The Black Market Price Guide


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Military Equipment

Prices are not given for this military equipment. This is quite deliberate as it is never available privately (one of the Guildlaws of war). If a character is a member of a mercenary guild or group then it will normally be made available to him as necessary. If he is not, then it must be obtained through illegal channels, by stealing or by paying whatever the black-market dealer charges. (The penalties for breaking a Guildlaw are very stiff, so any prices, if found, would be very steep, and other precautions would probably be taken by said dealer to ensure his safety).

Black Market Prices
Sneaksuit:    Price Range: 20000 – 50000 c
Paramilitary Kit:    Price range: 40000 – 60000 c
Military Kit:    Price range: 80000 – 110000 c
Assault Kit:    Price range: 90000 – 120000 c
Battle suit:    Price range: 90000 – 170000 c
HUD:    Price range: 2000 – 6000 c
Hand sensorscanner:    Price range: 1000 – 4000 c
Target Link:    Price range: 1500 – 5500 c
Autogunner:    Price range: 20000 – 40000 c
Heavy Autogunner:    Price range: 30000 – 50000 c
Confounder:    Price range: 20000 – 50000 c
Slaver:    Price range: 20000 – 60000 c
E-lint:    Price range: 40000 – 60000 c
Battlecomp:    Price range: 30000 – 70000 c
Tacomp:    Price range: 40000 – 90000 c


Sneaksuit: A soft black coverall that is completely non-reflective to visible light, and prevents heat loss that would give the wearer away to infra red sensing devices. It has integral coolers, but they will only function effectively for up to 4 hours at a time. The Sneaksuit cannot be worn effectively for longer periods of time. When in use it adds 15% to Prowl/Pick Pockets/Conceal/ Palming skills in poor lighting or darkness. Weight 750g

Paramilitary Kit: This is the basic equipment kit that is used by any military or mercenary personnel when in a “paramilitary” situation (as defined by the Peacekeepers.) A treated leather tunic is lined with Plasteel plates that protect vital regions. This gives 50 MDC of protection. There is a throat mike and earphone for communications. Combat webbing holds various items of equipment including knife and sheath, first aid kit, utility kit, two wrist restraints and any other items that are normally carried. Weight 4kg.

Military Kit: This is composed of composite armour, normally providing 60 MDC of protection. It is worn in “Military” combat situations. Additional equipment includes a visor and helmet, utility kit, machete and sheath, first aid kit, vid-link and one or more Tacomp (Tactical Computer/Communicator) devices. Weight 8kg.

Assault Kit: Worn only in the extreme “Assault” military situations, it is comprises Sharn body armour and helmet that provides 100 MDC or protection. The enclosed helmet has integral communications gear and HUD (Heads Up Display). There is also a bayonet and scabbard, first aid kit, vid-link and a Tacomp. Weight 12kg.

Battle suit: Sometimes it is described as powered armour, but the battlesuit is more like a weapon that happens to be worn. It is completely environmentally sealed and capable of coping with a broad range of environmental conditions. The outer shell is composed of composite Cerasteel and hardened Plasteel plates. The interior is padded and lined for comfort and added protection. Sensors of note are a Targeting link, sensor scanner, HUD, Vid-link, Tacomp and a long-range radio. The Battlesuit is completely environmental and is fitted with Radiation Shielding.

HUD: Fitted onto a helmet, these can be full face, half face or monocle displays. Their computing power lies in their ability to sort and present a wide range of sensing data to the soldier. This can include data from any soldier’s videocam, fields of fire and any target link information. It can act as a Farseer when required, and can provide infrared vision. Weight 50g.

Hand sensor/scanner: This detecting device uses a combination of heat sensing and Doppler detection to give the user bearing and approximate direction to life forms or vehicles. When used on the passive heat sensing setting it allows a Computer Operation skill roll to detect targets. If it is used on the active doppler setting it alerts E-lint or sensorscanners within range, but adds +6 to first initiative roll. Hand Sensorscanner also adds a +15% to set and Detect Ambush skill. Weight 1.5kg.

Target Link: A fibre optic link connecting the soldiers weapon to a HUD, it allows the soldier to easily see exactly what the weapon is aimed at, and gives relevant tactical information. This gives a +4 bonus to the chance to hit with the weapon. It is often known as a “smartgun system”. Weight 100g.

Autogunner: This is an “intelligent” weapons mount. It will make use of any attached weapon, aiming and firing at any eligible targets. They are normally set up to recognise an IFF signal from friendly troops. Common target options are: movement, infantry, vehicles or missiles (point defence). Weight 4kg + attached weapon.

Heavy Autogunner: This is a larger and more sophisticated mount that is able to bear and use a heavy weapon. It can be fixed to a free standing or small turreted weapon of space 1 or 2 Vehicle Combat (p58). It is otherwise treated just like an ordinary autogunner. They are sometimes used to make up crew gunner shortfalls in AFV’s. Weight 50kg + attached weapon.

Confounder: A belt tacomp module, it masks the emissions of the soldiers equipment and subtly interferes with any attempts to detect the soldier by sensing equipment. Use Sensory Equipment skill is used to generate a penalty to impose on all attempts to detect the soldier with artificial aids. It has no effect on unaided attempts to detect him. Weight 1kg.

Slaver: This Tacomp module is radio linked to a remote heavy weapon - either an autogunner or a friendly vehicles heavy weapon. It allows the user to request fire support from that particular “slaved” gun (subject to the current user, of course). If the blipped request is approved the vehicles on board computers aim the gun at the target location that the slaver unit is indicating. The shot is then made using the soldier’s rifle skill. The slavers optical tracker can be hand-held or, more commonly, fixed to the soldiers rifle. The rest of the unit is attached by fibreoptic link to the slaver commpack, held on the soldiers’ belt. The optical tracker weighs 200g, the commpack weighs 2kg.

E-lint: The Electronic Intelligence gathering Tacomp module is used to detect, intercept, decode and jam communications with its 25km radius. Operators from opposing sides may “duel” in competitive tasks during an engagement.

Battlecomp: This is a sturdy, multipurpose computer that is standard equipment for assault situations. It is occasionally seen in other cases also. It is normally worn on the back or strapped close to one thigh, as it is quite bulky. It can duplicate any of the other battletech devices, although not simultaneously. It may be switched between modes with just one melee action. It can be used as a sensor-scanner, confounder, E-lint, a target link (if connected to a HUD Multivisor) or a slaver. The Battlecomp is used with the Computer Operations skill as normal. It weighs 3kg.

Tacomp: The Tactical Computer is a hybrid radio communicator/Tactical interface, assigning instantaneous battlefield information, along with other vital information. An integrated Tacomp will display a soldier’s vital signs, armor stresses and damage, energy statistics, RADAR - LADAR readouts and ammunition status when attached to a HUD. A constant transmission can be maintained to an assigned Battlecomp, providing information that can be accessed by superior officers, for tactical updates. Range of the radio is 120 km or 50 km over a scrambler.

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Military Ship Equipment

Sensorscan:             Price Range: 600000 – 2000000 c
ECM:             Price Range: 450000 – 800000 c
Target:             Price Range: 450000 – 800000 c
Interference:             Price Range: 700000 – 1500000 c
Predict:             Price Range: 600000 – 1000000 c
Tactiplan:             Price Range: 1000000 – 4000000 c


Sensorscan: This is a comprehensive scanning and interpretation program that makes it easier for a navigator to lock his instrumentation onto a target ship. It uses complex mathematics and sensor processing to facilitate this, giving a +4 to Strike.

ECM: Electronic Counter Measures are no longer entirely electronic in nature, but they perform the familiar function of making the ship harder to pinpoint by sending confusing signals to all enemy sensors. ECM hampers lock-on by giving a –4 to Strike for opponents.

Target: The target programs interpret sensor data which the computer receives and uses it to predict the likely manoeuvres of the enemy vessel. This information is then fed into the weapon aiming systems and enhances a gunners chance of hitting his opponent by +1 per unit.
Interference: Subtle random fluctuations can be introduced into Shield patterns and phasing that hampers any attempt to fire accurately at the vessel. A penalty of –6 to Strike is given to all direct fire attacks from opponents.

Predict: Working in a similar way to Target, it recognises patterns in a pilots flying style and helps to counteract them, making an opponents manoeuvres less effective. Provides a +2 to Strike bonus.

Tactiplan: This powerful program uses artificial intelligence algorithms to predict the opposing ships plans at a higher level than the target program does. It filters and interprets sensor data and gives the ships tactician extra information for making his tactical decisions. This gives a bonus of +20% to Pilot and Pilot Related Skills and provides a +4 to Strike bonus when firing weapons.

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Peacekeeper Special Equipment

(Not usually available on the Black Market. If available, and normally there is only a 25% chance that one of the following items would be, the mark-up can vary to as high as 1000%.)

Shield: Normally activated and locked on while attached to a Peacekeeper’s belt. It interacts with the users aura and creates a protective field around him. This is visible as a faint shimmering if in poor light or darkness. It gives the user a (additional) 40 MDC of protection against nearly any physical or energy attack (only disrupter weapons are excepted). It is possible to use more than one at once, and two devices would give 40 MDC of protection, for instance. Bear in mind that it is subject to the limitations on maximum number of belt devices and the activation penalties for second and subsequent belt devices. (Inherent problem with Energy Shields, is that they can be magnetically bonded to Vibro-Weapons. There is a 15% chance that if struck with a Vibro-Weapon, the weapon will not be able to be withdrawn. In cases where the Vibro-Weapon has penetrated the wearer, and the blade cannot be withdrawn, the victim will continue to suffer the weapons damage rating every melee of action. Treat threat, as an aggravated wound and the shield must be deactivated before attempting to withdraw the Vibro-Weapon.) Energy Charge lasts for 15 minutes of continuous use. Cost 200000 c. Weight 200 g.

Inverter: This is a more specialized form of shield belt device. It is used in a similar manner, activated and attached to the belt. This one also interacts with the users aura but it only gives protection against energy attacks (laser/ sonic/ electrical/ radiation). It is very effective against these as it uses the incoming energy to sustain and strengthen its defence. Invisible while not being attacked, it flashes brilliantly when struck by an energy attack. The field converts the energy blast to a standard energy level, converting the MDC damage rating to SDC. It is ineffective against disrupter weapons. Energy Charge lasts for 15 minutes of continuous use. Cost 500000 c. Weight 200 g.

Biocomputer: Identical in appearance to the other belt devices but is a more powerful personal computer. When activated, it can communicate telepathically with the user and is imbued with a pseudo personality so that it can converse with (and occasionally argue with) its user. When activated it actually builds up a model of the users subconscious, and provides it with extensive computing power. It can be used to perform any calculations virtually instantly, and can enhance many skills as the pseudo personality has perfect recall. It provides a +15% skill bonus to all Technical, Medical, Military, Espionage and Electronic Skills. Cost 500000 c. Weight 200 g.

Disrupter: The disrupter used by the Peacekeepers is quite rare. The vast amount of power that is normally required to activate the disrupter field is provided by a biofeedback loop. To use it, a Peacekeeper must focus his Inner Strength to arm it (taking one melee action). This gives it enough energy for twelve shots. It now becomes a point and shoot weapon, when the trigger is pulled. When activated it will maintain it’s “charge” for fifteen minutes. The lock should not normally be used. If the button is locked in the “on” position then rather than firing, the disrupter continues to build up destructive potential until the Cerasteel casing can no longer hold it. This immense force causes an explosive charge doing 1D6x10+60 MDC damage to a 10m radius. It takes 2 minutes to reach this peak, during which time an increasingly piercing whining noise is given off. Releasing the lock at any time before detonation will stop the feedback and allow the energy to dissipate harmlessly. Once charged, the disrupter can be used at low power to heat material at close range, raising an objects temperature by 50 degrees per melee round (15 seconds). Mega-Damage: 1D6 MD per melee round of charging. Range: 300 ft. Rounds: 12 per psychic charge. Cost 1000000 c (rare.) Weight: 3 kg.

Kalen (force sabre): Another rare weapon traditionally preferred by the ancient Imperial Knights, it is still popular amongst the Peacekeepers of today (especially the members of assassins guilds). Once activated, a metre long beam of pale, disruptive energy lances out from the end. It is a “standing wave” manifestation of disrupter energy. Normally the Peacekeeper would not lock the beam on. This would allow anyone who picked it up to use it. Occasionally it may be done to aid an ally. The colour of the beam may vary due to the differences in the aura of the Peacekeeper who is using it. To all intents and purposes the weapon cannot be parried, except by another force sabre. Mega-Damage: 4D6+PS bonuses. Cost 5000000 c (ultra rare.) Weight 200 g.

Communicator: Not of much use on it’s own, the strength of the belt communicator is seen when two or more Peacekeepers are working together and both have them. When activated it may be used to broadcast telepathically to all Peacekeeper communicators within a mile radius, or as a directed beam to a known communicator at planetary range. It is unjammable, very fast, and is not blocked by atmospheric or environmental conditions. It also does not give away the fact that it is being used unless the Peacekeeper communicator is actually observed to be on. It can be locked on for short periods of time (up to 10 minutes) but no longer, as it will begin giving the Peacekeeper headaches that reduce his combat bonuses by: -1 to Initiative/Strike/Parry/Dodge, per extra minute. These headaches last for 1d6 hours, after which he returns to normal bonuses. If the Peacekeeper fails to turn off the device before he suffers complete loses to his combat bonuses, roll vs. Coma/Death with a penal of –25%, which is cumulative for every minute that the Communicator stays in use. Cost 600000 c. Weight 100 g.

Concealer: This is a fairly rare belt device. It acts with the users aura, as many others do, and in this case makes the Peacekeeper less noticeable to those surrounding them. The user becomes easier to overlook, especially in a crowd or group. Adds a +20% to Prowl/Pick Pockets/Conceal/Palming.

Biofeedback: In order to use many of the belt devices of the old Empire, the Peacekeeper must be able to “tune” his aura to the various biocrystal devices in order to make them resonate. This skill is used by the Peacekeeper to start the positive feedback loop that energizes these devices. It also indicates the maximum number of belt devices that he may have attuned to him (In other words the flexibility that he has in adjusting his aura). The Biofeedback belt device is initially used to “tune” other belt devices. Without the Biofeedback belt device, a Peacekeeper cannot use any of the other belt devices. Cost 1000000 c. Weight 200 g.

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Equipment

Smart Cards: Small, credit card sized pieces of polycrystalline plastic material. They have four functions. Firstly they are used for ID Recognition throughout the cluster, keeping a record of the bearers’ appearance, retina pattern & thumbprint that can be read by the standard security scanners. Secondly they are a credit card, which is the only way that purchases may be made legally in the Principalities. Thirdly they perform the complete range of functions that would be expected on a programmable scientific calculator today. Lastly, the smart card can be used as an efficient personal organiser, storing addresses, useful data, calendar and diary with alarm. Most of the organiser functions can only be fully used and updated with the use of a special card-reader. These are found in offices and in many public places and make the use of the more complicated functions easier. Cost 250 c, weight 20g.

Datacard: The only electronic storage medium used throughout the Principalities and the Independent Zones. They look like fat credit cards. Data is stored in a compressed holographic format within the datacards crystal lattice. It can store all possible types of data - numbers, words, video, audio - whatever. They are used for recording information from videos, for security backups of computers, etc. Specialised computer programs for hand computers are distributed on datacards. Cost 20 c, weight 50g.

Pers-O-Comm: Small hand-held personal communicators, the Pers-O-Comm is the most popular make. Like many of the Principality items it has multiple functions. It can be used as a personal communicator although it really has more in common with a sophisticated telephone system. It can be used for voice mail and sending/receiving data from global news and data networks. It can tie into the planetary satellite net to give precise location and direction finding capability. Users have a hierarchical address based on planet, region, organisation and personal id. Cost 140 c, weight 250g.

Varitool: This is a multipurpose mechanical tool. It is cylindrical, about twenty centimetres long and three centimetres in diameter. By manipulating the dials and catches it can be used as an electric screwdriver/drill (selection of drill bits inside the casing). It can be used as a power wrench for dealing with bolts. The final function is that of a variable power laser torch. Used on low power it can weld materials, while at high power it is an effective cutting torch. Power consumption is 1eu per 10 minutes when cutting. Cost 90 c weight 1 kg.

Handilec: The most popular of the combination electronic tools, the Handilec name has become associated with the general category. It contains a field sensor, an inductor and a wire extruder. The field sensor can be used to detect and analyse electronic and magnetic fields. The inductor can generate electrical currents in any kind of electronic equipment. It is normally used to produce test currents that can be traced by the field sensor. Unscrupulous characters may use it to overcome electronic security systems. The wire extruder is used to attach a microfine wire, which is coated with an organic insulator produced in the device. It can then be attached to another location. It is mainly used for quick repairs and patching together a simple circuit. Cost 300 c, weight 600g.

Crystool: This tool is useful when working with technological crystals. The Principalities gather the main ones together in the ubiquitous crystool. It can function as a basic polychroma device, to examine the internal structure of a crystal by a false colour image of its resonance field. There is a stress inducer that can be used to temporarily stress the crystal structure by a tiny sonic field - the resulting changes in the crystal can be examined with the polychroma. Together these two items have much the same function as the electronic “field sensor” and “inductor”. The third function of the crystool is that of a vibrasync, which is used to make permanent alterations in a crystals resonance field. Cost 550 c, weight 400g.

Handicomp: In the Principalities, the personal computer has become intensely personal. It can perform a multitude of tasks, from language translation to financial analysis, holographic painting to extensive library. Data is stored on normal datacards. There is a standard fibre optic interface that can be used to connect it to the Mediabase for information exchange or to vehicles for diagnostic or control purposes. Normally they are small flip-open cases, although in some regions they are worn on the forearm of the user extending for about 12cm. Cost 2400 c, weight 500g.

Nexus computer: For some people the Handicomp is just not private enough. For them the only option is the Nexus computer. It is a headset with a microphone, earpiece and single eyepiece all linked together. When not in use the various portions can be folded back, out of the way. When in use it displays a holographic image to the user in the eyepiece, gives audio output via the earpiece and accepts verbal input from the microphone. It has a standard fibre-optic interface for communication info-net etc. Cost 4000 c, weight 200g.

Fabloid Glasses: These are fully photochromatic glasses that react instantly to changes in light, maintaining constant illumination for the wearer while protecting them from danger. They may also be set to a psychedelic setting for recreational purposes. This randomly modulates all wavelengths, producing weird shifting colour displays. This last setting does incidentally give a slight infrared vision capability, albeit fading in and out of view with the rest of the shifting colours! Cost 300 c, weight 100g.

Sensomat: The primary method of home entertainment, the Sensomat provides audio/visual/tactile/olfactory stimulation. It allows the user to enter a dreamworld of sensation, either by personal choice, or more commonly via pre-programmed tapes. At greater expense multi-user versions may be used where a group of people share the same living hallucination. There are persistent rumours of illegal “nightmare tapes” that can kill by causing a heart attack, but a more common problem faced is from people who drop out of life entirely, spending their days hooked up to a Sensomat and ignoring outside sensations forevermore. Cost 140-3500 c, weight 6-25kg (all of these are for basic models).

Farseer: The distance-viewing device common in the Principalities is more like an ancient lorgnette than the modern binoculars. The user looks through the square crystal and sees an image magnified within the crystal itself. A simple vernier on the handle can be slid up and down to change the magnification (which it does by subtly tuning the crystals stress field). Cost 200 c, weight 100g.

Vid-Bee: A video cameras that is normally small and free of floating ovoids, is supported by a miniature floater unit and controlled via a radio link by a hand viewer. Images are stored electronically on a datacard placed in the hand viewer. It automatically compensates for available light and focusing. Power consumption: 1eu charges for 1 day. Cost 1000 c, weight 250g.

Bubble Tent: These are inflatable one or two man tents, constructed of ultralight synthetics. They can be inflated by using a small battery powered compressor that lasts for 24 uses and erects the tent in 2 minutes. Cost 240 c. Weight 500g.

Glow: A common form of illumination in the Principalities is the Glow. These are small spheres that produce a soft light. They can be voice controlled for illumination, responding to commands for on, off, dimmer or brighter. They can also be commanded to change colour. Directional glows can also be purchased, as can hand held models. Cost 50 c, Weight 250g.

Shoulder Holster: This allows the wearer to carry a sidearm concealed under a jacket, but readily available. It is the preferred method of carrying firearms whenever they may not be openly displayed. Weight 100g.

Wrist Sheath: A knife or other short blade may be stored in a clever sheath strapped to the wrist. By flicking the wrist “just so”, the knife is delivered into the hand, ready for action. This manoeuvre can actually be combined with striking. It negates the need to draw a knife before it can be used. Weight 100g.

Power Holster: This is an electrical device that is moulded for a particular person, and worn attached to the forearm. The gun likewise has to be specially modified. By curving the fingers of the hand into an accepting position, the gun is propelled instantly into the hand and fires. This eliminates any need to draw or hold a gun, as it is always instantly available. The downside is that if you don’t hold it just right, it mashes your fingers as the gun shoots into position - any fumble with a power holster weapon inflicts a minor wound on the characters gun hand, in addition to the normal penalties of the fumble. Cost 150 c. Weight 500g.

Knife, Razor: Some blades are cast out of Cerasteel, designed to have a razor sharp edge and a needle sharp point. These blades will never glance off armour, no matter how tough the armour is (normally if the pen is less than the armour value, the attack simply glances off). The full armour protection is applied as normal, of course. Cost 70 c. Weight 250 g.

Knife, Memory: Some materials are metastable, and can exist in two stable forms. The memory knife takes advantage of this fact. When heated it will gradually assume a certain form (commonly jewellery). If subject to a series of sharp physical shocks it will gradually change to its second form, which is a short blade. Cost 300 c. Weight 100 g.

Bug, Tracer: A small electronic device that can be hidden or stuck onto a surface. It lies dormant until activated by a one of two signal pulses, whereupon it will either report its position continually, or report its position once and wait for the next signal. Cost 1200 c. Weight 10 g.

Bug, Listener: Functions in the same way as a tracer bug, except that instead of reporting it’s position, it transmits sound to a remote listener. Cost 1000 c. Weight 15 g.

Bug, Recorder: Functions in the same way as a listener bug, but it simply records, it doesn’t transmit. This makes it very difficult to detect, it is always considered to be passive. Cost 1500 c. Weight 15 g.

Bug Sniffer: A device with visual and tactile (vibrating) feedback that can be used to monitor for the presence of bugs. Normally used with Surveillance skill. A normal roll detects bugs that are currently active. A critical roll detects passive bugs as well - it triggered their resonance. Cost 2000 c. Weight 60 g.

Pheromone Sniffer: A hand held chemical analysis device which specializes in detecting chemical pheromones which people exude when under stress or in other circumstances. It can be used to give +15% to Interrogate and Seduction skills. Cost 5000 c. Weight 50 g.

Accumulator: The universally used power battery. Energy is stored in a biocrystal lattice, and released by interaction with a carefully focused field. Accumulators will hold their charge indefinitely, and it is measured in eu’s (energy units). Electrical equipment will have an eu consumption figure, indicating the rate at which it will draw energy from an accumulator. Accumulators can be recharged from public terminals or in homes, at a cost of 1 credit per eu. For safety reasons an accumulator should never be charged with more than 20eu. It is capable of holding an indefinite amount, but if there was an accident and it was damaged an overcharged unit is likely to melt down or (20% chance) explode. In a melt down, it becomes intensely hot for a number of rounds equal to the eu stored, Should it explode, the basic blast radius is 1m, inflicting 1D6 MDC damage and has a 30% of igniting all combustible materials within its blast radius. An accumulator is half the size of a box of matches. Cost 50 c. Weighs 50 g. (Many small electronic devices don’t require a battery; their built in battery will keep them going for a year.)

Electronic Tools: The various component parts of the Principality Handilec (field sensor, inductor, wire extruder) are available separately in the Independents. Each of them weighs about 400g and costs 300 c.

Mechanical Tools: Again the various components already described are produced separately, each weighing about 600g and costing 300 c. Power consumption: 1eu per for 10 mins. for cutting torch. Some of the heavier mechanical equipment is described elsewhere.

Crystallician Tools: These are very hard to make in the Independents and so they are expensive and heavy. Each of the ones described already (polychroma, stress inducer, vibrasynch) costs 1100 c and weighs 1.5 kg.

Power Saw: A powerful motor drives a thin rotary blade at high speed. It is used for cutting wood normally, but it can also be used to shape stone or cut metal (albeit at a much slower rate). Power consumption 1eu per 5 minutes. Cost 300 c, weight 6.5 kg.

Automatic Hoist: Used as a freestanding hoist, or attached to any vehicle, it has 30m of cable and can pull up to 30 tonnes. It has a universal clamp on its mounting base to enable it to be mounted on almost any surface. Power consumption 1eu per 10 minutes. Cost 200 c, weight 4 kg.

Camptool: The only common multipurpose tool in the Independents is the Camptool. It is a sturdy 40 cm haft with an assortment of latch-on heads, enabling it to be used as a hammer, saw, spade, pick, scythe and machete. Cost 100 c, weight 1.5 kg.

Torch: Rugged, shockproof torch, capable of providing a brilliant cone of illumination. The focus is variable, providing a narrow beam illuminating a 3m circle at 100m, or providing all round illumination within a 5m radius. In the latter case the torch is normally placed upright on it’s built in stand. Cost 30 c, Weight 0.5Kg.

Portable Furnace: Self contained heater and cooking unit that will provide heat for cooking, drying or simple surviving - by catalytic conversion of chemicals. It will continue working for about 800 hrs. Cost 20 c, weight 1.5 kg.

Portable Generator: A fuel-burning generator that is able to store energy in accumulators. Common equipment for bush convoys. It is slow work, and only stores 1eu per hour (It is storage rather than generation which is time consuming). Cost 800 c, weight 12kg.

Watchdog: A camping security sensor for those that don’t trust the local watch animals, it can be set up at night and will raise an alarm if there is a moving infrared source within 100m. The threshold level of size may be set by the user. Cost 120 c, weight 2 kg.

Mountain Survival Gear: A combined set of crampons, pitons, pick, ropes, ropegrips, harnesses and breathing equipment. The complete set costs 400 c, weight 3.5 kg.

Desert Survival Gear: The fundamental equipment for surviving in arid regions composes a still to recover water, a sealed suit to reduce water loss, carrying gear, three signal flares, reflective shelter tent, food and salt concentrates and compass. Cost 500 c. Weight 2.5 kg.

Desert Suit: For extended, planned stays in desert or arid regions, the desert suit is favoured. It is a virtually completely sealed suit that recycles 99% of the bodies’ wastewater without tying the wearer down or restricting him in any way. Cost 400 c, weight 3kg.

Water Survival Gear: Standard equipment for each passenger on sea going vessels (although the details differ between worlds). It consists of a life jacket with heating element good for 4 hours, an insulated, enclosed inflatable liferaft, three flares, a compass, fishing line with sonic bait and an SOS transmitter. Cost 300 c, weight 5kg.

Underwater Gear: Webbed flippers and partially webbed hand coverings, facemask, breather with two high pressure cylinders mounted either side of the jaw, depth gauge, compass, shoulder mounted torch, weight belt (to maintain neutral buoyancy), knife and drysuit. Cost is 500 c. Weight 8 kg (not relevant underwater).

Utility Kit: A standard little kit, where all parts fit together into a belt pouch. It contains a needle and thread, 5 m cord with a miniature grapple, inertial compass, magnifying glass, penknife, wire saw, firelighter and flashlight. Cost 150 c, weight 500g.

Wrist Restraints: In the lawless frontier it pays to have a secure method of tying people up. The wrist restraints are ultra modern, lightweight handcuffs. When touched to the wrist they clamp into place and require a coded electronic key to release them. They also have a small transponder embedded into them so that their position can be tracked by radio. Cost 50 c, weight 100g.

Videocam: The normal sound and vision recording device, used to collect still or moving pictures, is small enough to be carried in one hand. The user will normally detach a fibreoptic extension from the rear of the device and bring that up to his eye, leaving the videocam in a more comfortable position. Power consumption 1eu per day. Cost 500 c, weight 500g.

Basic Fireproof clothes: These will provide protection against fires of up to grievous damage potential. When the damage reaches higher levels the protective clothing will fail in 1-3 rounds. Cost 400 c, weight 3.5kg.

Specialist Fireproof suit: These perform in a similar manner to the basic protective clothes but will protect all the way up to critical damage level, only failing at the destruction level that can occur at firestorm intensity. Cost 5000 c, weight 10 kg.

Basic insulating clothes: These provide good insulation to the wearer, and make work in electrical hazard areas safe. Cost 90 c, weight 2kg.

Specialist Insulating suit: For those who will be working in areas of high electrical risk. It is a full body suit that has a fine mesh throughout it. This mesh carries a small current. The net result is that the wearer becomes totally immune to electricity as long as the batteries hold out. Power consumption is 1 eu per hour. An added side effect is that Neural Maces and other Neural Weapons, when used against these suits, cannot harm the wearer. Cost is 1000 c. Weight 8kg.

Tent: Tents and camping equipment in the Independents are made of rugged, tear resistant material. They are commonly available as one man, two man or four man ridge tents with poles that can be collapsed for stowage. Cost is 200 c. Weight 4kg per person.

Commlink: Small personal communicators typically designed as an oval brooch about 2cm by 3cm in size. These are activated by touch, and then respond to spoken commands, allowing communication within a particular group of Commlink. Voice recognition is used to determine who a particular communication is to be routed to, or whether it should be broadcast to all Commlink in range. Commlink automatically lapse into ready mode after a few seconds of no speaking. They have a range of several kilometres. Cost 1000 c. Weight 10g.

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Medical Equipment

Recreational drugs: There is a range of euphoric and mildly hallucinogenic drugs that are used as a form of “entertainment” by many people. They are not physically addictive, but could easily become so psychologically. Anyone under the influence of one of these drugs will use all skills at –6 to all combat skills because of disorientation. Cost ranges from 5-100 c depending upon type.
Bandage: In an aerosol spray canister, this rapidly forms into a hard, antiseptic cast that helps keep a grievous wound from infection and helps broken bones to heal properly. There are a dozen applications in a single canister. Cost 30 c. Weight 250g.

Autodoc: This portable, hand held device, functions as a medical sensor, analyser and treatment device. It can be used to give extensive information about a patient’s condition, and it can deliver the appropriate drugs via a contact hypospray. It contains a dedicated medical analysis program that adds +4 to diagnosis and first aid skills, (or gives a base chance for untrained users). Cost 400 c, weight 250g.

Regenerator: Hospitals and starship medical bays will normally be well equipped with regenerators. These are large and exceptionally complicated machines that rapidly knit bones and heal tissues. The patient is unconscious throughout, but healing takes place at five times the normal rate. Weight 4 tonnes. Cost 500000 c.

Medikit: A small belt pouch that contains enough medical materials to deal with typical first aid situations. This would typically be issued to mercenaries or used by explorers. It contains 5 Antishock, 2 Neutralize, 1 Stabilize, 5 Painkillers and 1 Bandage canister. Cost 500 c, Weight 500 grams.

Medisensor: A small hand-held diagnostic device that can be used for first aid and diagnosis of problems, giving extensive information about a patient’s condition. The accuracy of the Medisensor is equal to the Medical Diagnosis Skill at 65%. Cost 300 c. Weight 100 g.

Medijector: Also small and hand-held, this holds 40 doses of any combination of drugs, which it delivers via hypo spray. It can be set to penetrate clothes, but this takes two doses of a drug. It is normally applied to the upper arm or neck. Mass 150g, Cost 500 c.

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Medical Drugs

Antishock: This painkiller helps neutralize the effect of shock, reducing the penalty by half for a period of 2 hours. This means that someone with two minor wounds and a grievous wound would have a shock penalty of -7 instead of -15. Physical effects of the wounds still apply, so this person would still be restricted to one action a round and half movement speed. Cost 20 c.

Neutralize: making a medical diagnosis skill roll to neutralize the effect of any poison that a person is suffering from can use this. Cost 50 c.

Stabilize: This drug can be used with a first aid skill roll to stabilize the condition of someone who is suffering from a critical wound, preventing them from dying (as long as nothing bad happens to them in the meantime). This should protect their brain and other vital tissues until they can be taken to an emergency hospital or sickbay. Each application lasts for 12 hours. Cost 100 c.

Anaesthetic: A general anaesthetic that is used to knock out recalcitrant patients, or prepare them for surgery. When applied to a patient by using the first aid skill it introduces a powerful drug that will render a man sized target unconscious in one round. The exact effect is described in Damage from Natural Sources. It will last for 15 minutes. Cost 40 c.

Painkiller: Provides a partial block of the pain nerves in the patients’ body. After application he will not suffer any skill reduction from superficial or minor wounds. Grievous wounds or worse will have the normal effect. Each application will last for 1 hour. Cost 10 c.

Radblock: An injected chemical that buffers the cells of the body against radiation damage. A single dose will reduce the effective intensity of radiation by one level for 2 hours. Cost 80 c.

Burnsalve: A spray ointment that can be applied to any type of burn injury. A single container will cope with up to two grievous injuries, six minor injuries or 18 superficial burns. Once treated with Burnsalve the wound will heal in the normal length of time, rather than double normal. Cost 30 c.

Calm: This is similar to Anaesthetic, but once it has taken full effect it makes the patient calm and docile rather than unconscious. The “calmed” person loses the desire to take any form of action, and if forced to do something will have a -9 skill penalty. Effects last for 15 minutes. Cost 70 c.

Adrenalyne: An artificial adrenaline analog from Meritchaka, in tablet form. It takes 2 rounds to take effect, and then lasts for 5 minutes (30 combat rounds). During this time the character can ignore any skill penalty from superficial wounds, and has +2 to their Physical aptitude. Cost 200 c.

Fierce: Another adrenaline analog from Meritchaka, this has similar benefits, but it also stimulates the bravery and discipline of the person too. Penalties from superficial wounds can be ignored and the character is +2 to their Combat aptitude. Duration 5 minutes (30 combat rounds). Cost 250 c.

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