Back by popular demand, here is the second installment of my Toys series.
Millimeter-wave IR sight
It basically let`s you target unsuspecting opponents by looking through walls. It`s kind of award being as long, if not longer, than the gun it self.
The long length is do to a lot of internal instruments. It is even more fragile than a telescopic sight, there for it can`t handle the recoil of the PGMP-12/13 or FGMP-14. this problem has been corrected with the invention of memory alignment. The correct alignment of every component is recorded and saved. After the first shot, the sight shuts down to realign everything knocked loose by the recoil, this takes three combat rounds. If the weapon is fired before realignment is complete it resets adding one round of time to the process. If the time reaches six rounds (ie three shots with an unaligned sight) the unit is damaged beyond repair.
Memory alignment is not perfect, the sight must be serviced at least once a month.
These sights begin to appear at tech level 12 thought they are not very good and memory alignment is far from a possibility. At tech level 13 early memory alignment becomes possible. Realignment time is four combat rounds and the sight must be serviced about every two weeks. The image produced by the sight is refined enough to pick out useful details, like who your shooting. Tech level 14 has the most advanced version so far. See first description.
TL 12 cost. Cr 8,000 weight 7,200g realignment time: -------
TL 13 cost. Cr10,000 weight 3,600g realignment time: 4 rnds
TL 14 cost. Cr12,000 weight 1kg realignment time: 3 rnds
Punch cards
Mostly used for infiltration and sabotage. These are small card sized time bombs, though not all of them are explosive. They come in for different variety`s, explosive, weld, corrosive and scrambler. The timed action is started by rubbing off the paint in one area, most Punch Cards are painted to look like playing cards. Two seconds after the time is started a molecular adhesive on the back is activated. The action time for these cards can be any where from ten seconds to several hours. Note there are no metallic properties in these cards, every thing is chemical.
Explosive, treat as a 600g Penetration charge.
Weld, fusses together two parts of machinery and no amount of WD40 will get them moving again. Great for slowing pursuit, just rub off the four of hearts and slap it on the door frame.
Corrosive, treat as corrosive marker. When the card melts the acid spreads out to a radius of 20cm doing 3d6 points of damage. Note this dose not work on the underside of a horizontal surface unless in zero-g.
scrambler, sends an electric pulse to what ever it is attached to. All electrical components are fried. Computers are rendered inoperable for 2D6 rounds with a 30% chance of permanent damage.
Explosive TL 9 cost. Cr200 per box of ten weight. negligible
Weld TL10 cost. Cr200 per box of ten weight. negligible
Corrosive TL 9 cost. Cr250 per box of ten weight. negligible
Scrambler TL10 cost. Cr400 per box of ten weight. negligible
Bondage grips
Four small disks with grips and straps for hands and feet. The disks secrete a molecular adhesive that will stick to pretty much any thing. This makes it possible to climb up a vertical surface with no hand holds. It is however impossible to grab a real hand hold when wearing these grips. Exemption; at tech level 12 these begin to appear in the form of boots and gloves. Add +5 equipment bonus to climb checks when wearing the tech level 12 version. Neither version is good enough to allow some one to cling to the ceiling.
TL 9 cost. Cr1,000 weight 1kg
TL12 cost. Cr2,500 weight .25kg
Drunkers cap
For those times when you need to keep a clear head but need to drink some to keep your informant talking. Once swallowed it will absorb alcohol before it gets to your characters blood stream. Swallow one, keep a few in your pocket and you`ll be able to drink anyone under the table. However you`ll still wake up with a hangover, six hours after the pill is swallowed it will dissolve and release all the alcohol it has absorbed. Swallowing a second pill at this time will do no good since the alcohols chemical make up has been altered. Each pill has the capacity for approximately six drinks, depending on what your drinking.
TL 7 cost. Cr20 time 6hr.
Nanotech lock knife
Using nanotechnology to create a form of self morphable liquid metal. The whole unit is about the size of a pocket knife. It contains all the grav and magnetic stabilizers needed for control of the blade and a tiny densitometer. This is used to decipher the mechanics of a lock system. The blade of this knife can alter it`s shape to fit the lock. Add +10 to all T/mechanical skill checks when attempting to pick a mechanical lock.
TL 12 cost. Cr1,000 weight 50g damage 1d2 size tiny
Sound sponge
For those times when you don`t want your Prison.....er guest! disturbing your chat with the customs officer. Or maybe you just have a bunkmate that snores. It`s really nothing more than a white sound emitter. We all know sound travels in waves, white sound is reading the existing wave and sending out an opposite wave to counteract it. The two waves cancel each other out and the result, silence.
TL 8 cost. Cr700 weight 1kg radius 3m
Millimeter-wave IR sight
It basically let`s you target unsuspecting opponents by looking through walls. It`s kind of award being as long, if not longer, than the gun it self.
The long length is do to a lot of internal instruments. It is even more fragile than a telescopic sight, there for it can`t handle the recoil of the PGMP-12/13 or FGMP-14. this problem has been corrected with the invention of memory alignment. The correct alignment of every component is recorded and saved. After the first shot, the sight shuts down to realign everything knocked loose by the recoil, this takes three combat rounds. If the weapon is fired before realignment is complete it resets adding one round of time to the process. If the time reaches six rounds (ie three shots with an unaligned sight) the unit is damaged beyond repair.
Memory alignment is not perfect, the sight must be serviced at least once a month.
These sights begin to appear at tech level 12 thought they are not very good and memory alignment is far from a possibility. At tech level 13 early memory alignment becomes possible. Realignment time is four combat rounds and the sight must be serviced about every two weeks. The image produced by the sight is refined enough to pick out useful details, like who your shooting. Tech level 14 has the most advanced version so far. See first description.
TL 12 cost. Cr 8,000 weight 7,200g realignment time: -------
TL 13 cost. Cr10,000 weight 3,600g realignment time: 4 rnds
TL 14 cost. Cr12,000 weight 1kg realignment time: 3 rnds
Punch cards
Mostly used for infiltration and sabotage. These are small card sized time bombs, though not all of them are explosive. They come in for different variety`s, explosive, weld, corrosive and scrambler. The timed action is started by rubbing off the paint in one area, most Punch Cards are painted to look like playing cards. Two seconds after the time is started a molecular adhesive on the back is activated. The action time for these cards can be any where from ten seconds to several hours. Note there are no metallic properties in these cards, every thing is chemical.
Explosive, treat as a 600g Penetration charge.
Weld, fusses together two parts of machinery and no amount of WD40 will get them moving again. Great for slowing pursuit, just rub off the four of hearts and slap it on the door frame.
Corrosive, treat as corrosive marker. When the card melts the acid spreads out to a radius of 20cm doing 3d6 points of damage. Note this dose not work on the underside of a horizontal surface unless in zero-g.
scrambler, sends an electric pulse to what ever it is attached to. All electrical components are fried. Computers are rendered inoperable for 2D6 rounds with a 30% chance of permanent damage.
Explosive TL 9 cost. Cr200 per box of ten weight. negligible
Weld TL10 cost. Cr200 per box of ten weight. negligible
Corrosive TL 9 cost. Cr250 per box of ten weight. negligible
Scrambler TL10 cost. Cr400 per box of ten weight. negligible
Bondage grips
Four small disks with grips and straps for hands and feet. The disks secrete a molecular adhesive that will stick to pretty much any thing. This makes it possible to climb up a vertical surface with no hand holds. It is however impossible to grab a real hand hold when wearing these grips. Exemption; at tech level 12 these begin to appear in the form of boots and gloves. Add +5 equipment bonus to climb checks when wearing the tech level 12 version. Neither version is good enough to allow some one to cling to the ceiling.
TL 9 cost. Cr1,000 weight 1kg
TL12 cost. Cr2,500 weight .25kg
Drunkers cap
For those times when you need to keep a clear head but need to drink some to keep your informant talking. Once swallowed it will absorb alcohol before it gets to your characters blood stream. Swallow one, keep a few in your pocket and you`ll be able to drink anyone under the table. However you`ll still wake up with a hangover, six hours after the pill is swallowed it will dissolve and release all the alcohol it has absorbed. Swallowing a second pill at this time will do no good since the alcohols chemical make up has been altered. Each pill has the capacity for approximately six drinks, depending on what your drinking.
TL 7 cost. Cr20 time 6hr.
Nanotech lock knife
Using nanotechnology to create a form of self morphable liquid metal. The whole unit is about the size of a pocket knife. It contains all the grav and magnetic stabilizers needed for control of the blade and a tiny densitometer. This is used to decipher the mechanics of a lock system. The blade of this knife can alter it`s shape to fit the lock. Add +10 to all T/mechanical skill checks when attempting to pick a mechanical lock.
TL 12 cost. Cr1,000 weight 50g damage 1d2 size tiny
Sound sponge
For those times when you don`t want your Prison.....er guest! disturbing your chat with the customs officer. Or maybe you just have a bunkmate that snores. It`s really nothing more than a white sound emitter. We all know sound travels in waves, white sound is reading the existing wave and sending out an opposite wave to counteract it. The two waves cancel each other out and the result, silence.
TL 8 cost. Cr700 weight 1kg radius 3m