Tech and Gear Rules
O Star-eyed Science! hast thou wandered there,
To waft us home the message of despair?
-Thomas Campbell, Pleasures of Hope
Basic equipment
Equipment base costs are 2.5x of their equivalent in the 1990s. A $400 base cost item is equivalent to a $160 item in the 1990s.
Equipment Skill Bonus
Basic equipment are defined as suites with a specific purpose. For example, a character could have Communications gear, which helps with stealth, spot hidden, and keeping in touch with others.In general, basic equipment is broken down between special abilities and small skill groups.
Basic equipment has a rating. This rating is added to the applicable skills covered by the equipment. For each 1/5 of the adjusted skill, the success becomes a higher degree of success. A defender's degrees of success nullify attacker's degrees. The attacker needs at least one degree to count as successful. Two or more count as critical or impale, if that is appropriate for the action.
Consider an adjusted skill of 150%. 31-99 is a first degree success, 7-30 is a second degree success (normally a 'critical' or impale result), and 1-6 becomes a third degree success.
Fundamentally alien races have unusual abilities and perceptions. The ways of these races defy human technological understanding. A Keeper may elect to automatically double or triple their skills, or to ignore degrees of success when dealing with them.
Rating may also be devoted to special abilities. A character with commgear may pick up an Interlink node of rating 10, and Long range communicator of 5. As a rough measure, these are judged as stats. So Interlink 10 would be 'average for comm gear at communicating between different members'. If some test seemed reasonable, the Keeper could use 10 as a value, or 10 x5% for a roll.
Minor components of gear, like headsets/spot mics, should be considered a reasonable part of gear. A Keeper may decide, for example, that the Interlink 10 gear can have up to 10 connections, including home base.
Normal technology: Cost of normal equipment is (rating ^2)/2. It's weight rating is equal to its equipment rating. Characters can reasonably carry up to Str+Siz weight units. Normal gear is repaired by Electronics skill. It is common to have a variety of gear, not all of which is carried at once. It is also common to have a vehicle or base with high equipment ratings. Normaltech gear can also be procured at 1/2 weight rating and 1.5x cost.
High technology: Cost of hightech equipment is (equipment rating ^2). Such equipment is rating/4 weight, requiring Hightech skill to be repaired or maintained.
Hyper technology: Hyperware is projected via domains. A great deal of equipment can be carried, just 'out of sight'. Equipment rating can describe flight columns (where rating represents Movement rate). Cost of hyperware is (rating ^2) x4, with size of equipment 1/25 normal.
Installed Hyper technology: Hyperware can also be installed, projected into the hypershadow of a living being and carried invisibly. Up to Powx3 weight rating may be contained in such a hypershadow. A Hypertech scanning device can easily detect and analyze such equipment, though shielding hypertech or countermeasures can be installed. Hyperware requires Hypertech skill to repair or maintain.
Cybernetic technology: Cyberware is very useful, hidden from sight and difficult for an opponent to remove or directly damage. However, it is expensive and somewhat dangerous to modify. Up to Con+Siz weight rating can be installed. Cost is that of base technology x2, whether normal, hightech, or hypertech.
Gear that consists of several different units may be physically bought as one unit, but the cost is just the total of the costs of each rating, rather than the total squared.
Implant and Installation Preparation:
Before a character can have implants or installations, the character's body or hypershadow must be Prepared. The Prepared rating is the maximum weight rating of equipment that the body or hypershadow can accept, limited by Con+Siz or Powx3. This can be quite expensive, as the structure of the body or hypershadow must be reconstructed to make room for foreign equipment, without negative impact.
Preparation comes in Cyber and Hyper forms, with rating equal to weight rating the body or hypershadow can accept. Cost is (rating x 10)^2 x 2. If Preparation is being increased, the cost is the cost of new rating - cost of old rating. If it is being decreased, the cost is cost of old rating - cost of new rating x .1.
It may seem odd that cybernetic and hypershadow Preparation costs the same. Cybernetic Preparation is actually significantly more difficult, but utilizes more common equipment, training, and materials. Robotic bodies require Preparation at the cost multiplier of that body's technology type. This represents open modular design to allow for added internal equipment.
So long as Preparation level is high enough, adding equipment only requires a Medicine or Hypertech roll to implant or install properly. This roll is unnecessary if the character uses Pockets to socket equipment.
If this roll is failed, the character makes a Con test vs. Preparation increase. Failure causes 1D6 HP of damage due to complications or hypershadow dissonance. Most hospitals will not refund the cost of failed Preparation.
Note that preparation is quite expensive, though cyberware not nearly so. There are huge advantages to having cyberware, over conventional technology. It allows surprise, movement through territory without opposition, and infiltration into areas casually. A character covered in military-grade gear is not going to be able to move without encountering opposition from protector groups or law enforcement. In all cases, characters with visible equipment will find life much more difficult than those with installed or implanted equipment. Players that feel persecuted should be reminded that characters with implants or installed tech pay heavily for their freedom.
Similarly, Hypertech has huge advantages. It does not cost anything extra to install (beyond Preparation) and it is quite small. On the other hand, any joker with a blessed blade or elder sign can disrupt hypertech completely.
Damage and maintenance
Equipment can become damaged if used and the attempt critically fails, if the piece of equipment is targeted by an attacker, or whenever the Keeper judges it appropriate.
Damaged equipment gets checked. Each check represents a failure capacity. One check means that if a 00 is rolled while using the equipment, it breaks. For each additional check the failure level is 10% less (90%, 80%, etc). Each month in which equipment is used reasonably actively without maintenance causes failure level to also increase, shorter periods if activity is more vigorous.
Cyberware is only damaged if the character herself is hurt. Otherwise, the same provisions apply. Hyperware is damaged with any hyper-based damage, even non-critical kinds.
Installed Hyperware or Cyberware that is damaged can, if it breaks, severely damage the living being it coexists with.
Equipment can be hardened by devoting a point of its rating to armor, one to one. This defensive use can also cover security for larger installations or computer systems, and the like.
Some equipment can be mothballed, increasing the period per maintenance check to 2+ months. Some equipment can be safely mothballed merely by storing it someplace safe. Most equipment, particularly vehicles and devices using hyper or cyber technology, require special efforts to mothball safely.
Damage and maintenance
Equipment can be maintained or fixed by a competant technician. Maintenance costs 1/20 the cost of the item. Maintenance cost is increased 10% per failure level. Repairs cost 1/10 the cost of the item, also +10% per failure level.
At double cost a technician may provide a guarantee of service. If the technician cannot repair or maintain the item, the technician does not charge the character. Technicians do not offer any compensation if the item is broken while the technician attempted repairs, and also may lie about failed maintenance.
Links
Many types of equipment can be linked remotely. A link is at 1/10 size of normal equipment. Its rating is the total rating of equipment it can access simultaneously /10. Links may be normal, hightech, cyber, or hyperware. Cybernetic hyperware is a bit expensive, but is almost impossible to detect without a detailed analysis. A Hypertech scanner is at 1/2 chance to detect cybernetic hyperware.
If a character is using equipment remotely through a link, Int+Edu+Dex is also limited through the link at rating level. That is, a link of rating 10 can convey two skills at 50%, or Int of 6 and Edu of 4. When equipment, like robotic bodies, has its own Dex, the worst Dex is used.
When trying to use information skills, a character may rely on the bulk of InLink, rather than having a specialized bank of equipment. This requires LiSe skill and a link. Link rating x10 is the cap on LiSe skill. This will function like equipment assistance, as described above. See also LiSe skill.
Boosting attributes
A common desire is to boost physical attributes. Such boosts are handled like normal. 10 points of rating are required to boost an attribute by one point. If the boosts are internal/implanted, this is treated like any other implanted technology.
1 point of sealed full body armor is provided for every 'Siz' rating points. Partial armor can be provided at a fraction. Equipment can be covered by the suit. The weight rating/10 is the additional Siz that must be covered.
Integral suits, boosting Str, Dex, and providing armor, are common among most militaries. Most provide other benefits, like night vision, integral commlinks, and so on.
If Str is boosted, it will increase the amount of gear that can be carried. In most cases this isn't a large advantage. Siz can also be boosted, which is effective when based in Hightech or Hypertech.
Physical stats (Str, Con, Siz, Dex, Mov) cost 1 rating per point for such things as robots and vehicles, but cost is x100. This does not apply to armor. For machine intelligences or remote artificial intelligences Dex is bought, like Int and Edu, at normal rating. That is, Stat level x10.
Mov can generally be considered to be a comfortable speed of 'Mov' KPH, or Mov/2 MPH. Top speed Mov x3 KPH, or Mov x1.8 MPH. These are very rough. Note that flight columns and other devices that increase speed of a person without affecting normal mode of travel fall under the 1 rating per point rule.
Acceleration
There are technologies that allow characters to process information faster and react quickly. Acceleration of this sort is commonly referred to as being Wired. Such acceleration is commonly provided via hightech cybernetics, hypertech cybernetics, or installed hypertech.
Speed is handled as automatically equal to 1. Boost of Speed is rating 10 per .1 increase. Dex is multiplied by Speed, giving Dex and Accelerated Dex. It allows multiple actions and multitasking, as described in new Dexterity rules. Note that a character will also age at an accelerated rate.
AI modules and MI usually have immense Speed, allowing them to reach impressive levels of operation.
Drugs
There are drugs which may boost all attributes. Drugs have a boost rating, onset time, duration, and danger rating. Boost rating is the total bonus to attributes. Boost + onset time (+1 if quick, +2 if slappatch, -1 if slow) + duration (0: rounds, 1: 1d10x10 mins, 2: 1d10 hours) = danger rating.
Cost is based on normal danger rating x tech modifiers. Effective danger rating is reduced with higher tech forms, like weight rating for normal equipment.
When the drug is taken, danger rating is tested against normal Con. If the test fails, the character dies. Danger rating can be adjusted and divided into several effects. If the test occurs at the onset, the danger rating is -3. If the test results in a possible terminal condition, treatable by swift medical attention, the danger rating is +3. If the test results in a threatening condition, causing survivable damage, the danger rating is +6. In some cases, the negative result can be SAN loss.
Most drugs are for entertainment and have no special effect. They still have danger ratings, even if it is 0.
Drugs can also accelerate. Boost is acceleration rating/10.
Misc equipment
Future versions of equipment cost about the same. They are cheaper, due to advanced manufacturing techniques. Normal technology allows items to be up to 1.5x cost, with size reduced to 1/2 or quality improved 2x. Hightech versions can be 1/4 the size or otherwise 4x better, at twice cost, requiring Hightech to repair. Hyperware versions are 1/25 the size or otherwise 25x better, at 8x cost, requiring Hypertech to repair. Installed Hyperware, carried within a character, and cyberware have weight ratings of item weight in kg/2. Cost of installed hyperware is 8x, cyberware cost 4x and requires medical assistance to modify. Cyberware can also be miniaturized, as described under basic equipment.
As a rough guide, Siz of equipment is weight rating / 16.
Healing Acceleration
Healing rate can be accelerated just like Dexterity can be. It is treated the same, with every 10 rating increasing healing speed by .1. Divide 7 days by the new healing rate, and this is the period used to make healing rolls.
Medical service
Medical care can be handled simply by lifestyle, with the possible substitution of Reputation or Wealth. Other character's Wealth or Reputation may be used, if successfully rolled.
All medical skill checks are handled by the lifestyle or other skill used.
Vehicles
Vehicles of the modern era can be shifted to the 2040s relatively directly. Private vehicles are rare within the arcologies and most are owned by organizations of some sort. A basic vehicle frame can be calculated as roughly half the cost of present day vehicles. Equipment can then be added as part of the vehicle, such as flight columns.
Alternately, the misc equipment rules can be used. A private flying vehicle using hightech and flight columns will cost roughly 2x as much as a car nowadays. Small flying vehicles of the 2040s are actually worth less than cars are today.
Weapons
These are treated like misc equipment. For firearms, a weapon shrunk to less than the size of a derringer requires 'Smallfire' skill. Effect can be used to increase damage (square root of effect x damage), increase range (effect^2 x range), increase rate of fire (effect x RoF) or increase how many rounds are held (effect^2 x rounds per magazine). These characteristics can be swapped.
For explosives, dropoff range is handled the same as damage, so 4x effect can create an explosive with twice the dropoff. For automatic weapons, the max rate of fire, for the burst, is equal to the normal magazine load (as a simplification). Magazine can be increased, but rate of fire at full automatic must also be bumped up separately.
With explosives, regular damage can be switched to incendiary damage at 2/3 damage and 2/3 damage radius.
As a simplification, effect multiplier = damage mod^2 x range mod^1/2 x RoF mod x round capacity mod^1/2
Or Effect ^2 = damage mod^4 x range mod x RoF mod^2 x round capacity mod x Siz mod^2
A force blade, for example, can be hyperware. A sword of the modern day can cost $200, weighing 10 pounds. As a carried item, it can function the same as a regular sword. It's 1/25 the size, carried like brass knuckles, and costs $1000. It can also be an installed item, taking up .4 points from Powx3, though still costing $1000. It could also function as an item of 1/5 size and 2x damage, or even a full sword doing 5x damage, all at $1000.
Hightech firearms are often liquid propellant based, lasers, sonic projectors, or other advanced types of weapons. Hypertech firearms often incorporate these technologies along with hypertechnology.
Use of skills with Equipment
Repair and maintenance skills are present in a spectrum. Two or more neighboring skills are commonly needed for working on a given type of equipment. In a general roll of repair, the Keeper should determine whether one skill is sufficient, or whether the lesser of two or more skills is to be used.
The spectrum is as follows: Mechanical repair, Electrical repair, Electronics, Hightech, Hypertech.
Normal equipment commonly needs the first three skills, Hightech commonly requires Electronics and Hightech skill, and Hypertech commonly requires Hightech and Hypertech skills. Cyberware is often a combination of Hightech and medical skills.
Keep in mind that the equipment a technician uses may be of advanced design. A mechanic can use Hypertech based tools to help mechanical repair without needing any Hypertech skill. If the tools break or need to be maintained, of course, a Hypertech technician would be required.
Elder Sign/Mythos
Hypertech is vulnerable to the Elder Sign and antiMythos forces of various sorts. A character with installed hyperware is considered a mythos race, for the purposes of the Sign and other spells. Also, Voorish sign will reveal hyperware of any sort.
Equipment examples
Assistance gear:
Equipment is listed as Name rating/armor hardening (description and tech used, if not normal) ($cost, weight, skilltype)
Standard comm gear: A variety of equipment common to those interested in espionage and holding a team together.
Interlink 4/1 ($12, 5), Long distance comm 5/1 ($18, 6), Nanoprobes (nano spycams, high) 12 ($144, 3, finding/recon), Chamoshielding (morph and scrambling, high) 12 ($144, 3, hide/stealth), total cost: $318, total weight: 17
Smartlink: Useful for firearm skills, computer aided targetting control. Each of the following examples apply at 20%.
Smartlink wearable hightech computer 20 ($400, 5), Target Cyberlink (hightech) 20 ($800, 5), Target (installed or worn) Hyperlink 20 ($1600, .8), Target Cyberlink (hypertech) 20 ($3200, .8).
Personal Enhancement: Boosts of a variety of stats are possible. Such equipment can be worn, implanted, or setup via hypertech. A +2 boost would be similar to the 20% examples above.
Pockets:
Cybernetic, hypertech, and installed hypertech Pockets are set up quite simply. 16 points of weight rating can be stored per 10 rating. The final weight rating of the Pocket is the weight carry capacity plus whatever weight the Pocket has.
Pockets have a variety of mechanisms to access or load contents. Cybernetic Pockets are usually tapped to nerve impulse, but can be set up to be locked in variety of ways so that not even the carrier may open it. Hypertech Pockets are usually set up to open as a sort of portable hole, allowing one to either eject via a control button or to reach in and retrieve items. Installed hypertech usually taps into the owner's links, or utilize simple gesture and visual display devices. Whatever the mechanism, it is considered part of the basic Pocket price and weight.
Pockets may also be designed as modular hardpoints. This allows implanted or installed devices to be swapped with little effort, and no added expense.
Robots:
Bodies: The physical shell of a robot. Total Siz is total weight rating. Extra Siz can be bought up, to increase carrying capacity and robustness of the robot, Con increasing system integrity. Robotic bodies must be designed to be run from a link, from an AI, or from a braincase. Most bodies operated remotely should be installed with a basic AI, to function if a link fails.
Cargo walker (hightech): Str 12, Con 8, Dex 8, Mov 10, Siz 10 ($37200)
Military hunter form (hightech): Str 18, Con 12, Dex 18, Mov 20, Siz 17 ($119200)
Cosmetic body (hightech): Str 6, Con 8, Dex 10, App 12, Mov 8 ($40800)
Brains: Programming centers, bought as Int and Edu, as well as skill groups. Intelligence reflects problem solving, Education reflects programming. Generally, Int or Edu x5% is the robot's chance of handling either a novel situation or an unusually complex task. Int and Edu also give an idea of the robot's capabilities. Maximum speed available for AIs is 1+(creation year-1980)/2. For MIs, it is 1+(creation year-1980)/4. Lesser speeds are much more common.
Skillgroup (firearms, perception, stealth, etc) 50 ($1250 50 w.r. Siz 3).
Basic AI: Int 2 (20), Edu 2 (20) (hightech) ($800 10)
Advanced AI: Int 6 (60), Edu 6 (60) (hightech) ($7200 30)
Accelerator V: Speed 5 (40) (hightech) ($1600 10)
Accelerator X: Speed 10 (90) (hightech) ($8100 22.5)
Machine Intelligence: Int 12 (120), Edu 18 (180), Dex 10 (100) Pow 10 (100) (hightech) ($57800 125 Siz 8)
MI remotelink (would normally be bought twice, once for the MI and at least once for each body to be operated): Full (12/18/10, 40) + skills up to 100% (10) (hypertech) ($6800 2)
Braincase: It costs $5000 to be converted to a hightech braincase. The details of the process are given in the new skills section. A hightech braincase has a weight rating of 6. Hypertech braincases cost $20000, with a weight rating of 1. The body is purchased like a robot, with the braincase weight being considered part of carried equipment or linked like a machine intelligence.
Clones: Clones may be bought as remote units. Preparation does not require Medical or Hypertech rolls when bought as a package. A clone costs $30,000, +$10,000 per fixed die, or +$30,000 per solid die. A Clone can be bought without a brain or with. Stats are rolled as normal, though brainless Clones will start with 2D6 Pow. Each fixed die allows a purchaser to replace one D6 with a +4, spending more to buy better quality goods. A solid die replaces one D6 with a +6.
Some groups buy clones to convert, via Melt, into MP reservoirs. It is usually cheaper to pay someone $1000 or more to sacrifice a Pow than purchase clones for Pow. For slaves and other purchased humans, the cost is effectively the same, but Preparation and fixed/solid die benefits are usually not available.
Magical equipment
Base Cost of magical gear is ( (Power needed^2 x10) + San loss (max possible)^2 + MP cost ) x $100.
Elder Signs, thus, typically have base costs of $4000. Blessed blades (or swords) cost $2600 base, plus the cost of blade itself. Notice that max SAN loss includes that of a summoned being, making summonings quite expensive. Mages demand a lot of money to risk their lives.
For artificially made/new magical devices that function as spells, it is handled as if the character has learned the spell, with a base cost of $1000.
Magic Points are available for purchase, stored in specially prepared papers or baubles. Characters may also sell MP at half price. A magic point transfer costs 1 MP and 1 SAN. Each costs $200, or can be sold for $100.
Machine Intelligences
To generate a MI, see Machine Intelligence Association. Though cost can be calculated as indicated above, specifics on stats and speed is outlined in more detail.
Personal Link Gear
Many technologies exist to integrate a human with information. This is collectively known as Link gear. The distinction between computer operation, network communication, and personal equipment displays is very blurry. Link rating limits the amount of remote activities a character may perform, or the amount of information a character may access. Note that to have access to InLink, there must be service available, which may be difficult in harsh zones.
Data is very easily transfered in high density. Strips of material can be laid on almost any surface and store information. Disks and other specific media are very rare, as transmission speeds make it easier to copy or point to information than to physically move storage of information.
Public ports are available in well inhabited zones. They allow basic service to InLink with interdevice communication channels. Anyone with Link gear has access InLink.
A Wired (accelerated) character can have multiple Link gear and divide attention.
Link gear: Almost all characters have at link gear of some sort, commonly no higher than rating 5. Link gear runs the gamut from wearable computers and belt processors, to neural induction, stickon fingernail mice, subdermal mics and displays. Spots detect muscle tension as input, others can detect sound or visual information, and speakerdots placed behind the ear can induce sound. Computing equipment can also be carried as PDAs.
Normaltech link gear 5 ($12 5), Hightech link gear 5 ($25 .1)
Full Link: Computer equipment installed in the body as small nacelles attached to various bones, linked to nodes in the brain that transmit and receive signals to or from the brain. Small transceiver locates and communicates with local servers, and can handshake with belt or clothing hardware.
Generally Link rating at 10 or more. Almost always installed cybernetically or installed as hyperware.
Normaltech Full Cyberlink 10 ($200 10), Hightech Full Cyberlink 10 ($400 2.5)
Forager Full Cyberlink (hightech full immersion) 50 ($5000 12.5)
Other equipment is usually networked as processor and storage farms, though some individuals devote fixed sites for their own use. Desktop type machines can offer full immersion and other computing services for those unwilling to engage in invasive procedures, or those unwilling to have equipment that could be traced or damaged.
Secure Device: The price of flexibility is security. There are isolated computers for a wide variety of purposes, designed not to touch InLink or to communicate with any unauthorized peripherals.
Special equipment
Weapons:
Notes: Most pistols have a weight rating of 2.5. Rifles typically have weight rating of 8, and the 81mm mortar used later is weight rating 132.
Simple conversions:
Normaltech improved
Cost x 1.5. Choices: Size x 1/2, Damage x 1.4, Rate of Fire x2, Magazine capacity or Range x4
Hightech
Cost x 2. Choices: Size x 1/4, Damage x 2, Rate of Fire x4, Magazine capacity or Range x16
Hypertech regular or installed
Cost x 8. Choices: Size x 1/25, Damage x 5, Rate of Fire x25, Magazine capacity or Range x125
Arco light pistol: Normaltech 9mm semiauto pistol, extended magazine capacity, 1d10 20 m range, 3 shots per round, 7 rounds per magazine, ($475 2.5 weight rating)
A standard cheaply produced firearm.
Tengo Fuerte Handgun: Normaltech improved 9mm pistol, range is 25 m, damage is 1D10+2, 3 shots per round, 8 round capacity, ($712 2.5)
A typical example of a normal 2040s pistol.
ElimiNation Conversation Piece: A hightech version of an AK-47, range is 64 m, damage is 1D10, single shot 2 per round or 190 autofire, magazine capacity of 190 ($1200 8)
This weapon is intended for use in urban settings. It has very poor penetration and range, fairly useless against military targets. Against civilians and unprepared groups of people, volume of fire promises a quick resolution.
ElimiNation Reign of Fire: Another AK47 hightech liquid propellant/morphic chamber weapon, range is 120 m, damage is 2D10+2, single shot 2 per round or 40 shots on autofire, magazine capacity of 60 rounds ($1200 8)
The standard assault rifle of the ElimiNation infantry, it is designed with flexible morph feeds for choosing different types of ammunition. As long as dmg and magazine capacity mods balance, can fit the weapon. Some options: Incendiary rounds 1D10-1, Pinker rounds 1D6 540 round magazine, FatT rounds 4D10 (single shot only) 7 round magazine.
Vertigo Instant Hell: A hightech pistol that uses antimatter doped rounds, based on a 81mm mortar. Range is 35 yards, damage is 5D6/3 m, fires twice per round, holds 4 Hellfire rounds ($3000 3).
A dangerous weapon, firing at targets too close may expose the attacker to the blast effect. If the rounds, which are fairly large, are subjected to significant crushing force, they may ignite and chain react.
DTermiNation Firedrill: A hightech railgun with 9mm base stats. Range of 25 m, 3D10 damage, fires 1 shot per round, battery pack holds 10 charges ($950 2.5)
Railguns are typically designed with small projectiles stored in an internal magazine, replenished by feeder clips on occasion. The battery packs require frequent replacement, though can be recharged in a variety of ways. A popular firearm, particularly for individuals who do not wish to buy ammunition frequently.
ElimiNation PocketHeater: A hypertech laser, again based on 9mm. Range of 22 m, 2D10 damage, fires 3 shots per round, battery cell has 50 charges ($3800 2.5)
A popular small laser, it is particularly popular as a cybernetic or installed device. Such devices can be recharged without replacing the magazines.
ElimiNation Singularity: A hypertech spatial warp projector. Range of 5 m, 4D20 damage, fires one shot per round, battery cell has 7 charges ($3800 2.5)
Designed as an assassination and close fighting weapon, it is intended to be implanted in the hand. With a quick punch, a character can deliver a powerful and deadly laser blast. Also good for opening doors, punching holes in tanks, and so forth. It's only liability is the range needed and the vulnerability to Elder Sign.
Visceral Pocket Party: Hightech laser with AK74 base. Range 73 m, 2D8, 2/burst 40, battery charge of 40, weight is x.3 ($2000 2.5)
A conveniently small fully automatic laser pistol.
USO HyperTeam Blaster: Hypertech force projector with AK74 base. Range 120 m, 4D8 damage, 2 shot/40 autofire, battery charge of 120 ($8000 7)
USO HyperTeams typically install most of their equipment.
DomiNation Pocket Oblivion: Based on a handgrenade, it utilizes hypertechnology for ultracompressed damage capability. About the size of a modern day handgrenade, it packs a much bigger punch. Costing $1600, these devices do 9D6/9 m and typically have a timer or remote trigger design. An incendiary version, doing 6D6/6, is reputed to exist.
Conventional Scrambler: Interferes with most conventional technologies, disrupts links, and so forth. Affects cybernetically installed gear, but not Hyperstored gear. Scramblers are handled as grenades. Each point of damage lowers all affected gear ratings by 1. Each round thereafter, the scramble effect drops by 1 and gear ratings are back up one. So a standard handgrenade-like Scrambler is 4D6/4m and costs $200. Within 4 m, the effect may last 2 rounds.
Armor:
Normaltech armor must be within 1 Siz of the wearer to fit properly. Hightech armor will flow or adjust to cover +/- 5 Siz, and Hypertech armor has no Siz limit. Cybernetic and installed hypertech armor is tailored for the individual. Armor protection is rating/Siz, rounded down. Coverage, for nonsealed armors, reduces final cost and weight. Stiff armors (Dex and full body actions at 1/2) halve the rating. Restrictive armors (Dex and full body at 1/5, any motions at 1/2) divide rating by 4.
Note that armor bought with less than full coverage is not sealed. An opponent can try to target the gaps and weak points of the armor at 1/2 skill. If successful, armor is ignored. Hightech or Hypertech armor which is bought in pieces may be assembled into a sealed unit, in which case this targetting is impossible. Normaltech armor retains gaps unless bought as a single sealed unit.
Rating can be increased to make the armor less obvious. This rating is a test vs Intelligence of those viewing it, or an automatic defensive roll against Spot Hidden, however the Keeper wishes to handle it. Note that the viewer has to be able to observe the character at all, and that armor does not interfere with stealth.
Installed hyperware and cybernetic armor of at least hightech can also be made switchable, so they can be hidden from sight when not in use. Switchable armor increases final cost and weight rating by 10%.
Armorcloth: Hightech Rating 72, Coverage torso+legs+arms 3/4, Siz 12=Armor Quality 6 ($3,888 13.5)
Executive Armorcloth: Hightech Rating 120, Cover torso+legs+arms 3/4, Siz 12=AQ 10, Stiff armor (effective rating 60) ($2,700 11)
Helmet: Hightech Rating 72, Coverage head 1/4, Siz 12=AQ 6 ($1,296 4.5)
Personal Shield: Hypertech Rating 192, Coverage total, Siz 12=AQ 16, switchable ($162,201 8.5)
Repulsor Shield: Hypertech Rating 192, Coverage total, Siz 12=AQ 16 Stiff armor switchable (96) ($40,550 4.2)
Standard Milsuit:
Armor: Hightech Rating 72, Coverage full, Siz 12=AQ 6 Stiff armor (36) ($1,296 9)
Link: Hightech Link 10 ($100 .25)
Avoidance Circuit: Hightech Dodge Bonus 25 ($625 6.25)
Standard Milsuits are customized in a number of ways, depending on the responsibilities of the soldier:
Comm: Hightech Interlink 10 ($100 2.5), Hypertech Link 50 ($10,000 2).
Recon: Hypertech Scan (spot hidden and diagnostics) 50 ($10,000 2), Stealth and countermeasures (stealth/hide) 50 ($10,000 2)
Special forces: Hightech cyber acceleration 1 (100) ($20,000 25). Special forces normally use light milsuits, which are not stiff but provide 1/2 the protection, or armorcloth.
Infantry: Hightech Fire Control (firearms) 50 ($2,500 12.5)