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Blaster
Mark XII - IC 7, WC5: The ultimate in Blaster technology. A small
number of these where smuggled on by the Cappers. Rifle does 13d6 of
heat damage. Ranges are same as laser rifles.
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Plasma
Blaster Mark X - IC9, WC5: An experimental weapon developed by the
Warden scientists. Matter is heated to a plasma state then fired through
a magnetic control system. Rifle does 20d6 of heat damage. Ranges are
1/2 of laser rifles. Plasma can melt most materials and given time will
melt even duralloy. Uses four hydrogen cells to power rifle. Cells provide
4 shots before depletion of power.
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Matter
Bomb - IC 5, WC10: The Alpha Matter Bomb is the smallest of the
known matter bombs weighing about 5 kilograms. Generates a wave of concussive
force that causes a huge amount of damage. Blast Radius 15 meters. 15d6
damage.
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Mutation
Bomb (Alien device)- IC 5, WC10: When this bomb is detonated, everyone
in the blast radius (30 meters) receives a blast of Intensity 12 radiation.
If PC' rad resistance check is failed, roll 1d6: 1-2 roll once on physical
table, 3-4 roll once on mental table, 5 roll twice on both tables, 6
roll three times on both tables.
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Negation
Bomb - IC 5, WC10: A small metal sphere. When detonated, all energy
sources within a 30 meter blast radius not protected by a force field
are drained of all energy. Force fields losses one half of thier current
strength. Bomb disrupts broadcast power in blast radius for 6d6 minutes.
Organic matter is unaffected. Favorite weapon of Killer Androids against
Bots.
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Trek
Bomb - IC 7, WC10: A rare device found on the Warden. It's a small
box that weighs 10 kilograms. When detonated , disintegrates everything
in blast radius (60 meters) not protected by a force field. It causes
8d6 damage to force fields. Leaves a perfectly symmetrical hole 60 meters
in radius.
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Energy
Grenade (Alien Device) - IC 5, WC10: Used to immobilize large numbers
of enemies and make them vulnerable to conventional warfare. When detonated,
the grenade releases a blast of energy within the blast radius (30 meters),
causing 12d6 damage to all targets. Those not wearing or carrying metallic
substances and those not constructed of metal or conductive materials,
recieve one-half damage.
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Flare
Grenade - IC 5: At the peak of the grenade's trajectory, a small
parachute opens and the gernade ignites as a flare, taking 10 rounds
to reach the ground. The flare illuminates an area on the ground equal
to standard gernade's blast radius. This gernade is subject to drift
from winds.
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Gas
Grenade - IC 5, WC10: Any type of gas can be found in this type
of gernade. The most common type is tear gas. Tear gas is a debilititative
toxin that causes such discomfort that the effected target(s) will only
desire to leave the area of the gas. Effected target(s) can not attack
or defend while in the blast radius of the gas. The effects last 1d6
even after the target leaves the area of effect. Blast radius is the
same as a standard gernade.
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Gravity
Grenade - IC 5 WC10: This grenade causes a fivefold increase in
the local gravity in the blast radius. Victims take 1d6 +1 points of
damage for 1d6+5 rounds. Vehicles are slowed by 25% and flying craft
begin an immediate uncontrolled dive.
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Drone
Weaver: - IC 6 WC10: A 5 inch metallic sphere. It was designed to
hover and generate background sounds. A typical drone has several settings
from 'white noise' to subsonics. Any character or creature with enchanced
hearing must make a MR check vs Level 13 or flee out of the drone's
range 100 yards. All of the functions are controlled from a small panel
under a hatch on the drone.
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High
Energy Plasma Cannon (HEPC): - IC 10 WC12: This vehicle mounted
weapon is the ultimate in plasma technology. It will do 20d6 heat damage
to any unshielded target. The range is equal to a laser rifle. As long
as the vehicle has power, the cannon will operate. The rate of fire
is one shot per round. Area of effect is the same as a laser rifle.
It is possible to hit and effect more than one target at a time.
Misc
Items
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Anti-gravity
pods - IC2: A small metal pod, one meter in length. Supports 500
kilograms of mass when attached. Must be tightly secured or will free
itself. Uses hydrogen energy cells. Can be modified to use ship's power.
One cell lasts 24 hours.
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Energy
Cloak - IC2: A cloak that is activated when metal stud is pressed
on collar. Cloaks' surface is then covered with animated pictures. Makes
user immune to IR and UV lasers (not visible light). Uses hydrogen cell
for power and lasts 72 hours.
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Geiger
Counter - IC3: Small metallic box that when used can detect the
intensity of radiation within 10 meters. Uses hydrogen cell and lasts
144 hours. Note: Not all counters are working correctly. These counters
are off by 1d6 in intensity.
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Glow
Cube - IC1: When held, provides light in 3 meter radius. Gives off
no heat and uses the person's bio-chemical field to work (ie will not
work if held with a glove etc).
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Sustenance
Dose - IC1: Wafer that provides the nourishment a character needs
for a full twenty four hours without hunger. Using this source of food
for more than thirty days weakens the digestive system, making the character
depend on Sustenance Doses for good.
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Accelera
Dose - IC1: Accelera Dose accelerates healing. Comes in spray tubes.
Immediately cures 2d6 damage.
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Doubler-Accelera
- IC2: Doubles the healing of Accelera doses. Immediately cures
4d6 damage.
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Cur-in
Dose - IC1: Breaks down most chemicals foreign to the human body.
When sparyed under the skin, any drug or poison within the user's body
is completely neutralized. If used on a mutant, any poison attack is
neutralized for 1d6 hours.
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Genetic
Booster (Alien) - IC1: Is a biogenetic agent that alters the genetic
code of living DNA, causing mutation. User has 1-4 on 1d6 roll chance
of gaing a random mutation.
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Interra
Shot - IC2: Contained in a disposable jet spary. Opens the subconscious
to direct interrogation. The effected character answers all questions
truthfully for 5 rounds. If so ordered, victim will not remember session
without another shot or hyponosis.
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Mind
Booster - IC1: A dangerous substance that enchances the user's mind.
The user's Mental Resistance (MR) is increased by three full points
for one hour after taking the booster. The user must rest for four hours
afterward or permanently lose three points of MR.
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Buffout
- IC1: Drug that is used to increase CON and DEX. CON/DEX additions
are +2/-4/+2 Immediate/6 hours/18 hours
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Jet
- IC1: Drug that is extremely useful in combat. Use with caution.
CON and Mental Resistance additions are +1/-3/+2 Immediate/2 days/3
days
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Mentats
- IC1: Used to increase MR and Leadership Potential (LP). MR and
LP additions are +2/-4/+2 Immediate/2 days/3 days
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Psycho
- IC2: Increases a soldier's damage resistance and dampening effect
on higher brain functions. DEX additions are +3/-3/0 MR additions are
-3/+1/+2 immediate/4 hours/8 hours Reduces damage by 4d6/2d6 4 hours/8
hours.
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RadAway
- IC1: Used to heal Radiation damage. Each dose will heal 4d6 hit
points of rad caused damage.
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Rad-X
- IC1: Increases a character's Radiation Resistance (RR) for 1d6
hours. Adds 1d6 to RR. No more than two doses may be taken at a time.
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Stasis
- IC3: Puts the user into a state of near-death. Used for critical
injured patients that are not near medical units. Shot slows down the
user's body functions until a antidote is given.
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Stimpack
- IC1: Used to rapidly heal a character's hit points. Cures 3d6
hit points.
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Super
Stimpack - IC2: Heals a large number of hit points in one shot.
Side effect is that you will lose a small number later after usage.
Cures 60 hit points immediately. Lose 3 hit points in 60 seconds and
another 6 hit points in 120 seconds.
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Backpack
- IC1: Allows you to carry more equipment. Standard issue backpack
allows for 3 large, 6 medium, or 12 small items or a combination there
of.
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Electronic
Lockpick - IC6: Allows you to open closed ship computer controlled
doors. Uses one hydrogen battery good for 24 hours usage. Roll 1d6 (Once
per door): 1-3 door opens, 4-5 door remains closed, 6 - door jams.
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Motion
Detector - IC3: When attached to a weapon or device allows users
to find and detect motion with 100 yards. Uses one hydrogen battery
good for 12 hours.
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Science
Tech Manual - IC4: Adds +1 to all IC rolls favoring character. Can
not be used to increase more than +1. Not stackable.
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Electronics
Tech Manual - IC4: Adds +1 to all repair rolls (including IC table)
where useful for electronics. Not stackable.
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Mech
Tech Manual - IC4: Adds +1 to all repair rolls (including IC table)
where useful for mechnical items. Not stackable.
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Small
Arms Tech Manual - IC3: Adds +1 to all to hit and damage rolls when
using small arms weapons. Not stackable.
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Heavy
Arms Tech Manual - IC4: Adds +1 to all to hit and damage rolls when
using heavy arms weapons. Not stackable.
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Laser
Weapons Tech Manual - IC5: Adds +1 to all to hit and damage rolls
when using laser weapons. Not stackable.
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Survival
Tech Manual - IC3: Adds +1 to all rolls involving wilderness survival.
Not stackable.
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Gas
Mask - IC 2: When worn protects user from all gases. Filter(s) last
one year. New filters are found in sealed packages, which keeps them
fresh forever.
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Environmental
protection suit - IC6: These suits allow for protection in areas
of environmental danger like radiation, fire, and gas. The hydrogen
batteries (two) keep the suit functioning for 72 hours. No gas, radiation,
fire, or other environmental dangers will endanger the wearer. The suit
has limited physical protection from weapons. Filters from gas masks
are also required for proper suit usage.
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Fire
Foam Grenade - IC 4: These bright red-orange grenades were used
to fight fires which had gotten out-of-control. They explode on impact
into a spherical cloud (30 yards in radius) of red-brown foam. The cloud
lasts for 3 turns depleteing the area's available oxygen, coating the
area with flame-retardant material(s) and lowering the area temperature
by 25 degrees F. Living creatures need to the leave the area of effect
or suffer 4d6 of damage for each turn remaining in the cloud. Anyone
caught in the cloud is partially blinded for 5 turns. Flying creatures
caught in the cloud are forced to the ground till the foam is removed
(taking 30 minutes).
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Fire
Extinguisher - IC3: Small hand-held container that flame retardant
material. Similar to a fire foam grenade in nature, a fire extinguisher
lasts 5 turns instead of three. The nozzle will allow for an area upto
5x5 meters to be covered.
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Multiple
Purpose Watch - IC5: This
wrist watch provides the user with a watch, ship communicator, calculator,
mini-computer, uplink to main computer, locator, and emergency beacon.
The watch could be very useful or deadly. This is a good GM tool to
keep the party together or provide a good plot. It's a good universal
widget.