GENERAL EQUIPMENT

General equipment.

Autodoc

AUTODOC 
Where is a dang medic when you need one? Are you tired of having to hire medics all the time to keep adventurers on the top side of the soil? Are you tired of their selfrighteous know-it-all attitude? Who is a medic gonna call when they get shot? Well look no further. Just dump your shot-up buddy in the autodoc, and it will fix him right up. Got a bad hangover? A sunburn? or even a dismembered leg? Just hop in the autodoc. No job is too small or too big. 

The Autodoc or "Coffin" is a level 6 autonomous medical robot that can provide most services that a medical professional can provide. The autodoc consists of an airtight capsule, where the character is placed. It is usually made of glass for observation. It also has built-in storage for instruments and storage for drugs and gases used during procedures. 

USING THE AUTODOC 
The injured or sick character is placed inside. The autodoc assesses and diagnoses the problem. Then administers the appropriate treatment. The autodoc will sedate the character during treatment. They will be totally unconscious during any procedures. 

A character that has not gone below -30 stamina can be placed in the autodoc. They will be stabilized and field surgery will be performed. The auotdoc makes a skill check for each treatment of skill level of 6. It will first do a diagnosis. Then it will determine whether first aid, minor surgery or major surgery is needed to heal the character. 
AUTODOC
Characters who are poisoned or infected: a skill check of controlling infection then cure disease will be administered. The character will not be released until all Stamina points are restored. 

A maximum of 20 stamina points per day can be restored. The autodoc artificial intelligence can be convinced to modify treatment or to release a patient early if there is a legitimate reason. (i.e. The ship will blow up, or there is another patient that will die.) Of course this is up to the Referee’s discretion what type of logic or personality the doc will have. 

If the character has sustained a dismemberment of arm, leg, finger, etc. the part can be put into the autodoc for reattachment. Success on this varies. 

If any skill checks fail for treatment the autodoc will instantly put the patient in a freeze field. It will not release the freeze field until the patient is brought to an advanced facility for treatment. 

Autodocs are species-specific or can be modified with software and instruments for other races. 

Autodocs can be used singularly or can be run in a succession of several capsules. They were used to good effect in the first Sathar war. The Marine carrier ship Januus used an autodoc with a series of 200 capsules on board for emergency battle treatment. 

The autodoc will give a complete diagnostic of the character in its care and give the time for treatment and causes etc. It can also provide an autopsy of a dead character. These are provided through voice or by printout. The autodoc will converse with the characters to discuss treatment (provide options, etc.). 

POWER AND STRUCTURE 
The autodocs usually have a constant power source (such as a permanent installation, starship or a large vehicle), although a parabattery or generator can be used. The power usage is 20 SEU per day. The 'doc can be temporarily disconnected from the main power source and moved. Provided another power source is connected within 10 minutes. It is completely sealed and is insulated from adverse weather and the vacuum of space. 

The autodoc can withstand 100 points of damage before it will not operate. If the doc has sustained damage the capsule will remain locked. It will take a tech to defeat security or another 30 points to the locking mechanism to get at any patients. 

MAINTENANCE 
The autodoc must have a power supply to operate. The autodoc can heal up to 500 stamina before it needs an overhaul. This will cost 1,000 credits, and must be done at a major hospital.

Autodoc. Cost 50,000, Extra capsules 10,000 (can add up to 10 capsules to one doc.), Comes with software for 1 species. Additional species programs and equipment are 5,000 ea. Size: 1.5 meters x 2.5 meters x 1 meter tall, Mass: 200 kg.

Duraraft

Duraraft

Cost 90 Cr
Wgt  3kg
Duraraft
This tiny 3kg pouch-sized kit can be inflated (automatically when activated) into a fully-functional four-man raft. It takes about five minutes to inflate, and a similar amount of time to deflate.

When deconstructed and properly stowed, it fits in a small pack that straps to the thigh for easy transport.

Envirotent

Envirotent

Cost 40 Cr
Wgt  3kg

This tiny 3kg pouch-sized kit can be erected into a small 3-man habitat tent in about ten minutes. It takes a similar amount of time to deconstruct. It can come in a variety of colors.
When deconstructed and properly stowed, it fits in a small pack that straps to the thigh for easy transport.
Envirotent

Jumpboots

Jumpboots

Cost 70 Cr
Wgt --

These appear to be a normal mundane set of boots, rugged-looking and easy on the foot. Concealed in the heel, however, is a tiny explosive charge.
Jumpboots
When the wearer presses certain buttons on the boots, the charge becomes active. When the character jumps down hard on an active Jumpboot, the charge fires, and a concussive blast is heard for about a kilometer. The concussion launches the character into the air and improves his leaping distance by a multiple of 3. After the explosive blast, the boot acts as a normal boot. The charge cannot normally be re-set, it is part of the boots manufacturing process.

Using these boots in combat is not wise, both participants will be knocked 1d10 meters in opposite directions, and both will take 3d10 damage.

Mine Kits

by [[Larry Moore]]
Star Frontiersman #5-p1

These mine kits could be purchased for any type of grenade. Tangler mines are set in place and activated, then have special sensors (see below) to determine when they should detonate. They make fantastic perimeter defenses and non-lethal wards against intrusion.

A mine kit has two parts. First is the grenade itself, which mounts into the kit. Second is the sensory cluster, which act as the method of detonation (replacing whatever “delivery” type the grenade had previously). There are six basic types of tangler mine sensor clusters, as shown below:

Pressure Sensor – This is the standard, classic form of mine sensor cluster. It assumes the mine will be buried into the ground or under debris. It has a simple weight cell that relays analog weight levels back to a central processor, where it compares the detected weight against the sensitivity adjustment set during the setting of the charge. It takes 5 turns to dig, bury, cover, perform a weight tare, calibrate the setting, and conceal. Any creature equaling or exceeding the weight setting will detonate the grenade and be tangled. If desired, the mine’s detonation can be delayed 2 turns after the weight is released, in an attempt to entangle a larger group being followed by a party’s scout who set it off.

Proximity Sensor – This sensor can come in one of two forms: electromagnetic proximity sensor or laser-eye sensor. The electromagnetic sensor detects the presence of an electric field, either a bioelectric field generated by a living being or an activated defense screen (such as a sonic screen concealing the noises of an approaching intruder!). The laser-eye sensor is actually a beam and a receiver, which wirelessly reports data safely back to the mine central processor through a simple radio frequency transmitter/receiver pair. The mine will detonate if it detects the light beam is broken or the signal is somehow interrupted. It takes 2 turns to properly set and calibrate a mine equipped with a proximity-sensor cluster.

Motion Sensor – Using technology similar to the Motion Tracker (see this issue’s Equipment article), this sensor cluster detects movement in the proximity of the mine. It can be calibrated to filter out repetitive motion (such as rotating satellite antennae) and can even have filters put in place to define minimum and maximum speeds and sizes of detected motion. When the proper sized object or creature moves at the proper speed, it will detonate the tangler. It takes 2 turns to set and calibrate a filter array for a mine equipped with a motion sensor cluster.

Time Delay – Instead of a sensor, this cluster simply comes with a series of dials and buttons used to set a desired countdown. It can be set from 0 to 999 and can have hours, minutes, or seconds selected. Once selected and the “Initiate” button is pressed, the countdown begins. When it’s done, the grenade in the mine kit will be detonated. Although not commonly used with Tangler grenades, it certainly could be. It takes only a single turn to set a mine equipped with a time delay delivery cluster.

Photon Sensor – This type of sensor is set to detect either light or lack thereof, depending on the presence or lack of light in the turn directly following the turn in which it is set. Thus, if it is dark when the mine is set, the mine will detonate as soon as light becomes present. If it is light when the mine is set, it will detonate when darkness is detected. This can be used as a booby trap: simply place in a dark room near the door, and when the door is opened and the light in the hallway pours in, the person opening the door will be surprised. It takes only one turn to set a mine equipped with a photon cluster.

Voice Recognition Cluster – This very modern cluster has a programmable logic controller that is programmed by simple voice recognition pattern. Simple commands are used to set and define its operation. It is very expensive to purchase and is destroyed by the mine’s detonation (as are all sensor clusters). The character setting the mine simply speaks his command set to the mine “Mine. Activate. Motion Sense. One meter movement size. Ten meter minimum movement rate. One hundred meter maximum movement rate. Initiate.” Its operation can be set to do any of the above sensor cluster types. It’s also possible to set up exclusion rules (identification of friend or foe: IFF transponders) so allies never get affected. Voice Recognition Clusters are also quite difficult to defuse because they require programming knowledge to identify how they’ve been set. It takes only a single turn to set a mine equipped with a voice recognition cluster.

Mine Kit Equipment
Cost (CR) Weight Turns to set
Mine Kit*  20 1kg --
Sensor Cluster
  Motion 40 1kg 2
  Pressure 35 1kg 5
  Proximity 45 1kg 2
  Time Delay 25 1kg 1
  Voice 150 1kg 1
  Photon 20 1kg 1
* doesn't include grenade. Blast radius of 3 meters.    

Survival Kit

Survival Kit

Cost 150 Cr
Wgt 6kg

This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.
Survival Kit
The Survival Kit consists of the following items:
  • All-weather blanket
  • Basic first-aid equipment (bandages, etc.)
  • Compass
  • Everflame
  • Gas Mask
  • Holoflare
  • Life Jacket
  • Pocket Flashlight
  • Pocket Tool
  • Rope
  • Sungoggles
  • Survival Rations (5 days)
  • Toxy-rad guage
  • Waterpack

Visocom

Visocom

Cost 50 Cr
Wgt --

This is a hands-free version of the communicator built into a standard chronocom. It lacks any timekeeping technology, and attaches to a standard pair of sungoggles, magnigoggles, or Infra-red goggles. It has the same range as the chronocom (5km). Just like the chronocom, it has a standard identification number that can be given to others to enable them to “call” you.
Visocom
To call another visocom or chronocom, simply touch a finger to the side of the boom mic/ear piece combination device, and clearly speak the identification number of the person you wish to call. It can also be put in a conference mode, where any number of visocoms and chronocoms can maintain an open channel for free communication among one another.

Visocoms are less expensive than their chronocom partners because they don’t keep track of time, are more obvious, and lack the micronization required to fit the technology into a wristwatch.

Wide-Field Recorder

Wide-Field Recorder

Cost 100 Cr
Wgt --

This sphere can hover and record all visual and audio activity in a 360 degree radius. It takes a standard 20 SEU clip and drains 1 SEU per hour. The recording is stored on a small micro-disc that can be read on most computer systems. A disc holds 20 hours of data, and extra discs can be purchased for 20 Credits. It comes in a shoulder worn carry bag complete with interface cables and a place to store 2 extra micro-discs and 2 extra SEU power clips. It cannot be connected to any other power source. 
Wide Field Recorder

Later, when looking at the data recorded from the Wide-Field Recorder, a computer specialist can pan around, zoom in, filter out noise, and recreate the entire three dimensional experience recorded on the micro-disc. With proper holographic projection equipment, a fairly realistic scene can be reproduced.
Unfortunately, it is also possible for a skilled computer specialist to tamper with the data contained on the disc, making this device not admissible in most courts.