Unlockable Equipment

Notes on Equipment

There are a number of important things to note before you go wild and spend all your hard earned XP.

  • The things listed below are not the be-all and end-all. Don't like what you see? Maybe your Researcher wants equipment that suits their field of expertise. Or something we haven't even thought of. Maybe just a combination of two or more existing things. Depending on what it is, it might require time, some good rolls, and/or XP, but you might just be able to have your very own unique item. Feel free to talk to a member of the GM team about it.
    • This particularly applies to Research - with the huge range of disciplines covered by 'science', the best we can do is offer a small selection of pre-made items. This Department, more than any other, needs to come up with its own stuff.
  • We're always happy to take ideas for new equipment. Drop a GM a line.

Default Equipment

There are certain things that are assumed to be available to everyone who's a part of Special Task Force Alpha-354. Some of those things include…

Pre-Run Equipment Repository

This equipment is available to all personnel deploying in an operational capacity from Area-354. Due to its technical or sensitive nature, this gear must be returned after a run to ensure that it stays in good repair or accounted for.

Name Load Description
Atmospheric Filter 0.5 This module can be installed in the wearer's mask to protect against most gas attacks, but also blocks the sense of smell for the duration that it's worn. Takes one turn to install or remove.
Dynamic Polarization Optical Protective Inserts 0.5 These inserts can automatically darken to protect the wearer against light-based attacks, but may interfere with vision-based Perception on the following turn. Takes one turn to install or remove.
Adaptive Noise Cancellation Hearing Protection 0.5 This set of specialized hearing protection can actively mitigate sound-based attacks, but can prevent sound-based Perception rolls on the following turn. Takes one turn to activate or deactivate.
Fragmentation Grenades 1 Fragmentation grenades with a four-second fuze. Lined with a matrix of of scored wire, with a high-explosive core, and contained in a spherical metal shell a little smaller than a baseball. Despite their size, they can be incredibly destructive, and the hundreds of tiny shards of metal they disperse on detonation can be dangerous to anything caught in the large blast radius. The fragmentation grenade inflicts GM-determined damage on anything in its radius. A character may carry a maximum of two fragmentation grenades per run. A Strength check of 3 is needed to get the grenade on target if thrown over distance.
Incendiary Grenades 1 Roughly the size and shape of a skinny can of soda, these grenades are filled with a highly-flammable compound surrounding a bursting charge, and encased in a metal shell, and have a three-second fuze. When they detonate, they produce a significant amount of smoke and fling shards of burning white phosphorous out over a moderately-sized area. The incendiary grenade inflicts GM-determined damage on anything in its radius, and can very easily start fires. A character may carry a maximum of two incendiary grenades per run. A Strength check of 3 is needed to get the grenade on target if thrown over distance.
Smoke Grenades 1 These somewhat bulky grenades are roughly the size and shape of a can of soda, and are filled with a potassium compound, and are activated by a three-second fuze.When activated, the grenade releases a sustained, voluminous cloud of thick gray smoke over a large area. This heavy smoke obscures observation of those caught inside, reducing attack rolls made against them by 2. A character may carry a maximum of two smoke grenades per run. A Strength check of 3 is needed to get the grenade on target if thrown over distance.
Stun Grenades 1 Compact grenades recognizable by the holes lining their cylindrical body, and containing an extremely rapidly-burning pyrotechnic chemical, and activated by a short two-second fuze. Upon detonation, these grenades temporarily blind, deafen, and nauseate those within the grenade's small blast radius, forcing them to skip one turn and reducing attack rolls by 1 on the following turn, and can inflict GM-determined damage against anything located too closely to the grenade. Enemies without eyes or ears are not affected, and those who are forewarned may roll agility to get out off the blast radius. A character may carry a maximum of two stun grenades per run. A Strength check of 3 is needed to get the grenade on target if thrown over distance.
Tear Gas Grenades 1 This canister-style grenade is filled with CS compound, a crystalline solid that aerosolizes as it burns after activation by a four-second fuze. The resultant gas will choke enemies and characters within melee range, reducing any offensive or physical rolls by 2, but also reduces ranged attack rolls against those enemies by 2 due to reduced visibility unless the shooter is using thermal optics. Targets who are protected against gas attacks or which do not breathe are not affected. A character may carry a maximum of two tear gas grenades per run. A Strength check of 3 is needed to get the grenade on target if thrown over distance.
Basic First Aid Kit 2 This set of gear is designed to be easily carried and used even by personnel with little field experience in treating injuries. It contains basic disinfectants, bandages, coagulant compounds, and burn treatment gel, all carried in a compact, semi-rigid, cloth case that can be attached to load bearing gear. A character may carry a maximum of two basic first aid kits per run. The kit carries sufficient supplies to restore 5 lost Body points in total before being expended, and requires a successful Medical check to use. If the roll critically fails, the supplies are lost anyway.
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