This is Kri'liks current gear layout.
SEU POWER
X8 Powerclip (20 SEU) 100 Cr each
Power Backpack (100 SEUs) 500 Cr
Power Beltpack (50 SEUs) 250 Cr
WEAPONS
Laser Pistol (Alpha Dawn)
K-Pulse Pistol (FSMan#4 pg 19)
quote:
WarTech has outdone themselves again. The Kinetic Pulse Pistol (or K-Pulse) was recently released into the Frontier, with a decent price tag and an impressive niche. It’s an energy weapon that causes inertia damage. Energy defenses are so very effective that beam weapon specialists often find themselves having to waste large amounts of ammunition to get past them. This pistol allows a quick way around them. The pulse pistol fires a conical-shaped blast of kinetic force (shaped sonic energy – like the blade of a sonic knife). It is very destructive, causing 3d10 points of Inertia damage per shot. The weapon may be fired up to three times per turn. Each time the weapon is fired, 2 SEU are drained from its PowerClip. Of course, it can be attached to a power backpack or beltpack with a power cord as well. Sonic screens, albedo suits, and albedo screens are all ineffective protection, though Inertia screens and skeinsuits protect as normal.
K-Pulse Pistol
Cost: 250Cr Weight: 2 kg Damage: 3d10 Ammo: 20 SEU PowerClip SEU: each shot drains 2 SEU Rate: 3
Defense: Inertia Range: 5/10/20/40/80 Ammo Cost: 100 Cr PowerClip Skill: Beam Weapons
WarTech Frontiersman Heavy Pistol (FSMan#8 pg 70)
quote:
The new Frontiersman Heavy Pistol, from WarTech, is the finest blaster pistol released to date. Complete with three settings: stun (similar to an electrostunner), damage (same as a laser pistol set to 5SEU), and kill (same as a laser pistol set to 10SEU). What makes this pistol truly special is its pump-action SEU starfire grenade. Firing a charge of electrokinetic energy wrapped in a self-formed plasma shell, it drains the power source by 10SEU and causes an effect identical to a fragmentation grenade (though it’s a beam effect, not an inertia effect). Also, the grip holds two 20-SEU PowerClips, allowing a payload of 40SEU for the busy warrior. Field-tested. Military approved. The quality you expect from WarTech.
WarTech Frontiersman Heavy Pistol
Cost: 1500Cr Weight: 3 Kg Damage: stun/5d10/10d10/Frag Grenade Ammo: x2 20 SEU Powerclips SEU: 2/5/10/10 each shot Rate: 2 Defense: Albedo Range: 5/20/50/100/200 Ammo Cost: 100CR Powerclip Skill: Beam Weapons
EQUIPMENT
Left arm Utility Gauntlet with Pauldron (6 equipment slots) (FSMan#15 pg 77) 200 credits 08% success
- Slot 1, Radiophone Component Much longer range than a chronocom, works exactly as a radiophone from the core book. 1 slot 750 Cr
quote:
A radiophone is a short-wave communicator with a 1,000 km range.
- Slot 2, IR Jammer Component Works exactly like an IR Jammer from the rulebook. 1 slot 550 Cr
quote:
An IR jammer hides the wearer from infra-red sensors, including IR goggles.
- Slot 3, Duo-Fauna/Flora-CAS 1 slot 540 Cr 11% success
quote:
Fauna-CAS: (Formerly bioscanner) A fauna-CAS is used to scan bioforms. It indicates if the bioform is alive, what type of organism it is, whether it is
edible, and extensive information concerning its physiology. This CAS adds +20% skill when used on zoological samples.
Flora-CAS: A flora-CAS is used to scan plant life. It indicates if the plant is alive, it is can be a threat to any of the PC races, it if is edible, and how it
interacts with its immediate surroundings. This CAS adds +20% to skill when used on botanical samples.
- Slot 4, Motion Tracker (Zebulon’s Guide pg 81) 400 credits Size B 10-50 meter range
quote:
Motion: This type of scanner identifies any movement within its range. The problem is that it does not identify the moving object, only that "something moved over there."
- Slot 5, Envirokit (Bioscanner, Vaporscanner, Geoscanner) 500Cr
- Slot 6, empty
Civilian Skeinsuit (50 points) 500 Cr
Explorer Boots (Zebulon’s Guide)
Explorer Vest (Zebulon’s Guide)
Chronocom
Medkit
A medkit has specialized equipment the medic needs to perform his or her job. It weighs 10 kg and can be carried as a backpack. The medkit contains:
· Local Anesthetic--10 hypo doses to relieve pain
· Plastiflesh--5 cans of spray which closes up wounds and heals burns
· Omnimycin--10 hypo doses to control infections
· Acid neutralizer--1 bottle of liquid to neutralize acids
· Antiseptic--5 cans of spray to clean and disinfect a skin area
· Microforceps--adjustable, used to remove shrapnel and bullet fragments from wounds
· Medscanner--an electrical instrument used to diagnose ailments
· Spray hypo--syringe used to give shots without a needle
· Biocort--20 hypo doses to stimulate very fast healing
· Telol--10 hypo doses of truth serum
· Stimdose--10 hypo doses to revive unconscious individuals
· Staydose--10 hypo doses to sustain a dying character for 20 hours
· Sonic scalpel--same as in robcomkit
· Laser scalpel--used to make deep incisions
· Electrosurgeon--a small machine that keeps wounds open and controls bleeding during surgery.
· Autosurgeon--a special device that allows a medic to operate on himself
· Antibody plus--10 hypo doses that increase the body's ability to recover from diseases
· Antitox--10 hypo doses to neutralize poisons
This message was last edited by the player at 01:56, Sun 29 July 2012.