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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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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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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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
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
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
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.
Goo
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.
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.
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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