Ships Armory and Stores

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Ships Armory and Stores

Postby jedion357 » Tue Sep 08, 2009 8:34 am

CMS Pelican's Armory

Weapons:
10 laser rifles
5 laser pistols
1 hvy laser
10 auto rifles
5 auto pistols
1 hvy machine gun
5 Gyrojet rifles w/ recoil compensator
3 gyrojet pistols w/ recoil compensator
2 tri-barrel gyrojet rifles
10 needler rifles
10 needler pistols
10 Electro-stunners
5 Rocket launchers (AD version)
5 Field Crusher missiles (see equipment section for details)
10 vibro-knives
3 attachable stocks
10 flash muzzles (rifle)
10 scopes (x1 range shift)
bandolier slings and holsters aplenty

Grenades:
1 case of doze grenades (50 count)
1 case of flash/bang grenades (50 count)
1 case of smoke grenades (50 count)
1 case of tangler grenades (50 count); 2 boxes of solvaway (40 count total)
10 frag grenades
10 foam “extinguisher” grenades (fire suppression)

Ammo:
3 crates of 20 SEU clips (150 total)
10 power back packs 100SEU
5 power belts 50 SEU
2 type “A” parabattery
45 bullet clips (auto weapons) 2000 rounds of ammo
30 gyrojet rifle clips 500 rounds of ammo
10 gyrojet pistol clips 200 rounds of ammo
60 factory sealed needler clips (sleep ammo)
10 Machine gun belts: 200 rounds each

Screens:
15 Albedo screens
5 Gauss screens
10 inertia screens
5 sonic screens
1 holo screen (set for light shift)

2 exo-skeletons
5 kg TD-19
5 kg TD20
20 variable timers

Medical stores:
Spare Medical kit
2 case of biocort (80 count total)
1 case of stimdose (40 count)
1 case of staydose (40 count)
1 casualty recovery bot (stretcher bearer- has a repulsor/grav streatcher)
15 freeze fields

General Stores:
10 gasmasks
25 all-weather blankets
15 flashlights
15 holoflares
1 IR-jammer
25 life jackets
3 dura rafts (SFman #1)
5 survival tents (SFman #1)
5 radiophones
200m spool of rope
Portable subspace radio
100 boxes of survival rations
10 boxes of vitasalt pills
20 water packs
5 poly-vox
10 Gli-jets
10 rocket packs plus 20 recharges

Optics:
5 IR goggles
5 magni-goggles

Scanners:
10 Tri-scanners
A second year delivery driver who still could not back up his van told me, "Its Not that I Cant back it up a van its that I Dont want to." Funny I use to say the same about sex in high School.
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Re: Ships Armory and Stores

Postby jedion357 » Sat Oct 03, 2009 6:40 am

Concerning equipment not on the list-

the above list was made straight from the AD list with additions from other sources with a focus on combat.

There are a variety of items on board that just aren't on the list.

If you needed a box of ball bearings for some reason then they'd likely turn up among the spare parts.
If there was planet somewhere in the system that had arctic conditions then there would be appropriate cold weather gear not on the list. However, though there is water on Clarion there is no scuba gear on the ship- no real reason for it.

The bottom line is if it seems reasonable to the GM then the ship has some of whatever it is, its just not listed.
Naturally the GM has final say on the matter.
A second year delivery driver who still could not back up his van told me, "Its Not that I Cant back it up a van its that I Dont want to." Funny I use to say the same about sex in high School.
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Re: Ships Armory and Stores

Postby jedion357 » Sat Oct 03, 2009 6:58 am

TRI-SCANNERS

Rather than try to keep track of all the different fidley Zebs scanners we'll go Star Trek on this item, The Tri-scanner has pretty much all the capabilities of all ZEB's CAS scanners but much of the information generated by it requires skill to interpret but to a certain extent it can be used unskilled:

1. scanning a being to check for concealed weapons or implants (no non Royal Marine is ever allowed aboard RM craft with a weapon with the exception of Star Law or other appropriate law enforcement or allied military- we can say there is a locker at the air lock for securing such weapons)

2. detecting electro magnetic fields associated with an installation defense

3. used as a toxy rad gauge

The limitation is that continuous scanning drains the power source so while you could strap it to your arm and tell it to act as a toxy rad gauge that is actually over kill and will drain the power 1SEU/hour. Generally its used for a specific use or skill check or action.

Scanner cost 500cr and through miniaturization it only weighs .5 kg (we are 100 years in the future)
A second year delivery driver who still could not back up his van told me, "Its Not that I Cant back it up a van its that I Dont want to." Funny I use to say the same about sex in high School.
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Re: Ships Armory and Stores

Postby Will » Sat Oct 03, 2009 4:12 pm

Can you integrate this gizmo with a chronocom?
"So, no more running. I aim to misbehave."
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Re: Ships Armory and Stores

Postby jedion357 » Sun Oct 11, 2009 1:58 pm

Will wrote:Can you integrate this gizmo with a chronocom?


Sorry Will, I missed your question.
My first reaction is no but physically jack it into the body comp (by an attachment cable) on your combat harness and reading can be shared over the chronocom same as all the other data shared via that platform.

I'll going to assess a -10% penalty for another character trying to use a skill check and tri-scanner readings over chronocom since they are not physically present and refining the readings.
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Re: Ships Armory and Stores

Postby Will » Sun Oct 11, 2009 6:09 pm

jedion357 wrote:
Will wrote:Can you integrate this gizmo with a chronocom?


Sorry Will, I missed your question.
My first reaction is no but physically jack it into the body comp (by an attachment cable) on your combat harness and reading can be shared over the chronocom same as all the other data shared via that platform.

I'll going to assess a -10% penalty for another character trying to use a skill check and tri-scanner readings over chronocom since they are not physically present and refining the readings.


That works for me.
"So, no more running. I aim to misbehave."
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Re: Ships Armory and Stores

Postby MOrab46019 » Sat Mar 13, 2010 10:50 am

Not a lot in the way of medical suppies? Unless we are not going for a long trip?
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