Name | Dodge | DC/Res | Speed | Strength | Reactions | Cost |
---|---|---|---|---|---|---|
Light Leather Armour | +2 | 1c | ||||
Heavy Leather Armour | +3 | 3c | ||||
Light Plate Armour | +3 | 5/1 | 5c | |||
Heavy Plate Armour | +4 | 10/1 | -3 | -2 | 7c | |
Light Armour Suit | +4 | 20/2 | -4 | -3 | 9c | |
Heavy Armour Suit | +5 | 30/3 | -10 | -5 | -3 | 10c |
Full Body Armour | +6 | 50/4 | -15 | -9 | -5 | 15c |
Molecular Plating | +7 | 75/6 | -22 | -17 | -10 | 90c |
Servo System - halves all penalties caused by weight of armour. 2c
(Licence needed, Warriors gain this at level 8)
Name | Bonuses | DC | Resilience | Weapons | Cost |
---|---|---|---|---|---|
ESA-S "Standard" | Dodge +6, Speed -4, Strength -4, Reactions -4 | 300 | 30 | Rotary rocket launcher, 500 round bin | 100c |
ESA-M "Mechanic" | - | 500 | 50 | None, 3 armoured compartments large enough for toolkits (10x10x30cm) | 100c |
ESA-LA "Light Assault" | Dodge +4, Speed +7, Strength +4, Reactions -3 | 300 | 30 | Heavy machine gun, 500 round bin | 200c |
ESA-HA "Heavy Assault" | Dodge +7, Speed +10, Strength +10, Reactions +2 | 400 | 30 | Rotary rocket launcher, 1000 round bin | 500c |
ESA-SS "Shock Squad" | Dodge +10, Speed +10, Strength +10, Reactions -1 | 400 | 30 | Minigun, 1000 round bin. Guided missile launcher, 10 missiles. | 1,000c |
The rating is the modifier to the character's attribute when making First Aid or Paramedic rolls.
Name | Rating | Cost |
---|---|---|
Pocket medikit {-4} | -5 | 0.1c |
Backpack medikit {-2} | 0 | 1c |
Medical chest {-1} | 5 | 2c |
Medical room/surgery {7} | 10 | 100c |
Toolkits supply a bonus to the fixing roll on repair skills.
Name | Cost | Category | Wisdom Bonus | Encumbrance |
---|---|---|---|---|
No tool kit at all | N/A | All | -10 | - |
Pocket toolkit | 0.5c | All | 0 | {-4} |
Supplementary kits (need the above): | ||||
Electronics pocket kit | 0.5c | Electronics | 2 | {-5} |
Mechanical pocket kit | 0.5c | Mechanical | 2 | {-5} |
Weapons pocket kit | 0.5c | Weapons | 2 | {-5} |
Computer toolkit (10kg box) | 1c | Computers | 5 | {-1} |
Electronics toolkit (10kg box) | 1c | Electronics | 5 | {-1} |
Ground Vehicles toolkit (10kg box) | 1c | Ground vehicles | 4 | {-5} |
Cyberpart toolkit (10kg box) | 1c | Cyberparts | 3 | {-5} |
Air Vehicles toolkit (10kg box) | 1c | Air vehicles | 4 | {-5} |
Computer workshop | 8c | Computers | 10 | {7} |
Electronics workshop | 8c | Electronics | 10 | {7} |
Ground Vehicles workshop | 8c | Ground vehicles | 8 | {7} |
Cyberpart surgery | 8c | Cyberparts | 6 | {7} |
Air Vehicles workshop | 8c | Air vehicles | 8 | {7} |
Diagnostic equipment supplies a bonus to the diagnosis roll on repair skills.
Name | Cost | Category | Wisdom Bonus | Encumbrance |
---|---|---|---|---|
Multimeter (pocket sized) | 0.2c | Electronic | +2 | {-4} |
Diagnostic board | 3c | Computers | +5 | {-3} |
Piston engine monitor (suitcase) | 5c | Piston engine vehicles | +10 | {-2} |
Jet engine monitor (suitcase) | 7c | Jet engine vehicles | +10 | {-2} |
Rotor engine monitor (suitcase) | 6c | Rotor engine vehicles | +10 | {-2} |
Ion engine monitor (suitcase) | 7c | Ion engine vehicles | +10 | {-2} |
Electronics testbench | 11c | Electronics | +15 | {2} |
Computer testbench 16c | Computers | +15 | {2} |
These tools are required for some skills.
Name | Cost | Wisdom Bonus | Encumbrance |
---|---|---|---|
No equipment | N/A | -10 | |
Pocket Biology kit | 1c | +2 | {-5} |
Pocket Chemistry kit | 1c | +2 | {-5} |
Pocket Physics kit | 1c | +2 | {-5} |
Pocket Forensics kit | 1c | +5 | {-5} |
Biology kit | 2c | +5 | {-1} |
Chemistry kit | 2c | +5 | {-1} |
Physics kit | 2c | +5 | {-1} |
Forensics kit | 2c | +10 | {-1} |
Biology lab | 16c | +10 | {7} |
Chemistry lab | 16c | +10 | {7} |
Physics lab | 16c | +10 | {7} |
Forensics lab | 16c | +20 | {7} |
Using these needs the Explosive Demolitions technician skill!
Name | Effect | Cost |
---|---|---|
Plastic Explosive | Minimal blast area, concentrating the damage precisely. 1D6*100 damage per 100g | 0.1c / 100g {-5} |
Dynamite | Less directed, concussive blast. 1D10*50 damage per 20cm stick, blast radius 1m per stick | 0.2c per stick {-4} |
Petrol | A container of petrol attached to an explosive charge will create an incendiary blast. 1D6*50 damage per litre, blast radius 5m per litre | See below |
Thermite | 500 damage per kg | 0.2c per kg {-4} |
Thermite damage is done to the object below the charge. If the object is destroyed, the remainder is done on the object below, and so on. If it hits a barrier (DC per m2) the hole is assumed to be 1m2 area, so if the damage done is less than the DC/m2, only a depression is made. If it is more, a hole is made, and the remainder bores down.
To detonate explosives, you need a fuse. You can combine several fuses into the same explosive charge.
Name | Description | Cost |
---|---|---|
Timer | Can be set up to 24 hours in the future | 0.1c per 10 {-5} |
Metal Proximity | Goes off when metal objects move withing 1m of the fuse | 0.1c per 10 {-5} |
Vibration | Goes off when the fuse vibrates (once armed). Save with Reactions to successfully move such a fuse without setting it off. | 0.1c per 10 {-5} |
Blast concentrator: this heavy pot is filled with explosive, and pointed at a target. When it explodes, ten times the damage is done in a straight line for the range times ten metres in the direction the pot is pointed, and one tenth of the damage is done for one tenth of the range around the pot (due to fragmentation). Costs 0.3c {-4}
In practice, many types of explosive can be mixed, and a gas grenade thrown in for example, which would be ripped open by the explosion, with both time and vibration fuses, so if somebody tries to disarm the bomb they get a nasty surprise.
Each milliletre (one thousandth of a litre) does 2 points of damage to soft targets, and one to hard targets. Acid costs 0.1c per litre, and can be either poured (close range) or used to fill a Fill Yourself shell... or put in a bucket over a door... {-5}
Close | Medium | Far | Extreme | |
---|---|---|---|---|
Range | 10m | 20m | 40m | |
Attack Bonus | 1 | 0 | -2 | |
Damage | 1 | 1 | 1 | |
Blast Radius | - |
Ammo | 10ml syringes | DC | 10 | Resilience | 2 | Dodge Bonus | 2 |
---|---|---|---|---|---|---|---|
Modes | Manual | ||||||
Grade | 0 | Cost | 2c |
Hypodermic spray: takes one 100ml canister, and when pushed against skin and the trigger pulled, forces the drug through the skin without piercing it. Minimal pain, like being bitten my a mosquito. Cost: 1c {-4}
10ml syringes: each costs 0.01c each. Can be filled with the below anasthetic, Truth Serum, the fluid from a Goblet of Death, Acid (in the bloodstream as little as 1ml can cause a horrible, screaming, death unless the hit limb is severed within a round), etc. {-5}
General Anasthetic: 5 Poison Points per 1ml, and costs 1c for 100ml canister. {-4}
Name | Price | Capacity |
---|---|---|
Sack {-5} | 0.05c | 1 m3 / 20kg |
Rucksack {-3} | 0.1c | 0.5 m3 / 10kg, hands free |
Belt with pouches {-4} | 0.02c | Four pouches, each holds up to 1kg |
Light safe, 400 DC {2} | 1c | 1 cubic meter |
Medium safe, 1000 DC {4} | 4c | 2 cubic meters |
Heavy walk-in safe, walls 350DC/m2 {6} | 10c | 125m3 |
Willpower suppressent (drug): -5 to Willpower, costs 1c per 10ml dose. See above for delivery mechanisms. {-5}
Pain generator: electrodes attach to nipples etc, variable voltage, +15 to Persuasion for interrogation, costs 3c. {-2}
Binoculars: view objects up to 500m away as if they where at touch range. Cost: 1c. Any of the below optic modules can be fitted. {-4}
Basic Goggles: provide the same port as the binoculars for the following optical enhancements to connect to, without the zoom. Cost: 0.1c {-5}
Optical enhancement modules can be fitted to the above, or any kind of camera system (although only one can be fitted at a time):
Name | Cost | Encumbrance |
---|---|---|
Infra-Red | 1c | {-5} |
Ultra-Violet | 1c | {-5} |
Night sight (no penalty for dim light) | 1c | {-5} |
Glare filter (no penalty for bright light) | 1c | {-5} |
Intensity compensator (no penalty for dim or bright light) | 2.2c | {-5} |
Required for flamers and vehicles. 0.02c per litre. {-3}
Sound bugs can be picked up by any of the below radios. Video bugs need a TV set.
Name | Type | Range | Cost |
---|---|---|---|
Tiny bug, the size of a grain of rice | Audio | 20m | 0.3c |
Small bug {-5} | Audio | 100m | 0.3c |
Large bug {-4} | Audio+Video | 500m | 0.5c |
Magnetic tracer {-5} | Tracer only | 1km | 0.1c |
Tracer bug scanner: reports distance and direction for a tracer bug, given the frequency to listen to. Cost: 0.2c. {-3}
Bug sensor: detects feedback from nearby radio transmitters, emits a bleeping when the unit is within hearing range of a bug, and a light comes on when it is within 10cm of one. Cost: 0.3c. {-4}
Name | Description | Cost | Encumbrance |
---|---|---|---|
Radar sensor | Beeps when it detects a radar signal. | 0.3c | {-4} |
Radiation counter | Displays radiation level. | 1c | {-5} |
Dosimeter | Clips to the pocket, and records how much radiation is absorbed by somebody, giving warnings when the level starts to reach 'damaging', alerting the user to seek refuge. | 0.1c | {-5} |
Metal detector | Can detect bombs etc. buried up to 5m deep. | 1c | {-2} |
Ground radar | This device takes 4 turns to perform a scan (1 action to insert the probe and start it, the rest is automatic), and when completed, gives a 3D graph of all underground objects within 50m of the probe. Useful for finding treasure, basements, and water mains | 4c | {-1} |
Alarm systems to protect buildings or vehicles.
Building alarm control panel: needed to control all below surveillance systems. Connects to a Mainframe, if available, for computerised control and monitoring. Cost: 0.5c {-1}
Automatic phone-up alarm: when the alarm is sounded, it phones a set number and plays a set message. Cost: 0.3c {-1}
Siren: when the alarm is sounded, a peircing wail is emmitted. Cost: 0.2c {-1}
Rating is a minus to Countersurveillance skill. May be combined.
Name | Rating | Cost per room |
---|---|---|
PIR sensors | 1 | 0.1c |
Motion detectors | 5 | 1c |
Laser network | 8 | 4c |
Name | Rating | Cost each |
---|---|---|
Window open sensor | 1 | 0.1c |
Window break sensor | 1 | 0.1c |
Door opening sensor | 2 | 0.1c |
Perimeter laser network | 8 | 1c per 4m of wall to protect |
Name | Rating | Cost |
---|---|---|
Invisible laser fence | 5 | 1c per 10m of fence |
Concealed motion sensors | 12 | 1c each, range 10m |
Lies are passed convincingly if the suspect Saves With Willpower. These devices make being convincing much harder:
Skin resistance detector: -5 to Willpower, cost 0.3c {-2}
Polygraph stress monitor: -14 to Willpower, cost 3c1 {-2}
Good meal in a restuarant - 0.2c {-1}
Meal at a cheap cafe - 0.05c {-2}
1 day's ration box, a cube about 10cm on a side weighing 1kg (does not include water) - 0.05c {-4}
1 week's ration box, size of a large shoebox, weighs 6.5kg - 0.3c {-2}
Name | Cost | Encumbrance |
---|---|---|
Data cartridge viewer | 0.3c | {-3} |
Colour printer module for above | 0.4c | {-5} |
Gas mask (allows breathing in polluted air) | 1c | {-3} |
Respirator (Oxygen tanks last one hour, allows breathing where there is no oxygen at all in the atmosphere) | 1.8c | {-3} |
Diving suit | 0.4c | {-2} |
Military uniform | 0.5c | {-4} |
Civilian clothes | 0.5c | {-4} |
Civilian clothes (tres chic) | 1c | {-4} |
Ghetto Blaster (Playback of data cartridge sound, reception of broadcast radio) | 0.6c | {-3} |
Walkie talkie (Two way radio, range 1km) | 0.8c | {-4} |
Back pack radio (Two way, range 10km) | 3.7c | {-2} |
CB radio rig (Two way, range 600km) | 8c | {1} |
Broadcast TV receiver | 0.8c | {-1} |
Data cratridge video player for above | 1c | {-3} |
TV camera w. data cartridge recorder | 1c | {-3} |
Camera (puts photos onto data cartridges, 1Mb per photo) | 1c | {-3} |
One person tent (20 minutes to set up) | 1c | {-2} |
Two person tent (35 minutes to set up) | 1.5c | {-1} |
Large command post tent (1 hour to set up, can sleep eight people) | 4c | {0} |
Torch | 0.02c | {-4} |
This is only available on the black market.
Bonded polymer armour plating: Black Market tecchies will double the DC of any solid object for the cost of 1c per 5 DC points added.
Grenades have a throw range of 1.5m per Strength, and create a 4m cloud. <table> !Item | !Description | !Cost | !Encumbrance Stun gas grenade | 15 poison points | 0.2c | {-4} Heavy Stun gas grenade | 25 poison points | 0.3c | {-4} Knockout gas grenade | 35 poison points | 0.4c | {-3} Death gas grenade | 45 poison points | 0.6c | {-3} 50mm Gas Rocket | 45 Poison points, 15m blast range | 1c | {-3} 100mm Gas Rocket | 45 Poison points, 20m blast range | 2c | {-2} </table>
These employ a dual explosive charge - upon impact, the rear one punches the front one into the target, where it explodes, doing immense damage.
Name | Description | Cost |
---|---|---|
10mm WASP rockets | 50+2D20 damage | 0.5c per 10 {-4} |
50mm WASP rockets | 500+2D20 damage | 0.5c each {-4} |
100mm WASP rockets | 500+50*2D20 | 2c each {-3} |
110mm WASP guided missiles | 500+50*2D20 | 8c each {-3} |
These can all be thrown 1.5m per Strength.
Type | Effect | Cost |
---|---|---|
High Explosive {-4} | 6D6*20 damage over a 0.5m radius | 0.1c |
Incendary {-4} | 6D6*5 damage over a 10m radius | 0.1c |
Plasma {-4} | 6D6*100 damage over a 50m radius. 10c each. If the carrier is hit, there is a 10% chance of a grenade going off, due to their unstable nature. | 10c |
Sold in canisters of 100ml (10 doses). Hypodermic spray or needlegun needed. {-5}
Combat Stimulant: When injected, add 3 to all attributes. 1c for a pack of 10. Lasts as long as 20 Poison Points would - taking into account blood filters, antitoxins, etc. If taken more than once in a 12-hour period, the user will become addicted, and need to take the stimulant at least once daily. {-5}
Antitoxin: When taken, subtract 10 poison points. Costs 1c per canister. {-5}
Spiderweb: a white crystalline web spreads over the victim for the next two rounds, making their limbs useless one by one, until the fronds strangle their brain. Cost: 1c per canister. {-5}
Virus: No immediate damage, but the effect is terrible; over two days, the victim becomes extremely touchy, until they finally goes mad and attacks anyone they meet, who must save with Constitution or else unknowingly catch the disease, and so on... Cost: 2c per canister. The target dies after a few hours once they enter the frenzy stage. {-5}
Virus Antidote: kills off the above virus. {-5}
Happy: the victim becomes pacifistic and dozy, not caring about anything, just lying around and smiling. This effect lasts as long as 35 Poison Points would. Cost: 1c per canister. {-5}