The following is a list of equipment for adventuring in my 2081 scenario.

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 Survival Equipment Space Gear  |  Electronics  |  Weapons  |  Armor  |  Miscelaneous

Survival Equipment

 Cold Weather Clothing:  Consists of several layers of clothing, with a moisture wicking layer closest to the skin, several insulating layers and a breathable, moisture resistant outer layer.  By adding or removing various layers, a comfortable medium can be achieved.  The temperature range for this clothing is 45 degrees above zero to 30 degrees below zero, or more.  A battery or chemicaly powered heating unit is available to extend the comfort zone down to 40 degrees below zero for 2-3 hours.  Weight:  7 - 15.  Cost:  80 - 350 or more.

 Thermal Underwear:  Several types are available, ranging from the long handled “Union Suit” to the latest in heat retaining synthetic body suits.  Serves well as an excellent  foundation for cold weather clothing, and can also be used in more temperate weather.  Weight:  2  Cost:  15 - 80.

 Goggles:  There aren’t very many things to say about goggles, except that they provide protection against wind-borne grit, particles and the wind its self.  Weight:  negligible.  Cost:  15

 Pocket Knife/Tool:  These can be anything from a cheap tourist trinket to the latest multi-function, stacked composite, dual push button, fur lined, diamond studded, chrome everything, super deee-luxe models.  Weight:  Negligible.  Cost:  2- 100

 Survival Knife/Combat Knife:  This is the kind of knife that you might use to actually fight someone with, usually in the neighborhood of 6-8 inches for the blade.  The survival knife has a hollow handle that allows you to store matches and a few pieces of "survival" gear.  Weight:  1 lb.  Cost:  5 - 500

 Water Purification Gear:  The simplest kind is a micro filter in a tube, although there are some that will automatically pump it through the filter for you.  Provides unpolluted water for drinking.  Weight:  Varies.  Cost:  10 - 150

 Tents:  All kinds available, from a pup tent to a wall tent the size of a house.  Weight:  Varies.  Cost:  Varies.

 Hatchet:  A camping tool, perfect for burying in a piece of wood, or in a skull.  Weight:  1/2 lb.  Cost:  5.

 Canteen:  A standard canteen holds about a quart, although larger sizes are available.  Weight:  1/3 lb.  Cost:  4.

 Ration Packs:  These are pretty much the same thing as the late 20th century MRE.  They provide all the calories that an active person needs, and they taste OK, too.  Just watch out for the cheese paste and the pork patty.  Weight:  1/2 lb per pack.  Cost:  3 per pack

 Emergency Ration Bars:  A highly nutritious piece of particle board.  Each bar is considered to be equal to one large meal for calories.  Also considered by some to be a deadly weapon when thrown.  Weight:  negligible.  Cost:  2 per bar.

 Rope:  Anything from simple hemp or sisal fiber to the latest woven synthetic molecule chains.  Weight:  1 1/2 per 50 feet.  Cost:  0.30 per foot.

 Liquid Rope:  This is a recent development that is comprised of a strong, rapidly hardening liquid polymer in an aerosol can.  The liquid hardens upon contact with the outside air, forming a thread that has a tensile strength equal to ¼ inch steel cable.  The can has handles moulded into the sides, and can be attached to a climbing harness.  Weight:  2 lbs.  Cost:  40

 Electric Ascender/Descender:  This item is primarily for use with thin ropes and cables.  Usage is simple.  Just clip the cable into the ascender, connect securely to the harness, or hold on tight, and turn it to “up.”  If a rope or cable is already attached to the surface, this allows a complete novice to ascend in relative safety.  It works especially well with the liquid rope, above.  Weight:  3 lbs.  Cost:  70

 Fire Starters:  We have all kinds available, ranging from water- and wind-proof matches to the latest in high-tech pyromania.   Weight:  negligible.  Cost:  Up to 10.
 Climbing Set:  Contains “D” rings, jumars, crampons, hammer, pitons, harness and even a grappling hook.

 Compass:  Pretty much unchanged over the years.  It only works where there is a magnetic field.  Weight:  negligible. Cost: 5

 Inertial Compass:  This unit is roughly the same weight as a compass, but works on a different principal.  Once you calibrate a starting point, the digital readout will display an arrow that points to that spot, and how far you are from that spot.  It is also possible to program in several different waypoints or course changes, in which case, the unit will point to the one you choose.  This unit doesn't work well in zero-g or three dimensions.  Weight: 1/2 lb. Cost: 30

 Flares:  All kinds are available, both airborne and ground.  Weight: 1/3 lb. Cost: 5.
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Space Gear

 Note:  All weights given are measured in Earth normal gravity.  Obviously, they won’t weigh anything in zero-g, although they will still retain their same mass.  Also, remember that most of the weight is from things that can’t be lightened, such as air and water.  These suits are derived from projected NASA equipment, and I have tried to lighten them as much as possible.
 Pressure Suit:  The most basic form of pressure suit is a tough, air-tight, form fitting garment with an attached helmet, used primarily for emergencies on board ship.  This basic suit has reinforcement at the joints and over high wear areas.  It is not recommended for more than 1 hour of use  in a hard vaccuum or for an EVA, except in an emergency.  It requires less than 1 minute to get into, is PD 0, DR 3, gives a penalty of -1 to all agility skills and weighs 20 pounds with helmet, air cylinders and seals.  The suit requires about 2 hours of aclimation after a space walk to avoid the bends, since the internal pressure is only 5 pounds per square inch.

 EVA Soft Suit:  This suit is the next level of protection.  It contains a small backpack mounted thruster system with 1 minute of thrust, a short range radio, a mini-camera and several zero-g tools.  It provides PD 1, DR 5, 2-4 hours of life support with a tether option, weighs 45 pounds and gives a - 2  to DX skills.  It requires 30 minutes of prep time, with 15-20 minutes of that being taken up by just getting into the suit.  The suit requires about 2 hours of aclimation after a space walk to avoid the bends, since the internal pressure is only 5 pounds per square inch.

 EVA Hard Suit:  The hard suit carries the same equipment as the soft suit, but has an internal pressure of 14 pounds per square inch, requires no prep or aclimation time, and only takes 2 minutes to get into.  It also provides PD 4, DR 8 and the same amount of life support.  It does, however, have it’s bad points.  It weighs 90 pounds, still gives a -2 to all DX Skills, and is a great deal more expensive.  It is obviously not as flexible as the soft suit, making it more difficult to fit into tight spaces.

 Zero-G Combat Armor:  This is a purely military suit that is used for space combat.  It has all of the same pieces of equipment as the EVA suits, but provides 5 minutes of thrust, has a scrambled tactical radio, a mini-camera connected to a telemetry unit, a heads up display, range finder, IR/image intensifier, targeting display, muscular assist with zero-g compensation, field medical unit (mk 7), and a socket for integration of weaponry.  This unit provides PD 6, DR 30, weighs 140 pounds, 12 hours of life support and has enough muscular assist to compensate for the mass of the suit.  It also gives a -2 penalty to all gross DX Skills, and a -5 to all fine DX Skills.  It costs 200,000 on the black market.  Note:  Anyone caught with one of these is liable for a 500,000 fine, a two year prison sentence, or both.

 Special Forces Space Suit:  This space suit is designed with stealth in mind.  Each suit is fitted to the individual operative, and that operative's specialty.  It has all of the same equipment as the EVA suits, but provides 20 minutes of low thrust, or 1 minute of high thrust.  Like the combat armor, it has a scrambled tactical radio with a tight beam transmitter, HUD, range finder, IR/image intensifier, and 24 hours of life support.  In addition, it has a light and radar absorbant outer coating (-3 to DR vs lasers), an AI computer (IQ 10, 12 points of specialist skills), as well as any specialist tools needed.  The unit provides PD 4, DR 15, weighs 45 lbs, and has enough muscular assist to compensate for the mass of the suit and equipement.  It does not give any DX penalties, as it is especially designed to work with the user.  It costs 250,000 on the black market.  It also carries the same penalties for possession as the combat armor.

 Zero-G Boots:  These boots come with a system of electromagnets that are triggered by pressure on the inside of the boot by the foot.  They are designed to be used in situations that requare a method of walking, independent of artificial gravity.  Battery life is approximately 6 hours.  The boots weigh 7 pounds and cost 275.

 EVA Pack:  Pretty much the same as the MMU used on the Space Shuttle, only cheaper and smaller.  Pack provides 5 minutes of continuous thrust, although short bursts of less than a second are the usual method of use.  If one were to use the full 5 minutes in one long burst, you could change your overall speed by 60 meters/second.  When full, it weighs 30 pounds, and costs 7500.

 Suit Liner:  Basically, a set of underwear that is designed to be worn with a space suit.  All it really does is make the wearer more comfortable.  Weight: 1 lb. Cost: 20

 Rescue Bubble:  This is a 1.5 meter sphere, containing enough air, water and food for 48 hours.  It also has a small radio beacon with a strobe light to assist in rescue, and a basic first aid kit with an Personal Medical Unit Mk 3.  The supplies are figured for one person.  Weight:  50 lbs.  Cost:  500.

 Escape Pod:  These are standard issue on most larger ships.  It is capable of holding up to three people, with supplies sufficient for 2 weeks.  It has an emergency radio with locator beacon, a strobe light, and a 3-person first aid kit with a Field Medical Unit Mk 7.  It is also able to maneuver, and is designed to withstand re-entry and landing in up to 1 gravity.  Weight:  1500 lbs.  Cost:  usually included in the ship cost.

 Emergency Patches:  The danger of a suit breach is a constant companion to anyone in orbit.  Every space suit has several patches attached to the torso and limbs where they can be gotten to quickly.  The procedure is simple:  Grab the patch, pull it off the backing (which is attached to the suit) and slap it over the hole.  The term "swear and tear" has been coined by several wags as a nickname.  Weight:  negligable.  Cost:  5 for replacements.

 Personal Re-entry Kit:  This kit consists of a cocoon made of an ablative material, a heat shield, and  all the necessary life support equipment to last until landing.  The whole kit weighs 300 pounds, plus the weight of the wearer and space suit, and costs 1200.
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Electronic Equipment

 Mk 3  Personal Medical Unit:  This unit, measuring only 4x3x1½, is designed to help stabilize an injured person by injecting various pain killers, stimulants, and coagulants into the bloodstream, while monitoring the patient’s vital signs, giving anyone who uses it a +2 to their First Aid skill, or +1 to their Physician skill.  It also has a smart defibrilator for restarting a patient's heart.  It is designed to be almost totally idiot-proof, and very tough.  In the field, it goes by the popular nickname, Baby Doc.  Weight:  1 lb.  Cost:  200

 Mk 7 Field Medical Unit:  This is the larger of the portable medical units, designed to be used by emergency medical personel.  It measures 12x4x8, and will help stabilize several injured personel.  It does all of the things the Baby Doc can do, plus it can also treat several advanced types of trauma, giving anyone with a First Aid skill of 10 or more a +2, and a Diagnosis skill of 12 or more a +3.  It contains a 15 minute medical oxygen supply with a mask.  It can communicate with the Baby Doc from up to 100 meters away, allowing it to be used on several patients at once.  Again, it is designed to be used and abused in the field.  It goes by the nickname of Porta-Doc.  Weight:  4 lbs  Cost:  800

 Hospital Automated Medical Unit:  This unit is standard in almost every hospital, field hospital, or medical bay in the civilized world.  On it’s own, it is capable of doing most routine medical treatment, and is also capable of assisting with many types of emergency surgical procedures.  In game terms, this will give anyone with the Physician skill a +3 to treat the patient in that medical unit. Weight:  250 lbs.  Cost:  15,000

 Blood Analyser:  This unit can be attached to a limb or torso, or samples can be fed into it.  It can send the result to a monitoring system, such as an Automated Medical Unit.  This item can identify most chemical compounds that would find their way into the blood stream, allowing the medical unit to diagnose possible problems.  Weight:  1/3 lb.  Cost:  40

 Cutoff:  This is a device that cuts off all voluntary neural function to all points below the cutoff.  As an example, a cutoff placed on the lower back would turn the victim into a paraplegic until the cutoff was removed.  It is used by police in many countries as a means of restraining a prisoner after an arrest.  Prolonged use (over an hour) will cause permanent nerve damage.  Weight:  1/2 lb.  Cost:  75, but it is usually only available to law enforcement.

 Life Sensor:  A small, handheld unit, about 4x6 inches, that is capable of detecting neural activity in most higher life forms at a range of up to 50 meters.  The unit only has two physical buttons (power switch and scan switch), with all analysis functions being handled via a touch sensitive screen.  The unit has a stylus that pops out, as well as handwriting recognition capabilites.  Because neural activity is an electro-chemical process, electrical fields such as those produced by lightning storms, electric motors or even static electricity can screw up the readings.  Weight:  2 lbs.  Cost:  500.

 Tactical Scanner:  A hand held device that incorporates a motion sensor, IFF, IR/thermal and ultrasonic sensors.  The range is 75 meters in a 60 degree wide and 20 degree vertical cone.  Motion  and ultrasound cannot be used at the same time, but IFF can be used with all three.  There is no built in analysis capability, and the device cannot distinguish between anything but the most radically different sized objects.  Weight:  2 lbs.  Cost:  500

 Pheromonic Sensor:  Also known as the sniffer, this unit can detect the pheromones secreted by most living creatures and identify the species, emotion, and sex, providing that this information is within the database.  Weight:  5 lbs.  Cost:  400

 Personal Assistant:  A small, hand held computer with a limited artificial intelligence.  Capable of both handwriting and voice recognition for data and command entry.  Output is by either the screen or by vocal output.  It has a built in digital data link so that users can send and receive data on the road.  Many business users carry them in belt pouches or in their personal luggage.  They are rated by their intelligence, with  the most basic model having an IQ of 8 ($1000), while the most expensive models have an IQ of 13($6000).  Special skills can be bought also, at $100 per point.  Note that while they have an IQ rating, they are not sentient, and will not act on their own, needing to be told to do whatever their owner needs done.

Plasma Cutter:  This device uses a gas, such as hydrogen, heated with either a laser or an electric arc to cut through extremely tough materials.  The cutter can burn through 10 points of DR per second.  While most models are roughly the size of a large trash can, smaller models the size of a palmtop computer are available.

 Micro Camera:  A video camera (low-resolution) roughly hand sized.  The entire thing has 3 moving parts, including the buttons.  The camera records up to 30 minutes of video into a removable memory card for later downloading into either a special playback and recording deck, or to a computer editing system.

 Data Cartridge:  A cartridge roughly 3.5 x 2.5 x .75 centimeters, used for the semi-permanent storage of data.  Cartridges come in different sizes, ranging from  500 Megabytes to 100 gigabytes of storage capacity.  These are not magnetic storage devices, and are therefore cannot be erased by a common refrigerator magnet.

 Telepresence / Teleoperating System:  This is a virtual reality rig hooked up to a remotely operated machine.  The remote will  mimic the operator’s movements, allowing the operator to perform tasks in areas that would be too dangerous or too small for a live person.

 Blip Enhancer:  This piece of electronic equipment takes a radar or other sensor signal and amplifies it.  It is designed to make small objects, such as space suits, more visible when working around ships and dock yards.

 Emergency Transponder:  When turned on, it sends an SOS signal on the standard emergency frequency.  If hooked up to a bio-monitor, it will send another signal on a dedicated frequency to Search and Rescue personel, showing the life signs of the suit’s occupant.

 Tracer/Transponder:  A small device, intended to broadcast a radio signal in a relatively small radius, usually so that a second party can trace where the transponder is being carried.  These devices can be any size, from the size of a cigarette pack to no larger than a grain of sand (depending on tech level).

 Holographic Sights:  This sighting system is a small screen that flips up from the top of the weapon and displays an image of the target along with the projected impact point of the shot, the range to target, speed of target, and the wind speed and direction.  On military weapons, this device will also color code potential targets by transponder, if any are in use.
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Laser Weapons:

 Most of these weapons have some means of varying the frequency of the beam to compensate for atmospheric conditions.  The weapons sends out a low-power beam the weapon uses to gauge the range and atmospheric conditions as well as providing an aim point for the user.
 Lasers don't have a whole lot of penetrating power - most of their energy is expended against the outside of the target, vaporizing the material that they strike in a small explosion.  Therefore, armor counts double against laser weapons, while the weapon its self does crushing damage against flesh, rather than impaling like the book says.  Also, the resulting wounds are really nasty looking, and require a bit more time to heal - some of the surrounding flesh is flash cooked by the body's water being turned into steam.

Mk 20 Laser Rifle
 One of the first useful lasers in any service, it is very reliable, with a fair sized capacity.  This weapon was used by British and British-supplied troops for the last 20 years for point fire support against lightly armored vehicles and troops.
Malf:  Crit.  DMG:  13d   SS:  20  Acc:  15  1/2D:  400  Max:  3,000  Mass: 12kg (26 1/2 pounds!)  Mag: 20   Rate of Fire: 1  Price:  500 on the black market, or 1200 in procurement

Mk 21 Laser Rifle
 Made in 2075, this is basicly a lighter  version of the Mk 20.
Malf:  Ver.  Damage:  13d  SS:  19  Acc:  15  1/2D:  400  Max:  3,000  Mass: 8kg (17.6 pounds)  Rate of fire:  1   Mag: 20  Price:  750/2000

Type 78 Laser Rifle, SLW (Squad Laser Weapon)
 Made in 2078, this laser weapon is widely exported by the Japanese.
Malf:  Ver.  Damage:  8d  SS:   15  Acc:  15  1/2D:  350  Max:  2,000  Mass:  6kg (13.2 pounds)  Mag:  20   Rate of Fire:  2  Price:  3000/1800

Type 79 Laser Rifle, ILW (Individual Laser Weapon)
 This is the current issue laser weapon of the Japanese space force.  There have been some rumors of this weapon malfunctioning when exposed to extreme field conditions, but, it must be stressed, these are only rumors.
Malf:  Crit.  Dmg: 6d   SS:  13  Acc:  12  1/2D:  300  Max:  1,500  Mag:  25   Mass:  3.2kg (7 pounds)  Rate of Fire:  3   Price:  3,000/1500

Blackwood 80L
 This Texas-made pistol is the first laser pistol ever issued by any armed service.  Due to the belt-mounted power pack and the attached cord, it is somewhat cumbersome.
Malf:  Ver.  Dmg:  2d+2  SS:  12  Acc:  5  1/2D:  100  Max:  250  Mag: 10   Mass:  1.45kg (3.2 pounds)  Rate of Fire:  3  Price:  2000/500

American Optronics L-81 Wildfire
 This 5-shot holdout laser is the newest thing on the market.  It isn't very powerful or long ranged, but it doesn't require a belt pack either.
Malf:  Crit.  Dmg:  1d+1  SS:  9  Acc:  3  1/2D:  10  Max:  50   Mag:  5  Mass:  1kg (2.2lbs)  Rate of fire:  2  Price:  1000

Stornoway Mk IV
 One of the competitors for the Japanese ILW contract, the Stornoway was not adopted despite the seemingly better workmanship and lighter weight.  The reasons cited were that the weapon had a lower magazine capacity and an odd magazine configuration  (Magazine makes up part of the butt stock).  Weapon is a bullpup style.
Malf:  Ver  Dmg: 6d  SS: 13  Acc: 12  1/2D:  310  Max:  1600  Mag:  20  Mass:  3.1 kg (6.8 pounds)  Rate of fire:  3  Price:  2500

Locus Survival Laser
 This survival laser is standard equipment in military lifeboats, as well as part of most E&E kits.  The weapon breaks down into a 6 by 15 inch bundle and includes a "universal" power adapter, instructions and solar panel.  Mass:  2.5 kg (5.5 pounds)  Damage:  anywhere from a .22 to a 30-06.  Mag:  5 shots at maximum all the way up to 1000 fire starter pulses.  Rate of fire:  2   Price:  300

Plasma weapons

 Again, I am departing from the GURPS book here.  Plasma weapons use an array of lasers to heat a material to a plasma state inside of an ignition chamber, then release and magnetically accellerate it to extremely high speeds.  In effect, it acts very much like a shaped charge warhead when it hits a hard target.  When it hits a soft target, such as a person, the heat of the plasma stream is more than enough to cause a very messy steam explosion.  (They plump when you hit 'em!)  All damage done by a plasma gun is considered to be impaling.

Artemis Plasma Gun
 A smaller plasma gun, this weapon is a bit more man-portable than the Tempest, since it doesn't require a stabilization harness.  Malf: Crit  Damage:  6dx3 (10) impaling  SS: 13  Acc: 11  1/2D 750 meters  Max:  900 meters  Mag:  6  Mass:  6 kg (13 pounds)  ROF:  1  Price:  1600  Ammo:  15x63mm laser initiated plasma cartridge.

Tempest Plasma Gun
 This harness mounted weapon fires a packet of iron plasma through a magnetic accellerator.  Although the total mass of the burst is only a few grams, the velocity of the burst yields as much energy and penetration as a medium shoulder-fired rocket launcher.
Malf:  Crit  Dam: 6dx6 (10) impaling  SS:  15  Acc:  11  1/2D 925 meters  Max:  1200 meters  Mag:  10  Mass:  18 kg (39.6 pounds)  ROF:  1/2  Ammo:  40x110.5mm laser initiated plasma cartridge

Aries Plasma Cannon
 The largest of the plasma guns, this monster is designed to fire from a ground mount or from a heavy vehicle mount.  The most common vehicle mounting is on armored cavalry vehicles as a bunker buster or anti-armor weapon.
Malf:  Crit  Dmg:  6dx10 (10) impaling  SS: --  Acc:  10  1/2D:  1250meters  Max:  1800meters  Mass:  260 kg (570 pounds) ROF:  1/5  Mag:  Single Shot   Ammo:  45x150mm laser initiated plasma cartridge

Gauss Weapons

Since most personal gauss weapons fire an elongated steel projectile, DR counts as 1/2, and the damage that gets in is impaling.

Lucas Arms Model  69
 This 2mm  gauss pistol continues to be one of the hottest sellers in the ISA.
Malf:  Ver.  Dmg:  2d  SS:  10  Acc: 7  1/2d:  100  Max:  300  Mag:  30  Mass:  .75kg  Rate of fire:  3  Price:  800

Lucas Arms Marksman
 This 4.5mm gauss carbine is another favorite, both among civilians and military alike.
Malf:  Ver.  Dmg:  5d  SS:  11  Acc:  9  1/2d:  200  Max:  800  Mag:  20  Mass:  3kg  Rate of fire:  3  Price:  1200

Non-lethal Weapons

Most non-lethal weapons really aren’t.  They should really be called “reduced lethality weapons.”  Let’s face it:  if you’re hit in the head by a rubber bullet or a high velocity shot bag, your skull is still going to be crushed and you will indeed die.  Pepper spray can cause some people to go into a fatal asthma attack, and electric stunners can give people heart attacks.  With this in mind, I present to you, the items.

Pepper Spray
 Probably the most famous crime deterrent on the market, this stuff is made from Oleoresin Capiscum, a derivative of red pepper.  When sprayed into a person’s face, it causes all of the mucus membranes to swell up, hurt alot and produce mucus, and the eyes to water profusely.  The swelling is so severe that the air passages are nearly shut off, with the victim only able to get enough air to survive.  One burst sprayed into a goon’s face, and he will be on the ground wishing he could breathe.  The effects wear off in about 30-60 minutes.  Available in many countries, although there are a good many that ban it because it can be used against police officers.  Generally, though, this is only true in those countries that consider self-defense to be a punishable crime.

Tasers and electrical stunners
 These weapons use an extremely high voltage electric shock to knock down and (hopefully) disable a potential attacker.  Tasers fire a pair of darts at a person, requiring a to-hit roll, while a “stun gun” is a melee weapon that requires the user to attempt to bring the terminals into contact with an attacker.  Once again, if your country considers self-defense to be a crime, you will have a hard time getting ahold of these items.

 A rapidly expanding foam that takes on the consistency of really soft bubble gum.  Comes in canisters roughly the size of pop cans, good for one man-sized target.  Can be washed off with copious amounts of water.  Most countries have very little problem with this “weapon.”  It is possible to kill someone with this stuff, if the victim’s nose and mouth are filled with it.  Usually used in prisons, or as a crowd control measure.

“Beanbag” Guns
 A pneumatic gun that fires a shot-filled bag the size of a large man’s spread hand at sufficient velocity to make most attackers lay down and wish it would quit hurting.
Alternative ammo for the beanbag gun
 Also available are rounds that contain a five second stun-gun for those dangerous foes, and a round that is designed to pierce environmentally sealed body armor and inject gas into the suit’s atmosphere.  A variant on that would be the same sort of thing with a reasonably long autoinjector needle, designed to inject drugs into the victim.

 Metal Embrittlement:
This stuff is really interesting.  When poured or sprayed upon metal, it causes a chemical reaction that makes the metal brittle.  It comes in several formulas, each one designed for certain types of metal, such as iron based, aluminum based, etc.  When used, it causes the DR of the object to be reduced by 1 point every 30 seconds for up to 10 minutes to a minimum of DR1.  Any amount of damage will cause the metal to crack, and a sharp blow will cause it to shatter.  Thicker sections will have the outer 2 or 3 centimeters affected.

 Instant Bond:
A solution, that when spread on an area and activated, becomes a very strong contact adhesive.  Requires a strength in the neighborhood of 19 to pull stuck objects free.  If bare flesh is in contact, solvents are required to avoid tearing off the outer layers of skin.

 Super Slick:
A foam or liquid that causes the surface it was applied to to become nearly frictionless.  Initial contact requires a DX check at -8 and a check at -3 for every action thereafter just to stay standing upright.  Any action requires a check.  The minus for these actions depends on the action, with more violent, rapid actions getting a larger penalty.  Also, firing any weapon that produces a recoil gives the firing character a minus equal to the recoil modifier of the weapon to stay reasonably upright.

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Body Armor

 Ballistic Clothing:
While almost any article of clothing can be made of ballistic cloth, it is field uniforms that are the most common form of ballistic clothing.  They are designed to stop fragments and low velocity rounds.  Trauma plates can be put into special pockets to provide a quick armor upgrade.

 Tactical Vests:
These can be used in addition to the standard uniform.  These vests will stop most pistol rounds and fragments, including those from directional anti-personel mines.

 Combat Armor:
In most high tech armies, this consists of articulated plates made of a very bullet resistant laminate that is attached to a ballistic cloth under layer.  This type of armor is also chemical resistant, and can be easily NBC sealed.  The construction of this armor is such that almost complete freedom of movement is granted.  Most armies will also have a helmet mounted camera, communications system and bio monitor integrated into the suit.

 Assault Suit:
This is a type of armor issued to units involved in house clearing type operations, such as drug raids and hostage rescues.  It is made of a ballistic cloth, and comes with a tactical vest, helmet, knee, elbow, and shin protection, as well as load bearing equipment.

 Powered Armor:
This type of armor is rarely used in an open battlefield, since disposable anti-armor weapons are issued to almost every grunt in the world.  They are more often used for boarding actions, building entry and house to house fighting where their small size and relatively heavy firepower and armor are of more use.  Besides, it tends to be a bad idea to fire a LAW rocket at someone who is in the same room as you are.

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Miscellaneous Equipment

 Emergency Airlock:  A one- or two-person airlock that can be attached to virtually any flat section of hull.  A series of bonding plates heat bond themselves to the hull, and then a sealant is released from the inside surface of the airlock.  A plasma cutter then cuts an entrance hole into the ship.  At this point, the airlock is used normally, and is considered a permanent part of the hull.

 Assault Lock: This works much the same as the emergency airlock, except that it holds a full squad of troops in powered armor, and a frame charge is used to blow a hole in the hull instead of cutting it with the plasma cutter.
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