Miscellaneous: Communicator, Tricorder, First Aid Kit, etc.

From GURPSworld Wiki

(Redirected from Federation Equipment)

Communicator

(see GURPS Ultra-Tech p45--Neutrino Communicator)

Range: 1000 miles. 2B/10 hr. Weight: 0.5 lbs. Cost: $5000. LC4.

Tricorders

(see GURPS Ultra-Tech p66--Small Ultrascanner)

$2000 (unless noted otherwise) 1 lb. B/4 hr. LC3

Tricorders are personal ultratech scanning devices. Most will perform any of the five scanning modes listed below and require a successful Electronics Operation (Science) roll to operate. The Data Tricorder is the standard issue. An exception is the Medical Tricorder which requires a successful Electronics Operation (Medical) roll to make use of its accompanying wand; it is standard issue for Medical officers.

Imaging: Use to determine the shape of nearby (<2000 yards) small objects, even if they are behind light brush or clothing. Will give a +3 when Searching for concealed weapons and the like. A successful Electronics Operation (Science) roll could identify someone’s face.

Scan: Use to gain information on distant (<2000 yards) nonliving objects, even if they are behind 6” of solid matter. Will give information about composition and radiation emissions. Allows use of scientific skills, e.g. Chemistry, Physics, Engineering.

Bioscan: Use to obtain vital signs and biochemical information of a single nearby (<2000 yards) target, even if it is inside a spaceship. Allows use of Biology and Diagnosis skills.

Search: Use to track distant (<10 miles) moving objects (5” or larger), even through smoke/rain. Moving objects will appear as blips with speed, altitude, location, and approximate size.

Radscan: Use to detect electric and/or magnetic fields assuming there are any to detect with a +6. Will provide range, strength, and bearing. Allows use of Physics skill to analyze the radiation.

Data Tricorder

The standard issue tricorder. It has slots for three IRD chips (none of the specialized models do). It costs $3200. An IRD (Interactive Relational Database) chip provides a +2 bonus to a single skill. Cost $30 to $100. LC4.)

Science Tricorder

+2 to Biology, Chemistry, and Physics.

Geology Tricorder

+2 to any geology-related skill. Can penetrate/sense minerals or rocks at 10x normal range, but has no Bioscan mode.

Medical Tricorder

+2 to all medical-related skills, +2 to Physiology rolls (if programmed in advance for that species). A hand-held wand must be within 1’ of the patient to gain these bonuses. Electronic Operation (Medical) skill is needed to use the hand-held wand.

Engineering Tricorder

+2 to Mechanic; hardened against EMPs and the like.

Tactical Tricorder

In Search, Bioscan, or Imaging mode, it can track up to 10 targets at normal range, ID them at 1/10 normal range, and give a +3 to hit them with indirect fire. Carried by combat officers. Costs $10,000. LC2.

First Aid Kit

see GURPS Bio-Tech p. 124

TL9 LC4 $50 2 lbs.

Bandages and more for treating wounds. Gives a +1 (quality) bonus to First Aid Skill.

  • Analgine pills (5 pills)
  • Broad-Spectrum Antibiotic (28 pills for 2 two-week course)
  • Plasti-Skin Bandages (10 field dressings)
  • Revive Capsules (3 capsules)

Crash Kit

see GURPS Bio-Tech p. 124

TL9 LC4 $200 10 lbs.

Bandages and more for treating serious wounds. Gives a +2 (quality) bonus to First Aid Skill. Includes blood plasma, IV drip, etc. Allows Surgery at a -5 for improvised gear.

  • Analgine pills (5 pills)
  • Antirad (2 hypo cartridges)
  • Broad-Spectrum Antibiotic (28 pills for 2 two-week course)
  • Hypercoagulin (2 hypo cartridges)
  • Plasti-Skin Bandages (10 field dressings)
  • Revive Capsules (3 capsules)

The above are the contents of a standard issue Crash Kit. Substitutions can be made on a pill for pill or cartridge for cartridge basis.

Drugs, etc.

Adders
TL9 LC3 $25/dose [BT155]
Temporarily adds 1/dose to ST, DX, IQ, HT, or Basic Move for (25-HT)/4 hours.
User must roll at HT-1xdoses. User crashes by suffering a penalty for twice as long.
Analgine
TL9 LC4 $2@ [BT149]
Painkiller = High Pain Threshold and Drowsy
Pill takes 30 minutes to take effect, last (25-HT)/4 hours.
Antirad
TL9 LC3 $50/dose [BT152]
Provides partial protection against radiation = Radiation Tolerance +3 for one day.
Injectable or pill form.
Anti-Toxin Kit
TL9 LC4 $25/10 uses 0.5 lbs. [UT196]
An antidote for one specific toxin.
Bandage Spray
TL9 LC4 $15/dose 0.1 lb./dose [BT124]
Seals and disinfects minor wounds and an analgesic = stops bleeding in 10 sec.
Adds a +2 (quality) bonus to First Aid bandaging rolls.
Broad-Spectrum Antibiotic
TL9 LC3 $10/two weeks [BT150]
Antibiotic = +3HT to recover from both bacterial diseases and inferction.
Must retake HT if he misses a daily dose.
Hypercoagulin
TL9 LC3 $25/dose [BT151]
Stops bleeding in 1d+4 seconds.
Additional doses within 24 hours can cause an overdose. Hypo or contact agent.
Mnemosin
TL9 LC4 $20/dose [BT155]
Memory enhancer = Photographic Memory and Eidetic Memory for 25-HT minutes.
Plasti-Skin Bandage
TL9 LC4 $2/4 dressings 0.1 lbs. [BT124]
Antiseptic and analgesic pressure bandage and/or tourniquet.
Works in 20 secs.
Revive Capsules
TL9 LC4 $5/dose [BT152]
Will completely revive = HT+5 to regain consciousness or recover from stun.
It is not an amphetamine, the patient can go right to sleep if he wants to.
Superstim
TL9 LC4 $10/dose [BT152]
Temporarily restores 1d Fatigue Points for a HT roll of hours (minimum of one).
Multiple doses are slightly less effective and somewhat dangerous.

See Also

Federation Weapons
Federation Body Armor
Federation Tech Levels

STA main page
STA Campaign Planning Form