Skeinsuit
A skeinsuit is made of light ballistic cloth. It defends
against all projectile weapons, gyrojet pistols and rifles, fragmentation
grenades, explosives and all melee weapons except electrical or sonic weapons.
It also can be used along with an inertia screen. A character wearing both
a skeinsuit and an inertia screen would take only one-fourth damage from
ballistic attacks. The suit is ruined when it takes 50 points or more of
damage. Two types of skeinsuits are available: military and civilian. Military
skeinsuits are camouflage green. Civilian skeinsuits look like regular
clothing.
Albedo Screen
An albedo screen projects a silvery aura that absorbs laser damage.
The aura completely surrounds the
person wearing the screen. For every 5 points (or fraction of 5 points)
absorbed, 1 SEU is drained from the power source. For example, absorbing
11 points of damage drains 3 SEU. The person wearing the screen will take
no damage from lasers as long as the power holds out. A person can fire
a laser weapon out of an albedo screen.
Electrostunner
An electrostunner looks like a large pistol. It is a short-range weapon.
It fires an arc of electrons that looks like
a lightning flash. It is commonly called a zapgun because of the noise
it makes when fired. An electrostunner has two settings,
stun and blast.
A blast causes up to 40 points of damage.
A stun can knock a creature unconscious
for d100 turns. Anyone hit by a stun beam can resist the stun by
rolling a number less than or equal to its current Stamina. A zapgun uses
two SEU per shot. It holds a 20 SEU clip, but can also be connected to
a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will
block the electrostunner's beam. An anti-shock implant will nullify a stun
but not a blast.
Rate of Fire: 1 / turn
Damage: 40 or Stun d100 turns
Range: B [Point Blank = 3m] [Short = 20m]
[Medium = 60m] [Long = 125m] [Extreme = 250m]
Wartech KE-1500 Laser Pistol
A laser pistol is a large handgun. It fires a pulse of bright light.
Laser pistols are commonly called blasters. A laser
pistol has a dial that can be set from 1 to 10 to control how many
SEU are fired by each shot. Each SEU fired causes up to 11 points of damage.
For example, when the dial is set at 3, the shot uses 3 SEU and causes
up to 33 points of damage. Players must tell the referee what setting they
are using before rolling the dice to see if the shot hits. Laser pistols
use 20 SEU clips but can be attached to beltpacks or powerpacks. An albedo
suit or screen halves the damage from lasers.
Rate of Fire: 2 / turn
Damage: 12 / SEU Max Setting: 10 SEU
Range: C [Point Blank: 5m] [Short:
30m] [Medium: 80m] [Long: 200m] [Extreme: 400m]
Wartech KE-2000 Laser Rifle
A laser rifle is a rifle-sized version of a laser pistol. It has a
longer range and the SEU dial can be set from 1 to 20
instead of 1 to 10. It causes up to 16 points of damage per SEU
fired.
Rate of Fire: 2 / turn
Mass: 3kg
Damage: 16 / SEU Max Setting: 20 SEU
Range: D [Point Blank: 10m] [Short:
40m] [Medium: 100m] [Long: 300m] [Extreme: 600m]
Doze Grenade
A doze grenade releases a cloud of fast-acting knockout gas. All creatures
within the blast radius will fall
asleep for d100 turns unless they pass a current Stamina check. A shot
of stimdose will revive a sleeping individual
immediately. The doze gas is effective only on the turn that the grenade
goes off. All grenades have a blast radius of 3 meters.
Fragmentation Grenade
When a fragmentation grenade explodes it thows hundreds of small, sharp
pieces of metal in all
directions. Fragmentation grenades are commonly called frag grenades.
Any creature or character in the blast radius suffers
up to 80 points of damage. This damage is cut in half if the individual
passes a Reaction Speed check. Inertia screens and
skeinsuits also reduce damage by half. All of these modifiers are cumulative.
All grenades have a blast radius of 3 meters.
Incendiary Grenade
An exploding incendiary grenade scatters sticky, flaming liquid across
everything in the blast radius.
Incendiary grenades are commonly called fire grenades. A fire grenade
causes up to 40 points of damage on the turn it explodes. The burning liquid
sticks to the victim, causing up to 10 points of damage on the second,
third and fourth turns after the explosion. A character that passes a Reaction
Speed check takes only half damage. Anyone in a spacesuit takes no
damage from an incendiary grenade.
Poison Grenade
A poison grenade releases a cloud of poisonous gas. Anyone in the blast
radius will be poisoned by the
gas. The gas is effective only on the turn the grenade explodes. The
gas acts as an S5/T10 poison. A character who passes a
current Stamina check will not be affected, nor will anyone in a gas
mask. A shot of antitox will neutralize the poison so that no further damage
is taken.
Smoke Grenade
A smoke grenade produces a thick cloud of smoke that both blocks vision
and acts like tear gas. Smoke
grenades are available in colors so they can be used as signals. Anyone
in the blast radius on the turn the grenade explodes
must make a current Stamina check. If the character fails the check
he has a -10 modifier on all ability checks for 1d10 turns, due to coughing
and blurred vision. The smoke will continue to spread 3 meters/turn for
five turns, when it will cover an area 30 meters in diameter. The smoke
cloud gives soft cover to anyone behind it or inside it. The smoke screen
will last for 10 minutes.
Tangler Grenade
An exploding tangler grenade throws out hundreds of strong, sticky
polymer threads. These threads stick to
everything within the blast radius. An entangled individual can not
move until the threads decay (in 30 minutes) or until solvaway is spread
over the threads. Any creature with more than 100 stamina points can break
out of tangler threads in one turn.
Wartech Gyrojet Sidearm
A gyrojet pistol is a large handgun. It shoots miniature, self-propelled
rockets that cause up to 20 points of damage
when they explode. A gyrojet pistol is not effective at very short
range, because the rocket is still accelerating. Thus the short
range modifier is used even at point blank range. Skeinsuits and inertia
screens absorb half the damage from a gyrojet rocket.
Rate of Fire: 3
Damage: 30
Range: B [Point Blank: 3m] [Short:
20m] [Medium: 60m] [Long: 125m] [Extreme: 250m]
Wartech Gyrojet Rifle
A gyrojet rifle is a rifle-sized version of a gyrojet pistol. It has
a longer range and causes up to 30 points of damage
per shot.
Rate of Fire: 3
Damage: 40
Range: D [Point Blank: 10m] [Short:
40m] [Medium: 100m] [Long: 300m] [Extreme: 600m]
Needler II Rifle
A needler rifle uses an upright disc c!ip. It makes only a very soft,
coughing noise when it is fired. Needler pistols magnetically propel a
cluster of needles at high speed. Two types of needles can be used: barbed
needles that cause up to 20 points of damage per shot, and anesthetic needles
that cause only 8 points of damage but can put the victim to sleep for
d100 turns. An individual can resist the anesthetic by passing a current
Stamina check. Needles will not penetrate skeinsuits or inertia screens.
Neither the suit, screen, or individual is damaged.
Rate of Fire: 3
Damage: 20 or 8 +sleep
Range: C [Point Blank: 5m] [Short:
30m] [Medium: 80m] [Long: 200m] [Extreme: 400m]
Auto Pistol
An automatic pistol is a refined version of the submachine gun. It
looks like a heavy pistol, with a folding
metal wire stock. The gun can be fired like a pistol when the stock
is folded, or fired from the shoulder when the stock is
extended. An automatic pistol can be set to fire single shots or bursts.
Up to three single shots or one
burst can be fired in a
turn. A single shot causes up to 12 points of
damage. A burst fires 10 bullets, and has a +2
Column Shift to hit. It can be aimed at up to five adjacent targets
in a 10-meter wide area. A burst causes 44 points
of damage, plus 1d10 for every additional target after the first.
Only one roll is needed to hit all the targets, but any negative modifiers
that could apply to one target apply to the entire group. For example,
if one target has soft cover, all of them are considered to have soft cover.
The damage from a burst is divided as evenly as possible between all the
targets. Skeinsuits and inertia screens reduce bullet damage by half. If
a skeinsuit and an inertia screen are used together, damage is reduced
to one-fourth the amount rolled.
Rate of Fire: 3 or 1 (10 shot burst)
Damage: 30 or 70+1d10 with burst
Range: C [Point Blank: 5m] [Short:
30m] [Medium: 80m] [Long: 200m] [Extreme: 400m]
Triax Auto Rifle
(as pictured on the cover of the AD Basic Rules) This auto-rifle has
three barrels arranged in a downward pointing
pyramid. The triple barrel design allows the gun to fire much faster
than an ordinary auto-rifle and each barrel has it's own separate clip,
thus even a jam isn't disasterous. The single shot
setting allows each barrel to be fired twice a round, thus a total of 6
shots can be fired in a single round. Another
option is to have all three barrels fire at the same instant the trigger
is pulled. This allows for 2 shots of this type per round. The first
bullet is rolled for on the column as usual, and the second and third bullets
are rolled on the +X column if the first hit but can do damage of only
one greater result shift (ie: if the first bullet was in the yellow, the
second and third bullets can do green damage even if a cobolt result is
rolled. Knockouts are only applicable on the first roll. If the first roll
is a miss, all bullets miss. This type of firing counts as a single shot
as far as careful
aim is concerned. A burst with the Triad fires
12 bullets, cycling through each chamber four times. The gun also
has two triggers which can be toggled to one or both of the pair
to help increase firing speed. The gun automatically cycles through the
barrels, even in the case of a jam or no ammo (which means a character
pulling the trigger once on an empty magazine will dry fire and cycle to
the next barrel). A digital read out on the number of shots left in each
magazine is on the top of the gun which is powered by a microdisk which
lasts about 100 magazines.
The Triax Rifle has an additional triburst option as well.This
fires 10 shots from each magazine. The maximum damage is 250 points.
This method of firing requires a STR check. If the check fails, the shot
is wild and misses (possibly hitting others, via firing into a crowd).
The Triax automatically cycles through the barrels, though a barrel
may be switched off (such as in the case of having a jam or having only
two ammo cartridges) which conserves trigger pulls. The digital readout
can be modified in the case of differing sizes of magazines (the Triad's
is set at 30 when a new magazine is fed in).
Rate of Fire: 6 or
2
(6 bullets each) or 1 burst (12 bullets)or
1
super burst (30 bullets) + STR check
Damage:
35/shot or 35
+ shift or 150
+ 12per additional target or 250
Range: D [Point
Blank: 10m] [Short: 40m] [Medium: 100m] [Long: 300m] [Extreme: 600m]
The grappling gun is used for small-scale climbs after anchoring it with its grapple, or, unscrewing the claw an attaching an explosive head, blasting its way into a rock facing, thus creating an anchor. The optional motor not only reels the line in bu can also lift 120 kg weight. The anchor rod is fired by the same type of shell as in a grenade rifle. This device is of Vrusk origin.
Socket wrench--adjustable from 5 mm to 5 cm
Open end wrench--adjustable as socket wrench
Insulated wire--10 meters
Uninsulated wire--25 meters, can support 2,000 kg
Prybar--1 meter plasteel rod, collapses to 10 cm
Jack--5,000 kg capacity, .5 meter lift, collapses to 200 cm cube
Hammer--large ballpeen high-impact head
lon Bonding Tape--10 cm wide x 5 m long, bonds directly to any metal
Plastibond--tube of plastic filler, bonds to any plastic surface in
one minute; five applications
500 nuts, bolts, clamps, screws and nails
10 hoses of assorted sizes
Electrosnips--powered metal-cutting shears (sheet metal only)
Magnegrips--electromagnetic vicegrips
Spray lubricant--10 applications of pressurized synthoil
Spray waterproofing--will insulate circuits, cloth, etc., from moisture;
five applications
Electrodriver, ion bonding tape, insulated wire, spray lubricant, electrosnips,
spray waterproofing--all the same as those in the techkit.
Lasoldering iron--pen-sized laser soldering iron
Solder--1-meter roll of conductive soft metal
Magnetic by-pass clips--10 small connectors used to short-circuit wiring
Breadboard circuits--5 standard boards for mounting robot circuitry
Demagnetizer--electrical tool to demagnetize fouled circuits Spray
cleaner--spray solvent to remove dirt from the robot's works; 1 0 applications
Miniature flashlight--20 hours of light; magnetized handle
Calipers--capable of taking measurements as small as .001 mm
Needlenose pliers--similar to 2()th century tool
Sonic Scalpel--tool for cutting plastic, metal or flesh; makes a smooth,
bloodless incision up to 5 mm deep
Components--box of transistors, diodes and computer chips for robot
circuits
Oscilloscope--miniaturized viewer which displays information on electrical
flow and other aspects of circuitry
Local Anesthetic--10 hypo doses to relieve pain
Plastiflesh--5 cans of spray which closes up wounds and heals burns
Omnimycin--10 hypo doses to control infections
Acid neutralizer--1 bottle of liquid to neutralize acids
Antiseptic--5 cans of spray to clean and disinfect a skin area
Microforceps--adjustable, used to remove shrapnel and bullet fragments
from wounds
Medscanner--an electrical instrument used to diagnose ailments
Spray hypo--syringe used to give shots without a needle
Biocort--20 hypo doses to stimulate very fast healing
Telol--10 hypo doses of truth serum
Stimdose--10 hypo doses to revive unconscious individuals
Staydose--10 hypo doses to sustain a dying character for 20 hours
Sonic scalpel--same as in robcomkit
Laser scalpel--used to make deep incisions
Electrosurgeon--a small machine that keeps wounds open and controls
bleeding during surgery.
Autosurgeon--a special device that allows a medic to operate on himself
Antibody plus--10 hypo doses that increase the body's ability to recover
from diseases
Antitox--10 hypo doses to neutralize poisons
Fauna-CAS (Computer Analysis Scanner): A fauna-CAS is used to scan bioforms. It indicates if the bioform is alive, what type of organism it is, whether it is edible, and extensive information concerning its physiology. This CAS adds a +2 Column Shift to the Zoology skill when used on zoological samples.
Atmospheric-CAS : An atmospheric-CAS indicates what levels of radiation, gas, and spores are in the atmosphere surrounding the CAS, what effects they would have on different life forms, and the most likely causes of these atmospheric conditions. This CAS has no skill bonuses.
Geological-CAS: A geological-CAS can scan up to a metric ton of geological smaples. It indicates what minerals the samples contain, whether there are likely to be valuable minerals, gas, or oil deposits nearby, and suggests possible geological and mineralogical difficulties associates with these combinations of minerals. This CAS adds a +2 Column Shift to the Geology skill when used on geological samples.
Limitations on CAS use are detailed in the individual skills that apply
to them. For each CAS listed below the referee and players can assume the
following:
Flora-CAS: A flora-CAS is used to scan plant life. It indicates if the plant is alive, it is can be a threat to any of the PC races, it if is edible, and how it interacts with its immediate surroundings. This CAS adds a +2 olumn Shift to the Botany skill when used on botanical samples.
Chemical-CAS: A chemical-CAS scans an object (up to a metric ton in weight) and indicates what natural an synthetic chemicals and compounds compose it. This CAS adds a +2 Column Shift to the Chemistry skill when used on chemical samples.
Mechanical-CAS: A mechanical-CAS can scan a mechanism up to a metric ton in mass. It can show the internal working parts, cracks or breaks, and give suggestions on maintenance. This CAS adds a +2 Column Shift to the Machinery: Repair and Vehicles: Repair skills. A +2 Column Shift is added to the Security Systems: Open Locks skill if the lock is mechanical.
Medic-CAS: A medic-CAS is used to scan a patient or victim. It indicates the patient's physical condition, diagnoses ailments, estimates time of survival under present conditions, etc. This CAS adds a +2 Column Shift to the Medical Diagnosis skill.
Some substances resist this bombardment very well (referee should roll 1d100 for each new food type to be purified, a 99-00 indicates the food is still tainted and resists bombardment). The food purifier has 50 uses from a single 20-SEU powerclip. When in use, this device shows up on every radiation scanner within range.
Certain canisters, available at a slightly higher cost, inflate the shelter with coolant gas or insulating gas to keep the inhabitants alive in severe cold or hot climates. The worst atmosphere for an infla-tent is one with a high concentration of acid rain, which can eat through the vinylast in an hour.
NET Chrom II
This chronocom improvement has twice the range of the standard chronocom
(and the NET Chrom) as well as a fairly accurate range locator for the
distance to the frequency transmitter.
NET Ears
This small (2cm x 2cm x 1cm) electronic bug can transmit all sound
within it's hearing (slightly better than a human ear in whatever location
it is placed) on some preselected channel. It will continue to broadcast
for 60 hours continuously.
NETracers
These small (2cm x 1cm x =cm) tracers transmit a signal for a 5km radius.
They are able to do this for a total of 3 months continuously. This signal
is subject to such limitations as concrete, being enclosed, etc. One side
of the small box is sticky allowing it to attach itself to many surfaces.
NETracer Gun
This gun is advertised as energy efficient--and it is. It uses spring
force to propel a NETracer towards the target. It must be reloaded for
every shot.
Explorers are heavy, four-wheeled vans built for traveling and exploring in rugged areas. They are very maneuverable and reliable. Each wheel has its own motor, and the extra-wide tires make it very stable. Explorers are air-tight and have a retractable rudder so they can cross open water, but they can be capsized by high waves.
This explorer uses the type 4 parabattery as opposed to the type 3 standard
for explorers, thus giving it much greater range. It is very large in size
and very rugged. It has a much faster water movement rate due to water-jets
which propel the vehicle while in water.