Current Expedition Gear: Difference between revisions
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*Chemical lights | *Chemical lights | ||
*Rations | *Rations | ||
==Mars== | ==Mars== | ||
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*Extra snack bars | *Extra snack bars | ||
*A box of matches | *A box of matches | ||
==Dave== | ==Dave== | ||
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*Gas mask with spare filters | *Gas mask with spare filters | ||
*Sleeping pad | *Sleeping pad | ||
==Lucky== | |||
*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 |
Revision as of 14:35, 14 June 2018
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)
- 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
- 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
- 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
- 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