TEXT: ICM Equipment 
  1
  ICM EQUIPMENT: 
   
   
  ICM Equipment:.................................................................................................. 1 
  Armour:........................................................................................................... 1 
  Communications: .............................................................................................. 2 
  Electronics: ...................................................................................................... 2 
  Medical: ........................................................................................................... 3 
  Tools: .............................................................................................................. 4 
  Protective Clothing & Accessories: ....................................................................... 4 
  Protective Shelters: ........................................................................................... 5 
  Visibility Enhancement: ...................................................................................... 6 
  Miscellaneous Survival: ...................................................................................... 6 
   
   
  ARMOUR: 
  Though they come in many models and types, 
  there are five standard armour classes issued 
  to security and military units in the 23rd Century 
  as follows: 
   
  Personal Body Armour: 
  Favoured by personal security guards and 
  undercover officers, flak armour consists of 
  ballistic nylon with strategic Kevlar plating 
  covering the chest and abdomen.  A helm is 
  sometimes also worn.  Protects for 4AP. 
  Enc: 3.0kg. 
   
  Riot Armour:  
  Worn by local police and security forces, riot 
  armour consists of an armoured bodysuit 
  made up of  thin layers of ballistic nylon with 
  Kevlar plating which protects the wearer for 
  6AP. 
  Enc: 5.0kg 
   
  Combat Armour:  
  A military issue armoured bodysuit worn in 
  conjunction with either combat dress utilities 
  (CDUs), or a Compression Suit (see later),  
  combat armour is the standard armour worn by 
  infantry soldiers from all the nations of Earth, 
  as well as the Interstellar Colonial Marines, 
  Colonial Security troopers, corporate and 
  private mercenary units. 
   
  Combat Armour offers the option of 100% 
  oxygen supply for low pressure use (in 
  combination with a Compression Suit) or air at 
  normal pressures. A combination of Kevlar and 
  plasteel plating with an ablative coating for 
  extra protection against energy weapons 
  protects the wearer for 8AP.  
   
  Standard Accessories: tactical audio and video 
  comlink (250km range), polarized visor with 
  integral night vision capability, HUD, and lights. 
  Enc: 8.0kg. 
   
  Battle Armour:  
  Essentially a military issue armoured space 
  suit, Battle Armour protects the soldier against 
  the cold vacuum of space and against nuclear, 
  biological and chemical contaminants.  Like a 
  standard space suit, it consists of an inner 
  thermal regulation garment and two outer 
  layers of tight fitting elastic fabric with an 
  airtight covering to compress the wearer's 
  body against the effects of low pressure. 
   
  Battle Armour has special coolant pods which 
  mask heat signature and it’s molecular bonded 
  titanium-duralloy armour plates combined with 
  plasteel protect for 10AP. 
   
  Standard Accessories: air supply for 24 hours, 
  rebreather, waste-relief system, water and 
  concentrated food system  with rations for one 
  day (not tasty, but very nutritional), polarized 
  visor with integral night vision capability, HUD 
  with multi-view televiewer, two helmet lights, 
  built-in computer, tactical comlink (300km 
  range), CO2 gun (see later). 
  Optional Accessories: thruster pack (see later), 
  Enc: 12.0kg. 
   
  Powered Armour Suit: 
  The ultimate in personal protection, this is an 
  advanced and powered version of Battle 
  Armour. Constructed from diffusion-bonded 
  metal matrix composites (MMC), the Powered 
  Armour Suit enhances the strength and senses 
  of the marine with variable feedback personal 
  controls, servo-powered limbs, thruster pack, 
  built in weaponry, and various kinds of 
  electronic 
  assistance. 
   
  The 
  marine 
  is 
  
  ICM Equipment 
  2
  effectively doubled in STR and has unlimited 
  Enc. For encumbrance purposes. 
  The Powered Armour Suit protects for 12AP. 
   
  Standard Accessories: air supply for 48 hours, 
  rebreather, waste-relief system, water and 
  concentrated food system with rations for 2 
  days (not tasty, but very nutritional), polarized 
  visor with integral night vision capability, HUD 
  with multi-view televiewer, two helmet lights, 
  built-in computer, comlink (3000km range), 
  CO2 gun (see later), high output power supply 
  for running power tools, weapons and standard 
  suit equipment. 
  Optional Accessories: Powered Armour can 
  mount either 2x squad support weapons or 1 
  platoon support weapon.  
  Enc: Neg. when worn, otherwise 50kg. 
   
  Energy Armour: 
  This close fitting jumpsuit is covered with 
  micro-filaments that generate a multi-phased 
  energy field, providing improved protection 
  against energy weapons (in game terms +4 AP 
  vs. energy attacks). While activated, Energy 
  Armour drains 1 from its cell pack per MR, and 
  +1 pt per point of damage it absorbs. Enc: 
  2.5kg. 
  Enc: Neg. when worn, otherwise 5kg. 
   
  Other points regarding armour: each time 
  armour is breached by a damage roll equal to 
  double the armour rating or more, the armour 
  has lost some of it’s protective capability (-
  1AP).  Every suit has a standard supply of at 
  least ten emergency patches. Any damage 
  that penetrates the suit must be patched 
  immediately. This requires three seconds and 
  a Vacc Suit skill roll. If the first attempt fails, 
  each further attempt is at a cumulative –5%. 
  Every three seconds means a loss of 10% of 
  the suits air.  
   
   
  COMMUNICATIONS: 
  The three standard Comlink types available to 
  United Earth Colonial Marines are as follows: 
   
  Short Range Communicator: 
  Consisting of an earpiece and throat mike, this 
  is standard kit for all marines. Electronic 
  scrambler/descrambler comes as standard. 
  Max range approximately 1km. 
  Enc: Neg. 
   
  Medium Range Communicator: 
  About the size of a modern day mobile phone. 
  Capable of up to 250km range.  
  Enc: 1.5kg. 
   
  Long Range Communicator: 
  Sling carried communicator capable of ranges 
  up to 1000km and contact with ships and/or 
  satellites in low planetary orbit. Includes Global 
  Positioning System.  
  Enc: 2.5kg. 
   
  Portable Uplink: 
  Backpack mounted device capable of ranges 
  up to 5000km and contact with ships/comm 
  satellites in high planetary orbit. Includes 
  Global Positioning System.  
  Enc: 5.0kg. 
   
  ELECTRONICS: 
  Computer, Intelligence (INT-COM): 
  Laptop sized device, which in addition to 
  containing intelligence information pertaining to 
  a unit’s current mission, contains data on the 
  ICM, most corporate and colonial armies, 
  including uniforms, weapons, commonly used 
  tactics, vehicles etc. 
   
  The unit is armoured against small arms and 
  impact (AP10, HP5) and is fingerprint and 
  voiceprint locked, so only the assigned 
  individual can access the data. It is also 
  equipped with a small thermite bomb which will 
  detonate if the unit is tampered with (a code 
  must be entered before opening the unit up) or 
  when 
  a 
  concealed 
  switch 
  is 
  pressed, 
  destroying the interior of the unit and thus 
  eliminating irretrievably all data within. 
  Enc: 1.0kg. 
   
  Computer, Tactical (TAC-COM): 
  PDA sized device, serves as either a wired or 
  wireless terminal for accessing larger LANs, 
  and other such computer systems. Usually 
  issued to ICM com-techs. 
  Enc: 0.5kg. 
   
  Data Crystal: 
  Data Crystals are the primary data storage unit 
  in use in the 23rd century.  Information is 
  stored by actually altering the physical form of 
  the crystal on a molecular level, using  a 
  complex holographic data pattern that bends 
  and distorts light to reproduce images and 
  information 
  in 
  mathematical 
  form. 
  Data 
  Crystals have a data storage capacity of just 
  under a terabyte, with a data transfer rate of 
  1.5 gigabytes per second. 
  Enc: 0.1kg 
   
  Data Recorder: 
  Handheld device that when connected to a 
  computer’s digital disk can burn data onto 
  data-disc at a rate of 1.2gb/minute. Each blank 
  disc can hold up to 10gb of information. 
  
  ICM Equipment 
  3
  Enc: 
   
  Digital camera: 
  Coming in all shapes and sizes, crammed with 
  features, most digital cameras have full DV/still 
  frame functionality. 
  Enc: 0.1 - 1.0kg 
   
  Scanner: 
  Hand held device that can scan across various 
  spectrums 
  of 
  electromagnetic 
  radiation, 
  biological, and chemical.   
  Enc: 5.0kg. 
   
   
  MEDICAL: 
  The types of medical supplies issued to 
  military units in the field are as follows: 
   
  Medkit:  
  This contains 1 dose of sedative painkiller; 1 
  dose of antibiotics; field dressings etc.  When 
  used in conjunction with First Aid, it can heal 
  1d3 HP (location and total).   
  Enc:  0.5kg. 
   
  Advanced Medical Kit: 
  Issued to Med-techs and Rescue-techs on 
  missions, the AMK includes emergency field 
  surgery kit; whole blood units; a small supply 
  of medical drugs; antibiotics; tissue knitter (can 
  repair severed/maimed limb at a rate of 
  1HP/hour provided it is caught no later than 
  10MR after damage was inflicted); diagnostic 
  medical computer; dressings; saline drip etc.  
  Enc: 8.0kg. 
   
  Medical drugs that are available are listed 
  below, along with the normal amount found in 
  a standard AMK: 
   
  Anagathics: 
  These are drugs which counteract the aging 
  process.  Taken regularly they can extend life 
  expectancy well beyond the norm.  Anagathics 
  are rare and very expensive. 
  Doses: 0 
   
  Anti-Radiation Drug: 
  the anti-radiation drug counteracts the effects 
  of radiation sickness. Each dose lasts 12 hours 
  and allows all rolls vs. STR/CON loss to start 1 
  multiplier higher. Example, a CONx4% roll 
  become a CONx5% roll. 
  Doses: 10 
   
  Anti-Venom: 
  Counteracts the effects of poisons and toxins 
  in the bloodstream. Each dose heals 2d6 HP 
  worth of damage caused by poisoning. 
  Doses: 10 
   
  Combat Drug: 
  Used by the military usually prior to combat, 
  this drug increases both STR and CON by a 
  factor of 2.  The effect takes place 2MR after 
  being taken and lasts for CON in MR.  When 
  the effect wears off, the user takes 1d3 
  damage. 
  Doses: 5 
   
  Emotion Buffer: 
  Each dose of the drug lasts 30+3D10 minutes. 
  While the drug is in effect, any SAN loss the 
  Character 
  experiences 
  or 
  has 
  recently 
  experienced is treated as it were half of what it 
  actually is (round up). The Character deducts 
  the full SAN loss from his total, however. 
  Doses: 10 
   
  Emotion Inhibitor: 
  Each dose of the drug lasts 30+3D10 minutes. 
  While the drug is in effect, it is impossible for 
  the Character to go insane, unless their SAN is 
  reduced to zero. However, the Character 
  deducts the full SAN loss from her total. 
  The drug inhibits emotions, meaning an 
  individual under its influence will be incapable 
  of emotional reactions. To an individual under 
  the influence of the drug, emotional ties (such 
  as love and friendship) will seem meaningless. 
  The individual will also be incapable of 
  negative emotions, like hatred or rage. Despite 
  the lack of emotions, the individual will still be 
  able to take action as her memory and 
  reasoning abilities will be unimpaired. Another 
  serious side effect is that the experience of the 
  drug is terribly disturbing to individuals. Once 
  the drug wears off, the individual suffers -1D4 
  SAN. 
  Doses: 5 
   
  Fast Drug: 
  This drug accelerates the user’s metabolism.  
  The drug takes 3MR to take effect and lasts for 
  CONx2 MR and effectively doubles the users 
  DEX while it lasts.  When it wears off, the user 
  loses all fatigue points and takes 1d3 damage. 
  Doses: 0 
   
  Medical Fast Drug: 
  One 
  dose 
  of 
  this 
  drug 
  causes 
  unconsciousness for 24 hours, and the user 
  ages the equivalent of 7 days, during which 
  time natural healing takes place. 
  Doses: 10 
  Psychic Booster: 
  This drug temporarily increases the available 
  reserves of psychic power points in psychics. 
  In game terms each does gives the psychic 
  
  ICM Equipment 
  4
  +2d4PP if taken when PP are at full strength, 
  or +1d6 if PP are at a reduced level. These 
  points are lost once used, or after 30+3d10 
  minutes, whichever comes first. Additional 
  doses of the drug are ineffectual if taken within 
  an hour of the last does.   
  Doses: 0 
   
  Super Psychic Booster: 
  A more potent form of the Booster drug.  
  Increases PP by +2d6 if taken when PP are at 
  full strength, or +2d4 if PP are at a reduced 
  level.  Rules for duration and additional doses 
  same as for Psychic Booster. 
  Doses: 0 
   
  Note: No psychic power enhancing drug can 
  increase an individual’s PP beyond double 
  their normal PP maximum. 
   
  Pitfalls: The abuse of Psychic Booster drugs 
  can lead to the loss of psychic  powers and 
  physical debilitation.  If a PC takes more than 3 
  doses in any 24 hour period, there is a chance 
  (roll POWx3% to avoid) that drug overdose will 
  occur 6 hours of the last dose.  If overdose 
  occurs, the PC lapses into unconsciousness 
  and takes 1d6 HP damage.  POW is reduced 
  by 1d3. 
   
  Slow Drug: 
  This drug slows down a users metabolism by a 
  ratio of 60:1, during which time physical aging 
  is also slowed.  Interstellar travel using 
  hypersleep technology utilises this drug’s 
  effects. 
  Doses: 5 
   
  Stimpack: 
  These devices auto inject genetically modified 
  healing drugs into the body.  +1 to total HP, but 
  not to location HP. 
  Doses: 20 
   
  Super Adrenaline: 
  Gives a temporary boost to the PCs health.  
  +1d6 total HP and +3 CON for the PCs normal 
  CON rating in MR. 
  Doses: 5 
   
  Truth Drug: 
  This drug, when used in conjunction with the 
  Interrogation skill, compels individuals to 
  answer questions truthfully.  One dose lasts 
  approx 10MR, after which the user falls 
  unconscious for 20-CON hours, and takes 1d3 
  damage. 
  Doses: 0 
   
   
  TOOLS: 
  Electronics Toolkit: 
  This kit contains everything needed to make 
  electronic repairs and bypasses, as well as a 
  small diagnostic computer. It comes in its own 
  carrying case, which can be slung over one 
  shoulder.  
  Enc: 5.0kg. 
   
  Engineers Toolkit: 
  This kit contains all the equipment necessary 
  for a tech to make basic repairs to a ship’s 
  power plant, and engines. 
  Enc: 10kg. 
   
  Mechanical Toolkit: 
  Basic tools needed to repair and alter 
  mechanical devices. 
  Enc: 10kg. 
   
  Demolitions Toolkit: 
  Issued to ICM Combat Engineers. Contains: 
  10x 0.5kg blocks of PLASTEX high explosive, 
  plus 10 multi-detonators, fuses and two small 
  radio command units (range 10km). Each 
  multi-detonator can function as a radio 
  command 
  trigger 
  or 
  a 
  combination 
  contact/delay trigger. 
  Enc: 10kg. 
   
   
  PROTECTIVE CLOTHING & 
  ACCESSORIES: 
  Compression Suit:  
  Used by the ICM for low pressure operations, 
  the suit consists of an inner thermal regulation 
  garment and two layers of elastic fabric with an 
  airtight covering. There is no decompression 
  period before using the compression suit. The 
  suits take longer to put on than vacc suits, 
  however, and provide no protection against 
  high pressures. Usually worn in combination 
  with Combat Armour. 
  Enc: 4kg. 
   
  Filter/Respirator: 
  Facemask that filters out harmful contaminants 
  such as gases and nerve toxins.   
  Enc: neg. 
   
  Combat Dress Utilities (CDUs): 
  Standard issue in the ICM, CDUs are two-
  piece, lightweight polycotton coveralls with 
  pockets secured by silent fasteners. The 
  disruptive pattern of the fabric is printed in at 
  least three colours, and the different high-
  temperature dyes used can absorb infrared 
  radiation at varying frequencies, breaking up 
  the wearer's IR signature. 
   
  
  ICM Equipment 
  5
  Hostile Environment Clothing: 
  Variants of CDUs are issued to marines when 
  they are involved on planets with breathable 
  atmospheres but hostile environments. Most 
  common are: 
   
  Arid Weather Suit: 
  Bodysuit designed to protect the wearer 
  against water loss in an arid environment. 
  Evaporation of perspiration cools the wearer, 
  while lost body liquid is condensed and purified 
  by a series of traps and chemical filters. This 
  water is then stored in catchpockets within the 
  suit, for use by the wearer. The suit has a 
  hood, goggles and breathing mask (to catch 
  exhaled moisture). The chemical filters must 
  be changed 1/month at a cost of E$50. Usually 
  worn in conjunction with combat armour. 
  Enc: 5kg. 
   
  Cold Weather Suit: 
  Bodysuit designed to protect the wearer 
  against extreme cold. The suit contains a 
  network of heating filaments, powered by an 
  internal power supply. Temperature controls 
  enable the suit to negate the effects of wind-
  chill. The heated layer is covered by a 
  jumpsuit, which has lots of pouches and 
  pockets for equipment. A typical power cell 
  keeps the suit running for 72 hours. Usually 
  worn in conjunction with combat armour. 
  Enc: 2.5kg 
   
  Hazardous Environment Suit: 
  Bulky suit that protects against corrosive 
  atmospheres. 
  The 
  suit 
  is 
  sealed, 
  air-
  conditioned and has it’s own air supply (but not 
  water). Cannot be worn in conjunction with 
  combat armour, but protects for 4AP in its own 
  right. 
  Enc: 7kg 
   
  Thruster Pack: 
  Back 
  mounted 
  jet 
  thruster 
  pack, 
  with 
  rear/downwards facing burners, and an array 
  of three lower manoeuvring jets. 
   
  Attached to the operator’s space suit, it 
  enables him to manoeuvre at speeds up to 150 
  km/hour. Using a thruster pack requires the 
  EVA skill. 
  Enc: 10.0kg 
   
  Space Suit: 
  There are two standard designs of space suit 
  available in the 23rd Century: 
   
  Standard Vacuum Suit (SVS): 
  The standard vacuum suit is an environmental 
  suit designed to protect the individual from 
  vacuum, heat, cold, and radiation.  Each suit is 
  equipped with an environmental backpack 
  which contains the suit’s oxygen supply, its 
  power pack, and the environmental control 
  system. A SVS can sustain its wearer for 24 
  hours, less if the wearer is engaged in stressful 
  activities or if the environmental conditions 
  severely tax the suit. A typical SVS offers 4AP 
  of protection. 
  Standard Accessories: polarized visor, comlink 
  (500 km range), lights, CO2 gun, 200 meters 
  of high strength cable (with a grappling hook 
  one end and a strong magnet on the other), 
  and a patch kit. 
  Enc: 10kg/5 if worn 
   
  Vacuum Work Suit: (VWS): 
  Typically used by those who spend prolonged 
  periods working in the vacuum of space, the 
  Vacuum Work Suit is very much like a SVS, 
  except the suit is of heavier construction and 
  can support its wearer for 36 hours. A typical 
  VWS offers 6AP of protection. 
  Standard Accessories: in addition to the 
  equipment of a standard SVS, a VWS has a 
  toolkit (with various tools that are specific to 
  the operator’s mission) power pack for tools 
  that require power, on board computers, 
  thruster pack. 
  Enc: 20kg/10 if worn 
   
   
  PROTECTIVE SHELTERS: 
  Pressure Tent: 
  Basic shelter for 4 persons, which provides a 
  standard atmosphere. There is no airlock – the 
  tent must be depressurized to enter or leave. 
  Enc: 25kg 
   
  Prefabricated Cabin: 
  Modular unpressurised quarters for 8 persons. 
  4x8x8m. Can be carried in the hold of a 
  starship. 
  Enc: 1000kg 
   
  Base, Advanced: 
  Modular, pressurized quarters for 8 persons., 
  with airlock and atmosphere recirculating 
  system. Can be carried in the hold of a 
  starship. 
  Enc: 1500kg 
   
  Rescue Pod: 
  A rescue pod is a sphere, 10cm in diameter. 
  When activated, it inflates to form a ball of 
  plasteel film, 1m in diameter. This ball, when 
  sealed, contains enough air to last one person 
  12 hours. Rescue pods are standard issue on 
  all military and commercial space vessels, 
  allowing individuals to survive an explosive 
  
  ICM Equipment 
  6
  decompression even if a pressure suit is 
  unavailable. 
  Enc: 5kg 
   
  Personal Re-entry Vehicle: 
  Originally designed as a means of emergency 
  atmospheric re-entry from a crippled ship or 
  space station, the personal re-entry vehicle 
  has been adopted by the military for covert 
  missions on hostile planets. It has even 
  become an extreme sport. 
   
  The PRV consists of an inflatable hemispheric 
  mold, a pressurized canister of ablative foam, 
  a chemical thruster for altitude control and 
  limited vector adjustment, and a soft landing 
  system (usually a parachute). 
  Enc: 10kg 
   
  Grav Chute: 
  Utilising a small suspensor field generator, the 
  grav chute is capable of nullifying a portion of 
  the individual’s body weight (but not provide 
  motive power). A conventional parawing is also 
  deployed. 
   
  By altering the effective weight of the jumper, 
  chute deployment is not necessary until a 
  altitude of about 50m. The power cell powering 
  the suspensor field has a life of 10 minutes 
  once activated. 
  Enc: 15kg 
   
   
  VISIBILITY ENHANCEMENT: 
  Binoculars:  
  Incorporating 
  IR 
  and 
  LI 
  with 
  electronic 
  rangefinder.  
  Enc: 1.0kg 
   
  IR Goggles: 
  Allows the wearer to see heat sources 
  (infrared radiation). 
  Enc: Neg. 
   
  Light Intensifier Goggles: 
  Allows vision in anything less than total 
  darkness. 
  Enc: Neg 
   
  Torch:  
  Powerful cell powered light. 24 hrs per cell 
  used.  Can be armour mounted.   
  Enc: 0.25kg. 
   
  Chemical Lantern:  
  Chemical light, lasts for 3 standard days 
  continual use. 
  Enc: 0.25kg 
   
  Halogen Spot Lamp:  
  A high-powered halogen white-light lamp.  
  Usually as an internal battery, as well as a top-
  mounted carrying handle. 
  Enc: 1.0kg 
   
  Thermal Imaging Camera:  
  Handheld device which may only have an 
  effective range of 10m, but which can see 
  through walls. Useful against animals and non-
  military foes, but certain types of military 
  armour can mask it’s wearer’s IR signature. 
  Enc: 1.5kg 
   
   
  MISCELLANEOUS SURVIVAL: 
  Airstrike Marker:  
  A launcher fired drone that can be remotely 
  guided to location of choice and programmed 
  with airstrike orders.   
  Enc: 5.0kg. 
   
  Artificial Psychic Shield:  
  Also known as a HALO, this device acts as a 
  shield against psychic forces.  
  Enc: 1.0kg. 
   
  Arctic Survival Kit: 
  A kit filled with a variety of items useful for 
  surviving in arid conditions. Includes: 1 litre 
  thermal canteen; first aid kit; folding shovel; ice 
  pick; knife and sheath; signal mirror; water 
  purification kit. The kit comes in a pack 
  30cmx12cmx12cm. 
  Enc: 2.0kg 
   
  Bandoleer:  
  A pair of suspender-like bandoleers that can 
  hold five grenades each. A bandoleer with 10 
  grenades weighs 7 lbs. Grenades may explode 
  if they take more than 4 points of damage to 
  their top. 
  Enc: Neg. 
   
  Climbing Pitons:  
  Tungsten pitons that have a small explosive 
  charge for firing into rock.  Come in cases of 
  24.   
  Enc: 0.1kg per piton. 
   
  Climbing Hammer:  
  Titanium alloy hammer backed with pick head. 
  Enc: 0.5kg. 
   
  CO2 Gun:  
  A standard piece of equipment that comes with 
  all space suits, the CO2 gun fires compressed 
  carbon dioxide and contains a CO2 cartridge 
  good for 20 one second bursts. CO2 guns are 
  usually used to project grapple lines in the 
  
  ICM Equipment 
  7
  vacuum of space, but each burst is powerful 
  enough to propel a object with the mass of an 
  average human (including a human, of course) 
  and alter its flight vector.  
   
  CO2 gun are typically used in this manner only 
  in emergencies and the heavy duty thruster 
  packs are used for normal EVA operations 
  requiring extensive flight. 
   
  Compass:  
  Usually included in a wristwatch. Indicates the 
  position of magnetic north, if any exists. 
  Enc: Neg. 
   
  Cooking Laser: 
  A low powered laser used primarily for igniting 
  flammable materials, the Cooking Laser is a 
  metal rod, 30cm long and 5cm wide, with 
  controls at one end. A power cell supplies 
  power for up to 1 month normal usage. 
  Enc: 0.1kg 
   
  Desert Survival Kit: 
  A kit filled with a variety of items useful for 
  surviving in arid conditions. Includes: 1 litre 
  canteen; first aid kit; salt tablets; folding 
  shovel; parts and directions for building a solar 
  still; knife and sheath; signal mirror; water 
  purification kit. The kit comes in a pack 
  30cmx12cmx12cm. 
  Enc: 1.0kg 
   
  Dye Pistol: 
  Used primarily to designate Landing Zones, 
  the dye pistol fires cartridges filled with 
  coloured dye that can mark substantial areas 
  of the ground.   
  Enc: 2kg (unloaded; dye cartridge weights 
  0.5kg). 
   
  Emergency Beacon: 
  Combination long range comlink and signal 
  transponder. 
  When activated 
  it monitors 
  emergency search and rescue channels, and 
  when traffic is picked up it emits a warning to 
  inform users that help may be at hand, and 
  transmits a coded distress signal. Signal range 
  is 1000km. Once activated, it operates for 30 
  days EST. 
  Enc: 1.0kg 
   
  Flare: 
  There are 2 types of flare issued: 
   
  Standard Flare: 
  Burns brightly for up to 10 minutes. 
  Enc: 0.25kg/pack of 24 
   
  Rocket Flare:  
  Can be fired to a height of 500m, from where it 
  descends, burning brightly, using a parachute. 
  Enc: 0.5kg 
   
  Fusion Generator: 
  Vehicle portable power generator that uses a 
  fusion reactor to generate power using Helium-
  3. Weight is per 10kw of power output. 
  Enc: 10kg 
   
  Fusion Still: 
  A bulky device that breaks water molecules 
  free from material placed within it. Amount of 
  water obtainable ranges fro 1% from sand to 
  70% from organic material like wood or plants. 
  Percentage water obtained is on a 1-1 ratio (so 
  100kg sand yields 1 litre of water). The Still 
  requires 1 hour to set up and 30 minutes to 
  process 10kg of material. 
  Enc: 60kg 
   
  Individual Military Pack: 
  A lightweight medium backpack that is used to 
  carry up to 24 kg (53lbs.). Also known as 
  "battlefield harness" or "combat webbing. 
  Enc: Neg 
   
  Inertial Tracker: 
  Small hand held device which indicates 
  direction and distance travelled from the 
  starting location. 
  Enc: 0.1kg 
   
  Locater Device: 
  Worn on the wrist, this is a small data emitter 
  containing the marine’s vital life signs and 
  position.   
  Enc: Neg 
   
  Machete: 
  A flat metal / polycarbon weapon  with a 45cm 
  blade. Designed for chopping dense foliage 
  and such in the wild, but also used as a 
  weapon on less sophisticated worlds. 
  Enc: 1.0kg 
   
  Nylon Water bag (10L): 
  Flat packed, can contain up to 10 litres of 
  water when filled to capacity. 
  Enc: Neg when flat packed. 
   
  Power Cell: 
  Power cells come in all shapes and sizes. 
  Weight below is for each kW of power 
  contained. 
  Enc: 0.05kg 
   
  
  ICM Equipment 
  8
  Rations, luxury, 1 week: 
  Packs of fresh frozen meals supplemented by 
  tablets containing vitamins  and nutrients, that 
  provide food enough for 7 days.  Each pack is 
  self heating using a chemical reaction, 
  activated by pulling a tab on each mealpack.  
  Enc: 1.5kg 
   
  Rations, standard, 1 week: 
  Packs 
  of 
  preserved 
  food 
  concentrates 
  supplemented by tablets containing vitamins  
  and nutrients, that provide food enough for 7 
  days.  Tasteless. 
  Enc: 1.5kg 
   
  Rocket Pitons (x12): 
  A pistol-grip, disposable launcher that fires a 
  rocket-propelled, explosive-set piton. It is used 
  to project an attached line up to 200m - a 
  successful Climbing roll (made by the GM) 
  means the piton is securely lodged and will 
  support weight; a critical failure means the 
  operator only thinks it is! Roll vs. DEXx4% to 
  hit if used as a weapon; Damage is 1d6+2 for 
  the stake.  Comes with electric winch and clip 
  for attaching to webbing (which then serves as 
  a climbing harness).   
  Enc: 3.5kg. 
   
  Rope: 
  Polypropylene fibre rope that is treated to 
  resist mildew, rot, acids, petroleum products 
  and most other chemicals. A standard length 
  of rope is 10.5mm x 100m, and comes as 
  either 
  monofilament 
  and 
  multifilament. 
  Monofilament is lighter and less bulky, but can 
  hold only half the SIZ of a multifilament length 
  of the same dimensions. 
  STR: 50 / 100 
  Enc: 2.0kg / 4.0kg 
   
  Solar Vaporator: 
  Device which collects water moisture from the 
  air, especially at night. Yields are 1 litre per 8 
  hour night in standard / dense atmospheres; 
  0.5 litres per 8 hour night in thin atmospheres; 
  0.1 litres per 8 hour night in very thin 
  atmospheres. 
  Enc: 8.0kg 
   
  Tarpaulin: 
  Canvas waterproof sheet, 2m x 4m. 
  Enc: 2.0kg 
   
  Thermal Canteen (1L): 
  Made of tough industrial plastic, and capable 
  of holding up to 2.5 litres of liquid, the ICM 
  canteen also has a sophisticated filtering and 
  purifying system built into the neck. A power 
  cell in the base of this canteen allows water to 
  be kept at a temperature controlled by an 
  inbuilt adjustable thermostat. Power cell lasts 1 
  month. 
  Enc: 1.0kg. 
   
  Thermal Sleeping Bag: 
  Utilizing the same technology as the Cold 
  Weather Suit, a thermal sleeping bag comes 
  with hood, and adjustable thermostat. 
  Enc: 1.0kg 
   
  Water Purification Kit 
  Box of 250 tablets that purify contaminated 
  water, making it safe to drink. 1 tablet will 
  purify approximately 1 litre of water in 10 
  minutes. 
  Enc: 0.2kg. 
   
   
   
   
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Cthulhu Rising (Future Sci-Fi)/CoC 6e - Cthulhu Rising - ICM Equipment.pdf