4 |
96-99 |
Armoury |
Depot |
Library |
Repo |
Shop |
00 |
Ref’s Own Table |
||||
Die Roll |
Mags, cells |
Fills |
Manuals |
Software |
Parts |