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Gear


The following is the gear that can be readily available to hunting bands.

Bio-Analysis Kit

Requires min Apprentice Medicine skill to use. Treats diseases and toxins in the body. Roll a Medicine check against the target DC disease or toxin. You may roll a Technical Biological check against the target DC to add +1 per training level to the medicine check.

Currency Cost: 2 dice. Rarity: d10 Weight: 5


Communicator

Communicator about the size of a mobile phone, this device has a five-mile range and multi-channel capacity.

Currency Cost: 1 die. Rarity: d12 Weight: Nil


Computer, Field

A rugged operational computer capable of withstanding the shock of running around and trying not to die in the world. Two grades. Grade I is a base model, Grade II grants a +1 bonus to any Hacking or Technical Software checks, and Grade III grants a +2 bonus to any Hacking or Technical Software checks.

Currency Cost:

  • Grade I: 2 dice.
  • Grade II: 3 dice.
  • Grade III: 4 dice. Rarity:
  • Grade I: d10
  • Grade II: d8
  • Grade III: d6 Weight: 2

Dosimeter

Long ago, nuclear exchanges left behind areas still saturated with radiation. The detector can accurately detect the presence and amount of radiation within a 20-foot range.

Currency Cost: 1 die. Rarity: d12 Weight: 1


Holo-Display Communicator

This rare system can send and receive small holographic images. It helps create 3D pictures of maps, diagrams, blueprints, and whatever else the user wants to input for display. It has a 300-mile range.

Currency Cost: 2 dice. Rarity: d8 Weight: 2


Infrared Distancing Binoculars

These digitally enhanced binoculars are high-powered and have a two-mile range. They provide infrared overlays, crosshair targeting, a real-time digital distance output, and estimated travel times to targeted locations.

Currency Cost: 1 die. Rarity: d12 Weight: 2


Language Translator

Programmed with the most common languages in the land. It can work and be set to operate via digital display or audio. They can be taught new languages with a Moderate Computer check, and someone who knows the language must be present.

Currency Cost: 2 dice. Rarity: d12 Weight: 1


Lock Pick Release Gun

The automatic system handled almost every form of a mechanical lock, providing +2 to Locks and Traps: Mechanical checks.

Currency Cost: 1 die. Rarity: d12 Weight: 2


Multi-Optics Helmet

Helmet can target sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Perception checks, and gains +1 to Combat: Firearm for calibrated weapons. Includes a hands-free radio (10-mile range) and a megaphone voice-projection system.

Currency Cost: 2 dice. Rarity: d8 Weight: 5


Multi-Optics Scope

An advanced scope with thermal, infrared, and night optics. When using an Aim action, it adds +1 to Perception and Combat: Firearms checks. It also negates Illumination penalties to calibrated weapons.

Currency Cost: 2 dice. Rarity: d10 Weight: 1


Nano Medical Surgeon System

A nanorobotic repair system that can repair damage to the body when no medic is around. Treat it as a Professional Medicine check. It runs out of nanorobotics when the usage check is exhausted.

Currency Cost: 3 dice. Rarity: d6 Weight: 2 Supply Pool: d6


Repair Kit, Field

A repair kit with parts and tools to repair machines and equipment. Apprentice training in technical skills to repair mechanical machines and equipment and cybernetics for cybernetic systems.

Currency Cost: 2 dice. Rarity: d12 Weight: 10 Supply Pool: d8


Solar Panels, Travel

These travel solar panels will recharge one day of vehicle/power armor usage for eight hours of charge in the sun. Also, you can completely restore your supply dice of high-density combat batteries with a single eight-hour charge cycle.

Currency Cost: 3 dice. Rarity: d8 Weight: 25


Survival Pack

Popular with adventurers and travelers, this basic survival pack contains ultralight gear essential to anyone roaming the vast wilderness and ruins of the world.

  • Climbing kit with cord, pitons, and hammer; +1 Athletics to climbing.
  • Compass with mirrored back for signaling; +1 Survival to navigation.
  • Emergency Kit: survival knife, signal flares, and sealed minimal rations.
  • Fire starter kit with a pocket lighter and flint sparker.
  • First aid kit (refilling is 100 Currency)
  • Flashlight and radio (5-mile range), crank and solar powered.
  • Hunting/fishing kit +1 Survival to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap, and sterile cloth.
  • A two-person tent is insulated with a water collector and an insulated sleeping bag.

Currency Cost: 1 die. Rarity: d12 Weight: 20 Supply Pool: Rations/First Aid: d6


Trauma Kit

A few steps above a first aid kit, this small field pack contains necessary items for saving lives under the worst conditions. It requires the skill of Apprentice Medicine. It grants a +1 to all Medicine checks.

Currency Cost: 1 die. Rarity: d10 Weight: 3 Supply Pool: d8