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Home arrow Armoury arrow General Gear and Equipment
General Gear and Equipment PDF Print E-mail
Written by Luddite   
Sunday, 05 October 2008

A selection of new gear and equipment for Dark Heresy acolytes.

Clothing & Carriers

 

Aether Goggles

Cost: 35,000

Wt:  2.5kg

Availability:  Very Rare

Aether goggles are ancient and extremely rare technology that allows the wearer to see Warp intrusions into Realspace.

While wearing these goggles, the character gains the Psyniscience skill.  However, all normal Perception tests suffer a -10 penalty.

Aqua Suit

Cost: 100

Wt:  18kg

Availability:  Common

This full body sealed suit is designed for use under water, or similar non-corrosive liquids.

The suit protects the wearer from the cold and pressure of being under water (up to the depth of 1km) and prevents drowning.  It contains and integral re-breather mask, as well as flippers to aid swimming.

While in the suit, the wearer suffers -30 Agility while on land and -10 Perception.  The suit can be worn over normal clothing or up to 2AP of armour per location.

 

If the suit suffers more than 6 points of damage, it is rendered useless.

 

Auto Sense Mask

Cost: 2800

Wt:  1kg

Availability:  Rare

 

This face mask covers the wearer's eyes, ears and nose and plugs directly into the nervous system via a Mind Impulse Unit link.  The mask completely blocks the wearer's natural senses replacing them with the following;

 

Full, perfect vision, hearing and smell

Darksight (p239)

Sonar Sense (p332)

Unnatural Perception x2 (p332)

 

 

Backpack / Bergen

Cost: 20

Wt:  3kg

Availability:  Plentiful

 

Also called snapsack, knapsack, or packsack, this back mounted carryall can be rigid or flexible polymer and is mounted on a load-frame.

 

A typical backpack will store (internally and externally tied) up to 75kg of gear.

 

Cameleoline Cloak

Cost: 500

Wt:  2kg

Availability:  Rare

 

The cameleoline cloak is woven of mimic-fibres that blend to the colouration of the wearer's surroundings. 

 

A character wearing a cameleoline cloak gains +20 to any Concealment test. If he remains perfectly still, he also counts as being at Extreme range when targeted by ranged weapons.

 

Chronometer

Cost: 20

Wt:  0.2kg

Availability:  Abundant

 

Hand held or wrist worn timepieces, chronometers will display Imperial time, including date, and can be set to also show local time.

 

Clothing

Cost: 5 to 1,000,000+

Wt:  2kg to 50kg

Availability:  Abundant to Very Rare

 

Clothing varies.  Most people will purchase the best they can afford.

 

Concealed holster

Cost: 55

Wt:  1

Availability: Rare

 

This holster allows a pistol with the ‘Compact' quality to be concealed about a person, so that only a close body search will uncover it.  The pistol can be retrieved with a Ready action as normal.

 

 

Cryo Suit

Cost: 100

Wt:  18kg

Availability:  Common

 

This full body sealed suit is designed for use in arctic or hyper cold environments.

 

The suit gives complete protection from extreme cold, ice, frost, and even cryo-freezing.  It contains and integral re-breather mask.

 

While in the suit, the wearer suffers -10 Agility and -10 Perception.  The suit can be worn over normal clothing or up to 2AP of armour per location.

 

If the suit suffers more than 6 points of damage it is rendered useless.

 

Drop Harness

Cost: 25

Wt:  2kg

Availability:  Common

 

The drop harness is a device containing a compact spool-stored, high tensile safety line with a magnetic/hook clasp.

 

The harness will support 102kg before breaking and the line extends 50 meters. 

 

The line extends at 1 meter per second under pressure and can be locked off at any point.  It auto-reels back in as 5 meters per second.

 

The control box can also shut off the magnetic current or retract the hooks to allow the line to be easily retrieved after use.

 

If secured to aid a climbing ascent or descent of a vertical surface, the line prevents falling on a failed Climb test.

 

Explosive Collar

Cost: 55

Wt:  1kg

Availability:  Rare

 

These unpleasant devices are often attached to prisoners, indentured servants, slaves or sanctioned psykers.

 

A batch of collars will come with a control device that is able to select one, some or all of the collars for removal or detonation.  This device typically transmits over a 1km range.

 

A collar will explode when triggered or if it moves beyond 1km from the control device.

 

When the collar explodes it inflicts 1d10+50X damage to the wearer's head, and 1d10X damage to everything within 3 meters.

 

The control device has a rechargeable power pack that lasts 36 hours.

 

Attempting to remove a collar without the control device is a Hard (-20) Tech Use test.  Failure means the collar explodes.

 

Flight Pack

Cost: 2500

Wt:  35kg

Availability:  Rare

 

This large pack is worn on the back and incorporates a stacked sub-atomic chain, cold-fusion micro-reactor that utilises Helium-3 (He-3) non-radioactive isotope cells similar to those found in power armour. 

 

The flight pack confers the ‘Flyer' Trait (p330) on the wearer (see p216 for details of flying), and a movement rate whilst in the air of 0-10/20/30/60.  A flight pack is controlled either by a hand-held control stick or by a Mind Impulse Unit link and requires a Pilot (Civilian Craft) skill use to operate.

 

The flight pack will lift up to 150kg and still be able to fly.  It can lift a maximum 300kg, but if over 150kg load, it acts as a jump pack (confers the ‘Hoverer' Trait (p330)) instead.  It cannot lift over 300kg.

 

The power core will operate the flight pack for 5 years continuous use, but due to component heating cannot be safely used for more than 1 hour at a time.  Heat sensors bring the flight pack to a safe landing after approximately 55 minutes, if the user does not shut the engine off.  It requires an hour to cool down after use.

 

Any body hit sustained by the wearer that causes a critical, also has a chance to damage the flight pack.  Roll d%; on a 96+, the power unit is damaged sufficiently to cause a shutdown, rupture and critical heat venting.  Everything within 3 meters of the flight pack takes 1d10E fire damage (ignoring armour - see Dark Heresy p210) each round.

 

This damage is taken by the wearer also.

 

Flammable materials within range catch fire.

 

Ghillie Suit / Camouflage

Cost: 70

Wt:  12kg

Availability:  Common

 

This all over suit allows the wearer to blend into a rural environment.  The environment relevant to the ghillie suit must be specified at purchase (arctic, temperate, desert, etc.).

 

A character wearing a ghillie suit in the right environment and remaining perfectly still gains +30 to any Concealment test.

 

While in the suit, the wearer suffers a -10 Agility penalty.  The suit can be worn over normal clothing or up to 4AP of armour per location.

 

Holster

Cost: 35

Wt:  2

Availability: Common

 

This holster allows a pistol to be carried about a person.  It incorporated a bandolier that can hold individual shots or magazines.  The pistol can be retrieved with a Ready action as normal.

 

High Altitude Low Opening Drop Pack (HALO-DP) (‘Gravity Chute')

Cost: 850

Wt:  204kg

Availability:  Rare

 

The HALO-DP is worn on the back in place of a backpack and incorporates directional anti-gravity thrusters.

 

Once activated, and if worn by a falling character, these A-G thrusters automatically trigger at 50 meters from the ground, slowing the character's descent to provide a soft landing.  It contains and integral re-breather mask.

 

A character wearing a HALO-DP takes no damage from a fall over 50 meters in height.  The system does not trigger from a fall less than 50 meters.

 

The HALO-DP is often issued to Imperial Guard Drop Troops, and are typically used to insert combat soldiers into warzones from high orbit.

 

The HALO-DP contains a rechargeable power pack good for a single firing.

 

Incendiary Suit

Cost: 100

Wt:  18kg

Availability:  Common

 

This full body sealed suit is designed for use by fire suppression teams and other workers expected to enter extremely hot or fire-wreathed environments.

 

The suit gives 8AP protection to all locations against, and prevents fatigue loss from, heat and fire damage.  The suit itself cannot catch fire.  It contains and integral re-breather mask.

 

While in the suit, the wearer suffers -10 Agility and -10 Perception.  The suit can be worn over normal clothing or up to 2AP of armour per location.

 

If the suit suffers more than 6 points of non-fire damage, it is damaged enough to negate the protection it offers and no longer protects from fire/heat damage.

 

Infra Red (IR) Goggles

Cost: 275

Wt:  0.5kg

Availability:  Rare

 

IR goggles allow the wearer to see thermal images.  Heat differences will be apparent through up to 1 meter of typical building structural material and will reveal hidden creatures, heat leakage from machinery, DEW lines from lasweapon fire etc.  It also allows effective night vision, even in complete darkness. 

 

In an environment where temperature variations are minimal, the IR goggles will simply present a blank image.

 

The goggles have a rechargeable power pack that lasts 8 hours of continuous use.

 

Jump Pack

Cost: 1500

Wt:  30kg

Availability:  Rare

 

This large pack is worn on the back and incorporates a stacked sub-atomic chain, cold-fusion micro-reactor that utilises Helium-3 (He-3) non-radioactive isotope cells similar to those found in power armour. 

 

The jump pack confers the ‘Hoverer' Trait (p330) on the wearer (see p216 for details of flying) and a movement rate whilst in the air of 0-5/10/15/30.  A jump pack is controlled either by a hand-held control stick or by a Mind Impulse Unit link and requires a Pilot (Civilian Craft) skill use to operate.

 

The jump pack will lift up to 300kg and still be able to fly.  It cannot lift over 300kg.

 

The power core will operate the jump pack for 5 years continuous use, but due to component heating cannot be safely used for more than 1 hour at a time.  Heat sensors bring the flight pack to a safe landing after approximately 55 minutes, if the user does not shut the engine off.  It requires an hour to cool down after use.

 

Any body hit sustained by the wearer that causes a critical, also has a chance to damage the jump pack.  Roll d%; on a 96+, the power unit is damaged sufficiently to cause a shutdown, rupture and critical heat venting.  Everything within 3 meters of the flight pack takes 1d10E fire damage (ignoring armour - see Dark Heresy p210) each round.

 

This damage is taken by the wearer also.

 

Flammable materials within range catch fire.

 

Liquid Canister

Cost: 30

Wt:  3kg

Availability:  Common

 

This simple container is designed to hold, transport and dispense liquids, from simple water, to promethium.  Typically made of high density polymer or stainless steel, an average canister will hold 20 litres.  One litre of water weighs 1kg.

 

Nightside Visor

Cost: 65

Wt:  1.5kg

Availability:  Average

 

This visor is worn over the eyes and provides the wearer with ‘night vision' by combining low light enhancement with passive sonar technology.  The wearer can see in even complete darkness as if in daylight.

 

Nightside Visors have a rechargeable power cell that is good for 6 hours continuous use.

 

Para Wings

Cost: 300

Wt:  20kg

Availability:  Rare

 

These large, light polymer wings are a non-powered frame that allows the wearer to perform a glider descent through the air. 

 

The flight pack confers the ‘Flyer' Trait (p330) on the wearer (see p216 for details of flying), and a movement rate whilst in the air of 10.  The para wings must move 10 each round, and automatically descend 3-8 meters (as decided by the wearer).   A para wing descent is controlled by a hand-held control bar that requires both hands to and a Pilot (Civilian Craft) skill use to operate.

 

The para wings will carry up to 150kg and still be able to fly. 

 

Any body hit sustained by the wearer, also has a chance to damage the para wings.  Roll d%; on a 96+, the para wings are damaged sufficiently to stop them working.  The wearer falls from that height, but due to the remaining drag from the damaged power wings only counts as falling half the actual distance.  The wearer hits the ground 1d10x10 meters horizontally from where the para wings failed.

 

It takes 5 minutes to get into the parawings, but only 20 seconds to get out of them.

 

Personal Load Carrying Equipment (PLCE)

Cost: 40

Wt:  4kg

Availability:  Common

 

The PLCE is tactical webbing system work across the body, and allowing a comfortable distribution of readily available equipment. It consists of a belt, yoke (shoulder harness) and a number of pouches, pockets, holsters and strapping rings.

 

The PLCE webbing incorporates is a series of other load carrying equipment and strapping.

 

The purpose of PLCE is to hold everything needed in a readily accessible location.  

 

While wearing the PLCE, you can make a challenging (+0) Agility test.  If successful, you can take a single Ready action in a turn as a free action rather than a half action.

 

Photo Goggles

Cost: 100

Wt:  1kg

Availability:  Scarce

 

These goggles enhance what little light there may be, enhancing the wearer's low light vision.  The wearer gains the Dark Sight trait while wearing the goggles.

 

The goggles have a rechargeable power pack that lasts 8 hours of continuous use.

 

Re-breather

Cost: 50 (+15 per airtank)

Wt:  1kg (+1.5kg per air tank)

Availability:  Scarce

 

Consisting of a mask, full helmet, or being incorporated into a full suit, re-breathers contain a sealed air supply to keep the user alive in toxic or airless atmospheres.

 

The wearer is immune to toxic inhaled gas and can breathe underwater or in airless environments.

 

A typical re-breather incorporates a single air tank that lasts for one hour. 

 

A larger air tank (containing 6 hours air) is available.  It costs 45, and weighs 6kg.

 

Recoil Glove

Cost: 85

Wt:  0.5kg

Availability:  Common

 

An interlocking plate glove, this allows the wearer to use a basic weapon (or a pistol requiring two hands) one-handed without the usual -20 penalty. 

 

Recoil gloves are relatively inflexible and any attempt at fine manual dexterity while wearing one suffers a -5 penalty.

 

Somnadic Cranial Net

Cost: 85

Wt:  0.5kg

Availability:  Scarce

 

This small device places an electrode net over the wearer's skull.  It transmits a neural induction field that induces deep, quality sleep. 

 

Users get a full night's sleep in two hours and awake at the completion of the SCN cycle fully refreshed.

 

If the SCN is removed prematurely, the user can be woken normally, but gains no benefit from the sleep.

 

The SCN has a rechargeable power pack that lasts 2 hours of continuous use.

 

Synskin Suit

Cost: 2500

Wt:  2kg

Availability:  Very Rare

 

Synskin is an inert, non-reflective, bio-reactive body glove that moulds itself to the wearer's naked form.

 

Synskin provides 2AP to all locations. 

 

The suit protects the wearer from the hazards, radiation and extreme cold of the void, and prevents damage from a vacuum.  It contains and integral re-breather mask.

 

As long as no other clothing is worn, the suit also provides +10 to Concealment and Silent Move tests, and renders the wearer invisible to auspex scanners, IR goggles and Dark Sight.

 

The suit is self-sealing but if it suffers more than 12 points of damage from a single hit, it is rendered useless.

 

Toxin Suit

Cost: 90

Wt:  10kg

Availability:  Common

 

This full body sealed suit is designed for use in toxic nuclear, biologically, or chemically polluted environments.

 

The suit gives +60 Toughness bonus to resist all non-corrosive toxins (excluding acids).  It contains and integral re-breather mask.

 

While in the suit, the wearer suffers -10 Agility and -10 Perception.  The suit can be worn over normal clothing or up to 2AP of armour per location.

 

If the suit suffers more than 6 points of damage, it is rendered useless.

 

Utility Case

Cost: 40

Wt:  5kg

Availability:  Plentiful

 

The utility is a high density polymer carry-case (70x50x25cm) capable of containing up to 20kg of assorted gear.

 

The case itself is hardened (2AP), and has an integral codelock.

 

Void Suit

Cost: 100

Wt:  10kg

Availability:  Plentiful

 

This full body sealed suit is designed for use in the void of space, or on airless worlds.

 

The suit protects the wearer from the hazards, radiation and extreme cold of the void, and prevents damage from a vacuum.  It contains and integral re-breather mask.

 

While in the suit, the wearer suffers -10 Agility and -10 Perception.  The suit can be worn over normal clothing or up to 2AP of armour per location.

 

If the suit suffers more than 6 points of damage, it is rendered useless.

 

 

Communications

 

Babelfish Translator Device

Cost: 140

Wt:  1kg

Availability:  Common

 

This device is a belt-mounted control box with wire connectors to the wearer's ear and mouth.

 

The translator device allows the character to converse in many imperial languages.

 

The Babelfish Translator allows the character to speak High and Low Gothic automatically.  In addition, he can speak and understand any other known Imperial language with an Ordinary (+10) Intelligence test.

 

A Babelfish Translator has a rechargeable power cell that is good for 24 hours continuous use.

 

Vox-link

Cost: 40

Wt:  1kg

Availability:  Common

 

A vox-link is a hand-held communications transceiver, capable of transmitting through an orbital Ethernet system.  Each vox-link will have a unique connection code and can only link to one other vox-link at a time.

 

Range and reception will depend entirely on local Ethernet transmission capacity and weather conditions.

 

A vox-link has a rechargeable power cell that is good for 8 hours continuous use.

 

Using a vox-link requires a routine (+20) Tech Use test.

 

Micro-bead Vox

Cost: 20

Wt:  0.2kg

Availability:  Average

 

A micro-bead vox is an ear mounted communications transceiver, capable of transmitting on a local close, with up to 30 other networked micro-bead vox units.  Each micro-bead vox will have a unique connection code and can link to any or all other micro-bead vox units in the network at a time.

 

Range and reception will depend entirely on local terrain and weather conditions, but is never more than approximately 1km.

 

A micro-bead vox has a rechargeable micro power cell that is good for 4 hours continuous use.

 

Using a micro-bead vox requires an easy (+30) Tech Use test.

 

Vox-caster

Cost: 300

Wt:  4kg

Availability:  Scarce

 

A vox-caster is a bulky communications transceiver, often strapped for hip or back carrying, capable of transmitting over great distances to any other vox-caster in range.  Vox-casters can transmit into orbit and can be set to transmit on narrow-band, closed, or even coded frequencies to prevent interception.

 

Range and reception will depend entirely on local and weather conditions and terrain, but is potentially 100's of miles to reach ships in orbit.

 

A vox-caster has a rechargeable power cell that is good for 10 hours continuous use.

 

Using a vox-caster requires an ordinary (+10) Tech Use test.

 

 

Personal Technology

 

Auspex Scanner

Cost: 145

Wt:  1.5kg

Availability:  Scarce

 

The auspex scanner is a highly versatile device able to perform a wide variety of activities, scanning out to 50 meters. An auspex scanner has a rechargeable power cell that is good for 16 hours continuous use.

 

Using the scanner is a full action and can be used to perform one of the following at a time;

 

Toxin scan

With an ordinary (+10) Tech Use test the scanner will detect the presence of, and identify any known toxins (nuclear, biological, and chemical) within range.

 

Assaying

With an ordinary (+10) Tech Use test the scanner will detect and identify the presence of most known minerals or metals.

 

Motion scanning

With an ordinary (+10) Tech Use test the scanner will identify non-background motion within range, including direction, speed and possible size of the moving object or creature.

 

Navigation

Local maps can be loaded into the scanner.  If the planet has an orbital Ethernet satellite system, the scanner can pinpoint its own location to within 5 meters with an ordinary (+10) Tech Use test.

 

Once located, the auspex can then be used to aid surface navigation, giving +30 to any surface navigation attempt as long as the auspex is used.

 

Bug scanner

With a challenging (+0) Tech Use test, and a challenging (+0) Security test, the scanner detects all surveillance bugs in range.

 

Data printer

Cost: 20

Wt:  1kg

Availability:  Plentiful

 

Data printers are common in the Imperium and are used in conjunction with data slates or terminals to print paper copies of static data.

 

The printer will print will print static picts or text.

 

Its inkwell will print 100 pages before needing a refill (cost 5).

 

100 pages of paper cost 2 and weighs 1kg.

 

Data printers have a rechargeable power cell that is good for 24 hours continuous use, or can be plugged into power networks. 

 

Using a dataslate printer requires an easy (+30) Tech Use test.

 

Data slate

Cost: 25

Wt:  0.5kg

Availability:  Plentiful

 

Data slates are common in the Imperium and aside from books and paper are the primary method of storing data and other media such as picts, holo, visual or audio recordings.

 

A typical data slate can allow addition, editing and deletion of stored data.  The data slate stores 10 ‘slots' of data.  One slot holds 8 hours of holo / visual recordings, 12 hours of audio recordings, 10,000 static picts or 100,000 pages of text.

 

Data slates have input/output ports, editing keys, and can be encrypted.  They have a rechargeable power cell that is good for 24 hours continuous use.  Files are not lost if the power pack runs out.

 

Using a data slate requires an easy (+30) Tech Use test, but could be harder with an unfamiliar data slate, or if encrypted.

 

Data terminal (‘Think Machine')

Cost: 450

Wt:  25kg

Availability:  Common

 

Data terminals are common in the Imperium and aside from books and paper are the primary method of storing data and other media such as picts, holo, visual or audio recordings, as well as analysing, manipulating and utilising that data.

 

A typical data terminal can allow addition, editing and deletion of stored data.  The data terminal stores 100 ‘slots' of data.  One slot holds 8 hours of holo / visual recordings, 12 hours of audio recordings, 10,000 static picts or 100,000 pages of text.

 

Data terminal have input/output ports, editing keys, and can be encrypted.  They have a rechargeable power cell that is good for 48 hours continuous use, or can be plugged in to power networks.  Files are not lost if the power runs out or is cut off.

 

Using a data terminal requires an easy (+30) Tech Use test, but could be harder with an unfamiliar data terminal, or if encrypted.

 

Glow-globe

Cost: 15

Wt:  0.5kg

Availability:  Abundant

 

This is a simple illumination lamp, lighting out to 12 meters in all directions.  Its rechargeable power pack will last for 6 hours continuous use.

 

Glow-rod

Cost: 15

Wt:  0.5kg

Availability:  Abundant

 

This is a simple illumination rod, lighting out to 24 meters in a 30° directional cone.  Its rechargeable power pack will last for 6 hours continuous use.

 

Las cutter

Cost: 65

Wt:  4kg

Availability:  Average

 

The las-cutter focuses a 6cm long cutting and welding beam capable of slicing through 5cm thick plate steel or welding metal at a rate to 10cm per turn.

 

A las cutter has a rechargeable power cell that is good for 20 minutes continuous use.

 

Magnoculars

Cost: 55

Wt:  1kg

Availability:  Average

 

These hand-held powered visual imagers allow the user to extend vision over great distances.  A typical magnocular set will bring clear focus to a scene up to 4km away, depending on intervening terrain and weather conditions.

 

With an ordinary (+10) Tech Use test the magnoculars will also provide accurate ranging detail, and will take and store up to 50 static pict images.  These can be transferred to a pict recorder with a further ordinary (+10) Tech Use test, freeing up space for further images.

 

Magnoculars have a rechargeable power cell that is good for 7 hours continuous use.

 

Recorder

Cost: 100

Wt:  1.5kg

Availability:  Average

 

Recorders are hand held recording devices able to capture audio, visual, scanned text, pict or holographic data up to 30 meters away.

 

A typical recorder can allow addition and deletion of stored data.  The recorder stores 1 ‘slot' of data holding 8 hours of holo / visual recordings, 12 hours of audio recordings, 10,000 static picts or 100,000 pages of text.

 

This data can be viewed, deleted or transferred to a data slate or terminal for editing.

 

They have a rechargeable power cell that is good for 6 hours continuous use.  Files are not lost if the power pack runs out.

 

Using a recorder requires an easy (+30) Tech Use test.

 

Power generator

Cost: 1450

Wt:  45kg

Availability:  Common

 

This is a simple power generator unit that runs off a micro-plasma engine that runs foe 20,000 hours continuous use before burning out.  The generator contains a variety of standard imperial recharge sockets and can be used to recharge power cells, laspacks, etc.

 

Other equipment and technology can also be plugged directly into the generator to run without draining their own power cells.

 

When operating, the generator is quite noisy and hot.

 

A generator that sustains more than 30 points of damage ruptures, explodes, and inflicts 1d10+12E damage to everything within 5 meters.

 

Security Technology

 

Binders

Cost: 5 (for a bundle of 10)

Wt:  0.1kg (for 10)

Availability:  Plentiful

 

Used by law enforcers, slavers and bounty hunters throughout the Imperium as temporary manacles, binders are made of toughened polymer and are able to wrap both wrists of a normal man together.

 

Binders are rip-locked and will restrain most humans.

 

It takes a full action to put manacles in a restrained or compliant individual.

 

Breaking free from manacles requires a -30 Strength test, and inflicts 1d10 I damage at each attempt.  Alternately they can be easily cut through with a sharp blade as a half action.

 

Bug

Cost: 150

Wt:  0.1kg

Availability:  Rare

 

Bugs are micro recording devices able to capture audio, visual, and holographic data up to 20 meters away.  They are very small and designed to be concealed for covert surveillance.

 

A typical bug can store 4 hours of holo visual and audio recording.  The bug activates when it detects non-background sound or motion within 10 meters and continues recording until the sound and motion ceases.

 

The recorded data must be transferred to a dataslate to be viewed.

 

They have a non-rechargeable power cell that is good for 168 hours continuous use.  Files are not lost if the power pack runs out.

 

Setting a bug requires an easy (+30) Tech Use test.  Concealing it will require a Challenging (+0) Concealment test.

 

 

 

 

Bug Detector Device

Cost: 650

Wt:  3kg

Availability:  Rare

 

This device, about the size of a briefcase contains dedicated scanners that detect and visually locate all bugs within 40 meters.

 

With a routine (+20) Tech Use test, and a routine (+20) Security test, the device detects all surveillance bugs in range and pinpoints them on a holographic representation of the surroundings.

 

Ether Net

Cost: 650

Wt:  4.5kg

Availability:  Scarce

 

This device is able to detect and monitor vox-transmissions, tele-communications, radio waves, and similar ether-transmitted data, displaying it through a vox-grill or pict-screen as appropriate. 

 

This device allows its user to intercept and watch or listen to all such un-coded transmissions within 50km.

 

A typical Ether Net can record intercepted transmissions.  It stores 10 ‘slots' of data; each slot holds 8 hours of holo / visual recordings or 12 hours of audio recordings.

 

This data can be viewed, deleted or transferred to a data slate or terminal for editing.

 

Ether Nets have a rechargeable power cell that is good for 336 hours continuous use.  Data is not lost if the power cell runs out.

 

Using a Ether Net requires an easy (+30) Tech Use test.

 

Manacles

Cost: 35

Wt:  1kg

Availability:  Plentiful

 

Used by law enforcers, slavers and bounty hunters throughout the Imperium, manacles are typically iron or steel wrist or ankle cuffs connected by 50-100cm of high tensile chain.

 

Manacles are mechanically key-locked and will restrain most humans.

 

It takes 4 full actions to put manacles in a restrained or compliant individual.

 

Breaking free from manacles requires a -60 Strength test.  Alternately they can be cut through by a lascutter or similar tool in a about 10 seconds (2 rounds).

 

Muffler

Cost: 250

Wt:  1.5kg

Availability:  Scarce

 

A muffler is an anti surveillance device.  When activated, it emits dampening fields that block all vox transmissions, remote signalling, bug or recorder functions, auspex scanning, magnocular sensing, etc. within 20 meters.

 

All such technological effects have a 70% chance of failing within 20 meters of the muffler.

 

Multikey

Cost: 150

Wt:  0.2kg

Availability:  Scarce

 

A multikey is able to open most standard imperial mechanical or simple electronic locks.  Considered illegal by the Adeptus Arbites and many local provost forces, possession of a multikey can have legal consequences.

 

The user gains +30 to any Security test when attempting to open locks with the key.

 

Porta-rack

Cost: 25,000

Wt:  2kg

Availability:  Very Rare

 

This is a small device from which protrudes dozens of fine-filament wires.  If placed against a creature's skin and activated, these wires burrow into the central nervous system, enabling the device controller to manipulate and control the victim's emotions and state of mind.  With a little fine tuning, uncooperative individuals soon become compliant.

 

The device confers +30 to any Interrogation skill use.

 

Screamers

Cost: 140

Wt:  2kg

Availability:  Scarce

 

A screamer is a security device designed as a perimeter proximity alarm.

 

Setting a screamer requires a challenging (+0) Tech Use test (the GM should roll this in secret so you are unsure if you've set the screamer properly).

 

Once set, the screamer has a Perception of 75 within 10 meters, detecting any non-background motion within that area.

 

If it detects motion, the screamer emits a 90 decibel sonic alarm for 5 minutes that can be heard in open terrain up to 1km away.

 

The screamer can also transmit an electronic warning to an auspex scanner or other security monitoring system up to 10km away.

 

Tracker

Cost: 100

Wt:  0.5kg

Availability:  Scarce

 

A tracker is a small magnetic or sticky device that transmits its location to a frequency-keyed tracker detector.  This ether-signal is encrypted but can be detected by appropriate scanners as well as the keyed detector.  The tracker emits its signal over a 3km range.

 

Trackers are typically attached to vehicles or concealed within object to allow them to be tracked and located over distance.

 

Setting a tracker requires a challenging (+0) Tech Use test.  Placing one in a concealed location (e.g. the underside of a vehicle) requires a challenging (+0) Concealment test.

 

Tracker Detector

Cost: 300

Wt:  4kg

Availability:  Scarce

 

A tracker detector is a device that is able to frequency-key trackers to its own encrypted detection frequency.  The detector will identify and holo-graphically present the location of all keyed trackers within 3km.

 

 is a small magnetic or sticky device that transmits its location to a frequency-keyed tracker detector.  This ether-signal is encrypted but can be detected by appropriate scanners as well as the keyed detector.  The tracker emits its signal over a 3km range.

 

Using a tracker detector requires a challenging (+0) Tech Use test. 

 

Chemicals

 

Sirenium

Cost: 30 / dose

Wt:  -

Availability:  Average

 

Ingesting this chemical boosts the character's pheromone levels immensely.

 

For 4-6 hours when dealing with the opposite sex, the character's Fellowship increases by +30 and (s)he gains Air of Authority and Charm.

 

This chemical has no effect on Chem Gelded characters.

 

General Gear

 

High-Tensile Rope

Cost: 10 / 50 meters

Wt:  1kg / 50 meters

Availability:  Common

 

High-tensile rope support 102kg before breaking. 

 

Personal Tent

Cost: 40 / occupant capacity

Wt:  4kg / occupant capacity

Availability:  Common

 

Personal survival tents provide comfort and shelter while in the wilderness.  A tent includes integral inflatable groundsheet, storm resistant cover and guy ropes.  Most have and expandable, self-constructing frame and can be put up in about 1 minute.

 

Typical tents come in 1-man, 2-man, 4-man and 8-man varieties.

 

Power Board

Cost: 750

Wt:  8kg

Availability:  Scarce

A power board is an item of sporting equipment and personal transport for the rich thrill-seeker.  Power boarding is used in the popular and highly dangerous Imperial sport of ‘sky surfing'.

Users fly across the sky balanced on these flying boards, controlling their flight with body weight and a foot pressure throttle.

A board is powered by a stacked sub-atomic chain, cold-fusion micro-reactor that utilises Helium-3 (He-3) non-radioactive isotope cells similar to those found in power armour.  It delivers its power through anti-gravity suspensors and delivers its forward motion through powerful rear thrusters.

The power board confers the ‘Flyer' Trait (p330) on the wearer (see p216 for details of flying), and a movement rate whilst in the air of 0-30/60/90/180.  A power board is controlled by a foot pressure pads and requires a Pilot (Civilian Craft) skill use to operate.  Only characters with a minimum Agility of 40 have the balance required to use a power board.  Unless throttled up, the power board hovers stably at its last location.  Most have a tether-cord connecting the user to the board.  This prevents the user falling if he loses control and falls off.  It requires a challenging (+0) strength test to clamber back onto the board after falling off. 

The power board will lift up to 100kg and still be able to fly.  It can lift a maximum 150kg, but if over 100kg load, it acts as a jump pack (confers the ‘Hoverer' Trait (p330)) instead.  It cannot lift over 150kg.

The power core will operate the power board for 1 year continuous use.

Any leg hit sustained by the wearer that causes a critical, also has a chance to damage the power board.  Roll d%; on a 96+, the power unit is damaged sufficiently to cause a shutdown, rupture and critical heat venting.  Everything within 3 meters of the flight pack takes 1d10E fire damage (ignoring armour - see Dark Heresy p210) each round.

Flammable materials within range catch fire.

Comments
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Cherubaddon   | Author | 2008-10-06 13:54:34
avatar Phew. Still not all the way through. Seems very good, though. I especially like the fact that you put in a lot of miscellaneous gear that normally doesn't get mentioned (holsters, anyone?). Two things, though:
- Does the aqua-suit contain artificial gills, or a re-breather in the ordinary sense? Because in the latter case, the time limit you have just _might_ have to be mentioned^^.
- Not to be picky, but you do realize that nuclear radiation isn't a toxin, right (auspex)? :p

Other than that, great work. So many things that don't generally get the attention they deserve.
-Cherubaddon
Munch - Looks very good   | Registered | 2008-12-09 15:52:02
It looks very good, but there is one small gripe I have with this.

The High-Tensile Rope have a carry capacity of 102 Kg. which is just about the weight of a full grown, well muscled man. Without any clothes or gear.

Otherwise it looks good all around.
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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