***Level 1***

Katakis Identication card (KID)

A regular plastic card with the propietary's data and picture, which also works like cash card, credit card, and the only valid ID in Katakis.

Magnetic Footgear

Unemcumbering footwear for performing ship repairs on the fly while mantaining a firm grip.

***Level 2***


Micro Jet-Pack

A light and unobtrusive version of the Personal Jet Pack, but with only sufficient power to allow movement in space. Travel speed is equal to the character's regular movement rate. In combat, movement is unimpaired.
Piloting level required: 1
Bonuses: +1 on Zero Gravity Fighting rolls.

***Level 3***

Space Survival Supplement (S3)


A set of magnetic bands for arms, wrists, legs, ankles and neck with its controls either in the left wrist or belt buckle that generates a force field which protects its owner from the extreme conditions of space (radiation frying, vacuum, etc). The user can survive in space in regular clothing for up to two hours with no other aid than an oxygene mouthpiece with a 25cms. tank attached to the side. The force field adds +5 to soak against radiation-based attacks. In the case of an emergency, the suit can engage in an "energy saving" mode that can extend the force field's duration up to 6 hours. Still, while in energy saving mode, the suit won't protect it's owner as effectively from the harsh conditions. PENTALTIES for energy saving mode: -3 on all combat rolls abd -1 for non/combat rolls (pressure defficiency) and either -3 to Agility if away from the light of a nearby star (freezing cold), or a -2 to Stamina if exposed to the light of a star (slow FRYING due to indiscriminate radiation). Also, each hour exposed in these conditions slowly inflict 5 points of stun damage.

***Level 4***


G-S80 Space Suit

The brand distinctive space suit worn by the G-Police crimson units. Designed with assistance from Airu scientists, this space suit automatically adjusts to the user's size and form. Plus, it is built to augment the user's strenght and speed (+2 Str, +1 Ag.).

VEHICLES


Hover Cycle


A very handy (and stylish) vehicle (as well as the rage among young operatives). Useful in planets as well as a low range space vehicle (just remember the S3's)
Speed: 360km/h
Passengers: 1 or 2
Health Points: 30
Soak: 10
Bonuses: +4 to all evasive maneuvers
Weapons: Mounted energy rifle (optional): 4d6

Personal Jet Pack


A backpack propulsor for flight abilities. Maximum speed is 90km/h. In combat double the character's movement as per the Flight maneuver.
Piloting level required: 3
Health Points: 15
Soak: 9
Bonuses: +1 to Accuracy and +2 to Move on all evasive maneuvers

WEAPONS

Energy Melee Weapons

A favorite of flashy adventurers and the classy headhunter.
Come in as many flavors as there are melee weapons. Also a
cute paperweight.
Clip: 1 hour of continuous use.
Damage modifier: +3 over the original weapon.
AP modifier: -1 over the original weapon.

Explosive Grenades


Things that make ya go boom...
Blast Radius: 1 hex per each d6 of damage
Damage: from 1d6 to 6d6

G-130 Ion Blaster


The faithful trademark sidearm of the Galaxy Police.
Did I mention that the possesion of one of this by non
Galaxy cops is illegal?
Clip: 9 shots
Damage: 1d8+1
Special modifiers: -1 AP

Laser Pistol


No matter what the tell you. In space, it's the gun size that counts.
Clip: 6 shots
Damage: 1d6

Laser Rifle


The common weapon awarded to the average military over the galaxy
Clip: 15 shots
Damage: 2d6 (light) or 3d6 (heavy)
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