Current Expedition Gear: Difference between revisions

From RPGnet
Jump to navigation Jump to search
 
(13 intermediate revisions by 9 users not shown)
Line 9: Line 9:
*Notebook  
*Notebook  
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
*Extra Magazine (2)
*Body Armor (AR 3)
*Body Armor (AR 3)
*1 IFAK (+20% to a single First Aid check)
*1 IFAK (+20% to a single First Aid check)
Line 21: Line 22:
*Gas mask with spare filters
*Gas mask with spare filters
*Sleeping pad
*Sleeping pad
 
*Chemical lights
==Caldwell==
*Rations
 
*Kevlar vest (3 armor points) worn under clothes
*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
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
 
==Howard==
 
*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 (Sound Suppressor, Sights, ...) + a couple of spare mags (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)
*Pistol + a couple of spare mags (1d10 damage; 15m range increment; 17 round magazine)
*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)
*Combat Knife (1d6 damage; AP3)
*A few of those pyrotechnic road flares
*Night Vison Goggles (allows operating in dark condition; detailed perception at -20%)
*Waterproof Notepad and Pencils
*Extra snack bars.
 
==O'Neill==
*Climbing pick
*Camera
*Drone- flying
*Axe
*Garden 4 wheeled truck trolley
 
*Climbing rope and associated gear. (+20% to Athletics checks to Climb when time is taken to use)
*Gas mask.
*Tobacco and Pipe.
*Tools for messing with locks and a general purpose top notch tool box that is a back pack.
*A hand grenade cause he has always wanted one. (15% lethality; 10 m kill radius)
*A good knife. (1d4 damage; AP3)
*One oxygen in a can and mask
*A hand held gas detector
*Spare Batteries
*Spray cans to mark the way we go.
*Good light sources.
*Metal detector.
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
*Polaroid camera


==Mars==
==Mars==
Line 115: Line 54:
*A box of matches
*A box of matches


==VanDerMeer==
==Dave==
 
*Tablet, w' ruggedized rubber overlay.
*Specimen containers]
*Google Glasses [personalized]
*Digital recording stuff
*Camcorder w' lowlight/IR settings [micro, can be helmet mounted]
*Field testing kits for things like checking for common organic and inorganic toxins
*Wasp microdrones w' lowlight cam links [awaiting IR hardware] x 3
*1 IFAK (+20% to a single First Aid check)
*Flight control unit.
*1/2 of a 2-person shelter shell
*Electronics repair/spares kit [personalized]
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
**All devices linked in VPN.
*Helmet with headlamp
*Tactical Body Armor + Helmet (AR5 (6 with helmet))
*Flashlights (2)
*Radio with throat mic
*Emergency flotation devices for yourself and your pack
*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)
*Survival knife (1d4 damage; AP3)
*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)
*Mylar emergency blanket
*Spare clothes
*Gas mask with spare filters
*Sleeping pad
 
==Nicotera==
*1 IFAK
*1 IFAK
*1/2 of a 2-person shelter shell
*1/2 of a 2-person shelter shell
Line 144: Line 77:
*Gas mask with spare filters
*Gas mask with spare filters
*Sleeping pad
*Sleeping pad
*Medical Supplies
==Lucky==
*Medical specimen containers
*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

Latest revision as of 04:39, 15 June 2018

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