TEXT:  
  EQUIPMENT REQUISITION POLICY 
   
  BASIC EQUIPMENT: 
  • 
  You get ONE backpack unit: either one PROTON PACK (with attached 
  NEUTRONA WAND) or SLIME BLOWER. 
  • 
  Included: uniform and name badge, ID card (in ectoplasm-resistant protective 
  holder), flashlight (with optional red filter), walkie-talkie, notebook, and pen. 
  • 
  You may requisition up 15 POINTS worth of additional equipment.  
  Additional allowances may be made for more experienced team members who 
  have proven themselves in the field and kept collateral damage to a minimum. 
  • 
  You may “loan” equipment to other team members, but you are personally 
  liable for any lost or damaged equipment checked out in your name. 
   
  EQUIPMENT CLASSIFICATIONS: 
  • 
  BACKPACK: You can wear only ONE BACKPACK. 
  • 
  TANK: A Backpack can be equipped with only ONE optional TANK item at a 
  time.  You can swap TANKS back at the Ectomobile. 
  • 
  GEAR: You can have any number of GEAR items. 
  • 
  UPGRADE: You can have any number of UPGRADES, as long as you have 
  the prerequisite piece of equipment that is being modified. 
  • 
  OPTION: You can have any number of OPTIONS, as long as you have the 
  prerequisite piece of equipment that is being modified. You have the choice to 
  use an OPTION at any given time; you may however find that the benefits 
  offered by an OPTION may be outweighed by the costs (such as increased 
  HEAT BUILDUP), as indicated. 
   
  RECHARGING: 
  • 
  TRAPS and GHOST BAIT can be recharged off your Ectomobile’s power 
  supply.  To empty filled TRAPS, however, you need access to a LASER 
  CONTAINMENT GRID (available back at Headquarters). 
   
  REPAIRS: 
  • 
  Overheated PROTON PACKS and other damaged equipment can be repaired 
  or replaced back at Headquarters. 
   
  EQUIPMENT REQUISITION POLICY 
   
  BASIC EQUIPMENT: 
  • 
  You get ONE backpack unit: either one PROTON PACK (with attached 
  NEUTRONA WAND) or SLIME BLOWER. 
  • 
  Included: uniform and name badge, ID card (in ectoplasm-resistant protective 
  holder), flashlight (with optional red filter), walkie-talkie, notebook, and pen. 
  • 
  You may requisition up 15 POINTS worth of additional equipment.  
  Additional allowances may be made for more experienced team members who 
  have proven themselves in the field and kept collateral damage to a minimum. 
  • 
  You may “loan” equipment to other team members, but you are personally 
  liable for any lost or damaged equipment checked out in your name. 
   
  EQUIPMENT CLASSIFICATIONS: 
  • 
  BACKPACK: You can wear only ONE BACKPACK. 
  • 
  TANK: A Backpack can be equipped with only ONE optional TANK item.  
  Please note that some TANK types only work with certain BACKPACK items. 
  • 
  GEAR: You can have any number of GEAR items. 
  • 
  UPGRADE: You can have any number of UPGRADES, as long as you have 
  the prerequisite piece of equipment that is being modified. 
  • 
  OPTION: You can have any number of OPTIONS, as long as you have the 
  prerequisite piece of equipment that is being modified. You have the choice to 
  use an OPTION at any given time; you may however find that the benefits 
  offered by an OPTION may be outweighed by the costs (such as increased 
  HEAT BUILDUP), as indicated. 
   
  RECHARGING: 
  • 
  TRAPS and GHOST BAIT can be recharged off your Ectomobile’s power 
  supply.  To empty filled TRAPS, however, you need access to a LASER 
  CONTAINMENT GRID (available back at Headquarters). 
   
  REPAIRS: 
  • 
  Overheated PROTON PACKS and other damaged equipment can be repaired 
  or replaced back at Headquarters. 
  
   
   
  GHOST TRAP GUIDE 
   
  USING GHOST TRAPS: 
  • 
  First it’s best to weaken the ghost with protonic disruption via a proton pack, 
  or else by the application of positively-charged ectoplasmic slime with a slime 
  blower.  You can’t “kill” a ghost with such attacks, but you can weaken it 
  (“Shake” it) and reduce its ability to escape a ghost trap or to attack you. 
  • 
  Once the ghost is weakened, place a ghost trap in a location where the ghost is 
  likely to pass over, or where you can maneuver it with a particle stream.  
  Placing a ghost trap in an adjacent space takes one Action, no skill check 
  required.  Alternately, you can Throw a ghost trap (range 1/2/4) into position 
  with a successful Throw check; failure means deviation from the intended 
  target; a “1” on the skill die means it doesn’t land upright, and fails to deploy. 
  • 
  Once the trap is deployed, activate it with the retractable foot pedal 
  (maximum range 6”).  This takes a single Action, no skill check required. 
  • 
  An activated ghost trap is anchored to the nearest stable surface, and affects a 
  Small Burst Template around it.  The ghost trap can remain activated for 
  about 5 minutes before it has to be recharged back at the Ectomobile.  A 
  ghost trap will automatically deactivate once it has caught a ghost. 
  • 
  Fellow team members may trigger a trap for you (if they are adjacent to the 
  foot pedal), with your permission. 
  • 
  A ghost within the Small Burst Template must make a Spirit test each round 
  to resist being drawn into a ghost trap.  If you have it Snared, it must also 
  beat your Shooting roll with its Spirit test.  If it is Snared multiple times, each 
  snaring Ghostbuster rolls Shooting, and the ghost must beat the highest of the 
  Shooting results. 
  • 
  Standard activated ghost traps (successful or not) must be recharged at the 
  Ectomobile or Headquarters before they can be used again.  Occupied ghost 
  traps must be emptied into a laser confinement grid (at Headquarters) or else 
  you set the ghost loose and waste all that hard work. 
  • 
  Some apparitions, particularly lesser “swarmers,” are not independent 
  ectoplasmic entities, and can be “destroyed” by protonic disruption or 
  ectoplasmic charging.  These entities, if they fail to resist the attractive field 
  of a ghost trap, are not actually captured, but are merely disrupted or 
  dispersed.  (In other words, you don’t need to “empty” the trap afterward, 
  because nothing’s really in there, and the trap does not deactivate.) 
   
  GHOST TRAP GUIDE 
   
  USING GHOST TRAPS: 
  • 
  First it’s best to weaken the ghost with protonic disruption via a proton pack, 
  or else by the application of positively-charged ectoplasmic slime with a slime 
  blower.  You can’t “kill” a ghost with such attacks, but you can weaken it 
  (“Shake” it) and reduce its ability to escape a ghost trap or to attack you. 
  • 
  Once the ghost is weakened, place a ghost trap in a location where the ghost is 
  likely to pass over, or where you can maneuver it with a particle stream.  
  Placing a ghost trap in an adjacent space takes one Action, no skill check 
  required.  Alternately, you can Throw a ghost trap (range 1/2/4) into position 
  with a successful Throw check; failure means deviation from the intended 
  target; a “1” on the skill die means it doesn’t land upright, and fails to deploy. 
  • 
  Once the trap is deployed, activate it with the retractable foot pedal 
  (maximum range 6”).  This takes a single Action, no skill check required. 
  • 
  An activated ghost trap is anchored to the nearest stable surface, and affects a 
  Small Burst Template around it.  The ghost trap can remain activated for 
  about 5 minutes before it has to be recharged back at the Ectomobile.  A 
  ghost trap will automatically deactivate once it has caught a ghost. 
  • 
  Fellow team members may trigger a trap for you (if they are adjacent to the 
  foot pedal), with your permission. 
  • 
  A ghost within the Small Burst Template must make a Spirit test each round 
  to resist being drawn into a ghost trap.  If you have it Snared, it must also 
  beat your Shooting roll with its Spirit test.  If it is Snared multiple times, each 
  snaring Ghostbuster rolls Shooting, and the ghost must beat the highest of the 
  Shooting results. 
  • 
  Standard activated ghost traps (successful or not) must be recharged at the 
  Ectomobile or Headquarters before they can be used again.  Occupied ghost 
  traps must be emptied into a laser confinement grid (at Headquarters) or else 
  you set the ghost loose and waste all that hard work. 
  • 
  Some apparitions, particularly lesser “swarmers,” are not independent 
  ectoplasmic entities, and can be “destroyed” by protonic disruption or 
  ectoplasmic charging.  These entities, if they fail to resist the attractive field 
  of a ghost trap, are not actually captured, but are merely disrupted or 
  dispersed.  (In other words, you don’t need to “empty” the trap afterward, 
  because nothing’s really in there, and the trap does not deactivate.) 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Ghostbusters/Savage Worlds - Ghostbusters - Requisition Handout.pdf