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Equipment
TL Wt (kg) Total Wt.
(kg)
Cost Number
Aide/implanted 11 0.1 0.1 300 1
Altimeter 8 0.2 0.2 250 1
Anti-Burn Coagulant Foam 10 0.25 2 100 8
Axe, Six-in-One 7 2 2 200 1
Backpack 11 2 2 200 1
Binoculars 11 0.6 0.6 500 1
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Body Comp 12 0.5 0.5 600 1
Boots, Combat, Surplus lot of 1000 9 50 50 40000 1
Boots, Hiking 9 0.9 1.8 200 2
Breaching Charge 11 2 16 200 8
Business Suit 11 0 500 6
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Carnegie Music Player/holo screen/console 11 0 150 1
Climbing Kit, Advanced 8 2 2 500 1
Cold Lantern 6 0.3 0.6 20 2
Coldpack 7 0.1 0.3 10 3
Combination Mask 9 0.8 0.8 200 1
Combination Mask Filters 9 0.2 2 50 10
Comm 12 0.1 0.5 300 1
Crowbar, Titanium 7 1 2 50 2
Demolition Kit 10 2 2 400 1
Diplo Armor 11 1 2 500 2
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Dressing, Fibrinogen 11 0.05 1 5 20
Dressing, Spray 11 0.75 3.75 175 5
Duct Tape 6 0.5 5 5 10
EVA Suit 11 100 100 100000 1
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Evac FastPack EMT 13 1 2 18000 2
Evac Fastpack EMT (cont.)
Explosives Blanket 8 20 80 300 4
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Fast Drug 9 0 200 4
Fast Drug Antidote 12 0 900 4
Filter Mask 8 0.8 1.6 50 2
Filter Mask Filters 8 0.3 3 20 10
Filter Suit 8 2 4 100 2
Flare 8 0.3 3 10 10
Flashlight 11 0.1 0.8 10 8
Flashlight Rechargable Batteries 0 3 8
Flex Armor 9 3 6 300 2
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Fluffy Pillow 9 0.5 1 25 2
Goggles 9 0.1 0.2 100 2
Grav Belt 12 28 28 8000 1
Grenades, HE 12 0.2 4 50 20
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Grenades, Sticky 10 0.5 10 80 20
Gun Cleaning Kit, Large 7 2 2 30 1
Heatpack 7 0.1 0.3 10 3
Helmet 11 1 2 40 2
Helmet HUD 11 0.03 0.06 400 2
Helmet, Non-rigid Filter/Respirator 10 0.5 0.5 75 1
Helmet, Non-rigid Filter/Respirator Filter 10 0 7 10
Holster, Gibson Miami Classic Shoulder Holster 9 1 1 250 1
Holster, Militech Tactical Thigh Holster w/2 mag
pouches
9 1 2 300 2
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Holster, Militech Tactical Thigh Holster w/2 mag
pouches
9 1 2 300 2
Holster, Militech Tactical Thigh Holster w/2 mag
pouches
9 1 2 300 2
Hydration Pack (built into the Flex Armor harness
above.)
7 3 6 50 2
Inertial Locator 11 0.3 0.3 200 1
Insta-Heplock 9 0 100 4
Iris Valve Opener 10 10 10 2000 1
Lightstick Case 8 0.1 0.2 4 2
Lightstick, IR 6 0.1 2 1 20
Lightstick, Standard 6 0.1 10 1 100
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Magnetic Grappler 8 0.5 1 20 2
Medical Drug 6 0 100 10
Medical Microscanner 11 0.2 0.2 500 1
Medical Scanner 11 1.5 1.5 2000 1
Medical Slow 7 0 100 4
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Medikit 9 8 8 1000 1
Medikit, Automated 12 2 2 15000 1
Mirror, Extendable 6 0.1 0.1 25 1
Mutlitool - Medium 10 0.5 1 50 2
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Night Glasses w/computer display 9 0.1 0.1 1000 1
Old Newshound 0.5 3 20 6
Paramedic Kit 11 10 10 5000 1
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Personal Computer 11 0.5 0.5 2000 1
Personal Datalog 11 0.1 0.1 50 1
Personal HUD 11 1 1 4000 1
Plastic Explosive 11 1 10 100 10
Powered Opener 11 15 15 900 1
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Re-entry Kit 10 60 120 500 2
Reference Comp 11 1 1 4000 1
Respirator 6 1 1 100 1
Rope 10 2 8 100 4
Rope Deployment Bag 9 1 3 30 3
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Schloobie 11 2 2 100 1
Shares 5000 20
Shoes, Dress 11 0.8 0.8 1
Shoes, Uniform Duty 11 0.5 1 100 2Shooting Glasses 7 0 200 2
Shower Spray-normal sized 9 0.1 1 6 10
Sleep Inducer 10 0.25 0.25 650 1
Slow Antidote 10 0 600 4
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Slow Drug 8 0 500 4
Smartcat (Murphy) 11 6 6 1000 1
Smartcat Supplies 10 10 1500 1
Sobristat 8 0 200 10
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Survival Bubble 9 3 3 600 1
Thermosuit 9 2.5 2.5 1000 1
Training/Technical Manuals (Entire set and recons for
TL 9 through12)
9-12 0 11000 1
Translator 11 0.1 0.1 500 1
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Weapon Case-Handgun 9 0.45 1.8 125 4
Weapon Case-Long Gun 9 1.4 7 125 5
Wet Weather Gear 9 2 4 200 2
Basic Ship-to-Ship Transfer Utilities Kit 11 21 21 1400 1
Cargo Ship-to-Ship Transfer Utilities Kit 11 31 31 4900 1
Emergency Ship-to-Ship Transfer Utilities Kit 1 65 65 5200 1
0
Weapons
ACR-12 12 4.1 4.1 2900 1
Ammo: APDS Caseless (50 rds) 12 0.3 30 102 100
Flashlight, Gun-Mount 7 0.25 0.25 20 1
Gun Cam 8 0.25 0.25 150 1
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Snub Gun Pistol 11 0.6 1.2 610 2
Ammo: Ball (50 rds) 11 0.7 2.8 51 4
Ammo: HEAP (50 rds) 11 0.2 0.8 255 4
Laser Sight 8 0.1 0.2 75 2
Snub Gun SMG 11 1.6 3.2 960 2
Ammo: Ball (50 rds) 11 0.7 70 51 100
Ammo: HEAP (50 rds) 11 0.2 20 255 100
Flashlight, Gun-Mount 7 0.25 0.5 20 2
Gun Cam 8 0.25 0.5 150 2
Snub Gun Pocket 11 0.2 0.4 210 2
Ammo: Ball (50 rds) 11 0.7 2.8 51 4
Ammo: HEAP (50 rds) 11 0.2 0.8 255 4
Shotgun, Assault 10 1.8 1.8 600 1
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Shotgun Ammo Shot (50 rds) 10 0.5 3 10 6
Shotgun Ammo DS slugs (50 rds) 10 0.3 1.8 102 6
Flashlight, Gun-Mount 7 0.25 0.25 20 1
Gun Cam 8 0.25 0.25 150 1
Stowaway Prod 10 1 1 50 1
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Traylor Arms Wildcat Shotgun 9 2.6 2.6 420 1
Flashlight, Gun-Mount 7 0.25 0.25 20 1
Gun Cam 8 0.25 0.25 150 1
Ceramic Knife 9 1 3 150 3
Total 879.86
Remaining
Credits
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Total
300
250
800
200
200
500
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600
40000
400
1600
3000
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150
500
40
30
200
500
300
100
400
1000
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100
875
50
100000
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27220
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36000
1200
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800
3600
100
200
200
100
80
24
600
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50
200
8000
1000
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1600
30
30
80
800
75
70
250
600
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600
600
100
200
400
2000
8
20
100
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40
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500
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400
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1000
15000
25
100
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5000
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900
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1000
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100
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90
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100
100000
0
200400
60
650
2400
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2000
1000
1500
2000
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600
1000
11000
500
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500
625
400
1400
4900
5200
0
2900
10200
20
150
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1220
204
1020
150
1920
5100
25500
40
300
420
204
1020
600
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60
612
20
150
50
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420
20
150
450
468092
31908
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Notes
A small audio device is temporarily placed in the ear canal or permanently attached to the mastoid process
to serve as a remote earpiece/microphone for a comm. Aides are programmed via the comm link using
proprietary software included in the cost. The aide is a passive device, responding to various cues in a
predetermined way. It uses heuristic software to learn its owner's ways.
The aide alone has a computational rating of 0, just enough to do what it needs to do with the comm thatcan link with another computer.
When implanted the user can learn to "speak" without making a sound and the aide can learn to hear this
"speech" and respond appropriately. Once so trained every thought becomes silent speech clearly
discernable by the aide. Crews all equipped with aides can effectively operate as if they had telepathy with
the signals being transmitted via comm."
Provides altitude, velocity, travel vector, time to impact, and projected results of impact at current velocity.
This device gives reading either as Height Above Sea level (HAS), or Height Above Ground level (HAG).
This foam allows for gaseous transfer, prevents infection, and has mild anesthetic properties. One can has
enough foam for 10 applications.
This handy tool combines the functions of an axe/pick, hydrant wrench, spanner, wrench, prybar, and gas-
shutoff tool.
A backpack will increase a characters carrying capacity by ten to twenty percent, due to even load
distribution, but items in it are not readily accessible (requiring one full combat round to get at them).
Backpacks are available at nearly any tech level. TL11 versions cost between Cr50 and Cr200, depending on
size, and they mass from 1 to 2 kg.
At tech levels of 7 or less, binoculars are simple optical devices that magnify an image for clearer view.
At tech level 8 or 9, they may include some electronic enhancement, from range finders and compasses to
simple detection of non-visible wavelengths.
Binoculars at tech level 10 and higher are usually entirely digital in nature, with some optical focusing and
magnification augmented by digital image manipulation and broad-spectrum detection capability. For
instance, a person could look at a radio tower and see not only the tower in high detail, but also its
temperature, distance, and the frequencies and power it is broadcasting on.
Binoculars can focus at distances as short as a few meters, which makes them useful industrial diagnostic
tools, able to spot local overheating, radio emissions, radiation leaks, and so on. Budget models may have
coarser adjustments and less precision, while high-end models include motion stabilization for use from
moving vehicles, and a voice and computer interface as well as fingertip controls.
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Body comps are similar in computing power to portacomps, but are designed to be worn across the body as
a distributed unit, connected via a Personal Area Network. A typical body comp like the Aquitaine Hyper70
include a main processor mounted on the arm, a HUD, a set of sensors on the hand for typing and gesture-
based computing, and additional accessories like sensors or communicators mounted where convenient.
Most body comps can make use of wireless Link services, at the same data costs as any other device. The
various body comp components have their own power supplies, and typically last 12-14 hours before
needing to be replaced or recharged.Power: Computer/4
In addition to the normal durability, ankle support and protection provided (by their flexible armor rating of
1), they have a special sole liner designed to deflect the energies of anti-personnel mines (which counts as
a flexible armor rating of 3 vs. this type of specialized attack). Sarge will take 3 pair and sell the rest.
As for climbing, sometimes explorers will be forced to walk long distances on rugged surfaces, for which
sturdy lightweight footwear is essential. Most military boots are suitable for this purpose, but dedicated
hiking boots are usually lighter and more comfortable. Both provide proper support and protection from
ankle-biting fauna, and may be custom-molded to an individual for maximum comfort.
Don't start an extended hike with a heavy load unless you have good footgear. An Average Endurance task
is appropriate in these cases, and failure means sore muscles and blisters to the tune of 1 point of damage
to a random physical characteristic. If it is not properly cared for and you continue to walk with the injury, it
will not heal, and may get worse.
Breaching charges are configured charges of plastic explosive designed to blow man-sized holes in walls.
The charge is the size of a thick notebook, with a self-adhesive panel on one side and an adjustable
chemical time fuse on the other.
To operate a charge, the user peels the sheet of protective plastic film from the adhesive panel, breaks the
prescored fuse strip at the desired time delay (five to 60 seconds in five-second increments), pulls the
primer, and dives for cover (Average Demolitions task to get full effect).
Fire departments and rescue units often have a few breaching charges, used in efforts to free people
trapped in burning or collapsed buildings. Charges made for such "civilian" use are striped dazzle yellow and
black, and they usually have a fixed 60-second delay. The breaching charge contains sufficient explosive to
breach an armor of 12, and has a general blast effect of 8.
Breaching charges purchased on most worlds require proof of competency (formal documentation of
Demolitions-1 or better) and no criminal background that would indicate tendency for misuse. In addition,
purchaser is often required to document the use of breaching charges or other explosives, and such
documentation is subject to occasional verification audits.
Whether attending meetings or working at the office, the business suit is ubiquitous with white collar
workers throughout the galaxy. Wearing a suit automatically demonstrates ones rank and position in theworkplace.
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Includes interface cable and adapter plugs for most standard compatible-interface data sources, wireless
capability for Imperial standard networks, standard commdots, or the "Alexandria" ad-hoc network, and
unobtrusive earphones for listening privacy. Holds approximately 40 hours of music. Includes a small but
bright emergency flashlight rechargeable in sunlight (6 hrs from "insufficient power" to "full charge" in
normal sunlight; provides 4 hours of constant illumination if music is not played). Sized to fit comfortably
into most clothing pockets (1cm x 1cm x 0.5cm). The outer surface provides limited control (volume up,
volume down, next song, previous song, pause/resume playing) on the basic unit, but an enhanced versionwith a holodynamic projected screen/console (Cr150) offers additional control. The on/off switch is an
actual hardware switch rather than a soft control. Holding it to the on position for more than 1 second
activates or deactivates the flashlight mode. The device also functions as a timepiece with 8 time zones
(including local time divisions) and four alarms, each of which can be linked to a song in memory.
Includes a lightweight harness suitable for abseiling or rappelling, expanding mini-pitons for small rock
crevices, and more advanced versions of the accessories in the basic kit.
This chemical lantern provides three days of light in continuous use (and no heat). It is a tech level 6 device
costing Cr20 and weighing 250 grams. A recharge of glow chemicals costs Cr2.
Identical to the heatpack, but it drops to approximately freezing temperatures for an hour. Its main use isto reduce the swelling of minor injuries or reduce blistering from minor burns, and is only useful in hot
weather to help stabilize a heat stroke victim (+1 DM to Survival rolls on characters who have already
passed out). It can be recharged by freezing it solid.
A combination filter mask and respirator to allow breathing of very thin, tainted atmospheres (type 2). It
relies on chemical filter cartridges which need to be replaced after every 10 hours of use at a cost of 50Cr
and mass of .2kg.
Portable communicators are generally radio-frequency devices with a limited subset of the functions
normally found on vehicle systems. Handheld ones are limited to a smaller number (simultaneous channels
= TL or less), and are approximately a tenth the size and a hundredth the power requirements.Communicators with a mass of .1kg or less can be worn concealed from casual view. This cost and mass
does not include any computer hardware, but does include a battery good for the listed duration of
transmission (and approximately 100 times as long for just receiving or passive use). Circuitry for a Comm
linkup would add negligible mass and 50-100Cr to the cost of most of these. Have Comm linkup. Regional-
12 (30km), 16 hours tranmission duration. Tied to Aide.
Non-sparking, non-magnetic, corrosion-resistant basic prying tool.
This kit is a standard accessory those who work with explosives. It consists of the special tools needed to
safely work explosives; knife, screwdriver, pliers, wire cutters, crimpers, etc. There is room for the storage
of up to 40 blasting cap of varies types, 10 timing devices, 5 meters of primercord, and up to 4kg of
explosives.The well-dressed and well-prepared dignitary usually has some form of body armor on under his formal
wear. This type of protection is colloquially referred to as diplo (short for diplomat, the type of person
prone to needing this protection). Diplo usually masses about 1 kg and protects the vital organs with a
flexible armor rating of 3.The lack of air circulation tends to make it uncomfortable in hot climates. The
wearer will suffer a -1 DM on End-based rolls.
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A pad of fibrinogen fibers impregnated with antibiotics can be placed directly on freely bleeding wounds,
followed by a pressure dressing. Clots form around the fibers in 1/5 of the normal clotting time. This layer
of bandage is not removed or changed later; it will fall off as the wound heals. The speed with which these
dressings halt bleeding has been credited with saving many lives even in the hands of those unskilled in first
aid.
Spray dressing is a spray foam healing agent designed to supplement or replacing sanitized dressings and
sticking plasters. Its primary use is in the field treatment of battle wounds, burns, and other majortraumatic injuries. Spray dressing sprays on as a thick white foam, which cleans the wound by its
effervescent action, helping to bring any foreign matter (such as pieces of debris, bullet fragments, and
dead or burnt tissue) to the surface. Also spray dressing contains an antiseptic and anesthetic agent to
disinfect and anesthetize the wound. Finally, spray dressing hardens, forming a stiff but flexible shell which
seals out infection and immobilizes the area. Spray dressing comes in an 1/2 liter can, enough for roughly
10 applications.
A strong, fabric-based, multi-purpose adhesive tape. Useful for hasty repair work as well as for restraining
and gagging prisoners, among many other things.
Current-manufacture hostile environment suit, applicable for industrial work in zero-g, vacuum, or non-
breathable environments. It contains state of the art systems to increase the safety and efficiency of theunit and costs approximately 100KCr new. Used or reconditioned units may be available from mining or
construction companies for a discount of up to 60%, but may be close to or past their warranted
operational lifetime of 2000 hours use. The normal suit masses 100kg, which includes a current-
manufacture Fusion+ unit and antigrav harness so that when activated it has zero weight. However, its
mass is still significant and should be taken into account.
The EVA-11 has full atmosphere support for the minimum 72 hour duration of the power plant fuel,
sufficient fluid reserves for 48 hours of normal consumption and sanitary hookups for similar duration,
provided they are attached. Normal entry is accomplished from the back, takes only a few minutes and can
be done wearing normal clothes. However, a special EVA under-suit ("suit skiwies") is recommended for
long-duration use to avoid chafing and blisters (-1DM to Intelligence from distraction after 6 hours without
them).
Performance figures vary by manufacturer of EVA suits, but the EVA-11 is capable of 2G acceleration, has
continental range communications (nominal range 3,000km), transponder, inertial navigation and
autopilot, a full suite of on-board environmental sensors including multispectrum visual and discriminatory
audio, built-in biomonitoring, self-sealing of punctures, and a flexible outer shell for micrometeroid
protection, with a rigid optically compensated helmet (armor rating of 3).
The wearer of an EVA-11 or equivalent suit takes a -2DM on all Dexterity tasks due to the mass and
thickness of the suit, and -3DM to Endurance tasks if forced to use the suit in a gravity well (contragrav may
negate the suit weight so that you do not have to walk, but you still have to move the heavy arms and legs
of the suit under your own power). If they do not have Vac Suit skill at 0 or better, any action taken in
combat requires an Average task on their default to avoid a fumble or mishap.
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Level 2 Computer/HUD: TL11+ suits can have a level 2 computer incorporated for 5KCr or less, with a mass
of 3kg and volume of .003m3. This is ruggedized for vacuum use, and will include an oversized arm-
mounted keyboard, voice interface and heads-up display that projects a virtual screen to one side of the
user (only visible to user). This will run all standard programs, and the cost includes interfacing with suit
electronics to provide extra computational power if needed. Typical uses include advanced diagnostics,
automated flight in combination with inertial or satellite navigation, encryption of radio signals, computer
analysis/enhancement of data and translation programs. An installed computer will also include a data portfor connection to compatible systems.
Multispectrum Faceplate: This is an inner faceplate that pivots down inside the helmet to provide a false
color visual interpretation of all electromagnetic phenomenon in the user's field of view, exactly like the
PRIS binoculars. There is no optical magnification, but if used with a computer, it can digitally zoom and
freeze-frame selected views for detailed or later study. This is a TL11+ option, costs approximately 5KCr
and adds .5kg to suit mass and uses .001m3 of inside volume.
Stickyfeet: Possible on TL9+ suits, this is an electrically active elastic compound. When a current passes
through it, it becomes very soft and sticky, so the user may walk carefully in zero or microgravity conditions
on any surface (Easy Vac Suit task) by alternately activating and deactivating them. This replaces normal
soles and has no effective mass, but does add 200Cr to the cost of the suit, and the soles need to be
replaced fairly regularly at a cost of 50Cr per pair.
Cargo Points: Cargo points are D-rings attached to reinforced points on the exterior of the space suit, and
are designed as attachment points for cables, equipment, or towed loads. Not available for skinsuits.
Suit Repair Kit: Self-repair capabilities are limited to very small tears. For anything larger, an emergency
repair may be needed. The repair kit consists of strips, panels, and patches of spun composite material, all
equipped with a strong (one-ton strength) patch of gekkocott on one side. The kit also includes four tube
dispensers of fast-acting sealant that can be applied around fittings and hoses to temporarily seal them in
case of a problem.
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Fuel fires, Plasma discharges, Radiation, Extreme Temperatures, Chemical and Acid burns are but a few of
the Dangers of space and planet bound life. Trans-comb Medical Technologies (TMT) brings you a quick and
easy to use product in convenient sizes to negate some of the hazards of space travel.
FastPack EMT is a transparent gelatinous self-adhesive patch made of a biogenic compound developed by
TMT (a subsidiary of Tri-Corp, LIC). Designed for primarily external wounds, FastPack EMT will increase the
healing rate and recovery time from burns caused by plasma, fire, chemicals, and acid along with the
effects of exposure to radiation and extreme temperatures. Each patch is a self sealed antiseptic unit whichprotects from chemical, viral, and biological contamination, and limited external lacerations. When
activated (by ripping the activation panel from the adhesive and placing on the affected area), the patch
seals the area and begins the regeneration process until the patch is used up (turning a bright pink color) or
the wound healed.
The FastPack EMT dissolves dead and damaged skin and tissue and recombines it with the biogenic
material to create new skin and tissue while filtering the blood of damaged cells and toxins.
Game Effects: The FastPack EMT will reduce the severity of the wound by one level (i.e. critical to severe of
that wound only). It will also stop all bleeding within 1D6 minutes and stop further damage caused by all
known chemical, viral, and biological contamination and can possibly reduce the effects of unknown
contaminants by 50%.
Points of external damage from the treated wound are reduced by 1D6 + 5 + Characters END DM per 12
hours. It will remove decontaminate and repair radiation damage at a rate of the characters base END 5
per hour to a maximum of 2000 rads per patch. Healing is up to the maximum 20 points per patch.
Side Effects: Overuse may cause it to be less effective (reduce base END by 1 point per 24 hours of use for
calculations of healing) and is not intended to be used internally (Task: Difficult -2, Skill, END) as death may
occur.
The system effects only soft tissue and cannot mend bones.
FastPack EMT Costs and Contents (TL13)Pack Type Contents Weight Cost
Basic 5 ea 20cmx10cm patches -- Cr5000
Medic 2 ea 30cmx20cm patches 200g Cr12000
Evac 2 ea 50cmx50cm patches; 900g Cr18000
1 ea 100cmx50cm patch
Note: Each kit contains its listed contents plus the listed contents of all lesser pack types, plus standard
medkit supplies
Counterterrorist and demolition teams use these Kevlar and-steel shields to suppress bombs that they
cannot defuse. A typical blanket would give everyone in the blast radius an effective DR 25. Unless the
explosive device is very small, the blanket is usually rendered useless after damping one explosion.
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Fast drug is named because it makes the universe appear to move much more quickly to its user. The drug
slows down personal metabolism at a ratio of approximately 60 to 1. Users are extremely vulnerable
because they are living at such a slow rate, but physical aging is also slowed, and the need for consumable
supplies is reduced, thus allowing conservation of air and food.
Fast drug takes effect immediately upon ingestion. One dose lasts for 60 days, making that time appear to
be only one day.
Fast drug antidote that takes effect immediately and returns the user to normal speed.
A full face mask and filter set which allows an individual to breathe normal-density tainted atmospheres
(type 7). It uses chemical cartridges specific to a type of tainted atmosphere, and which usually need to be
replaced after about 10 hours of use at a cost of 20Cr and mass of .3kg. These masks are also used to filter
out airborne military toxins of the same TL as the filter cartridge. The lower TL models are not well
designed (-2DM to perception tasks), but higher TL models do not suffer the same problems.
The filter suit is a lightweight, permeable overall worn over other clothing and cinched down with
disposable adhesive straps. Its sole purpose is to protect the weare from toxic airborn chemicals (usuallymilitary incapacitation agents that could be absorbed throught the skin) for a limited time. Normally worn
in combination with a compatible respirator, the suit is porous enought to prevent excessive body heat
buildup, eliminating the need for a cumbersome life support system. The suit is less than 100% effective
and short useful life (roll 11- on 2d to protect against exposure. -1DM per 2 hours after removing the suit
from its sealed package).
These signal flares emit both a bright light and a pillar of colored smoke for 15 minutes after ignition. Once
set off, they burn constantly and cannot be extinguished (short of putting them in a fireproof, sealed
container). Sighting in either day or night is nearly automatic in line-of-sight. Smoke flares are specifically
designed to be hand-held or implanted in the ground. Exercise caution in dry conditions, as accidents may
ignite nearby flammable materials.
A small electric light that either provides illumination over a small area (in one outdoor square), or projects
a narrow beam out to longer range (Short range) for up to 12 hours, or to greater range (Medium) for up to
4 hours. The main difference at higher TL's is smaller mass. Still the cheapest and easiest means of seeing in
dark conditions and most households will have at least one. Battery refills are about 2Cr each, or
rechargeable batteries may be used at +50% cost.
The standard Imperial body armor for non-powered units is called flex. It consists of a full-torso, load-
bearing harness, composed of ballistic fabrics, with a total flexible armor rating of 5. It masses 3 kilograms
and acts equally well versus all weapons except shaped charges, which treat its rating as halved.A flex harness costs about Cr300 and comes in sizes suitable for most humans. It is not prohibited to
possess Flex, but the thickness of its built-in ventilation makes it unconcealable, and it is of little use on the
core worlds unless a person plans to get into a lethal firefight. Because of its bulkiness, the wearer suffers a
2 DM to all Dexterity-based skills and - 1 DM to all Endurance-based skills.
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This pillow is made of memory foam material tested and certified to not cause allergic reactions in most
travellers. It comes in a variety of colors and is easy to clean. When purchased, it appears as a small box
about 3cm x 5cm x 1cm, with the small ends being metal touch-plates. Touching the plate with the
Chandlers logo stamped in it causes the material to shift to the 'foam' state, expanding to the size of a 'firm'
standard bed pillow. Touching the other plate causes it to revert to the 'solid' state for storage or transport.
Very useful when sitting in a starport waiting for your ride which won't arrive for several hours.
Plastic eye goggles that provide protection against both windblown sand or dust and sun glare. Goggles at
TL8+ incorporate protection from high levels of ultraviolet radiation. Military goggles at TL9+ incorporate
filters to absorb common laser wavelengths.
Contragrav technology has finally reached a point where personal "jump belts" are possible. These consist
of a body harness and several contragrav modules arrayed around the body, with a small left or right hand
mounted control stick near the waist, and a power pack usually mounted near the lower back. To get the
low thrust and fine precision required, a dedicated computer interface is used in conjunction with sensitive
inertial sensors, otherwise the belt would only be capable of full thrust (3G) or none at all. The grav belt is
controlled partially by using the stick, and partially by the wearer shifting their weight. While a grav belt can
be used in zero-g conditions (within 1 planetary diameter), the lower of Environment Combat or Grav Craftskill is used to reflect the increased difficulty. Top speed of a normal grav belt is around 280m/turn or
168kph, with a normal endurance of 1000 hours between refueling and maintenance.
Options installed include:
Voice Interface: Allows hands-free control of the grav belt, but lacks the fine precision of manual control.
Adds 500Cr to cost.
Roadgrid Interface: Required for use in Sylean metropolitan areas. Includes voice interface and remote
control to automatically take you to your destination. Adds 1000Cr to cost.
Emergency Parachute: In the event of catastrophic failure, the single-use parachute will deploy fully at any
altitude of 100 meters or more, and the user will usually suffer only minor injury (1 D damage, armor does
not protect). Adds 500Cr to cost and 3kg to mass.
Backup Power Supply: A high-discharge battery capable of powering the grav belt for 30 seconds (6 turns)
in the event the main power plant fails. Standard feature, no extra cost.
Aside from minor improvements in fusing technology, the grenade has really changed little since the early
days of the Second Imperium. Modern body armor is capable of reducing the lethality of fragments at all
but the closest ranges, but until sealed system armor becomes standard equipment, the blast effects will
continue to be the major source of casualties. The only new design to surface in recent years has been the
Adjustable Range Munitions or ARM grenade. The time delay can be set at 0 (same turn), 1 or 2 turns delay,
with the fourth position on the rotary selector being "impact". The selector knob has clearly marked
settings, and can't be switched by accident. In addition to the normal impact and 3.5 second delay settings,
it has a rotary positive detonate switch calibrated for range. When activated, an accelerometer and timer
gauge when the desired distance has been reached and detonate the grenade. The manufacturer claims
redundant safety measures to prevent premature or false detonation conditions such as bounces off
intermediate objects.
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These are one-shot sticky foam dispensers designed to cover an area with strands of sticky foam. The
chemicals are mixed when the priming lever is released, and forced out through dozens of small nozzles by
a chemical gas generator similar to the ones used to deploy crash bags in most land vehicles. Threat
response law enforcement teams often have grenade launchers to fire these through windows or into
vehicles if no other safe immobilization options are available.
A sticky grenade will fill a 3 x 3 area of indoor squares with strands of sticky foam. Anyone in the area when
it goes off is counted as having been hit by a sticky gun. It cures fast enough that travel through the area islargely unimpeded by the turn after it goes off. These grenades usually have an impact fuse with a
fractional second delay, so that they can penetrate light cover like windows or bounce around a corner
before going off.
For use with any chemical-propellant firearm up to 20mm bore size.
This is a reusable, palm-sized chemical pack that produces temperatures of 50C for about an hour once
activated, and has a more or less indefinite shelf life. It won't keep a person warm, but it can negate
localized cold effects for a few hours by sticking them in your gloves or boots (+1 DM to Survival rolls). After
the chemicals in the pack have crystallized, the pack can be recharged by boiling it in water for an hour or
so.
This is Imperial standard head armor for non-powered units. It consists of a rigid helm with articulated neckplates and a retractable full-face visor, all of which have a rigid armor rating of 6. It masses 1 kg, and its
armor applies versus all types of attack. The visor is coated to absorb harmful laser wavelengths and has
sensors and electronic tinting to prevent flash blinding. The inside and outside of the helmet have
mechanical and electrical connections for the addition of extra sensing or targeting gear.
The HUD (Heads-Up-Display) puts data and images on a reticule right in front of the user's eyes. The HUD
can be coupled to the electronic sights on a weapon, giving range and windage information, and provides a
+2 bonus to hit. It can also be used with some sights to shoot around corners while only exposing the firing
hand to return fire.
This device is a combination respirator/filter mask in the form of a flexible plastic bag worn over the head.This allows normal speech and eliminates chafing caused by wearing a face mask too long. The rim of the
bag contains a filter set and a small compressor allowing the use in atmosphere types 3, 4, 7, and 9. Filters
require cleaning or replacement after about 8 hours in tainted atmospheres and cost Cr7 per set. The bag
uses a battery pack worn on the belt and connected by a thin cable to provide power for the respirator
compressor. Respirator power last for 8 hours on 2 SECs.
Quite possibly the most imitated shoulder holster system - and for good reason. A key component of this
shoulder system is its spider harness. All four points of the spider harness can pivot independently and are
connected by a unique clover shaped swivel back plate. This results in a perfect fit and lasting comfort forall sizes and shapes. All components are constructed of Leathar, a weatherproof material that is soft,
flexible and will not stretch or crack with time. Color: Black
The Militech Tactical Thigh Holsters comes with an adjustable quick-connect drop loop attachment and two
quick-connect adjustable thigh straps. The injection molded polymer thigh plate is flexible and strong for
great support. Specify weapon manufacturer and model when ordering. An optional Mag Pouch and/or
Knife Sheath can be mounted to the straps on either side of the gun holster. Color Black
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The Militech Tactical Thigh Holsters comes with an adjustable quick-connect drop loop attachment and two
quick-connect adjustable thigh straps. The injection molded polymer thigh plate is flexible and strong for
great support. Specify weapon manufacturer and model when ordering. An optional Mag Pouch and/or
Knife Sheath can be mounted to the straps on either side of the gun holster. Color Olive Drab
The Militech Tactical Thigh Holsters comes with an adjustable quick-connect drop loop attachment and two
quick-connect adjustable thigh straps. The injection molded polymer thigh plate is flexible and strong forgreat support. Specify weapon manufacturer and model when ordering. An optional Mag Pouch and/or
Knife Sheath can be mounted to the straps on either side of the gun holster. Color Desert Tan
A large flexible bladder which holds 3 liters of water that can be attached to either an assault vest or
backpack. A long drinking straw which can be attached to the front of the vest or shoulder strap allows
water to be drunk without having to remove the pack from its mount. This is built into the Flex harness
above.
Indicates direction and distance travelled from any pre-set starting location and will show current position
on an internally generated map, including altitude changes. Accurate to within 0.1% of total distance
travelled, but must be reset if used in inertially compensated vehicles. It is belt mounted.
An Insta-Heplock sets up an intravenous shunt automatically with limited work from the MedTech. The
concept of this came about in the early 2000s when unstable/critical patients would have heplocks setup so
medical staff were able to push IV medications, transfuse blood, give IV fluids almost instantly in case of
emergencies.
The MedTech would have to find the vein then same old fashioned way then push in the Insta-Heplock
about halfway and it will do the rest. Little claws will retract from the Insta-Heplock and attach onto the
vein stabilizing the Heplock, this will prevent any accidental removal or hemorrhaging. Once an IV needle or
syringe is connected the valve opens up, and once either is removed it closes.
*Note - One time use item.
This is a small but powerful electric motor attached to an infinitely variable transmission. When hooked up
to any power supply of 1,000 watts or more, it can be used to pry open non-functioning iris valves or
regular doors, either by force or by attaching it to emergency crank handles. The time required varies with
the size and obstinacy of the door in question, but the gearing of the opener can go low enough to
eventually bend and tear through almost any barrier (or lock or set of gears) of average resilience. Very few
unlocked doors require higher level of persuasion, and few man-sized ones can resist it.
This device allow the user to completely black out a lightstick without extinguishing it. Or the user can turn
the end cap to allow a little light, up to full light in one direction. Also allows the lightstick to be used as a
penlight.
These use a non-volatile chemical reaction to produce usable IR light in a small area (one outdoor square).
They last approximately 5 hours.
Can be used safely in volatile atmospheres or in the presence of flammable liquids.
These use a non-volatile chemical reaction to produce usable light in a small area (one outdoor square).
They last approximately 5 hours, and can be acquired in most colors, including infrared-only versions.
Can be used safely in volatile atmospheres or in the presence of flammable liquids.
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This device is a squat cylinder (5 cm high by 10 cm in diameter) containing a battery-powered
electromagnet for attachment to ferrous metals, such as sections of ship hulls. One face attaches to the
metal surface; the other has a lock ring through which to run a safety line for work in zero-G. The battery is
good for 12 hours of constant operation. The magnetic grappler will hold up to 250 kilograms.
Medical drug (often called panacea) is a general term describing the set of medications used in the
treatment of illness or injury. Generally, medical drug must be administered by a person with medicalexpertise, and the drug serves as medical treatment. Medical drug is often used in conjunction with
medical slow drug.
The pocket med scan is an indispensable device in the satchel of a physician. Medical skill is not needed to
operate the scan but the skill is necessary to properly interpret readings. A doctor or nurse needs only to
press against the patient's chest with the small disk-shaped probe. In 5 to 10 seconds, the scanner
accurately determines body temperature, blood pressure, pulse/respiration rate, level of neural activity,
and fluid balance. This useful device greatly reduces the time needed to make a Medical task, effectively
reducing to zero the time needed to take a patient's vital signs. The scanner probe can actually be used
anywhere on the subject's body, but no respiration rate is available apart from the chest site.
Once the reading is made, upon pressing a small button the device records the values in the scanner's
memory. These records can be called up later for review. Set points on the scanner can be keyed so if
readings reach a certain level (either high or low), the scanner beeps to alert the attending physician. Small
adhesive pads or straps are used to attach the scanner temporarily to the chest for this purpose.
Med scanners can be used on any race with most of the same biological parameters (beating heart,
breathes air, etc.). This requires a simple scrolling through the menu until the desired race is found. It is,
however, a Difficult task to correctly place and use the device on a race other than your own.
Vacc or EVA suits at tech level 11+ are designed with contact points (and a remote sensor) to allow a med
scanner to be used without requiring removal of the suit. Some suits may even be equipped with a full unit,
which will allow rapid downloading of all vital signs over the past 24 hours, sampled at 1 second intervals.
Paramedic kits at TL11+ include a medical microscan unit.
This larger, hand-held version of the pocket med scanner takes rapid readings just like its smaller cousin,
and thus greatly reduces the time spent on a Medical task. The larger scanner differs from the pocket
version in that this hand-held model includes a complete expert system diagnosis computer, which allows
individuals with little or no medical skill to diagnose and treat illness and injury. The larger version also has
an ultrasound imaging system and image recognition software that greatly aids in visualizing and treating
internal injuries.
A medical version of slow drug is also available, being used to hasten recovery from wounds or illness. One
dose causes unconsciousness, and the passage of thirty days equivalent time in one day. During this
period, ordinary healing takes place. No wounds or hits are received from the use of medical slow drug.
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This is a professional paramedic kit for situations where a hospital is unlikely to be available. It includes a
diagnostic computer, which can read the vital signs of the patient (human, alien, or even animal, with the
appropriate chip), access medical information from his comm, and do basic non-invasive internal scanning
(thermal, ultrasound, X-ray), with computer-analyzed 3-D graphics. With blood samples, it can also do basic
bloodwork and identify foreign compounds in the bloodstream.
The kit also includes basic supplies of stimulants, sedatives, antibiotics, metabolic enhancers, and (as a last
resort) metabolic reducers which can slow the life processes (and degenerative symptoms), allowing achance to get the patient to a cryoberth or full medical facility.
A medkit (TL8) weighs about 8 kilograms and costs about Cr1,000. Aside from the prescription drugs, these
kits are available on the open market. Full medkit drug supplies are available to any individual with
professional medical training.
An automated medikit is a portable diagnostic and treatment device for personal first aid use. Using probes
and skin monitors, the unit attempts to diagnose and then treat light wounds. The drugs contained inside
include analgesics, antitoxins, stimulants, sedatives, variants on combat drugs, etc. It is rumored that
certain Zhodani models contain psi-drugs as well.
The medikit is limited to first aid only, restoring 1D wounds per usage. If used more than 3 times per day,
the user must make a Determination roll for each extra dose or become addicted to the drugs.
The kit constantly monitors its supply of chemicals and power, and warns the user with "Low" and
"Depleted" indicator lights. Re-supply of chemicals is available at a world of TL9 or greater; batteries can be
recharged aboard ship (or wherever power is available), taking 8 hours. Another feature is the 'Trauma'
light which signals that the patient needs a physician or autodoc immediately.
A medikit is optimized for use on a particular race, and does not work on members of another race (if this is
attempted, it automatically fails; roll 2D on the Mishap table for wounds received). An individual skilled in
electronics and xeno-medicine could modify the unit for use on another race; this is a Difficult task. One
exception to this rule is that humans and Vargr can use the same medical kits.
TL12+ vacc suits have contact points allowing a medikit to be used without removing the suit.
A small mirror attached to an extendable stick used for safely looking around corners.
A heavier duty version of the mutlitool above, but more tools, and a casing that forms handles for better
leverage when unfolded and inversed to the tool being used. Often includes snippers and pliers that rely on
the improved leverage the design offers. When used correctly, a well made multitool will last for decades,
but users have a tendency to improvise with them, shortening the tools lifespan, and sometimes the users
(i.e., using the handle as a hammer in a pinch, creating a circuit with them while not grounded, etc.). At
TL10, some wear and tear is mitigated with the use of crystal-iron in the construction, and the inclusion of a
gimbaled, lockable hammerhead.
The TL10 version costs 50Cr and weighs 0.5kg.
Special Rules: Multitools allow certain skill rolls to be attempted that would otherwise require a full tool-
kit, but at a penalty, depending on the situation. Certain Simple repair tasks can be attempted without
penalty, making the multitool a time-saver.
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These are simple wrap-around sunglasses with full ultraviolet and low-power laser protection (count as
reflec), combined with a thin-film color image intensifier array. These permit normal vision in conditions of
nearly complete darkness. Technically, they are not transparent at all, but simply provide a computer image
of what the user is looking at. Power consumption is low, and further reduced by an off switch that is
engaged when the unit is folded. Military/security versions (available to civilians) have a temple-mounted
switch that turns night images into shades of red rather than full color, to reduce loss of natural night
vision.Night glasses have negligible mass and cost about 500Cr. Models that can be used as a computer display
and therefore a video Comm unit or targeting adjunct will cost up to 500Cr extra, depending on capabilities
desired.
Night glasses are a convenience item, not a high-quality military technology. They do not have the same
resolution as binoculars or more expensive devices, and are mainly designed for relatively short-range tasks
like driving or walking. Any work that requires fine resolution of detail will be at a -1DM for each point of
range band. For instance, identifying a particular person by facial features at Medium range (band 3) would
be at a -3 DM.
As is fairly well-known, journalists on assignment, ever living on the cheap out of necessity, generally have
a habit of sticking with the most effective yet economical (i.e., cheapest) of whiskies obtainable in any one
of the thousands of watering holes across the 3I.
Infamous Moran journalist Akidda Laagilr's celebrated travel logs (which were routinely seen on Tri-V, or
read in the pages of The Imperial Explorer for decades), whatever the original's label might have called it to
the contrary, always referred to the cheapest drink available as Old Newshound.
Over time, several different officially-marketed versions of Old Newshound made their appearance; with
most marching off into obscurity.
The most popular, a slightly-thicker, honeyed, heavily spiced version produced by the Nguyen-Baurhaus
Corporation, was a favorite with journalists and surprisingly popular among Vargr.
In an attempt to hearken back to the halcyon days of Old Earth's ancient noir' period, the large 1.5 liter,
square-cut, smoky-green bottle's label has a black-and-white image of a hardboiled Vargr in an ancient-
period trenchcoat and hat, leaning against a lamp post; micro-elements in the label causing the OldNewshound name to flicker off and on at odd intervals when the bottle is opened.
This medical kit has rudimentary electronic devices for monitoring a patient's health, and usually has low-
speed communication links to transmit this data to the nearest major medical facility. It can be used for
diagnosis and stabilization of serious wounds, radiation burns, chemical burns, poisoning, and treatment of
minor injuries. A modern TL11 first-aid and medical treatment kit will contain drugs, surgical supplies, and
diagnostic materials for doctors and emergency medical technicians. This medical kit is sufficient for both
minor and serious wounds, and it can be used for the treatment of animal injuries, radiation burns,
chemical burns, poisoning, and drug overdoses. It is not suitable for invasive surgery or major medical
procedures.
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This is a standard, general purpose home computer that would be used for tasks outside the parameters of
a homecomp. However, the two can talk to each other in such a way that all the interfacing is actually
through the homecomp and the personal computer just provides extra memory and processor power.
Normally the personal computer handles the number-crunching, data analysis and graphic manipulation
tasks, and farms out data searches and the like to the homecomp, which pulls the information off the net
and feeds it back to the personal computer as needed.
A personal computer has several hundred gigabytes of storage, holographic display, voice and keyboard orother interface, and comes with a standard suite of interface, home management, finance, communication
and entertainment software.
Off-line storage is in the form of "blocks", encapsulated non-volatile memory chips in an irregular
trapezoidal shape (so you can only insert them one way). A personal computer costs about 2,000Cr, give or
take the size of memory and display hardware, and has a computational rating of 2.
These are small electronic recorders commonly used when Comm links to a central computer are
unavailable. At lower TL's, they are suitable only for making audio notes or simple sound recordings. At
higher TL's, they can link to most electronic equipment and store most forms of digitized information using
standard computer storage blocks.
This headpiece represents a significant breakthrough in holographic display technology at TL12. A small
rectangle of polylucent cuprothallium provides a constant heads-up three-dimensional display for the
wearer. Although useless by itself, the headpiece can be interfaced with virtually any number of compatible
devices of similar TL, such as reference comps, multi- scanners, security cameras, etc.
Their use is common among bridge and engineering personnel on starships as well as smaller craft. For
example, someone flying in a grav belt while using a neural activity sensor handset would find it
inconvenient (to say the least) to refer to the readout on his backpack. Instead, the sensor's output is
immediately displayed on his headpiece. At the same time, he can monitor his altitude, airspeed, position,
and the operational status of his grav belt batteries and grav units. If he is also wearing a vac suit, he can
read off his oxygen supply and internal temperature, too.When desired, the headpiece can be swung out of the way above the head. When the display is turned off,
the cuprothallium is transparent.
Plastic explosive can be molded to any desired shape and will adhere to nearly any surface. It does not
explode if burned, and can only be detonated by another explosion, usually provided by a blasting cap.
The explosive becomes available at TL11. A 1-kilogram block costs Cr100 and has a concussive damage
rating of 8. Proper use of the Demolitions skill is necessary to get this level of effect, and failed rolls will
result in lower yields. Each time the quantity is quadrupled, the damage rating is doubled.
The opener is designed to force open locked or jammed doors, including airlocks. It is ineffective against
heavy security doors and vaults, however. It takes 2d6 rounds to set up, and will then open a door in 1d6
rounds afterwards. The internal power pack contains enough power to force open 10 regular powered
doors, or five airlock doors. It can open welded or forcibly jammed doors as well, though the internal
battery only has enough power to open one or two door stuck in this fashion.
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The individual atmospheric re-entry kit (AKA Hell on Half-Shell) is a foamed ablative shield that protects an
individual while reentering an atmosphere, provided that the velocity of the reentry does not exceed 14
km/sec. This kit may only be used to land on planets with thin atmospheres or denser because the device
relies on parachutes for the final stage of the descent. However, the de-orbit thruster is capable of landing
on negligible gravity planets regardless of the planets atmosphere type. This is because the surface gravity
is so small that the thruster has no problem achieving a soft landing.
The vac-suited character bail out of the spacecraft, straps on the shield's plastic inflation mold, connectsthe foam dispenser to the mold's inlet valve if it is not already connected, and inflates the foam shield. It
takes about 15 minutes for inflation and for the foam to harden to optimum consistency.
This is a small, powerful multi-function computer for storing and recalling basic factual data, performing
complex calculations, and controlling other electronic devices. They provide many of the functions of home
comps or linked Comm units, but are especially useful in areas not served by a Comm net. The user simply
downloads the information they expect to need into the large memory capacity of the unit, and it serves as
a source for all queries on that topic or topics. It can be accessed by voice, keypad or linked to a Comm by a
built-in short range radio link. It will usually be able to hold an exhaustive database of up to five specific
topics, or a reasonably complete database on one broad topic. Most reference computers are capable of
accepting environmental data and correlating it with on-board databases with some degree of accuracy.
A reference comp is to recorded knowledge what a multi-scanner is to environmental data, a good general
purpose tool that can be configured to specific applications. It allows the use of most academic skills at a
default level for purposes of answering specific questions. You can't ask hypothetical questions, but you can
ask for information on how well a given situation correlates with known data, and get answers based on
the reliability and completeness of both sets of data.
A small compressor and facemask for an individual to breathe in very thin atmospheres (type 3 or 5). It is
powered by a belt- mounted battery pack good for 10 hours, and a small hand- cranked generator to
recharge the battery. Variants include a simple canister of pure oxygen which is trickled into a mask tosupplant local oxygen content. These are slightly lighter (.7kg) and much quieter, but cannot be recharged
as the compressor type can. They require replacement cylinders per 10 hours of use at a mass of .4kg and
cost of 50Cr. This latter type is used where mass is an important consideration, and long-term use of the
system is not needed.
Any form of flexible cord designed for carrying, lifting or tying down of small loads. At TL's of 1-5, it is
usually of organic fibers. At TL6+, it is of some form of synthetic fiber, and may have special properties at
TL8+, such as increased stretch, fire resistance, conductivity or insulation, etc. At TL's of 8+, rope can be
made strong enough to climb, but too fine for hands to get a grip. Such rope has half the normal mass, but
requires special tools to climb or descend from. Listed cost and mass is for a length of 50 meters capable of
safely holding 2000kg (each doubling of mass or sudden stress after this is a 2D roll of 9 to survive intact,and may result in permanent rope damage even if successful: -1 DM to future stress rolls).
This bag holds 100 meters of any type of rope for instant deployment with no snags or kinks.
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One of the most difficult problems aboard a starship is keeping things clean. Dirt, dust, and waste products
can clog filters, line ductwork, and generally make the ship look and smell like a pigpen. Ship's with sub-
standard life support systems, such as the standard type S Imperial scout, are even more prone to
problems of bad smells and mold growth. As an aside, one of the biggest problems is the ship's crew and
passenger complement. Humans sweat, cough, and most notably, slowly shed their hair and skin. In a
starship, as in dirtside dwellings, as much as 90% of dust and grime is human hair and exfoliated human
skin, which is a lovely food source for microbes.The schloobie, a genetically engineered animal first produced in the Solomani sphere but now generally
available in Imperial space, is one solution to this problem. Looking rather like a furry rug, the schloobie has
no bones - it moves by a rhythmic motion of its hair. It can flow into the smallest spaces, and eats a wide
range of organic materials, including dead human skin, mold, and other organics. It keeps ductwork and
crew quarters clean, eliminating the need to dust most surfaces.
Schloobies mass roughly 2 kilos, and come in a wide variety of colors so that one can match them to a
ship's decor. They live from three to five years. They do not reproduce - they are in effect manufactured by
biotech companies.
A typical ship will carry one schloobie for every 10 persons on board - luxury liners often carry more to
insure higher standards of cleanliness.
Shloobies can also be used as a substitute for showers or baths. When rubbed over the body, they remove
dead skin and dirt, though care must be taken to avoid removing hair, since a schloobie left on too long will
digest it. As a result, schloobies are common on desert worlds and other places where water is scarce.
Schloobies work best with Human or Vargr waste, since they are designed to digest organics based on
Terran biology. Vargr do not care for schloobies, however, since they often will eat a vargr's fur while he
sleeps.
In addition to the 2 pair received at start.These polycarbonate glasses are impact- and shock-resistant, designed to protect the eyes from gunpowder
particles, fragments, and high-speed debris. They are typically not tinted, but can have the same options as
sunglasses.
This handy product provides a replacement for a shower or bath when facilities do not give you that option.
Spray this disinfectant/deodorizing foam onto yourself and watch it chemically absorb grime and dirt
before evaporating harmlessly. Wipe off any small amount of excess residue and you're done!
May cause allergic reaction and should not be used with cut or irritated skin.
Available in normal (deodorant sized) can with 20 applications. Scent: 'macho unperfumed'.
A bio-electronic device, the sleep inducer is a small unit which is used to put a person to sleep and wake
them up again at set times. To use the device, the user sets the device, places it near their head and lies
down to sleep. Depending on the setting the device will put the person to sleep in between five minutes
and an hour. The device can be set to wake the user up after between one and ten hours.
An antidote is available for slow drug. It takes effect immediately after being administered, and returns the
user to normal time sense.
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Slow Drug: Slow drug is named because it makes the universe (from the users viewpoint) appear to move
more slowly. This effect is achieved by accelerating the users metabolism. In effect, the user lives
approximately twice as fast as normal.
Slow drug takes effect after one minute, and it continues to function for ten minutes. At the end of its
effect, the user suffers 1 D in wounds.
A person under the influence of slow drug is allowed to move and act twice during a combat round
(because he or she is living at twice the normal rate). The character moves and acts once at his normalinitiative, then moves and acts again at the end of the round, after all other characters have taken their
turn. (Each of the movement action combinations is treated as a separate combat round for purposes of
the multiple actions rule.)
Because of his increased metabolism, the character also suffers an extra point of fatigue each combat
round.
ST: 3 Move/Dodge: 10/7 Size:
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A.k.a. "beach ball." A large (2-meter diameter) plastic sphere with alternating clear and opaque panels, and
a small oxygen tank (capable of supporting one person for two hours) for inflation. Access to the interior is
through a conforming plastic seal which functions similar to an air lock. The bubble can be used for life
support in vacuum (it can be moved by walking on the inside in treadmill fashion), and can also be used for
protection against weather or as a lifeboat on a sea surface. It has good abrasion resistance, but no
appreciable armor value. Normal procedure is to sit in one place and wait. Most survival bubbles have one
panel modified so that a hand can be used to grip or crudely manipulate (-3DM) outside objects from insidethe bubble.
This is a lightweight undergarment lined with thermoelectric filaments. When attached to any power
supply it heats up or cools down and keeps the wearer comfortable in almost any human-habitable
environment. The power required depends on the conditions, but ranges from 100 to 1000 watts. At lower
TL's where these are available, they are often used in vehicles that do not rate or cannot provide sufficient
temperature control, such as race cars. Heat or cold from the thermosuit is routed to heat sinks, which are
either placed on the body somewhere, or attached somewhere where they can receive a cooling or
warming air flow.
The entire MT-9, MF-9, MT-10, MF-10, MT-11, MF-11, MT-12 and MF-12 series of manuals are available for
personal reference for download cost from any ISS office. The full set of manuals and training computer
and accessories are 500Cr (where available).
A character who wants to acquire level-0 skill with a military-related field can do so by spending time,
rather than experience points, to study these training manuals. They are designed in a progressively
difficult sequence and each session or lesson can be handled in half-day chunks. Completion of the 100
hour course will provide a level-0 formal knowledge of the skill that can be improved normally. The
interactive computers that play the manuals are very sophisticated, and may include fold-out screens and
cameras to analyze trainee performance. In addition, a character can use a field manual to get default use
of a skill that does not normally allow it, provided that it is a non-pressure situation that permits repeated
querying and cross-referencing of the manual. For instance, a character with no mechanical skills could use
a field manual to strip and clean a rifle, or get step-by-step instructions (install a transmission in a LAV-10).(For kCr1 you can have can have the computer, peripherals, and the entire set TL-9 to TL-11.
For kCr5 you can have the recons for all known military skills up to TL-11.
Add kCr5 to either of the above and add TL-12).
Translators at TL11 are substantially more versatile. The user has a bone conduction microphone/speaker
in one ear, wears a set of special glasses and speaks normally. If the speaker pauses for one second, the
translator will repeat what was just said in the language currently programmed, as best it can, alerting the
user if there are un- or poorly translated sections. An external directional microphone picks up the words
spoken by the person being observed, and each pause in the conversation (or after 10 seconds) will repeat
what was just said after translation, again with alerts in poorly translated parts. In this way, a half-speedconversation of some fluency can be achieved. Translators of TL12+ are better at handling dialects, cultural
nuances and filtering out extraneous noise, but function in more or less the same way. Language chips for
TL11 translators cost around 100Cr, but are substantially more complex than those of lower TL's (target
number of 18, with DM for complexity). Specialized chips for certain trade or scientific fields cost the same,
but provide a much greater language facility within a field (+3DM within the field, -2DM outside it).
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One gun case for each Snub pistol and one gun case per pocket snub pistol
One gun case for the ACR, one gun case for each Snub SMG, one gun case for the assault shotgun, and one
gun case for the Wildcat shotgun.
Protects persons from bad weather. Persons who are exposed to heavy rain for long periods of time lose
constitution and tire easily. Wet Weather gear reduces or completely negates these effects.
See separate sheet.
The current state of ACR technology. This embodies the "heavy ACR" concept, combining adequate range
and penetrating power with an extended magazine capacity. Mass is kept down though use of advanced
materials and APDS caseless ammunition, and it meets all the recent Imperium standards for reliability and
multiple environment use.
The basic ACR-12 is 3.0kg loaded and has a cost of Cr710. All the remainder of the mass and cost is the
electronics on and in the weapon. The ACR-12 has single shot, burst fire and normal autofire modes, and
the HUD provides a DM+3 on aimed fire to offset evading targets.
It is similar to the cR898 in basic capabilities, but is somewhat lighter, and includes a fully integrated
EMF/HUD/thermal conversion scope.
Small flashlight mounted on the barrel of a weapon. The light projects a tightly focused 50' beam, centered
on the impact point of rounds fired by the weapon. Reduces the SS penalty by 1 in poorly lit areas. Powered
by a B cell for two weeks.
A small rapid-recording camera placed on the barrel of a firearm, the gun cam is a useful tool for post-
combat evaluation and training. The camera takes several seconds of recording around the pulling of the
weapon's trigger, allowing for slow-motion playback to see what the shooter was doing right or wrong - orthe verification of kills.
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The weapon given the general title "snub gun" refers to a large bore, low velocity pistol firing small shaped
charges instead of solid projectiles. These have greatly increased penetrating power with the penalty of
reduced clip capacity and increased cost. They are extremely effective against light body armor, and while
most military body armor incorporates ceramic or ablative fibers to slow down a snub gun's HEAP effect,
the transmitted concussion is still enough to cause serious injury. In the few areas where the ammunition is
available to civilians, the weapons are seen in a number of concealable sizes. In areas where the
ammunition is only available through illegal channels, unreliable or improvised weapons using theammunition may sometimes be encountered. Current military snub gun technology is represented by the
Imperial cP003 pistol and cP007 submachinegun, both of which have hardware mounting and data paths
compatible with most Imperium equipment.
Most snub guns also have an explosive effect of 1, which can cause light concussion to unprotected
individuals in the same indoor square as the target. Police forces using snub guns can often stun a holed-up
individual by massed fire into the area, even if they can't hit the actual target. Non-lethal snub gun rounds
are available and usually treated like a slightly less effective thud gun. The snub submachinegun-11 is
capable of burst fire or autofire, and is designed to be fired from both hands, though it is light and balanced
enough to fire one-handed if necessary (DM-1). In general, snub guns are low-velocity weapons and are
impractical to use past Medium range (no aimed fire past Medium range).
The laser sight is a small laser attached to the weapon allowing rapid and more accurate target acquisition.
It grants a +1 to hit, at all ranges if combined with a telescopic sight, otherwise only at Close range. One for
each snub pistol.
Small flashlight mounted on the barrel of a weapon. The light projects a tightly focused 50' beam, centeredon the impact point of rounds fired by the weapon. Reduces the SS penalty by 1 in poorly lit areas. Powered
by a B cell for two weeks.
A small rapid-recording camera placed on the barrel of a firearm, the gun cam is a useful tool for post-
combat evaluation and training. The camera takes several seconds of recording around the pulling of the
weapon's trigger, allowing for slow-motion playback to see what the shooter was doing right or wrong - or
the verification of kills.
The high rate of fire variant for short range combat, sometimes supplanting the submachinegun in this role.
A bulky but devastatingly effective weapon in the right circumstances, TL10 assault shotguns usually fire
from one of two 15 round box magazines, allowing for tactical use of different ammunition types. When
one magazine is emptied, the weapon automatically switches to the other. Assault shotguns almost always
use special ammunition that does not fit in civilian weapons, but civilian ammunition can be used in the
assault shotgun if necessary.
An assault shotgun does normal shotgun damage, but can get a +DM as described above. It can also fire
damage rating 5 discarding sabot slugs, penetration 7 shaped charges or small chemical rounds, but
without the +DM for rapid fire.
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300 rounds
300 rounds
Small flashlight mounted on the barrel of a weapon. The light projects a tightly focused 50' beam, centered
on the impact point of rounds fired by the weapon. Reduces the SS penalty by 1 in poorly lit areas. Powered
by a B cell for two weeks.
A small rapid-recording camera placed on the barrel of a firearm, the gun cam is a useful tool for post-
combat evaluation and training. The camera takes several seconds of recording around the pulling of theweapon's trigger, allowing for slow-motion playback to see what the shooter was doing right or wrong - or
the verification of kills.
The Stowaway Prod from Ling-Standard Products is a telescoping 1.5m to 2m long, 2cm diameter electrical
stun rod with a small flamer on the end. The exact length is set by the wielder just before use. The prod
delivers an electrical shock to those who come in contact with the energized end. It is used to reach into
landing gear recesses and other small recesses in a ship's hull and electrically stun animals which have
hidden themselves in the recesses. The prod is equipped with a biofeedback circuit to detect neural
activity. It has two settings: light and heavy. The light stun delivers Stamina damage equal to 1d6 (1D) then
2d6 (2D) wounds if the feedback circuit still detects neural activity in the creature. The heavy stun delivers
2d6 (2D) followed by 3d6 (3D) Stamina wounds and requires two charges.
A separate to hit roll is not required for the secondary damage since it is activated within milliseconds of
the first shock. When the creature registers as unconscious a half meter loop of high tensile plastic wire
emerges for easier vermin removal. There are twenty charges in a fully charged prod and it can be
recharged from the ship's power plant in about ten minutes. The prod requires an attack roll as a cudgel.
The prod should not be used in extremely wet conditions or in water since the delivered charge could shock
the wielder. The prod is not effective against creatures with a natural electrical charge or resistance. In such
cases the flamer is used. The flamer has enough fuel to be used ten times and can only be used in
atmospheres with sufficient free oxygen. Each burn averages 80 degrees C and delivers 1d6 (1D) of
Lifeblood wounds.
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The Traylor Arms Wildcat is a typical semi-automatic shotgun designed for civilian use. With seven rounds
under the barrel, it has a fair ammunition capacity for a shotgun. As a semiautomatic weapon, though, it
cannot fire some of the more specialized rounds, which are too low-powered to operate the weapons
action. These types of rounds are noted on the shotgun ammunition table. In colonies with Law Level 7 or
higher, a plug must be inserted in the magazine to reduce the capacity from eight rounds to three.
Weapon: Traylor Wildcat
Type: 18mm semi-automatic shotgunTL: 9
Length: 89 cm
Mass (empty): 2.2 kg
Mass (loaded): 2.6kg
Action: Single shot
Ammunition: 18x70 mm shotgun shell
Muzzle Velocity: 400 mps
Magazine: 7-round internal tube magazine
Mass of seven rounds: 0.4 kg
RoF: 60rpm
Price: Cr420
Auto: No
Small flashlight mounted on the barrel of a weapon. The light projects a tightly focused 50' beam, centered
on the impact point of rounds fired by the weapon. Reduces the SS penalty by 1 in poorly lit areas. Powered
by a B cell for two weeks.
A small rapid-recording camera placed on the barrel of a firearm, the gun cam is a useful tool for post-
combat evaluation and training. The camera takes several seconds of recording around the pulling of the
weapon's trigger, allowing for slow-motion playback to see what the shooter was doing right or wrong - or
the verification of kills.
The ceramic knife is a tanto-style long knife made out of high-density ceramic. It is as strong as steel but assharp as glass and remains sharp longer than a steel weapon.