Current Expedition Gear

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Note: Excludes basic clothing as well as standard rations and water for 4 days.

Arikan[edit]

  • Camera
  • Geiger counter
  • Gas detector
  • Tablet
  • Notebook
  • Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
  • Extra Magazine (2)
  • Body Armor (AR 3)
  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad
  • Chemical lights
  • Rations

Mars[edit]

  • Decent cigars, Pictures of his step daughter Mary at a science fair, pictures of Mona in a black dress in front of a fancy table
  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad
  • Assault Carbine w/holographic sights, targeting laser, and sound suppressor. Six spare magazines on chest rig. (1d12 damage; 100 m base range; 10% lethality; 30-round magazine; +20% to hit if not damaged since last action; requires Alertness check to hear)
  • Heavy Pistol w/targeting laser. Three spare magazines on chest rig. (1d12 damage; 20m base range; 10 round magazine; +20% to hit if not damaged since last action)
  • One 570g block of C4 plastic explosive w/spare chemical, radio, and mechanical detonators (10% lethality; 5m range)
  • Tactical Body Armor + Helmet (AR5 (6 with helmet))
  • Radio with throat mic
  • 2 Smoke Grenades
  • 2 Flashbang Grenades (+20% bonus on attack roll; those hit suffer -40% to all actions for 1d6 rounds)
  • 2 Frag Grenades (15% lethality; 10 m kill radius)
  • Two large knives. One in each boot (1d6 damage; AP3)
  • A dozen glow sticks
  • Night Vision Goggles (allows operating in dark condition; detailed perception at -20%)
  • Waterproof Notepad and Pencils
  • Extra snack bars
  • A box of matches

Dave[edit]

  • Tablet, w' ruggedized rubber overlay.
  • Google Glasses [personalized]
  • Camcorder w' lowlight/IR settings [micro, can be helmet mounted]
  • Wasp microdrones w' lowlight cam links [awaiting IR hardware] x 3
  • Flight control unit.
  • Electronics repair/spares kit [personalized]
    • All devices linked in VPN.
  • Tactical Body Armor + Helmet (AR5 (6 with helmet))
  • Radio with throat mic
  • Assault Carbine w/holographic sights, targeting laser, and sound suppressor. Six spare magazines on chest rig. (1d12 damage; 100 m base range; 10% lethality; 30-round magazine; +20% to hit if not damaged since last action; requires Alertness check to hear)
  • Heavy Pistol w/targeting laser. Three spare magazines on chest rig. (1d12 damage; 20m base range; 10 round magazine; +20% to hit if not damaged since last action)
  • 1 IFAK
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad

Lucky[edit]

  • Minimi 7.62
  • M320 Grenade Launcher Module
  • Handgun
  • Grenades
  • Claymores
  • Tazer
  • Medkit
  • Helmet
  • Night vision
  • Gas mask
  • Armoured vest
  • Combat knife
  • Baton
  • Ammunition
  • Torch
  • Flares
  • Trip wires
  • Bolt cutters
  • Breaching charge
  • Handcuffs
  • Water filtration
  • Batteries
  • Food
  • Helmet cam