Flamethrower

Energy Weapon
100
Damage
3x (energy)
Range
10 m
Max. Range
50 m
Ammo
20
Modifiers
Blast 4, Burn 2

Heavy Laser Pistol

Energy Weapon
30
Damage
2x (energy)
Range
60 m
Ammo
30

Heavy Laser Rifle

Energy Weapon
50
Damage
3x (energy)
Range
100 m
Ammo
30 / 5
Modifiers
Spray 5 / Burst 4x

Laser Carbine

Energy Weapon
40
Damage
2x (energy)
Range
100 m
Ammo
50
Modifiers
Piercing 1

Light Laser Pistol

Energy Weapon
20
Damage
1x (energy)
Range
50 m
Ammo
40

Plasma Blaster

Energy Weapon
80
Damage
4x (energy)
Range
25 m
Ammo
10
Modifiers
Blast 3, Burn 2

Plasma Gun

Energy Weapon
40
Damage
2x (energy)
Range
40 m
Ammo
10
Modifiers
Piercing 1, Blast 1

Plasma Rifle

Energy Weapon
60
Damage
3x (energy)
Range
40 m
Ammo
15
Modifiers
Piercing 2, Blast 2

Taser

Energy Weapon
30
Damage
2x (energy)
Range
5 m
Ammo
20
Modifiers
Stun

Assault Rifle

Kinetic Weapon
60
Damage
3x (kinetic)
Range
100 m
Ammo
40 / 5
Modifiers
Spray 5, Burst 4x

Grenade Launcher

Kinetic Weapon
60
Damage
kinetic
Range
40 m
Max. Range
200 m
Ammo
1
Modifiers
Blast 4

Grenades

Kinetic Weapon
30
Damage
kinetic
Range
(Athletics*2) m
Max. Range
(Athletics*10) m
Ammo
1
Modifiers
Blast 3

Heavy Pistol

Kinetic Weapon
40
Damage
2x (kinetic)
Range
50 m
Ammo
10

Machine Pistol

Kinetic Weapon
50
Damage
2x (kinetic)
Range
50 m
Ammo
30 / 5
Modifiers
Spray 5, Burst 3x

Minigun

Kinetic Weapon
100
Damage
3x (kinetic)
Range
60 m
Ammo
200 / 10
Modifiers
spray 10, burst 5x

Requires 2 people to carry and operate.

Cannot be fired while moving and takes one turn to set up or dismantle.

Small Pistol

Kinetic Weapon
25
Damage
1x (kinetic)
Range
40 m
Ammo
10

Smoke Grenades

Kinetic Weapon
30
Range
(Athletics*2) m
Max. Range
(Athletics*10) m
Ammo
1
No damage, but creates a cloud of smoke adding a +2 to-hit difficulty to any shots fired through the cloud. Laser weapons also have their damage multiplier reduced by 1.

Sniper Rifle

Kinetic Weapon
75
Damage
3x (kinetic)
Range
200 m
Ammo
10
Modifiers
Piercing 1
-2 penalty to hit if fired while moving.

Stun Grenades

Kinetic Weapon
30
Damage
kinetic
Range
(Athletics*2) m
Max. Range
(Athletics*10) m
Ammo
1
Modifiers
Blast 3, Stun

Dsa Sword

Melee Weapon
20
Damage
2x
Modifiers
Piercing 1
The Diamond Steel-Alloy sword is rarely used but as a weapon of last resort it can be useful, and it’s blade is guaranteed to stay sharp for at least 100 years.
Comes with scabbard.

Utility Knife

Melee Weapon
5
Damage
1x

Energy Armor 1

Armor
10
Armor Points
1 (energy)

Energy Armor 2

Armor
20
Armor Points
2 (energy)

Energy Armor 3

Armor
60
Armor Points
3 (energy)

Energy Armor 4

Armor
120
Armor Points
4 (energy)

Hybrid Armor 1

Armor
50
Armor Points
1 (hybrid)

Hybrid Armor 2

Armor
120
Armor Points
2 (hybrid)

Kinetic Armor 1

Armor
20
Armor Points
1 (kinetic)

Kinetic Armor 2

Armor
40
Armor Points
2 (kinetic)

Kinetic Armor 3

Armor
100
Armor Points
3 (kinetic)

Armor Piercing Ammo

Augmentation
10
for kinetic weapons only
Reduce the damage value by 1.
If the weapon has the Burst modifier, reduce it by 1 as well.
Add the Piercing 2 modifier to the weapon.
If it already has a Piercing modifier, increase its value by 2.

Autotarget

Augmentation
20
for any ranged weapon
A small computer that tracks targets and fires when the shot is lined up perfectly.
Roll on Perception vs. the to-hit difficulty to acquire a target.
Once acquired, attacks on this target ignore size, cover and movement modifiers.

Beam Enhancer

Augmentation
20
for laser weapons only
Increase the damage value by 1.
Add the Piercing 1 modifier to the weapon or increase its Piercing modifier by 1 if it already has one.
Reduce ammo capacity to 50%.

Enclosed Armor Kit

Augmentation
30
for kinetic or energy armor only
Adds some of the benefits of a vacuum suit to any armor except hybrid. The kit seals the armor into a suit with a small air supply (about 1 h) so its wearer is protected from vacuum or toxic atmospheres. It does not provide protection against heat, cold or radiation.

Gyro Stabilizer

Augmentation
10
for any ranged weapon
Ignore any penalties due to movement of the shooter.

Hollow Point Ammo

Augmentation
10
for kinetic weapons only
Increase the damage value by 1.
If the weapon has the burst modifier, increase it by 1 as well.

If the target has any kinetic armor points, increase them by 2 against this weapon.

Scope

Augmentation
5
for any ranged weapon
Reduce distance penalties by 1 if they are negative (i.e. no bonus at normal or short).

Antimatter Generator

Equipment
25
A small, portable (takes 2 to carry) version of the generator that powers the Drop Base and the Main Vehicle.
Makes it possible to recharge energy weapons, vehicles and drones in the field.
Needs to be set up and power up before it can be used, which is automatic but takes about an hour.

Bling Bling

Equipment
5
A large box of gems, crystals, precious metals and other items that can be used to trade with primitive colonists or aliens.

Closed Shelter

Equipment
20
A self-assembling tent-like structure with a primitive built-in airlock. Once assembled, it will be air-tight, allowing explorers to spend the night in comfort away from base even in hostile atmospheres.
Large enough for up to 4 explorers.

Computer

Equipment
25
A mobile computer, useable both as a tablet and thanks to its slide-out input panel (keyboard, mouse, touchpad all-in-one) quite useable as a full-size computer.

The device is networked with the Drop Base computer and thus can be used to program drones and complete other computing tasks in the field.

Explosives

Equipment
30
Box of explosives, timers and remote detonators. Enough to bring down a building.

If set as a trap or for someone accidentally caught in the blast, it would do Blast 4 damage.

Laser-Cutter

Equipment
10
A knife-like device with a laser beam instead of a blade, able to cut through almost any material with ease. Except mirrors and glass.

A safety automatic prevents injuries, but also makes it impossible to use the laser-cutter as a weapon.

Medkit

Equipment
10
+1 to first aid tests.

The kit contains enough supplies for several uses, but should be refilled from the Drop Base medical bay after being used.

Navigation Beacons

Equipment
10

A set of 10 small beacons (each the size of a thumb) that emit signal pulses the Drop Base as well as all vehicles can receive, allowing the position of the beacons to be easily triangulated. Mostly used to mark interesting spots to return to later.

Shelter

Equipment
10
A self-assembling tent-like structure large enough to park most secondary vehicles inside, or house up to 4 explorers.
Protects against weather and small animals, very useful to spend the night away from the base.

Surveillance Set

Equipment
25
A set of cameras (5), motion sensors (20) and laser barriers (20) that all feed into the base main computer, allowing both automated and manual surveillance of the area surrounding the base or a remote point-of-interest.

Survival Gear

Equipment
15
A backpack with outdoor survival gear, including flashlights, a cooker, water canteen, thermo blanket, emergency rations and a few other such items.

Toolkit

Equipment
10
A full set of DIY equipment. Not only screws and screwdrivers, hammers and nails, wrenches and pincers, but also power tools, duct tape and a bunch of other stuff.

Add +1 to most Engineering tests.

Universal Translator

Equipment
20
A hand-held computer programmed with all known human and alien languages and linguistic software. Will almost always be able to enable communication with any human colonists or aliens encountered.

Antigrav Climber

Gear
20
A set of gloves and shoe-extenders that uses antigrav tech and other high-tech stuff no one but the designers really understand. But it allows the explorer wearing it to climb up even a perfectly smooth rock cliff as if it were a ladder.
Add +3 to any climbing tests. Will need to be recharged after about 10 minutes of use.

Binoculars

Gear
20
Vision enhancer that contains an adjustable zoom, night- and thermal vision, a range finder and a laser painter to mark targets.

Climbing Gear

Gear
5
Ropes, carabiners, hooks, nuts and a whole lot of other small items to aid in climbing, adding +1 to any climbing tests.
All of these are low-tech items, so they require no power, but some experience to use. The Climbing Gear will not add its bonus to someone who is untrained in Athletics.

Environment Suit

Gear
20
A full-body suit that protects the wearer from the environment such as poison, temperatures and radiation.
Includes air filters, but no air supply, so it can be used to filter dirty or slightly toxic air, but cannot be used in vacuum or entirely unbreathable atmospheres.

Exoskeleton

Gear
30
A light-weight partial suit that massively increases strength and speed of its wearer, granting a +2 bonus to Athletics for all tests that do not require small-scale dexterity.
Powered by energy cells, lasts for about two hours of operation.

Respirator

Gear
15
A respirator and air supply to supply breathable air. Can be combined with an environment suit or used on its own on planets where exposing the skin is no danger, but the atmosphere is not breathable. It can both add oxygen to the outside air to make up for a lack of it, or provide the entire air to breathe. One filling will last for 1 h in the later case, and up to 4 h in the former one. Must be refilled at the Drop Base.

Vacuum Suit

Gear
30
A full-body suit that protects the wearer from the environment such as poison, temperatures and radiation.
Includes pressure protection and air-supply to allow operations in any or in the absence of an atmosphere.

Vision Goggles

Gear
10
Auto-adjusting goggles that give the wearer night- and thermal vision, glare and flash protection and a dozen other options.

Ignore any negative modifiers caused by visual conditions.