Warhammer RPG: Old Night
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
HomeLatest imagesSearchRegisterLog in

 

 Gadgets and Gear

Go down 
AuthorMessage
Avy
Admin



Posts : 41
Join date : 2015-12-01

Gadgets and Gear Empty
PostSubject: Gadgets and Gear   Gadgets and Gear I_icon_minitimeSun Dec 06, 2015 8:20 am

Gadgets come in many shapes and sizes. Tech is available but some can be rare and hard to find. This is the job of relic hunters. Those looking for lost tech to make their fortune.

Auspex
An Auspex, also called a Surveyor, a Multi-scanner, or simply a Scanner, is a short-ranged sensor device used to detect motion, invisible gases and energy emissions across a wide band of the electromagnetic spectrum. This includes such emissions as heat, radiation and most forms of energy given off by vehicles and living troops. Their main tactical use is for triangulating the location of otherwise hidden enemy forces so that they can be fired upon by Imperial troops. The standard range of an Auspex is fifty metres, although walls more than fifty centimeters thick as well as certain types of building materials are able to block their active and passive sensor modes. An Auspex can take the form of a separate hand-held device.
This device gives the user +2 to their based Perception tests for short range scanning.
Cost: As tech its expensive. 80 Gold. Auspex can be common for those that know how has them.

Augur
Long-ranged sensors like those used on Iships are often referred to as Augurs, though they make use of the same technology as the Auspex, save with far greater range and power when in active scanning mode.
This device gives the user +2 to their Perception based tests for long range scanning.
Cost: This is rarer and more valuable to Techno Barbarian Lords. They are known to pay up to 250 Gold for one.

UNIVERSAL ARMOR GADGETS

The following gadgets are universal and can apply to armors found in any era, provided all gadget-specific restrictions are observed.

Environment Seal

Since many armors are designed with a particular environment in mind, this gadget provides the wearer protection from harsh conditions. The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.

Restrictions: Medium, heavy, or powered armor only.
Purchase DC Modifier: +15.
Cost: 50 Gold.

Heads-Up Display (HUD)
Prices varies on this and its different components due to the rarity. This can only be found in game, not baught.

One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.

A HUD is typically incorporated into the armour’s helmet. Armour without a helmet cannot incorporate a HUD.

The standard HUD can be used to highlight the outline of a person or object bearing a specific transmitter or signal generator on voice command, granting a +2 bonus on Spot checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time (if the sender had one too). Individual software packages (represented as gadgets) can further augment the abilities of a HUD.

Restrictions: Armour must contain helmet.

HUD Software, Ammunition Tracker
A piece of software for the heads-up display device, the Ammunition Tracker is able to keep track of exactly how many shots have been expended from a particular weapon. Additionally, when a character starts to get low on ammunition, a warning flashes on the HUD indicating that a reload must occur soon.

Restrictions: Heads-up display only, requires a weapon with an integrated computer.

HUD Software, Auspex Link
A piece of software for the heads-up display device, the auspex link allows the user to directly link any auspex to the HUD. As a result, any auspex can be used hands-free as a free action, provided they are present on the character’s person.

Restrictions: Heads-up display only.

HUD Software, Biosensor
A piece of software for the heads-up display device, biosensor software allows the wearer of the HUD to identify potential weaknesses in enemies. When worn, the biosensor software integrates elements of the medicomp auspex (though the sensor itself is not required) and can identify exactly how many hit points a target has left. Initiating this scan requires a full-round action, however, as the target must be kept precisely within the sensor’s range for the duration of the scan.

Restrictions: Heads-up displays only.

Integrated Equipment
A particular piece of nonweapon equipment has been integrated into the armor and can be used by the armor’s wearer at any time. This gadget is often used to add features such as glow-lamps or duracable to armor, though it is not limited to those applications. Indeed, some armors are intended to make their wearers into independent one-person armies, and sport a dozen or more such equipment integrations.

When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.

Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.
Purchase DC Modifier: +15.

Integrated Weapon
Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays (like the Incubus tormentor a neurally linked splinter-pistol attached to their armours helmet) turning the user into a walking combat machine.

When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.

Restrictions: The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made.

Purchase DC Modifier: See text.

Jump Pack
This is a special pack that launches the target when activated. Any armor with this gadget grants a +60 bonus on all Jump checks in any situation where gravity is a factor. There is no limit to heights that can be reached. If jump distance exceeds ordinary move capacity the character ends his turn midway through the jump and will continue his jump when he has more movement available; even if this means he is in mid-air at the end of his turn.

Restrictions: Only medium armour or heavier can take a Jump Pack.
Purchase DC Modifier: +15.

Storage Compartment
A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.

Restrictions: None.
Purchase DC Modifier: +10.


STANDARD GEAR
Camera (still/video)
A modern can take up to 1000 high resolution pictures and take up to 100 hours worth of digital film. Each hour of film takes up the same space as 10 photographs. Cameras can be attached to terminals to review feeds and photographs and even be hooked up to a helmet with a Head’s Up Display (HUD) (see Universal Armour Gadgets). Cameras can zoom an image without resolution loss up to 16x.
Purchase DC Modifier: +10.
Cost: 5 Gold

Digital audio recorder
A small recording device that can record up to 3000 hours of sound. The sound can be archived to a terminal or played in a Head’s Up Display. (See Universal Armour Gadgets for information on HUDs).
Purchase DC Modifier: +10.
Cost: 5 Gold

Palm Terminal
A small hand-held terminal is basically a very lightweight computer. Allows viewing of video feeds, playing of sound files and other standard terminal functions. Can be connected to a Personal or Standing Terminal.
Purchase DC Modifier: +10.
Cost: 20 Gold

Standing Terminal
Roughly equivalent to the modern desktop computer but far more powerful. Common designs have 120 Terabytes of storage space and can do powerful data manipulation and image viewing.
Purchase DC Modifier: +10.
Cost: 50 Gold

Vox-caster
The unicom is an all-in-one piece of equipment that handles the communication needs of a single person. Each unicom has its own frequency and can send transmissions both directly to another individual unicom as well as to an entire group of vox-casters. The vox-casters also has a data port so that it can be linked to a computer system and receive data as well as audio and visual communications. Vox-casters have a maximum range of 1 million miles.
Purchase DC Modifier: +10.
Cost: 10 Gold

Night vision goggles
Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them.

Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
Purchase DC Modifier: +10.
Cost: 10 Gold


SURVIVAL
Binoculars, Electro-optical
Electro-optical binoculars function the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the darkvision ability granted by night vision goggles.
Purchase DC Modifier: +10.
Cost: 10 Gold

Binoculars, Rangefinding
In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
Purchase DC Modifier: +10.
Cost: 10 Gold

Binoculars, Standard
Binoculars are useful for watching opponents, wild xenotypes, and special events from a long distance. Standard binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Spot checks takes five times as long as making the check unaided.
Purchase DC Modifier: +10.
Cost: 10 Gold

Filtration Plugs
Filtration plugs are very simple devices. They fit into the nostrils and filter the air inhaled. They give a measure of protection against inhaled toxins, as long as the character keeps his mouth shut, but no protection whatsoever against skin-absorbed poisons. A filtration plug gives a +2 bonus to Fort save versus inhaled toxins.
Purchase DC Modifier: +10.
Cost: 3 Gold

Gas mask
This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides near total protection from eye and lung irritants (+10 Fort DC vs gas attacks). The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
Purchase DC Modifier: +10.
Cost: 3 Gold

Respirator
Resiprators come equipped with their own oxygen supply allowing the user to survive all but the worst of conditions although the supply will eventually run out. An individual with a respirator is immune to air-borne toxins and can survive without air in the atmosphere until the respirator runs out. The respirator lasts for 24 hours.
Purchase DC Modifier: +10.
Cost: 3 Gold

Portable environment generator
As an important piece of survival gear that can be taken on almost any expedition, the portable environment generator is an all-in-one device coveted by explorers and outdoors enthusiasts alike. Resembling a tall cylinder roughly two feet in height, the portable environment generator can project a 30-foot sphere of custom environment under any conditions. In cold weather areas, the generator produces heat. In arid deserts, the generator produces both cool air and moisture.

At night, the generator acts as a glow lamp and provides the area with light. Thanks to a special energy bubble produced by the generator, any atmospheric changes stay within the 30 foot radius and do not escape until the device is deactivated. Essentially, the portable environment generator can produce a sphere inside which a group of people can be relatively comfortable despite extremely harsh conditions outside the generator’s influence.
Purchase DC Modifier: +20.
Cost: 150 Gold

Puritizer
The puritizer is a small, semitransparent cylinder roughly one foot tall that removes impurities from water food. The puritizer’s machine spirit recognizes chemicals that can be harmful to the human body and separates them from the food and drink.
Purchase DC Modifier: +10.
Cost: 50 Gold

Puritizer Tablets
Puritizes water 1 Liter per tablet.
Purchase DC Modifier: +5.
Cost: 1 Gold/tablet


KITS
Chemical kit
A portable laboratory for use with the Craft (chemical) skill, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds. Characters without a chemical kit take a -4 on all Craft (chemical) checks. Certain chemicals require a chemical kit to craft.
Purchase DC Modifier: +15.
Cost: 25 Gold

Demolitions kit
This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators included. Characters without a demolitions kit take a -4 on all demolitions checks. Certain explosives require a demolitions kit to set (such as any explosive requiring a detonator).
Purchase DC Modifier: +15.
Cost: 25 Gold

Purchase DC Modifier: +15.
Cost: 25 Gold

Disguise kit
This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other accoutrements. It doesn’t contain clothing or uniforms, however. Characters without a disguise kit take a -4 on all disguise checks.
Purchase DC Modifier: +15.
Cost: 25 Gold

Electrical tool kit, Basic
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires. Characters without an electrical tool kit cannot take Craft (electronic) checks. Repair checks for electrical or electronic devices without an electrical tool kit are made with a –4 penalty.
Purchase DC Modifier: +15.
Cost: 25 Gold

Electrical tool kit, Deluxe
This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.
Purchase DC Modifier: +15.
Cost: 40 Gold

Electro-Lockpicks
Though not technically lockpicks; these assorted cards with variable magnetic strips, pressure simulators and sound simulators are good at over-riding various electronic lock types. Electro-Lockpicks allow the character to perform Disable Device checks on electronic locks
Purchase DC Modifier: +15.
Cost: 15 Gold

Lockpick Set
A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a character to make Disable Device checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.
Purchase DC Modifier: +15.
Cost: 25 Gold

First aid kit
Commonly available throughout the Imperium, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned character by making a Treat Injury check (DC 15). A first aid kit can be used only once. Skill checks made without a first aid kit incur a –4 penalty.Purchase DC Modifier: +15.
Cost: 25 Gold

Forgery kit
This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit. Skill checks made without a forgery kit incur a –4 penalty.Purchase DC Modifier: +15.
Cost: 25 Gold

Mechanical Toolkit, Basic
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools. This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices without penalty. Characters without a mechanical tool kit cannot take Craft (mechanical) checks. Repair checks for mechanical devices without a mechanical tool kit are made with a –4 penalty.
penalty.Purchase DC Modifier: +15.
Cost: 25 Gold

Mechanical Toolkit, Deluxe
This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of high-quality power tools. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.Purchase DC Modifier: +15.
Cost: 40 Gold

Medical kit
About the size of a large tackle box, this kit contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned character, or to stabilize a dying character (see the Treat Injury skill). Skill checks made without a medical kit incur a –4 penalty.
penalty.Purchase DC Modifier: +15.
Cost: 40 Gold

Medical Kit, Advanced
The advanced medkit functions as a first aid kit, medical kit, and surgery kit. It also grants its user a +2 equipment bonus on all Treat Injury checks.Purchase DC Modifier: +15.
Cost: 50 Gold
Purchase DC Modifier: +15.

Pharmacist kit
A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense drugs. Drugs cannot be made without a pharmacy kit.
Cost: 50 Gold
Purchase DC Modifier: +15.

Surgery kit
About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. A surgery kit is used when performing surgery (see the Treat Injury skill). A character performing surgery without a surgery kit takes a -4 penalty on the Treat Injury check. (This penalty is in addition to the -4 penalty that applies if the character does not have the Surgery feat.)
Cost: 60 Gold
Purchase DC Modifier: +15.


Back to top Go down
https://oldnight40k.board-directory.net
 
Gadgets and Gear
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Warhammer RPG: Old Night :: Character Creation :: Gear-
Jump to: