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Alternative Bioscanners and Extra Equipment

Jame

SOC-14 5K
Alternative Bioscanners and Extra Equipment


This is a set of equipment that I wrote up because MGT's treatment of bioscanners and implants really pissed me off (that is to say, I like the fact that they included it, but I HATED the fact that it was 350,000 credits and 3.5 kg at TL-15.

Bioscanners Handheld variants, not vehicle or emplacement bioscanners
TL 9 3.5 Kg, 25000 Cr, range of contact.
TL 10, 3 Kg, 20000 Cr, range of contact but needs not touch.
TL 11, 2 Kg, 15000 C, range of short/pistol.
TL 12, 1.5 Kg, 12000 Cr, range of short/pistol, can be attached to computer.
TL 13, 1.2 Kg, 10000 Cr, range of shotgun, computer-attachable.
TL 14, 0.8 Kg, 8000 Cr, range of shotgun, computer-attachable.
TL 15, 0.5 Kg, 7500 Cr, range of rifle, computer-attachable.

Grav Truck
Civilian Grav Truck: TL 10, Flyer (Grav) skill, Agl +0, speed 300 KPH, 1 driver and either 14 passengers, 6 tons cargo, or 6 passengers and accommodations. Closed, sealed. No weapons, may be modified to have either a Machine Gun or a laser. Armor 4, hull 4, structure 3. 400,000 Cr. Displaces 6 tons.

Military Grav Truck
TL 10, Flyer (Grav), Agl +0, speed 400 KPH, 1 driver, 1 gunner, 9 troops or 4 tons cargo. Closed, sealed. Triple laser or triple MG turret. Armor 18, hull 5, structure 5. 650,000 Cr. Displaces 6 tons.

Low-TL Weapons
Sword
TL 1, Melee (Large Blade), dmg 3d6+2, heft 1, mass 2. Cr 150.

Bow
TL 0, Archery, Range Assault Weapon, 1d6+3, no auto, Recoil 0, Mass 1, Magazine 1. Cr 40.
TL 1, Archery, Range Rifle, 2d6+1, no auto, Recoil 1, Mass 1, Magazine 1. Cr 55.
TL 2, Archery, Range Rifle, 2d6+3, no auto, Recoil 1, Mass 1, Magazine 1. Cr 60.
TL 7, Archery, Range Rifle, 3d6, no auto, Recoil 1, Mass 1, Magazine 1. Cr 70.

Crossbow
TL 1, Crossbow, Range Rifle, 1d6+3, no auto, Recoil 1, Mass 3, Magazine 1. Cr 65.
TL 2, Crossbow, Range Rifle, 2d6+1, no auto, Recoil 2, Mass 3, Magazine 1. Cr 75.
TL 9, Crossbow, Range Rifle, 2d6+4, no auto, Recoil 1, Mass 3, Magazine 6. Cr 300.

Axe:
TL 9. Damage 3d6, mass 3, heft 1, Cr 70.
TL 11. Damage 3d6+2, mass 1.5, heft 0, Cr 80. Can be used in zero-G.
Further TLs lessen weight to a minimum of mass 1.

Mace:
TL 9. Damage 3d6, mass 2.5, heft 1, Cr 70.
TL 11. Damage 3d6, mass 1.5, heft -1, Cr 80. Can be used in zero-G.
Further TLs lessen weight to a minimum of mass 0.75.


Comm/13:
As comm/10 but can operate independently of a commnet with a range of 150 Km. Reception is better when patched into a ship's commnet. Cr 1250.
Comm/9: Audio/visual, computer/0, cost 300. Range of 50 KM w/out commnet.
As with all comms of TL8+, it has a camera.

Combination goggles/11:
Combines IR, LA, antiglare function and binoculars (electronic enhancement, x50 power, weapon link, image capture and video/audio recording). Cr 1200.


TL/9 Computer: computer/1, weight 2.5 kg, cost 250.
TL/11 Computer: computer/2, weight 0.5 kg, cost 500.

Data Display/Recorder:
TL 9, 3500 Cr, as in TMB but weight is goggles. Require direct connection (e.g. cable).
TL 11, 3000 Cr, weight is as glasses. Direct connection not required.
TL 12, 2000 Cr, weight as in TMB.
TL 13, 1500 Cr, is a set of "jewelery" that acts as an electrode net allowing virtual-reality display.
These may be used in comms at TL 9+ and may have camera functions as well (included at TL 13 version).

TL 9 cloth is armor 10 and weight 1.5 kg. It appears as heavy clothing and costs 350 Cr.

Poly Carapace:
TL 9, Protection 9, Cost 10000, weight 12. -1 DM to all Dex-based tasks.
TL 10, Prot. 14, Cost 12000, weight 8. No penalty.
TL 11, Protection 16, Cost 16000, weight 6.
A poly carapace is a sealable version of cloth armor, made out of fibers with ceramic or metal plating at vital spots and sealed joints at neck, shoulders, hips, ankles and wrists.


Gyrostabilizer Rig: This item is a set of reinforced webbing that has an arm coming out of it with an attachment point that allows
TL 10: Provides 2 points of recoil compensation. 10000 Cr.
TL 11: Provides 4 points of recoil compensation. 8000 Cr.
TL 14: Eliminates recoil. 6000 Cr.
Note: Battledress is considered to provide its own recoil compensation.

Friend or Foe HUD:
TL 9: otherwise as in MGT Merc. Range of 1 KM or line of sight. 4000 Cr for system and 100 transponders (Cr 200 for 20 more transponders).
TL 10: Range of 2.5 KM or line of sight. 2500 Cr for system+ 150 Cr 150 for 20 more transponders.
TL 12: Range of 5 KM or line of sight. 2000 Cr for system + 200 transp/Cr100 for 100 transponders.
TL 14: Range of 10 KM or line of sight. 1500 Cr: system & 1000 transponders, Cr 100 for 500 more.

Mechanostatic Scanner (mechanical cyberware spotter):
TL 9, range Short, cost 10000.
TL 11, range Long, cost 8000.
TL 13, range Distant, cost 5000.
 
Bioware (with apologies to Shadowrun 4E)

Adrenaline Pump:
TL 10, +1 to initiative for 1d6 turns, -2 to Endurance for 2d6+1 turns afterwards. 15,000 Cr.
TL 11, +2 for 1d6+3 turns, -2 to endurance for 1d6+3 turns afterwards. 25,000 Cr.
TL 12, +3 for 2d6+1 turns, -1 to endurance for 1d6+1 turns after. 35,000 Cr.

Bone density increase:
TL 9. Strength mod becomes (or is increased by) +1 for brawling damage purposes. 20,000 Cr.
TL 11. Strength mod becomes (or is increased by) +2 for brawling damage purposes. 40,000 Cr.
TL 13. Strength mod becomes (or is increased by) +3 for brawling damage purposes. 60,000 Cr.

Immune system booster:
TL 10. Endurance modifier is improved by 1 for the purposes of resisting disease and biological toxins. Cr 10,000.
TL 11. Endurance modifier is improved by 2 for the purposes of resisting disease and biological toxins. Cr 20,000.
TL 13. Endurance modifier is improved by 3 for the purposes of resisting disease and biological toxins. Cr 35,000.
TL 15. Endurance modifier is improved by 4 for the purposes of resisting disease and biological toxins. Cr 50,000.
TL 17. Character is immune to all known diseases. Cr 250,000.

Digestive expansion:
TL 10. Decreases food portion of lifestyle costs by 1/10th. Allows more biological items to be considered food. Cr 20,000.
TL 12. Decreases food portion of lifestyle costs by 1/5th. Allows more biological items to be considered food. +1 to End mod when resisting eaten diseases/toxins. Cr 35,000.
TL 14. Decreases food portion of lifestyle costs by 1/4th. Allows more biological items to be considered food. Adds +2 to End mod when resisting eaten diseases/toxins. Cr 45,000.

Sleep regulator:
TL 11. Decreases sleep needed and fatigue gained by 1/4th. Stay awake and functional for up to 48 hours straight before fatigue. Cr 20,000.
TL 13. Decreases sleep needed and fatigue gained by 1/2. Stay awake and aware for up to 60 hours straight. Cr 50,000.

Heart Booster:
TL 10. +1 endurance bonus to all athletics tests. Cr 10,000.
TL 12. +2 End bonus to all athletics tests. Cr 20,000.

Pheremone booster (usually quite illegal):
TL 10. +1 to all charisma-based tests (diplomacy, persuade, deception, carouse, steward). Cr 15,000.
TL 12. +2 to all charisma-based tests. Cr 30,000.
TL 14. +3 to all charisma-based tests. Cr 60,000.

Flesh Pocket:
TL 9. Creates a skin flap concealing any items up to a total weight of 1 Kg. Cr 5000.
TL 11. As TL 9, but allows up to 2 Kg and add +1 to concealment. Cr 15,000.

Neural comm: TL 9, audio only, computer/0, Cr 1000 (includes cost of surgery).
TL 10, audio and visual, computer/1, Cr 2500 (includes cost of surgery).
TL 12, multiple forms of data, computer/2, Cr 5000 (includes cost of surgery).
TL 13+ versions improve in terms of security but do not significantly increase in cost (the difference is that each TL adds one more form of data).

Subdermal armor:
TL 9, armour 3, Cr 10,000.
TL 10: Armor 5, Cr 11,000.
TL 11: Armor 6, Cr 12,000.
TL 12: Armor 7, Cr 12,500
TL 13: Armor 8, Cr 13,000
TL 14: Armor 9, Cr 14,000

Physical characteristic augment:
TL 9, Cr 500,000/+1
TL 11, Cr 100,000, +2
TL 13, Cr 75,000, +4
TL 15, Cr 50,000, +5. At TL 10 + they may be used to affect more than one attribute.

Intelligence augment:
TL 9/Cr 500,000,+1
TL 11, Cr 200,000, +2
TL 13, Cr 100,000, +4
TL 15, Cr 75,000, +5. At TL 10 + they may be used to affect more than one attribute.

Skill augment:
TL 9: +1 to skill, Cr 50,000, must posess skill at level 0.
TL 10: +1 to skill, Cr 25,000, must possess skill at level 0.
TL 11: +1 to skill, Cr 15,000, must possess skill at level 0.
TL 12: +1 to skill, Cr 10,000, must possess skill at level 0.
TL 13: +1 to skill, Cr 7,500, do not need to possess skill at level 0.
TL 14: +1 to skill, Cr 5,000, do not need to possess skill at level 0.

Wafer jack implant: As TMB version but allows remote access to computers. Computer/1. TL-10.
TL 11 version has computer/2; TL-12 has computer/3. TL 13+ reduce time for surgery & recovery.

Cybereyes (note that the types of data below are merely intended as a starting point, and that referees are encouraged to make suggestions):
TL 9/merely replaces eyesight, but has recording ability.
TL 10/adds 2 of binoculars, IR, LA, ultrasound. Recording ability.
TL 11/adds 3 of binoculars, IR, LA, ultrasound. Recording ability.
TL-13/contains binoculars, IR, LA, ultrasound. Recording ability.

Cybernose:
TL 9, Cr 1,000. Is merely a prosthetic that allows someone to smell.
TL 10, +1 to perception tasks involving smell at a range of close, can record smells. 3,000 Cr.
TL 12, +2 to smell at a range of pistol, can record. 5,000 Cr.
TL 14, as TL 12 but range of rifle. 6,000 Cr.

Cyberears:
TL 9, Cr 1,000. Is merely a prosthetic that allows someone to hear.
TL 10, +1 to perception tasks involving hearing at a range of pistol, can record smells. 3,000 Cr.
TL 12, +2 to detect specific sounds at a range of rifle, can record. 5,000 Cr.
TL 14, as TL 12 but range of long. 6,000 Cr. Lung Filter:
TL 10. Filters out airborne substances, giving +1 to endurance tests. Cr 10,000.
TL 11. As TL 10 but gives +2. Cr 25,000.
TL 13. As TL 11 but gives +3. Cr 40,000.

Multiscanner:
TL 12; includes Geiger Counter (able to determine direction, source, nature & strength of radiation), EM Probe, Bioscanner (using my bioscanner alternates from above), chemsniffer (as bioscanner but detects chemicals), video-camera, audio recorder and computer/2 (which can record data on a proper computers roll). Weight 7 Kg, cost 25,000 Cr.
TL 15 version includes densitometer and computer/3, with an attachment for an NAS. Weight 2 Kg, cost 30,000 Cr.

Plasma Rifle:
TL 14: Ranged (assault weapon) Damage 5d6, Auto No, Recoil +1, Mass 8, Magazine 25, Cr 100,000, Power Pack Cr 500
TL 15: Ranged (rifle) Damage 5d6+2, Auto No, Recoil +1, Mass 6, Magazine 50, Cr 80,000, Power Pack Cr 300
TL 16: Ranged (rifle) Damage 6d6, Auto No, Recoil 0, Mass 5, Magazine 75, Cr 70,000, Power Pack Cr 250
 
Last edited:
"Borrowed" - a good simple self made weapon for my setting's colonists -
thank you. :)

Glad you liked it! (Besides, I thought that the crossbow in MGT: Merc was underpowered at all levels, so I made it more useful. :devil: )
 
Yes, I can do that. It'll take me some time to work up the background text for these entries, though.

This is coming along quite nicely.

MongooseMatt, I'd like to know to whom I should submit this when I'm done.
 
Alternative Bioscanners and Extra Equipment


This is a set of equipment that I wrote up because MGT's treatment of bioscanners and implants really pissed me off (that is to say, I like the fact that they included it, but I HATED the fact that it was 350,000 credits and 3.5 kg at TL-15.

Bioscanners Handheld variants, not vehicle or emplacement bioscanners
TL 9 3.5 Kg, 25000 Cr, range of contact.
TL 10, 3 Kg, 20000 Cr, range of contact but needs not touch.
TL 11, 2 Kg, 15000 C, range of short/pistol.
TL 12, 1.5 Kg, 12000 Cr, range of short/pistol, can be attached to computer.
TL 13, 1.2 Kg, 10000 Cr, range of shotgun, computer-attachable.
TL 14, 0.8 Kg, 8000 Cr, range of shotgun, computer-attachable.
TL 15, 0.5 Kg, 7500 Cr, range of rifle, computer-attachable.

Interesting. What are they like ?

The Milieu Zero pdf mentions a multi-scanner, which can
function at almost Trek-like range/omniscience :oo:

Code:
I shook these thought from my head and looked at
the [COLOR=red]multi’s display[/COLOR]. The lanthanum deposit was about five
kilometers away, in what looked like an old refinery complex.
I checked my suit stats, picked up my ‘898 and gave
the signal to move on ....”
Not bad for Year ~25 or so :D

>
 
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