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Equipment and Abilities.

Posted by GM HeathFor group 0
GM Heath
GM, 1507 posts
Sat 18 Jun 2011
at 20:43
  • msg #1

Equipment and Abilities

In this thread, please post the list of equipment you are using and the ammo/dmg of weapons.

If you are using a new weapon/equipment from Star Frontiersman, please copy and paste the description of it at the bottom of the list and indicate which issue it is from.

If someone wants to make a Party Equipment post that can be edited, that's fine too.
This message was last updated by the GM at 16:59, Tue 20 Mar 2012.
Kri'lik
player, 456 posts
Doctor of Medicine (M.D.)
Professor
Sun 19 Jun 2011
at 06:26
  • msg #2

Re: Equipment

SEU POWER
X10 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 14:29, Mon 11 July 2011.
GM Heath
GM, 1508 posts
Sun 19 Jun 2011
at 15:01
  • msg #3

Re: Equipment

Don't worry about copying the rules from equipment in the Alpha Dawn or Zebulon rules.  You can just say "Alpha Dawn" or "Zebulon."
Desiraye Lipost
player, 1113 posts
Corporate Investigator
Military PSA
Wed 22 Jun 2011
at 21:05
  • msg #4

Re: Equipment

EQUIPMENT LISTED FIRST THEN, DESCRIPTIONS & SOURCE MATERIAL TO FOLLOW

Advanced Anti-Shock Implant.
Desiraye is immune to stun attacks, including stuns from electrostunner, sonic stuns, electric swords, etc.  Desi is immune to small levels of electricity and takes half damage from large doses (causing over 1d10 damage).

The implant has tendrils running down Desiraye's legs and arms, causing her to take only half damage from falls where she lands on her feet and adding 1/2 distance to jumps (rounded down) and to lifting capacity (not to encumbrance).  Any skill checks requiring the use of strength are performed as though she had +20 added to her strength.
[1] War-Tech GAR-10 [400 cr]  [IN STOCK}
- [11] 20 round GAR-10 mags  [40 cr/ea= 440 cr]
- [1] Bandoleer Sling (holds x10 mags) [1 cr] [IN STOCK}
- [1] Muzzle Extender  [50 cr] [IN STOCK}
- [1] x3 Magnification scope w. Infrared optics  [650 cr] [IN STOCK}
- [1] Rifle Holster  [10 cr] [IN STOCK}
- [1] Powerlight  [75 cr/1.5 kg] [IN STOCK}
[TOTAL COST = 1,870 CR]

[1] Tangler Gun  [250 cr]  [IN STOCK}
- [4] Tangler clips  [25 cr/each]
- [1] Holster  [5 cr]
[TOTAL COST = 322 CR]

[1] KE-1500 Laser Pistol  [750 cr]  [IN STOCK}
- [1] Recognition Grip  [+230 cr]  [IN STOCK}
- [7] 20 SEU clips  [100 cr/ea= 700 cr]  [IN STOCK}
- [1] Spring Holster  [75 cr]  [IN STOCK}
[TOTAL COST = 2,018 CR]

[1] K-Pulse Pistol  [250 cr]  [IN STOCK}
- [7] 20 SEU clips  [700 cr]  [IN STOCK}
- [1] Holster  [5 cr]
[TOTAL COST = 1,098 CR]

[1] Gunnam Auto-Pistol  [200 cr]  [IN STOCK}
- [1] Flashlight [+10 cr / -1 INITIATIVE!] [IN STOCK}
- [1] Attachable Stock  [+15 cr]  [IN STOCK}
- [7] 20 round mags  [2 cr/each]  [IN STOCK}
- [1] Concealable Shoulder Rig (holds [3] mags  [20 cr]
[TOTAL COST = 298 CR]

[1] Balor SP-4507 Pistol [600 cr]  [IN STOCK}
- [1] Belt Holster [5 cr]
- [1] Shoulder Holster w. [2] speedloader pouches [10 cr]
- [2] Double Speedloader Pouches [2 cr/each = 4 cr]
- [7] Speedloaders [5 cr/each = 35 cr]
- [10] Loose Gyrojet Rounds [10 cr]
- [1] 10 Round Gyrojet pouch [1 cr]
[TOTAL COST = 765 CR]

[1] Electric Sword  [173 cr]  [IN STOCK}
[1] Vibro Knife  [29 cr]  [IN STOCK}
[1] Pr. Brass Knuckles  [12 cr]  [IN STOCK}

[1] Civilian Skeinsuit  [575 cr]  [IN STOCK}
[1] Albedo Screen  [2,300 cr]  [IN STOCK}
[1] Security Skeinsuits  [173 cr]  [IN STOCK}

[2] Power Backpacks  [575 cr/ea= 1,150 cr]  [IN STOCK}
[4] Power Beltpacks  [288 cr/ea= 1,152 cr]

[1] Explorer Vest  [50 cr]  [IN STOCK}
[1] Tactical Vest  [863 cr]  [IN STOCK}
[1] Survival Kit  (150 cr/6kg)
[1] Duraraft  [90 cr/3kg]
[1] Envirotent [40 cr/3kg]
[1] Emergency Beeper  [25 cr]
[1] Emergency Receiver  [25 cr]
[1] Tech Kit  [500 cr/12 kg]
[1] Chronocom  [100 cr]
[1] Everflame  [50 cr]
[1] Flashlight  [50 cr]
[1] Gas Mask  [5 cr]
[4] Holoflares  [5 cr/each= 20 cr]
[1] Set of Magnigoggles  [200 cr]
[1] Set of Rope  [2 cr]
[5] Uses of Solvaway  [10 cr/each= 50 cr]
[1] KG of TD-19  [58 cr/each]  [IN STOCK}
[1] KG of TD-20  [115 cr/each]  [IN STOCK}
[1] KG of Plastid  [575 cr/each]  [IN STOCK}
[10] Variable Timers  [6 cr/each= 60 cr]
[3] Pressure Detonators  [12 cr/each= 36 cr]
[10] Hot Ration Packs  [2 cr/each= 20 cr]
[1] Bottle of Allertabs  [2 cr]
[1] Bottle of FungiTabs  [3 cr]
[1] Bottle of DehyTabs  [1 cr]
[1] SalGel  [30 cr]
[1] Plasti-Poncho  [30 cr]
[1] Pair of Explorer Boots w. Knife Sheath  [35 cr]  [IN STOCK}

GRAND TOTAL CREDITS SPENT= 15,234
CREDIT BALANCE= 766

===============================================================================

K-Pulse Pistol   (#4 p.19)
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.

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

TANGLER GUN  (#5 p.3)

Although not common in the Frontier, the tangler gun is an extremely effective tool for law enforcement personnel and bounty hunters who prefer to bring them in alive rather than dead. It is a heavy pistol with a large fore-end, capable of
firing tangler gelpacks that explode on impact, releasing their strands into the air, expanding and immediately beginning their hardening process.

The bullets fired by the gun are not hard, nor are they selfpropelled.
They are gelatinous and encased in a tough outer plastic wrap designed to rupture on impact. The gun itself doesn’t fire through explosive means. No gunpowder or rocket fuel is used. Simple air compression is used, forcing
air into the TanglerClip, causing the gelpack to be launched straight and true. The sound made by the tangler gun (as well as the general pneumatic nature of the weapon’s delivery of its payload) has earned the weapon the nickname
“spitball.”  The weapon has a 20-SEU PowerClip in the handle, but this is
simply to power the rapid air compressing pneumatic delivery system. The ammunition for this unusual weapon is the TanglerClip, which is a large cylinder with ten chambers, each with a tangler gelpack loaded into it with a thin plastsheet cover (to keep it from falling out when the gun is pointed
downward). When the trigger is pressed, the PowerClip energizes the pneumatics and forces air into the chamber – breaking the plastsheet cover and launching the gelpack. Theforce of the air then rotates the cylinder clockwise to the next
available cylinder. The weapon can be fired up to three times per turn in this manner. When the TanglerClip is depleted (10 shots), 1 SEU is drained from the PowerClip (it was drained gradually by firing those ten shots). When the
PowerClip is depleted, the weapon can still be fired but must be pumped manually by pulling back on the top/back of the pistol. Pumping it in this manner builds up pressure without power, but reduces the rate of fire to one shot per turn.

Cost: 250Cr
Weight: 2 kg
Damage: Entanglement
Ammo: 10 shot TanglerClip
Rate: 3 when powered, 1 when manually pumped
Defense: RS Avoidance Roll
Range: 5/10/20/40/80
Ammo Cost: 25Cr (10-shot TanglerClip)
Skill: Projectile Weapons


WarTech GAR-10 Gyrojet Assault Rifle (#12 p.49)
Cost: 400Cr, Wgt: 5.5kg, Damage: 3d10/8d10,
Ammo: 20 rounds, Rate: 3(1), Defense: Inertia,
Range: -/5/75/150/300
Description: Standard gyrojet rifle with extended magazine
and burst fire capability (uses 5 gyrojets).
Notes: Rifle Jetclips for the GAR-10 cost 40Cr, for 20 rounds.

LE-1500 by Interstellar Weaponry 750 cr   (#13 p.5)
The fully redesigned line of lasers from Interstellar Weaponry leaves no room for doubt that they still have the touch. Boasting over a 1.8% increase in rate of energy deposition, the LE-1500’s finally overcome that annoying habit of the grip overheating as in the previous JE-1500. The extra-cooling units also serve to make the new LE look even more intimidating – with this at your side, perhaps those Gorlian thugs will think once before they decide to bully you again!

Game Notes: Laser pistol in Alpha Dawn with increased damage per SEU setting. 1d10+2 per SEU
LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot


SP-4507 Balor Gyro-Mag  (#15 p.73)
The Balor is a large framed magnum revolver with a bolt action gyrojet barrel fitted to the top. The revolver chamber holds 7 magnum pistol rounds. The gyrojet
barrel holds one gyrojet rifle round.  Balor pistols were first introduced by Interstar Weaponry. The pistols were designed for Environmentalists that might
encounter hostile indigenous creatures that are too large for smaller arms. The
magnum rounds have a longer range more stopping power than standard pistols. The gyrojet rifle round provides an even longer range and the benefit of an
explosive warhead.  The Balor saw limited sales and has been discontinued,
yet the pistol can still be found in the Frontier. Some hard case Star Law officers still use them.

Type: Projectile
Cost: 600 Cr
Weight: 2 kg
Defense: Inertia
Payload   Damage  Rate   Ammo     Range
» Bullet  1d10+3   3     7**     5/15/35/65/160
» Gyrojet 3d10     1*    1       -/5/60/120/200


Security Skeinsuit (#1 p.2-3)
Whereas the military skeinsuit is camouflage and appears very militant, and civilians who can afford it
wear normal-looking clothes inlaid with the same protective layers, security personal tend to wear
something in between. Local police, star law officers, and some espionage agents tend to
purchase a security skeinsuit.  Security skeinsuits are function over form. They are not designed to
help hide the character like a military suit, nor are they designed to conceal their
existence, such as a civilian suit. Instead, they consist of overlapping layers of kevlar and other
ballistic cloth. It is generally gray, occasionally black, and is light weight.  Security Skeinsuits
protect against ballistic and melee attacks, just as a military or civilian skeinsuit does. Half the
damage affects the wearer, the other half gets absorbed by the suit. The suit continues to
help the wearer until it has absorbed 25 points of such inertial damage, then is too ripped
up/damaged to continue protecting its wearers.  This can happen pretty quickly, even in a small
fight, so Security Skeinsuits are generally designed to require replacement after a good fight,
thus their inexpensive nature.
COST=  150 WT (Kg)= 1  ENERGY= 25 points  DEFENSE AGAINST= Ballistic/Melee


Duraraft {90 cr/3 Kg}  (#1 p.4)
This tiny 3kg pouch-sized kit can be inflated (automatically when activated) into a
fully-functional four-man raft. It takes about five minutes to inflate, and a similar
amount of time to deflate.  When deconstructed and properly stowed, it fits in a
small pack that straps to the thigh for easy transport.


Envirotent {40 cr/3Kg} (#1 p.4)
This tiny 3kg pouch-sized kit can be erected into a small 3-man habitat tent in about
ten minutes. It takes a similar amount of time to deconstruct. It can come in a variety
of colors.  When deconstructed and properly stowed, it fits in asmall pack that straps
to the thigh for easy transport.


Survival Kit {150 cr/6 kg} (#1 p.4)
This is an emergency survival kit. It is similar to the Standard Equipment Pack from
the main rules book, but reformatted to make it useful for explorers and
wilderness scouts (and anyone finding themselvesstranded on a desert planet!). Many
lifeboats and escape pods have a number of these survival kits stowed, as well as a
single duraraft and envirotent.
The Survival Kit consists of the following items:
• All-weather blanket
• Basic first-aid equipment (bandages, etc.)
• Compass
• Everflame
• Gas Mask
• Holoflare
• Life Jacket
• Pocket Flashlight
• Pocket Tool
• Rope
• Sungoggles
• Survival Rations (5 days)
• Toxy-rad guage
• Waterpack

CKA Fast Drawing Holster (#2 p.16)
Nicknamed “the Death Finger,” this is a special handgun holster meant to be worn in the forearm.  Special magnetic repulsors hidden inside the holster make moving the arm easier than it would seem with a gun strapped to it, and together with sensors placed in the back of the wearer's hand they provide
it with the ability for which it has received its nickname.

By grasping an imaginary gun with the holster arm, the repulsors place the weapon in the hand with lightning speed, ready to fire: 'firing' with one's
finger can actually achieve lethal results. The legality of this accessory is somewhat questionable, and in certain worlds it is actually prohibited to wear
one, even if it's empty.

In game terms, a character with a Fast Drawing Holster can ignore the -3 penalty to their Initiative modifier for having their weapons holstered. The
holster needs to be adjusted before a given individual wears it: the process takes 1d10 hours, halving the time with a successful Repair check (minimum 1 hour). If a character wears an unadjusted holster with a gun in it, there is a 30%chance per hour it will misfire, sending the weapon flying away. This chance increases to 70% in combat: if it misfires, it'll bruise the character's
hand (-10% to hit for the remainder of combat) and deny the Initiative benefit. A Reaction Speed check will be necessary to hold on to the gun, otherwise
it'll be thrown 1d10 meters away.

Explorer Vest .50 Kg / 50 cr  (#4 p.16-17)
Characters in the Star Frontiers games spend a lot of time adventuring. When they adventure, they often find themselves burdened down with travel gear: toxy-rad guages, toolkits, solvaway canisters, first-aid packs, spare ammunition,
survival rations, etc. They often find themselves encumbered and their movement rates suffer.  The Explorer Vest (by UniHo) is designed to help the intrepid
adventurer tote about his various pieces of gear. It is built of rugged material (though offers no damage protection) and is water resistant.

A character wearing an Explorer Vest can treat his Strength score as if it were 5 points higher when determining encumbrance effects. This effectively allows 5
more kilograms of gear to be worn without affecting movement.  An Explorer Vest itself has a negligible weight (its mass is quite evenly distributed, though when stored it is considered to weigh 0.5kg). It costs a mere 50Cr, and can be
ordered in white, black, khaki, and grey. It can be adjusted to accommodate any of the four core Frontier races (even the Yazirian’s wings).


Tactical Vest  2kg / 750Cr  (#4 p.16-17)
Sometimes it’s not adventure on a character’s mind; sometimes they’re out for payback. Other times they’re deployed on a purely militant mission: bounty hunting, big game hunting, assassination (surely your characters aren’t into contract killing?), or mercenary special missions.  When this is the case, the Tactical Vest is a decent option.

The Tactical Vest is designed to hold:
- eight ammunition magazines
- four grenades
- two variable timers
- one kilogram of Tornadium D-19

And look dangerous while doing it. All of these items, when properly placed in the vest compartments, weigh nothing to the character wearing carrying them. It also has several straps designed to hang off the bottom of the vest, to act as rigging onto which pistol-sized weapon holsters can be attached.

The back of the vest includes five SEU PowerClips in a network of heavy-duty canvas rigging, all wired together with integrated power routing and buffering to form the equivalent of a standard 100-SEU Power Backpack. 1.5m power cords can be pulled and locked in place (festooned) and will retract when pulled and released. Up to four devices can be powered in this manner. Unlike a standard
Power Backpack, these five 20-SEU PowerClips can be replaced independently (though not by the vest’s wearer while being worn, and quickly enough to be done effectively during combat).

The Tactical Vest is built of an extremely durable ballistic material. If worn alone, treat it as a 25 point skeinsuit.  Skeinsuits cannot be layered, so if worn over another skeinsuit, both of the protective layers will take the same
damage. For example: a character is shot for 34 points of damage. He takes only 17 points, and both his skeinsuit and his tactical vest take 17. If worn over an albedo suit, it nullifies the protective nature of that suit.  The Tactical Vest is not inexpensive. It is not often wornby large armies because of this. Mercenaries and adventurers comprise the bulk of the vest’s sales. The vest can
be adjusted to fit any of the four core Frontier races (even accommodates a Yazirian’s wings), and can be purchased in black, white, khaki, hunter green, and in several types of camouflage.
This message was last edited by the player at 23:14, Tue 12 July 2011.
Bartja Nemuco
player, 477 posts
Yazirian
Technician
Thu 23 Jun 2011
at 15:28
  • msg #5

Re: Equipment

Equipment
Robcomkit
Techkit
Medkit

WEAPONS
Heavy Gyrojet Rifle (Star Frontiersman #10, pg 13-14) - (Cost 2000Cr) w/ Scope Integral mounted. infra-red vision, laser range finder and a ballistic computer. Makes shots one range closer (ie: L range becomes M range).  Designates ranges for air burst setting.
Recoil Compensator (SF #3, pg 3)  This is a modification to the barrel of a gyrojet weapon. Improved venting balance allows the weapon to fire with no noticeable recoil.  While the difference is minimal in a normal planetary
environment, in space it becomes enough to add 10% to the wielder’s chance to hit on any shot.

Target Link This expensive but deadly modification consists of a small eye sensor mounted on top of the weapon's barrel, wired to a tiny targeting computer
which in turn uses a wireless broadcast to provide targeting information to its specialized rounds. When used with proper Linked ammo, the Target Link provides the wielder of the gyrojet weapon a +10% bonus to hit on each shot.

10 Impact Armor Piercing clips 8d10 impact armor piercing (40 points structural)
Brass Knuckles.
2 Doze Grenades
2 Tangler Grenades

ARMOR
Albedo Screen
Power Beltpack
Military Skeinsuit
Suggestions?
This message was last edited by the player at 15:51, Fri 01 July 2011.
Desiraye Lipost
player, 1116 posts
Corporate Investigator
Military PSA
Sun 26 Jun 2011
at 19:02
  • msg #6

Re: Equipment

In reply to Bartja Nemuco (msg #5):

Emergency beeper & receiver from Zebulon's Guide
Hammer
player, 41 posts
40/40
Pause. Computing.
Mon 27 Jun 2011
at 11:13
  • msg #7

Re: Equipment

Hammer gear so far (in order):
    Laser Pistol
    3 power clips
    albedo screen
    civilian skeinsuit
    pocket tool
    vibroknife
    enviro-kit
    standard equipment pack
    Chronocom
    Compass
    PolyVox
    EverFlame
    ToxyRad Gauge
    Flashlight
Installed in Mechanon Body:
    chronocom in arm, polyvox in body, toxyrad gauge in arm.

Extra possibilities??
  • BOTLINK - 500 CR(SF 16) <-- links w/Robots, allows remote controlling of 'bots.
  • C-Thru Analyzer 1500 CR (SF16) (This wonder of the modern age allows the robot to harmlessly see through any item of mild density without x-rays, allowing it to identify any object through clothing or on the other side of organic tissue.)
  • A robot helper, haven't picked out anything, have *zero* ideas.  Anyone wanna chime in?

S'Krllk
player, 277 posts
Mon 27 Jun 2011
at 18:56
  • msg #8

Re: Equipment

plain needler pistol
20 shots barbed needles (2D10)
20 shots anesthetic needles (sleep?)

Ke-1000 laser (1D8 per SEU)
3 20 SEU clips

albedo screen
civilian skeinsuit

pocket tool
vibroknife
techkit

    wearing a Duo-CAS (combined electro-CAS and mechanical-CAS) Zebulon
  • Mechanical-CAS: +2 Column Shift to the Machinery: Repair and Vehicles: Repair
    skills and  Security Systems: Open Locks skill if the lock is mechanical.
  • Electro-CAS: +2 Column Shift for the Security Systems: Open Lock skill,
    if the lock is electrical.


wearing a bodycomp (type D processor) and a kingpack power source
protected by a Battle Bodycomp Belt
with the following progits to the bodycomp
Audio-Act
Calc-All
Calc-Boost
    +1 Column Shift to
  • Acoustics
  • Bionics
  • Chemistry
  • Cryptography
  • Cybernetics
  • Engineering: Alternative Energy
  • Engineering: Nuclear
  • Finance
  • Optics
  • Physics
  • Robotics: Modifications

A character using the Calc-All, Calc-Boost and
Master-Comp progits together, and with the proper
type and amount of data, can work out the
probabilities of many events.
CAS-Interface
Chrono-Calc
Comp-Talk
Map-Calc
Master-Comp
    SOP
  • Scan any locked lock within range usingboth the
    mechanical and electrical CAS, recommend the methods
    that would bypass the lock.

Robo-Link
    to attach device to robot
  • Robotics: Activate/Deactivate
  • Robotics: Alter Functions
  • Robotics: Alter Mission
  • Robotics: List Functions
  • Robotics: Remove Security Locks

Trans-Comp I

S'krllk
Cybernetic Hand
    S'Krllk's cybernetic hand can perform several functions
  • It can plug in and adapt to plug into computer systems directly
  • It can reshape fingers into tools to perform engineering skills (+20% to engineering checks for normal equipment and +10% for alien equipment), same with computer checks
  • It can contain a vial of liquid.  Currently, it contains Solvaway
  • Pulse emission scrambler/wireless interference: the hand can emit a scrambling effect against wireless communications and a pulse emission against other electronic devices (like an EMP pulse).  Its success is 10% x Skill level - 10 x difficulty level/complexity of device.  Its range limits its effectiveness to -5% for every 5 yards beyond 10 yards.  It lasts for 1d6 rounds plus the level of the person using the hand.

This message was last edited by the player at 20:17, Sun 09 Feb 2020.
GM Heath
GM, 1526 posts
Tue 12 Jul 2011
at 21:51
  • msg #9

Re: Equipment

Here is the long awaited information about the implants for Desi, S'Krllk and Kri'lik:

Desi
Advanced Anti-Shock Implant. Desiraye is immune to stun attacks, including stuns from electrostunner, sonic stuns, electric swords, etc.  Desi is immune to small levels of electricity and takes half damage from large doses (causing over 1d10 damage).

The implant has tendrils running down Desiraye's legs and arms, causing her to take only half damage from falls where she lands on her feet and adding 1/2 distance to jumps (rounded down) and to lifting capacity (not to encumbrance).  Any skill checks requiring the use of strength are performed as though she had +20 added to her strength.

Kri'lik:
Empathy Implant: Kri'lik has the following abilities:  At any time, he can touch someone and heal their Stamina (2d10 total per person per day -- or per injury, whichever occurs first); doing so causes 1/2 of the stamina healed to be transferred to Kri'lik (rounded up).  With his medical skills, he can also heal injuries such as broken bones if given 10 minutes of concentration.  He cannot heal permanent injuries or semi-permanent damage due to causes such as radiation, poison, or disease.

Kri'lik also has enhanced abilities to detect if someone is lying, in pain, or suffering from any emotion.  He receives a +25 to related social checks among the known races (PC races) and a +10 percent to alien races.

S'krllk
Cybernetic Hand:  S'Krllk's cybernetic hand can perform several functions:

1- It can plug in and adapt to plug into computer systems directly

2- It can reshape fingers into tools to perform engineering skills (+20% to engineering checks for normal equipment and +10% for alien equipment), same with computer checks

3- It can contain a vial of liquid.  Currently, it contains Solvaway.

4- Pulse emission scrambler/wireless interference: the hand can emit a scrambling effect against wireless communications and a pulse emission against other electronic devices (like an EMP pulse).  Its success is 10% x Skill level - 10 x difficulty level/complexity of device.  Its range limits its effectiveness to -5% for every 5 yards beyond 10 yards.  It lasts for 1d6 rounds plus the level of the person using the hand.
This message was last edited by the GM at 18:52, Tue 01 Apr 2014.
Kri'lik
player, 520 posts
Doctor of Medicine (M.D.)
Professor
Tue 20 Mar 2012
at 14:18
  • msg #10

Re: Equipment

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.
Kri'lik
player, 553 posts
Doctor of Medicine (M.D.)
Professor
Sun 29 Jul 2012
at 00:18
  • msg #11

Re: Equipment

Party Equipment

vibroknife (11 SEU)
3 damaged military skeinsuits (30 points left each)
1 sonic sword
1 automatic pistol (2 full bulletclips)
Gauss screen (full charge)
Power beltpack (28 SEU)
Desiraye Lipost
player, 1305 posts
Unemployed Gun-Chick
Military PSA
Sun 29 Jul 2012
at 01:37
  • msg #12

Re: Equipment

Kri'lik:
Party Equipment

vibroknife (11 SEU)
3 damaged military skeinsuits (30 points left each)
1 sonic sword
1 automatic pistol (2 full bulletclips)
Gauss screen (full charge)
Power beltpack (28 SEU)

Does anyone want any of this gear and thank you for posting it up!
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