Reibok's Warehouse

New Equipment for Star Frontiers



PART I - Reibok Originals:
PART II - Stuff converted from Traveller's AD2000


Reibok Originals:

Altitude Decompression Coccoon - Sometimes mountain climbers can experience altitude sickness when exposed to the lower pressures and oxygen levels at high altitudes. Early signs are absentmindedness, forgetfulness, and difficulty concentrating. Placing a victim into the coccon early into the sickness can make all the difference, for inside the pressure can be altered slowly to return the body to its accustomed pressure level. The coccoon is carried as a small pouch but using standard air cannisters used for infla-tents that come with it can be inflated to an oblong bubble that features a clear window opening and a small computerized bio-monitor that controls the gradual pressure change and displays the internal conditions. Weight: 10 kg. Cost: 200 cr. PR: Climbing or Medical: Devices skill Analgesic/Pain Killer: simply cuts percieved pain - GM's discretion for side-effects as either sedative, tranquilizer, or happy pill. When suffering from heavy wounds, this can be taken to keep going or withstand medical attention while still awake. Cost: 1 cr. per 100 doses Binders - Binders are nothing more than extremely strong, flexbile pieces of metal fillament fashioned with locking chambers near the ends. The chambers can slide the length of the filament. The ends are fed through the chambers, locking them into place and preventing the chambers from sliding further. A simple key can unlock them. The flexibility of the design allows the binding of hands, feet, or even pseudopods althout the drug Staput must be used to keep Dralasites from wriggling free. Treat as a level 1 lock when using the Security: Open Locks skill. Weight: Insignificant Cost: 20 cr. DetCord: DetCord is an explosive filament 20 meters long used by military ground forces that, when wrapped around trees and detonated using any standard detonator, can shear through their trunks sending them toppling over. Used primarily for clearing landing zones in heavily wooded areas. Can only be purchased by those with Demolitions skills and license. Explosion causes 5d10 points ballistics damage to anyone withing a meter of the cord, 5d10 points structural damage to any object in contact with it. Weight: 1 kg. Cost: 50 cr. Explorer's Fatigues - Typical wear for anyone in rough terrain, this includes explorer's boots, explorer's vest (as mentioned in Zebulon's Guide), rugged coveralls, utility belt, and heavy-duty gloves. Weight: 2 kg. Cost: 80 cr. Firesuit - Developed by Synthetics Corp., this suit is made of fire- resistant plastic that fits over the body loosely. The hood features a clear plasteel window. An internal air-conditioning unit can run for 12 hours off a standard SEU clip. It is rated for up to X degrees C, will resist direct flame, but will gradually break down when in contact with corrosive materials, such as in chemical fires. Suits fit only individual races. Weight: 2 kg. Cost: 200 cr. Inflatable Life Raft and Oars - Constructed of durable plastic, the life raft comes in 2, 4, and 8-man sizes and comes with the same number of floating. It can be purchased in bright yellow, which is easier to detect for rescue, or dark black. It can be inflated by pulling its deployment cord, inflation taking a full 2 turns, and deflated back into its easy-to-carry size by releasing its pressure valve in 5 turns. Re-inflating it, however, requires hooking it up to air cannisters used for infla-tents or standard oxygen refill ports. Normal use will not puncture it, but on a successful attack roll with any sharp object it will rupture and be useless. Weight: (3 sizes) 5, 7, 10 kg. Cost: (3 sizes) 50, 100, 150 cr. Pocket Tool - As mentioned in the Basic Rules for Star Frontiers, this handy tool is similar to a pocket knife, but it includes many tools besides a penknife blade; a universal screwdriver, a small adjustable wrench, vice pliers, a hole puncher, an electromagnet and a small flashlight that will shine a light up to 25 meters. Weight: Insignificant Cost: 20 cr. Pressure Dial: The pressure dial is worn like a watch on the wrist and is used by divers to monitor the pressure underwater as they go deeper. The dial's face glows in the dark and features a switch for measuring air pressure above-surface. For this reason it is worn by space-dwellers who are skittish about air leaks and mountaineers who monitor for altitude sickness. Weight: Insignificant Cost: 35 cr. Purgative: STA check vs. vomiting within 1d10 turns for those resisting the urge, no check for those trying to vomit. Nausea negates ingested poisons if taken within last 10 turns, will halve poison damage beginning the turn vomiting occurs if poison was ingested within 30 turns. No effect on Humma (who do not get sick easily). Cost: 2 cr. per 10 doses Rescue Bubble: Similar to a pressure tent, this unit is designed for the rescue of an individual person in the event of a pressure accident in space. In its folded storage position it is only a 30 cm. long cylinder, but when activated expands into a 1-meter-diameter bubble. Characters sit inside, zip it closed, put on the enclosed oxygen mask, and wait to be rescued. It includes an emergency radio beacon, oxygen for 20 hours, and a penlight. Typically stored on all space stations, launches, and space vessels of every kind. Tourists are recommended to carry them everywhere. Weight: 3 kg. (5 kg. for Vrusk and Humma version) Cost: 100 cr. Shark Repellent: Squeezing the trigger on a can of shark repellent releases a burst of noxious fluid that will repel most underwater fish. Above water, any use of the can is automatic. Underwater the fluid must be directed at the path of the fish for it to be repelled. If sprayed at a character, they must pass a REACTION SPEED check or be blinded for 1d10 turns. Weight: 1 kg. Cost: 40 cr. Skis - Skis are made of durable rigid plastic and allow anyone wearing them to travel over snow at a walk at half the movement penalty of snow or even faster if they have the Survival skill for Arctic environments. Special skis must be purchased for Vrusk. Poles are also included. Weight: 3 kg. Cost: 100 cr. Slap Patches : Designed by Landfleet for treating battlefield casualties, slap patches are simple stickers designed to deliver various drugs without the need for a trained medic to inject them via hypospray (Medical: Misc. skill). The peel-away squares take longer to work than a normal injection (1d10 turns to take effect) but do well with time-release medications. Only one slap patch or injection of any single drug can be administered in a 20 hour period. Any more will be ineffective, but if someone is in a hurry to get a patch to work, several may be applied and the lowest roll can apply. Weight: Insignificant Cost: 10 credits per patch - Stimpatch - Operates like a shot of Stimdose, but only restoring 5 STAMINA points lost to disease, poison, or infection. Also will wake up a stunned or unconscious character, but only if they pass a STAMINA check based on their original STAMINA score. - Staypatch - Sustains injured characters like Staydose, but will not render a character unconscious unless they wish it. For characters whose STAMINA is reduced below zero, a Staypatch will sustain them for the regular 24 hours, but if the drug doesn't kick in before the 10 turn deadline, then the character will die as if never given Staydose. This is a calculated risk always present with slap patches. - Dozepatch - Behaves just like the Doze chemical, but with a +10 to the STAMINA check. Also, very difficult to place a slap patch on an unsuspecting character without them noticing it for 1d10 turns. Snow Shoes - Snow shoes are flat discs that can be strapped to the feet to walk on the snow, distributing the weight and preventing the feet from falling through. This helps a person to move more easily and with less effort. Vrusk require at least four pair of these shoes. Characters wearing snow shoes can ignore the snow terrain modifier to their movements, walking as if there were no snow. Other terrain modifiers still apply, however. Weight: Insignificant Cost: 20 cr. Staput - constricting drug that temporarily reduces the elastic nature of Dralasites' bodies. Used mostly by law enforcement in controlling Dralasite prisoners; no check; reduces Elasticity ability as if the character's Dexterity were 10; duration of 2d10 hours. Duration halved if DEXTERITY check is passed. No effect on other races. Cost: 25 cr. per dose Underwater Flares: When the end of and underwater flare is struck, it ignites a chemical reaction that burns regardless of the water around it for 20 turns, or 2 minutes. The reaction will illumate an area of 3 meters radius, allowing divers to see. Jamming the burning end into someone can cause 1d10 points damage. Weight: Insignificant Cost: 1 cr. Weapon's Repair Kit - This kit features gun oils, brushes, files, mini- laser power torch, balance tools, and other assorted tools that are required for anyone with the Weapons: Repair skill. Weight: 10 kg. Cost: 500 cr. ----------------------------------------------------------- REIBOK'S RETREAD SPECIALS!!! Below you will see several items I have borrowed from the 2300 AD gaming system to be used in the Star Frontiers gaming system. Below each entry I have included rules for conversion into SF rules. The equipment listed in this document is from the Equipment Guide put out as a sourcebook for the 2300 AD science fiction role-playing game, detailing the uses and statistics of equipment available in that campaign world. 2300 AD is GDW's trademark for its science fiction rpg set in the 24th century and in conjunction with the Traveller gaming system. Table of Contents Medical Equipment Security Equipment Exploration Equipment Computers Space Equipment General Use Equipment Pentapod Products MEDICAL EQUIPMENT Field Automed: Portable and inexpensive, the field automed is popular with emergency teams and is often used in large numbers for disaster relief. It has all the capabilities of a static automed (see below), but is intended only for temporary care. The medical supplies carried in a lightweight automed can maintain a patient for an average of 24 hours before resupply is necessary. A 20 SEU power cell uses 1 SEU per ten hours. Even if supplies are used up, the automed can still provide a comfortable resting place for recovering characters. A field automed can be run off of or recharged wherever normal electrical power is available. Its medical supplies can be resupplied at any medical facility containing static automed. Using the automed adds +1 CS or +10 to all medical skill rolls on patients placed within the automed, including surgery. Weight: 300 kg Price: 2000 credits PR: Medical: Devices skill to operate Medical Resupply (for automed) Weight: 1 kg. Price: 50 credits Static Automed: The static automed is a large, immobile piece of equipment designed for long-term care of a patient and, as such, requires permanent emplacement in a hospital ward (such as on a starship). With the static automed, a patient's condition can be accurately diagnosed and treated over a long period of time. This piece of equipment runs off the power supply of the facility in which it is emplaced, but in the event of a power outage, it does contain a 50 SEU emergency power cell, which uses 1 SEU every 10 hours. Using the automed adds +1 CS or +10 to all medical skill rolls on patients placed within the automed, including surgery. Weight: 1000 kg Price: 5000 cr. PR: Medical: Devices Bounce: Bounce is a drug used primarily by people operating in zero- G environments. Its effect is to counteract the reduction of dexterity experienced by those operating in a lower gravity than that of their native world. A character using Bounce adds 20 to all RS checks made in zero-G to avoid losing control, as well as any DEX or RS penalties occurring from operating in a lower gravity than accustomed to. The effects of each dose last an average of 10 hours (roll 3D6 for duration). Available to anyone. Multiple doses of Bounce can be taken in a 24-hour period to further counteract the effects of gravity upon dexterity or to extend the drug's duration, but side effects are not uncommon in such cases. The most common side effect is a short-term paralysis, lasting until the drug wears off. When taking more than one dose of Bounce in a 24-hour period, a character should roll a STA check to avoid paralysis. Available only at the space facilities of major colony worlds. Weight: Insignificant Price: 4 cr. per dose PR: Medical Misc. Herc: Herc is a drug made popular by physical laborers, and it has also been used on occasion by ground military forces. Each dose of the drug increases a character's strength by 20 points for a period of approximately ten hours (roll 2D10 for duration), after which time the user must rest (do nothing more strenuous than walking unencumbered) for an equivalent period of time. For example, if the drug's effect lasts for three hours, the character must rest afterwards for three hours. If the rest period is ignored, or if multiple doses of the drug are taken in a 24-hour period, the character risks painful muscle spasms and possible permanent damage (roll a STR check to avoid). If a STR check is failed, roll d100 and on a 01-05 the character's strength is reduced by 5 points. Weight: Insignificant Price: 10 credits per dose PR: Medical: Misc. SECURITY EQUIPMENT ALARMS Alarms are intended to announce the presence of an Intruder In a security system. Klaxon: A klaxon is any sort of noise-making alarm. Volume can be set from a whisper to painfully loud. At maximum volume, a klaxon can be heard 2000 meters away, but physical obstructions (such as walls and doors) and background noise often shortens this range considerably. Some klaxons are installed close to the item that they are keyed to (as an alarm above a locked door, for instance), and they are set for high volume. Others are installed at a location distant from the item that they are keyed to (as a remote alarm in a guard's office, for example), and they are set for low volume. A klaxon usually runs on power from the facility in which it is installed, but it may be purchased with a limited duration battery pack. Treat as a level 1 security device for detection or deactivation Weight: 1 kg Price: 70 credits (120 credits with 10-hour battery pack) Security/ Gas System: Some security systems trigger the release of a gas rather than, or as well as, triggering a klaxon. Such systems require an enclosed, sealable area and a pumping system to flood the area with the gas and evacuate it afterward. Various gases can be used in such a system. A few common types are listed below. The weight and cost of such a system is based upon the area of the space it is intended to flood. Weight: 20 kg. + 0.25 kg/cubic meter to be affected Price: 500 credits (base cost) + 50 credits / cubic meter to be affected Various Gases: Weight: 0.5 kg small canister (holds 10 cubic meters), 10 kg large canister (holds 300 cubic meters) Price: 10 cr. (small canister) 20 cr. (large canister) Foraline Gas: Foraline gas is a substance typically used for crowd control by many police forces. Its effect is to stimulate a feeling of panic or fear at the slightest threat of danger. As a consequence. a handful of riot police can disperse large crowds of Foraline treated rioters, simply by marching forcefully toward them. When used in a security system, Foraline leaves its victims feeling unable to resist security forces. The typical response is surrender. The use of Foraline gas by civilians also requires a license. As with Doze the cost of Foraline depends upon the volume of the area it is to fill. THE EFFECTS OF FORALINE GAS Foraline gas produces a reaction of fear in its victims, a fear so debilitating that almost every sense stimulus seems an overwhelming threat. In a few subjects. the fear leads to panicked flight, and if this were true of more people Foraline would be useless as a method of crowd control, since more people might well be injured in a general stampede of panicked victims than would be hurt by the riot the gas was intended to quell. But fortunately. in most subjects, the gas simply causes fearful acquiescence to authoritative commands. For any character exposed to Foraline, a STAMINA check is made every turn for 1d10 turns. On a failed STA check, the character experiences the fear response for 3d10 minutes. A victim of Foraline will not do absolutely anything commanded. For instance. a victim will not kill or maim himself upon command. Nor will he perform acts that run contrary to deep-set ethical values. If faced with such a command, a victim of Foraline will simply cower and do nothing. Characters under the influence of Foraline must succeed at the following task or they will be unable to perform any action which they perceive as placing them in danger (of a threatened beating, for example). ALARM TRIGGERS Alarms can be triggered by attempts to pick locks or bypass other security systems. They can also have a separate trigger of their own. Pressure Sensor: A pressure sensor is simply an electronic mechanism that reacts to pressure, or lack of pressure, upon it. Some sample installations include a sensor that registers when someone walks upon it, a sensor that notes changes in air pressure, and a sensor that registers when an item (such as a gem) is removed from its resting place. The price is rated by sensitivity to pressure changes. Treat as a level 2 security device for detection or deactivation. Weight: 1 kg Price: 50 credits (40 kg change or greater), 100 credits (5 to 40 kg), 800 credits (100 gm to 5 kg), 1500 credits (5 to 100 gm) PR: Security Systems: Activate and Operate Beam Sensor: A beam sensor consists of two parts: a beam generator and a beam receiver. If an object moves between the two. the beam is broken, triggering an alarm. The beam can either be visible or invisible (infrared) light. Treat both types of beams as level 1 security devices for deactivation, but the invisible beam is considered a level 2 for Security Systems: Detection skill rolls. Weight: 0.5 kg Price: 20 credits (visible), 80 credits (invisible) PR: Security Systems: Activate & Operate SECURITY CIRCUMVENTION Some items are not intended to provide security measures, but rather to circumvent them. Locksmith Kit: A locksmith kit contains tools for opening mechanical locks, including picks, skeleton keys, wires, files, and listening devices. On most worlds, it is illegal to possess a locksmith kit without a local license. Use of the kit gives a +1 Column Shift to all rolls for the Security Systems: Open Locks skill on mechanical locks. Weight: 2 kg Price: 500 credits PR: Security Systems: Open Locks Electronic Lockpick Kit: An electronic lockpick kit is not intended to provide electronic security, but to circumvent it. It includes imprintable magnetic stip cards, wire kits, simple mechanical tools, relay boxes, circuit jumpers, and static spray. It is usually even more illegal to own than a locksmith kit. Use of the kit gives a +1 Column Shift to all rolls for the Security Systems: Open Locks skill on electronic locks such as cardlock mechanisms or baton locks. Weight: 3 kg Price: 1000 credits PR: Security Systems: Open Locks Criminology Kit: The basic criminology kit is an item commonly used by agents from nearly every settled world to gather evidence toward solving crimes. The kit attaches to the common file computer and includes an array of visual and chemical sensors, data analyzers, and specialized memory chips. An agent using the kit can match fingerprints with sets in the kit's memory chips, perform forensic ballistics analysis on weapons rounds, and make limited chemical tests such as blood type determination. The criminology kit also includes a polygraph and a program that will allow the portacomp to indicate the truthfulness of a subject's statements, although much of the judgment is left up to the operator's skill. Use of the kit gives a +1 Column Shift to all rolls for using the Physics skill for performing ballistics tests as well as a +1 CS to the Forensics skill. Weight: 3 kg Price: 800 credits PR: Requires the Physics skill level 4 to perform ballistics tests. Requires the Forensics skill to perform forensic tests Requires the Empathic Understanding skill to perform lie detection tests. "J": "J" is a drug that was developed in a memory-enhancement study by members of the Foundation for Practical Knowledge. The drug works very well as a temporary memory enhancer - add 20 points to a character's intelligence and a +2 CS to all knowledge skills (such as Law, Society) when using "J". The effect does not last long - roll 2D6 for duration in hours. The real usefulness of "J" in security circles is in the drug's side effect-it causes extreme talkativeness in the user. The user becomes so caught up in the clarity of his memory that he does not realize he is talking aloud to himself about them. For those using "J" solely to combat memory loss, this is an annoyance, but it works wonderfully for interrogation purposes. When asked a direct question, a "J" user must roll against their LOGIC score to avoid answering truthfully and completely. (The only problem for the interrogators is to sort the important facts from the volume of associated information given.) On a failed LOG check, the victim will talk freely about everything on their mind for 1d4 hours, including information. It is up to the GM what chance there is that relevant information comes up. Only one dose of J can be given in a 10 hour period. Weight: Insignificant Price: 50 cr. per dose PR: Medical: Misc. Make-Up Kit: The term make-up kit actually can be applied to two very similar items with different purposes. Most make-up kits are used by people in the public eye -actors and the like - to augment their appearances. But make-up kits are also very handy in undercover or criminal endeavors, as well in creating disguises. These kits typically include, but are not limited to, hair-coloring dye, modeling putty for altering facial features, colored contact lenses, false eyelashes and artificial facial hair, necessary adhesives and solvents, colored facial powder and pencils for toning and highlighting, setting powder, necessary applicators and brushes, and a variety of basic skin tone foundation make-ups. When a character disguises himself by using this make-up kit, any attempt to penetrate that disguise is done ata -1 Column Shift. (The referee will determine the exact difficulty level of such a task, based upon the situation at the time the task is attempted.) Use of the kit gives the user a +1 Column shift for the Disguise skill. Using this kit along with a holofield gives a +2 CS. Weight: 5 kg Price: 250 cr. PR: none, but only those with Disguise skill can properly use it for such SURVEILLANCE DEVICES The following devices are often used by security teams, police, and government agencies. Shotgun Microphone: Shotgun microphones are commonly used low- technology listening devices. A shotgun microphone is directional, meaning that it can be aimed at a specific spot up to 200 meters away, and can pick up any conversation from that spot. A shotgun mike must have a direct line of sight to its target. Normal sounds outside the target area will not be picked up, but loud noises (such as shouts and gunshots) will be. Weight: 2 kg Price: 200 cr PR: Communications Devices: Operate or Acoustics skill Laser "Ear": This is a much more sophisticated (and expensive) version of the shotgun mike. Basically, it bounces a laser beam off of a resonating object near the target. Sound waves cause all objects they strike to resonate, or vibrate. These vibrations affect the reflected laser beam, which is received by the unit. The computer in the base unit compares the modulated return signal with the original signal (retained in memory) and converts the results into digital sound. The resonating object can be almost anything, such as a window pane, a door, the side of a vehicle, a rock, even a concrete slab. It only has to meet three criteria: It must be relatively close to the target; it must be relatively hard; and it must be in line of sight (but the target need not be in sight). Conversations are usually recorded in some fashion (any computer can record such things digitally). Weight: 20 kg Price: 2000 cr PR: Communications Devices: Operate or Acoustics skill Bug: The average bug is a cylinder one millimeter in diameter and four millimeters long, with a one centimeter, hair-thin antenna. It can be hidden almost anywhere in a room. and will pick up even whispered conversations within five meters. Most bugs are voice- activated and have a transmission range of up to two kilometers. The device will transmit for up to 72 hours on internal power, then it is dead. Depositing the bug activates it. Since it broadcasts constantly, it is relatively easy to detect by simply scanning the relevant frequencies. Any chronocom or radiophone can be tuned to this bug. Weight: Insignificant Price: 250 cr. PR: Communications Devices: Operate or Acoustics skill Improved Bug: This is an improvement to the standard bug. A 0. l- millimeter sensor cable is run from the room to be bugged to the main unit, a cube about two centimeters on a side, up to 10 meters away. The cable can be threaded through ventilator shafts. pipes, electrical conduits, or cracks in wall plaster (it can even be concealed under a very thick coat of paint). Only the end of the cable needs to be in the room being bugged. One end of the sensor cable detects sounds within 10 meters and carries it to the main unit. The main unit records the sound, and can do so for up to 72 hours before it needs to be recharged (although it can be hooked into a building's power supply for permanent emplacement). At any time, the user may either retrieve the main unit or activate it with a coded wave signal. If activated, the main unit then broadcasts its recording as a high-speed, condensed "burst" transmission (lasting a few seconds). This means that it is almost impossible to find, since it is emitting no signal most of the time. Detectors have to key on the faint power emissions from the main unit, which can be up to 10 meters away, and which can be easily confused with signals from other low-power electrical equipment. Any chronocom or radiophone can be tuned to receive the signals from this bug. Weight: Insignificant Price: 500 cr. PR: Communications Devices: Operate or Acoustics skill Video Bug: This operates like the improved bug described above, but it picks up light in addition to sound. A one-millimeter fiber-optic light guide, with a fish eye lens at one end, is connected to a recording/broadcast unit up to one meter away. The unit is not up to full 3D broadcast quality, but it is good enough for most surveillance purposes and has limited low-light capabilities as well. Total darkness (which is rare) will foil this system. Any chronocom or radiophone can be tuned to this bug. Weight: Insignificant Price: 1000 cr. PR: Communications Devices: Operate or Acoustics skill Cable Tap: This device is used to tap into electronic communications cables. Electric current produces a magnetic field, which can be detected and "read" to tap the signal. This does not require cutting into the cable, it produces no drop in voltage, and it is impossible to detect without physical inspection of the complete run of the cable (the tap need only be within 0.1 meter of the cable). More sophisticated communications cables, however, are of the fiber-optic type, which transmit light instead of electricity. This requires a much more sophisticated (and expensive) tap. This type does not require cutting into the cable either, but it does require that the tap be in direct physical contact with the cable. A tap can be attached to a broadcast unit or a recording unit, like any of the bugs described. Both audio and video signals can be acquired. Because of the danger of taps, important communications are always scrambled. Weight: Insignificant Price: 2000 (electric) 5000 (fiber-optic) PR: Communications Devices: Operate or Acoustics skill ELECTRONlC COUNTERMEASURES (ECM) The following items can be used to counter electronic surveillance. Sensortects: Sensortects are simple detection units found on most military and some civilian vehicles, which are used to indicate when the vehicle has been scanned by a sensor of some kind. When one of these units picks up electromagnetic radiation matching certain characteristics, it indicates the fact (by an aural and/or visual signal). Simple units only key to one type of sensor (radar, laser, microwave, etc.). Units available at three times the base price will be able to pick up all commonly used sensor systems. Weight: 1 kg Price: 250 PR: Communications Devices: Operate or Security Systems: Activate and Operate skill Radar Jammer: Radar works by bouncing a signal off its target and interpreting the results. Jamming a radar is as simple as broadcasting random noise on the radar's frequency at a higher power level than the reflected signal. Jammers usually broadcast on a wide band of frequencies and negate the effects of all radars within their range (1 to 10 kilometers, depending on price). Jammers are usually operated remotely because they become easy targets for guided missiles when they are activated. Jammers do not affect laser-based detectors, such as range finders and missile homing guidance systems. Weight: 4 kg Price: 1000 to 10,000 PR: none Radio Jammer: Most large, multi frequency, two-way radios can be used as simple jammers. All that needs to be done is to broadcast a very powerful carrier wave on the frequency to be jammed. More sophisticated radios, however, can shift frequencies at preset intervals and escape jamming. Modern military communications, however, are even more sophisticated. Tight-beam lasers or microwave communications can be directed up to a satellite and then reflected down to each individual receiving vehicle, making the communications very difficult to jam. Line-of-sight laser communication systems are virtually impossible to jam. In any case, anyone on the battlefield jamming for very long will soon become the target of a guided missile. It is possible, however, to purchase a specially built jammer, which works against all communications within a given area (one kilometer for every LvlOOO in price). Weight: 10 kg Price: 1000-10,000 PR: none Bug Detector: Bug detectors are used to find electronic sun/surveillance devices. For the basic broadcast bug, this is simply a matter of scanning the relevant frequencies until the bug's signal is picked up, then triangulating until it is found (it can then be destroyed or neutralized). More sophisticated bugs are tougher to find. Weight: 1 kg Price: 3000 PR: Communications Devices: Operate or Security Systems: Activate & Operate Bug Jam: Bug jammers work like radio jammers, as described above. Note: If a bug never broadcasts (that is, if the bug is used to tape a conversation, which is physically retrieved later), a jammer will not work. It also will not work against the laser "ear." Weight: 1 kg Price: 500 PR: none White Noise Generator: These units transmit a field of "white-noise" which washes out any normal conversation within one meter of the unit. Extremely sophisticated computer programs (like the filter program described below) can remove 90 percent of the noise, however, given enough time. A WNG unit will work against the laser "ear," but will not affect the video portion of a video bug. Weight: 1 kg Price: 100 PR: none Scrambler: Scramblers attach to a normal communicator, from a chronocom to a radiophone, and scramble any transmission according to a prearranged pattern, which can only be descrambled by a unit with the same scrambler settings. Weight: insignificant Price: 200 PR: none Filter Program Chip: The filter program chip contains a program for any computer with a communications program to analyze and extract random noise from recorded electronic transmissions. It generally takes about 10 minutes to "clean" one minute of conversation, but this can be made longer or shorter at the referee's option. It is also the GM's discretion to decide which part of the conversation may or may not be lost. Weight: insignificant Price: 1OOO PR: Communications Devices: Operate or Acoustics skill to process information EXPLORATION EQUIPMENT THE IMPORTANCE OF SURVIVAL GEAR Survival gear often means the difference between life and death to a human on an alien planet. In some cases, the distinction is obvious. For example, a human without a hostile environment suit on a world with a methane/ ammonia atmosphere would quickly die. But in other cases, the dividing line is less clear. A human can survive very high temperatures without food or water for several days, for instance, as long as the atmosphere is breathable. In general, consider that a human can survive without specialized equipment in temperatures between -0 degrees and 50 degrees C. At temperatures above 50 degrees C, special cooling equipment (such as a sealed, air-conditioned vehicle) is required. At temperatures from -0 degrees to -20 degrees C, special clothing is required to conserve heat. Below -20 degrees C, further care must be taken that no skin surfaces are exposed to the frigid air. At temperatures below -50 deg. C, heated, airtight suits are required. A human requires an intake of approximately 2000 calories a day. In extremely cold weather, this figure should be higher, possibly even double. to compensate for calories the body burns just to provide heat. Survival is possible on approximately 1000 calories a day in normal weather. but that low an intake is not recommended. If a character is subsisting just on native nutrients (assuming the amino acids are such that they can be used by the body. some thought should be given to vitamins and minerals that might be missing. Even trace minerals are very important-the body uses only a few milligrams of iodine. for example. but without that substance. thyroid action is severely limited. A human also requires approximately two liters of water a day. In extremely warm weather this should be doubled to account for perspiration: in extremely cold weather it should be doubled to account for evaporation. Survival is possible on only one liter in normal weather. but the character will be uncomfortably thirsty. SURVIVAL GEAR Wilderness survival gear includes equipment which is usually used by exploratory teams, but this equipment might be stored in a starship's escape pod or used by a military mission team as well. Backpack: A backpack is used to carry equipment (as well as protect it) while keeping hands free. Small items can also be suspended from its frame. Weight: 1 kg Price: 1O cr. Hostile Environment Suit: A hostile environment suit is a close- fitting, flexible pressure suit, much like the P-suits used in vacuum environments, but with added protective material designed for use in particularly hostile environments (such as corrosive atmospheres or radiological and toxic environments). The helmet is solid, with audio and visual sensors linked to helmet monitors. The suit has a battery-powered life support system to provide breathable air and a stable temperature. Life support duration is normally eight hours, but with bottled oxygen, this can be extended to 20 hours (the maximum battery life). Weight: 20 kg Price: 2000 cr. Pressure Tent: The pressure tent is an inflatable hemispheric tent with a radius of two meters, designed for three people. The tent includes a small air lock and a life support system capable of sustaining four people. The air lock can be detached if the pressure tent is to be used on worlds with breathable atmospheres. Unlike the infla-tent, this tent can be used on surfaces that have harmful atmospheres or a vacuum. It has a universal oxygen port that can be connected to inflatent airtanks or oxygen refill ports found on space stations. For each oxygen tank connected there is a breathable atmosphere inside that will last eight hours for one person, 4 hours for 2, 2 hours for 4, and 1 hour for eight. As many tanks can be hooked up as desired. Weight: 50 kg Price: 5OO EXPLORATION EQUIPMENT Flares : Flares are used to signal at a distance, such as in the marking of a temporary landing areas. A phosphorescent charge is sent hurtling from one end of the flare when a tab is pulled, sending the flare as far as 300 meters into the air. The flare can be seen for kilometers during the day, even further at night. Being hit with a flare can cause 1d10 points burn damage and may cause a fire if flammables are nearby. Weight: insignificant Price: 10 cr. Inertial Compass: An inertial compass is a small. wrist-worn unit that always points towards a preset location (usually north). The inertial compass will always indicate the preset direction even if its wearer undergoes movement such as air-flight or underwater travel. Weight: Insignificant Price: 80 cr. Inertial Map: An inertial map is a small computer that contains a detailed map of an area in a memory chip. The map give a small holographic picture of any 1O-kilometer square area in its memory. Once the user has plotted in his present coordinates. he is represented as a dot in the center of the screen, and the map about the dot as the user travels. Inertial maps are often hooked up to display on other screens, such as the terrain display of a vehicle or into a bodycomp's map-calc progit. Map chips cost 15 cr. for a 1OOO- kilometer square area. Making map chips of uncharted areas and then selling them is an easy way to pick up extra money on many missions. Weight: 1 kg Price: 500 Climbing Gear: Climbing gear includes such tools as pitons, rope, small hammers, and locking rings. Such gear is necessary if a party wishes to climb vertical rock faces. Weight: 12 kg Price: 150 PR: Climbing skill COMMUNICATORS Communicators allow the transmission of information over long distances. There are various types of communicators available; civilian ones tend to be lower-powered (meaning shorter-ranged) than their military counterparts, and they also broadcast in a wider arc (making them easier to eavesdrop upon). Subdermatalk: Developed by Nesmith Enterprises, the Subdermatalk is a micro-transmitter surgically implanted beneath the skin in the mouth and neck of its user. Instead of picking up sound waves, the Subdermatalk senses vocal chord impulses as the user speaks, and it transmits this information through a power booster and transmitter implanted in one of the user's teeth. Receiving is done through micro-antenna implanted in the user's neck. Several versions of the Subdermatalk exist, including models that have amazing range and channel switching capabilities. The cost of these more advanced units is extremely high, however. The basic model broadcasts at a set frequency and has a fairly short range, but its broadcasts are very difficult to detect. More expensive models have more frequencies and longer ranges, but their broadcasts are easier to detect as well. Weight: Insignificant Range: 5 km Price: 1000 for the basic unit (includes implanting and training. ) For each extra frequency, double the price. For each 5 km beyond the basic range, double the price. SENSORS Battle Radar: "Battle Radar" (so called because of its common use by mercenary soldiers) is a portable radar set that can be carried like a backpack. It is often used by exploratory, police, and military ground units to detect moving forms human-sized or larger. "Battle Radar" can detect human-sized and larger targets in a standard broadcast scanning pattern (a 120-degree arc), or targets as small as a rabbit on a tight-beam scan (a 30-degree arc). In either case, the maximum scanning range is five kilometers. The "Battle Radar's" screen provides a crisp, two-dimensional, monochrome image of the area the radar is sweeping, as well as the direction and distance to identified targets. It can be plugged into a vehicular computer or a bodycomp with at least a map-calc progit and type C processor. Weight: 1O kg Sensor Range: 5 km Price: 500 cr. Radio Detector: A radio detector is used to detect radio transmissions and to locate the transmitter with much more accuracy than a duo- C.A.S. fitted with electro- and magnetic- components. To detect radio transmissions within five kilometers, the operator must roll for thier Communication Devices: Operate skill. To pinpoint the location of the transmitter, at least two radio detectors must be set up a minimum of one kilometer apart, and both operators must succeed at the location task to triangulate the position. Weight: 5 kg Price: 700 cr. PR: Communications Devices: Operate Large Life Form Detector: The large life form detector is a moving point IR sensor which actually works as well on vehicles as it does on life forms. Its short range makes it largely ineffective for military purposes, however. It is designed to be cheap and portable for zoological field teams. Weight: 2 kg Sensor Range: 1000 m (+1) Price: 200 cr. PR: Communications Devices: Operate Remote Piloted Drone: A remote piloted drone is a small, battery- powered, rotor-driven aerial sensor. It incorporates a video imager with up to 5x magnification and thermal imaging for night vision and limited visibility in fog or smoke. The video imager outputs directly to a monitor and a video recorder. The drone also includes a microphone for audio data and a large life form detector as described above. Weight: 10 kg Sensor Range: 1000 m (+1) Cargo: none Maximum Speed: 200 kph Cruise Speed: 150 kph Range: 2 hr Price: 250 cr Jetpack: The Skyhopper Jetpack is the most popular model of personal jetpacks available. Internal gyroscopic stabilizers and a highly sophisticated ground-following terrain screen allow even a beginning "hopper" to maneuver safely his first time out. The Skyhopper uses propellant standard to any type of fuel-burning vehicle or plane. Unfortunately, only a small amount of fuel can be carried on the Skyhopper at a time, limiting flights to about an hour. Crew: 1 Weight: 40 kg Max Speed: 120 kph / Cruising Speed: 60 kph Range: 1 hr Price: 12, 000 (plus 100 cr for 1 hr of fuel) PR: none OCEANOGRAPHIC EQUIPMENT Scuba Gear: Scuba gear includes a flexible, warm wetsuit with swim fins, goggles, and an air tank. The tank can hold enough air for three hours of use. Scuba wetsuits are designed to fit only fit one race. Special gear must be purchased for Dralasites to feed oxygen to a large portion of their epidermis, also for Vrusk, to feed oxygen to their lower abdomen. Weight: 10 kg Price: 500 cr. Air Tank : The air tank for scuba gear. Weight: 8 kg. Price: 10 cr. Underwater Rebreather: The underwater rebreather is the most advanced type of individual diving equipment produced by humans. It is an air-recycling pack that rests upon the user's back, with hoses leading to a mouthpiece. Filters in the rebreather scrub CO2 from the user's exhaled air, and a battery-driven electrolyzer removes oxygen from the surrounding water, adding it into the recycled air. With a rebreather, a diver can remain submerged for days at a time. The only limits are imposed by the life of the CO2 scrubbers and the electrolyzer's battery pack. Each of these is good for 72 hours before service is necessary, when replacements can be purchased for only 20 cr. Weight: 10 kg Price: 2000 cr. Undersea Sled: Because of its compactness and the increased mobility that it gives to divers, the undersea sled is a very popular item for underwater operations. It is a cylinder about one-half meter in size, with an internal rudder, diving planes, and battery-powered prop, and with handgrip controls on the rear. Its use is extremely simple. The user grasps the two hand grips at the sled's rear and is towed along behind. Control is also maintained by means of those grips. Triggers control the speed of the internal prop and the position of the rudder. Sliding thumb switches control the diving and lifting planes. Crew: 1 Weight: 60 kg Max Speed: 40 kph Cruising Speed: 20 kph Range: 6 hr Price: 500 cr. Mini-sub: Mini-subs are used for a variety of operations, including study of deep sea life and for rescue missions. Many versions of the sub are available, but most require a crew of five, which includes a pilot, a navigator, an engineer, a survey/rescue specialist, and a commander who doubles as a survey specialist. The typical mini-sub is equipped with high-intensity lights on all faces, most of which are mounted on booms that can be moved to different positions. Almost all mini-subs are equipped with some sort of manipulative arms, usually between one and four pairs. These arms come in different sizes and strengths (ranging from strengths capable of lifting 100 kilograms to those that can lift 2000 kilograms) depending on the type of work for which the sub is designed. In addition, all mini-subs carry standard electronics gear, such as radios and sonar. Standard safety features of mini- submarines include self-sealing outer hulls and an emergency oxygen supply. Type: Exploratory submarine Crew: 5 Weight: 2500 kg Sensor Range: 8 km Cargo 1000 kg Max Speed: 50 kph Cruising Speed: 30 kph Power Plant: 0.2MW hydrogen fuel cell Fuel Capacity: 216 kg HI Consumption: 6 kg/hr Range: 36 hr Price: 30,000 cr. Deep Sea Rescue Robot: The deep sea rescue robot is a self-propelled, torpedo-shaped, mechanical device approximately one meter in size with a variety of attached tools, such as lifting arms, oxygen tubes, cutting lasers, and high-intensity search lights. An operator at a remote panel can control the robot from as far as 50 kilometers. The robot has video, infrared, and sonar sensors and a broadcaster to relay images of its surroundings to the control panel, and the panel also contains a sonar scanner to track the robot's position. Deep sea rescue robots are used not only for rescue operations, but also for any undersea operations in which conditions are too dangerous for direct human presence. Crew: 1 remote Weight: 250 kg Sensor Range: 2 km Max Speed: 35 kph Cruising Speed: 20 kph Power Plant: 0.06MW hydrogen fuel cell Fuel Capacity: 100 kg H2 Consumption: 2 kg/hr Range: 50 hr Price: 3000 cr. PR: Robotics: Activate & Operate Sea Baggie: A sea baggie is a large, disposable plastic container used for emergency survival in deep water. The user opens the baggie, climbs inside, and seals it behind him. The baggie provides enough heat to prevent hypothermia and enough air to last for approximately five hours. When not in use, the sea baggie fits into a 15 centimeter x 15 centimeter case that clips onto a belt. Each sea baggie may only be used once. Weight: 2 kg Price: 50 cr. GENERAL USE EQUIPMENT Excavating Tools: A set of excavating tools includes picks, shovels, mattocks, and other such tools. Use of the kit gives a +1 Column Shift to the Archaeology skill. Weight: 20 kg Price: lOO cr. Stik-kit: A stik-kit is a disposable adhesive patch about the size of a human hand. One side of the patch (color-coded black) is a ridged, flexible plastic sheet; the other side is smooth and white. Between these two sides is a chemical interior. By grasping the ridged side, the user can flex the patch, releasing the chemical onto the white side, which then becomes very sticky. Stik-kits will adhere to almost anything, except teflon, in almost any environment. A small electric charge deactivates the adhesive-a battery is included in the stik-kit for this purpose. Stik-kits can be used for anything from patching hulls to creating ladders, or suffocating creatures. Each stik-kit patch has a color-coded band that indicates its holding strength: Red-lO gm, orange-lOO gm, yellow-one kg, green-1O kg, blue--100 kg, violet-one ton, ultraviolet (black)-10 tons. Weight: insignificant Price: Red, 20 cr.; orange, 40; yellow, 80; green, 160; blue, 320; violet, 640 cr.; ultraviolet is not normally available. Spinner: Universal Households is responsible for the creation of devices that can create monofilament strings by mixing a liquefied chemical base with a catalyst. One such device is the spinner, a hand- held mechanism that "spins" a strong, continuous, one-millimeter- thick, monofilament polymer cable. The device consists of two reservoirs (one for the base chemical and another for the catalyst), a curing chamber, and an exit tube with a crimping mechanism that allows the cable end to be gripped. The cable is nonconductive to electricity and is extremely strong, supporting as much as 1000 kilograms. It is very difficult to cut; for this reason, the spinner also contains an enzyme capable of dissolving the cable. Cable from a spinner has a number of uses. It can be used to tie down cargo which has a tendency to "wander" in zero-G. Also, some rock-climbing teams use it as an emergency backup rope. Care must be taken, however, when weight is being supported by Spinner cable, that soft materials (such as human flesh) are not cut due to the cable's thinness. Each spinner creates up to two kilometers of cable. Weight: 1.5 kg Price: 200 cr. Refills: 20 cr. CARGO HANDLING EQUIPMENT The following equipment will commonly be found at groundside spaceports and catapult facilities. Spaceside facilities will have similar equipment specially adapted for use in zero-G. Cargo Mule: A cargo mule is a one-man truck used to tow pallets and cargo carts from one location to another within a warehouse or port facility. It is one meter wide, 1.6 meters long, and 1.2 meters tall, including the protective cage that rises above the operator's seat. Crew: 1 Weight: 450 kg Cargo: 5000 kg (towed) Max Speed: 8 kph Cruising Speed: 6 kph Power Plant: 0. 13 MW hydrogen fuel cell Fuel Capacity: 192 kg Hz Consumption: 4 kg/hr Range: 48 hr Price: 2000 cr. Cargo Sled: A cargo sled is a freight container that rides on a set of pressor beams and is about one-eighth the size of a railroad car. Cargo sleds are used in freight yards to move large cargoes easily. With the pressor beams turned on, a single human can push the cargo sled, although very slowly. Usually, however, several cargo sleds are hooked in a line and towed by a small vehicle. Some cheaper versions of the cargo sleds either use hover fans or are connected to a blower on the towing vehicle. Type: Cargo car Crew: None Weight: 350 kg Cargo: 1500 kg Price: 1OOO cr. Pichot 4020 Heavy Materials Handler Human Physical Analogue Tool (4020 HMHHPAT): The Pichot 4020 HMHHPAT, usually called simply a "Hump-it," is a battery powered, articulated exoskeletal framework used for lifting small, heavy objects. It was originated by Tachton Instruments. The "Hump-it" is something like an oversized human skeleton in appearance, with arms and legs, and a torso cage to protect the operator's head and body. The operator climbs into the cage, rests his weight on the seat, places his feet into the feet of the "Hump-it" and his hands onto the controls near the far end of the arms. When the operator moves his limbs, the "Humpit" moves its limbs in response, but it enhances the operator's movement, allowing him to lift 15 times as much weight as he could lift unassisted. Walking is made simple through gyrostabilizers and automatic locks that virtually prevent falls. The long arm span of the "Humpit" allows the operator to lift objects that are up to two meters across. The great mass and tremendous power of the "Hump-it" can be extremely dangerous in inexperienced hands. (If a "Hump-it" is used in some form of combat, it has an initiative penalty of -4, it multiplies the strength by 15, and it is too open to provide an armor value.) Most local governments require a minimum of three to six weeks in training simulators before an operator can be given a "Hump-it" license. Weight: 400 kg Duration: 12 hr Price: 5000 PR: Vehicles: Machinery Bio-Engineered Products from Synthetics Corp. Biosampler: The biosampler is among the first mass-produced, bioengineered products for human consumption created by Synthetics Corp. It is an animal biochemically similar to a human being, programmed to determine edibility of plant and animal tissue. Communication is simple: If it eats the material, it is safe; if it refuses it, it is toxic. Although its appearance is unimportant to its function, the marketers at Synthetics Corp. have made it furry and programmed a limited pattern of semi-random behavior to make it more appealing. This pattern becomes predictable after long viewing, but the creatures have become popular as children's pets on many Frontier worlds. Weight: 1 kg Price: 20 cr. Water Breather: Just recently, Synthetics Corp. released a new product on the market: the water breather. It is a shelled creature that fits tightly to the human face, with a clear section over the eyes, a tube that projects into the mouth, and an expandable sac at the chin. The sac expands as the wearer exhales and contracts as the wearer inhales. Meanwhile, the creature filters oxygen out of the surrounding water and exudes it into the sac, while filtering carbon dioxide out of the exhaled air. When not being worn, it is to be stored inside an opaque vial of fluid containing simple sugars and specially prepared vitamins. The creature can survive on a minimum of sugar water. but it loses its transparency until normal nutrients are provided once again. There is no limit to how long it may be used at one time, but can only survive depths normal to humans. It lives for an average of 5 years. The Pentapod water breather is very popular for casual diving, but some humans fear the results of tearing the sac while working at deep levels. Others feel suffocated to have a living creature covering their faces. Weight: 1 kg Price: 75 cr. Biocontacts: These too are among the first mass-produced bioengineered products for human consumption developed by Synthetics Corp. Biocontacts are transparent lenses worn in the eye. When purchased, they are dormant and opaque. The purchaser must insert them, keep his eyes closed, and remain at rest for eight hours to activate the contacts and allow them to adapt to his body chemistry. (This is normally done during a sleep period.) Once activated, the biocontacts are specific to the owner and will not function for anyone else. They can be removed and stored or kept in the eyes indefinitely. They draw nourishment from the owner's tears, and so, if removed, must be stored in a special solution. The wearer needs to increase his fluid consumption slightly while wearing them for extended periods of time. Biocontacts give the wearer enhanced night vision equivalent to a Yazirian's and squinting will give up to a 5x magnification. Weight: Insignificant Price: 500 cr. SPACE EQUIPMENT Magnetic Grappler: This device is a squat cylinder (five centimeters high by 10 centimeters in diameter) containing a battery-powered electromagnet for attachment to ferrous metals, such as some sections of ship hulls. One face attaches to the metal surface; the other has a lock ring through which to run a safety line for work in zero-G. The battery is good for 12 hours of constant operation. The magnetic grappler will hold up to 250 kilograms. Weight: 1 kg Price: 50 cr. Rocket Stake: A rocket stake is used to attach zero-G safety lines to surfaces to which magnetic grapplers and Stik-kits will not adhere, such as the rocky surfaces of small asteroids. Each rocket stake is 20 centimeters long x 5 centimeters in diameter and comes with a recoilless pistol-grip firing mechanism (care must be taken to avoid the stake's backblast area) and a 1OO-meter reel of safety line. An isolation chamber for the explosive charge prevents any recoil to the user if in zero-G. To determine how deeply a rocket stake penetrates a substance, treat it as having a damage of 10d10 against structural points. If the damage roll is greater than the structural points then the stake is embedded and cannot be removed without heavy machinery. If used as a weapon, causes 5d10 dmg. vs. skein/inertia defenses. Treat range as a spear in normal gravity, as a micro- missile in zero-G. A rocket stake can be used only once - the explosive charge renders it useless if it doesn't embed. Weight: 5 kg. Price: 15 cr. EVA Stick: An EVA stick is a very common item used by people working in vacuum and zero-G. In form, it is a meter-long, telescoping rod with a jet in one end, a hook and magnetic grapple on the other end, and a gas shock absorber inside. The jet is used to maneuver in space, and the gas shock absorber is used to slow the operator upon approaching a surface. A valve within the tool can be triggered to prevent the shock absorber from reextending until the operator desires. The jet has a continuous burn duration of five minutes; normal use consumes about three seconds of fuel per maneuver. Weight: 3 kg Price: 80 cr. External Repair Bay: Performing repairs on the outside of a space craft is much more difficult and dangerous than inside. This is largely due to the possibility of rupturing a P-suit. For this reason, Eversafe Industries has designed a portable external repair bay. The bay is composed of modular sections that bolt together on a ship's hull, creating an 10 meters x 10 meters x 2 meters space that can be flooded with atmosphere, allowing unsuited personnel to work on the outer surface of the ship. Weight: 800 kg Price: 5000 PR: Machinery: Operate Clamp-on Air Lock: Sometimes a normal air lock cannot be used, and a hull must be breached quickly without jeopardizing the integrity of its interior atmosphere. In such cases, a clamp-on air lock can be handy. The clamp-on air lock attaches to the outside of a hull by means of magnetic pads, chemical adhesives, or electrical spot welds (depending upon the hull material), allowing a hole to be cut through the hull for access to the interior of the ship. If a clamp-on air lock is to be used for more than several minutes. it is usually welded in place permanently. Weight: 2000 kg Price: 10,000 PR: Machinery: Operate SATELLITES Communication Satellite: A communication satellite is a solar- powered orbital receiver and retransmitter of tight beam or broadcast communication. Each provides 20% coverage of a world while five satellites evenly spaced in the same orbit will provide 100% coverage. A standard chronocom can patch into a variety of comm.sat. channels, but some will be scrambled for private or commercial use. Weight: 20 kg Price: 50,000 cr. Navigation Satellite: A navigation satellite is a solar-powered orbital broadcast transmitter. Five satellites are required to provide full coverage of a planetary surface. Each satellite continuously broadcasts its identification code and current position. A down-link receiver and microprocessor in a vehicle, or carried by a person, can, by triangulation with the satellites currently transmitting, establish its own correct surface location to within 10 meters. Most nav.sats. transmit a planetary identification code that is used by in-bound ships to verify their course. Weight: 100 kg Price: 1OO,000 cr. (each) GPS Receiver: (down-link navigation receiver) A GPS (global positioning satellite) receiver is a portable unit used by ground parties to receive broadcasts from navigation satellites and hence determine their exact location on the surface of a planet. Weight: 5 kg Price: 500 cr. Surveillance Satellite: A surveillance satellite is a solar-powered, low-orbit satellite designed to detect vehicular movement on the surface or in the atmosphere of a world. Each satellite will orbit an earth-sized planet roughly three times a day and will scan the area directly below and 50 kilometers to either side of its orbit. (This amounts to scanning each 1OO-kilometer hex along its orbit three times a day.) Re-tasking a satellite to cover a different area requires changing its programming at the control center and takes roughly 2 hours to comply. Weight: 1 50 kg Sensor Range: Orbital (surface targets count as regular range; airborne targets count as half range) Price: 500,000 Survey Satellite: A survey satellite is a solar-powered photographic satellite for mapping a planet and collecting meteorological data. The satellite is placed in geosynchronous orbit to provide surface mapping and data on atmospheric weather conditions. Weight: 50 kg Price: 250,000



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