Equipment and Weapon Descriptions


 

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.




Holo Screen
A holo screen projects a 3-dimensinal image around its wearer. The image is projected from a holo disc, a small disk that slides into the top of the holo screen control unit. The holo disc contains complete holographic information on one person or thing. For example, a holo disc could project the image of an adult male Yazirian in civilian clothes. The holo screen is only 80% effective. On a roll of 81-00 an onlooker will notice something is wrong. The holo image is limited to roughly the same size and shape as the wearer. For example, a Vrusk could not masquerade as a Human. Personalized holo discs can be ordered for 5,000 Cr. A personalized holo disc contains holo information on a specific individual. Producing a personalized holo disc takes 1d10 months, because it requires detailed (and very illegal) holo-filming of the desired subject. If the subject is willing, the filming can be done in one day. A camouflage feedback loop can be added to the holo screen for an additional 1,000 Cr. The camouflage loop adjusts the holo image to match nearby surroundings, giving the wearer an 80% chance to be "invisible" to onlookers.



 
 

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]
 
 
 




Sonic Disruptor
A sonic disruptor is an exotic-looking weapon the size of a rifle that does a maximum damage of 30 points
to most materials, but double that amount to living tissue.
    Rate of Fire:  1
    Damage: 30 non-living / 60 living tissue
    Range: D    [Point Blank: 10m] [Short: 40m] [Medium: 100m] [Long: 300m] [Extreme: 600m]
    Mass: 4kg




Recoilless Rifle
A recoilless rifle is a heavy weapon that must be mounted on a tripod or a swival mount to fire. It fires an exploding shell that causes 12d10 points of damage if it hits. Only one shell can be fired per turn, and loading another shell takes one turn. Inertia screens and skeinsuits halve the damage.
    Rate of Fire: 1 shot, 1 turn to reload
    Damage: 150
    Range: E    [Point Blank: 10m] [Short: 100m] [Medium: 500m] [Long: 1km] [Extreme: 2km]
    Mass: 20kg




Stunstick
A stunstick is a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit causes 3d10 points of damage. When set on stun, a successful hit will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. A successful hit uses 2 SEU. A 20 SEU clip can be fitted into the handle, or the weapon can be connected to a beltpack or powerpack. A character with an anti-shock implant is immune to the stun setting.




Allweather blanket
This 3m x 3m blanket has a layer of soft pseudowool on one side, and a layer of smooth waterproof plastic on the other. The blanket will keep a character warm in temperatures down to 0 C (freezing temperature). The blanket can be used to carry water. If the blanket is used to line a pit in the desert, it will collect 1 liter of dew overnight.




Everflame
An everflame is a permanent, waterproof, windproof lighter guaranteed to last 20 years.




Holoflare
A holoflare is a small, solid, ball-shaped device. When lit, the flare rockets about 200 meters into the air and hovers there for 10 minutes. The flare will illuminate an are 1km across with a dim light.




Magnigoggles
Magnigoggles are goggles that magnify visual images the same way binoculars do. They triple the distance at which a character can identify a man-sized object. They do not work like telescopic sights, and a character wearing magnigoggles can not aim a weapon




Radiophone
A radiophone is a short-wave communicator with a 1,000 km range.




Sungoggles
Sungoggles are high-quality sunglasses.




Grappling Gun
This rifle-shaped device comes equipped with 100 meters of high-tensile strength microline, a metal claw type grappling hook, and four explosive digger heads. It also has an optional minimotor for automaticreel-inand ascent.

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.




Techkit
The technician's toolkit contains all of the tools needed to make field repairs on vehicles and other equipment. Because plasteel is used to make so many items that formerly were made of steel or iron, the kit weighs only 20 kg and can be carried in a backpack. A techkit contains:

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




Robcomkit
The robcomkit is another highly specialized assortment of tools. It weighs only 15 kg and, like the techkit, is designed to be carried in a backpack. A robcomkit contains:

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




Medkit
A medkit has specialized equipment the medic needs to perform his or her job. It weighs 10 kg and can be carried as a backpack. The medkit contains:

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




Sporekill
An injection of sporekill is necessary with the Medical Treatement: Infestation skill to stop spore or parasite infestation. Spore infestation is most often caused by alien plantlife seeking to spread its spores to a fertile growth medium... like lungs.




Fungi-Tab
These aspirin-sized tablets come in differnt varieties and are used by explorers to temporarily combat unusual maladies.
One tab prevents most alien fungi from growing on or in the user's body for eight hours.




Dehy-Tab
These aspirin-sized tablets come in differnt varieties and are used by explorers to temporarily combat unusual maladies.
Onetab prevents the Human, Ifshnit, Humma, or Yazirian body's dehydration from heat for twenty-four hours.



 




Envirokit
An envirokit contains only three items, but they are very sophisticated pieces of equipment. The entire kit weighs 5 kg, and can be fastened to a belt or placed in a backpack. The envirokit contains:

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.




CAS (Computer Analysis Scanner)
The computeriezed analysis scanner is a highly specialized and sophisticated piece of equipment. It can scan for information, compile the information and analyze it, and then present that information to a character familiar with its functions in a concise readout. Each CAS is covered with microswitchs and small gauges and lights, along with a voice grid that is used for vocal commands and audio replies from the computer.

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:
 

The skill bonuses for the differrent CAS are only applicable when the devices are being used and do not teach the character new skill levels.

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.




Infra-Red Goggles
Infra-red (IR) goggles allow a character to see heat images in total darkness. They can be used to spot characters that are hidden in light foliage or darkness, or that are using a holo belt.




Crete Sprayer
The crete spayer is a 1-meter-long tank tapering to a hose on the bottom that leads to a spayer gun. The user, with the tank carried or strapped on his back, can spray a sheet of crete from his device over whatever he wishes. Crete is a superfast drying (two turns) form of concrete that is incredibly strong even in a thin layer. In this fashion an explorer can weave a canopy of vines or make a lean-to from skins, spray it, and have a shelter that resists most environmental conditions. Crete is thermally insulated and is comfortable to far below zero degees and above one hundred degrees Celsius. One canister has enough crete to cover a 300-square-meter area. Create is considered hardcover and has 60 structural points. The range of the crete spray from the nozzle is only 60 centimeters, so it cannot be used effectively as a weapon.




Food Purifier
This backpack-sized device has a low-level radiation bombardment chamber built into it. Plants, vegetables, grain, fowl, fish, and even meat can be placed in this chamber and cleansed of most harmful organisms, poisons, and other conditions that would otherwise hamr a character if he were to eat them.

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.




Poly-vox
A poly-vox is a specialized computer that can be worn around the throat. It translates a message that it hears in one language into another language, then repeats it. It can learn an unknown language if it can be programmed with key phrases, and then exposed to the language for 1-100 hours. A character does not need a computer skill to use a poly-vox.




Parawing
A parawing is a disposable glider used as an emergency parachute. A character can jump with a parawing from any altitude. The wing is opened automatically by small solid-fuel jets, and the frame glues itself open. The character then floats to the ground. The wing can not be refolded to be used again.




Subspace Radio
A subspace radio is used for sending messages between distance planets and star systems. Subspace communicators send coded tachyon beams that must be broadcast from very carefully aimed dish antennas to hit their target planet or syetem. A subspace message crosses one light-year in one hour. The radio uses a type 1 parabattery. Sending a message uses 100 SEU.




Tornadium D-19
Tornadium D-19 ("Kaboomite") is the standard plastic explosive. It can be bought legally only by someone with Demolitions skill. A 50-gram charge of TD-19 will cause up to 50 points of damage to anyone and anything within 1 meter of the explosion. Each additional 50 grams causes an additional 25 points of damage. Anyone farther from the explosion than 1 meter, but within the blast radius, takes one-half damage. The blast radius is 1 meter for every 100 grams of TD-19 used. A thrown charge does full damage to living creatures, but only half damage to structures.




Water Distiller/Purifier
This collapsible distillation filtering tank can purify up to 400 liters of water before it needs to be changed. This is a necessary item for explorers who cannot carry enough drinking water with them but are on a planet where water can be found. Characters drinking unfiltered water run the risk of infection, contamination, or even poisoning. The tank also has a section for dehydration, so plants can be inserted and the water drawn from them. This is also a good mthod for drying fruit and vegetables so they will last longer as rations.




Infla-tent
These inflatable tents are one-piece cocoons and come in single or two-man sizes. They are made of vinylast and are extremely durable and reusable. The infla-tent comes with pressurized canisters that pop them up in two turns, providing a secure haven in most planetary atmospheres.

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:
This chronocom from Nesmith Enterprises of Triad has the regular chronograph, calculator, and communicator equipment, as well as a compass which can be programmed to point to a magnetic pole or a specific frequency (such as NETracers). It has the standard chronocom range.

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.




Muzzle Extender
Muzzle extenders are available for all known rifles. A muzzle extender eliminates the Medium Range combat modifier and reduces the Long Range combat modifier from a -2 Column Shift to a -1 Column Shift.




Scopes
A scope mounted on any weapon improves the weapon to the next range group. For example, a scope attached to a type B (pistol) ranged weapon raises it to a type C (long pistol, short rifle). This adjustment of range includes the new Column Shift modifiers that come with the better range group.




Standard Explorer
Top/Cruise Speed: 90kph / 50kph
Passengers: 6
Cargo Limit: 2,000 kg, 6 cubic meters
Parabattery: Type 3 (1,000km per full charge)

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.




Amphibian Explorer (Stewint)
Top/Cruise Speed: 75kph / 50kph
Passengers: 8
Cargo Limit: 2,500 kg, 6 cubic meters
Parabattery: Type 4 (2,500km per full charge)

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.