Difference between revisions of "Ship's Locker"

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(Created page with "*8 x Vacc Suit, Improved: The standard vacuum or space suit is designed to protect the individual from vacuum, tainted or noxious atmospheres and some radiation. It carries its o...")
 
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*4 x Improved Shock Batons: The shock baton resembles a light security baton, much like a police billy club. In addition to the normal damage, 1d6 stun damage is delivered. The baton’s capacitors take 1d6 rounds to recharge after this but the baton can still be used as a club in this period. These improved batons have increased capacitors, giving a greater jolt to the target. (TL 12, Melee(Bludgeon), 2d6 (+1d6+2 Stun), Heft 0, .75kg)
 
*4 x Improved Shock Batons: The shock baton resembles a light security baton, much like a police billy club. In addition to the normal damage, 1d6 stun damage is delivered. The baton’s capacitors take 1d6 rounds to recharge after this but the baton can still be used as a club in this period. These improved batons have increased capacitors, giving a greater jolt to the target. (TL 12, Melee(Bludgeon), 2d6 (+1d6+2 Stun), Heft 0, .75kg)
  
*4 x Improved Blades (Machete Pattern): A large machete type weapon with a single curved edge and no point. Because of the bulk of the Blade, it is generally carried in a belt scabbard. These modernized, hardened blades are honed to great sharpness, and ergonomically designed for maximum effectiveness. (TL 6, Melee(Small Blade), 2d6+4, Heft 1, 1kg)  
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*4 x Improved Blades (Machete Pattern): A large machete type weapon with a single curved edge and no point. Because of the bulk of the Blade, it is generally carried in a belt scabbard. These modernized, hardened blades are honed to great sharpness, and ergonomically designed for maximum effectiveness. (TL 6, Melee(Small Blade), 3d6-2, Heft 1, 1kg)  
  
*4 x Improved Carbine, Bullpup: A short, semi-automatic longarm firing a small-calibre (5mm Light Rifle) round.  These weapons are equipped with a sling, as well as attachment points for advanced sights. In this improved 'hybrid' weapon, a relatively low powered (compared to a gauss weapon) magnetic accelerator pushes the round down the barrel after firing, giving the weapon increased punch, while allowing it to feed commonly available ammunition. (TL 11, Range: Rifle, Gun Combat(Slug Carbine), 3d6+4 SAP, Ammo 20, Auto: No, Recoil 0, 2.5 kg)
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*4 x Improved Carbine, Bullpup: A short, semi-automatic longarm firing a small-calibre (5mm Light Rifle) round.  These weapons are equipped with a sling, as well as attachment points for advanced sights. In this improved 'hybrid' weapon, a relatively low powered (compared to a gauss weapon) magnetic accelerator pushes the round down the barrel after firing, giving the weapon increased punch, while allowing it to feed commonly available ammunition. (TL 11, Range: Rifle, Gun Combat(Slug Rifle), 3d6+4 SAP, Ammo 20, Auto: No, Recoil 0, 2.5 kg)
  
*6 x Improved Snub Pistol: A low-velocity autopistol designed for shipboard and zero-g environments. This improved model uses a magnetic accelerator similar to the carbine above to give the snub pistol more punch while retaining its low-recoil characteristics as well as the ability to use standard ammunition types. (TL12, Range: Shotgun, Gun Combat(Zero-G Weapons), 2d6+4 (Ball), 3d6+4 AP (HEAP), 3d6+1 ST (HE), Ammo 15, Auto: No,  Recoil 0, .7 kg)
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*6 x Improved Snub Pistol: A low-velocity autopistol designed for shipboard and zero-g environments. This improved model uses a magnetic accelerator similar to the carbine above to give the snub pistol more punch while retaining its low-recoil characteristics as well as the ability to use standard ammunition types. (TL12, Range: Shotgun, Gun Combat(Slug Pistol), 2d6+2 (Ball), 3d6+2 AP (HEAP), 2d6+6 ST (HE), Ammo 15, Auto: No,  Recoil 0, .7 kg)
  
 
*12 Magazines 5mm Light Rifle Ball for Carbines
 
*12 Magazines 5mm Light Rifle Ball for Carbines

Revision as of 07:47, 24 March 2013

  • 8 x Vacc Suit, Improved: The standard vacuum or space suit is designed to protect the individual from vacuum, tainted or noxious atmospheres and some radiation. It carries its own communicator (500 km),oxygen tanks for six hours and other basic survival equipment. Vacc suits are armoured against space debris and similar hazards.

(TL 12, Protection 6, Requires Vacc Suit-0, 12kg)

  • 2 x Hostile Environment Vacc Suit, Standard: A hardened version of the vacc suit, offering heavier protection from the elements and physical damage in hostile environments such as nearby volcanic activity or within a corrosive atmosphere. The hostile environment suit’s armour rating can be applied against damage done by hazards such as radiation or pressure. The standard HEnv suit worn by workers in dangerous environments, this suit is much easier to use than earlier versions. The hostile environment suit’s armour rating can be applied against damage done by hazards such as radiation or pressure. (TL 12, Protection 8, Requires Vacc Suit-1, 18kg)
  • 4 x Improved Shock Batons: The shock baton resembles a light security baton, much like a police billy club. In addition to the normal damage, 1d6 stun damage is delivered. The baton’s capacitors take 1d6 rounds to recharge after this but the baton can still be used as a club in this period. These improved batons have increased capacitors, giving a greater jolt to the target. (TL 12, Melee(Bludgeon), 2d6 (+1d6+2 Stun), Heft 0, .75kg)
  • 4 x Improved Blades (Machete Pattern): A large machete type weapon with a single curved edge and no point. Because of the bulk of the Blade, it is generally carried in a belt scabbard. These modernized, hardened blades are honed to great sharpness, and ergonomically designed for maximum effectiveness. (TL 6, Melee(Small Blade), 3d6-2, Heft 1, 1kg)
  • 4 x Improved Carbine, Bullpup: A short, semi-automatic longarm firing a small-calibre (5mm Light Rifle) round. These weapons are equipped with a sling, as well as attachment points for advanced sights. In this improved 'hybrid' weapon, a relatively low powered (compared to a gauss weapon) magnetic accelerator pushes the round down the barrel after firing, giving the weapon increased punch, while allowing it to feed commonly available ammunition. (TL 11, Range: Rifle, Gun Combat(Slug Rifle), 3d6+4 SAP, Ammo 20, Auto: No, Recoil 0, 2.5 kg)
  • 6 x Improved Snub Pistol: A low-velocity autopistol designed for shipboard and zero-g environments. This improved model uses a magnetic accelerator similar to the carbine above to give the snub pistol more punch while retaining its low-recoil characteristics as well as the ability to use standard ammunition types. (TL12, Range: Shotgun, Gun Combat(Slug Pistol), 2d6+2 (Ball), 3d6+2 AP (HEAP), 2d6+6 ST (HE), Ammo 15, Auto: No, Recoil 0, .7 kg)
  • 12 Magazines 5mm Light Rifle Ball for Carbines
  • 12 Magazines 10mm Snub Ball for Snub Pistols
  • 6 Magazines 10mm Tranq for Snub Pistols
  • 200 rounds 5mm Light Rifle Ball Boxed
  • 150 rounds 10mm Snub Ball Boxed
  • 60 rounds 10mm Tranq Boxed
  • 10 x Cold Weather Clothing, Advanced (TL 10): Using quick-drying, waterproof and super-insulating materials, advanced cold weather clothing protects against frigid weather (-20º Celsius or below). The suit is not heated but it is designed to allow temperature to be regulated by openings and partial removal.
  • 10 x Improved Mask, Life-Support (TL 11): The Life-Support, or “space” mask is functionally similar to the TL 5 environment mask but can be used in space or underwater down to a depth of 5m. It gives a full seal with NBC or other emergency suit such as a body pressure sleeve. The mask has integral filters but is normally connected by a hose to a belt-mounted filter/blower unit or 1-hour air tank. Using the belt filter makes breathing easier and reduces fatigue. The air tank is necessary for vacuum or underwater use. This improved unit comes with an integral scrubber for the included air tank, allowing use for two hours, as well as integral radio transceiver with 500km (orbital range.)
  • 10 x Vacc Suit Emergency Kit (TL 8): A belt-carried pack, the emergency kit is designed to allow a vacc suit user to save himself or someone else in the event of an accident and to increase the chances of a search finding him. Yanking a lanyard will release a tethered balloon reflector. This is somewhat similar to a rescue ball but filled at very low pressure. It inflates into a 3m-diameter radar reflector which is tethered to the user’s belt. It vastly increases the user’s radar cross-section and makes a search more likely to find him. The kit itself contains a radio beacon/repeater, a handheld strobe beacon, tethering cord, suit patches, spray sealant for multiple small holes, a 30-minute replacement air bottle and two hand-held gas thruster units. The latter are designed to allow the stranded spacefarer a last-ditch attempt to reach safety. The kit also contains a metallic reflectorised blanket increasing radar detectability and reduces absorbed radiation in the event the spacefarer is caught outside in a solar flare, decreasing exposure by 100 rads.
  • 10 x Thrust Pack (TL 9): A basic manoeuvring system that can be incorporated into a vacc suit backpack, the thrust pack allows four hours of moderate manoeuvring or about 15 minutes of near continuous thrust. The unit includes a simple inertial autopilot and stabilizer/spin-correction computer but a Zero-G skill check is still needed to use a thrust pack accurately. Thrust packs (of all kinds) can only be used in microgravity.
  • 2 x Bulkhead Patches (TL 10): A set of variously-sized rigid and flexible bulkhead patches, plus adhesives and sealant to allow pressure breaches in a starship or space vessel to be temporarily repaired. The patches are no substitute for real damage control and tend to fail after 4d6 hours. They are mainly used to allow the crew time to

make a more permanent repair.

  • 2 x Cutting Gear, Laser (TL 9): A backpack power supply and laser or plasma cutting unit, this cutting gear is standard for use aboard starships. It can cut through most materials, though cutting through hull armour requires a very long time to create a breach.
  • Welding Kit, Advanced (TL 10): A composite plasma/electric arc welding kit useful for many light and medium applications. Repairs to higher tech materials require an advanced welding unit.
  • 2 x Tool Laser (TL 12): A handheld laser welder/cutting-torch powered by a small internal powerpack (providing power for up to 20 minutes of continual use). The Tool Laser’s energy output is variable and thus it could be used from anything from gentle electronic welding to small-scale metalwork or cutting through several centimetres of

steel; anything beyond that would require a heavier welding torch. At TL 12 the Tool Laser is about the size of a large flashlight.

  • 2 x Tool Set, Starship Engineer (TL 12): A full tool kit for shipboard engineering personnel, including PRIS goggles, Iris valve opener, electronic and gravitic test and repair equipment, wrenches, sockets and a large hammer. Wt. 12 kg.
  • 4 x Combination Viewer (TL 9): A set of goggles incorporating IR and light intensifi cation functions, along with

brightness-linked safety cut-outs. The viewer can be used in optical, IR or thermal mode, or any combination of the three, though this can be disorientating to new users.

  • 2 x Medkit (TL 12): Medical tools, surgical tools, non-combat drugs up to level 12, can work with/around augmentations and implants. Wt. 8 kg.
  • 6 x Handcuffs
  • 2 x Radio Tranceivers (TL 9) 500 km range.
  • 2 x Hand Computers (TL 12) Computer/3, loaded with Intelligent Interface, Security/2, Agent/1, Library, Navigational, and Maintenance Databases.