My characters loadout. All is carryable at once. Bigger items likely kept on ship/air raft as needed. Some locations require less overt gear. i.e. Startown drinking, Startown looking for 'trouble', Baron's formal party. Weapons are characters choice too.
EQUIPMENT
Body Pistol Cr. 500 4 clips 20Cr
Pocket holster
Auto Snub Cr. 200 5 clips 4 HEAP, 1 Tranq 20Cr
Shoulder Holster
Flechette pistol Cr. 250 5 clips 10Cr
Crossdraw Holster
Gauss rifle Cr. 1,500 7 clips 40Cr
Ammo Cr. 510
2 Marbles (Knife) Cr. 350
TL 10 Comms Cr. 250
Hand Comp Cr. 50
Security Kit& Cr. 1,700
C. E. Kit TL8# Cr. 500
Survival Kit* Cr. 50
Backpack! Cr. 25
Watch Cr. 10
1st Aid kit Cr 125
Pressure Tent Cr. 2,000
Imp Flak Jack Cr. 300 Armor 6
Reflec Cr. 1,500 Armor 10 vs. Laser
Clothes Cr. 50
Mine Boots Cr. 50
Swim trunks Cr. 10
Cr.12,275
In kit*
Small knife
Fire-starting equipment
Blanket/poncho
4 days’ preserved rations
Water bottle
Compass
Light cord or string
Mirror
Water purification tablets
Survival manual
In Kit&
2 batons,
2 autopistols, 6 magazines
200 rounds of ammunition
2 combination masks
2 short-range communicators
1 metal detector
4 sets of handcuff
1 IR binoculars and
2 electric torches plus belts and webbing to hold all the gear.
In C.E. Kit#
Spades, entrenching tools
Wire cutters
Probes
Marking tape
Metal detector
Explosive strips
In Backpack!
Geiger Counter Cr. 250
Elec Binoculars Cr. 750
Motion detector Cr. 1,000
Inertial Locator Cr. 1,200
Atmo Sniffer Cr. 150
Working Gear
Web belt with crossdraw Flechette Pistol
Canteen
Hand Cuff
Torch
Comm
1st Aid Kit
Shoulder holster Snub
Marbles in pocket
Compass in pocket
13 mags on belt pouches
3 BP mags in pockets
1 Mag loaded per weapon (4)
Some device (maybe a button on the comm, maybe something more unobtrusive in case comm has been taken) that silently alerts the ship and all cohorts "I am in trouble at location xxxx," possibly with refinements to allow specification of how bad the trouble is.
My characters loadout. All is carryable at once. Bigger items likely kept on ship/air raft as needed. Some locations require less overt gear. i.e. Startown drinking, Startown looking for 'trouble', Baron's formal party. Weapons are characters choice too.
EQUIPMENT
Body Pistol Cr. 500 4 clips 20Cr
Pocket holster
Auto Snub Cr. 200 5 clips 4 HEAP, 1 Tranq 20Cr
Shoulder Holster
Flechette pistol Cr. 250 5 clips 10Cr
Crossdraw Holster
Gauss rifle Cr. 1,500 7 clips 40Cr
Ammo Cr. 510
2 Marbles (Knife) Cr. 350
TL 10 Comms Cr. 250
Hand Comp Cr. 50
Security Kit& Cr. 1,700
C. E. Kit TL8# Cr. 500
Survival Kit* Cr. 50
Backpack! Cr. 25
Watch Cr. 10
1st Aid kit Cr 125
Pressure Tent Cr. 2,000
Imp Flak Jack Cr. 300 Armor 6
Reflec Cr. 1,500 Armor 10 vs. Laser
Clothes Cr. 50
Mine Boots Cr. 50
Swim trunks Cr. 10
Cr.12,275
In kit*
Small knife
Fire-starting equipment
Blanket/poncho
4 days’ preserved rations
Water bottle
Compass
Light cord or string
Mirror
Water purification tablets
Survival manual
In Kit&
2 batons,
2 autopistols, 6 magazines
200 rounds of ammunition
2 combination masks
2 short-range communicators
1 metal detector
4 sets of handcuff
1 IR binoculars and
2 electric torches plus belts and webbing to hold all the gear.
In C.E. Kit#
Spades, entrenching tools
Wire cutters
Probes
Marking tape
Metal detector
Explosive strips
In Backpack!
Geiger Counter Cr. 250
Elec Binoculars Cr. 750
Motion detector Cr. 1,000
Inertial Locator Cr. 1,200
Atmo Sniffer Cr. 150
Working Gear
Web belt with crossdraw Flechette Pistol
Canteen
Hand Cuff
Torch
Comm
1st Aid Kit
Shoulder holster Snub
Marbles in pocket
Compass in pocket
13 mags on belt pouches
3 BP mags in pockets
1 Mag loaded per weapon (4)
I don't like to target a character specifically, but at the very least I'd feel justified in having every police department and security force who spots him take an active interest in his activities.Hmmm, looking at this load-out, if I were Game Mastering it, my first priority would be to separate you from as much of it as possible, as quickly as possible. Either that, or toss you into an adventure where it does you absolutely no good whatsoever.
Hmmm, looking at this load-out, if I were Game Mastering it, my first priority would be to separate you from as much of it as possible, as quickly as possible. Either that, or toss you into an adventure where it does you absolutely no good whatsoever.
Time to have an adventure focusing on the Church of the Papal Mainframe...
D.
That I do not recognize, but Gramarye would work nicely.
5) L.E. will have no interest in me at all, law level covers that. I've walked down the street with two belted pistols, a rifle in hand and watched the cop car zip past me utterly uninterested in me. Even fact I was dressed 100+ years out of date didn't faze them. But Az. isn't Copenhagen where such a display might garner some hassle. The Imperial Weapons Permit from MgT is helpful too.
* armband sensor (rad, atmo, etc).
* binox (or trinox if you have 3 eyes...)
* belt with multitool & canteen.
* backpack with (light, cord, first aid kit, rations, any environmental equipment not in use).
You're right. I'm sorry I carped. In theory I should applaud such attention to detail, but for some reason it put me off.3) Weight. As the last section shows I rarely carry all, just the most likely needed.
I can't agree with that. Law level covers random interference from the local law. If you paint a big 'Person of Interest' sign on yourself, something more than just the standard LL throws are indicated.5) L.E. will have no interest in me at all, law level covers that.
What's an Imperial Weapons Permit?The Imperial Weapons Permit from MgT is helpful too.
I actually rolled up subdermal armor for one of my six pre-gens. After just one term of service in the army to boot. I decided to let him keep it and made it a bureaucratic SNAFU. This sort of augmentation is only intended for career soldiers. And the Army hasn't mentioned anything about paying for the procedure.... Yet.One of player's 'minimum' equipment would be subdermal armour, aslan cyber-claw and neural comm.
OK doubting Thomases...
I'm afraid that had completely escaped my notice.I have never made a post that didn't rankle you. We've been enemies for years.
I'm glad to hear it.Fortunately we're friendly enemies.
What a relief. I feared that it would be some sort of license that overrode local laws.Obscure rule in Cent supply catalog
Category 4: Military Equipment
Category 4 weapons are treated much as Category 3 but restrictions are tighter. Service as an accredited mercenary or similar employment is usually required. Imperial personnel leaving the service with a “Weapon” benefit are assigned a permit for its use and ownership and retain this unless it is revoked. Some localities permit such persons to retain their weapon even if normally prohibited by local law but most do not consider even a weapon of honour to be above local law.
What's an Imperial Weapons Permit?
Hans