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Campaign Discussion

 
Grendel how do you feel about the scopes or other weapon mods from Zebulons? I'm thinking of a scope for my rifle - and will have other requisitions this evening, latest.

Yeah but I posted that I had taken you to the meeting and you posted you arrived on your own. So I removed the paragraph I had put in there covering that (perhaps you missed it) -- no biggy if you didnt miss it mind you, just me perhaps misunderstanding the concept of my character getting you to meetings. Oh and just play banter btw, its always sticky when you make assumptions and move someone else character -- something I typically try to stay away from doing.

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. I’m 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 doesn’t 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 helmet’s functions will work (though it will still act like an unpowered helmet). When powered, the helmet drains 1 SEU per day.

Badlands Explorer’s 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 Explorer’s 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 Explorer’s 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)

Hey @Jedric You already have an Explorer's Vest and Explorer's Boots -- per standard supplied GSS equipment see above.

@DeJoker - wow, an amazing job compiling all that information! I haven't and will unlikely pour through all the different books for a while to get all the gear/thought processes done. Good find on the tents, that's one my character would recommend we have a few of in case we can't get back to the ship etc.

Dejoker I love you. Grendel please add the tent and badlands helmet to my requisition kit please!
-Shane

Quote:
Originally Posted by DeJoker View Post
Hey @Jedric You already have an Explorer's Vest and Explorer's Boots -- per standard supplied GSS equipment see above.
So he has. That'll teach me to rely on memory!!!

I'll be interested to see which items are approved.

@d_ns: Scopes for weapons are fine, as is the flash muzzle and spring holster.

@DeJoker: GSS doesn't have a standard survival kit. However, the one in the Frontiersman is okay as a general, commercially available one. You don't need to requisition one, though, as there are two of them in the Explorer, along with an envirotent.

@Jedirc: yes on the gear request.

I don't mind if people want to wear helmets, but I'm not going to use powered helmets of any kind. Also, since I'm not using any hit location rules, the game effect will be minimal. If a bunch of rocks fall on your head or you crash a vehicle, I'll reduce some damage for having it on.

All: SF technology developed in ways slightly different from ours. There are no cell phones, everyone has a Chronocom. Computers come in several varieties, but there are no smart-phone sized computers. Datapads like the professor has are essentially paper-free paper. That is, it holds files and you can edit and display them, but at best it has a wi-fi style connectivity for uploading and downloading info. Autopilots are very dumb, sentient pilots are a must, with the exception of mainframe sized AIs.

The Explorer you are using is an extended size version with six wheels vice four. It seats 12 but vrusk take up two seats, so 10 in this case. The survival packs are under the drivers and passengers seats. It is air tight the wheels have independent motors, and it runs off of a parabattery. It is large enough to just about fill up the ship's hold. The professor's kit takes up the rest, and just barely fits in the cargo section of the explorer, so you will have to keep your stuff light. The explorer has a roof hatch for a turret mount, but no weapon, as well as two doors on each side (car
type up front, sliding on the side) and a double cargo door in the back.

Also, there is no designated assembly point. The meeting is the assembly. from here on, unless you discuss where to meet, or call on the chronocom, no one will know where you are. Someone has to take charge of the prof and escort him around, he has no clearance and doesn't know his way around anyway. It is already evening, so you can move as a team to the quartermaster, get your extra ammo and other supplies, then head to the waiting skimmers. There are
two because they seat six, there are nine of you, and a driver has to bring them back from the spaceport.

Also, good idea, I created a thread to discuss equipment and copied some info over there.

Quote:
Originally Posted by Grendel View Post

Also, there is no designated assembly point. The meeting is the assembly. from here on, unless you discuss where to meet, or call on the chronocom, no one will know where you are. Someone has to take charge of the prof and escort him around, he has no clearance and doesn't know his way around anyway. It is already evening, so you can move as a team to the quartermaster, get your extra ammo and other supplies, then head to the waiting skimmers. There two because they seat six, there are nine of you, and a driver has to bring them back from the spaceport.
Fly (Madhatter) and Cid (myself) both posted at the same exact time about guiding the professor to a destination. Fly suggested walking with him to outfitting while I had said I would walk him to the
Where the skimmers are.
transport site and wait for someone else to arrive before quickly requisitioning my items and returning. The way I see it, the professor can currently choose between Fly and going to the fitting, or coming with me to the skidders and waiting for another team member to arrive before I depart to get my stuff (Which I am just thinking will happen automatically, not much more to post on that subject).

Sounds good. The prof will just stay with the group, which I presume to mean walking along with Fly. That means Cis can stay with the group also.





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