Current Expedition Gear: Difference between revisions
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Line 8: | Line 8: | ||
*Tablet | *Tablet | ||
*Notebook | *Notebook | ||
* | *Glock 17 (1d10 damage; 15m range increment; 17 round magazine) | ||
*Body Armor | *Body Armor (AR 3) | ||
*1 IFAK | *1 IFAK (+20% to a single First Aid check) | ||
*1/2 of a 2-person shelter shell | *1/2 of a 2-person shelter shell | ||
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) | *Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use) | ||
*Helmet with headlamp | *Helmet with headlamp | ||
*Flashlights (2) | *Flashlights (2) | ||
Line 25: | Line 25: | ||
*Kevlar vest (3 armor points) worn under clothes | *Kevlar vest (3 armor points) worn under clothes | ||
*1 IFAK | *1 IFAK (+20% to a single First Aid check) | ||
*1/2 of a 2-person shelter shell | *1/2 of a 2-person shelter shell | ||
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) | *Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use) | ||
*Helmet with headlamp | *Helmet with headlamp | ||
*Flashlights (2) | *Flashlights (2) | ||
*Emergency flotation devices for yourself and your pack | *Emergency flotation devices for yourself and your pack | ||
*Survival knife | *Survival knife (1d4 damage; AP3) | ||
*Mylar emergency blanket | *Mylar emergency blanket | ||
*Spare clothes | *Spare clothes | ||
*Gas mask with spare filters | *Gas mask with spare filters | ||
*Sleeping pad | *Sleeping pad | ||
*Glock 17 | *Glock 17 (1d10 damage; 15m range increment; 17 round magazine) | ||
==Howard== | ==Howard== | ||
*1 IFAK | *1 IFAK (+20% to a single First Aid check) | ||
*1/2 of a 2-person shelter shell | *1/2 of a 2-person shelter shell | ||
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) | *Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use) | ||
*Helmet with headlamp | *Helmet with headlamp | ||
*Flashlights (2) | *Flashlights (2) | ||
*Emergency flotation devices for yourself and your pack | *Emergency flotation devices for yourself and your pack | ||
*Survival knife | *Survival knife (1d4 damage; AP3) | ||
*Mylar emergency blanket | *Mylar emergency blanket | ||
*Spare clothes | *Spare clothes | ||
*Gas mask with spare filters | *Gas mask with spare filters | ||
*Sleeping pad | *Sleeping pad | ||
*Assault Carbine (Sound Suppressor, Sights, ...) + a couple of spare mags | *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 | *Pistol + a couple of spare mags (1d10 damage; 15m range increment; 17 round magazine) | ||
*Tactical Body Armor + Helmet | *Tactical Body Armor + Helmet (AR5 (6 with helmet)) | ||
*Radio with throat mic | *Radio with throat mic | ||
*Smoke | *2 Smoke Grenades | ||
*Combat Knife | *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 | *A few of those pyrotechnic road flares | ||
*Night Vison Goggles | *Night Vison Goggles (allows operating in dark condition; detailed perception at -20%) | ||
*Waterproof Notepad and Pencils | *Waterproof Notepad and Pencils | ||
*Extra snack bars. | *Extra snack bars. | ||
Line 64: | Line 66: | ||
==O'Neill== | ==O'Neill== | ||
*Climbing rope and associated gear. | *Climbing rope and associated gear. (+20% to Athletics checks to Climb when time is taken to use) | ||
*Gas mask. | *Gas mask. | ||
*Tobacco and Pipe. | *Tobacco and Pipe. | ||
*Tools for messing with locks and a general purpose top notch tool box that is a back pack. | *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. | *A hand grenade cause he has always wanted one. (15% lethality; 10 m kill radius) | ||
*A good knife. | *A good knife. (1d4 damage; AP3) | ||
*One oxygen in a can and mask | *One oxygen in a can and mask | ||
*A hand held gas detector | *A hand held gas detector | ||
Line 76: | Line 78: | ||
*Good light sources. | *Good light sources. | ||
*Metal detector. | *Metal detector. | ||
* | *Glock 17 (1d10 damage; 15m range increment; 17 round magazine) | ||
*Polaroid camera | *Polaroid camera | ||
Line 82: | Line 84: | ||
*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 | *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 | *1 IFAK (+20% to a single First Aid check) | ||
*1/2 of a 2-person shelter shell | *1/2 of a 2-person shelter shell | ||
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) | *Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use) | ||
*Helmet with headlamp | *Helmet with headlamp | ||
*Flashlights (2) | *Flashlights (2) | ||
*Emergency flotation devices for yourself and your pack | *Emergency flotation devices for yourself and your pack | ||
*Survival knife | *Survival knife (1d4 damage; AP3) | ||
*Mylar emergency blanket | *Mylar emergency blanket | ||
*Spare clothes | *Spare clothes | ||
*Gas mask with spare filters | *Gas mask with spare filters | ||
*Sleeping pad | *Sleeping pad | ||
*Assault Carbine w/holographic sights, targeting laser, and sound suppressor. Six spare magazines on chest rig. | *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. | *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 | *One 570g block of C4 plastic explosive w/spare chemical, radio, and mechanical detonators (10% lethality; 5m range) | ||
*Tactical Body Armor + Helmet | *Tactical Body Armor + Helmet (AR5 (6 with helmet)) | ||
*Radio with throat mic | *Radio with throat mic | ||
*Smoke | *2 Smoke Grenades | ||
*Two large knives. One in each boot | *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 | *A dozen glow sticks | ||
*Night Vision Goggles | *Night Vision Goggles (allows operating in dark condition; detailed perception at -20%) | ||
*Waterproof Notepad and Pencils | *Waterproof Notepad and Pencils | ||
*Extra snack bars | *Extra snack bars | ||
Line 111: | Line 115: | ||
*Digital recording stuff | *Digital recording stuff | ||
*Field testing kits for things like checking for common organic and inorganic toxins | *Field testing kits for things like checking for common organic and inorganic toxins | ||
*1 IFAK | *1 IFAK (+20% to a single First Aid check) | ||
*1/2 of a 2-person shelter shell | *1/2 of a 2-person shelter shell | ||
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) | *Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use) | ||
*Helmet with headlamp | *Helmet with headlamp | ||
*Flashlights (2) | *Flashlights (2) | ||
*Emergency flotation devices for yourself and your pack | *Emergency flotation devices for yourself and your pack | ||
*Survival knife | *Survival knife (1d4 damage; AP3) | ||
*Mylar emergency blanket | *Mylar emergency blanket | ||
*Spare clothes | *Spare clothes |
Revision as of 20:28, 3 April 2017
Note: Excludes basic clothing as well as standard rations and water for 4 days.
Arikan
- Camera
- Geiger counter
- Gas detector
- Tablet
- Notebook
- Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
- 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
Caldwell
- 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 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
- 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
VanDerMeer
- Specimen containers]
- Digital recording stuff
- Field testing kits for things like checking for common organic and inorganic toxins
- 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