ITEM COST BULK
ABC scrambler 3,000 L
Adhesive patches 20 L
All-temperature cloak 100 L
Arakyd-Hush personal jetpack 3,750 3
Camouflage netting 2,000 1
Camouflage netting, powered 6,000 4
Camouflage poncho 125 L
Chain (3’) 25 L
Climbing harness 45 L
Emergency vacuum seal 750 L
Field food processor 1,500 L
Field kit 1,000 1
Fire paste 15 -
Fire rod 25 -
Jetpack 3,000 3
Jetpack fuel cell 100 L
Liquid cable dispenser (50’) 10 -
Liquid cable dispenser recharge 5 -
Man trap 8,000 2
Personal field shelter 500 L
Personal multitool 100 -
Plasma bridge 12,500 70
Plastent 300 3
Ration pack 5 -
Repulsor boots 200 L
Shipsuit 200 L
Subsonic field emitter 120 -
Syntherope (50’) 20 L
Vacuum survival pouch 800 L
Water extractor 400 L
This device is used to ward off missile attacks. Commonly used by bounty hunters against other bounty hunters, the ABC scrambler is worn on the belt or attached to a suit of armor and emits false audio, biological, and chemical signals to confuse missile guidance systems. An opponent targeting a character with an ABC scrambler suffers a -2 penalty to their Shooting or Throwing rolls when using electronically targeted projectiles (such as grenade launchers or missile launchers).
Small squares made of the same material as spacesuits, adhesive patches are a quick puncture repair kit. A character can use an adhesive patch to make a Repair roll on a damaged spacesuit. One patch is required for every breach.
This wrap-around cloak protects its wearer from the elements. The cloak provides a +1 bonus to resist the effects of Hazards caused by climate conditions.
A light jetpack that is engineered to produce little or no noise, Arakyd-Hush personal jetpacks are often used by covert enemies who are engaged in sabotage and espionage missions. A Hush jetpack uses a small jet engine that produces little noise beyond a high-pitch whine, meaning that the wearer takes no penalty on Stealth checks because of speed when using the jetpack. A Hush personal jetpack functions in all other ways like a normal jetpack, though each fuel cell for this jetpack carries only 6 charges instead of the normal 10. Replacement fuel cells cost 100 credits.
Any camouflage netting found on the market is of two kinds: powered or unpowered. Both kinds, when draped over one or more objects within a 6’ by 6’ square area, bestow a +2 bonus to all Stealth checks while under the netting, and offer partial concealment.
Integrated into the netting of the powered version are overlapping sensor baffle scales that emulate the emission patterns of the surrounding terrain, including light emissions. Thus, powered camouflage netting grants an additional +2 bonus to all Stealth checks while under the netting.
The netting is carried in a small backpack and takes a full round and two people to deploy it.
The camouflage poncho is worn over armor to conceal the wearer from being spotted. Special materials track the surrounding area and alter the pattern of the camouflage poncho, smoothing and blending the wearer’s silhouette. A camouflage poncho grants a +2 bonus to Stealth checks.
This 3’ length of chain has 12 Toughness and can safely support over 5 metric tons of weight.
Providing a measure of safety for a wide array of climbing activities, the climbing harness secures the wearer to a climb line, reducing the chances of falling by providing several attachment points for anchor lines, as well as additional options for securing equipment. A character using a climbing harness when making an Athletics check falls only on a critical failure.
Designed to quickly seal a starship's interior compartments during a hull breach, the disk-shaped emergency vacuum seal is a biomechanical device that has proven useful in such a crisis. When the seal has been placed at the site of the breach, a series of micromolecular grips keep it lodged firmly in place while a mild electrical current stimulates the colony of microorganisms, causing them to quickly multiply and seal the breach. A neutralizing current is applied once the seal's sensors determine the breach has been sealed. The result is a temporary but durable hull patch that allows a badly damaged starship to make its way back to port for repairs.
When a character makes a Repair check to fix a starship that has suffered a hull breach, the use of an emergency vacuum seal temporarily removes one Wound (two on a Raise) and seals the breach. The Wounds will need to be repaired as normal.
The field food processor is used by soldiers and explorers to provide sustenance from local flora and fauna and is a critical survival tool when other food stores have been exhausted. Up to three pounds of plants, meat, or fungus can be placed inside the field food processor. One minute later, the processor exudes a gray paste that is extremely bland in taste, but is both edible and nutritious, enough to provide a single Size 0 character with a day's worth of food. The field food processor can be programmed to make appropriate food substances for up to ten different species. In addition, the field food processor gives a +2 bonus to Vigor checks against any poison, toxin, or radiation that might have been in the initial ingredients.
A field food processor requires an energy cell, which lasts for one year before needing to be replaced.
Essentially a backpack full of survival gear, the typical field kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of food rations, two glow rods, two breath masks, 24 filters, and an all-temperature cloak.
Fire paste is a thick beige substance that can act as a fuel for starting a fire. The paste, once squeezed from its tube, can be placed on virtually any surface, including ice and wet wood. With a single spark, the paste ignites, burning for 3d4 minutes. If applied to a living creature or an object, the burning paste causes 1d6 points of damage as long as it burns and remains in contact with the creature or object. A single squeeze tube contains 5 applications of fire paste.
When a fire is needed and nothing is around to create one, many people turn to a fire rod, a 4 inch hollow plastic tube that has two chambers, each filled with a chemical that is inert on its own. When the two chemicals are mixed, they combine to become a highly volatile substance that ignites within seconds. A fire rod burns for 2d8 minutes without any additional fuel. Adding wood or other combustible material keeps the fire burning longer.
A jetpack is a propulsion system that a character can strap on, allowing flight over short distances. Arm and wrist controls are employed for maneuvering. Activating a jetpack is a free action, and you gain a fly speed of 6” until the end of your turn. The jetpack has 10 charges and can be run continuously until it runs out of charges. Anything beyond basic maneuvering requires a Piloting roll.
A jetpack can lift up to 18 bulk while flying. Replacement fuel cells cost 100 credits.
Cable dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 50’ of cable and is refillable at authorized outlets. The cable has a Toughness of 20 and can safely support up to 1,500 lbs.
A man trap is a reversed repulsor field that draws a target directly down, as though in incredibly high gravity. A man trap covers 1”, and any creature entering the area of a man trap is immediately immobilized (unable to move voluntarily). A creature can attempt to break out of a man trap as an action with a -4 penalty to Strength. It can be deactivated using a remote.
The personal field shelter allows soldiers to have protection from the weather without having to carry a huge amount of weight. When activated, this small package expands to create a small, narrow tent large enough to hold a single Size 0 creature. As long as the creature remains sealed inside, the portable shelter provides a +4 bonus to resist Hazards against extreme heat or cold. For one hour, the personal field shelter can also provide a breathable atmosphere, protecting against inhaled poisons, including poisonous atmospheres. Special filaments on the exterior of the field shelter help it blend with surroundings, granting a +2 bonus to Stealth checks.
People who explore the untamed wilderness need many tools. In most cases, full-sized tools can be unwieldy, especially when cargo space is a limited commodity. The personal multitool is a low-tech device that holds miniature versions of several simple tools that can be useful in the wilderness. Although the arrangement of the implements can vary, the standard personal-multitool configuration for beings of Size 0 includes a 2 inch vibroblade, a low-power hydrospanner, a small hydrogrip, a toothpick, and a miniature set of eating utensils. These tools are stored within the 3 inch handle and each fold out on a hinge. The vibroblade, hydrospanner, and hydrogrip are all powered by a single energy cell that must be replaced after 50 hours of constant use. The vibroblade can be used as a melee weapon that deals 1d4 points of damage.
A plasma bridge is projected from a single plasma generator, creating a surface 6” wide and up to 120” long. It can be used to bridge gaps or bypass terrain hazards (such as bodies of water or acid pools). The plasma bridge must be hooked up to a power generator in order to function. If an active plasma bridge is deactivated, or if its power generator is destroyed or disconnected, the plasma bridge generator stores enough energy to power the bridge for 2 rounds. After 2 rounds, if the plasma bridge is not reactivated or reconnected to a power generator, the bridge vanishes, and any character or anything on the bridge falls.
A plastent is a prefabricated high-grade polymer shelter that can be easily transported from place to place. Fully inflated, a plastent forms a triangular structure about 6 feet tall, providing enough room for four beings of Size 0. The temporary structure is light enough to be moved easily and sturdy enough to withstand most weather conditions. In addition to providing shelter, the plastent can have small pieces of equipment, such as a sensor array, mounted onto it. Most models come equipped with an inflation unit that can fully inflate the plastent within a few minutes.
Ration packs are compact meals that take up little room (you can fit six in a pouch designed to carry a datapad but have all the requirements to nourish a person for one day. Each ration pack is geared for a range of species. The food isn't appetizing, and it doesn't include water, but it does prevent malnutrition.
This footwear allows the wearer to float a short distance above the ground. Repulsor boots use a tiny repulsorlift unit in the sole of each boot to elevate the wearer up to 2 feet above the ground. With careful manipulation and positioning of one's feet, the boots can be used to move, but users cannot exceed a movement rate of 2” per round with this method. Although they are not an optimal method of travel, repulsor boots are a great aid in climbing, granting the wearer a +4 bonus to Athletics checks made to climb.
The shipsuit is a multipocketed coverall made of a tough synthmesh fabric, which has been known to last through years of regular use. A fitted coverall can also be used as an enviro-suit in an emergency, although a separate life support system such as a breath mask is required.
A shipsuit provides enough pockets and pouches to carry up to 24 objects of Size -1 and weighing no more than light bulk each. The cumulative weight of the objects is halved for the purpose of calculating the wearer's total carried weight. A character wearing a shipsuit receives a +1 bonus to resist Hazards of extreme temperatures.
More of a convenience than a necessity for wilderness scouts, the subsonic field emitter generates a subsonic pulse attuned to the nervous systems of non-sentient insects and other vermin, discouraging them from entering the emitter's 20” broadcast radius and allowing beings within the radius to relax without being disturbed by natural pests. Size -6 or smaller vermin or insects cannot willfully enter the radius of a subsonic emitter.
Although not as compact and convenient as a liquid cable dispenser, syntherope is stronger and more durable. A coil contains 50’ of syntherope, and unlike liquid cable it is meant to be reused. Syntherope can safely support up to 72 bulk, and it can be broken with a Strength check at a -4 penalty.
Carried by spacers of all types, the vacuum survival pouch is a small cylinder typically worn on a character's belt or harness. In the event of a catastrophic loss of pressure, the vacuum survival pouch automatically deploys, enveloping the user in a protective bubble that keeps him or her alive for a few hours.
The vacuum survival pouch is large enough to hold a single Size 0 creature. It provides sufficient air, heat, and pressure for the creature to survive in hard vacuum for up to 2 hours, but it does not protect against radiation.
For organic beings, water is a necessity of life. Some worlds have abundant water, but others lack this vital liquid. The water extractor can help beings who find themselves on a dry world. Working like a condensing canteen found in a field kit, the water extractor is a cone-shaped apparatus that attracts water vapor from the air, collecting it in specialized bins at the broad end of the cone. As the water accumulates, contaminants and toxins are filtered out, rendering the water potable. Although the amount of water collected varies depending on the moisture content of the atmosphere, field tests conducted on Tatooine yielded enough water in a period of 16 hours to sustain a humanoid for a full day.