Post by Gigermann on May 11, 2024 22:09:12 GMT -6
Without Pack: 22.9 lb; With Pack: 38.4 lb; Long-Term: 45.9 lb
- 1× Advanced Ballistic Helmet (HHV ATE Ballistic Helmet; $700; 2.5 lb)
- 1× Ballistic Sunglasses ($35)
- 1× Boots, Jungle ($75; 3 lb)
- 1× Combat Earplugs ($15)
- 1× Modular Scalable Vest (MSV), Gen II ($1525; 15.8 lb)
- 1× Gas Mask (TL 8) ($250; 2 lb)
- 1× ID Strobe ($150; 6.4 oz)
- 1× Ka-Bar MK 2 ($75; 14.4 oz)
- 1× Multi-Tool ($50; 8 oz)
- 1× Night Vision Goggles (AN/PSQ-42 ENVG-B; $600; 2 lb)
- 1× Plate Carrier Cummerbund ($0; 2.5 lb)
- 1× Small Radio ($750; 8 oz)
- 1× Small Tactical Light ($100; 1 lb)
- 1× Gas Mask (TL 8) ($250; 2 lb)
- 1× MOLLE Medium Rucksack (60 lbs.; $695; 15.5 lb / 23 lb)
- 1× Gun Cleaning Kit ($20; 8 oz)
- 1× Military First Aid Kit ($100; 2 lb)
- 1× Personal Basics (Survival Kit; Fine; $120; 1 lb)
- 1× Shovel, Folding ($10; 3 lb)
- 1× Summer Clothes (+Advanced Camouflage) ($180; 8 oz)
- 1× Water Pack ($25; 5 lb)
- 1× Wet Weather Gear (Status 0; $120; 2 lb)
- Long Term (7.5 lb)
- 1× Sleeping Bag, Heavy (Expensive; $1000; 2.5 lb)
- 1× Tent, 2-Man (Tarp+Poles; Half-Only; $35.5; 5 lb)
- 1× Summer Clothes (+Advanced Camouflage) ($186; 9.6 oz)
- 1× Pocketknife ($5)
- 1× Notebook ($1; 1.6 oz)
- 1× Tactical Headset ($200; 1 lb)
- 1× Wicking Undergarment ($30).
Notes
- Advanced Ballistic Helmet gives DR 16, Location:skull.
- Jungle Boots gives DR 2, or DR 3 when an attack strikes foot from beneath.
- Ballistic Sunglasses gives Protected Vision against bright ordinary light and DR 4 for the eyes.
- Combat Earplugs give Protected Hearing but -1 on any Hearing roll while worn.
- MSV gives DR 12 (piercing and cutting attacks only)/5 (all other types)*; Location:torso (front/back only). Detachable cummerbund protects (2/6) on the sides if worn. -6 to bypass trauma plates when Targeting Chinks in Armor, p. B400. Flame Resistance gives DR 2 against burning damage and is resistant to being set aflame (see Making Things Burn, p. B433).
- Body armor can be slipped over the head, or put on like a coat, in two Ready actions. Properly securing the armor, tightening straps and adjusting the fit, takes another 10 seconds. Quickly donned armor assesses -1 to DX until they can be squared away. It takes five seconds to remove the armor, unless hidden quick-release straps are used (takes two Ready actions to dump).
- Grabbing an item from properly set-up LBE requires only a single Ready maneuver – and a roll against a suitable Fast-Draw specialty makes this a free action. Add the quality bonus of LBE to such Fast-Draw rolls.
- Stealth suffers a penalty equal to encumbrance level (B222); reduce this penalty by the quality bonus of LBE.
- Gas Mask gives DR 2 (Location:eyes, face), Filter Lungs, Immunity to Eye and Nose Irritants, No Sense of Smell/Taste, and No Peripheral Vision.
- Night Vision Goggles gives Night Vision 9, Color Blindness (p. B127), No Depth Perception (p. B145), and No Peripheral Vision (p. B151). 8hrs. Shooters wearing NVGs cannot use iron sights or other sights mounted on the gun and are reduced to unsighted shooting (Tactical shooting p. 13), with an extra -3 due to No Depth Perception. Furthermore, NVGs require so much concentration that other Sense rolls (p. B358), such as Hearing and Taste/Smell, suffer a -1 penalty. Donning or removing NVGs takes three Ready maneuvers; it requires one Ready maneuver to flip them up or down into position.
- Small Radio has 1-mile range. 3×S (batteries)/10 hrs.
- Military First Aid Kit gives +1 (quality) to First Aid when treating combat trauma. Typical kit contains two combat tourniquets (see below), two hemostatic bandages (High-Tech, p. 221), enough normal bandages for two major wounds (High-Tech, p. 221), a burn dressing, antibiotic ointment (High-Tech, p. 225), water purification tablets (High-Tech, p. 59), eyepatch, and a casualty card with marker.
- Personal Basics gives a +1 (quality) to Survival (Jungle).
Includes eating utensils and hygiene items is usually augmented with hand sanitizer gel (High-Tech, p. 221) and moist towelettes (which are especially popular for "field showers" when water is scarce). Small items - such as a handful of water-purification tablets (High-Tech, p. 59), analgesics (High-Tech, p. 226), and vitamin pills (High-Tech, p. 221) - can make long marches less uncomfortable and physically debilitating. A combination of insect repellant and sunscreen (both High-Tech, p. 221) can provide a respite from environmental nuisances. However, many of the items in High-Tech might appear in a given adventurer’s personal basics; e.g., cord (p. 56), duct tape (p. 26), eating utensils, first aid kit (p. 221), hip flask (p. 31), notebook (p. 17), towel (p. 31), and water bottle (p. 53). Prescription medicines (pp. 226-227) and a spare pair of contacts (p. 225) or glasses (p. 225), are also a good idea. - Advanced Camouflage gives +3 (quality) to Camouflage in the intended terrain but -2 almost everywhere else.
- Wicking Undergarment gives +1 to all HT and HT-based rolls to avoid FP loss in hot weather (see Heat, p. B434).