Roleplayer #24, June 1991
More Ultra-Technology
New Super-Science Gadgets
by David Pulver
Originally written for GURPS
Ultra-Tech, these were among the entries that just
wouldn't fit in a 128-page book. Add them to your GURPS
Cyberpunk, Space,
Uplift
or other futuristic campaign. "UT" page listings refer to material
already published in GURPS Ultra-Tech.
Bionics and Personal Augmentations
Augmented Intestinal Flora
The chemical processes involved in digestion are very complicated. There
is a very small chance that it would be possible to gain nourishment from
alien food (most colony worlds import Terran plants and animals). It is
far more likely that the alien proteins would be either poisonous or useless.
AIF is a TL9 process whereby the human digestive system is modified to metabolize
base lipids as well as proteins. Over a series of treatments, natural intestinal
flora is replaced with genetically-engineered digestive flora. A human who
has been given AIF treatments can metabolize food from most alien source,
and has a +2 to HT when rolling to survive any "normal" digestive
poison.
The AIF process takes one week (during which the patient is confined to
an automedic) and costs $10,000. Service personnel likely to be assigned
to alien worlds (rangers, survey scouts) may receive AIF for free. Optionally,
GMs may require PCs to pay 5 character points for the advantage AIF confers.
Memory Implant
A memory implant is surgically inserted into the user's brain. Once activated,
it begins to record his sen-sory experiences onto its own minidisk. A memory
implant is not as efficient as braintaping -- a 100-gig minidisk can only
store 1,200 hours (about two months) of experience -- but is more flexible.
Anyone can later access the recording and "live" the
subject's sensory experiences. Thoughts and personality are not
recorded, only sensory experiences: sight, sound, scent, touch -- the feel
of a breeze, or the pain of a wound. A memory implant recovered from a corpse
cannot be used to bring the person back to life, or reveal what he was thinking,
but it will reveal what he saw and heard (and felt) up to the moment
of death.
To access a memory disk, it is removed from the implant [requiring a roll
against Electronics (Bionics) skill+2] and plugged into a special memory-scan
terminal. The user dons a neural-induction helmet (or uses a neural-interface
implant) and experiences the memory
tape. The recording plays back at normal speed, but can be "fast forwarded,"
paused or even rewound.
Memory implants cost $7,000 at TL10, plus $1,400 for surgery, and are powered
for 5 years by an AA cell. A memory-scan terminal costs $40,000 (excluding
interface equipment), takes up .1 cy, and weighs 250 pounds.
Neural HUD
This TL9 innovation is accessed through a socket mounted in the user's skull.
By plugging an interface cable into the socket, the user can plug himself
into any specially-fitted piece of electronic equipment. He can receive
data displays (such as instrument readouts or computer screens) projected
directly into his mind and spliced into his optic nerves. Its purpose is
to provide quicker and handier access to information. In effect, it serves
as a head-up display without requiring goggles or a helmet visor. Jacked
into HUD or holographic sights, it eliminates the need for visor or goggles
and reduces SS by an additional -1 beyond the normal reduction
for the HUD sight. A neural HUD costs $2,O()Q, plus $400 for surgery. Most
neural HUDs have only a single socket, but up to four can be installed,
at an additional $500 per extra socket. It uses an AA cell, powering it
for 25 years.
Communications
ECM Pack
This TL9 backpack jamming unit, with attached keyboard and screen, detects
all operating radars and radio communicators (but not laser or
neutrino communications) within twice their own operating range on a successful
Electronics Operations (Sensor) + 4 roll. It can also be set to jam portable
radars and radios within 5 miles, but has no effect on powerful (e.g. starship-mounted)
systems. To get through the jamming, a radar operator or comm-user must
roll a Quick Contest of Skills (using Electronics Operation (Sensors or
Communications) against the ECM pack operator's Electronics Operation (Sensors)
skill. If one system is of a higher TL, add 4 per TL of superiority to the
operator's skill; modifiers can be added if larger and more powerful ECM
systems or radars/radios are involved. If the roll fails, radar or communications
are jammed, though another roll is allowed after a minute of additional
fiddling with frequencies. Success allows a "clear" conversation
or radar scan for 10 seconds, then another contest must be won to beat the
jamming. Weight is 12 pounds and cost is $8,000.
Laser Communicators
A lasercom is a TL8 tight-beam communicator/receiver with orbital (200-mile)
range, though on the ground it is limited to line-of-sight. It can be blocked
by terrain and cannot transmit across the horizon. (The horizon is 2 1/2
miles from the shoulder height of a standing man on Earth; on smaller planets
it will be closer and on bigger ones farther away. Line-of-sight to the
horizon can be increased dramatically by changing the height of the transmitter.
If the transmitter is 100 feet in the air, the horizon is over 13 miles
away.) The operator can bounce the laser beam off a reflector (see below)
or use a relay station to increase range. The operator can try
to bounce the laser beam off thick clouds -- weather must be right, and
a skill roll is required. This will send the message over the horizon, but
anyone with a lasercom within 200 yards of the receiver can pick the signal
up (the beam scatters). Signal quality will be degraded; the receiver must
make an Electronics Operations (Communications) roll to pick up the signal.
Maximum range is horizon distance plus ten miles (never more than 200, no
matter how far away the horizon is).
A lasercom cannot be jammed or intercepted (unless bounced off clouds, see
above), but its beam is blocked by anything that would normally block a
laser -- smoke, thick cloud, etc. If the lasercom has a blue-green frequency
($200 extra) it can transmit through water.
Lasercoms must be tripod-mounted and attached to a computerized tracking
system to communicate with fast-moving aircraft and ground vehicles, or
ships and satellites in orbit. The GM may require an Electronics Operations
(Communications) roll to initially align the laser, with modifiers based
on the relative speeds. Each attempt takes ten seconds.
A lasercom uses a C cell for one hour of communication. Cost is $3,000 and
weight is 12 pounds. The tripod tracking system (TTS) uses a B cell, weighs
20 pounds, is .1 cy unfolded and costs $2,000. It takes 30 seconds to set
up.
Laser Reflector
This is a TL8 computer-controlled mirror used to bounce laser beams. It
is intended for laser surveying or as a relay for a lasercom (see above).
Tripod-mounted and electronically controlled, it is usually linked to a
computer. It takes 10 seconds to set up. It can also reflect weapon laser
beams (but not x-ray or gamma-ray lasers). The mirror may be used as cover;
any visible-light laser beam of 4d or less damage that strikes the mirror
will be reflected back on a roll of 16 or less, bouncing back to its source
on a roll of 6 or less; more powerful beams destroy the mirror. If the reflector
is being manually controlled, a successful Electronics Operations (Communications)
roll may be used to reflect the beam as desired. Failure reflects it randomly;
a critical failure destroys the mirror. The reflector uses a B cell. It
weighs 40 pounds and is .2 cy folded, 2 cy unfolded. Cost is $3,000.
Modulator
A TL8 modulator is a compact, portable sound studio, acting as a synthesizer,
sound mixer and recorder (using standard computer disks). On a successful
Electronics Operations (Communications) roll it can record any sound (short
of dangerous ultrasonic or subsonic frequencies), analyze it, duplicate
it, or modify it; it is often used as an instrument by musicians. It can
also synthesize, alter and record speech; on a successful skill roll, it
can make a good enough recording to fool a voiceprint lock. A modulator
is usually worn on a shoulder strap; it uses a B cell which lasts 3 months.
Cost is $4,500 and weight is 2 pounds.
Sensors
Chemlab
This is a TL8 portable lab. It allows anyone with Chemistry or Biochemistry
skills to analyze complex compounds including wonder drugs, planetary atmospheres
and exotic alloys or composites. It can also manufacture simple chemical
compounds (e.g. drugs or chemical explosives) in small quantities. Modifiers
depend on the complexity of the task attempted, but a chemist is at -3 without
at least this much equipment. Weight is 14 pounds and cost is $1,400.
Geosensor
A TL9 box that straps onto a belt, the geosensor deter-mines the exact mineral
composition of samples placed inside it. It adds +3 to any Geology or Prospecting
roll to identify a mineral. It is powered by a C cell (good for 100 samplings).
Cost is $2,000 and weight is 6 pounds.
Portable Radar
A backpack-sized TL8 radar unit, which displays the area scanned on a fold-out
monitor screen or may be linked to a HUD. The unit takes 30 seconds to set
up or can be permanently mounted on a vehicle or installation. It may scan
a specific 600 arc (in front of the radar) or a 360-degree field at 1/5
range. As long as they are in line of sight, it detects moving man-sized
targets or stationary vehicles at 2 miles, moving ground vehicles at 5 miles
or moving aircraft or spacecraft at up to 20 miles. The radar's range may
be increased by 10% per point an Electronics Operations (Sensor) roll is
made by. Double range at TL9, and again at TL10. The radar works for two
weeks on a C cell. Cost is $4,000 and weight is 16 pounds.
Portable Sonar
This handheld TL8 unit uses a pulse of high-frequency sound for detection
underwater or in superdense atmospheres; it can pick up a man-sized target
at up to 200 yards, and larger objects (like terrain features, schools of
fish or vehicles) can be detected at 10 times this distance. It displays
information on screen, or it may be linked to a HUD. Range can be increased
by 10% per point an Electronics Operation (Sensor) roll is made by. Cost
is $300 and weight is 4 pounds. Sonar range doubles at TL9, and again at
TL10.
Tacscan
This handheld TL9 radar unit is often used by the military or police. It
scans a specific 60° arc (in front of the radar) or a 360° circle
at 1/5 range. Changing the setting takes one turn. A tacscan unit can detect
any target in range and line of sight; it is blocked by buildings, hills
or the horizon. On a successful Electronics Operation (Sensor) roll, it
can spot men on foot at 500 yards or less, moving man-sized targets
or stationary vehicles at 2,500 yards, moving vehicles at 5,000 yards, and
low-flying air-craft or spacecraft at up to 10 miles. Add +2 to the skill
at half range; subtract 2 if trying to spot an object out to double normal
range. ECM will reduce the chance of detection. To scan through jamming,
roll a Quick Contest of Skill between the jammer's Electronic Operation's
skill and the radar operator's. Tacscan units can also be set to detect
other electronic emissions. They can detect and pinpoint emissions within
10 miles (with a successful skill roll) each turn (They are at -5 to locate
microsecond burst transmissions.) They have the same ability as a radscanner
(p. UT58) to detect and locate operating chem- and bioscanners. They use
a C cell, which lasts for 3 months. Cost is $2,600 and weight is 5 pounds.
Medical Equipment
Portable Braintaper
It is often difficult to get to a braintaping facility in time to transfer
a newly dead person's memories to a clone. A braintaper is a "quick
and dirty" TL10 system that is small enough to do this on the scene;
it is often carried by ambulances or on board ship. It takes half an hour
to read someone's memory into the device, and requires a skill roll against
Electronics Operation (Medical). Failure means another try is required;
critical failure means that the scanning has disrupted brain patterns, causing
possible brain damage (perhaps similar to effect of Brainwipe -- see p.
UT87). If successful, the device stores the person's braintape in 100 gigs
of memory on a standard minidisk; at TL12 a single disk can hold up to 100
different sets of memories in separate files.
At TL10, the portable braintaper costs $110,000, weighs 200 lbs. and takes
up .5 cy. It uses a D cell, which has enough power to make 1,000 braintapes.
Braintapers are rarely available except to licensed physicians, and may
be illegal -- there are too many things a criminal (or intelligence agent)
could do with such a device, such as stealing a copy of someone's mind .
. .
Portable Programmer
This TL10 system is used to program a clone directly with a person's mind,
or to update a clone using a brain-tape. Doing either takes 6 hours and
a successful roll against Electronics Operation (Medical). Success means
that the braintape was properly transferred; failure means it was accidentally
erased (hope the tapes aren't self-erasing and someone had a backup copy)
while critical failure indicates it worked -- at least most of
the memory got transferred. We hope. Or if multiple braintapes were on the
same minidisk, maybe they transferred the wrong one.
Note that these rolls apply only to portable equipment. The installation
at a hospital would be almost totally reliable, unless it's been tampered
with or the operator has no training at all.
A programmer costs $200,000 and weighs 300 lbs., taking up .2 cy. (all halved
at TL12+). It uses a D cell (good for a year or so). It must be hooked up
to a clone tank (p. UT101) to function. It is usually available only to
licensed physicians, but by TL11 most family doctors have one next to the
automedic -- politicians prefer to control the taping machinery and leave
the playback equipment easily available.
Thief/Spy Gadgets
Distortion Module
This is a clamp-on distort projector the size of a pack of cigarettes, used
for disguising items of basketball size or smaller (generally items under
ten pounds in weight). It has the same effect as a distort belt (p. UT86).
It is usually used to fool security scanners -- an x-laser pistol could
be made to scan as a harmless multiscanner, for example. They are only available
to government intelligence agencies, or on the black market. Devices especially
built for espionage may have a built-in distortion module. Works for 4 hours
on an A cell. Cost at TL10 is $1,600 and weight is 1/2 pound.
Holodistort Belt
This combined distort belt and holobelt (see pp. UT85-86) works for 6 hours
on a B cell, and automatically matches its distort readings to the holo
image. Cost at TL10 is $4,000 and weight 5 pounds; holodistort disks are
similar to holodisks but cost $200.
Holodistort Field
A larger model of the holodistort belt, the field will cover a radius of
up to ten yards. It is used to disguise campsites, vehicles, small shuttlecraft,
etc.; intruders may be shocked to discover that what appeared to be a harmless
haystack is actually a guard tower with mounted Gatling laser! It is powered
by an E cell for 72 hours. Cost at TL10 is $50,000; weight is 40 pounds.
Disks cost $200 each.
Mask
This is a TL10 aerosol spray that obscures the chemical traces left by lifeforms.
The spray covers a two-hex radius; any attempt to track a person with a
biohound (p. UT84) through a masked area is at -4, and requires a roll to
avoid losing the trail. Bioscanners are also at -4 to detect anyone in the
masked area, though the presence of the spray itself will be easily detected.
If Mask is sprayed on a person, it will disguise his own readings, but if
the scanner or hound is set to follow the mask chemical, it will make him
easy to track (+4 instead of -4), though the tracker could be decoyed if
the chemical was sprayed on clothing, which was later removed!
Mask aerosol remains active for 24 hours; it is of limited availability
outside military and intelligence organizations, since few legitimate uses
exist for it. Because it disguises scent, it also baffles bloodhounds and
the like. A standard canister holds five sprays. Cost is $400 and weight
is 1/2 pound.
Paratronic Key
This TL10 tool projects a short-ranged (8") electromagnetic pulse similar
to that of a paralysis gun (see p. UT73), but its intent is quite different.
It is designed to open electronic locks by either disrupting the locking
mechanism, or projecting a coded series of electromagnetic pulses. It gives
a +3 on Lockpicking or Security Systems skill to open any electronic
lock of TL10 or less. The beam can also be used to disrupt other electronic
systems.
If set on "high" (1 shot burns out the power cell) it can paralyze
a person. Stats are as for a paralysis gun, but SS 5, Acc 0, and range is
limited to close combat; the victim rolls against HT+2 to resist. It is
the size of a cigarette package. It uses a B cell, which lasts for 20 uses;
cost is $800 and weight is 1/4 pound.
Pocket Aerosol
This palm-sized TL7 gas dispenser holds one dose (enough to spray in a face
or fill a hex) of any gas (see p. UT27). SS 5, Acc 1, Max 1, RoF 1. Its
use defaults to DX. It is nonmetallic and easily concealable (+4 to Holdout)
inside a pen, briefcase lock or other small object. Cost is $100 at TL7,
$50 at higher TLs, plus the cost of the gas; weight is 1/4 pound.
Sensor Web
A sensor web is a TL9 [TL10 -- full neural interfaces don't exist at
TL9! -- arcangel@io.com] device: a skin-tight jumpsuit controlled by
a small dedicated computer woven into the web's fabric, and linked to the
user through a neural interface. It extends the range of the user's normal
senses (sight, smell, hearing, and touch) to a sensitivity greater than
that of most animals. The computer interprets the data and translates it
into sensations that a human brain can perceive. Vision can be extended
into the infrared and ultraviolet -- even to X-rays, radio, and gamma-rays,
allowing detection of radiation like a radscanner. Hearing can be tuned
to both subsonic and ultrasonic ranges, or intensified to give a +5 bonus
to hearing rolls. Smell is so acute that the wearer can track like a biohound
(see p. UT84). Touch becomes fine enough that the user can feel the air
movements made by a person 2 yards behind him and locate his exact position,
or read by feeling the difference between ink and paper with his fingertips
(assuming anything as archaic as ink-printing is still being used).
The sensor web can also translate between sensory modalities, making
it of considerable interest to artists. When so programmed, the belt computer
can shift sensory perceptions. If light is perceived as a tactile sensation,
the impact of different wavelengths of electromagnetic energy might be felt
as a constantly varying breeze. Sound could be experienced as a sensation
of shifting colors. With enough experience, the user might be able to interpret
the different colors as different frequencies.
In order to function properly, no other clothing or armor may be worn over
it; a force screen, being transparent to slow-moving objects and most harmless
wave-lengths of sound and light, does not interfere with the sensor web
(except to screen out electromagnetic radiation beyond the visual-infrared
area of the spectrum).
A sensor web suit has PD 1, DR 2. It uses a C cell for one year's power.
It cost $60,000 and weighs 4 pounds. A sensor web can also be built onto
the surface of a suit of armor, cybersuit, etc. for the same cost and weight,
but it must be installed in the armor when it is first purchased.
Slipspray
This TL8 polymer spray produces a nearly frictionless surface when sprayed
on smooth ground. The formula was originally a commercial lubricant, but
"the street finds its own uses . . ." Anyone moving at more than
1 yard/second who enters a slipsprayed hex must make a DX roll (at +3 if
crawling, -3 if sprinting) or slip and fall. A can of slipspray can cover
7 hexes, spraying one per turn. The spray can has a range of 2 yards. Cost
is $15 and weight is 1/2 pound per spray can. Slipspray grenades are also
available. They cost $40 and cover a 2-hex radius. Slipspray breaks down
rapidly in the open; in terrestrial conditions it loses effectiveness after
an hour.
Thermal Lockpick
This TL8 thief's tool consists of a contact disk and a remote (up to five
yards) detonator. On a successful Lockpicking roll, it burns through all
types of locks (except on a roll of 17 or 18, in which case the lock fuses
and won't open at all). However, the lock is ruined and entry can't be covered
up. It also burns a 3-inch hole in walls of up to DR 10. Failure of the
Lockpicking roll can be risky; critical failure does 3d of burn damage to
the user! The detonator uses an A cell and works five times. It comes with
five contact disks. Cost is $500 and weight is 1 pound. Extra disks are
$100 and 1/8 pound each.
Verifier
Most lie detectors suffer from a common disadvantage -- the subject is aware
that he is being monitored, and may attempt to fool the sensor, or his nervousness
may give false readings. The TL9 verifier avoids these problem by using
bioscanner technology to monitor the subject's physiological state (heart
beat, respiration, voice stress, etc.) continuously from a distance.
The subject may not even be aware that he is being scanned.
A verifier has a range of 5 yards, and is no larger than a cigarette pack.
It can be concealed up a sleeve or disguised as another device. It gives
+5 to Detect Lies or Interrogation skill to spot deliberate lies or misinformation;
this is reduced to +2 if the subject becomes aware (or guesses) that a verifier
is in use. However, a verifier requires a minimum Electronics Operations
(Medical) skill of 12 or better to operate. Add +1 to the skill bonus per
TL over 9. It runs for 3 months continuous operation on a B cell. Cost is
$1,200 and weight is one pound.
Survival and Exploration Equipment
Emergency Life Jacket
This TL8 jacket inflates automatically if totally sub-merged in water. It
reduces Swimming skill by 3, but the wearer won't sink at all (even if he
wants to). Cost is $20 and weight is 2 pounds; one jacket will support 400
pounds in water.
Survival Food Processor
This TL10 machine converts alien plants and animals into edible paste similar
to that found in concentrated ration tubes, removing harmful toxins and
viruses and adding any necessary vitamins and nutrients. As long as there
is a source of compatible protein, food can be created indefinitely, though
its store of vitamin-supplements will run out after one man-year of constant
use.
Nearly any organic substance can be used in the processor. It works automatically,
taking 1 to 6 hours (depending on the quality of the raw material) to process
enough for a single meal. In its raw state the end product is not too tempting
-- a bland-tasting paste or dry, flaky cake, invariably gray, brown or greenish-mauve
-- but is perfectly edible. Flavor additives can be used to make it more
palatable. A hundred packets (each good for one meal) weigh 5 pounds and
cost $50. The processor can also distill simple organic compounds, like
alcohol. A Survival Food Processor costs $5,500 and weighs 20 pounds; a
spare dietary supplement pack is $100 and 1 pound. It runs on a C cell for
120 hours; solar cells are often installed for emergencies.
Survival Watch
This TL8 unit incorporates a dedicated wristcomp with a 100-meg database,
chronometer, rad counter (see p. UT38), magnetic compass and inertial compass
(see p. UT36). It is voice-activated and displays information on a tiny
hi-res screen. It is standard issue to Rangers, Survey scouts, etc. It works
for a year on an A cell. Cost is $300 and weight is V4 pound. At higher
tech levels, a survival watch can incorporate a full-scale computer with
a holographic display.
Watchdog
This is a TL8 sensor mainly designed to provide warning against animals.
it sets off an alarm if any moving heat source larger than mouse size approaches
within 3 to 20 yards (distance set by the user). It is designed not to react
to movement inside three yards so that it may be set next to a
sleeping person. For added security, a chain of watch-dogs can be set up
in a picket line around a campsite, or one may be set near a doorway. A
B cell powers one for 6 months; the unit weighs 3 pounds and costs $600.
Weapons
Memory Blade
Available in small or large knife and dagger sizes. Made of a special TL9
plastic, a memory blade can be shaped to resemble practically anything of
the same mass and volume. When rapidly tapped for ten seconds on a hard
surface it becomes a knife (average quality), resuming its disguised shape
when heated in a microwave for 30 seconds. It costs 5 times as much as a
normal knife or dagger. More than three dozen different types of memory
plastic are known, so a perfunctory chemscanner search is at -4 to notice
memory material in luggage, etc.
Memory Guns
The memory-blade principle can be applied to other items. A laser, needler
or slug-throwing weapon can be built out of several plastic parts, each
of which is memory-treated to seem like something innocuous. An agent can
then "shake them out" and reassemble them into a weapon. Cost
of such a weapon is 20 times normal (30 for a laser). Note that there will
always be a few parts that can't be made of plastic: the ammo for a slug-thrower,
the crystal for a laser, the magnetic coils for a Gauss needler and so on.
And of course if even one part is missing, the gun can't be reassembled
without some very difficult improvisation!
Stun Cannon
Often used by riot police, these are heavy tripod-mounted TL9 sonic projectors
which automatically affect every target within a 30-degree angle (see Area
Effect, p. B121) Out to 100 yards; no roll to hit is required. Within
the area, effects are as a hand stunner -- roll vs. HT-3 (HT at 50 yards
or farther) or fall unconscious. Only sealed armor gives any bonus
to HT. A stun cannon's effect cannot be dodged, nor does PD (except for
a deflector shield's), protect against it.
Armor
Monocrys
Monocrys armor, a TL8 introduction, is covered on p. UT28. Here's more detail
about the three usual types of monocrys.
Monocrys is a two-phase, single-crystal metallic fiber. It offers full protection
(the thicker the armor, the more protection) against crushing and cutting
attacks. Regardless of thickness, it has only PD 1, DR 2 against impaling
attacks like needles or laser beams, which penetrate the weave.
Light Monocrys: Light monocrys can be concealed under ordinary
clothing, or even be tailored to resemble it (an IQ+2 roll to notice the
armor); it is also often woven into Survey Service and Navy uniforms. A
PD 2, DR 8 vest costs $400 and weighs 3 pounds. A full suit costs $1,000
and weighs 7 pounds.
Medium Monocrys: Medium monocrys is less concealable, and resembles
bulky military fatigues or a heavy jacket. It is often available in camouflage
or black patterns. A PD 2, DR 16 vest costs $600 and weighs 5 pounds. A
full suit is $1,500 and weighs 12 pounds.
Heavy Monocrys: Heavy monocrys is obviously armor, and can only
be concealed by a heavy coat or similar clothing. A PD 2, DR 24 vest costs
$800 and weighs 7 pounds. A full suit costs $2,000 and weighs 16 pounds.
A monocrys vest protects the torso and groin only (hit locations 9-11 and
17-18). A full body suit protects the entire body, including a poncho-style
hood that can be pulled down to protect the head, except for the face (location
5, from the front only). Vests take 10 seconds to put on and 5 to take off.
A full suit takes 20 seconds to put on and 10 to take off.
Force Screens
These TL13 devices were described in general on pp. UT104-105, and their
stats were listed in the tables in that book. Here's the complete description.
Personal Force Screen
The belt-mounted force-screen projector generates a form-fitting defensive
field around its wearer and his armor or clothing (but not carried equipment).
The belt's screen gives a DR of 200, plus 100 per TL over 13. A personal
force screen may be activated manually (one second to do so) or by voice
command. It takes an additional second for the screen to form, and 2 seconds
to put on or take off the belt. The field does not impair the wearer's actions
in any way. The screen is powered by a C cell for 15 minutes of continuous
use. It costs $5,000 and weighs 2 pounds. Personal Force Screens are Legality
Class 2.
Backpack Force Screen
This is a more powerful version, worn on the back, or used to defend a small
campsite. In a squad, one soldier will usually carry a backpack force screen;
when the screen is activated, it will usually be used to set up a strongpoint
for the squad's Gatling laser. Once activated, it takes one turn for the
field to form. Donning or removing the pack requires 5 seconds. The screen
normally protects the wearer with DR 500, +250 per TL over 13. As long as
the wearer remains stationary, he can instead extend the field to protect
a 2-hex radius (his hex and all adjacent hexes) with a DR of 200. The backpack
force screen uses a single D cell, lasting for an hour of continu-ous use.
Cost is $25,000, weight 25 pounds and Legality Class 1.
Heavy Force Screen
Used to defend campsites or stationary vehicles, it projects a powerful
force screen around an area up to 8 yards in radius. The field has DR 1,000
(+500 per TL over 13). The generator is powered by an E cell for up to half
an hour of constant operation. It cost $100,000, weighs 75 pounds, has a
volume of .1 cy and is Legality Class 0.
Other Devices
Clothing Fabricator
This TL8 device automatically produces clothing of different cuts, weights,
patterns and colors, using a simple laser scanning booth to tailor and fit
it to the individual. It is voice-controlled; a holographic projector shows
what the user would look like in various selections. Fitting and tailoring
can take as little as 15 minutes, much longer if the user can't make up
his mind. Cost of fabric will be around 10% of a normal suit of clothing,
and though the fabricator is limited to the kind of materials it has in
storage, it can also wash, clean, fit, modify or even recycle old clothes.
It runs off building power, or operates for a week on a D cell. Cost is
$15,000, volume is 1 cy and weight is 400 pounds.
Gravitic Screwdriver
This TL12 Swiss toy is a short-ranged tractor/pressor beam guided by a ranging
laser. It has a range of one foot and its controls can be worked with one
hand. It can slowly levitate objects (up to 1/4 pound in weight), turn a
screw without touching it, suck the dust off a shard of Precursor pottery
or remove a foreign object from a jammed mechanism. It is also excellent
for picking TL7 or lower mechanical locks -- or even pockets. It does not
substitute for more specialized tools, but gives an additional
+1 to any applicable skill added to other modifiers for having (or lacking)
proper equipment. It has a range of one foot, and works for 6 hours of continuous
use on a single B cell. Cost is $500 and weight is 1/2 pound.
Holographic Studio
This is all the equipment necessary for developing TL9 holographic film.
On a successful Electronics Operation (Holographics) roll the film pack
has been developed, at a materials cost of $100. Failure indicates one or
two pictures were spoiled or fuzzy, critical failure indicates the whole
batch was spoiled. The studio can also be used to produce computerized holographic
animation, special ef-fects, etc. It requires a complexity 4 + computer
for image enhancement. Cost is $12,000, without a computer system. Weigh
is 500 pounds and volume is .5 cy as cargo. It operates for 4 months on
two C cells.
Hoverplate
This is a flat, two-foot diameter cart that floats on an air cushion. It's
a TL8 device. It can be towed or pushed with ease; hoverplates are often
seen around starports for moving cargo and luggage. They are also used by
explorers to carry gear. They carry 500 pounds at normal walking movement
rate over smooth ground or water, and run off a D cell for 2 weeks. They
make a humming sound audible to a normal Hearing roll at 100 feet. Cost
is $300 and empty weight is 20 pounds.
Industrial Water Knife
This TL8 device resembles a bladeless hacksaw. It is connected to a water
source (usually a backpack tank) and uses a hypervelocity water jet as a
blade. The water contains a suspension of glass, sand or diamond dust. The
water and grit are recycled, but there is some wastage -- normally two gallons
per hour of cutting. It does 3d+2 cutting damage per turn. It runs off a
C cell for 12 hours of use. It may be used at DX-5 as a weapon; reach is
1. Cost is $160 and weight of the saw is 8 pounds. A grit refill, good for
12 hours of use, costs $40. Backpacks vary with tankage; a full two-gallon
model weighs 18 pounds.
Long-Arm Glove
This TL12 device is a heavy three-fingered gauntlet with a thick wristband
containing a power cell. It can be worn over a cybersuit if desired, and
must be used with a neural-interface implant or interface helmet.
It contains a set of three miniature tractor/pressor beam generators (a
"thumb" beam and two "finger" beams), allowing the wearer
to pick up and handle objects out of his reach, as if he had extra-long
arms. The user can reach up to 10 yards, with an effective ST of 12 (lifting
up to 180 pounds).
The user controls the glove through movements of his own hand, "seeing"
the movements of the invisible tractor/pressor hand through computer animation
in the neural interface. Reaching out or pulling back causes the force field
"hand" to extend or retract, while moving his hand in the glove
manipulates the gravitic fingers. The hand cannot reach through solid objects,
but it can grapple, use a weapon or operate a control panel; any two-handed
action requires a second glove. Long-arm gloves are not easy to use; the
user's DX and all DX-based skills (e.g. firing a gun held by the beams)
are at -4 -- this is only -2 at TL13.
Putting on or taking off long-arm gloves takes 4 seconds. The three-fingered
gloves are fairly clumsy even when the beams are not in use, and give a
-4 on any DX or DX-based skills which require careful manipulation. A glove
requires a C cell, which operates it for 12 hours of continuous use. The
armored gauntlet protects the hand with PD 4, DR 20. Each glove is $2,000
and 2 lbs.
Plasma Torch
This is a close-focus TL9 hand flamer for heavy cutting and welding. It
does 7d of damage to doors, bulkheads, etc., and damage is cumulative per
turn to cut through tough materials. It can be used in combat as a beam
weapon at Flamer-3; SS 8, Acc 2, 1/2D 3, Max 10, RoF 1. It uses a D cell
which lasts for 60 seconds and can be replaced in 5 turns. Cost is $750
and weight 4 pounds. Legality class is 4.
Pressure Box
This is a TL8 pressurized container (1 x 1 x 1 foot) for carrying fragile
items (or pets!) through vacuum. It includes connections for air-tanks and
has its own life support pack, and may be fitted with other accessories.
Several boxes can be linked together to form a larger container (takes 10
seconds per box). A pressure box has DR 3 and takes up .1 cy. It costs $400
and weighs 4 pounds.
Ultra Glue
This TL8 glue bonds nearly any substance instantly, and one application
holds 400 pounds; strength doubles at TL9 and again at TL10 at the same
price. Non-conductive and metal-impregnated conductive glue are
both available. A 1/8 pound tube good for 20 applications costs $10.
Vid Glasses
These resemble oversized sunglasses, but act as a con-tinuous digital camera,
recording TV-quality footage (with sound) on standard computer disks (see
Databases on p. UT13). They are only 2-D at TL9, 3-D at TL10+.
Cost is $600; weight is 1/2 pound. For an extra $100 they may include a
broadcast unit (a short-ranged communicator), allowing live video and sound
transmission to any
video display-equipped communicator in range. For an extra $600 they incorporate
multiview goggles (see p. UT33). Power is from two A cells for 6 months.
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