Equipment:
Space Gear
| Item | Cost | Weight |
|---|---|---|
| Communications satellite | 50,000 cr | 8,000 lb. |
| Defense satellite | 125,000 cr | 12,000 lb. |
| Gyro pack | 300 cr | 10 lb. |
| Hydraulic claws | 500 cr | 30 lb. |
| Magnetic boots | 200 cr | 5 lb. |
| Mind-gripper boots | 3,500 cr | 1 lb. |
| Pulls, kickstays | 10 cr/10 ft. wall | |
| Safety reel | 450 cr | 15 lb. |
| Surveillance satellite | 75,000 cr | 10,000 lb. |
| Squid gloves | 300 cr | 1/2 lb. |
| Thruster pack | 500 cr | 10 lb. |
| Tox pad | 7 cr | |
| Vac suit | 2,200 cr | 60 lb. |
| Work cage | 1,250 cr | 20 lb. |
Communications Satellite: These systems are found in orbit around developed worlds throughout the galaxy. A network of these satellites allows a planet to support global telecommunications, including worldwide computer and information networks. It is possible to illegally access or hack a communications satellite, either from the surface of the planet or from orbit, though they typically have incredible security.
Defense Satellite: These systems are a common method of orbital and planetary defense for both core worlds and isolated outposts and colonies. Defense satellites can be equipped with any of the weapons available to starships, though these must be purchased individually. Defense satellites can typically attack either space- or ground-based targets. The system must acquire a target before firing, though it can do this and still fire its weapons in the same round. For the purposes of target aquisition, a typical defense satellite has a Use Device skill bonus of +15. A common model can fire two weapons per round with a ranged attack bonus of +20.
Gyro Pack: This device is a series of gyroscopic wheels that are selectively coupled to electromagnets in the housing. The system allows a vehicle to turn around these gyroscopes without thrust. The listed cost and size is for a small backpack system that can be strapped on. If a character is floating away from any surfaces, manipulating the strap controls can reorient the character. The balance control program is useful and can be linked to a datapad and other peripherals. Larger gyroscope systems improve the handling of small craft and are useful for delicate docking maneuvers. Gyroscope turning systems for vehicles of Colossal size or greater are inefficient compared to vectored thrust.
Hydraulic Claws: A favorite of boarding parties, commandos, and salvage crews, hydraulic claws help tear into and open breaches in hulls, doors, bulkheads, and hatches. The heavy tool looks like a pair of reversed, metallic lobster claws mounted in front of a power drive assembly with reinforced handgrips. The claws were designed to tear things open rather than grasp and crush them. Prongs at the claw tips can be inserted into an existing gap or seam where they can gain enough purchase to begin prying open a larger hole. When no prong-hold exists, serrated tips can slowly wear down a small hole into which the claws can work. Hydraulic pumps within the power drive assembly slowly jack apart the claws, which tear open the gap into which they are inserted.
The hydraulic claws automatically inflict 2d10 points of damage to a door or breach in a bulkhead each round. Most hatches, doors, or other apertures designed to open have enough of a gap into which one can work the claw tips. If the claws have no breach on which they can gain a pry-holdusually on hulls, bulkheads, and walls not meant to openthe serrated claw tips take a number of rounds equal to the substance's hardness to bore a sufficient breach.
The claw configuration has a maximum extension of three feet, large enough to create a gap through which an unburdened, unarmored character can pass through.
The hydraulic claws are not stealthy equipment. When operating, the drive assembly barks like a straining draft animal. Since they work on counterbalanced hydraulic principles, the claws can operate in vacuum and zero-g environments. Using the tool in vacuum to gain access to a pressurized space does not negate this tool's loud engine, as the atmosphere within carries the drive assembly's vibrations through the claws and hull.
Magnetic Boots: These boots feature powerful magnets that can be activated or deactivated at the wearer's command. The magnets firmly attach to any metallic surface. By activating and deactivating each boot, the wearer can move slowly but surely in a zero-g environment. Magnetic boots eliminate gravity check penalties due to low- or zero-g. However, a character wearing active magnetic boots has his speed reduced by 10 feet and he cannot run. For an additional 50 cr, magnetic gauntlets are also available. When used with magnetic boots, these grant a +2 circumstance bonus on Climb checks when used on a magnetically attractive surface.
Mind-Gripper Boots: Manufactured from the tentacle paws of the kjanotha sentry beast known to inhabit Dark Spcaemind-gripper boots help the wearer better maneuver in zero-g environments. They look like exotically textured boots with four curved claws at the toes and two widely spaced rearward claws at the heel. The material is flexible enough to fit one's foot and calf comfortably, yet still stretch to fit over a vac suit's foot coverings. As creatures indigenous to zero-g vacuum, the kjanoth's biosilicate bodies developed specialized physiological features to traverse their surroundings: decentralized brains, or neural nodes, and glands in their tentacle paws that help manipulate gravity. Craftsmen shape the hide to better fit conventional beings' feet, and treat the boots to preserve the inner glands and neural nodes and strengthen the outer skin. When worn, the neural nodes interpret signals from the wearer's own mind through his nervous system to anticipate intended movement in zero-g conditions, even through a vac suit's material. Acting according to the user's intentions, the glands exert gravitational forces to better maneuver toward or away from nearby surfaces.
Mind-gripper boots provide various bonuses to movement in zero-g environments. The wearer can move at normal speed in low- or zero-g conditions without gravity check penalties. Mind-gripper boots also allow the wearer to act as if he had the Zero-G Tolerance feat, and provide a +2 circumstance bonus to Freefall checks. In gravity environments, they give the wearer a +2 circumstance bonus to Jump checks. The claws provide no bonus when used in combat. If the craftsmen don't intentionally blunt the boots' claws to ensure more stable footing for their clients, they eventually become dull through regular use in gravity environments.
To manufacture such boots, one must hunt down the kjanoth or salvage a corpse. Since the creatures only occasionally venture out of Dark Space, hunters like the Dark Edgers of Kalibrig make forays into that region specifically to find and kill the beasts for their biosilicate bodies (various other organs have uses as spell components or elements for psionic items). Only the most skilled Edgecrafters know how to successfully preserve and shape the hide without ruining it. These boots frequently grace the feet of nobles with orbital holdings, pirate lords who hide among asteroid fields, elite deep-space commandos, or acrobatic thieves who excel at infiltrating null gravity installations.
Pulls, Kickstays: The two most common sights in freefall or microgravity habitats are pulls and kickstays. Pulls are nothing more than knotted ropes or loops attached to the surfaces of corridors and other well-traveled areas. A single rope can be set up as a bridge through a large room.
Kickstays are synthetic gripper strips placed on surfaces throughout low-gravity habitats. The personnel's footwear and gloves feature mated grippers that allow them to latch on to bulkheads and surfaces. A skilled tap of the foot or hand can stop a character from drifting, while a quick kick gets them moving again.
Characters who can use pulls and kickstays to control their movement gain a +4 circumstance bonus on Freefall checks.
Safety Reel: Personnel undertaking extra-vehicular activity in space or zero-g environments employ the safety reel as an added security measure against drifting. It consists of a boxy unit containing the reel, controls, motor, and 200 feet of synthetic fiber rope. A metal clip conveniently attaches the cord to a belt, safety harness, or any of the utility loops on a character's vac suit. An insulated metal wire runs down the rope's core to a small control remote attached to the clip.
The anchor unit baseplate employs a powerful magnet to affix itself to a hull, usually near airlocks or other access for extra-vehicular activity. On the standard setting (selected from the remote control) the rope pays out automatically as it senses a character's gradual motion in zero-g using magnetic boots, a thruster pack, or the character's own skill to maneuver. It releases enough slack for steady movement; to jump short distances, the user must gather extra line before launching himself toward his goal. The cord keeps the user attached to the anchor unit if he missteps, drifts off, or otherwise becomes separated from a means of maneuvering in zero-gravity.
To activate the motor to reel himself back in, the user jerks once on the taut line. This engages the retraction drive, drawing in the line at a rate of 15 feet per round. When jerked twice, the motor draws in the line in an emergency mode, at 30 feet per round. The remote control also contains buttons that signal these commands to the main anchor unit: a yellow button for gradual reel-in, red for emergency retrieval, and green to return to standard pay-out mode. To "land" properly the user must employ his Freefall skill to adjust his attitude in relation to the surface to which the anchor unit is affixed. He must make a Freefall check (DC 10) to do so during a gradual reel-in; the DC increases to 20 for emergency retrievals. Failing either check results in the character hitting the surface rather awkwardly, stunning him for one round (he loses his Dexterity bonus to Armor Class and can take no actions; foes gain a +2 bonus to hit him).
The motor and cord can accommodate one Medium-size character, their armor, and attached gear. Since the safety reel does not have sufficient power to operate in full-gravity environments, it cannot function as a hoist reel to haul material or personnel up a slope.
Those working in gravity-free environments frequently employ safety reels, especially when operating outside an enclosed area. Orc brigands of the use them to transfer small duffles of plundered cargo or hostages from subdued ships to their raider vessels. Stardock workers tether themselves with safety lines while engaging in hull work. Deep-space salvage teams use them to extricate crewmembers who encounter unexpected trouble. The devices come in handy on any spaceborne vessel requiring exterior repairs when far from pressurized, artificial gravity maintenance facilities.
Squid Gloves: Squids are helpful devices for workers in low gravity and are occasionally used in other environments. The glove is thick and covered with a spongy gel. This gel is a mimetic material, controlled through circuitry in the base of the glove. The wearer's gestures and muscle tension activate the gloves' various functions.
The basic purpose of the glove is to grab surfaces or items beyond the normal reach of the character. This is handy in freefall, where a character may be motionless, drifting out of reach of any furniture, pulls, or other surfaces. A gesture with a squid sends a tendril darting out to wrap or stick to a surface. Once a grip is established, another gesture pulls the character over. Small objects can be enveloped in a tendril and retrieved.
The system has a small integrated computer, but it still takes some getting used to. A "grab and point" gesture toward a floating screwdriver releases a tendril to wrap around it and pull it to the user. A subtly different gesture causes an adhesive tendril to shoot out and attempt to anchor itself to a nearby surface.
Squid gloves have good tensile strength but not much power. If its pulling meets any resistance, it has an effective Strength of 2. In this case, the glove tendrils function as ropes that a character can use to tug on. Squid gloves can take about a month of active use before losing elasticity.
Surveillance Satellite: These systems use digital, optical, and thermal imaging to monitor places, vehicles, people, and other surveillance targets. They are also equipped with a variety of electronic data interception and signals intelligence equipment capable of eavesdropping on a broad range of telecommunications. As with defense sats, some technological worlds maintain more sophisticated models that are actually robotic, semiautonomous spacecraft with extremely sophisticated programming.
Thruster Pack: This light harness features a compressed-gas thruster system for quick and easy maneuverability in a zero-g environment. The thruster pack can be worn with a vac suit and allows the user to move in any direction with a speed of 30 feet. The compressed gas reservoir is sufficient for one hour of continuous operation.
Tox Pad: This cheap safety device detects the presence of life-threatening environments. It consists of a thin plastic square five inches to a side, with a four-inch diameter chemical indicator disk in the center. Each pad comes in a hermetically sealed package to prevent spoilage in transit. Removing the adhesive backing primes the disk and allows users to stick the tox pad almost anywhere: on starship bulkheads, near sensitive equipment, in one's berth, by the door, or near ventilation ducts. The indicator disk contains substances that react when exposed to life-threatening conditions. When it comes in contact with noxious gas, smoke, industrial pollutants, and other deadly substances, the indicator disk turns from white to a fluorescent red that stands out from the stark white backing. The chemicals also react if they sense a significant drop in oxygen or pressure.
Since the indicator disk works on chemical principles, it does not sound any siren nor activate any electrical alarm system. It relies on someone passing by and visually noticing that it's turned red. The tox pad gives no indication of the specific hazardous condition present.
This device finds wide usage among spacers and others who work in confined areas or near poisonous substances. Starship crews place tox pads in sensitive personnel areas (berths, lounges, duty stations, main companionways), often sticking one high and one low to detect the broadest range of heavy and light substances. Savvy smugglers sometimes purposefully taint some tox pads (or save used ones) to place near sensitive cargo or hidden compartments to distract, unnerve, and deter customs inspectors.
Vac Suit: This spacesuit is constructed of heavy, semi-rigid material. The high-impact plastic helmet features a polarized faceplate and integral personal communicator. Metal sealing rings connect the helmet, gloves, and boots to the suit. A vac suit offers complete protection from vacuum, radiation, and extreme temperature for up to 40 hours. After this time has elapsed, the suit's life-support systems must be replenished and recharged.
Work Cage: This is a small backpack device designed for vac suits, work suits, and specialized combat armor. When activated, small cables and arms extend from the backpack, seeking out the nearest surface. Anywhere a grip or socket can be established, the cable locks in. Eventually, within 1d3 rounds, a cage of lines and joined segments forms around the user. Bases typically have marked sockets designed for work cages. The maximum range of the cable is 10 feet, though there is no effective minimum range for the retractable and adjustible cables.
The cage responds to simple movements. If a character twists his torso and head slightly, the cage turns him in that direction. By learning the cage's responses to various motions, a character can use the cage for low-gravity stability suitable for just about any task, including combat.
A work cage negates all penalties due to low gravity and allows the user to function without making Freefall checks. The cage can be challenging, however, and all of the character's physical actions suffer a –2 circumstance penalty. The character can make a Use Device check (DC 10) as a free action once per round to negate this penalty.
Work cages are one of several tools common to weightless habitats. Even diehard spacers used to zero-g will often use these devices when doing repair work. Unlike other zero-g devices, the cage allows a character to use leverage in various tasks. A character can push against a panel, twist a ratchet, fire a gun, and perform other actions without the danger of drifting away.
