Archiv der Kategorie: Werkzeuge

Loader’s Gloves

Loader’s Gloves
Model: Vlanth LG70 Loader’s Gloves
Type: Reinforced leader’s gloves
Skill: Lifting or melee combat
Cost: 100 per pair
Availability: 1
Damage: STR+2
Game Notes: Gloves take five minutes to put on or take
off, and you need a second non-gloved person to help you
into the second glove. It’s impossible to wield a blaster or
perform any fine manipulation while wearing the protection
gloves.
Source: Platt’s Smugglers Guide (page 49)

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Corrosion Prevantative

Corrosion Prevantative
Model: ColuChem Anti-Corr 113
Cost: 75 per liter
Availability: 2
Game Notes: Anti-Corr 113 stains everything it comes into
contact with a pasty blue residue. Only expensive chemical
solvents can remove the stains, sometimes causing physical
damage to the treated item if composed of softer materials.
Source: Adventure Journal 9 (page 142)

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Tech Scanner

Tech Scanner
Model: Drever Corporation’s Techaide
Type: Tech scanner
Cost: 2,600
Availability: 2
Game Notes: The difficulty level for using this scanner
corresponds to the difficulty needed to repair damaged
equipment. A character successfully using a tech scanner
gains +1D on repair rolls.
Source: Gundark’s Fantastic Technology (page 104)

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Laser Welder

Laser Welder
Model: Borallis Metalworking
& Materials LSW-983 Laser
Welder
Type: Laser welder
Cost: 50
Availability: 1
Game Notes: Allows for welds
from 0.2-20 centimeters in
diameter. Bonuses for using
a laser welder for repair work
may range from +1 to +1D as
decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 54),
Platt’s Smugglers Guide (page 58)

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Squib Battering Ram

Squib Battering Ram
Model: Fegegrish Heavy Industrial Battering Ram
Type: Structural weakener
Skill: Demolitions
Cost: 3,500
Availability: 3
Game Notes: Device batters through solid obstacles,
effectively doing 6D damage against the body of a wall or
door.
Source: Galladinium’s Fantastic Technology (page 57),
Pirates & Privateers (page 48), Ultimate Alien Anthology
(page 151)

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Fusion Cutter

Fusion Cutter
Model: Borallis Metalworkings & Materials PCW-876
Type: Fusion cutter
Skill: Various repair skills
Cost: 75
Availability: 1
Game Notes: Difficulty level when using this device is
dependant on the project involved. Accidental exposure
to beam causes 3D-6D damage. Bonuses for using a
hydrospanner for repair work may range from +1 to +1D as
decided by the gamemaster.
Source: Galladinium’s Fantastic Technology (page 55),
Pirates & Privateers (page 48), Platt’s Smugglers Guide
(page 58)

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Portable Plasma Cutter

Portable Plasma Cutter
Type: Typical plasma cutter
Cost: 150 (gas canister: 20)
Availability: 1
Damage: 7D
Game Notes: It takes one round per 1D of body strength to
cut a two-meter-by-one-meter hole. (For example: a blast
door with 6D body strength would take six rounds.) When
used as a weapon, the plasma cutter causes 7D physical
damage; a Moderate melee combat roll is needed to hit. The
blast goggles or blast visor must be used with the cutter;
133
anyone within two meters without proper eye protection
must make a Moderate Perception roll to look away or
be blinded for three minutes. (If someone is blinded, an
attacker gets +10 to hit in combat.)
Source: Gundark’s Fantastic Technology (page 99),
Operation: Elrood (pages 86-87)

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Plasma Punch

Plasma Punch
Model: Drever Corporation’s Phoenix Plasma Punch
Type: Variable setting cutter
Scale: Starfighter
Cost: 5,000
Availability: 2, X
Damage: 6D
Game Notes: The Plasma Punch can be set to cut a circle
from 3 centimeters to 3 meters in diameter. Given time, the
Punch is able to cut through any material on the market,
including quadranium and magnetically sealed hatches.
It is very power consumptive, however; the unit can only
be activated twice, for up to ten minutes each, before its
batteries are drained. Recharges take 6 hours. The tool has
a very limited range, 0-2 meters, and is impractical as a
ship-to-ship weapon.
Source: Pirates & Privateers (page 48)

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