Communication Devices | Cost | Weight | Availability |
Com Scrambler | 6,000.00 | 10 kg | Military |
Comlink, Earbud | 200.00 | – | |
Comlink, Long-Range | 250.00 | 1 kg | |
Comlink, Short-Range | 25.00 | 0.1 kg | |
Comlink, Tightbeam | 300.00 | 0.5 kg | |
Holo Convertor | 3,000.00 | 2 kg | |
Panic Ring | 300.00 | – | |
Pocket Scrambler | 400.00 | 0.5 kg | |
Portable Beacon | 1,500.00 | 6.8 kg | |
Signal Wand | 300.00 | 0.2 kg | |
Targeting Beacon | 300.00 | 0.1 kg | |
Visual Wrist Comm | 1,300.00 | 0.25 kg |
Com Scrambler – the com scrambler disrupts enemy communication, but it also scrambles friendly communication. Mounted on a backpack frame, a com scrambler can be carried to the front line and even into enemy territory, where it can be connected to a power source and left behind. A com scrambler covers a 20-kilometer radius, blanketing the area in a powerful white noise (or signal of choice) that disrupts all comlinks within the area. Getting a signal into or out of the affected area requires a Use Computer check against the com scrambler’s default Use Computer +10. This check must be made every minute as the com scrambler’s computer constantly scans and adapts to block any signals it locates.
Comlink – A personal communications transceiver, the comlink consists of a receiver, a transmitter, and a power source. Comlinks come in a variety of shapes and styles. Short-range comlinks have a range of 50 kilometers or low orbit, and they can be built into helmets and armor. A long-range comlink has a range of 200 kilometers or high orbit, and it requires a backpack-sized comset. For twice the cost, a long-range comlink can be miniaturized to a wrist-sized unit. While on settled planets comlinks are treated as having a range that covers the entire planet, and possibly the planetary moons as well. Comlinks have an effective Intelligence score of 10, meaning they cannot be used for hacking. If the Intelligence score is increased by any means, they can be used for hacking.
Comlinks include video capability for free, though encryption routines and holo capability cost extra. They can interface with satellite navigation systems and display that information on their display screen or a connected external display. Comlinks also function as basic datapads, allowing for the reading and editing of data files. In addition, they can interface with display glasses or display contacts to provide an augmented-reality heads up display. For all cost-increasing options, remember how math works in D&D – add together the modifiers – a wrist-mounted, encrypted, holo-capable long range comlink costs 250*7 = 1,750 Credits.
Encryption – A comlink can have hardwired encryption routines (adding +10 to the DC of all Use Computer checks made to intercept your transmissions) for two times the base cost.
Holo Capability – A comlink can have holo capability (three-dimensional images in addition to audio) for five times the base cost.
Comlink, Earbud – The earbud comlink is a tiny comlink fitted for the wearer’s ear, allowing for unobtrusive private communication for anyone needing to be discreet – ambassadors, card cheats, and spies, for example. The earbud comlink’s size, shape, and color give the wearer a +5 equipment bonus to Deception checks for the purpose of hiding its presence. The earbud comlink can be programmed to initiate a transmission when the wearer touches his or her ear or even clicks or grinds his or her teeth. Because of its minute size, the earbud has the same range as a short-range comlink – 50 kilometers or low orbit. While on settled planets comlinks are treated as having a range that covers the entire planet, and possibly the planetary moons as well.
Encryption – A comlink can have hardwired encryption routines (adding +10 to the DC of all Use Computer checks made to intercept your transmissions) for two times the base cost.
Video Capability – A comlink can have video capability (two-dimensional images in addition to audio) for twice the base cost. Video capability on an earbud comlink requires an external video display source, such as display contacts or display glasses.
Holo Capability – A comlink can have holo capability (three-dimensional images in addition to audio) for five times the base cost. Holo capability also includes video capability, and requires an external video display source and an external holo display source, such as holo gloves or a holoprojector.
Comlink, Tightbeam – A tightbeam comlink is a simple add-on for any comlink or transceiver. It is worn on a helmet or headpiece and uses special lasers to send and receive encrypted messages from another individual also equipped with a tightbeam comlink. Soldiers use the tightbeam comlink to ensure that messages are not intercepted on the battlefield. The two characters must be in line of sight with each other, but the tightbeam comlink ignores penalties due to darkness, smoke, or other atmospheric conditions. Communication scanners (see below) and other passive methods of interception cannot pick up tightbeam comlink messages, unless the interceptor is directly in the path between individuals using these devices.
Holo Convertor – This small, blocky device is attached to a holoprojector and uses powerful algorithms to alter the outgoing signal, modifying the images and sounds received on the other end so that the user’s appearance and voice are disguised. The holo convertor can even disguise the user’s gender and species. Preset with up to 10 different personae, complete with rotating wardrobe, the holo convertor grants a +5 equipment bonus to Deception checks for the purposes of making the receiver believe that the user is another person.
Panic Ring – Despite the name, this device is available in a variety of shapes and sizes, the most common being a large, ornamental ring. Diplomats, wealthy CEOs, and anyone who fears kidnapping or an ambush wear panic rings. A secret catch (DC 25 Perception check) reveals a small button, that when pressed, releases an encrypted emergency signal. The signal has a range of 100 kilometers and continually broadcasts a preset signal – usually “wearer in danger” – to local law enforcement, personal security, or any other group designated by the wearer. Changing this signal requires a DC 25 Mechanics check, and failure by 5 or more activates the panic ring.
Pocket Scrambler – This is a simple add-on device that can be attached to any normal communications device, such as a comlink and more advanced transceivers. The pocket scrambler automatically encodes any outgoing message so that it can be read only by a communications device equipped with a linked pocket scrambler. Anyone who intercepts the scrambled message must make a DC 30 Use Computer check to decrypt it.
Portable Beacon – Portable beacons do nothing more than transmit signals that can be received only by sensors. A single beacon is about 1 meter long. One end is pointed, making the beacon easy to embed in the ground, but a beacon also features a built-in tripod, enabling the beacon to be set up on a hard, flat surface. Able to transmit a signal to a range of 10,000 km from a planet’s surface, a portable beacon is commonly used to mark the location of a safe landing zone. However, a beacon can be reprogrammed to broadcast a warning or distress signal by connecting it to a datapad and succeeding on a DC 10 Use Computer check.
Signal Wand – The signal wand is a 0.25 meter-long stick that has multiple functions. One of its most popular features is its orbital-range broadband comlink, which can transmit a tight-beam signal well beyond a planet’s gravity well. However, the user must know exactly where to point the want to ensure the beam is on target. The wand also has a red external light that can be used to transmit signals, such as morse code.
Targeting Beacon – Soldiers use beacons for a variety of purposes, such as calling in medical ships to evacuate wounded personnel and for establishing hot zones for artillery bombardments. The cylindrical beacon has a magnetic bottom for attachment to a vehicle or building, plus an expanding spike for firm anchoring to the ground. The targeting beacon is topped with a large light, which can emit a pulse of visible, infrared, or ultraviolet light. The light can be tuned to a specific frequency so that allies who know the proper setting can spot it from a distance without alerting the enemy. Modifying a targeting beacon’s frequency requires a DC 10 Mechanics check. In clear weather and with unimpeded line of sight, a targeting beacon’s pulse of visible light can be seen unaided up to 2 kilometers away. If used to call in artillery bombardment, it provides the same bonus that a targeting laser does (see Weapons), and is destroyed by the bombardment.
Visual Wrist Comm – The visual wrist comm is popular with soldiers and scouts. The comm is a small, flat, rectangular panel that easily attaches to a glove or other flat surface. The comm sends and receives audio and visual signals, and it can display holographic information, though only as a two-dimensional image. It has a range of up to 75 kilometers while planetside and can also send signals to low orbit, but it can be chained with a long-range commlink for greater signal strength. It runs on a single energy cell, which must be replaced after 10 days of continuous use. In addition, the wrist comm functions as a simple datapad that stores and receives information from comm signals, direct computer links, and standard data cards.
Computers and Storage Devices | Cost | Weight |
AR Gloves | 50.00 | 0.1 kg |
Augmented Overlay | 1,500.00/user | – |
Bracer Computer | 1,300.00 | 0.5 kg |
Code Cylinder | 500.00 | 0.1 kg |
Commercial Data Feed | 300.00 | – |
Computer Interface Visor | 1,200.00 | 0.5 kg |
Credit Chip | 100.00 | 0.1 kg |
Datacards, Blank (10) | 10.00 | 0.1 kg |
Datapad | 1,000.00 | 0.5 kg |
Datapad, Basic | 100.00 | 0.3 kg |
Display Contacts | 400.00 | – |
Display Glasses | 100.00 | 0.1 kg |
Holoprojector, Personal | 1,000.00 | 0.5 kg |
Holo Gloves | 800.00 | 0.25 kg |
Personal Secretary | 150.00 | – |
Portable Computer | 2,500.00 | 2 kg |
Recognizer Lock | 2,000.00 | 0.1 kg |
Triangulation Visor | 1,400.00 | 0.5 kg |
AR Gloves – When used in conjunction with a heads up display that is not a cybernetic enhancement, AR gloves allow you to interact with augmented reality objects, including replicated touch sensations for haptic feedback (obviously only with your hands. Cybernetic HUDs (such as those used by CEC and Wireheads) do not require AR gloves, as they have a direct brain-computer interface that negates the need for them.
Augmented Overlay – Augmented Overlay systems are common in engineering and business. To use an overlay, every member of the team must have some form of AR display. The Augmented Overlay’s AI (AOAI) monitors the data gathered by the various team members and computer systems, and displays any relevant information on each user’s display. For example, an archaeologist is working in a trench when a new satellite pass detects an interesting surface feature nearby. The overlay would highlight this feature in the archaeologist’s display. Later, when the team’s linguist manages to translate the alien alphabet, the AOAI would automatically overlay any alien text with the current best-guess translation. The AOAI is not a ‘true AI,’ it is instead actually a self-learning algorithm that takes into account team member’s specializations and makes a ‘best guess’ as to who could use any information that has been learned. For an experienced team, the Augmented Overlay is a great boon, giving a +2 bonus to all Intelligence-based skill checks as long as someone on the team is trained in the skill being used (as if every user were automatically using the aid another action). However, processing the flood of information from an AOAI can be distracting; each user suffers a –2 penalty to all Perception checks while running the system on their AR display. Activating or deactivating the Augmented Overlay is a swift action.
Bracer Computer – The bracer computer is a datapad worn on the user’s forearm. It performs all the same functions as the standard datapad, including the ability to read standard datacards in a slot on the underside of the device. The bracer computer also features a holographic screen that displays information as a two-dimensional image about three centimeters above the device. Plus, the keyboard is designed to accommodate one-handed typing. The bracer computer is popular among those who need to conserve space with their equipment. A bracer computer has Intelligence 12.
Code Cylinder – A compact encoded security device issued to many military, political, or corporate officials, a code cylinder accesses computer data via a computer interface, or provides entry into restricted facilities. Each cylinder features the user’s personal security clearance data. High-ranking personnel may carry more than one cylinder, each with different access codes encrypted within them. Code cylinders are storage devices with Intelligence 10 and Will Defense 15. Improving your access to a code cylinder is difficult because the cylinder has a starting attitude of hostile (see page 75 SECR). If your Use Computer check fails by 5 or more, the code cylinder’s self-destruct programming activates and ruins the cylinder.
Commercial Data Feed – Little more than a small earpiece (or alien equivalent) tucked inside the auditory organ of the user, the Commercial Data Feed streams constant market information to the wearer. This may seem a bit hectic and confusing at first, but those who get used to the market-babble can make subtle adjustments and quick changes when making decisions on their trades and deals. High-tech raiders have also begun to use these devices to get a better idea as to where or when a shipment might come through a specific transfer, allowing them better ambush windows. Wearers of this device gain a +1 equipment bonus to Knowledge (Business) checks, but suffer a –2 penalty to any check that requires concentration at the same time.
Computer Interface Visor – Worn across the eyes and connected to a computer system, the computer interface visor provides the wearer with a heads-up display that displays relevant data laid over one’s normal vision. A computer interface visor translates complex computer algorithms into easy-to-understand symbols and words, allowing the wearer to attempt trained-only applications of the Use Computer skill even if untrained. The computer interface visor also provides a +2 equipment bonus on Use Computer checks. A computer Interface visor cannot be worn at the same time as armor with a helmet or any other device worn on the head .
Credit Chip – The credit chip is a small, flat card that features a security codeout and credit algorithm memory stripes. The chip can hold a specific number of credits appropriate to the organization that issued it, or it can draw from a specific account held by the user. Credit chips not only allow quick and easy transfers of funds, but also protect users from theft. Credit chips are storage devices with Intelligence 10 and Will Defense 15. Improving your access to a credit chip is difficult because the cylinder has a starting attitude of hostile (see page 75 SECR). Once it is friendly, you can draw from the account to which it is linked. If you fail by 5 or more on your Use Computer check to improve access, the credit chip’s security program detects the intrusion attempt and self-destructs. Modifying a credit chip so that the government and bank computers think that it draws on a different account or that it has a different value stored is almost impossible: The central bank’s computers have Will Defense 30 and a starting attitude of hostile; even worse, you won’t know if your check succeeded until after you attempt to use the modified chip. If you fail, the government or bank computer orders the chip’s self-destruct programming to activate, ruining the chip. If you fail by 5 or more, the chip’s self destruct programming activates and the government or bank computer has traced your location, dispatching security personnel to apprehend you.
Datapad – These handheld personal computers serve as portable computing power. In addition to performing basic computer functions, datapads can interface with larger computer networks directly or via comlink. A datapad is a computer with Intelligence 12. Basic datapads also exist (Intelligence 10, 100 credits), but they are actually just storage devices with display, input, and editing capability; they have no ability to run programs or hack unless modified to have a higher Intelligence score. While a comlink can run the functions of a basic datapad, basic datapads still exist as they lack wireless capability, and as such are more secure then a comlink. If a basic datapad is modified to be able to be used for hacking, it requires a direct connection to the hacking target.
Display Contacts/Glasses- These are heads-up display devices that are more common than a neural interface or a helmet package. Display glasses also come in goggle and monocle form, and can either be wireless or wired. Display contacts can only be connected wirelessly, and draw their power from the wireless signal and small solar cells built into them. Display glasses, goggles, and monocles are either powered via battery or through the wired connection. Display glasses and contacts are often paired with earbud comlinks, as earbud comlinks lack any way to display video on their own.
Holo Gloves – These gloves contain a small personal hologram transmitter, but no internal memory. They can be linked to any data connection (usually wirelessly) to feed them data. They can display a hologram approximately one-half of a square meter in size.
Holoprojector, Personal – A handheld, personal hologram transmitter can be used to view real-time or recorded three-dimensional images or to pass the information through a comlink connection. The storage device has Intelligence 2 and enough memory to store about 1 hour of a holo recording or 1,000 holo images.
Personal Secretary – A common program to install on a commlink or computer, and certainly an extremely useful one, a personal secretary contains sufficient artificial-intelligence routines to automatically sort messages, assign tasks to to-do lists and record information pertinent to the owner. Using a personal secretary gives the character a +2 equipment bonus to their Profession checks due to the computer’s superior organizational skills.
Portable Computer – Compact and light enough to be carried in an attache case or backpack, but powerful enough to run fairly complex programs, portable computers are the information technology of choice for anyone who needs access to a lot of data while on the go. As such, they are particularly popular with travelling business executives, military commanders in the field, and slicers. A portable computer has Intelligence 14.
Recognizer Lock – This small security device allows the user to secure a lock with a thumb print (or other equivalent mark used by other species) rather than a security code or access key. With a simple Mechanics check (DC 5), the user can install their identification on the device. A recognizer lock is considered a Complex lock (see Mechanics, SE 68).
Triangulation Visor – The triangulation visor provides a heads-up display to help wielders of heavy weapons to account for wind, gravity, distance, and other effects when targeting shots. The triangulation visor works only with weapons that fire solid rounds, such as slugthrowers, mortar launchers, missile launchers, and grenade launchers. The triangulation visor reduces the range by one range category (for example, from long to medium range). A triangulation visor cannot be worn at the same time as a helmet or any other device worn on the head.
Detection and Surveillance Devices | Cost | Weight | Availability |
Aural Amplifier | 2,000.00 | 0.5 kg | |
Communications Scanner | 1,000.00 | 1 kg | |
Computerized Interface Scope | 2,000.00 | 0.5 kg | |
Demolitions Sensor | 1,000.00 | 0.5 kg | |
Distortion Field Emitter | 8,000.00 | 12 kg | |
Electrobinoculars | 1,000.00 | 1 kg | |
Electrobinoculars, Advanced | 2,500.00 | 2 kg | |
Electrobinoculars, Holorecording | 5,000.00 | 1 kg | |
Fusion Lantern | 25.00 | 2 kg | |
Glow Rod | 10.00 | 1 kg | |
Halo Lamp | 30.00 | 1 kg | |
Motion Sensing Visor | 2,500.00 | 0.5 kg | |
Proximity Flare | 50.00 | 0.5 kg | |
Radiation Detector | 20.00 | – | |
Recording Unit, Audiorecorder | 25.00 | 0.1 kg | |
Recording Unit, Holorecorder | 100.00 | 0.1 kg | |
Recording Unit, Videorecorder | 50.00 | 0.1 kg | |
Sensor Pack | 1,500.00 | 9 kg | |
Stealth Field Generator | 5,000.00 | 0.2 kg | Military |
Surveillance Detector | 450.00 | 0.5 kg | |
Surveillance Tagger | 450.00 | 0.5 kg | Restricted |
Vid-Vox Scrambler | 3,400.00 | 0.5 kg |
Aural Amplifier – The aural amplifier is a device worn on the head, allowing the wearer to hear from a great distance. By amplifying sound waves originating from the direction of the wearer’s interest while dampening ambient noise, the aural amplifier grants the wearer a +5 equipment bonus on Perception checks to eavesdrop. An aural amplifier cannot be worn at the same time as armor with a helmet or any other device worn on the head.
Communications Scanner – A communications scanner is a datapad-sized device used to intercept, analyze, decode, and record comlink and transceiver transmissions. Unencrypted broadcasts are automatically picked up. By making a DC 15 Use Computer check, the user can determine the number and types of communication being broadcasted and received within a 50-kilometer radius. A DC 20 Use Computer check reveals the direction and distance of a broadcast. The communication scanner grants a +5 equipment bonus to decipher encrypted messages that it receives. However, it cannot be used to locate the presence of tightbeam comlinks (above) unless the scanner is directly in the path of the comlink. In addition, the communication scanner functions as a recording unit for the transmissions that it intercepts.
Computerized Interface Scope – This item is a small electrobinocular device, mounted onto a weapon, that projects a targeting image onto a monocle or helmet display worn by the wielder. Additionally, the computer image projected by the scope can be displayed on a datapad or transmitted by comlink to a remote location, allowing others to see what the wielder sees. By using a computerized interface scope, the wielder effectively reduces the range of the target by one category (minimum of point blank) when aiming. The device is otherwise mechanically identical to a targeting scope and does not stack with a targeting scope or with any other device that does not stack with a targeting scope.
Demolitions Sensor – Resembling a pair of goggles , the demolitions sensor can detect both the explosives and triggering mechanisms of mines, grenades, and other explosive devices, highlighting them in the wearer’s vision. The demolitions sensor grants the wearer a +5 equipment bonus on Perception checks made to find mines and other planted explosives. A demolitions sensor cannot be worn at the same time as armor with a helmet or any other device worn on the head.
Distortion Field Emitter – This discreet device is often used by diplomats and other dignitaries in order to hold private conversations without the risk of electronic eavesdropping. The emitter extends a distortion bubble over a 2-square radius that effectively disrupts any electronic signals from being transmitted outside the field. Any communication device ceases to function while inside this area.
Electrobinoculars – This device magnifies distant objects in most lighting conditions. An internal display provides data on range, relative and true azimuths, and elevation. Viewing options include zoom and wide-vision observation. Electrobinoculars also feature radiation sensors and a nightvision made that grants Darkvision out to the user’s normal range of sight. Electrobinoculars reduce the range penalty on Perception checks to -1 for every 10 squares of distance (instead of -5 for every 10 squares of distance).
Electrobinoculars, Advanced – The TD1.4 electrobinoculars provide all of the benefits of standard models, but also includes the ability to record data, still images and video onto a standard data card (SE 136). They also contain visual enhancers that automatically adjust for poor visibility conditions and digitally enhance the picture’s sharpness and clarity at range. These electrobinoculars reduce the range penalty on Perception checks to -1 for every 15 squares of distance. They also increase the aid another bonus given to an ally or allied vehicle by +1 when using the Long-Range Spotter function of the Perception skill.
Electrobinoculars, Holo-Recording – The TT-4 functions as advanced electrobinoculars, but can also record up to three hours of holographic video.
Fusion Lantern – A hand-held light source larger than a glow rod, the fusion lantern produces light and heat. The light spreads out from the lantern, producing illumination in a 6-square radius.
Glow Rod – A glow rod is a portable illumination device that projects a beam of light up to 6 squares.
Halo Lamp – A pocket-sized disc small enough to fit in the palm of a hand, the halo lamp shines a bright light in a circle around the person holding it out to a 3-square radius. While lit, it remains cool to the touch, and it can easily be attached as a weapon accessory.
Motion Sensing Visor – The motion sensing visor tracks movement and highlights moving objects with color-coded warnings. This allows the wearer to see moving enemies with ease, even those attempting to be stealthy. The wearer of this visor gains a +5 equipment bonus to Perception checks against targets that have moved at least one square since the end of the wearer’s last turn. However, a motion sensing visor can be disorienting, especially in the heat of combat, and a character must spend two additional swift actions to use the recover action when attempting to move up the condition track. A motion sensing visor cannot be worn at the same time as armor with a helmet or any other device worn on the head.
Proximity Flare – Soldiers and explorers use proximity flares as warning devices on the perimeters of encampments. A flare is housed in a small cylinder with a spike on the bottom, allowing it to be securely placed in the ground. Sensors in the cylinder detect nearby shifts in air pressure. When any Small or larger creature or vehicle comes within a 3-square radius of the proximity flare, the flare launches, creating a stark, bright light illuminating a 10-square radius and eliminating concealment penalties due to insufficient lighting. Creatures can avoid tripping a proximity flare by making a DC 25 Stealth check. A proximity flare can be used as a makeshift weapon when it is aimed horizontally instead of vertically. The proximity flare can only shoot in a straight line, determined when it is placed. The flare makes a +2 attack roll against the first target that it contacts, dealing 3d6 points of fire damage. If used this way the proximity flare sputters out after the attack and provides no additional illumination.
Radiation Detector – Worn on the wrist or on the front of armor or uniforms, a radiation detector alerts the user to the presence of radiation within 6 squares. The radiation detector gives a color code indicating the strength of radiation and, additionally, can be set to provide either a vibrating or audible alarm.
Recording Unit – This storage device is an audio, video, or holo recorder with a playback feature. It has Intelligence 1 and 1 memory unit. You can modify a recording (edit, erase, or rearrange the order of events) with a DC 15 Use Computer check. However, anyone can make an opposed Perception check (if observing the recording) or opposed Use Computer check (if inspecting the data from the recording) to detect any modifications you have made. Editing or modifying a recording without first uploading it to a computer can be difficult: Add the recording unit’s Intelligence modifier (-5) to any Use Computer checks you make to change the recording.
Audio Recorder: An audio recorder stores 100 hours of high-quality sound.
Video Recorder: A video recorder stores 10 hours of high-quality video.
Holo Recorder: A holo recorder stores 1 hour of high-quality holos.
Sensor Pack – A portable scanning device, the sensor pack is a bulky rectangle featuring a variety of dials and switches, a readout display, and a scanning dish. It provides general details on comm signals, life forms, and hazards within 1 kilometer. Operating a sensor pack requires a standard action and grants a +5 circumstance bonus on your perception checks until the end of your next turn.
Stealth Field Generator – A small and unobtrusive device worn on the belt, the stealth field generator emits a sound-dampening field around the wearer that makes sneaking up on an opponent easier. Additionally, the stealth field generator uses technology to absorb and warp light around the wearer, making them harder to see. The stealth field generator grants concealment (but not total concealment) to the wearer when activated. Activating a stealth field generator is a swift action, and it lasts for the duration of the encounter, until the wearer takes damage or until the wearer attacks or uses a Spell, Nanite Ability, Power, Nanospell, or Incantation, whichever comes first. A stealth field generator requires a power pack to operate. After 5 uses, the power pack must be replaced.
Surveillance Detector – A surveillance detector is a small, handheld device that scans an area for eavesdropping devices and surveillance taggers (see below) . When activated, the surveillance detector grants a +10 equipment bonus to Perception checks for locating active or passive surveillance devices within 6 squares of the detector. It can be set to either display the presence of eavesdropping or to emit an alarm when such attempts are detected.
Surveillance Tagger – The surveillance tagger is a tiny, unassuming tube containing a Fine sized dart and a compressed air canister. When fired, the dart attaches itself to the target with a combination of adhesives and magnetism and activates a homing beacon. The homing beacon has a range of 1 kilometer and enough power to transmit for 40 hours. To use the surveillance tagger, the user must succeed on a ranged attack against a target within 6 squares of the user. The size of the dart imposes a -20 penalty to Perception checks to notice it. An activated signal tagger allows the user to track the movements of the dart with a DC 10 Use Computer check and a datapad or an appropriate sensor package.
Vid-Vox Scrambler – When activated, this Tiny handheld device emits a low-frequency wave that scrambles all video, audio, and holographic recording with in its area of effect, while leaving normal conversation unaffected. Vid-vox scramblers are prized by anyone worried that their conversations are being recorded, including criminal masterminds, CEOs, spies, and the paranoid. The vid -vox scrambler prevents all video, audio, and holographic recording in the squares adjacent to and the square including the device. Anyone eavesdropping or reviewing recordings of targets protected by an interference generator must make a DC 30 Perception or Use Computer check to pick up only scattered words and phrases. A scrambler can operate continuously for one week on a single power cell, or it can be connected to a generator or other permanent power source.
Life Support | Cost | Weight |
Aquata Breather | 350.00 | 0.2 kg |
Breath Mask | 200.00 | 2 kg |
Breath Mask Atmosphere Canister/Filter | 25.00 | 1 kg |
Depth Suit | 1,200.00 | 6 kg |
Flight Suit | 1,000.00 | 3 kg |
Shipsuit | 200.00 | 1 kg |
Space Suit | 2,000.00 | 15 kg |
Vacuum Mask | 650.00 | 0.3 kg |
Aquata Breather – While underwater, an aquata breather can provide up to 2 hours of breathable air through its mouthpiece.
Breath Mask – This personal atmosphere-filtering system consists of a mask that fits over the nose and mouth and a hose connecting the mask to a portable life-support system. A breath mask provides 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced. A functional breath mask grants immunity to inhaled poisons, including poisonous atmospheres. A breath mask offers no protection from extreme temperatures or hard vacuum. Replacing the filter and atmosphere canister requires a DC 10 Mechanics check.
Depth Suit – The suit makes the wearer immune to extreme cold and provides a +10 equipment bonus to Fortitude Defense to resist intense positive atmospheric pressure (but not vacuums), like those found in the depths of Europa’s oceans.
Flight Suit – The flight suit is a one-piece coverall (plus a helmet) that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the adverse effects of high-velocity flying. A flight suit includes a matching helmet and gloves that seal around the wearer and provide up to 10 hours of life support. As long as you have life support remaining, you are immune to any hostile atmosphere or inhaled poison hazard. The suit also grants a +1 equipment bonus to your Fortitude Defense.
Shipsuit – The shipsuit is a multipocketed coverall made of a tough synthmesh fabric, which has been known to last through years of regular use. A fitted coverall can also be used as an enviro-suit in an emergency, although a separate life support system such as a breath mask is required. A shipsuit provides enough pockets and pouches to carry up to 24 objects of Small size and weighing no more than 1 kg each. The cumulative weight of the objects is halved for the purpose of calculating the wearer’s total carried weight. A character wearing a shipsuit receives a +1 equipment bonus to his or her Fortitude defense when resisting extreme temperatures.
Space Suit – This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment. As long as you have life support remaining, you are immune to any hostile atmosphere or inhaled poison hazard. The suit also grants a +2 equipment bonus to your Fortitude Defense.
Vacuum Mask – Worn or carried by individuals who spend a great deal of time aboard starships and space stations, the vacuum mask is a short-term solution to a loss of atmosphere while aboard a spacecraft. The vacuum mask provides the wearer 10 minutes of breathable air, which automatically begins to flow when sensors on the mask detect a lack of breathable air. Though the vacuum mask is no replacement for a space suit, it has saved crews trapped in compartments aboard ships after the atmosphere has vented. A vacuum mask cannot be worn at the same time as armor with a helmet or any other device worn on the head.
Medical Gear | Cost | Weight |
Anti-Rad Dose | 50.00 | – |
Anti-Rad Nanites | 1,500 per Rating (Max Rating 6) | – |
Biomonitor | 300.00 | 0.5 kg |
Biomonitor, Implanted | 3,000.00 | – |
Bioscanner | 3,500.00 | 0.5 kg |
Hypoinjector Wristband | 350.00 | 0.1 kg |
Medical Defibrillator | 2,000.00 | 0.2 kg |
Medical Interface Visor | 1,500.00 | 0.5 kg |
Medical Kit | 600.00 | 20 kg |
Medpac | 100.00 | 1 kg |
Nerve Stick | 50.00 | 0.1 kg |
Surgery Kit | 1,000.00 | 10 kg |
Wound Sealant | 250 | 0.1 kg |
Anti-Rad Dose – An anti-rad dose comes in a tough hypodermic syringe or similar device. It grants a +10 equipment bonus to the target’s Fortitude Defense against radiation and grants a +5 equipment bonus to Treat Injury checks to cure damage caused by radiation. The equipment bonus to Fortitude Defense lasts for 12 hours before wearing off.
Anti-Rad Nanites – An anti-radiation measure developed in the wake of nuclear war on many planets, Anti-Rad Nanites are popular among anyone who travels in space with less-than-ideal shielding and workers in high-ambient radiation environments such as the irradiated wastelands created by WW3, anti-rad nanoware is a new development and quite expensive. This free-floating system scours the body via the lymphatic system for tell-tale isotope traces, free radicals, and radiation damaged cells. Anti-rad nanites bind the contaminants in a solvent cage, and the contaminants are then purged from the body via normal methods. In the case of cells, anti-rad nanites inject damaged or mutated cells with a compound that induces cyto-death, reigning in further division and mutation. The anti-rad nanites then attach to the waste and transport it to the nearest lymph node to be processed and evacuated normally. Anti-rad nanites reduce the damage done by radiation by its 3 times the rating of the Anti-Rad dose. Anti-rad is intended as a prophylactic measure, and is unable to eliminate metastasized cancers or pre-existing cell mutations. The rating of an injection of anti-rad nanites is reduced by one each week. When the rating reaches zero, the nanites have been completely purged from the user’s system and no longer have any effect. A CEC member or anyone else with nanotech implants does not suffer from rating reduction as long as they do not run out of nanite reserve units.
Biomonitor – This compact device measures life signs—heart rate, blood pressure, temperature, and so on. The biomonitor can also analyze blood, sweat, and skin samples. Used by medical services and patients who need to monitor their own health, biomonitors can be worn as an armband or wristband or integrated into clothing.
Biomonitor, Implanted – This is an implanted version of the biomonitor, and is a network of sensors scattered throughout the body instead of a single device.
Bioscanner – The bioscanner is a low-power handheld scanner used by doctors and medical technicians to help diagnose medical conditions in their patients. One or two passes over the patients collects biological information. The scanner displays vital statistics and analyzes and diagnoses any anomalies on file in the scanner’s medical database. This device grants its user a +2 bonus on all Knowledge (Life Sciences) checks made to identify ailments.
Hypoinjector Wristband – Developed during the Third World War to automatically treat troops in the field for exposure to radiation, chemical weapons, and biological weapons, this inconspicuous metal band can help a wearer avoid succumbing to the effects of poisons and other harmful chemicals. The refillable wristband stores up to 8 doses of vaccines, antidotes, or other medication. In addition to the hypoinjector, the wristband also houses a small bioscanner that continually scans the wearer for any foreign chemicals that the device can counteract. Optionally, the wristband can interface with an implanted biomonitor instead. When a harmful substance is detected, the hyopinjector administers the appropriate drug. Refilling the wristband requires a standard action per dose or 4 rounds for the entire set. The device runs on two energy cells that must be replaced after 5 days of constant use.
Medical Defibrillator – These small medical devices are commonly used by field medics and doctors to revive a character whose heart has stopped beating, and are more advanced (and more powerful) than the micro-defibrillators included in standard medical kits. When using the Revivify function of the Treat Injury skill, the user receives a +5 equipment bonus to their Treat Injury check. Additionally, the medical defibrillator allows an additional 2 rounds for the Revivify action to be performed (see Treat Injury, SE 74). When purchased, this device is obtained for a specific species. It may work on other species, subject to the GM’s discretion, but usually each species requires its own version. A Medical Defibrillator can also be used to counteract any active Cutter nanites in a person, at the cost of doing an automatic 12 Electricity damage to them. Warning: This is a non-intended use for medical equipment. Please consult your doctor before use. Unless you are a doctor. This item allows you to use Revivify without having a full medical kit.
Medical Interface Visor – This visor contains thousands of preprogrammed medical training tutorials. It analyzes visuals and provides tips and assistance in a variety of medical situations. The medical interface visor allows the wearer to attempt trained only applications of the Treat Injury skill even if untrained, and grants a +2 equipment bonus on Treat Injury checks. A medical interface visor cannot be worn at the same time as armor with a helmet or any other device worn on the head.
Medical Kit – This backpack-sized medical kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and radiation poisoning, burn treatments, micro-defibrillators (this does not include a Medical Defibrillator listed above), respirator, shock blankets, pressure cuffs, a collapsible null-inertia-stretcher for patient transport (capable of nullifying up to 160 kg), and even limited surgical tools. In addition, a medical kit has six external pouches for carrying expendable medical supplies, such as medpacs. You need a medical kit to revive a dying character, treat disease, treat poison, or treat radiation. A Medical Kit is stocked for the creature that purchases it – adding another species worth of capability to it costs another 500 credits per species.
Medpac – Medpacs are compact packages designed to both equip a trained medic for work in the field and to allow untrained individuals to apply first aid in emergencies. A medpac contains bandages, synthetic flesh, medical nanites, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly. Once you use a medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a medpac once in a 24-hour period.
Nerve Stick – A nerve stick is a small, chewable stimulant that was used by soldiers on all sides during the Third World War. The stimulant helps resist the effects of fatigue and lack of sleep. When ingested, the target receives a +2 equipment bonus to all Constitution checks and Constitution-based skill checks. It is no replacement for proper sleep, and extended use can lead to addiction.
Surgery Kit – This small kit contains the instruments a character needs to perform surgery on a wounded character using the Treat Injury skill. You must be trained in the Treat Injury skill to perform surgery using a surgery kit.
Wound Sealant – This was one of the first nanotech items to be made available to the general public. Surgical-grade sealant comes in two forms – battlefield-ready and surgical theatre. Battlefield-ready sealant consists of nanites stored in a liquid suspension, and is deployed via an aerosol spray can. Surgical theatre sealant consists of nanites stored in a hypoallergenic gel. Both versions work the same way, however. Once applied to a bleeding wound (defined as a physical wound that is dealing damage over time), the nanites in the solution activate and begin to use materials in the gel or liquid suspension to create a seal over the wound. The nanites do not heal any actual damage, but end any bleed effects 1 round after application. Wound Sealant is a single-use item.
Nanotech | Cost | Weight | Availabiltiy |
Cutters | 8,000.00 | – | Illegal |
Demolishers | 1,000.00 | 1 kg | Licensed |
Nanopack | 200 Station Credits | 0.5 kg | Common (Where Hive are prevalent) or Rare (everywhere else) |
Universal Sealant | 250 | 0.25 kg | – |
Cutters – Cutters are delivered to their target via injection or weapon attack (that does lethal damage), and was commonly used with a Needler. Cutter attacks are short and brutal as the nanites’ power is quickly exhausted, but this is more than enough time to cause critical damage to a target. Once injected and distributed throughout the victim’s circulatory system (which takes 1 minute), cutters begin to slash their way through blood cells, blood vessels, and organ tissues, causing massive internal hemorrhages and a shock response in the victim. Cutters do 12 damage per round to the target, but only last for 1 minute before their power is exhausted. Someone suffering from Cutters can be treated by dealing Ion or Electricity damage to them, 12 damage is enough to fry the nanites and render them inert. Using a Medical Defibrilator can also counteract Cutters, but this deals 12 electricity damage to the person automatically. While cutters are listed as Illegal, they are for all intents and purposes impossible to get, even for licensed owners. Possession of cutters outside of a laboratory, even while licensed, is regarded as possession of an illegal deadly weapon. Cutters have been developed by practically every species to dabble in nanotech, and they are universally Illegal without a proper permit.
Demolishers – Cutters are ‘old school’ nanites, which serve one purpose – breaking down matter into it’s component materials. Originally designed to replace conventional methods of demolitions, these nanites break down materials into piles of recyclable components (normally in powder form). Demolishers are slow, but effective. A single dose, sprayed or painted on, can turn more than half a metric ton of solid matter into dust. The first kilogram dissolves in an hour; the rate then doubles every hour until 6 hours have passed, at which point it stabilizes until the nanites have exhausted their internal power supply (12 hours after deployment). Demolishers are too slow and simple to easily affect living tissue. Victims will notice the signs of demolisher contact long before they can do damage, and can easily wash or scrape them off. In game terms, demolishers inflict 1 point of damage every 10 minutes, but pass on an itching sensation and visible, minor lesions to victims long before then.
Nanopack – One of the few exports of the Hive that is something they developed as opposed to goods they merely assemble for other people, Nanopacks are like a more advanced version of Universal Sealant. Available in spray and gel form, the nanites contained in nanopacks are actually rudimentary versions of the Hive’s own constituent universal assemblers (without the advanced intelligence hardware). When deployed, these universal assemblers cannibalize each other, minerals in their storage and dispersal media, and surviving bits of the damaged areas on the target to repair damage via the Quick Repair functionality of the Mechanics skill. Once used, a nanopack is expended, even if the Mechanics check is not successful.
Universal Sealant – This nanotech application is used extensively in space and undersea habitats and is becoming increasing common in a number of fields. It employs nanites suspended in a polymer gel/foam that hardens upon contact with air. When deployed (normally via handheld spray or squirtgun), the nanites bind seams, fracture lines, and punctures at a molecular level, filling in voids with the quick-hardening polymer. The result is an airtight seal with the consistency and hardness of steel. One canister can cover 1 square meter or numerous smaller holes. Standard sealant is only able to bind inorganic molecules, though surgical variants exist (see Wound Sealant in Medical Gear, above).
Survival Gear | Cost | Weight | Availability |
ABC Scrambler | 3,000.00 | 3 kg | Military |
All-Temperature Cloak | 100.00 | 1.5 kg | |
Camouflage Netting | 2,000.00 | 5 kg | Licensed |
Camouflage Poncho | 125.00 | 1.5 kg | |
Chain (3 meters) | 25.00 | 2.5 kg | |
Climbing Harness | 45.00 | 0.7 kg | |
Droptacs | 500.00 | – | |
Envirosuit | 1,500.00 | 12 kg | |
Field Food Processor | 1,500.00 | 4 kg | |
Field Kit | 1,000.00 | 10 kg | |
Fire Paste | 15.00 | 0.1 kg | |
Fire Rod | 25.00 | 0.1 kg | |
Jet Pack | 300.00 | 30 kg | |
Liquid Cable Dispenser (15 meters) | 10.00 | 0.2 kg | |
Luma Flare | 200.00 | 5 kg | |
Permadome | 5,000.00 | 50 kg | |
Personal Field Shelter | 500.00 | 1.5 kg | |
Plastent | 300.00 | 2.7 kg | |
Ration Pack | 5.00 | 0.1 kg | |
Sound Sponge | 3,500.00 | 1 kg | |
Subsonic Field Emitter | 120.00 | 0.2 kg | |
Syntherope (45 meters) | 20.00 | 2.5 kg | |
Vacuum Survival Pouch | 800.00 | 1 kg | |
Water Extractor | 400.00 | 3.2 kg |
ABC Scrambler – This device is used to ward off missile attacks. Commonly found on armored vehicles, the ABC scrambler can be worn on a belt or attached to a suit of armor and emits false audio, biological, and chemical signals to confuse missile guidance systems. A character with an ABC scrambler gains a +5 deflection bonus to Reflex Defense against grenade launchers, missile launchers, and other guided weapons.
All-Temperature Cloak – This wrap-around cloak protects its wearer from the elements, providing a +5 equipment bonus to its wearer’s Fortitude Defense against extreme heat or cold.
Camouflage Netting – Utilizing light absorption, active dynamic optical camouflage and jammers, this netting is a potent stealth item. It comes in a small backpack and takes two characters each a full round to deploy the netting. A single character can deploy it in one minute. Once deployed, the camouflage netting is powered by an internal power cell, which has enough power to last for one month, or the netting can be connected to an external power source. Camouflage netting provides a +5 equipment bonus to Stealth checks, including Stealth checks against sensors, for an object of Huge size or smaller.
Camouflage Poncho – The camouflage poncho is worn over armor to conceal the wearer from being spotted. Special materials track the surrounding area and alter the pattern of the camouflage poncho, smoothing and blending the wearer’s silhouette. A camouflage poncho grants a +5 equipment bonus to Stealth checks.
Chain – This 3-meter (2-square) length of chain has Damage Reduction 10 and 5 hit points. It has Strength 44 and can safely support over 5 metric tons of weight, and it can be broken with a DC 32 Strength check.
Climbing Harness – Providing a measure of safety for a wide array of climbing activities, the climbing harness secures the wearer to a climb line, reducing the chances of falling by providing several attachment points for anchor lines, as well as additional options for securing equipment. A character using a climbing harness when making Climb checks falls only when he or she fails the check by 10 or more.
Droptacs – These are optical devices inserted into the eyes of a character to prevent impaired vision in areas of extremely bright light. By filtering out non-visible light as well as glare, harmful rays and excessive lumens, droptacs prevent permanent damage to the wearer’s eyes. Droptacs lessen the effects of hampered vision caused by intense levels of ambient light or brief flashes created by certain weapons. These effects are reduced by one step: blindness becomes total concealment; total concealment becomes concealment; and concealment becomes no effect (see Blindness, SE 254).
Envirosuit – These bio-hazard suits are used to protect the wearer from the effects of biological or chemical contagions present in a given area. The bulky suits provide an internal oxygen supply and atmospheric filtration for 24 hours of continuous use. While inside an operating envirosuit, the wearer is immune to the effects of contact with acids, atmospheric hazards (except a vacuum), disease, poison, radiation, or smoke. Note that the envirosuit has no impact on any hazard effects the wearer suffers from prior to donning the protective suit.
Field Food Processor – The field food processor is used by soldiers and explorers to provide sustenance from local flora and fauna and is a critical survival tool when other food stores have been exhausted. Up to three pounds of plants, meat, or fungus can be placed inside the field food processor. One minute later, the processor exudes a grey paste that is extremely bland in taste, but is both edible and nutritious – enough to provide a single character a day’s worth of food. The field food processor gives a +10 equipment bonus to Fortitude checks against any poison, toxin, or radiation that might have been in the initial ingredients. A field food processor requires an energy cell, which lasts for one year before needing to be replaced.
Field Kit – Essentially a backpack full of survival gear, the typical field kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week’s worth of food rations, two glow rods, two breath masks, 24 filters, 12 atmosphere canisters, and an all-temperature cloak. You need a field kit to make a Survival check to endure extreme temperatures.
Fire Paste – Fire paste is a thick beige substance that can act as fuel for starting a fire. The paste, once squeezed from its tube, can be placed on virtually any surface, including ice and wet wood. With a single spark, the past ignites, burning for 3d4 minutes. If applied to a living creature or an object, the burning paste causes 1d6 points of damage as long as it burns and remains in contact with the creature or object. A single squeeze tube contains 5 applications of fire paste.
Fire Rod – When a fire is needed and nothing is around to create one, many people turn to a fire rod – a 10-cm hollow plastic tube that has two chambers, each filled with a chemical that is inert on its own. When the two chemicals are mixed, they combine to become a highly volatile substance that ignites within seconds. A fire rod burns for 2d8 minutes without any additional fuel. Adding wood or other combustible material keeps the fire burning longer.
Jet Pack – A jet pack is a propulsion system that a character can strap on, allowing flight over short distances. Arm and wrist controls are employed for maneuvering. Activating a jet pack is a swift action, and you gain a fly speed of 6 squares until the end of your turn. A jet pack has 10 charges and can be run continuously; no swift action is required to activate the jet pack on subsequent rounds of use. Routine maneuvers do not require a Pilot check, but you must make a DC 20 Pilot check if you land after moving more than 12 squares during the same turn; on a failure, you fall prone. A jet pack can lift up to 180 kg while flying. Replacement fuel cells cost 100 credits.
Liquid Cable Dispenser – Cable dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 15 meters (10 squares) of cable and is refillable at authorized outlets. The cable has Strength 28 and can safely support up to 560 kg, and it can be broken with a DC 24 Strength check.
Luma Flare – The model-3287 aerial illumination system is an artillery device used for a multitude of purposes. Most commonly, they are used as a distress beacon lit off by stranded or crashed pilots. The luma flare has a range of 500 meters and illuminates a 150-meter radius as if it were broad daylight, removing concealment on targets due to darkness. The flare can be used as an improvised weapon as if it were a grenade. When making an area attack with the luma flare, make a single attack roll and compare the result to the Reflex Defense of every target in the flare’s 3-square burst radius. Any target hit by the luma flare immediately takes 3d6 damage and they catch fire. Missed targets take half damage. Targets with the Evasion talent take half damage on a successful hit, and no damage on a miss. Additionally, any targets within 5 squares that are looking in the direction of the flare when it goes off suffer an attack (1d20+10) on their Fortitude Defense. If this attack is successful, they are blinded for 1d6 rounds.
Permadome – Permadomes are pre-engineered, pre-fabricated dwellings that allow almost anyone to assemble them in a very short span of time. Setting up a permadome requires no skill checks and can be constructed in as little as 30 minutes per intended occupant. Permadomes can be made up of a number of materials and pre-fabricated to house any number of occupants at a cost of 1,000 credits per additional inhabitant.
Personal Field Shelter – The personal field shelter allows soldiers to have protection fro m the weather without having to carry a huge amount of weight. When activated, this small package expands to create a small, narrow tent large enough to hold a single character. As long as the character remains sealed inside, the portable shelter provides a +10 equipment bonus to the user’s Fortitude Defense against extreme heat or cold. For one hour, the personal field shelter can also provide a breathable atmosphere, protecting against inhaled poisons, including poisonous atmospheres. Special filaments on the exterior of the field shelter help it blend with surroundings, granting a +2 equipment bonus to Stealth checks.
Plastent – A plastent is a prefabricated high-grade polymer shelter that can be easily transported from place to place. Fully inflated, a plastent forms a triangular structure about 2 meters tall, providing enough room for four creatures of Medium size. The temporary structure is light enough to be moved easily and sturdy enough to withstand most weather conditions. In addition to providing shelter, the plastent can have small pieces of equipment, such as a sensor array, mounted onto it. Most models come equipped with an inflation unit that can fully inflate the plastent within a few minutes.
Ration Pack – Ration packs are compact meals that take up little room (you can fit six in a pouch designed to carry a datapad) but have all the requirements to nourish a person for one day. The food isn’t appetizing, and it doesn’t include water, but it does prevent malnutrition.
Sound Sponge – This small electronic device emits sound waves in frequencies well above and below the normal range of audible sound, using those sounds to suppress other sounds in the vicinity. A sound sponge muffles all sound in a 6-square radius, increasing the Perception check DC to hear noises coming from that area by 10.
Subsonic Field Emitter – More of a convenience than a necessity, the subsonic field emitter generates a subsonic pulse attuned to the nervous systems of nonsentient insects and other vermin, discouraging them from entering the emitter’s 6-meter broadcast radius and allowing beings within the radius to relax without being disturbed by natural pests. Tiny or smaller creatures with an Intelligence of 2 or less cannot willfully enter the radius of a subsonic emitter, assuming it is tuned for their biology.
Syntherope – Although not as compact and convenient as a liquid cable dispenser, syntherope is stronger and more durable. A coil contains 45 meters (30 squares) of syntherope, and unlike liquid cable it is meant to be reused. Syntherope has Strength 30 and can safely support up to 720 kg, and it can be broken with a DC 25 Strength check.
Vacuum Survival Pouch – Carried by spacers of all types, the vacuum survival pouch is a small cylinder typically worn on a character’s belt or harness. In the event of a catastrophic loss of pressure, the vacuum survival pouch automatically deploys, enveloping the user in a protective bubble that keeps them alive for a few hours. The vacuum survival pouch is large enough to hold a single Medium creature. It provides sufficient air, heat, and pressure for the creature to survive in hard vacuum for up to 2 hours, but it does not protect against radiation. The material has 2 hit points.
Water Extractor – For Humans and Teuthidoids at least, water is a necessity of life. Some worlds have abundant water, but others lack this vital liquid. The water extractor can help beings who find themselves in a dry area. Working like a condensing canteen found in a field kit, the water extractor is a cone-shaped apparatus that attracts water vapor in the air, collecting it in specialized bins at the broad end of the cone. As the water accumulates, contaminants and toxins are filtered out, rendering the water potable. Although the amount of water collected varies depending on the moisture content of the atmosphere, it normally at least a full day’s worth of water for a Human in 16 hours.
Tools | Cost | Weight | Availability |
Binder Cuffs | 50.00 | 0.5 kg | Restricted |
Energy Cell | 10.00 | – | |
Fire Extinguisher | 50.00 | 3 kg | |
Lock Breaking Kit | 8,000.00 | 4 kg | Restricted |
Lock Breaker | 24,000.00 | 0.5 kg | Illegal |
Mechanical Interface Visor | 1,500.00 | 0.5 kg | |
Mesh Tape | 5.00 | 0.5 kg | |
Microlab | 1,800.00 | 0.8 kg | |
Personal Multitool | 100.00 | 0.2 kg | |
Power Generator | 750.00 | 15 kg | |
Power Pack | 25.00 | 0.1 kg | |
Power Recharger | 100.00 | 1 kg | |
Security Kit | 750.00 | 1 kg | Restricted |
Sonar Mapper | 400.00 | 1 kg | |
Tool Kit | 250.00 | 1 kg | |
Utility Belt | 500.00 | 4 kg |
Binder Cuffs – Binder cuffs are restraints designed to lock two limbs of a prisoner together, normally the wrists and ankles, but it is possible to lock one arm to one leg or use binder cuffs to hook a prisoner to a tree. The cuffs have Damage Reduction 10, 20 hit points, and Strength 40. Breaking them requires a DC 30 Strength check, and removing them without the seven-digit release code requires a DC 25 Mechanics check. The binder cuffs can be attached to the limbs of any creature of Large, Medium, or Small size.
Energy Cell – This small battery provides power for devices, including certain types of weapons. An energy cell appears as a small, flat disk. An energy cell can be recharged with a power recharger.
Fire Extinguisher – A full-round blast from this tool produces a chemical cloud that provides total concealment. Those inside the cloud can’t see targets outside the cloud, and those outside the cloud can’t see targets inside the cloud. The cloud spreads 1 square in all directions for every round its activated. It dissipates after 3 rounds (no matter how large the cloud). Each full-round blast depletes one-tenth of the fire extinguisher’s chemical supply. If used for its intended purpose, the extinguisher can put out a fire up to 10 squares in size at a rate of 1 square per round before its depleted. Reloading the fire extinguisher is a full-round action. Replacement chemical cartridges for the extinguisher cost 25 credits each.
Lock Breaking Kit – Illegal to be owned except by licensed professionals and the military, a lock breaking kit is a tool kit in many ways but has some advanced and highly specialized tools. A lock breaking kit grants the user a +5 equipment bonus on all Mechanics and Use Computer checks to bypass doors and locks.
Lock Breaker – These highly illegal devices are popular among criminals, slicers and spies all over. They are used to circumvent locks and security devices, granting a +10 equipment bonus to Mechanics checks using the Disable Device function of the skill. The lock breaker serves as the security kit required for this action.
Mechanical Interface Visor – This visor translates images received through its visual sensors and scans them for common mechanical designs. The visor then provides the wearer a heads-up display of basic information and tips on dealing with those designs. The mechanical interface visor allows the wearer to attempt trained-only applications of the Mechanics skill even if untrained, and grants a +2 equipment bonus on Mechanics checks. A mechanical interface visor cannot be worn at the same time as armor with a helmet or any other device worn on the head.
Mesh Tape – A modern take on the old staple, Duct Tape, the usefulness of mesh tape is limited only by a character’s imagination. Mesh tape adhesive has Strength 15 and can support up to 90 kg indefinitely (and up to 180 kg for 5 rounds). Mesh tape itself has Strength 20 when used to bind another character and requires a DC 20 Strength check to break. A roll provides 30 meters (20 squares) of tape, 5 centimeters wide.
Microlab – A microlab is a portable laboratory for analyzing substances. When you need quick identification of a material and cannot wait for the results of a full analysis from another location, the microlab works well enough to answer most questions. In some cases, the microlab’s analysis is just as good as a full examination. A sample of the substance in question is placed in a small tube that is then slid into the microlab. A DC 15 Knowledge (Physical Sciences) check is necessary to complete the examination, and the results are then displayed on the device’s small screen.
Personal Multitool – People who explore the untamed wilderness need many tools. In most cases, full-sized tools can be unwieldy, especially when cargo space is a limited commodity. The personal multitool is a low-tech device that holds miniature versions of several simple tools that can be useful in the wilderness. Although the arrangement of the implements can vary, the standard personal-multitool configuration includes a 5-cm vibroblade, a low-power spanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These tools are stored within the 6-cm handle and each fold out on a hinge. The vibroblade, spanner, and hydrogrip are all powered by a single energy cell that must be replaced after 50 hours of constant use. The vibroblade can be used as a melee weapon that deals 1d4 points of damage.
Power Generator – A power generator is a small fusion reactor that provides continuous power for vehicles, structures, and machinery. It can power anything up to a Gargantuan vehicle or structure indefinitely, a Colossal vehicle or structure for 1 day, and a vehicle of Colossal (Frigate) size for 1 hour. After that, it is disabled and must be repaired. If a power generator is destroyed while in use, its fusion reactor overloads and explodes, making a +10 attack roll against the Reflex Defense of every target within 4 squares. If the attack succeeds, the target takes 8d6 points of energy damage. If the attack misses, the target takes half damage. A target with the Evasion talent takes half damage if the attack succeeds or no damage if the attack misses. This is an area attack.
Power Pack – A power pack is a compact rectangular battery that fits into a piece of equipment to power it. A power pack can be recharged with a power recharger.
Power Recharger – A power recharger is used to recharge a power pack or energy cell. The recharge process takes 4 hours, and only one power pack or energy cell may be recharged at a time. A power recharger holds enough power to recharge 100 packs or cells, but is normally connected to a ship’s or building’s power supply, allowing it effectively unlimited recharge capacity.
Security Kit – A security kit is a set of special tools for bypassing electronic and mechanical locks. It usually includes electronic components and dedicated sensor devices. Possession of a security kit is illegal for anyone who doesn’t have the proper permits, such as members of law enforcement agencies or professional security experts. A security kit is required to bypass traps or security systems using the Mechanics skill. A security kit contains a comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.
Sonar Mapper – Modern sensor systems are reliable and can be used in many circumstances. However, in some situations a standard sensor pack does not work. In those instances, a sonar mapper can be used instead. A sonar mapper is a specialized sensor system that emits sonar pulses at regular intervals, mapping an area through echolocation. The sonar mapper does not provide the detail that a sensor pack can, because its dedicated screen displays only the echolocation. Also, the sonar mapper does not have as great a range as a sensor pack, because it reads the pulses only up to a range of 100 meters with any accuracy. The sonar mapper can internally record up to 12 hours of readings, making a good backup map if the user becomes lost.
Tool Kit – You need a tool kit to repair a damaged vehicle, structure, or object. The standard tool kit represents a broad collection of tools designed to take apart, analyze, modify, and reubild almost any technological device. Most technicians personalize their tool kits over the course of years, but almost all contain at least an electroshock probe (for shorting out electronic components or soldering wires), plasma cutter (for cutting apart materials), spanner (to tighten and loosen all forms of screws and fasteners), oxygen-safe welder (for connecting things where you can’t afford a fire), power calibrator (both for analyzing circuitry and to act as an emergency power cell), power prybar (for forcing things open), probe sensors, various cricuits and connector wires, vibrocutters (for things that don’t call for a plasma cutter), and welding goggles (so you don’t burn out your eyes or blind yourself. But other than that they do nothing). Many of these tools can be used as makeshift weapons. They all qualify as simple weapons, but since they aren’t designed for combat, they impose a -5 penalty on attack rolls. Different tools deal different damage: electroshock probe, 1d8 ion; plasma cutter, 2d6 energy; oxygen-safe welder, 1d8 energy; power prybar, 1d8 bludgeoning.
Utility Belt – A utility belt has several pouches containing a three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook, and a couple of empty pouches for whatever else the wearer wants to add (up to 0.5 kg per pouch).
Weapon and Armor Accessories | Cost | Weight | Availability |
Bandolier | 100.00 | 2 kg | |
Blast Pauldron | 500.00 | 1 kg | |
Bow Silencer | 200.00 | 0.25 kg | Licensed |
Flash Suppressor/Silencer | 400.00 | 0.2 kg | Military |
Helmet Package | 4,000.00 | 1 kg | |
Holster, Concealed | 50.00 | 0.2 kg | |
Holster, Hip | 25.00 | 0.5 kg | |
Kama | 500.00 | 1 kg | |
Neck Guard | 200.00 | 0.5 kg | |
Targeting Scope, Enhanced Low-Light | 1,000.00 | 1.2 kg | Licensed |
Targeting Scope, Standard | 100.00 | 0.2 kg |
Bandolier – Since there are so many types of weapons, there are an equally large number of ammunition types. Depending upon the weapons the wearer carries, a bandolier may contain magazines, bolts, arrows, missiles, grenades, knives, or any number of other forms of ammunition. A bandolier has 12 slots that can each hold a single Tiny weapon (such as a grenade or a knife), a single piece of equipment weighing up to 0.5 kg, or one NMS Reserve Tank. Any item on the bandolier can be retrieved as a move action.
Blast Pauldron – Pauldrons are worn over the shoulders and generally provide additional protection to vital areas such as the heart and major arteries. Trooper commanders often wear color-coded pauldrons to denote rank, however this is a double-edged sword since it makes officers easier to spot for the enemy. A pauldron grants damage reduction 5 versus critical hits scored on the wearer.
Bow Silencer – A bow silencer consists of a wool or foam cover for both ends of the string, preventing the string from slapping against the bow’s frame and reducing vibration throughout the weapon. The bow silencer operates like a standard silencer, except that it functions for bows, composite bows, and crossbows – but not repeating crossbows.
Flash Suppressor/Silencer – Fitting over the muzzle of any slugthrowing weapon, this device reduces both the sound and the muzzle flash when the weapon is fired. A flash suppressor/silencer imposes a -10 penalty to Perception checks to discern the sound or spot the flash of an equipped weapon. It reduces the maximum range of the weapon to short (though things that decrease effective range apply). Using a Flash Suppressor or a Silencer requires the use of cold-loaded ammunition (see Ammunition Loads). Fitting or removing a silencer or suppressor is a standard action. Flash suppressors and silencers are specific to the weapon they are used on – they cannot be swapped between weapon types.
Helmet Package – When installed in the helmet of a suit of armor, this electronic package allows the armor to grant the wearer a +2 equipment bonus on Perception checks as well as low-light vision. In addition, it includes an integrated hands-free comlink. Installing a helmet package takes 1 hour and a DC 20 Mechanics check.
Holster – Holsters are generally available for all Medium or smaller weapons. (Larger weapons are usually carried on shoulder straps, hangers, or baldrics that cost as much as a hip holster.) A holster for a melee weapon is usually called a sheath.
Hip Holster – This holster holds the weapon in an easily accessed – and easily seen – location.
Concealed Holster – A concealed holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket, vest, or cloak). Small or Tiny weapons can be carried in concealed waistband holsters (often placed inside the wearer’s waistband in the small of the back). Tiny weapons can also be carried in ankle, boot, or wrist holsters. A concealed holster allows you to draw a concealed weapon as a move action instead of a standard action, but you take a -5 penalty on your Stealth check to conceal the weapon.
Kama – More than mere decoration, a kama is a type of heavy skirt typically worn over armor. A kama is normally made from heavy leather or some flexible material with protection from puncture. Wearing a kama provides a +1 circumstance bonus to the wearer’s Reflex Defense versus burst and splash damage.
Neck Guard – Typically attached to a helmet or armor, a neck guard provides protection to the sensitive area on the back of the neck generally left exposed by standard armor. A neck guard provides a +1 circumstance bonus to the wearer’s Reflex Defense versus surprise and sneak attacks.
Targeting Scope – A targeting scope is a sighting device that makes it easier to hit distant targets. However, it affords a very limited field of view, making it difficult to use. Installing a targeting scope on a rifle or pistol requires 10 minutes and a DC 10 Mechanics check.
Standard – A standard targeting scope reduces the range by one category (for example, from medium to short range). However, you must aim at your target to gain this benefit, and you lose the benefit if you change targets or lose line of sight to your target.
Enhanced Low-Light – A low-light targeting scope functions the same as a standard targeting scope in normal light. However, after aiming at a target, it allows the wielder to ignore concealment (but not total concealment) from darkness when attacking that target.