TEXT:  
   
   
  NEW EQUIPMENT. 
   
   
   
  Tac-Com Military Grade Headset Comunicator: 
   
  Description: 
  The Tac-com headset is a simple flexible, and resistant 
  headset which fits over the wearers head, with the 
  earpiece sitting conveniently inside the wearers ear, and 
  the mircrophone resting just in front of the wearers 
  mouth.  The Tac-com is a flexible and constructed of 
  durable metal and hard plastics which make it hardy for 
  rigorous in the field missions. 
  The Tac-com was designed by the military for use in 
  operatives from all kinds of backgrounds, from planetary police forces, security forces, and 
  militaries.  It has also in recent years found popularity with the Media and scientific 
  communities.  It is designed with an integral encryption system to allow coded transmissions. 
   
  Emperor Mezzenbone has seen them put into service as part of the standard outfit for 
  reconnaissance, and militia troops, as well as providing them to Vassal domains in the 
  outlands to provide to their own troops. 
   
  Weight:  1 lb 
  Cost:   600 cr 
   
  Notes: 
  The Tac-com has a 10 mile radio transmission/receiver range.  It’s signal can be boosted 
  further if sent through a sattelite network or orbital ship and the like.  The Tac-coms 
  encrypted signals are DC 25 to decrypt using the Cryptography skill.   
  One secret of the tac-com that has recently been discovered is that it can be fitted with a 
  micro explosive in the powerpack and decryption device that fits around there, which can 
  them be remotely detonated by a signal, this cause the Tac-com to explode doing 4d10 (Ref 
  DC14 save for half) fire damage to all within 5ft of the wearer.  Obviously by doing so the 
  wearer is almost certainly terminated as they are not allowed the Reflex save. 
   
   
   
   
   
  IMP X-3 Sonics and Holographic Projection System: 
   
  Description: 
  The IMP X-3 is an Imperial design intended for use by covert and special 
  forces.  The whole thing requires two heavy cells to power, and fully 
  charged can work continuously for 72 hours, and comes with twenty golf 
  ball sized emitters.  The “Imp” as it is referred too after the malicious 
  deceitful demons of the same name is designed to confuse and disorient 
  enemies and drive them in predetermined directions towards planned 
  ambushes.   
   
  
   
   
   
  Notes: 
  It does this as follows, when first placed, usually somewhere out of sight and switched on the 
  IMP which is designed to run on almost entirely shielded low frequency energy (extra +5 to 
  the DC to detect the IMP when powered up), first fires by means of a powerful gas 
  compression system the twenty golf ball sized emitters high into the air, these in the course 
  of this expulsion fall back to earth in a random scattered pattern out to about a mile from the 
  IMP itself.  Each of these tiny emitters is able to transmit pre-programmed sounds which can 
  be heard upto 20 m away from themselves.  The sounds and images (see below) transmitted 
  are included an a Datachip which is placed into the IMP’s main component, these chips are 
  typically sold with of a specified type i.e “Ridgean Predators”, “Sights & Sounds of Life”, or 
  “Military”.  The purpose of these sounds is to make anyone who passes within range to 
  believe they are being pursued or stalked or have stumbled across greater numbers than in 
  fact there are.  (GM’s note:  a Listen DC 25 modified by conditions can be made to hear a 
  slightly metallic artifical quality about the sounds). 
  The IMP’s main component, is also capable of projecting life-like Holographic images suitable 
  to the sounds anywhere upto 100 m away in a 360 degreee arc.  It can project anything from 
  the appearance of people moving behind fallen logs, to a huge native predator chasing after 
  you, but any further away than 100 m and the image becomes unstable and vanishes.  
  (GM’s note:  a Will save DC 25 modified by conditions, lighting and proximity can be made 
  to realise the image seen is false). 
  Finally to prevent tampering the IMP is included with a built-in booby trap, should anyone 
  who does not know the 8 digit code tamper with the controls or attempt to remove the 
  devices coverings it explodes doing 6d10 (Ref save DC16 for Half damage) to all within 10 m 
  of the device.  (GM’s note:  anyone with Use Device can make a DC30 Used Device role to 
  try to crack the code, however failure means the device explodes with them next to it and 
  they receive no save being far to close to find effective cover from the explosion).  
   
  Weight:  35 lb (emitters are negligible) 
  Cost:   40-50,000 cr (Subject to Availability) 
   
   
  PADD Personal Automised Data Device: 
   
  Description: 
  The PADD is a hand held portable electronic device, common on the 
  Throne worlds and available on any other world with a global infonet.  It is 
  everything from a  calendar, diary, timepiece, address book, scheduler and 
  so forth.  It provides access to the Infonet for purposes of research (+2 
  circumstance bonus) and electronic mail.  It comes with  touch screen 
  capability, and an attached pen “touch” stik which slides into a side holder, 
  which can be used for making signatures on the screen or drawing/writing 
  by hand.  Images on the screen are magnified reduced, scrolled around 
  etc.. by simple buttons at either side of the screen, while the functions of the PADD are 
  visible as option buttons at the top and bottom of the screen.  The PADD also has the 
  capacity to function as a credit chip tied directly to his banking service electronically, thus 
  allowing the owner to make purchases and transactions via the PADD.  To make a purchase 
  the PADD is placed onto a reader and it verifies the owner details, the owner then places 
  their thumb on the screen and the thumbprint is verified by that on file at the bank and 
  providing there is a match, the funds for the purchase are deducted from the owners account 
  and the transaction is complete.  PADDS also have a small built in speaker which can be used 
  to take voicemails, or receive other audio media. 
   
  
   
   
   
  Notes: 
  A subscription fee of 20cr per month is required for the infonet access. 
   
  Weight:  2 lb  
  Cost:   500 cr (Subject to Availability) 
   
  Espionage Kit: 
   
  Description: 
  The Espionage kit, contains everything a prospective 
  wannabe Agent could ever need, all contained with a blast 
  proof duralloy briefcase, with a decent (DC25) thumbprint 
  lock.  The case is also lined with a thin layer of lead to 
  prevent X-rays from revealing its contents. 
   
  To find out exactly what is contained in the kit, see below. 
   
  Notes: 
  The Espionage kit contaisn the following items:- 
  1. Pliers, screwdriver, small socket wrench with variable heads, wire cutters, soldering iron, 
  and reel of solder (+2 to appropriate Craft roll) 
  2. Energy sensor (placed on any surface can detect the energy emissions of all electrical 
  devices, and security systems etc within 12 inches of where it is placed. 
  3. Vial of Acid (capable of eating through upto 6 inches of steel). 
  4. MW Lockpicking tool (+2 bonus to low tech lockpicking). 
  5. Electronic Skeleton Key (small device placed over electronic locks that makes an opposed 
  lockpicking vs lock Dc rolls on it’s own, the device functions as if it had 10 ranks in 
  lockpicking and no dex). 
  6. 10 Small Tracer bugs (DC 25 to Spot, and can be tracked remotely upto 10km away). 
  7. Remote Tracker (for tracking distance and direction of Tracer bugs upto 10km). 
  8. 2 pound of Det-Ex Plastique Explosive (Does 4d10 damage Ref save DC14 for half to all 
  within 10 m for each pound of explosives) 
  9. 2 Remote/Timer Detonators (Along with transmitter for remote or timed detonation) 
  10. Micro Camera (has enough film for 20shots, it is about the size of a zippo lighter) 
  11. Emergency Signal Transponder (built into inside of case) 
  12. Mini Handheld Scanner (for copying documents, it is tied to a datachip slot in the case, 
  which copies any document scanned and saves it to the datachip encrypted (DC25). 
  13. Hidden compartment (used for smuggling items of upto 3 inches by 3 inches and to a 
  depth of 1 inch in size) 
  14. Laser Scalpel (does 1d6 damage, can cut through most materials, has 2 hots, 5ft range) 
  The electronic components of the Kit are powered by a minicell, which works for 24 hours 
  continuously, longer if used only occasionally. 
   
  Weight:  8 lb  
  Cost:   5000 cr (Subject to Availability) 
   
   
   
   
   
   
  
   
   
   
  Imperial Trauma Kit: 
   
  Description: 
  The Imperial Trauma kit, is a small fold away carry case, which 
  contains upto eight variable vials of drugs and medications which can 
  be of use to anyone in the field, along with a small hypo spray that the 
  drug vials clip into.  The case is tough and durable and is durable 
  enough to take most forms of normal wear and tear without posing any 
  risk at all to the drugs contained within.  These are typically carried by 
  one in every five standard troopers in the Imperial army, who is usually 
  the designated medic, and the drugs are only typically used when the 
  situation is beyond the scope of a Medkit.  Of course the kinds of drugs contained within the  
   
  trauma kit tend to vary with availability and nature of the mission the medic is on, typically 
  however the trauma kit holds 4 vials of Stim I,  1 vial of Stim II, 1 vial of Stim III, 1 vial of 
  Rage, and 1 vial of Acuity (see below for Drugs effects). 
   
  Weight:  4 lb  
  Cost:   200 cr (Empty), 2500cr (with standard Drugs included) 
   
  Drugs:- 
  The most commonly encountered drugs are listed below. 
  Stim I(50cr):  Stim 1 effectively heals 1d8+4 points of damage, it does not cure poison, 
  remove disease, reattach severed limbs, regrows organs, or bring the dead back to life.  
  Stim II(300cr):  Stim II effectively heals 2d8+6 points of damage, it does not cure poison, 
  remove disease, reattach severed limbs, regrows organs, or bring the dead back to life.  
  Stim III(750cr):  Stim III effectively heals 4d8+10 points of damage, it does not cure 
  poison, remove disease, reattach severed limbs, regrows organs, or bring the dead back to 
  life.  
  Hype(300cr): Hype increases the recipients Dexterity by 1d4+1 points for 7 hours.  
  Boost(300cr): Boost increases the recipients Constitution by 1d4+1 points for 7 hours.   
  IQ(300cr): IQ increases the recipients Intelligence by 1d4+1 points for 7 hours.  
  Mega Steroid(300cr): Mega Steroid increases the recipients Strength by 1d4+1 points for 
  7 hours.   
  Rage(900cr): Rage increases aggression and combat reflexes which grant the recipient a 
  +2 competence bonus to attacks, saves and initiative for 1 hour.  
  Acuity(150cr): Acuity when applied will add +5 to the recipients Listen and Spot for the 
  next 4 hours.  
  Anaesthetic(500cr):  Anaesthetic removes dulls the sensation of pain as such while in 
  effect the character does not die upon reaching –10 hit points, they instead do not die until 
  reaching –30.  The anaesthetic lasts for 1 hour, and if the characters hit points are not 
  returned to less than –10 before the anaesthetic wears off then they die.  Note: a character 
  who takes anaesthetic must make a fortitude save (DC16) upon taking the drug or they fall 
  into a deep sleep for the duration. 
   
   
   
   
   
   
   
   
  
   
   
   
  Medical diagnostic Gauntlet: 
   
  Description: 
  The Medical Diagnostic gauntlet fits over the 
  hand and forearm of the wearer.  The 
  gauntlet is filled with powerful diagnostic and 
  sensory medical equipment, once on the 
  medic passes their hand over the wounded 
  individual, concentrating on the wounded 
  areas, and the gauntlets sensors scan the 
  target as it goes analysing them and comparing their symptoms and the information it scans 
  with information in the built in medical database, and then once scanned displays the nature 
  of the problem as well as suggested course of action to take.   
   
  The gauntlet is powered by a standard minicell, which provides power for 48 hours 
  continuous use. 
   
  Notes: 
  The Medical Diagnostic Gauntlet, first off may only, be used by skilled individuals.  (i.e those 
  with at least 4 ranks in Heal.  Providing they meet this criteria the gauntlet provides a +5 
  competence bonus to all heal rolls.  In addition if a poison or disease is identified it will also 
  inform the medic what it is, what causes it and the likely symptoms, onset time and so forth, 
  in addition to providing information on treatment. 
  Additionally if the medic can reach someone within 3 rounds of them dying the gauntlet is 
  able to produce an electrical charge to defibrillate them, the dying person makes a Fortitude 
  save Dc 18+1 per point of damage below –10, if successful the person is allowed to make a 
  stabilisation check every round to prevent from passing away again.  This buys the medic a 
  little time to raise their hit points. To a safe non life threatening level.  If a stabilisation roll is 
  failed during this time the person dies once more.  Of course the medic can attempt to 
  defibrillate them again but the gauntlet only has enough power for 3 charges in this way. 
   
  Weight:  3 lb  
  Cost:   18,000 cr  
   
   
  “Thrall” Microchip (Implant): 
   
  Description: 
  The “Thrall” Microchip implant, is part of a secret imperial design, 
  when implanted at the base of a victims brain stem, it latches to 
  the nervous system and begins manipulating the target through 
  small electrical charges.  The overall effect being that within a very 
  short time the target is totally under the control of the chip.  Each 
  chip can be programmed to have the victim obey a certain set of 
  conditions, be it from performing a single task, to obeying a specific individuals commands 
  without question.  People under the sway of a Thrall chip have no memory of their actions, 
  while under it’s direction, the victims appear and act totally normally but have no free will, 
  the only indicator being a seeming lack of real emotion and occasional uncharacteristic 
  behavious. 
   
   
   
  
   
   
   
   
  NO PICTURE 
  AVAILABLE 
   
   
  Notes: 
  To Implant the chip requires a Profession (Surgery) roll DC25 and does 1d3 damage to the 
  target, once implanted the victim is forced to make Will saves over the following days (DC 10 
  increasing +1 per additional day), once a will save is failed the victim is then fully under the 
  control of the chip.  Leading up to this time the victim is totally unawares of what is 
  happening, but experiences uncharacteristic urges, emotional outbursts and painful migraines 
  as they subconsciously fight its effects.  A Thrall chip can be removed once implanted but it is 
  difficult to do (DC26) Profession (Surgery) roll, failure causes permanent brain damage (1d6 
  permanent INT loss) regardless of success or failure the operation to remove the chip causes 
  2d10 damage and 1d4 Temporary Dexterity loss (as the victims nervous system recovers). 
  GM’s note:  A Thrall chip is a great story device, with the PC’s discovering that the people 
  they fight are actually under external influence, thus providing a moral conflict for them, 
  should they ignore the fact or not and so forth…  Ideally Thrall chips should not be used on 
  PC’s as situations where total loss of control of a character for a player should be avoided, so 
  think carefully before using them in this way.  
   
  Weight:  -  
  Cost:   N/A  
   
   
  AUTOINJECTORS: 
   
  Description: 
  Autoinjectors comprise of a special hypo-injection system affixed 
  to an armband, which is worn around the upper arm.  The 
  autoinjector is linked to a Bio-monitor which is worm around the 
  thigh next to the skin, this monitors heart rate, blood pressure, 
  temperature and so forth.  When the wearer meets certain fixed 
  criteria or manually activates the autoinjector, then whatever 
  drugs are inside are automatically injected into the recipient. 
   
  Notes: 
  The Autoinjector has space for two vials of any drug available to the wearer.  The Bio monitor 
  is programmed to activate the autoinjector on set conditions such as when the wearer is 
  knocked unconscious, or health falls to dangerous levels (5hp or below), or when angered 
  (measures endorphin and adrenal release to determine this state). 
   
  Weight:  1lb  
  Cost:   1500cr (does not includes drugs) 
   
   
   
   
   
   
   
   
  The Dragonstar logo, names of Dragonstar products, names of people and places in the 
  Dragonstar universe are copyright of Fantasy Flight Games and used here with permission for 
  online use and/or free PDF downloads provided no revenue is generated from any of this 
  material. 
  
   
   
   
   
  NO PICTURE 
  AVAILABLE 
   
   
  NEW EQUIPMENT. 
   
  DARK GOGGLES: 
   
  Description: 
  Dark Goggles come in many shapes and sizes, but the 
  standard sort, being the ski-goggle type design.  The goggles 
  come with an elasticated band that fits over the wearers head, 
  that can be adjusted to suit most sizes. 
   
  Notes: 
  Dark Goggles are popular with Drow, Sesheyan, Yazirian’s and the like.  Basically all sorts  
  who  have a sensitivity to bright light.  Owning and wearing a pair of these glasses effectively 
  treats the wearer as if they had the Daylight Adaption FEAT, which negates the normal 
  penalties such creatures would normally suffer because of the light. 
   
  Weight:  2lb  
  Cost:   100cr  
   
  VRUSK TRANSLATOR: 
   
  Description: 
  The Vrusk Translator, is worn around the neck of a 
  Vrusk.  It does not function like a translator in the 
  common sense i.e Translating languages heard to 
  something else.  Instead this works only to translate the 
  Vrusk clicks and buzzes that make up their language into common.  The translator has two 
  small prongs which pick up the sounds, and the small onboard computer translates them into 
  their nearest translation in common, and emits that word, in a simulated “artifical” sounding 
  voice.  
   
  Notes: 
  The Translator can translate all common words to common, but difficult or extremely detailed 
  words and conversations may tax the translators ability.  In these cases a Use Device DC20 
  check can be used to see if the translator can cope. 
  The artifical voice simulation can be varied in tone, to simulate a male or female as 
  appropriate.  The Translator requires a Standard power cell, which provides 72 hours power. 
   
  Weight:  3lb  
  Cost:   1000cr  
   
  T’SA “BOOST” HARNESS: 
   
  Description: 
  The T’sa “Boost” Harness, is a series of Straps and gauntlets, 
  connected by power cables attached to a Heavy energy cell.  
  That provide an artificial “Boost” augmentation to the T’sa’s 
  movement, and ability to jump, allowing them to achieve things 
  that would normally beyond their mundane capabilities. 
   
  
   
   
   
   
  NO PICTURE 
  AVAILABLE 
   
   
   
   
   
  Notes: 
  The “Boost” Harness provides the following benefits; 
   
  +10 feet to base movement rate 
   
  +2 to initiative 
   
  +4 Circumstance bonus to Jump rolls 
  the Heavy cell provides the Harness 8 hours of continuous use, before it needs replacing. 
   
  Weight:  10lb  
  Cost:   5000cr  
   
  DRALASITE WEB BELT: 
   
  Description: 
  The Dralasite Web Belt, is a specially designed belt that fits around 
  the waist of a Dralasite, it has ten pockets each about 4”x7”x2” in 
  size.  The belts “smart” material is self adjusting so as to remain 
  firmly affixed to the Dralasite’s waist regardless of the shape ro form 
  they take. 
   
  Notes: 
  The Web Belt’s 10 pouches each hold 5 pounds of gear. 
   
  Weight:  2lb  
  Cost:   50cr  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Dragonstar logo, names of Dragonstar products, names of people and places in the 
  Dragonstar universe are copyright of Fantasy Flight Games and used here with permission for 
  online use and/or free PDF downloads provided no revenue is generated from any of this 
  material. 
  
   
   
   
   
  NO PICTURE 
  AVAILABLE 
   
  Pilots Gauntlet 
   
  Description: 
  The pilots Gauntlet is a small arm bracer that fits over 
  the bearers forearm and hand.  It is powered from a 
  lead that is plugged in to the vessels main computer as 
  a means of direct interface, the Gauntlet allows the 
  wearer in a vessel with the appropriate modifications, to 
  pilot the vessel by means of direct reflex, with the vessel 
  responding to his hand gestures.  Typically speaking this 
  form of control allows the vessel to respond and maneuver a lot faster than those manually 
  controlled in the traditional sense. 
   
  Notes: 
  To use the gauntlet initially the wearer must make a Use Device (DC15) roll to establish 
  control.  With control established the Pilot receives +2 Competence bonus to all Initiative and 
  Piloting rolls for the vessel.  GM’s note:  Controlling a vessel like this tends to put a lot of 
  strain on their infrastructure as many are not designed to move as quickly or agilely as we 
  would have them, as such any fumble (natural roll of 1) made while Piloting causes structural 
  damage to the hull and engines in the form of 2d6 reduction in the ships Hardness and a 2d4 
  reduction in Speed and acceleration, furthermore the pilot must then re-establish control of 
  the vessel once more.  Use with Neo’s Computer rules:  If using the gauntlet with my 
  custom computer rules, then the total bonus provided from the Pilots, piloting skill cannot be 
  more than the ships “Max Program Size”, as a ships computer is not capable of processing 
  data levels beyond it’s capabilities.  Regardless of this the Pilots Gauntlet will always provide 
  the +2 competence bonus to piloting skill rolls and initiative once control is established, the 
  competence bonus is not taken into account where the max prog size is concerned and 
  always applies. 
   
  Weight:  4lb 
  Cost:  15,000cr (for gauntlet), plus 10% of Vehicles cost to provide direct interface controls. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Dragonstar logo, names of Dragonstar products, names of people and places in the 
  Dragonstar universe are copyright of Fantasy Flight Games and used here with permission for 
  online use and/or free PDF downloads provided no revenue is generated from any of this 
  material. 
  
SOURCE: textdata/thevault/Dragonstar/Supplementary/Book Of Gear.pdf