Equipment

Equipment

Category Item Name Description
Survival GearAtmo-Mask (Basic)Filters toxins, not hope. Good for 12 hours in a marginal atmosphere before the scrubbers give out and you start tasting whatever killed the last colony.
Survival GearVoid-Suit (Standard Issue)Monolith-branded orange. Reflective strips so they can find your body. Four hours of oxygen, magnetic boots, and a helmet lamp that flickers at the worst possible moments.
Survival GearVoid-Suit (Hardened)Military-surplus or Syndicate-modified. Micro-meteorite resistant, radiation-shielded, and enough armor to stop a flechette round. The servos whine like a dying cat, but you'll live long enough to hear it.
Survival GearGel-Tank (Portable)A coffin full of amniotic goo. Keeps your brain quiet during Shift-jumps so the Gloom doesn't notice you dreaming. Tastes like copper and regret when you wake up.
Survival GearThermal CloakWoven with heat-dispersal threads. Keeps you warm on the nightside, cool on the dayside, and invisible to cheap infrared sensors. Won't fool a Monolith hunter-drone, but it'll buy you thirty seconds.
Survival GearEmergency BeaconScreams on every frequency when activated. Someone might come. Might not be someone you want.
Tools & Technical EquipmentMulti-Tool (Spacer's Friend)Plasma cutter, pry bar, wire stripper, and bottle opener. The five things you actually need.
Tools & Technical EquipmentPatch-KitFoam sealant, hull tape, and a prayer. Fixes a fist-sized breach for about six hours. After that, you'd better be somewhere with atmosphere.
Tools & Technical EquipmentDiagnostic SlateRugged tablet for interfacing with ship systems, Constructs, and anything else with a data-port. Pre-loaded with Monolith's 'Authorized Technician' software, which means it lies to you about half the readings.
Tools & Technical EquipmentMag-TetherFifty meters of high-tensile cable with magnetic grapples on both ends. For when you need to cross a gap, anchor yourself to a spinning derelict, or restrain something that won't stop moving.
Tools & Technical EquipmentCutting TorchIndustrial plasma. Opens bulkheads, welds seams, and cauterizes wounds if you're desperate enough. Fuel cell lasts four hours of continuous use.
Tools & Technical EquipmentRadiation BadgeTurns black when you've absorbed a lethal dose. Cheerful little thing to clip to your collar.
Tools & Technical EquipmentSignal Jammer (Short-Range)Creates a bubble of static. Blocks comms, tracking beacons, and Construct loyalty-pings for about twenty meters. Highly illegal in Core space. Standard equipment everywhere else.
WeaponsFlechette PistolFires a spread of razor-thin needles. Quiet, cheap, and won't puncture a hull unless you're trying. The preferred sidearm of people who've thought about decompression.
WeaponsSlug-Thrower (Revolver Pattern)Six rounds of caseless kinetic persuasion. No electronics to fry, no power cell to drain. When the lights go out and the Constructs go mad, this still works.
WeaponsPulse CarbineHegemony standard-issue. Semi-automatic energy weapon with a forty-shot cell. Accurate, reliable, and every Monolith security guard carries one, which means replacement parts are easy to find on corpses.
WeaponsScatter-GunBreak-action plasma shotgun. Two barrels, two shots, then you're reloading. Clears a corridor of anything that bleeds. Or doesn't.
WeaponsMono-BladeA knife with an edge one molecule wide. Cuts through ship-suit fabric, synthetic muscle, and bone with equal disinterest. The handle is wrapped in grip-tape because the factory rubber dissolves after six months. No one knows why.
WeaponsShock-BatonCollapsible stun-stick. Non-lethal against humans. Mildly inconvenient against Constructs. Mostly useful for reminding people you're serious.
WeaponsRail-PistolBlack-market magnetic accelerator. Fires a tungsten slug at three kilometers per second. Goes through armor, walls, and the poor bastard standing behind your target. Hard to get. Harder to hide.
WeaponsFlare GunFor signaling, illumination, and setting things on fire when you've run out of better options.
Medical SuppliesTrauma KitBandages, coagulant spray, bone-stapler, and enough painkillers to make you not care that your leg is facing the wrong direction. Field surgery for people who can't afford a real doctor.
Medical SuppliesStim-PackAdrenaline and amphetamines in a convenient auto-injector. Keeps you moving for another six hours. The crash afterward is biblical.
Medical SuppliesRad-PurgeChelation cocktail. Scrubs radioactive particles from your bloodstream. Side effects include nausea, hair loss, and the unsettling certainty that your body is full of poison.
Medical SuppliesAnti-Shock HypoCounteracts Shift-Shock symptoms. Doesn't cure the nightmares, just makes you functional enough to scream about them later.
Medical SuppliesNano-SutureSingle-use medical nanites. Pour them into a wound, they knit it shut in thirty seconds. Expensive, effective, and they make a sound like static as they work. Try not to think about what they're doing in there.
Medical SuppliesCryo-CapsuleEmergency medical stasis. Freezes a dying patient solid until you can get them to a real facility. Or until the power fails.
Communication & DataPersonal Comm-UnitWrist-mounted communicator. Works ship-to-ship, surface-to-orbit, or across a station. Range drops to nothing in Gloom-heavy zones. The static sounds like whispers.
Communication & DataData-SpikeHardware override tool. Plugs into any standard port and brute-forces the encryption. Takes anywhere from thirty seconds to thirty minutes, depending on how much the system wants to keep you out.
Communication & DataHolo-Projector (Portable)Projects small three-dimensional images. Useful for maps, schematics, and convincing someone you're talking to your boss when you're actually alone.
Communication & DataBlack-Box RecorderRecords everything. Audio, video, biometrics, ship telemetry. Shielded against EMP and Gloom-corruption. Whatever killed you, this remembers.
Communication & DataDead-Drop NodeEncrypted data cache the size of a coin. Magnetically adheres to any surface. Upload your secrets, leave it somewhere, pray the right person finds it.
Specialist EquipmentNav-Compass (Analog)Mechanical gyroscope with no electronics. When the Gloom-static fries your digital systems, this still points toward the nearest gravity well. Looks ancient. Works.
Specialist EquipmentGloom-GogglesFiltered optics designed for Nav-Gilders, but useful for anyone. Reduces the 'visual contamination' when you're near a Shift-field or a ruptured containment unit. Everything looks yellow-green, but at least you can see without vomiting.
Specialist EquipmentFaraday ShroudMesh cloak that blocks electromagnetic signals. Wrap it around your Core Shard and Thalamus can't ping your location. Wrap it around a Construct and its loyalty-protocols go quiet. Both applications are punishable by death in Core space.
Specialist EquipmentAnchor SpikePiton with an emergency gravitational emitter. Stab it into a surface and it generates 0.3G in a three-meter radius. For when you're floating and you'd rather not be.
Specialist EquipmentChem-SnifferHandheld atmospheric analyzer. Tells you what's in the air, whether it'll kill you, and roughly how fast. The readout uses a cheerful green-yellow-red scale. You learn to hate yellow.
Specialist EquipmentPsi-Null HeadbandExperimental Thalamus tech. Supposedly blocks 'neuro-active radiation,' which is corporate-speak for Gloom-whispers. Most spacers think it's snake oil. The ones who've been to TRAPPIST-1 wear one anyway.
Provisions & Trade GoodsRation BarsCompressed protein and carbohydrates. Tastes like cardboard seasoned with despair. Keeps you alive for three days per bar.
Provisions & Trade GoodsWater TabsPurification tablets. Drop one in anything wet and it becomes drinkable. Won't improve the flavor.
Provisions & Trade GoodsStim-SticksNicotine and caffeine in smokable form. The universal currency of the Verge. Everyone needs a vice.
Provisions & Trade GoodsReal CoffeeWorth its weight in ammunition. Smuggled from Tau Ceti hydroponic farms. A bag of this will buy you favors from people who've forgotten what pleasure tastes like.
Provisions & Trade GoodsGlimmer (Street)Black-market psychoactive. A sliver of corrupted data you slot into your neural-ware. Users report 'clarity' and 'connection.' Users also report bleeding from the eyes and whispering in tongues. Not recommended.
Provisions & Trade GoodsCredit Chit (Unmarked)Anonymous digital currency. Harder to trace than standard Hegemony credits. Essential for anyone who doesn't want Monolith auditing their purchases.
Vehicle & Ship AccessoriesMag-Clamp (Hull-Mount)Attaches anything to the outside of your ship. Cargo pods, sensor arrays, or a second ship if you're creative with the load distribution.
Vehicle & Ship AccessoriesDocking UmbilicalFlexible pressure-sealed tube. Connects two airlocks when the ports don't match. Leaks slightly. Always leaks slightly.
Vehicle & Ship AccessoriesEmergency Thruster PackStraps to a void-suit. Gives you exactly enough delta-V to reach something or die trying. Most spacers never use theirs. The ones who have don't joke about them.
Vehicle & Ship AccessoriesShip-Patch (Exterior)Memory-metal sheet that conforms to hull breaches. Temporary fix—maybe twenty hours before the seams start weeping—but twenty hours is forever when you're venting atmosphere.
Vehicle & Ship AccessoriesSensor DecoyDisposable drone that mimics your ship's signature. Pop one, run the other direction, and hope whoever's shooting at you falls for it.
MiscellaneousRope (Synthetic 30m)Because sometimes the old ways work best.
MiscellaneousGlow-Sticks (Pack of 10)Chemical light that lasts eight hours. Doesn't attract attention like a flashlight beam. Also useful for marking a path so you can find your way back. Or so someone else can find your body.
MiscellaneousBinoculars (Digital)Magnification, thermal overlay, distance calculation. The zoom function makes a small whirring noise that's deeply irritating after the first hundred uses.
MiscellaneousPlaying CardsFor the long watches. For the waiting. For the moments when there's nothing to do but sit in the dark and hope the hull holds.
MiscellaneousPersonal Effects ContainerRadiation-shielded box the size of a shoebox. Keep your Core Shard backup, your letters home, or your grandmother's antique watch inside. When the ship goes down, this is what they recover.