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Gear Options

The document provides options for gear that can be equipped on the back and tactical belt of an operator. For the back, options include a camera on a fiber optic cable to see around corners, a shotgun for breaching doors, a tactical tomahawk, and an oxygen tank. For the tactical belt, options include a defibrillator, wall breaching charges, a full combat medical kit, zip ties, a lockpicking kit, and additional ammunition or grenades. Grenade options include tear gas, flashbangs, flashes, EMPs, and smoke. Secondary holster options include a locksmith tool, revolver, anesthetic gun, microwave weapon, taser, and nightstick.

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0% found this document useful (0 votes)
25 views4 pages

Gear Options

The document provides options for gear that can be equipped on the back and tactical belt of an operator. For the back, options include a camera on a fiber optic cable to see around corners, a shotgun for breaching doors, a tactical tomahawk, and an oxygen tank. For the tactical belt, options include a defibrillator, wall breaching charges, a full combat medical kit, zip ties, a lockpicking kit, and additional ammunition or grenades. Grenade options include tear gas, flashbangs, flashes, EMPs, and smoke. Secondary holster options include a locksmith tool, revolver, anesthetic gun, microwave weapon, taser, and nightstick.

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five asiatico
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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GEAR ON BACK (PICK ONE):

• Magic Wand
Not the one by Hitachi, mind. This Magic Wand is a camera attached to a short
spool of Fiber Optic cable, with an LCD Viewscreen. This allows the operator to see
underneath doorways and around corners.
• Door Breaching Shotgun
SHT -3 J C 1D6+2(12GA BREACH) 4 2 10M
A Pump Action Shotgun, specifically designed for breaching doors. To that end, the
firearm is loaded with specialised Door-Breaching rounds to prevent stray pellets
from potentially injuring any hostages inside the room. Door Breaching with this
weapon takes one action, and expends a round for each hinge on the door. Usage
as a weapon is possible, however is only advisable in emergencies, as by their very
design Door-Breaching rounds disintegrate into dust very rapidly: to that end, they
are completely useless against any kind of armour, and will not create damage
beyond 10m. Trauma Team operators carry 8 rounds: 4 in the weapon, 4 in a
speedloader.
• Tactical Tomahawk
MEL 0 NC C 2D6+3 N/A N/A N/A 1M
Tactical Tomahawks became very popular amongst the USMC in particular during
the Second South American war. An all purpose close combat weapon\breaching
tool, the Tactical Tomahawk features an Axe Blade, atop a long weighted staff that
also contains a compass, and a base that can be used as a crowbar.
• Oxygen Tank with Respirator:
This Oxygen tank provides a 20min independent air supply, or 30min provided no
strenuous activity is performed. As such, it also provides an immunity to sleep gas,
though Tear-Gas will still affect the operator. The weight of the tank adds an
additional -2EV penalty to REF.

TACTICAL BELT OPTION (PICK ONE):

• Defibrillator
This miniaturised defibrillator fits into a fanny pack sized case that is carried on the
small of the operator's back. Contained within are the Defibrillator itself, Trauma
Shears for cutting away clothing, and a Razor for removing Chest Hair. Once the
pads are attacked to the patient, The defibrillator grants a +2 to First Aid rolls to
stabilise a character in Death State, or a +4 to Medtech rolls to do the same! During
an attempted defibrillation, operators must stand at least one meter away from the
patient or suffer 1D6 STUN damage. The defibrillator must be operated via the
computer contained on a Combat MedicGear or any other portable computer.
Anyone using a Kiroshi Optics HUD can operate the Defibrillator whilst performing
other tasks, taking a -3 penalty to Awareness/Notice rolls while doing so, all others
must give their full undivided attention to the task.
• Wall Breaching Charge
A wall breaching charge consists of Detcord inside a plastic housing containing
water, that functions as a shaped charge to blow a 1M by 2M hole in walls with an
SDP up to 25. No explosives expertise is needed, one only need affix the charge to
the wall, then remove the safety tab and pull on the string to detonate the charge.
Wall Breachers must be used with caution however: anyone within a 2M by 5M
zone in the room behind will take 2D6 Fragmentation Damage, making use
inadvisable for rooms where hostages are believed to be located.
• Full Combat Medical Kit
Everything you could possible need, for everything from simple first aid, to full blown
combat surgery is included in this kit. It includes: First Aid Systems for
eating/Preventing: CPR - with CPR Lifesaver Pack with CPR Microshield and
smelling salts, Fractures/Dislocations/Sprains - with Sam Splint and Elastic
Bandage, Hypoglycemia/Insulin Shock - with Glutose Paste Dehydration and Oral
Rehydration Salts, Dental Problems - with Dentemp Temporary Filling Mixture,
Snake Bites & Bee Stings - with Sawyer Extractor and assorted antivenins, Wounds
- with Irrigation Syringe & Scrub Brush, Blisters - with Spenco 2nd Skin and
Molefoam, Burns - with Aloe Vera Gel, Trauma - with Trauma Dressings, Wound
Closure Strips, 4 cans spray skin, and Triangular Bandages, Allergic Symptoms -
with Antihistamines, Virus Transmission - with Infectious Control Pack, a full
assortment of trauma drugs and painkillers (10 doses speedheal, 10 doses
morphine, 10 doses Trauma, 5 anesthetic slap patches, Eye Wash, 30 minute can
of oxygen, and 6 vials of other assorted drugs), plus the following Medical
Instruments: EMT Shears, Splinter Picker Forceps, Hypothermia Thermometer,
Hyperthermia Thermometer, Scalpel, dermal stapler, 4 inflatable casts,
medscanner, airhypo, auto-medic, Blood Pressure Cuff, Stethoscope, Mini Mag
Head Light, 18-guage Plastic Catheter (Interlock Unlimited)
• Zipties
For securing unruly patients, or live suspects for later NCPD arrest. Breaking these
requires a Very Difficult Strength Feat DV check (25). Trauma Team operators will
carry 3 on their person.
• B&E Kit
This small kit contains everything an operator could need to both unlock doors and
disarm traps, including pliers, screwdrivers, hammers, lockpicks and an Cardlock
Decryptor (+5 to Electronic Security Rolls to unlock Cardlock doors).
• +2 Additional Grenades
• +2 Additional 6.8mm Magazines
• +1 Additional 12mm Drum
• +4 Militech 25mm Rifle Grenades (Solo Only)

GRENADES (PICK TWO):

• Tear Gas:
HVY 0 P P -2REF 1 1 ST THROW
Radius of 10m, -2REF, Smoke\Tears obscure vision, See CP2020 Pg110 for rules
on Gas.
• Flash-Bang:
HVY 0 P P STUN 1 1 ST THROW
All within 5m (outdoors) or 15m (indoors) must make stun save at -2. Failure
renders targets stunned and deafened for 4 turns, and requres further DV20
REF+1D10 test to avoid being blinded for 4 turns. Anti Dazzle negates Blindness
and REF test.
• Flash
HVY 0 P P N\A 1 1 ST THROW
All within 10m must make DV20 REF=1D10 to avoid being blinded for 4 turns. Anti
Dazzle negates Blindness and REF test
• EMP
HVY 0 P R EMP 1 1 UR THROW
Radius of 1D6+4m, all unshielded cyberware is immediately disabled. Internal
Cyberware (Eg, Sandevestan) regain functionality after 4 Min, Cyberlimbs after 10
Min. All Chips including skill chips are wiped. Those without cyberware must make
Stun Save at -1, stun effect lasts 1d6x10 Seconds
• Scatter-Smoke
HVY 0 P C SPECIAL 1 1 VR THROW
Radius of 5m, discharges obscurant smoke impenetrable to Infrared vision. 1 Turn
delay, 5 turn duration.

SECONDARY HOLSTER (PICK ONE):

• Locksmith Tool:
A boon for lockpickers and a bane for those looking to stop them, this specialised
locksmith's tool allows for the easy lock picking of all keylock doors up to a DV of
25. The entire process is reduced to a DV10 task, requiring one round. The Tool will
automatically fail to unlock any door above DV25, however.
• Colt 38. Snubnose Revolver:
P 0 P C 1D6+2(38.) 6 1 VR 50M
The venerable 38. is still carried around as a holdout weapon and Back-Up gun by
some older operators, who swear by a revolver's ability to never let them down in a
firefight.
• Anaesthetic Gun:
P 0 P P DRG 8 1 ST 10M
This “medical device” contains a 8 darts coated in anasthetic, which can be used to
rapidly put patients to sleep. However, reports of Trauma Team operators using the
gun as an unsanctioned method of putting particularly unruly patients to sleep keep
trickling in from the field. This use is not approved by Trauma Team management.
• Techtronica Microwaver:
P 0 J P VARIES 10 2 VR 20M
Designed by Techtronica GmbH as a potential future replacement to the venerable
TASER, the Microwaver uses microwave radiation to deliver 1D6 BURN damage. In
addition, within 1m range it may cause cyberaugmentations to malfunction: see
Pg108 2020 Core rules for the table. The Microwaver may be recharged with wall
current, taking one hour per shot to charge (10 hours to full).
• TASER:
P -1 J C STUN 10 1 ST 10M
Thomas A Swift's Electronic Rifle, to use it's full name, is a venerable less-lethal
option used widely by law enforcement as well as civilians. Upon firing, compressed
gas propels two electrode darts into the target. Continuing to hold down the trigger
delivers an electric shock to the assailant, triggering neuromuscular spasms- in
game terms, forcing the target to roll a STUN save, reduced by -2 for every
successive shot within a 3 turn period. In addition, TASER's may be used in “Drive
Stun” mode, treat the TASER as a melee weapon, as an additional bonus, since
Drive Stun does not fire the electrodes, the same cartridge may be used again
provided enough charge remains. All TASER's also contain the Gun Cam weapon
modification by default (Chr2, Pg50), and release streamers with the serial number
of the TASER when fired. Trauma Team operators carry 3 Cartridges, one loaded
and two spare.
• Excalibur Nightstick:
MEL 0 J P 2D6+EFFECT VARIES ST 1M
Excalibur Nightsticks are used by police forces worldwide, who swear by their utility.
Their durable reinforced ceramic construction isn't just strong, but also allows for a
hollow centre, allowing Excalibur Nightsticks to contain either a Taser (8 Charges,
drive stun only), or a sleep-gas dispenser (6 cartridges, Gas Effect).

25MM UNDERBARREL LAUNCHER GRENADES (CHOOSE ONE OPTION [SOLO


ONLY])

• x4 CONCUSSION
3D6, 4m, Damage is stun only, Armour only protects at 1/3 SP
• x4 DEFENSIVE FRAG
2D6+1, 3m
• x4 FLASHBANG
-5 REF and AWA, 5, STUN save each person, 5 turn duration
• x4 TEAR GAS
See CP2020 Pg110 for rules on gas, -2 REF, Smoke\Tears obscure vision

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