recursal/Fanatic-Fandom huggingface dataset:
H&K G11, 4.73x33mm

H&K G11, 4.73¥33mm Dynamit-Nobel

(Germany, 1990)

The revolutionary Gewehr 11 was the culmination of more than 25 years of work and five decades of wishful thinking. Approved for service following successful field trials – making it the first small arm chambered for caseless ammo to achieve such approval – it never entered production, a victim of financial problems and the political situation after Germany’s reunification.

Fewer than 100 weapons reached various stages of development. The G11 was also one of several designs that competed unsuccessfully to become the U.S. military’s Advanced Combat Rifle. The G11 was a boxy bullpup, sheathed entirely in smooth, black plastic. It looked clumsy, but had good ergonomics and little recoil. When fired, the entire mechanism – including magazine, breech and barrel – would “float” back within the receiver, into the empty stock. The pistol grip, located at the center of gravity, had a knuckle-protecting loop. The 45-round magazine was inserted from the top front, parallel to the barrel, rounds pointing down. The revolutionary breech rotated each round 90°, aligning it with the barrel. Full-auto fire took advantage of the gun’s light recoil and low cyclic rate (RoF 7), but the standard fire mode was three-round high-cyclic controlled bursts (p. 83).

The G11’s detachable carrying handle had an integral 1x optical sight for quick target acquisition. This could be replaced with a night sight (p. 156). An attachment point below the gun’s muzzle accepted a 1-lb. multi-purpose bayonet (-2 to Spear skill, Reach 1), a bipod, or a targeting laser. The G11’s “telescoped caseless” rounds consisted of projectiles encased in small, rectangular blocks of high explosive, and resembled orange wax crayons. The magazines were rather bulky. For this reason, rails mounted two magazines alongside the one in use. Additional ammo was to be issued in sealed, 15-round reload units, to refill the three magazines after they run dry. (Emptying a reload unit into a magazine requires three Ready maneuvers.)

[6] Very Reliable. Won’t malfunction unless lack of maintenance lowers Malf. (see p. B407).
H&K USP, .40 S&W

(Germany, 1993-)

The double-action Universal-Selbstladepistole (“universal self-loading pistol”) is Heckler & Koch’s first pistol designed for the American shooter. This popular weapon mates a modified Browning action with a polymer frame that features an integral underbarrel accessory rail (p. 161). It’s respected for its reliability and accuracy.

American law-enforcement agencies prefer the .40 S&W chambering, but most military users acquire it in either 9x19mm Parabellum or .45 ACP. The former, as the P8, has been the standard German military pistol since 1997: Dmg 2d+2 pi, Wt. 2.1/0.5, Shots 15+1. The latter is popular with U.S. citizens: Dmg 2d pi+, Wt. 2.5/0.8, Shots 12+1, ST 10, Rcl 3, Cost $840.

The USP Compact (1997-) is slightly smaller and available in the same calibers. The 9x19mm version is a popular police weapon (known as the P10 in Germany): Dmg 2d+1 pi, Wt. 2/0.5, Shots 13+1, Cost $800. Television hero Jack Bauer uses it in later seasons of 24. U.S. Immigration and Customs Enforcement (ICE) agents are issued the Compact in .40 S&W: Dmg 2d+1 pi+, Wt. 2/0.5, Shots 12+1, Cost $800. The Compact also comes in .45 ACP: Dmg 2d pi+, Wt. 2.1/0.6, Shots 8+1, ST 10, Rcl 3, Cost $900.

The USP Tactical (1998-) variant has a barrel prepared for a 1-lb., quick-detach baffle suppressor (-2 to Hearing, -1 Bulk). German special-ops units adopted it in .45 ACP as the P12: Dmg 2d pi+, Wt. 2.5/0.8, Shots 12+1, ST 10, Rcl 3, Cost $1,100.

[4] Very Reliable. Won’t malfunction unless lack of maintenance lowers Malf. (see p. B407).

[6] Accessory rail (p. 161).
Black Market

Black Market: A number of shops with secret and usually illegal wares.(Starts in TL2/1 Bronze) 1 Slots

Stats: +1 lvl of corrupt for every 2 Black Markets, Cost: $50,000, +$10,000 revenue, Base value: $120,000, Illegal items can be bought by heroes(must be placed next to a house or shop to represent front for business), can sell resources points for 5% of sale price PER Black Market, maximum 50%(+5% per Black Market),

Heroes can purchase one and place in your city if they wish, but, they will gain enemies(Law Enforcement) if caught and are subjected to laws in your realm.
Browning M1919A4, .30-06 Springfield

(USA, 1934-1953)

This gun used the Browning M1917 (p. 131) action, but had a shorter barrel and no water jacket. While the M1919A4 was developed from a tank MG and installed in a number of tanks (p. 239), it was light enough for fastmoving troops to transport easily. It became the standard American infantry MMG in the 1930s. After WWII, surplus U.S. weapons were widely exported and saw continued service with some militaries for the rest of the 20th century. More than half a million were made, many in Canada. The U.S. Navy and the Canadian, Israeli, and South African armies, among other forces, eventually converted it to 7.62¥51mm NATO (Dmg 7d pi).

The M1919A4 used 250-round non-disintegrating belts (15.3 lbs., or 18.8 lbs. in can). A spare barrel weighed 7.4 lbs. (treat as extra-heavy; see Sustained Fire, pp. 85-86); changing it required an asbestos glove. The weapon usually fired AP-T ammo (Dmg 5d(2) pi- inc). It mounted on a 14-lb. tripod ($2,550).

The original M1919 (1919-1920) was installed in early tanks (p. 234): Dmg 7d-1, EWt. 33.

The Colt MG32 (1932-1943) was the pre-war export version of the M1919A4 (use the same stats).

The M1919A6 (1943-1954) was a desperate attempt to turn the M1919A4 into a LMG by adding a bipod, a shoulder stock, and a carrying handle: Wt. 47.8/15.3, Bulk -8, ST 13B†. It had a normal – not extra-heavy – barrel. Despite being too heavy and unwieldy for its intended role, the M1919A6 saw intense service in WWII and Korea.

The .30-caliber M2 (1931-1945) was the last and most successful of several aircraft versions made since 1918, lightened and with a higher rate of fire: EWt. 21.5, RoF 20! (RoF 12! if synchronized). It was installed in many early USAF aircraft. Some 193,000 were made.

The Colt MG40 (1932-1943) export version of the M2 was available in several calibers, 7.92x57mm Mauser being the most popular: Dmg 7d pi, EWt. 21.5, RoF 20!. The RAF adopted it in .303 British as the Browning Mk II (1938- 1945), which was standard aircraft armament in early WWII: Dmg 6d+2 pi, EWt. 25.3, RoF 19! (RoF 12! if synchronized).
H&K P11, 7.62x36mm

(Germany, 1976-)

This double-action underwater pistol was developed for German navy combat divers. Several European naval special-warfare units also adopted it. Top secret until the 1990s, it’s almost famous today – thanks in part to Lara Croft using it in the movie Tomb Raider 2.

[4] Needs batteries. Second cost is for loaded barrel cluster. See p. 92.
Fire Lance

Fire-Lance (TL3). Developed in China in the early 1200s, the fire-lance was valued for defending city walls. It’s a twofoot-long rocket fastened to the end of a pole. After lighting it, the soldier points it at the enemy, spraying out flame and sparks. The user needs a Ready maneuver to take hold of it, another to light it, and a third to shift grip to full length.  Once used, it’s discarded.

LIQUID PROJECTOR (FLAMETHROWER) (DX-4 or other Liquid Projector-4)
FN-Browning Auto-5, 12G 2.75”

The Auto-5 was the first auto-loading shotgun, designed by John Browning and originally manufactured by Fabrique Nationale. It had lower felt recoil than most shotguns – the action’s operation absorbed some of the energy involved. FN alone made more than three million guns. Between these and various copies, the weapon is likely to show up anywhere in the world.

While intended primarily for hunting, the Auto-5 saw use in both World Wars. The riot/military model had a shorter, 20” barrel: Wt. 8.4, Bulk -5. The British SAS favored this version for jungle warfare in Burma and Malaysia during the 1950s and 1960s.
The Remington Model 11 (1905-1948) was a licensed copy. Both the Auto-5 and Model 11 were available in 16G 2.75” (Wt. 8.4/0.4, RoF 3¥8) and 20G 2.75” (Wt. 7.9/0.3, RoF 3¥7). Remingtons with barrel and stock sawed off (Acc 2, Wt. 5.7/0.4, ST 12†, Bulk -4, Rcl 1/5) were favorites of Bonnie and Clyde.

Skill: Guns (Shotgun) (DX-4 or most other Guns-2)

[1] First Rcl figure is for shot, second is for slugs.
Gizmos

You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equipment that you could have been carrying. This “Gizmo” remains undefined until you reveal it. It does not even “enter play” until you take it out; thus, it cannot be damaged, lost, stolen, or found in a search.

Please see Basic Set page 57 and 58 for full rules
Enfield Sten Mk II, 9x19mm

(U.K., 1942-1945)

In 1941, the British were desperate for arms. Two engineers at the Royal Small Arms Factory, Enfield –Shepherd and Turpin – designed an SMG that could be produced quickly and cheaply. It was called the STEN, from their initials and the first two letters of Enfield. Its name and its “cheap and nasty” appearance led to nicknames like “Stench Gun,” “Woolworth Gun,” and “Plumber’s Delight.” The most numerous variant was the Sten Mk II, introduced in 1942. Over two million Mk IIs were made – about half of the total Sten production.

The Sten was plagued with reliability problems. Most could be traced to the magazine (inserted from the left), which was poorly designed and badly made. Even the manufacturer recommended loading it with only 28 rounds for more reliable feeding. Experienced soldiers would look over all the available magazines to select a few that worked. The GM might raise Malf. for veterans who get the opportunity to do this (make a successful Soldier roll).

The original Sten Mk I (1941-1942) had a folding wooden foregrip: Wt. 8.6. Some 100,000 were made.

The Sten Mk IIS (1943-1945) was a variant with an integral sound suppressor (-2 to Hearing): Dmg 2d pi, Range 120/1,400, Wt. 9.1, Bulk -5, Cost $425. As the suppressor would wear out after a single magazine of full-automatic fire, burst-fire was discouraged. Carefully aimed single shots could extend suppressor life to several hundred rounds. The Sten Mk IIS was the most numerous soundsuppressed weapon of WWII; 5,776 were made. British Commando and American OSS units employed it, and German special-warfare forces used all they could capture.

The British, Canadians, and New Zealanders manufactured a lot of Stens, as did others – including resistance movements in Denmark, France, the Netherlands, Poland, and Vietnam. It was also made by the Jewish Haganah in Palestine . . . and even in Germany, for the last defense during WWII (for use with MP40 magazines!). The simple design lent itself to production with few tools.

[1] Unreliable. Malfunctions on 16+ (see p. B407).
Axe of Disharmony

*Originally built by Gordon, Knothole Island's foremost inventor, as an instrument to make a completely new and unique kind of music, it soon proved more useful as a weapon. Its "Whack to the Head in E Minor" is particularly effective.*

This axe gives +4 bonus to any existing Musical Composition skills.
FN-Browning HP, 9x19mm

The single-action Grand Puissance (“High Power,” or HP), based on a design created by John Browning before his death (1926), was introduced in 1935. It was the first of the high-capacity 9¥19mm pistols. More than 70 armies worldwide adopted it, and it became the standard sidearm across the British Commonwealth. Licensed and unlicensed production has taken place in Argentina, Canada, India, Indonesia, Israel, Nigeria, and elsewhere. The HP was a favorite police and espionage weapon – its users including Vietnam-era CIA operatives and the FBI’s Hostage Rescue Team during the 1980s – until it lost ground due to its singleaction mechanism.
Until the 1940s, some weapons were delivered with a detachable 1.3-lb. stock (+1 Acc, -1 Bulk). An extended 20- round magazine ($28, 0.8 lb.) became available in the 1970s, and was especially popular with the British SAS.

Skill: Guns (Pistol) (DX-4 or most other Guns-2)
Gatling Carbine, 5.7mmCL

This triple-barreled, electric-motor-driven chaingun boasts a carbine format no larger than an ordinary assault rifle. It fires the same 5.7mm round as the PDW (p. 135). Its long magazine slides and locks into the back of the weapon. A separately loaded B cell provides power for 19,500 shots.

Gatling Carbine, 5.7mmCL
Fusil De Ordinaire

Fusil. The heavier military model, or fusil ordinaire (.64 caliber), is initially used where a burning match would be inconvenient or dangerous; a French regiment sent to Canada in 1660 to fight the Iroquois was the first general military force to carry it. The fusil grenadier resembles this,
but comes with a sling (p. 96). An even heavier variant, the buccaneer fusil, is favored for shipboard use: Dmg 3d+1 pi++, Wt. 7.5/0.065, ST 10†, Bulk -11
Derringer, .41

The term "derringer" has come to refer to any small-sized handgun that is neither a revolver nor a semi/fully automatic pistol. It is not to be confused with mini-revolvers or pocket pistols, although some later derringers were manufactured with the pepperbox configuration.

GUNS (PISTOL) (DX-4, or most other Guns at -2)
Cyberdyne

**Cyberdyne Systems** is the tech corporation responsible for the development of Skynet Defense Systems.

Era of founding: TL 8

Country of Origin: USA(Can only be founded in USA)

Wants no Government oversight

$3,000,000,000 to corporate revenue

possible AI takeover(25% with robotic workers, 65% with Synthetic Lifeforms, 94% with Sapient AI)

+30 TS to robotic infantry.

+10 TS to non robotic infantry
Fire Siphon

Fire-Siphon (TL3). A Byzantine device for spraying Greek fire at enemy ships, based on Roman pumping engines. It’s built into a warship, its nozzle extending outside the hull. Greek princess Anna Comnena described its use in a sea battle in 1103 A.D.

LIQUID PROJECTOR (FLAMETHROWER) (DX-4 or other Liquid Projector-4)

[2] A shot may hit a single solid target or spread out over a two-yard radius on water. Listed damage is for initial hit; continuing damage is 1d burn per second for 10d seconds after initial impact (for fire-siphon) or 1d seconds (for cheirosiphon).

[5] Requires a two-man crew to operate the pump. Readying it takes a variable time; roll vs. crew’s average ST every 10 seconds to see if the fuel has started to emerge. They may substitute ST-based Liquid Projector (Flamethrower) skill, if higher. After first shot, further shots may be fired continuously.
CZ Sa vz. 61 Skorpion, .32 ACP

(Czechoslovakia, 1962-1979)

The Samopal vzór 61 Skorpion (“automatic gun model 1961 Scorpion”) was a compact machine pistol designed to be worn as a holstered sidearm by tank crews, paratroops, and secret police who desired more firepower than a pistol could provide. Production ceased after 210,000 were made.

Widely exported, it showed up in the hands of revolutionaries and terrorists worldwide. It was also manufactured under license in Yugoslavia.

The Skorpion had a folding stock and an optional 10-round magazine ($26, 0.4 lb.). If fired one-handed with stock folded: ST 8, Rcl 3. It could be fitted with a 0.6-lb. wiper suppressor (-1 to Hearing, -1 Bulk, lasts for 40 shots), reducing Dmg to 1d+2 pi-.
Armoured Hovercraft

This armored vehicle is designed to transport a squad of soldiers and provide them with fire support. It is also very effective as a coastal patrol (or smuggling!) craft. It uses a gas turbine or fuel cell power plant, and has a range of 800 miles. Its crew compartment holds two, and is accessed through a top hatch. A powered rear ramp leads into a compartment that can carry up to eight passengers and cargo. Electronics include two holographic crew stations, hyperspectral sensors, an inertial navigation system, a medium laser comm, a medium radio, a personal computer with the hardened option, tactical AESA (10 mile range), and a tactical ESM. Defenses include infrared cloaking and radar stealth. It has a small stabilized turret atop the hull. Its primary sensors are in a telescoping mast-mounted periscope (the X location) that extends up to 15 feet for over-the-horizon reconnaissance. It is protected by composite armor. It has a small independent turret that is a stabilized mount; it can be fitted with up to 400 lbs. of weapon systems appropriate to its TL. At TL9, a typical weapon mix would be a 25mm autocannon, an MLAWS, and two 40mm mortar boxes. Appropriate skills are Artillery (Guided Missile), Driving (Hovercraft), Electronics Operation (Sensors), and Gunner (Machine Gun).

130 -2/4 11f 5/50 20 2 +5 2+8S 150/70 $500,000 tX
(Body/Sides)
Greener Harpoon Gun

ARTILLERY (CANNON) (IQ-5) for indirect fire; GUNNER (CANNON) (DX-4 or other Gunner at -4) for direct fire

**Greener Harpoon Gun, 1.5” Caplock (U.K., 1837-1870):** This smoothbore, muzzleloading harpoon gun was probably the most common model used by 19th-century American and British whalers. It was typically pintlemounted on whaling boats and yachts. It had twin caplocks (as a failsafe in case one didn’t function in the harsh saltwater environment), protected by a hinged brass cover when not in use, and fired a 4.5’-long barbed harpoon attached to a 30-yard 1” rope.
Flintlock Musket, .75

**Flintlock** is a general term for any firearm that uses a flint striking ignition mechanism. The term may also apply to a particular form of the mechanism itself, also known as the *true flintlock*, that was introduced in the early 17th century, and rapidly replaced earlier firearm-ignition technologies, such as the matchlock, the wheellock, and the earlier flintlock mechanisms.

Skill: Guns(Musket)
Basket weaving

Points: Already Learned

TL: 0

Basket weaving s the process of weaving or sewing pliable materials into three-dimensional artifacts, such as baskets, mats, mesh bags or even furniture. Craftspeople and artists specialized in making baskets may be known as basket makers and basket weavers. Basketry is made from a variety of fibrous or pliable materials—anything that will bend and form a shape. Examples include pine, straw, willow, oak, wisteria, forsythia, vines, stems, animal hair, hide, grasses, thread, and fine wooden splints. A society has many applications for basketry, from simple mats to hot air balloon gondolas. These usually aid with storage and furniture to allow resting more comfortably.

**Skills**

Survival- Allows a character to create baskets and furnishing for their camps. This allows for better storage and a more comfortable sleeping environment.
Constitutional Monarchy

Constitutional Monarchy

A **constitutional monarchy**, **parliamentary monarchy**, or **democratic monarchy** is a form of monarchy in which the monarch exercises their authority in accordance with a constitution and is not alone in making decisions. Constitutional monarchies differ from absolute monarchies (in which a monarch is the only decision-maker) in that they are bound to exercise powers and authorities within limits prescribed by an established legal framework.

Constitutional monarchies range from countries such as Liechtenstein, Monaco, Morocco, Jordan, Kuwait, Bahrain and Bhutan, where the constitution grants substantial discretionary powers to the sovereign, to countries such as Australia, the United Kingdom, Canada, the Netherlands, Spain, Belgium, Sweden, Malaysia, Thailand, Cambodia, and Japan, where the monarch retains significantly less, if any, personal discretion in the exercise of their authority.

Typical Control Rating: 3 to 6.

Typical Conformity Rating: 3 to 6.

Typical Openness Rating: 0 to 6.

Benefits: Increase Management Skill by one level without additional cost, +1 to rolls to avoid Dissolution or Revolution.

Drawbacks: Varies with the leader’s personal eccentricities. Treat this as a -10-point disadvantage that affects the realm, or just assume the leader has Megalomania, and other realms gain a +1 to rolls to use propaganda against the realm.
Balisong

A balisong, also known as a fan **knife**, **butterfly knife** or Batangas **knife**, is a folding pocketknife from the Philippines. Its distinct features are two handles counter-rotating around the tang such that, when closed, the blade is concealed within grooves in the handles.

KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)

 3
Dead Magic Zones

In some areas of Tatine, the Weave is absent altogether. The Weave has a tear or hole, and the area effectively has no magic at all. Like the rare wild magic zones, many regions of dead magic were created during the Time of Troubles and have since faded or retreated. Dead magic zones often persist in places where extreme concentrations of magical power were abruptly scattered or destroyed - in the vicinity of a shattered mythal, at the spot where an artifact was broken, or at the scene of a god's death.

Magic Dead zones can occur from over industrialization.

While in a Magic Dead Zone, a Mage is powerless, but can use whatever physical items he has on him.

This is an optional rule.
AMT Back Up, .380 ACP

(USA, 1976-1992)

This double-action pistol was so small that it could be completely concealed under an average man’s hand, yet was still available in a decent caliber. It became popular as a hidden second (or backup) gun with police officers and criminals. The double-action-only Back Up II (1992-) replaced it.

[1] No lanyard ring (p. 154).
Breaking Blow

**Skill:** **(IQ/Hard)**

**Defaults: None.**

**Prerequisites: Trained By A Master**

This is the ability to draw on your
inner strength to deliver a devastating
blow in melee combat. Roll once per attack. Power Blow costs 1 FP per attempt, successful or not.

If successful, double your ST for damage purposes for the next attack only. This attack takes all normal modifiers, and must occur immediately after the Power Blow roll. If you know Power Blow at better than skill 20, you can triple your ST by accepting an extra -10 to the skill roll

You can also use this skill in noncombat situations. For instance, you could use Power Blow to double or triple your ST momentarily in order to
move a heavy object. Such feats cost 1 FP and require a skill roll, as described above.

Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
Dueling Halberd

A halberd (also called halbard, halbert or Swiss voulge) is a two-handed pole weapon that came to prominent use during the 14th, 15th, and 16th centuries. The word halberd is most likely equivalent to the German word Hellebarde, deriving from Middle High German halm (handle) and barte (battleaxe) joint to helmbarte.

POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4)
Discriminatory Hearing

Points: 15

You have a superhuman ability to distinguish between sounds. You can always identify people by voice, and can recognize individual machines by their “sound signature.” You may memorize a sound by listening to it for at least one minute and making a successful IQ roll. On a failure, you must wait at least one full day before making a repeated attempt.

You get +4 (in addition to any Acute Hearing bonuses) on any task that utilizes hearing, and receive +4 to Shadowing skill when following a noisy target.

To simulate the passive sonar used by submarines, add a -30% Accessibility limitation, “Only underwater.
Gastraphetes

The original gastraphetes was a personal weapon comparable to a heavy crossbow. This was later scaled up to larger, heavier models that could only be drawn with mechanical devices. Two examples are described here: a large double gastraphetes that shoots two long bolts, and a lighter mountain gastraphetes that shoots one shorter bolt. The mountain gastraphetes has an unusual asymmetrical mount that lets it be set up on sloping ground.

Skill: Gunner (Catapult)

[4] Detachable tripod required; see Tripod Mount Table (LT p. 83).
Grand Cruiser

Grand Cruiser

Grand cruisers are vastly powerful and archaic warships, remnants of a more technologically advanced era of Imperial history. Only battleships carry heavier armor or wield more firepower. These vessels were once the core of battlefleet squadrons, tough warships designed for concerted broadside actions and punishing void-duels.

Now few in number, they are in many ways relics of a bygone age. Very few grand cruisers have been constructed in recent millennia, the entire concept having fallen out of favor in many battlefleets. Their revolutionary and highly sophisticated warp and real space engine designs are now poorly understood, leading to many well publicized disasters and warp calamities. Indeed, the fleets of the archenemy contain the reinvigorated hulks of many formerly proud Imperial grand cruisers lost in the warp due to the gradual dilution of the sacred knowledge needed to render these imposing ships safe.

Regarded by many suspicious senior staff officers in the Imperial Navy as dangerous, temperamental, and constructed using dubious and possibly heretical technologies, the surviving grand cruisers of the 41st millennium are largely relegated to the reserve fleets. These are motley collections of outdated and mothballed antique warships, held cold and silent in orbit around munitorium depot worlds, ready for one last call to arms.

Although incredibly costly, complex, unpredictable and massively demanding in terms of maintenance and manpower, grand cruisers have much to offer Rogue Traders. They are vastly powerful ships, with continent-shattering firepower and ironclad armor that enables them to sweep aside entire squadrons of lesser vessels. As such, these vast craft are surprisingly common among the wealthier rogue trader fleets, especially given the willingness of cunning battlefleet lord admirals to divest themselves of what they regard as expensive and hazardous anachronisms.
Golden Age

Every civilization can experience a **Golden Age**, a 24-turn(Two week) period in which every citizen in the empire is more productive,

## Ways to start a Golden Age

### Great Wonders

Each Great Wonder is associated with one or more civilization strengths. If a civilization builds a Great Wonder (or Wonders) that corresponds to its culture its Golden Age can be triggered, roll a 3D6 and on a 8 or lower, your Golden Age is triggered.

For example, if the Egyptians build The Pyramids (which is both a feat of construction and a place of worship), Egypt's Golden Age could begin. Or if the Babylonians build The Great Library and The Oracle Babylon's Golden Age could begin.

### Windfalls

If you receive 4 or more windfalls in a year, roll a 3D6, on an 8 or lower you receive a Golden Age.

## Effects of a Golden Age

When an Empire is in a Golden Age, the following effects apply to it:

* **Increased Loyalty:** +1 Loyalty PERMANENTLY.
* **Increased production:** Any hex that has a production bonus gains +1 to the city's rolls for the duration.
* **Increased Commerce:** All revenue producing structures double their income for the duration.
* **Increased Culture:** All Culture producing structures double their benefits for the duration.
* No anarchy when changing Economies or Governments for the duration.

## Scientific Golden Age

**A** **Golden Age of Science** is triggered by 8 Critical Success's(doesn't have to be in a row) when rolling **Funding R&D** or **Focused R&D**, this gives a +2 to R&D for 24 turns.

You cannot combine a Golden Age with a Scientific Golden Age.
Diamonds

#### Diamonds(Copper Age)

Diamond is a form of the element carbon with its atoms arranged in a crystal structure called diamond cubic. At room temperature and pressure, another solid form of carbon known as graphite is the chemically stable form of carbon, but diamond almost never converts to it.

Terrain: Mountain, Hill, Rocky desert

Effect: +$2,000 to revenue and +1 to Management when gathering Natural Resources, and +2 to Management when Manufacturing Luxury Resources.

Prerequisite: Mine on the same hex
Enthrallment

**Skill:** Will/Hard

**Defaults: None.**

**Prerequisites:** Charisma 1 and Public Speaking at 12+.

Bards in fantasy can often influence others through storytelling. The GM may choose to represent this ability using the four Enthrallment skills described below. Depending on the setting, these skills might be magical, psionic, or a cinematic form of hypnotism. Each has a time requirement, FP cost, and duration, and requires two skill rolls to use.

At the outset of the tale, roll vs. Public Speaking skill; if you can’t grab your audience’s attention early on, you won’t have much of a chance of controlling them by the end. On a success, proceed to the Enthrallment skill roll; critical success gives +1 on that roll. On a failure, you may still attempt the Enthrallment roll, but at a penalty equal to your margin of failure. Critical failure means your Enthrallment attempt fails automatically.

After the time required to enthrall has passed, roll a Quick Contest of
your Enthrallment skill vs. the Will of each audience member. If you win, you affect your audience – see the individual skill description for effects. If you lose or tie, there is no effect. However, if you critically fail, your audience instantly turns hostile!

You may never learn these skills at
a skill level higher than your Public Speaking skill.

Audience Size: An “audience” can
be one listener or a hundred – as many as can hear the tale. However, the
number of audience members that
you can enthrall at one sitting is limited to your Charisma level squared, to a maximum of 25 people at Charisma 5.

Modifiers: All four Enthrallment skills are at -3 for Low Empathy
(p. 142). If the player actually tells a good tale, the GM should reward him
with +1 to +3 to the Public Speaking and Enthrallment rolls!
Dao

Dao are single-edged Chinese swords, primarily used for slashing and chopping. The most common form is also known as the Chinese sabre, although those with wider blades are sometimes referred to as Chinese broadswords.

BROADSWORD (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
Developing Nation

Pre-FTL civilization without a regular origin(default Origin unless DM gives permission for other types for Pre-FTL Civilizations)

Requirements: Pre-FTL Civilization

*This civilization has yet to become spacefaring, however with a little encouragement or a great deal of time they may yet become an actor on the galactic stage.*
All American

The All-American is the unique variant of the semi-automatic Colt M4A1 with woodland camouflage, a magazine capacity of 24, and a higher magnification scope. It also bears the distinctive 82nd *"All-American"* Airborne division insignia above the magazine well.

It is highly accurate, reliable, and powerful with its fast rate of fire and low Action Point cost. The scope has the same crosshairs and 3.5x magnification as the sniper rifle and its Gobi Campaign scout rifle variant.

5.56x45mm ammunition taken
DTAT MR60CS 61, 60mm

(France, 1961-1970)

The Mortier à 60mm Cloche Special Modèle 1961 was a breechloading, trigger-fired gun/mortar installed in armored cars (p. 240) and boats. It was capable of both direct and indirect fire. It fired HE (in table), HEAT (Dmg 4dx4(10) cr ex with 6d cr ex linked), buckshot (Dmg 1d+1 pi, Range 40/900, RoF 1x132, Rcl 1), smoke (Dmg 5dx2(0.5) pi++, 15-yard-radius cloud lasting 2 minutes), and illumination (300-yard radius lasting 30 seconds).
FN MK 16 MOD 0, 5.56x45mm

(Belgium, 2006-)

The Special Operations Forces Combat Assault Rifle (SCAR) is a new family of rifles for the U.S. Special Operations Command (SOCOM). The basic weapon – the SCAR Light or SCAR-L – has a 13.8” barrel, an adjustable folding stock, an optional 0.5-lb. collimating sight (+1 skill), and accessory rails (p. 161). All variants can be fitted with a 1-lb. sound suppressor (-3 to Hearing, -1 Bulk).

The MK 16 MOD 0 Close Quarters Carbine (CQC) has a 10” barrel: Dmg 4d pi, Range 600/2,500, Wt. 7.7/1.

The MK 16 MOD 0 Sniper Variant (SV) has an 18” barrel, and a detachable 1-lb. 4¥ scope replaces the collimating sight: Dmg 5d pi, Acc 5+2, Range 800/3,500, Wt. 9.6/1, Bulk -5\*.

The MK 17 MOD 0 or SCAR-H is the basic rifle chambered in 7.62x51mm NATO: Dmg 6d pi, Range 800/3,500, Wt. 8.8/1.6, Shots 20+1, ST 10†, Bulk -5\*, Rcl 3.

The MK 17 MOD 0 CQC has a 10” barrel: Dmg 5d+1 pi, Range 700/3,000, Wt. 8.4/1.6, Shots 20+1, ST 10†, Rcl 3.

The MK 17 MOD 0 SV has a 19.7” barrel, and a detachable 1-lb. 4x scope replaces the collimating sight: Dmg 7d pi, Acc 5+2, Range 1,000/4,200, Wt. 10.2/1.6, Shots 20+1, ST 10†, Bulk -5\*, Rcl 3.

[8] Accessory rail (p. 161).
Ammunition Types

Ammunition for the firearms in High-Tech is spread across several tables, one per closely related class of weapons. Rounds appear in ascending order by (metric) caliber, with the following information:

Name: The round’s common name(s).

WPS: Weight per shot for a cased round with a solid projectile, unless noted otherwise. Modern small-arms ammo is typically packed in cartons of 50 pistol rounds, 20 rifle rounds, 25 shotgun shells, or 2-5 large-bore hunting rounds. Larger quantities come in metal cans; e.g., a 31-lb. can with 840 rounds of 5.56¥45mm. Weights for loaded magazines, belts, etc., appear in the weapon tables. Weights of empty magazines vary widely.

Some general guidelines:

• SMG and rifle magazines (steel): about 0.5 lb.

• Pistol magazines (steel): about 0.25 lb.

• Charger clips: about 0.01 lb.

• Non-disintegrating MG belts: 0.5-1 lb. per 100 rounds for typical rifle calibers.

• Disintegrating belt links: 1 lb. per 100 rounds for rifle calibers; 3-5 lbs. per 100 for heavy MGs.

Powder and shot are heavy in bulk. Gunpowder usually comes in 100-lb. kegs. A 70-lb. keg holds about 10,000 flints, while 10,000 percussion caps in a wooden box weigh 12.5 lbs.

CPS: Cost per shot for a cased round with a solid projectile, except as noted. See Projectile Options (pp. 166-167 of HT) for cost multipliers for other projectiles, and Ammunition Upgrades (p. 165 of HT) and Projectile Upgrades (pp. 174-175 of HT) for additional cost multipliers. CPS assumes good-quality ammo in small lots. Reduce total cost by 5% if buying 500 or more rounds at once, by 15% if buying 5,000 or more rounds. An Area Knowledge roll for the region where you’re shopping – Area Knowledge (Net), for purchases made over the Internet – will find somebody selling ammo at a 5% discount; critical success finds a 15% discount. Military surplus ammo can often be had at considerable savings.

Notes: Footnotes on deviations from the above assumptions.

**Handguns, Submachine Guns, and Personal Defense Weapons**
Brown Bess, .75 Flintlock

**"Brown Bess"** is a nickname of uncertain origin for the British Army's muzzle-loading smoothbore flintlock **Land Pattern Musket** and its derivatives. This musket was used in the era of the expansion of the British Empire and acquired symbolic importance at least as significant as its physical importance.

GUNS (MUSKET) (DX-4 or most other Guns at -2)
Franchi SPAS-12, 12G 2.75”

(Italy, 1979-1994)

Designed from the outset for police and military use, but confusingly called the “Sporting Purpose Automatic Shotgun, 12-gauge” the SPAS-12 could function as either a gas-operated semiautomatic or, at the touch of a button, a pump-action shotgun. This allowed it to use any 12-gauge shell that fit its chamber – even if the load wasn’t powerful enough to cycle the action (such as 12G 2.5” ammo and many of the less-than-lethal rounds under Exotic Shotgun Ammo, p. 103). A folding stock came standard, but it was also available with a fixed stock (Bulk -5). The SPAS-12 is still in service with several European and South American military and police forces.

[1] First Rcl figure is for shot, second is for slugs.
Charter Arms Undercover, .38 Special

(USA, 1964-1991)

With its 2” barrel and slim outline, the Undercover was an easily concealable holdout weapon of good quality. The Bulldog (1973-1996) was slightly larger and bulkier. It fired the .44 Special, a round with considerably more power and recoil: Dmg 2d pi+, Range 130/1,300, Wt. 1.7/0.2, Bulk -2, Rcl 3, Cost $300. Over half a million were made.

[2] No lanyard ring (p. 154).
Energy Reserves

Fictional power-wielders often draw on special “power supplies” to fuel their abilities. To represent this, buy Fatigue Points at the usual 3 points apiece but treat them as a new “Energy Reserve” (ER) advantage. This is always tied to a particular power source; e.g., 10 FP for psi powers is “ER 10 (Psi) [30].” An ER can only power abilities of the same source. It can pay the basic FP costs to use advantages, those added by Costs Fatigue, and expenditures for extra effort and stunts (see Chapter 4). It can also fuel related skills; e.g., ER (Magical) can energize spells. Powers can still draw on normal FP; if they can’t, add -5% to the power modifier. However, an ER isn’t the same as FP. Only associated powers can deplete it. Fatigue Attacks, missed sleep, and so on don’t sap it, and other powers, wild abilities, and ordinary extra effort can’t tap it. Furthermore, depleting an ER causes none of the effects of going below 1/3 FP – and having a full ER doesn’t protect against those effects. An ER recharges by one point every 10 minutes, independent of rest. You can recover FP at the same time if you rest. Factors that alter FP recovery generally have no effect on ER recharge rate.

Page: Powers 199
Components

Components

Ships are made up of various Components, all contained within the ship’s hull. These Components are what makes a ship a ship—without them, it would only be an empty framework.

There are two types of Components: Essential Components and Supplemental Components. Essential Components are what all ships need in order to operate. These include the bridge, plasma drives, warp drive, life support, and the like. Supplemental Components may be useful, but a ship can still operate without them. They include cargo bays, weapons, and passenger quarters.

Components use two finite resources on a ship, Space and Power. There is a limited amount of room within a ship’s hull, and the ship’s plasma drives only provide so much energy. A Component needs both in order to be used by the ship’s crew. If a Component does not have power, it is unpowered. Unpowered Components are lightless, powerless sections of a ship, where there is no gravity and no air. Those who wish to enter them must use void-suits. Needless to say, they do not provide any of their listed benefits or bonuses to the ship.

If a Component does not have space, it is exposed. Exposed Components are mounted outside the ship’s hull. They can still have power and be used—a passenger pod could be suspended on the outside of the ship and still have light, heat, and air. However, the module does not receive any benefits from the ship’s armor or structural

integrity. During combat, they will absorb the first hit to make it through the ship’s shields, and be destroyed. Any crew unfortunate enough to occupy the Component at the time will be killed.

However, some Components will have the external trait. These Components have been designed to be mounted outside a starship’s hull and are placed in protected alcoves or shielded by strange technologies. An external Component does not take up Space, and cannot be destroyed except by a Critical Hit.
Cruiser

Cruiser

A cruiser is a warship through and through. These are the ships of the line of Battlefleet Calixis, the heavy-hitters that fight major naval engagements. These ships are rare—building one takes centuries if not longer, and requires knowledge and technology from mankind’s golden age now only known to the most powerful tech-magos. However, each vessel—often fi e or more kilometers long—carries the firepower to burn planets. They are designed to win wars, and the Imperial Navy guards them zealously.

Cruisers carry large banks of weapons and are heavily armored. They have huge engines, but due to their size, their speed and maneuvering is not spectacular. This is good for a cruiser’s smaller opponents, since their only chance against these behemoths is to flee. Indeed, cruiser designers expect their craft will most often fight other cruisers, and will mount powerful weapons designed specifically to slay these ships.

For a Rogue Trader, a cruiser is a vessel filled with both promise and peril. All the problems that come with a light cruiser are multiplied ten-fold here. Often these vessels cannot be bought for any amount of money, and may only be procured through some truly worthy deed (or equally villainous scheme). Even if a Rogue Trader manages to get his hands on a cruiser, he will find a universe of enemies scheming to take it from him. A cruiser is an invaluable treasure, after all. However, a Rogue Trader with the resources, cunning, and ruthlessness to get a cruiser and keep it, it is an unrivalled power beholden to no-one but himself
Auto-Ordnance M1921, .45 ACP

(USA, 1921-1928)

General John Thompson – who coined the term “submachine gun” – began designing his famous weapon during WWI, but it wasn’t completed until 1921. The “Tommy gun” was adopted by the U.S. Coast Guard, prison guards, and the police departments of most major American cities. U.S.

Marines employed a few hundred guns in China, Nicaragua, and at home (to protect mail trains). In the hands of such high-profile criminals as Al Capone and John Dillinger, it became known as the weapon of mobsters and bank robbers – the “Chicago Piano” or “Chopper.” The IRA used the Thompson in their fight against the British. Small numbers were exported to police forces such as the Royal Canadian Mounted Police and the Shanghai Police. Only 15,000 were made, but it was widely copied in China from the late 1920s.

The original M1921 had excellent sights and was quite accurate. It could use both box and drum magazines. The box held 20 rounds ($30, 1.3 lbs.); the drum, either 50 rounds (in table) or 100 rounds (Malf. 16, -1 Bulk, $274, 8.5 lbs.). It was typically sold with four 20-rounders and a 50-round drum. An 18-round magazine ($30, 1.2 lbs.) was made for use with a birdshot round for riot control: Dmg 1d-3(0.5) pi-, Range 12/230, RoF 13x120, Shots 18+1(3), Rcl 1. Without the detachable 1.75-lb. shoulder stock, the Thompson could be concealed in a violin case or under a coat: Acc 3, ST 12†, Bulk -4, Rcl 3.

The M1928 (1928-1938), designed for the U.S. Navy, had a reduced cyclic rate: RoF 11. The FBI officially adopted it in 1935.

The simplified M1928A1 (1938-1942) was finally adopted in large numbers by the British and U.S. military: Acc 3, Wt. 12/1.3, RoF 11, Shots 20+1(3). Some were delivered to France, Sweden, and Yugoslavia before WWII. Almost 600,000 were made, most for the British.

The first Thompson to see widespread service with the U.S. military was the M1 (1942-1943), further simplified for wartime production and issued with a 30-round magazine: Acc 3, Wt. 12.2/1.6, RoF 11, Shots 30+1(3), Cost $750/$32. It lacked the foregrip and couldn’t use drums, and the butt stock was no longer removable. The similar M1A1 (1942-1944) superseded the M1. Over 824,000 M1 and M1A1s were made and widely exported.

Production resumed in 1975, but most new weapons are semi-auto only and fitted with lengthened barrels to comply with U.S. laws. The M1927A-1 (1975-) has Dmg 2d+2 pi+, Range 160/1,800, Wt. 12.6/1.6, RoF 3, Shots 30+1(3), Cost $1,150/$32, LC3.
Fire

Points: Already Learned

TL: 0

This technology allows a society to artificially generate heat and light. With proper planning and work it could also keep nocturnal animals at bay during the night. This piece of technology is a prerequisite to many skills like cooking, metallurgy, etc. Most societies start with this already learned as it is a very vital piece of technology in a society's development. It maybe possible that certain societies like ones with an aquatic based species may start without it or with a suitable alternative.

**Skills**

Cooking/TL0- Allows players to use a very primitive form of cooking in order to rid their food of bacteria like salmonella

Survival- Allows players to set up fires in order to warm themselves and light a certain area as well as to keep nocturnal animals at bay.

Intimidation- Allows players to scare away animals using fire.
Atheism

**Atheism**, in the broadest sense, is an absence of belief in the existence of deities. Less broadly, atheism is a rejection of the belief that any deities exist. In an even narrower sense, atheism is specifically the position that there *are* no deities. Atheism is contrasted with theism, which in its most general form is the belief that at least one deity exists.

Adopting Atheism as a State Religion gives +1 Loyalty freely, a +2 to R&D and a -4 relations to other religions.

Unlike other religions, Atheists may not purchase a Patron.
Grand Admiral Thrawn

**Mitth'raw'nuruodo**, better known by his core name **Thrawn** (pronounced /Thräwn/), and misinterpreted as **Mitthrawdo** by Vicelord Siv Kav, was a male Chiss who served in the naval forces of the Galactic Empire and became the only alien Grand Admiral. Regarded by many as the best military strategist in the navy, he rose to a position of power despite the Empire's strict speciesist policies.

WIP
Colt M1848 Dragoon, .44 Caplock

The **Colt Model 1848 Percussion Army Revolver** is a .44 caliber revolver designed by Samuel Colt for the U.S. Army's Regiment of Mounted Rifles. The revolver was also issued to the Army's "Dragoon" Regiments. This revolver was designed as a solution to numerous problems encountered with the Colt Walker.

GUNS (PISTOL) (DX-4 or most other Guns at -2)
Early surgery

Points: 20

TL: 0

While most medicine were not available during the prehistoric era there are still a number of surgeries to offset major injuries. This includes practices like trepanation, setting bones, blood vessel pressure, etc. This would be very beneficial to a society that would often fight large predators which often result in injuries. Many shamans may benefit from having a rare skill such as surgery in the prehistoric era.

Skill

Surgery: Characters can learn surgery and perform primitive techniques that can be found in the Low Tech GURPS supplement.

First aid: Characters can learn any techniques that can be found in Low Tech GURPS.
Games Workshop

Founded in 1975 at 15 Bolingbroke Road, London by John Peake, Ian Livingstone and Steve Jackson (not to be confused with U.S. game designer Steve Jackson), Games Workshop was originally a manufacturer of wooden boards for games including backgammon, mancala, nine men's morris, and Go. It later became an importer of the U.S. role-playing game *Dungeons & Dragons*, and then a publisher of wargames and role-playing games in its own right, expanding from a bedroom mail-order company in the process.

Realm Management abilities:

Era of founding: TL 7

Country of Origin: Britain(Can only be founded in Britain)

$50,000,000 to corporate revenue
Blunderbuss

Blunderbuss (.62 caliber). A short-barreled shotgun with a muzzle that widens from back to front; the muzzle is 1.25 caliber. This doesn’t much affect performance, but gives +1 to Intimidation against anyone it’s pointed at!

Thanks to the flared barrel, it’s exempt from the usual Guns-2 roll to reload on a moving vehicle (see Loading, pp. 94-95). It fires the equivalent of buckshot. Fiction and cartoons sometimes depict blunderbusses being loaded with scrap metal and small stones, but this works poorly; see Variant Ammunition (p. 95) for effects

Skill: Guns(Musket)
Arm ST

Points: 3, 5, or 8 per +1 ST

Some of your arms have extra ST relative to the ST of your body. This ST applies only to efforts to lift, throw, or attack with those arms or hands. It does not affect HP or overall Basic Lift! If a task requires multiple hands, and they don’t have the same ST, use the average ST.

Arm ST costs 3 points per +1 ST for one arm, 5 points per +1 ST for two arms, and 8 points per +1 ST for three arms. To raise the ST of four or more arms, buy up overall ST. If you bought your ST with the No Fine Manipulators or Size limitations, apply the same limitation(s) to Arm ST.
Extended Lifespan

Points: 2/level

An average life cycle is defined as maturity at age 18, with aging effects (see p. 444) starting at age 50 and accelerating at ages 70 and 90. Each level of Extended Lifespan doubles all these values. Note that if you need to take more than seven levels of this trait (giving maturity at age 2,304 and the onset of aging at age 6,400), it is more efficient to take Unaging (p. 95).