ARMOR &
EQUIPMENT
STANDERD EQUIPMENT:
Standard Equipment applies to whatever position
you end up with finally at the end of your character generation. This
is not what your character walks around with but rather the standard gear
he/she is equipped with in combat.
Equipment going into battle can vary drastically with the situation.
Additions are common. As a general rule of thumb, marines can choose
any weapon they have training in. (Optional) Any rank “Lance Corporal” and
higher have an automatic choice of a “third weapon” as long as they have
training in the use of that weapon. The pistol is the only automatic.
Shotgun, Flame-throwers and even Anti-Aircraft/Tank weaponry are available.
@ Indicates items for an encumbered Marine. Every 3 of these items adds
–1 to your DEX.
NOTE: All equipment is TL1. Anything with a “*” can be replaced
by higher TL equivalents.
INFANTRY
BDUs
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Motion Tracker
Compass
Nylon Rope
@
Toolknife
VP-90 Pistol
or M4A3 Pistol w. 2 clips*
Personal Locator |
M-3Armor*
Bed Roll @
Entrenching/
Utility Tool @
3 M1000 Flares
8 M-40
Grenades
Mess Kit @
20 days rations
@
Binoculars
(High Quality) @
Short Range
Comm
TNR Lamp@
M41A Pulse
Rifle w. 2 clips*
Personal Data
Transmitter (implanted) |
HEAVY WEAPONS
BDUs
M-3Armor*
3 M1000 Flares
6 M-94 Flares@
Mess Kit@
Hand Welder
Binoculars
(High Quality)@
Compass
First Aid Kit@
Nylon Rope@
Short Range
Comm
Toolknife
M240 Flamethrower
w 2 canisters or M-56 Smartgun |
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/
Utility
Tool@
8 M-40 Grenades
Knife@
20 days rations@
DemoKit@Wristwatch
TNR Lamp
Personal Locator
VP-90 Pistol
or M4A3 Pistol w. 2 clips |
NCO (Non Commissioned Officer) --CAREER--
BDUs
M-3Armor*
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/
Utility Tool @
3 M1000 Flares
6 M-94 Flares
8 M-40 Grenades
Knife
Mess Kit @
20 days rations
@
VP-90 Pistol
or M4A3 Pistol with 2 clips* |
Binoculars
(High Quality)@
Compass
First Aid Kit
Nylon Rope
@
Short Range
Comm
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
Personal Locator
TNR Lamp
M41A Pulse
Rifle with 2 clips OR
M240 Flamethrower with 2 canisters OR
M-56 Smartgun* |
OCC (Officer Command College) --CAREER--
BDUs / Flight
Fatigues
Mess Kit @
Hand Welder
20 days rations
@
Binoculars
(High Quality)@
Compass
First Aid Kit
Lantern
6 M-94 Flares |
Nylon Rope
@
Short Range
Comm
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
Personal Locator
VP-90 Pistol
or M4A3 Pistol with 2 clips*
Canteen
3 M1000 Flares
Knife |
AEROSPACE
Flight Fatigues
Flight Helmet
Canteen
3 M1000 Flares
6 M-94 Flares
Knife
Binoculars
(High Quality)
Compass |
Lantern
Nylon Rope
Short Range
Comm
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
Gee Suit
VP-90 Pistol
or M4A3 Pistol with 2 clips*
Personal Locator |
STARSHIP COMMAND --CAREER--
Flight Fatigues
3 M1000 Flares
6 M-94 Flares
Knife
Binoculars
(High Quality)
Nylon Rope
Short Range
Comm |
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
Personal Locator
Gee Suit
VP-90 Pistol
or M4A3 Pistol with 2 clips*
Compass |
MEDICAL
BDUs
M-3Armor*
M-10 Helmet*
Bed Roll @
Canteen
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
20 days rations
@
TNR Lamp |
Medkit
Binoculars
(High Quality)@
Compass
First Aid Kit
Lantern @
Short Range
Comm
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
Personal Locator
VP-90 Pistol
or M4A3 Pistol with 2 clips* |
SCIENCES CAREER (These don’t often go into a combat
situation)
Uniform
6 M-94 Flares
First Aid Kit
Short Range
Comm |
Wristwatch
Personal Data
Transmitter (implanted)
VP-90 Pistol
or M4A3 Pistol with 2 clips*
Knife
Medkit |
XENOBIOLOGY --CAREER-- (CL3 and higher required) (These
don’t often go into a combat situation)
Uniform
6 M-94 Flares
Knife
Medkit
First Aid Kit |
Short Range
Comm
Wristwatch
Personal Data
Transmitter (implanted)
VP-90 Pistol
or M4A3 Pistol with 2 clips* |
ARMOR
BDUs
Canteen
3 M1000 Flares
6 M-94 Flares
Knife
Hand Welder
Binoculars
(High Quality)
Compass
An armored vehicle of choice. |
Mechanics Tool
Kit
Nylon Rope
Short Range
Comm
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
VP-90 Pistol
or M4A3 Pistol with 2 clips*
Personal Locator |
TECHNICIAN
BDUs
Bed Roll @
Entrenching/
Utility Tool @
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
Hand Welder
20 days rations
@
Motion Tracker
Orbital
Communications kit@@ |
Advanced Tool
Kit@
Electrician’s
Tool Kit@
Mechanics Tool
Kit
Nylon Rope
@
Short Range
Comm
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
VP-90 Pistol
or M4A3 Pistol with 2 clips*
Personal Locator
DemoKit |
ENGINEER --CAREER--
Entrenching/
Utility Tool @
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
Hand Welder
20 days rations
@
Motion Tracker
DemoKit
Orbital Communications
kit@@ |
Advanced Tool
Kit@
Electrician’s
Tool Kit@
Mechanics Tool
Kit
Nylon Rope
@
Short Range
Comm
Toolknife
Wristwatch
Personal Data
Transmitter (implanted)
VP-90 Pistol
or M4A3 Pistol with 2 clips* |
FORCE RECON EQUIPMENT
Team break down includes 2
Infantry, 1 Heavy Weapon, 1 Sniper, 1 NCO/OCC. Team is issued 1 Pulse
Communicator, and 1 Intelligence Unit. Additional equipment available
upon request.
RECON INFANTRY
BDUs
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Toolknife
Motion Tracker
Compass
Nylon Rope @
VP-90 Pistol or M4A3 Pistol w. 2 clips*
Personal Locator |
M-3Armor* or
Ghillie Suit *@
Bed Roll @
Entrenching/Utility Tool @
3 M1000 Flares
8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
TNR Lamp
M41A Pulse Rifle w/2 clips* |
RECON HEAVY WEAPONS
BDUs
M-3Armor* or
Ghillie Suit *@
3 M1000 Flares
6 M-94 Flares
Mess Kit@
Hand Welder
Binoculars (High Quality)@
Compass
First Aid Kit
Nylon Rope@
Short Range Comm
Toolknife
M240 Flame-thrower w/2canisters or
M-56 Smartgun@ |
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/Utility Tool @
8 M-40 Grenades
Knife
20 days rations@
DemoKit@
Wristwatch
TNR Lamp
VP-90 Pistol or M4A3 Pistol w/2 clips |
RECON SNIPER
BDUs
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Compass
Nylon Rope @
Toolknife
VP-90 Pistol or M4A3 Pistol
w/2 clips* |
M-3Armor* or
Ghillie Suit *@
Bed Roll @
Entrenching/ Utility Tool @
3 M1000 Flares
8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
M42A Scope Rifle
w/2 clips* |
RECON NCO/ OCC --CAREER--
BDUs
M-3Armor* or
Ghillie Suit *@
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
8 M-40 Grenades
Knife
Mess Kit @
20 days rations @ |
VP-90 Pistol or M4A3
Pistol with 2 clips*
Binoculars (High Quality)@
Compass
First Aid Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
TNR Lamp
M41A Pulse Rifle with 2/clips OR M240
Flame-thrower with 2 canisters OR
M-42A Scope Rifle w/2 clips |
COMBAT ENGINEER
BDUs
M-3Armor* or
Ghillie Suit *@
M-10 Helmet*
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
Hand Welder
20 days rations @
Motion Tracker
DemoKit |
Orbital Comm. Kit@@
Advanced Tool Kit@
Mechanics Tool Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
VP-90 Pistol or M4A3 Pistol w/2 clips*
M41A Pulse Rifle w/2 clips OR M240
Flame-thrower w/2 canisters.
Mission specific equipment |
With the addition of Special Forces, there are
several new skills.
ARMOR
|
TYPE |
PD |
EKD |
EV |
SPECIAL |
| BDU |
4 |
2 |
0 |
|
| M3 suit* |
14 |
2 |
0 |
|
| M10 ballistic
helmet* |
25 |
10 |
0 |
Head Only |
| Gee Suit |
4 |
1 |
0 |
|
| Ghillie Suit
(Recon) * |
6 |
1 |
0 |
Camouflage
(see below) |
| Z-110 Acid Neutralizing
Combat Wardrobe (TL4)* |
18 |
10 |
-1 |
Acid has no
effect. |
| NeutraGel Modification
(TL5) |
1 |
0 |
0 |
Acid has no
effect. |
| Polymer/Alloy
combat armor rig. (TL3)* |
16 |
10 |
0 |
|
| WY Shielded Combat Helmet (TL2) |
30 |
10 |
0 |
|
| Flak Jacket |
12 |
2 |
0 |
|
| Kevlar (Light) |
10 |
1 |
0 |
|
| Kevlar (Medium) |
12 |
2 |
0 |
|
| Kevlar (Heavy) |
14 |
3 |
-1 |
|
| MK 25 Pressure
Suit |
5 |
5 |
-1 |
Air Pressurized |
| MK 50 Compression
Suit |
10 |
7 |
-2 |
Air Pressurized |
| ZCT-1 Armored
Spacesuit* (TL3) |
16 |
10 |
-1 |
Air Pressurized |
| Portable Force
Field |
10 |
20 |
0 |
Cannot move
when setup |
| MAX--Mobile
Assault eXo-Warrior (Special—Look under Armor)* |
|
|
|
|
| “RACK”--Powered
Armor (Special—Look under Armor)* |
|
|
|
|
* Prohibited
to all except the CMC.
BDUs:
Each Marine infantryman is provided with a set of battledress utilities (BDUs
or fatigues)- two-piece, light polycotton coveralls with pockets secured by
silent fasteners. The weave of the fatigues is sufficient to provide limited
protection against light firearms. The manufacturing processes provide limited
IR protection.
M3 SUIT: The standard personal armor of the Colonial Marines,
the M3 suit, is worn over these, providing protection to the Marine's head,
torso and shins. M3 personal armor is made up of composite layers providing
ballistic protection against most low-power small arms and fragmentation.
It provides torso protection, and leg protection, However, this protection
is doubled against blast-radius fragmentation grenades such as flechette,
frag or HE. Built into the armor are the necessary bio-sensors which send
the Marines physiological data (pulse-rate, respiration, EEG, etc) to the
tactical command post.
M10 HELMET: The M10 ballistic helmet issued to all Marines provides
SP 20 head protection with the same fragment-stopping capabilities as M3
armor. It contains a tactical camera, audio microphone, IFF transmitter and
PRC 489/4 transceiver system, as well as a passive infrared monocle that
flips down over the right eye. The M3 personal armor and M10 helmet
confer no Encumbrance modifier. In addition, when combined with BDUs, it
aids in breaking up the wearer's IR signature.
GEE SUIT: Used by Aeromen to counter the effects of the high-G maneuvering.
With this suit, a properly trained pilot can stand up to 11 Gs. It
offers little protection.
GHILLIE SUIT: The Recon suit, or "Ghillie" suit, as it is
known amongst the corps, is a combination of camo suit and radar and IR sneak
suit. The natural-fiber leaved camouflage makes the Recon marine difficult
to spot visually (Heroic Awareness test), while the suit beneath absorbs
radar emissions An optional external heat sink pack regulates the suit's
IR signature. Each Ghillie suit is tailored individually for each Recon Marine,
and comes with a pair of BiMex goggles that provide 20x telescopic enhancement
and Starlight ambient light vision.
Z-110 ACID NEUTRALIZING COMBAT WARDROBE (TL4): Efforts to produce
an armor resistant to the intense acidity of the alien blood have proved impractical.
The designs were deemed too heavy for a normal man to use effectively.
Therefore, we must not resist, but extirpate. The moment alien blood
touches this wardrobe, the threat is eliminated altogether. It is lined
with a gelatinous substance that can neutralize the acid, giving it the PH
balance of water. The Z-110 was developed by Grant Corp for their
farmers as Royal Jelly was a valued resource. They were secretly using
them since TL3 but the design was not available to the CMC until later.
The armor is also a complete life support system, with a capacity of a full
pressurized environment for up to six hours. The suit is powered by
batteries on the back which power the life support but also regulates the
interchanging armor plates. Not really classified as powered armor,
the suit just moved its armor aside as the person moves. This includes
tracking the helmet to follow the eyes of the wearer. This is because
the viewer of the Z-110 is very small. The Grant Corp Nutra-Gel cannot
be made transparent, making this small viewer the most vulnerable place on
the suit. It has the same PD and EKD as the rest of the suit but is
not protected by the NutraGel technology. Any acid hit in the head
unit has 20% chance of striking the glass. If this happens, 20% of
the acid damage is applies to the head but no PD is lost. If punctured,
the suit is no longer pressurized. The Z-1110 can regenerate the Gel
completely after a battle and have an inexhaustive supply.
NUTRAGEL: At time of the war, Grant Corp starts selling the NutraGel
as a modification to be adapted to any armor. Any surface armor (that
cannot be covered) can be used. Every packet will adapt a full suit
but will only withstand 100 points of Acid damage before being completely
neutralized. Any location not completely covered (Helmet) has
a 50% chance of hitting an unprotected area.
POLYMER / ALLOY COMBAT ARMOR RIG. (TL3): The PACAR, at TL3, replaces
the M3 Combat Armor of the CMC. It covers a greater area but doesn’t
sacrifice maneuverability to do so. This is because, unlike the M3,
is mostly made of light weight plastics It is not an enclosed suit.
At TL5, GrantCorp’s NutraGel compound has been added to it. The Head
unit is very similar to the M10 so the stats are considered the same even
though it is shaped substantially differently. The Armor is made up
of flexible plates under a overcoat of dense weaved fabric.
WY SHIELDED COMBAT HELMET (TL2): If anything, the WY Helmet completely
conceals the user's face with a massive armored plate. This unit seems
to be more designed for intimidation than practicality.
FLAK JACKET: A basic Chest protector that has remain stylistically
unchanged for hundreds of years. The material and strength however,
has radically be improved. It is strong enough to hold back even the
most powerful of armaments. The Flak Jacket is the most common armor
used by civilian security groups and planetary forces.
KEVLAR (Light, Medium, Heavy): Kevlar’s capacity has grown substantially
in the last year and the pinnacles are these combat suits which are the most
powerful on the open market. By TL5 they were being adapted with NutraGel
as fast as GrantCorp was selling them since these suits are the prime heavy
choice for combat on the outer veil colonies.
MK25 PRESSURE SUIT: The MK25 is a small, compact space suit designed
for ease and maneuverability. It is not a combat suit and when punctured,
is useless. It is a full package, with 12 hours of air and liquid nutrient
solution. It is the basic suit installed in all civilian spacecraft.
However, the MK25
MK50 COMPRESSION SUIT: The MK50’s design has remain unchanged in
almost a hundred years. It is a heavy duty Space / Environment Suit
with hardened body panels for extreme resilience. Most crews in hazardous
environments have these suits. Military craft has these as their primary
EVA suit. The Helmet is one piece with the environment system, which
supplies almost 24 hours of air. Recirculators can keep the air going
at a low breath rate (no activity) for another 6. Temperature controls
can keep it comfortable with the outside as low as absolute zero and has
high as 350 degrees C. The MK50 is not a combat suit even with this
protection and will be useless if punctured.
ZCT-1 ARMORED SPACESUIT (TL3): Zajer / Comm Technic, to offer the
members of their colonies greater protection from the threats in the outer
veil, they introduced the pale, white armored combat chassis simply called
the ZCT-1. It remained under license with ZCT and its colonies until
TL4 where they opened their doors to open consumers. The CMC immediately
put in an order for 100 000 units. The ZCT-1 is adapted with Nutra-Gel
at TL-5 but it already was a formidable suit when released. The onboard
computer can detect holes in the pressure and seal it up by expanding the
suit into the new area. It is not a permanent fix but will keep the
air out for the time being. The capabilities of the ZCT-1 are the same
as the MK50 Compression suit with 24 hours of air and a temperature range
from Absolute zero to 350 degrees C. The ZCT-1 is a heavy combat
suit and has full protection from the hardships of combat.
PORTABLE FORCE FIELD: The PFF is a large unit of launched probes
that create a perimeter force screen that protects anybody in as much as
30 feet by all attacks. The field would seem almost impenetrable.
Multiple generators can combine to double their STR or range. The PFF
is not air tight but can keep out all liquid, matter, and energy. Gases
have a tendency of leaking through.
NORMAL GEAR
Remember, a starting character can buy these using OP converting 100 cr. to
1 OP.
|
ITEM |
COST |
ITEM |
COST |
Advanced Tool Kit
Autograppnel
(2000 lbs)
Bed Roll
Binoculars
(High Quality)
Camera (24
exposures)
Camp Stove
Canteen
CD Player
Cell Phone
Compass
Crowbar
Hand Welder
Handcuffs
Hotel Room
IR Goggles
Jammer (10
m range)
Lantern (8
hrs, 40 m range)
Lighter (100
lights)
Mechanics Tool
Kit
Medkit
Mess Kit
Short Range
Comm (500 km rng)
Skates
Skis
Snowshoes
Stereo System
Television
(large)
Television
(port.) |
600
100
25
50
50
30
75
100
150
10
10
100
5
100/night
200
60
50
10
1000
300
50
100
40
80
40
500
1000
300 |
Diving Gear (3 hr time)
Entrenching
/ UtilityTool
Electrician’s
Tool Kit
First Aid Kit
Furniture (Real)
(Synthetic)
Food
(Fresh)
(Prepack)
(Rations)
Flashlight
(6 hrs)
Geiger Counter
(10m range)
Movie Camera
Nylon Rope
(100 m, 500lbs)
P-5000 PowerLoader
Personal Computer
Personal Data
Trans.
Personal Locator
Personal Recorder
Portable Holograph
(TL3)
Pressure Tent
(1/2 man)
Radio, Basic
Toolknife
Utility Belt
Wristwatch
Timer Clamp
(TL3)
Infrasonic
Suppression Sys. (TL5)
XM Neural Suppressor
(TL5)
Nuetralizer
Spray (TL4) |
250
40
25
10
500
150
200/week/person
100/w/p
50/w/p
10
90
100
100
40 000
1000
30
50
200
1000
500 / 1 000
100
50
20
50
20 000
8 000
100 / can |
FASION
| ITEM |
COST |
Pants
Top
Jacket
Footwear
Jewelry
Mirrorshades
Glasses
~~Multiply base cost by style~~
Generic Chic
x1 cost
Leisurewear
x2 cost
Businesswear
x3 cost
High
Fashion x4 cost |
40
40
50
40
100 - 1000
50
50 |
ADVANCED TOOL KIT: A small kit to help with repairs of any vehicles.
The high tech tools inside cover a variety of different uses easily.
Any repairs or modifications of any craft can be made with a +1 with this
pack.
AUTOGRAPPNEL: This launches a piton almost 500 meters in the air
and can embed itself in solid rock with a 2000 lbs capacity.
BED ROLL: A small sleeping bag that can be compacted into a small
cylinder barely 8 inches across and 3 feet wide.
BINOCULARS: Self Explanatory. Digital Readout with distance
meter than can measure the range between the target in the eyesight on the
binoculars.
CAMERA: An ultra-small disposable unit with a 24 exposure capacity.
CAMP STOVE: A small unit capable for cooking…but I am sure you know
that. Battery powered.
CANTEEN: Three days of water for one person.
CD PLAYER: The discs are half the size of current CDs.
CELL PHONE: Much smaller, these communication devices only work
in the inner colonies but can transmit anywhere
COMPASS: Not the drawing kind.
CROWBAR: Useful tool and a very heavy weapon.
DIVING GEAR: Three hours time limit. Not a totally enclosed
suit.
ENTRENCHING / UTILITY TOOL: Basically a shovel with some extra tools
built in.
ELECTRICIANS TOOL KIT: Soldering and Electrical Kit. Gives
any electronics related skill (computers, high tech engineering) +1.
FIRST AID KIT: Can stop bleeding and add +1 to a First Aid skill.
FLASHLIGHT: Small but powerful. Palm-held.
HAND WELDER: The ME3 Hand Welder currently employed by the Colonial
Marine Corps has been a standard issue to all Marines for the past 40 years.
Extending the range of combat operations to a more urban setting was greatly
aided by the addition of the ME3. Using a thin stream of plasma, the
ME3 can cut and fuse metal quickly and cleanly. The fuel is mainly oxygen
taken from the air, and in the absence of an atmosphere, the welder will
still work, but will only have fuel for 15 seconds of use. Normal use is
approximately 80 seconds of efficient heat.
IR GOGGLES: A surprisingly small pair of Infrared goggles that allow
the viewer to see is gray scales of heat. This allows the user to see
it almost compete darkness.
JAMMER: Disrupts bugs and all communication in 10 meters.
Doubling the cost Doubles the range.
MECHANICS TOOL KIT: A Hand Welder is just one small part of this
large engineering kit. Only people with Mechanics or Engineering skills
can use it, giving a +2 to these rolls.
MEDKIT: For more advanced medical emergencies. Gives a +2
to First Aid and a +1 to all other Medical skills. The Medkit is standard
issue to all Marine medtechs. It contains several surgical implements such
as scalpels, syringes and suction pumps, anesthetics, antibiotics and antiseptics,
bandages, swabbing cotton, a defibrillator and a biomonitor linked to an
armband scanner similar to a wrist PDT. It allows anyone with a Medical skill
to stabilize mortal wounds. Replacement kits containing chemicals, bandages,
new surgical blades and other perishables.
MESS KIT: Everything to prepare and eat food except the stove.
Gotta love those sporks.
MOVIE CAMERA: Small (1lbs) and with a 2 hours capacity.
P-5000 POWERLOADER: For convenience, it has been lumped in the Armor
section
PERSONAL COMPUTER: Advanced. 100 Gig capacity. Super
fast. Computers advance so much I won’t go into detail on its stats
here.
PERSONAL DATA TRANSMITTER: The PDT is a small computer with biological
monitoring systems and a broadcaster. The computer broadcasts an identification
code, which can be cross-referenced by a computer with the wearer's file,
which contains ID data and usually medical history. The device also serves
as a locator for colonists and Marine sections, and can be tracked by computer
or by a handheld unit The larger version of the PDT comes in two models; the
first is built within the M3 armor suite with contact patches at critical
points. The second model is constructed in a wristwatch-style, and fits over
the wrist of the wearer. Both versions of this model are used by the
USCMC, and transmits data to the section's assigned APC, as well as to tuned
hand locators. PDTs are only used by the military if radio silence is not
important, and can be deactivated if they present a security risk.
Smaller versions constructed to be surgically implanted within the human
body (at the base of the neck, behind and to the left of the spinal column)
are required by ICC colonial law to be installed within every adult colonist
shipping out to a new colony world and to every person born on the colony
when they reach sixteen years of age until the terraforming process is complete.
These usually broadcast to Colony Central, allowing rapid location of specific
Colonists within the base.
PERSONAL LOCATOR: The Eigress Mark 7 digital uplinking compass is
a standard issue for any soldier. With many different capabilities and several
distinct roles in today's modern battlefield, the Mark 7 is a popular issue
for any Marine. Concealed in the Coleman 6 inch combat knife handle, this
unit makes finding your way around the battlefield effortless. The digital
uplinking compass is most commonly used as a personal locator in today's
war events. When connected to the micro-emissions of a personal locator chronometer,
the Mark 7 can supply direction, elevation and distance to the target, usually
a fallen comrade or downed pilot. The micro bursts emitted by a locator unit
are picked up by the Mark 7, giving the unit a stealthy receive-only capability.
When connected via microwave transmissions to an orbital fleet GPS satellite
network, the Mark 7 functions as a highly reliable compass. The experimental
Mark 8 also has settings for detecting enemy motion trackers. It is being
combat tested by the TSEALs and should be ready for service in the next couple
of months. 1000 m Range.
PERSONAL RECORDER: A Micro-recorder barely four inches long and
two inches wide. Can record up to 90 minutes.
PORTABLE HOLOGRAPH: About the size of a hatbox that can transmit
any set of 3D images 2 meters across and 10 meters tall. Up to an hour
of animation can be recorded.
PRESSURE TENT: An air pressurized tent for adverse environments.
Can hold 12 hours of Oxygen.
RADIO / BASIC: Like a CB system, a short ranged, one way communicator
with a 20 km range.
SHORT RANGE COMMUNICATOR: The common communicator used by the CMC.
Has a 500 km range with a basic system. Cannot be modified for other
purposes. There are many variations of this design including Hand held,
headset, and helmet mounted.
TOOLKNIFE: A Swiss Army Knife
TIMER CLAMP (TL3): The Timer Clamp is used to hold the lips of an
Alien egg shut to unsure the creature can’t escape during transportation.
It automatically falls off when the Timer expires. Nobody is anywhere
near the egg when it activates. It can hold on for up to 999 minutes.
INFRASONIC SUPRESSION SYSTEM (TL5): Nicknamed Beekeeper’s smoke,
this device shuts off the very unique impulses of what the Alien passes for
their nervous systems. It causes them to “sleep” or any form off deep
coma that fits the description. The Suppression system spreads fifty
feed away from the transmitter in every direction. Royal Guards and
Queens are immune. This system is usually used by “Beekeepers” to safely
extract the Royal Jelly. The only disadvantage about this system is
that it is prone to failure. Every minute in operation, the an alien
can wake up by rolling above 19 with their WILL + D10 (Basically a nine or
ten). The Queen can override the ISS by rolling 17 or over with their
WILL and a D10. If this works, all aliens within fifty feet wake up
and re always immune, even if they venture outside the range of the Queen.
Also, if the Aliens are frenzied or angry in anyway (any form of heavy aggression)
negates the ISS effects.
XM NUERAL SUPRESSOR (TL5): A smaller form of Inhibitor. This
one looks like a thickened baton. It operates for about 3 hours with
a 3 meter radius. All aliens that move into this range
must make a WILL check and roll above 19 or be turned as tame as household
kitten. They seem to keep their motor skills but can’t act aggressively.
Royal Guards and Queens are unaffected. Unlike the ISS, the aliens
cannot recover. When hit with the XM, they can’t act at all for 2D6
minutes whether in the field or not. Any Aliens on an attack charge
are unaffected as well as any extra aggressive creatures. The XM, therefore,
is not useful as a direct attack weapon but it useful as a defensive and
experimentation device. Both this and the ISS are so rare and the price
is so high, they are not common.
NEUTRALIZER SPRAY (TL4):
A spray version of the NutraGel with a hundred doses. A player can,
instead of firing back, use the spray to counter an acid splash on one location,
neutralizing the acid immediately. Usually one round of acid damage
is still applied.
MILITARY PX
| ITEM |
COST |
BDUs / Flight Fatigues
M-3Armor*
M-10 Helmet*
M1000 Flare
(3 pack)
M-94 Flares
(9 pack)
Motion Tracker
DemoKit
Intelligence
Unit
Orbital Communications
kit
Pulse Communicator
TNR Lamp
Gee Suit@
Ghillie Suit
(Recon)
Z-110 ANCW
(TL4)
NeutraGel Modification
(TL5)
Polymer/Alloy
CAR (TL3)
Flak Jacket
Kevlar (Light)
Kevlar (Medium)
Kevlar (Heavy)
MK 25 Pressure
Suit
MK 50 Compression
Suit
ZCT Armored
Spacesuit (TL3)
Portable Force
Field |
100
240
150
30
30
200
500
1 000
1 500
1 000
200
200
600
1 800
100
1 600
600
100
150
200
500
1000
1 600
3 000 |
MOTION TRACKER: The USCMC Motion Tracker uses sonar bursts
with Doppler-shift discrimination to scan and locate movement. Its use is
covered by the Electronic Security skill. The device is activated by a trigger
mounted in the handgrip; thus, when not in active use the Tracker cannot
be left on, conserving battery power and decreasing the possibility that
the tracker itself will be detected. The location of detected movement is
displayed on a small LCD screen mounted on the side of the device as a set
of probability contours ranging from black to white; black indicating no
movement and white indicating a high probability of the location of the movement.
An auditory cue is also provided in the form of a reverberating tone that
changes in pitch and reverb. speed based on the size and proximity, allowing
Marines to concentrate on their environments whilst keeping their trackers
active. In ideal conditions (ie. Open terrain with no wind) the tracker
can scan accurately up to a kilometer, however in buildings (such as the
average colony building with metal and synthesized walls which to a great
extent absorb the sonar bursts and returns) the effective range drops to
between twenty and thirty meters.
M1000 FLARE (3 pack): The M1000 sets of a hot magnesium flare
available in red, blue, and white variants. It lasts for 3D6+30
minutes. It can cause significant burn damage (DC3) is applied
to an object. Combustion is easy. It also supplies limited heat.
They are 2 1/2 inches wide and 8 inches long.
M-94 FLARES (9 pack): M-94s lack most of the qualities of the M1000.
Only lasting 2D6+10 minutes, these flares are often only used for guidance
and for signaling and as a minor light source. They are the size of
a pencil. They don't supply much heat (DC1).
The device does
have problems, however. First, because the tracker emits high-frequency sonar
bursts it can be easily detected by passive listening stations as a target
for enemy fire or by cyberaudio with Increased Hearing Range. Second, the
tracker is also designed to filter out slight "natural" movement (such as
insects or corn waving in wind), so a very slow target may be able to infiltrate
a tracker's scan area. Third, because the tracker uses Doppler shift to discriminate
between immobile objects and targets, a target moving across the tracker's
scanning cone may be effectively invisible. Finally the unit is vulnerable
to ultrasound jamming and "jumping-jack" movement decoys (A small metal sphere
or cylinder with rubberized or spring-loaded surfaces). Despite these failings
the motion tracker has seen use with the Corps as a man-portable scanning
device for many years, and although not as good as vehicle- or emplacement-mounted
systems, it has come to be a standard component of a Marine team as a supplement
to other search and location techniques. At least one member of each rifle
or gun team in a Marine section is equipped with a tracker.
DEMOKIT: The equipment required to arm and disarm a variety of
explosives. Five Packs of C-19 are included. Demolition skills
are given +1.
INTELIGENCE UNIT: A modified EBM PCX laptop computer the intelligence
unit is issued to Marine Recon, Exploratory and HazEnv units. It contains
data on the USCMC, most Corporate armies and Colonial armies, including uniforms,
weapons, commonly used tactics, vehicles etc Also, the intelligence unit
is downloaded with information pertaining directly to the mission itself;
terrain, maps of towns, cities and important buildings, personal data on
relevant individuals etc. The unit carries a scanner capable of digitally
processing pictures, allowing identification of included people and location
within minutes. The unit is armored against small arms and impact and
is fingerprint and voiceprint locked, so only the assigned individual can
access the data. It is also equipped with a small thermite bomb which will
detonate if the unit is tampered with (a maintenance code must be entered
before opening the unit up) or when a concealed switch is pressed, destroying
the interior of the unit and thus eliminating irretrievably all data within.
ORBITAL COMMUNICATIONS KIT: This is a dish and communications kit
that requires two minutes of set up time to operate fully. It is designed
to communicate with orbit craft and even remote command ships from a distance.
The OCK has a 5 000 km range and can be setup up with a burst one-way communication
of 500 AU. The whole system weighs so much, anyone transporting this
has a –1 to his or her DEX.
PULSE COMMINCASTOR:
The pulse communicator is usually issued to Recon Marines, and consists of
a rechargeable 10-burst power cell, a comm unit, a scrambler and a small transceiver
dish. It is a microwave burst communicator able to provide secure, if limited,
communication to the Marine team. A complete message is fed into the communicator
and transmitted to its target in a single powerful pulse. Return messages
are deciphered by the communicator. The unit can be linked to an intelligence
unit for transmission of entered and scanned data as well as reception of
new data. The unit can be taken apart so it can be placed in a briefcase,
and is relatively light (3 kg). Because the communicator is limited
to line-of-sight transmission, the operator is usually limited to transmitting
in certain times at certain places, to ensure a receiver dish is pointed
toward him, and he toward it. These times and transmission points are
organized with the character before the mission commences and are fed into
their intelligence unit. Thus the operator usually communicates to a relay
station on the ground or a circling aircraft. However, the communicator is
almost impossible to jam, intercept or trace, and although full two-way communication
is impossible it allows transmission of vital data to his superiors and the
reception of periodic orders.
TNR LAMP: Carried on the left shoulder of Colonial Marines is a
detachable high-powered halogen white-light TNR lamp. The TNR lamp runs
off a rechargeable internal battery and incorporates a carrying handle so
that it may be detached and used as a hand torch. The TNR lamp has
a range of 200 meters and is effective as an alternative lighting source in
combat situations. The internal battery is good for 6 hours of use, then
needs to be recharged or replaced.
The lamp can be recharged using a standard rifle recharge rack. The
TNR lamp used by the Colonial Marines is similar to that used by the US Army,
with the exception of a movable motor that tracks the movement of the helmet
and shines the light where the soldier looks. This version only lasts 1 hour
on internal battery and was declined in favor of a more efficient use of
stored power.
|