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starrangers:starting_equipment

Starting equipment

Issued personal gear

They are issued following gear:

  • Nanoweave Suit all 27(pierce/cut)/9(other)(flexible) base:$1,200 total: $9,660 7.15kg (Better gear: 1:ultralight cybersuit 2:light cybersuit 3: medium cybersuit 4: heavy cybersuit)
    • Small IR comm:1000-meter range. $100
    • Small radio: 15km range. $200, 2B/10 hr
    • Wristwatch Rad Counter (TL9) This measures and displays the amount of radiation that the user is exposed to, and can be programmed to set off an alarm if dosage exceeds a designated level. The same unit can present information on an HUD, or be built into a helmet visor. $100, neg., A/6 mo
    • Intertial navigation $60, A/200 hr.
    • Gripboot surface give a +1 equipment modifier to Climbing, or +2 on ice $500
    • Multispectral Chameleon Surface (TL10) This version gives +4 to Stealth skill against ordinary,infrared, hyperspectral or ultraviolet vision, and +2 against extended high- or low-band hyper-spectral vision. This bonus is halved if moving. $6,000,
    • Radar Stealth: incorporate radar-absorbent material as part of the structure. This subtracts -6 from detection by radar, imaging radar, or terahertz (T-ray) radar. $1,500,
  • Nanoweave Vacc Suit all 30(pierce/cut)/15(other)(flexible) $12,000 total $21,260 2C/36 hr. Air tank with a 12-hour air supply. 19.12kg (Better gear:no separate space suit as the cybersuit works as such)
    • Medium radio: 300km range. $1,000, 2C/10 hr
    • Intertial navigation $60,, A/200 hr.
    • Small IR comm:1000-meter range. $100
    • Wristwatch Rad Counter (TL9) This measures and displays the amount of radiation that the user is exposed to, and can be programmed to set off an alarm if dosage exceeds a designated level. The same unit can present information on an HUD, or be built into a helmet visor. $100, A/6 mo
    • Gripboot surface give a +1 equipment modifier to Climbing, or +2 on ice $500
    • Multispectral Chameleon Surface (TL10) This version gives +4 to Stealth skill against ordinary,infrared, hyperspectral or ultraviolet vision, and +2 against extended high- or low-band hyper-spectral vision. This bonus is halved if moving. $6,000,
    • Radar Stealth: incorporates radar-absorbent material as part of the structure. This subtracts -6 from detection by radar, imaging radar, or terahertz (T-ray) radar. $1,500,
  • ETC 10mm CLP pistol,machine pistol or carbine. (Better gear:→Fine(accurate) pistol/carbine→blaster→fine(accurate) blaster)
    • 300 normal rounds, 100 APEP, 20 HP,20 APHD
    • If carbine also get 5 smoke and 5 tear gas 25mm grenades.
  • One formal uniform+boots+headgear(rangers: Wide brim hat, army: Beret, navy:Peaked cap and so on): 1.8kg.
  • One work uniform+boots+headgear (thick cloth DR 2, fire, chemical and dirt repellant: +1 to saves where it would help and DR 5, against heat and flame and corrosion damage): 2.1kg.
  • 6 sets of underwear and socks. 0.9 kg
  • Small radio: 15km range. $200, 2B/10 hr
  • First Aid Kit: Contains a bandage spray can (p. 197), ointments, etc. It gives a +1 (quality) bonus to First Aid skill, or +2 when using the bandage spray to treat bleeding. $50, 0.9kg
  • Envirobag This is an insulated, heated sleeping bag designed for extremes of temperature. It has the same performance as a Heat Suit (p. 177). It can also be sealed and hooked up to air tanks. TL10:$80, 0.9kg, C/72 hr.
  • Filtration Canteen This canteen holds a liter of water. It removes impurities, salts, microbes, and poisons. It can filter salt water, but not raw sewage or toxic waste. On its own, it adds a +1 (quality) bonus to Survival skill when living off the land; it’s also included in survival kits. One liter can be purified in 10 minutes (TL10). The filter must be replaced every 1,000 liters at TL10; a color change signals when it’s time to change. The canteen is $180, 0.5kg (empty) or 1.5kg (full).
  • Tool kit/other kit in main skill if appropriate: (Each level of better gear gives one extra from this list and one less from the mini tool list)
    • Portable Tool Kit This is the standard tool kit. Most examples fit in a heavy tool box or backpack. It provides basic equipment for the specific skill and specialization it is designed for, and gives a -2 (quality) modifier for other specializations within that skill. Most kits for Armoury, Electrician, Mechanic, or Machinist specializations are $600, 9kg, 10B/10 hr. Those for Electronics Repair, Armoury (Force Shields), and Mechanic (Micromachines or Nanomachines) are $1,200, 4.5kg, 10A/10 hr.
    • Crash Kit: Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill. $200, 4.5kg
    • Suitcase Minifac(TL10): A portable system that fits in a carrying case, or a large backpack. It adds +1 (quality) to Machinist skill and can fabricate $10 or 0.1 lbs. of product per hour. $5,000, 4.5kg, C/8 hrs.
    • Suitcase Lab(TL9): Fulfills basic equipment requirements for using the skill. Takes at least 10 seconds to set up or pack. $3,000, 4.5kg, 4C/10 hr
    • Medium Radar: A portable radar set. It can be worn as a pack, or mounted on a tripod, vehicle, or robot. It has a 100km range in search mode, 10km in imaging mode. It has no display screen of it own, but can be plugged into a computer monitor, HUD, or interface. $10,000, 4.5kg,
    • One of the weapons in the heavy weapon kit.
  • upto 5 mini toolkits for other skills:
    • Mini-Toolkit This is a belt-sized tool kit. It gives a -2 (quality) equipment modifier for the specific skill and specialization it is designed for. Mini-Tool Kits for most Armoury, Electrician, Mechanic, or Machinist specializations are $200, 1.8kg, 5B/10 hr. Those for Electronics Repair, Armoury (Force Shields), and Mechanic (Micromachines or Nanomachines) are $400, 0.9kg, 5A/10 hr. LC4.
    • First Aid Kit: Contains a bandage spray can (p. 197), ointments, etc. It gives a +1 (quality) bonus to First Aid skill, or +2 when using the bandage spray to treat bleeding. $50, 0.9kg
    • Parachutes. Use Parachuting skill. Wearer descends at 5 yards/second. Ram-Air: State-of-the-art military chute, capable of maneuvering. Opens after 80 yards; supports 400 lbs. $3,500, 6.75kg
    • Disguise Kit. Basic equipment for Disguise. Quality affects weight. $200, 4.5kg
    • Pocket Analyzer(TL9): These systems are basic equipment for analysis of small samples. They are -5 for other tasks. $500, 0.27kg, 2B/5 hr.
    • Small Radar: A mini radar set with a 30km range in search mode, 3km in imaging mode. It’s available in a hand-held version, or one that mounts on the shoulder and plugs into a HUD. $1,000, 0.45kg, B/8 hr
    • A 10mm CLR battle rifle
      • 300 normal rounds, 100 APEP, 20 APHD

Extra personal gear

Also can buy personal equipment in ultra tech. Base money is $50000 for being TL 10 base(note that as normal you can maximally use 20% for adventuring gear).

Good things to look at:

  • Combination gadgets. Combining functions of things saves weight.
  • Security/covert ops gear: Bugs and bug detectors can prove themselves useful.
  • Nonstandard drugs: There are several advanced(TL 11) drugs that are not on official equipment list but are very useful.
  • additional bionics. Note that these cost money and points.
  • Rugged/Very rugged versions of things to survive abuse.
  • additional tools/sensors
    • Tools for any addition skills you want to use besides the basic kit
    • Maybe some sort of binoculars with thermal,night or multi-spectral vision.
  • Defenses: Maybe a better armor than the standard suit preferably with a force screen. Some suitable examples if you have the money: (adds are $8,360 and 3.9kg) Note that such suits should be in proper color for your service.
    • A space biosuit+Forcescreen allows for reasonable defense both in space and on ground at minimal weight. $20k+adds. DR 22/5 + 18 ablative.
    • A new space biosuit and a better screeen is even better, but costs $100k+adds. DR 30/6+28 ablative
    • Just adding guide nets to both standard issue armors and a single light force screen is certainly against regulation, but rangers do not tend to worry too much about such. It is heavier than the biosuit
    • A nano tac suit is even heavier, but much cheaper than a biosuit. It provides for much better DR.
    • For really good protection you likely want a cybersuit.
  • Clothing: Other clothes? Formal clothes?
  • Light: flashlights/lanterns?
  • Rope?

Ship

a Roswell-class ship

Ship equipment

The ship also has following kits and supplies: (taking up 4 tons of the cargo hold, leaving 1 tons for mission equipment and 7.3 tons in the vehicle bay)

  • Forensics/recording kit:
    • Personal Chemsniffer: This takes 10 seconds to analyze a new smell. Incorporates a built-in tiny computer. $2,000, 0.9kg., A/1 wk.
    • Pocketcam : A high-quality digital audio-video camcorder with 16x optical magnification and Night Vision 8 image intensification. It gives a +1 (quality) bonus to Photography skill. $200, 0.11kg, B/10 hr.
    • Small Radscanner: +6 bonus to detection (or x10 range for signals). $1,000, 0.22kg., AA/24 hr.
    • Heavy Flashlight: This projects a 50-yard beam, and can be used as a baton. $20, 0.45kg, 2B/24 hr
  • Medical kit:
    • 2*Crash Kit: Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill. $200, 4.5kg
    • Suitcase ESU: This is a life support system for patients who can no longer sustain their own bodily functions. A lightweight system that can be attached to a prone patient. It is often used by paramedics or built into robots. $5,000, 5.5kg, D/50 hr
    • Surgical Instruments(TL10): A complete set of surgical tools, including laser scalpels, forceps, bio-glue, sonic probe, and sutures. It is basic equipment for the Surgery skill. $300, 6.75kg, 5B/20 hr
    • 2*Pocket Medic (TL10) This is a static robot the size of a paperback book. If clamped onto a wounded area, it will treat injuries. It has a hypo, anesthetic spray gun, and small surgical arms. It dispenses bandage spray (p. 197), then treats for shock with First Aid-13. After it is finished, it signals for removal. If its sensors indicate that first aid has failed, or that the patient is not responding to treatment, it calls for a physician. It has a built-in short-range radio (p. 44). $1,200, 0.9kg, B/10 hr. LC4.
    • Suitcase Doc: This device must be placed atop a patient’s torso or other injured part (this takes a Ready maneuver). After that, it is autonomous. It unfolds, extruding surgical manipulators, anesthesia and life support tubes, and diagnostic sensors as necessary. It uses its manipulators to cut away clothing and treats the patient using Diagnosis-10, First Aid-12, Physician-10, and Surgery-10. It incorporates diagnostic probes (p. 197), suitcase ESU (p. 198), and a crash kit (p. 198). If the doc encounters a problem it can’t handle, it calls for help on its short-range radio. It also carries 10 uses of bandage spray and an internal pharmacy with up to 20 doses of drugs. $10,000, 9kg, 2C/10 hr.
    • 10*Medical Supplies: Drugs and other disposable supplies sufficient for 10*50 patient-days of Physician treatment. Gives a +1 (quality) Bonus. Without this gear, the doctor operates as if at the TL6 level. 10*$500, 10*2.25 kg
  • Heavy weapon kit:
    • Rainbow Dinosaur Laser
    • Rainbow Laser Rifle
    • 15mm ETC Anti-Materiel Rifle
      • 100 rounds APHC, 50 rounds APEP, 50 rounds HEMP, 50 rounds plasma, 10 rounds EMP, 10 rounds Jammer, 10 rounds Flare, 10 rounds HE, 10 rounds HEC, 10 rounds smoke.
    • 10mm ETC Storm Rifle
      • 500 rounds APHC, 250 rounds APEP, 200 rounds HEMP, 50 rounds plasma, 50 rounds Jammer, 50 rounds HE, 50 rounds HEC.
    • IML, 64mm 6dx3 pi++ 3 500/4,000 4/2 1 1(5) 7† -4 1 $2,000
      • rockets: 4 hemp, 4 plasma, 4 HE, 4 HEC, 2 jammer, 2 emp, 2 smoke, 2 flare
      • Missiles(multispectral homing): 4 hemp, 2 Sefop
  • Communication kit: Laser comm Medium: 1500km range. $2,000, 2.25kg, 2C/10 hr., Radio Medium: 300km range. $1,000, 2.25kg, 2C/10 hr Gravity-Ripple Communicator Medium(TL11^): 15,000 Km range. $50,000, 2.25kg
  • Long term survival kit:
    • Vapor Collector A larger version of a vapor canteen for base camps, settlements, etc. It is 60 times faster, producing one quart every four minutes. It is standard for expeditions and military or police outposts; it frees them from the necessity of establishing a post near a water source. It adds a +2 (quality) bonus to Survival skill for a group living off the land. Usually connected to a water tank, but has an internal capacity of 20 liters. $10,000, 54 kg, E/30 days.
    • Survival module $600, 1.8kg.
    • Power Tools A box of power tools for shaping wood and other construction materials. The tools provide a +3 (quality) bonus to Carpentry skill. TL10: $700, 3.15kg., 2C/7 hr. LC4.
    • 3/16” diameter rope: Supports 2,000 lb. 100 yards of rope: $50, 1.125kg.
    • Monowire Spool A spool of 100 yards of super strong monowire with a handle on each end. Monowire has DR 10 and HP 1. Used as rope, it will support a working load of 1,000 lbs. A standard spool is $1,000 and 0.045 kg
  • 21 portable toolkits: Armour(smallarms),Armour(heavy weapons),Armour(body armor),Armour(vehicular armor) Electrician, Electronics repair(Communication),Electronics repair(Electronic Warfare),Electronics repair(Medical),Electronics repair(Scientific),Electronics repair(Sensors),Electronics repair(Security),Electronics repair(Surveillance),Mechanic(spaceship),Mechanic(Reactionless drive),Mechanic(Hyperdrive),Mechanic(Contragravity),Mechanic(Lifesupport systems),Mechanic(fusion power plant), Machinist
  • 21 mini toolkits: as above.
  • Survival Rations: 1200 meals(400 man days): These are designed to put the maximum amount of nutrients into the smallest sealed package; the flavors are limited. They have a safe shelf-life of 30 years, provided the package is not tampered with. Each meal is $5, 0.225 kg
  • Food Paste: 1200 man days. These paste-filled tubes provide all the vitamins and calories that an active person requires. They also incorporate appetite suppressants. A one-day supply (usually split into six to 12 individual meals) is $10, 0.3375 kg
  • 1000 man days of normal food: $2,000 and 2 tons.
  • X-ray Scanner(TL9): This device uses X-rays to see inside objects, and is much lighter than lower-TL systems. It comes with a microcommunicator, a data port, and X-ray analysis software. Add +4 to Explosives (EOD) skill when using it to defuse a bomb, and to Search skill when examining the contents of a package. $2,000, 2.25 kg. C/4 hr. LC3.
  • T-Ray short range Scanner(TL9): This illuminates its target with tunable terahertz radiation. The absorption spectra of the resulting image is analyzed and cross-referenced with a database to check for chemicals of interest. This is good for locating drugs or other chemicals, explosives, and weapons. Gives +4 to Search skill for identifying non-living objects. $10,000, 4.5kg, C/4 hr. LC3.
  • Explosives Scanner(TL9): A nuclear quadrupole resonance (NQR) scanner excites a specific material (typically nitrogen) into a higher quantum mechanical energy state using a radiofrequency beam. When the material “relaxes” it gives off a distinct signal. The scan provides an unambiguous yes/no answer to the presence of all chemical explosives, but does not detect energy-based explosives. It provides +4 to Search skill to detect chemical explosives. $4,000, 4.5kg. C/4 hr. LC3.
  • High-Energy Explosive(TL10): An exotic explosive that stores energy in metallic hydrogen. It is approximately six times as powerful as TNT (REF 6). $90 per kg. 50kg
  • Suitcase Minifac(TL10): A portable system that fits in a carrying case, or a large backpack. It adds +1 (quality) to Machinist skill and can fabricate $10 or 0.045 kg. of product per hour. $5,000, 4.5kg, C/8 hrs.
  • The ship is supplied with one housebot and one tech bot for routine tasks.
  • There is also a heavy exoskeleton for cargo handling and excavations; $50,000 90kg
  • Light offroad(TL8): A light jeep type vehicle, simple to maintain even on the frontier in the vehicle bay
  • 2*Sports Bike(TL8): Light off road motorcycles in the vehicle bay

Robots

Techbot

This is a general-purpose technical robot. It has a cylindrical body and a pair of arms, and moves on either legs or tracks, depending on the model. It can operate in a wide variety of environments, and may be used for everything from working in a garage to hazardous waste disposal. Its payload space usually holds tools.

Its weapon mount is built into its rotating head; it can carry a weapon up to 6 lbs. weight, which is more likely to be a laser or plasma torch than an actual weapon.

Attribute Modifiers:ST-2 [-20]. Secondary Characteristic Modifiers:SM-1; HP+6 [12]. Advantages:Absolute Direction [5]; Doesn’t Breathe [20]; DR 15 (Can’t Wear Armor, -40%) [45]; Extra Arm (Weapon Mount, -80%) [2]; Machine [25]; Microscopic Vision 3 [15]; Radio (Burst,+30%; Secure, +20%; Video, +40%) [19]; Payload 2 [2]; Protected Senses (Hearing, Vision) [10]; Radiation Tolerance 5 [10]; Sealed [15]; Vacuum Support [5].

Perks: Accessory (Personal computer, fast option) [1] CPX 7. Disadvantages: Cannot Float [-1]; Electrical [-20]; Restricted Diet (Very Common, power cells) [-10].

TL10 Techbot (+21 points): This model has a bipedal barrel shaped body. HT+1 [10]; High Manual Dexterity 2 [10]; Reduced Consumption 2 [4]; Maintenance (one person, bi-weekly) [-3]. $10,000, 22.5kg, D/24 hr. LC 4

It has Fine-quality programs skill programs for: giving +2 and also giving +1 as helper for total +3 when using a full toolkit.

  • Armoury (Vehicle Armor)
  • Electronics Repair (Communications)
  • Electronics Repair (Sensors)
  • Electronics Repair (Computers)
  • Electrician
  • Mechanic (Life Support)
  • Electronics Repair(Medical)
  • Armoury (Force Shields)
  • Electronics Repair (Scientific)
  • Mechanic (Spaceship)
  • Electronics Repair (EW)
  • Mechanic (Reactionless Drive)
  • Mechanic (Stardrive)
  • Mechanic (Fusion)

Housebot

This small domestic robot serves as a waiter, janitor and homemaker. Its internal payload space can accommodate a garbage can, vacuum cleaner and a reservoir for cleaning agents. It is designed to run quietly, to avoid disturbing people while working. It moves on legs.

Attribute Modifiers:ST-3 [-30]; HT+2 [20]. Secondary Characteristic Modifiers:SM-1; HP+5 [10]. Advantages:Absolute Direction (Requires signal, -20%) [4]; Doesn’t Breathe [20]; DR 5 (Can’t Wear Armor, -40%) [15]; Infrared Communication (Reduced Range 5, -20%) [8]; Machine [25]; Silence 2 [10]; Payload 2 (2 lbs. cargo) [2]; Radio (Secure, +20%) [12].

Perks: Accessory (Cleaning equipment, tiny computer) [2]. CPX 5 Disadvantages: Electrical [-20]; Restricted Diet (Very Common, power cells) [-10]; Striking ST -2 [-10].

TL10 Model (+6 points): Extra Legs (four) [5], Reduced Consumption 2 [4]; Maintenance (one person, bi-weekly) [-3]. $1,000, 9kg, C/24 hr. LC4

Has Good-quality programs for following: Giving +1 and further +1 as helper for a total of +2

  • Housekeeping
  • Cooking
  • Sewing
starrangers/starting_equipment.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1