General Gear

Storage Containers

Psi-Wars uses the Schrödinger's Backpack rules from Pyramid #3/83.

Attaché Case: a simple briefcase, typically with an electronic or biometric lock; DR 20. $100, 2 lbs; LC4.

Backpack: Carries up to 50 lbs; 2 lbs, $100. Tends to carry up to $10,000 worth of starting gear.

Ballistic Backpack: Typical of Imperial or Alliance Regulars, this comes covered in a ballistic armor and is built to attach to armor attachment points; DR 20. Carries up to 50 lbs; 3 lbs, $200. Tends to carry up to $10,000 worth of starting gear.

Travel bag: Carries up to 100 lbs; 5 lbs, $100. Tends to carry up to $10,000 worth of starting gear.

Utility Belt: A belt with slots, holders and bags meant to carry a variety of smaller thing. Carries up to 10 lbs; neg, $25. Tends to carry up to $5,000 worth of starting gear.

Utility Webbing: A collection of straps and mesh netting meant to carry ammunition of small forms of gear. Carries up to 20 lbs; 1 lb, $50. Tends to carry up to $5,000 worth of starting gear.

Utility Crate: This heavy crate or trunk is about 10 cubic feet and has armored plastic. DR 20. Carries up to 500 lbs; 50 lbs, $250. Tends to carry up to $20,000 worth of starting gear.

Most spaceships also have an armory or a closet or something similar. Assume that each ship has up to 100 lbs of gear per character, carrying up to $50,000 worth of equipment, usually specified as either weaponry or clothing.

Using Schrödinger's Backpack

If the GM wishes to use the Schrödinger's Backpack rules (Pyramid #3/83, page 24), use the following simplifications: Players may specify whether they actually have something by directly purchasing it and including it on their sheet. Players need only use these rules if they don't want to concern themselves with the specifics of what they have or don't have. To see if a character has something in their pack, simply roll IQ-based Scrounging; characters with specialized packs, or looking for gear appropriate to a specialized pack, may roll an alternate skill instead. Apply a penalty based on the value of the dollar value for the item the character wishes to extract. 5% or less of the carried value has no penalty; 10% is -2, 20% is -4. Something that costs 1% may get a +4, at the GM's discretion. If the roll succeeds, the character finds the item, if it fails, they did not pack the item and the character may attempt twice more for similar items (that is, if they cannot find smart rope, maybe they can find normal rope or some wire). If all of these fail, they do not have the item in question. If the character has an "aspected" pack, they gain +2 to the roll. Any item designated as a Special Order may either be forbidden or the GM can apply a penalty to the roll (a standard penalty might be -4).

The GM may waive rolls for "obvious" or especially necessary items, and characters who fail may spend an impulse buy point to turn a failure into a success. The GM may also disallow rolls for uncommon items that he feels would not be present in a backpack (for example, finding a force sword or a religious relic), or any rolls that don't make sense given the dimensions involved (finding a sleeping bag in a utility belt).

Modifier $50,000 containers $20,000 containers $10,000 containers
-4 $10,000 $4,000 $2,000
-2 $5,000 $2,000 $1,000
+0 $2,500 $1,000 $500
+4 $500 $200 $100

Examples of Specialized Containers

  • Expedition Gear: +2 to find expedition gear; Hiking or Survival (any)
  • Military Gear: +2 to find weaponry or ammunition; Soldier
  • Medical Gear: +2 to find medical gear; Physician or First Aid.
  • Occult Gear: +2 to find religious symbols, exorcism equipment, etc; Religious Ritual or Occultism.

Combat Accessories

A Note on Optics in Combat


Psi-Wars favors close in combat. The limitation on the various optics below applying their bonus only out to the first 20 yards is partly based on the notion that one gets diminishing returns when one can barely see the laser dot, but it’s mostly a rule in place to prevent an issue with a sniper gaining a huge bonus to hit the space knight from a mile away. A GM who wants to restore the normal, Ultra-Tech ranges is free to do so. A compromise might be to allow skilled snipers to take a Rules Exclusion perk, perhaps called Far-Out Optics.

HUD: A transparent computer monitor worn over one eye. If connected with a blaster with integrated “smartgun” electronics (assume all Syntech and Wyrmwerks weapons have such electronics), it shows what the blaster “sees,” which provides a +1 to Acc to shots taken on targets within 20 yards; this bonus is not cumulative with the bonus from scopes or laser sights. This alo provides additional information, such as the number of charges that remains in the blaster, the source of a malfunction (+1 to repair) etc. See HUD Link (UT149) for more. A Fine HUDs can increase the Acc bonus to +2 while a Very Fine HUD provides +2 Acc or +1 to unaimed shots made within 20 yards. $100, 0.05 lbs; Fine HUDs cost $200, and Very Fine HUDs cost $500. LC4

Laser Sight: This rail accessory grants +1 to the character’s ranged attack skill out to 20 yards. $150 for a red, blue or green laser; $300 for a UV or IR laser. 0.25 lbs. LC3.

Smartgun Link: This rail accessory can be attached to any gun to make it compatible with a HUD. $100, 0.25 lbs. LC3

Scope, Compact: see UT149. In Psi-Wars, this grants a maximum of +3 to Acc and Nightvision 9 with Restricted Vision (Tunnel Vision). $1000, 0.5 lbs, A/1 month; LC4

Scope, Enhanced: see UT149. In Psi-Wars, this grants a maximum of +4 Acc and Hyperspectral Vision with Restricted Vision (Tunnel Vision). $8000, 2 lbs, A/1 week; LC4

Scope, Primitive: This old-fashioned, variable optical scope provides no vision benefits other than magnification; it grants a maximum of +3 Acc and no additional benefits. $500, 1 lb. LC4

Holster, Belt: For pistols; $25, 0.5 lbs. Free with Utility Belt.

Holster, Shoulder: For pistols; basic tool for Holdout, but applies -1 to Fast-Draw. $50, 1 lb.

Holster, Power: see UT151; adds +4 to Fast-Draw. $1000, 2 lbs., A/50 uses. LC4.

Holster, Undercover: For pistols; +1 to Holdout , but applies -1 to Fast-Draw. $150, 1 lb.

Tactical Sling: For carrying a long-arm. +1 to Fast-Draw (Long-arm); can be used to Brace during an Aim for a +1. $50, 2 lbs.

Comm Systems

Wrist Comm: A small device worn on the wrist as a bracelet, the wearer may speak into it to communicate via radio. Range 10 miles. $25, 0.1 lbs. A/2 days. It can be disguised as a lovely bracelet (increase cost to $100).

Palm Holo Comm: A hand-held device that fits in the palm of the hand and integrates a small, holotech player to both receive any hologram sent, or to transmit a hologram of the user. 100 mile range; $200, 0.5 lbs, B/2 days.

Backpack Holo-Comm: Typically used by military forces or business executives who insist on the best communication devices, this consists of a large communicator typically carried on the back. It connects to a palm-sized holo comm, which it can boost to considerable ranges, or the backpack can be laid upon the ground, and in this mode it can project a full, 1:1 sized holographic figure. 1000 mile range; $1,000, 5 lbs; 2C/2 days.

Computer Gear

Datapad: A simple, hand-held computer with a touch screen, a communicator and a small holographic display. It combines the functionality of communication device (Tiny Radio Communicator with 10 mile range, UT 44), book reader (UT 51) and a small computer. Generally, it's enough to receive or send text messages, pre-recorded holograms, read books, or explore data sites on the planetary network. Its a very common device. Attempts to perform time-consuming tasks are a -2, and it counts as improvised equipment for Computer Hacking (-5). $200, 0.2 lbs, B/50 hours, LC 4

Portable Workstation: A working man's computer; this consists of a computer, a display, a keyboard and other controls all integrated into a single device that easily fits onto a countertop and can be folded away into something about the size of a large book when not in use. It counts as basic equipment for most Computer Operation tasks, but applies a -1 for extensive or time consuming tasks. It lacks the complexity necessary to hack large scale computers, and applies a -2 to Computer Hacking rolls. $1000, 2 lbs, C/50 hours, LC 4.

Hacking Rig: Proper hacking requires advanced or heavy duty computers, as they must be portable but still complex enough to deal with the security systems of the sort of mainframes that most security systems use. Hackers take a great deal of pride in their equipment, so these come in several varieties. All of them count as Basic Equipment (+0) for hacking. All hacking rigs are Special Orders.

  • Advanced Hacking Rig: Resembles a slim version of a Portable Workstation, this makes use of top-of-the-line technology to keep up with larger computers; this includes the Stellar Dynamics Neon and the elegant Syntech Nexus-X. $5000, 2 lbs, C/50 hours, LC 3.
  • Heavy Duty Hacking Rig: This resembles a chunky, robust or outdated Portable Workstation, but makes up for its lack of advanced technology with sheer power; this includes the Redjack Gearbox and the limited run ARC Grimoire. $2500, 5 lbs, 2C/50 hours, LC 3.
  • Mini Hacking Rig: the recently released Syntech Kunai looks like an upscale datapad; it includes a touch screen (-2 to long-term tasks) but easily fits into a pocket. $7500, 0.5 lbs, 2A/50 hours, LC 3.

Cyberjack: A cyberjack is looks like an oversized datachip combined with a datajack. It can be inserted directly into any datajack, and it typically includes a security feature that locks it into place on the datajack. Once in place, its weak, dedicated AI begins to execute a limited version of a hacking protocol. A cyberjack hacks with its own skill, but it performs only a single function. After it has finished, it can either destroy itself (it has a small, internal charge which is enough to damage the device enough that security forces cannot recover it) or it can be recovered and then repaired (which takes at least an hour and Electronics Repair (Computer)). Most people who use them regard them as disposable. A Cyberjack can perform only a single task, chosen when it is built or purchased; select from the list below, and it performs the hack in one minute, rather than one hour. A Skill 12 Cyberjacks are $500; skill-15 Cyberjacks are $1000. 0.05 lbs, A/10 hours, LC3. All Cyberjacks are Special Orders

  • Breaching Jack: This Cyberjack compromises the security of the entire network; if the Breaching Jack is successful, any Computer Hacking rolls on the network gain a +2 until the Breaching Jack is removed from the system.
  • Chaos Jack: This Cyberjack uses its skill to disable or activate any security system on a network it has hacked into. The owner can issue commands to the cyberjack via a secure channel, and they can either command it to activate or disable a specific security system, or to disable all of them, or to activate any or all of them in a random pattern.
  • Key Jack: The Cyberjack specializes in disabling locks. Once it has successfully hacked into a network, it will use its skill to open any doors available on that network. The owner can communicate requests to it via a secure communication channel, to direct it to open a specific door, or it can be programmed to open all doors on the network.
  • Shadow Jack: Once the Cyberjack has hacked into the system, it monitors all traffic on the system and uses its own skill to evade any detection by system security or to find specified information on the network. It will transmit any data it collects via a secure channel, and it also uploads it into a datachip that can be removed manually.

Demolitions and Explosives Gear

Detonators: UT 89. $20, neg. weight.

Detonator Remote: For setting off a detonator or a plasma charge. $40, 0.04 lbs, 2A/50 hours, LC 3.

HEX-6: High-Energy Explosive (UT88) that is malleable and roughly the same size as a block of “plastic explosives.” Requires a detonator. See Pyramid #3/51 p8 for additional rules (toxicity, etc). 6dx8 cr ex, $50, 1 lb. LC 1.

Small Plasma Charge: UT88. Includes a detonator. Deals 6dx8 cr ex. $50, ½ lb. This can also be a limpet mine for $100 and 1 lb. LC 1.

Heavy Plasma Charge: UT88 Includes a detonator. Deals 6dx15 cr ex. $500, 5 lbs. LC 1.

Nanoscale Thermite: Pyramid #3/51 p9. Includes a detonator. Deals 2dx10 cor + linked 3d burn ex per second. Burns for 5 seconds. $200, 1 lb. LC 1.

Expedition Gear

Compass, Archaic: Allows Navigation (Land and Underground) at no penalty, but only if on a world with magnetic fields. ; $25, neg;

Compass, Inertial: Grants +3 to Navigation (Land and Underground). ; $50, neg;

EM Autograpnel: UT 96. This has a maximum load of 800 lbs, a maximum range of 30 yards, and a traversal speed of 7 yards/second. $500, 5 lbs, C/1 hour. LC4.

Rope, 1/8”: UT 81. Supports 800 lbs; per 10 yards: $2, 0.1 lbs

Rope, 3/8”: UT 81. Supports 8000 lbs; per 10 yards: $20, 1 lb

Shelter, 1-man: A wind-proof, water-proof shelter made of synthetic material; Takes one minute to set-up +1 to survival; $100, 1 lb.

Shelter, 4-man: As above, but with room for four; survival modifier +2; $150, 12 lbs.

Shelter, 4-man, pressurized: As above, but with room for four and capable of being pressurized in a hostile environment and has 4 man-days of air; DR 20; $3000, 50 lbs.

Sleeping Bag: Typically made of a silvery synthetic material with integrated thermal elements to provide modest climate control. Prevents loss of FP due to cold weather while sleeping (no roll required so long as the power cell lasts, otherwise +1 to HT rolls); $100, 2 lbs, C/10 weeks.

Survival Basics, Group: Basic equipment for Cooking and Survival
skill for a group – micro-fusion heater, food mini-fac, smart rope, memory hatchet/pic, etc., for 3-8 campers. $50, 10 lbs.

Survival Basics, Personal:. Minimum gear for camping; -2 to Survival rolls without it. Includes utensils and lighter. $5, 0.5 lb.

Light Sources

Light sources eliminate all vision penalties for darkness for anything falling inside of its radius or beam. Faint LEDs, the screens of datapads, or the projection of a hologram, can reduce darkness penalties down -3 typically in a radius or beam of no greater than 1 yard.

These tend to be common. Rather than worry whether a PC has access to them, you can assume they're typically a part of their Schrödinger's Backpack above.

Mini-Flashlight: 10-yard beam; $10, 0.25 lbs; B/5 days; Can be mounted on an accessory rail or helmet;

Heavy Flashlight: 50-yard beam; $20, 1 lb; 2B/5 days; Can be used as a baton.

Electric Lantern: 10-yard radius; $30, 3 lb; C/5 days;

Glow Stick: 2-yard radius; $2, 0.1 lb; 3 days.

Flare Grenade: 500-yard radius; $80, 1 lb; 5 minutes; anyone within 5 yards looking in the direction of the grenade must roll HT+0 (-3 if set off in the dark) or be blinded for a number of seconds equal to the margin of failure.

Medical Gear

Anti-Toxin Kit: UT196; $25, 0.5 lbs. LC4.

Crash Kit: UT 198; $200, 10 lbs.

First Aid Kit: UT 198; $50, 2 lbs.

Medical Supplies: UT199; contains a pneumohypo and 50 patient-days of any relevant medicines, including all medications listed under Technological Medicine. These medications use the "Bullets, Beans and Batteries" rules: the character has an unlimited supply unless the GM decides that characters need to "count" supplies, then the character has a total of five remaining doses of any medication that costs $100 or more (Quickheal, Anti-Rad, Enzyme Blockers, etc); for examples of medicines commonly available in "Medical Supplies" see A Well Stocked Pharmacy. $1000, 5 lbs, LC4.

Neural Inhibitor: UT 201; $200, 0.1 lb; LC 3.

Surgical Equipment: UT199; ignore the bonus rules, just treat these as Basic Tools for Surgery. $300, 15 lbs, LC4.

Medscanner: UT200; $1000, 0.25 lbs; LC4.

Personal Accessories

Book Reader: See UT51; often comes with integrated book. $20, 0.1 lb; 2A/Month

Entertainment Console: See UT51; a fixture in many spaceships! $500, 1 lb; 2B/15 hr or external power.

Grooming Spray: see UT38. True aristocrats wouldn’t be caught dead using one, but a smuggler on a date doesn’t always have many options. $10, 0.1 lb, 30 uses.

Holotech Player: See UT52; often a keepsake. $10, 0.1 lb, A/1 week; LC4.

Psionic Gear

Mind-Shield Jewelry: A combination of silvery metal and a black, nyxian crystal, this is a much smaller and more subtle version of the Mind-Shield Mask below; it provides a +2 to Will or IQ rolls to resist mental intrusion (generally Telepathy or Psychic Vampirism), and grows slightly cool to the touch when it prevents a mental intrusion attempt. The jewel can be crafted into an earring, a broach or a diadem, but most be worn on or near the head (the neck is also acceptable). They’re easily hidden, and the GM may require a Perception or Perception-based Expert Skill (Psionics) roll to notice them, or recognize their significance. $1000, 0.1 lb, A/5 days; LC3

Mind-Shield Mask: This imposing technological mask integrates Mind-Shield Circuitry to hide the thoughts of the user. This provides a +4 to Will or IQ rolls to resist psionic mental intrusions (generally Telepathy or Psychic Vampirism). If the mask warns the user of failed (but not successful!) attempts with a HUD display. It also protects the face with a DR of 5. $1000, 1 lb, B/2 weeks. LC3.

Psi-Amplifier: A variety of psi-amplifiers exist across the Psi-Wars galaxy. Which is available depends on the campaign location, and what local traditions hold sway. Most Psi-Amplifiers are equivalent to the Psi-Amplifier Headband (Psi-Tech 12) and grant +2 to a single psionic talent (chosen when the amplifier is created) and provide some additional psychic energy reserves that the character can draw upon; note that they do not provide the cheaper Extra-Effort noted in Psi-Tech page 12. Below are the most common Psi-Amplifiers. All Psi-Amplifiers are Special Orders.

  • Black Crown: Found primarily in the Umbral Rim, these featureless black bands wrap around the wearer’s head, though some “crest” or “halo” variations are also common. These amplifiers provide a +2 to a single psionic talent, and 10 ER; these ER do not recover naturally, but instead drain the wearer: whenever the wearer would gain ER or fatigue, the crown instead restores one if its ER, allowing the wearer to recover only when the crown is fully charged. $25,000, 1 lb, B/month. LC 3.
  • Maradonian Crown: This traditional psi-amplifier is worn as a crest or a halo behind the wearer’s head, attached via the hair or a headband. They’re eye-catching and beautifully wrought and appropriately styled for formal occasions. It grants the wearer a +2 to a single psionic talent and provides 10 ER; these ER regenerate naturally at a rate of 1 per hour. They’re common in the Glorian Rim, and not too uncommon in the Galactic Core. $25,000, 1 lb, B/month. LC 3.
  • Wyrmwerks Amplifier Collar: The the fringe rationalists of Wyrmwerks experimented with psychic amplification collars. Heavy and somewhat unwieldy, these cover the whole of the users neck and go all the way up to the base of the skull and extend slightly down the spine to a point between the shoulder blades. It takes 6 seconds to don or remove the collar. It provides the wearer 30 DR to the neck and spine; It visibly and audibly powers up when used. It grants a +3 to a single talent and provides 10 ER; the ER do not recharge on their own; instead, the user must reload the power-cell; one C-cell provides 10 ER. It takes 5 seconds to reload the power-cell, and it must be done along the spine, which usually requires the wearer to remove the collar. While not especially common, they are generally the most often found amplifiers in the Galactic Core or the Arkhaian Spiral. $25,000, 4 lbs, C/month (+1 C-cell for ER reserves). LC3
  • Wyrmwerks Amplifier Gauntlet: The result of experiments attempting to weaponize psychic phenomenon. This amplifier is less common than the Wyrmwerks amplifier collar, but is not unheard of; it can be found in the Galactic Core and the Arkhaian Spiral. This amplifier is worn on the wrist and hand, and resembles a technological, fingerless, armored gauntlet. It provides a DR of 20 to the hand, and a +2 to a single attack ability of a single psychic power and 6 ER that can be used exclusively to power that ability; this is somewhat compatible with other amplifiers: if the gauntlet joins another amplifier, it's worth +1 to the attack ability, not +2. Examples include the Drain (Attribute) abilities of Psychic Vampirism, psychokinesis’s TK-Crush and so on; the GM may wish to extend this bonus to other related psychic attack abilities: it may apply to Lightning, Electric Lash and Surge, for example. The attack emanates from the gauntleted hand, which must be pointed at the target, and visibly and audibly powers up, and the gauntlet, as a weapon, can benefit from the Weapon Bond perk. The ER comes from a set of 3 B-cells, which can be reloaded independently, each taking 3 seconds to reload. $15,000, 1 lb, B/week + 3B “ammunition.” LC3.

Psi-Damper Collar: This collar prevents the use of psionic powers. Attempts to use a psionic power while wearing one requires the character to roll a contest of Will+Talent vs the collar’s Damper effect of 20; if the character fails, they trigger a neural lash effect and are unable to attempt again for hours equal to their margin of defeat. On a success, the collar’s damper effect burns out. The collar has a DR of 50 and has an ST of 20 for the purposes of resisting breakage. The neurolash effect inflicts 1d+2 fat damage, and the character must roll HT at a penalty equal to the damage taken to not be Stunned for a number of seconds equal to the margin of failure, or fall Unconscious for a number of minutes equal to the margin of failure if they fail by 5 or more. The collar is otherwise an electronic collar (UT 107) that can be controlled remotely, including opening it, turning off the power damper effect, or triggering the neurolash effect. $1500, 0.3 lbs; B/1 month. LC3

Psi-Damper Helmet: This heavy duty restraint helmet covers the head and ears of the target, preventing them from seeing and hearing. Otherwise, it operates similarly to a heavier version of the Psi-Damper Collar. Use the same rules as the Psi-Damper Collar except that it has a DR of 60, an ST of 30, and the Psi-Damper effect is 24 rather than 20. $4500, 2 lbs; C cell (1 month of Psi-Damper use; each second of use of the neural lash effect reduces the Psi-Damper life by 1 hour; it can be used for 10 consecutive minutes). LC2

Psionic Testing Kit: Contains Zener cards, RNG systems, white noise machines, sensitive EM meters, etc. This is a basic tool for Expert Skill (Psionics) to determine if a (willing) target is psionic, or to explore psionic phenomenon. $1000, 2 lbs, 2B/day. LC 4

Psi-Scanner: A new innovation, this actively detects psychic phenomenon. This functions like the Psi-Scanner (Psi-Tech page 22) except that it can use the better of Electronics Operation (Psychotronic or Scientific), and it has a Malf of 14: any roll of 14 or higher automatically creates a false or anomalous result; characters with Expert Skill (Psionics) can roll their skill to determine the validity of the Psi-Scanner’s results. $10,000, 2 lbs, B/day. LC 4. Special Order.

Sensory Deprivation Tanks: See Psi-Tech page 10; generally used on a ship or from a home. $2,000, 2750 lbs full/500 lbs empty. LC 4. Special Order.

Sensors and Optics

Binoculars, Electro-Optical: UT60; Grants 16x magnification and Nightvision 9; $500, 0.6 lbs.

Binoculars, Hyperspectral: UT60; Grants 16x magnification and Hyperspectral Vision 9; $10,00, 3 lbs.

Goggles, Hyperspectral: UT 60. Hyperspectral Vision and 4x magnification; $4,000, 0.3 lb. Special Order.

Goggles, Nightvision: UT 60. Nightvision 9 and 4x magnification; $1,000, 0.3 lb

Goggles, Protective: Grants DR 20 to the eyes and Protected Vision; $100, 0.1 lb

Ultrascanner, Portable: A fully functional ultra-scanner that can provide bioscans, rad scans and imaging scans to map an environment. Provides no tactical bonuses! $2000, 1 lb, B/day, LC3.

Ultrascanner, Wand: A ustrascanner-equipped sensor wand used by security to find hidden weapons. Grants +1 to all Explosives (EOD), Search or Traps rolls, and negates holdout bonuses provided by specialty clothing, but not distortion chips. $500, 1 lb, B/2 days, LC3.

The following cybernetics and helmets also offer night vision or other vision augmentation:

Spy Gear

Biometric Cracker: UT95; contrary to its description, treat it as basic tool to defeat biometric scanners. $4,000, 10 lbs, A/10 hr., LC2.

Distortion Chip: UT99. Treat this as a basic tool for Smuggling. $500, 0.05 lbs., A/24 hr. LC2.

Electronic Lockpick: UT95; contrary to its description, treat it as a basic tool to pick electronic locks. $1,500, 0.2 lbs, A/10 hr., LC2.

Gecko Gear: Pyramid #3/12, page 6; a pair of gloves and toe-socks. +4 to Climbing; $5000, 1.5 lbs; 2AA for 10 days. LC3

Hyperspatial Tracker: this device sends out a constant, low-energy hyperspatial pulse that can be detected out to a parsec away (that is, from a nearby starsystem), though they can be programmed to broadcast in such a way that their transmissions will be picked up by hyperspatial relays and transmitted to a specific receiver much farther away. Practically, this indicates the position of a ship when it is nearby, even if the ship is already in hyperspace. The device is large and weighty, at 5 lbs, about two feet long (SM -3) and works best when attached directly to a ship's energy system, otherwise it lasts for 2 days on its own internal power supply. Trackers tend to either be attached to the outside of a ship by someone passing by or, better, are wired directly into the system by a duplicitous mechanic. Characters on a ship with a tracker might detect the signal with an Electronics Operations (Comms) roll, typically as an odd distortion, and if the tracker is wired into the power supply directly, it might be detectable with an Electrician roll as a very minor power fluctuation. BAD should be applied to both, reflecting the skill of the spy that put it in place. $10,000, 5 lbs, C/48 hours, LC3.

Surveillance Bug: combines the effects of a keyboard bug (UT100), a nanobug (UT 105) and a homing beacon (UT105), but it is SM -11, and it can transmit its coordinates up to 100 miles away, and meaningful data up to 1 mile away. A "Shadow Bug" has an invisibility layer, applying an additional -10 to notice it with a visual search; this variation doubles the listed cost. $150, neg, AA/1 year, LC3.

Tools

Crowbar: see HT 30; basic tool for Forced Entry; Treat as a Small Mace (B271) in combat at -1 to skill as an improvised weapon. $50, 2 lbs, LC 4.

Duct Tape, Advanced: see HT 26 and Cuff Tape, UT 107. $10, 0.5 lb per 100-foot roll; LC4

Electronic Toolkit, Mini: UT 82; -2 skill; Belt-sized; For Electronic Repair or Amoury (Force Screen). $400, 2 lbs, 5A/2 days; LC 4.

Electronic Toolkit, Portable: UT 82; Tool box-sized; For Electronic Repair or Amoury (Force Screen). $1200, 10 lbs, 10A/2 days; LC 4.

Electronic Toolkit, Shop: UT 82; +2 skill; Van-sized; Electronic Repair or Amoury (Force Screen). $30,000, 100 lbs, 10B/Month; LC 4.

Fire Extinguisher, Pocket: UT 87; 15-second discharge; $10, 1 lb, LC4.

Fire Extinguisher: UT 87; 30-second discharge; $50, 3 lbs, LC4.

Grav-Ram: UT 84. $1000, 20 lbs, D/hour. LC4.

Plasma Torch, Mini: see UT80; 1d+2(5) burn, $100, 1 lb, 15 minutes on a B-cell. LC4

Plasma Torch, Full-Sized: see UT80; 2d+2 (5) burn, $300, 5 lbs, one hour on a C-cell. LC4

Toolkit, Mini: UT 82; -2 to skill; Belt sized; For Armoury, Electrician, Mechanic or Machinist. $200, 4 lbs, 5B/2 days; LC 4.

Toolkit, Portable: UT 82; Tool box-sized; For Armoury, Electrician, Mechanic or Machinist. $600, 20 lbs, 10B/2 days; LC 4.

Toolkit, Shop: UT 82; +2 skill; Van-sized; For Armoury, Electrician, Mechanic or Machinist. $15,000, 200 lbs, 10C/Month; LC 4.

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