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Personal Gear.

Posted by GargoyleFor group 0
Gargoyle
GM, 26 posts
Sun 16 Oct 2016
at 21:54
  • msg #1

Personal Gear


 Start here
Gargoyle
GM, 45 posts
Sun 23 Oct 2016
at 08:48
  • msg #2

UEEF Personal Armor and Tactical Gear

UEEF Space/Flight suit: Undersuit
UEEF EBA-04 tactical spacesuit

The EBA-04 is issued to every active duty ship-based servicemen in the UEEF. It is a tear-resistant, ballistic weave suit that acts as environmental protection when mated with the proper boots, gloves, and helmet. These are worn under both CVR-3 and CBR-05 armor. Most servicemen and women are issued two of these, so they may be cleaned regularly. Standard uniforms and other wear are commonly worn under these comfortable and flexible suits. Planet-side personnel are commonly only issued this armor when preparing for combat, though exceptions are often made on a large scale by base commanders.

MDC by Location
Body 10
Left Arm 5
Right Arm 5
Left Leg 6
Left Leg 6

CVR-3 Personal Environmental Combat Armor

All CVR-3 armor has the following properties when the UEEF Space/Flight suit is worn underneath it.

CPU controlled life support system: A small CPU is woven into the under suit that monitors O2 supply, consumption, internal and external temperature, and environmental integrity. The system also re-circulates waste gases and automatically seals the suit in hostile environments, provided the helmet is worn and the visor is down. The CPU runs on a power cell with a charge good for 48 hours. The power cell can be charged while a pilot is in his/her mecha, or on UEEF bases/ships.
High temperature resistant shielding: Protect the wearer from heat and flames up to 200 degree centigrade (360F).
Shielding: Resistant to radiological, chemical and biological agents
Internal O2 supply: Good for six hours. Can be extended
Impact resistant helmet: Has a removable polarized visor, with a
HMD (helmet mounted display): Used in conjunction with UEEF mecha, or mecha with the appropriate software upgrades. The HMD will only work when utilizing a mecha.
Life-support feeds: A person wearing CVR-3 can hook up to the life support systems of UEEF mecha ships and  propulsion packs.
Radio: 10 mile range, can be preloaded with up to 10 separate frequencies.



MDC by Location

CVR-3M
Helmet - 50
Arms (2) - 35 each
Legs (2) - 50 each
Main Body - 120

Prowl Penalty: -10%
Weight: 12 lbs

CVR-3F

MDC by Location
Helmet - 50
Arms (2) - 30
Legs (2) - 40
Main Body - 90

Prowl Penalty: -5%
Weight: 6 lbs


CBR-5 Tactical Body Armor

MDC by Location
Helmet - 30
Legs (2) - 22 each
Arms (2) - 15 each
Main Body - 50
Riot Shield (optional) - 25

Prowl Penalty: None
Wieght: 7lbs


UEEF Tactical Gear
These tactical accessories attach to standard CVR-3 via a standard Magnetic Interface Locking System (MILS).

Sidearm Holster and Utility belt
This tactical belt is the standard utility belt for the CVR series of armor. It can take standard MILS attachments as well.
Pistol Holster (choose a hip):Will hold any pistol sidearm, usually a H-90 or M-30.
Hard sided pouch (opposite hip):
(holds one of the following: 2-4 e-clips, a small tool kit, medical kits, food, or other supplies) (see the MILS pouch for details)
Hard sided pouch (lower back):
(holds one of the following: 2-4 e-clips, a small tool kit, medical kits, food, or other supplies) (see the MILS pouch for details)
Note: May attach two other pouches, but not when using a cyclone - any other pouches will fall off during transformation - period.


Magnetic Individual Locking System Accessory Pouches: These pouches come in a variety of shapes and sizes, but are all about the same in terms of volume and weight capacity: 125 cubic inches (about 2 liters of space). Specific size and shape will varry by type. Common types include:
  Magazine Pouch: Holds two magazines for any UEEF energy rifle, especially the H-90 and M-30 models. Conversely it will holds four H-90 or M-30 pistol magazines.
  First Aid Pouch: Contains a roll of gauze, two pressure bandages, antiseptic cream, razor blade, roll of medical tape, mechanical tourniquet, and air-passage stabilizer.
  Radio Pouch: Holds one standard hand held military radio.
  Grenade Pouch: Carries four standard anti-personnel grenades, such as the D-30 Cobalt Grenade.
  Knife Sheath: Carries one military issue combat or vibro knife.
  Shotgun Shell Pouch: Carries eight rounds of .12 guage shotgun ammunition
  Drop-Leg Holster: Strapped to the hip, but attached to the utility belt, this holster replaces the standard waist holster. Using this holster makes transformation of a cyclone impossible, but does allow for the attachment of another pouch on the hip where the holster was.
  Drop-Leg Pouch: Attached like the drop-leg holster, this pouch is useful for spent magazines and has a draw-string opening.
M.D.C.: 2 for the hard sided pouches, 1 for the drop-leg pouches.

Standard Assault Pack:
The SAP is a small, hard sided backpack. It is assigned to infantry units engaging in direct combat, and it is designed to carry only the bare necessities that a foot soldier needs in the field. The pack is sturdy, lightweight, and has a locking 2000 cubic inch (32.7 liters) main compartment with numerous integral tie downs and ladder straps for attachment of modular equipment pouches, extra energy magazines, and other gear. There are special variants designed for scouts, medics, snipers and technicians.
M.D.C.: 10
Weight: 7.5 lbs (3.4 kg) empty
Capacity: 28-30 pounds (12.6 to 13.5 kg)

Hard Sided Rucksack:
Larger and sturdier than the Assault Pack, the HSR is designed to carry everything a soldier needs while in the field. The main compartment can be locked, holds 4800 cubic inchies (78.6 liters) and has the same ladder straps and tie down system as the SAP. The Rucksack also has four extra MILS couplings, two on either side, for carrying extra hard-sided pouches. While it holds less than a standard cyclone cargo box, it is much easier to carry when not on a cyclone. Still, the much more utilititarian cargo box is the norm, especially for troops mounted on cyclones and silverbacks, or those whose goods are being transported in spacious cargo containers - the cargo boxes are easier to stack.
M.D.C.: 17
Weight: 10.8 lbs (4.8 kg) empty
Capacity: 50-53 pounds (23 to 23.8 kg)


UEEF EVA Pack
Based on a design used by the Tactical Space Corp of the ASC and other colony defense forces, the EVA pack allows mechanized infantrymen and boarding parties more maneuverability in zero and micro-graviities. The EVA Pack uses an array of xenon-fueled gridded ion thrusters to provide sufficient thrust to move a fully armed and equipped Marine through the vacuum of space. It also provides additional oxygen and air filtration for prolonged activity in space.
Speed: 300 mph (480 kmh) in space only. The EVA pack cannot be successfully used in an atmosphere.
Range: Fully Fueled, the EVA pack is good for six hours of constant use.
Bonus: +1 to dodge in space
M.D.C.: 25

UEEF Emergency EVA Pack
The Emergency EVA Pack is a smaller and more compact version of the normal EVA Pack. It is not normally used by EVA personnel, but rather in emergencies by stranded pilots.
Speed: 100 mph (480 kmh) in space only. The EVA pack cannot be successfully used in an atmosphere.
Range: Fully Fueled, the EVA pack is good for four hours of constant use. It also has an emergency beacon that broadcasts an encrypted signal up to 2500 miles to assist in rescue operations.
Bonus: +1 to dodge in space
M.D.C.: 25

UEEF Tactical Flight Pack
This is the most common flight pack used in the UEEF. It is powered by a single protoculture cell, and will handle almost a month of constant use before needing a new power cell. Two high output turbo-fans produce thrust through vector thrust nozles. It is handy for search and rescue, reconnaissance, and exploration. The TFP attaches to CVR-3 armor through the MILS system, and is controlled by a hand-held, hard-wired remote. (The older ASC version, which operates off of Jet Fuel is described on page 191 of the Masters Saga Sourcebook. It is still available among the UEEF, especially for infiltrating or bypassing Invid strongholds.)
Speed: Maximum speed of 175 mph, cruising speed is a more relaxed 60-90 mph. Will not work in space.
Range: Limited only by the endurance of the user, although running the fans for more than 6 hours with a short 30 minute break can cause overheating problems.
Altitude: up to 15,000 feet, but typically ranges from low altititude to 1000 feet. Ideal for navigating city streets, accesing rooftops, and weaving through ruins, canyons, and the like.
Carrying Capacity: up to 350 pounds, including the operator and all gear (including the TFP). The pack can carry up to 40% more weight, but its speed and time before overheat are reduced by the same amount.
M.D.C.: 35

UEEF Tactical Jump Pack
The TJP is commonly used among Search and Rescue teams, as well as the UEEF Marines. It is powered by a single protoculture cell, and will handle almost a month of constant use before needing a new power cell. While incapable of true flight, the TJP is very quiet and capable of propelling an armored marine hundreds of feetin up or across. The TJP attaches to CVR-3 armor through the MILS system, and is controlled by a hand-held, hard-wired remote. (The older ASC version, which operates off of a high capacity rechargeable gel-cel battery, is described on page 192 of the Masters Saga Sourcebook. It is still available among the UEEF, especially for infiltrating or bypassing Invid strongholds.)
Power Leaping Speed: Maximum speed of 60 mph for running jumps used to travel quickly. Leaps are 200 feet (61m) up or 450 feet (137m) across. Will not work in space.
Range: Limited only by the endurance of the user, although running the fans for more than 6 hours with a short 30 minute break can cause overheating problems.
Bonus: +2 dodge and +2 to roll with impact
Carrying Capacity: up to 350 pounds, including the operator and all gear (including the TFP). The pack can carry up to 40% more weight, but its speed, jump distance, and time before overheat are reduced by the same amount.
M.D.C.: 35
This message was last updated by the GM at 08:52, Sun 23 Oct 2016.
Gargoyle
GM, 46 posts
Sun 23 Oct 2016
at 08:50
  • msg #3

UEEF Personal Arms

Fal-2 Pulse Laser Rifle

Weight: 6 lbs (2.7 kg)
Range: 1,900 ft (579 m)
Mega-Damage: 3D6 single shot, or 6D6 for a three round burst
Rate of Fire: each single shot or burst count as one melee action
Payload: 290 single shot, or 96 burst
MDC of the Weapon Itself: 32 MDC


M-46 “Badger” Sub-Machine-Gun

Weight: 5.5 lbs (2.5kg)
Range: 600 Feet (183 m)
SDC Damage: 2D6 SDC for a single shot or 6D6+3 SDC for five round burst.
Mega-Damage: 1D4 MD for a single shot HEAP pistol rounds, or 4D4 MD for a five round burst.
Rate of Fire: Each single shot or burst counts as one melee attack.
Payload: 30 round clip can fire six bursts, or 90 round drum for 18 burst.
MDC of the Weapon Itself: 12 MDC

M-55 “wolverine” Assault Rifle

Weight: 10 lbs
Range:  Rifle: 2,000 ft (610 M)
            Grenade Launcher:  1,200 ft (610 m)
SDC-Damage: 4D6 SDC fir a single shot, 1D4X10 SDC for three round burst.
Mega-Damage: 2D4 MD for single HEAP round or 4D4 MD for a three round burst of HEAP rounds.
25mm Mega-Damage Grenades do 4D6 MD to a 10 ft area (3 m).
Rate of Fire: Each shot or burst counts as one action. Grenades are single shot only.
Payload:  96 round box mag. 4 Grenades.
MDC of the Weapon Itself:  15
Note:  The Wolverine can fire either 5.56mm caseless ammunition (SDC) or 5.56 mm HEAP rounds (MDC).



M-30 “Wolf” Modular Energy Weapon System


Weight:  4 pounds (1.8 kg) as pistol, 9 pounds (4.3 kg) as a rifle.
Range Pistol: 800 feet (243.8m)
            Rifle:   1700 feet (518 m)
SDC-Damage: 1D6 SDC for single round or 3D6 SDC for a three round burst.
MDC-Damage Pistol: 1D6 MD for single shot, or 2D6+2 MD for three round burst
                            Rifle: 2D6 MD for single shot, or 4D6 MD for a five round burst
Rate of Fire Pistol:  Single shot or three round burst shots count as one action.
                      Rifle:   Single shot or five round burst shots count as one action.
Payload: 2000 SDC rounds, 622 MD Pistol Shots, 311 MD Rifle Blast, or 62 MD Rifle Burst.
MDC of the Weapon Itself: 12 MDC


SAL – 9 Semi – Automatic Laser Pistol

Weight: 4 lbs
Range: 1,000
Mega-Damage: 1D6 MDC for single shot
Rate of Fire: Single shot only, one melee action
Payload: 830 single shot Protoculture E-Clip, or 40 shot standard E-Clip
MDC of the Weapon Itself: 18 MDC


H – 90 Gallant Modular Weapon System

Weight: Pistol: 2 lbs (0.9 kg)
            Rifle: 7 lbs (3.1 kg)
Range: Pistol: 800 ft (244m)
            Rifle: 1,600 ft (488 m)
SDC-Damage: 2D6 SDC for single shot or 5D6 SDC for 3three round burst. (same for pistol and rifle.)
Mega-Damage: (Pistol) 1D6 MD for single blast or 3D6 MD for three round burst.
                       (Rifle) 2D6 MD for single blast, or 6D6 MD for five round burst
Rate of Fire: Single or Burst count as one action
Payload: 830 single MD pistol shots, 415 single MD rifle shots.
MDC of the Weapon Itself:  40 MDC


H-260 Valiant Laser Assault Rifle

Weight: 12 pounds (5.4 kg)
Range: 2,000 feet (610 m)
Mega-Damage: 2D6 MD single shot and 4D6 for a three round short burst.
Rate of Fire: Each blast uses one of the pilots actions
Payload:  415 Rounds, or 138 Burst
MDC of the Weapon Itself: 35 MDC


RL-2 Rocket Launcher

Weight: 16 pounds (7.2 kg) for the launcher
Range: 1 mile (1.6 km)
Mega-Damage: As per mini missile type
Rate of Fire: One at a time. Each shot take one action
Payload:  2 mini missiles
MDC of the Weapon Itself: 50 MDC


M-37 “Weasel 10mm Semi-Automatic Pistol

Weight: 3.5 pounds (1.6 kg)
Range: 200 feet (61 m)
SDC Damage: 4D6 SDC
MDC Damage: 1D4 MDC for HEAP rounds
Rate of Fire: Single Shot. Each shot take one action
Payload:  15 Round Clip
MDC of the Weapon Itself: 15 MDC

Armor Piercing Cannon:
Primary Purpose: Anti-Armor/Anti-Mecha
Weight: 25lbs (11.3kg)
Range: 4000 feet (1,219m)
Mega-Damage: 1D4X10 M.D. for a single shot, 2D4X10 M.D. for a short, four round burst
Rate of Fire: Each single shot or burst uses one of the gunner's melee attacks
Payload: 18 rounds in a side-mounted magazine, or 60-round belt. One Protoculture canister is good for 240 single shots or 60 burst.

2.) EP-37 60mm Pulse Beam Rifle:

Primary Purpose: Assault
Secondary Purpose: Defense
Weight: 22 pounds (10 kg)
Range: 4000 feet (1219 m)
Mega-Damage: 4D6 MD per single shot or 1D6X10 MD for five round bursts
Rate of Fire: Each blast or burst counts as one melee attack
Payload: 100 single shots or 20 five round Bursts
MDC of the Weapon: 40
Bonus: +2 to strike for a single shot or +1 for burst firing


SRR-44mm Sniper-Rail Rifle

   The need for a modern Sniper rifle that could pierce the enemy mecha brought the development of high powered Sniper rail rifle. The Armor Piercing Rounds are fired with such high speed they can penetrate through even the thickest Mecha armor with deadly accuracy.  The sniper Rifle can link into a cyclones power system or a battery back can be carried on ones back.
Weight: 16 pounds (5.4 kg)
Range: 5 miles with target site (m)
Mega-Damage: 2D8 MD single shot
Rate of Fire: Each Shot uses one of the pilots actions
Payload: 10 round
MDC of the Weapon Itself: 50 MDC
Bonus: +3 to strike with the targeting scope, +1 past 3 miles with aimed shot.

RL-6 60mm Light Repeating Rocket Cannon:

Primary Purpose: Anti-Armor/Anti-Mecha
Secondary Purpose: Anti-Fortification and Ground to Air Assaults
Weight:  16 pounds, a fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: by mini missile.
Rate of Fire: One at a time
Payload: six mini missiles.
MDC of the Weapon System: 25

EP-40 Ion Pulse Pistol:

Primary Purpose: Assault
Secondary Purpose: Defense
Weight: 8 pounds (3.6 kg)
Range: 1500 feet (457 m)
Mega-Damage: 4D6 MD per blast
Rate of Fire: Each blast counts as one melee attack
Payload: 80 Blasts
MDC of the Weapon: 35
Bonus: +1 to strike under 750 feet.
Notes: there is a light infantry version.

Armor Piercing Cannon
Experimental Protoculture-Powered Rail Gun

Primary Purpose: Anit-Armor/Anti-Mecha
Weight: 25 pounds (11.3 kg)
Range: 4000 feet (1,219 m)
Mega-Damage: 1D4X10 MD for a single shot, 2D4X10 for a short four round burst
Rate of Fire: Each single shot or four round burst counts as one melee attack
Payload: 18 rounds in a side-mounted magazine, or 60 round belt. One Protoculture
         canister is good for 240 single shots or 60 burst.
MDC of the Weapon:
Notes: P.S. of 25 is need to fire this gun standing up without the -4 penalty
       unless braced on a hard surface or in the prone position.
This message was last edited by the GM at 02:40, Sat 12 Nov 2016.
Gargoyle
GM, 48 posts
Sun 23 Oct 2016
at 08:59
  • msg #4

UEEF Personal Melee Weapons

Melee Weapons


S-11 Stun baton
Is a two foot long high impact polycarbonate PR-24 (i.e. tonfa) with a tungsten core. As a blunt weapon it is used by Civil Defense Units, and domestic police forces around the world. The electrical stun feature works like a taser to jolt and incapacitate targets by short circuiting their nervous systems. The user simply has to connect either end of the weapon to human flesh and they will be nearly incapacitated.
Weight: 3.5 pounds
Range: H2H
Damage: 2d4 SDC + PS bonus
Damage (special): -8 to strike, parry, and dodge for 2D4 melees. The duration of the impairment is increased 2D4 melees for every hit by the mace (also roll each time to see if knocked unconscious).
Save vs Neural Mace: is the same as saving against non-lethal poison, 16 or higher. The character must save each time he or she is struck.
Note: The mace is ineffective against environmental M.D.C. body and power armor, but is effective against half suits, if struck on an unarmored portion of the body
Payload: The internal capacitor has enough charges for ten stuns. It can be recharged while plugged into a GMP Tactical Shield. Requires 110 minutes to fully recharge.


S-12 Collapsible stun Baton
Has the same properties as the S-11 except this weapon only has a stun emitter on one end.


Vibro blades
Are like any normal bladed weapon except within the hilt of the weapon is a small energy capacitor. When activated, the blade is surrounded by a high frequency energy field that makes it vibrate at thousands of times a second. This allows the user to slice though body armor and mecha with ease.

Vibro-Knife/Bayonet: 1D6 MDC
Vibro-Knife (concealable): 1D3 MDC
Vibro-Saber/Machete (short sword): 2D4 MDC
Vibro-Axe (two handed): 3D8 MDC

Note: Vibro knifes can be used to attain a quick kill on someone wearing full EBA because there are weak areas such as under the armpits, inside of the elbows, back of the knees, directly below the groin, and sometimes up under the lip of the helmet. This kind of attack requires a called shot similar to that of a death blow. Vibro swords and Axes can be used to chop off the limbs of opponents wearing EBA as well, but requires a called shot to a joint where the armor is weak.


 CB-S Tactical Shields: While primarily used for riot control, some soldiers enjoy using these ceramic alloy shields in combat.
  CB-SL2-1 and CB-SL2-2 Light Tactical Shield: A light shield weighing 5 lbs (2.25 kg). It has an integral rechargeable spotlight with a 300 ft (91.4m) range. The batteries have a six hour life-span. A Mk 2 version is identical, except that it has a built in sheath for the S-12 Collaspable Asp, instead of the spotlight. It requires 110 minutes to fully recharge an S-12. Doing so twice will completely wear out the battery.
M.D.C.: 25
Weight: 5 lbs (2.25 kg)
Bonus: +1 to Parry


  CB-SM2 Medium Tactical Shield: This shield inteferes with manual dexterity on the arm it's attached to (-5% to skills requiring manual dexterity, such as Pick Locks, Demolitions, etc). It has an integral rechargeable spotlight with a 300 ft (91.4m) range. The batteries have a six hour life-span.
M.D.C.: 25
Weight: 10 lbs (4.5 kg)
Bonus: +2 to Parry


  CB-SH2-1 Heavy Tactical Shield Mk 1: This heavy shield inteferes with manual dexterity on the arm it's attached to (-10% to skills requiring manual dexterity, such as Pick Locks, Demolitions, etc). It has an integral rechargeable spotlight with a 300 ft (91.4m) range. The batteries have a six hour life-span.
M.D.C.: 55
Weight: 15 lbs (6.75 kg)
Bonus: +2 to Parry


  CB-SH2-2 Heavy Tactical Shield Mk 2: This heavy shield inteferes with manual dexterity on the arm it's attached to (-10% to skills requiring manual dexterity, such as Pick Locks, Demolitions, etc). This shield has a built in sheath for the S-1A Stun Baton, instead of the spotlight. It requires 110 minutes to fully recharge an S-11. Doing so twice will completely wear out the battery.
M.D.C.: 55
Weight: 15 lbs (6.75 kg)
Bonus: +2 to Parry
Gargoyle
GM, 49 posts
Sun 23 Oct 2016
at 08:59
  • msg #5

UEEF Personal Explosives

D-40 Cobalt Limpet Mine

Weight: 5 lbs (2.3 kg)
Mega-Damage 1D6X10 MD
Blast Radius: 20 ft (6.1 m)
Note: Timer can be set from 30 seconds to 60 minutes.

Mega-Damage Satchel Charges

Primary Purpose: Surgical Strikes and Sabotage
Secondary Purpose: Demolitions
Weight: 10lbs (4.5kg)
Range: 10' radius.
Mega-Damage: 2D4X10 M.D. per satchel
Rate of Fire: One time Use

D-30 Cobalt Grenades

Weight: .5 lbs (0.2kg)
Mega-Damage:3D6 MD
Blast Area: 15 ft (4.6 kg)

M.D.C. Damage Hand Gernades

Primary Purpose: Anti-Personnel
Secondary Purpose: Surgical Strikes and Sabotage
Weight: 1 lbs (0.45kg)
Range: 120 feet (36.6m) thrown
Mega-Damage:  Fragmentation:  2D6 M.D.
              High Explosive: 5D6 M.D.
Blast radius: Fragmentation:  12 ft (3.6m) Radius
              High Explosive: 5 ft (1.5m) Radius
Rate of Fire: One time Use

S.D.C. Damage Hand Gernades

Primary Purpose: Anti-Personnel
Secondary Purpose: Surgical Strikes and Sabotage
Weight: 1 lbs (0.45kg)
Range: 120 feet (36.6m) thrown
Damage: Fragmentation:  1D6X10 S.D.C.
        High Explosive: 2D4X10 S.D.C.
        Smoke:          No Damage
Blast radius: Fragmentation:  12 ft (3.6m) Radius
              High Explosive: 5 ft (1.5m) Radius
              Smoke:          30 ft (9.1m) radius for 1D4+2 minutes
Rate of Fire: One time Use
Gargoyle
GM, 50 posts
Sun 23 Oct 2016
at 09:01
  • msg #6

UEEF Personal Gear

Media Video Camera



Holographic Image Projector


Portable Prospector


Protoculture Bio-Emulator


Nanotube-Blade Ultra-High Speed Chainsaw


UEEF All-Weather Thermal Poncho
   This is a simple poncho manufactured with advanced materials that provides adequate protection from the elements and exposure. In addition to its obvious use as a rain poncho, it has internal heating elements capable of protecting the wearer temperatures as low as 10 degrees Fagreneit (-12.2 c) and when folded up, is smaller than a deck of playing cards. The poncho offers no armor protection on any kind.


Garudan Rebreather


 Designed and sold to the Garudians cheaply by the Robotech Masters. The system takes the atmosphere around them and mix it with chemicals from their own world to make a breathable air. It can run constantly for two weeks before needing to change its used tanks for fresh ones.
This message was last edited by the GM at 04:23, Sun 30 Oct 2016.
Gargoyle
GM, 51 posts
Sun 23 Oct 2016
at 09:05
  • msg #7

UEEF Cyclone Gear

New Cyclone Equipment

Cyclone Side Cargo Boxes: Holding 6500 cubic inches (106 liters) of gear in an 18 inch by 18 inch by 20 inch container, it's no wonder that these marvels of storage are the norm for UEEF ground missions. These lockable, water- and air-tight containers have a capacity of 100 lbs (45 kg). The also connect with standard CVR-3 Armor via the MILS system. This is also how they attach to cyclone and silverback mecha as well.
M.D.C.: 10
Weight: 10 lbs (4.5 kg) empty
Capacity: 100 pounds (45 kg)

Cyclone Rear Cargo Boxes: Holding 2800 cuibic inches (36 liters) of gear in an 14 inch by 14 inch by 14 inch container, it's no wonder that these marvels of storage are the norm for UEEF ground missions. These lockable, water- and air-tight containers have a capacity of 100 lbs (45 kg). The also connect with standard CVR-3 Armor via the MILS system. This is also how they attach to cyclone and silverback mecha as well. Because of this, they can be worn like a standard Assault Pack - although it is bulky and generally not preferred. It is also harder to remove by one's self.
M.D.C.: 10
Weight: 8 lbs (4.5 kg) empty
Capacity: 50 pounds (25 kg)

Protoculture Generator Armored Panniers/Saddlebag:
One of The MR-02 Saddlebags has been converted into a small Protoculture power plant capable of providing power for a camp, building, or even a small shuttle. It is typically used to restore power to life support, or to provide power to a system, so it can be checked out and repaired even if main power is down. Because it uses Protoculture, it is visible to the Invid, and only turned on if there is a good need for it. Two Protoculture Cell can last about a two months of continuous use to power a small building.

CA-106 "HOS-BOX" CYCLONE MEDICAL SIDECAR

The CA-106 was designed to provide good facilities for medical field work, in cases where the victim cannot be moved, or even reached by normal ambulances. When used in conjunction with the VR-041M Cyclone, the CA-106 can provide superb emergency field care to victims in even the worst of conditions. The Medical Sidecar contains diagnostic, surgical, and medical equipment, all of it microminiaturized and packed compactly in place so that no space is wasted. Because of its amazing facilities (equal to those of a fair clinic--save vs. coma/death at 1-56%), it has been nicknamed the "Hospital in a Box," or more simply, the "Hos-Box."

The Hos-Box sidecar is air-tight, shock resistant, and has mega-damage armor. When the Cyclone it is attached to converts to power armor mode, the sidecar's single wheel retracts and a handle pops out of the top, so the armored Cyclone Rider may carry the sidecar with him. Though commonly issued only to the VR-041M Medic Cyclone, the Hos-Box is compatible with any model of Cyclone, and with almost any motorcycle.

Model Type: CA-106 Cyclone Medical Sidecar
Class: Medical Accessory Kit
Crew: A qualified doctor/Cyclone rider

M.D.C. BY LOCATION
Main Body – 50
Wheel (1) – 5
Handle – 5
Note: Depleting the M.D.C. of the main body destroys the sidecar. Whatever it was carrying is ruined.

Height: 3 feet, 6 inches
Width: 4 feet
Length: 5 feet, 4 inches
Weight: 50 lbs. empty, 250 lbs packed with medical equipment
Cargo:If the medical supplies are removed, the Hos-Box can carry approximately 16 cubic feet of material (4x2x2 foot storage compartment) and up to 400 lbs. It is not uncommon to see a Hos-Box doing duty in the wastelands as a cargo carrier.

STANDARD EQUIPMENT
Medical Supplies, including:
• Anaesthesiological equipment
• Diagnostic and monitoring equipment, including EKGs, portable
ultra-sound scanner, etc.
• Fluorescent examining light, magnifying lenses, etc.
• Medical supplies (more common drugs including pain-killers,
stimulants, adrenalin, other types of medicines)
• Sterilization equipment (anti-bacteriological sprays, etc.)
• Surgical gowns and accoutrements
• Surgical scalpels, forceps, etc.
• Other miscellaneous medical equipment that makes it
equivalent to a clinic (fair facilities)--save vs. coma/death at 1-
56%.
Gargoyle
GM, 61 posts
Mon 31 Oct 2016
at 07:24
  • msg #8

Personal Items for Sale aboard the Gambit at Post Exchange (

 Personal Items for Sale aboard the Gambit at Post Exchange (P.X.)

Personal Items:
Toothpaste – 3 credits
Candy bars – 1 credit
Candy by the pound – 5 credits
Tampons multi flows 20 pack - 5 credits
Happy Time Condoms 3 (pk) 3 credits, Flavored – 5 credits
Minmay Shampoo -3 credits
Uniform items (small stuff like rank insignia, polish, buttons etc) Prices vary from item to item
Movies for Download: All known titles are available for download - 10 credits each
Porn Movies for download: 10 Credits each
The collected Minmay Albums, remastered and rereleased – 80 credits
Music for download – 1 credit per song, 10 for an entire album
Unit T-Shirts - 20 credits each
Sporting Goods - Varies with the item.
Multi daily Vitim packs - 2 credits for a weeks supply
Goggles work, Tint-able - 50 credits
Survival Knife - 100 credits
Backpack: Day - 50 Credits
Personal Tablets - 500 credits
Laptops - 1500 to 3000 Credits
Holo-Pendant – 300 credits
Distancing binoculars – range 2 miles (3.2 km) – 550 credit, Infrared – 850 credits, thermo-imagers –
1200 credits, night sight – 1500 credits, Multi Optics (all) – 3000 credits
Mini-Pocket Knife – 10 Credits
Riding Goggles – 15 credits


Video Games:
Perfect Vision Virtual Reality Interface (system) – 450 credits
Perfect Night – (a Virtual Interation Game) – 90 credits
The Vega Asteroid Racing League Highlights, 2043 edition – 90 credits
Command and Conquer; Attack of the Zentraedi - 45 credits
Command and Conquer; Attack of the Masters - 45 credits
The Xbox Collections – 50 credits
Play Station Collections – 50 credits.
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