Hey boss if you want I can create a thread and start posting all the gear and then you can go through it and approve and disprove any of the equipment that has been found in the various bits of source material you pointed us to. Shame for shame that you do not have all those books memorized ;-)
Standard Equipment Kit (Alpha Dawn pg. 54)
Chronocom
Coveralls or uniform with many pouches/pockets
First Aid Pack with bandages, antiseptic, etc.
ID Card
Pocket Flashlight
Pocket Tool
Doze Grenade
Staydose
Stimdose
Sungoggles
Survival Rations (5 days)
GSS Equipment Kit (per posting)
Chronocom
Security Skein Suit
First Aid Pack with bandages, antiseptic, etc.
ID Card
Pocket Flashlight
Pocket Tool
GSS Additional Equipment (per posting)
Explorer Vest
Explorer Boots
Any Toolkit for a PSA skill (med, robcom, tech, etc.)
1 Auto Pistol, Gyrojet Pistol or Needler Pistol, with one extra clip
.. -- OR --
.. 1 melee weapon under 200 Cr value, with an extra clip if necessary.
Standard Survival Kit (Frontiersman #1 pg. 4)
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.
The Survival Kit consists of the following items:
All-weather blanket
Basic first-aid equipment (bandages, etc.)
Compass
Everflame
Gas Mask
Holoflare
Life Jacket
Pocket Flashlight
Pocket Tool
Rope
Sungoggles
Survival Rations (5 days)
Toxy-rad guage
Waterpack
I am assuming since the GSS Equipment Kit seems to be a modified Equipment Kit that the GSS Survival Kit might be a modified version of the above. Also both the Standard Equipment Kit and the Standard Survival Kit come in the form of a highly compact backpack thing and is not just a bunch of individual items.
Envirotent (Frontiersman #1 pg. 4)
This tiny 3kg pouch-sized kit can be erected into a small 3-man habitat tent in about ten minutes. It takes a similar amount of time to deconstruct. It can come in a variety of colors. When deconstructed and properly stowed, it fits in a small pack that straps to the thigh for easy transport.
Helmets in general are found in Frontiers #4 (pg. 15)
The Star Frontiers game has no helmets. Im not sure why, but I guess professional adventurers and explorers having exciting adventures on alien worlds fear getting their hair matted down. Helmets have an important role in the military but science fiction has many more uses for headgear. A great deal of equipment in the Miscellaneous section of the Alpha Dawn game can be integrated into a helmet, with heads-up displays and intelligent circuitry.
In game terms, a helmet doesnt do much in the core Alpha Dawn rules. If using the hit location rules from Star Frontiersman Issue #2, characters wearing helmets could ignore the stun and unconsciousness effect of getting hit for certain thresholds of damage. Referees may allow called shots to the head (with a substantial penalty, -20 for example) to cause double damage unless protected by a helmet. Alternatively, referees may immunize characters against the automatic knock-out that occurs when an opponent rolls 01- 02 to hit while so protected (see the Alpha Dawn remastered book, page 16).
Universal Combat Helmet
The basic combat helmet is simple in design and effective protection against light shrapnel and projectiles. Unlike some earlier helmets these helmets are not camouflaged but polished and white, designed to deflect a glancing beam weapon. Combat helmets come in sizes and shapes for all four of the major races. This helmet has a universal fit, with inserts and chin straps designed to accommodate each of the four core species. All simple combat helmets (including this Universal one) costs 50Cr and weighs nothing when worn. They weigh 1kg when stored.
Powered Helmets
All powered helmets are energized by a 20-SEU Power-Clip, but can be connected to a 50-SEU Power BeltPack or 100-SEU Power BackPack with a 1.5 meter power cord. When deactivated, there is no power drain on the power source, but none of the helmets functions will work (though it will still act like an unpowered helmet). When powered, the helmet drains 1 SEU per day.
Badlands Explorers Helmet
When your character is hired to explore the dangerous wastes of a desert world, or seek out new resources in a mine on a jungle planet, or find a secret treasure lost on a swamp world... having the right tool for the right job is always helpful. The Badlands Explorers Helmet is just that tool. The helmet is quite costly, and owning one is a boasting point for experienced explorers. It costs 1,500Cr and weighs 1kg even while worn.
Badland Explorers Helmet Integrated Functions:
Integrated Chronocom, 5km range (with HUD galactic standard time and date at the top in the middle of view)
Integrated Compass (with HUD direction shown under the time)
Integrated Gas Mask (self-regenerating dual-filters, allowing one to be functioning while the other regenerates, estimated to last for up to 5 years)
Integrated Polyvox (activated by buttons on side, can store up to four languages in addition to PanGal)
Integrated Sungoggles (automatically tints when needed, but not fast enough to protect the wearer from being flash-blinded by intense sudden lights)
Integrated Toxy-Rad Guage (with HUD toxin readings listed on the left of side of the viewing area, toxins in red text are dangerous, otherwise text is in green)