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===Standard Gear Carried by UTRPF Ground Troopers=== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> These items tend to be carried by most if not all of the troopers in standard missions. Included here are only what infantry troopers might encounter. Other high tech equipment from the SFC (or even the Star Law link) might able around on a case-by-case bases. Ask the GM if your character is thinking on buying something from there or outside the scope of the game </br> '''Mark3 Medium Combat Armor''': As Medium Combat Armor, this is standard issue infranty trooper combat armor worn by most troops in the field. Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo Pattern Mark I that ads +1 to ''Stealth'' (from computer generated camo pattern display system) and Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 16lbs</br> '''Mark5 Light Combat Armor''': As Light Combat Armor, assigned to scouts and other troopers that don't want the extra weight of a medium combat armor (or need to carry other specialized gear). Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to ''Notice'' for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo-Com Pattern Mark I that ads +1 to ''Stealth'' (from computer generated camo pattern display system or Mark II for the Scout Troopers that adds +2 instead) and Grip Boots that add +1 to ''Athletics'' when climbing or moving over difficult terrian. Weight 8lbs)</br> '''Combat Helmet Array''': the standard helmet array worn by UTRPF Marines includes the Tactical Helm Communicator and a Camera Rig which allows the soldiers to communicate with each other and command staff along transmit viedo back to their location within about 5 miles, in optimal conditions. Also includes a FTI Tag (''Friendly Target Identify'') which is a adhesive chip allows for the targeting systems and Motion tracks to be identify friends from foe. In game terms ''Firing into Melee'' with this tag and the ABTS system will not hit a ally even with a Critical Fumble. Weight is negligible, Wealth -1</br> '''Shoulder Tac Lamp''': This robust shoulder mounted lamp can project a beam out to 40" (80 yds) that cancels Pitch Black illumination within its beam. Weight 1lb, , Wealth +1</br> '''ABTS''' (Asset-Based Targeting System): this weapon scope system allowing for the computer system to identify possible friendly targets and civilians so as not to fire on them directly. In game terms this ''Firing Into Melee'' will only hit a by standard on a 1 on the ''Shooting'' dice if using Autofire or a Critical Fumble with ROF 1. Weight is negligible, Wealth +0</br> '''CTS''' (Computer Targeting System) and the '''Smart System''' (as on the M-8L Gatline Smartgun): This computer targeting scope grant that weilder a +1 to ''Shooting'' and can eliminates up to 2 points of penalties due to range, cover and called shots. These bonuses stack with any other equipment enhancement and Edges. Wt. 1lb, Wealth -1</br> '''Load Bearing Web Gear''': this web gear is attached to all UTRPF soldiers armor and allows you to carry up to 8 light item (no more then 2-3lbs) such as a Grenade, an standard ammo Clip (but not a ammo drum or powercell) a knife or 3 mini-grenades in each webbing slot. It is a free action to ready a item from this rig. This webbing adds no extra weight It is part of ones armor weight, Wealth +2</br> '''Combat Belt''': part of ones armor, this belt can carry ammo clips and drums, pistol, etc. up to 12lbs. total (2-12 small objects, no more the 6lbs each). Takes an action to Ready a item from the belt. It adds no extra weight, Wealth +2</br> '''Rucksack''': A military backpack or belt pack that is reistant to tears, heat and cold, and that holds up to 20lbs of gear. It takes an extra Action to ready a weapon from it. Weight 1lbs empty, Wealth +2 </br> '''Long Range Com Rig''': Shoulder mounted rig (think football shoulder pad) with satellite uplink unit, that can route squads radio and vidcam transmits back to command. Range with satellites can be routed planetary wide, otherwise transmit range is around 100 miles. Wt. 5lbs, Wealth -1</br> '''Mini-Electronics Repair Kit''': required for electrical systems, computers, etc. Electronic and Repair checks. Can also be used for electrical Hacking and Thievery of locks and security systems. Wt. 5lbs, Wealth +0 </br> '''Weapon Harness Gimble''': body harness and built in stablizer motor that is attached to a heavy weapon (like the 'Howler'). Negates penalties for recoil (like the Rock-An-Roll Edge). It also allowes an additional +1 to ''Shooting'' when aiming with stablizer. Cannot move to ignore recoil penalties. If the weilder does have the Rock-An-Roll Edge, whent moving the recoil penalty is reduce to -1 each attack. Wt. 10lb, Wealth -1</br> '''First Aid Kit:''' basic disposable healers kit (+1 ''Healing'' checks, takesn 1d4 rounds to use) 3 uses. Wt. 2lbs, Wealth +1</br> '''Advanced Field Medical Kit''': Includes autoinjector and medical diagnosis scanner (+2 ''Healing'' checs, takes 2d6 rounds rounds to use). 10 uses (replacement 5lb). Also include one tube of Med-Gel and 2 dose of each of the Standard Medical Drugs (see Drugs below). Wt. 12lbs, Wealth -1</br> '''Camo Cloak''': Advanced cloak that uses computer assisted patter changer with background, adding +2 to ''Stealth'' when motionless and +1 when moving up to Pace 6. Wt. 3lbs, Wealth -3</br> '''Tactical Pullout Flat-Screen Map''': These roll-out flexable flat-screen plastic display map can call up local maps, zooming in or out as needed. Map quality depends on satellite imaging and local mapping usage. Grades +2 to ''Survival'' when locating or moving over long distance. Wt. 2lbs, Wealth +0</br> '''Electrobinoculars''': computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). Wt. 2lbs, Wealth +0</br> '''Ration Packs''': Advanced nution packs of food that can sustain a full grown supersoldier for a day. 1lb each, Wealth +2 for four days.</br> '''Filter Cantens''': Light weight advanced bioplastic with filtration system for re-rilling in the field. Wt.0.1lb empty, 4lbs full, Wealth +2</br> '''Personal Basic/Mesh Kit''': Items for daily care in the filed. Suffer a -1 to ''Survival'' checks without them. Wt. 1lb, Wealth +4</br> OPTION ITEMS </br> These items are genearally available on request. Items listed above and additional weapons are optional of the command staff to give out </br> '''Biosyth Rope''': standard 40 yards (20") of rope that will support up to 1,500lbs of weight. Wt. 1lb, Wealth +0</br> '''Explosives Detector''': hand-wand scanner unit (Detect – Explosives, ''Electronics'' +2). Wt. 2lbs, Wealth -1</br> '''Matter Cutter/Wielder''': These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter or seal a cut. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 20 points of Armor the material has. As an improvised melee weapon. Sealing works the same if the surfaces can be joined. if used as an Improvised weapon it causes 2d8 Damage with AP 10, Str Min d6, but subtracts 2 from ''Fighting'' checks and to weilder Parry score. Has full for 10 rounds of us. Wt. 4lbs, Wealth -2</br> '''Motion Tracker''': Used to detect motion within a short area (base ''Electtronics'' skill check vs. ''Stealth'', -1 per 10”/20yds Range). Ignores smoke and mist obscre and darkness penalties within range (also ignores invisibility). Note targets must be moving (Stationary ‘living’ targets get +2 to ''Stealth'' checks). Can track through terrain and moderate walls/structures. GM may assign a skill penalties depending on the situation. Wt. 4lbs, Wealth +0</br> ''Other Weapons'': Officers often assign extra weapons to the combat loud of a trooper, depending on the needs or situations. Of course the troopers can normally request them.</br> '''M52 Flame Gun''' (16lbs)</br> '''Argen 'Triple-Betty' Missile Launcher''' (24lbs)</br> '''Charge Pack(s)''' (10lbs)</br> '''XR-Bomb(s)''' (10lbs)</br> MISSION SPECIFIC GEAR</br> When carrying out missions that required special atmospheric and chemical, bioharzored or nuclear harzards or vaccum conditions soldiers replace their standard armor with an Armored Enviro-Suit or Vaccum Suit and are issued... </br> '''Adhesive Patches''': small squares bio-metallic adhesive patches are a quick puncture repair kit. One patch is required for each breach. It generally takes an action to apply to each tear. While there is no skill check multi-action penalties can apply if doing anything else. Wt. 1lb for 4 patches, Wealth +2/for 4.</br> For Zero-G environments replace the standard issue SMG and Pulse Rifles (and mini-grenades) with the '''X-A2 'Ignis' Laser Rifle''' (15lbs) and extra powercell (5lbs)</br> For High-G worlds or environments crew can be equiped with a '''High-G Exoskeleton Frame'''. This frame worn over trooper's Armor or BDUs and enhances an individual’s core Strength by +2 steps but with a -2 Pace and -1 steps to Run die. Wearer is also -1 to their ''Fighting'' checks and suffer a -1 to their Parry score. Power cell lasts around 18 hours of continuous use. Wt. 20lbs, Wealth -2. For long-term reconnaissance missions...</br> Generally the standard combat load loses extra grenades and ammo clips to carry extra food and water along with...</br> '''Energy Tent''': An easy-to-assemble 2-man tent using energy sheet material that can absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. The tent and collapsible poles are contained in a small drawstring bag. Wt. 2lbs, Wealth +0</br> OTHER GEAR THAT MIGHT BE USED IN SOME SITUATIONS</br> '''Cargo Loader''': Essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo (up to 2,000lbs). The pincers are awkward if used for combat and act as an Improvised Weapon (–2 ''Fighting'' checks and to Parry score). They cause Str+d6 damage. Wt. 1,500lbs, Wealth -4</br> STANDARD MEDICAL DRUGS</br> A standard Medic's Advanced Field Medical Kit carries 2 each doses and a tube of Medi-Gel. Price -2. :'''Antibiotics''': As an Action to inject into a subject and adds +2 to checks to recover from any most disease. :'''Antitoxin''': As an Action to inject into a subect, adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected (positive or negative) but painful to administer. After taking drug Distracted and Vulnerable for 2d6 rounds. Wealth +1 each dose :'''Calm Mind''': an Action to inject into a subect, adds +2 to any check for a subject to recover from temporary madness or other mental states. Wealth +1 each dose :'''Healing Spray''': if admistered within 10 minutes of suffering a Wound, as a free action when applied adds +2 to ''Healing'' checks (stacks with any other bonus to heal Wounds) and +2 to Vigor checks to avoid Bleeding Out. Wealth +1 per dose :'''Medi-Gel''': A tube of advanced healing gel. Takes a Action to apply and auto stablize someone from Bleeding Out and adds +2 to a subjects' Vigor roll. Success heals one Wound 1d6 rounds afterwards. Contains 10 uses. Wt. 6oz tube, Wealth +0 for the tube. :'''Painkiller''': allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours. Wealth +1 each dose :'''Radcleaser''': an Action to inject into a subect, adds +4 to any check to recover from radiation poisoning and damage. Wealth +0 each dose :'''Stimulant''': an Action to inject into a subect, this non-addictive stimulant allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours. Wealth +1 each dose Non-Standard Drugs... :'''Frenzon''': combat drug, lasts 1d10 minutes. Takes an Action to inject into a subect, gains Immunity to fear and the Frenzy Edge. Wt. nil, Wealth +0 per dose. Illegal (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls). :'''Obscura''': As an Action to inject into a subect, makes a Vigor test at -2 or in 1d4 rounds they enters a dream like hallucinogen state for 1d5 hours and then 1d10 hours afterwards from depression (-1 to all non-Soak rolls). Fairly additive. Wt. nil, Wealth +0 per dose, Illegal. :'''Slaught''': Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose requires an Action to inject into a subect, and adds Alertness and Quick Edges for 1d5 hours. At the end suffer a level of Fatigue (which last 1d5 hours). Wt. nil, Wealth -1 per dose.
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