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***US Dollars $1000, neg.
***US Dollars $1000, neg.
**Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb.
**Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb.
Danach darf man sich für $7'500 Waffen und weiter Ausrüstung einkaufen.


==Waffen==
==Waffen==
Anschliessend sucht man sich eine Longarm (SMG, Shotgun, Rifle) aus und nimmt die Pistole dazu. Wem diese Waffen nicht passen, der darf sich mit den Punkten aus den Quirks Signature Gear kaufen.
Wenn man sich nicht durch High Tech wälzen will, kann man ruhig zu diesen vorgeschlagenen Waffen greifen.
 
*Die Schrotflinte, die Maschinenpistole und das Gewehr haben bei Bulk ein * können ihren Schaft einklappen oder einfahren (Ready Maneuver). Wenn eingeklappt hat die Waffe einmal -1 Bulk weniger, aber auch -1 auf Acc und +1 auf Rcl (Es sei denn, Rcl ist 1). Ausserdem muss in diesem Falle der ST Wert mit 1.2 (aufrunden) multipliziert werden.


* Alle Waffen die bei Bulk ein * haben, können ihren Schaft einklappen oder einfahren (Ready Maneuver). Wenn eingeklappt hat die Waffe einmal -1 Bulk weniger, aber auch -1 auf Acc und +1 auf Rcl (Es sei denn, Rcl ist 1). Ausserdem muss in diesem Falle der ST Wert mit 1.2 (aufrunden) multipliziert werden.
**Gilt für die Schrotflinte, Maschinenpistole und das Gewehr.


===Pistole===
===Pistole===
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  Reloads (50 Shot Drum-Mag.) Price $300  Reloads (50 Shot Drum-Mag.) Weight 14 lbs
  Reloads (50 Shot Drum-Mag.) Price $300  Reloads (50 Shot Drum-Mag.) Weight 14 lbs


==Standart Ausrüstung==
=Empfohlene Ausrüstung=
Jede Klasse nimmt dann noch diese Klassenausrüstungen
Nach Klassen sortiert
 
==Assassin==


===Assassin===
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
**Disguise Kit, $200, 100 lbs.
**Clothing, one of each Status -2 to Status +2 Clothing, $1040, 10 lb.
**Assorted Poisons (20 different Poisons, ranging from Arsenic to Polonium-210) and gear to handle them, $3000, 10 lb.
**Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs.
**Disguised Item (eg. Jewelery, Pen, Lighter...) to deliver Poison, $1000


===Cleaner===
==Cleaner==
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
**Suitcase Lab (Chemistry) {B289} Basic equipment. $3000, 10 lb.
**Suitcase Lab (Chemistry) {B289} Basic equipment. $3000, 10 lb.
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**Bolt Cutters. For cutting padlocks and chains. 8d(2) cut. $30, 15 lbs.
**Bolt Cutters. For cutting padlocks and chains. 8d(2) cut. $30, 15 lbs.
**Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs.
**Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs.
**Disguise Kit, $200, 10 lbs.


===Infiltrator===
==Infiltrator==
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
**Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect climbing. $400, 26 lbs.
**Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs.
**Bolt Cutters. For cutting padlocks and chains. 8d(2) cut. $30, 15 lbs.
**Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs.
**Parachute, Mini: Opens after 40 yards; supports 150 lbs. $1,000, 8 lbs.
**Scuba Gear. Basic equipment for Scuba: wetsuit (DR 1), mask, fins, belt, 90-minute tank, regulator, etc. $1,500, 45 lbs. (add $1,000, 1 lb. for ultrasonic communicator with 3,000-yard underwater range that runs for 4 hours).
**Suction Cups. Let a climber who weighs up to 200 lbs. with gear use Climbing on a smooth, vertical surface (like a skyscraper) with no -3 to skill. Set: $240, 9 lbs.
**Winch. Portable, one-man hoist reels rope in or out at 3 yards/second. Fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Capacity is 300 lbs. $8,000, 7 lbs.


===Investigator===
==Investigator==
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
**Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs.
**Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs.
**Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs.
**Suitcase Lab (Forensics) {B289} Basic equipment. $3000, 10 lb.
**10 x Truth Serum. Make an Interrogation roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $100, neg.
**10 x Truth Serum. Make an Interrogation roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $100, neg.
**Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb.
**Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb.
**Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb.
**Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb.
**Choose one:
**Choose one:
***Suitcase Lab (Forensics) {B289} Basic equipment. $3000, 10 lb.
***Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs.
***Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs.
***Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs.
***Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs.
***Binoculars, Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs.
***Binoculars, Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs.


===Shooter===
==Shooter==
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
*Augenschutz - Goggles, Tactical. Give Nictitating Membrane 5. $100, 0.5 lb
**Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect climbing. $400, 26 lbs.
*Assault Vest
**Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs.
**Assault Vest Inserts
**Assault Vest, $900, 8 lbs.
***Assault Vest Inserts, $600, 8 lbs.
**Ballistic Helmet, $250, 3
***Visor, $200, +1.4
**Armoury Tool Kit, Basic Equipment for Armoury Skills, $600, 20 lbs.
**Spotting Scope. Glint-free coating. With small tripod. Gives Telescopic Vision 5. $300, 10 lbs.


=Ausrüstung=
=Ausrüstung=
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=Copy Paste=
=Copy Paste=
=TOOLS AND GADGETS=
TOOLS AND GADGETS


Heroes can obtain most reusable equipment (not single-use items like explosives!) with several modifiers – all “stackable” except as noted, but not all available for every gadget. Each modifier notes a “cost factor” (CF). To find final cost, multiply list cost by (1 + total CF); e.g., a cutting-edge (+1 CF), rugged (+1 CF) camera is 1 + 1 + 1 = 3 times cost. Weight effects multiply together; e.g., that camera has 0.8 times weight.
Heroes can obtain most reusable equipment (not single-use items like explosives!) with several modifiers – all “stackable” except as noted, but not all available for every gadget. Each modifier notes a “cost factor” (CF). To find final cost, multiply list cost by (1 + total CF); e.g., a cutting-edge (+1 CF), rugged (+1 CF) camera is 1 + 1 + 1 = 3 times cost. Weight effects multiply together; e.g., that camera has 0.8 times weight.  
Cutting-Edge: Made of the latest materials. Multiply weight by 2/3. Any item: +1 CF.
* Cutting-Edge: Made of the latest materials. Multiply weight by 2/3. Any item: +1 CF.
Disguised: The item resembles something else of similar shape; e.g., handcuffs that look like a chunky bracelet. Discovering the hidden function requires a Search roll. Any item: +4 CF.
* Disguised: The item resembles something else of similar shape; e.g., handcuffs that look like a chunky bracelet. Discovering the hidden function requires a Search roll. Any item: +4 CF.
Fine-Quality*: Gives +2 to operation skill, or adds +2 to existing modifier. If quality affects weight, x20 weight. Good- and fine-quality are mutually exclusive. Any item but labs or tool kits (their bonus depends on size): +19 CF.
* Fine-Quality*: Gives +2 to operation skill, or adds +2 to existing modifier. If quality affects weight, x20 weight. Good- and fine-quality are mutually exclusive. Any item but labs or tool kits (their bonus depends on size): +19 CF.
Good-Quality*: Gives +1 to operation skill, or adds +1 to existing modifier. If quality affects weight, x5 weight. Good- and fine-quality are mutually exclusive. Any item but labs or tool kits: +4 CF.
* Good-Quality*: Gives +1 to operation skill, or adds +1 to existing modifier. If quality affects weight, x5 weight. Good- and fine-quality are mutually exclusive. Any item but labs or tool kits: +4 CF.
Rugged: Shockproof and waterproof, giving +2 to rolls to avoid breakage, water damage, etc. Multiply weight by 1.2. Any item: +1 CF.
* Rugged: Shockproof and waterproof, giving +2 to rolls to avoid breakage, water damage, etc. Multiply weight by 1.2. Any item: +1 CF.
Styled: Hand-tooled, gold-plated, etc. Gives a reaction or Influence roll bonus if the item is the focus of the action. Any item: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.
* Styled: Hand-tooled, gold-plated, etc. Gives a reaction or Influence roll bonus if the item is the focus of the action. Any item: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.


==ARSON AND DEMOLITION==
ARSON AND DEMOLITION


Explosives gear requires Explosives (Demolition). To multiply explosives damage by N, use (N x N) times as much; e.g., to quadruple the damage for dynamite, use 16 sticks.  
Explosives gear requires Explosives (Demolition). To multiply explosives damage by N, use (N x N) times as much; e.g., to quadruple the damage for dynamite, use 16 sticks.  
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Anybody can commit arson, but roll vs. Explosives to avoid unintended disasters.
Anybody can commit arson, but roll vs. Explosives to avoid unintended disasters.


* Blasting Caps. Needed to trigger explosives! Choose fuse (requires fire) or electrical wire (requires exploder, remote, or timer). Each does 1d-2 cr ex by itself. Six: $10, 0.25 lb.
Blasting Caps. Needed to trigger explosives! Choose fuse (requires fire) or electrical wire (requires exploder, remote, or timer). Each does 1d-2 cr ex by itself. Six: $10, 0.25 lb.
* Cigarette Lighter. $10, neg.
Cigarette Lighter. $10, neg.
* Dynamite. 80% nitro. Does 9d+1 cr ex damage. Stick: $5, 0.5 lb.
Dynamite. 80% nitro. Does 9d+1 cr ex damage. Stick: $5, 0.5 lb.
* Exploder. Can detonate up to 50 blasting caps wired to it. $50, 0.75 lb.
Exploder. Can detonate up to 50 blasting caps wired to it. $50, 0.75 lb.
* Extrudable Explosive. For squeezing into a door’s seams and locks. Detonation does 7d cr ex, and inflicts the maximum 42 points on the door! Tube: $10, 0.3 lb.
Extrudable Explosive. For squeezing into a door’s seams and locks. Detonation does 7d cr ex, and inflicts the maximum 42 points on the door! Tube: $10, 0.3 lb.
* Gasoline. Gallon: $3, 6 lbs.
Gasoline. Gallon: $3, 6 lbs.
* Plastique. Detected at -8 by dogs, chemical sensors, etc. Does 5dx3 cr ex damage. Self-adhesive block: $40, 1.25 lb.
Plastique. Detected at -8 by dogs, chemical sensors, etc. Does 5dx3 cr ex damage. Self-adhesive block: $40, 1.25 lb.
* Remote. Matched transmitter-receiver pair can detonate blasting cap at 5 miles. $50, 1 lb.
Remote. Matched transmitter-receiver pair can detonate blasting cap at 5 miles. $50, 1 lb.
* Thermite. Burns hot enough to cut steel. Does 3d burn/second to anything touching it, treating all DR as semi-ablative! Burns for 25 seconds. Application: $40, 1 lb.
Thermite. Burns hot enough to cut steel. Does 3d burn/second to anything touching it, treating all DR as semi-ablative! Burns for 25 seconds. Application: $40, 1 lb.
* Timer. Electronic clock can detonate blasting cap at specified time. $25, 0.5 lb.
Timer. Electronic clock can detonate blasting cap at specified time. $25, 0.5 lb.


== BURGLAR’S TOOLS ==
BURGLAR’S TOOLS


Heroes use this gear for stealthy break-ins, although much of it also has legitimate applications. Less-stealthy operators should also see Tools (p. 30).
Heroes use this gear for stealthy break-ins, although much of it also has legitimate applications. Less-stealthy operators should also see Tools (p. 30).


* Circle Cutter. The user attaches its suction cup to a window or a glass case, pivots the blade 360° to score a circle in the glass, and then uses the suction cup to lift out a perfect glass disk – allowing him to reach through and open locks, steal secret plans, etc. This procedure requires Forced Entry-6 roll. Failure means a noisy break; critical failure also means 1d-2 cutting damage to the hand. $140, 1 lb. LC4
Circle Cutter. Suction cup-mounted blade removes a perfect circle of glass (window, display case, etc.) on a Forced Entry-6 roll. Failure breaks glass noisily. $140, 1 lb.
* Doorbuster. The so-called “knock-knock gun” resembles a pistol with chisel replacing the barrel. The user holds the head against a lock, hinge, bolt, etc., and pulls the trigger, which causes the chisel to slam forward with great force: 4d(2) pi++. It uses 10-shot strips, as described for the nail gun (p. 28). $1,500, 6 lbs. LC3.
Drill, Cordless. For drilling holes for endoscopes and pinhead mikes. Does 1d+2(2) pi++ per second (per 5 seconds if being stealthy). Runs for 30 minutes. $50, 2 lbs.
* Drill, Cordless. For drilling holes for endoscopes and pinhead mikes. Does 1d+2(2) pi++ per second (per 5 seconds if being stealthy). Runs for 30 minutes. $50, 2 lbs.
Files, Diamond. Carbide teeth can quietly cut a hasp, padlock, etc., in (DR + HP)/2 minutes. Set: $35, 1 lb.
* Files, Diamond. Carbide teeth can quietly cut a hasp, padlock, etc., in (DR + HP)/2 minutes. Set: $35, 1 lb.
Hydraulic Door Opener. Hand-pumped jack silently forces doors. Each use (takes 3 seconds) inflicts 10d cr damage on the door. $1,500, 9 lbs.
* Hydraulic Door Opener. Hand-pumped jack silently forces doors. Each use (takes 3 seconds) inflicts 10d cr damage on the door. $1,500, 9 lbs.
Lockpicks. Basic equipment for Lockpicking. Quality affects weight. $50, 0.1 lb.
* Lockpicks. Basic equipment for Lockpicking. Quality affects weight. $50, 0.1 lb.
Lockpicks, Electronic. Basic equipment for Electronics Operation (Security) to defeat electronic locks and security systems. $1,500, 3 lbs.
* Lockpicks, Electronic. Basic equipment for Electronics Operation (Security) to defeat electronic locks and security systems. $1,500, 3 lbs.
Search Endoscope. Passed through a hole in a safe or a door, this lets the user view the lock mechanism: +2 to Lockpicking. $1,500, 2 lbs.
* Search Endoscope. Passed through a hole in a safe or a door, this lets the user view the lock mechanism: +2 to Lockpicking. $1,500, 2 lbs.
Stethoscope, Electronic. Basic equipment for Lockpicking when cracking safes. $300, 0.4 lb.
* Stethoscope, Electronic. Basic equipment for Lockpicking when cracking safes. $300, 0.4 lb.
Wire Cutters. Do 2d(2) cut to cables, barbed wire, etc. $30, 2 lbs.
* Wire Cutters. Do 2d(2) cut to cables, barbed wire, etc. $30, 2 lbs.


== COMBAT ACCESSORIES ==
COMBAT ACCESSORIES


Sights and scopes cannot be made higher-quality to raise Acc or skill bonus. Holsters and slings are improvable; the bonus aids Fast-Draw or Holdout (never both).
Sights and scopes cannot be made higher-quality to raise Acc or skill bonus. Holsters and slings are improvable; the bonus aids Fast-Draw or Holdout (never both).


* Earmuffs. Give Protected Hearing. $100, 1 lb.
Earmuffs. Give Protected Hearing. $100, 1 lb.
* Gas Mask. Gives Filter Lungs, Immunity to Eye/Nose Irritants, and DR 2 on the eyes and face – but also No Sense of Smell/Taste and No Peripheral Vision. $250, 2 lbs.
Gas Mask. Gives Filter Lungs, Immunity to Eye/Nose Irritants, and DR 2 on the eyes and face – but also No Sense of Smell/Taste and No Peripheral Vision. $250, 2 lbs.
* Goggles, Tactical. Give Nictitating Membrane 5. $100, neg.
Goggles, Tactical. Give Nictitating Membrane 5. $100, neg.
* Holster, Belt. For pistols. $25, 0.5 lb.
Holster, Belt. For pistols. $25, 0.5 lb.
* Holster, Shoulder. For pistols. Enables Holdout, but gives -1 to Fast-Draw. $50, 1 lb.
Holster, Shoulder. For pistols. Enables Holdout, but gives -1 to Fast-Draw. $50, 1 lb.
* Holster, Sleeve. Spring-loaded gizmo delivers a pistol of Bulk 0 or -1 on a Fast-Draw (Pistol) roll. Entire combo has only -2 to Holdout. $500, 0.5 lb.
Holster, Sleeve. Spring-loaded gizmo delivers a pistol of Bulk 0 or -1 on a Fast-Draw (Pistol) roll. Entire combo has only -2 to Holdout. $500, 0.5 lb.
* Holster, Undercover. Conceals a pistol: +1 to Holdout, -1 to Fast-Draw. $125, 1 lb.
Holster, Undercover. Conceals a pistol: +1 to Holdout, -1 to Fast-Draw. $125, 1 lb.
* Load-Bearing Vest. Carries 30 lbs. of small articles. Readying an item takes a Ready maneuver – or is a free action with a suitable Fast-Draw roll. Quality bonuses affect DX and Fast-Draw rolls to reach items. $30, 2 lbs.
Load-Bearing Vest. Carries 30 lbs. of small articles. Readying an item takes a Ready maneuver – or is a free action with a suitable Fast-Draw roll. Quality bonuses affect DX and Fast-Draw rolls to reach items. $30, 2 lbs.
* Load-Bearing Vest (Floating). Carries 30 lbs. of small articles. +6 to Swimming rolls to avoid drowning). Readying an item takes a Ready maneuver – or is a free action with a suitable Fast-Draw roll. Quality bonuses affect DX and Fast-Draw rolls to reach items. $180, 5 lbs.
Load-Bearing Vest (Floating). Carries 30 lbs. of small articles. +6 to Swimming rolls to avoid drowning). Readying an item takes a Ready maneuver – or is a free action with a suitable Fast-Draw roll. Quality bonuses affect DX and Fast-Draw rolls to reach items. $180, 5 lbs.
* Scope, Thermal Imaging. Gives +2 Acc and Infravision. Runs for 2 hours. $10,000, 1 lb.
Scope, Thermal Imaging. Gives +2 Acc and Infravision. Runs for 2 hours. $10,000, 1 lb.
* Scopes. Give +1 to +5 Acc after aiming for seconds equal to bonus. Also gather light (remove -1 from darkness penalties) but interfere with quick shots (-1 to Bulk). $150 per +1 Acc (max. +5), 1 lb.
Scopes. Give +1 to +5 Acc after aiming for seconds equal to bonus. Also gather light (remove -1 from darkness penalties) but interfere with quick shots (-1 to Bulk). $150 per +1 Acc (max. +5), 1 lb.
* Sight, Night. Adds Night Vision 7 to the benefits of another scope or sight. $1,500, 1 lb.
Sight, Night. Adds Night Vision 7 to the benefits of another scope or sight. $1,500, 1 lb.
* Sight, Reflex. “Red dot” sight gives +1 to Guns out to 300 yards and negates up to -3 in darkness penalties. Not cumulative with targeting laser! $550, 0.25 lb.
Sight, Reflex. “Red dot” sight gives +1 to Guns out to 300 yards and negates up to -3 in darkness penalties. Not cumulative with targeting laser! $550, 0.25 lb.
* Silencers. Give -1 to -4 to hear the gun fire, but also -1 to Bulk. $250 per -1 to Hearing (max. -4), 1 lb. (pistol or SMG) or 1.5 lbs. (most rifles); silencer for a .50 rifle gives -2 to Bulk and is $400 per -1, 5 lbs.
Silencers. Give -1 to -4 to hear the gun fire, but also -1 to Bulk. $250 per -1 to Hearing (max. -4), 1 lb. (pistol or SMG) or 1.5 lbs. (most rifles); silencer for a .50 rifle gives -2 to Bulk and is $400 per -1, 5 lbs.
* Tactical Lights. Small: Any gun; 25-yard beam for 2 hours. $100, 0.25 lb. Large: Any gun but pistol; 100-yard beam for 2 hours. $200, 0.5 lb.
Tactical Lights. Small: Any gun; 25-yard beam for 2 hours. $100, 0.25 lb. Large: Any gun but pistol; 100-yard beam for 2 hours. $200, 0.5 lb.
* Tactical Sling. Drop your shoulder arm without losing it! Retrieve it with a Ready maneuver or a Fast-Draw (Long Arm) roll at +1. Can also be used to brace during Aim, for the usual +1. $50, 2 lbs.
Tactical Sling. Drop your shoulder arm without losing it! Retrieve it with a Ready maneuver or a Fast-Draw (Long Arm) roll at +1. Can also be used to brace during Aim, for the usual +1. $50, 2 lbs.
* Targeting Lasers. Give +1 to Guns out to a certain range. Sidearm: 150 yards. $150, 0.25 lb. Long Arm: 750 yards. $750, 0.5 lb.
Targeting Lasers. Give +1 to Guns out to a certain range. Sidearm: 150 yards. $150, 0.25 lb. Long Arm: 750 yards. $750, 0.5 lb.


== COMMUNICATORS ==
COMMUNICATORS


Make an Electronics Operation (Communications) roll if there’s reason to doubt that the signal will get through.  
Make an Electronics Operation (Communications) roll if there’s reason to doubt that the signal will get through. Laser Comm. Tight-beam infrared communicator can’t be intercepted by radio! 1-mile range. Runs for 4 hours. $1,000, 0.75 lb.


* Laser Comm. Tight-beam infrared communicator can’t be intercepted by radio! 1-mile range. Runs for 4 hours. $1,000, 0.75 lb.
Phone, Cell. Higher-quality versions don’t improve skill but can have one built-in gadget (camera, GPS, PDA, etc.) per full $100 added value. Runs for 6 hours. $100, 0.5 lb.
* Phone, Cell. Higher-quality versions don’t improve skill but can have one built-in gadget (camera, GPS, PDA, etc.) per full $100 added value. Runs for 6 hours. $100, 0.5 lb.
Phone, Satellite. Global range. Runs for 4 hours. $1,000, 1 lb.
* Phone, Satellite. Global range. Runs for 4 hours. $1,000, 1 lb.
Radio, Compact. 2-mile range. Runs for 10 hours. $50, 0.25 lb.
* Radio, Compact. 2-mile range. Runs for 10 hours. $50, 0.25 lb.
Radio, Handset. 5-mile range. Runs for 10 hours. $250, 0.5 lb.
* Radio, Handset. 5-mile range. Runs for 10 hours. $250, 0.5 lb.


=== Communicator Options ===
Communicator Options


One special modification is available for communicators:
One special modification is available for communicators:


* Secure: The signal is encrypted for security. Any communicator: +1 CF.
Secure: The signal is encrypted for security. Any communicator: +1 CF.


As well, any communicator can have a hands-free headset:
As well, any communicator can have a hands-free headset:
* Wireless Earphone. A tiny earpiece picks up audio signals from a short-range transmitter box connected to the radio. The voice-activated microphone is worn like a necklace, and is concealable under normal clothing. $300, 0.5 lb., T/72 hrs. LC3.
Headset, Concealable. Wireless! $300, 0.5 lb.  
* Headset, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb.
Headset, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb.


== COMPUTERS ==
COMPUTERS
* Desktop. With speakers, mike, webcam, modem, etc. Complexity 3. $1,500, 17 lbs.
Desktop. With speakers, mike, webcam, modem, etc. Complexity 3. $1,500, 17 lbs.
* Notebook. With wireless. -1 to skill for long tasks. Complexity 3. Runs for 5 hours. $2,100, 2.5 lbs.
Notebook. With wireless. -1 to skill for long tasks. Complexity 3. Runs for 5 hours. $2,100, 2.5 lbs.
* PDA. -2 to skill for long tasks. Complexity 1. Runs for 5 hours. $100, 0.1 lb.
PDA. -2 to skill for long tasks. Complexity 1. Runs for 5 hours. $100, 0.1 lb.


== CRIMINAL TRICKERY ==
CRIMINAL TRICKERY


* Counterfeiting/Forgery Kit. Camera, embossers, high-resolution printer and scanner, plastic card printer, strip encoder, and a crate of stationery are basic equipment for either skill – and this doesn’t include the computer! $12,000, 100 lbs.
Counterfeiting/Forgery Kit. Camera, embossers, high-resolution printer and scanner, plastic card printer, strip encoder, and a crate of stationery are basic equipment for either skill – and this doesn’t include the computer! $12,000, 100 lbs.
* Disguise Kit. Basic equipment for Disguise. Quality affects weight. $200, 10 lbs.
Disguise Kit. Basic equipment for Disguise. Quality affects weight. $200, 10 lbs.
* Industrial Cleanser. Roll vs. Housekeeping to remove biological evidence. Enough to clean up behind one killing: $5, 1 lb.
Industrial Cleanser. Roll vs. Housekeeping to remove biological evidence. Enough to clean up behind one killing: $5, 1 lb.
* Jammer. Neutralizes bugs, radio communicators, and remote detonators. To use these devices, anyone in range must win a Quick Contest of Electronics Operation – usually Communications – with the jammer’s operator. 2-mile range. $5,000, 25 lbs.
Jammer. Neutralizes bugs, radio communicators, and remote detonators. To use these devices, anyone in range must win a Quick Contest of Electronics Operation – usually Communications – with the jammer’s operator. 2-mile range. $5,000, 25 lbs.
* Voice Modulator. Alters user’s voice, making it sound like almost anything (but not anyone in particular). $350, 1 lb.
Voice Modulator. Alters user’s voice, making it sound like almost anything (but not anyone in particular). $350, 1 lb.


== INSERTION/EXTRACTION AIDS ==
INSERTION/EXTRACTION AIDS


* Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect Climbing. $400, 26 lbs.
Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect Climbing. $400, 26 lbs.
* Grapnel. Non-sparking and padded for stealth! Throw to STx2 yards using Throwing. Supports 600 lbs. $40, 3 lbs.  
Grapnel. Non-sparking and padded for stealth! Throw to STx2 yards using Throwing. Supports 600 lbs. $40, 3 lbs.  
* Ladder, Portable. A 30’ ladder with hooks. No Climbing roll required, once attached. Fits in a pack. $100, 5 lbs.
Ladder, Portable. A 30’ ladder with hooks. No Climbing roll required, once attached. Fits in a pack. $100, 5 lbs.
* Mini Parachute: Opens after 40 yards; Wearer descends at 5 yards/second, supports 150 lbs. $1,000, 8 lbs.
* Ram-Air Parachute: State-of-the-art military chute, capable of maneuvering. Opens after 80 yards; Wearer descends at 5 yards/second, supports 400 lbs. $3,500, 25 lbs.
* Rappelling Kit. For descents only! Harness, carabiner, descender, and 33 yards of 1/4” rope in a belt pouch. Quality bonuses affect Climbing. $150, 3 lbs.
* Rope, 1/4”. Supports 500 lbs. Per 10 yards: $30, 0.6 lb.
* Rope, 3/8”. Supports 650 lbs. Per 10 yards: $25, 1.6 lbs.
* Scuba Gear. Basic equipment for Scuba: wetsuit (DR 1), mask, fins, belt, 90-minute tank, regulator, etc. $1,500, 45 lbs. (add $1,000, 1 lb. for ultrasonic communicator with 3,000-yard underwater range that runs for 4 hours).
* Suction Cups. Let a climber who weighs up to 200 lbs. with gear use Climbing on a smooth, vertical surface (like a skyscraper) with no -3 to skill. Set: $240, 9 lbs.
* Winch. Portable, one-man hoist reels rope in or out at 3 yards/second. Fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Capacity is 300 lbs. $8,000, 7 lbs.


== LABS AND SCIENTIFIC GEAR ==
Parachutes. Use Parachuting skill. Wearer descends at 5
yards/second.


* Geiger Counter. Useful for finding terrorist nukes! Runs for 10 hours. $400, 0.5 lb.
Mini: Opens after 40 yards; supports 150 lbs. $1,000, 8 lbs.  
* Lab, Field. Gives +1 to one skill: Chemistry, Forensics, etc. $15,000, 200 lbs.
Ram-Air: State-of-the-art military chute, capable of maneuvering. Opens after 80 yards; supports 400 lbs. $3,500, 25 lbs.
* Lab, Mobile. As field lab, but +2 to chosen skill. $75,000, 2,000 lbs.
* Lab, Suitcase. Basic equipment for one skill: Chemistry, Forensics, etc. $3,000, 20 lbs.


== LAW ENFORCEMENT AND SECURITY ==
Rappelling Kit. For descents only! Harness, carabiner, descender, and 33 yards of 1/4” rope in a belt pouch. Quality bonuses affect Climbing. $150, 3 lbs.
Rope, 1/4”. Supports 500 lbs. Per 10 yards: $30, 0.6 lb.
Rope, 3/8”. Supports 650 lbs. Per 10 yards: $25, 1.6 lbs.
Scuba Gear. Basic equipment for Scuba: wetsuit (DR 1), mask, fins, belt, 90-minute tank, regulator, etc. $1,500, 45 lbs. (add $1,000, 1 lb. for ultrasonic communicator with 3,000-yard underwater range that runs for 4 hours).
Suction Cups. Let a climber who weighs up to 200 lbs. with gear use Climbing on a smooth, vertical surface (like a skyscraper) with no -3 to skill. Set: $240, 9 lbs.
Winch. Portable, one-man hoist reels rope in or out at 3 yards/second. Fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Capacity is 300 lbs. $8,000, 7 lbs.
 
LABS AND SCIENTIFIC GEAR
 
Geiger Counter. Useful for finding terrorist nukes! Runs for 10 hours. $400, 0.5 lb.
Lab, Field. Gives +1 to one skill: Chemistry, Forensics, etc. $15,000, 200 lbs.
Lab, Mobile. As field lab, but +2 to chosen skill. $75,000, 2,000 lbs.
Lab, Suitcase. Basic equipment for one skill: Chemistry, Forensics, etc. $3,000, 20 lbs.
 
LAW ENFORCEMENT AND SECURITY


All “detectors” require Electronics Operation (Security) to use.
All “detectors” require Electronics Operation (Security) to use.


* Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb.
Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winning a Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb.
* Chemical Detector, Portable. Can sense chemical weapons, drugs, or explosives at 1’. Runs for 12 hours. $60,000, 6 lbs.  
Chemical Detector, Portable. Can sense chemical weapons, drugs, or explosives at 1’. Runs for 12 hours. $60,000, 6 lbs.  
* Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs.
Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs.
* Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb.
Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb.
* Handcuffs. DR 4, HP 6. -5 to Escape. $50, 0.5 lb.
Handcuffs. DR 4, HP 6. -5 to Escape. $50, 0.5 lb.
* Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb.
Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb.
* Spike Strip. Single-use car barrier punctures the tires of a car driving over it, deflating them (-4 to Handling, halve Top Speed) in five seconds. Per yard: $100, 1 lb.
Spike Strip. Single-use car barrier punctures the tires of a car driving over it, deflating them (-4 to Handling, halve Top Speed) in five seconds. Per yard: $100, 1 lb.
* Truth Serum. Make a Physician roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $10, neg.
Truth Serum. Make a Physician roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $10, neg.


== LIGHT SOURCES ==
LIGHT SOURCES


* Flare, Hand. Illuminates 5-yard radius for 30 minutes. An excellent fire-starter! $5, 1 lb.
Flare, Hand. Illuminates 5-yard radius for 30 minutes. An excellent fire-starter! $5, 1 lb.
* Flare, Signal. Disposable launcher shoots bright flare to 70 yards. Roll vs. Traps to rig it as a “trip flare.” $15, 0.1 lb. Flashlights. Heavy: 10-yard beam for 50 hours. $20, 1 lb.
Flare, Signal. Disposable launcher shoots bright flare to 70 yards. Roll vs. Traps to rig it as a “trip flare.” $15, 0.1 lb. Flashlights. Heavy: 10-yard beam for 50 hours. $20, 1 lb.
* Mini: 5-yard beam for 10 hours. $10, 0.25 lb.
Mini: 5-yard beam for 10 hours. $10, 0.25 lb.
* Glow Stick. Chemical light illuminates 2-yard radius for 12 hours. $2, 0.1 lb.
Glow Stick. Chemical light illuminates 2-yard radius for 12 hours. $2, 0.1 lb.
* Lantern, Electric. Illuminates 5-yard radius for 20 hours. $30, 3 lbs.
Lantern, Electric. Illuminates 5-yard radius for 20 hours. $30, 3 lbs.


== LUGGAGE ==
LUGGAGE


* Attaché Case. Holds 20 lbs. of small and/or flat things. $20, 2 lbs.
Attaché Case. Holds 20 lbs. of small and/or flat things. $20, 2 lbs.
* Backpack, Small. Holds 50 lbs. of gear. Quality bonuses offset Stealth penalties for encumbrance. $120, 1.5 lbs.
Backpack, Small. Holds 50 lbs. of gear. Quality bonuses offset Stealth penalties for encumbrance. $120, 1.5 lbs.
* Drag Bag. Protects one sniper rifle, accessories, and ammo while climbing, sneaking, etc. When opened, serves as a mat for sniping. Often given the camouflage modifiers available for clothing (p. 31). $250, 4 lbs.
Drag Bag. Protects one sniper rifle, accessories, and ammo while climbing, sneaking, etc. When opened, serves as a mat for sniping. Often given the camouflage modifiers available for clothing (p. 31). $250, 4 lbs.


== MEDICAL EQUIPMENT ==
MEDICAL EQUIPMENT


* Antitoxin Kit. Gives +4 to HT rolls vs. a specific, common poison. Dose: $10, 0.5 lb.
Antitoxin Kit. Gives +4 to HT rolls vs. a specific, common poison. Dose: $10, 0.5 lb.
* Body Bag. $5, 2.5 lbs. One rated for safely removing a plague corpse (or a body you don’t want dogs to track) is $100, 5 lbs.
Body Bag. $5, 2.5 lbs. One rated for safely removing a plague corpse (or a body you don’t want dogs to track) is $100, 5 lbs.
* Crash Kit. Counts as basic equipment for Physician and improvised equipment (-5) for Surgery, and gives +2 to First Aid. $200, 10 lbs.
Crash Kit. Counts as basic equipment for Physician and improvised equipment (-5) for Surgery, and gives +2 to First Aid. $200, 10 lbs.
* Defibrillator. Gives +3 to resuscitation rolls (p. B425); e.g., when stabilizing a mortal wound fails (p. B424). As an improvised weapon, treat as a stun gun that allows a HT-4 roll. Freshly charged, it has 20 “shots.” $10,000, 15 lbs.
Defibrillator. Gives +3 to resuscitation rolls (p. B425); e.g., when stabilizing a mortal wound fails (p. B424). As an improvised weapon, treat as a stun gun that allows a HT-4 roll. Freshly charged, it has 20 “shots.” $10,000, 15 lbs.
* First Aid Kit. Basic equipment for First Aid. Quality affects weight. $10, 1 lb.
First Aid Kit. Basic equipment for First Aid. Quality affects weight. $10, 1 lb.
* Surgical Kit. Basic equipment for Surgery (gets +2 for TL; see p. B424). $300, 15 lbs.
Surgical Kit. Basic equipment for Surgery (gets +2 for TL; see p. B424). $300, 15 lbs.


== OPTICS ==
OPTICS


This gear requires no special skill, but Observation yields more information. All of these items grant vision-related traits while used.
This gear requires no special skill, but Observation yields more information. All of these items grant vision-related traits while used.


* Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs.
Binoculars.
* Goggles, Thermal-Imaging. Hands-free. Give Infravision and Telescopic Vision 2 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 2 hours. $13,000, 1.5 lbs.
Civilian: Telescopic Vision 3. $150, 3 lbs.
* Spotting Scope. Glint-free coating. With small tripod. Gives Telescopic Vision 5. $300, 10 lbs.
Military: Glint-free coating. Telescopic Vision 4. $800, 3.5 lbs.
Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs.
Thermal-Imaging: Infravision, Telescopic Vision 3, and Colorblindness. Run for 4 hours. $7,000, 3 lbs.
Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs.
Goggles, Thermal-Imaging. Hands-free. Give Infravision and Telescopic Vision 2 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 2 hours. $13,000, 1.5 lbs.
Spotting Scope. Glint-free coating. With small tripod. Gives Telescopic Vision 5. $300, 10 lbs.


=== Binoculars ===
PERSONAL ACCESSORIES
* Civilian: Telescopic Vision 3. $150, 3 lbs.
* Military: Glint-free coating. Telescopic Vision 4. $800, 3.5 lbs.
* Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs.
* Thermal-Imaging: Infravision, Telescopic Vision 3, and Colorblindness. Run for 4 hours. $7,000, 3 lbs.


== PERSONAL ACCESSORIES ==
Business Cards. Per 100: $1, neg.
Compass. Gives +1 to Navigation. $25, neg.
GPS Receiver. Gives +3 to Navigation. $100, 0.25 lb.
Multi-Tool. “Leatherman” or similar belt tool counts as improvised gear (-5) for most repairs. $50, 0.5 lb.
Space Pen. Can write anywhere, even underwater. $25, neg.
Sunglasses. Look awesome, and give Protected Vision vs. bright ordinary light and DR 1 over the eyes. $10, neg. (ballistic ones with DR 4 are $35, neg.).
Whistle. For signaling. $5, neg.
Wristwatch. High-quality versions don’t improve skills but can have one built-in gadget (compass, camera, GPS, etc.) per full $100 added value. $25, neg.


* Business Cards. Per 100: $1, neg.
SPY AND SURVEILLANCE GADGETS
* Compass. Gives +1 to Navigation. $25, neg.
* GPS Receiver. Gives +3 to Navigation. $100, 0.25 lb.
* Multi-Tool. “Leatherman” or similar belt tool counts as improvised gear (-5) for most repairs. $50, 0.5 lb.
* Space Pen. Can write anywhere, even underwater. $25, neg.
* Sunglasses. Look awesome, and give Protected Vision vs. bright ordinary light and DR 1 over the eyes. $10, neg. (ballistic ones with DR 4 are $35, neg.).
* Whistle. For signaling. $5, neg.
* Wristwatch. High-quality versions don’t improve skills but can have one built-in gadget (compass, camera, GPS, etc.) per full $100 added value. $25, neg.


== SPY AND SURVEILLANCE GADGETS ==
Proper use of this gear to record useful intelligence – as opposed to record a TV show or whatever – requires Electronics Operation (Surveillance).


Proper use of this gear to record useful intelligence – as opposed to record a TV show or whatever – requires Electronics Operation (Surveillance).
Audio Recorder, Digital. Holdout +1. Runs for 12 hours. $100, 0.25 lb.
Camcorders, Digital. These can record indefinitely when linked to a computer with external power. Full-Sized: Gives Night Vision 3, Telescopic Vision 2. Runs for 1 hour. $500, 1 lb.
Miniature: No vision advantages, but Holdout +2. Runs for 1 hour. $200, 0.25 lb.
Cameras, Digital. Full-Sized: Basic equipment for Photography. Runs for 10 hours. Quality affects weight, and fine camera is a digital SLR that can accept a telephoto lens (Telescopic Vision 5, $500, 8.5 lbs.). $75, 0.5 lb.
Miniature: Can take highquality stills of documents. Holdout +1. $500, 0.1 lb.
Cellular Monitoring System. Monitors up to four cell phones at once, logging, jamming, and/or tracing their calls. In heavy case: $20,000, 7 lbs.
Computer Monitoring System. Reads video displays from radio emissions. In the city, effective range is 100 yards. Requires a Complexity 3 computer. $5,000, 6 lbs.
Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs.
Mike, Shotgun. With headphones. Gives Parabolic Hearing 3. Runs for 10 hours. $800, 3 lbs.
Scanner Pen. Resembles a pen. Scans a page in 4 seconds. Stores 100 pages in memory. $150, 0.1 lb.
Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs.
Thru-Wall Radar. Can see through wood, brick, or gypsum 25mm thick and spot things 20 yards beyond. Range is less than 25mm through concrete. Runs for 3 hours. $30,000, 10 lbs.
TV Set, Mini. A 7” flat-panel, used as a spare monitor by hackers and wire rats. Runs for 4 hours. $100, 2 lbs.
Video Recorder, Digital. Good or fine model can be linked to a Complexity 3 computer for media manipulation with Electronics Operation (Media). $200, 10 lbs.
Wire Rat Kit. Heavy case has a 40-channel audiovisual transceiver (controls 40 bugs, trackers, etc., and can feed signals to computers and recorders) in one half and enough gear enough for a serious surveillance job packed in the other: 10 audio bugs (SM -13, 1/2-mile range, 1 month endurance), 10 contact mikes (SM -11, self-adhesive, 1 week endurance), 2 generic transmitters (makes any attached camera, mike, etc., a bug, 1/2-mile range, 4 hours endurance), 2 headphone sets, 10 keyboard bugs (transmit by phone or Internet), 2 microphones (full-sized), 10 phone taps, 10 pinhead mikes (SM -16, 8-yard cable manipulated with DX-based roll), 4 spike mikes (give Parabolic Hearing 4 into adjacent room when driven into wall), 5 tracking beacons (25-mile range, 1 month endurance), and 10 video bugs (SM -9, 2-mile range, 1 week endurance). $10,000, 40 lbs.


* Audio Recorder, Digital. Holdout +1. Runs for 12 hours. $100, 0.25 lb.
TOOLS
* Camcorders, Digital. These can record indefinitely when linked to a computer with external power. Full-Sized: Gives Night Vision 3, Telescopic Vision 2. Runs for 1 hour. $500, 1 lb.
* Miniature: No vision advantages, but Holdout +2. Runs for 1 hour. $200, 0.25 lb.
* Cameras, Digital. Full-Sized: Basic equipment for Photography. Runs for 10 hours. Quality affects weight, and fine camera is a digital SLR that can accept a telephoto lens (Telescopic Vision 5, $500, 8.5 lbs.). $75, 0.5 lb.
* Miniature: Can take highquality stills of documents. Holdout +1. $500, 0.1 lb.
* Cellular Monitoring System. Monitors up to four cell phones at once, logging, jamming, and/or tracing their calls. In heavy case: $20,000, 7 lbs.
* Computer Monitoring System. Reads video displays from radio emissions. In the city, effective range is 100 yards. Requires a Complexity 3 computer. $5,000, 6 lbs.
* Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs.
* Mike, Shotgun. With headphones. Gives Parabolic Hearing 3. Runs for 10 hours. $800, 3 lbs.
* Scanner Pen. Resembles a pen. Scans a page in 4 seconds. Stores 100 pages in memory. $150, 0.1 lb.
* Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs.
* Thru-Wall Radar. Can see through wood, brick, or gypsum 25mm thick and spot things 20 yards beyond. Range is less than 25mm through concrete. Runs for 3 hours. $30,000, 10 lbs.
* TV Set, Mini. A 7” flat-panel, used as a spare monitor by hackers and wire rats. Runs for 4 hours. $100, 2 lbs.
* Video Recorder, Digital. Good or fine model can be linked to a Complexity 3 computer for media manipulation with Electronics Operation (Media). $200, 10 lbs.
* Wire Rat Kit. Heavy case has a 40-channel audiovisual transceiver (controls 40 bugs, trackers, etc., and can feed signals to computers and recorders) in one half and enough gear enough for a serious surveillance job packed in the other: 10 audio bugs (SM -13, 1/2-mile range, 1 month endurance), 10 contact mikes (SM -11, self-adhesive, 1 week endurance), 2 generic transmitters (makes any attached camera, mike, etc., a bug, 1/2-mile range, 4 hours endurance), 2 headphone sets, 10 keyboard bugs (transmit by phone or Internet), 2 microphones (full-sized), 10 phone taps, 10 pinhead mikes (SM -16, 8-yard cable manipulated with DX-based roll), 4 spike mikes (give Parabolic Hearing 4 into adjacent room when driven into wall), 5 tracking beacons (25-mile range, 1 month endurance), and 10 video bugs (SM -9, 2-mile range, 1 week endurance). $10,000, 40 lbs.
== TOOLS ==


These are heavier tools. Some are intended for repairs; others are used to attack doors, locks, etc., with Forced Entry. See Burglar’s Tools (pp. 26-27) for stealthier break-in gear.  
These are heavier tools. Some are intended for repairs; others are used to attack doors, locks, etc., with Forced Entry. See Burglar’s Tools (pp. 26-27) for stealthier break-in gear.  


* Bolt Cutters. For cutting padlocks and chains.  
Bolt Cutters. For cutting padlocks and chains.  
* Light: 8d(2) cut. $30, 15 lbs.  
Light: 8d(2) cut. $30, 15 lbs.  
* Heavy: 12d(2) cut. $50, 30 lbs.
Heavy: 12d(2) cut. $50, 30 lbs.
* Chainsaw. Carbide teeth do swing+1d cut per second. $300, 13 lbs.
 
* Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs.
Chainsaw. Carbide teeth do swing+1d cut per second. $300, 13 lbs.
* Cutting Torches. Full-Sized: 1d+3(2) burn per second, $75, 7 lbs. (gas bottle good for 30 seconds: $50, 5 lbs.). Pocket: 1d-2 burn per second, $25, neg. (gas bottle good for 20 minutes: $1, neg.).
Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs.
* Duct Tape. As a restraint: ST-3 or Escape roll to break free. 60-yard roll: $1, 2 lbs.
Cutting Torches. Full-Sized: 1d+3(2) burn per second, $75, 7 lbs. (gas bottle good for 30 seconds: $50, 5 lbs.). Pocket: 1d-2 burn per second, $25, neg. (gas bottle good for 20 minutes: $1, neg.).
* Fire Axe. Gives +1 to Forced Entry. Treat as a great axe in combat. $100, 8 lbs.
Duct Tape. As a restraint: ST-3 or Escape roll to break free. 60-yard roll: $1, 2 lbs.
* Go-Bar. Gives +1 to Forced Entry. Treat as a maul in combat, at -2 to skill. $175, 17 lbs.
Fire Axe. Gives +1 to Forced Entry. Treat as a great axe in combat. $100, 8 lbs.
* Hacksaw. Carbide blade does sw-2(2) cut per second to bars, chains, and cables. $10, 2 lbs.
Go-Bar. Gives +1 to Forced Entry. Treat as a maul in combat, at -2 to skill. $175, 17 lbs.
* Hand Ram. Miniature battering ram does sw+3d+1 cr every three seconds. Not useful as a weapon. $150, 35 lbs.
Hacksaw. Carbide blade does sw-2(2) cut per second to bars, chains, and cables. $10, 2 lbs.
* Shovel, Folding. Treat as an axe in combat, at -2 to skill. Holdout -4. $10, 3 lbs.
Hand Ram. Miniature battering ram does sw+3d+1 cr every three seconds. Not useful as a weapon. $150, 35 lbs.
* Sledgehammer. Treat as a maul in combat, at -2 to skill. $10, 15 lbs.
Shovel, Folding. Treat as an axe in combat, at -2 to skill. Holdout -4. $10, 3 lbs.
* Tool Kit, Mini. Belt-sized and simplistic: -2 to skill. For Armoury, Electrician, Explosives, Machinist, or Mechanic: $200, 4 lbs. For Electronics Repair: $400, 2 lbs.
Sledgehammer. Treat as a maul in combat, at -2 to skill. $10, 15 lbs.
* Tool Kit, Portable. Basic equipment for one of Armoury, Electrician, Explosives, Machinist, or Mechanic: $600, 20 lbs.
Tool Kit, Mini. Belt-sized and simplistic: -2 to skill. For Armoury, Electrician, Explosives, Machinist, or Mechanic: $200, 4 lbs. For Electronics Repair: $400, 2 lbs.
* Tool Kit, Portable. Basic equipment for Electronics Repair: $1,200, 10 lbs.
Tool Kit, Portable. Basic equipment for one of Armoury,
* Tool Kit, Shop. As portable kit, but +2 to skill. For Armoury, etc.: $15,000, 2,000 lbs.
Electrician, Explosives, Machinist, or Mechanic: $600, 20 lbs.
* Tool Kit, Shop. As portable kit, but +2 to skill. For Electronics Repair: $30,000, 500 lbs.
For Electronics Repair: $1,200, 10 lbs.
Tool Kit, Shop. As portable kit, but +2 to skill. For Armoury, etc.: $15,000, 2,000 lbs. For Electronics Repair: $30,000, 500 lbs.
 


Toolskits and Portable Labs
Toolskits and Portable Labs


Mini-Tool Kit (TL5-8)
Mini-Tool Kit (TL5-8)
This is a belt-sized tool kit. At TL8, it may contain a few small batteries. It gives a -2 (quality) modifier for the specific skill and specialty for which it’s designed. A kit for Electrician, Machinist, or any Armoury or Mechanic specialty is $200, 4 lbs. Kits for Electronics Repair specialties are $400, 2 lbs. LC4.
This is a belt-sized tool kit. At TL7-8, it may contain a few small batteries. It gives a -2 (quality) modifier for the specific skill and specialty for which it’s designed. A kit for Electrician, Machinist, or any Armoury or Mechanic specialty is $200, 4 lbs. Kits for Electronics Repair specialties are $400, 2 lbs. LC4.


Portable Tool Kit (TL5-8)
Portable Tool Kit (TL5-8)

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