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Current Expedition Gear
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==Mars== *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
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