Serenity: Ballad of Minerva

Past Game

Serenity Cortex System Tables

Currency Conversions - Melee Weapons - Ranged Weapons - Customization - Armor - Explosives

Currency Conversions

Coinage Credit Dollar Platinum Gold Silver
Credit C⁄ 1 $25.00 2.5 5 250
Platinum C⁄ 0.4 $10.00 1 2 100
Gold C⁄ 0.2 $5.00 0.5 1 50
Silver C⁄ 0.004 $0.10 0.01 0.02 1

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Melee Weapons

Weapon Damage Price Conceal Availability
Baton, Security d2 S C⁄ 1.2 / 3 p P E
Baton, Stun d2 S C⁄ 12 / 30 p P C
Special: All damage converted to Stun.
Brass Knuckles C⁄ 0.8 / 2 p P E
Special: Unarmed attacks cause Basic damage.
Club d6 B C⁄ 0.2 / 1 p J E
Hacker d6 W   J N/A
Hatchet d6 W C⁄ 1.6 / 4 p J E
Knife, Combat d4 W C⁄ 1.6 / 4 p J E
Knife, Utility d2 W C⁄ 0.8 / 2 p P E
Ripper d8 W   N/A N/A
Sword, Combat d6 W C⁄ 24 / 60 p O E
Sword, Gentleman's d4 W C⁄ 26 / 65 p O C

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Ranged Weapons

Weapon Damage Range
(Yards)
ROF
(Mag)
Cost Conceal Availability
Bow d4 W 25 1 (-) C⁄ 6 / 15 p N/A E
Clatter d6 W 3 1 (–)   O N/A
Crossbow d4 W 50 1 per 2 turns C⁄ 8 / 20 p O E
Crossbow, Powered d4 W 60 2 (6) C⁄ 24 / 60 p O C
Throwing Axe d4 W 5 1 (–) C⁄ 1.2 / 3 p J E
Throwing Knife d2 W 5 1 (–) C⁄ 0.8 / 2 p P E
Taser d4 S 5 1 (–) C⁄ 20 / 50 p P C
Special: All damage converted into Stun. Range given is the maximum range. Military tasers have 2 range increments and are Illegal. Ineffective against armored targets.
Pistol, Sonic d6 S 5 2 (20) C⁄ 200 / 500 p J I
Special: All damage converted into Stun. Ignores Armor.
Pepper Spray Special 2 1 (12) C⁄ 0.8 / 2 p P E
Special: After successful attack, target roll WP+Vit or suffer –2 Attribute Step to appropriate actions.
Derringer d4 W 10 1 (2) C⁄ 14 / 35 p P E
Pistol d6 W 30 3 (15) C⁄ 18 / 45 p J E
Pistol, Heavy d6+1 W 30 3 (8) C⁄ 20 / 50 p J E
Pistol, Revolver d6+1 W 30 2 (6) C⁄ 20 / 50 p J R
Special: Ignores weapon jams.
Pistol, Laser d10 W 30 3 (10) C⁄ 330 / 825 p J I
Special: Causes Burn Damage.
Submachine Gun d6 W 20 3 (35) C⁄ 100 / 250 p O I
PDW d4 W 20 3 (50) C⁄ 160 / 400 p O I
Special: Half Armor effectiveness, does not convert the damage to stun. Ammo cost is twice normal price and restricted.
Rifle d8 W 75 2 (5) C⁄ 30 / 75 p N/A E
Rifle, Assault d8 W 50 3 (30) C⁄ 160 / 400 p N/A I
Rifle, Sniper d8 W 75 (300) 1 (5) C⁄ 50 / 125 p N/A C
Special: Extended range increment applies when using the Scope.
Rifle, Sonic d8 S 5 2 (50) C⁄ 160 / 400 p N/A I
Special: All damage converted into Stun. Ignores Armor.
Shotgun d10 W 10 2 (5) C⁄ 30 / 75 p N/A E
Special: Range increment penalty applies to damage roll rather than attack roll.
Shotgun, Twin-Barrel d10 W 3 2 (2) C⁄ 24 / 60 p N/A R
Special: Range increment penalty applies to damage roll rather than attack roll.
Grenade Launcher varies 15 1 (8) C⁄ 106 / 265 p N/A I
Special: Double Range Increment penalties.
Machine Gun, Light d2 W (V) 300 3 (100) C⁄ 240 / 600 p N/A I
Special: +1 Step to attack when unbraced.
Machine Gun, Heavy d4 W (V) 500 3 (100) C⁄ 330 / 825 p N/A I
Special: +3 Step to attack when unbraced.
Machine Gun, Mounted
d6 W (V) 600 3 (300) C⁄ 500 / 1250 p N/A I
Special: Cannot be used except mounted to a vehicle.

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Customization

Modifications Price Availability Effect
Barrel Light C⁄ 1.2 / 3 p E Illuminates to 10yards
Bipod C⁄ 4.4 / 11 p E Spend 1 turn setting up. +1 Skill step while aiming, may aim beyond 3 turns for additional benefit.
Carbine Remodel C⁄ 6 / 15 p E ‑25% Range, +1 Step to conceal. May cause legal problems. Do it yourself for free with Agi+Guns/Gunsmithing
Custom Grip C⁄ 2 / 5 p E –1 Step penalty for anyone else attempting to fire.
Flash Suppressor C⁄ 1.6 / 4 p E +2 Diff to spot muzzle flash.
Laser Sight C⁄ 3.6 / 9 p E ‑2 Difficulty for Called Shots in the first range increment.
Magazine, Standard C⁄ 2 / 5 p E Spare Magazine
Magazine, Extended C⁄ 6 / 15 p I 150% size Magazine
Scope C⁄ 4 / 10 p E No penalty out to the 2nd range increment if spent at least 1 turn aiming. No shotgun, stunner, energy weapon.
Scope, Night Vision C⁄ 32 / 80 p C No Dim/Dark Penalty. Pitch Black becomes Dim Lighting.
Scope, Ocular C⁄ 13.6 / 34 p C +1 Skill step, no penalty out to 4th range increment if spent 2 turns aiming.
Silencer C⁄ 5.2 / 13 p I Hard roll to hear over 10 yards. Formidable to identify location of shooter. –1 Step to Conceal.
Trigger Lock C⁄ 0.5 / 1.25 p E Prevents Firing. 1 full combat turn to release.
Underbarrel Launcher C⁄ 37.2 / 93 p I Grenade Launcher attachment. ROF 1 (–) Double range increment penalties.

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Armor

Armor Type Rating Cost Weight Availability
Ballistic Mesh Vest 1 / 6, 0 C⁄ 46 / 115 p 4 C
Chameleon Suit Suit 1 / 0, 0 C⁄ 40 / 100 p 17 I
Special: +2 Covert to remain hidden while still.
Helmet, Infantry Helmet 4 / 2, 1 C⁄ 16 / 40 p 2 E
Helmet, Squad Helmet 4 / 2, 2 C⁄ 35 / 88 p 3 C
Mask, NBC Helmet 2 / 0, 3 C⁄ 8 / 20 p 3 C
Special: Breathe normally in contaminated areas.
NBC Body Suit Suit 2 / 0, 2 C⁄ 32 / 80 p 14 C
Special: Complete protection from nuclear, biological, and chemical hazards.
Reaver Armor Vest 2 / 2, 0   10 N/A
Special: A collection of metal plates and old tires strung together somehow.
Plate Vest Vest 4 / 2, 1 C⁄ 30 / 75 p 10 E
Riot Gear Suit 3 / 3, 1 C⁄ 92 / 230 p 24 C
HeartLine Health Suit Suit   C⁄ 28 / 70 p 3 C
Special: Transmits medical data.
Tactical Suit Suit 5 / 2, 2 C⁄ 110 / 275 p 18 I
Vacuum Suit Suit 2 / 0, 2 C⁄ 67 / 168 p 35 C
Special: Protects from radiation and hard vacuum.

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Explosives

Weapon Damage Range Increment
(Yards)
Cost Weight Availability
Detonator - - C⁄ 0.6 / 1.5 p - I
ChemPlast (CP-HE) [1 lb] 4d6 W [8] 1 C⁄ 6 / 15 p 1 I
Charge, Breaching 5d6 W 0 C⁄ 21.2 / 53 p 4 I
Special: Ignore 2 Armor.
Charge, Satchel 2d12 W [10] 3 C⁄ 30.8 / 77 p 10 I
Explosive, Improvised 2d6 W 3   3 E
Grenade, Concussion 4d6 B 2 C⁄ 1.4 / 3 p 1 I
Grenade, Flashbang 2d6 B 1 C⁄ 0.8 / 2 p 1 I
Special: Everyone within 3 yards is stunned for 1 round, then must make a Formidable Survival roll
   or stunned for 2d6 rounds. Complete eye and ear protection gives +2 Steps to Vitality.
Grenade, Frag 5d6 W 3 C⁄ 1.8 / 5 p 1 I
Grenade, Gas 3d6 S 1 C⁄ 1.2 / 3 p 1 I
Special: Lasts 3 rounds.
Grenade, Incendiary 2d12 W Fire 1 C⁄ 2.8 / 7 p 2 I
Grenade, Magnetic 5d6 W 3 C⁄ 6.8 / 17 p 3 I
Special: +2 Skill Step attack against a metallic target.
Grenade, Smoke d4 S 4 C⁄ 0.6 / 2 p 1 C
Special: Thick Smoke (+8 difficulty over 10 ft) for 2 minutes. NBC mask prevents damage.
Mine, Antipersonnel 4d10 W 4 C⁄ 8 / 20 p 6 I
Mine, Antivehicle d10 W [6] 1 C⁄ 15 / 40 p 12 I
Special: Requires 450lbs to trigger.
Mine, Claymore 5d8 W 4 C⁄ 8 / 20 p 4 I
Special: 60 degree Cone.
Mine, Pulse d12 S [6] 3 C⁄ 25.2 / 63 p 10 I
Special: Electronic items only.
Mining Charge 5d10 B 1 C⁄ 20 / 50 p 5 E
Molotov Cocktail d4 W Fire 1 - 2 E
Seeker Missile 2d8 W 1 C⁄ 95 / 238 p 4 I
Squadkiller 4d10 W 3 C⁄ 48 / 120 p 8 I

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