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