After reading through this thread again, I remembered the conversation I had with Kira_Howler about programmable wands. Well here's programmable wands for you to use.
Programmable Wands With magic becoming more prolific, but with many still not trained in its full use, some mages got together with engineers and began designing a way to make wands cheaper, allowing many, with the funds, to have magic available option. The wands themselves are usually metal, or extremely strong plastic, tubes about 6 or 8 inches in length. At one end is a fitting for three gemstones, usually a diamond, emerald and ruby, worth about PDC 11 to 13 each. Gold and silver wiring wraps around each gem and disappears into the tube's insides behind the fitting. On the top is a push button and a slide lock to prevent accidental pressing of the button from activating the wand. Behind the button is a small diamond set flush with the surface of the tube. At the other end is a flip cover to a memory card slot. The memory card requires enough memory for the spell, which is 100 mb per level of spell, plus 500 mb for miscellaneous files and programs for interfacing with the wand. The wands can only use spells of up to 3rd level. The wand contains 50 charges, and when activated, by pushing the button and aiming the wand at the target, the spell activates, using up 1 charge per spell level. The charges can be recharged by any mage by channelling spell energy into the wand, by the mage holding the wand, with thumb covering the diamond that is behind the trigger button. Each spell level channeled into the wand recharges that many charges. Switching out memory cards, provided the user has another one in an easily accessible pocket is a move equivalent action to remove and replace with a different card. Weight: 1.5 lbs PDC: 21 Craft: Use similar rules as crafting a wand, using same feats, such as Craft Wand or Craft Wonderous Item, able to cast at least level 2 spells, and expand 100 experience points, at least 3 ranks in Craft: Mechanical.
The spells that can be loaded onto a memory card can be any spell usually found in wands, usually offensive or defensive spells, and use of the Scribe Scroll feat to scribe the spell into a special program on a computer. Techno mages can do this as a class feature. All normal costs for scribing scrolls must be paid, just like scribing a normal scroll.
There are some versions of the programmable wand that can hold multiple spells instead of the normal one spell. These versions will have a small display, similar to an ipod, or other small digital music device, two buttons for scrolling up or down through the list of spells, and a select button. The memory card must be big enough to contain all of the spells to be uploaded. These wands can still only use spells of only up to 3rd level. Weight: 1.5 lbs PDC: 22 To craft the multi spell wands, is just like crafting a programmable wand, only also require 3 ranks in Craft: Electrical, and the expenditure of 200 experience points.
“Spider” Battle Harness As sales and use of bio-weapons increases, Life Sciences wanted a way to make them even more useful with a personal accessory. The spider harness looks similar to a large, well armoured spider body, only without a head and thorax, and 8 armoured legs. The harness holds up to six biolaser batteries, recharging one per hour by channeling light and heat absorbed through its photo- and thermosynthetic outer membrane. (The harness nourishes itself using the same process.) You gain a +2 natural armor bonus while wearing the spider from the set of eight articulated spines that extend from the enamel chassis and clasp you around the shoulders and ribs for additional support. The harness has the ability to bond, even temporarily, with the wearer. To make the bond, the wearer must open a small covering near the top, which releases a set of four thin tendrils. This tendrils dig into the user's neck, attaching to the nervous system. When bonded the user gains a +2 competence bonus on Balance and Climb checks and on Tumble checks that involve falling. The user must have an Exotic Weapon Proficiency (Spider Battle Harness) feat to attack without penalty with 4 of the spines; they have a 10-foot reach and may also be used against adjacent foes. The spines can also be used for defense in melee, deflecting attacks. The bond can be broken easily by willing it off (Concentration check DC 11). When bonded, the spines use the user's base attack bonus -4 for when the user makes attacks with them, or when set for defense, for up to 2 free attacks of opportunity that opponents might provoke. The spines can provide a +2 Deflection bonus to Defense against melee attacks, but can not be used to attack with. The two free attacks of opportunities do not count against this. Spines (4) 1d6, piercing, 20x2, 10 ft reach. Weight: 20 lbs PDC: 23 Lic (+1) Spider battle harness has a lifespan of about 30 years.
Bladewolf A light fast strike anti-grav attack vehicle, the Bladewolf makes for excellent flanker and first strike against infantry and light armoured vehicles. The angled hull allows for deflection of debris and light arms, and the narrow profile allows it to make tight maneuvers, excellent for urban or dense forest terrain. It requires a crew of only 2, and being not much bigger than some civilian vehicles, allows the Bladewolf to go virtually anywhere, and be carried in a wide variety of transports. The anti-grav systems allows the Bladewolf to hover up to a maximum of 10 feet above the round in an Earth standard gravity. It will float up to 3 feet in up to 3.5G planets. With a speed of 250 mph, and armed with a 20mm rail autocannon and dual mini-missile launchers gives the Bladewolf it's excellent fast strike capabilities. The Bladewolf is only 15 feet long (3 squares) and 9.5 feet (2 squares) at it's widest point, with a total height of 8.3 feet, weighing 15 tons. The BladeWolf has an access hatch on each side to allow the crew to enter or leave, taking a full round either way.
BladeWolf LAFV (PL6/7) Crew: 2 Passengers: 0 Cargo: 50 lbs Init: -1 Maneuver: +1 Top Speed: 370 (37) Defense: 8 Hardness: 8 Hit Points: 40 Size: Huge Purchase DC: 45 Restriction: Mil (+3) Accessories: Military Radio, targeting computer, 20mm rail autocannon, 2 mini-missile launchers, 2 survival packs, thermo vision, IR sensors, environmental/NBC seal with 12 hours of air, 2 first aid kits, 2 days rations 12 smoke grenades Notes: Targeting computer grants +1 to attack, night vision 300 ft, +4 bonus to air borne toxins and radiation, can be sealed completely with 12 hours of air.
Ablative Heat Shield The Ablative Heat Shield is an eggshell shaped one piece ceramic that is cast whole around a soldier wearing Orbital Insertion Armour before he is dropped from the launch bay of a ship. Called a "white coffin" by Spaceborne units, the ablative heat shield is the key to orbital insertion, allowing troops to survive a free fall reentry. The shield is aerodynamic both to reduce friction and also to get soldiers through the atmosphere as quickly as possible. After the spaceborne troops clear the atmosphere, they simply burst out of the cracked and brittle ceramic shield, then free fall headfirst until above their target, after which they fire retro-thrusters to slow their fall.
Boarding Armour Boarding actions are frequently necessary in space combat. Capturing enemy leaders for interrogation, arrest of smugglers for trial and punishment, even capture of a ship so it may be added to a fleet are all potent tactical reasons why the boarding action has remained a vital strategy to space combat. This armour is sealed, containing an ALSS with a 12-hour air supply, a built-in magnetic grapple and magnetic boots allow soldiers to conduct lightning quick boarding actions. Boarding armour is micro-assist armour, but only provides a +2 bonus to strength.
Orbital Insertion Armour This recent innovation has changed the way combat is conducted. This armour, when combined with an Ablative Heat Shield allows troops to be dropped from orbit, reducing risk to valuable starship, which tend to maneuver like rocks in atmosphere. The retro-thrusters on the suit can only be fired once before needing to be rechanged, so this armour does not provide flight, only the means to conduct surprise raids. This armour contains an ALSS unit providing a 24-hour air supply, a built-in magnetic grapple, and magnetic boots.
Scout Armour Scout armour is a lighter form of orbital insertion armour. This armour provides less protection, but has much bigger batteries for the retro-thrusters, allowing flight speed of 60 feet per round for up to two hours of sustained flight time. Scout armour has built-in magnetic grapple, boots and ALSS just as orbital insertion armour does.
Vac Assault Vac Assault is the predecessor to Boarding Armour. A vac suit does not provide as much protection to the wearer, and it's ALSS unit will only allow the user to survive in vacuum for one hour. This armour comes with magnetic boots, but a separate magnetic grapple must be used.
Vac Infantry This is the earliest attempt at armour designed for boarding actions in space combat. It is very light, and only allows for 30 minutes survival in vacuum. This armour comes with magnetic boots, but a separate magnetic grapple must be used.
Orbital Insertion Armour
Ablative Heat Shield
Magnetic Boots Magnetic boots are armoured boots that can be magnetized so that the wearer can remain on the floor of ships in the event of artificial gravity, or allow the user to walk on the outer hull of ships.
Magnetic Grapple Magnetic grapples are just like grappler tags, using only magnetic forces to attach to their target. Hand held units are rifle-like in design and usually have 150 feet of duracable.
ALSS The ALSS is the life support system for armours, usually containing enough air for 24 hours, with CO2 filtration and climate control to keep the user comfortable while inside their armour.
Some Mutation/Biotech Modifications for those looking for a little flexibility with their mutations or biotech.
Climbing Claws Your claws are not only made for combat, but also aid in climbing. Prerequisite: Claws MP Cost: +1 Benefit: Your claws grant you a +2 bonus to Climb checks.
Rending Claws These claws are modified version of claws, designed for shredding flesh. Prerequisite: Claws MP Cost: +2 Benefit: Claws deal an extra +1 damage per size category (medium +1, large +2, etc.), and also cause horrible bleeding wounds. Each attack that deals damage causes 1 point of bleeding damage each round, until treated. This damage is cumulative, thus 2 attacks causes 2 points of damage each round.
Human Metal Detector You can alter the magnetic fields you use to create a protective barrier, to detect metallic objects near you that others would miss. Prerequisite: Force Barrier, Wis 13 MP Cost: +1 Benefit: You gain an automatic Spot check with a +1 bonus anytime a metallic object is within 60 feet of you. You may detect objects that are hidden or implanted in the body of another, even those you can not normally see.
Force Attack Instead of projecting an energy field for protection, you can instead firing small energy projectiles. Prerequisite: Force Barrier MP Cost: +2 Benefit: Instead of using the force barrier, you can fire energy projectiles. Each use per day of the force barrier provides 3 uses for attack, each dealing 2d4 points of force damage, with a range increment of 30 feet.
Cloak Field You can alter your force barrier to bend various forms of electomagnetic energy, and even light, around you to make you difficult to detect. Prerequisite: Force Barrier MP Cost +3 Benefit: Your force barrier can provide a +4 bonus to Hide as it bends light around you, making you appear more transparent or even invisible in low light conditions. It also diffuses your thermal signature to thermal imaging sensors. Other sensors also have difficulty detecting you. Each use uses one of your uses per day and lasts for 1 minute per point of Con modifier, and the force barrier does not provide any protective benefits while used in this manner.
Shattering Voice Your sonic attacks are set in frequencies which can damage objects. Prerequisite: Sonic attack MP Cost: +2 Benefit: Your sonic attacks ignore 3 points of hardness and can damage inanimate objects as the sonic waves are in frequencies that are harmonic with various materials, literally shaking them apart.
Ablative Armour (Flaw) Your exoskeleton or scaly armour breaks down after suffering major damage, although it does heal over time. Prerequisite: Exoskeleton, scaly armour or any other mutation that grants a Natural armour bonus. MP Cost: -2 Benefit: For every 20 points of damage you suffer, your Natural armour bonus provided by your mutation is reduced by 1. The armour bonus is healed at a rate of 1 for every 4 hours of rest or non-strenuous activity.
A new take on armour. A way to create powered gauntlets, boots or pieces of armour that can be used on their own, or combined for better armour.
Combat Frames Combat frames are exoskeleton pieces of armour, or full suits of armour that enhances the user and provides protection. Combat frames can be used on individual arms, paired legs or the torso, or used in combinations.
Body Part Frames Each body part frame encloses one limb or torso in an armoured sleeve filled with sensors and force feedback devices. In addition to enhancing the wearer's strength (and nullifying its weight), a frame's casing provides some armour. Combat frames can deflect blows and shots, but intentional strikes to their joints or exposed elements allow them to be damaged. Therefore, while shots that are deflected due to its armour cause no damage, each frame can be attacked using the normal rules for attacking an object. When a combat frame is destroyed, it is no longer considered weightless for encumbrance purposes. Frames are purchased in standard sizes. They can not be transferred to another wearer with more than a 3" height difference or 20 lb. weight difference from the original user. After 8 hours of continuous use, any combat frame requires an hour to recharge.
Arm An arm frame includes the sleeve itself along with straps to brace any load across both shoulders. Benefit: The arm frame adds a +2 equipment bonus to Strength with using that arm, except when it comes to lifting and carrying loads. If the wearer also has a torso frame, the Strength bonus does apply to lifting and carrying loads. The user now has enough of a supporting exoskeleton to allow it. Two arm frames do not double the wearer's Strength bonus. The traits below apply to a single arm frame. Defense Bonus: +1 Armour Check: 0 Hardness/Hit Points: 5/10 Weight: 10 lbs Purchase DC: 20
Leg Leg frames are normally purchased in pairs. They include a supporting harness for the wearer's hips. Benefit: A pair of leg frames adds a +2 equipment bonus to Strength and 10 feet to his or her base movement. Single legs provide no advantage. Defense Bonus: +1; +2 for a pair. Armour Check Penalty: -2 for one or both legs. Hardness/Hit Points: 5/10 Weight: 15 lbs for each leg. Purchase DC: 22 each; 26 per pair.
Torso A torso frame includes a harness and servomotors that redistribute weight to the wearer's upper arms and upper legs. These bracing points connect the torso frame to the user's arms and leg frames. Benefit: A torso frame allows the wearer to bear loads as if he or she is one size category larger. In addition, if the wearer also wears arm and/or leg frames, he or she may add an additional +2 to Strength bonus provided by other frames. Defense Bonus: +3 Armour Check Penalty: -2 Hardness/Hit Points: 5/10 Weight: 20 lbs Purchase DC: 22
Combined Frames When worn together, combat frames combine their bonuses to Defense and Strength. They also combine armour check penalties. The following chart summarizes the combinations and bonuses.
Armour Check Penalty
One Arm and Torso*
One Arm and Both Legs*
Both Arms and Torso
Both Arms and Both Legs
One Arm, Both Legs and Torso*
Both Arms, Both Legs and Torso
*Reduce the Strength by 2 when using the arm that isn't covered by a combat frame.
Integrated Combat Frames Characters may purchase integrated frames that includes both arms, both legs and the torso. The parts of an integrated frame are designed to work together. This adds an additional +2 bonus to the wearer's Defense compared to frames that are combined piecemeal. The frame can still be broken down into its component pieces.
Benefit: The wearer can carry loads as if he or she is one size category larger. His or her base movement increased by 10 feet. Defense Bonus: +8 Armour Check Penalty -4 Hardness/Hit Points: As per components Weight: 70 lbs Purchase DC: 32
Combat Frames can make use of many armour and some modified cybernetic gadgets.
Extra Armour This gadget adds an extra layer of armour to a combat frame. Add 1 point to the armour bonus of one body part frame. You may add no more than an additional +1 to an arm or leg frame or +2 to a torso frame. PDC Modifier: +2 per +1 armour bonus. Restriction: Combat frames only.
Speed: Added to two leg frames, this gadget increases the wearer's base speed by an additional 10 feet, for a total bonus of 20 feet to the user's movement. PDC Modifier: +4 Restriction: Must be bought once for each leg frame (the bonus speed does not increase any more than an additional 10 feet) or once for an integrated combat frame only.
Gauntlet (Arm Frame) The Gauntlet is an oversized arm frame, granting enhanced melee capabilities, enhanced strength for the arm it is on, and has limited ranged capabilities. Benefit: +4 Strength to arm worn on, usually right arm, Deflection Field, Energy Bolts, Ranged Fist, Slam, Charged Slam. Defense Bonus: +1 arm, +2 Deflection from Deflection Field Armour Check Penalty: -1 Hardness/Hit Points: 5/11 Weight: 12 lbs Purchase DC: 26 Deflection Field: When activated, the Gauntlet produces an invisible field that surrounds the wearer to deflect projectiles and energy blasts, only effective against range attacks. When it deflects an attack, the field flashes green at the point of impact. The field is not available when using the energy bolts, ranged fist or charged slam. Energy Bolts: From a recessed port on the back of the hand, the Gauntlet can fire bolts of energy that deal 3d4 points of unspecific energy damage, 30 feet range increment, with a 60 shot capacity. The energy can recharge slowly, 1 shot every 5 minutes, or a power pack can be fitted into a slot on the underside of the forearm for 50 shots. Ranged Fist: Using a type of force field and tractor beam type technology, a green fist like field can extend from the Gauntlet, acting just like an oversized fist. This allows the user to manipulate things up to 50 feet away, however it lacks a lot of sensitivity, with a -5 penalty to all Dexterity checks. The fist has an effective Strength of 16, and can strike a target for 2d4 points of force damage. Slam: With the Gauntlet equipped arm, the user can make a slam attack dealing 1d8 points of damage plus Strength modifier. Charged Slam: The user can energize the surface of the Gauntlet for greater damage. Using one charge for the energy bolt, the user can deal an extra 3d4 points of energy damage.
Flame Foot (Paired Leg Frames) This pair of leg frames are tinted red, use more heat resistant ceramics in their construction. The Flame Foot grants the user resistance to fire, limited flight capability with the use of miniature plasma jets built into the legs, and can leave a trail of flames around the user that makes approaching him or her hazardous to all foes. Benefit: +2 equipment bonus to Strength and 10 feet to his or her base movement with both legs functioning, 60 ft flight, Fire resistance 5, Burn Defense Bonus: +1; +2 for a pair. Armour Check Penalty: -2 for one or both legs. Hardness/Hit Points: 5/12 Weight: 17 lbs for each leg. Purchase DC: 28 per pair. Flight: The plasma jets built into the bottom of the feet and legs allows the user to fly at a speed of 60 feet with poor maneuverability. There is enough power to provide up to 2 hours of flight time without shortening the standard 8 hour operation time of the leg frames. However, flight time can be extended by 10 minutes for every 30 minutes of operation time transferred to the plasma jets. Fire Resistance: The material of the leg frames protect them from the plasma jets, but the frame also projects a containment field around the user to help aid against fire attacks. This functions as long as the frame has power. Burn: As a special attack, the user can use the plasma jets to release a powerful burst of plasma that sets the surrounding ground, in a 10 foot radius centered on the user, on fire that burns for 1d4+1 rounds. Anyone other than the user of the Flame Foot, that steps within this burning area suffers 1d8+2 points of fire damage
The Amplifier Helm is a lightly armoured helm, modeled after ancient Roman helms, with crystalline visor. It is a boon to any psionic person, enhancing the powers. This helmet is made from special and rare metals and crystals which resonate and amplify the parameters of the psionic powers a psionic manifests. The manifester charges the amplifier helm by storing five power points in it, which are consumed on a daily basis. As long as it is charged, the helm adds 2 to his manifester level for the purpose of calculating range, duration, damage and any other variables that are depended on manifester level. Weight: 1 lb PDC: 27 Restriction: Mil +2
Shark Fin Turbine (PL5-6) A water jet that straps to the back, like a jet pack. A large fin sticks out the top, like a dorsal fin when in a prone position allows for greater maneuverability with it's large control surface. Several small maneuver thrusters are positioned along the fin and the pack itself aid for even more maneuverability. Built into the fin is a mini sonar and an electromagnetic detector. The sensors and system diagnostic is accessed through a connection to a helmet's HUD. Speed, control surfaces and thrusters are controlled through a pair of hand controls, where the user uses a series of buttons and hand motions. The sonar gives the user the ability to detect ships and other objects and creatures within a 5 mile area, while the electromagnetic detector will determine the composition of the target once within 300 feet. The shark fin turbine has a stealth mode, reducing it's noise greatly such that it's as quiet as a shark slicing through the waters. But while in stealth mode, the sonar is in passive mode and only detects other objects out to 2 miles. Benefits: Grants swim speed at 100 ft, a +5 bonus to swim checks. Can detect objects in the water out to 5 miles, +2 to checks to determine composition of object once within 300 feet. The electromagnetic sensors will automatically determine if it's metallic or not. Requires armour or other equipment to allow the user to survive underwater. Weight: 20 lb. PDC: 23 Res: Res (+2)
The Bull is Iron Core's base model vehicle. The block body with slopped front, tread vehicle is simple troop transport. There are three access ports for troops to egress/digress, with a ramp in the back and a door on each side. The roof can open to allow two troops to fire out of. There are hatches over the driver and what would be the commander's positions, each with a pintle mounted weapon which can be controlled from inside or manually. The Bull uses an advanced flex-fuel power system that lets it use virtually any flammable liquid or gel, and with its highly efficient engine, it can go for quite a distance before requiring refueling, giving it a range of between 500 miles (for low grade alcohol) and 1200 miles (high grade gasoline or diesel type fuels). The it's also fully environmentally sealed, allowing it to function in any atmosphere or lack of one. The crew compartment can be sealed from the troop section. A fully amphibious design allows it to sail across rivers and lakes, although somewhat slowly, and can survive depths of up to 250 feet. The Bull isn't particularly fast, but it will survive long enough to get its troops to where they need to go. Another advantage of the Bull is it's the basis for several of Iron Core's line of vehicles, making logistics much easier and many parts can be easily swapped between models. The basic Bull can be retrofitted into one of the other models with available parts and time, but may not always be quite as good as the dedicated model. The Bull is four squares long, 3 squares wide, weighing 30 tons empty.
Bull (PL6) Crew: 1 or 2 Passengers: 10 Cargo: 250 lb tow 10 tons Init: -2 Maneuver: -2 Top Speed: 65 (6) / 30 (3) on water Defense: 8 Hardness: 20 Hit Points: 52 Size: Huge (-2 size) Purchase DC: 43 Restriction: Res (+2) Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 10 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs.
Notes: The Repair checks to fix or modify a Bull are reduced by 5, and PDC for replacement parts are reduced by 1 Robust Design: The Bull has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank. Multi-Environmental: The Bull is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere. Weapons: Two weapons of any kind can be mounted on the pintles above the driver and commander hatches, usually laser rifles or ballistic rifles.
Quillback The Quillback is the first variant model based of the Bull frame. It sacrifices troop capacity, from 10 to 6, for a weapons turret which mounts rapid-fire weapons. The Quillback retains the rear and side access points, the pintle mounted weapons, but loses the roof hatch over the troop compartment as it is taken up by the turret. The Quillback is a compromise of a troop transport with heavier fire support, depending on the weapon load in the turret. The turret is modular allowing for different weapons from laser cannons, light plasma cannons, multiple light caliber rapid-fire weapons, or one or two rapid-fire heavier ballistic weapons. In all other aspects, the Quillback is identical to the Bull, but weighs 31.5 tons from the added weight of the turret and a little extra armour.
Quillback (PL6) Crew: 2 or 3 (driver, gunner and commander) Passengers: 6 Cargo: 250 lb tow 6 tons Init: -2 Maneuver: -2 Top Speed: 60 (6) / 30 (3) on water Defense: 8 Hardness: 20 Hit Points: 54 Size: Huge (-2 size) Purchase DC: 45 Restriction: Res (+2) Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 6 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs.
Notes: The Repair checks to fix or modify a Quillback are reduced by 5, and PDC for replacement parts are reduced by 1 Robust Design: The Quillback has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank. Multi-Environmental: The Quillback is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.
Weapons: If armed with an energy weapon, it is powered by a dedicated battery that can be charged from the main engine over time. The battery recharges at a rate of 1 shot every minute of light driving (under 30 mph, or sitting and idling). Has a 50 round battery. Same pintle weapon options as the Bull.
Rate of Fire
Laser Cannon (Option 1)
Light Plasma (Option 2)
Twin 30mm Cannons (Option 3)
Linked (500 rds ea)
Quad Twin Thunder (Option 4)
Linked (1500 rds ea)
Quad Twin Thunder: The set up of the quad twin thunder allows for greater coverage for autofire attacks, making it an excellent option for anti-infantry purposes. Reflex save 17 instead of normal 15 for autofire, and covers a 20 ft by 20 ft area instead of the normal 10 ft by 10 ft area.
P.O.P. (Personally Optimized Provisions) Late PL5/Early PL6 P.O.P.s are the next step in ERM (Emergency Ration Meal) or other prepackaged meals for long term storage. P.O.P.s are a step up from trail rations, but below the smaller pill form violet rations, also a bit cheaper. Using a variety of foods and chemicals, these meals-in-a-bag come in a hundred different feats to offer solders or those who don't have the comfort of a fully stocked kitchen on the go. Though the pre-packaged meals look like horrible mush, their flavour and texture are next to gourmet in quality. Prior to eating, all a person needs to do is follow three steps. Step 1) Pull off the activation/safety strip that exposes the cheap, paper-thin IR power strip (similar to solar power strips on calculators, except it uses IR light from either the sun or that which most planets naturally emits to generate just enough electrical power for the bag's simplified computer, day or night). Step 2) Pass their ID cards (or equivalent form of electronic ID that includes medical records, such as Shepard chips, or 'dog tags' for those in the military) over a simple sensor and a disposable computer reads all the pertinent information it needs through a short-ranged wireless radio connection. Specifically it gathers the dietary nutritional recommendations the person's doctor made upon their last checkup. At that point, various quantities of prescribed vitamins & supplements are automatically added to the contents of the bag and the male is "personally optimized" for the hungry person. Step 3) Open bag and eat. With the addition of just an ounce of water, most of these can even self-heat to 100 degrees Fahrenheit (38 Celsius) via a thermal-chemical reaction in just a minute. However, the meals are perfectly edible cold if conditions demand the person to forego the optional fourth step of adding water. For convenience, each packet has a separate pouch that contains a wet-nap, salt, pepper. Each P.O.P. packs in 1,200 calories of yummy goodness and has a shelf life of 100 years. Size: Tiny Weight: 1 lb PDC: 4 for box of 15.