What's your goto tech?

Sheelba

Mongoose
I'm curious what everyone's go to tech is at say tech 12 and tech 15. I'm interested in quirky ways people might use technology. For example, I'm particularly keen to get the tech 15 PRIS glasses as they are so versatile. I also have a fondness for foam shotgun shells. I'll buy as high tech a portacomp as I can afford and as much expert software as possible. But I don't feel that these things are very imaginative. So I'm hoping some of you will have ideas and suggestions regarding kitting my traveller out as he progresses. We are base in the Glisten subsection but don't get to visit Glisten regularly. Do you have favourite drones, robots, clothing, survival gear, electronics or anything. Have you had fun using VR and hero micro-bots as infiltration/spy-drones? I'm interested in roleplaying as much as action so things you do for fun is just as interesting to me. I suppose I'm asking how to have fun with tech as opposed to min/maxing - I don't have a problem with min/maxing but I'm not necessarily asking about that.
 
Give these a shot.

Gauss Pistol
- all of the different Ammo
- as much Tech and Add-ons as you can throw into it
- not sure the Tech Level - TL-13?

PRIS Binoculars
- as you mentioned
- can double as HandScanner

Hologram WristComp
combined/connected with
- HandComp
- Regional Comms
- Watch/Clock functions

Belt MedKit
- best for the TL

Street Backpack
- to carry your stuff in
- duct tape
- minimal survival kit
- rechargeable electric torch/headlamp
- paracord rope
- basic environment reader
- filter mask

VACC Suit
- best for the TL
- with all of the good Add-ons

Service Jacket
- with campaign patches

Remembrance Hologram

Domestic Servant 'Bot

TL-2 Blade
- with a fitted hilt

TL-10 Stunner
- for the non-lethal takedowns
 
I always like a grav belt. The higher TL is better for battery life, but I'll take whatever is available. Short of that, a grav chute is cheap enough to fall within starting funds, and I think implicitly fits under clothes also. The TL 13 tool laser is also nice, for multiple uses in a pen-sized package.

As a GM I sometimes place, and as a player will shop for, high tech items not in the book. That's included TL 15 superglue, nigh-unbreakable paracord, a very powerful magnet. And, once, a coffee mug that kept hot drinks hot and cold drinks cold indefinitely.
 
Robotic backpack with manipulator arms.
Knows where everything is (because it put it there)
Can retrieve items instantly on command
Got grenades? With expert software, it can throw them for you.
It also has a holographic generator, allowing the wearer to scrunch down and hide as long as they don't get too close.

One of my players has demolitions and had the roboticist make it for him. The roboticist gave Backpack the personality from its namesake in Dora the Explorer.
 
Robotic backpack with manipulator arms.
Knows where everything is (because it put it there)
Can retrieve items instantly on command
Got grenades? With expert software, it can throw them for you.
It also has a holographic generator, allowing the wearer to scrunch down and hide as long as they don't get too close.

One of my players has demolitions and had the roboticist make it for him. The roboticist gave Backpack the personality from its namesake in Dora the Explorer.
This is brilliantly funny!
 
S
Robotic backpack with manipulator arms.
Knows where everything is (because it put it there)
Can retrieve items instantly on command
Got grenades? With expert software, it can throw them for you.
It also has a holographic generator, allowing the wearer to scrunch down and hide as long as they don't get too close.

One of my players has demolitions and had the roboticist make it for him. The roboticist gave Backpack the personality from its namesake in Dora the Explorer.
Someone must REALLY be hanging out for the Rogue Trooper movie in that case, considering that is pretty much the description of Bagman
 
rogue-trooper-explainer-228-cover-1706539901776.jpg


Chipped warrior.

Intelligent weapon.
 
I am struggling with Cloth armour. You can wear a cloth trench coat over cloth giving you a total of 14 points protection. The combination is cheap as chips at Cr1000 and at TL10 it negates most weapons. Very few weapons have more than 3 dice damage and damage at or below that is easily thwarted by cloth.

I am opting for a rule that kinetic damage stopped by flexible armour is converted to stun damage rather than being negated completely.
 
I am struggling with Cloth armour. You can wear a cloth trench coat over cloth giving you a total of 14 points protection. The combination is cheap as chips at Cr1000 and at TL10 it negates most weapons. Very few weapons have more than 3 dice damage and damage at or below that is easily thwarted by cloth.

I am opting for a rule that kinetic damage stopped by flexible armour is converted to stun damage rather than being negated completely.
How obvious are they going to be? Cloth armour is pretty obvious, add a cloth overcoat and they are going to stand out like a sore thumb, especially in the tropics.
 
Bullets don't knock you back, pure hollywood.
Maybe, but it's in the rules, and provides a less than lethal solution to his problem.
Having been hit with some less than lethal munitions, the knockdown rule is a moderately realistic simulation of the Oscar Sierra moment, which can last longer than six seconds.
 
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