Group Gear

Concealed duty carry, 9mm pistol

PISTOL, TYC Semi 9 MM slug:

PERMIT T.L. DESCRIP. AMMO SKILL DAMAGE A.P. Ignore # INIT mod RANGE CLASS
2 8 auto pistol Slug GC, Slug pistol 2d6+ 2 - 0 2 RC 2+0
ROF-semi ROF-burst ROF-auto RECOIL-semi RECOIL-burst RECOIL-auto # of Ammo Weight KG Length CM Weapon Cost CR 50 box Ammo Cost CR
4 - - 1 - - 17 0.9 21.0 344 8

RANGE CLASS____RC 2+0

METERS 6 17 28 39 50 61 72 83 94 106 117 128 139 150 161 172
Dice Mod 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15

Ship board, 10.8mm Snub pistol

PISTOL, FEconA /2074 Semi 10.8 MM HEAP:

PERMIT T.L. DESCRIP. AMMO SKILL DAMAGE A.P. Ignore # INIT mod RANGE CLASS
4 9 Advanced Combat Pistol Slug GC, Slug pistol 5d6+ 2 AP 5 2 RC 2+0
ROF-semi ROF-burst ROF-auto RECOIL-semi RECOIL-burst RECOIL-auto # of Ammo Weight KG Length CM Weapon Cost CR 50 box Ammo Cost CR
4 - - 1 - - 12 0.7 24.20 344 231

RANGE CLASS____RC 2+0

METERS 6 17 28 39 50 61 72 83 94 106 117 128 139 150 161 172
Dice Mod 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15

Vehicle carried, 6.8mm Advanced assault rifle

RIFLE, K-arms CO. Series 51cs, Burst 6.8^MM^ AP:

PERMIT T.L. DESCRIP. AMMO SKILL DAMAGE A.P. Ignore # INIT mod RANGE CLASS
4 9 Advanced Assault Rifle Slug GC, Slug rifle 4d6+ 2 AP 4 0 RC 3+1
ROF-semi ROF-burst ROF-auto RECOIL-semi RECOIL-burst RECOIL-auto # of Ammo Weight KG Length CM Weapon Cost CR 50 box Ammo Cost CR
4 3 15 1 3 2 30 3.5 70.20 2562 129

RANGE CLASS____RC 3+1

METERS 17 50 83 117 150 183 217 250 283 317 350 383 417 450 483 517
Dice Mod 0 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14

ARMOUR

Concealed duty use

PERMIT=2, T.L.=10 MAKE= FEconA- – Light Inertial Vest. VISIBILITY=discreet, TYPE=inertial, WEIGHT=1.8 KG ,COST=1000
# LOCATION ARMOUR
1 HEAD -
2 UPPER TORSO 12
3 MID TORSO 12
4 LOWER TORSO 12
5 LEFT ARM -
6 RIGHT ARM -
7 LEFT THIGH -
8 RIGHT THIGH -
9 LEFT CALF -
0 RIGHT CALF -

High threat

PERMIT= 3, T.L.= 10 MAKE= FEconA- – Medium Inertial Vest w/ Plates. VISIBILITY= overt, TYPE= inertial/rigid, WEIGHT=7 KG ,COST=2800
# LOCATION ARMOUR
1 HEAD -
2 UPPER TORSO 22
3 MID TORSO 22
4 LOWER TORSO 22
5 LEFT ARM -
6 RIGHT ARM -
7 LEFT THIGH -
8 RIGHT THIGH -
9 LEFT CALF -
0 RIGHT CALF -

TL11 Trauma pack 0.75kg Cr2500

The trauma pack is one of the most useful devices carried by battlefield medics. It is small satchel of chemicals and drugs used to pump life back in a wounded body. Unsubtle and deadly in multiple doses, the chemicals can make a soldier ignore wounds for a few hours – hopefully enough time to get him to a proper medical facility. The use of a trauma pack requires a Medic throw 8+ but will give a wounded character back a temporary 1d6 Endurance. This Endurance can be used to bring a technically ‘dead’ character back from 0 or less Endurance (so long as the new total is above 0), so long as they suffered their last wound within 30 seconds. This regained Endurance lasts for 1d6 hours – at which point it vanishes, potentially killing them. A character can only benefit from one administration of a trauma pack per day. Higher technological versions of the trauma pack are not any more efficient, merely lighter.

Group Gear

Demo Of Mertactor Hammerfe77