Space Patrol: Standard Gear

May 28, 2014
📕 3 min.

Each member of the Space Patrol is issued the following equipment. They are expected to wear their contacts, uniform, and communicator at all times while on duty. The multiscanner and ombiblaster are required for landing parties and security details.


This touch-activated badge uses radio to communicate with a range of 5 miles (and can be read by a ship up to 500 miles away). Other equipment can network with the ship through this device. It includes basic encryption. $50, 0.05 lbs., 2A/10 hr. LC4.

Hyperspectral Contact Lenses

These lenses extend the wearer’s vision into the infrared and ultraviolet. They grant +3 to Vision rolls, Tracking rolls, and all rolls to spot hidden clues or objects with Forensics, Observation, or Search skill. These bonuses are not cumulative with other passive sensors or similar advantages. The lenses include a digital camera and can display the output of the standard uniform’s computer. $1,200, neg. weight. LC4.


This handheld device combines a sophisticated sensor suite with a small Complexity 7 computer running analysis software. The sensors work in any environment and give information on biological, chemical, and energy signatures, through up to 6” of solid matter. See Scanning, p. 00, for detailed rules. Software provides a +2 bonus to up to 2 science skills at once; programs can be downloaded from the ship’s computer. Includes a touchscreen video display. $4,450, 1.73 lbs., 2B/6 hr. LC3.


This pistol-sized weapon is the standard sidearm of the Patrol. It has two settings: kill and stun. Kill mode is a normal particle beam that can burn out electrical systems, while stun mode feels like a powerful electrical shock. Anyone hit by an omniblaster on stun who fails the HT-3 roll falls unconscious for minutes equal to their margin of failure.

The omniblaster's integrated smartgun electronics include a HUD link that displays through the crew's contacts and a multispectral laser sight, which together give +1 Acc and +1 to skill up to 300 yards.

The omniblaster carbine and rifle operate in the same ways, but have greater damage, accuracy, and range, at the expense of reduced capacity. The laser sight grants +1 to skill up to 1/2D range. These are only issued for combat missions.

BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
11 Omniblaster 3d(5) burn, sur 5 300/900 1.6/C 3 40(3) 4 -2 1 $4,400 3
stun HT-3(3) aff 5 300/900 - 3 - 4 -2 1 - -

BEAM WEAPONS (Rifle) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
11 Blaster Carbine 5d(5) burn, sur 10+1 500/1,500 5.6/2C 3 17(3) 5† -3 1 $18,400 2
stun HT-5(3) aff 10+1 500/1,500 - 3 - 5† -3 1 - -
11 Blaster Rifle 6d(5) burn, sur 10+2 700/2,100 10/2C 3 10(3) 7† -4 1 $36,000 2
stun HT-6(3) aff 10+2 700/2,100 - 3 - 7† -4 1 - -

Standard Uniform

This skintight suit is made of self-repairing bioplas. When combined with the included gloves, flexible hood helmet, and micro air tanks in the suit's belt pouch, the uniform can maintain life support even in the depths of space for up to six weeks. The suit provides DR 3* against corrosion, crushing, and toxic damage, and DR 15* against everything else. Finally, the suit includes a built-in computer that can run an array of programs (Complexity 8), including visual enhancement software that gives +1 to Vision rolls and TacNet software that gives +2 to Tactics. $11,300, 5 lbs., 2C/6 wk. LC3.