Re: Player's Forum 2
Here is what you found in the explorer:
The explorer is carrying a case of grenades (3 tangler, 6 fragmentation, 3 doze and 4 smoke); a box containing 5 rockets for the rocket launcher, 30 power-clips, 20 automatic pistol bulletclips and 9 automatic rifle clips; and two backpacks with climbing gear (pitons, crampons, 200m of rope, and so on).
Also, the modified explorer has been slightly retrofitted. Heavy weapons can be fitted to the roof hatch of an explorer by means of a swivel mount. The swivel mount fits around the roof hatch and takes one technician an hour to install both it and a heavy weapon. No more than one heavy weapon can be mounted on an explorer at a time.
Further, the KLC explorer has air-tight hatches that can be pressurized to allow the occupants to breathe normally when travelling at high altitudes. They also carry breathing apparatus for use outside the vehicle, or when one or more of the hatches are open. Additional oxygen tanks are carried, as well as a portable compressor with which to refill them.
For weapons on the bodies, you find:
1) Commander: Laser rifle, Heavy autopistol (3 20 round clips), Vibroknife (Beltpack 30 SEU and 4 Powerclips), Albedo suit (40 points), Inertia screen(F), Magnigoggles, Military skeinsuit (35 points)
2) KLC 1: 1 Gauss rifle (see below), with 2 40 round clips; Gyrojet pistol (3 Jetclips), Military skeinsuit (35 points)
3) 1 Rocket Launcher; Automatic rifle (5 Bulletclips), Albedo suit (20 points)
4-6) Laser pistol (5 Powerclips each), Military skeinsuit (40 points each)
In inspecting the weapons, you find that all of the weapons are manufactured by Stysor Arms of Madderly's Star.
There is also enough food and water in the explorer to feed 6 people for 5 days, and there are radios, but a code must be input into them for operation, including listening, which you don't have.
Heavy Autopistol .38/9mm
Damage 2d10
Ammo 20 rounds SEU -
Rate 3/1
Defense Inertia
Range(meters) PB 0-5 Short 6-15 Medium 16-40 Long 41-75 Extreme 76-200
Gauss Rifle
Damage 3d10/8d10 burst
Ammo 40 rounds SEU -
Rate 2/1*
Defense Inertia
Range(meters) PB 0-10 Short 11-65 Medium 66-200 Long 201-600 Extreme 601-1200
Gauss rifles fire needle-like projectiles using an electromagnetic field generated along the barrel. The projectiles themselves are long, thin slivers of of dense, armor-piercing allow surrounded by a jacket of softer metal gving the round both good stopping power and armor-piercing capability. The rifles are easily recognized by their long barrels (up to 2m in some models) and are easily located by magnetic scanners. This ease of detection has limited their battlefield use, though they remain in service with several UPF units. They are strictly military weapons, and their possession is a felony offense on all UPF member worlds.