Gear
NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
Juicer Assassin Plate Medium Armor
• Armor: +5 Toughness: +3
• Weight: 14 lbs (Min Str: d6)
• Rarity: -1; Cost: 32,000
Ixion Heavy Cavalry Armor
The full battle armor of the vaunted Cyber Horseman of Ixion. This battle suit makes each cybernetically enhanced warrior into a veritable tank on the battlefield.
- Armor: +6 Amor, +3 Toughness, MDC
- Min Str: d12
- Weight: 60
- Rarity −2
- Cost: 55,000+10,000 EBA
- Notes: MDC Armor, –1 to all Agility linked non-combat skill rolls, EBA is +10,000 credits.
- Micro-Exoskeleton:Leg enhancements add +4 Pace and +2" to Jumping distance.
NG-56 Light Ion Pistol
• Range: 10/20/40
• Damage: 1-3d8, AP 0
• ROF: 1
• Shots: 12
• Notes:
Wide Spread
• Weight: 2
• Rarity: +0; Cost: 5,000
JA-9 Variable Laser Rifle
• Range: 30/60/120
• Damage: 4d6, AP 3
• ROF: 1
• Shots: 30
• Notes:
Heavy Beam,
Ignores Laser Resistance,
Integrated Multi-Optics Scope
• Weight: 3
• Rarity: -4; Cost: 25,000
Coalition Arms CP-40 Pulse Laser Rifle
• Two E-Clips per weapon
Vibro-Shortsword
• Damage: Str+d8, AP 8,
MD
• Notes:
Harmonic Blades,
MD,
Powered Weapons
• Weight: 3 (Min Str d6)
Vibro-Greatsword
- • Str+d12, AP 12
• Weight: 8 (Min Str d10)
• Notes: Harmonic Blades, MD, Powered Weapons, Reach 1, two hands (Size 1 and above may use 1 handed)
• Rarity: -1 Cost: 18,000
NG-303x Rail Gun
Standard NG-303 with 2 HJ results
[image]
- • Range: 30/60/120
• Dmg: 2d10+2, AP: 6
• ROF: 3
• Shots: 20
• Weight: 4 lbs. (Min Str: d10)
• Notes: - Ruggedized: May spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked.
- Stabilization System: Ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range, and Relative Speed.
- Custom fitted to a Centaur. Humanoids are -4 to use and get no HJ benefits
• Rarity: -2 Cost: 68,000
LAWS-3 RPG
- • Range: 100/200/400
• Dmg: 4d6, AP: 20
• ROF: 3
• Shots: 6
• Weight: 18 lbs. (Min Str: d8)
• Notes: - Snapfire
- Multi-Optics Scope
- Mini-Missile
- Satchels carry 8 Reload 1 magazines.
• Rarity: __ Cost: _____
Armor Piercing Grenade (Range: 5/10/20; Damage: 3d8, AP 16, MD, SBT; ROF: 1; 0.25 lbs)
Quantity: 1
Fragmentation Grenade (Range: 5/10/20; Damage: 5d6, AP 0, MD, LBT; ROF: 1; 0.25 lbs)
Quantity: 1
High Explosive Grenade (Range: 5/10/20; Damage: 3d10, AP 4, MD, MBT; ROF: 1; 0.25 lbs)
Quantity: 1
Multi-Optics Helmet: Helmet (which can be integrated into EBA armor) includes targeting sight, magnification, thermal, infrared, UV, and night optics. Wearer ignores illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. Includes hands-free radio (10 mile range) and megaphone voice projection system. +4 Armor and +2 Toughness to the head only.
Weight: 5 lb; Cost: 25,000 credits
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
Saddlebags of Holding (Patron Item) (Bronze, SWADE)
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains
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Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.
Credits: [dice:1wijscmb]62142:0[/dice:1wijscmb] x 100 = 1600 credits
Gear: [dice:1wijscmb]62142:1[/dice:1wijscmb] x 500 in gear = 2000 (spent on 1 each AP, Frag, & HE grenades)
Wealth die: d8