[Serenity: Chasseur] Quick rules primers
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: Max on 08-05-2006, 07:47:19</h2>
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				Title: <strong>[Serenity: Chasseur] Quick rules primers</strong><br>
				Post by: <strong>Max</strong> on <strong>08-05-2006, 07:47:19</strong>
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				For character generation, you might want to look here:<br><br>http://www.lanlizards.com/serenity/crew/bdhguide.shtml<br><br>Serenity uses dice steps. &nbsp;They start a D2, then go to a D4, then D6, then D8, then D10, then D10+D2, then D12+D4, and so on. &nbsp;Sometimes you will get a step bonus (or penalty). &nbsp;That will increase the die you roll by that much. &nbsp;A bonus of one would increase a D6 to a D8 (and a penalty would decrease it to a D4). &nbsp;A two step bonus would increase the D6 to a D10 (and a two step penalty would drop it to a D2). &nbsp;A D12 with a step bonus of one would increase it to D12+D2. &nbsp;And so on.<br><br>Most actions will roll an Attribute die and skill die, and add the results together. &nbsp;An example, someone with an Agility of D8, and Guns of D6, were to shoot at someone, they would roll D8, and a D6, and add the results together. &nbsp;The number you are trying to beat is the difficulty number, and starts at 3 (Easy), and goes up by 4. &nbsp;Average (7), Hard (11), Formidable (15), Heroic (19), Incredible (23), Ridiculous (27), and Impossible (31). &nbsp;If you beat the difficulty by 7 or more, you get an Extra Success (for example, causing someone even more hurt on an attack roll). &nbsp;Note, if all the die you roll come up 1's, that is a Botch, and can really hurt (don't Botch when using a hand grenade).<br><br>Complex Actions. &nbsp;Here, the numbers you need to beat will be higher, but you keep a running total. &nbsp;Each time you roll, a certain amount of time passes, when your rolls have beaten the number needed, you suceed. &nbsp;<br><br>Plot Points. &nbsp;These are your way to change the story in so way to your benefit. &nbsp;Everyone will start with 6 Plot Points. &nbsp;You can have at most 12 Points. &nbsp;Anything over 12 gets turned into Advancement Points. &nbsp;They can be used to increase the amount of die you roll. &nbsp;1 Point spent would let you roll a d2, 2 Points, a D4, 3, a D6, 4, a D8, 5, a D10, 6, a d12, 7, d12+D2, and up to 12 to get a D12+D12. &nbsp;In order to get the extra die, you have to declare the use of Plot Points before you roll. &nbsp;You can spend Plot Points to increase your roll after the die is tossed, but then it is a straight 1 Point to increase the roll by 1, but you can spend as many Points as you can afford.<br><br>You can also use Plot Points to decrease the damage you take. &nbsp;Spend a number of Points like you were getting a die roll, say 3 to get a D6, then roll, and deduct that much damage from what you have just taken. &nbsp;As a further example, you were just hit for 2 Wounds and 2 Stun, and you rolled a 3, you would not take the Wounds, and only take a Stun. &nbsp;If you rolled a 4, you wouldn't take any damage, and a 5 or 6, no damage, but the rest is lost. &nbsp;It only effects the damage you have just taken.<br><br>You can also use Plot Points to affect the story. &nbsp;The greater the impact, the more it costs. &nbsp;<br><br>Some Assets may require the use of Plot Points. &nbsp;Mechanical Empathy, for example, will cost points, the number depending on just how bad the problem is. &nbsp;Some of the Major versions of Assets would give a bonus of 2 to any points spent. &nbsp;If you spent 3 Plot Points, and had Major Allure, it would be as you had spent 5.<br><br>Another use for Plot Points is to improve your character, buy up Skills, get new ones, increase Attributes, maybe buy off a Complication. &nbsp;As said, any after 12 become Advancement Points, to be used to improve your character. &nbsp;Also, if you have more than 6 Plot Points after a session (adventure), the extra become Advancement Points.<br><br>Life Points. &nbsp;This is how much damage you can take. &nbsp;When you have taken a number of Wounds equal to your Life Points, better hope the will is up to date. &nbsp;If you take Stun equal to your Life Points, you are out cold. &nbsp;<br><br>One final point. &nbsp;In combat, if you hit someone, the more you exceede the number you needed, the more damage you do, before you see what damage your weapon does.
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				Title: <strong>Re: Quick rules primers</strong><br>
				Post by: <strong>Max</strong> on <strong>08-05-2006, 09:27:28</strong>
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				<strong>Combat</strong><br><br>Timing:&nbsp; Each turn lasts about three seconds of game time.<br><br>Initiative:&nbsp; Those who initiate combat get a free turn.&nbsp; Otherwise, roll Agility+Alertness, which can be modified by Traits or other factors.&nbsp; Highest goes first, and on down to the lowest.&nbsp; Roll Agility in case of a tie.&nbsp; If you want, you can hold your action, but lose it if the turn ends.<br><br>Actions:&nbsp; Each character may make one action (attack, or move, or a defensive action) without penalty.&nbsp; You can perform multiple actions during your turn, but suffer a cumulative -1 step Skill penalty to all actions in the turn.&nbsp; Two actions bring a -1 step penalty, three bring a -2, and so on.&nbsp; You can include defense rolls (dodging or parrying) in your total of actions.&nbsp; (For example, "I shoot the thug, and dodge as someone shoots back at me," both actions would suffer a -1 step penalty).&nbsp; You can add defense rolls after your turn has ended, but they count against the next turns limit.&nbsp; (Say, you take 2 actions, they are at -1.&nbsp; Then, you have to dodge two more attacks, they would be at -3, and count as two actions taken when the next turn rolls around.)&nbsp; Some actions, such as taking a quick look around, speaking a short phrase, or an innate defense roll, do not count against the total actions in a turn.<br><br>Move:&nbsp; Most folk have a base speed of 15 feet per turn.&nbsp; Spending an action allows you to hustle, doubling that, and spending two actions lets you run, distance covered is twice base speed plus Agility+Athletics/Running roll.<br><br>Defending yourself:&nbsp; Standing still makes you an Easy (3) target.&nbsp; If you are aware of an attack, you can try an Innate Defense, roll Agility, and that becomes the number needed to hit you.&nbsp; An Innate Defense roll does not count as an action.&nbsp; Or, you could spend an action, and roll Agility+Athletics/Dodge to avoid duck out of the way of a bullet or thrown weapon, or Agilty+weapon skill to parry a hand-to-hand or melee attack.<br><br>Cover:&nbsp; Ducking behind a piece of terrain like a large rock or upturned table can make you harder to hit.&nbsp; Light Cover, something that hides up to half of you, or laying down on the ground), gives a +4 to the difficulty needed to hit you.&nbsp; Medium cover, more than half of you is concealed, gives a +8 to the diffculty.&nbsp; Heavy cover, such a peering around a corner, gives a +12, and total, such as peeking thru a keyhole, gives a +18.&nbsp; So, if you are standing still, peeking thru a keyhole, they need a 21 to hit you.<br><br>Range:&nbsp; All ranged weapons have a range measured in increments.&nbsp; Within 10 feet, there is a +1 Step bonus to skill, no modifier for the listed range, -2 Step to skill at the second range increment, and -4 Step for the third.&nbsp; (As an example, a weapon with a range increment of 100 feet would get a +1 Step within 10', no modifier from 11 to 100 feet, -2 Step from 201 to 300, and -4 Step from 301 to 400.)<br><br>Special Options:&nbsp; <br>Aim:&nbsp; You aim a ranged weapon for up to 3 turns, gaining a +1 Step bonus per turn.&nbsp; You can take no other actions.<br>All-Out Attack:&nbsp; You get a +2 skill Step bonus if you make no effort to defend yourself.&nbsp; Cannot take this option if you have any carry over actions from last turn.<br>All-Out Defense:&nbsp; You do nothing but defend, you get +2 skill Step bonus to all defensive rolls.&nbsp; Cannot take this option if you have any carry over actions from last turn.<br>Called Shot:&nbsp; To shoot a specific body, it is a -1 skill Step to target a limb, -2 skill Step to target a vital area (head, groin) getting a +2 Step modifier to damage, and -4 skill Step to shoot a miniscule target (heart or kneecap), getting a +4 Step modifier to damage.<br>Disarm:&nbsp; Knocking an opponent's weapon out of his hand is -2 skill Step with a melee weapon, -4 skill Step with a ranged weapon.&nbsp; The target must get an 11 or better rolling Agility+Willpower.<br>Feint:&nbsp; Sucker an opponent, hand to hand only.&nbsp; Roll Alertness+Attack skill versus foe's Alertness or Intelligence/Perception/Intuition.&nbsp; If successful, for can only use Innate Defense.<br>Grapple, Push, Knock Down:&nbsp; Roll Agility or Strength+Unarmed Combat to get the attack.&nbsp; Agility+Strength to break free.<br>Sneak Attack:&nbsp; A target caught unawares is an Easy (3) target.<br>Thrown Weapon:&nbsp; A weapon not designed to be thrown suffers a -1 to -4 skill Step penalty.<br>Prone:&nbsp; If you are prone, it takes an action to get back up.&nbsp; Take a -2 Attribute Step penalty while attacking.&nbsp; If you are lying flat, you have the benefits of light cover.<br>Crowds:&nbsp; Firing into a crowd&nbsp; or at somone in hand to hand combat is a -2 skill Step penalty.&nbsp; Botching hits unintentional target.<br>Covering:&nbsp; If you want, you may watch an area, getting to attack anyone who moves into that area.&nbsp; <br>Threatening:&nbsp; If you have someone dead to rights, you get a +2 skill Step bonus to attack if the target takes any sort of action, as a free action outside your normal Initative order.&nbsp; <br>Automatic Weapons:&nbsp; Can be fired in one of three modes:&nbsp; Single shot, which is a standard attack, Burst, which allows you to make three attack rolls, all with a -2 skill Step penalty, and Autofire, which targets an area 5 to 10 feet wide.&nbsp; Roll 3+ to hit the area, if successful, everyone in the area must defend against the attack roll or be hit.<br>Explosions:&nbsp; To target a grenade, you have to get an Average (7) attack roll.&nbsp; Anyone within the first range increment of the explosive takes that much damage, losing 1 die per range increment.<br><br>Damage:&nbsp; When you hit, check to see how much you made your attack roll by.&nbsp; The target takes that much damage, divided into Stun and Wounds, favoring Stun.&nbsp; (For example, you needed a 3 to hit, and rolled a 8.&nbsp; The target takes 3 Stun and 2 Wounds.)&nbsp; Then, roll the damage for the weapon used.&nbsp; (To continue the example, a shotgun would roll D10W, say, in this case, 7 more Wounds.)&nbsp; Target may spend Plot Points to lessen the effects.&nbsp; (In this case,&nbsp; target spends 3 Plot Points, to roll a D6, and rolls 4, meaning they end up taking 3 Stun and 5 Wounds.)<br><br>If you take an amount of Stun and Wound damage equal to your Life Points, roll an Average (7) Vitality+Willpower to stay conscious.&nbsp; Every turn thereafter, the roll is made with a cumalative +4 to the Difficulty.<br><br>Shock:&nbsp; Any Stun taken after unconscious is treated as Shock points.&nbsp; An unattended character with Shock Points is out for an hour, then must roll Average Vitality+Willpower to reduce Shock by one per hour.&nbsp; With medical care, 1 Shock Point is Easy to remove, with a cumalative +4 to the Difficulty for each additional Shock Point.&nbsp; Once Shock is healed, Stun can start to heal.<br><br>Wounds:&nbsp; If someone takes half of their Life Points in Wounds, they are at -2 Step penalty to all Attributes.<br><br>Dying:&nbsp; If Wound damage equals or exceeds Life Points, must roll a Vitality+Willpower each minute, starting at Easy (3), going up one level of Difficulty per minute.&nbsp; Anyone who has taking twice their Life Points in Wounds is dead, and beyond all hope.<br><br>Burn Damage:&nbsp; Burn damage, including that from lasers, heals at half-rate, and may leave disfiguring scars.<br><br>Healing<br><br>Stun:&nbsp; Once per day, you may roll Vitality or Willpower, (you pick) and shake off that many stun.&nbsp; 1 Stun point is healed per 2 hours of low activity, while rest heals 1 Stun per hour.<br><br>Wound:&nbsp; To see if a character is on the mend, roll Vitality+Willpower.&nbsp; The Difficulty is 3 for 3 or 4 Wounds, 7 for 5 or 6 Wounds, 11 for 7 or 8 Wounds, etc.&nbsp; If the roll is made, character heals 1 Wound every 2 days of rest.<br><br>First Aid:&nbsp; To stablize someone in danger of dying requires a Hard (11) Alertness+Medical Expertise/appropriate speciality.&nbsp; <br>Reviving the dead:&nbsp; To revive someone who has expired, roll a Formidable (15) Alertness+Medical Expertise/appropriate speciality.&nbsp; The roll goes up by +4 for each minute the character has been clinically dead.&nbsp; If successful, the character is allowed another Vitality+Willpower check at the last Difficulty to come back to life.&nbsp; Further first aid is required to stablize the patient.<br>Surgery:&nbsp; Sugery is treated as a complex action, the difficulty is 15 for 3 or 4 Wounds, 35 for 5 or 6 Wounds, and so on.&nbsp; If successful, the patient is considered on the mend.<br>Waking the Unconscious:&nbsp; Cold water, light slap, loud shout, can allow a knocked out character to roll Vitality+Willpower, and on 7+, they wake up, groggy and unable to engage in only the easiest of activities, but can recover normally.&nbsp; Painkillers give a number of Stun back on a temporary basis.&nbsp; Sedatives give Stun to a character.<br>Painkillers:&nbsp; An Easy (3) Intelligence+Medical Expertise/Specialty check lets someone diagnose the correct amount of painkillers, which negate the Wound penalty.<br><br>
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			<dt class="postheader">
				Title: <strong>Re: Quick rules primers</strong><br>
				Post by: <strong>Max</strong> on <strong>09-05-2006, 15:38:10</strong>
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				Currency:&nbsp; 1 credit is equal to 2.5 platinum, 5 gold, or 250 silver.&nbsp; It is also equivelant to $25 in&nbsp; todays money.<br><br><strong>Gear</strong><br>Availability:&nbsp; E-Everywhere, C-Core, R-Rim worlds, I-Illegal.<br><br><strong>Armor</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Armor&nbsp; Penalty&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Cost&nbsp; &nbsp; &nbsp; &nbsp;Wt&nbsp; &nbsp;Avail.<br>Ballastic Mesh&nbsp; &nbsp; &nbsp; &nbsp;1W*&nbsp; ---&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;46/115p&nbsp; &nbsp;4&nbsp; &nbsp; C<br>Chameleon Suit&nbsp; &nbsp; &nbsp;1W&nbsp; &nbsp;---&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;40/100p&nbsp; &nbsp;17&nbsp; &nbsp;I<br>Helmet, Infantry&nbsp; &nbsp; 4W&nbsp; &nbsp;-1 Alertness Step&nbsp; &nbsp;6/40p&nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; E<br>Helmet, Squad&nbsp; &nbsp; &nbsp; 4W&nbsp; &nbsp;-2 Alert. Steps&nbsp; &nbsp; &nbsp;35/88p&nbsp; &nbsp; &nbsp; 3&nbsp; &nbsp; C<br>Mask, NBC&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2W&nbsp; &nbsp;-3 Alert. Steps&nbsp; &nbsp; &nbsp; 8/10p&nbsp; &nbsp; &nbsp; 3&nbsp; &nbsp;C<br>NBC Body Suit&nbsp; &nbsp; &nbsp; &nbsp;2W&nbsp; &nbsp;-2 Agil &amp; Alert&nbsp; &nbsp; &nbsp; 32/80p&nbsp; &nbsp; 14&nbsp; &nbsp;C <br>Plate Vest&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;4W*&nbsp; -1 Agility Step&nbsp; &nbsp; &nbsp;30/75p&nbsp; &nbsp; 10&nbsp; &nbsp;E<br>Riot Gear&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3W*&nbsp; -1 Agil &amp;Alert&nbsp; &nbsp; &nbsp; 92/230p&nbsp; &nbsp;24&nbsp; C<br>Tactical Suit&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5W&nbsp; &nbsp;-2 Agility Steps&nbsp; &nbsp;110/275p&nbsp; 18&nbsp; I<br>Vacuum Suit&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2W&nbsp; &nbsp; -2 Agil &amp; Alert&nbsp; &nbsp; &nbsp; 67/168p&nbsp; 35&nbsp; E<br>Note:&nbsp; Armors with an asterik convert said Wounds into Stun.<br><br><strong>Melee Weapons</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Damage&nbsp; Cost&nbsp; &nbsp; &nbsp; Wt&nbsp; &nbsp;Avail<br>Baton, Security&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D2 S&nbsp; &nbsp;1.2/3p&nbsp; &nbsp; &nbsp;2&nbsp; &nbsp; E&nbsp; <br>Baton, Stun&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D2 S*&nbsp; 12/30p&nbsp; &nbsp; 2&nbsp; &nbsp; C<br>Brass Knuckles&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *&nbsp; &nbsp; &nbsp; &nbsp; 0.8/2p&nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; E<br>Club&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D6 B&nbsp; &nbsp; 0.2/1p&nbsp; &nbsp; &nbsp;3&nbsp; &nbsp; E<br>Hatchet&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D6 W&nbsp; &nbsp;16/40p&nbsp; &nbsp; 4&nbsp; &nbsp; E<br>Knife, Combat&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D4 W&nbsp; &nbsp;1.6/4p&nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; E<br>Knife, Utility&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D2 W&nbsp; &nbsp; 0.8/2p&nbsp; &nbsp; &nbsp;-&nbsp; &nbsp; E<br>Sword, Combat&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D6 W&nbsp; &nbsp; 24/60p&nbsp; &nbsp; 6&nbsp; &nbsp;E<br>Sword, Gentleman's&nbsp; &nbsp; D4 W&nbsp; &nbsp; 26/65p&nbsp; &nbsp; 4&nbsp; &nbsp; C<br><br><strong>Ranged Weapons</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Damage&nbsp; Range&nbsp; ROF[Mag]&nbsp; &nbsp;Cost&nbsp; &nbsp; &nbsp; Wt&nbsp; Avail<br>Bow&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D4W&nbsp; &nbsp; &nbsp; &nbsp;70&nbsp; &nbsp; &nbsp;1[-]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;6/15p&nbsp; &nbsp; &nbsp;6&nbsp; &nbsp;E&nbsp; &nbsp;<br>Crossbow&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D4W&nbsp; &nbsp; &nbsp; &nbsp;150&nbsp; &nbsp; &nbsp;1/2 turns&nbsp; &nbsp;8/20p&nbsp; &nbsp; 13&nbsp; E<br>Crossbow, Powered&nbsp; &nbsp; D4W&nbsp; &nbsp; &nbsp; &nbsp;175&nbsp; &nbsp; 2[6]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;24/60p&nbsp; &nbsp;15&nbsp; &nbsp;C<br>Derringer&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D4W&nbsp; &nbsp; &nbsp; &nbsp; 30&nbsp; &nbsp; &nbsp;1[2]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;14/35p&nbsp; &nbsp;1&nbsp; &nbsp; &nbsp;E<br>Grenade Launcher&nbsp; &nbsp; &nbsp; &nbsp;*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 40&nbsp; &nbsp; &nbsp;1[8]&nbsp; &nbsp; &nbsp; &nbsp; 106/265p&nbsp; 12&nbsp; I<br>Pistol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D6W&nbsp; &nbsp; &nbsp; &nbsp;100&nbsp; &nbsp; 3[8]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 18/45p&nbsp; &nbsp; 2&nbsp; &nbsp; E<br>Pistol, Laser&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D10W*&nbsp; &nbsp; 100&nbsp; &nbsp; 3[10]&nbsp; &nbsp; &nbsp; &nbsp;330/825p&nbsp; 1.5 I<br>Rifle&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D8W&nbsp; &nbsp; &nbsp; &nbsp;225&nbsp; &nbsp; 3[30]&nbsp; &nbsp; &nbsp; &nbsp; 30/75p&nbsp; &nbsp; 9&nbsp; &nbsp; E<br>Rifle, Assault&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D8W&nbsp; &nbsp; &nbsp; &nbsp;150&nbsp; &nbsp; 3[40]+&nbsp; &nbsp; &nbsp;40/100p&nbsp; &nbsp;11&nbsp; I<br>Rifle, Sniper&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D8W&nbsp; &nbsp; &nbsp; &nbsp;1000*&nbsp; 3[20]&nbsp; &nbsp; &nbsp;160/400p&nbsp; &nbsp;15&nbsp; C<br>Rifle, Sonic&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D8S&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 15&nbsp; &nbsp; &nbsp;3[50]&nbsp; &nbsp; &nbsp; &nbsp;40/350p&nbsp; &nbsp;6&nbsp; &nbsp; I<br>Shotgun&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;D10W&nbsp; &nbsp; &nbsp; &nbsp;10&nbsp; &nbsp; &nbsp;2[10]&nbsp; &nbsp; &nbsp; &nbsp;50/125p&nbsp; &nbsp;10&nbsp; E<br>Submachine Gun&nbsp; &nbsp; &nbsp; &nbsp; D6W&nbsp; &nbsp; &nbsp; &nbsp; 60&nbsp; &nbsp; &nbsp;3[35]+&nbsp; &nbsp; &nbsp;36/90p&nbsp; &nbsp; &nbsp;4&nbsp; &nbsp;I<br>Notes:&nbsp; + indicates can be fired single shot, burst, or full auto.<br>&nbsp; &nbsp;Laser pistol damage is treated as burn damage.<br>&nbsp; &nbsp;Sniper rifle range if braced and the scope is used.&nbsp; Otherwise, treat as rifle.<br>Range is increments, measured in feet.<br><br><br><br><strong>Explosives</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Damage&nbsp; &nbsp; Range Inc&nbsp; &nbsp;Cost&nbsp; &nbsp; &nbsp; Wt&nbsp; &nbsp;Avail <br>ChemPlast [CP-HE] Charge&nbsp; &nbsp;3D12W&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;6/15p&nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; I<br>Grenade, Concussion&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 4D6B&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;10&nbsp; &nbsp; &nbsp; 1.4/3p&nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; &nbsp; I<br>Grenade, Flashbang&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2D6B*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5&nbsp; &nbsp; &nbsp; &nbsp; 0.8/2p&nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; &nbsp; I<br>Grenade, Fragmentation&nbsp; &nbsp; &nbsp; &nbsp; 5D6W&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 15&nbsp; &nbsp; &nbsp; 1.8/5p&nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp;I<br>Grenade, Smoke&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D4S&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;20&nbsp; &nbsp; &nbsp; 0.6/2p&nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp;C<br>Grenade, Gas&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;3D6S&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1.2/3p&nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; &nbsp;I<br>Mining Charge&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5D10B&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;20/50p&nbsp; &nbsp; 5&nbsp; &nbsp; &nbsp;E<br>Seeker Missile&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2D6W&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5*&nbsp; &nbsp; &nbsp; &nbsp; 95/238p&nbsp; 4&nbsp; &nbsp; &nbsp;I<br>Squadkiller&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;4D12W&nbsp; &nbsp; &nbsp; &nbsp; 15&nbsp; &nbsp; &nbsp; &nbsp; 48/120p&nbsp; &nbsp;8&nbsp; &nbsp; I<br><br><strong>Computers, Hardware, and Progs</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Cost&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Wt&nbsp; &nbsp;Avail&nbsp; &nbsp;Notes<br>Cortex Terminal, Black Box&nbsp; &nbsp;742/1,868p&nbsp; &nbsp;20&nbsp; &nbsp;I&nbsp; &nbsp; &nbsp; &nbsp; Illegal, nonstarard Cortex access terminal<br>Cortex Terminal,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 100/250&nbsp; &nbsp; &nbsp; &nbsp;15&nbsp; &nbsp;C&nbsp; &nbsp; &nbsp; &nbsp;Allows access to profiles on <br>Personal Access&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Cortex for data storage<br>Cortex Terminal,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;52/130p&nbsp; &nbsp; &nbsp; &nbsp;15&nbsp; E&nbsp; &nbsp; &nbsp; &nbsp;Allows access to profiles on<br>Public Access&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Cortex for data storage<br>Data-Library, Standard&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;22.8/57p&nbsp; &nbsp; &nbsp; &nbsp; -&nbsp; &nbsp; &nbsp;E&nbsp; &nbsp; &nbsp; &nbsp;Annual renewel costs 1/4 original price<br>Data-Library,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 92/230p&nbsp; &nbsp; &nbsp; &nbsp; -&nbsp; &nbsp; C&nbsp; &nbsp; &nbsp; &nbsp;Annual renewel costs 1/4 original price;<br>Professional&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; may require Alliance certification<br>DataBook&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;30/75p&nbsp; &nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; &nbsp;E&nbsp; &nbsp; &nbsp; &nbsp;Low-storage display unit; reads data discs<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; and can interface with Cortex terminals<br>Data Disc&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;0.2/1p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;-&nbsp; &nbsp; &nbsp; E&nbsp; &nbsp; &nbsp; &nbsp;Stores electronic data or recordings<br>Dedicated Sourcebox&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 154/385p&nbsp; &nbsp; &nbsp;30&nbsp; &nbsp; C&nbsp; &nbsp; &nbsp; &nbsp;Allows access to Cortex, but also acts <br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; as a local Cortex hub and database<br>Encyclopedia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;60/150p&nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; &nbsp;C&nbsp; &nbsp; &nbsp; Official Encyclopedic Data-library [OED]<br>Holo-Image&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;64/160p&nbsp; &nbsp; &nbsp; 5&nbsp; &nbsp; &nbsp;C&nbsp; &nbsp; &nbsp; A software bundle with additional <br>Development Suite&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; computer hardware<br>SubKelvin&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;80/200p&nbsp; &nbsp; &nbsp; &nbsp;-&nbsp; &nbsp; &nbsp; I&nbsp; &nbsp; &nbsp; A security-destroying software link<br>XerO Security&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7.2/18p&nbsp; &nbsp; &nbsp; &nbsp; -&nbsp; &nbsp; &nbsp; C&nbsp; &nbsp; &nbsp;Computer security software;<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5 credit annual fee<br><br><br><strong>Communications and Security Equipment</strong><br><br>Barrier Field&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1,062/2,655p&nbsp; &nbsp;450&nbsp; C&nbsp; &nbsp;Up to 50 feet of force-barrier fencing<br>Commpack, Long Range&nbsp; &nbsp; &nbsp; 37.8/95p&nbsp; &nbsp; &nbsp; &nbsp;10&nbsp; &nbsp; C&nbsp; &nbsp;Allows communication up to 300 miles<br>Commpack, Short Range&nbsp; &nbsp; &nbsp; 22.4/56p&nbsp; &nbsp; &nbsp; &nbsp; 7&nbsp; &nbsp; E&nbsp; &nbsp;Allows communication up to 20 miles<br>Distress Beacon&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;31/78p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 14&nbsp; &nbsp;C&nbsp; &nbsp;Automated distress signal, range of<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;750 miles, self-powered for 10 hours<br>Emergency Signal Ring&nbsp; &nbsp; &nbsp; &nbsp; 300/750p&nbsp; &nbsp; &nbsp; &nbsp; -&nbsp; &nbsp; C&nbsp; &nbsp; A Newtech, minaturized distress<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; beacon, worn as a ring<br>FedBand Scanner&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;19.8/50p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;3&nbsp; &nbsp; I&nbsp; &nbsp; Reads most official frequencies<br>Gunscanner&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;132.8/332p&nbsp; &nbsp; &nbsp; 220&nbsp; C&nbsp; &nbsp;Security device<br>Micro Transmitter&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;8/20p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; -&nbsp; &nbsp; &nbsp;C&nbsp; &nbsp;Wearable comm unit<br>Motion Sensor Array&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 22/55p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;12&nbsp; &nbsp;C&nbsp; &nbsp;Redeployable security system<br>Ship-Linked Handset&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;3.2/8p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; E&nbsp; &nbsp;Handset, linked to a ship's comm.<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; system, 10 mile range<br>Surveyor's Box&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 230/575p&nbsp; &nbsp; &nbsp; &nbsp;65&nbsp; &nbsp;C&nbsp; &nbsp;Scanning and detection equipment <br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for layign out mineshafts<br>Transmission Station&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2,200/5,500p&nbsp; 3,000 C&nbsp; License is 1,000 credits/year, can process <br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Telefonix and other Cortex signals<br>"Jabberwocky"&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 13.3/34p&nbsp; &nbsp; &nbsp; &nbsp; 10&nbsp; &nbsp;I&nbsp; &nbsp; Powerful comunication jamming unit<br>Signal Blocker <br><br><br><strong>Medical Equipment</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Cost&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Wt&nbsp; Avail&nbsp; &nbsp; Notes<br>Blastomere Organs&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 18,000/45,000p&nbsp; &nbsp; &nbsp;5&nbsp; &nbsp; I&nbsp; &nbsp;Newtech replacement organs; <br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;can extend lifespan<br>Cyro Chamber&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1,300/3,250p&nbsp; &nbsp; &nbsp; 275&nbsp; I&nbsp; &nbsp;Suspendened animation unit<br>Dermal Mender&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;800/2,000p&nbsp; &nbsp; &nbsp; &nbsp;15&nbsp; C&nbsp; &nbsp;Newtech wound-sealing equipment<br>Doctor's Bag&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;27.4/69p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;7&nbsp; &nbsp;R&nbsp; &nbsp;Simple case with tools and supplies<br>Doctor's Bag (MedAcad)&nbsp; &nbsp; &nbsp; &nbsp; 210/525p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 8&nbsp; &nbsp;C&nbsp; &nbsp;A full set of portable Core<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;MedAcad tools and supplies<br>First-Aid Kit&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0.6/2p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;3&nbsp; &nbsp;E&nbsp; &nbsp;A basic first aid kit<br>Immunization Packet&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3/7p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;-&nbsp; &nbsp; C&nbsp; &nbsp;Powerful but short-lived inoculation<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; against most common diseases<br>MedComp&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 312/780p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 23&nbsp; C&nbsp; &nbsp;Vital-status diagnostic computer<br>Medical Supplies,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 110/275p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 20&nbsp; C&nbsp; &nbsp;Most commonly needed emergency <br>Emergency&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; supplies for one month<br>Medical Supplies.&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 46/115p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 15&nbsp; C&nbsp; &nbsp;Standard medical supplies to keep an <br>Standard&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;infirmary stocked for one month<br>Operating Theater,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;346/865p&nbsp; &nbsp; &nbsp; 1,250&nbsp; C&nbsp; Base camp or shipboard infirmary;<br>Modular&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; installation costs 25 credits<br><br><strong>Covert Ops Gear</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Cost&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Wt&nbsp; &nbsp;Avail&nbsp; &nbsp; Notes<br>Debugger&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;20/50p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp;C&nbsp; &nbsp;Single scrambling hub; 15' radius<br>Disguise Kit&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 65.6/164 p&nbsp; &nbsp; &nbsp; &nbsp;5&nbsp; &nbsp; &nbsp;C&nbsp; &nbsp;Refill for 5 credits per 10 units<br>Eavesdrops&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;47.2/118p&nbsp; &nbsp; &nbsp; &nbsp; 3&nbsp; &nbsp; &nbsp;I&nbsp; &nbsp;Includes 4 bugs and transmission hub<br>Fake IdentCard&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;4,000/10,000p&nbsp; &nbsp;-&nbsp; &nbsp; &nbsp;I&nbsp; &nbsp; Illegal and hard to obtain<br>Laserlight Mist&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1.8/4p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp;C&nbsp; &nbsp;One can, good for about 25 cubic feet<br>Lock Picks&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 14/35p&nbsp; &nbsp; &nbsp; &nbsp; -&nbsp; &nbsp; &nbsp; I&nbsp; &nbsp; Required for mechanical locks<br>Lock Picks, Electronic&nbsp; &nbsp; &nbsp; &nbsp; 35.4/88p&nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp;I&nbsp; &nbsp; Required for electronic locks<br>Mag Charge&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 27/68p&nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp;I&nbsp; &nbsp; &nbsp;Shorts out electronic devices<br>Optical Bomb&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 16/40p&nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; I&nbsp; &nbsp; &nbsp;Wide-spectrum; may disable cameras<br>Poison, Kortine&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 11/27p&nbsp; &nbsp; &nbsp; &nbsp; -&nbsp; &nbsp; &nbsp;I&nbsp; &nbsp; &nbsp;Price per dose; debilitating<br>Poison, Cyanol&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 12.6/32p&nbsp; &nbsp; &nbsp; &nbsp;-&nbsp; &nbsp; &nbsp; I&nbsp; &nbsp; &nbsp;Price per dose; lethal<br><br><strong>Engineer's Supplies</strong><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Cost&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Wt&nbsp; Avail&nbsp; &nbsp; Notes<br>CAD Board&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 27.2/68p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5&nbsp; &nbsp; C&nbsp; &nbsp;Design and schematic display tablet<br>Cutting torch&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;4/10p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;8&nbsp; &nbsp; E&nbsp; &nbsp;Will cut through most metal<br>Gravcart&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 485/1,212p&nbsp; &nbsp; 150&nbsp; C&nbsp; &nbsp;Can carry up to one ton<br>Scrapware&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5/12p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;50&nbsp; &nbsp;C&nbsp; Junked parts, for repair materials<br>"Sticky" Scrapper's Gel&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2/12p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; &nbsp;C&nbsp; &nbsp;Used to cut sheet metal, bulkheads,<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; etc; price per 10 yards of gel<br>Tool Kit, Basic&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;14.4/36p&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;15&nbsp; &nbsp;E&nbsp; &nbsp;A full set of basic hand-tools<br>Tool Set, Electronic&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;138/345p&nbsp; &nbsp; &nbsp; &nbsp;45&nbsp; &nbsp;C&nbsp; &nbsp; Used for computer and electronic<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;device or circuit work<br>Tool Set, Mechanic's&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 284/710p&nbsp; &nbsp; &nbsp; 130&nbsp; E&nbsp; &nbsp;A moderately well-furnished workshop
			</dd>
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