Group Catch-All Thread

The agency's "top men." (6 players max; players vote on new applicants when there's an opening)
GM: Augur
AGM: Agency

Moderators: Game Masters, Group Leaders


Re: Group Catch-All Thread

Postby Augur » Thu May 07, 2020 6:14 pm

Base of Operations
Map of Airport
Image
Hangar Area
  • Hangar: The hangar is a cavernous structure with a smooth concrete floor and bare industrial walls. Ground vehicles enter and exit through a standard-sized roll-up door on the west wall, with a regular door next to it. Both doors lead to a parking lot area which runs along the west and south walls. Larger vehicles and aircraft can enter/exit through the enormous segmented sliding door that dominates the north wall and leads to the airstrip. ‘Safe zone’ areas are marked off along the floor to prevent vehicles or materials being placed too close to the doors. All personnel entrance doors are protected by electronic locks. The vehicular doors can be opened either from the inside or via remote control.
  • A bank of lockers and benches are located in a dressing/staging area along the east wall next to the entrance of the residential area
    of the building.
  • Workshop area: In the southeast corner of the hangar section, next to the entrance to the residential area of the building, is a secured workshop. The ‘wall’ on the hangar side is an open framework with chain link fencing attached to the wall studs. The door is of similar construction. Inside the workshop ‘cage’ are various worktables, a cleanup/washing station, and a backup generator which also features an e-clip recharger. Workstations include a lathe, micro-forge, drill press, 3D printer with computer, and CNC router. There are also several storage cabinets for hand tools, etc.
  • Secure storage: Adjacent to the workshop area is a windowless, solid-walled room with various lockers, safes and shelves that provide a secure area for storing valuables. The door to this room is controlled both by a keypad and a physical lock.

Residential Area
  • Bathroom/shower room: This communal space features 2 toilets, 2 shower stalls, 2 sinks, and a changing area.
  • Utility/storage/laundry room: This room is furnished with shelves and cabinets. The entire back wall features a washer and dryer machine along with a large utility-style sink. A table is located in the center of the room for folding laundry.
  • Dormitory rooms: There are a half-dozen dormitory-style rooms to accommodate those who wish to stay onsite, either temporarily or permanently. The rooms are furnished with a double bed, nightstand, wardrobe, desk/book shelves, and a small couch. The furniture is durable, but not fancy and the décor is rather spartan in nature.
  • Kitchen: A full kitchen is located in the southeast corner of the second floor. All the major appliances are furnished, with cabinets above and below the counters for storage. A dining table has seating for 6 but can accommodate an additional person at either end.
  • Common room: In the southwest corner is a recreation/social area. A small home theatre with large wall screen television provides entertainment -- it is controlled by a panel on the wall, and can also be used for telecommunications/presentations if needed. For those who wish a more intimate conversation (or who want to avoid larger group conversations), a smaller lounge area is tucked away behind the home theatre and features a smaller wall-mounted television.
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Thu May 07, 2020 6:14 pm

Contacts

Ford
Image

The point of contact who brought together a group of inexperienced but broadly talented scouts is simply known as "Ford." He works for an organization he only refers to as "the agency." He is never forthcoming with details about the agency, but is as generous as he's capable with mission-relevant intelligence. "The agency" seems concerned almost exclusively with confirming and denying rumors and disputed intelligence reports from various sources. What the agency's interested motives are is unknown.
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Thu May 07, 2020 6:15 pm

Overview
  1. The characters are a reconnaissance squad from a private contractor known only as "The Agency".
  2. The purpose of the squad is to travel to remote locations to gather intelligence.
  3. The squad's superiors have a large number of locations in North & Central America which require investigation.
  4. The game will be a West Marches style campaign with a LOT of choices left to the characters' discretion.
    • The group chooses where to adventure, and the GM prepares the adventure!
  5. The meta-game will be heavily focused on inter-character interaction and development (building a resilient team).

Gear
  1. Initial gear will selected by players from a pool of resources.
  2. Equipment & items gathered in-game are potentially subject to sponsor appropriation.

Structure
    Agency Contact: Ford
    Character Slots & Roles
    1. Leadership role: Church
    2. Protector role: Phil
    3. Scout role: William
    4. Egghead/Medic role: Arjay
    5. Mechanic role: Rachel
    6. Driver role: Murphy

Base Pay: 750 credits per day per person in the field. No pay while in Merctown. No pay for "return" leg of a journey.
  • Pay will be made up-front and in total for the planned duration of the trip.
  • Items not designated for the Agency will be liquidated on the market and half the proceeds returned to the group as a bonus, or else can be bought-back at 50% market value from individuals.

Mission
"The agency" seems concerned almost exclusively with confirming and denying rumors and disputed intelligence reports from various sources. What the agency's interested motives are is unknown.

Minor Rules
    Official Airlock Policy:
    • No more than four at a time through the airlock, it's just not realistic.
    • Airlock takes three actions to cycle, ergo if Cale starts the cycle on action 1 no one can access the airlock on actions 2 and 3.

    Official Winged Flight Policy:
    • Launching and Landing cost 1 action, that's it.
    • Acceleration is done via common sense and costs no additional actions.

    Official Servo-Rig Donning Policy:
    • Without assistance: 1D4+1 melees
    • With 1 person helping: 1 full melee round
    • With 2 people helping: 1D4 melee actions
    • Any further assistance will only cause confusion and delay matters.
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Thu May 07, 2020 6:15 pm

The Map

Alberta Territory

Arizona Territory

Colorado Baronies

CS Chi-Town

CS El Dorado

CS Frontier
  1. River of Blood
    The agency has received disturbing story about something encountered by a CS ranger. Apparently the ranger lost the rest of his squad, and was quite mad when he managed to return to the CS base known as Fort Prospect. Leaked intel (and it looks like intentionally leaded intel at that) suggests that CS interrogators and Psi-Net agents were only able to extract images of a literal river of blood and the faces of his dead comrades before they were forced to mind wipe the poor bastard. This is a troubling report and too little is known about this apparent phenomenon. We need a team to gather accurate intel, in case this region needs to be considered a hot spot to be avoided by traders.

CS Iron Heart

CS Lone Star

CS Minnesota

CS Missouri

Dark Woods

Dinosaur Swamp
  1. Military Artifacts
    An expedition from Lazlo made note of a long-abandoned military site in the River of Grass region of Dinosaur Swamp. The expedition couldn't spare the time to explore or catalog the area, but did publish their findings in scholarly journals. This is a golden opportunity to score some potentially priceless Golden Age salvage. Needless to say, if you reach this location you should find out everything you can about it and salvage whatever you can to fund further Agency expeditions.

Free Quebec
  1. Cold Storage
    The Agency has received word of an abandoned, covert military base near Free Quebec from during the Coalition-Quebecois conflict. Rumor has it that whoever was using this base was conducting germ warfare experiments. The existence of this base, if it does exist and the reports are correct, has been quietly buried. The Agency could use knowledge of its existence as leverage against the responsible faction to facilitate easier passage through their territories. Find out the truth and bring back evidence!

Great Lakes Region

Magic Zone

Manitoba Territory

Missouri Territory
  1. New Settlement
    The agency has heard rumors from travelers of a new human settlement that's emerged in the Missouri Territory Northwest of Kingsdale and South of New Chillicothe. The Missouri Territory is hotly contested between Kingsdale, Whykin, and the Coalition States. Traders and travelers need to know if this settlement is independent or aligned with one of these factions, and any other amplifying information about the town could also be useful to those interested in moving through the region.


Montana Territory
  1. Nuclear Ruins
    Longstanding rumors from the Badlands of the Montana Territory speak of its strange denizens and alien flora amid the ruins of an old American Empire military base. Find out if there's anything of value still intact, and determine the nature and disposition of the locals.

New Lazlo
  1. Ancient Base
    The Agency has received reports over the last few years from refugees fleeing Tolkeen, and most recently from a New Lazlo archaeologist who went missing before being able to publish his findings, of an ancient base of some sort in the rugged wilderness about 100 miles West-Southwest of New Lazlo proper. It's only a matter of time before either opportunists from Queenston Harbor loot the site, the radical, pro-war faction from New Lazlo use it to stir up a war, or some other power bloc establishes a foothold in the territory using this base. Find the place, gather any intel and tech of value, and destroy the structure.


New Mexico Territory
  1. Lost Treasure
    Legends and rumors alike tell of a sprawling gorge in which ancient treasure has been lost for centuries. There have even been records recovered from before the Great Cataclysm which speak of "Spanish Gold" lost or buried somewhere in this network of canyons and caves. The Agency wouldn't send you after this tall tale, but for a recent incident wherein a homesteader in the area killed a grigleaper and found a couple gold coins in one of its stomachs. Act quickly to secure whatever treasure you can find before other treasure seekers flood the area.

Nevada Territory

North Dakota Territory
  1. Meteor Strike
    The agency has a hot lead. Eyewitnesses report a blazing meteor streaking across the sky that impacted somewhere in the North Central area of the North Dakota Territory. Investigate the meteor strike. There could be extremely valuable rare earth metals on site for collection that could fetch a high price from interested parties. Be aware of possibly heightened Xiticix activity in the area as a result of this disturbance.

Ontario Territory
  1. Alien Military Base
    The Agency recently received rumored reports of a D-bee military outpost deep in the frozen northern wastes of what used to be the Canadian Empire. A group calling itself "the Tundra Rangers" apparently came into contact with humanoids operating freely within life-threatening arctic conditions, who had established a stronghold in the area, and who have rebuffed the advances of these "rangers" and fought off Simvan tribes alike. Find this location, see if you can establish contact with these D-bees, and report back your findings.

Pecos Empire

Saskatchewan Territory

Shemarrian Nation
  1. Pre-Rifts Weapon Cache
    The agency purchased an ancient journal which made mention of an "arsenal" located on a small island in the Hudson River some miles North of what's now known as Madhaven. Investigate the site and acquire anything of value.
  2. Secret Army
    There have been stories of a "sleeping army" waiting for the right moment to strike coming from the Eastern coastline for generations, perhaps centuries. Who comprises this army seems to change with every telling. Sometimes it's D-bees, sometimes it's time-travelers, sometimes it's the legend of the Nemans finding a new iteration. Whatever the truth is, the Agency wants to be the first to find out. Go investigate and report back your findings. As usual, if there's some value to be extracted from the situation, do so.

Shifting Lands
  1. Colossal Giants
    A couple of years ago a contracted mercenary squad ran across what they reported as "enormous giants with alien, high tech weapons, and a spaceship." Their reports were sometimes contradictory, and often baffling, but they spoke of a colony, of sorts, of giants and normal-sized humanoids in the area. They also reported that tensions between the giants and the Central Preserve some distance South of their settlement were chilly at best. Investigate these odd reports, find out the truth, and determine if these giants are a threat the regional powers should be concerned about; such information could be extremely valuable and help fund the Agency's expeditions for years to come.

South Dakota Territory

Texas Freelands

Utah Territory
  1. Secret Outpost
    The agency has received confusing and conflicting rumors about some sort of facility in a remote mountainous region somewhere Southwest of the Salt Lake ruins, and Southeast of the Shoshone Mountain Preserve. Be aware that the fierce Shoshone natives claim this territory as their own, and many travelers do not make it through their territory intact. The rumors surrounding this place sometimes speak of advanced D-bees building a doomsday weapon, other times of them being friendly traders, and at other times still of them not being d-bees at all, but vampires. Investigate and report back your findings.

Vampire Kingdoms

Wyoming Territory
  1. Crash Site
    There have been a trickle of rumors over the years of a possible crash site North of the city of Casper and West of the site of Wilk's Industries' manufacturing center, in the wilderness of the Wyoming territories. The cobbled together rumors from natives, D-bees, and data mined from the wreckage of destroyed CS Skelebots suggest a possible orbital satellite crashed in this area in the last few years. With the mess in Tolkeen having recently come to an end, the agency wants to get to the bottom of this before others beat us to it. There could be valuable technology from before the coming of the rifts if this is the case. We need a team to gather intel, and if the rumors are accurate, to acquire whatever is most valuable from the site and destroy whatever cannot be hauled away.
  2. Secret Facility
    An undercover agency asset operating within a raider group associated with the Black Market has stopped forwarding his intel. His last report indicated that his bandit group was being flown into some sort of facility high up in the Rocky Mountains to acquire advanced weaponry from another dimension. Find this location, investigate it, and take whatever actions you deem appropriate under the circumstances. If extra-dimensional weapons exist, acquire samples for agency study.
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Thu May 07, 2020 6:16 pm

Equipment

OOC Comments
Bullwhip
Image
  • Range: Close Combat to 20'
  • Damage: 2D6
  • Weight: 2 lbs.
  • Features: 20' long
  • Modifiers: None


Moisture Condenser (condenses & filters ambient moisture to produce drinkable water; 5 gallons/8 hours; 1 E-clip per 96 hours of use)

"SleepSafe Sentry" Tent
  • Capacity: 2 person
  • Mount for Sensor Sentry
  • Rainwater collection system
  • Weight:2 person: 7 lbs

SleepSafe “Sensor Sentry” Warning System
  • Dimensions: 1x3x5" in size, 2 lbs.
  • Laser-Motion Sensor, Infrared Camera, Visual Camera (all have 100' range in a fixed 90° arc)
  • Audio Detection System: audible detection range varies according to decibel of noise, Warning system (1.6 mile transceiver range)
  • Duration/Payload: 192 hours use per E-Clip
  • Book Reference: p.253-254, WB34

Wilk's PRC-5 Secure Walkie-Talkie - Agency gear
Image
  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required; 1 spare battery; hands-free accessories
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps


NG-A8 Scout Armor - Agency gear
Image
M.D.C. by Location:
  • Helmet: 35
  • Arms: 25 each
  • Legs: 40 each
  • Main Body: 50
Weight: 12 lbs.
Modifiers: -5% to physical skills
Features:
  • Non-environmental
Book Reference: p.51, WB 34


Wilk's 237 "Backup" - Agency gear
Image
  • Range: 500'
  • Damage: 3D6 M.D. or 6D6 M.D. per double shot
  • Rate of Fire: Single or double shots only
  • Payload: 16 shots per E-clip, 32 shots per LE-clip
  • Weight: 3 lbs.
  • Features: light weight, superior balance; W.P. Energy Pistol
  • Modifiers: +2 to strike on aimed shots
  • Book Reference: p.205, WB14


NG-LP25 Laser Pulse Submachine-Gun - Agency gear
Image
  • Range: 1,000'
  • Damage: 2D6+1 M.D. per shot or 5D6 M.D. per pulse
  • Rate of Fire: Single shots or 3-shot pulses only
  • Payload: 21 shots per E-clip or 36 per LE-clip
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: W.P. Sub Machine-Gun
  • Book Reference: p.192, WB33


Vibro-Knife - Agency gear
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Not Taken; Stored at Base
Code: Select all
E-clip, spare

Code: Select all
E-clip, spare

Code: Select all
E-clip, spare

Code: Select all
E-clip, spare

Code: Select all
Box of Ammo (100 rail gun rounds)


Code: Select all
[b]Vibro-Bayonet[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712160022-ac48923f.png[/img]
[size=85][list][*]Damage: 1D6+1 M.D.
[*]Payload: 1 E-Clip will last for approximately 1 hour of use
[*]Weight: 1 lbs.
[*]Features: Designed for attachment to a variety of rifles, but rarely used by the CS
[*]Modifiers: None
[*]Book Reference: p.259, RUE[/list][/size]


Code: Select all
[b]Neural Dusters[/b]
[img]http://explorersunlimited.com/images/upload/2019/04/17/20190417225520-e49d4d18.png[/img]
[size=85][list][*]Range: close combat
[*]Damage: Powered: 2D4 (save vs non-lethal toxins or be knocked unconscious. Successful save: -8 to combat bonuses, -2 APM, -50% Spd for 2D4 melees)
Unpowered: +1D4 damage to normal punches
[*]Payload: 2 neural stun attacks [i]may be recharged 4 times by a  E-Clip[/i]
[*]Weight: 1 lb.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.109, Merc Ops[/list][/size]


Code: Select all
[b]WI-C8 Close Combat Weapon System[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091839-6503894e.png[/img]
[size=85][list][*]Range: Close combat
[*]Damage: 5D6 M.D.
[*]Payload: 60 attacks/uses per E-Clip
[*]Weight: 20 lbs.
[*]Features: no applicable W.P.
[*]Modifiers:
[list][*]P.S. 21<: -4 to strike, -6 to parry
[*]P.P. and HTH bonuses only[/list]
[*]Book Reference: p.75, WB10[/list][/size]


Code: Select all
[b]WI-MG15 "Viper" 15mm Anti-Infantry Machine-Gun[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091845-3b351e91.png[/img]
[size=85][list][*]Range: 4,000'
[*]Damage:
[list][*]15mm Rounds: 1D8x10, 10-round burst: 1D8x100, 20-round burst: 2D8x100
[*]Light M.D.: 10-round burst: 1D10 M.D., 20-round burst: 3D6 M.D.
[*]Heavy M.D.: 10-round burst: 1D4x10 M.D., 20-round burst: 2D4x10 M.D.[/list]
[*]Rate of Fire: single shots & 10 & 20-round bursts only
[*]Payload: 200 round belt
[*]Weight: 60 lbs., 30 lbs. per belt
[*]Features: None
[*]Modifiers: P.S. 26> required to use (-2 to strike)
[*]Book Reference: p.100, MercOps[/list][/size]
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Thu May 07, 2020 6:17 pm

Mission Chronicles
Reward: Rewards will be given commensurate with the depth and quality of the narrative.
Requirement: Describe what occurred during the mission from your character's perspective in at least two paragraphs of text.
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Thu May 07, 2020 6:17 pm

Group Vehicle
Wolftrack Deck Plans
Image

NG-EPC-18 “Wolftrack”
Image
M.D.C. by Location:
  • * Forward Lights (6, 4 front, 2 top): 6 each
  • * Rear Spotlight: 10
  • * Winch & Crane (rear): 80
  • * Railings (2; rear): 12 each
  • Airlock Hatches (2): 100 each
  • * Roof Hatches (2; top): 50 each
  • * Armored Window Shutter/Gun Port (top, forward): 70
  • ** Massive Solid M.D.C. Wheels (4): 100 each
  • *Light Rail Gun Turret: 30
  • *Mini-Missile Launcher: 20
  • Reinforced Pilot Compartment: 80
  • Main Body: 370
* Requires a called shot at -4 to strike
** -35% to speed & -25% to piloting if a wheel is lost; immobile if 2 wheels are lost
Statistical Data:
Maximum Speed: 75 mph on flat & rugged terrain; half on ice or in mud deeper than 3'
Range: Unlimited
Crew: 2; 1 pilot & 1 co-pilot or comms officer; +8 passengers in pilots compartment & 12 passengers in cargo area
Class: Scientific Transport Vehicle and Military Personnel Carrier
Dimensions: 19' 7” high, 20' wide, 32' long, 28.7 tons
Cargo: 8'x12'x9' cargo bay (20 items); can tow up to 32 tons
Power System: Solid Oxide
Weapon Systems:
Medium Vehicular Laser:
Fixed forward mount, operated by co-pilot
  • Range: 2,000'
  • Damage: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: Unlimited; tied to power supply
Light Rail Gun:
Forward roof turret mount with 180° rotation; requires a gunner
  • Range: 3,000'
  • Damage: 6D6 M.D.
  • Rate of Fire: 20-round bursts only
  • Payload: 2,400 rounds
Mini-Missile Launcher:
Fixed rear mount; requires a gunner
  • Range: per missile type
  • Damage: Per missile type
  • Rate of Fire: 1 or volleys of 2, 4, or 8
  • Payload: 8 mini-missiles
Light Machine-Gun:
Fixed left side mount; requires a gunner
  • Range: 2,000'
  • Damage: 2D4x10 per short burst or 1D4 M.D. per long burst
  • Rate of Fire: 10-round short bursts & 50-round long bursts only
  • Payload: 2400 rounds
Features of Note:
Book Reference: p.223-224, WB34
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Thu May 28, 2020 3:37 pm

Wolftrack Storage & Logistics
Cargo: 8'x12'x9' cargo bay; can tow up to 32 tons

Logistics
  • 6 gallons of water per person per day is required in the field.
  • 3 MRE's per person per day is required in the field.
  • The Wolftrack can cover 1 hex for every 2 hours of travel on average. (GM will advise when different)
  • Cost of water: 5 credits per gallon (when purchased)
  • Pay
    • 750 credits per day per person in the field. No pay while in Merctown. No pay for "return" leg of a journey.
    • Pay will be made up-front and in total for the planned duration of the trip.
    • A day's pay equals six hexes traveled for purposes of group planning, plus one day for on-site exploration.

Cargo Bay
  • Ammo Box: 100 rail gun rounds (Phil)
  • Ammo Box: 70 rail gun rounds (Phil)
  • 5.6mm Bolt-Action Sniping Rifle (Phil)
  • Ammo can (100 rounds, 5.6mm) (Phil)
  • Moisture Condenser (condenses & filters ambient moisture to produce drinkable water; 5 gallons/8 hours; 1 E-clip per 96 hours of use) (Phil)
  • Heavy Cloth Sack 1 (William)
  • Heavy Cloth Sack 2 (William)
  • Heavy Cloth Sack 3 (William)
  • Heavy Cloth Sack 4 (William)
  • Heavy Cloth Sack 5 (William)
  • Waterproof Sack 1 (William)
  • Waterproof Sack 2 (William)
  • Waterproof Sack 3 (William)
  • Ammo Box: 55 rounds (7.6mm) (Church)
  • Ammo Box: 55 rounds (7.6mm, silver) (Church)
  • Drum (55 gallons): drinking water
  • 46 Basic MREs (Meal Ready to Eat, just add water, vitamins & nutrients, heating optional, fairly tasty)
William's Sacks
Code: Select all
[color=#008000][u]Heavy Cloth Sack 1[/u][/color]
Block and tackle
Grappling hook

[color=#008000][u]Heavy Cloth Sack 2[/u][/color]
(9) Climbing spikes/pitons
Small mallet
Hammer and chisel
(4) Heavy iron spikes
Ice pick

[color=#008000][u]Heavy Cloth Sack 3[/u][/color]
Gas mask w/air filter
Digital distancing binoculars
Telescopic gun scope
Passive night vision goggles

[color=#008000][u]Heavy Cloth Sack 4[/u][/color]
Box of surgical gloves (100)
(6) Small specimen containers
(4) Medium specimen containers
(2) Large specimen containers
Box (100) Sealable plastic bags (1 gallon)

[color=#008000][u]Heavy Cloth Sack 5[/u][/color]
(7) Pen & pencil kits
(6) Chalk sticks
Spray paint can, fluorescent yellow

[color=#008000][u]Waterproof Sack 1[/u][/color]

[color=#008000][u]Waterproof Sack 2[/u][/color]
(12) Chem-lights
Spool of wire (20')

[color=#008000][u]Waterproof Sack 3[/u][/color]
(10) Signal flares
(2) Smoke Grenades
(2) Demolition charges

Lab
  • First-Aid Kit (standard)
  • Suture Gun (fires staples made of dissoluble sutures)
  • Protein Healing Salve (applied to burns, cuts, & rashes; doubles normal healing rate); 8 applications
  • Palm Bio-Unit (palm-size biological analyzer indicates body temp, blood pressure, respiration, & dehydration)
  • Stethoscope
  • Hypodermic Gun (self-sterilizing injector)
  • Drug Shelf (various, 100 uses)
  • Analgesics (600 count)
Portable Bio-Scan & Bio-Lab
  • Features:
    1. Bio-mode indicates and records basic body functions
    2. Stress evaluator records stress and anxiety via voice monitor (25% +5%/level accuracy)
    3. Toxic analyzer analyzes & identifies 380 toxins dangerous to humans
    4. Dosimeter measures radiation
  • Weight: 20 lbs.
  • Book Reference: p.263, R:UE


No Trailer Initially Available for Towing

Stowed in a personal locker
ImageImageImageImageImageImageImageImage
To help support this site w/o a subscription, use paypal.me/LloydRitchey
Medals
ImageImageImageImageImageImageImageImage

Palladium Books Internet Policy
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Group Catch-All Thread

Postby Augur » Mon Jun 01, 2020 5:48 pm

Decision Gear
(unused & unclaimed equipment to be sold--this is where loot goes!)
ImageImageImageImageImageImageImageImage
To help support this site w/o a subscription, use paypal.me/LloydRitchey
Medals
ImageImageImageImageImageImageImageImage

Palladium Books Internet Policy
User avatar
Augur
Admin
 
Posts: 5832
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail


Return to Frontiersmen (Restricted Access, 1 opening)

Who is online

Users browsing this forum: No registered users and 1 guest