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===STANDARD STARFLEET GEAR=== The following are some of the more common various of hand devices and technology employed by Starfleet.</br> '''Adhesive Patches''': small squares made of the same material as enviromental and space suits, adhesive patches are a quick puncture repair kit for both environmental suits and vacuum suits. One patch is required for each breach and require an action and a ''Repair'' skill check with a +1 bonus to successfully apply. A starting set is 10 patches, Wt. 1lb, Price +2.</br> '''Hand Communicator''': a standard Starfleet communicator can be flip activated for secure communications or voice activated for hands free operations. The standard range under optimal conditions is about 50 miles or low-standard g M-class planet's orbit. Wt. ½lb, Price +0.</br> '''Hypospray Injector''': advances in medical technology allow for the replacement of needle injectors with the hyprospray model. This injects medicines through skin and thin clothing (including standard Starfleet uniforms) with an almost immediate affect. Wt. ½lb, Price +0.</br> :Some standard Star Fleet drugs include – '''''Antibiotics''''' (adds +2 to checks to recover from any known disease), '''''Antivenom''''' (adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected), '''''Calm Mind''''' (adds +2 to any check for a subject to recover from temporary madness or other mental states), '''''Healing Spray''''' (if applied within 5 minutes of suffering a wound, adds a +2 to a subjects' Heroic Recovery; see Houserules and natural healing recovery checks), '''''Painkiller''''' (allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours), '''''Radcleaser '''''(adds +4 to any check to recover from radiation poisoning and damage), '''''Stimulant''''' (non-addictive stimulant that allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours). A standard Medical Away Team Case carries 2 each of the above items with Wt. 2lbs, Price -3. '''Language Translator''': advanced software and A.I. function that translates and decodes standard audio signals and spoken languages. The device’s skill in know languages is d12+2. To translate an unknown spoken language requires an ''Academic'' skill check with a penalty of +0 to -4 for difficult ones. Non-traditional languages generally require a separate Science skill check to modify the translator in some way with a penalty of +0 to -4 and 1d6 hours of time. Wt. 2lbs, Price -3.</br> [[File:SWADE.STD.Scanner.jpg | 300px | left]] '''Medical Scanner''': hand-held scanner and screen depicts that internal structure of organic beings. This greatly helps and advises medical personal looking for damage, disease, poisons, toxins, etc. It adds +2 to ''Healing'' checks and ''Science'' rolls in relations to medical knowledge. Wt. 2lbs, Price -1.</br> '''Tricorder''': advanced sensor with optical, chemical, motion and other active sensors that ignore illumination penalties and add +2 to ''Notice'' rolls made to various types of moving targets and/or ''Science'' rolls made in relations objects such as chemical signatures, biological beings, environmental readings, material and mineral compounds, etc. Targets do not have to be visible although dense material may cause inaccurate or false readings. The basic range of a tricorder is 5 miles. It take 1d6+1 rounds of actively scanning to take a basic sensor reading, the GM providing more detailed information with raises and the scanner can use additional rounds to attempt to gain more detailed information. Specialized tricorders grant +4 ''Notice'' or ''Science'' bonus to their specific target and +0 for all others. Specializations include biological beings and types (mammal, reptile, etc.), mining and inorganic material types (gold, dilithium crystals, etc. and can also penetrate into a planet’s surface up to 1 mile), chemical compounds (acids, toxins, etc.) and environmental and planetary survey information. Wt. 2lbs, Price -1 (-2 for Specialized units).</br>
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