Adaptive Emission Cowling: 2000cs 💻
Ranged and melee weapons that deal energy damage may take this modification, weapons with this modification as a fullaction may gain an ap value of 1-3 but also gain overheat of the same value.
EMR Coupling: 9000cs 💻
Ranged weapons that deal energy damage may take this modification, weapons with this modification may as a brief action may reduce their range by 10 to gain Microwave (1). For each additional 10 range reduction they may increase the microwave value by one.
Abadi Foramen: 7000cs 💻
Ranged weapons that deal energy damage may take this modification, weapons with this modification may increase their AP value when taking called shots instead of receiving additional DD. They still receive a DS penalty.
Averi Diode: 6000cs 💻
Ranged weapons that deal energy damage may take this modification, as a tactical action a weapon with this modification can exchange its Exchange its AP value to gain Conflagrate (2+ AP value)
Refraction Aperture: 5000cs 💻
Ranged weapons that deal energy damage may take this modification, as a tactical action a weapon with this modification can exchange its DD to gain Linked() with the value being equal to half the amount of DD exchanged.
Haukea Device: 3000cs 💻
Ranged weapons that deal energy damage may take this modification, as a tactical action this weapon sets its damage to the user’s engineering skill value and gain Cone (6).
Contact Pitons: 1000cs
Weapons with the grenade and mine weapon trait may take this modification, they may now be adhered to any surface by spending a brief action part of an attack test. Weapons with this modification adhered directly to targets gain the reliable weapon trait.
Psychoactive Preparation: 1000cs
Weapons with the grenade and mine weapon trait that also possess the noxious or miasma weapon trait may take this modification. Targets that are affected by the noxious or miasma traits also suffer terrified 2.
Phosfoam: 1000cs
Weapons with the grenade and mine weapon trait may take this modification, they gain snare (3). Additionally targets restrained by the foam have a 1DS penalty to removing the burning status.
Aerosolve: 1000cs
Weapons with the grenade and mine weapon trait may take this modification, they immediately clear a 10 x 10 hex area of any lingering atmospheric effects.
Silencer COST:400cs
Ranged weapons that deal kinetic damage may takes this modification, they reduce its DD by 2 but gains the quiet tag. Weapons with the heavy or heavy weapon trait cannot benefit from this modification
Red dot COST: 500cs
A ranged weapon with this modification gains aim (1)
Variable Barrel COST: 10000cs
A ranged weapon that deals explosive damage may take this modification, the weapon can fire any personal weapons with the grenade weapon trait from it now. Alternatively the weapon use its existing profile and benefits from any one piece of equipment under munitions. Weapons with the pistol trait may not benefit from this modification.
Holographic sight COST: 800 cs
A ranged weapon with this modification gains accurate
Laser Sight COST: 700cs
Ranged weapon with this modification gains striker (1)
Monomolecular Acumination COST: 10000cs
A melee weapon that deals kinetic damage may take this modification, it gains the sunder weapon trait
Long Barrel refit COST: 1000cs
Ranged weapons that deal kinetic damage may takes this modification, The range of a weapon with this mod increases by 10,the weapon may not be used to make ranged attacks against adjacent targets.
Muzzle Grenade refit COST: 500cs
As a tactical action a grenade with this modification may be fired from a ranged weapon that deals kinetic damage. The grenade gains the range value of the weapon it is fired from. Weapons with the pistol and linked trait may not benefit from this modification. Grenades with the heavy weapon trait may not benefit from this modification.
Smart Ordinance Refit COST: 6000cs 💻
A weapon that deals explosive or kinetic damage equipt with this modification doubles its range value and gains the Artillery weapon trait.
Buddy Configuration COST: 800cs
A weapon with the artillery trait can ignore the reload weapon trait if an adjacent ally spends a full action to assist.
Fore grip COST: 100cs
Multi-target penalties are reduced by -2.
Scope COST: 1500cs
A weapon that that has a range of 35 or greater gains the AO weapon trait
Stablight COST: 1300cs
Target’s that are suppressed by a weapon with this modification count as being hit by a weapon with Dazzle (3), targets of attacks are illuminated
Extended magazine COST: 900cs
Ranged weapons that deal kinetic damage may takes this modification, this weapon gains volley (3) if it does not have reload or limited use. If it has reload or limited use it increases those values by 3. Weapons with the heavy weapon trait only increase these values by 1.
Dividable Assembly COST: 3000cs
A weapon or armour with this modification can be broken into a number of component parts that are more easily disguised and hidden. It is a fullaction to assemble or disassemble this weapon, while disassembled you gain +4 bonus die to any device tests to conceal this weapon.
Jhandan Balancing COST: 6000cs
A melee weapon with this modification uses diligence in place of grit when calculating its damage.
Superior Construction COST: 1000cs
A weapon with this modification ignores the primitive trait. If the weapon does not have the primitive weapon it gains Gape (1)
Flagellant Prayer Barbs COST: 100cs
A melee weapon with this modification reduces its AP to 0 but gains snare (3).
Broad Guard COST:1200cs
A melee one handed melee weapon with this modification incurs +2 ds penalty on any disarm attempts
Averi-Spear Haft COST: 400cs
A melee weapon with this modification increases its range by 1
Master-crafted COST: 1000cs
A melee weapon with this modification gains the Exceptional weapon trait
Vakil Edge COST: 450cs
A melee weapon with this modification gains the reliable weapon trait
Yengsha grip COST: 600cs
A melee weapon with modification gain +2 to its damage value but triggers ripostes (provided they have reflex action to use) from adjacent enemies if it misses.
Farimba Reflex Grip COST: 900cs
Melee attacks made a part of the riposte action gain stopping power.
Retractable stock COST: 700cs
A ranged weapon with this modification as a brief action can be retracted to gain the pistol weapon trait. If the weapon already has the pistol weapon trait then it gains the reliable weapon trait when stock is extended. If the weapon already has the reliable weapon trait then it adds +1 to the result of its chronicle die when stock is extended. Weapons with the heavy weapon or heavy trait may not benefit from this piece of equipment.
Bayonet lug COST: 80cs
Ranged weapons that take this modification may attach a combat knife to them, the combat knife adds 2 damage to its damage value but cannot benefit from any of its weapon traits.
Duelling Grip COST: 400cs
+1 bonus die on Attack Tests using this weapon. This upgrade can only be applied to Pistols or one handed melee weapons.
Laser Designator COST : 900cs 💻
A ranged weapon with this modification gains the stopping power and Laser designated traits.
Heat Seekers COST: 1750cs 💻
A ranged weapon that deals explosive damage with this modification gains Lock on (2) and heavy (6) traits.
Interface Sights COST: 25000cs 💻
A weapon with this modification gains Intelligent (1) trait
Pervasionocular COST: 7000cs 💻
A weapon with this modification gains Nexus
Ballistic Computer COST: 7000cs 💻
A weapon with this modification gains 1 bonus die against marked targets
Autonomous Fire Harness COST: 50000cs 💻
A weapon with this modification gains the Overdrive and heavy (3), weapons with reload may not benefit from this weapon modification
Autoloader COST: 3200cs 💻
A weapon with this modification may reload as a brief action instead of a tactical action.
Hair trigger COST: 300cs
+1 bonus die to ranged attack tests made a part of the riposte or reflex action.
Servo cradle COST: 1000cs 💻
Weapon with this modification reduces heavy value by half.
Velk Over capacitor: COST: 4100cs 💻
A ranged weapon that deals energy damage with this modification increases its range by 15 and as a full action and can gain the heavy weapon weapon trait but must reload before being able to fire again.
Bipod: Cost: 120cs
A ranged weapon with this modification gain + 1 bonus die when the user is prone and takes the aim action.
Remote Detonator COST: 1000cs 💻
A weapon with the grenade or mine weapon trait can be paired with this piece of equipment with a successful DS 3 engineering skill test. After being thrown or placed the weapon may be activated with a brief action. Activating the weapon is considered an attack that uses subterfuge.
Dronification Kit COST: 5000cs💻
A weapon with the grenade or mine weapon trait that takes this modification is converted into a drone. After one of these weapons is used, place a token where the weapon is placed or lands. The weapon is now a character that has a speed of 6, 1 wound, 3 def, 8 resilience and uses your interfacing skill when making all tests with the drone. It moves on your turn when it makes a successful attack it is destroyed.
Layered pockets: COST:50cs
This armour modification allows the user to conceal a ranged weapon with the pistol trait it within it.
Underweave: COST: 100cs
This armour modification increases the Limited use value of an armour it is equip to by 3
Infusion Webbing:COST: 30000cs 💻
This armour modification allows a user to take any substance as a free action rather than a tactical action.
Auto-Medicament Integration: COST: 50000cs 💻
This armour modification allows a user of armour it is installed to heal and temporise their physical conditions as brief actions.
Distributed Status Monitors: COST:20000cs 💻
This armour modification allows a user of armour it is installed to ignore DS penalty for performing aid on themselves; diagnose tests on the user receive +2 bonus die.
Camouflage: COST: 1000cs
This armour modification allows the user of armour it is installed in to gain +1 bonus die to stealth tests in one of the environments:
Faction Scheme: COST: 3000cs
This armour modification allows the user of armour it is installed in to gain + 1 bonus die on social skill test made with a faction of choice. Additionally wearing this armour identifies you as a member of said faction whether you are or not.
Alloy Scallette: COST: 8000cs
This armour modification allows the user of armour it is installed in to gain + 1av against range attacks that deal kinetic damage and +2av against melee attacks that deal kinetic damage.
Ferro-Liquid Lattice: COST: 12000cs
This armour modification allows the user of armour it is installed in to double their Fortitude die against attacks that deal explosive damage.
Thermogalvanic Culvert: COST: 4000cs
This armour modification allows the user to negate any physical conditions that derive from attacks that deal energy damage. Attacks from weapons that deal energy damage cannot benefit from the piercing
Savitrstatic Threads: COST:16000cs
This armour modification allows the user of armour it is installed into as a brief action to make an attack with a taser against a target that they are grappling or being grappled by.
Impact Dampening System: COST:10000cs 💻
This armour modification allows the user of armour it is installed in to gain +1 to the result of Fortitude dice rolls against falling damage, rams and melee.
Anodyne Pump: COST:100000cs 💻
This armour modification allows the user of armour it is installed in to ignore DS penalties for being wounded.
Auto-Exigency Integration: COST:500000cs 💻
This armour modification allows the user of armour it is installed in to make aid tests to stabilise themselves even if they are unconscious or bleeding out.
Haukea Batteries: COST:200cs
This armour modification allows a user of armour it is installed to increase its powered value by 5.
Panopticon: COST:5000cs 💻
This armour modification allows a user of armour it is installed to negate defence penalty and bonus DD conferred by being surprised.
Material Scanner: COST:8000cs 💻
This armour modification allows a user of armour it is installed to make engineering tests as a brief action.
Stylite Mitre: COST:200000cs 💻
This armour modification allows a user of armour to substitute interfacing for Fortitude when making Fortitude tests.
Night Eyes: COST:2000cs
This armour modification allows a user of armour it is installed to ignore any penalties associated with darkness.
Transcranial Magnetic Interface Helm: COST: 1000cs 💻
This armour modification allows a user of armour it is installed to gain bonus die to piloting, detect, gunnery or interfacing skill tests equal to half of their grit attribute value. Any attempts to communicate also become a tactical action for the user of this armour.
Autonomy: COST:40000cs
This armour modification can only be applied to armour with the living trait. When rolling Fortitude tests die results of a 6 do not consume Vigour .
Victual: COST: 2000cs
This armour modification can only be applied to armour with the living trait, it provides the armour with sustenance (7).
Metastasis:COST: 30000cs
This armour modification can only be applied to armour with the living trait, it allows the user as fullaction to enter hibernation like state. They do not require food, water, oxygen or rest while in this state.
Limbic Crown: COST:35000cs
This armour modification can only be applied to armour with the living trait, it allows a user of armour it is installed to regain 1 Vigour as a tactical action.
Nerve Wreath:COST: 30000cs
This armour modification can only be applied to armour with the living trait, the user is immune to being blinded or deafened and is always aware even if sleeping or unconscious.
Hirudinean Strain:COST: 1000000
This armour modification can only be applied to armour with the living trait, the armour gains the bonded armour trait. Additionally the user gains 1 wound back for a successful unarmed attack that deals at least 1 wound against a target.
Molotovan Strain:COST: 66666cs
This armour modification can only be applied to armour with the living trait, the user is immune to the burning status.
Long leg strain: COST:78000cs
This armour modification can only be applied to armour with the living trait.allows the user to walk on any surface and adhere without needing to test.
Roach: COST: 87000cs
This armour modification can only be given to armour with the bonded and living trait. The wearer can ignore all effects of the brain injury condition.
Gecko: COST:12000cs
this modification can only be given to armour with the living trait. User as a reflex action can negate an incoming attack by acquiring a severity 2 condition of the users choice.
Gill:COST:40000cs
This modification can only be given to armour with living trait. Users may breathe water indefinitely and halve DS of endurance tests that derive from being in underwater environments.
Instinctual reprisal: COST:150000cs
This modification can only be given to armour with the living trait. If a user suffers a critical hit they use a reflex action to make an unarmed attack as a free action.
Wyrd reconstruction:COST: 200000cs
This modification can only be given to armour with the living trait. Users can target themselves or adjacent targets, users roll a d6 and the target immediately regains that many wounds. Target must pass an endurance test equal to the roll or suffer hemorrhage equal to the initial roll.
Gheist: COST:300000cs
This modification can only be given to armour with the living trait. user can become hidden as a full action even if they are in LOS.
Distributed neurology :COST:1000000cs
This modification can only be given to armour with the living trait. User can ignore the multi target penalty for a number of targets equal to their reason attribute value.
Toxic skin: COST:70000cs
This modification can only be applied to armour with the living trait. Grapples now inflict corrosive (6) to the target.
Vermin: COST: 90000cs
User can eat any organic material without needing to make endurance tests for it even if it is hazardous.
Crowned Growth: COST:1000000cs
Armour with this modification gains the living armour trait. the value starts at (1) and increases by 1 for every day that passes. User must pass a endurance test equal to the new living value. Every time they fail the armour gains the bonded trait and the user gains a random condition that persists for as long as the armour is worn.
Riot Rounds COST: 100cs
Ranged weapons that deal kinetic damage may takes this ammunition, Attacks made with a weapon using this ammo do not kill targets when they reduce to 0 wounds. Additionally these attacks can never deal damage to vehicle targets.
Hollow point COST: 1000cs
Ranged weapons that deal kinetic damage may takes this ammunition, the weapon gains +2 DD but reduces it AP to 0.
Alloy rounds COST: 1200cs
Ranged weapons that deal kinetic damage may takes this ammunition, the weapon increases its AP value by 1.
Rad rounds COST:2000cs
Ranged weapons that deal kinetic damage may takes this ammunition, the weapon gains rad (3)
Chemkran COST: 400cs
Ranged weapons that deal explosive damage may takes this ammunition, the weapon gains chemical (3)
Phosfuel COST: 200cs
Ranged weapons that deal explosive damage may takes this ammunition, the weapon gains conflagrate (3)
Temple Rounds 3000cs 💻
Ranged weapons that deal kinetic damage may take this ammunition, the weapon gains the seeker and interdiction (1) traits .
Centilating Residuum COST: 8000cs 💻
A ranged weapon kinetic or explosive damage with this modification gains Node Shot (1)
Hyper Velocity Rounds COST: 7500cs
A ranged weapon that deals kinetic damage may take this modification, it gains Rend (5) and limited 3.
Pepper Spray COST:70cs
As a tactical action you may force a target with 3 spaces to roll a DS 3 endurance skill test, if they fail they are dazzled (2) until the end of the encounter or until they are temporized.
Ration: COST: 10cs
Provides food and water for one day for one person.
Field bag: COST: 800cs
Provides 14 rations, yen fiber rope, spade, swag, flint and steel, torch and a trangia along with cooking and eating utensils as well as a bag to contain the aforementioned items.
Length of Yen fiber rope: COST:30cs
A length of rope that can extend 15 hexes and hold up to 300 kilograms of weight, non-vehicle targets bound by the rope must pass an athletics test equal to the survival skill score rolled when tying them up.
Compass: COST:60cs
Can help establish a heading and reduces the DS of survival skill tests to navigate and detect tests to locate relevant landmarks by 1 when on planets with sufficient magnetosphere.
Flint and steel: COST: 100cs
Halves DS of any skill tests related to starting a fire.
Hunters tools: COST: 70CS
Provides the user with all the tools necessary to safely and effectively skin, prepare,butcher clean and harvest resources from wildlife.+1 bonus die when to survival skill tests.
Water Purifier: COST:400cs 💻
This device can clean half a liter of water per hour, it eliminates pathogens & chemical contaminants and makes it suitable for human consumption. It must be connected to a power source to function.
Trangia: COST:80cs
This device can cook enough food for 4 people per hour of use, it can be connected to a power source or used in conjunction with a fire without needing power to work.
Gas scrubber: COST: 600cs 💻
This device can clean up to an oxygen tank with of air from pathogens, chemical and harmful imbalances of breathable gasses per hour of use. It must be connected to a power source to function.
Camo netting: COST: 200cs
This object covers up to a 10 x 10 area and provides everything obscured by it + 2 DS penalty to any attempts to detect them.
Shovel: COST: 50cs
This tool can be used to dig up a hex of earth per hour and provides a bonus die to any skill tests related to digging. It can also be used as an improvised weapon with the knockdown trait.
Climbing kit: COST: 900cs
Provides a 3 lengths of yen fiber rope, and climbing gear for 2 for people and a bag for the aforementioned items.
Climbing gear: COST: 250cs
This is an assortment of all the necessary items for climbing, it provides plus 2 bonus die to any skill test related to climbing.
Beacon: 💻COST: 700cs
This device sends out a powerful radio signal that is easily identifiable as an SOS, it has a range of the Theater and can last up to 6 months before running out of power.
Riding gear COST: 200cs
This can be used to provide a comfortable seat and means to control and steer a medium or large creature from the wildlife section. Riding gear is unique to each animal but with sufficient skill and retrofitting can be adapted from one creature to another.
Carry harness: Cost: 300cs
This can be used to allow a creature from the wildlife section to carry personal equipment:
Cart: COST: 500CS
This piece of equipment can allow a number of medium or large creatures from the wildlife section to be used to transport up a ton of weight:
Herbal Medicine: COST:100CS
This item provides a random benefit when used:
Shock collar: 💻 COST: 1000cs
This can be used to train animals and discourage them from undesirable behaviour. Come with a remote and can be connect to a device. Can be activated as brief action a wearer loses 1 vigour a round and has to pass a 5 DS resolve test to act.
Tent COST: 500cs
This provides a refuge from the wind and rain in more terrestrial type worlds and a degree of relative comfort and safety to sleep for 1-4 people.
All environment tent COST: 3000cs 💻
This provides a refuge from harsher conditions found on a wider range of worlds, it provides protection from lethal pressures and temperatures and can use the life support systems of vehicles or armour. It can safely house 2 people indefinitely as long as they have power and sufficient life support equipment.
Screamer:COST: 300cs 💻
This device can be thrown 10 plus the user’s grit spaces as a tactical action , any non vehicle target within 10 hexes that can hear must pass a DS 3 resolve skill test or take an immediate move action controlled by you.
Ultra light propulsion pack COST: 2500cs 💻
This device provides the user with speed 6 while in zero G and + 3 successes to vault tests in low g, it provides no benefit at 1G and it has enough fuel for 1 hour of continual use.
Venti sea scooter COST: 300cs 💻
This device provides the user with a swimming speed of 6, it has enough power to be used for 6 hours of continuous use.
Flippers COST: 50cs
This provides +1 to the user swim speed but -3 to their speed on land and -1 to defense.
Construction kit COST: 15000cs
This is an assortment of tools that are necessary to build and maintain structures, given enough time, the appropriate resources and the proper knowhow its possible to make something as complex as a modern home with nothing more than these tools.
Fabrication printer 💻 COST:6000cs
This device permits the creation of up to 5000 cryptoscirp worth of personal items before it has to be replenished. It cannot make larger items and cannot make only a portion of an item, the items it makes halve their criptoscirp value, cannot be repaired or salvaged and break upon any complication while using them. Weapons made in this way have the printed weapon trait.
Holster COST:70cs
Store one one handed melee or ranged non-vehicle weapon on your person, it is a brief action to retrieve a holstered weapon rather than a tactical action.
Ammo Bag COST:140cs
You may resupply all non-vehicle weapons with this item, the ammo bag is then consumed and another must be purchased.
Security kit COST:400cs
This set of tools is used to pick locks, seal doors and enter vehicles. It provides a +2 bonus die to any subterfuge tests to do so.
Cuffs COST: 40cs
A non-vehicle character bound by these cuffs must pass a DS7 athletics test to break free from them.
Tool kit COST: 250cs
This is an assortment of tools that are used to repair, salvage and augment non-vehicle weapons and equipment. The tools in the kit must be recharged before they can be used again.
Heat Saw COST: 1700cs
This tool permits the user to roll an engineering or subterfuge test to cut through even the thickest materials and provides +3 bonus die to doing so. Doors, walls, vehicle’s and the super structures of aerospace vessels are examples of viable targets.
Rapid Recharger COST:800cs
This device can be used to rapidly recharge batteries of personal equipment and non vehicle weapons. It can charge 5 items before itself needs to be recharged over 24 hours. Charging takes 30 seconds but a d6 must be rolled when charging, on a 1 the items being charged are shorted out and are broken until repaired.
Portable generator COST:5000cs
This device can provide power to personal equipment, weapons and armor provided they are plugged into. Items that are plugged in charge over a 24 hour period and cannot be moved more than 2 hexes away from the generator. The generator has enough fuel to run continuously for 7 days.
Battery bank COST: 300cs
This device can charge up 30 personal items before it needs to be recharged over 24 hours.
Solar sheet 💻 COST: 8000
This device can be used to charge personal equipment, weapons and armour over a 24 hour period. It does not need to be recharged so long as it receives 6 hours of sunlight every 24 hours.
Fire extinguisher COST: 100cs
This tool allows the user to extinguish fire in a number of hexes equal to half their successes in a small arms skill test as a tactical action. Non-vehicle characters in those areas can use a reflex action to attempt to remove the burning status.
Snare trap COST: 210cs
As a fullaction this device can be armed and placed in an adjacent space, it activates with moved over by a non vehicle target. When triggered target must pass an athletics test equal to the user’s survival skill test or be restrained 4.
GELF Placentool COST: 1000cs
As a full action this piece of equipment can provide a user that has equipped weapon or piece of armour with the living trait one of the following benefits:
This piece of equipment is expended after being used.
GELF Ovapparatus COST: 8000cs
This is an assortment of tools that are used to repair, augment and grow weapons and armor with the living trait. You may duplicate any piece of equipment that has the living trait by rolling a DS 7 survival test.
Vehicle adapter COST: 2000cs
This device allows personal equipment, weapons and armour to charge from vehicles over a 24 hour period. The vehicle must be on for the entirety of this time items being charged cannot move further than 2 hexes away from the vehicle they are charging from.
Vehicle salvage kit COST: 7000cs
This assortment of specialized tools permits the salvaging of vehicles through engineering tests. The tools in the kit must be recharged before they can be used again.
Vehicle repair kit COST: 10000cs
This assortment of specialized tools permits the repairing of vehicles through engineering tests.The tools in the kit must be recharged before they can be used again.
Vehicle tuning kit COST: 15000cs
This assortment of specialized tools permits the augmentation of vehicle weapons and equipment.The tools in the kit must be recharged before they can be used again.
Weapon tuning kit COST: 1000cs
This assortment of specialized tools permits the augmentation of personal weapons.The tools in the kit must be recharged before they can be used again.
Armour tuning kit COST: 2000cs
This assortment of specialized tools permits the augmentation of armour.The tools in the kit must be recharged before they can be used again.
Multitool COST: 180cs
This device provides +2 bonus die to engineering tests made to repair and salvage vehicles, it also add +2 bonus die to subterfuge test made to dismantle or sabotage.
Parachute COST: 500cs
This device allows a user to negate all fall damage and descend safely provided that there is atmosphere.
IR Scanner COST: 1000cs
This device removes penalties for detecting targets obscured by darkness when worn. It has enough power for 5 hours.
Motionopticon 💻COST: 3000cs
This device allows the user to detect motion within 20 hexes in all directions, it provides +2 to detect tests against targets that have moved in this round. It has enough power for 7 hours.
Torch COST: 25cs
This tool illuminates any target that has been scanned by the user, removing a bonuses to their defense from being obscured by darkness. It has enough power for 1 week.
Chem detector COST: 1000cs
This device allows the user to examine the chemical composition of the air and any surfaces within 1 hex of the user in all directions. If turned on it will chime and vibrate if chemicals are detected in lethal levels. It has enough power for 3 days.
Pathogen test COST: 120cs
This device allows the user to take a sample off a surface and test it for the presence of harmful viruses, bacteria and other harmful pathogens. The test takes 1 hour to return a result and does not identify the name of nature of the pathogens just whether or not they are lethal.
Rad disc COST: 100cs
This device notifies the user if they are being exposed to dangerous levels of radiation over a period of time. If it green the user has not experiencing dangerous levels of radiation exposure, if it is yellow then the user is at danger without appropriate equipment or precautions, if it is red then the user has received a level of radiation exposure that requires urgent treatment.
EM Scanner 💻COST: 5000cs
This device provides + 3 bonus die to detect the presence of electromagnetic phenomena. It is accurate enough to detect radio waves and gauge their origin strength and It has enough power for 5 hours of continuous use.
Radiation detector 💻 COST: 7000cs
This device provides + 3 bonus die to detect the presence of radiation. It is accurate enough to detect the source, rate and lethality of radiation. It has enough power for 5 hours of continuous use.
Emission scope💻 COST: 4800cs
This device provides a +2 bonus die to detect vehicles, power armor and exosuits. It has enough power for 5 hours of continuous use.
Binoculars COST:100cs
This device allows you to take the scan action and removes the range penalties for detect skill tests for targets within line of sight and AO.
Flare COST:60cs
This tool illuminates 10 by 10 hexes and can be seen from up AO away by the naked eye. When used as an improvised weapon it inflicts the burning status on a 6 on the chronicle die.
Sonar Surveyor 💻 COST:4500cs
This device can be used to gather geological and geographical data in the AO. This take 3 hours and is accurate enough to create maps, detect structures and uncover mineral deposits. This device must be connected to a power source for it to function.
Scrip Drive 💻 COST: 1000cs
This device can safely store criptoscirp and be used to make quick secure transactions. It can be password, biometicaly, aurally encrypted and can be flash wiped clean of its contents. It is a DS 9 interfacing skill test to access the contents by circumventing the security protections.
Tablet 💻COST: 2000cs
This device can be used as a small touch screened computer, it allows its user to make interfacing skill tests and it provides + 2 bonus die to organization skill tests. it cannot hold any scripts. It must be charged every 2 days. It can be used while moving
Laptop💻 COST: 3000cs
This device can be used as a small portable computer, it allows its user to make interfacing skill tests. It can hold 3 scripts and It must be charged every 3 days. it cannot be be used while moving and must placed to be used while in gravity.
Operations computer COST: 5000cs
This device provides a sturdy field computer about the size of a brief case, it allows its user to make interfacing skill tests. Any attempts to pervade it are made with +1 DS and the user receives + 2 bonus die to detect tests to reveal compromised systems. It can hold 5 scripts and must be charged every 5 days. it cannot be be used while moving and must placed to be used while in gravity.
Pervade scripts COST: 1000cs
This software allows a computer to be used to take the pervade action against viable targets, . One use.
Pervade Bead 💻 COST: 6000cs
The range of your pervade action is equal to the sum of your reason and interfacing values.
Pervade Antenna 💻COST: 9000cs
The range of your pervade action is flash point, this piece of equipment must be recharged every 24 hours.
Pervade Dish 💻COST: 15000cs
The range of your pervade action is AO. This piece of equipment must be recharged every 72 hours and must be placed on a surface as a fullaction before it can be used.
Pervade Array 💻COST: 3000cs
The range of your pervade action is Theatre. This piece of equipment must be recharged every 144 hours and must be placed on a surface as a fullaction before it can be used.
Colloquy scripts COST: 1200cs
This software provides a number of bonus dice in an interfacing skill test or pervade action equal to the number of computers that have the colloquy script installed and are connected to the same network. One use.
Security scripts COST: 900cs
This software allows a computer its installed on to make a pervade action as a reflex action against an unsuccessful attempt to pervade it. One use.
Predictive scripts COST:4000cs
This software allows a computer to reroll a number of dice in an interfacing skill test or pervade action equal to half the user's reason value. One use.
Synchrony scripts COST: 1400cs
This software allows the user of this computer to remotely control other computers that also have this script installed as a brief action. One use.
Surveillance scripts COST: 1700cs
This software allows the user of this computer to monitor a network, computers or vehicles they have pervaded as a brief action. This allows the user of this software to be aware of any communications and actions taken that involve the pervaded network. One use.
Portable Operations Server 💻COST: 10000cs
This device provides a bulky and powerful computer, it can be used to make interfacing skill tests. Any attempts to pervade it are made with + half user’s interfacing skill value DS penalty and the user receives + 3 bonus die to detect tests to reveal compromised systems. It can hold 15 scripts and must be plugged into a power source to function. it cannot be used while moving and must be placed to be used while in gravity.
Operations router 💻COST: 7500cs
This device acts as a command and control network for all computers that connect to it. It has a range of AO and computers and communication devices connected to it may share information freely regardless of their own communication range. may make interfacing skill tests and pervade actions as a brief action instead of tactical action. it must be plugged into a power source to function. it cannot be used while moving and must be placed to be used while in gravity.
Wrist computer 💻COST: 4000cs
This device can be used as a small portable wrist mounted computer, it can be integrated into any armour and use them as a power source. It allows its user to make interfacing skill tests. It can hold 5 scripts and It must be charged every 3 days. It can be used while moving.
Interface Node 💻COST: 5000cs
This device provides 1 bonus die to any interfacing skill tests or pervade actions against targets that the user scans. Targets scanned by the user have their communications jammed. It must be charged every 3 days. It can be used while moving.
Interfacing glasses 💻COST: 6000cs
This device provides + 1 bonus die to interfacing skill tests and pervade actions, it has an integrated camera and microphone and can wirelessly connect to networks. It allows its user to make interfacing skill tests, it must be charged every 24 hours and can be used while moving.
Worm box 💻COST: 2100cs
This device is indistinguishable from a computer but when pervaded compromises d6 systems of the pervader and then immediately links to a predesignated computer to allow its user to take further pervade actions against the target.
Pineapple (mitm) Router 💻COST: 3300cs
This router creates a false network within a flashpoint that is indistinguishable from other networks. Any computer that uses this network may be pervaded again as a free action after being successfully pervaded.
Cellular 💻 📵COST: 200cs
This personal communication device can be used to make voice calls if it is connected to a network. It must be charged every 24 hours.
Integrated Armour bead 💻 📻COST: 300cs
This communication device can be integrated into any piece of armor, it draws from any power supply the armor has and can make voice calls to any other communications device that is within AO or connected to a network.
Smart Phone 💻📵COST: 1100cs
This personal communication device can be used to make voice and video calls if it is connected to a network. It also acts as a computer that cannot hold any scripts, it can be used to make interfacing skill tests and must be charged every 24 hours.
Comm package 💻📻COST: 280cs
This personal communication headset can be used to make voice calls to any other communications device that is within AO or connected to a network. It must be charged every 3 days.
Ear Comm💻📻COST: 460 cs
This personal communication earpiece can be used to make voice calls to any other communications device that is within AO or connected to a network. It must be charged every 24 hours.
Bug 💻📻COST: 540cs
This concealable microphone can be hidden with a subterfuge skill test, in attempts to detect must exceed the skill test score. It can be wired into existing power supplies or devices so that it does not need to be charged. If it is not wired in then It must be charged every 24 hours.
Operations comms 💻📻COST: 2450cs
This communication device can be used to make voice calls to any other communications device that is within AO or connected to a network. It must be connected to a power source to function.
Scramble vocoder COST: 650cs
This device scrambles the voice of the user so that their speech is unintelligible to anyone not wearing scramble vocoder. It must be charged every 3 days.
Laser comm💻📻COST: 2100cs
This communication device can be used to make voice calls to any other laser comm or laser comm equipped vehicle that is within theater and line of sight. It must be connected to a power source to function.
Loud Hailer COST: 50cs
Device that amplifies your voice so that people in flash point can hear you clearly. Gain + 1 bonus die to demand and resolve skill tests.
Strategic comm 💻 📻COST: 3000cs
This communication device can be used to make voice calls to any other communications device that is within Theater or connected to a network. It must be connected to a power source to function.
Rebreather/gas mask COST: 300cs
This mask makes the wear immune to Noxious and Miasma weapon traits.
Oxygen tank COST: 70cs
This tank provides 2 hours of breathable air and can be connected to a rebreather or piece of armour with the life support trait to add to its 2 to its value.
Medical pack COST: 150cs
This piece of equipment provides +2 bonus die to aid tests to temporise physical conditions. It has 1 use before its contents are expended.
Exigency Kit COST: 3500cs
This piece of equipment provides +2 bonus die to aid tests to stabilize a target that is bleeding out. It has 1 use before its contents are expended.
Medicament Pochette COST: 9000cs
This piece of equipment provides +2 bonus die to aid tests treating a target’s physical conditions. Roll a d6 each time this equipment is used on a 1 its contents are expended. This piece of equipment can also be used to apply one of the following to an adjacent target with a successful subterfuge vs endurance skill test:
Each die boosted allows you to pick an additional effect on the target. The aforementioned effects persist for 1 hour or until temporised.
Medical kit COST: 900cs
This piece of equipment is comprised of 5 medical packs, 3 anodyne and 3 mood stabilizers, 1 hazmat gown, 1 stretcher, 1 body bag and a bag to hold the aforementioned items.
Body Bag COST: 30cs
This piece of equipment eliminates the risk of spreading pathogens from a body contained within it.
Stretcher COST: 110cs
This piece of equipment halves the DS of any test to carry a person as long as 2 people are carrying the stretcher.
Surgical kit COST: 1500cs
This piece of equipment provides + 1 bonus die to aid skill tests to diagnose, treat and temporise physical conditions. This bonus increases to +3 if the condition is severity 2 It has 1 use before its contents are expended.
Portable infrascanner 💻 COST: 2300cs
This device provides + 2 bonus die to aid skill tests made to diagnose physical conditions.
Anti-toxin kit COST: 800cs
This device halves the DS for any tests to temporise conditions that resulted from exposure to poisons, toxins or chemicals. It has 1 use before its contents are expended.
Anti pathogen kit COST: 140cs
This device halves the DS for any tests to temporise conditions that resulted from exposure to pathogens. It has 1 use before its contents are expended.
Combat stimulant COST: 200cs
This substance provides the user with + d3 bonus die to endurance skill tests for 1 hour.
Yensha Bean COST: 450cs
This substance provides + 1 bonus die to all social tests for 1 hour, the user must pass a DS D6 or reduce defence by 1 for the next 6 hours.
Phronesipam COST: 450cs
This substance allows the user to expend Vigour insight tests and gain bonus die to insight tests, the user cannot benefit from compose action until the next rest.
Embrocation COST: 5000cs
This substance allows the user to negate acquiring a physical condition by expending d6 Vigour , if Vigour is zero wounds are expended instead.
Scourmold COST: 2000cs
This substance when taken removes the d6 hours worth of memories from the user, memories may be recollected with a DS 7 reason test.
Jitter COST: 80cs
This substance increase the user defence by 1 for the rest of the scene or encounter, during this time the user cannot make Fortitude tests.
Somnox COST: 100cs
This substance provides a +1 bonus to the treatment or temporalization of mental conditions while the user is asleep.
Satyriac COST: 300cs
This substance provides the user with +1 bonus die to all persuasion skill tests for the rest of the scene or encounter, Plus d3 successes if the target is also using satyriac.
Tallowformide COST: 4000cs
This substance provides +d3 bonus die to Fortitude test, but increases DS penalty of all resolve skill tests by 2, until their next rest
Syntholicon COST: 1000cs
This substance provides +1 bonus die to heal but users suffer 1 DS penalty to all grit based skill tests, until their next rest
Theriacol COST: 1000cs
This substance provides +1 bonus die to compose but users suffer 1 DS penalty to all grit based skill tests, until their next rest
Bolster COST: 90cs
This substance when taken provides the user with + d3 bonus die to resolve skill tests for 1 hour.
Anodyne COST: 130cs
This substance when taken halves the DS for temporising physical conditions for the next hour, each anodyne has 1 use only.
Qualia-Chronomine COST: 10000cs
This substance when taken allows a user to allows act first in an encounter, with a random benefit from bellow:
These benefits last until the rest of the scene or encounter, the user then suffer d3 exhaustion immediately and must make a DS D6 resolve test or acquire a mental condition, each Qualia-Chronomine has 1 use only.
Monophetamine: COST 30cs
This substance allows the user to reroll knowledge skill tests for the next 24 hours during this time this user has immunity to starvation and being surprised, but they also cannot benefit from rest.
Dualphetamine: Cost 30cs
This substance allows the user to reroll any knowledge and detect skill tests for the next 48 hours during this time this user has immunity to starvation and being surprised, but they also cannot benefit from rest.
Triphetamine: COST 30cs
This substance allows the user to reroll any detect ,athletics or melee skill tests for the next 72 hours during this time this user has immunity to starvation and being surprised, but they also cannot benefit from rest.
Orange totsiyaa: COST 40cs
This substance when taken allows the user to only be detected visually so long as all their equipment is deactivated. For the next d6 hours. The user suffers freezing (frigid) for this time as well. Each orange totsiyaa has 1 use only.
Pestralis root: COST 100cs
This substance when taken inflicts the frenzied status for the rest of the scene or encounter, the user must also make an immediate DS d6 resolve test or suffer dazed (2) for the next 12 hours.
Mood stabilizer COST: 70cs
This substance when taken halves the DS for temporizing mental conditions, each mood stabilizer has 1 use only.
Chemical Synthesizer COST: 4000cs
This device can be used to make 1 substance every 24 hours; it must be connected to a power supply to function.
Microlab COST: 9000cs
This piece of equipment can be used to analyse and manipulate samples with incredible detail, bellow are just some examples of what it can be used for:
This piece of equipment also provides + 2 bonus die to knowledge, aid or engineering rolls provided that the user spends 1 hour analysing the results.
Radox (anti rad) COST: 300cs
This substance halves the DS for any tests to temporize conditions that resulted from exposure to radiation. It has 1 use only.