====== The Lair ====== The Lair is a large underground compound that is considered an Agency asset that the party are free to develop and use. The following is a list of rooms and supplies. ===== Armory ===== The Armory has adjustable weapon racks, storage bins, and other weaponry and armor not currently carried by a PC. The racks contain: ^ Weapon ^ Quantity ^ Caliber ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ LC ^ Extras ^ | | Jackal Auto Pistol | 1 | .50AE | 4d pi+ | 2 | 220/2500 | 4.6/0.6 | 3 | 7+1(3) | 12 | -4 | 4 | 4 | Generic TL10 version of TL8 IMI Desert Eagle .50AE. Commonly known as a Harry. | | Jackal Assault Rifle | 4 | 5.56mm x 45mm | 5d pi | 5 | 800/3500 | 8.9/1 | 13 | 30+1(3) | 8 | -5 | 2 | 3 | TL10 copy of the Enfield L85A1 with fewer malfunctions. | | Jackal Snub Revolver | 1 | .38 Special | 2d-1 pi | 1 | 90/1000 | 1.2/0.17 | 3 | 5(3i) | 9 | -1 | Rcl 2 | 4 | TL10 replica of the S&W Model 36 Chief's Special. A common concealed weapon. | | Lancaster Tangler | 3 | 25mmCL | 1d pi++ | 0 | 30/190 | 5/1 | 3 | 8+1(3i) | 7 | -4 | 2 | 4 | | Machine Pistol | 4 | 10mmCLP | 3d pi+ | 2 | 180/2000 | 3/1 | 3 | 30+1(3) | 10 | -2 | 3 | 2 | | Holdout Pistol| 3 | 7.5mmCLP | 2d pi | 1 | 100/1200 | 1/0.2 | 3 | 18+1(3) | 6 | -1 | 2 | 3 | | Shotgun Pistol | 1 | 18.5mmPC | 4d++ | 1 | 100/500 | 4/0.7 | 3 | 5+1(3i) | 10 | -3 | 5 | 3 | | Urban Assault Weapons (SMG Barrel) | 2 | 10mm CLP | 3d pi+ | 4 | 200/2100 | 8/1 | 10 | 100+1(3) | 9+ | -3 | 3 | 2 | | (Shotgun Barrel) | - | 18.5mmPC | 1d+1 pi | 2 | 100/500 | -/0.75 | 2 | 5+1(3i) | 10+ | - | 1 | - | | Payload Rifle | 1 | 10mmCL-ETC | 15d pi++ | 4 | 1050/12750 | 38/10 | 3 | 8+1(3) | 12B+ | -6 | 4 | 2 | | Antimaterial Rifle (Normal) | 1 | 15mmCL-LP | 15d pi++ | 4 | 2000/9000 | 30/2+2 | 3 | 15(3) (LP: 45(5)) | 12B+ | -6 | 4 | 2 | | Antimaterial Rifle (Boosted) | - | 15mmCL-LP | 15d pi++ | 4 | 2600/10800 | 30/2+2 | 3 | 15(3) (shots use 1.5x LP) | 12B+ | -6 | 4 | 2 | | Antimaterial Rifle (Subsonic) | - | 15mmCL-LP | 7d+3 pi++ | 4 | 1000/12750 | 30/2+2 | 3 | 15(3) (shots use 0.25 LP | 12B+ | -6 | 4 | 2 | Hearing at -2 to detect | * Granth Survival Laser: 4d (2) burn, Acc 12, Range 300/900, Wt 3.3/2C, RoF 6, Bulk -3, Rcl 1 * Underbarrel Electrolasers, 4: HT-3(2) aff + 1d-3 burn, Acc 4, Range 90/270, Wt 1.8/C RoF 3. Shots 66(3), ST 4, Bulk -, Rcl 1 * Force Rifle: 8d cr dkb, Acc 12, Range 700/2100, Wt 8/Dp, RoF 1, Shots 83(5), ST 7, Bulk -4, Rcl 1 * Two assault flamers (5d burning jet, 28 shots per C cell) Acc+3 due to HUD Link, Multispectral Laser Sight, Compact Targeting Scope. The ammunition racks hold: * 16 C batteries * 120 15mm bullets * 120 10mm bullets * 120 7.5mmCLP bullets * 50 WP 15mm bullets * 30 WP 10mm bullets * 5 propellant bottles (Antimaterial Rifle) * 120 25mmCL Tangler rounds * 60 18.5mmPC shotgun shells * 20 10mmCLP-ETC APHC bullets (add (2) armor divisor, reduce pi by one level to min of pi-) * 16 cheap wooden stakes (thr-1 pi-) Also in the room are: * Metallic Hydrogen Explosive, 12 lb (REF 6; 1/4 lb inflicts 6d * 2.5 damage; 12 lb inflicts 6d * 16 if set off all at once) * Six full body suits of stealth armor (light (DR 12 vs piercing and cutting/4 vs all other damage all over), visor DR 15 with HUD, invisibicham layer (+9 to Stealth), gecko pads (can automatically crawl up walls (each pad holds 50 lb, number of limbs required determines usefulness) or add +4 to Climbing checks, provisions dispenser * Meal Packs, 45 (1 lb per meal) * Medium Radio Communicator (200 mile range, 5 lb, 2C/10 hr, transmits 0.1 GB/minute) w/secure encryption chip * Medium Laser Communicator (1000 mile range, 5 lb, 2C/10 hr, transmits 1 TB/minute) w/secure encryption chip * Electro-Optical Surveillance Camera (Night Vision 9 and 8x magnification, 0.6 lb, 2B/100 hr, often uses external power) * PESA Binoculars (16x magnification, 3 lb, C/10 hr) * Dedicated Chemsniffer (explosives) (0.2 lb, A/1 wk) * Tactical Sound Detector (64x magnification, hooked to personal computer, 30 lb, B/1 wk) * Heavy Flashlight (1 lb, 50 yd beam, can be used as baton, 2B/24) * Mini Flashlights, 2 (0.25 lb each, B/24 hr, 15 yd beam, can attach to helmet or accessory rail) * Inertial Compass (+3 bonus to navigation, 0.1 lb, A/200 hr) * Filtration Canteens, 5 (1 lb empty, 3 lb and 1 qt full, takes 10 minutes to purify, +1 to Survival skill, purifies 1000 qts) ===== Medbay ===== Crash Kit (TL9): Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill. $200, 10 lbs. Medical Supplies (TL9): Drugs and other disposable supplies sufficient for 50 patient-days of Physician treatment. Gives a +1 (quality) bonus. Without this gear, the doctor operates as if at the TL6 level. 5 lbs. LC4 Surgical Instruments (TL9): A complete set of surgical tools, including laser scalpels, forceps, bio-glue, sonic probe, and sutures. It is basic equipment for the Surgery skill. $300, 15 lbs., 5B/20 hr. LC4. Fire Extinguisher Tube (4 second discharge, 2 yard range, 1 lb) ===== Workroom ===== Roughly $1,000 in electrical and mechanical parts for Ellie's gadgeteering Small Fire Extinguisher (10 second discharge, 3 yard range, 3 lb) 100 yards of optical cable (1 lb) 20 cable jacks for customizing machines (neg weight) Tiny (wristmounted) radio communicators (1 mile range), set of 8 with basic encryption Neural Interface Helmet (TL10): This “crown of thorns” helmet invades the skull with tiny nanowires. They inflict no damage, but users may find the idea disturbing! The helmet takes four seconds to don or remove; yanking it off before disconnecting causes 1d injury. It includes a cable jack (p. 42) and radio micro communicator (p. 44). 2 lbs., C/100 hr. LC3. Plasma Torches, 5 (2d(5) burn, Reach C,1, Wt 5/C, lasts 15 min) 60 yards 3/8" rope (holds 8,000 lb) 40 yards 3/16" rope (holds 2,000 lb) Portable Tool Kit (Mechanic/Automotive) (20 lb, 10B/10 hr) Portable Tool Kit (Mechanic/Hybrid H2 Power Plant) (20 lb, 10B/10 hr) Portacam (TL9): A professional-quality movie camera for news gathering, intelligence work, or video production. It provides 16¥ parabolic audio magnification, 64x optical magnification, and Night Vision 9. It gives a +2 (quality) bonus to Photography skill, and can be mounted on a tripod (p. 151) for extra stabilization. $2,000, 4 lbs., C/40 hr. LC4. Glow Sticks (TL9): These chemical lights glow when snapped and shaken; they don’t require power cells. Each provides 2 days of light illuminating a two-yard radius. They’re available in different colors, white light, and infrared light. 0.1 lb. each. Box of 10. Mini Flashlight (TL9): This projects a 15-yard beam. May be helmet-mounted or attached to a firearm accessory rail. 0.25 lbs., B/24 hr. One per team member. Laser Torch 2d(2) burn, Reach C,1 parry No, Weight 3 lbs/C, ST 5, lasts 15 min Industrial Water Knife 4d(2) cut Reach C Weight 4 lbs, ST 10, uses a backpack that weighs 26 lbs for self-sterilizing Electronic Lockpick +3 to Lockpicking and Elec Op (Security) $1500 Portable Terminals, 4, 0.5 lb, 2B/20 hr, used with other Personal Computer (Hardened, High Capacity, Complexity 7, 100 PB storage, quantum (+5 to Complexity for decryption and certain other tasks), 2C/20 or external power w/secure encryption chip Suitcase Lab (Forensics), 10 lb, 4C/10 hr Variable Lockpick (+4 to pick mechanical locks) Industrial Nanocleanser, 10 applications ===== Kitchen ===== A kitchen for Tony to cook in. * Good-level kitchen supplies (+1 to Cooking to make good food) * Fire Extinguisher Tube (4 second discharge, 2 yard range, 1 lb) ===== Dojo ===== A training room for people to practice martial arts in. * Good-level martial arts supplies (+1 to practice Judo, no bonus but no penalty to practice Wrestling or Karate) including plenty of extra makiwara for Chelsea to scratch. ===== Firing Range ===== A basic firing range for practicing with firearms and beam weapons without going outside. * Good-level range supplies (+1 to practice Gun!, no bonus to practice Beam!) ===== Garage ===== Mercedes 55 Skylark (Dynamic Car (ST/HP 40, +2 Handling, SR 5, HT 12, Move 6/75*, LWt 1.1, Load 0.6, SM+3, Occ 1+4, DR 10, Loc G4W). Car includes special features - gas dispenser triggered by unauthorized entry, currently disabled; electronic locks; gas canister that stores three shots (thirty doses) of a poison or drug of choice.) Van (ST/HP 68, Handling -1, SR 4, HT 11f, Move 2/45*, LWt 3.5, Load 1, SM+4, Occ 1+7, DR 4, Range 650, Loc g4W) Fire Extinguisher Tube (4 second discharge, 2 yard range, 1 lb) ===== Vault ===== $179,400 in profits $2000 in Ambrex script (worth < $200) The Rapture Project files Medusa Reflected newsvid Stealth Cargo travel bags, 5, holds 100 lbs, +2 to smuggling, liner compartment holds ten pounds, biometric lock provides security, weight 10 lb Stealth Cargo Trunk, holds 400 lbs, 40 lb liner compartment, biometric lock, weight 40 lb, +2 to Smuggling Sonic Screen (-10 to detect any noises from within the field while outside it, and vice versa, field is 3 yd diameter), also provides DR 10 vs sonic attack, 2.5 lbs, C/1 hr Suitcase Doc-Fab (+1 to Forgery/Counterfeiting at TL10, up to +5 when counterfeiting TL9 methods) (2 hours to scan, five minutes to print) Voice Mask (0.1 lb, B/20 hr, lets you wear a mike that obscures your voice and changes it) Bug Stomper (0.25 lb, B/24 hr, prevents audio surveillance from detecting anything but static within 3 yards) Razortape (100 foot spool, 0.5 lb, 2 feet binds with ST 20, failure does one point of damage, success to break free with brute force inflicts thr cut damage based on escapee's ST)