Difference between revisions of "Savage X-COM: Personal Gear"

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Weight: 4<br>
 
Weight: 4<br>
 
Notes: Allows the user to spend an action to make a notice check at +2 to detect any motion within 45 yards. Requires the user to stand still for one round.<br>
 
Notes: Allows the user to spend an action to make a notice check at +2 to detect any motion within 45 yards. Requires the user to stand still for one round.<br>
 +
<br>
 +
'''Multi-scanner:''' The spectrochemical multi-scanner is a compact, versatile sensor device that can analyze air, water and radiation, incorporates advanced spectroscopy, and has the ability to inform the user immediately if there is any biological, chemical or radiation hazards in the direction it was pointed. Its practical range is only about 20 yards, however.<br>
 +
Weight: 10<br>
 +
Notes: Detects hazards within twenty yards<br>
 +
<br>
 +
'''Binoculars:''' Modern hybrid electronic/optical field glasses. Magnification rating: 30x. Incorporates digital night vision.<br>
 +
Weight: 2<br>
 +
Notes: +2 to vision based Notice rolls at long range. Ignores lighting vision penalties as long as some light is present. Cannot be used while attacking.<br>
 +
<br>
 +
'''Restraints:''' A form of physical restrain for the hands that use plastic strips. They function like handcuffs, but are cheaper and easier to use than metal ones. They cannot be reused.<br>
 +
Weight: 0.1<br>
 +
Notes: Allows for restraint of helpless characters.<br>
 +
<br>
 +
'''Climbing Gear:''' While most soldiers can scale a fence without help, there are some obstacles that require specialized gear to overcome. 150 feet of nylon rope that can lift up to 600 pounds, standard grappling hook, a high-performance grapple gun, a pair of ice axes and a complete climbing harness, with everything tucked away in a handy backpack.<br>
 +
Weight: 25<br>
 +
Notes: +2 bonus to athletics checks for climbing<br>
 +
<br>
 +
'''Plasma Torch:''' A small hand-held cutting torch that will burn through anything, even rock. It incorporates a windowed shield, and holds enough power for fifteen minutes of continuous use. Attaching a welding rod and reducing its output power effectively turns the device into an arc welder, also extending its battery duration by another fifteen minutes.<br>
 +
Weight: 4<br>
 +
Notes: Cuts through most metals<br>
 +
<br>
 +
'''Lockpicks:''' Standard issue SWAT lockpick set and gun, including interfaces for keycards and keypads. Very doubtful that it will have any use in alien facilities or craft, but it will allow troops to silently bypass locked doors during urban combat situations.<br>
 +
Weight: 2<br>
 +
Notes: Allows the character to pick locks with no penalty for lack of tools. Does not work on alien locks.<br>
 
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Revision as of 10:38, 29 November 2023

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Field Medical Kit: The field med-kit is an assortment of medical supplies that may be necessary on the battlefield, such as tourniquets, dressings, sutures, and sterile water, all contained in a small back pack than can be worn over top of normal body armor. It's no substitute for proper medical care, but it can keep someone alive long enough to get it.
Weight: 5
Notes: Adequate supplies for Heal checks. Five uses.

Chemlight: A very cheap, and very lightweight, solution for low light situations. Very effective at providing enough light for passive NVG use.
Weight: 0.2
Notes: Provides dim illumination in a small burst template

Flare: A magnesium flare that provides a superior illumination solution than chemlights.
Weight: 1
Notes: Provides bright illumination in a large burst template

Tactical Universal Unmanned Vehicle Controller: The TUUVC is the latest development in drone technology, a universal tablet, remote control and encrypted radio that can be distributed across a soldier's loadout. It allows for direct feedback from drones and constant video feeds and control, without compromising a front line operative's combat ability.
Weight: 15
Notes: Allow control of one drone. Can sync to multiple drones, but can only run one at a time unless the user has Multitasker

Gas Mask: Standard issue US Military M50 Gask Mask, in use across the world. It protects against harmful gases, but is hot and uncomfortable wear.
Weight: 4
Notes: Renders wearer immune to harmful gases and vapors, -1 to Vigor rolls, increase penalty for long range attacks by 1, Running die decreased one size

Night Vision goggles: The latest GEN IV night vision goggles, they include passive and active modes for use in complete darkness.
Weight: 2
Notes: Passive mode eliminates penalties for dim or low light. Active negates penalties for no light but causes the goggles to glow slightly

AN/PED 1 Laser Designator: The LLDR provides a unique capability to Forward Observers, Forward Air Controllers and Naval Gunfire Spot Teams. The system can recognize targets in day/night/obscurant conditions, range to the target at an eye safe wavelength, and calculate grid coordinates with its own GPS/Elevation/Azimuth capability.

The system then provides this information to other members of the Digital Battlefield. Also included is a NATO coded laser designator for use with Semi-Active Laser Guided Missiles and Laser Spot Trackers.

To make a long story short, the AN/PED allows an X-COM operator to lase a target, which can then be used to guide in missiles or artillery from support units.
Weight: 10
Notes: Designates targets for air and drone strikes

Radio Headset: X-COM uses state of the art dual communication tactical headsets that provide increased situational awareness and sound-attenuation using digital sound processing to enable talk through capability. Hazardous sounds are compressed to a safe level, while not cutting off low-level ambient sounds. All critical electronics are EMP hardened, and the device is capable of broadcasting on several hundred different frequencies. The headsets have a maximum range of two miles but can interface with the communications suite aboard a Skyranger for global communication via X-COM's network. The device also transmits video and audio footage from the operators armor and gun cameras.
Weight: 1
Notes: Allows radio communication, +1 to notice checks for listening

Motion Scanner: A hand-held device that measures movement by making use of the pulse Doppler principle using high-powered ultrasound waves in a 120-degree arc to the front, with an effective range of roughly 45 yards. The moving objects are then displayed on a scaled-down map on the device’s screen. Works best when the user stands still, and no moving vegetation is in the vicinity. Outdoors, it tends to produce many false signals due to the aforementioned ambient movement. It can also measure movement behind obstacles, though these signals tend to be weaker. The device’s rechargeable batteries supply power for about two hours’ worth of continuous operation.
Weight: 4
Notes: Allows the user to spend an action to make a notice check at +2 to detect any motion within 45 yards. Requires the user to stand still for one round.

Multi-scanner: The spectrochemical multi-scanner is a compact, versatile sensor device that can analyze air, water and radiation, incorporates advanced spectroscopy, and has the ability to inform the user immediately if there is any biological, chemical or radiation hazards in the direction it was pointed. Its practical range is only about 20 yards, however.
Weight: 10
Notes: Detects hazards within twenty yards

Binoculars: Modern hybrid electronic/optical field glasses. Magnification rating: 30x. Incorporates digital night vision.
Weight: 2
Notes: +2 to vision based Notice rolls at long range. Ignores lighting vision penalties as long as some light is present. Cannot be used while attacking.

Restraints: A form of physical restrain for the hands that use plastic strips. They function like handcuffs, but are cheaper and easier to use than metal ones. They cannot be reused.
Weight: 0.1
Notes: Allows for restraint of helpless characters.

Climbing Gear: While most soldiers can scale a fence without help, there are some obstacles that require specialized gear to overcome. 150 feet of nylon rope that can lift up to 600 pounds, standard grappling hook, a high-performance grapple gun, a pair of ice axes and a complete climbing harness, with everything tucked away in a handy backpack.
Weight: 25
Notes: +2 bonus to athletics checks for climbing

Plasma Torch: A small hand-held cutting torch that will burn through anything, even rock. It incorporates a windowed shield, and holds enough power for fifteen minutes of continuous use. Attaching a welding rod and reducing its output power effectively turns the device into an arc welder, also extending its battery duration by another fifteen minutes.
Weight: 4
Notes: Cuts through most metals

Lockpicks: Standard issue SWAT lockpick set and gun, including interfaces for keycards and keypads. Very doubtful that it will have any use in alien facilities or craft, but it will allow troops to silently bypass locked doors during urban combat situations.
Weight: 2
Notes: Allows the character to pick locks with no penalty for lack of tools. Does not work on alien locks.