Serena Dawn Spaceport



ARMOR & EQUIPMENT
    STANDERD EQUIPMENT:

     Standard Equipment applies to whatever position you end up with finally at the end of your character generation.  This is not what your character walks around with but rather the standard gear he/she is equipped with in combat.

     Equipment going into battle can vary drastically with the situation.  Additions are common.  As a general rule of thumb, marines can choose any weapon they have training in. (Optional) Any rank “Lance Corporal” and higher have an automatic choice of a “third weapon” as long as they have training in the use of that weapon.  The pistol is the only automatic.  Shotgun, Flame-throwers and even Anti-Aircraft/Tank weaponry are available.  @ Indicates items for an encumbered Marine.  Every 3 of these items adds –1 to your DEX.
     NOTE:  All equipment is TL1.  Anything with a “*” can be replaced by higher TL equivalents.

    INFANTRY
BDUs 
Wristwatch
M-10 Helmet* 
Canteen 
First Aid Kit 
6 M-94 Flares
Knife
Hand Welder
Motion Tracker
Compass
Nylon Rope @
Toolknife
VP-90 Pistol or M4A3 Pistol w. 2 clips*
Personal Locator
M-3Armor* 
Bed Roll @
Entrenching/ Utility Tool @
3 M1000 Flares
 8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
TNR Lamp@
M41A Pulse Rifle w. 2 clips* 
Personal Data Transmitter (implanted)

    HEAVY WEAPONS
BDUs 
M-3Armor*
3 M1000 Flares 
6 M-94 Flares@
Mess Kit@ 
Hand Welder
Binoculars (High Quality)@ 
Compass
First Aid Kit@ 
Nylon Rope@
Short Range Comm 
Toolknife
M240 Flamethrower w 2 canisters or M-56 Smartgun
M-10 Helmet* 
Bed Roll @
Canteen 
Entrenching/ Utility 
Tool@
8 M-40 Grenades 
Knife@
20 days rations@ 
DemoKit@Wristwatch 
TNR Lamp
Personal Locator 
VP-90 Pistol or M4A3 Pistol w. 2 clips

    NCO (Non Commissioned Officer) --CAREER--
BDUs 
M-3Armor*
M-10 Helmet* 
Bed Roll @
Canteen 
Entrenching/ Utility Tool @
3 M1000 Flares 
6 M-94 Flares
8 M-40 Grenades 
Knife
Mess Kit @ 
20 days rations @
VP-90 Pistol or M4A3 Pistol with 2 clips*
Binoculars (High Quality)@ 
Compass
First Aid Kit 
Nylon Rope @
Short Range Comm 
Toolknife
Wristwatch 
Personal Data Transmitter (implanted)
Personal Locator 
TNR Lamp
M41A Pulse Rifle with 2 clips OR 
           M240 Flamethrower with 2 canisters OR 
           M-56 Smartgun*

    OCC (Officer Command College) --CAREER--
BDUs / Flight Fatigues 
Mess Kit @
Hand Welder 
20 days rations @
Binoculars (High Quality)@ 
Compass
First Aid Kit 
Lantern
6 M-94 Flares
Nylon Rope @ 
Short Range Comm
Toolknife 
Wristwatch
Personal Data Transmitter (implanted) 
Personal Locator
VP-90 Pistol or M4A3 Pistol with 2 clips*
Canteen
3 M1000 Flares 
Knife

    AEROSPACE
Flight Fatigues 
Flight Helmet
Canteen 
3 M1000 Flares
6 M-94 Flares 
Knife
Binoculars (High Quality) 
Compass
Lantern 
Nylon Rope
Short Range Comm 
Toolknife
Wristwatch 
Personal Data Transmitter (implanted)
Gee Suit 
VP-90 Pistol or M4A3 Pistol with 2 clips*
Personal Locator

    STARSHIP COMMAND --CAREER--
Flight Fatigues 
3 M1000 Flares
6 M-94 Flares 
Knife
Binoculars (High Quality) 
Nylon Rope 
Short Range Comm
Toolknife 
Wristwatch
Personal Data Transmitter (implanted) 
Personal Locator
Gee Suit 
VP-90 Pistol or M4A3 Pistol with 2 clips*
Compass

    MEDICAL
BDUs 
M-3Armor*
M-10 Helmet* 
Bed Roll @
Canteen 
3 M1000 Flares
6 M-94 Flares 
Knife
Mess Kit @ 
20 days rations @
TNR Lamp
Medkit 
Binoculars (High Quality)@
Compass 
First Aid Kit
Lantern @ 
Short Range Comm
Toolknife 
Wristwatch
Personal Data Transmitter (implanted) 
Personal Locator
VP-90 Pistol or M4A3 Pistol with 2 clips*

    SCIENCES CAREER  (These don’t often go into a combat situation)
Uniform 
6 M-94 Flares
First Aid Kit 
Short Range Comm
Wristwatch 
Personal Data Transmitter (implanted)
VP-90 Pistol or M4A3 Pistol with 2 clips*
Knife 
Medkit

    XENOBIOLOGY --CAREER-- (CL3 and higher required) (These don’t often go into a combat situation)
Uniform 
6 M-94 Flares
Knife 
Medkit
First Aid Kit 
Short Range 
Comm
Wristwatch 
Personal Data Transmitter (implanted)
VP-90 Pistol or M4A3 Pistol with 2 clips*

   ARMOR
BDUs 
Canteen
3 M1000 Flares 
6 M-94 Flares
Knife 
Hand Welder
Binoculars (High Quality) 
Compass
An armored vehicle of choice.
Mechanics Tool Kit 
Nylon Rope
Short Range Comm 
Toolknife
Wristwatch 
Personal Data Transmitter (implanted)
VP-90 Pistol or M4A3 Pistol with 2 clips* 
Personal Locator

    TECHNICIAN
BDUs 
Bed Roll @
Entrenching/ Utility Tool @ 
3 M1000 Flares
6 M-94 Flares 
Knife
Mess Kit @ 
Hand Welder
20 days rations @ 
Motion Tracker
 Orbital Communications kit@@
Advanced Tool Kit@ 
Electrician’s Tool Kit@
Mechanics Tool Kit 
Nylon Rope @
Short Range Comm 
Toolknife
Wristwatch 
Personal Data Transmitter (implanted)
VP-90 Pistol or M4A3 Pistol with 2 clips* 
Personal Locator
DemoKit

    ENGINEER --CAREER--
Entrenching/ Utility Tool @ 
3 M1000 Flares
6 M-94 Flares 
Knife
Mess Kit @ 
Hand Welder
20 days rations @ 
Motion Tracker
DemoKit 
Orbital Communications kit@@
Advanced Tool Kit@ 
Electrician’s Tool Kit@
Mechanics Tool Kit 
Nylon Rope @
Short Range Comm 
Toolknife
Wristwatch 
Personal Data Transmitter (implanted)
VP-90 Pistol or M4A3 Pistol with 2 clips*

    FORCE RECON EQUIPMENT
     Team break down includes 2 Infantry, 1 Heavy Weapon, 1 Sniper, 1 NCO/OCC.  Team is issued 1 Pulse Communicator, and 1 Intelligence Unit.  Additional equipment available upon request.

     RECON INFANTRY  
BDUs 
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Toolknife
Motion Tracker
Compass
Nylon Rope @
VP-90 Pistol or M4A3  Pistol w. 2 clips*
Personal Locator
M-3Armor* or 
 Ghillie Suit *@
Bed Roll @
Entrenching/Utility Tool @
3 M1000 Flares
8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
TNR Lamp
M41A Pulse Rifle w/2 clips* 

     RECON HEAVY WEAPONS
BDUs
M-3Armor* or 
 Ghillie Suit *@
3 M1000 Flares
6 M-94 Flares
Mess Kit@
Hand Welder
Binoculars (High Quality)@
Compass
First Aid Kit
Nylon Rope@
Short Range Comm
Toolknife
M240 Flame-thrower  w/2canisters or 
 M-56 Smartgun@
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/Utility Tool @ 
8 M-40 Grenades
Knife
20 days rations@
DemoKit@
Wristwatch
TNR Lamp
VP-90 Pistol or  M4A3  Pistol w/2 clips

     RECON SNIPER
BDUs
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Compass
Nylon Rope @
Toolknife
VP-90 Pistol or  M4A3  Pistol  w/2 clips*
M-3Armor* or 
 Ghillie Suit *@
Bed Roll @
Entrenching/ Utility Tool @
3 M1000 Flares
8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
M42A Scope Rifle 
 w/2 clips*

     RECON NCO/ OCC --CAREER--
BDUs
M-3Armor* or 
 Ghillie Suit *@
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
8 M-40 Grenades
Knife
Mess Kit @
20 days rations @
VP-90 Pistol or M4A3 
 Pistol with 2 clips*
Binoculars (High Quality)@
Compass
First Aid Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
TNR Lamp
M41A Pulse Rifle with  2/clips OR M240  Flame-thrower with  2 canisters OR 
 M-42A Scope Rifle  w/2 clips

     COMBAT ENGINEER  
BDUs
M-3Armor* or 
 Ghillie Suit *@
M-10 Helmet*
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
Hand Welder
20 days rations @
Motion Tracker
DemoKit
Orbital Comm. Kit@@
Advanced Tool Kit@
Mechanics Tool Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
VP-90 Pistol or M4A3 Pistol  w/2 clips*
M41A Pulse Rifle w/2 clips  OR M240 
 Flame-thrower w/2  canisters.
Mission specific equipment 

With the addition of Special Forces, there are several new skills.

        ARMOR
TYPE PD EKD EV SPECIAL
BDU 4 2 0
M3 suit* 14 2 0
M10 ballistic helmet* 25 10 0 Head Only
Gee Suit  4 1 0
Ghillie Suit (Recon) * 6 1 0 Camouflage (see below)
Z-110 Acid Neutralizing Combat Wardrobe  (TL4)* 18 10 -1 Acid has no effect.
NeutraGel Modification (TL5) 1 0 0 Acid has no effect.
Polymer/Alloy combat armor rig.  (TL3)* 16 10 0
WY Shielded Combat Helmet (TL2) 30 10 0
Flak Jacket 12 2 0
Kevlar (Light) 10 1 0
Kevlar (Medium) 12 2 0
Kevlar (Heavy) 14 3  -1
MK 25 Pressure Suit 5 5 -1 Air Pressurized
MK 50 Compression Suit 10 7 -2 Air Pressurized
ZCT-1 Armored Spacesuit* (TL3)  16 10 -1 Air Pressurized
Portable Force Field 10 20 0 Cannot move when setup
MAX--Mobile Assault eXo-Warrior (Special—Look under Armor)*



“RACK”--Powered Armor (Special—Look under Armor)*



     * Prohibited to all except the CMC.

    BDUs:  Each Marine infantryman is provided with a set of battledress utilities (BDUs or fatigues)- two-piece, light polycotton coveralls with pockets secured by silent fasteners. The weave of the fatigues is sufficient to provide limited protection against light firearms. The manufacturing processes provide limited IR protection. These fatigues are standard issue in the lockers and custom closets of each soldier.

    M3 SUIT:  The standard personal armor of the Colonial Marines, the M3 suit, is worn over these, providing protection to the Marine's head, torso and shins. M3 personal armor is made up of composite layers providing ballistic protection against most low-power small arms and fragmentation. It provides torso protection, and leg protection, However, this protection is doubled against blast-radius fragmentation grenades such as flechette, frag or HE. Built into the armor are the necessary bio-sensors which send the Marines physiological data (pulse-rate, respiration, EEG, etc) to the tactical command post.

   M10 HELMET:  The M10 ballistic helmet issued to all Marines provides SP 20 head protection with the same fragment-stopping capabilities as M3 armor. It contains a tactical camera, audio microphone, IFF transmitter and PRC 489/4 transceiver system, as well as a passive infrared monocle that flips down over the right eye.  The M3 personal armor and M10 helmet confer no Encumbrance modifier. In addition, when combined with BDUs, it aids in breaking up the wearer's IR signature.

    GEE SUIT:  Used by Aeromen to counter the effects of the high-G maneuvering.  With this suit, a properly trained pilot can stand up to 11 Gs.  It offers little protection.

    GHILLIE SUIT:   The Recon suit, or "Ghillie" suit, as it is known amongst the corps, is a combination of camo suit and radar and IR sneak suit. The natural-fiber leaved camouflage makes the Recon marine difficult to spot visually (Heroic Awareness test), while the suit beneath absorbs radar emissions An optional external heat sink pack regulates the suit's IR signature. Each Ghillie suit is tailored individually for each Recon Marine, and comes with a pair of BiMex goggles that provide 20x telescopic enhancement and Starlight ambient light vision.

    Z-110 ACID NEUTRALIZING COMBAT WARDROBE (TL4):  Efforts to produce an armor resistant to the intense acidity of the alien blood have proved impractical.  The designs were deemed too heavy for a normal man to use effectively.  Therefore, we must not resist, but extirpate.  The moment alien blood touches this wardrobe, the threat is eliminated altogether.  It is lined with a gelatinous substance that can neutralize the acid, giving it the PH balance of water.   The Z-110 was developed by Grant Corp for their farmers as Royal Jelly was a valued resource.  They were secretly using them since TL3 but the design was not available to the CMC until later.  The armor is also a complete life support system, with a capacity of a full pressurized environment for up to six hours.  The suit is powered by batteries on the back which power the life support but also regulates the interchanging armor plates.  Not really classified as powered armor, the suit just moved its armor aside as the person moves.  This includes tracking the helmet to follow the eyes of the wearer.  This is because the viewer of the Z-110 is very small.  The Grant Corp Nutra-Gel cannot be made transparent, making this small viewer the most vulnerable place on the suit.  It has the same PD and EKD as the rest of the suit but is not protected by the NutraGel technology.  Any acid hit in the head unit has 20% chance of striking the glass.  If this happens, 20% of the acid damage is applies to the head but no PD is lost.  If punctured, the suit is no longer pressurized.  The Z-1110 can regenerate the Gel completely after a battle and have an inexhaustive supply.

   NUTRAGEL:  At time of the war, Grant Corp starts selling the NutraGel as a modification to be adapted to any armor.  Any surface armor (that cannot be covered) can be used.  Every packet will adapt a full suit but will only withstand 100 points of Acid damage before being completely neutralized.   Any location not completely covered (Helmet) has a 50% chance of hitting an unprotected area.

    POLYMER / ALLOY COMBAT ARMOR RIG. (TL3):  The PACAR, at TL3, replaces the M3 Combat Armor of the CMC.  It covers a greater area but doesn’t sacrifice maneuverability to do so.  This is because, unlike the M3, is mostly made of light weight plastics  It is not an enclosed suit.  At TL5, GrantCorp’s NutraGel compound has been added to it.  The Head unit is very similar to the M10 so the stats are considered the same even though it is shaped substantially differently.  The Armor is made up of flexible plates under a overcoat of dense weaved fabric.

    WY SHIELDED COMBAT HELMET (TL2):  If anything, the WY Helmet completely conceals the user's face with a massive armored plate.  This unit seems to be more designed for intimidation than practicality.

    FLAK JACKET:  A basic Chest protector that has remain stylistically unchanged for hundreds of years.  The material and strength however, has radically be improved.  It is strong enough to hold back even the most powerful of armaments.  The Flak Jacket is the most common armor used by civilian security groups and planetary forces.

    KEVLAR (Light, Medium, Heavy):  Kevlar’s capacity has grown substantially in the last year and the pinnacles are these combat suits which are the most powerful on the open market.  By TL5 they were being adapted with NutraGel as fast as GrantCorp was selling them since these suits are the prime heavy choice for combat on the outer veil colonies.

    MK25 PRESSURE SUIT:  The MK25 is a small, compact space suit designed for ease and maneuverability.  It is not a combat suit and when punctured, is useless.  It is a full package, with 12 hours of air and liquid nutrient solution.  It is the basic suit installed in all civilian spacecraft.  However, the MK25

    MK50 COMPRESSION SUIT:  The MK50’s design has remain unchanged in almost a hundred years.  It is a heavy duty Space / Environment Suit with hardened body panels for extreme resilience.  Most crews in hazardous environments have these suits.  Military craft has these as their primary EVA suit.  The Helmet is one piece with the environment system, which supplies almost 24 hours of air.  Recirculators can keep the air going at a low breath rate (no activity) for another 6.  Temperature controls can keep it comfortable with the outside as low as absolute zero and has high as 350 degrees C.  The MK50 is not a combat suit even with this protection and will be useless if punctured.

    ZCT-1 ARMORED SPACESUIT (TL3):  Zajer / Comm Technic, to offer the members of their colonies greater protection from the threats in the outer veil, they introduced the pale, white armored combat chassis simply called the ZCT-1.  It remained under license with ZCT and its colonies until TL4 where they opened their doors to open consumers.  The CMC immediately put in an order for 100 000 units.  The ZCT-1 is adapted with Nutra-Gel at TL-5 but it already was a formidable suit when released.  The onboard computer can detect holes in the pressure and seal it up by expanding the suit into the new area.  It is not a permanent fix but will keep the air out for the time being.  The capabilities of the ZCT-1 are the same as the MK50 Compression suit with 24 hours of air and a temperature range from Absolute zero to 350 degrees C.   The ZCT-1 is a heavy combat suit and has full protection from the hardships of combat.

   PORTABLE FORCE FIELD:  The PFF is a large unit of launched probes that create a perimeter force screen that protects anybody in as much as 30 feet by all attacks.  The field would seem almost impenetrable.  Multiple generators can combine to double their STR or range.  The PFF is not air tight but can keep out all liquid, matter, and energy.  Gases have a tendency of leaking through.

    NORMAL GEAR
    Remember, a starting character can buy these using OP converting 100 cr. to 1 OP.
 
ITEM COST ITEM COST
Advanced Tool Kit 
Autograppnel (2000 lbs)
Bed Roll    
Binoculars (High Quality)  
Camera (24 exposures)  
Camp Stove   
Canteen     
CD Player  
Cell Phone 
Compass    
Crowbar   
Hand Welder 
Handcuffs 
Hotel Room 
IR Goggles 
Jammer (10 m range) 
Lantern (8 hrs, 40 m range) 
Lighter (100 lights) 
Mechanics Tool Kit
Medkit 
Mess Kit 
Short Range Comm (500 km rng) 
Skates 
Skis 
Snowshoes 
Stereo System 
Television (large) 
Television (port.) 
600 
100 
25 
50 
50 
30 
75 
100 
150 
10 
10 
100
5
100/night
200
60
50
10
1000
300
50
100
40
80
40
500
1000
300
Diving Gear (3 hr time)
Entrenching / UtilityTool 
Electrician’s Tool Kit  
First Aid Kit   
Furniture (Real)  
                 (Synthetic) 
Food  (Fresh)   
          (Prepack)  
          (Rations)  
Flashlight (6 hrs)   
Geiger Counter (10m range)
Movie Camera   
Nylon Rope (100 m, 500lbs)
P-5000 PowerLoader
Personal Computer 
Personal Data Trans. 
Personal Locator 
Personal Recorder 
Portable Holograph (TL3) 
Pressure Tent (1/2 man) 
Radio, Basic Toolknife 
Utility Belt 
Wristwatch 
Timer Clamp (TL3) 
Infrasonic Suppression Sys. (TL5)
XM Neural Suppressor (TL5)
Nuetralizer Spray (TL4)
250 
40 
25 
10 
500 
150 
200/week/person 
100/w/p 
50/w/p 
10 
90 
100
100
40 000
1000
30
50
200
1000
500 / 1 000
100
50
20
50
20 000
8 000
100 / can
     FASION
ITEM COST
Pants 
Top   
Jacket 
Footwear 
Jewelry 
Mirrorshades 
Glasses 
               ~~Multiply base cost by style~~
Generic Chic  x1 cost
 Leisurewear  x2 cost
 Businesswear  x3 cost
 High Fashion  x4 cost
40
40
50
40
100 - 1000
50
50
    ADVANCED TOOL KIT:  A small kit to help with repairs of any vehicles.  The high tech tools inside cover a variety of different uses easily.  Any repairs or modifications of any craft can be made with a +1 with this pack.

    AUTOGRAPPNEL:  This launches a piton almost 500 meters in the air and can embed itself in solid rock with a 2000 lbs capacity.

    BED ROLL:  A small sleeping bag that can be compacted into a small cylinder barely 8 inches across and 3 feet wide.

    BINOCULARS:  Self Explanatory.  Digital Readout with distance meter than can measure the range between the target in the eyesight on the binoculars.

    CAMERA:  An ultra-small disposable unit with a 24 exposure capacity.

    CAMP STOVE:  A small unit capable for cooking…but I am sure you know that.  Battery powered.

    CANTEEN:  Three days of water for one person.

    CD PLAYER:  The discs are half the size of current CDs.

    CELL PHONE:  Much smaller, these communication devices only work in the inner colonies but can transmit anywhere

   COMPASS:  Not the drawing kind.

   CROWBAR:  Useful tool and a very heavy weapon.

   DIVING GEAR:  Three hours time limit.  Not a totally enclosed suit.

   ENTRENCHING / UTILITY TOOL:  Basically a shovel with some extra tools built in.

   ELECTRICIANS TOOL KIT:  Soldering and Electrical Kit.  Gives any electronics related skill (computers, high tech engineering) +1.

    FIRST AID KIT:  Can stop bleeding and add +1 to a First Aid skill.

    FLASHLIGHT:  Small but powerful.  Palm-held.

    HAND WELDER:  The ME3 Hand Welder currently employed by the Colonial Marine Corps has been a standard issue to all Marines for the past 40 years. Extending the range of combat operations to a more urban setting was greatly aided by the addition of the ME3.  Using a thin stream of plasma, the ME3 can cut and fuse metal quickly and cleanly. The fuel is mainly oxygen taken from the air, and in the absence of an atmosphere, the welder will still work, but will only have fuel for 15 seconds of use. Normal use is approximately 80 seconds of efficient heat.

    IR GOGGLES:  A surprisingly small pair of Infrared goggles that allow the viewer to see is gray scales of heat.  This allows the user to see it almost compete darkness.

    JAMMER:  Disrupts bugs and all communication in 10 meters.  Doubling the cost Doubles the range.

    MECHANICS TOOL KIT:  A Hand Welder is just one small part of this large engineering kit.  Only people with Mechanics or Engineering skills can use it, giving a +2 to these rolls.

    MEDKIT:  For more advanced medical emergencies.  Gives a +2 to First Aid and a +1 to all other Medical skills.  The Medkit is standard issue to all Marine medtechs. It contains several surgical implements such as scalpels, syringes and suction pumps, anesthetics, antibiotics and antiseptics, bandages, swabbing cotton, a defibrillator and a biomonitor linked to an armband scanner similar to a wrist PDT. It allows anyone with a Medical skill to stabilize mortal wounds. Replacement kits containing chemicals, bandages, new surgical blades and other perishables.

    MESS KIT:  Everything to prepare and eat food except the stove.  Gotta love those sporks.

    MOVIE CAMERA:  Small (1lbs) and with a 2 hours capacity.

    P-5000 POWERLOADER:  For convenience, it has been lumped in the Armor section

    PERSONAL COMPUTER:  Advanced.  100 Gig capacity.  Super fast.  Computers advance so much I won’t go into detail on its stats here.

    PERSONAL DATA TRANSMITTER: The PDT is a small computer with biological monitoring systems and a broadcaster. The computer broadcasts an identification code, which can be cross-referenced by a computer with the wearer's file, which contains ID data and usually medical history. The device also serves as a locator for colonists and Marine sections, and can be tracked by computer or by a handheld unit The larger version of the PDT comes in two models; the first is built within the M3 armor suite with contact patches at critical points. The second model is constructed in a wristwatch-style, and fits over the wrist of the wearer.  Both versions of this model are used by the USCMC, and transmits data to the section's assigned APC, as well as to tuned hand locators. PDTs are only used by the military if radio silence is not important, and can be deactivated if they present a security risk.  Smaller versions constructed to be surgically implanted within the human body (at the base of the neck, behind and to the left of the spinal column) are required by ICC colonial law to be installed within every adult colonist shipping out to a new colony world and to every person born on the colony when they reach sixteen years of age until the terraforming process is complete. These usually broadcast to Colony Central, allowing rapid location of specific Colonists within the base.

    PERSONAL LOCATOR:  The Eigress Mark 7 digital uplinking compass is a standard issue for any soldier. With many different capabilities and several distinct roles in today's modern battlefield, the Mark 7 is a popular issue for any Marine. Concealed in the Coleman 6 inch combat knife handle, this unit makes finding your way around the battlefield effortless. The digital uplinking compass is most commonly used as a personal locator in today's war events. When connected to the micro-emissions of a personal locator chronometer, the Mark 7 can supply direction, elevation and distance to the target, usually a fallen comrade or downed pilot. The micro bursts emitted by a locator unit are picked up by the Mark 7, giving the unit a stealthy receive-only capability. When connected via microwave transmissions to an orbital fleet GPS satellite network, the Mark 7 functions as a highly reliable compass.  The experimental Mark 8 also has settings for detecting enemy motion trackers. It is being combat tested by the TSEALs and should be ready for service in the next couple of months.  1000 m Range.

    PERSONAL RECORDER:  A Micro-recorder barely four inches long and two inches wide.  Can record up to 90 minutes.

    PORTABLE HOLOGRAPH:  About the size of a hatbox that can transmit any set of 3D images 2 meters across and 10 meters tall.  Up to an hour of animation  can be recorded.

    PRESSURE TENT:  An air pressurized tent for adverse environments.  Can hold 12 hours of Oxygen.

   RADIO / BASIC:  Like a CB system, a short ranged, one way communicator with a 20 km range.

    SHORT RANGE COMMUNICATOR:  The common communicator used by the CMC.  Has a 500 km range with a basic system.  Cannot be modified for other purposes.  There are many variations of this design including Hand held, headset, and helmet mounted.

    TOOLKNIFE:  A Swiss Army Knife

    TIMER CLAMP (TL3):  The Timer Clamp is used to hold the lips of an Alien egg shut to unsure the creature can’t escape during transportation.  It automatically falls off when the Timer expires.  Nobody is anywhere near the egg when it activates.  It can hold on for up to 999 minutes.

    INFRASONIC SUPRESSION SYSTEM (TL5):  Nicknamed Beekeeper’s smoke, this device shuts off the very unique impulses of what the Alien passes for their nervous systems.  It causes them to “sleep” or any form off deep coma that fits the description.  The Suppression system spreads fifty feed away from the transmitter in every direction.  Royal Guards and Queens are immune.  This system is usually used by “Beekeepers” to safely extract the Royal Jelly.  The only disadvantage about this system is that it is prone to failure.  Every minute in operation, the an alien can wake up by rolling above 19 with their WILL + D10 (Basically a nine or ten).  The Queen can override the ISS by rolling 17 or over with their WILL and a D10.  If this works, all aliens within fifty feet wake up and re always immune, even if they venture outside the range of the Queen.  Also, if the Aliens are frenzied or angry in anyway (any form of heavy aggression) negates the ISS effects.

    XM NUERAL SUPRESSOR (TL5):  A smaller form of Inhibitor.  This one looks like a thickened baton.  It operates for about 3 hours with a  3 meter radius.   All aliens that move into this range must make a WILL check and roll above 19 or be turned as tame as household kitten.  They seem to keep their motor skills but can’t act aggressively.  Royal Guards and Queens are unaffected.  Unlike the ISS, the aliens cannot recover.  When hit with the XM, they can’t act at all for 2D6 minutes whether in the field or not.  Any Aliens on an attack charge are unaffected as well as any extra aggressive creatures.  The XM, therefore, is not useful as a direct attack weapon but it useful as a defensive and experimentation device.  Both this and the ISS are so rare and the price is so high, they are not common.

    NEUTRALIZER SPRAY (TL4):  A spray version of the NutraGel with a hundred doses.  A player can, instead of firing back, use the spray to counter an acid splash on one location, neutralizing the acid immediately.  Usually one round of acid damage is still applied.
 

    MILITARY PX
 
 
ITEM COST
BDUs / Flight Fatigues 
M-3Armor* 
M-10 Helmet* 
M1000 Flare (3 pack) 
M-94 Flares (9 pack) 
Motion Tracker 
DemoKit 
Intelligence Unit 
Orbital Communications kit 
Pulse Communicator 
TNR Lamp 
Gee Suit@ 
Ghillie Suit (Recon) 
Z-110 ANCW  (TL4) 
NeutraGel Modification (TL5) 
Polymer/Alloy CAR  (TL3) 
Flak Jacket 
Kevlar (Light) 
Kevlar (Medium) 
Kevlar (Heavy) 
MK 25 Pressure Suit 
MK 50 Compression Suit 
ZCT Armored Spacesuit (TL3) 
Portable Force Field 
100
240
150
30
30
200
500
1 000
1 500
1 000
200
200
600
1 800
100
1 600
600
100
150
200
500
1000
1 600
3 000

 

    MOTION TRACKER:   The USCMC Motion Tracker uses sonar bursts with Doppler-shift discrimination to scan and locate movement. Its use is covered by the Electronic Security skill. The device is activated by a trigger mounted in the handgrip; thus, when not in active use the Tracker cannot be left on, conserving battery power and decreasing the possibility that the tracker itself will be detected. The location of detected movement is displayed on a small LCD screen mounted on the side of the device as a set of probability contours ranging from black to white; black indicating no movement and white indicating a high probability of the location of the movement. An auditory cue is also provided in the form of a reverberating tone that changes in pitch and reverb. speed based on the size and proximity, allowing Marines to concentrate on their environments whilst keeping their trackers active.  In ideal conditions (ie. Open terrain with no wind) the tracker can scan accurately up to a kilometer, however in buildings (such as the average colony building with metal and synthesized walls which to a great extent absorb the sonar bursts and returns) the effective range drops to between twenty and thirty meters.
    M1000 FLARE (3 pack):   The M1000 sets of a hot magnesium flare available in red, blue, and white variants.   It lasts for 3D6+30 minutes.   It can cause significant burn damage (DC3) is applied to an object.  Combustion is easy.  It also supplies limited heat.  They are 2 1/2 inches wide and 8 inches long.
    M-94 FLARES (9 pack):  M-94s lack most of the qualities of the M1000.  Only lasting 2D6+10 minutes, these flares are often only used for guidance and for signaling and as a minor light source.  They are the size of a pencil.  They don't supply much heat (DC1).
The device does have problems, however. First, because the tracker emits high-frequency sonar bursts it can be easily detected by passive listening stations as a target for enemy fire or by cyberaudio with Increased Hearing Range. Second, the tracker is also designed to filter out slight "natural" movement (such as insects or corn waving in wind), so a very slow target may be able to infiltrate a tracker's scan area. Third, because the tracker uses Doppler shift to discriminate between immobile objects and targets, a target moving across the tracker's scanning cone may be effectively invisible. Finally the unit is vulnerable to ultrasound jamming and "jumping-jack" movement decoys (A small metal sphere or cylinder with rubberized or spring-loaded surfaces). Despite these failings the motion tracker has seen use with the Corps as a man-portable scanning device for many years, and although not as good as vehicle- or emplacement-mounted systems, it has come to be a standard component of a Marine team as a supplement to other search and location techniques. At least one member of each rifle or gun team in a Marine section is equipped with a tracker.

   DEMOKIT:  The equipment required to arm and disarm a variety of explosives.  Five Packs of C-19 are included.  Demolition skills are given +1.

    INTELIGENCE UNIT: A modified EBM PCX laptop computer the intelligence unit is issued to Marine Recon, Exploratory and HazEnv units. It contains data on the USCMC, most Corporate armies and Colonial armies, including uniforms, weapons, commonly used tactics, vehicles etc Also, the intelligence unit is downloaded with information pertaining directly to the mission itself; terrain, maps of towns, cities and important buildings, personal data on relevant individuals etc.  The unit carries a scanner capable of digitally processing pictures, allowing identification of included people and location within minutes.  The unit is armored against small arms and impact and is fingerprint and voiceprint locked, so only the assigned individual can access the data. It is also equipped with a small thermite bomb which will detonate if the unit is tampered with (a maintenance code must be entered before opening the unit up) or when a concealed switch is pressed, destroying the interior of the unit and thus eliminating irretrievably all data within.

    ORBITAL COMMUNICATIONS KIT:  This is a dish and communications kit that requires two minutes of set up time to operate fully.  It is designed to communicate with orbit craft and even remote command ships from a distance.  The OCK has a 5 000 km range and can be setup up with a burst one-way communication of 500 AU.  The whole system weighs so much, anyone transporting this has a –1 to his or her DEX.

    PULSE COMMINCASTOR:  The pulse communicator is usually issued to Recon Marines, and consists of a rechargeable 10-burst power cell, a comm unit, a scrambler and a small transceiver dish. It is a microwave burst communicator able to provide secure, if limited, communication to the Marine team. A complete message is fed into the communicator and transmitted to its target in a single powerful pulse.  Return messages are deciphered by the communicator.  The unit can be linked to an intelligence unit for transmission of entered and scanned data as well as reception of new data. The unit can be taken apart so it can be placed in a briefcase, and is relatively light (3 kg).   Because the communicator is limited to line-of-sight transmission, the operator is usually limited to transmitting in certain times at certain places, to ensure a receiver dish is pointed toward him, and he toward it.  These times and transmission points are organized with the character before the mission commences and are fed into their intelligence unit. Thus the operator usually communicates to a relay station on the ground or a circling aircraft. However, the communicator is almost impossible to jam, intercept or trace, and although full two-way communication is impossible it allows transmission of vital data to his superiors and the reception of periodic orders.

    TNR LAMP:  Carried on the left shoulder of Colonial Marines is a detachable high-powered halogen white-light TNR lamp.  The TNR lamp runs off a rechargeable internal battery and incorporates a carrying handle so that it may be detached and used as a hand torch.  The TNR lamp has a range of 200 meters and is effective as an alternative lighting source in combat situations. The internal battery is good for 6 hours of use, then needs to be recharged or replaced.

    The lamp can be recharged using a standard rifle recharge rack.  The TNR lamp used by the Colonial Marines is similar to that used by the US Army, with the exception of a movable motor that tracks the movement of the helmet and shines the light where the soldier looks. This version only lasts 1 hour on internal battery and was declined in favor of a more efficient use of stored power.