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-JUMP POINT ZULU-

By Mario Cordova

“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group
at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.”

JPZ is a military themed cyberpunk setting focusing on teams of corporate and govt. sponsored
Crisis Response/Management Contractors trained to deal volatile situations across vast interstellar
distances. The following franchises have greatly influenced this setting.

Infini
Ghost in the Shell
Dead Space
Mass Effect
Expendables
Call of Duty Advanced Warfare/Black Ops
Tom Clancy’s The Division
And numerous other SCIFI properties

I hope you guys enjoy the setting as much as I enjoyed creating it.

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SETTING

By the end of the 21st century faster than light travel was developed allowing for mankind’s first
extrasolar colonies. Now it is the 23rd 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 WC can spend a Benny to gain the use of an extra d6 for any one
skill/attribute roll.
 Critical Failures
 Gritty Damage
 Heroes never die
 I know a guy: In a game of deniable assets it’s 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.

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DATA CORUPTION, FTL & QUANTUM TRANSIT, TIME DILATION, & JUMP FATIGUE
 Data Corruption: whenever a transit jump is made roll a d100 on a roll of 70-100 the jumper
suffers 2d6 damage. A person with a Jump stabilizer implant reduces their chance of data
corruption to 90-100
 FTL & Quantum Transit: FTL travel is fairly reliable but expensive as such most ships are not
equipped with a Dark Matter drive.
o FTL speeds are accomplished by exposing Dark Matter to a controlled high-powered
electrical current which creates a Hyperspace field allowing for FTL speeds, a ship at FTL
speeds can travel a single light year in roughly 12 hrs. a standard drive can remain in FTL
24 hrs under ideal conditions but must cool down for a quarter of that.. Larger and or
more advanced drives can stay in FTL for longer periods of times.
o Quantum Transit works via Hyper casting, with allows for real-time data transmission
across human space. Data transmitted via this fashion is instantaneously received at the
receiving end. Via quantum data compression matter (Organic living/dead, & inorganic)
can be compressed into quantum data and Hyper casted to a new location. Inorganic
matter suffers no ill effects from the transit, there have been instances when living
organic matter has suffered physical and or psychologic damage or death from data
corruption from the decompression process. Quantum transit is typically reserved for
the transfer of supplies to extra-solar colonies but is used in the Rapid-Response Crisis
Management Industry.
 Jump 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
 Time Dilation: The galaxy is filled with Gravitic turbulence that distorts the flow of time in
different areas of space. An hour on earth is not the same as an hour on the outer colony of
Camelot. There are 4 regions of colonized human space: Core, Inner, Outer, and Frontier space,
the farther you jump to the greater the time dilation.
o When making a Jump roll based on the following chart to determine the amount of
time dilation. This is based in Hours
JUMP ORIGIN CORE INNER OUTER FRONTIER
CORE 1D6 2D6 3D6 4D6
INNER 2D6 1D6 2D6 3D6
OUTER 3D6 2D6 1D6 2D6
FRONTIER 4D6 3D6 2D6 1D6

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NEW MECHANICS AND DERIVED ATTRIBUTES


 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 NPC’s react to a character. It starts at a value of zero and
can be modified via edges.
 Strain: SFC p 29
 Starting Funds: 2500$
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: x6 Starting
 Legendary: x8 Starting

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CHARACTER 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 they’re re-write or advanced skill training if they are a
tanker.

Base-Line Humans: As per the SWDX

Re-Writes: Re-Writes are humans that have undergone extensive genetic 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.

Tankers: Tankers, also known as bioroids, are humans that were artificially created in a bio-
printing/Clone facility. During the grow phase bioroids are pre-programed with a certain set of skills.
Tankers have full rights afforded to humans and Re-Writes at least on paper.
 Purpose Built: A tanker 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 or a social skill
o Support
 Any Technical Skill, Notice
o Academic
 Any Knowledge, any social
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, thermal scanners, keypads and the best way to
counteract them.
 Knowledge: Robotics: Understand the workings of various robotics ranging from drones to
sophisticated androids

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EDGES AND HINDRANCES

Removed Edges
All core Arcane Backgrounds from the SWDX, Finesse
and arcane edges have been removed Requirements: Veteran, Agility d8, shooting d10
or fighting d10
SFC Edges and Hindrances Your skill in combat is tough to match. If you hit
 Some edges and hindrances from the with a raise you may sacrifice the bonus
science fiction companion are available damage to gain a +2 to the AP value of the
for selection. Make sure to clear with weapon.
the GM before choosing.
Concentrated Fire
New Hindrances Requirements: Heroic, Agility d10, shooting d10
Infamous (minor or major) When making attacks with a ranged weapon
You are known for some majorly bad deeds, with a ROF higher than 1, you gain a +1 to
whether it is true or not. You start with -2 damage with each shot after the first impact
reputation if minor or -4 if major. (More than one shot has to hit)

Jump Sickness (Major) Hard Hitting


You have issues going through TRANSIT. You Requirements: Heroic, Trademarked weapon
suffer a -2 to your vigor roll to resist jump You make every shot count. You gain a +1 to AP
fatigue; in addition fatigue incurred from a when using your trademarked weapon.
jump lasts twice as long.
General
New Edges Cover Identity
Requirements: WC
Background You have established a working cover identity,
Famous any data searches focused on your character
Requirements: Novice, WC will be instead routed to this identity first. Any
You are famous for some act whether you did it one conducting a data search on you suffers a -
or not. You start with a +2 to your reputation. 4; if they fail they are routed to your cover ID.
This edge may be taken numerous times, each
Hidden Cache time providing a -1 successive penalty on all
Requirements: Novice, WC searches to find out your true identity.
You have made certain preparations for when
those SHTF moments arrive. You may access Comprehension
once per campaign, a hidden cache of supplies Requirements: Novice, Smarts d8
and funds worth x5 the starting funds. New You deductive reasoning is superb. You gain a
caches can be set up in game or by investing +2 to all common Knowledge rolls
money gained from missions into your current
cache. Jump Conditioning
Requirements: Novice, Vigor d8, Smarts d6
Combat You have undergone extensive mental and
Bring the Rain physical conditioning to prepare you for the
Requirements: Heroic, Shooting d12 trauma associated with TRANSIT jumps.
You flood the battle field with lead. You gain a You gain a +2 vigor tests to resist the effects of
+2 to your shooting rolls when using rapid TRANSIT fatigue, in addition your chance of
attack maneuver.

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data corruption is decreased to 5% percent You're well versed in the field of robotics. You
instead of the normal 20% gain a +2 to repair and damage VS robotic
constructs.
Man with no Name
Requirements: WC, Seasoned, No reputation Weird
You went off the grid a long time ago. As long as Fortunate One (weird)
you maintain a zero reputation score any data Requirements: Novice, luck, great luck, Wild
searches suffer a -4 to locate any information Card
regarding your existence. Karma smiles upon you. You start play with an
additional Benny.
Silent Running
Requirements: veteran, agility d8+, Stealth d10 True Believer (Weird)
You may move your full speed when trying to Requirements: Belong to a belief system, Spirit
be stealthy. D8
Your belief keeps you going in the face of
Professional adversity. You gain a +2 to spirit rolls to resist
Gunslinger (Professional) fear.
Requirements: Novice, Quick draw Shooting
D10 Social
When using any pistol weapons you receive a You’re breathing my Air boy. (Social)
+2 to your shooting roll when performing a Requirements: Seasoned, Intimidate d8, WC,
rapid attack action. *Must maintain a positive or negative
reputation Score. Whether good or bad you
Hacker (Professional) have an air of menace around you. You gain a
Requirements: Novice, KN: Computers D8, bonus to intimidate rolls equal to your
Security d8 reputation score.
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

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THE 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 ½ , 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 via 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 can’t
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 ½ the price of the weapon to attempt a repair.

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REVOLVERS
TYPE COST RNG DMG MAG AMMO NOTES
Revolver Sm 100 12/24/48 2d6 8 S Ap 1, Revolver, 2lbs, Reload 2 actions 1 if using moon clips
Revolver 200 12/24/48 2d6+1 6 S Ap 2, revolver, 3lbs. Reload 2 actions 1 if using moon clips
Med
Ap 2, revolver, 4lbs, kickback: -2 to shooting rolls when firing
Revolver HP 300 12/24/48 2d8 5 S
1 handed, Reload 2 actions 1 if using moon clips
PISTOLS
TYPE COST RNG DMG MAG AMMO NOTES
Pistol Sm 125 12/24/48 2d6 18 S AP 1, SA, DTP, 1lbs, reload 1 action
Pistol Med 250 12/24/48 2d6+1 10 S AP 2, SA, DTP, 2lbs, reload 1 action
AP 2,SA, DTP, kickback: -2 to shooting rolls when firing 1
Pistol HP 400 12/24/48 2d8 8 S
handed, reload 1 action
Machine 400 12/24/48 2d6 18 S AP 1, Full-Auto, Rof 3, 3RB, SA, DTP, reload 1 action
Pistol
SHOTGUNS
TYPE COST RNG DMG MAG AMMO NOTES
3d6- Shotgun rules,SA, kickback: -2 to shooting rolls when firing 1
Hand Cannon 400 5/10/20 5 M
1 handed, reload 1 actions
Pump-action 200 24/48/96 3d6- 8 M Shotgun rules, reload 2 action
1
HC Pump- 350 24/48/96 3d6- 16 M Shotgun rules, reload 3 action
Action 1
Defense 350 24/48/96 3d6- 6 M Shotgun rules, SA, DTP, reload 1 action
Shotgun 1
Combat 700 24/48/96 3d6- 16 M AP 2, Shotgun rules, SA, DTP, reload 1 action
Shotgun 1
Auto- 1200 24/48/96 3d6- 30 M AP 2, Shotgun Rules, Full-Auto, Rof 3, 3RB, SA, DTP, reload 1
Shotgun 1 action
PDWS
TYPE COST RNG DMG MAG AMMO NOTES
PDW Sm 175 12/24/48 2d6 60 S AP 1, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
PDW Med 300 12/24/48 2d6+1 45 S AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
PDW HP 450 15/30/60 2d8 30 M AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
RIFLES
TYPE COST RNG DMG MAG AMMO NOTES
Carbine 400 24/48/96 2d8 30 M AP 2, SA, DPT, reload 1 action
Battle Rifle, 600 24/48/96 2d8 45 M AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
Light
Battle Rifle 750 24/48/96 2d8+1 30 M AP 3, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
Sniper LAMP 1100 30/60/120 2d8+1 15 L AP 4, SA, DTP , reload 1 action, comes with x2 scope
Sniper HP 5k 50/100/200 2d10 6 L AP 5, HW, SA, DTP , reload 1 action, comes with x2 scope

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LAUNCHERS
TYPE COST RNG DMG MAG AMMO NOTES
Launcher 2.5k 15/30/60 - 6 MRPG Sbt, SA, kickback: -2 to shooting rolls when firing 1 handed,
Pistol reload 2 action
Auto- 5k 20/40/80 - 18 MRPG SBT, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
Launcher
Launcher HP 10k 30/60/120 - 6 MRPG Mbt, SA, DTP, reload 3 action HW
UNIQUE
TYPE COST RNG DMG MAG AMMO NOTES
Crossbow 350 10/20/40 2d6+1 12 Bolts Ap 2, SA, DPT, Quiet -2 to notice the weapon being fired.
reload 1 action
Chain Gun 5k 24/48/96 2d8 125 M AP 4, Full-Auto Only, Rof 5, reload 4 action
Plasma Rifle 6k 24/48/96 2d6+4 80 PT AP 4, Full-Auto Only, Rof 3, reload 3 action
LMG 2k 24/48/96 2d8+1 80 M AP 3, Full-Auto, Rof 4, 3rb, reload 2 action
HMG 10 24/48/96 2d10 100 L AP 4,HW Full-Auto Only, Rof 3, reload 3 action
Pulse Emitter 6k 10/20/40 3d8-1 18 E-pack M Shotgun rules, Knock-Back, Lethal & Non-Lethal modes, SA,
reload 1 action
Target must make a vigor test or become incapacitated. On
Stunner 100 5/10/20 n/a 8 E-pack S a raise the target suffers a -2 to the roll, reload 1 action,
ignores armor
Throwing AP 1, A ballistic spring launches a small knife blade at a
Ballistic Knife 150 6/12/24 2d4+1 1
knife target at hi-speed. Ammo is similar to throwing knifes.

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Firearm 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 COST WEIGHT CLASS NOTES


Accurate 500 n/a Universal +1 to aim actions
Increased Damage 500 n/a Universal +1 to damage
Automatic
Stabilized 500 n/a The weapon only suffers a -1 when using Full-Auto
Only
Hard Hitting 500 n/a Ballistic +1 to AP
Light Weight 750 n/a Universal Reduce weapon weight by 25%
Energy
Focused 750 n/a +1 to damage & +1 to AP
Weapon
Increased Range 500 n/a Universal Base range is increased by 25%
allows the user to make melee attacks with a firearm with
Bayonet 250 +2lbs Universal 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
Biometric lock 1000 1lbs Universal
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 ¼
Suppressor 250 1lbs Ballistic
cannot be applied to revolvers, the chain gun, HMG, or
energy weapons
Extended Increase base ammo by ½, cannot be applied to the
150 2lbs Ballistic
Magazine revolver
This mod renders the firearm near invisible to metal
Non-Metallic 1200 n/a Universal detectors. Metal detectors suffer a -4 to notice rolls to
detect this firearm.
+1 to shooting rolls against targets in the first range
Reflex Sight 500 1 lbs. Universal
increment
LR Scope 500 2lbs Rifles only Negates Aim penalties up to long range
XR Scope 1200 3lbs Rifles Only Negates up to -4 penalties from cover
Light 75 2lbs Universal Attaches a basic flash light to the weapon
Power
Energy
Management 500 2lbs Acts as an extended magazine for energy weapons
Weapon
System
A secondary scaled down weapon system can be added to
Underslung Medium &
x 1.5 - a medium or large firearm. Ask you GM what weapons are
Weapon System Large only
available.

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Advance 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

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Ammo Types (Launcher)

M-RPG (Gyrojet rounds)


Standard Launcher Ammo 1500 for box of 10

From the SFC p21


 Armor piercing
 Boomer
 Heat seeker
 Rocket

Air-Burst
Cost: standard
Effects: 2d6 damage SBT, -2 to agility tests to escape the blast zone.

Incendiary
Cost: x3 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

The following are available from the grenade types


 Choker- Standard cost
 Hunter-Killer x4 cost
 Narcozyne x6
 Nano-Swarm x10
 Sub-Space Distortion x12

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Melee Weapons
Melee weapons are composed of 3 categories, and can support 1 melee descriptor
 Blades
 Bludgeons
 Thrown

BLADES
TYPE COST RNG DMG STR NOTES
Blade Sm 50 5/10/20 Str+d4+1 - Ap 1, can be thrown
Blade Med 100 5/10/20 Str+d6 D6 Ap 1, can be thrown
Blade Lrg 250 - Str+d8 D8 Ap 1
Throwing Blade 50 5/10/15 Str+d4 Cost is for pack of 3, can be used in melee combat but
Sm suffers a -1 to fighting rolls
BLUDGEONS
TYPE COST RNG DMG STR NOTES
Bludgeon Sm 50 5/10/20 Str+d4+1 - Can be thrown
Bludgeon Med 100 5/10/20 Str+d6 D6 +1 damage vs inanimate objects
Bludgeon Lrg 250 - Str+d8 D8 +1 damage vs inanimate objects, -1 to parry

Melee Descriptors

Cheap: Weapon cost is cut by ½ , 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/fighting attempt.

Superior Quality: Increases cost by 100%. The weapon has been reinforced to take damage. The weapon
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

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TYPE COST CLASS NOTES


The bludgeon has had its weight increased, this provides a +2
Weighted Head 500 Bludgeon 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
Fitted Grip 250 Universal
disarm attempts.
Increased
500 Universal +1 to damage
Damage
Using better materials the weapon is 25% lighter than its
Light Weight 300 M/L only normal weight and decreases its strength requirement by 1
step.
Balanced 500 Universal 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 250 Bludgeon
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
Collapsible 200 Universal and storage. Anyone searching for a collapsed weapon suffers
a -2 to their notice roles.
This mod renders the weapon nearly invisible to metal
Non-Metallic 1000 Universal detectors. Metal detectors suffer a -4 to notice rolls to detect
this firearm.
Universal
Extended Grip 250 +1 to reach
M/L

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Grenades

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

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Grenades
TYPE COST RNG DMG RND NOTES
LBT, The AG grenade creates a anti-gravity field with in
a small area causing objects and people to be
Anti-Gravity 10000 5/10/20 - 2 suspended in the air for a few moments. All Targets in
the LBT must make an Agility roll. On a failure they are
affected by the Entangle power pg 130 in the SWDX
Impact release, A Choke grenade releases a strong gas
iritant in a MBT, Targets must make a vigor roll at -2 or
Choker 250 5/10/20 - - 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
Narcozyne 300 5/10/20 - -
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
TAG 500 5/10/20 - 2
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
Hunter/Killer 5k 5/10/20 2d8 2
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
Nano-Swarm 3000 5/10/20 2d8 2 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
SBT, An SSD grenade creates an unstable Sub-Space
Sub-Space Singularity that has the potential to disintegrate all
8000 5/10/20 3d8 2
Distortion matter within the SBT. Targets must make a agility roll
at a -2 penalty or be affected by the sigularity

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ARMOR & 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.

Modular Kinetic Operations Hard Suit


Cost: - Availability: LE/M Armor Value: - Weight: - Modification Slots: 5 Covers: ATLH
Notes: Composed of a light weight dura-weave cloth coveralls and Semi-Powered (Negates weight when
worn) ballistic plating, the MKOHS armor system provides a decent level of protection to the wearer.
Common among jump teams, LE, and the military. The MKOHS comes in several levels of protection, and
comes standard with a 20km encrypted radio, EMP resistance +2 to agility tests to resist the effects of
EM hazards, and a Rapid Deployment Helmet system with full bio-monitor suite, and Friend/Foe
Identifier.

The MKOHS is available in several types light, medium, and heavy


 Light
o Cost: 2500 cr AV: +4 Weight: 12lbs
 Medium
o Cost: 5000 cr AV: +6 Weight: 16lbs
 Heavy
o Cost: 10000 cr AV: + 8 Weight: 20lbs

Armor Mods

Re-Enforced
Cost: 1500 Weight: +3lbs
Notes: The AV value is increased by +1, weight is increased by 25%

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Electro-Kinetic Fortification
Cost: 3500 Weight: +2lbs
Notes: Your armor has been treated to absorb damage from Directed Energy Weapons more effectively.
Your armor negates 2 points of AP from Directed Energy Weapons.

Environmental Protection
Cost: 400 Weight: +2lbs
Notes: +2 to resist the effects of the environment. 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 radiation, poisonous atmosphere, Nanite exposure

Maneuvering Jets
Cost: 3k Weight: 10lbs
Notes: Small multi-directional jet turbines provide a +2 to agility tests in Zero Gravity/Micro Gravity and
when performing a jump action. In case of a fall the jets can be used to cushioning the fall and can
negate up to 30ft/10yrds worth of falling damage.

Light Weight
Cost: 5k Weight: -
Notes: Decreases weight by ½

Exo-Frame
Cost: 2500
Notes: +2 to movement when performing the sprint action and a +1 die step to strength, for x4 the
movement bonus increases to +4, and +2 die type to Strength.

Adaptive Stealth System


Cost: 3500
Notes: A combination of noise and visual/electronic dampening software. The stealth system imposes a -
2 to notice rolls to detect you when active. When taking a full action to remain hidden with no attempt
at movement the penalty increases to -4.

Extra-Dimensional Containment Rig


An EDC rig is designed to store items in a sub-space pocket this negates the items weight, but also
denies access to the item. To take an item out of storage requires an Actions. RIGS are available in
several types each rated for a certain weight capacity. They are worn like back packs
 Personal EDC is rated for 100lbs and costs 250$
 Industrial EDC is rated for 500lbs and costs 1000$
 Extended Operations EDC is rated for 1500lbs 3000$

URVs (Unmanned Remote Vehicle): 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.

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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: variable Weight: variable
Notes: A modular drone platform that can be outfitted for land, aquatic, and air operations. They can be
outfitted with variety of operation suites, ranging from surveillance to Heavy Combat.

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, also can remotely sync up with an active watch top for the purposes of displaying
data, and navigation.
 Thermal
 Low light
 Record
 EM Emission

Watch-Top
Cost: 600
Notes: 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

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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 without 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%

Med-Stick
Cost: 150 pack of 3 Weight: -
Notes: A med-stick is a cocktail of medical grade nanites, anti-bacterial compounds, 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 conscious 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: An 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 and +2 to notice rolls
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.

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Cyberware & 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 minimum 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 person’s 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.

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