Equipment

Breathing Equipment

Organic Gill

Designed and manufactured for races visiting the subsurface, underwater colonies, this breathing device filters out available oxygen from the surrounding waters and recycles the wearer’s own breath. It comes in various shapes and sizes, from a minimalistic mouth and nose covering, to a full helmet which provides additional vision and hearing protection.

The mask relies on a genetically engineered symbiont to perform the filtration and chemical recycling, giving the device a limited lifespan before the symbiont dies; usually a month or less. It cannot operate in waters deeper than 25m due to the lack of dissolved oxygen.

Breather Mask

A simple breathing mask which fits over the owner’s nose and mouth, held in place with a strap. The mask is attached via a flexible tube to a waist worn filter unit, which absorbs any noxious materials harmful to the wearer for up to 12 hours. The filter unit also contains a small highly compressed air tank, enough to provide ten minutes of breathable gas in a low pressure situation. Breather masks are species dependent, so creatures from non-standard atmospheres or possessing non-humanoid facial features cannot share masks.

Supplemental Filters

Disposable filters designed to extend the operational life of breather masks or flight suits. Each filter provides an additional 12 hours of use, removing toxic material from the ambient air. Filters are designed for particular pieces of equipment and are not interchangeable.

Supplemental Tanks

Additional life support for environmentally sealed suits, such as flight suits, advanced armor or even breather masks, each tank provides six hours of breathable atmosphere.

Combat Equipment

Jump Pack

A jump pack is the precursor to jet packs such as those used by Mandalorians. It allows assisted jumps - up to 50 feet vertically and up to 100 feet horizontally.

The Jump Pack skill starts at DEX+INT. Unless trained in a Combat Style that includes the Skirmishing trait, characters are at a severe disadvantage if trying to fight while jumping - both for the jump attempt and for the attack or defense attempt. See the Flying Combat section of the Mythras core rulebook.

Communication Devices

Comlink

A simple personal communicator. It works by either patching into a local communications network, or failing to discover one, broadcasts direct messages to another comlink over short distances of up to 10km. Vehicle comlinks boost this range up to low orbit. All communication is limited to audio transmission only. When necessary, local authorities can transmit emergency warning messages to all comlinks within range. Secure comlinks with built in encryption are available to the military and the black market, but cost at least five times the base amount.

VoxBox

An inexpensive device which allows real time translation of speech. Each voxbox is hard coded to translate a single species language to Galactic Basic and back again.

Holo Display

This device enables the playback of recorded holo messages. It does not have any ability to broadcast or receive such transmissions, which require linking to a hyperspace HoloNet relay; huge, energy intensive stations limited to planetary installations or capital ships. The HoloNet is mostly but not entirely controlled by the Galactic Republic.

Visual Comlink

Usually manufactured as a wrist mounted flat screen device, visual comlinks permit video transmission so that the wearer can see whom they are talking to. The device also includes a basic datapad, a droid translator package, and the ability to read datacards. It has a similar range to a basic comlink, relying on the existence of planetary relay stations for longer range communication.

Signal Jammer

A device which broadcasts across broad or specific communication bands, effectively jamming any signals transmitted in that frequency. Personal signal jammers are only designed to block comlink or data traffic in the local region, up to 100m distant. Vehicular jammers cost twice as much, but extend the range to 10km. Spaceship jammers cost five times the base cost, but extend the range to 1,000km.

Detection Devices

The following detection devices require monitoring by a trained operator who possesses the Sensor skill to calibrate and understand their readouts.

Thermal Imaging Goggles

Enables the wearer to see into the infrared spectrum so that they can see heat sources. They are normally used by technicians to identify electrical leakages, poorly lubricated machinery, check that welding or forging is occurring at the correct temperature and so on. Whilst they don’t provide night vision as such, criminals or hunters often use them to check for the presence of living creatures.

Life Form Scanner

A bulky handheld device combining several different types of sensors designed to pick up life forms within range and identify them. Its range is only 100m extending in a 60 degree arc in front of the machine. However each device holds a complete database of the indigenous life forms of the world it was purchased for, including habits, threat levels and specific medical advice if injured by one. If the detected creature does not match anything in its circuits, the scanner merely indicates its size, distance and direction.

Surveillance Unit

This device has a sophisticated set of sensors which pick up quiescent transceivers, magnetic induction in wired data lines, and monitors wireless data frequencies to detect unwelcome surveillance.

Audio Pickup

This device is a pen sized sensor wand which can pick up sounds at range and filter out the background noise in order to get a clear signal. An audio pickup is capable of isolating a normal conversation at a hundred meters no matter what ambient noise is drowning it out. For example a whispered conversation across a busy bar. The sensor has a limited frequency range however, unable to detect the sub-sonic and ultrasonic bands.

Macrobinoculars

Magnifying handheld binoculars which project an internal readout under the viewed object, showing its distance, elevation, and temperature. They also adjust for passive low-light and nighttime viewing, provided there is enough star or moonlight to illuminate the vista.

Comms Scanner

A receive only handheld scanner which can intercept and record most broadcast transmissions. Military and espionage versions are backpack sized but contain an integral code-cracker to help decrypt encoded messages. These are more expensive and generally only available through special channels.

Chem Detector

A molecular analyser which sniffs the atmosphere for compounds hazardous to the race its set for. It has a secondary function which enables it to analyse compounds and chemicals it is held over, although this requires the user to have some form of Chemistry or Biology skill to correctly interpret the information displayed.

Audio Snoopers/Data Snoopers/Tracking Snoopers

Communication bugs, these sophisticated little devices have a range of abilities, depending on their purpose. Audio snoopers merely record or transmit anything they hear within a 10m radius of their hidden position. Data snoopers do the same thing, except they are limited to information provided by the electronics device to which they are attached. Tracking snoopers send out a beacon, irregularly timed to avoid detection, indicating their precise position. All snoopers are considered highly illegal and are only available from military or criminal contacts, or must be hand built.

Vigilance Drone

A man portable sensor pack which is only 30cm in diameter when collapsed for transportation, but grows to 2m high when its numerous aerials and detector wands are extended. The sensor drone combines the features of a motion detector, heat source scanner, wide angle visual sensor and an audio pickup. Its hardware analyses the combined information to identify possible anomalies up to a kilometre distant, depending on the terrain and any interposing vegetation. Vigilance drones are primarily used as autonomous sentries to guard the perimeters of scouting camps or military bases.

Silence Bubble Generator

A small device which produces a 2m diameter bubble which suppresses sound passing through in either direction. The field prevents normal conversations from being eavesdropped on, but louder noises like explosions or gunfire can penetrate it.

Holographic Image Disguiser

Originally a device designed for use in the entertainment industry, it was quickly sequestered by the military and is considered illegal technology. A holographic image disguiser quite literally makes the object it is resting on (or carried by) appear to be something completely different. The device only has the memory capacity to store one false image at a time, forcing the user to scan the object it is intended to disguise and program the image data in advance.

Medical Equipment

Emergency Medpac

A sophisticated diagnostics device designed to be used by those with basic medical training, it contains a series of tailored medicines and chemicals which permits rapid treatment of Serious Wounds in emergency or battlefield situations. Its application can be performed in three Combat Rounds, requiring a roll against the user’s First Aid or Healing skill. Success not only recovers damage (as per the Healing skill) but also pumps enough stimulants into the victim so that they recover functionality of the injured location. The device can also stabilize Major Wounds, although surgery is still required. Medpacs are species specific and are single use only.

Medisensor

Used by professional medics, the medisensor can detect and analyse a patient’s condition, indicating precisely what is wrong. Medisensors are species specific, but possess a large enough database to be able to identify all commonly known diseases and poisons – thus aiding a doctor to devise the correct treatment.

Medical Backpack

This comprehensive analysis and treatment kit provides a range of equipment. It combines a diagnostics Medisensor with a range of medications, from anesthetics and antivenoms to radiation treatments and sedatives. The unit also has a field surgery kit, artificial plasma packs, sterilization laser, bandages and even a collapsible repulsorlift stretcher. Its primary use is for combat medics, preventing any situational penalties for performing First Aid or Healing outside of a full med-bay.

Prosthetic Limb

Replaces the injured person’s missing limb with a bionic device which matches their physiology in every way. Prosthetic limbs are not made stronger or faster than the patient’s own physical capabilities otherwise injuries are likely to occur when the limb attempts something the user’s body cannot handle. Due to their simple electro-mechanical construction, prosthetic limbs are not subject to the effects of Ion weapons. Embedding weaponry within a prosthetic is illegal within the Galactic Republic.

Prosthetic Life Support

Similar to prosthetic limbs, this device artificially replaces part or all of an injured victim’s own vital organs; at least those contained within the torso. The prosthetic requires the permanent mounting of electro-mechanical machines within and around the affected area. Normally these can be concealed by clothing, but never quite replace the efficiency of the original biological organs. Militarized versions are expressly forbidden by the Galactic Republic, however some examples exist. Prosthetic life support systems are affected by ion weapons.

Bacta Tank

This is a large, fluid filled tank into which injured victims are placed, in order to promote more rapid healing. A bacta tank is a large, immovable piece of equipment which is generally installed in hospitals and capital class spaceships. Anyone immersed in a bacta tank has their healing rate raised by one level in terms of time. So Minor Wounds heal in hours, Serious Wounds in days and Major Wounds in weeks.

Emergency Stasis Pack

In case a victim is near death or has sustained wounds unlikely to be treatable in a reasonable time, the emergency stasis pack will put a victim into a state of suspension or hibernation, keeping them from death, for 1d6 days. Application of an emergency stasis pack requires 1d3 rounds and a successful First Aid or Healing roll. Emergency stasis packs are large, about double the size of a medical backpack.

Security Devices

Binders

Basic durasteel handcuffs, which can be adapted to fit most species. Near impossible to break using brute force, they are normally opened by used of an electronic key. Treat the binders as having 8AP and 8HP for purposes of breaking free.

Magnolock

Small but intensely powerful, Magnolocks are used to temporarily secure a door or hatch. No larger than a datapad, the unit thermally bonds itself to metallic surfaces. Whilst powered the device produces an electromagnetic field which makes both halves adhere with near unbreakable strength. The field only last six hours on an integral charge but can be turned on or off with an electronic signal.

Monofilament Screen Guard

A rolled up strip of plastic, which when unrolled and split apart, produces a near invisible 2m high mesh of monofilament wires which can be anchored by its integral adhesive strips across a doorway or corridor. Spotting the mesh suffers a Herculean penalty unless the observer is making a slow and methodical search. Running full pelt into the mesh inflicts 1d3 damage to every unarmored Hit Location. A single use device, the screen guard can be affixed in two modes. The first merely blocks a passageway, remaining as a barrier unless cut through with some sort of vibroknife or vibrosword (6AP, 6HP). The second uses a weaker bond, enabling the mesh to entrap the victim as its pulled from its anchor points (entangling)

Stun Cuffs

Ostensibly the same as binders, this advanced version has a remotely operated circuit which inflicts pain on wearers. The first jolt forces the wearer to make an Endurance test to resist the painful neural stimulation. Failure results in the cuffed limbs being incapacitated for 1d3 Rounds. Each subsequent failure to resist a jolt imposes an additional 1d3 levels of Fatigue on the victim until they collapse in a Semi-Conscious or Comatose state. Stun cuffs cannot kill their wearer, although they are sometimes used by Galactic Republic investigators to interrogate prisoners.

Magnacuffs

Individual cuffs not physically linked together, Magnacuffs allow some degree of functionality or freedom to the wearer. They are intended to provide those arrested some degree of dignity. If the wearer attempts to escape or strike back against its oppressors, the magnetic field of the cuffs causes them to immediately bind together. The cuffs are triggered by remote electronic key or when the wearer attempts to leave a coded area.

Security Collar

Worn about the neck, this device not only permits shock treatment of unruly wearers (as per Stun Cuffs), but also transmits its location to the ‘owner’ of the collar. This device is often combined with Magnacuffs for additional security.

Survival Gear

Syntherope

A strong yet light cable capable of supporting up to 500kg. Syntherope normally comes with a spool dispenser which doubles as a handgrip if needing to swing or climb on the cable. Most dispensers come with standard 25, 50 and 100m lengths. Longer spools become increasingly bulky.

Fire Rod

A pen-sized plastic tube, which when cracked, allows two ostensibly inert chemicals to mix together, providing a short-lived but fierce flame. A foolproof method of igniting flammable materials, fire rods work even in strong winds or when attempting to light damp kindling.

Light Stick

Finger sized torch which can either project a beam of light over a 25m distance, or glow radically providing illumination in a 5m diameter circle. The battery lasts for a month of continuous use.

Camouflage Net

A synthetic netting able to adopt the color and pattern of its local environment, due to the electrically stimulated dichrome cloth it is formed from. Usually used to conceal parked vehicles or hidden camps.

Water Filter

A simple, ubiquitous device which is able to filter and purify water. The speed of filtering depends on how contaminated the water is, but a rough guide is that it takes a hour to cleans a liter of seawater. The appearance of the filter depends on the manufacturer, but either comes as a hip mounted canister subdivided into two sections, or a flattened square of multi-chambered plastic which can be rolled up. The filter needs frequent removal and washing to clean out accumulated crud, but the device itself is solar powered.

Condenser Unit

Basically a portable heater, able to store ambient warmth and solar energy; then release it in either short, intensive bursts for cooking or slower gentle radiance for heating shelters. The unit possesses its own energy supply for occasions when the local environment is too cold. In this case the unit might last up to a month depending on how low the temperature is.

Distress Beacon

A flask sized device which broadcasts a simple emergency beacon via hyperspace. It has enough range to cover an entire system and any nearby hyperspace lanes, which means it has limited use in remote or lost regions of the Galactic Republic. The integral power pack is sufficient to power the beacon for up to ten years.

Climbing Harness

Simple body harness which prevents fatal falls if attached to a firmly anchored climbing line. Climbing harnesses come equipped with all necessary clips, perma-glue pitons and a rappelling device.

Thermal Poncho

Thermal cloaks help to regulate the body temperature of the wearer. Despite its name they are able to shield the wearer from excessive heat as well as the cold. Woven from sophisticated silks and synthetics, the weave of the material provides directional moisture wicking, changes its reflectivity, and opens or closes according to the ambient temperature. Due to their design, the ponchos are capable of being used as ground sheets or blankets. They offer protection against temperatures ranging from 0 to +40 degrees Celsius.

Vibrosaw

A tool designed for multiple purposes such as felling trees, cutting plastics and so on. Vibrosaws are rarely seen in civilian hands save on the setting up of new colony worlds or as part of industrial use. They incorporate several autonomous safety systems making them near useless as weapons, but inflict 1d8 damage per Round for the purpose of cutting though inanimate objects.

DuraShelter

A single person, collapsible tent, the DuraShelter packs down to a small bundle which can be carried on a belt. The tent is made from thermal insulating fabrics, which are both wind-proof and water resistant. When pegged down DuraShelters are capable of resisting the most severe weather, providing they are not struck by large wind carried objects. Normally these tents are brightly colored to ease possible search and rescue situations. However, for an extra 250 Cr they come with a dichrome surface granting them intrinsic camouflage.

Grappling Gun

The quick way of scaling an obstacle, a grappling gun launches single shot grapnels which embed themselves into the material they’re fire at. Grappling guns have a range of 50m and come with three grapnels, each trailing a similar length of syntherope.

Thermosuit

As per Thermo Ponchos but actually cut to fit a specific size of wearer, these specialised suits are intended to be worn in more extreme conditions. As part of their construction they incorporate a dual heating-cooling system which runs for 72 hours per charge. Thermosuits protect against temperatures ranging from -20 to +60 degrees Celsius, but due to their inherent bulkiness impose 2 points of Armour Penalty to the wearer’s Strike Rank.

Vacuum Suit

Archaic devices, vacuum suits are intended for surviving in the depths of space. Since most space construction and ship maintenance is performed within shielded dock yards, or upon planetary surfaces, they are rarely seen save in rim systems without direct access to Galactic tech levels.

Survival Pack

A comprehensive survival kit containing a DuraShelter, emergency medpac, vibroknife, thermal poncho, water filter, thermal condenser, 25m of syntherope, folding grappling hook, sleeping bag, distress beacon, light stick, breather mask and two weeks of ration bars and spare filters. They are normally part of a starship or lifeboat’s emergency equipment.

Adhesion Disks

Worn on the hands and knees, these disks permit the wearer to scale normally impossible to climb substances such as glass or sheet metal. They rely on molecular attractive forces requiring relatively smooth, particle free surfaces to cling successfully. Thus they are of no use when scaling rocky cliffs or trees.