Lunar Gear

Prices and Difficulty to find.

X - Illegal, imprisonment. P - Penalty, fine or term. S - Security personel (Licensed). A - Agents only.

Human Gear

Standard Space Suit

(Modern)(+1 radiation)(Movement -2)(Agility -2) Duration 6 hours. Wt: 20lb

Space Suit Delux

(Modern)(+1 Radiation)(self sealing layer, handles small breaches upto 1 wound in size, has reservoir of 2 doses.)(Movement -1)(Agility -1) Duration 8hrs Wt: 18lb

Advanced Space Suit

(Advanced)(+2 Radiation)(self sealing layer, handles small breaches upto 1 wound in size, has a reservoir of 3 doses)(Movement -1)(Agility -1) Duration 12hrs. Wt: 16lb

Advanced Space Suit Delux

(Advanced)(+2 Radiation)(self sealing layer, handles small breaches upto 1 wound in size, has a reservoir of 4 doses) Duration 24 hrs. Wt: 14lb

Space Suit Impact Armour

(vs Impact)(rating +1,+2 and +3)(Movement: [rating-1] less)(Agility: [rating-1] penalty)

Space Suit Ablat Armour

(vs Blasters, Disintegrators and Plasma)(rating +1, +2, +3)(Movement: [rating-2] less)(Agility: [rating-1] penalty)

Space Suit Reflect Armour

(vs Lasers)(rating +1, +2)(Movement: [rating-1] less)(Agility: [rating-1] penalty)

SealPatch:

External patcher for space suit breaches, comes in 3 sizes - 1 wound, 2 wound and 3 wounds. Wt 1,2 or 3lb

SeverSeal:

When things get really bad and you dont have a limb to stand on, then what good is it? Sever the limb, seal the wound, stay alive! Wt: 5lb (Looks like a large bracelet, built in failsafes to prevent accidental use or use around the neck).

ExtendPack:

(Modern) increases spacesuit duration by another 6 hrs. Wt 10lb Backpack

ExtendPack+:

(Advanced) increases spacesuit duration by another 12 hrs. Wt 18lb Backpack

ReSealer:

Pack of sealant that can be used to top-up your space suits self sealing reservoir, each pack contains one dose.

ShackPak

A ShackPak is a sealer patch for structures. They will work for small arms fire of a non-explosive nature. All sealed structures will have supplies of ShackPak available for emergency use.

GoopBall

A GoopBall is about the size of a tennis ball. Inside is a small shaped charge and a sticky gel that hardens almost instantly once released from its container. GoopBalls are used to seal vacuum breaches in emergencies. As air will be evacuating out of the breach it is an easy task to grab a GoopBall and toss it into the general area of the hole. GoopBalls can be made lighter than air and will be drawn into the breach where they explode on contact and form a quick seal over the hole. It is very common to see GoopBalls floating on the ceiling of all rooms, waiting for breaches to occur. They can cope with small arms breaches and small explosive breaches if sufficient balls are available. Anything larger than 6 inches however is prone to failure, depending on the pressure differentials.

A slightly different variant of the GoopBall is used by PeaceKeepers to restrain offenders (effective ST of d12+2).

RubberBumpyOxyBuggy -

(Modern) extended air supply, duration increased by +24 hours. A small hand pulled buggy with 10m cabling, Wt 30lb. User counts as Slow. -2 to AG rolls.

RubberBumpyOxyBuggy with recycler

(Advanced) duration increased by +48 hours. A small hand pulled buggy with 10m cabling (auto-retracting and anti-tangling), WT 40lb. User counts as Slow. -1 to AG rolls.

CryptoFoam:

(Modern) an emergency kit placed on top of the helmet, when triggered the subject is quickly sealed in foam that instantly hardens to form a perfect seal to protect the customer. Includes a DocHolliday emergency beacon for retrieval. Does not include any breathing facilities, these need to be in place before activation.

ComaDose:

(Modern) emergency pill that lowers the bodies metabolic rates to those just barely sufficient to maintain life, extends air supplies to 10x normal, places customer in a coma.

EskiBag:

(Modern) a survival coffin. The customer is placed inside the EskiBag and sealed and the coffin instantly chills them, allowing more time for a pickup and recovery. Includes a Doc Holliday emergency beacon.

EskiFlex Helmet:

An emergency soft polymer bag that can be pulled over the head and will then seal against the neck and shoulders (or any other reasonably smooth surface in the same area). The bag will provide protection against vacuum and contains a 10 min oxygen cylinder (externally located). Comes with built-in adapters for attachment of other external air supplies. Original pack is about the size of a small tissue pack, good for one use only.

EskiFlex BubbleBag

An emergency soft ploymer bag that can be pulled over the body and sealed, inflating into a large ball, protecting against vacuum and low pressure conditions. Comes with a 30 min air supply. The ball material can be switched to have a clear, black or silvered surface to suit conditions. Comes with built-in adapters for attachment of other external air supplies. Original pack is about the size of a small tissue box, good for one use only.

VaccGel:

(Advanced) a gel like silicon sealant that can be used to protect the human body from vacuum conditions for a limited time (generally about 30 mins). Must be applied properly to the nakid skin as any form of clothing or apparatus may breach the seal. Air supply and regulator must be provided seperately. The manufacturer does not in anyway certify this product as a contraceptive. Warranty is void if the seal is breached improperly. Temperature conditions may vary the time limits applicable. Comes in Silver, Gold, Black and Clear.

VaccGel+:

(Advanced+) an improved gel that stiffens the surface on contact with vacuum and thus creates a sealed body suit almost the equivalent of a space suit. The sealing nature of the gel allows external devices to be injected into, or through, the gel and it will re-seal around them. Good for 12 hours use. Comes in Silver, Gold, Black and Clear.

VaccSuitX:

(Advanced+): the ultimate in space suits using VaccGel technology. (+2 Radiation)(self sealing layer, handles small breaches upto 2 wound in size, has a reservoir of 4 doses) Duration, limited life before service reqd: 24 hrs. Wt: 8lb

MedMonitor:

(Advanced) personal medical monitor that will record the patient condition and suggest treats in real time in response to changes. Used in conjuction with a Jabber or StimStick applicator this can save your life. MedMonitor can be set to auto-applicate (using a Jabber) or to consult (or other settings inbetween). Adds +1 to any Healing attempt.

Jabber:

(Advanced) Jabbers are attached to the customer and linked to their MedMonitor to allow the immediate delivery of the appropriate treatments.

StimStick:

(Advanced) emergency external medical applicator that can be used with a MedMonitor to treat the patient with emergency drugs.

StabPatch:

(Modern) emergency patch that must be applied to the skin, releases drugs that will stabilise the patient and place them in a medical coma to preserve their life until proper treatment can be obtained.

NanO2

(Advanced) An injection that adjusts the bodies performance in low pressure atmosphere environments (below 0.8 atmos). The nanites will detect pressure changes and adjust body chemistry on the fly as required, although the user may experience short periods of weakness as this happens. Is able to cater for pressures down to 0.3 atmospheres, which includes all modern dome environments. Is generally available from a dispenser located in or near every airlock at 5 credits a shot. Good for 24 hours. Also comes as a plug-in unit that can be attached to your MedMonitor, along with a Jabber, for automatic delivery (100 credits) and a lifetime supply (extra 100 credits).

NanoSol:

(Advanced) aerosol based nano-medical treatment kit. Heals one external wound per dose, must be applied directly to the wound. Most space suits will come with access valves built in to allow the delivery of this product and others. Wound is healed at the end of the round AFTER the round it is applied.

NanoRRem:

(Advanced) nano treatment to remove radiation sickness, removes 5pts of radiation per dose.

RadLiner

(+1) (Advanced) - improved radiation resistance, swallowed, it adds +1 to all your radiation rolls for next 6 hours.

Radliner+

(+2) (Advanced+) - improved radiation resistance, lasts 6 hours.

RadLiner Intravenous

(d10)(Modern) - radiation removal, works every 3 hours

RadLiner+ Intravenous

(d12+WC)(Advanced) - every 3 hours

RadPurge Pill

(d6)(Modern) - every 3 hours, doesn't work with RadLiner, use one or the other.

RadPurge+ Pill

(d8+WC)(Advanced) - every 3 hours (Modern), doesn't work with RadLiner, use one or the other.

RadCake Soap

(d4)(Modern) - once every 6 hours (Modern)

RadCake+ Soap

(d6+WC)(Advanced) - once every 6 hours (Advanced)

Radiation Suit

(+2)(Modern) - heavy duty suit, not vacuum sealed. (Modern)

Radiation Suit+

(+4)(Advanced) - heavy duty suit, not vacuum sealed. (Advanced)

OxyBooster:

(Advanced) an injection that boosts the oxygen storage systems of the blood, allowing the user to store an hours oxygen supply in their blood system without the need of fresh air (takes 10 mins to absorb sufficient oxygen). It also moderates the breathing control mechanisms of the body to prevent gagging and the automatic breathing response (as long as oxygen levels are good).

Oxygel:

(Advanced) a small sponge like gel blob that can be placed in the mouth and will then provide oxygen for breathing. Each sponge will contain sufficient oxygen to last one hour under normal conditions. Vigorous activity can reduce this time down to half. Also comes with a mouth/nose guard that when fitted prevents the gel from being sucked out the mouth due to pressure changes (vacuum) but prevents speech at the same time.

OxyGoo:

(Advanced) gel based nano-medical treatment kit. Heals one wound per dose, must be applied directly to the wound. Wound is healed at the end of the round it is applied.

Drugs

DRUGS are for biologicals, they do not work for Mechanoids.

With the introduction of nanotech a new world of bodily abuse was opened, not only could drugs be made more specific, but even if they damaged you it could be treated (as long as you had the credits). Addiction could be removed, or added in if you wanted it.

In TMHM drugs come in three types: hard, soft and medical.

Combat drugs provide the most dramatic results but are highly addictive. Soft drugs are designed largely for relaxation or, at least, not to be used in the field, and it’s rare to become addicted to them unless use is very heavy. Finally, medical drugs are barely addictive at all and are the only type of drug allowed to civilians.

The Hit

Drugs do not take effect immediately, even injected drugs taking a few seconds to circulate in the bloodstream. Because of this drugs that require considerable effort to administer and get operating will be placed in Pre- & Post- event time slots, which is to say you take them before or after an event when you have the time to administer them. Fast acting drugs, injected into the blood, will take one round to become effective (start of the round after you inject).

It is possible to have multiple drugs running at the same time, but there will be draw backs that often make this an unwise option.

    • The addiction factors of multiple drugs will be added together to form a new total, which is used for the addiction roll. If you become addicted then the combination of drugs that are present at that time will be what you need to take every day to avoid withdrawal. An addiction roll is still made as each drug is taken, resulting in multiple rolls of growing risk.
    • The withdrawal effects of the drugs are also combined.
    • Many drugs will have latent penalties that do not manifest on normal usage, combined with other drugs however these latent penalties will become active. See the description of the drugs listed below. Where latency overlaps only use the worst modifier.

Addiction

All modern drugs can be made to be completely non-addictive, it merely requires the correct nanites to be added to the mix. Of course such an addition costs money, and some people (drug pushers) want to have addiction, and often ADD addiction to their drugs. So the addiction properties of your drugs will often depend on your source. Medical drugs will normally be addiction free, but Soft and Hard drugs will depend on the supplier.

Addiction now comes in two forms, Native and Formal. Native addiction is the normal addictive properties of the drug, what it does to you in its natural form before nanites are added to adjust this. Formal addiction is what is added to the drug by the maker. When a drug has both forms they will complement each other, simply add the two values together to make a stronger addiction factor. The addiction factor is used to modify the VG roll used, as is explained below.

Addiction can be cured of course, simply another injection of purging nanites will do the trick, usually! Unscrupulous dealers have discovered ways to counter this, building in nanites to make sure the addiction remains. In such cases the nanites will battle it out for victory based on how strong they are. The factor of the two nanites will be converted into dice (1=d4, 2=d6, 3=d8), they will have one contest roll each week. Generic purge nanites will be at -2 against specific addiction nanites. Dealers will often offer their own purge nanites for their own addiction nanites, a dollar is a dollar after all.

If a drug has an addictive form then every time the user takes a dose they must make a VG roll (less the addiction factor) to see if they become addicted. If the Vigour roll is failed, the user has become addicted. Once addicted, one or more doses of the drug must be taken every day or the character is plunged into Withdrawal (see below).

Withdrawal

Upon entering into Withdrawal, a character immediately becomes Fatigued, receiving a single level of ‘Withdrawal fatigue’ for an addiction factor of 3 or less, and two levels of FAT for higher. Fatigue caused by Withdrawal may only be removed in one of two ways. Either the character takes the drug again, in which case all Withdrawal fatigue from that drug is immediately removed, or they manage to ride out their withdrawal period by removing their Withdrawal fatigue levels with Vigour checks.

At the end of each week of Withdrawal, the character makes a Vigour check (modified by the drugs addictiveness factor and any fatigue or wound penalties) to remove a level of Withdrawal fatigue, only breaking their addiction when the last fatigue level has been successfully removed.

Spending a long time in Withdrawal can affect a character permanently. A natural 1 on the Vigour dice when rolling to remove Withdrawal fatigue gives the recovering addict the Habit hindrance, lowering their Charisma by 1. ‘Snake eyes’ instead gives them the Mean (Haggard) hindrance, lowering their Charisma by 2.

Optional Rule: Building Up Resistance

Once a character is addicted, GMs may wish there to be a chance they grow resistant to the drug they’re taking. At the end of each session, the character should make a Vigour roll for each drug they’re addicted to. On a failure, the number of doses they need to take for it to have an effect (and to count as satisfying their addiction) increases by one, rising to 2 on the First failure, then 3, and so on.

Hard Drugs

These drugs are the most powerful, but also the most natively addictive.

Berzerker

Character gains the Berzerk edge.

Delivery: Pre-event

Duration: 1 hour

Addiction: 4/0

Latency

Booster

Improves the regenerative powers of the body. Gain a VG-2 roll at the start of every even round, each success will remove one wound or a shaken state. Existing wound penalties are applied to this roll unless cancelled by some other means.

Delivery: Pre-event

Duration: 10 minutes

Addiction: 6/0

Latency

Rush

Makes you faster and stronger. Gain 1d ST and Fleet Footed edge (or +2 Pace if you already have it).

Delivery: Injection

Duration: 1 hour

Addiction: 5/0

Latency

Rage

Allows you to ignore all wound and Fatigue penalties, makes you Fearless and gives you +2 to Intimidation tests. You gain the Hardy edge.

Delivery: Injection

Duration: 1 hour

Addiction: 6/0

Latency

Apollo

Increases your ST 2 levels and you gain the Acrobatic edge.

Delivery: Pre-event

Duration: 1 hour

Addiction: 5/0

Latency

Psycho

A glowing green liquid that is injected into the bloodstream. It restore 5 power points for arcane uses, but not above their normal limit.

Delivery: injection

Duration: instant (start of your next round)

Addiction: 2/4. On a critical failure you gain a mutation.

Latency

Soft Drugs

Blues&Reds

Removes the effects of a failed Guts roll and gives you +2 to future Guts rolls.

Delivery: Injection

Duration: 1 hour

Addiction: 1/0

Latency

Flux

Arcane power points recovery is doubled for the duration.

Delivery: Post-event

Duration: 3 hour

Addiction: 2/0

Latency

Joint

Relax! +2 to resist all Tricks, +1 to all Guts checks.

Delivery: Pre-event

Duration: 1 hour

Addiction: 1/0

Latency

Cammo

Makes your skin change colour to match your environment, like a chameleons. Gain +2 to Stealth rolls.

Delivery: Pre-event.

Duration: 1 hour

Addiction: 0/0

Latency

CatsEye

You gain the Low Light edge but also become sensitive to bright lights, -2 to all rolls to resist such effects.

Delivery: Pre-event

Duration: 1 hour

Addiction: 0/0

Latency

Blisss

Can be used to break mind control (Puppet or other forms). The victim is unable to do anything for 3 rds, being effectively helpless.

Delivery: Injection

Duration: 3 rds.

Addiction: 2/0

Latency

Slosh

You are artificially inebriated, you can ignore 1 level of wound penalties and remove any current Shaken status. All skill rolls are at -1.

Delivery: Injection

Duration: 1 hour

Addiction: 0/0

Latency

Medical Drugs

Flush

Gives the user +2 to all Withdrawal rolls.

Delivery: Post-event

Duration: Special

Addiction: 0/0

Latency

Honesty

A powerful truth serum, makes the target vulnerable to Persuasion rolls (-2 to resist)

Delivery: Post-event

Duration: 1 hour

Addiction: 0/0

Latency

Elixir

Healing drug, target may make a Soak roll to remove any existing wounds at the start of the next round.

Delivery: Injection

Duration: instant (start of your next round)

Addiction: 1/0

Latency

Elixir+

Same as Elixir but ignore any existing wound penalties for the Soak roll.

Delivery: Injection

Duration: instant (start of your next round)

Addiction: 2/0

Latency

Elixir Solo

Heals one wound and gives a soak roll at the start of the next round, gives the user the Hardy edge.

Delivery

Duration: instant (start of your next round)/10 minutes

Addiction: 2/0

Latency

Painless

The ultimate pain‐killer, no wound or Fatigue penalties.

Delivery: Pre-event

Duration: 1 hour

Addiction: 4/0

Latency

Streak

Increases the brains higher functions, gives +2 to all Smarts rolls and all Smarts based skill rolls.

Delivery: Pre-event

Duration: 1 hour

Addiction: 2/0

Latency

Lunar Vehicles

All vehicles come with a small or medium Fusion Battery, Solar rechargers, location senders, IDTagger, emergency shelter and kit.

Gulf Buggy/Rover

Like the lunar rovers, four wheel open buggy, tough, with good range. Duration: 7days

Cabin Cruiser

Big cruiser for upto 20 people and cargo. Fully enclosed cabin. Slowish but comfortable and safe. Carries: 20 Duration: 28days

Crater Climber

Very tough with excellent terrain handling, 6 supa-wheel vehicle. Full roll bars, low centre of gravity (+1 to handling), self righting (+2 to handling during righting). Carries 2 people normally. Dur: 28 days

Dust Skimmer (Bike)

Two supa-wheels able to carry upto 2 people motor bike style. Built for the flatlands it has high speed and good handling but poor terrain tolerance. Dur: 24hrs

Mining Truck

An 8 wheel truck with large cargo tray. Has room for upto 6 people in the cabin. Average speeds, average handling, average terrain tolerance. Dur: 28 days

Caterpillar

A modular vehicle. A 8 wheel Drive module at the front with upto 8 Cabin modules behind it. Slow, large and requiring flat or prepared terrain. Dur: 28days

Rocket Sled

Some terrain is simply impassable to a ground vehicle. Rocket sleds can be used to lift ground vehicles over the top with a limited flight time. Limited to light vehicles only.

Heavy Rocket Sled

Able to carry larger vehicles.

Rocket Pack

Single and double packs are available to carry one or two people at a time. Rocket packs are good for limited flight times, usually 20 mins and are generally used to gain a sub orbittal view of the surrounding lands (up and down trip - a 'hop'). They can also be used for a 'giant step', where the rockets are used to cover distance very fast. In this mode they can cover upto 300 miles using a controlled burn and extended glide times.

Trailer

Towable trailer that extends the duration of your vehicle by an additional 28 days (lunar month). Handling penalty: -1

Long Distance Trailer.

Towable trailer that extends the duration of your vehicle by an additional 3 lunar months. Handling penalty: -2

Special Equipment.

Silk Suits:

(Advanced) Space suits made from the silk worm are far superior to normal ones. (+2 Radiation)(Self seal upto 1 wound indefinately) Duration 24hrs Wt: 10lb

SilkSuit ComboX:

(Advanced+) Space suits using Silk and advanced tech (+2 Radiation)(Self seal upto 1 wound indefinately)(self sealing layer, handles small breaches upto 2 wound in size, has a reservoir of 4 doses) Duration 24 hrs. Wt: 12lb

Disintegrator Gun:

Martian technology, in the hands of anyone but Martians they simply disintegrate (turn to dust).

Eludium 236 Explosive Space Modulator:

Martian weapon of last resort.

Zoldan Zapper (Electric Pulse Gun)

The Zoldan Zapper works well in a vacuum but less accurately in an atmosphere. It works by firing a tiny energised particle stream and then pulsing a high voltage current down the stream to the target. In an atmosphere its accuracy is reduced by -1 for each 20% of pressure (earth standard), and on a miss a random target needs to be determined. The weapon inflicts 2d6+2 stun damage, which are inflicted as stun wounds, seperate to physical wounds, but their modifiers stack. Crystal monsters are not harmed by electrical attacks, and in fact will heal instead. It uses a Small battery and 2 charges per shot.

There is a Zoldan Carbine available which does 3d6 damage. It can use a small or medium battery.

Special Services

DocHolliday:

The lunar ambulance service, comes with Alpha or Omega level services. Alpha services will provide for basic medical treatments and life threatening emergency rescues, but there is a one off fee attached to each service. Omega level services provide the best medical treatments and rescue services that money can buy.

CrashCrater Delivery:

When you need it NOW, and cost is not a problem, then we have you covered. Emergency delivery service, anywhere on the surface of the moon, by rocket, delivery guaranteed but working state may vary.

CrashCrater provide a special delivery service on Lunar where they will deliver a Solar Flare protective chamber via rocket. Each such chamber can support 3 people. The chambers have a refundable deposit (20% of the fee) if brought back to a MagLev substation.