1.1 Trade Goods & Gear

Mundane Gear

Weapons

C Item
10 Small Melee Metal knuckles, serrated dagger. light damage
20 Medium Melee Sword, axe, spear, staff. medium damage
30 Large Melee Glaive, maul, zweihander. heavy damage, bulky
30 Blaster Gun, lasergun, plasma pistol. light damage, short/mid-range
50 Rifle medium damage, bulky, mid/long-range
50 Shotgun medium damage, blast, bulky, close/short range
80 Light automatic Uzi light damage, blast, mid-range
100 Sniper Rifle heavy damage, bypass HP while hidden, bulky, long-range
150 Heavy Weapon Flamethrower heavy damage, blast, bulky
200 Stationary Weapon Security turret. heavy damage, blast, stationary
10 Tranquilizer Gun Body save or incapacitated 1d4 rounds, short range
10 Stun Gun Body save or stunned 1d4 rounds, close range
+10 Elemental damage tag (shock, fire, cold, radiation, etc.)
2x cost Physical tag (concealed, smart, overcranked, etc.)

Armor

C Item
20 Vacc Suit 1 armor, bulky, allows breathing in hostile environs
50 Light Armor 1 armor
100 Combat Suit 2 armor, bulky
50 Shield Generator +1 armor
50 Helmet +1 armor
80 Rebreather Helmet +1 armor, allows breathing in hostile environs
2x cost Elemental damage resistance (shock, fire, cold, radiation, etc.)

Tools

C Item
3 Pocket Rations three days worth of food for one person
5 Backpack / Duffle Bag +4 inventory slots
5 Glow Torch provides ~10 meters of light
20 Directional Flashlight provides ~30 meters of light in a narrow cone
10 Data-Comm permits planet-wide communication and data network access
25 Gasmask protection against breathable hazards, 8 uses
12 Medkit stabilize a dying character
15 Flare Gun light thermal damage, 3 uses
1 Duct Tape
2 Shovel
4 Fiber Rope 20 meters
5 Bolt Cutters
8 Binoculars
10 Infrared Visor
13 Lock-slicer 4 uses
15 Magnetized Boots
20 Follow Drone
25 Grappling Gun
40 Fake ID

With thanks to Monolith by Adam Hensley.

Trade Goods

Values are average. Quality varies across instances of an item: a single precious stone may make up half the rolled value. Distance from origin increases value - double prices for each system jump to the nearest source.

Value Trade Good Complications
75C per vase Alien ceramics Proscribed, delicate.
40C per dose Drugs Proscribed, spoils, pungent.
15C per bottle Alcohol Proscribed, delicate.
250C per chip Trip chips Proscribed, ruined by EMP.
50C per document Scripture Proscribed, delicate.
50C per vial Water from Earth Proscribed, delicate.
75C per bucket Soil from Earth Proscribed.
500C per brain Robot brains Proscribed, ruined by EMP.
100C per animal Live animals Proscribed, bulky, pungent.
As weapon Small arms Proscribed.
As armor Body armor Proscribed.
80C per garment High-end clothing Delicate, bulky.
15C per garment Work clothing Bulky.
50C per bandolier Standard ammunition
200C per bandolier Specialty ammunition
200C per tank Starship fuel Bulky.
100C per ingot Uranium ingots
50C per moonrock Moonrocks
25C per ingot Iron ingots
45C per tank Helium-3
200C per crate Lithium hydroxide
30C per crate Silica Delicate.
50C per spool Nanocarbon thread
50C per databank Encyclopedic databank Delicate, ruined by EMP.
100C per tool Engineering tools
50C per item Gemstones
100C per item Jewelry
50C per pouch Incense Delicate, pungent.
100C per bottle Perfumes Delicate, pungent.
150C per vial Ambergris Extremely pungent.
50C per bale Textiles Delicate.
50C per sack Goose down Absorbs smells.
50C per bale Sheep wool Bulky, pungent.
70C per hide Exomammal pelts Bulky.
100C per block Salt Ruined by moisture.
100C per sapling Saplings Delicate, needs sun & water.
140C per crate Crop seeds Delicate.
80C per crate Ornamental seeds Delicate.
150C per jar Honey Delicate, sticky.
35C per wheel Cheese Pungent.
80C per pouch Powdered spices Delicate, pungent.
40C per ration Raw Meat (butchered) Spoils.
15C per ration Raw Meat (vat-grown)
15C per ration Raw Fruit/Vegetables Spoils, may bruise.
5C per ration Nutrient paste
100C per tank Potable water

With thanks to Wolves Upon the Coast by Luke Gearing.