Cthulhu Rising ICM Equipment


ICM EQUIPMENT:
ICM Equipment:.................................................................................................. 1
Armour: ........................................................................................................... 1
Communications: .............................................................................................. 2
Electronics: ...................................................................................................... 2
Medical: ........................................................................................................... 3
Tools: .............................................................................................................. 4
Protective Clothing & Accessories: ....................................................................... 4
Protective Shelters: ........................................................................................... 5
Visibility Enhancement: ...................................................................................... 6
Miscellaneous Survival: ...................................................................................... 6
Standard Accessories: tactical audio and video
ARMOUR:
comlink (250km range), polarized visor with
Though they come in many models and types,
integral night vision capability, HUD, and lights.
there are five standard armour classes issued
Enc: 8.0kg.
to security and military units in the 23rd Century
as follows:
Battle Armour:
Essentially a military issue armoured space
Personal Body Armour:
suit, Battle Armour protects the soldier against
Favoured by personal security guards and
the cold vacuum of space and against nuclear,
undercover officers, flak armour consists of
biological and chemical contaminants. Like a
ballistic nylon with strategic Kevlar plating
standard space suit, it consists of an inner
covering the chest and abdomen. A helm is
thermal regulation garment and two outer
sometimes also worn. Protects for 4AP.
layers of tight fitting elastic fabric with an
Enc: 3.0kg.
airtight covering to compress the wearer's
body against the effects of low pressure.
Riot Armour:
Worn by local police and security forces, riot
Battle Armour has special coolant pods which
armour consists of an armoured bodysuit
mask heat signature and it s molecular bonded
made up of thin layers of ballistic nylon with
titanium-duralloy armour plates combined with
Kevlar plating which protects the wearer for
plasteel protect for 10AP.
6AP.
Enc: 5.0kg
Standard Accessories: air supply for 24 hours,
rebreather, waste-relief system, water and
Combat Armour:
concentrated food system with rations for one
A military issue armoured bodysuit worn in
day (not tasty, but very nutritional), polarized
conjunction with either combat dress utilities
visor with integral night vision capability, HUD
(CDUs), or a Compression Suit (see later),
with multi-view televiewer, two helmet lights,
combat armour is the standard armour worn by
built-in computer, tactical comlink (300km
infantry soldiers from all the nations of Earth,
range), CO2 gun (see later).
as well as the Interstellar Colonial Marines,
Optional Accessories: thruster pack (see later),
Colonial Security troopers, corporate and
Enc: 12.0kg.
private mercenary units.
Powered Armour Suit:
Combat Armour offers the option of 100%
The ultimate in personal protection, this is an
oxygen supply for low pressure use (in
advanced and powered version of Battle
combination with a Compression Suit) or air at
Armour. Constructed from diffusion-bonded
normal pressures. A combination of Kevlar and
metal matrix composites (MMC), the Powered
plasteel plating with an ablative coating for
Armour Suit enhances the strength and senses
extra protection against energy weapons
of the marine with variable feedback personal
protects the wearer for 8AP.
controls, servo-powered limbs, thruster pack,
built in weaponry, and various kinds of
electronic assistance. The marine is
ICM Equipment 1
effectively doubled in STR and has unlimited Long Range Communicator:
Enc. For encumbrance purposes. Sling carried communicator capable of ranges
The Powered Armour Suit protects for 12AP. up to 1000km and contact with ships and/or
satellites in low planetary orbit. Includes Global
Standard Accessories: air supply for 48 hours, Positioning System.
rebreather, waste-relief system, water and Enc: 2.5kg.
concentrated food system with rations for 2
days (not tasty, but very nutritional), polarized Portable Uplink:
visor with integral night vision capability, HUD Backpack mounted device capable of ranges
with multi-view televiewer, two helmet lights, up to 5000km and contact with ships/comm
built-in computer, comlink (3000km range), satellites in high planetary orbit. Includes
CO2 gun (see later), high output power supply Global Positioning System.
for running power tools, weapons and standard Enc: 5.0kg.
suit equipment.
Optional Accessories: Powered Armour can
ELECTRONICS:
mount either 2x squad support weapons or 1
Computer, Intelligence (INT-COM):
platoon support weapon.
Laptop sized device, which in addition to
Enc: Neg. when worn, otherwise 50kg.
containing intelligence information pertaining to
a unit s current mission, contains data on the
Energy Armour:
ICM, most corporate and colonial armies,
This close fitting jumpsuit is covered with
including uniforms, weapons, commonly used
micro-filaments that generate a multi-phased
tactics, vehicles etc.
energy field, providing improved protection
against energy weapons (in game terms +4 AP
The unit is armoured against small arms and
vs. energy attacks). While activated, Energy
impact (AP10, HP5) and is fingerprint and
Armour drains 1 from its cell pack per MR, and
voiceprint locked, so only the assigned
+1 pt per point of damage it absorbs. Enc:
individual can access the data. It is also
2.5kg.
equipped with a small thermite bomb which will
Enc: Neg. when worn, otherwise 5kg.
detonate if the unit is tampered with (a code
must be entered before opening the unit up) or
Other points regarding armour: each time
when a concealed switch is pressed,
armour is breached by a damage roll equal to
destroying the interior of the unit and thus
double the armour rating or more, the armour
eliminating irretrievably all data within.
has lost some of it s protective capability (-
Enc: 1.0kg.
1AP). Every suit has a standard supply of at
least ten emergency patches. Any damage
Computer, Tactical (TAC-COM):
that penetrates the suit must be patched
PDA sized device, serves as either a wired or
immediately. This requires three seconds and
wireless terminal for accessing larger LANs,
a Vacc Suit skill roll. If the first attempt fails,
and other such computer systems. Usually
each further attempt is at a cumulative  5%.
issued to ICM com-techs.
Every three seconds means a loss of 10% of
Enc: 0.5kg.
the suits air.
Data Crystal:
Data Crystals are the primary data storage unit
COMMUNICATIONS:
in use in the 23rd century. Information is
The three standard Comlink types available to stored by actually altering the physical form of
United Earth Colonial Marines are as follows: the crystal on a molecular level, using a
complex holographic data pattern that bends
Short Range Communicator: and distorts light to reproduce images and
Consisting of an earpiece and throat mike, this information in mathematical form. Data
is standard kit for all marines. Electronic Crystals have a data storage capacity of just
scrambler/descrambler comes as standard. under a terabyte, with a data transfer rate of
Max range approximately 1km. 1.5 gigabytes per second.
Enc: Neg. Enc: 0.1kg
Medium Range Communicator: Data Recorder:
About the size of a modern day mobile phone. Handheld device that when connected to a
Capable of up to 250km range. computer s digital disk can burn data onto
Enc: 1.5kg. data-disc at a rate of 1.2gb/minute. Each blank
disc can hold up to 10gb of information.
ICM Equipment 2
Enc: Doses: 10
Digital camera: Combat Drug:
Coming in all shapes and sizes, crammed with Used by the military usually prior to combat,
features, most digital cameras have full DV/still this drug increases both STR and CON by a
frame functionality. factor of 2. The effect takes place 2MR after
Enc: 0.1 - 1.0kg being taken and lasts for CON in MR. When
the effect wears off, the user takes 1d3
Scanner: damage.
Hand held device that can scan across various Doses: 5
spectrums of electromagnetic radiation,
biological, and chemical. Emotion Buffer:
Enc: 5.0kg. Each dose of the drug lasts 30+3D10 minutes.
While the drug is in effect, any SAN loss the
Character experiences or has recently
experienced is treated as it were half of what it
MEDICAL:
actually is (round up). The Character deducts
The types of medical supplies issued to
the full SAN loss from his total, however.
military units in the field are as follows:
Doses: 10
Medkit:
Emotion Inhibitor:
This contains 1 dose of sedative painkiller; 1
Each dose of the drug lasts 30+3D10 minutes.
dose of antibiotics; field dressings etc. When
While the drug is in effect, it is impossible for
used in conjunction with First Aid, it can heal
the Character to go insane, unless their SAN is
1d3 HP (location and total).
reduced to zero. However, the Character
Enc: 0.5kg.
deducts the full SAN loss from her total.
The drug inhibits emotions, meaning an
Advanced Medical Kit:
individual under its influence will be incapable
Issued to Med-techs and Rescue-techs on
of emotional reactions. To an individual under
missions, the AMK includes emergency field
the influence of the drug, emotional ties (such
surgery kit; whole blood units; a small supply
as love and friendship) will seem meaningless.
of medical drugs; antibiotics; tissue knitter (can
The individual will also be incapable of
repair severed/maimed limb at a rate of
negative emotions, like hatred or rage. Despite
1HP/hour provided it is caught no later than
the lack of emotions, the individual will still be
10MR after damage was inflicted); diagnostic
able to take action as her memory and
medical computer; dressings; saline drip etc.
reasoning abilities will be unimpaired. Another
Enc: 8.0kg.
serious side effect is that the experience of the
drug is terribly disturbing to individuals. Once
Medical drugs that are available are listed
the drug wears off, the individual suffers -1D4
below, along with the normal amount found in
SAN.
a standard AMK:
Doses: 5
Anagathics:
Fast Drug:
These are drugs which counteract the aging
This drug accelerates the user s metabolism.
process. Taken regularly they can extend life
The drug takes 3MR to take effect and lasts for
expectancy well beyond the norm. Anagathics
CONx2 MR and effectively doubles the users
are rare and very expensive.
DEX while it lasts. When it wears off, the user
Doses: 0
loses all fatigue points and takes 1d3 damage.
Doses: 0
Anti-Radiation Drug:
the anti-radiation drug counteracts the effects
Medical Fast Drug:
of radiation sickness. Each dose lasts 12 hours
One dose of this drug causes
and allows all rolls vs. STR/CON loss to start 1
unconsciousness for 24 hours, and the user
multiplier higher. Example, a CONx4% roll
ages the equivalent of 7 days, during which
become a CONx5% roll.
time natural healing takes place.
Doses: 10
Doses: 10
Psychic Booster:
Anti-Venom:
This drug temporarily increases the available
Counteracts the effects of poisons and toxins
reserves of psychic power points in psychics.
in the bloodstream. Each dose heals 2d6 HP
In game terms each does gives the psychic
worth of damage caused by poisoning.
ICM Equipment 3
+2d4PP if taken when PP are at full strength,
TOOLS:
or +1d6 if PP are at a reduced level. These
Electronics Toolkit:
points are lost once used, or after 30+3d10
This kit contains everything needed to make
minutes, whichever comes first. Additional
electronic repairs and bypasses, as well as a
doses of the drug are ineffectual if taken within
small diagnostic computer. It comes in its own
an hour of the last does.
carrying case, which can be slung over one
Doses: 0
shoulder.
Enc: 5.0kg.
Super Psychic Booster:
A more potent form of the Booster drug.
Engineers Toolkit:
Increases PP by +2d6 if taken when PP are at
This kit contains all the equipment necessary
full strength, or +2d4 if PP are at a reduced
for a tech to make basic repairs to a ship s
level. Rules for duration and additional doses
power plant, and engines.
same as for Psychic Booster.
Enc: 10kg.
Doses: 0
Mechanical Toolkit:
Note: No psychic power enhancing drug can
Basic tools needed to repair and alter
increase an individual s PP beyond double
mechanical devices.
their normal PP maximum.
Enc: 10kg.
Pitfalls: The abuse of Psychic Booster drugs
Demolitions Toolkit:
can lead to the loss of psychic powers and
Issued to ICM Combat Engineers. Contains:
physical debilitation. If a PC takes more than 3
10x 0.5kg blocks of PLASTEX high explosive,
doses in any 24 hour period, there is a chance
plus 10 multi-detonators, fuses and two small
(roll POWx3% to avoid) that drug overdose will
radio command units (range 10km). Each
occur 6 hours of the last dose. If overdose
multi-detonator can function as a radio
occurs, the PC lapses into unconsciousness
command trigger or a combination
and takes 1d6 HP damage. POW is reduced
contact/delay trigger.
by 1d3.
Enc: 10kg.
Slow Drug:
This drug slows down a users metabolism by a
PROTECTIVE CLOTHING &
ratio of 60:1, during which time physical aging
ACCESSORIES:
is also slowed. Interstellar travel using
Compression Suit:
hypersleep technology utilises this drug s
Used by the ICM for low pressure operations,
effects.
the suit consists of an inner thermal regulation
Doses: 5
garment and two layers of elastic fabric with an
airtight covering. There is no decompression
Stimpack:
period before using the compression suit. The
These devices auto inject genetically modified
suits take longer to put on than vacc suits,
healing drugs into the body. +1 to total HP, but
however, and provide no protection against
not to location HP.
high pressures. Usually worn in combination
Doses: 20
with Combat Armour.
Enc: 4kg.
Super Adrenaline:
Gives a temporary boost to the PCs health.
Filter/Respirator:
+1d6 total HP and +3 CON for the PCs normal
Facemask that filters out harmful contaminants
CON rating in MR.
such as gases and nerve toxins.
Doses: 5
Enc: neg.
Truth Drug:
Combat Dress Utilities (CDUs):
This drug, when used in conjunction with the
Standard issue in the ICM, CDUs are two-
Interrogation skill, compels individuals to
piece, lightweight polycotton coveralls with
answer questions truthfully. One dose lasts
pockets secured by silent fasteners. The
approx 10MR, after which the user falls
disruptive pattern of the fabric is printed in at
unconscious for 20-CON hours, and takes 1d3
least three colours, and the different high-
damage.
temperature dyes used can absorb infrared
Doses: 0
radiation at varying frequencies, breaking up
the wearer's IR signature.
ICM Equipment 4
Hostile Environment Clothing: vacuum, heat, cold, and radiation. Each suit is
Variants of CDUs are issued to marines when equipped with an environmental backpack
they are involved on planets with breathable which contains the suit s oxygen supply, its
atmospheres but hostile environments. Most power pack, and the environmental control
common are: system. A SVS can sustain its wearer for 24
hours, less if the wearer is engaged in stressful
Arid Weather Suit: activities or if the environmental conditions
Bodysuit designed to protect the wearer severely tax the suit. A typical SVS offers 4AP
against water loss in an arid environment. of protection.
Evaporation of perspiration cools the wearer, Standard Accessories: polarized visor, comlink
while lost body liquid is condensed and purified (500 km range), lights, CO2 gun, 200 meters
by a series of traps and chemical filters. This of high strength cable (with a grappling hook
water is then stored in catchpockets within the one end and a strong magnet on the other),
suit, for use by the wearer. The suit has a and a patch kit.
hood, goggles and breathing mask (to catch Enc: 10kg/5 if worn
exhaled moisture). The chemical filters must
be changed 1/month at a cost of E$50. Usually Vacuum Work Suit: (VWS):
worn in conjunction with combat armour. Typically used by those who spend prolonged
Enc: 5kg. periods working in the vacuum of space, the
Vacuum Work Suit is very much like a SVS,
Cold Weather Suit: except the suit is of heavier construction and
Bodysuit designed to protect the wearer can support its wearer for 36 hours. A typical
against extreme cold. The suit contains a VWS offers 6AP of protection.
network of heating filaments, powered by an Standard Accessories: in addition to the
internal power supply. Temperature controls equipment of a standard SVS, a VWS has a
enable the suit to negate the effects of wind- toolkit (with various tools that are specific to
chill. The heated layer is covered by a the operator s mission) power pack for tools
jumpsuit, which has lots of pouches and that require power, on board computers,
pockets for equipment. A typical power cell thruster pack.
keeps the suit running for 72 hours. Usually Enc: 20kg/10 if worn
worn in conjunction with combat armour.
Enc: 2.5kg
PROTECTIVE SHELTERS:
Hazardous Environment Suit:
Pressure Tent:
Bulky suit that protects against corrosive
Basic shelter for 4 persons, which provides a
atmospheres. The suit is sealed, air-
standard atmosphere. There is no airlock  the
conditioned and has it s own air supply (but not
tent must be depressurized to enter or leave.
water). Cannot be worn in conjunction with
Enc: 25kg
combat armour, but protects for 4AP in its own
right.
Prefabricated Cabin:
Enc: 7kg
Modular unpressurised quarters for 8 persons.
4x8x8m. Can be carried in the hold of a
Thruster Pack:
starship.
Back mounted jet thruster pack, with
Enc: 1000kg
rear/downwards facing burners, and an array
of three lower manoeuvring jets.
Base, Advanced:
Modular, pressurized quarters for 8 persons.,
Attached to the operator s space suit, it
with airlock and atmosphere recirculating
enables him to manoeuvre at speeds up to 150
system. Can be carried in the hold of a
km/hour. Using a thruster pack requires the
starship.
EVA skill.
Enc: 1500kg
Enc: 10.0kg
Rescue Pod:
Space Suit:
A rescue pod is a sphere, 10cm in diameter.
There are two standard designs of space suit
When activated, it inflates to form a ball of
available in the 23rd Century:
plasteel film, 1m in diameter. This ball, when
sealed, contains enough air to last one person
Standard Vacuum Suit (SVS):
12 hours. Rescue pods are standard issue on
The standard vacuum suit is an environmental
all military and commercial space vessels,
suit designed to protect the individual from
allowing individuals to survive an explosive
ICM Equipment 5
decompression even if a pressure suit is Halogen Spot Lamp:
unavailable. A high-powered halogen white-light lamp.
Enc: 5kg Usually as an internal battery, as well as a top-
mounted carrying handle.
Personal Re-entry Vehicle: Enc: 1.0kg
Originally designed as a means of emergency
atmospheric re-entry from a crippled ship or Thermal Imaging Camera:
space station, the personal re-entry vehicle Handheld device which may only have an
has been adopted by the military for covert effective range of 10m, but which can see
missions on hostile planets. It has even through walls. Useful against animals and non-
become an extreme sport. military foes, but certain types of military
armour can mask it s wearer s IR signature.
The PRV consists of an inflatable hemispheric Enc: 1.5kg
mold, a pressurized canister of ablative foam,
a chemical thruster for altitude control and
limited vector adjustment, and a soft landing
MISCELLANEOUS SURVIVAL:
system (usually a parachute).
Airstrike Marker:
Enc: 10kg
A launcher fired drone that can be remotely
guided to location of choice and programmed
Grav Chute:
with airstrike orders.
Utilising a small suspensor field generator, the
Enc: 5.0kg.
grav chute is capable of nullifying a portion of
the individual s body weight (but not provide
Artificial Psychic Shield:
motive power). A conventional parawing is also
Also known as a HALO, this device acts as a
deployed.
shield against psychic forces.
Enc: 1.0kg.
By altering the effective weight of the jumper,
chute deployment is not necessary until a
Arctic Survival Kit:
altitude of about 50m. The power cell powering
A kit filled with a variety of items useful for
the suspensor field has a life of 10 minutes
surviving in arid conditions. Includes: 1 litre
once activated.
thermal canteen; first aid kit; folding shovel; ice
Enc: 15kg
pick; knife and sheath; signal mirror; water
purification kit. The kit comes in a pack
30cmx12cmx12cm.
VISIBILITY ENHANCEMENT:
Enc: 2.0kg
Binoculars:
Incorporating IR and LI with electronic Bandoleer:
rangefinder. A pair of suspender-like bandoleers that can
Enc: 1.0kg hold five grenades each. A bandoleer with 10
grenades weighs 7 lbs. Grenades may explode
IR Goggles: if they take more than 4 points of damage to
Allows the wearer to see heat sources their top.
(infrared radiation). Enc: Neg.
Enc: Neg.
Climbing Pitons:
Light Intensifier Goggles: Tungsten pitons that have a small explosive
Allows vision in anything less than total charge for firing into rock. Come in cases of
darkness. 24.
Enc: Neg Enc: 0.1kg per piton.
Torch: Climbing Hammer:
Powerful cell powered light. 24 hrs per cell Titanium alloy hammer backed with pick head.
used. Can be armour mounted. Enc: 0.5kg.
Enc: 0.25kg.
CO2 Gun:
Chemical Lantern: A standard piece of equipment that comes with
Chemical light, lasts for 3 standard days all space suits, the CO2 gun fires compressed
continual use. carbon dioxide and contains a CO2 cartridge
Enc: 0.25kg good for 20 one second bursts. CO2 guns are
usually used to project grapple lines in the
ICM Equipment 6
vacuum of space, but each burst is powerful Rocket Flare:
enough to propel a object with the mass of an Can be fired to a height of 500m, from where it
average human (including a human, of course) descends, burning brightly, using a parachute.
and alter its flight vector. Enc: 0.5kg
CO2 gun are typically used in this manner only Fusion Generator:
in emergencies and the heavy duty thruster Vehicle portable power generator that uses a
packs are used for normal EVA operations fusion reactor to generate power using Helium-
requiring extensive flight. 3. Weight is per 10kw of power output.
Enc: 10kg
Compass:
Usually included in a wristwatch. Indicates the Fusion Still:
position of magnetic north, if any exists. A bulky device that breaks water molecules
Enc: Neg. free from material placed within it. Amount of
water obtainable ranges fro 1% from sand to
Cooking Laser: 70% from organic material like wood or plants.
A low powered laser used primarily for igniting Percentage water obtained is on a 1-1 ratio (so
flammable materials, the Cooking Laser is a 100kg sand yields 1 litre of water). The Still
metal rod, 30cm long and 5cm wide, with requires 1 hour to set up and 30 minutes to
controls at one end. A power cell supplies process 10kg of material.
power for up to 1 month normal usage. Enc: 60kg
Enc: 0.1kg
Individual Military Pack:
Desert Survival Kit: A lightweight medium backpack that is used to
A kit filled with a variety of items useful for carry up to 24 kg (53lbs.). Also known as
surviving in arid conditions. Includes: 1 litre "battlefield harness" or "combat webbing.
canteen; first aid kit; salt tablets; folding Enc: Neg
shovel; parts and directions for building a solar
still; knife and sheath; signal mirror; water Inertial Tracker:
purification kit. The kit comes in a pack Small hand held device which indicates
30cmx12cmx12cm. direction and distance travelled from the
Enc: 1.0kg starting location.
Enc: 0.1kg
Dye Pistol:
Used primarily to designate Landing Zones, Locater Device:
the dye pistol fires cartridges filled with Worn on the wrist, this is a small data emitter
coloured dye that can mark substantial areas containing the marine s vital life signs and
of the ground. position.
Enc: 2kg (unloaded; dye cartridge weights Enc: Neg
0.5kg).
Machete:
Emergency Beacon: A flat metal / polycarbon weapon with a 45cm
Combination long range comlink and signal blade. Designed for chopping dense foliage
transponder. When activated it monitors and such in the wild, but also used as a
emergency search and rescue channels, and weapon on less sophisticated worlds.
when traffic is picked up it emits a warning to Enc: 1.0kg
inform users that help may be at hand, and
transmits a coded distress signal. Signal range Nylon Water bag (10L):
is 1000km. Once activated, it operates for 30 Flat packed, can contain up to 10 litres of
days EST. water when filled to capacity.
Enc: 1.0kg Enc: Neg when flat packed.
Flare: Power Cell:
There are 2 types of flare issued: Power cells come in all shapes and sizes.
Weight below is for each kW of power
Standard Flare: contained.
Burns brightly for up to 10 minutes. Enc: 0.05kg
Enc: 0.25kg/pack of 24
ICM Equipment 7
Rations, luxury, 1 week:
Packs of fresh frozen meals supplemented by Solar Vaporator:
tablets containing vitamins and nutrients, that Device which collects water moisture from the
provide food enough for 7 days. Each pack is air, especially at night. Yields are 1 litre per 8
self heating using a chemical reaction, hour night in standard / dense atmospheres;
activated by pulling a tab on each mealpack. 0.5 litres per 8 hour night in thin atmospheres;
Enc: 1.5kg 0.1 litres per 8 hour night in very thin
atmospheres.
Rations, standard, 1 week: Enc: 8.0kg
Packs of preserved food concentrates
supplemented by tablets containing vitamins Tarpaulin:
and nutrients, that provide food enough for 7 Canvas waterproof sheet, 2m x 4m.
days. Tasteless. Enc: 2.0kg
Enc: 1.5kg
Thermal Canteen (1L):
Rocket Pitons (x12): Made of tough industrial plastic, and capable
A pistol-grip, disposable launcher that fires a of holding up to 2.5 litres of liquid, the ICM
rocket-propelled, explosive-set piton. It is used canteen also has a sophisticated filtering and
to project an attached line up to 200m - a purifying system built into the neck. A power
successful Climbing roll (made by the GM) cell in the base of this canteen allows water to
means the piton is securely lodged and will be kept at a temperature controlled by an
support weight; a critical failure means the inbuilt adjustable thermostat. Power cell lasts 1
operator only thinks it is! Roll vs. DEXx4% to month.
hit if used as a weapon; Damage is 1d6+2 for Enc: 1.0kg.
the stake. Comes with electric winch and clip
for attaching to webbing (which then serves as Thermal Sleeping Bag:
a climbing harness). Utilizing the same technology as the Cold
Enc: 3.5kg. Weather Suit, a thermal sleeping bag comes
with hood, and adjustable thermostat.
Rope: Enc: 1.0kg
Polypropylene fibre rope that is treated to
resist mildew, rot, acids, petroleum products Water Purification Kit
and most other chemicals. A standard length Box of 250 tablets that purify contaminated
of rope is 10.5mm x 100m, and comes as water, making it safe to drink. 1 tablet will
either monofilament and multifilament. purify approximately 1 litre of water in 10
Monofilament is lighter and less bulky, but can minutes.
hold only half the SIZ of a multifilament length Enc: 0.2kg.
of the same dimensions.
STR: 50 / 100
Enc: 2.0kg / 4.0kg
ICM Equipment 8


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