VJ Ausrüstung: Unterschied zwischen den Versionen

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(17 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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**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==
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.


==Waffen==
*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.
Wenn man sich nicht durch High Tech wälzen will, kann man ruhig zu diesen vorgeschlagenen Waffen greifen.


* 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


=Empfohlene Ausrüstung=
==Standart Ausrüstung==
Nach Klassen sortiert
Jede Klasse nimmt dann noch diese Klassenausrüstungen
 
==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.
**Suitcase Lab (Forensics) {B289} Basic equipment. $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.
**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===
*Augenschutz - Goggles, Tactical. Give Nictitating Membrane 5. $100, 0.5 lb
*Suitcase, Hard - {B288} Holds 100 lbs. DR 4 with key lock. $250, 8 lb.
*Assault Vest
**Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect climbing. $400, 26 lbs.
**Assault Vest Inserts
**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, $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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====Upgrades====
====Upgrades====
*Infravision: $10000, 1 lb
*Infravision: $10000, 1 lb - kann nicht mit Night Sight kombiniert werden
*Night Sight 7: $1500, 1 lb
*Night Sight 7: $1500, 1 lb - kann nicht mit Infravision kombiniert werden
*Mini-Computer Sight (+1 Skill, +3 Acc, -1 Bulk): $10000, 2.5 lbs
*Mini-Computer Sight (+1 Skill, +3 Acc, -1 Bulk): $10000, 2.5 lbs - kann mit Infravision ''oder'' Night Sight kombiniert werden.


===Silencer, Pistol/SMG===
===Silencer, Pistol/SMG===
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===Tactical Sling===
===Tactical Sling===
[[File:VJ Patrol Sling.jpg|thumb|Patrol Sling]]
[[File:VJ Patrol Sling.jpg|thumb|Tactical Sling]]
Für SMG, Shotguns, Rifles. Erlaubt einem die Waffe fallen zu lassen (Free Action) um sie dann wieder mit einem Fast-Draw (Longarm)+1 bereit zu machen. Kann auch benutzt werden um die Waffe zu "bracen" für die üblichen +1 auf Skill.
Für SMG, Shotguns, Rifles. Erlaubt einem die Waffe fallen zu lassen (Free Action) um sie dann wieder mit einem Fast-Draw (Longarm)+1 bereit zu machen. Kann auch benutzt werden um die Waffe zu "bracen" für die üblichen +1 auf Skill.
*$50, 2 lbs
*$50, 2 lbs
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*Preis: 50$
*Preis: 50$
*Gewicht: 1 lb
*Gewicht: 1 lb
=Copy Paste=
=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.
* 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.
* 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.
* 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.
==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.
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.
* Cigarette Lighter. $10, neg.
* 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.
* 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.
* 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.
* 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.
== 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).
* 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
* 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.
* 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.
* 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.
* 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.
* Wire Cutters. Do 2d(2) cut to cables, barbed wire, etc. $30, 2 lbs.
== 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).
* 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.
* Goggles, Tactical. Give Nictitating Membrane 5. $100, neg.
* Holster, Belt. For pistols. $25, 0.5 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, 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 (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.
* 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, 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.
* 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.
* 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 ==
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.
* 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.
* 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.
=== Communicator Options ===
One special modification is available for communicators:
* Secure: The signal is encrypted for security. Any communicator: +1 CF.
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, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb.
== COMPUTERS ==
* 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.
* PDA. -2 to skill for long tasks. Complexity 1. Runs for 5 hours. $100, 0.1 lb.
== 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.
* 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.
* 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.
== INSERTION/EXTRACTION AIDS ==
* 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.
* 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 ==
* 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.
* 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.
* 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.
* 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.
* 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.
== LIGHT SOURCES ==
* 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.
* 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.
* Lantern, Electric. Illuminates 5-yard radius for 20 hours. $30, 3 lbs.
== LUGGAGE ==
* 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.
* 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 ==
* 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.
* 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.
* 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.
== OPTICS ==
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.
* 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 ===
* 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.
== 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).
* 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.
== 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.
* Bolt Cutters. For cutting padlocks and chains.
* Light: 8d(2) cut. $30, 15 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.
* 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.).
* Duct Tape. As a restraint: ST-3 or Escape roll to break free. 60-yard roll: $1, 2 lbs.
* Fire Axe. Gives +1 to Forced Entry. Treat as a great axe in combat. $100, 8 lbs.
* Go-Bar. Gives +1 to Forced Entry. Treat as a maul in combat, at -2 to skill. $175, 17 lbs.
* Hacksaw. Carbide blade does sw-2(2) cut per second to bars, chains, and cables. $10, 2 lbs.
* Hand Ram. Miniature battering ram does sw+3d+1 cr every three seconds. Not useful as a weapon. $150, 35 lbs.
* Shovel, Folding. Treat as an axe in combat, at -2 to skill. Holdout -4. $10, 3 lbs.
* Sledgehammer. Treat as a maul in combat, at -2 to skill. $10, 15 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 one of Armoury, Electrician, Explosives, Machinist, or Mechanic: $600, 20 lbs.
* Tool Kit, Portable. Basic equipment 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.
* Tool Kit, Shop. As portable kit, but +2 to skill. For Electronics Repair: $30,000, 500 lbs.
Toolskits and Portable Labs
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.
Portable Tool Kit (TL5-8)
This is the standard tool kit – the type found in a toolbox behind a truck seat or under the kitchen sink. It counts as basic equipment for the specific skill and specialty for which it’s designed, and gives a -2 (quality) modifier for other specialties of the same skill. At the GM’s option, such kits may have a handful of small batteries at TL7-8. A kit for Electrician, Machinist, or any Armoury or Mechanic specialty is $600, 20 lbs. Kits for Electronics Repair specialties are $1,200, 10 lbs. LC4.
Multi-Tool (TL5)
The modern Pocket Survival Tool was invented by Tim Leatherman in 1983, but similar “multiplex” tools have been around since the 1850s. Their versatility and compactness make them popular among soldiers and emergency personnel. Many variations exist, featuring such tools as blasting cap crimpers (p. 187), needle-nose pliers, locking pliers, digital tire-pressure gauges, saw blades, and different types of screw- and hex- drivers. Finishes range from stainless steel to stealthy matte black.
Like the multi-function knife (above), the utility of a multi-tool depends on the skill being used and the job at hand. It’s probably at least improvised equipment (-5 quality) for most technological tasks. For routine tasks, the GM might allow it to stand-in for a mini-tool kit (p. 24). $50, 0.5 lb. LC4.
Suitcase Lab (TL8)
A “mail-order chemistry lab” or equivalent. Takes at least 10 seconds to set up or pack. Counts as basic equipment for the skill. $3,000, 20 lbs. LC4.
Duct Tape (TL6)
This WWII-era tape consists of three layers: a plastic covering, a cloth mesh, and a thick rubber adhesive. Silvery tape is most familiar (a testament to its use in air-conditioning vent work), but it comes in every color and even in camouflage patterns. Clever characters may use duct tape as improvised equipment (p. B345) for many tasks – repairs, bandaging, splint wrapping, etc. An entire roll can be braided into a 20-yard rope capable of holding 200 lbs. Duct tape is also a handy makeshift restraint; a prisoner must make a ST-3 or Escape roll to break free. A 60-yard roll is $1, 2 lbs. LC4.
Forced Entry Tools
Glass Cutter (TL6)
In a cinematic campaign, the “circle cutter” is the definitive cat burglar’s tool. 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 a DX or Forced Entry roll. Failure means a noisy break; critical failure also means 1d-2 cutting damage to the hand.
Real cutters don’t work this way unless you’re very lucky. For one thing, scored glass must be tapped on the far side to break it out! Rolls for this stunt are at -6 in a realistic game. $140, 1 lb. LC4.
Circular Saw (TL6)
Does sw+3(2) cut per second. At TL8, halve weight and cost; cordless versions use a battery (M/30 minutes). $150, 20 lbs., external power. LC4.
Cutting Torch (TL6)
Does 1d+3(2) burn per second, with 30 seconds of cutting time per bottle (extra bottles are $50, 5 lbs.). $75, 7 lbs. LC4.
Hand Ram (TL6)
This is a one-man battering ram, used by SWAT teams to knock down doors. Against a braced, unmoving object such as a door, roll against Forced Entry to hit. A successful attack does sw+3d+1 cr. The ram has Reach 1 and ST 20†, requiring either a strong wielder or at least two Ready maneuvers between strikes. Used as a weapon, it functions as a clumsy maul (p. B274): -3 to Two-Handed Axe/Mace.
In practice, SWAT team “breachers” take an Evaluate maneuver and aim for the area just above or below the door handle. A miss generally means hitting another part of the door, possibly punching a hole in it without knocking it down. A critical miss may jam the door in the frame, which necessitates wasting valuable seconds to get it open. Either means a very loud knock that may alert hostile inhabitants to the arrival of “guests”!
A non-sparking, nonmagnetic model costs double but comes in handy if the door being busted down leads to a volatile drug lab. $150, 35 lbs. LC4.
Go-Bar (TL7)
This heavy-duty, non-sparking, and nonmagnetic “gorilla bar” is typically used with the Forced Entry skill to bust locks, hinges, and other door hardware. Treat it as a maul (p. B274) in combat, at -2 to skill. $175, 17 lbs. LC4.
Crowbar, Titanium (TL8)
Non-sparking, nonmagnetic tool for Forced Entry. Treat as a small mace (p. B271) in combat, at -1 to skill. $50, 2 lbs. LC4.
Doorbuster (TL8)
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.
Folding Ladder (TL8)
This goes from a briefcase-sized package to a 16’ ladder in two seconds; capacity is 300 lbs. $300, 20 lbs. LC4.
Rescue Spreader/Cutter (TL8)
The handheld unit does 6dx5(2) cr per activation, has Reach 1 and ST 14†, and weighs 23 lbs. It has Arm ST 45, BL 405 as a spreader. The power pack weighs 30 lbs. and uses 0.5 gallon of gasoline per hour. $15,000, 55 lbs. LC4.
Communications
Wireless Earphone (TL8)
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.
Small Radio (TL8)
A standard handheld radio. Military versions often have encryption and GPS capability. 5-mile range. $250, 0.5 lb., 3xXS/10 hrs. LC4.
Secure Encryption (TL8)
A built-in microchip for any telecomm device. If connected externally, see Encryption Unit (above). $500. LC2.
Cellular Phone (TL8)
A sleek, modern phone, with a few extra functions. Good- and fine-quality phones have more features. The battery lasts for several hours of talk time and perhaps a week on standby. $100, 0.5 lb., S/6 hrs. LC4.
Media Tools
Digital Camera (TL8)
A digital camera stores color images on a removable digital storage device (p. 22) instead of on film, the exact number depending on image quality and the size of the storage device. It can transfer images directly to computer without any quality loss from scanning. Cheap digital cameras are often quite small (Holdout 0). $75, 0.5 lb., 2xXS/10 hrs. LC4.
Mini-DV Camera (TL8)
A compact digital movie camera with built-in features that give Night Vision 3 and Telescopic Vision 2. It has a small LCD screen and can take digital stills. The rechargeable battery lasts for 1 hour. $500, 1 lb. LC4.
Sensors and Sense Enhancing
Thru-Wall Radar (TL8)
Like ground-penetrating radar, this specially tuned radar can see through solid objects and into the space beyond. An example is the law-enforcement and security tool marketed as Soldier Vision. It can see through a wall a foot thick (wood, brick, gypsum, etc.) and detect a person 20 yards beyond that. Its range is less than 1’ through
Military-Grade Binoculars (TL8)
The lenses of modern military binoculars are often coated to protect the eyes from laser light (giving Protected Vision, p. B78) and fitted with anti-reflective screens to reduce lens shine. 10x magnification. $800, 3.5 lbs. LC3.
Stabilized Binoculars (TL8)
Some advanced civilian binoculars incorporate mechanical stabilization. This eliminates up to -3 in movement penalties – handy when observing from a vehicle. 10x magnification. $5,000, 4 lbs. LC4.
Night-Vision Binoculars (TL8)
Handheld, long-range night-vision binoculars. Gives Night Vision 9. 16x magnification. $6,000, 3 lbs., 2xXS/20 hrs. LC4.
Thermal-Imaging Binoculars (TL8)
Used by military, police, border patrols, rescue teams, and others. 8x magnification. $7,000, 3 lbs., 4xXS/4 hrs. LC4.
In all cases, the user has Colorblindness (p. B127), No Depth Perception (p. B145), and No Peripheral Vision (p. B151) while using the optics.
Night Vision Goggles (TL8). Head-mounted goggles – known as “NVGs” or “NODs” – such as the U.S. Army’s AN/PVS-7 series, often worn on a flip-up helmet mount. Early versions were issued to helicopter pilots. Gives Night Vision 7-9. $3,500, 1.5 lbs., 2xXS/20 hrs. LC4.
Thermal-Imaging Goggles (TL8). A thermal-imaging camera mounted on a helmet or a head-strap. 4x magnification. $13,000, 1.5 lbs., XS/2 hrs. LC4.
Chemical Test Kit (TL6)
The first detectors are strips of paper treated to react to specific chemicals. They’re worn on the sleeve by hazardous-materials workers and soldiers, dipped in suspicious liquids, etc. At TL6, a positive test means the paper changes color in a minute or two; at TL8, reaction time is instant. A test kit of 50 strips, covering a wide array of chemicals: $25, 0.5 lb. LC4.
Handheld Detector (TL8).
This state-of-the-art handheld unit can sense an entire range of dangerous or illicit substances – typically chemical weapons, drugs, or explosives. Detection range is about 1’. $60,000, 6 lbs., 4xS/12 hrs. LC4.
Geiger Counter (TL8)
Has a digital display. $400, 0.5 lb., XS/10 hrs. LC4.
Surveilance
Directional Microphone (TL8)
A mike that picks up sound in a narrow cone similar in shape to a shotgun blast. Headphones included. Amplifies a particular sound by 8x. $800, 3 lbs., 4xS/10 hrs. LC4.
Metal Detector (TL8)
This is a handheld detector about a yard long. The user wears the attached headphones and sweeps the ground in front of him as he walks. If he finds something metallic, the device will beep. A basic model – often used as a mine detector – can detect metal up to 6 meter underground, although 2 meter is more typical for small objects like coins and rings. Higher-quality equipment can detect large objects much deeper, and at TL8 has a screen that displays the general shape and composition of the find. $100, 6 lbs., 6xS/8 hrs. LC4.
Electric Lantern, Large (TL8)
5-yard radius. Double cost for dive-certified models that can operate to a depth of 600’. $30, 3 lbs., 4xS/20 hrs. LC4.
Large Tactical Light (TL8)
100-yard beam. Those who look directly into the light must make a HT-4 roll or be temporarily blinded. Blindness lasts for 10 seconds times the margin of failure. To be used on Longarms or as a Baton (Shortsword, DX-4; thr cr, sw cr) $200, 0.5 lb., 4xXS/2 hrs. LC4.
Small Tactical Light (TL8)
25-yard beam. Those who look directly into the light must make a HT-4 roll or be temporarily blinded. Blindness lasts for 10 seconds times the margin of failure. To be used on Pistols or as Brass Knuckles (thr cr) $100, 0.25 lb., 2xXS/2 hrs. LC4.
5-Gallon Can (TL7)
A common fuel or water container. DR 3. $15, 10 lbs. LC4.
Load-Bearing Vest (TL8)
The modern assault vest dates to the Vietnam War, and becomes popular in the late 1980s among SWAT teams and the like. An LBV is easier to take on and off – and the gear is carried up on the torso, which protects the contents when wading in water. It’s also less cumbersome in tight spots, which is important to tankers and aircrew. It’s designed to hold 30 lbs. of gear. Modern body armor often features integral pouches and attachment points, making it equivalent to a LBV. Takes two seconds to don or remove. $30, 2 lbs. LC4.
Backpack, Small (TL8)
A small backpack with a quick-release mechanism which allows it to be dropped as a free action. Holds 50 lbs. $120, 1.5 lbs. LC4.
Backpack, Large (TL8)
A heavy pack with frame. Dubbed a “mountaineering pack” by some, it’s typical of most modern military expedition packs. Holds 100 lbs. $200, 5 lbs. LC4.
Suitcase, Hard (TL8)
Holds 100 lbs. DR 4, with key lock. $500, 4 lbs.
Climbing Kit (TL8)
Harness, ascender, descender, an assortment of fasteners, and 100 yards of 3/8” rope which supports 650 lbs. A highquality kit provides a bonus to Climbing skill. $400, 26 lbs. LC4.
Mini-Rappel Kit (TL8)
A complete rappelling system: harness, carabiner, descender, and 33 yards of 1/4” rope which supports 500 lbs. The whole kit fits in a small belt pouch. $150, 3 lbs. LC4.
Grappling Hook (TL8)
Getting a grapnel to the target requires a DX-3 or Throwing roll. Maximum throwing distance is STx2 yards. Load limit is 600 lbs. When a grapnel lands on stone, concrete, or similar materials, it can ring loudly – make an unmodified Hearing roll at 1 yard. A padded grapnel (+1 lb.) gives -2 to Hearing. At TL8, this is a non-sparking, nonmagnetic version. $40, 2 lbs. LC4.
Personal Lifting Device (TL8)
This is a portable, one-man climbing hoist. It clips onto a climber’s harness. At the touch of a button, it can ascend or descend a rope at 3 yards per second. A fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Lifting capacity is 300 lbs. $8,000, 7 lbs. LC3.
Cigarette Lighter (TL6)
The famous Zippo was invented in 1932, but it was based on earlier designs, including WWI trench lighters. A lighter is good for several hundred lights and has a continuous burn time of about 20-30 minutes. At TL8, triple cost buys a windproof, waterproof model. $10, neg. LC4.
Fire-Starter Paste (TL6)
A highly flammable substance used for lighting wet kindling in arctic conditions. A tube is enough for 20 fires. $5, 0.25 lb. LC4.
Infiltration Tools
Mini-Parachute (TL8)
A parachute in a slim backpack that can be concealed under a jacket (x5 cost) with ripaway back panels. One model is marketed as a high-rise building escape device. It opens in half the distance of a normal chute. $1,000, 8 lbs. LC4.
Ram-Air Parachute (TL8)
At TL8, sport jumpers and high-altitude military parachutists favor airfoil-style parachutes. Such a chute is highly maneuverable. It can glide at Move 15 relative to the ground – and with a good tailwind at 20,000’, jumpers routinely cruise as fast as Move 35, flying dozens of miles under canopy in the right conditions. This allows black-ops teams to exit an aircraft at great altitude and fly in formation to a distant drop zone. Jumpers attempting such stunts require an air mask (HT72-73) and air tanks (HT74) to avoid passing out due to lack of oxygen; see Atmospheric Pressure (p. B429). Maximum suspended weight is 400 lbs. For performance data as vehicle, see the Air Conveyances Table (HT232). With reserve: $3,500, 25 lbs. LC4.

Aktuelle Version vom 26. Oktober 2013, 15:24 Uhr

Legality Class spielt in diesem Spiel eine grosse Rolle, lest am besten schnell den Kasten auf B267 durch. Erlaubt sind Items mit TL8 und LC2,3 oder 4. Items mit Supersciene (^) sind verboten. LC1 Waffen sind schwere Maschinengewehre, Panzerfäuste, Granatenwerfer... Diese eignen sich nicht als Standartbewaffnung für dieses Spiel und können nur mit expliziter GM Erlaubnis gekauft oder als Belohnung von diesem vergeben werden.

Am einfachsten orientiert man sich im Buch High Tech.

Startausrüstung[Bearbeiten | Quelltext bearbeiten]

Die folgende Ausrüstung hat jeder Charakter am Anfang der Kampagne.

  • Rolex Explorer II - Time of day, stop watch, date, works in the dark. $6000, 0.3 lb
  • Advanced Body Armor (Pinnacle SOV Dragonskin) - Location Torso, DR 35/5 (all, but cr) concealable (+4 to Holdout) {HT66}. $4600, 17 lb
  • Ordinary Clothes - Status 0. 120$, 2 lb.
  • Boots, Reinforced - DR 3/2, Concealable. 75$, 3 lb.
  • Small Backpack - Holds 50 lbs. of gear. Quick-release allows dropping it as a free action. $120, 1.5 lbs.
  • Load-Bearing Vest - Cutting-Edge, Disguised. Carries 20 lbs. of small articles ergonomically, allowing everything to be retrieved with a Ready maneuver or Fast-Draw roll. $180, 1.3334 lbs.
    • Smartphone - Does what your average iPhone does. $500, 0.25 lb.
    • Notebook, Pencil, and Chalk - For taking notes – or leaving them! Waterproof. $20, 0.1 lb.
    • Radio, Headset, Secure/Encrypted - 1-mile range, 12 hrs, dient auch als Headset für das Smartphone. $5000, 0.5 lb.
    • First Aid Kit. Basic equipment for First Aid. Quality affects weight. $10, 1 lb.
    • Feuerzeug - $10, 0.1 lbs
    • Duct Tape - 15 yards. Pocket sized flat roll. $1, 0.5 lb
    • Flaslight, Mini - 5-yard beam. Runs for 10 hours. $10, 0.2 lb
    • Mirror, Pocket - Shatter-resistant plastic. $5, neg.
    • Multi-Tool - A folding, “Leatherman”-style belt tool, that counts as improvised gear (-5) for most repairs and includes a small knife. $50, 0.5 lb.
    • Wallet $10, 0.1 lb
      • US Dollars $1000, neg.
    • Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb.

Waffen[Bearbeiten | Quelltext bearbeiten]

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.

  • 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.


Pistole[Bearbeiten | Quelltext bearbeiten]

H&K USP SD, .40 S&W

Die USP wurde speziell für militärische- und behördenspezifische Aufgaben konzipiert und entwickelt. Das Resultat spricht für sich: Die USP ist universell einsetzbar, äußerst funktionssicher in der Anwendung und Garant für eine hohe Zuverlässigkeit und Präzision im Schuss.

Aber die USP bietet noch mehr: Als modulares System ermöglicht sie einen in- dividuellen Zuschnitt von Sicherungs- und Abzugseinrichtungen für jeden Anspruch. Die modifizierte Browningverriegelung mit patentiertem Puffersytem führt zusätzlich zu einer Minimierung der Rückstoßkräfte im Schuss. Die Hand des Schützen wird dadurch besonders geschont.

  • Heckler & Koch Universal Selbstlade Pistole (H&K USP) SD, .40 S&W
Dmg 2d+2 pi+   Acc 2   Weight 2.3/0.6   RoF 3   Shots 13+1(3)   ST 9   Bulk -2   Rcl 2   Cost 770/32
Fine $1540   
Reloads Price $160   Reloads Weight 3 lbs

Schrotflinte[Bearbeiten | Quelltext bearbeiten]

Benelli M3T Super 90, 12-gauge 2.75”

All parts of the M3T Folding Stock are subjected to special treatments to ensure extended life and enhanced efficiency. The receiver is made from Ergal aluminium alloy, and is anodised and finished in matt black. The steel barrels are internally chrome plated and externally blued. The magazine and bolt are in matt blued steel. The Folding Stock model features a stock that folds on to the back of the shotgun, and latches on to the rear sight, reducing overall length to only 78 cm. All models and configurations of the M3 ensure superb ballistic efficiency and are extremely easy to maintain. Their great versatility makes them ideal for all hunters.

  • Benelli M3T Super 90, 12-gauge 2.75”
Dmg 1d+1 pi   Acc 3   Weight 8.3/0.8   RoF 3x9   Shots 6+1(2i)   ST 10†   Bulk -5*   Rcl 1/4   Cost 1170
Fine $2340   
Reloads Price $14   Reloads Weight 4 lbs

Maschinenpistole[Bearbeiten | Quelltext bearbeiten]

H&K MP7A1, 4.6x30mm

Die MP7 repräsentiert eine neue Generation von leistungsgesteigerten Maschinenpistolen und schließt die Lücke zwischen Sturmgewehr und konventioneller Maschinenpistole. Als echte persönliche Verteidigungswaffe entwickelt, übertrifft sie das von der NATO aufgestellte Anforderungsprofil bei weitem.

Die MP7 ist äußerst kompakt gebaut, gering im Gewicht, auf engstem Raum einsetzbar und nahezu rückstoßfrei im Schuss. Sie kann permanent am Mann getragen werden und ist daher die ideale Begleitwaffe für den modernen Soldaten. Mit ihr im Gepäck gehört eine Über- oder Unterbewaffnung der Vergangenheit an.

Im Kalibervergleich übertrifft die 4,6 mm x 30 Patrone die standardisierte 9 mm x 19 Patrone in Durchschlags- und Zielwirkung um ein Vielfaches. Zur Verdeutlichung: Das neue Hochleistungskaliber durchschlägt den NATO CRISAT AUFBAU (1,6 mm Titan und 20 Lagen Kevlar) noch auf 200 m. Das Elementare: Eine Hintergrundgefährdung wird dabei weitestgehend ausgeschlossen.

  • Heckler & Koch Maschinenpistole 7A1 (H&K MP7A1), 4.6x30mm
Dmg 4d+1 pi-   Acc 4   Weight 4.4/0.5   RoF 15   Shots 20+1(3)   ST 7†   Bulk -3*   Rcl 2   Cost 1500/26
Fine $3000   Very Fine $7500   
Reloads Price $130   Reloads Weight 2.5 lbs 
Reloads (40 Shot Mag.) Price $140   Reloads (40 Shot Mag.) Weight 4.5 lbs

Gewehr[Bearbeiten | Quelltext bearbeiten]

FN MK 16 MOD 0, 5.56x45mm

Early 2004, United States Special Operations Command (USSOCOM) issued a solicitation for a family of Special Forces Combat Assault Rifles, the so-called SCAR, designed around two different calibers but featuring high commonality of parts and identical ergonomics.

FN Herstal took part in the full and open competition and released prototypes of a brand new family of weapons within timeframe taking advantage of our long-standing firearms know-how.

From the first pre-selection tests, the FN SCAR® system developed by FN Herstal has remained the first and only choice of USSOCOM.

  • Fabrique Nationale Herstal MK 16 MOD 0 (FN MK 16 MOD 0), 5.56x45mm
Dmg 4d+2 pi   Acc 4   Weight 8/1   RoF 9   Shots 30+1(3)   ST 9†   Bulk -4*   Rcl 2   Cost 1500/34
Fine $3000   Very Fine $7500   
Reloads Price $170   Reloads Weight 5 lbs 
Reloads (50 Shot Drum-Mag.) Price $300   Reloads (50 Shot Drum-Mag.) Weight 14 lbs

Standart Ausrüstung[Bearbeiten | Quelltext bearbeiten]

Jede Klasse nimmt dann noch diese Klassenausrüstungen

Assassin[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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 (Forgery) {B289} Basic equipment. $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.
    • 10 x Industrial Cleanser. Roll vs. Housekeeping to clean up after 1 body, takes 30 Minutes. $50, 10 lb.
    • 10 x Industrial Acid. Roll vs. Hazardous Materials(Chemical) to destroy one body in 1 hour. Double Dose halfs time. $50, 10 lb.
    • 10 x Body Bag. Sometimes necessary to keep a corpse secret! Disguised, anti-smell (-5 Taste). $1000, 25 lb.
    • 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.
    • Disguise Kit, $200, 10 lbs.

Infiltrator[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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.
    • 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.
    • 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.
    • 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:
      • Suitcase Lab (Forensics) {B289} Basic equipment. $3000, 10 lb.
      • 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.
      • Binoculars, Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs.

Shooter[Bearbeiten | Quelltext bearbeiten]

  • 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.
    • 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[Bearbeiten | Quelltext bearbeiten]

Die folgenden Optionen können mit den unten genannten Ausrüstungsgegenständen kombiniert werden, sofern das Sinn macht!

  • Cutting Edge: Mit den neusten Materialien hergestellt. Gewicht mal 2/3, +100% Preis
  • Disguised: Der Gegenstand sieht aus wie etwas anderes, gleicher Grösse. +400% Preis
  • Good Quality: +1 für den Skill oder +1 für bereits bestehende Modifier. +400% Preis
    • Nicht mit Fine Quality zusammen
  • Fine Quality: +2 für den Skill oder +2 für bereit bestehenden Modifier. +1900% Preis
    • Nicht mit Good Quality zusammen
  • Rugged: Schockabsorbierend und wasserfest, gibt +2 auf rolls um schäden zu widerstehen. +100% Preis

Brandbeschleunigung und Sprengung[Bearbeiten | Quelltext bearbeiten]

Blasting Caps[Bearbeiten | Quelltext bearbeiten]

Zündkapseln werden benötigt um Sprengstoffe zur Explosion zu bringen. Wähle zwischen Zündschnur und elektrisch. Elektrische Zündkapseln benötigen eine Vorrichtung (Exploder, Remote oder Timer) um sie zur Explosion zu bringen. Macht pro Kapsel 1d-2 cr ex schaden.

  • Sechs Zündkapseln: $10, 0.25 lb

Dynamite[Bearbeiten | Quelltext bearbeiten]

Besteht zu 80% aus Nitro. Macht pro Stange 9d+1 cr ex Schaden.

  • Eine Stange: $5, 0.5 lb

Exploder[Bearbeiten | Quelltext bearbeiten]

Ein Zünder kann bis zu 50 Blasting Caps zur Detonation bringen die mittels eines Drahts verbunden sind.

  • $50, 0.75 lb

Extrudable Explosive[Bearbeiten | Quelltext bearbeiten]

Können in den Spalt einer Türe oder in ein Schloss gedrückt werden. Detonation macht 7d cr ex, macht aber immer 42 Schaden auf eine Türe.

  • Eine Tube: $10, 0.3 lb

Gasoline[Bearbeiten | Quelltext bearbeiten]

Auch Benzin genannt.

  • Eine Gallone: *$3, 6 lbs

Plastique[Bearbeiten | Quelltext bearbeiten]

C4 oder Plastiksprengstoff wird mit -8 von Hunden (Smell/Taste), chemischen Sensoren... gefunden. Macht pro Block 5dx3 cr ex Schaden.

  • Selbstklebender Block: $40, 1.25 lb

Remote[Bearbeiten | Quelltext bearbeiten]

Sender und Empfänger paar kann Blasting Cap in die Luft jagen, 5 km Reichweite.

  • $50, 1 lb

Thermite[Bearbeiten | Quelltext bearbeiten]

Thermit brennt so heiss, dass es Stahl "zerschneidet". Macht 3d burn Schaden pro Sekunde mit allen Dingen die es berührt. DR wird "semi-ablative" behandelt. Brennt 25 Sekunden.

  • $40, 1 lb

Timer[Bearbeiten | Quelltext bearbeiten]

Zeitzünder die zu einer bestimmten Zeit eine Blasting Cap zur Explosion bringen.

  • $25, 0.5 lb

Einbruchswerkzeuge[Bearbeiten | Quelltext bearbeiten]

Circle Cutter[Bearbeiten | Quelltext bearbeiten]

Eine Klinge mit einem Saugnapf schneidet einen perfekten Kreis in Glas wenn man einen Forced Entry-6 roll schafft. Failure bedeutet, dass das Glas laut kaputt geht.

  • $140, 1 lb

Drill, Cordless[Bearbeiten | Quelltext bearbeiten]

Ein Akkuschrauber kann Löcher für Endoskope oder Mikros bohren. Macht 1d+2(2) pi++ pro Sekunde (oder pro 5 Sekunden, wenn man leise arbeitet). Läuft 30 Minuten.

  • $50, 2 lbs

Files, Diamond[Bearbeiten | Quelltext bearbeiten]

Eine Diamantfeile kann leise Schlösser oder Gitter zersägen. Dauert (DR + HP)/2 Minuten.

  • Set: $35, 1 lb

Hydraulic Door Opener[Bearbeiten | Quelltext bearbeiten]

Dieser hydraulische Türöffner wird mit einer Handpumpe betrieben und kann leise Türen aufbrechen. Pro 3 Sekunden verursacht er 10d cr Schaden auf eine Türe.

  • $1500, 9 lbs

Lockpicks[Bearbeiten | Quelltext bearbeiten]

Basic equipment für Lockpicking. Qualität ändert das Gewicht.

  • $50, 1 lb

Lockpicks, Electronic[Bearbeiten | Quelltext bearbeiten]

Basic equipment für Electronics Operation (Security) um elektronische Schlösser und Sicherheitssysteme auszuhebeln.

  • $1500, 3 lbs

Search Endoscope[Bearbeiten | Quelltext bearbeiten]

Wenn es durch ein Loch in einem Panzerschrank oder ein Türschloss gesteckt wird, kann man den Schliessmechanismus erkennen. Gibt +2 auf Lockpicking.

  • $1500, 2 lbs

Stethoscope, Electronic[Bearbeiten | Quelltext bearbeiten]

Basic equipment für Lockpicking wenn man Panzerschränke knacken will.

  • $300, 0.4 lb

Wire Cutters[Bearbeiten | Quelltext bearbeiten]

Ein Seitenschneider um Kabel, Stacheldracht oder ähnliches zu zerschneiden. Macht den genannten Gegenständen 2d(2) cut Schaden.

  • $30, 2 lbs

Kampfzubehör[Bearbeiten | Quelltext bearbeiten]

Earmuffs[Bearbeiten | Quelltext bearbeiten]

Earmuffs

Hörschutz, gibt "Protected Hearing" Advantage wenn getragen.

  • $100, 1 lb

Gasmask[Bearbeiten | Quelltext bearbeiten]

Gasmask

Eine Gasmaske, gibt folgende Advantages und Disadvantages: Filter Lungs; Immunity to Eye/Nose Irritants; DR 2 für Augen und Gesicht; No Sense of Smell/Taste; No Peripheral Vision.

  • $250, 2 lbs

Goggles, Tactical[Bearbeiten | Quelltext bearbeiten]

Goggles, Tactical

Gibt "Nictating Membrane" 5 (5 DR auf die Augen)

  • $100, 0.5 lb

Holster, Belt[Bearbeiten | Quelltext bearbeiten]

Holster (Retention), Belt

Für Pistolen die man am Gurt tragen möchte.

  • $25, 0.5 lb

Holster (Retention), Belt[Bearbeiten | Quelltext bearbeiten]

Pistolen können aus diesem Holster nur mit einer Bestimmten bewegung entnommen werden. Gibt +2 auf Weapon Retention Skill.

  • $100, 0.5 lbs

Holster, Shoulder[Bearbeiten | Quelltext bearbeiten]

Für Pistolen. Damit können die Pistolen versteckt (Holdout roll) werden, aber gibt -1 auf Fast-Draw.

  • $50, 1 lb

Holster, Sleeve[Bearbeiten | Quelltext bearbeiten]

Mit einer gespannten Feder wird die Pistole (Darf höchstens Bulk 0 oder -1 haben) nach einem Fast-Draw (Pistol) vom Handgelenk in die Hand des Schützen bewegt. Das Holster mit Pistole hat -2 auf Holdout.

  • $500, 0.5 lb

Holster, Undercover[Bearbeiten | Quelltext bearbeiten]

Wird am Knöchel befestigt und versteckt eine Pistole. Gibt +1 auf Holdout und -1 auf Fast-Draw.

  • $125, 1 lb

Load-Bearing Vest[Bearbeiten | Quelltext bearbeiten]

Load-Bearing Vest

Nimmt bis zu 20 lbs an kleinen Gegenständen auf die mittels Ready Maneuver (oder Fast-Draw) bereit gemacht werden können. Qualitätsupgrades geben Boni auf Fast-Draw.

  • $30, 2 lbs
    • +$150, 3 lbs für eine eingebaute Schwimmweste (+6 Swimming um nicht zu ertrinken)

Scopes[Bearbeiten | Quelltext bearbeiten]

Scope

Zielfernrohre gibt es in verschiedenstens Ausführungen und können beinahe beliebig Kombiniert werden.

  • pro +1 Acc kostet es $250. Bis zu +5 Acc. Zusätzlich -1 Bulk. Wiegt 1 lb

Upgrades[Bearbeiten | Quelltext bearbeiten]

  • Infravision: $10000, 1 lb - kann nicht mit Night Sight kombiniert werden
  • Night Sight 7: $1500, 1 lb - kann nicht mit Infravision kombiniert werden
  • Mini-Computer Sight (+1 Skill, +3 Acc, -1 Bulk): $10000, 2.5 lbs - kann mit Infravision oder Night Sight kombiniert werden.

Silencer, Pistol/SMG[Bearbeiten | Quelltext bearbeiten]

Schalldämpfer

-1 Bulk, -3 Hearing

  • $750, 1 lb

Silencer, Rifle[Bearbeiten | Quelltext bearbeiten]

-1 Bulk, -3 Hearing

  • $750, 1.5 lb

Silencer, Heavy Rifle[Bearbeiten | Quelltext bearbeiten]

Zum Beispiel für ein Barrett mit .50 BMG Munition -2 Bulk, -3 Hearing

  • $1200, 5 lbs

Targeting Laser, Pistol/SMG[Bearbeiten | Quelltext bearbeiten]

Targeting Laser und Tactical Light

Gibt +1 für Guns Skill für Ziele bis 150 Meter

  • $150, 0.25 lb

Targeting Laser, Rifle/Shotgun[Bearbeiten | Quelltext bearbeiten]

Gibt +1 für Guns Skill für Ziele bis 750 Meter

  • $750, 0.5 lb

Reflex Sight[Bearbeiten | Quelltext bearbeiten]

Reflex Sight

Ein "Red Dot" Sight gibt +1 auf Guns Skill, Night Vision 3 und zusätzlich -1 Bulk für die Waffe

  • $550, 0.25 lbs

Tactical Light, Pistol/SMG[Bearbeiten | Quelltext bearbeiten]

Negiert Lichtabzüge bis 25 Meter Reichweite. Macht den Träger weitherum sichtbar.

  • $100, 0.25 lb

Tactical Light, Rifle/Shotgun[Bearbeiten | Quelltext bearbeiten]

Negiert Lichtabzüge bis 100 Meter Reichweite. Macht den Träger weitherum sichtbar.

  • $200, 0.5 lb

Tactical Sling[Bearbeiten | Quelltext bearbeiten]

Tactical Sling

Für SMG, Shotguns, Rifles. Erlaubt einem die Waffe fallen zu lassen (Free Action) um sie dann wieder mit einem Fast-Draw (Longarm)+1 bereit zu machen. Kann auch benutzt werden um die Waffe zu "bracen" für die üblichen +1 auf Skill.

  • $50, 2 lbs

Upgrades[Bearbeiten | Quelltext bearbeiten]

Feuerwaffen[Bearbeiten | Quelltext bearbeiten]

  • Fine: +1 Acc für Feuerwaffen mit 2+ Acc. +100% Preis
  • Very Fine: +2 Acc für Feuerwaffen mit 4+ Acc. +400% Preis

Nahkampfwaffen[Bearbeiten | Quelltext bearbeiten]

  • Fine: Waffen auf TL8 sind automatisch und gratis fine. Cut und Imp erhalten +1 Dmg
  • Very Fine: Nur Schwerter und Fechtwaffen. +2 Dmg, +300% Preis.
  • Weighted: Two-handed axe and maces only. +1 Dmg, +100% Preis.
  • Balanced: +1 to skill. +400% Preis.

Munition[Bearbeiten | Quelltext bearbeiten]

  • Siehe HT176 für eine Übersicht der Kosten pro Schuss und Gewicht pro Schuss.
  • Das Gewicht eines vollen Magazins findet ihr in den Waffentabellen von HT.

Man darf eine Powder Option mit einer Payload Option kombinieren, nicht mehr!

Powder Options[Bearbeiten | Quelltext bearbeiten]

  • Extra-Powerful: +1 Damage pro drei Dice damage. ST+1 oder mal 1.1. +100% Preis
  • Hand-Matched: Für Acc2/3 Waffen gibts +1 Acc, Für Acc4+ Waffen gibts +2 Acc. +900% Preis
  • Match-Grade: Für Acc4+ Waffen gibts +1 Acc. +100% Preis
  • Cold-Loaded: Verringert die Chancen, dass der Schuss gehört wird, Hearing -3. +900% Preis

Payload Options[Bearbeiten | Quelltext bearbeiten]

  • Armor-Piercing: (2) Armor Divisor, dafür wird der damage Effekt um eine Stufe zurück geschraubt, Bsp: pi+ wird pi. +100% Preis
  • Hollow-Point: (0.5) Armor Divisor, dafür wird der damage Effekt um eine Stufe herauf geschraubt, Bsp: pi wird pi+. +0% Preis

Shotgun Only sind immer Slugs und nicht Buckshot.

  • Chemical: Shotgun Only. Damage 2d-1(0.5) cr - lässt Teargas oder Smoke frei in einem 4 yard Radius. Siehe Granaten für genaue Effekte. +200% Preis
  • Dragon's Breath: Shotgun Only. 75 yards lang und am Ende 10 yard breiter Flammenstoss für 1d-2 burn. RoF wird 1 und die Schrotflinte kann 3 Sekunden lang nicht gefeuert werden, während der Flammenstoss langsam abklingt. KANN NICHT MIT POWDER OPTIONS KOMBINIERT WERDEN. +200% Preis
  • Explosive: Shotgun Only. Damage 4d(0.5) pi++ follow up 1d-1 cr ex. Follow Up damage wird verdreifacht und ignoriert DR! +1 Hearin. +1900% Preis
  • Flare: Shotgun Only. Damage 2d-1(0.5) cr inc. Sollte in die Luft geschossen werden, erhellt 50 yard radius für 20 sekunden. Darkness penalties sind höchstens -3 im erhellten Gebiet. +400% Preis
  • Beanbag: Shotgun Only. Damage 4d+4(0.2) cr dbl kbk. +200% Preis

Granaten[Bearbeiten | Quelltext bearbeiten]

Mit Granaten (LC1) erwischt zu werden ist ein gröberer Verstoss und kann heftige Konsequenzen haben. Wer aber unbedingt Granaten braucht, kann die folgenden, kleinen Modelle mit einem passenden Contact oder einem Streetwise-2 Wurf finden:

Concussion[Bearbeiten | Quelltext bearbeiten]

  • Zünder: 4 Sekunden
  • Schaden: 5d cr ex
  • Preis: 30$
  • Gewicht: 0.3 lb
  • Hearing+3 um sie zu bemerken

Fragmentation[Bearbeiten | Quelltext bearbeiten]

  • Zünder: 4 Sekunden
  • Schaden: 3d-1 [2d] cr ex
  • Preis: 25$
  • Gewicht: 0.4 lb
  • Hearing+3 um sie zu bemerken

Smoke[Bearbeiten | Quelltext bearbeiten]

  • Zünder: 2 Sekunden
  • Schaden: 4y Radius voll mit Rauch
    • Area-effect respiratory agent with a 10-second delay and a HT roll to resist. Causes coughing for the time spent in the smoke plus one minute times the margin.

of failure.

  • Preis: 25$
  • Gewicht: 0.2 lb
  • Hearing+0 um sie zu bemerken
  • Hält 20 Sekunden

Teargas[Bearbeiten | Quelltext bearbeiten]

  • Zünder: 2 Sekunden
  • Schaden: 4y Radius voll mit Tränengas
    • Area-effect respiratory and vision-based agent. As a respiratory agent, it has no delay and a HT-2 roll to resist, and causes coughing. As a vision-based agent, it has no delay and a HT-2 roll to resist, and causes blindness. Both effects endure for the time spent in the gas plus one minute times the margin of failure. Tear gas is opaque: Vision rolls are at -1 to -3 per affected yard.
  • Preis: 35$
  • Gewicht: 0.2 lb
  • Hearing+0 um sie zu bemerken
  • Hält 20 Sekunden

White Phosphorous[Bearbeiten | Quelltext bearbeiten]

  • Zünder: 4 Sekunden
  • Schaden: 2d [1d(0.2)] burn ex
    • 10 Second Cycles, 5 Cycles. Zusätzlich alle Fähigkeiten einer Smoke Grenade
  • Preis: 50$
  • Gewicht: 1 lb

Copy Paste[Bearbeiten | Quelltext bearbeiten]

TOOLS AND GADGETS[Bearbeiten | Quelltext bearbeiten]

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.
  • 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.
  • 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.
  • 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[Bearbeiten | Quelltext bearbeiten]

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.

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.
  • Cigarette Lighter. $10, neg.
  • 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.
  • 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.
  • 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.
  • 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.

BURGLAR’S TOOLS[Bearbeiten | Quelltext bearbeiten]

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
  • 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.
  • 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.
  • 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.
  • 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.
  • Wire Cutters. Do 2d(2) cut to cables, barbed wire, etc. $30, 2 lbs.

COMBAT ACCESSORIES[Bearbeiten | Quelltext bearbeiten]

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.
  • 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.
  • Holster, Belt. For pistols. $25, 0.5 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, 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 (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.
  • 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, 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.
  • 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.
  • 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[Bearbeiten | Quelltext bearbeiten]

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.
  • 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.
  • 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.

Communicator Options[Bearbeiten | Quelltext bearbeiten]

One special modification is available for communicators:

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

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, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb.

COMPUTERS[Bearbeiten | Quelltext bearbeiten]

  • 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.
  • PDA. -2 to skill for long tasks. Complexity 1. Runs for 5 hours. $100, 0.1 lb.

CRIMINAL TRICKERY[Bearbeiten | Quelltext bearbeiten]

  • 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.
  • 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.
  • Voice Modulator. Alters user’s voice, making it sound like almost anything (but not anyone in particular). $350, 1 lb.

INSERTION/EXTRACTION AIDS[Bearbeiten | Quelltext bearbeiten]

  • 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.
  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

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.
  • 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.
  • 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.
  • 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.
  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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.
  • 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.
  • Lantern, Electric. Illuminates 5-yard radius for 20 hours. $30, 3 lbs.

LUGGAGE[Bearbeiten | Quelltext bearbeiten]

  • 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.
  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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.
  • 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.
  • 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.

OPTICS[Bearbeiten | Quelltext bearbeiten]

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.
  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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.

SPY AND SURVEILLANCE GADGETS[Bearbeiten | Quelltext bearbeiten]

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.

TOOLS[Bearbeiten | Quelltext bearbeiten]

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.
  • Light: 8d(2) cut. $30, 15 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.
  • 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.).
  • Duct Tape. As a restraint: ST-3 or Escape roll to break free. 60-yard roll: $1, 2 lbs.
  • Fire Axe. Gives +1 to Forced Entry. Treat as a great axe in combat. $100, 8 lbs.
  • Go-Bar. Gives +1 to Forced Entry. Treat as a maul in combat, at -2 to skill. $175, 17 lbs.
  • Hacksaw. Carbide blade does sw-2(2) cut per second to bars, chains, and cables. $10, 2 lbs.
  • Hand Ram. Miniature battering ram does sw+3d+1 cr every three seconds. Not useful as a weapon. $150, 35 lbs.
  • Shovel, Folding. Treat as an axe in combat, at -2 to skill. Holdout -4. $10, 3 lbs.
  • Sledgehammer. Treat as a maul in combat, at -2 to skill. $10, 15 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 one of Armoury, Electrician, Explosives, Machinist, or Mechanic: $600, 20 lbs.
  • Tool Kit, Portable. Basic equipment 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.
  • Tool Kit, Shop. As portable kit, but +2 to skill. For Electronics Repair: $30,000, 500 lbs.

Toolskits and Portable Labs

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.

Portable Tool Kit (TL5-8) This is the standard tool kit – the type found in a toolbox behind a truck seat or under the kitchen sink. It counts as basic equipment for the specific skill and specialty for which it’s designed, and gives a -2 (quality) modifier for other specialties of the same skill. At the GM’s option, such kits may have a handful of small batteries at TL7-8. A kit for Electrician, Machinist, or any Armoury or Mechanic specialty is $600, 20 lbs. Kits for Electronics Repair specialties are $1,200, 10 lbs. LC4.

Multi-Tool (TL5) The modern Pocket Survival Tool was invented by Tim Leatherman in 1983, but similar “multiplex” tools have been around since the 1850s. Their versatility and compactness make them popular among soldiers and emergency personnel. Many variations exist, featuring such tools as blasting cap crimpers (p. 187), needle-nose pliers, locking pliers, digital tire-pressure gauges, saw blades, and different types of screw- and hex- drivers. Finishes range from stainless steel to stealthy matte black. Like the multi-function knife (above), the utility of a multi-tool depends on the skill being used and the job at hand. It’s probably at least improvised equipment (-5 quality) for most technological tasks. For routine tasks, the GM might allow it to stand-in for a mini-tool kit (p. 24). $50, 0.5 lb. LC4.

Suitcase Lab (TL8) A “mail-order chemistry lab” or equivalent. Takes at least 10 seconds to set up or pack. Counts as basic equipment for the skill. $3,000, 20 lbs. LC4.

Duct Tape (TL6) This WWII-era tape consists of three layers: a plastic covering, a cloth mesh, and a thick rubber adhesive. Silvery tape is most familiar (a testament to its use in air-conditioning vent work), but it comes in every color and even in camouflage patterns. Clever characters may use duct tape as improvised equipment (p. B345) for many tasks – repairs, bandaging, splint wrapping, etc. An entire roll can be braided into a 20-yard rope capable of holding 200 lbs. Duct tape is also a handy makeshift restraint; a prisoner must make a ST-3 or Escape roll to break free. A 60-yard roll is $1, 2 lbs. LC4.

Forced Entry Tools

Glass Cutter (TL6) In a cinematic campaign, the “circle cutter” is the definitive cat burglar’s tool. 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 a DX or Forced Entry roll. Failure means a noisy break; critical failure also means 1d-2 cutting damage to the hand. Real cutters don’t work this way unless you’re very lucky. For one thing, scored glass must be tapped on the far side to break it out! Rolls for this stunt are at -6 in a realistic game. $140, 1 lb. LC4.

Circular Saw (TL6) Does sw+3(2) cut per second. At TL8, halve weight and cost; cordless versions use a battery (M/30 minutes). $150, 20 lbs., external power. LC4.

Cutting Torch (TL6) Does 1d+3(2) burn per second, with 30 seconds of cutting time per bottle (extra bottles are $50, 5 lbs.). $75, 7 lbs. LC4.

Hand Ram (TL6) This is a one-man battering ram, used by SWAT teams to knock down doors. Against a braced, unmoving object such as a door, roll against Forced Entry to hit. A successful attack does sw+3d+1 cr. The ram has Reach 1 and ST 20†, requiring either a strong wielder or at least two Ready maneuvers between strikes. Used as a weapon, it functions as a clumsy maul (p. B274): -3 to Two-Handed Axe/Mace. In practice, SWAT team “breachers” take an Evaluate maneuver and aim for the area just above or below the door handle. A miss generally means hitting another part of the door, possibly punching a hole in it without knocking it down. A critical miss may jam the door in the frame, which necessitates wasting valuable seconds to get it open. Either means a very loud knock that may alert hostile inhabitants to the arrival of “guests”! A non-sparking, nonmagnetic model costs double but comes in handy if the door being busted down leads to a volatile drug lab. $150, 35 lbs. LC4.

Go-Bar (TL7) This heavy-duty, non-sparking, and nonmagnetic “gorilla bar” is typically used with the Forced Entry skill to bust locks, hinges, and other door hardware. Treat it as a maul (p. B274) in combat, at -2 to skill. $175, 17 lbs. LC4.

Crowbar, Titanium (TL8) Non-sparking, nonmagnetic tool for Forced Entry. Treat as a small mace (p. B271) in combat, at -1 to skill. $50, 2 lbs. LC4.

Doorbuster (TL8) 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.

Folding Ladder (TL8) This goes from a briefcase-sized package to a 16’ ladder in two seconds; capacity is 300 lbs. $300, 20 lbs. LC4.

Rescue Spreader/Cutter (TL8) The handheld unit does 6dx5(2) cr per activation, has Reach 1 and ST 14†, and weighs 23 lbs. It has Arm ST 45, BL 405 as a spreader. The power pack weighs 30 lbs. and uses 0.5 gallon of gasoline per hour. $15,000, 55 lbs. LC4.

Communications

Wireless Earphone (TL8) 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.

Small Radio (TL8) A standard handheld radio. Military versions often have encryption and GPS capability. 5-mile range. $250, 0.5 lb., 3xXS/10 hrs. LC4.

Secure Encryption (TL8) A built-in microchip for any telecomm device. If connected externally, see Encryption Unit (above). $500. LC2.

Cellular Phone (TL8) A sleek, modern phone, with a few extra functions. Good- and fine-quality phones have more features. The battery lasts for several hours of talk time and perhaps a week on standby. $100, 0.5 lb., S/6 hrs. LC4.

Media Tools

Digital Camera (TL8) A digital camera stores color images on a removable digital storage device (p. 22) instead of on film, the exact number depending on image quality and the size of the storage device. It can transfer images directly to computer without any quality loss from scanning. Cheap digital cameras are often quite small (Holdout 0). $75, 0.5 lb., 2xXS/10 hrs. LC4.

Mini-DV Camera (TL8) A compact digital movie camera with built-in features that give Night Vision 3 and Telescopic Vision 2. It has a small LCD screen and can take digital stills. The rechargeable battery lasts for 1 hour. $500, 1 lb. LC4.

Sensors and Sense Enhancing

Thru-Wall Radar (TL8) Like ground-penetrating radar, this specially tuned radar can see through solid objects and into the space beyond. An example is the law-enforcement and security tool marketed as Soldier Vision. It can see through a wall a foot thick (wood, brick, gypsum, etc.) and detect a person 20 yards beyond that. Its range is less than 1’ through

Military-Grade Binoculars (TL8) The lenses of modern military binoculars are often coated to protect the eyes from laser light (giving Protected Vision, p. B78) and fitted with anti-reflective screens to reduce lens shine. 10x magnification. $800, 3.5 lbs. LC3.

Stabilized Binoculars (TL8) Some advanced civilian binoculars incorporate mechanical stabilization. This eliminates up to -3 in movement penalties – handy when observing from a vehicle. 10x magnification. $5,000, 4 lbs. LC4.

Night-Vision Binoculars (TL8) Handheld, long-range night-vision binoculars. Gives Night Vision 9. 16x magnification. $6,000, 3 lbs., 2xXS/20 hrs. LC4.

Thermal-Imaging Binoculars (TL8) Used by military, police, border patrols, rescue teams, and others. 8x magnification. $7,000, 3 lbs., 4xXS/4 hrs. LC4.

In all cases, the user has Colorblindness (p. B127), No Depth Perception (p. B145), and No Peripheral Vision (p. B151) while using the optics.

Night Vision Goggles (TL8). Head-mounted goggles – known as “NVGs” or “NODs” – such as the U.S. Army’s AN/PVS-7 series, often worn on a flip-up helmet mount. Early versions were issued to helicopter pilots. Gives Night Vision 7-9. $3,500, 1.5 lbs., 2xXS/20 hrs. LC4.

Thermal-Imaging Goggles (TL8). A thermal-imaging camera mounted on a helmet or a head-strap. 4x magnification. $13,000, 1.5 lbs., XS/2 hrs. LC4.

Chemical Test Kit (TL6) The first detectors are strips of paper treated to react to specific chemicals. They’re worn on the sleeve by hazardous-materials workers and soldiers, dipped in suspicious liquids, etc. At TL6, a positive test means the paper changes color in a minute or two; at TL8, reaction time is instant. A test kit of 50 strips, covering a wide array of chemicals: $25, 0.5 lb. LC4.

Handheld Detector (TL8). This state-of-the-art handheld unit can sense an entire range of dangerous or illicit substances – typically chemical weapons, drugs, or explosives. Detection range is about 1’. $60,000, 6 lbs., 4xS/12 hrs. LC4.

Geiger Counter (TL8) Has a digital display. $400, 0.5 lb., XS/10 hrs. LC4.

Surveilance

Directional Microphone (TL8) A mike that picks up sound in a narrow cone similar in shape to a shotgun blast. Headphones included. Amplifies a particular sound by 8x. $800, 3 lbs., 4xS/10 hrs. LC4.


Metal Detector (TL8) This is a handheld detector about a yard long. The user wears the attached headphones and sweeps the ground in front of him as he walks. If he finds something metallic, the device will beep. A basic model – often used as a mine detector – can detect metal up to 6 meter underground, although 2 meter is more typical for small objects like coins and rings. Higher-quality equipment can detect large objects much deeper, and at TL8 has a screen that displays the general shape and composition of the find. $100, 6 lbs., 6xS/8 hrs. LC4.

Electric Lantern, Large (TL8) 5-yard radius. Double cost for dive-certified models that can operate to a depth of 600’. $30, 3 lbs., 4xS/20 hrs. LC4.

Large Tactical Light (TL8) 100-yard beam. Those who look directly into the light must make a HT-4 roll or be temporarily blinded. Blindness lasts for 10 seconds times the margin of failure. To be used on Longarms or as a Baton (Shortsword, DX-4; thr cr, sw cr) $200, 0.5 lb., 4xXS/2 hrs. LC4.

Small Tactical Light (TL8) 25-yard beam. Those who look directly into the light must make a HT-4 roll or be temporarily blinded. Blindness lasts for 10 seconds times the margin of failure. To be used on Pistols or as Brass Knuckles (thr cr) $100, 0.25 lb., 2xXS/2 hrs. LC4.

5-Gallon Can (TL7) A common fuel or water container. DR 3. $15, 10 lbs. LC4.

Load-Bearing Vest (TL8) The modern assault vest dates to the Vietnam War, and becomes popular in the late 1980s among SWAT teams and the like. An LBV is easier to take on and off – and the gear is carried up on the torso, which protects the contents when wading in water. It’s also less cumbersome in tight spots, which is important to tankers and aircrew. It’s designed to hold 30 lbs. of gear. Modern body armor often features integral pouches and attachment points, making it equivalent to a LBV. Takes two seconds to don or remove. $30, 2 lbs. LC4.

Backpack, Small (TL8) A small backpack with a quick-release mechanism which allows it to be dropped as a free action. Holds 50 lbs. $120, 1.5 lbs. LC4.

Backpack, Large (TL8) A heavy pack with frame. Dubbed a “mountaineering pack” by some, it’s typical of most modern military expedition packs. Holds 100 lbs. $200, 5 lbs. LC4.

Suitcase, Hard (TL8) Holds 100 lbs. DR 4, with key lock. $500, 4 lbs.

Climbing Kit (TL8) Harness, ascender, descender, an assortment of fasteners, and 100 yards of 3/8” rope which supports 650 lbs. A highquality kit provides a bonus to Climbing skill. $400, 26 lbs. LC4.

Mini-Rappel Kit (TL8) A complete rappelling system: harness, carabiner, descender, and 33 yards of 1/4” rope which supports 500 lbs. The whole kit fits in a small belt pouch. $150, 3 lbs. LC4.

Grappling Hook (TL8) Getting a grapnel to the target requires a DX-3 or Throwing roll. Maximum throwing distance is STx2 yards. Load limit is 600 lbs. When a grapnel lands on stone, concrete, or similar materials, it can ring loudly – make an unmodified Hearing roll at 1 yard. A padded grapnel (+1 lb.) gives -2 to Hearing. At TL8, this is a non-sparking, nonmagnetic version. $40, 2 lbs. LC4.

Personal Lifting Device (TL8) This is a portable, one-man climbing hoist. It clips onto a climber’s harness. At the touch of a button, it can ascend or descend a rope at 3 yards per second. A fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Lifting capacity is 300 lbs. $8,000, 7 lbs. LC3.

Cigarette Lighter (TL6) The famous Zippo was invented in 1932, but it was based on earlier designs, including WWI trench lighters. A lighter is good for several hundred lights and has a continuous burn time of about 20-30 minutes. At TL8, triple cost buys a windproof, waterproof model. $10, neg. LC4.

Fire-Starter Paste (TL6) A highly flammable substance used for lighting wet kindling in arctic conditions. A tube is enough for 20 fires. $5, 0.25 lb. LC4.

Infiltration Tools

Mini-Parachute (TL8) A parachute in a slim backpack that can be concealed under a jacket (x5 cost) with ripaway back panels. One model is marketed as a high-rise building escape device. It opens in half the distance of a normal chute. $1,000, 8 lbs. LC4.

Ram-Air Parachute (TL8) At TL8, sport jumpers and high-altitude military parachutists favor airfoil-style parachutes. Such a chute is highly maneuverable. It can glide at Move 15 relative to the ground – and with a good tailwind at 20,000’, jumpers routinely cruise as fast as Move 35, flying dozens of miles under canopy in the right conditions. This allows black-ops teams to exit an aircraft at great altitude and fly in formation to a distant drop zone. Jumpers attempting such stunts require an air mask (HT72-73) and air tanks (HT74) to avoid passing out due to lack of oxygen; see Atmospheric Pressure (p. B429). Maximum suspended weight is 400 lbs. For performance data as vehicle, see the Air Conveyances Table (HT232). With reserve: $3,500, 25 lbs. LC4.