By Ed S. Editing and Additions by Ron M., Wayne D., John R.
|Equipment Type or Name:||Mass||Cost||Legal Code|
|Airfoil grenades||as per grenade||as per grenade||A-D|
|BFG-9000 Foot-Portable Assault Cannon||20||3000||E|
|Ke -(x) IR/UV/VF||as per weapon||as per weapon||C/D|
|KE-2500 Laser Sniper Rifle||4||3000||E|
|KE-2200 Laser Sniper Rifle||6||2200||D|
|WarTech Chameleon FMG||2||350||C|
|WarTech Doppleganger FEW||2||425||C|
|AV War Heads||D|
|Flechette Ammo||—||x2 Ammo cost||E|
|Flamer Ammo (Grenade Rifle)||1||30 each||C|
|Flamer Ammo (Gyrojet)||—||25 per 10||C|
|Gel Ammo||—||+ 25% to Ammo Cost||A|
|Homing GyroJets||—||+100Cr to gun cost & +50% to Ammo cost||C|
|HVM Ammo (Gyrojet)||—||15 Cr||B|
|HVM Ammo (War Heads)||—||45 Cr||E|
|Guncomp (SMG, Large Pistol)||0.25||750||B|
|Guncomp Progits||—||+ 20%||var|
|Recoil Absorption/Comp. Upgrade Sys.||—||Spec||A|
|RSW Resonator Attachment||0.5||450||B/D|
|RSW Resonator Racial Frequency Chip||—||100||B/D|
|Screen Scanner Attachment||—||800 Cr||D|
|Screen Disrupter Attachment||1||700||D|
|Steady Gun Mount||5||500||D|
|Electro-Active Armor||x 0.2||x 350||B|
|SUITS & SCREENS|
|Screen Phase Adapter||1||2000||A|
|-Vapor Class Recon||4||3000||B|
|-Hunter Class Attack||7||5000||B|
|-Mauler Class Hvy Attack||11||8000||B|
|– Shield Class Escort||8||5000||B|
|Conformal Medkit Rig||1 (5 filled)||25||A|
|Forcefield Aero Speed Shell||A|
|Forcefield Impast Restraint System||3||750||A|
|Hand Held Grappling Gun||1.5||175||A|
|IMP Belt Pack||4||750||A|
|IMP Back Pack||10||1500||A|
|IMP Vampire Belt Pack||4.5||900||A|
|IMP Vampire Back Pack||10.5||1800||A|
|IMP Solaris Belt Pack||4.5||938||A|
|IMP Solaris Back Pack||10.5||1875||A|
|Microtool Accessory Pack||5||500||A|
|Smart-metal Multi Tool||0.5||500 (10)||A|
GENERAL LEGALITY CODES
A– Fully available for all citizens (most electronics)
B– Available with registration (most semi-auto weapons)
C– Available with Registration, waiting period, and proof-of-need. (Most full-auto weapons)
D– Illegal for general public, Generally available to Military/Law Enforcement. (Ordinance-scale PGS/Beam weapons, type I-II missiles.
E– Illegal for general public, monitored for Law Enforcement use, Generally available for Military. (Power armor, assault vehicles, heavy missiles)
F– Illegal for all uses. (Biological weapons, non-sterile genetic constructs)
Airfoil grenades — (LC- A-D, depending on grenade type.)
Normal grenade types shaped into frisbee/aerobee shapes. Doubles throw range. These cannot be fired from normal Grenade launchers.
BFG-9000 Foot-Portable Assault Cannon (LC-E)
The BFG-51 is a heavy assault rifle designed for use by power-armor troops, oversize races or other unusual troops. It can also be used on a tripod by smaller troops. It fires 30mm autocannon rounds of various types. The recoil is such that it should be fired while stationary.
Note: BFG actually stands for Baker-Folcha Group, the designers of the gun, but the users of the gun say it stands for “Big F*cking Gun”.
Constant Beam Laser – 5 (CBL-5) — (LC-D)
The CBL-5 uses a high power energy source to project a constant beam, rather than capacitor-driven pulses or bursts. Like the Rafflur M-4, it can affect all targets in a 60 degree area, though a separate roll must be made for each target.
Disposable missile launcher (DML) — (LC-E)
|Missile||var||var||rocket||1||1||as for missile||1||10|
A DML is a Frontier-version of a LAW rocket. It is bought pre-loaded with a type I or II missile, and the empty plastic tube is discarded after use. Mass and cost are in addition to the missile inside.
Flash Gun (LC-A)
A flash gun is a weapon designed for non-lethal self defense. It uses a miniature, high-power parabolic strobe unit to blind and paralyze the target. The strobe’s intensity overloads and blinds sight in the usual manner, but the paralysis effect is what sets this weapon apart. The paralysis effect is caused by the pulse rate and pattern of the beam. The pattern causes a neural cascade reaction similar to a mild epileptic seizure.
A flash gun is only effective if the target is hit in the head, but the beam spreads as it goes, eliminating the penalty for called shots. If hit, the target is blinded for 1d10 rounds, and paralyzed for 1d4 rounds. Sungoggles will protect the target unless the particular race is extra-sensitive to light. Light sensitives with goggles are affected normally. Light-sensitives without goggles are blinded twice as long, but paralysis is the same
Ke-x-IR/UV — (LC-C)
These weapons function identically to the Ke-x series of laser weapons, except the flash tubes are tuned to either IR or UV frequencies, both being invisible to most races’ normal vision. They are in great demand by snipers on both sides of the law.
Ke-x-VF — (LC-D)
These variants on the excellent Ke-x series laser weapons use an electro-active, fixed-matrix radiant emitter to allow a tunable beam frequency. It allows all the advantages of the Ke-x-IR/UV series, along with certain the advantages of certain frequencies. For instance, blue-green lasers pass through sea water with no loss of power.
K KE-2200 Laser Sniper rifle (LC-D)
The KE 2200 uses a extended range pulse tube which retains beam coherency out to greater ranges than typical KE- class lasers, though at slightly less efficiency.
The Ke-2200 is equipped with a synthetic-vision telescopic imager which utilizes detail-enhancing image processing (+2cs to notice targets), Hi-res IR, and Low-light sensors
The most important feature of the weapon is the Remote Targeting System (RTS). This consists of a lightweight tripod, a servomotor system, and a targeting/directing system. Once set up (takes 2 turns), the weapon can be operated from up to 5m away by fiber-optic link. The RTS eliminates penalties from range or target movement. The RTS has full use of the imaging sight. One drawback to the RTS is that while assembled, the weapon can only engage targets in a 40 degree arc. The RTS takes another two turns to disassemble.
E-2500 VF Laser Sniper rifle (LC-E)
|Energy||Alb.||12/ SEU||20 SEU||2||-/ 250 / 500 / 1km / 2km||4||3000|
(Concept by Rich Tobin)
The KE-2500 VF, like the KE-2200, uses an extended range pulse tube which retains beam coherency out to greater ranges than the typical KE-class lasers, though at slightly less efficiency. This is where the similarities end.
The 2500 is equipped with several electronic systems:
- Rifle GunComp with Compsight 1,2, T-System III, and Detail-Enhancement Progit (DE Prog: +2 for Target Identification). This weapon/Guncomp configuration is designed to be used by personnel whos helmets are equiped with Visors (Passive IR, UV, and one other), the Dis-Viz Progit and associated hardware. Imaging system sensors on the weapon are transmitted through the dis-Viz Progit in the Helmet and then displayed on the Dis-Viz Hardware in the Helmet visor.
- Screen Scanner Attachment
- Viz-relay Progit in the rifle GunComp that when the weapon is fired, changes the visor display to match the frequency of the laser beam, allowing the sniper to accurateli “see:” and track the laser beam to its target, and thereby maintaining “aim on the target. Also, through Audio-Act, VizRelay will configure the weapons imaging system sesnors to “see” what frequency (Passive IR, UV, other) the sniper wants.
This is a short-range miniature sonic stunner. It’s approximately the same size as a pen-light. It takes a minipowerclip, and gets 5 shots from it. Except for range, the beam is identical to the standard sonic stunner. Mini-stunners are popular with animal trainers.
Planar Laser (PL-1) — (LC-E)
Constant beam laser combined with a occilating optics package to spread the beam into a 30-60 degree triangle. All targets on roughly the same level and in the selected arc are hit.
Single-Shot Disposable Laser (SSDL) — (LC-E)
A SSDL is a Ke-5000 lightened and compacted for use by normal infantry. It is roughly the size of a missiler, and is fired from the shoulder. Most of the lighter weight is from the use of a compact, high-output, self consuming power core. It channels one powerful burst into the flash tube, burning itself out in the process. The entire unit is discarded after use.
Tangler gun (LC-A)
|PGS||spec.||tangle||20 shot can||1||5/20/50/100/ 125||2||280|
This item is an offshoot of the ongoing research into tangler grenade technology. It projects epoxied filaments under high pressure. The effects of the weapon are similar to those of tangler gyro-shells, except more controlled effects are possible.
Wartech Chameleon FMG (Folding Machine Gun) — (LC-C)
|long pistol||In||40||40clp||10rnd brst||5/25/75/150/300||2||350|
The Chameleon is a submachine gun that is hinged in the middle so as to be folded in half. All components are concealed in the stock while folded, making it appear to be a featureless 30cm x 8cm x 3cm alloy box.
The gun is spring loaded, so that with a DEX check, the gun can be unfolded and fired in a single turn.
For an extra charge, the weapon can be fitted with simple electronics and dummy switches to make it cosmetically resemble a CAS, though non-functional.
Wartech Doppleganger FEW (Folding Energy Weapon) — (LC-C)
|Bm SMG||Alb.||12/SEU||20 SEU||2||1-10||5/30/80/200/40||2||425|
A doppleganger is a laser weapon in the Ke-1500 class built into a folding frame like to a Chameleon. All other details are identical.
|Type||Max Dam||Def.||CS or ROF||Range||Ammo Type||Energy Use|
|Shock grid||16/st||Gau /AS||Melee||PClip||2/hit|
|Electro-stunner||40/st||Gau /AS||1||5/ 20/ 60/ 125/ 250||PClip||2/shot|
(Concept by Wayne Delisle)
The electroglove is a combined effects close assault weapon system. It was designed by WarTech for use in close urban environments against numerically superior but technologically inferior opposition.
The base of the system is a standard heavy-duty Steelglove gauntlet. The gauntlet extends almost to the elbow joint, or equivalent. It contracts when activated, making removal nearly impossible without destruction of the glove or limb.
Electrical grids are formed into the palm, inner fingers and knuckles. These grids are capable of delivering a charge of up to 300,000 Volts at up to 150 Amperes. The electrical discharge can be configured by hand controls on the glove surface.
A standard electrostunner is mounted into the forearm of the gauntlet. The only modification in the electrostunner is that the electron accelerator coil is reinforced in order to resist physical impact better.
A memory plastic that is soft and pliable until kinetic energy is applied. The plastic then momentarily hardens to a degree proportional to the force of impact. Most heavy fabric armor is made of this material.
Steelglove — (LC-A)
Steelglove is a melee weapon using Steelcloth in a gauntlet. It is indistinguishable from a normal heavy work glove, but when struck, it stiffens, becoming like an armor gauntlet, and it stabilizes/braces the hand/arm, allowing a harder punch without worry of damaging the hand.
Anti Vehicle (AV) warheads — (LC-D)
These replace the standard TD19 explosive filler with TD20 shaped charges. They have almost no blast radius, but upon impact, fire a hypervelocity, near-plasma temperature jet of ceramic or metal into their target.
- AnAV missile warhead will do 200 points structural damage to its target.
- AnAV grenade shell will do 64 points Structural damage to its target.
- AnAV Gyroslug will do 30 points Structural damage to its target.
Mass: same as non-Av round
Cost: x2 normal cost of standard ammunition for listed weapons.
Flamer ammo for Grenade launchers (LC-C)
This type of ammo has no projectile or propellant as such, but contains a small, highly modified rocket engine. The engine produces very little thrust, but does produce a two-second burst of flame, with a maximum range of roughly 15m.
|GL ammo||spec||35||5/10/15/-/-||neg.||30cr ea.|
Flamer ammo for gyrojet weapons (LC-C)
This is similar to the above, but since it’s smaller, range s 5m, and duration is 1/2 second.
|Gyro ammo||spec||25||-/5/-/-/-||neg.||25cr per 10|
The ammo actually is a small cluster of finned darts. Range and damage are half normal, but gives +2CS to hit, and hits d5 locations. Multiply Damage by 1.2, then divide it by the number on the d5 roll. The result ids the amount of damage for each flechete hit. Flechette ammunition costs twice the normal ammo cost for the weapon.
Flechette ammo costs x2 of standard ammo.
This item contains a small supply of a gas in liquid form. When triggered, the belt shoots several streams of the liquid in all directions. The liquid evaporates in a fraction of a second, creating an instant 6m cloud of the selected gas. All gas types are available in liquid form, but smoke, doze, and nightfall types are by far the most common.
The belt can be triggered by one of many ways, among them methods as complex as Mind-link progit triggers, and as basic as simple pull-cords.
The main advantage of Gas-belts over the equivalent grenade type is that there is almost no warning of the belt’s activation.
Gas belts have one charge, but can be recharged easily.
Cost- 100cr (recharge 20cr)
Gel ammo — (LC-A)
Gel rounds are available for all PGS weapons. When the round impacts armor, it flattens, doing no real damage, but concussion damage equal to two stages down on the table. After penetrating a Inertia screen, it won’t have enough velocity to have any effect
Gel ammo costs 125% of standard ammo.
Homing Gyroslugs — (LC-C)
A slightly modified gyro-weapon fires small, radar homing guided projectiles. A small indicator near gunsight/scope indicates the round in the barrel has acquired a target. Damage is half normal, but the attacker gets a +1d2 RS on the roll. (Reminder: 96-00 always fails). Called shots cannot be made with homing ammo.
The gun modification costs 100cr (or 30cr and a weapon repair roll). The guidance increases the ammo cost by 50%
HVM (Hyper Velocity Missile) — (LC-B/E)
These are special ammo for gyrojets and type 1 or 2 missiles. They replace explosive payload with extra propellant allowing higher projectile speed & accuracy. Damage stays the same, due to the non-exploding missile hitting harder than normal. Range is increased by 50%, and a +2 CS (flatter trajectory & less leading necessary). The damage of a HVM missile is type x 70.
A clip of ten HVM Gyrojet rounds costs 15cr and is LC-B
A single HVM rocket costs 45cr and is LC-E
HVRA (Hyper-Velocity ring airfoil) (LC-D)
This ammo, usually for Grenade launchers, consists of a hollow ring of a dense alloy, with an inner layer of solid rocket fuel. The rocket fuel ignites shortly after a small charge blows the round clear of the launcher barrel. The shape of the round forms a ramjet, and accelerates the round to approximately 2000 m/s. The combination of the rocket noise and it’s sonic crack have given the round nicknames like “Banshee”, or “Screamer”.
The extremely rare federanium version of this round has been known to pierce battle tank armor.
HVRA rounds for small arms (LC-D)
(Concept by John Reavis)
These rounds are identical to the larger grenade versions only scaled down to small-arm rounds. The ramjet starts shortly after firing, igniting at roughly mach 2. The Ramjet accellerates the round to approximately mach 6 (almost 2000m/s). Effective range is doubled, and it is treated as armor-piercing.
Mono-molecular chainshot (LC-D)
|small||in||30||+2cs to hit||pistols|
cost is 3x normal.
Long ago, when battles were fought on the high seas, combatants ripped each others’ sails and rigging with cannonballs connected by iron chains. The concept lay dormant for centuries until the perfection of practical mono-molecular mono-filament.
Four to eight strands of mono-filiment, wound around a artificial diamond spool proved to be a most effective antipersonnel round. Small weights on the ends of the mono strands cause them to play out into a buzzsaw-like effect as the round spins. The strands decompose shortly after firing, so as to avoid losing a foot by stepping on a spent round.
The technology involved in creating the monofiliment, the diamond core, and joining the two make the round very rare away from high tech planets. They are made for almost all projectile weapons.
Despite popular opinion, mono line is not magic. To be sure, it has tremendous sharpness, but the structural strength is relatively low.
Due to this, mono weapons only have their “usual” effects (i.e. dramatic loss of limbs, etc.) against unarmored, soft-bodied races. The round is greatly humbled against armor.
Mono chainshot ammo has no effective penetration against type C and above armor, since the mono strand snaps and tangles before doing significant damage. Against type B armor, the round does normal damage. Against type A, armor rating is halved. Against unarmored targets (including natural armor) damage is 50% greater than normal.
Guncomps — (LC-B)
Guncomps are miniature versions of bodycomps. Progits are hardwired into the comp at purchase and cannot be changed. Only weapon related progits, like comp-sight, Targeting systems, diz-vis, etc., are commonly available for guncomps. The progits are usually activated by small pressure switches imbedded in the weapon’s trigger or handle.
The circuitry is often molded into the middle of replacement stocks, grips, for-ends which are then installed in the place of the original gear. Due to the specialized hardwired nature of the progits, and the system integration involved, all progits are considered equal. They typically have extremely limited power supplies, 20 hrs of CONTINUOUS use (i.e., several weeks of real use) being standard. Guncomps in beam weapons can be tied into main power pack, draining 1 SEU per progit per day of use.
Guncomp progits cost 20% more than normal progits.
Laser Silencer (LC-D)
Lasers usually make a moderate amount of noise due to piezo effects within the flash tube. This noise is not as loud, but much more distinctive than those of projectile weapons. A laser silencer shifts the frequency of the generated noise out of the hearing range of most races. This shift in piezo effects causes an effeciency drop which decreases maximum damage by 10%.
The silencer can be switched on or off by an external switch.
Race-tuned Sonic weapons (RSW) & Resonator Attachment (LC-B for stunners,LC-D for others)
All races have quirks about their physiology that make them vulnerable to a particular set of sonic frequencies (i.e. the resonating frequencies of Vrusk Chitin). Sonic weapons can be modified with a special Resonator Attachment that resonates the weapons beam according to the Resonator Chip setting. Each Chip represents a frequency a specific race is sensitive to i.e. Torani Chip or a Human Chip. The Attachment can be bought for any ranged Sonic Weapon and it has 8 slots for chips. The Resonator Switch sets which Chip is active.
RSW has a result shift of +1 with the intended race, and -1 with all others. Sonic stunners don’t use standard damage rules, so race-tuned stunners are resisted by 1/2 the current sta. or less.
RSW Resonator Attachment:
Cost: 450 Cr.
RSW Resonator Chip:
Cost: 100 Cr. **
Note: ** – Some sectorial governments completely outlaw the production of the chip for the predominant race in that sector.
Recoil Absorption/Compensation Upgrade Systems (RACs)
RACs are weapon add-ons that compensate and absorb recoil, increasing accuracy and reducing recoil. The type of RAC depends on the weapon; directed venting systems for chemically propelled and gyrojet weapons, sel-powered mini-inertia dampening fields for linear accelerated as well as chemically propelled, etc. The class of upgrade dictates the type of recoil reduction.
RAC Classes & The Benefits
- Absorbs 1/4 of the recoil rating and allows for a +1 CS for burst.
Cost: 20% of the Weapon cost.
- Absorbs 1/2 of the recoil rating and allows for a +1 CS for bursts.
Cost: 25% of the weapon cost.
- Absorbs 3/4 of the recoil rating and allows for a +2 CS for bursts.
Cost: 40% of the weapon cost.
Requires recharge every month (40 standard days) which costs 150 Cr.
Screen Scanner Attachment (LC-D)
A weapon attachment for frequency-agile lasers that analyzes an albedo screen, and finds a frequency the screen can’t stop. This makes the laser as AP versus albedo screen. It costs 800cr, and is of negligible weight.
|Roll d10 after hit,|
|5-7||screen stops 1/2 its normal damage|
|8-9||screen stops 1/4 its normal damage|
|10||screen stops NO damage|
Screen Disrupter Attachment — (LC-D)
*only to drain screens
A screen disrupter attachment is an under-mounted beam weapon which projects an energy pattern that sets up a destructive harmonization pattern in the screen it is set up for. The damage rating is ONLY for purposes of SEU loss from the screen’s power source. It does NO damage to anything other than screens.
Steady-Gun mount. (LC-D)
This is a spring loaded arm mounted on a body harness. It is designed for carrying light ordinance-scale weapons. The weight of the weapon is borne by the torso, rather than the arms. The rig also has attachments on the back of the rig for counterbalancing weights, or an ammo box.
It allows carrying and using a weapon usually restricted to bipod or light tripod use. If a counterweight (an ammo box or power pack, usually) is attached to the back of the harness DEX and RS are only -10, otherwise -20.
Imaging Sonar Sensor (ISS) — (LC-A)
The ISS detects objects by bouncing ultrasonic pulses off of them. This allows accurate ranging information, but can be detected by appropriate sensors.
Imaging sonar costs 300cr and mass varies with device (scope, visor, etc.).
Electro-Active armor — (LC-B)
Electro-Active armor combines some of the benefits of screens and normal armor. In addition to normal armor, EA armor projects a repulsion field acting as extra armor rating. The mini-screen’s structure points actually come from integral power packs (3SEU per piece). As long as the armor SP is not exhausted, the mini-screen SP can be recharged almost instantly from any standard source. Note: This process is relatively awkward and takes 1 turn per piece of armor. EA armor is a Type C armor, and cost x1.5 normal cost to weave into normal clothing.
Suits & Screens
Mass- 3kg Cost-4000cr
(Concept by Wayne Delisle)
An Omnisuit is a hostile environment survival suit designed primarily for military scouts. The exact design of the outer shell is a highly classified secret, but it combines the effect of a gridsuit and a IR deadsuit.
The suit has an internal temperature regulator that maintains the internal temperature despite external temperature 50 degrees Celsius hotter or colder. It is also hermetically sealed with the only air inlet being filtered against gases and particulate matter. The heating/cooling systems require 1 SEU a day to operate and can operate off any standard power source. Integral solar visors and sonic headphones protect the eyes and ears, respectively.
The suit counts as a type-A armor, and is destroyed after 100 pts of damage pass through it.
Screen scrambler — (LC-C)
Screen Scramblers act as countermeasure for screen scanner. Shifts screen composition at random intervals; completely neutralizes effects of shield scanner.
Screen Phase Adapter (SPA) — (LC-A)
A Screen Phase Adapter is a power adapter that fits on the Screen power adapter on the Power Belt Pack and Power Back Pack, which phases two screens, so the wearer is virtually wearing two screens at once. It is most effective and most widely used with a Albedo Screen and Inertia Screen. When this is the case, there is a slight chance that an energy attack may get through when the SPA is phased on the wrong screen, and a smaller chance for bullets. The target PC rolls d100 versus the chance to be off-phase; if it fails, the screen absorbs as normal. If the adapter is off-phase i.e., the d100 roll succeeds, the shot goes through as if the target was not wearing a screen at all.
Phasing other screens and their effects are up to the GM. Energy use for a SPA is both the corresponding energy-uses for each of the screens.
Cost: 2000 Cr
Mass: 1 kg
Cybernetic Artificial Sensory Transceiver (CAST)
A CAST is a drone control device used by a specialized group of Techexes called CASTers. It allows them to mentally monitor and control many drones simultaneously.
The CAST is usually installed in a fixed security console, but there are briefcase-sized portable versions. Both versions are equipped with a standard plug for a Mind-link cortex coordinator cable and various attachments for transceiver modules. The CAST creates a two-way link to each drone.
A non-CASTer trying to use a CAST will be nearly instantly disoriented by the multiple sensory overlays. Some CASTs have a secondary port called a “piggyback port”. A non-CASTer can plug into a piggyback port and observe the output only from one drone.
Mass – 4kg (portable) Cost – 5000
Spy-Eye class Basic hoverdrone
- Size- 15cm sphere
- Speed- 40 m/t
- Armor- 25 sp
- Armament-twin sonic GL or twin Rafflur M-1
- Sensors- one scanner/visor plus normal vision
- Std Equip- none
- Cost- 1200
Vapor Class Recon hoverdrone
- Size- 15cm sphere
- Speed- 80 m/t
- Armor- 15 sp
- Armament- none
- Sensors- Up to 4 visor/scanners plus standard audio-visual
- Std Equip- Data recorder
Programmable nav comp
coded burst data link
EPC (various types, depending on user)
IR damping gear (Deadsuit equivalent)
- Cost- 3000cr
Hunter Class Attack hoverdrone
- Size- 50cm by 20cm ovoid
- Speed- 50 m/t
- Armor- 35sp
- Armament- 1 minigrenade launcher w/triple 10-round ammo packs
1 Gyrojet rifle in forward mount
4 external mounts for standard hand grenades
- Sensors- HRIR, Low light, EM, standard audiovisual
- Std Equip- Comp-sight 1,2 eqivalent
- Cost- 5000cr
Mauler Class Heavy attack hoverdrone
- Size- 90cm by 40cm ovoid
- Speed- 40 m/t
- Armor- 30 sp
- Armament- 4 air dropped warheads OR
2 type 1 missiles OR
1 type 2 missile
4 air-dropped grenades
- Sensors- HRIR Low-light, EM, standard audiovisual
- Std Equip- Comp-sight 1,2 equivalent
- Cost- 8000cr
Shield Class Escort hoverdrone
- Size- 40cm by 15cm ovoid
- Speed- 80 m/t
- Armor- 25 sp
- Armament- 1 Ke-2000 in forward mount
w/60 SEU powerpack
2 micromissiles in forward mount
2 air-dropped grenades
- Sensors- HRIR, Lowlight, radar(10 mile range)
- Std Equip- Comp-sight 1,2, T-System 2
- Cost- 5000
Conformal medkit rig — (LC-A)
Instead of a backpack, A CMR consists of a pair of thigh packs and a tactical vest with small individual compartments for the medical gear. They hold the weight of the medkit closer to the body, making quick movements easier. They also have quick-release tabs, making it a simple action to get out of the rig. It is standard for Military medics, and is available at almost any military surplus store.
Mass- 1kg (5kg filled)
|Cost- 22,000||Top/Cruise speed- 125/60 kph|
|Passengers- pilot only||Cargo-none|
|Weight- 15kg||Power source-type 1 parabattery|
A flit pack is a development of the Flit board originally developed for Star-Law SWAT teams and Land-Fleet Special forces. It consists of a backpack mounted power unit, and two micro turbines on extensible mounts. The unit is narrower than the average user, allowing normal mobility when not in use. When activated, each mount extends 1 meter outwards and slightly forward. This process takes one turn. The flit pack is controlled by a hand control, and auto-hovers when controls are released. This allows for a relatively stable firing platform. Firing while moving gives a -3 CS to appropriate skill.
Forcefield Aero Speedshell (FAS) (LC-A)
This device projects a forcefield in the form of an aerodynamic airfoil around a vehicle. The field is almost completely transparent to most EM frequencies (including light). It provides only enough physical protection to fend off wind. It will not stop any small projectile faster than 300 MPH, and any person with a strength of 30 or greater can pass through a FAS with negligible (but noticeable) effort.
The Aeroshell lowers drag to the extent that speed and range are extended by 50%. The field does, however, effectively double the length of the vehicle for purposes of traffic handling.
Forcefield Impact Restraint System (FIRS) (LC-A)
A FIRS unit is a safety unit for vehicles than uses a high-resolution forcefield projector to completely restrain the user in case of an accident. The field activates a few microseconds before impact, and stays activated a few microseconds after impact. It also protects from flying debris. (Think of it as a bulletproof airbag that’s roughly twice as effective.) FIRS cuts damage from vehicle crashes by 75%. It is usable once before recharge.
Gelsuit — (LC-A)
A gelsuit is a 2-layer self-sealing bodyglove containing a mixture of blood/body fluid coagulant and anesthetic. When pierced by an attack, it bathes the wound with its solution, then closes up. There is enough mixture for 20 uses. The benefit of a Gelsuit is that it nullifies the effects of pain and sudden shock. The wearer acts as if he/she has never been hit. It also helps in any attempt on Medical Treatment skill attempts on any wounds. The Gelsuit gives a +2 CS to any Medical Treatment attempts to heal the wound.
Cost: 500 Cr
Hand-held grappling gun. — (LC-A)
A hand-held grappling-gun holds 50m of line, fired by heavy pistol blanks, though some EMA versions do exist, can lift up to 120kg.
Improved Model Power Packs
By John Reavis
With coming of the new Alliance and the Frontiers First Expansion, new demands on Power supply devices have forced new developments in the market. the following are new power pack devices that are the result of this need. These power devices apply to power belt packs and back packs.
- The first level of improvement is called is the basic IMP or Improved Model Pack. The IMP’s core is enhanced to store twice the normal capacity i.e. a IMP Power Belt Pack carries 150 SEU and the IMP Back Pack carries 300 SEUs, keeping the masses the same. The cost is 3x the Standard price of the device.
- The Second level of IMP is called the Vampire. The packs are the same as the first level except the mass would be increased by 0.5 kg. The extra mass is needed to provide for a Vampire Receptacle, allowing for Standard SEU clip connection. With the proper skills (Power Read), a PC can drain SEUs from a clip to the belt pack or back pack at a rate of 1 SEU per combat turn. Without the proper skill there is a chance that the Vampire circuitry will burn out and all that would be left is a IMP pack. The unit also has a Parabattery Adapter to fit on the Vampire Adapter to recharge off of a parabattery or equipment powered by the Vampire to draw power from a parabattery. These cost an additional 20% of the IMP price.
- The Third Level uses the IMP Packs, as well and are called the Solaris. This upgrade adds 0.5 kg to the mass of an IMP, which is the mini-solar generator attachment. The Solaris attachment allows for 1 SEU recharge per combat turn in an moderately cloudy day under normal sunlight (does not increase with better sunlight). The Solaris will attempt to function when ever the IMP pack is below maximum charge or equipment attached to it is operating (except at night or darkness). These cost an additional 25% of the IMP cost.
The final upgrade level of the IMP is the Bastard pack; using both level 2 and 3 combined (Vampire and Solaris). All the above apply. The mass is increased by 1.0 kg and the cost is 30% more than the normal IMP cost.
Micro-tool accessory pack (LC-A)
The MTAP (“m-tap”) is a carrying system for a series of miniaturized, specialized tools for those who may need only selected features from full size tools, or have infrequent, but vital need of certain equipment.
Most MTAPs are in the form of a belt, and carry up to 20 modules. MTAPS are also availble in almost any other configuration, like tactical vests, or even pendants. Adaquate versions can be made without difficulty by anyone with appropriate skills.
- Most MTAP modules are approximately the same size as a pack of cigarettes. They weigh between 50 and 300 grams each.
- Mini-light- This finger-sized light can project a beam of light clearly for about 10m. It attaches directly to the MTAP.
- Micro-cam- This 10cm by 30cm by 20cm unit can record 100 still frames at up to 10 frames per second. The imaging cell is aimed by a simple peep-hole. The images cannot be retrieved by the unit; it must be plugged into some other device.
- Micro-audio- This is a sound recorder similar in size to the Micro-cam. It can record an hour of sound. The recorder has an integral microphone/speaker, but can have various external mikes, bugs, speakers, etc attached to a multipurpouse jack.
- Mini-bomb dispenser- This is a dispenser for various miniature munitions. The munitions are dispensed one at a time by a push button arrangement. The mini-bombs are dispensed in the same order as loaded, and cannot be changed without emptying and reloading the device. The munitions are usually scaled-down versions of normal grenades. Smoke and foam minis hve a radius of 1 meter, others have a diamater of 1 meter. Frag mini-bombs have a maximum damage of 32 points. Up to three mini-bombs can be thrown as a volley. Roll to hit for each bomb.
- Oxy-tank- This is a small tank of compressed air. It has a self-contained regulator, letting it be used as a scuba tank. It has enough air for 10 minutes of normal activity, 5 minutes of heavy exertion, or up to 20 minutes if motionless or unconscious. The Oxy-tank attaches to the MTAB by means of a small carrying case
- Monocular- This is a small (80mm by 30mm) model of all standard visors. The main difference between this and most visors is that it must be held to the eye to use.
- Line reel- This is an enclosed reel of 20m of moderate weight (125kg working limit. The reel has no winching ability, but it does have a friction brake that’ll safely bring the user to a stop from freefall. The reel is spring-loaded to take up any slack in the line.
- Ascender motor- This is an accessory to the line reel that allows the reel to lift up to its safe workload.
- Gaspatch dispenser- this dispenser dispenses chemical treated patches with touch-sensitive adhesive around the edges. A gaspatch is simply stuck to the mouth/nose. A gaspatch is not quite as effective as a standard gasmask, but it is effective enough to defeat most gases.
- Mini-Medkit- A minimedkit is larger than most modules, but holds the bare essentials. It contains 3 local anesthetic patches, 3 staypatches, 3 stimpatches, A small package of wound closure patches, and a small can of antiseptic/ hyper-coagulant spray.
- Cargo- This is simply an empty box with small doors on the top and bottom.
MilSpec medkit — (LC-A, but only readily available from military depots)
This is a medkit specially designed for the rigors of combat. The Spray hypo is replaced with dermal patches and measured-dose styro-sprays (a styro-spray is a one-use disposable micro-hypo spray). All the electronics are in plasteel, shock-resistant housings, letting the kit as a whole take much more punishment before being damaged.
Smart-metal multi-tool (LC-A)
This is a computerized handle with a piece of “Smart Metal” on one end. The smart metal can be re-configured to any configuration stored in a toothpick-sized memory cell. Any configuration can be scaled up or down within reasonable limits. One of these can replace many, if not all tools in a toolkit.
It can at GM’s option provide a +1 or +2 CS for mechanical-based rolls, or just insure that the tech will never take penalties from lack of proper tools.
One memory clip holds 20-50 tool designs, depending on complexity.
Cost 500 (10 each for memory clips)
Spider pack (LC-A)
A spider-pack is a climbing aid that consists of backpack with eight articulated arms pair of sensor sleeves for the user’s arms, and a pair of hand-held control units
The pack is used by pressing a switch on the hand control (models vary, but usually trigger-type switches) to activate an arm. The selected arm will then copy all motion of the user’s arm, via the sensor sleeve. In this manner the user can climb almost any surface, provided enough hand-holds.
The arms are each two meters long, though on some models, the top arm on each side is three meters long. The end of each arm has high-traction polymer tip, and deluxe models have rock drills built into the top two arms.
Spider packs have adapters for all common power sources, and uses 10 seu per hour of normal use.
Cost- 1500 Mass- 10
Tactical Parabattery (LC-B)
Cost-750 Mass- 30kg
As some military units started to use parabatteries in tactical situations, it was discovered that parabatteries were not as well protected as other power cells. Despite the small size of a type one parabattery, it exploded with the force of an explosive warhead when hit by weapons fire.
A tactical parabattery consists of three 10cm by 10cm by 3cm sub-modules, and a separate power distribution panel, with 6 power ports. Various attachment kits are available for wearing the parabattery in a belt pack, back pack, conformal body rig, etc.
The battery modules are each armored on one side, as a weight-saving measure. The armoring provides 20 structural points.
Material cost- 15% Labor cost- 10%
This is designed for parabattery powered vehicles as a way to temporarily gain greater performance. It boosts power to the motors by means of it’s own type one parabattery. The extra power raises top speed to 150% of normal, but there’s a 10% chance, cumulative per turn of use of damaging the motors reducing top speed to 50% of normal.