Personal Equipment

Personal Equipment

This section deals with Personal Equipment, which is equipment wielded by individuals or worn on their person, rather than Constructs.

Personal Equipment plays similarly to Strategic Equipment, except in a few ways:

  • Personal Weapons have exactly the same profiles as Strategic Weapons, they are simply much smaller and only effective at P-Scale.
  • Because Personal Equipment is not expensive compared to Strategic Equipment, it doesn't use values. Instead, how you select equipment for Personal missions differs: each mission outlines how much gear from each category each person is permitted to take. Equipment from Roles does not count toward this limit.

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Armour

Armour is worn as a protective item, used to negate damage. It has four fields: Name, Armour Coverage, and Qualities.

  • Name: The name of the item.
  • Armour Coverage: Each piece of armour covers between one and four areas: Head, Torso, Arms and Legs. The number listed in this field is how much AP the armour grants to that body part. Arms and Legs means both limbs.
  • Qualities: Armour often comes with special qualities that modify how they behave.
  • Notes: This field covers special notes or miscellaneia.

Armour that has a value of 6 on any area provides a -30 penalty to Stealth tests.

Armour does not stack; you use the highest value of the armour provided.

Name Head Torso Arms Legs Special Notes
Barzilite Suit - 4 2 2 - Looks like civilian/clothes wear.
Federation Power Armour 6 6 6 6 Ablative (4), Empowering (1), Rejuvenating (1), Sealed, Sentinel; Powered -
Federation Scout Armour 5 5 5 5 Chameleon (5), Rejuvenating (1), Sealed, Sentinel; Powered -
Federation Sigilite Armour 5 5 5 5 Empowering (1), Rejuvenating (1), Sealed, Sentinel, Sigil-Mailed; Powered -
Immortal Power Armour 8 8 8 8 Ablative (4), Empowering (2), Rejuvenating (1), Sealed, Sentinel; Powered Immortals Only
Defector Mask 2 - - - Psyproof (40) Defectors Only
AC Suit 10 12 10 10 Ablative (6), Dreadnought, Empowering (4), Rejuvenating (1), Sealed, Sentinel; Powered Grants the All-Terrain (6) trait.

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Gear

Gear is a catch-all term for equipment and tools that help to solve problems. They are usually brought on Investigations.

Gear has three fields: Name, Effect, and Notes.

Demolitions

Demolitions are explosives, designed to destroy objects. They require the Demolitions skill to use.
Name Effect Notes
Demo Charge 1 kg explosive. Deals 3d10X damage, Pen 10, Blast 5. Deals +1 damage, Pen and Blast per extra KG of explosive. Demolitions test to deploy/disarm. -
Fusion Charge Unwieldy portable explosive that adheres to a flat surface. Deals 6d10E damage Pen 15, Blast 2. Demolitions -10 test to deploy/disarm. -
Disruptor Bomb An unwieldy, strange 'bomb' that must be set up on the ground. It hits everything within 20 squares and inflicts Disruptive (10) on all in range. -

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Name Effect Notes
Antintoxicants Tablets of this nature permit a person to drink alcohol whilst resisting intoxication. One antintoxicant pill lasts for 3 standard drinks, during which you gain a +20 bonus to Carouse tests.
Biogel A miracle cure that may be applied to you or to another as a half action. One application of biogel heals a person by TB*2 wounds or removes TB amount of Critical Damage, cures most poisons and infections, staunches blood loss, and removes a level of fatigue. Can only be used once per encounter.
Detox Serum A new form of medical mixture that is used to purge the body of harmful substances. One dose of detox serum instantly ends all effects from any poison, gas or drug. However, the serum's effects are debilitating and involve painful vomiting, bleeding, intense sweating and more; the patient is stunned for 1d10 rounds, and takes a -20 penalty to all tests for another hour.
Morphine A powerful painkiller that may be applied to you or to another as a half action. A dose of Morphine lasts 1d5 rounds, or 1d10 hours if unconscious. During this time the character ignores any negative effects to their characteristics from Damage or Critical Damage and cannot be stunned. When the Morphine wears off, the character takes a -20 to Strength, Toughness and Agility tests for one hour. Morphine is addictive.
Narcotoxin A potent but non-lethal drug that causes immense drowsiness and can knock someone out. When narcotoxin enters the body (either through imbibing or through a rending attack), the individual must test Toughness-30 or take 1d5 levels of fatigue. Narcotoxin can be applied to the edge of a Rending Weapon as a half; it is good for one hit, and the effects will occur so long as the target takes damage to wounds. However the toxin will dissipate if that weapon uses the Hyper-Progressive or Positron quality as part of an attack.

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Advanced Headgear

This advanced headgear can be worn over the head, or built into powered armour helmets; only two may be implanted into helmets, however.
Name Effect Notes
C&C Interface A modification to make the helmet more suited to command systems. Whilst wearing it, all subordinates count as being in audio and visual range for the purposes of talents.
Concussion Damper A set of mental monitors that attach to a suit's medical system, allowing them to correct and blunt impact trauma to the wielder. The Damper provides the Stims Quality, but may only be used on armour bearing the Rejuvenating Quality. They are incorporated into a helmet.
Defector Translation Band The Defector Translation Band is worn around the throat like a choker. It allows you to count as Trained in any language known to the Federation, and gives you very basic understanding of unknown languages.
Omniglasses Special, computerised lenses that act like binoculars and a compass combined. They can also scan for lifeforms, not just AT Fielded ones, with a successful Awareness check, detecting anything within 100m. They automatically record everything they see.
Vision Protectors Reflexive systems designed to damp the impact of sudden light flashes and the like. Vision Protectors give a +20 bonus to resist Flashbangs or similar. Vision Protectors are either worn on the head or incorporated into a helmet.

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Basic Headgear

Basic Headgear can be worn over the head. However, it comes standard in all Powered Armour helmets.
Name Effect Notes
Comm Bead A small, unobtrusive bead that can pick up and send voice comms. Comm Beads provide clear communication with other similar systems up to 5km away, and often come with their own secure channel for battlefield operations. Worn over the ear and mouth or incorporated into a helmet; comes standard in Power Armour, where antenna increase its range to 10km. Comm range may be adversely affected by bad weather.
Gas Mask A sophisticated breathing mask that covers the face. It provides a +20 bonus to tests to resist effects from gases, airborne diseases or the like, and may reroll a failed test to resist these once per turn. Worn over the mouth or incorporated into a helmet; comes standard in Power Armour.
Low-Light Lenses A pair of lenses that automatically correct to amplify low-light vision. Wearers of low-light lenses possess the Dark Sight quality; Low light lenses may be used for up to 72 hours before requiring a recharge. Worn over the eyes or incorporated into a helmet.
Rebreather A filtration mask that covers the face. Whilst wearing the Rebreather, you may breathe in hostile atmospheres or underwater for up to one hour. Worn over the mouth or incorporated into a helmet; comes standard in Power Armour, where it lasts practically indefinitely.

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Heavy Armour Mods

These mods attach to armour, worn over the back; they are so heavy, only one can be worn at once.
Name Effect Notes
Ammo Backpack A heavy ammo pack designed for intense engagements. At the start of each investigation, select one ranged weapon. You now triple its clip, but the weapon can no longer be reloaded during battle.
Jump Pack A very heavy set of computer-controlled jets that fit over a Power Armour's power pack. Jump Packs require the Operate (Personal) skill. They come with six loads of fuel, which may be expended as follows: as a reaction to slow a fall of any height to a harmless speed; to deal +2 damage as part of a Charge attack; to make a Boosted Jump; to gain the Flight (6) trait for 10 Minutes. Jump Packs may only be worn with armour possessing the Powered trait.
Servo-Arm The Servo-Arm is a large, bulky crane that increases your carrying/lifting/pushing capacity as though you had +10 SB.

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Heavy Equipment

This equipment is very heavy, and requires both hands to hold. It has to be set up on the ground to use, and once set up, cannot be moved without deactivating it.
Name Effect Notes
Comm Relay A bulky comm relay that allows for long-range communications. Comm Relays must be placed on the ground and activated as a Full Action Tech Use test. Once activated, allied channels routed through the comm relay now have a range of 500km. Comm Relays last for up to 24 hours. Comm Relays may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds.
Dirac Beacon A rare, advanced and fiddly piece of technology that provides a 'homing beacon' for dirac jumps on a special 'channel'. Dirac Beacons must be placed on the ground and activated as a Full Action Tech Use test. Once activated, allies making a Dirac Jump may choose the Beacon as their location; so long as they pass their test, they will faultlessly appear next to the Beacon with any passengers. A Beacon is highly power-hungry however, and only lasts for 1d3+2 rounds. Dirac Beacons may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds.
Dirac Jammer A piece of technology that broadcasts distorting signals that make safe jaunting in or out of the location impossible. Dirac Jammers must be placed on the ground and activated as a Full Action Tech Use test. Once activated, it broadcasts a field up to 500m around it identical to the 'Lock Zone' AT Field Power, used at Full Strength with an AT Field score of 80. Dirac Jammers last for 1d3+2 rounds. They may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds.
Portatron Generator Portatron Generators are special mobile Positron generators designed for quick deployment and field use. Portatron Generators must be placed on the ground and activated as a Full Action Tech Use test. Once activated, the Portatron Generator generates electricity and comes with four 30m hose connectors, which are compatible with most advanced technology. Any device plugged into a Portatron Generator no longer needs to run on internal batteries and has essentially unlimited energy, although some devices (inc. vehicles) might require two, three or more hoses. A Portatron Generator is good for up to six months, and may be carried on the back. They count as Size 3 (Scrawny) with AP 10 and 15 wounds. If destroyed, there is a 50% chance that a Portatron Generator will explode, hitting everything within 40m with a 2d10 P6 Positron attack.
Signal Jammer A key part of electronic warfare, signal jammers block comm signals. Signal Jammers must be placed on the ground and activated as a Full Action Tech Use test. Once activated, the Signal Jammer blocks all unauthorised signals within 1km. Signal Jammers last for up to an hour. They may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds.

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Overlays

Overlays are special patterns and coats that go onto your armour. Armour can only possess one set of overlays at a time.
Name Effect Notes
Ablative Coat A special coat designed to improve an armour's ablative resistance. Your Armour gains Ablative (+1).
Blastproof Coat A special coat that is designed to deflect away shrapnel and ambient damage. You gain +3 AP against Blast attacks, so long as you are not in the dead center of the blast radius.
Camo Overlay Camo pattern designed to help blend into certain terrain. On purchase, choose a surrounding (urban, arctic, forest, desert, plain). So long as you are operating in that sort of surrounding you take a +10 bonus to stealth tests.
Inspirational Panoply A highly visible set of clothes, capes or badges designed to inspire others. You gain a +10 bonus to Command tests, and reduce the Inspire use of the Command skill by one half action. Any allies within visual range take a +10 bonus (which doesn't stack with itself) to Willpower tests. However, you take a -30 penalty to Stealth tests. Only Immortals can wear this without looking like a dickhead.

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Advanced Tools

These are advanced tools, usually handheld.
Name Effect Notes
Sci-Glove The Sci-Glove is an advanced scanning tool, that can be used like a Full Strength AT Ping with a range of 80m as a Half Action. It also provides a +10 bonus to tests to analyse items or materials. It is worn over the hand, and can be built into a power armour gauntlet.
Combi Tool The Combi-Tool is a variable tool that can at any time function as a blowtorch, glow lamp and toolbox. On top of these uses, the Combi-Tool provides a +10 bonus to Tech-Use tests. The Combi-Tool can be held in the hand or attached to an arm.
Comm Interceptor The Comm Interceptor is a heavy hand-held object that allows the wielder to tap into local communication channels. You select a signal or transmission within 1km and make a Tech Use test, which may be modified by weather or the nature of the signal; on a success, you receive the signal for 1 minute, plus another per Degree of Success on the test. If you fail by 3 degrees or more, then those on the channel become aware that someone is trying to listen in. The Interceptor is held with both hands.
Digital Lockpicks Digital Lockpicks function both as actual lockpicks but also as a sophisticated device to break through digital security. They provide a +20 bonus to security tests against manual locks and a +10 bonus to tests hack computer-protected systems. Digital Lockpicks are held in both hands.
Grappling Gun The Grappling Gun contains a tough barzilite rope, a durable hook and a powerful launching mechanism. Grappling Guns have a range of 150m and may be fired as a Half Action onto a stationary surface, where it will catch as a BS or Acrobatics+30 test. Once hooked, it can be safely climbed without tests, but never faster than a Full Move. The hook may be retracted as a free. However, this mechanism can also be used to hurl you towards a destination; this requires an Acrobatics test and is a Half Action, but may be increased to a Full in exchange for a +10 bonus. A failure fails to move the user; failure by 3 degrees or more propels you a third of the way before promptly dropping you. A result of 96+ as well as 3 DoF rips the gun from you; it zips toward the location, where it then uselessly hands. The Grappling Gun can be held in the hand or attached to an arm.
Magboots Magboots are often bulky attachments that fit over each leg; they may be activated as a Free Action on your turn. This reduces your Agility by 10, but but allows normal movement in low/zero gravity environments (or in other comparable ones) providing there is appropriate terrain. They also provide a +10 bonus to being knocked prone. Magboots are worn on both legs.
Mediglove The Mediglove functions like a miniaturised medkit. If loaded with the contents of a medkit, it can act exactly like a medkit, except it is strapped over your arm, thus leaving your hands free. It also lets you administer First Aid actions one half faster, and also contains a medical computer that provides a +20 to Diagnose tests.
Shimmer Cloak The Shimmer Cloak is a cloak worn over your shoulders that provides the Shadowy and Psy-Cloak Armour Qualities.
Soulstones Soulstones are copies of the Eternity Tear, which the Federation no longer makes. Although they cannot hold souls, Soulstones can convert and channel AT Field power. You can use a Soulstone to augment a power by your WPB; after that, the soulstone is empty and takes 8 hours to recharge.

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Basic Tools

Basic tools are cheap and common.
Basic Tools Notes
Binoculars A pair of lenses allowing people to see much farther than they otherwise would. Binoculars reduce the overall penalties to spot something with a sight-based Perception test by 20. Binoculars are held in the hand.
Blowtorch Blowtorches use either a small flame or on more advanced models, a laser torch, to weld or cut through metal. A Blowtorch can, on average, cut through 10cm of metal in an hour, although this can fluctuate depending on the metal. Blowtorches are held in the hand.
Climbing Harness The Climbing Harness provides a series of ropes and hooks that make climbing much easier. The Harness provides a +20 bonus to Climb tests and you no longer fall if you fail a test. The Climbing Harness is worn over the torso and can be worn with any type of armour providing it does not have the Dreadnought Quality.
Compass A highly useful tool that allows people to orient themselves. Provides a +10 bonus to Navigation tests and allows an individual to know which direction they are facing. Compasses are held in the hand.
Glow Lamp Glow Lamps are useful items that can be set to produce a bubble of light or a more focused beam. Glow Lamps can create light up to Medium Range (60m/6dm) in all directions, or a cone of light up up to Long Range (100m/10dm) in a single direction. Glow Lamp batteries run for ten hours, and can be solar-charged by being placed in direct sunlight for 4 hours. They are held in the hand or attached to the arm.
Lockpicks A series of tools used to pick locked doors. Lockpicks give you a +10 bonus to security tests against manual locks. Lockpicks require both hands to use.
Starfleet Medkit The Medkit is a watertight container containing various medical goods- bandages, antiseptic, pocket masks, airways, stethoscopes and cutting tools. Medikits provide a +20 bonus to First Aid tests and a +10 bonus to Extended Care tests; in both situations, it is assumed that the Medkit has enough supplies for up to 40 uses. On top of that, a medikit comes with an injector and up to six shots of morphine, detox serum and three shots of biogel, which must be replenished separately. Using a Medkit requires both hands.
Parachute A backpack-like object tied to you with a harness designed to slow falling speed. Parachutes may be deployed as a Half or Reaction, and will slow your descent to 5m per round. Parachutes must be deployed at a height of 50m or higher to have any effect, however. Parachutes are worn on the back.
Toolbox Toolboxes contain an assortment of tools, typically hammers, saws, chisels, crowbars, wrenches, vises and bolt cutters, as well as nails and bolts. Using a toolbox requires two hands.

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