Table of Contents

Unsorted Equipment

MISCELLANEOUS EQUIPMENT

The following equipment list should suffice to outfit most adventurers. The GM is free to add items!

Communications and Information Gear

Batteries (TL6). $1, neg.

Cell Phone (TL8). Only works in some areas; $20/month fee. $250, 0.25 lb., 10 hrs.

Computer, Laptop (TL8). Modem plugs into phone. $1,500, 3 lbs., 2 hrs.

Computer, Wearable (TL8). Display glasses and wireless modem. $1,000, 2 lbs., 8 hrs.

Drum (TL0). Audible for several miles. $40, 2 lbs.

Mini-Recorder (TL7). Palm-sized, with 3-hour tape (extra tapes are $5). $200, 0.5 lb.

Mini-Recorder, Digital (TL8). As above, but without the tape! $30, 0.5 lb.

Radio, Backpack (TL7). VHF radio. 20-mile range. $6,000, 15 lbs., 12 hrs.

Radio, Hand (TL7). Classic “walkietalkie.” 2-mile range. $100, 1 lb., 12 hrs.

Radio, Headset (TL8). With throat mike. 1-mile range. Multiply cost by 10 for secure, encrypted version. $500, 0.5 lb., 12 hrs.

Satellite Phone (TL8). Global range, satellite relay. $3,000, 3 lbs., 1 hr.

Scribe’s Kit (TL3). Quills, inkbottles, penknife, paper. $50, 2 lbs.

Transistor Radio (TL7). Receive only; picks up radio stations. $15, 0.5 lb., 8 hrs.

TV Set, Mini (TL7). 5” ¥ 5” flatscreen. $150, 3 lbs., 4 hrs.

Typewriter, Manual (TL6). $200, 10 lbs.

Wax Tablet (TL1). For writing; erasable. $10, 2 lbs.

Equestrian Gear

Bonuses to control a mount only offset penalties to Riding skill; they never give a net bonus.

Bit and Bridle (TL1). +2 to control horse, or +3 if using both hands. $35, 3 lbs.

Horseshoes (TL3). Shod horses get +2 HT on any rolls for stamina on long rides. Per set: $50, 4 lbs.

Saddle and Tack (TL2). Basic equipment for Riding skill. $150, 15 lbs.

Saddlebags (TL1). Hold 40 lbs. $100, 3 lbs.

Spurs (TL2). +1 to control a mount. $25.

Stirrups (TL3). Make it easy to mount a horse and give +1 to control mount. Required to use Lance skill. With ordinary saddle: $125, 20 lbs.

War Saddle (TL3). +1 to Riding skill to stay seated, 50% chance user will stay seated even if unconscious. With stirrups: $250, 35 lbs.

Law-Enforcement, Thief, and Spy Gear

Bug, Audio (TL7). -7 to spot, 1/4- mile range, transmits for 1 week. $200.

Bug Stomper (TL7). Jams bugs in a 10-yard radius. $1,200, 2 lbs., 8 hrs.

Disguise Kit (TL5). +1 to Disguise skill. $200, 10 lbs.

Electronic “Lockpicks” (TL7). +2 to pick electronic locks. $1,500, 3 lbs.

Handcuffs (TL5). Give -5 to Escape. $40, 0.5 lb.

Homing Beacon (TL7). Scanner tracks at 1-mile range. $40, 12 hrs.

Laser Microphone (TL8). Eavesdrop through glass. 300-yd. range. $500, 2 lbs.

Lockpicks (TL3). Basic equipment for Lockpicking skill. $50.

Nanobug (TL8). Pinhead-sized audio-visual bug (-10 to spot). $100.

Shotgun Mike (TL6). Gives (TL-5) levels of Parabolic Hearing. $250, 2 lbs.

Medical Gear

Antibiotic (TL6). Prevents or cures (in 1d days) infections. $20.

Antitoxin Kit (TL6). Antidote for specific poison. 10 uses. $25, 0.5 lb.

Bandages (var.). Bandages for a half-dozen wounds. Might be clean cloth, adhesive dressings, or spray-on “plastiskin,” depending on TL. Basic equipment for First Aid skill. $10, 2 lbs.

Crash Kit (var.). A complete kit for treating serious injuries. Includes sterile bandages, sutures, and drugs appropriate for the TL. At TL6+, includes IV drip, needle, and plasma. +2 to First Aid skill, and counts as improvised gear (-5) for Surgery. $200, 10 lbs.

First Aid Kit (var.). A complete kit for treating wounds, with bandages, ointments, etc. +1 to First Aid skill. $50, 2 lbs.

Surgical Instruments (var.). Includes scalpels, forceps, etc. Basic equipment for Surgery skill. $300, 15 lbs.

Optics and Sensors

Binoculars (TL6). Gives (TL - 4) levels of Telescopic Vision. $400, 2 lbs.

Camcorder (TL8). Has 10¥ zoom. Gives Night Vision 5. $1,000, 1 lb., 7 hrs.

Camera, 35mm (TL6). Basic equipment for Photography skill. Extra film is 32 shots ($10, neg.). Better cameras cost much more! $50, 3 lbs.

Metal Detector Wand (TL7). +3 to find metal items. $50, 1 lb., 8 hrs.

Mini-Camera, Digital (TL8). Stores pictures on optical disk. $500.

Night Vision Goggles (TL8). Give Night Vision 9. $600, 2 lbs., 8 hrs.

Spy Camera (TL6). Holds 36 exposures, uses microfilm. $500.

Telescope (TL4). Gives (TL-3) levels of Telescopic Vision. $500, 6 lbs.

Tools

Balance and Weights (TL1). For weighing goods. $35, 3 lbs.

Crowbar, 3’ (TL2). Treat as a small mace in combat, but at -1 to skill. $20, 3 lbs.

Cutting Torch (TL6). 1d+3(2) burn per second. Each gas bottle gives 30 seconds of cutting. $500, 30 lbs. Extra gas bottles are $50, 15 lbs. per bottle.

Knitting Needles (TL3). Per pair. $5.

Pickaxe (TL2). Improves digging speed. $15, 8 lbs.

Plow, Iron (TL2). Works rough soils. $220, 120 lbs.

Plow, Wooden (TL1). Pulled by oxen. $55, 60 lbs.

Portable Tool Kit (var.). Basic equipment for one of the following skills: Carpentry (TL1) is $300, 20 lbs.; Armoury (TL1), Explosives (TL5), Machinist (TL5), Mechanic (TL5), or Electrician (TL6) is $600, 20 lbs.; Electronics Repair (TL6) is $1,200, 10 lbs.

Saw (TL0). A lumberjack’s tool, not a carpentry saw. $150, 3 lbs.

Shovel (TL1). Speeds up digging. $12, 6 lbs.

Spinning Wheel (TL3). Produces yarn six times as fast. $100, 40 lbs.

Suitcase Lab (var.). Basic equipment for a specific scientific skill (e.g., Chemistry or Forensics). $3,000, 10 lbs.

Wheelbarrow (TL2). Holds 350 lbs. Divide effective weight of load by 5. $60, 18 lbs.

Whetstone (TL1). For sharpening tools and weapons. $5, 1 lb.

Transportation

See Riding and Draft Animals (p. 459) and Vehicles (p. 462).

Weapon and Combat Accessories

Ear Muffs (TL6). Block loud noises (e.g., gunshots). Give Protected Hearing. $200, 1 lb.

Hip Quiver (TL0). Holds 20 arrows or bolts. $15, 1 lb.

Holster, Belt (TL5). Fits most pistols. $25, 0.5 lb.

Holster, Shoulder (TL5). Allows use of Holdout, but gives -1 to Fast-Draw. $50, 1 lb.

Lanyard, Leather (TL0). Lets you retrieve a dropped weapon on a DX roll. Each attempt requires a Ready maneuver. Can be cut: -6 to hit, DR 2, HP 2. $1.

Lanyard, Woven Steel (TL6). As leather lanyard, but DR 6, HP 4. $15.

Laser Sight (TL8). +1 to skill; see Laser Sights (p. 412). $100, 6 hrs.

Scope, 4¥ (TL6). +2 to Acc for aimed shots only. $150, 1.5 lbs.

Scope, 4¥, Thermal Imaging (TL8). As above, plus gives the user Infravision. $8,000, 4 lbs., 2 hrs.

Shoulder Quiver (TL0). Holds 12 arrows or bolts. $10, 0.5 lb.

Silencer, Pistol or SMG (TL6). Reduces damage by -1 per die; see Silencers (p. 412). $400, 1 lb.

Web Gear (TL6): Belt and suspenders with pouches and rings for gear. $50, 2 lbs.

TOOLS AND GADGETS

Heroes can obtain most reusable equipment (not single-use items like explosives!) with several modifiers – all “stackable” except as noted, but not all available for every gadget. Each modifier notes a “cost factor” (CF). To find final cost, multiply list cost by (1 + total CF); e.g., a cutting-edge (+1 CF), rugged (+1 CF) camera is 1 + 1 + 1 = 3 times cost. Weight effects multiply together; e.g., that camera has 0.8 times weight.

Cutting-Edge: Made of the latest materials. Multiply weight by 2/3. Any item: +1 CF.

Disguised: The item resembles something else of similar shape; e.g., handcuffs that look like a chunky bracelet. Discovering the hidden function requires a Search roll. Any item: +4 CF.

Fine-Quality*: Gives +2 to operation skill, or adds +2 to existing modifier. If quality affects weight, x20 weight. Any item but labs or tool kits (their bonus depends on size): +19 CF.

Good-Quality*: Gives +1 to operation skill, or adds +1 to existing modifier. If quality affects weight, x5 weight. Any item but labs or tool kits: +4 CF.

Rugged: Shockproof and waterproof, giving +2 to rolls to avoid breakage, water damage, etc. Multiply weight by 1.2. Any item: +1 CF.

Styled: Hand-tooled, gold-plated, etc. Gives a reaction or Influence roll bonus if the item is the focus of the action. Any item: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.

* Good- and fine-quality are mutually exclusive.

Action heroes love their stuff.GURPS High-Tech is the catalog of modern-day kit (including lots of guns) – serious action fans will want that book. Below is a summary of key items useful to modern-era action heroes, as it pre-calculates, simplifies, and/or updates numerous stats used in Basic Set or High Tech. All gear is assumed to be TL8 in manufacture.

Batteries: Tracking detailed power usage isn’t much fun in an action game. Assume that the heroes start each excursion from HQ with fresh batteries – and that most noncombat gadgets have adapters for mains current. Battery failure is a common plot device, though, so durations appear for hardware that runs down batteries quickly. A team willing to buy and carry $3 and 1 lb. of spare cells per team member per day away from base can avoid this fate.

ARSON AND DEMOLITION

Explosives gear requires Explosives (Demolition). To multiply explosives damage by N, use (N x N) times as much; e.g., to quadruple the damage for dynamite, use 16 sticks.

Anybody can commit arson, but roll vs. Explosives to avoid unintended disasters.

Blasting Caps. Needed to trigger explosives! Choose fuse (requires fire) or electrical wire (requires exploder, remote, or timer). Each does 1d-2 cr ex by itself. Six: $10, 0.25 lb.

Cigarette Lighter. $10, neg.

Dynamite. 80% nitro. Does 9d+1 cr ex damage. Stick: $5, 0.5 lb.

Exploder. Can detonate up to 50 blasting caps wired to it. $50, 0.75 lb.

Extrudable Explosive. For squeezing into a door’s seams and locks. Detonation does 7d cr ex, and inflicts the maximum 42 points on the door! Tube: $10, 0.3 lb.

Gasoline. Gallon: $3, 6 lbs.

Plastique. Detected at -8 by dogs, chemical sensors, etc. Does 5dx3 cr ex damage. Self-adhesive block: $40, 1.25 lb.

Remote. Matched transmitter-receiver pair can detonate blasting cap at 5 miles. $50, 1 lb.

Thermite. Burns hot enough to cut steel. Does 3d burn/second to anything touching it, treating all DR as semi-ablative! Burns for 25 seconds. Application: $40, 1 lb.

Timer. Electronic clock can detonate blasting cap at specified time. $25, 0.5 lb.

BURGLAR’S TOOLS

Heroes use this gear for stealthy break-ins, although much of it also has legitimate applications. Less-stealthy operators should also see Tools.

Circle Cutter. Suction cup-mounted blade removes a perfect circle of glass (window, display case, etc.) on a Forced Entry-6 roll. Failure breaks glass noisily. $140, 1 lb.

Drill, Cordless. For drilling holes for endoscopes and pinhead mikes. Does 1d+2(2) pi++ per second (per 5 seconds if being stealthy). Runs for 30 minutes. $50, 2 lbs.

Files, Diamond. Carbide teeth can quietly cut a hasp, padlock, etc., in (DR + HP)/2 minutes. Set: $35, 1 lb.

Hydraulic Door Opener. Hand-pumped jack silently forces doors. Each use (takes 3 seconds) inflicts 10d cr damage on the door. $1,500, 9 lbs.

Lockpicks. Basic equipment for Lockpicking. Quality affects weight. $50, 0.1 lb.

Lockpicks, Electronic. Basic equipment for Electronics Operation (Security) to defeat electronic locks and security systems. $1,500, 3 lbs.

Search Endoscope. Passed through a hole in a safe or a door, this lets the user view the lock mechanism: +2 to Lockpicking. $1,500, 2 lbs.

Stethoscope, Electronic. Basic equipment for Lockpicking when cracking safes. $300, 0.4 lb.

Wire Cutters. Do 2d(2) cut to cables, barbed wire, etc. $30, 2 lbs.

COMBAT ACCESSORIES

Sights and scopes cannot be made higher-quality to raise Acc or skill bonus. Holsters and slings are improvable; the bonus aids Fast-Draw or Holdout (never both).

Earmuffs. Give Protected Hearing. $100, 1 lb.

Gas Mask. Gives Filter Lungs, Immunity to Eye/Nose Irritants, and DR 2 on the eyes and face – but also No Sense of Smell/Taste and No Peripheral Vision. $250, 2 lbs.

Goggles, Tactical. Give Nictitating Membrane 5. $100, neg.

Holster, Belt. For pistols. $25, 0.5 lb.

Holster, Shoulder. For pistols. Enables Holdout, but gives -1 to Fast-Draw. $50, 1 lb.

Holster, Sleeve. Spring-loaded gizmo delivers a pistol of Bulk 0 or -1 on a Fast-Draw (Pistol) roll. Entire combo has only -2 to Holdout. $500, 0.5 lb.

Holster, Undercover. Conceals a pistol: +1 to Holdout, -1 to Fast-Draw. $125, 1 lb.

Load-Bearing Vest. Carries 20 lbs. of small articles. Readying an item takes a Ready maneuver – or is a free action with a suitable Fast-Draw roll. Quality bonuses affect DX and FastDraw rolls to reach items. $30, 2 lbs. (add $150, 3 lbs. for builtin flotation: +6 to Swimming rolls to avoid drowning).

Scope, Thermal Imaging. Gives +2 Acc and Infravision. Runs for 2 hours. $10,000, 1 lb.

Scopes. Give +1 to +5 Acc after aiming for seconds equal to bonus. Also gather light (remove -1 from darkness penalties) but interfere with quick shots (-1 to Bulk). $150 per +1 Acc (max. +5), 1 lb.

Sight, Night.Adds Night Vision 7 to the benefits of another scope or sight. $1,500, 1 lb.

Sight, Reflex. “Red dot” sight gives +1 to Guns out to 300 yards and negates up to -3 in darkness penalties. Not cumulative with targeting laser! $550, 0.25 lb.

Silencers. Give -1 to -4 to hear the gun fire, but also -1 to Bulk. $250 per -1 to Hearing (max. -4), 1 lb. (pistol or SMG) or 1.5 lbs. (most rifles); silencer for a .50 rifle gives -2 to Bulk and is $400 per -1, 5 lbs.

Tactical Lights. Small: Any gun; 25-yard beam for 2 hours. $100, 0.25 lb. Large: Any gun but pistol; 100-yard beam for 2 hours. $200, 0.5 lb.

Tactical Sling. Drop your shoulder arm without losing it! Retrieve it with a Ready maneuver or a Fast-Draw (Long Arm) roll at +1. Can also be used to brace during Aim, for the usual +1. $50, 2 lbs.

Targeting Lasers. Give +1 to Guns out to a certain range. Sidearm: 150 yards. $150, 0.25 lb. Long Arm: 750 yards. $750, 0.5 lb.

COMMUNICATORS

Make an Electronics Operation (Communications) roll if there’s reason to doubt that the signal will get through.

Laser Comm. Tight-beam infrared communicator can’t be intercepted by radio! 1-mile range. Runs for 4 hours. $1,000, 0.75 lb.

Phone, Cell. Higher-quality versions don’t improve skill but can have one built-in gadget (camera, GPS, PDA, etc.) per full $100 added value. Runs for 6 hours. $100, 0.5 lb.

Phone, Satellite. Global range. Runs for 4 hours. $1,000, 1 lb.

Radio, Backpack.35-mile range. Runs for 30 hours. $2,000, 8 lbs.

Radio, Compact. 2-mile range. Runs for 10 hours. $50, 0.25 lb.

Radio, Handset. 5-mile range. Runs for 10 hours. $250, 0.5 lb.

Communicator Options

One special modification is available for communicators:

Secure: The signal is encrypted for security. Any communicator: +1 CF.

As well, any communicator can have a hands-free headset:

Headset, Concealable. Wireless! $300, 0.5 lb.

Headset, Tactical. Voice-activated and gives Protected Hearing, but obvious. $200, 1 lb.

COMPUTERS

Desktop. With speakers, mike, webcam, modem, etc. Complexity 3. $1,500, 17 lbs.

Notebook. With wireless. -1 to skill for long tasks. Complexity 3. Runs for 5 hours. $2,100, 2.5 lbs.

PDA. -2 to skill for long tasks. Complexity 1. Runs for 5 hours. $100, 0.1 lb.

CRIMINALTRICKERY

Counterfeiting/Forgery Kit. Camera, embossers, high-resolution printer and scanner, plastic card printer, strip encoder, and a crate of stationery are basic equipment for either skill – and this doesn’t include the computer! $12,000, 100 lbs.

Disguise Kit. Basic equipment for Disguise. Quality affects weight. $200, 10 lbs.

Industrial Cleanser. Roll vs. Housekeeping to remove biological evidence. Enough to clean up behind one killing: $5, 1 lb.

Jammer. Neutralizes bugs, radio communicators, and remote detonators. To use these devices, anyone in range must win a Quick Contest of Electronics Operation – usually Communications – with the jammer’s operator. 2-mile range. $5,000, 25 lbs.

Voice Modulator. Alters user’s voice, making it sound like almost anything (but notanyone in particular). $350, 1 lb.

INSERTION/EXTRACTION AIDS

Climbing Kit. Harness, ascender, descender, fasteners, and 100 yards of 3/8” rope. Quality bonuses affect Climbing. $400, 26 lbs.

Grapnel. Non-sparking and padded for stealth! Throw to ST¥2 yards using Throwing. Supports 600 lbs. $40, 3 lbs.

Ladder, Portable. A 30’ ladder with hooks. No Climbing roll required, once attached. Fits in a pack. $100, 5 lbs.

Parachutes. Use Parachuting skill. Wearer descends at 5 yards/second.Mini: Opens after 40 yards; supports 150 lbs. $1,000, 8 lbs. Ram-Air: State-of-the-art military chute, capable of maneuvering. Opens after 80 yards; supports 400 lbs. $3,500, 25 lbs.

Rappelling Kit. For descents only! Harness, carabiner, descender, and 33 yards of 1/4” rope in a belt pouch. Quality bonuses affect Climbing. $150, 3 lbs.

Rope, 1/4”.Supports 500 lbs. Per 10 yards: $30, 0.6 lb.

Rope, 3/8”. Supports 650 lbs. Per 10 yards: $25, 1.6 lbs.

Scuba Gear.Basic equipment for Scuba: wetsuit (DR 1), mask, fins, belt, 90-minute tank, regulator, etc. $1,500, 45 lbs. (add $1,000, 1 lb. for ultrasonic communicator with 3,000-yard underwater range that runs for 4 hours).

Suction Cups. Let a climber who weighs up to 200 lbs. with gear use Climbing on a smooth, vertical surface (like a skyscraper) with no -3 to skill. Set: $240, 9 lbs.

Winch. Portable, one-man hoist reels rope in or out at 3 yards/second. Fuel cartridge ($100, 2 lbs.) powers an ascent of 200 yards. Capacity is 300 lbs. $8,000, 7 lbs.

LABS AND SCIENTIFIC GEAR

Geiger Counter.Useful for finding terrorist nukes! Runs for 10 hours. $400, 0.5 lb.

Lab, Field. Gives +1 to one skill: Chemistry, Forensics, etc. $15,000, 200 lbs.

Lab, Mobile. As field lab, but +2 to chosen skill. $75,000, 2,000 lbs.

Lab, Suitcase. Basic equipment for one skill: Chemistry, Forensics, etc. $3,000, 20 lbs.

LAW ENFORCEMENT AND SECURITY

All “detectors” require Electronics Operation (Security) to use.

Bug Detector. Detects the presence of transmitters and mikes, and can pinpoint them by winninga Quick Contest vs. the Electronics Operation (Surveillance) skill of the person who hid the bug. Quality affects weight. $500, 1 lb.

Chemical Detector, Portable. Can sense chemical weapons, drugs, or explosives at 1’. Runs for 12 hours. $60,000, 6 lbs.

Evidence Collection Kit. Basic equipment for collecting evidence (bullets, prints, etc.) at a crime scene. $150, 10 lbs.

Flex Cuffs. DR 1, HP 2. -1 to Escape. Bundle of 10: $5, 0.25 lb.

Handcuffs. DR 4, HP 6. -5 to Escape. $50, 0.5 lb.

Metal Detector Wand. Gives +1 to find metal items with Explosives (EOD), Search, and Traps – cumulative with other bonuses – and negates bonus of undercover clothing. Runs for 10 hours. $250, 1 lb.

Spike Strip. Single-use car barrier punctures the tires of a car driving over it, deflating them (-4 to Handling, halveTop Speed) in five seconds. Per yard: $100, 1 lb.

Truth Serum. Make a Physician roll to administer. After 30 seconds, the subject must make a HT-1 roll or have -2 to Will and self-control rolls for (20 - HT)/2 minutes. Dose: $10, neg.

LIGHT SOURCES

Flare, Hand.Illuminates 5-yard radius for 30 minutes. An excellent fire-starter! $5, 1 lb.

Flare, Signal. Disposable launcher shoots bright flare to 70 yards. Roll vs. Traps to rig it as a “trip flare.” $15, 0.1 lb.

Flashlights. Heavy: 10-yard beam for 50 hours. $20, 1 lb. Mini: 5-yard beam for 10 hours. $10, 0.25 lb.

Glow Stick. Chemical light illuminates 2-yard radius for 12 hours. $2, 0.1 lb.

Lantern, Electric. Illuminates 5-yard radius for 20 hours. $30, 3 lbs.

LUGGAGE

Attaché Case. Holds 20 lbs. of small and/or flat things. $20, 2 lbs.

Backpack, Small. Holds 50 lbs. of gear. Quality bonuses offset Stealth penalties for encumbrance. $120, 1.5 lbs.

Drag Bag. Protects one sniper rifle, accessories, and ammo while climbing, sneaking, etc. When opened, serves as a mat for sniping. Often given the camouflage modifiers available for clothing (p. 31). $250, 4 lbs.

MEDICAL EQUIPMENT

Antitoxin Kit. Gives +4 to HT rolls vs. a specific,common poison. Dose: $10, 0.5 lb.

Body Bag. $5, 2.5 lbs. One rated for safely removing a plague corpse (or a body you don’t want dogs to track) is $100, 5 lbs.

Crash Kit. Counts as basic equipment for Physician and improvised equipment (-5) for Surgery, and gives +2 to First Aid. $200, 10 lbs.

Defibrillator.Gives +3 to resuscitation rolls (p. B425); e.g., when stabilizing a mortal wound fails (p. B424). As an improvised weapon, treat as a stun gun that allows a HT-4 roll. Freshly charged, it has 20 “shots.” $10,000, 15 lbs.

First Aid Kit. Basic equipment for First Aid. Quality affects weight. $10, 1 lb.

Surgical Kit. Basic equipment for Surgery (gets +2 for TL; see p. B424). $300, 15 lbs.

OPTICS

This gear requires no special skill, but Observation yields more information. All of these items grant vision-related traits while used.

Binoculars. Civilian:Telescopic Vision 3. $150, 3 lbs.Military: Glint-free coating. Telescopic Vision 4. $800, 3.5 lbs. Night-Vision: Night Vision 9, Telescopic Vision 4, and Colorblindness. Run for 20 hours. $6,000, 3 lbs.Thermal-Imaging: Infravision, Telescopic Vision 3, and Colorblindness. Run for 4 hours. $7,000, 3 lbs.

Goggles, Night Vision. Hands-free. Give Night Vision 9 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 20 hours. $3,500, 1.5 lbs.

Goggles, Thermal-Imaging. Hands-free. Give Infravision and Telescopic Vision 2 – but also Colorblindness, No Depth Perception, and No Peripheral Vision. Run for 2 hours. $13,000, 1.5 lbs.

Spotting Scope. Glint-free coating. With small tripod. Gives Telescopic Vision 5. $300, 10 lbs.

PERSONAL ACCESSORIES

Business Cards. Per 100: $1, neg.

Compass. Gives +1 to Navigation. $25, neg.

GPS Receiver. Gives +3 to Navigation. $100, 0.25 lb.

Multi-Tool. “Leatherman” or similar belt tool counts as improvised gear (-5) for most repairs. $50, 0.5 lb.

Space Pen. Can write anywhere, even underwater. $25, neg.

Sunglasses. Look awesome, and give Protected Vision vs. bright ordinary light and DR 1 over the eyes. $10, neg. (ballistic ones with DR 4 are $35, neg.).

Whistle. For signaling. $5, neg.

Wristwatch. High-quality versions don’t improve skills but can have one built-in gadget (compass, camera, GPS, etc.) per full $100 added value. $25, neg.

SPY AND SURVEILLANCE GADGETS

Proper use of this gear to record useful intelligence – as opposed to record a TV show or whatever – requires Electronics Operation (Surveillance).

Audio Recorder, Digital. Holdout +1. Runs for 12 hours. $100, 0.25 lb.

Camcorders, Digital. These can recordindefinitely when linked to a computer with external power. Full-Sized: Gives Night Vision 3, Telescopic Vision 2. Runs for 1 hour. $500, 1 lb. Miniature: No vision advantages, but Holdout +2. Runs for 1 hour. $200, 0.25 lb.

Cameras, Digital. Full-Sized: Basic equipment for Photography. Runs for 10 hours. Quality affects weight, and fine camera is a digital SLR that can accept a telephoto lens (Telescopic Vision 5, $500, 8.5 lbs.). $75, 0.5 lb. Miniature:Can take highquality stills of documents. Holdout +1. $500, 0.1 lb.

Cellular Monitoring System.Monitors up to four cell phones at once, logging, jamming, and/or tracing their calls. In heavy case: $20,000, 7 lbs.

Computer Monitoring System. Reads video displays from radio emissions. In the city, effective range is 100 yards. Requires a Complexity 3 computer. $5,000, 6 lbs.

Mike, Laser. Eavesdrops through glass. 900-yard range. $5,000, 2 lbs.

Mike, Shotgun.With headphones. Gives Parabolic Hearing 3. Runs for 10 hours. $800, 3 lbs.

Scanner Pen. Resembles a pen. Scans a page in 4 seconds. Stores 100 pages in memory. $150, 0.1 lb.

Surveillance Endoscope. A yard-long fiber optic for stealthily peering under doors, around corners, etc. Spotting the protruding tube requires a Vision-5 roll. $4,500, 2 lbs.

Thru-Wall Radar. Can see through wood, brick, or gypsum 1’ thick and spot things 20 yards beyond. Range is less than 1’ through concrete. Runs for 3 hours. $30,000, 10 lbs.

TV Set, Mini. A 7” flat-panel, used as a spare monitor by hackers and wire rats. Runs for 4 hours. $100, 2 lbs.

Video Recorder, Digital.Good or fine model can be linked to a Complexity 3 computer for media manipulation with Electronics Operation (Media). $200, 10 lbs.

Wire Rat Kit. Heavy case has a 40-channel audiovisual transceiver (controls 40 bugs, trackers, etc., and can feed signals to computers and recorders) in one half and enough gear enough for a serious surveillance job packed in the other: 10 audio bugs (SM -13, 1/2-mile range, 1 month endurance), 10 contact mikes (SM -11, self-adhesive, 1 week endurance), 2 generic transmitters (makes any attached camera, mike, etc., a bug, 1/2-mile range, 4 hours endurance), 2 headphone sets, 10 keyboard bugs (transmit by phone or Internet), 2 microphones (full-sized), 10 phone taps, 10 pinhead mikes (SM -16, 8-yard cable manipulated with DX-based roll), 4 spike mikes (give Parabolic Hearing 4 into adjacentroom when driven into wall), 5 tracking beacons (25-mile range, 1 month endurance), and 10 video bugs (SM -9, 2-mile range, 1 week endurance). $10,000, 40 lbs.

TOOLS

These are heavier tools. Some are intended for repairs; others are used to attack doors, locks, etc., with Forced Entry. See Burglar’s Tools for stealthier break-in gear.

Bolt Cutters. For cutting padlocks and chains. Light: 8d(2) cut. $30, 15 lbs.Heavy: 12d(2) cut. $50, 30 lbs.

Chainsaw. Carbide teeth do swing+1d cut per second. $300, 13 lbs.

Crowbar, 3’. Treat as a small mace in combat, at -1 to skill. $20, 3 lbs.

Cutting Torches. Full-Sized:1d+3(2) burn per second, $75, 7 lbs. (gas bottle good for 30 seconds: $50, 5 lbs.). Pocket: 1d-2 burn per second, $25, neg. (gas bottle good for 20 minutes: $1, neg.).

Duct Tape. As a restraint: ST-3 or Escape roll to break free. 60-yard roll: $1, 2 lbs.

Fire Axe. Gives +1 to Forced Entry. Treat as a great axe in combat. $100, 8 lbs.

Go-Bar. Gives +1 to Forced Entry. Treat as a maul in combat, at -2 to skill. $175, 17 lbs. Hacksaw. Carbide blade does sw-2(2) cut per second to bars, chains, and cables. $10, 2 lbs.

Hand Ram.Miniature battering ram does sw+3d+1 cr every threeseconds. Not useful as a weapon. $150, 35 lbs.

Shovel, Folding.Treat as an axe in combat, at -2 to skill. Holdout -4. $10, 3 lbs.

Sledgehammer. Treat as a maul in combat, at -2 to skill. $10, 15 lbs.

Tool Kit, Mini. Belt-sized and simplistic: -2 to skill. For Armoury, Electrician, Explosives, Machinist, or Mechanic: $200, 4 lbs. For Electronics Repair: $400, 2 lbs.

Tool Kit, Portable. Basic equipment for oneof Armoury, Electrician, Explosives, Machinist, or Mechanic: $600, 20 lbs. For Electronics Repair: $1,200, 10 lbs.

Tool Kit, Shop. As portable kit, but +2 to skill. For Armoury, etc.: $15,000, 2,000 lbs. For Electronics Repair: $30,000, 500 lbs.

Armor and Clothing

Any TL0-8 armor might exist in an action campaign, but action heroes usually either go without armor or wear TL7-8 protection. The Armor Table below summarizes the most common garb, using the notation explained on p. B282.

Several modifiers exist for armor and clothing. These have “cost factors” (CF) that affect cost as explained for tools and gadgets.

Camouflage*: Helps the wearer hide inone specific setting (desert, urban night, etc.), giving a Camouflage bonus but also -1 to reactions in most non-military settings. Armor or clothing: +1 for +0 CF, +2 for +1 CF, +3 for +2 CF.

Disguised: Armor that wouldn’t normally resemble ordinary clothing can be tailored so that it does. Discovering the truth requires a Search roll. Armor: +4 CF.

Styled*: The most common clothing enhancement! Gives a reaction or Influence roll bonus whenever the GM feels that being well-dressed would count. Clothing: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.

Undercover: Helps the wearer conceal weapons, giving a Holdout bonus. Armor or clothing: +1 bonus for +4 CF, +2 for +19 CF.

* Camouflage and styled are mutually exclusive.

Clothing and Armor Table

Armor Location DR Cost Weight Notes

Boots, Reinforced feet 3/2 $75 3 [1, 2] Clothing, Formal all 0 $240 2 [1] Clothing, High-Fashion all 0 $3,000 1-4 [1] Clothing, Ordinary all 0 $120 2 [1] Coat, Long arms, legs, torso 0 $50 5 [1, 3] Coat, Long Leather arms, legs, torso 1* $250 10 [1, 3] Collar, Reinforced neck 2 $10 0.5 [1] Cup, Athletic groin 2/1F $20 neg. [1, 4] Gloves, Sap hands 2* $60 1 [1, 5] Gloves, Shooting hands 1* $50 0.5 [1] Hat, Leather skull 1* $60 0.5 [1] Helmet, Ballistic skull 12 $250 3 + Visor eyes, face 10 +$200 +1.4 [6] Helmet, Motorcycle head 6/3 $200 3 [1, 4] + Visor eyes, face 1 +$50 +0.5 [1] Jacket, Leather arms, torso 1* $50 4 [1] Leggings, Ballistic legs 12/5F* $400 8 [7] NBC Suit full suit 1* $150 3.5 [8] Pants, Leather legs, groin 1* $40 4 [1] Shoes feet 1* $40 2 [1] Shoes, Climbing feet 1* $80 1 [1, 9] Sleeves, Ballistic arms 8/2* $200 5 [7] Vest, Advanced torso 35/5* $4,600 17 [1, 10] Vest, Assault torso, groin 12/5* $900 8 [7] + Trauma Plates torso +23 +$600 +8 Vest, Concealable torso 12/5* $1,000 2 [1, 7]

Notes

[1] Concealable under clothing, or is clothing. Items without this note draw suspicion unless you’re doing your job in the army, on a SWAT team, etc.: -2 to reactions!

[2] Use higher DR only vs. attacks to underside of foot. Give +1 to kicking damage.

[3] Gives +4 to Holdout.

[4] Use higher DR vs. crushing attacks, lower DR vs.all other damage types.

[5] Weighted. Give +1 to punching damage and Bad Grip 1.

[6] Gives Protected Vision.

[7] Use higher DR vs. piercing and cutting attacks, lower DR vs. all other damage types.

[8] Requires NBC Suit skill. Worn with a gas mask, gives Sealed. Suit’s DR applies only vs. burning or corrosion damage.

[9] Rubber soles give +1 to Climbing and Stealth.

[10] Use lower DR versus crushing attacks only.

WEAPONS

Any TL0-8 weapon is possible – but with the exception of knives and batons, TL7-8 guns dominate. Below are tables containing popular choices, using the notation from pp. B268-271.

Customization modifiers exist for weapons, too. These have “cost factors” (CF) that alter cost according to the rules for tools and gadgets.

Disguised: The weapon resembles any innocent item that could conceal it; e.g., a knife built into a belt buckle. Finding the hidden weapon requires a Search roll. Any weapon: +4 CF.

Fine*: Gives any firearm with base Acc 2 or better another +1 Acc. Guns: +1 CF.

Styled: Pearl grips, gold plating, etc. Gives a reaction or Influence roll bonus in scenes where it’s the center of attention. Any weapon: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.

Very Fine*: Gives any firearm with base Acc 4 or better another +2 Acc. Guns: +4 CF.

* Fine and very fine are mutually exclusive.

Firearms Table Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes GUNS (GRENADE LAUNCHER) (DX-4 or most other Guns at -4) Grenade Launcher, 40mm 6d+2 [2d] cr ex 1 30/440 6.3/0.5 1 1(3) 8† -4 2 $1,550/$10 [1] GUNS (PISTOL) (DX-4 or most other Guns at -2) Auto Backup Pistol, .40 2d+1 pi+ 1 140/1,600 1.9/0.4 3 6+1(3) 8 -1 2 $720/$2($37) Auto Pistol, .40 2d+2 pi+ 2 160/1,800 2.3/0.6 3 13+1(3) 9 -2 2 $770/$4($32) Auto Pistol, .45 2d pi+ 2 175/1,700 2.4/0.8 3 13+1(3) 10 -2 3 $600/$7($32) Auto Pistol, .50AE 4d pi+ 2 220/2,500 4.6/0.6 3 7+1(3) 12 -4 4 $1,250/$8($45) Auto Pistol, 9mm 2d+2 pi 2 160/1,800 1.9/0.6 3 17+1(3) 8 -2 2 $600/$5($32) Revolver, .357M 3d pi 2 190/2,100 2.9/0.3 3 6(6) 10 -2 3 $850/$3($10) Revolver, .38 2d pi 2 110/1,200 2/0.3 3 6(6) 9 -2 2 $500/$2($10) Revolver, .44M 3d+2 pi+ 2 210/2,300 3.1/0.4 3 6(6) 11 -3 4 $770/$4($10) Snub Revolver, .38 2d-1 pi 1 90/1,000 1.2/0.27 3 5(6) 9 -1 2 $350/$2($10) Taser 1d-3 pi- 0 7 1.1/0.25 1 2(6) 7 -2 2 $400/$40 [2] follow-up HT-5(0.5) aff GUNS (RIFLE) (DX-4 or most other Guns at -2) Assault Carbine, 5.56mm 4d+2 pi 4 750/2,900 7.3/1 15 30+1(3) 9† -4 2 $950/$15($34) Assault Rifle, 5.56mm 5d pi 5 800/3,500 8.9/1 13 30+1(3) 8† -5 2 $850/$15($34) Sniper Rifle, .50 6d¥2 pi+ 6+3 1,700/6,500 35/4.4 1 10+1(3) 13B† -7 3 $7,775/$44($38) Sniper Rifle, 7.62mm 7d pi 5+3 1,000/4,200 15/1 1 10+1(3) 11B† -6 3 $2,350/$9($50) GUNS (SHOTGUN) (DX-4 or most other Guns at -2) Auto Shotgun, 12G 1d+1 pi 3 40/800 8.2/0.8 3¥9 7+1(2i) 10† -5 1/4 $1,000/$4 [3] Compact Pump Shotgun, 12G 1d+1 pi 2 40/800 6.7/0.4 2¥9 4+1(2i) 12† -3 1/6 $400/$2 [3] Pump Shotgun, 12G 1d+1 pi 3 40/800 8.3/0.8 2¥9 7+1(2i) 10† -5 1/5 $400/$4 [3] GUNS (SMG) (DX-4 or most other Guns at -2) Compact SMG, 9mm 2d+2 pi 2 160/1,800 3.8/1 15 30+1(3) 8† -2 2 $1,200/$9($34) SMG, .45 2d+1 pi+ 3 160/1,700 6.5/1.6 10 25+1(3) 8† -4 2 $900/$13($36) SMG, 9mm 3d-1 pi 4 170/1,900 6/1.2 13 30+1(3) 8† -4 2 $1,500/$9($29) LIQUID PROJECTOR (SPRAYER) (DX-4 or other Liquid Projector-4) Pepper Spray Special – 2 0.1 1 20 3 -1 – $10 [4] Notes [1] First Range isminimum range, not 1/2D. [2] Victim must roll HT-5 or be stunned while trigger is depressed and for (20 - HT) seconds afterward. He can then roll HT-5 torecover. [3] Shotguns can fire slugs with Damage 5d pi++, +1 to Acc, Range 100/1,200, RoFwithout the multiplier (RoF 2 or 3), and Rcl after the slash (Rcl 4, 5, or 6). [4] Victim must maketwoHT-4 rolls: one to resist coughing (p. B428), another to resist blindness (p. B124). Both endure for minutes equal to margin of failure. FIREARMS The Firearms Table adjusts many Basic Set weapons to reflect High-Tech.It excludes heavy weapons other than a grenade launcher; such hardware rarely suits the urban settings of most action campaigns. When needed, see p. B281. Weight give the weight of one full reload after the slash. For pistols, rifles, and SMGs, this includes the ammo anda magazine/speedloader. Cost gives the cost of a full reload after the slash, in round dollars. Cost of a magazine/speedloader appears in parentheses, for guns that accept such (see above). Shots lists reload times in parentheses. This assumes a magazine/speedloader where available. Fast-Draw (Ammo) reduces times by a third: 6 to 4, 3 to 2, etc. SPECIALAMMO Action heroes love custom ammo! These options have “cost factors” (CF) like those for tools and gadgets (p. 26); apply these to reload costs. Armor-Piercing*: Add armor divisor (2) but change damage type: pi++ to pi+, pi+ to pi, and pi to pi- (no effect on pi-). Any pistol, rifle, or SMG: +1 CF. Extra-Powerful†: Add +1 to damage per three dice or fraction thereof. Add 10% to Range and ST (minimum +1 ST). Any pistol, rifle, or SMG: +1 CF. Hollow-Point*:Change damage type from pi- to pi, pi to pi+, or pi+ to pi++ (no effect on pi++), but add armor divisor (0.5). Any pistol, rifle, or SMG: +0 CF. Match-Grade†: If weapon has Acc 4 or better, adds another +1 Acc. Any pistol or sniper rifle: +1 CF. * Armor-piercing and hollow-point are mutually exclusive. † Extra-powerful and match-grade are mutually exclusive. HANDGRENADES These are smaller, lighter grenades than those on p. B277 – ideal for urban operators. Pulling the pin is a Ready maneuver. The fuse starts when the arming handle is released (a free action). The throw uses Throwing.

Concussion. 4-second fuse. Inflicts 5d cr ex. $30, 0.3 lb. Fragmentation. 4-second fuse. Inflicts 3d-1 [2d] cr ex. $25, 0.4 lb. Smoke. 2-second fuse. Fills 7-yard radius with smoke for 50 seconds. $35, 1 lb. Stun. 2-second fuse. Everyone in 10-yard radius must roll HT-5, at +5 for each of Protected Hearing and Protected Vision, or be stunned. Roll HT-5 to recover each turn. $30, 0.5 lb. MELEEWEAPONS All TL8 blades are fine. To avoid confusion with other GURPS books, the resulting +1 damage isn’t included on the Melee Weapons Table– be sure to add it!

Melee Weapons Table Weapon Damage Reach Parry Cost Weight ST Holdout Notes BRAWLING or DX Brass Knuckles thr cr C 0 $10 0.25 – -1 [1] Stun Gun HT-3(0.5) aff C No $25 0.5 2 -1 [2] Tonfa thr cr C 0 $40 1.5 – -3 [1] KNIFE (DX-4, Main-Gauche-3, or Shortsword-3) Combat Knife sw-2 cut C, 1 -1 $40 1 6 -2 or thr imp C -1 – – 6 Kukri sw-1 cut C, 1 0 $50 1.5 7 -3 or thr-1 imp C 0 – – 7 Push Knife thr imp C -1 $30 0.5 5 -1 [3] Switchblade sw-3 cut C, 1 No $30 0.5 5 0 or thr-1 imp C No – – 5 Tactical Folding Knife sw-3 cut C, 1 -1 $30 0.5 5 0 or thr-1 imp C -1 – – 5 SHORTSWORD (DX-5, Broadsword-2, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3) Expandable Baton sw cr 1 0 $60 2 6 -1 or thr cr 1 0 – – 6 Police Baton sw cr 1 0 $20 1 6 -2 or thr cr 1 0 – – 6 TONFA (DX-5 or Shortsword-3) Tonfa sw cr 1 0 $40 1.5 7 -3 [3] or thr cr C, 1 0 – – 7 Notes [1] Receives Brawling or Karate damage bonuses. [2] Victim must roll HT-3 or be stunned for as long as weapon is in contact plus (20 - HT) seconds longer. He can then roll vs. HT-3 to recover. [3] Use Brawling or Karate parry if better than weapon parry.

GURPS Metro: Armor and Equipment This, and the weapons post to follow will detail the majority of weapons and equipment available in the Metros.

Much was lost in the Calamity, but survival was sure enough to prevent losing much. The means to make a great many things have been forgotten or rendered unavailable, but that it can be done and a vague notion of how to do it has not. Retained knowledge and production capacity generally sits at TL6, but prices listed in High Tech assume factories, assembly lines, and other modern production systems. However, in a world where most people have nothing but time, labor is cheap. Any equipment that is TL6 costs 1.5X list price to represent difficulty in obtaining materials, lack of production streamlining, and other such niceties normally available to TL6 societies. TL7 equipment similarly has the same penalty due to lack of mechanized and modernized production and such, and is harder to manufacture. Building a TL6 version has the usual 2x price and weight penalty if the main differences between it and lower tech equipment are simply design refinement and higher quality material components or manufacturing techniques. New equipment requiring specialized equipment or rare resources costs 5x or more, with potentially massive penalties, if it's available at all for new production. Surviving TL7 gear from before the Calamity almost always has the Rugged enhancement, for 2x cost and 1.2x weight.

Equipment from before the calamity is highly prized, with a particular interest in medical gear, things that can be reverse engineered, and old world media for entertainment. A number of items have been developed that would normally be treated as higher TL gear, but developed early out of necessity.

Batteries are a significant problem in the Metro, but are required for a large amount of useful lifesaving equipment. Disposable dry cells are rarely used, but new production of reasonable quality rechargeable batteries has been mostly perfected. Due to problems with materials, the total cost of batteries is 10x list price; because they can be reclaimed and remanufactured, a completely worn out battery retains a substantial portion of its value as scrap.

Armor in the metros tends to be rough around the edges. High end synthetic fiber armors tend to degrade with age, and the chemistry to manufacture new ones isn't presently available. However, most guns tend to be lower power, and high tech versions of old fashioned armors are available. Leather, both from metro-bred livestock and various surviving creatures, tends to be common and reliable, used either as a base to which other armor is sewn, or simply as a covering with just a bit of additional durability. Armor incorporating steel uses High Tech Low Tech rules, offering either 1/2 weight and cost at no loss of DR, or 2x DR at no weight or cost penalty. Because quality steel is so widely prevalent even as salvaged scrap, the only difficulty is space and fuel to work it, for a mere 1.1x price. Armor listed in High Tech already incorporates these rules, apply only to gear purchased from Low Tech or Basic Set low tech armor.

Shields are of moderate commonality. Thanks to the improved toughness of high TL steels, steel shields have a good chance of absorbing the entirety of the common pistol rounds used by most Metro inhabitants. Damage to Shields rules are in effect; shield will eventually at least need the dents pounded out and a bit of re-tempering, even if it is not penetrated by damage.

Custom gear:

Compact Battery Charger (TL6+1), $100, 4LB Combination gadget, incorporating a refined Portable Muscle Powered Generator (High Tech 14) and a Survival Flashlight (High Tech 52). Using a squeeze, crank, pull cord, or other mechanism, it can charge a battery or provide external power. Sometimes combined with a bank of Small batteries or a Medium battery, and wired to worn equipment to provide power, rather than carrying a number of individual batteries for each device. Operating the generator can power the dynamo to the survival flashlight, or provide a slight boost in power supplied to connected devices being powered by the battery.

Miniature Radiation Warning Device (TL6+1), $150, .2LB Using a miniature Geiger-Mueller tube without any additional circuitry beyond what is absolutely required, this device provides an audible or visual alert in the presence of moderate quantities of radiation. Lacking any gauges, it counts as improvised equipment for science rolls relating to radiation requiring more detail than determining whether something is emitting some manner of measured radiation. The device is about the size of a pack of cards or a pager, and typically is purchased/built with the Rugged enhancement. Alone it is clipped to a belt or other equipment. It often includes a slot for a single use Radiation Badge (High Tech 49). Uses batteries, 2xXS/2 months

Radiation Warning Wrist Kit (TL6+1), $225, .3LB A combination version of the above device incorporating and possibly concealing a number of other small gadgets of negligible weight (pick 2), such as a watch, compass, detachable multi-function knife, cigarette lighter, wire saw, magnifying glass, pocket torch, very tiny light, etc. Almost always ruggedized if possible (always applied to the radiation warning device, optional on combined gadgets).

Breath-EZ Matches (TL 6+1), $.25, neg weight, per 50 Regular waterproof strike anywhere matches with an extra bit of alchemy in their creation. A simple “detect poison” spell worked into the mix, they burn and smoke purple in the presence of poisons, toxins, and anything else airborne that's hazardous to a humanoid system. They're still a light and ignition source, though.

Chemstrips $75, .5 lb Paper strips treated with various chemicals to react in the presence of different chemicals, sold as a stack similar to sticky notes. A kit will have 25 strips of each kind for the various chemicals they react to. When it reacts, the paper will turn black. Tear the strip that reacted off when you think you're clear of the hazard zone to check if it's safe to breathe. Improvised equipment for scientific purposes when determining what's actually in the air or water. Reaction is instant on exposure to chemicals.

Chempatch $150, .5 lb A bit of alchemy and the principle behind chemstrips gets you the chempatch, a small badge that reacts in the presence of ANY harmful airborne contaminants. It goes from green to yellow to red to black. What makes it special is that it turns back. It will wear out after about a year of exposure to hazardous conditions, but most people will never accumulate that much time (either by virtue of avoiding it, or failing to survive).

Chem Detector $300, 1 lb Combines a chempatch with a bit of simple electronics to produce light or sound on exposure, giving a distracted traveler a better chance of noticing the hazard. Can be set to Light, Sound, Both, or Visual Only. Sticking a radiation warning device in it adds negligible weight, and costs an extra $100. 2xS/2 months.