Gravitic Gear
Antigrav Lifter
Personal Antigrav Pack
Flight Pack
Medical Gear
AutoDoc
Hibernation Bunk
Regeneration Treatment
MA–7 Field Medkit
Drugs
Grit
Mind Flex
Personal Healing Ampoule
Quickjuice
RadPro
Rocksteady
Psionic Equipment
Psionic Blaster Headband
Psi–scan Camouflager
Psi–Shield Headband
Survival Gear
Space Survival Gear
Spacesuit
Armoured Spacesuit
Skinsuit
Magnetic Boots
Space Thruster
Misc Survival Gear
Anti–Glare Goggles
Gill Pack
Gliding Wings
Impeller Pack
Microheater
Survival Tent
Stealth Suit
The science of gravitics, first developed by Humans in 2355 when it became possible to build ships that didn't have to spin to generate internal gravity, makes a variety of antigravity devices possible.
An antigrav lifter combines an antigrav generator and a strong clamp. The user attaches it to the load and then switches it on, making it much easier for him to lift and carry large, heavy objects. If necessary multiple workers can attach multiple lifters to a single object.
The lifter's anti–grav unit can be directed forward or back or from side to side, within a few degrees, so that the load effectively slides "downhill", so that even a large–mass load with considerable inertia can be moved by a single worker. The grav–plate inclination is controlled by a (very) low–level AI, according to parametres set by the operator, so that the load doesn't just career away out of control.
The maximum speed of an Antigrav lifter is no higher than walking pace, but even so, very heavy loads with a lot of inertia can easily crush an undetected and unwary victim.
An AG Lifter can be set to move straight up and down, and as long as it has a gravity well to work against, there is no real limit to the heights they can attain. However, they are not usually equipped to deal with unpredictable air currents and are seldom used to lift loads more than ten or twenty metres unless tethered.
Worn by low–gravity aliens on planets with normal G, frail or infirm individuals, and morbidly obese people, this device allows the wearer to float above the ground (or other surfaces, such as reasonably calm water) but not fly.
This device combines a personal antigrav pack with directional grav–plates and thrusters powerful enough to allow the wearer to actually fly. Unlike a normal jetpack, a flight pack works in any type of gravity and on airless planets.
Soldiers, adventurers, and explorers have a tendency to get hurt on the job. That makes quality medical gear a must in many situations.
The AutoDoc is essentially a robotic surgical and medical pod, programmed with a wide array of treatments. They will normally come programmed for human anatomy only, though other anatomy modules can be installed. They are not cheap.
The unit needs to be kept supplied with drugs, anaesthetics, regeneratives and so forth.
It includes an immobilization field for use by the surgical module, so it can perform surgery without completely knocking out the patient, or even (in theory) anaesthesizing them at all. Not an appealing prospect.
With all its ancillary equipment, the AutoDoc is essentially immobile and takes up a small room's worth of space. They can be installed in a vehicle of the appropriate size, and are common on starships.
This drug boosts the recipient's strength for a short period – long enough to finish a fight or accomplish a specific task. How ever, it does not always work, and when it fails to work, it actually weakens the user. Price: 80 credits, or more.
An outgrowth of technology originally developed to allow for "cold sleep" during long interstellar voyages, a hibernation bunk puts an injured person in a state of suspended animation until medical treatment becomes available.
A Hibernation Bunk is normally included in an AutoDoc, but the separate units are cheaper and much more compact, and have the advantage that when in use they don't take up the AutoDoc space that might be required for another emergency.
With a fully–equipped hospital and medical tech of ATRI 10 or better, Imperial doctors can regrow a patient's severed arms or legs, or most lost organs. Those without the ability to get to modern medical facilities must, alas, make do with cyborg limb replacements.
The current medical kit issued to Imperial military doctors, rescue workers, and explorers, the MA–7 is also available to civilians. It contains smart bandages (which stitch up wounds and time–release appropriate medications on their own once applied), "Schweitzers" (smart mini–autosyringes containing multiple premeasured doses of important drugs such as painkillers, coagulants, anaesthetics, wide–spectrum poison antidotes, and so forth), a small set of basic surgical tools, and similar equipment.
A medical drug often issued to battlefield troops or rescue workers, Grit temporarily allows an individual to ignore injuries. In the end the user drug just injures himself more, but sometimes that's a worthwhile risk to take.
Boosting one's willpower is important when dealing with enemies who possesses psionic abilities. By taking Mind Flex, the user increases his mental strength... but after it runs out they become more vulnerable to psionics than normal. Price: 100 credits, or more.
Often given as standard issue to members of the Imperial armed forces and planetary militia, a Personal Healing Ampule helps soldiers mend injuries they've received when medical assistance is not readily available. The ampule contains a thick biochemical compound. When ejected through the thick nozzle into a wound, it accelerates the body's natural healing processes. However, not only does this make the person receiving the treatment extremely hungry, it can have adverse mental effects if used too often. For each PHA dose after the first a character receives during a 24–hour period, the GM should roll 3d6. On an 11–, the character loses ½d6 INT for 6d6 hours. For each use beyond the second, increase the roll by 2 (13–,15–, and so on). Price: 75 credits, or more.
On the field of battle, swiftness of action is often the deciding factor. To gain the upper hand, soldiers sometimes use Quickjuice, a drug that enhances reaction time. After the drug expires, the user suffers a temporary neural slowdown. Price: 200 credits, or more.
A RadPro injection protects the recipient from exposure to levels of radiation that would normally be lethal. Also marketed as Radz–B–Gon, Glow–No–Mo, and other brand names.
This injection increases a person's bravery and confidence, making him able to withstand shocks that would ordinarily cause him to flee or breakdown. While it has no direct side effects, it is known to be physically and psychologically addictive (in game terms, each use requires a successful Stamina roll to avoid habituation. If the use occurs within 48 hours of the last, the roll becomes Hard.). Price: 50 credits, or more.
Psionic technology is a relatively new thing. No technology available to the Empire can grant psionic abilities (other than psionic defenses) to a nonpsionic.
This headband enhances the powers of persons who are already psionic (of at least Delta grade) by allowing them to project blasts of mental energy. Using it can be tiring, and requires a level of concentration that may expose the user to counterattack, but it's a powerful weapon in the right circumstances. Price: 3,000 credits, or more.
This device, usually built into a hat, headband, necklace, or the like, interferes with devices designed to detect psionic abilities. It cannot conceal the use of psi–powers from another psi, but does prevent non–psionic authorities from uncovering the wearer's powers via psi–detector. To their scanners, his mind appears to be a normal, non–psionic mind. Price: 3,200 credits, or more.
Although not as effective as the psi–shield helmet used by the military and police, this protective device is commercially available to civilians and can be designed to complement a variety of outfits and clothing styles. Price: 1,800 credits, or more.
The universe contains many dangerous environments, and intelligent beings have devised a number of ways to protect themselves from hostile conditions.
Anyone venturing into Trace atmospheres or outer space needs a spacesuit. This version represents early twenty–first century Human designs, still used by many manufacturers due to their simplicity and inexpensive cost. The suit has a rigid chest section for easy access to controls. It provides pressure and temperature support indefinitely, and oxygen for up to six hours.
At ATRI level 8, due to more efficient recirculation tech, the air supply increases to 12 hours. At ATRI 9 or higher, to 24 hours.
For environments like the atmosphere of Jupiter, explorers and workers need a space suit designed to keep pressure out, and to provide more protection in general. This particular suit resists up to 90 atmospheres of pressure, enough to allow the wearer to walk on the surface of Venus. It also works fine as a deep–diving suit in the oceans of Earth or Europa.
As space travel became more common in the twenty–second century, explorers wanted less bulky suits that allowed more freedom of movement. Human scientists eventually developed the skinsuit to resolve the problem. Instead of wearing a pressurized balloon, the user wears a suit that hugs the skin, turning his own skin into a "spacesuit" The clear–bubble helmet allows a wide field of view, and the backpack provides oxygen for up to a day.
Boots with magnetic plates in the soles, worn by space workers so they can walk on the hulls of spacecraft or stations without the need for tethers.
A small thruster backpack used for maneuvering in space. It carries an hour's supply of fuel. For every ATRI level beyond 8, characters may buy Space Thrusters with +2" of Flight and an additional hour's supply of fuel. At ATRI 10, the unit no longer counts as Bulky.
A slim backpack–style device that augments the wearer's swimming speed. They're as common on water worlds as bicycles are on terrestrial planets.
Originally stealth suits were restricted to the military and espionage agents. But the specs for them were accidentally released over the datanet, and now stealth suits are widely available on the black market. In Imperial space and most other jurisdictions, possessing, using, or attempting to obtain one without an appropriate authorization constitutes a felony carrying severe penalties. Users include hunters, zoologists, journalists, and of course criminals.
The stealth suit adapts to match its surroundings, but the effect is not perfect. It only works if the wearer moves stealthily or remains motionless.
Protective eyewear is important in space (where one might gaze directly at a star or a functioning rocket exhaust port) and planetside (since blinding sunlight makes driving and hiking more onerous). These stylish goggles protect the wearer from bright lights. The tinted, solarized lenses are scratchproof, shatter–resistant, and come in any number of dark and colorful shades. Price: 20 credits, or more.
Space suit visors include this capability by default.
This advanced underwater breathing system extracts oxygen from the surrounding water by electrolysis, giving the wearer effectively unlimited breathing until the power runs out (the battery pack lasts a whole day). The unit mixes the oxygen with argon to avoid some hazards of high pressure on deep dives. Price: 100 credits, or more.
This metal backpack holds two 10–metre long retractable wings that provide the wearer with the ability to maintain altitude for an extended period of time. Price: 250 credits, or more.
Although small and light enough to fit comfortably in the palm of one hand, this device puts out enough heat to warm a 3 metre radius area for up to half a day. The rechargeable batteries are essentially the same as those used in hand-held energy weapons. Price: 30 credits.
This airtight structure provides protection from the weather as well as shielding from minor physical attacks. The tent can withstand arctic temperatures and storms, the blistering heat of a desert at noontime, and the thunderstorms of rain forests. Price: 100 credits, or more.