Jacobian Technology


Cybernetics and Bionics   |   Black Market Merchants   |   Space Ship Technology


       The story of the exodus is widely known but sullenly told. The trip was a major turning point for the Arian people known as the True Atlanteans, but for most of the civilized galaxy, the plight was the end of a 3000-year exile.

       Their relocation brought them to a densely populated region in space, where there was already an ongoing war for dominance and control over the adjoining systems and their resources. The Arians had no sufficient technology to take them away from this dominion in space, for their arrival wasn’t brought by Space Flight capable ships. They came across this system purely by chance as they relied up their magic and the use of Pyramid Technology.

       It took them 3000 years to struggle their way through the various strata of the existing society, who have on their own, discovered the secrets and exploited the technology of hyperspace travel. But their war had escalated, for now their was magic among them. They quickly found themselves being persecuted for aiding the enemy, as they played both sides as a neutral observer, where their secrets and mysteries were sold for titles and wealth. It did not take long for the dominion to turn against the True Atlanteans, as it was feared that their plot was to overthrow the existing seats of power. But this was a lie, for the Atlanteans had no desire to rule over a dying system. And so, they spent what they had to buy the necessary equipment to help them leave their new homes. But the dominion learned of their plan and launched an attack, coordinating it to coincide with the timetable for their planned escape. Only those with the fortune to leave early survived the onslaught. The cruel slaughter appalled dissidents through the dominion, catalyzing a long-overdue rebellion. Amid a wholesale civil war, and with the help of sympathist, the remaining Atlanteans managed to follow exodus path of their predecessors.

       As the story goes, the first branch of the refugees settled in the Gazzar Nebula, as the other made it to Alexandrea, where the first capital was founded and a new galaxy seeded. The Jacobians continued to live in the nebula for seven generations as scavengers and pirates. Eventually the second wave of refugees passed through the nebula on their way to the next suitable planet, Alexandrea. The Jacobians, now maddened with suspicion and paranoia, attempted to trap the second wave in their nebula with a concealed fleet of Hyperspace Inhibitors that prevented them from leaving the nebula. So great was the Jacobian’s fear, that they fought to the very last. The second wave did eventually disable the inhibitors, but it was a bitter struggle against their brothers that brought them victory. With the spoils of war, the second wave inherited the Jacobian Technology and began to use it to enhance their own technology, which eventually brought them to their new home.


Table of Contents


Standard Jacobian Cyborg Designs

Jacobian Battle Star (Male): is a human-like masculine design. The frame is 180cm tall and weighs 200 kg. The body structure appears to be an adult human male. The Battle Star Cyborg frame can wear regular armor or Borg armor. The frame is standard with 120 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 20, PP 14, SPD 44. It is fitted with low-light optics, short-range radio receiver/transmitter audio systems, a concealed basic headjack, and a single-voice synthesizer.
     Standard Bionic Systems are, an internal biomonitor with external readout, and replacement lungs with toxin filter. Cosmetic enhancements are available.
     The Battle Star can be fitted with a Synthetic Skin mesh to simulate the appearance of a human.
     There is space available for a single concealed weapon in each forearm.
     Cost: $950000

Jacobian Battle Star (female): is a human-like female design. The frame is 170cm tall and weighs 190 kg. The body structure appears to be an adult human female. The Battle Star Cyborg frame can wear regular armour or Borg armour. The frame is standard with 100 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 20, PP 14, SPD 44. It is fitted with low-light optics, short-range radio receiver/transmitter audio systems, a concealed basic headjack, and a single-voice synthesizer.
     Standard Bionic Systems are, an internal biomonitor with external readout, and replacement lungs with toxin filter. Cosmetic enhancements are available.
     The Battle Star can be fitted with a Synthetic Skin mesh to simulate the appearance of a human.
     There is space available for a single concealed weapon in each forearm.
     Cost: $950000

Jacobian Iron Man: is a mechanistic masculine design. The frame is 200cm tall and weighs 240 kg. The body structure appears obviously mechanical, but resembles an adult human male. It is a military grade mechanical humanoid body that is rarely concealed under a synthetic skin mesh. The frame is standard with 160 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 24, PP 17, SPD 66. It is fitted with low-light optics, short-range radio receiver/transmitter audio systems, a concealed basic headjack, and a single-voice synthesizer.
     Standard Bionic Systems are, sonic protection, gyrocompass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter.
     There is space for a single concealed weapon in each forearm (laser pistol or retractable vibro-blade, for example).
     Cost: $1650000

Jacobian Battle Angel. Mechanistic feminine design. The frame is 180cm tall and weighs 220 kg.The body structure appears obviously mechanical, but resembles an adult human female. It is a military grade mechanical humanoid body that is rarely concealed under a synthetic skin lining. The frame is standard with 150 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 24, PP 17, SPD 66. It is fitted with low-light optics,short-range radio receiver/transmitter audio systems, a concealed basic head jack, and single-voice synthesizer.
     Standard Bionic Systems are, sonic protection, gyrocompass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter.
     There is space for a single concealed weapon in each forearm (laser pistol or retractable vibro-blade, for example). Very maneuverable, +1 parry and dodge.
     Cost: $2125000

Jacobian Wobbler Infantry Cyborg. The Infantry Cyborg stands at and unprecedented 230cm tall, and weighs in at 300 kg. It is a military grade mechanical humanoid body that is rarely concealed under a synthetic skin lining. The cybernetic frame can only be fitted with a custom armour or Borg armor. The frame is standard with 180 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 25, PP 18, SPD 76. It is fitted with Multi-optic eyes, ears have amplified audio and short-range radio receiver/transmitter, scrambler, basic head jack, and single-voice synthesizer, IFF.
     Standard Bionic Systems are, sonic protection, gyrocompass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Power port, space for a single concealed weapon in each lower forearm (laser pistol or retractable vibro-blade, for example), mountings for an external weapon on each upper forearm (p-beam or triple mini-missile rack, for example).
     Cost: $3000000

Jacobian Wobbler Assault Cyborg. The Assault Cyborg stands in at 260cm tall, and weighs 400 kg. It is fitted with four standard arms, a forearm mounted blaster fixed on the upper arms, and a shoulder-mounted mini-missile pod. The primary weakness of this armor is the fixed head appendage, which is fitted with extra armor for protection. An army-optimized suit is a heavily armored mechanical body. Can only wear custom armour or Borg armour. The frame is standard with 270 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 30, PP 17, SPD 76. –3 initiative (no head). It is fitted with Multi-optic eyes mounted front and rear; ears have amplified audio and short-range radio receiver/transmitter, scrambler, basic head jack, and single-voice synthesizer, IFF.
     Standard Bionic Systems are, sonic protection, gyrocompass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Power port, space for a single concealed weapon in each lower forearm (laser pistol or retractable vibro-blade, for example), mountings for an external weapon on each upper forearm (p-beam or triple mini-missile rack, for example), 2 4-tube mini-missile launchers mounted on shoulders.
     Cost: $3215000

Jacobian Wobbler Air-Mobile Cyborg. The Air-Mobile Cyborg stands in at 230cm tall and weighs 280 kg. Obviously mechanical body with integral nuclear-thermal thruster pack and oversized verniers. The frame is standard with 160 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 24, PP 20, SPD 76 (240 km/h flying). It is fitted with Multi-optic eyes, ears have sound filtration and short-range radio receiver/transmitter, scrambler, maxi-radar (bar aerial behind head), basic headjack, single-voice synthesizer.
     Standard Bionic Systems are, sonic protection, gyrocompass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Space for a single concealed weapon in each forearm forearm (laser pistol or retractable vibro-blade, for example), 4-tube mini-missile launchers mounted on shoulders. Verniers outboard of arms and legs can bleed plasma from the thrust pack, adding +3 to strike in hand-to-hand combat (and double melee damage) and +3 dodge. Can only wear custom armour or Borg armour.
     Cost: $6000000

Jacobian Wobbler Cyborg Vehicles. The living tissue of the cyborg is seated in a 100 kg canister-shaped body, 1m high by 60cm diameter (has 50 MD). The canister also contains the life support system and backup power source. It has a single optic sensor, audio sensor, single-voice synthesizer and a retractable utility arm (PS 12). Designed to be installed in any ATV or larger vehicle. Typically cyborg vehicles have a giant-sized arm for manual tasks and a retractable utility arm located near the canister body, an armoured sensor cluster with multi-optics, audio, and long-range radio receiver/transmitter. Gyrocompass, clock calendar, internal biomonitor with external readout, replacement lung with toxin filter. Vehicles with passenger cabins often have a robot arm and/or defense systems inside the cabin.

     Cost: $615000 - The cost of the vehicle body and it's modifications are seperate.

Jacobian Wobbler Centaur Cyborg. Classical centaur design with four-legged horse body, topped with the torso, arms and head of a humanoid. The armor Stands 2.3m tall and weighs 500 kg. The frame is a mechanical horse body that has 250 MDC, and the human body has 150 MDC. The Centaur Cyborg is fitted with a standard Micro-fusion power plant.

     A standard models attributes are, PS 30, PP 17, SPD 132. It is fitted with Optics with low-light, audio with short-range radio receiver/transmitter, single-voice synthesizer.
     Standard Bionic Systems are, sonic protection, gyrocompass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter. Space for a single concealed weapon in each forearm and 0.5m cubic meters cargo space in the horse torso - often customized with an 8-tube mini-missile launcher. The horse body is particular effective in melee, dealing 2D6 MD with a front kick and 4D6 with a back kick.
     Cost: $8120000

Jacobian Wobbler Aquatic Cyborg. The Aquatic Cyborg stands in at 290cm and weighs 240 kg. Heavily streamlined, the frame is shaped to resemble fins and manoeuvered by Integral thrusters. The frame is standard with 200 MD, and is fitted with a micro-fusion power plant.

     A standard models attributes are, PS 28, PP 17, SPD 44 running, 76 swimming, 132 swimming with thrusters. The amor's service maximum depth 500m. Thrusters cannot be used to fly, but can jump-assist (100m long or 50m up.)It is fitted with Multi-optic eyes and with amplified hearing audio system.
     Standard Bionic Systems are,sound filtration and short-range radio receiver/transmitter, sonar, scrambler, basic headjack, single-voice synthesizer. Water immersion protection, sonic protection, gyro-compass, clock calendar, radiation sensor, internal biomonitor with external readout, replacement lung with toxin filter, gill. Space for a single concealed weapon in each forearm forearm (laser pistol or retractable vibro-blade, for example), grenade launcher mounted outboard of right arm. Can mount up to 8 mini-missiles or 4 SRMs or 2 MRMs externally.
     Cost: $1250000

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The Battle Star Line

The Battle Star Line is an extended product line that sees the implementation of modular technology into combat robotics and cybernetic systems.


Battle Angel Equipment

Arena Battle Armor Arena battle armor is a lighter set of armor than the cyborg armor, but has several abilities/concealed functions that the cyborg armor does not. There are concealed ports in the armor itself to allow attachment of items that need to connect direct to the Battle Angel, or to allow concealed items to be released without destroying the armor.

    Internal radio. Range: 50 miles
    Autodoc: 20 doses of various drugs -- will administer with voice command. 3 sets of repair nanites -- will repair 4d6 MD in 2 melee rounds.
    Speed: 240 mph maximum on flat, even terrain. On uneven terrain (country), the character has a max speed of 80 mph in the suit and even then will have trouble driving the suit (the arena armor is built for city/urban use only!)
    Vibroswords (2): There are two vibroswords mounted on the arms of the armor. These do a base of 3d6 MD and can be used to rake/impale targets when moving at high speeds (+1d6 MD for every 20 MPH).
    M.D.C.
      *Helmet -- 100
      Hands (2) -- 70
      Arms (2) -- 90
      Legs (2) -- 110
      **Main Body -- 220
      Penalties: Very Good Mobility, -15% to prowl and -10% on climb rolls
        * A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "called shot," but even then the attacker is -4 to strike.
        ** Depleting the M.D.C. of the main body will shut the armor down completely, rendering it useless.
Speed:
Running: 60 mph maximum.
Leaping: The robot legs can propel the armor 15 feet high or lengthwise.
     Cost: $11000000

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Battle Angel Cyber-Modules

Battle Angel Cyborgs cannot have permanent additional cybernetic systems put into them, except by the cyber-docs who created them. However, the cyborgs have 6 open "cyber-module" nesting compartments. These compartments can have specialized, limited use cyber systems essentially plugged into the Cyborg's core frame. There are both lower power permanent modules, and high power limited use modules.
In order to effect damage to the Cyborg's Cyber-Modules, one must target the Module Nesting Compartments with a called shot and are at a -4 to strike, due to the compartments size. A successful strike will have to cause more than 35% of that section's damage in order to penetrate the compartment and damage the module. Each module has 20 M.D.C. and destroying them will eliminate that module's function. Let it be noted that Nano-Repair systems cannot rebuild the cyber-modules.

Weapons Cyber-Modules

Plasma Ejector System: The plasma ejector module allows the cyborg to fire plasma bolts. The cyborg can fire a 5d6 M.D.C. plasma bolt from one hand for 1 shot. The cyborg can fire a plasma bolt from each hand at the same target, for 1d4x10 +8 M.D.C. for one melee attack. The plasma ejector module has an internal payload of 20 shots.

      Cost: $45000

Tactical Defence Cyber-Modules

Combat OverDrive: The combat overdrive system is a hypercomplex combat computer that temporarily overrides the onboard tactical computer in the cyborg. The combat computer programming gives the cyborg hand to hand: Martial Arts at 10th level; however, the cyborg loses all bonuses except those for P.P. in combat. The onboard tactical computer defenses will kick in if the combat overdrive system is used too often. After the 3rd consecutive use, the tactical computer will penetrate the security systems of the overdrive computer, causing a permanent crash.
      Cost: $15000

Tactical Computer Subprocessor: The tactical computer subprocessor ties into the onboard tactical computer, giving it more memory and more processing capability. This effectively doubles the bonuses the cyborg gets from the tactical computer.

      Cost: $8000

ECM Module: The ECM module is a short range jamming system, designed to interfere with missile tracking and weapons systems within 100 feet of the cyborg. The module takes 5 charges from the cyborg's internal power supply to activate. The ECM system is active for one melee round before needing to be reactivated. It has a 01-25% chance of causing each missile within range to self-destruct; 26-50% of causing the missile to randomly lock on a new target. 51-00% chance nothing happens. The jammer system affects all missiles within range; it also scrambles all radio communication within range. The jammer also has a 20% chance of temporarily affecting the Battle Angel's internal systems for 1d4 melees. If so, the cyborg is -3 to S/P/D for the duration.

      Cost: $10000

Energy Absorber Module: This module allows the cyborg to tap into external power sources for a faster recharge of power cells. When linked into a high power source (reactor, high power line, etc) the cyborg can recharge powercells at 1 charge per cell per melee round.

      Cost: $130000

Sensors and Communications Cyber-Modules

Sensory System Booster: The sensory enhancer module adds in the following:
      Cost: $12000

Micro-radar: Can identify and track 24 targets. Speed, direction, and location are indicated.

Range: 5 mile.
+2 to dodge airborne attacks
      Cost: $25000

Communications System: This module includes a short-range radio with multi-channel capabilities.

Range: 25 miles.
Onboard scrambler/descrambler system (radio: scrambler skill at 75%).
      Cost: $35000

Sonar system: Can track and identify 24 targets. Speed, direction, and location are indicated.

Range: 1 mile.
The cyborg can use this system as an echo-location system. The system has a 72% chance of accuracy. If the character makes the accuracy role, the effects of blindness are negated and the character can fight as normal. However, excessive explosions and loud noises will reduce the effectiveness of the system (-20% for excessive noise, -40% for boom gun firing). Also, magical spells can affect the system, including silence and thunderclap.
      Cost: $35000

Motion detector: Registers vibrations in the air indicating movement.

Range:100 feet.
Adds a bonus of +1 initiative and +1 to parry and dodge attacks within the range.
Each of the subsystem runs off its own internal power supply, with a maximum operational time of 120 hours for each system.
      Cost: $18000

Recon Module: This module is a multifunctional integrated system that includes:

  1. Hi resolution Infrared Scanner R: 16000 ft pinpoint or 1600 ft radius.
  2. Visual scanner with Low-Light 66000 ft pinpoint, 3300 ft radius
  3. EM scanner 6600ft pinpoint, 330 ft radius
  4. Motion Sensor 1600 ft pinpoint, 330 ft radius
  5. Parabolic audio 990 ft pinpoint, 250 ft radius
  6. Radiation scanner 1600 ft pinpoint, 1600 ft radius
  7. Multisource mass spectrometer. 1300 ft pinpoint, no radius
  8. Data recorder for all scanners, 10 hr capacity
  9. Tight beam burst transmitter upload data to satellite/base

      Cost: $100000

"Tuned" module: The "Tuned" module gives the cyborg the following abilities:

  1. Satellite uplink: The cyborg can link into and receive information from satellite systems in orbit. The cyborg can also relay information through the link as well.
  2. Hacking computer: The cyborg has a mini-computer with a number of hacking programs designed to penetrate computer security. Gives the cyborg computer hacking as 70%.
  3. Lock picking system: The cyborg has a number of microtools integrated into the hand, allowing the cyborg to pick physical locks as well as override electronic locks. Lockpicking skill at 80% for physical locks, 70% for electronic.
  4. Short-range radio: Range: 50 miles. Bouncing the messages can extend the range through satellites from the uplink system.
  5. Scrambler system: Gives the character radio: scrambler at 95%.

      Cost: $100000

Psionic Scrambler Module: The psionic scrambler module projects a specialized EM field which distorts psionic and telepathic probes. Psychic opponents find it difficult to read the thoughts and emotions of the cyborg when this module is active. Bonuses are +1 to save vs psionics, +2 vs possession, and +1 vs magic illusions and mind control. The psionic scrambler system links directly into the cyborgs internal power, making it a permanent module. However, it draws so much power, it reduces the recharge rate of the powercells by 25% when present.

      Cost: $20000

Stealth System: This module alters any technological scanning signals to read that the cyborg is fully human. The stealth system can run on internal power for up to 36 hours. The cyborg can allocate power to this module to extend the maximum lifespan of the module to 72 hours; however, the cyborg cannot recharge any powercells during the entire 72 hours.

      Cost: $175000

External Systems Cyber-Modules

Strength MegaBooster Module: The strength megabooster system has a total of 10 charges. Each use of the megabooster module increases the base cyborg strength to 28 for 30 seconds. However, each use of the megabooster system also causes 2d6 M.D.C. to the limbs and main body of the cyborg as overloaded systems arc and burn out.
      Cost: $10000

Magnetic Adhesion Module: This module enables the cyborg to modulate their electrical blast system to produce an intense magnetic field around their hands and feet. This field allows the character to effectively walk up metallic walls without climbing gear (+30% skill role). If the cyborg is climbing items that are not primarily metallic (less than 80% metal), the character needs normal climbing gear, but is still at a +15% to their climbing skill.

      Cost: $5000

Micro-gravity Maneuvering System: The micro-gravity maneuvering system is a small gravity manipulation system that is designed to allow free movement in zero-G environments. The system will give the cyborg normal movement in zero-G, with no modifiers in combat. The character can fly at 25 mph in 0 G to .1 G environments. The system retains some effectiveness in underwater environments, allowing the cyborg to move at 1/2 modifiers underwater. The cyborg can also move themselves with the maneuvering system at 5 mph underwater. On land, the only effect the system has is doubling of leaping distance when active.

      Cost: $45000

Force Field Enhancers Cyber-Modules

Internal Force field: The only function of this module is to generate a series of internal force fields around the nano-repair system, internal life support, the brain containment system, and itself. This reinforcement by the module allows the main body to go to -150 M.D.C. before the nano-repair system is rendered inoperative. It also allows the head to go to -100 M.D.C. before being destroyed. The force field around itself means that this is the only module that can survive to below 0 damage. The additional force fields do not activate until below 5 M.D.C, and are active for a total of 1 hour before the module exhausts its internal power.
      Cost: $15000

Force Field OverBooster: The force field overbooster module has 10 "charges". Each charge will increase the onboard cyborg force field by 100%. Each charge is cumulative, for a maximum increase of field strength of 1000%. Each charge burns out part of the module's systems, so when the last charge is used, the module is fused junk. The force field overbooster system lasts for 10 melees if one charge is used. Each additional boost of the force field (additional charges) reduces the time the force field is active by one melee round, to a minimum of 2 melees at maximum power.

      Cost: $75000

External System OverRider: The overrider system allows the cyborg to override external computer systems. The overrider system is a one-shot computer module that cracks the normal computer protection to allow the cyborg to temporarily assume control. The module transmits and receives data through the hand electrical projector system. The excessive power fuses the override module into scrap. The external computer must make a save vs. psionics (+ 1 for every 100 M.D.C of armor between the cyborg and the computer) or be taken over. The module can maintain control for a maximum of 4 melee rounds, but someone with computer hacking or head jacked into the same computer may be able to countermand the override module (opposing computer hacking skill roles). The override control system can shut down the onboard computer, shut down onboard sensory systems, feed in false data to the onboard computer, etc.

      Cost: $25000

Systems Enhancers Cyber-Modules

Power Regulator Subprocessor: The power regulator subprocessor allows the cyborg to get more power from both the main reactor and the powercells in the cyborg. The regulator doubles the recharge rate of powercells, and allows the cyborg to get 25% more power from each powercell.
      Cost: $15000

Long Term Life Support Module: The long term life support module extends the duration of the life support system, literally to centuries! The long term support module projects a "stasis" field about the integral life support systems, including the organic tissue of the cyborg. This "stasis" field slows the passage of time for the life support system so that, baring destruction (the remains can be destroyed by physical means, however they will not suffer any effects from ageing), the cyborg can survive up to 450 years in this state. However, the character does suffer some side effects from the stasis. For each 30 years in the field, the character effectively loses 1 level as far as skill/knowledge based increases are concerned. This means the character loses all level increases to all non-physical (except where %'s are present in physical skills) skills. The character does NOT lose weapon proficiencies or physical skills. All skills will recede to a minimum of 1st level they do not disappear. HP gains and PPE gains are not affected. The character also loses memories during the stasis, so that after 200 years in stasis, the character has only a 1% chance of remembering flashes of old memories, never more. Once the character is re-activated, the cyborg is at whatever level they end up. If they have skills that were gained from higher levels, those skills do not advance until the cyborg catches back up to that level, then they advance as normal.

      Cost: $15000

Oxygen Extension System: The oxygen extension system is effectively an advanced rebreather system. This system allows the cyborg to extend the normal oxygen stores in the bionic lung from 2 hours to 72 hours. The rebreather system filters are used up after 72 hours of use and can be replaced, extending the life of the module. If replacement filters are not available, the whole unit is usually pulled and replaced.

      Cost: $20000

Secondary Nano-Repair System: The secondary nano-repair system is a slightly smaller version of the internal system. The secondary system can have a maximum of 3 "doses" of nanites, capable of repairing 3d6 M.D. to one section of the cyborg. The secondary system takes 24 hours to regenerate 1 dose of nanites. The secondary nano-repair system takes 5 minutes to repair a section of the cyborg; it does not improve over time.

      Cost: $65000

Emergency Nano-Repair Module: This is a one-shot module that administers a massive dose of repair nanites to all systems. The cyborg can allocate the nanites to certain sections; making sure those areas are repaired first. The nanites can repair a maximum of 3d6x10 M.D., as allocated by the cyborg. The emergency nano-repair module releases a much more massive burst of repair nanites than normal, so the repairs are almost instantaneous. The emergency module takes 1 melee round to effect repairs.

      Cost: $55000

Miscellaneous Cyber-Modules

Teleportation Module: This module allows the cyborg to teleport short distances. The cyborg can teleport up to 100 meters per use, with a maximum of 10 charges in the module. Even if the cyborg teleports less than 100 meters, the charge is used up. The teleportation system is not exact, unfortunately. The cyborg takes 2d4 M.D.C. to all sections each time they teleport, due to their molecules not being in exactly the right place when the character returns. More dangerous, the character takes 1d4 HP damage directly to hit points as well, which can kill a cyborg character in short order.
      Cost: $1000000

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Battle Star Battle Angels

The BattleStaffs are hand held defence tools made of M.D. materials and used by the Battle Angels for their additional modules placement capabilities built into them. The BattleStaff has a total of 8 lower power permanent modules, and 4 to 8 high power nested modules, which can be purchased and added by the Cyborg. BattleStaffs are useful tools because of their versatility and the customizing ability and durability in combat. But they are not the only defense of the Battle Angel Cyborg.

BattleStaff, Heavy Combat (WarStaff): The warstaff is a much heavier version of the battlestaff, used for major battles, or if the cyborg is going into very rough conditions.

      The staff is composed of 2 separate sections, both 150cm in length. The sections can be used on their own, but have access only to the power cells within those sections, or power fed through the cyborg. The two sections must be combined to access the EM pulse, but otherwise all functions are possible. Each section can handle is fitted with an additional four nesting ports for external modules. These will allow the Cyborg to connect a total of 8 more modules of their choosing.
  1. Power System: The BattleStaff issued to the Battle Angel cyborgs is designed to integrate fully with the cyborgs own systems through palm induction system. This allows the cyborg to feed power into the staff for it's systems operations, or in an emergency tap the power available in the staff. The staff contains 8 micro power cells (4 in each section) that must be recharged by the cyborg, or tied into a recharger system.
  2. EM Pulse: For 2 attacks, the staff can emit an EM pulse. The victim of an EM pulse must save against its effects. An EM Pulse saving throw is at a16 or higher. Range: Touch or 10 feet.
  3. ForceField Reinforcement/Penetration System: Identical to the cyborg system. The force field can stay active for 30 minutes, but draws sufficient power to drain one power cell per 5 minutes. The force field reinforcement option boosts an existing force field’s effects to add 200 M.D.C. to the field or it can generate it’s own force field like the module, creating a 10 square meter barrier directly in front of the cyborg, or forms a sphere 5 cubic meter diameter around the cyborg. The wall and sphere both have 200 M.D.C. The main function of the penetration system is to punch a temporary hole into an opponents’ force field. The effective ability of the Penetrator is 55% against force fields of 400 MDC or lesser, and 25% against force fields greater than 400 MDC, yet lesser than 1000 MDC.
  4. Ion Blasts: The two staff sections can fire ion blasts. A single shot effects 2d10 M.D. A pulse blast does a maximum of 1D4x10 M.D., but counts as 2 attacks. Range is 800 meters.
  5. Ion Field: When activated, the Battle staff can emit an Ion Field that envelopes 2/3 of a section’s length. This field radiates a dime white blue light that can cause serious burn damage when it connects with an opponent, causing 3D6 MDC damage.
  6. Light/Flare: The staff can glow as a globe of daylight for 1 hour per charge, or emit a blinding flash of light, equal to the spell, for a radius of 50 meters per charge. The light can also be emitted from the ends, acting as a searchlight for a distance of 200 meters.
  7. Homing Signal: Range: 800 kilometers
  8. Integral Grapple Gun: There are micro-grapples with 100 meters of high tensile (1000 lbs) filament integrate into each section of the staff.
  9. Melee Damage:
      Normal: 2D4 S.D.C + P.S.
      Powered: 3D6 M.D.C
      Weight: 29 lbs
      M.D.C:
      Staff sections (2): 120 each

BattleStaff, Light Combat: The light battlestaff is a smaller unit, designed mainly for exploration use.

      The staff is composed of 2 separate sections, both 1 meter in length. The sections can be used on their own, but have access only to the power cells within those sections, or power fed through the cyborg. Each section can handle is fitted with an additional two nesting ports for external modules. These will allow the Cyborg to connect a total of 4 more modules of their choosing.
  1. Power System: The battlestaff is designed to integrate fully with the cyborgs own systems through palm induction system. This allows the cyborg to feed power into the staff for it's systems, or in an emergency tap the power available in the staff. The staff contains 2 power cells (1 in each section) that must be recharged by the cyborg, or tied into a recharger system.
  2. Seismic Sensors: When one end of the staff is placed on the ground, the staff acts as a seismic sensor system. The staff can detect movement of man-sized objects within 100 meters, P.A. up to 350 meters, and mechs up to 1 km away. The staff feeds the information directly through the palm induction system to the cyborg. When in hand, the system acts as a motion detector in melee combat.
  3. ForceField Reinforcement/Penetration System: Identical to the cyborg system. The force field can stay active for 30 minutes, but draws sufficient power to drain one power cell per 5 minutes. The force field reinforcement option boosts an existing force field’s effects to add 200 M.D.C. to the field or it can generate it’s own force field like the module, creating a 10 square meter barrier directly in front of the cyborg, or forms a sphere 5 cubic meter diameter around the cyborg. The wall and sphere both have 100 M.D.C. The main function of the penetration system is to punch a temporary hole into an opponents’ force field. The effective ability of the Penetrator is 55% against force fields of 400 MDC or lesser, and 25% against force fields greater than 200 MDC, yet lesser than 600 MDC.
  4. Ion Blasts: The two staff sections can fire ion blasts. A single shot effects 2d10 M.D. A pulse blast does a maximum of 1D4x10 M.D., but counts as 2 attacks. Range is 800 meters.
  5. Ion Field: When activated, the Battle staff can emit an Ion Field that envelopes 2/3 of a section’s length. This field radiates a dime white blue light that can cause serious burn damage when it connects with an opponent, causing 3D6 MDC damage.
  6. Light/Flare: The staff can glow as a globe of daylight for 3 hours per charge, or emit a blinding flash of light, equal to the spell, for a radius of 10 meters per charge. The light can also be emitted from the ends, acting as a searchlight for a distance of 50 meters per charge.
  7. Homing Signal: Range: 500 kilometers
  8. Integral Grapple Gun: There are micro-grapples with 100 meters of high tensile (1000 lbs) filament integrate into each section of the staff.
  9. Melee Damage:
      Normal: 1d6 S.D.C + P.S. bonus
      Power: 3D6M.D.C
      Weight: 11 lbs
      M.D.C:
      Staff sections (2): 30 each

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Battle Angel BattleStaff Modules

ForceField OverBooster: The force field OverBooster module will increase the ForceShield Module by 200%. The duration of each charge is 5 minutes per PowerCell. However, the OverBooster itself only has 5 activations before burning out, rendering the module inert.

      Cost: $40000

EM Pulse Sponge: In the event of a Directed Energy Weapon attack or EM Pulse levels against the Cyborg, the Module will act as an EMP Buffer to reduce Electronics failure in the event of an Electromagnetic and HMP surge. Adds a +4 to save vs. EMP weapons. The Module has 100 effective charges, meaning that for every EM Pulse leveled against the Cyborg, whether the roll is failed or saved, one charge will be consumed by the Module. Should the Module be reduced to Zero Charges, then it is rendered inert.

      Cost: $20000

PowerCells: The BattleStaff can have additional PowerCells added to it in place of additional modules. 2 additional powercells can be added into each module slot.

      Cost: $5000

Plasma Ejector Module: The plasma ejector module converts the BattleStaff's existing Ion Blast capability into a 6 meter wide Plasma Flame. The damage caused by a flame is 3D6x10 MD and is effective up to a maximum range of 150 meters. The duration of a sustained blast is 1 full melee, before emptying a PowerCell.

      Cost: $65000

Power Regulator Subprocessor: The power regulator subprocessor allows the Cyborg to get more power from the BattleStaff’s internal PowerCells and recharge them faster within the staff. The power regulator doubles the recharge rate of PowerCells, and allows the cyborg to get 25% more power from each PowerCell. But this is only effective on the BattleStaff only and cannot be used for PowerCells attached to the Cyborg.

      Cost: $15000

ForceShield Module: This module can generate two types of force fields. One is a Force Barrier of 10 square meter 2 meters in front of the cyborg, or it can generate a 5 cubic meter diameter sphere around the cyborg. The wall and sphere both have 200 M.D.C. The system can be activated a total of 3 times in a melee before the module permanently burns out. The duration of a ForceShield is 5 minutes per PowerCell.

      Cost: $25000

Grapple Gun: The grapple gun module is a mico-grapple with 200 meters of ultra-thin line. Tensile strength 1000 lbs.

      Cost: $1000

Teleportation Module: Is in fact two independent modules. The main part is a center mount unit on the battlestaff; the second part plugs into a special port in the palm of the cyborg. This allows the cyborg to teleport the battlestaff to their hand from up to 1 km away. The use of the teleportation function takes 1 full melee of concentration from the cyborg.

      Cost: $75000

ECM Module: This is a much more powerful version of the ECM system than the one that mounts in the cyborg. The ECM module is an end mount module that plugs into the EM pulse system. The power from the EM pulse is shunted directly into the ECM system, giving it much greater range and power than the other system. The ECM system has a 35% chance of causing each missile within range to burn out, rendering them inert and a 65% chance of causing missiles to loose track of the initial target. The ECM system has a range of 500 meters. The ECM system also jams weapon systems in Military Vehicles, BITs and Power Armors. They are penalized with a –6 to strike with Targeting Systems. The ECM system also jams all radio communication within 1000 meters of the Cyborg. As this is not an internal module, the cyborg has 5% chance of being affected by the jamming system. The ECM system is active for 1 minute per PowerCell.

      Cost: $35000

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Nano Technology

Restorer Nanites: Activating Restorer Nanites in an organic host engages the nano processors and receptors to take a full scan of the subject. In doing so, it is able to access the Health Condition of the subject and store that information for later reference. In this way, when the subject is injured, the Restorer Nanites will try to maintain and restore the subject in accordance to the subject's HCS records. In such, the subject will regenerate 1D8 HPs and SDC/MDC per minute until their health is restored in accordance to the subjects’ recorded Health Condition Status.
      In this, the Nanites will continue to work even if the subject’s HPs and/or SDC/MDC are reduced to below the minus of their Physical Endurance attribute. In this sense, the miracle robots can almost restore the dead and act as a +45% to save vs. Coma/Death.
      But here is the genius of these Nanites, if they should be used on a subject who’s HPs and or SDC/MDC are all ready low or at zero or below, than the Restorers will work to maintain the subject’s Health Condition at the recorded levels. In this sense, a dying subject cannot be healed or restored until the Restorer Nanites have been rendered inert.
      The ongoing lifespan of the Restorer Nanites is 8 months plus 4D6weeks.
      Cost: $50000 per dose.

Collapsar Nanites: Collapsar Nanites are Cyborg Killers, used to attack and break down the materials of the cybernetic electronic-systems. In this sense, they are used in a delivery system, like a projectile or piercing weapon and used to attack the vital regulating systems of a Cyborg target.

       The Collapsar Nanites are designed to attack electronic components and are ineffective against hardened armor materials. An unsuccessful attempt to penetrate the armor will render the Collapsars inert should they be unable to reach the vital control systems.
      A successful penetration and contact with a Control System will begin a chain reaction where the current flow through the component is first absorbed into the Collapsar. Like a sponge, the Collapsar will soak the current thus shutting down the control component. It will then begin to attack the molecular bonds of the component material. This attack will affect 1D4 MDC damage per melee until the component has been rendered unstable. Organic components to which the system might be grafted do, will begin to sustain damage after 2 melee rounds. They will begin to cause 2D4 points of damage directly to the host’s Hit Points. They will then begin to infiltrate the host’s vital life support systems as they attempt to find their way toward the Cyborg’s organic brain.
      The Collapsar Nanites have a 5 minute lifespan and will begin to dissolve after that time has elapsed.
      Should the Cyborg host have an onboard Nano-Repair system, then reduce the damage by ½ as the Collapsar’s will turn against the Nano-Repair Bots in order to neutralize them. This will reduce the effectiveness of the Collapsars.
      There is a 25% likelihood that the Cyborg Host may not be able to recover from the damage caused to the organic components by the Collapsars.
      Cost: $55000 per ounce.

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Jacobian Technology

Jacobian Weapons

Battle Knives: All of the battle knives are made of M.D.C. materials. They are well made and finely balanced for action, for a bonus of +1 to strike. The blades are all 6-8 inches in length.
Cost: $1500

Standard Knife: The standard battle knife is a heavy knife with a virtually monomolecular edge, made of M.D. materials (20 M.D.C.). It adds +2d6 S.D.C. to the normal hand-to-hand damage of someone with cybernetic strength.

Cost: $1000

Forcefield Disruptor Knife: The force field disrupter knife is a heavy knife with a virtually monomolecular edge, made of M.D. materials (20 M.D.C). It normally does 1d4 M.D. when used by someone with cybernetic strength. The main function of the knife is to punch a temporary hole into force fields. The knife runs a single E-clip, which is used to disrupt the force field. When the knife function is triggered, it creates a temporary 4x4 inch hole in the target field for 3 seconds. The opening in the field can be hit by a called shot, but at a -5 to strike. The E-clip is good for 4 charges.

Cost: $1900

Plasma Knife: The plasma knife is a heavy knife with a virtually monomolecular edge, made of M.D. materials (20 M.D.C). It normally does 1d4 M.D. when used someone with cybernetic strength. When energized, the blade does 3d6 + 1/2 P.S. S.D.C bonus in M.D. The knife E-clip can power it for 30 minutes maximum.

Cost: $2500

Ion Knife: The ion knife is a heavy knife with a virtually monomolecular edge, made of M.D. materials (20 M.D.C). It normally does 1d4 M.D. when used someone with cybernetic strength. When discharged, the ion knife temporarily scrambles the circuits of whatever machine the blade is currently in contact with. This shuts down minor machines for 1d4 minutes; cyborgs and P.A. are at a -3 to S/P/D for 1d3 melees due to computer problems. Anything else is unaffected.

Cost: $2800

Enhanced VibroKnife: This vibroknife is a heavy knife with a virtually monomolecular edge, made of M.D. materials (20 M.D.C). It normally does 1d4 M.D. when used someone with cybernetic strength. When activated, the vibroknife does 3d6 + P.S. S.D.C. bonus in M.D. The knife can run for a total of 3 hours before the E-clip in the hilt needs to be recharged. The vibroknife has an additional +1 to strike.

Cost: $3000

Rocket Knifes: Rocket knifes are variations of the rocket hammer. They are light knives made of M.D.C. material (6 M.D.C) with an ultra fine edge. When used by someone with cybernetic strength, they do 1d2 M.D.C. in melee. The rocket knifes have a micro-rocket in their hilts. When the engine is activated, the knife will do 2d4 M.D., to a target within a range of 150 meters.

Cost: $2000

Monoblade: This knife is a length of monomolecular iron wire held rigid by a magnetic field generated in the hilt. The knife does 5d4 + P.S. S.D.C. bonus in M.D. If the magnetic field ever fails, the wielder of the knife has a 20% chance of losing 1d4 fingers from the monowire. The knife appears as a normal knife hilt with a faintly glowing line extending up from the hilt (the magnetic field). The monoblade also requires a special sheath to store it in.

Cost: $4500

Disrupter Bolas: Disrupter bolas releases a steady stream of power directly into their target, enough to cause muscle spasms in humans and system interference in cyborgs. Humans take 1d6 S.D.C. from the bolas initially, then must save vs. lethal poison or be knocked flat from the shock. If the target fails the save, they are -8 S/P/D and take 2 points of S.D.C. every melee in the bolas. If the target makes their save, they need to get out of the bolas soon, because each additional melee round that the target is in the bolas, they must make an additional save or be stunned. Cyborgs hit with the bolas must save or be -6 S/P/D and the electrical feedback causes 1 point of damage per melee directly to H.P. if a partial conversion borg, no effect if full conversion (too much armor).

Cost: $3500

MonoBolas: MonoBolas are composed of monowire. They do incredible amounts of damage to a target, but if the thrower ever fails their roll, they can hit themselves in the head with their own weapon! The bolas do 3d4 x10 M.D. to the target. If the thrower fails their roll, they have a 75% chance of hitting themselves in the head with the bolas.

Cost: $3800

Neural Disablers: Neural disablers are designed to keep prisoners from escaping before delivery to proper authorities. The neural disrupter is a headband that is placed on the prisoner. When activated, the disrupter causes a neural feedback leaving the prisoner at an -8 to S/P/D, 1/2 attacks, and -40% to skills. The prisoner is in somewhat of a dream state, not sure of when and where they are.

Cost: $10500

Neural Nets: Neural nets inflict a massive electrical shock on all those caught under it, much as a neural mace. The net itself is made of M.D.C materials (30 M.D.C.), and everyone caught in the net must make a save as though being hit by a neural mace every melee round in the net.

Cost: $2500

PlasmaMace: This is a heavy, knobbed mace made of M.D. materials (15 M.D.C.). The mace normally inflicts 3d6 S.D.C + P.S. bonus. When charged, the mace does 4d6 M.D. plus there is a 01-50% chance of setting flammable objects on fire. The mace can also fire a 2d6+5 M.D. fireball at targets up to 800 feet away. Payload is 20 plasma ignitions, or 10 plasmabolts.

Cost: $3500

PowerBlade: The powerblade is a large (23 cm blade) bowie knife, with a blade of ruby crystal. It functions as a normal vibroblade, doing 2d6 M.D. It contains a small powercell (10 charges) that is used to power its other abilities. The powerblade can project an ionization field about it, allowing it to do full damage to phased entities, for 1 charge per melee round. The powerblade also has a laser emitter built into it, and is capable of firing a 3d6 M.D.C blast for 2 attacks, range 1500 meters. For 1 attack, the blade will emit a blinding flash equal to the spell. For a 1 minute charge, the blade will phase as a phase-blade, ignoring armor it strikes, and doing 2d6 S.D.C. to the target within the armor. Force fields will block the blade, taking no damage.

Cost: $4200

Rocket Hammer: The rocket hammer is a massive warhammer, with a 145 cm handle. The hammer comes to a point at one end, and has a mini-rocket engine on the other end. The hammer normally does 3d6 + P.S. bonus S.D.C. The rocket is a one shot option during a battle, but when fired, the hammer does 6d6 M.D.C. The hammer is -3 to strike when the rocket is active.

Cost: $4500

VibroStaff: The vibrostaff has two forms. The base form is a longsword with a 1 meter blade, and 23 cm hilt. The second form, activated by twisting the lower half of the hilt 1/2 turn, turns the vibrosword into a vibrostaff by extending another blade 1 meter from the bottom of the hilt. The both blades can be collapsed into the hilt, leaving a 23 cm cylinder. The weapon does the same damage regardless of form, 3d6 M.D. While in staff mode, the vibrostaff can be used as though it is a paired weapon, allowing simultaneous attacks with both staff blades.

Cost: $4000

WarBlade: The warblade is a large knife/short sword 75 cm in length. The blade is made of rare earths and treated in a specialized smithing process. The blade is molecularly bonded, which makes the blade both incredibly hard (300 M.D.C.) and incredibly sharp, with a monoblade-like edge capable of doing 1d4x10 +10 M.D.

Weight: 2 kg
Cost: $5000

Field Repair Kit: The field repair kit is a cyborg medkit. The medkit has a small medical computer (M.D. cybernetics 75%/50%) that can be used to diagnose problems by direct link to the cyborg. The medkit can also give directions on how to effect field repairs. These repairs will only be of a temporary nature, failing in 1d4 +1 hours. The repair kit includes 3 sets of repair nanites (3d6 M.D.C. -- must be of a cyborg model included in the repair kit datatbase), 2 "cleaner" beetles (micro-bots, 1.2 inches long, designed to clean out foreign/scrap material that has penetrated the cyborg skin casing), 20 doses of spray sealant (seal breaches against environmental damage), cybernetics repair kit (small), cutting torch, battery capable of running the cyborg at minimal power for 3 hours (if reactor is damaged), 5 doses antitoxin and antibiotics (if life support has been breached).

Cost: $1500

Flight Pack: The flight pack is a contra-gravity maneuvering system (+5 % to pilot: jet pack). It plugs directly into the cyborg through connectors in the cyborg's back. The flight pack cannot be removed, except by doing 25 M.D.C. to the connectors, unless the cyborg wishes to remove the flight pack. The flight pack plugs directly into the Battle Angel's power supply, giving it a virtually unlimited range, except the system must cool down 2 hours for every 22 of use. The pack is usually a small box-like system, as normal jet packs, but there are flight packs designed as angelic wings - The wingspan of 7 feet.

    Maximum altitude: 15,000 feet
    Maximum speed: 250 mph
    Range: Infinite; must cool down 2 hours every 22 hours of use
    Weight: 15 lbs
    Maximum load: 800 lbs; reduce speed 25% each additional 100 lbs
    Size: 1x1x0.33 feet
Cost: $15000

Force Bracer: The force bracer projects a small but powerful force field as a shield on the arm that the bracer is on. This shield can be used to parry attacks. The shield itself can take a maximum of 100 M.D. before it collapses. If the force field collapses, it cannot be reactivated for 6 hours. The force bracer runs on an internal powercell -- it takes 5 charges to activate the force field for 1 hour. The cyborg can recharge the powercell from internal power, but cannot draw power from the powercell in the bracer.

Weight: 2 kg
Cost: $5500

Kinetic Cloth Armor: Kinetic cloth armor is designed to absorb damage from kinetic attacks. Kinetic cloth armor comes in several different styles and degrees of protection. Kinetic Cloth armor otherwise looks like plain-clothes armor with varying Armor Ratings. There are also MDC capable Kinetic Cloths capable of absorbing Rail Gun projectiles and other MDC Kinetic Weapon Strikes.

    Costs: AR: 8 - $500
    AR: 12 - $2000
    AR: 16 - $4000
    MDC: 10 - $40000
    MDC: 25 - $90000

Miscellaneous Equipment

Bounce Packs: The bounce pack is an anti-gravity device used by soldiers to decrease their effective load, and increase their speed. It is worn on the back (like a backpack), and linked to the soldier's helmet. When activated, it increases the soldier's Spd. by times three (to a maximum of 30), and negates 200 kg of weight. Bounce packs are also used to enable soldiers to deploy from moving grav. vehicles. To do so, roll a Pilot Bounce Pack skill roll. If successful, the soldier lands safely. Otherwise, he suffers damage as if he had fallen one-third of the actual distance he fell. If the vehicle being jumped from is moving faster than 36 kph, then it must be higher than 20 meters. If it is not, then the skill roll suffers a -10% penalty per meter below 20.
Weight: 4 kg
Cost: $3500

Booster Systems: Boosters are essentially high-tech bandages. They are wrapped around a wound and activated. Once activated, it injects a local anesthetic, sterilizes the wound, and seals it. Then it attempts to duplicate the movement of the damaged area, returning mobility to the wounded individual (although the wounded area is at one-half efficiency, or 1/2 P.S., P.P., etc.) The booster appears as a heavy cloth wrap, lined with wires, sensors, small tubes, and other odd looking pieces. On the outside of the booster is a small control panel that indicates the extent of the wound, and can be tied into a Medical Expert System. Applying a booster can be done with any medical skill, or with a 1D100 roll against I.Q. x3%. If an area protected by a booster suffers more than 10 points of damage, the booster will be destroyed, and the area will suffer two times the rolled damage. NOTE: Boosters cannot be applied to the head.

    Large Limb Booster (For Legs)
      Weight: 3 kg
      Cost: $300
    Small Limb Booster (For Arms)
      Weight: 2 kg
      Cost: $250
    Torso Booster
      Weight: 5 kg
      Cost: $1000

Camo-Tinter: This is a small device (about 5x3x2 cm) that is used to change the color of objects. It has sensors that read the surrounding colors. It then emits a beam of light. When this light is applied to a properly treated object (such as all combat armor), it chemically changes the color of the object so as to match the surrounding terrain. Objects so treated are -20% to be spotted visually. Coloring one suit of armor takes about 5 minutes.

Cost: $3700

Det-Kit: The Det-Kit is used to set detonators. It is 6x12x4 cm in size. The Det-Kit comes with 30 detonator discs, which are placed into a small slot, and are then programmed for whatever type of detonation is desired. This requires a successful Demolitions skill roll. The Det-Kit also comes with a small communications system that has an optimal range of five kilometers. The Kit also scans the frequencies that are being used in the area, so that it does not use one of these for detonation. Up to 10 charges can be set to blow by remote control using the Kit.

Weight: 0.8 kg
Cost: 2100

Expert Automations Systems: Expert Automations Systems are essentially dedicated computers, designed to provide data on one subject. The cost depends on the skill and level performed. Expert systems are about the size of a Pocket PC or Notebook. The specific skill programmed in the system is determined by the actual skill set found in the books, and are dependent upon that skill’s percentage.

Low-tech Systems provide skill levels of +15% added to the skill programmed in the unit. Cost: $500
High-tech Systems provide skill levels of +35% added to the skill programmed in the unit. Cost: $2000

Holotarp: The holotarp is a reflective material that, when activated, refracts light from the surrounding terrain, acting as camouflage. Anything covered by the tarp is -25% to be spotted visually. Holotarps come in small, brick-like packages. When unfolded, they measure 4x4 meters square. They are waterproof, and tear- resistant. A small control panel is used to activate them.

Weight: 3 kg
Cost: $13000

P-Comm Communicator: This is a (relatively) small Phase Polarization Communication device. It is oval, and about 35 cm long.

Weight: 0.6 kg
Range: 180x108 kilometers
Cost: $10000

Perscomp: This is a small, ultra-thin wristband that has a small readout and input device on it. It acts as a diary, notebook, calendar, and calculator.

Cost: $5750

Power Packs: Most of the equipment in the RL universe would be useless without power. These are essentially small batteries that are attached to a device that requires power. When attached to a device, the device can be set to draw power from the pack (one point per second) to recharge it's own power reserves, or to run directly off the power pack. Small power packs are about 3cm Square, medium packs are approximately 7 cm square, and large packs are 15 cm square.

Cost (Small): $1500 (Medium): $2500 (Large): $3500

Zero-G Motive Equipment: This is a system of small jets and compensators designed to allow the wearer to move in zero-g (or micro-gravity) as easily as he might walk or swim on a planet. The wearer has an effective Spd. of 15-25. Requires a Zero-G movement (or similar) skill to use.

Weight: 50 kg
Cost: $10000

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