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Equipment Requisition Lists

The document provides a detailed list of various equipment available in the game Mothership, including their costs and descriptions of their functions. It also outlines starting loadouts for character creation, detailing options for credits and equipment acquisition. Additionally, it addresses the potential for addiction from certain items like Pain Pills and Stimpaks, along with the consequences of excessive use.
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0% found this document useful (0 votes)
20 views2 pages

Equipment Requisition Lists

The document provides a detailed list of various equipment available in the game Mothership, including their costs and descriptions of their functions. It also outlines starting loadouts for character creation, detailing options for credits and equipment acquisition. Additionally, it addresses the potential for addiction from certain items like Pain Pills and Stimpaks, along with the consequences of excessive use.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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17

EQUIPMENT

ITEM COST DESCRIPTION


Advanced 1500 Heavy combat outfit worn by marines in battletorn offworld engagements. It confers a +15% bonus to the wearer’s
Battle Dress Armor save. It has a small exo-skeleton that allows the wearer to carry twice what they normally could.
Automed (x6) 300 Nanotech pills that assist your body in repairing damage. They give +10% to Body saves meant to repel disease,
poison, and attempts to heal, and +10% to Fear saves made to reduce Stress.
Binoculars 35 20x magnification. Often come with thermal and night vision options.
Bioscanner 150 Allows the user to scan the immediate area for signs of life. Generally can scan for 100m in all directions, without being
blocked by most known metals. Can tell the location of signs of life, but not what that life is.
Body Cam 50 A camera worn on your clothing that can stream video back to a control center so that your other crew members can
see what you’re seeing.
Camping Gear 250 Tent, Canteen, Stove, Backpack, Sleeping Bag
Crowbar 25 Confers Advantage on Strength checks to open jammed airlocks, or lift heavy objects. Can also be used as a weapon.
Cybernetic 500 Allows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental issues they
Diagnostic may be having. Often distrusted by androids. Can be used as a locating device for synthetic organisms.
Scanner
Electronic 650 A full set of tools for doing detailed repair or construction work on electronics. Confers +10% to rolls seeking to repair
Tool Set electronics.
Emergency 30 A small device that sends up a flare and then emits a loud beep every few seconds. Additionally, sends out a call on all
Beacon radio channels to ships, or vehicles in the area. Can be configured to be silent, or to only make calls on known channels.
Field Recorder 50 Used to research alien flora and fauna in the field. Can take vital signs, DNA samples, and perform basic genetic and
material analysis on foreign objects.
First Aid Kit 75 When used adds +10% to rolls made to bandage wounds and stop bleeding.
Flashlight 10 Handheld or shoulder mounted, illuminates 20m ahead of the user.
Frag Grenade 400 Often come loaded in pulse rifles, frag grenades deal 1d10 damage to everyone within a 20m radius when they
(x6) explode. Can often do 1MDMG to a ship if placed in their engine room or bridge.
Hazard Suit 750 A standard suit for scientists to wear on alien planets. Not built for outerspace travel like the vaccsuit, but does provide
air filtration and a small supply of air as well as +5% Armor save.
Heads-Up 75 Often worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and tap into
Display their guns’ smart-link capabilities.
Infrared 100 Allows the wearer to see heat signatures, sometimes several hours old.
Goggles
Locator 45 When worn, allows crew members at a control center (or on the bridge of a ship) to track the location of the wearer.
Lockpick Set 40 A highly advanced set of tools meant for hacking basic airlock and electronic door systems. Confers +10% on rolls
made to open these doors.
Long-range 65 For use in ship-to-surface comunication.
Comms
Mag-Boots 55 Grants a magnetic grip to the wearer, allowing them to easily to walk on the surface of a ship (in space, while docked
or free-floating), or metal based asteroids.
Medscanner 150 Allows the user to scan a living or dead body and to analyze it for disease or abnormalities, without having to do a
biopsy (or autopsy).
MRE (x7) 70 “Meals, Ready-to-Eat.” Self-contained, individual field rations in lightweight packaging. Each one has sufficient
sustenance for a single person for one day (does not include water).
Oxygen Tank 50 When attached to a vaccsuit allows up to 12 hours of oxygen under normal circumstances. 4 hours under stressful
circumstances. Explosive.
18
EQUIPMENT

ITEM COST DESCRIPTION


Pain Pills (x6) 450 When ingested immediately heals 1d10 points of damage and lowers Stress by 1. There is a danger of addiction and/
or overdose if used frequently.
Radio Jammer 175 When activated, renders incomprehensible the radio signals of all within 100km.
Rebreather 45 When worn, filters air and allows for underwater breathing for up to twenty minutes at a time without resurfacing.
Scalpel 50 Grants +10% to anyone making Surgery skill rolls. Can be used as a weapon.
Short-range 30 Allows communication from ship-to-ship within a reasonable distance, as well as surface-to-surface within a dozen
Comms kilometers.
Standard 750 This light plated armor is the standard dress for marines going into combat and confers a +10% bonus to the wearer’s
Battle Dress Armor save.
Standard Crew 20 Coveralls, leather jackets, sneakers, tank top or ragged tee. The standard outfit worn by crew members aboard
Attire spacecraft. Standard assumed attire for all classes.
Stimpak (x6) 600 Grants an immediate 2d10 to Health and temporarily increases Strength and Combat by 2d10 each for 1d10 hours.
There is a danger of addiction and/or overdose if used frequently.
Survey Kit 200 When used on the surface of a planet, allows for quick mapping of a nearby few kilometers, as well as data on air
breathability, gravity, and other important notable features of the surrounding landscape.
Vaccsuit 1000 Allows for movement in space without suffering penalties from radiation or lack of oxygen. Requires an oxygen tank to
breathe. Often used with Mag-boots and a rigging gun. Confers +7% to Armor saves.
Vibechete 75 Machete that vibrates at ultra-high speeds in order to cut cleanly through dense foliage. Can be used as a weapon.
Water Filter 15 Can pump 50 liters of filtered water an hour from even the most brackish swamps.

Oftentimes the difference between life and death number taken, make a Body save. Failure means
in Mothership is having the right tools for the job you fall unconscious and the Warden rolls on the
at hand. Above is a non-comprehensive list of the table on page 10.4. You can cure an addiction
kinds of gear you’ll find in Mothership. through in-game treatment or leveling up.
>> Read more about Stress and Panic on pages 25-26.
18.1 STARTING LOADOUTS & CREDITS
>> Read more about Leveling Up on pages 35-36.

In character creation, you have four different


starting Loadouts to choose from. The Loadouts
are there to make re-rolling a character fairly
painless. If you pick one of the starting Loadouts
then you get 5d10 Credits to start with. If,
however, you choose to forgo the starting
Loadouts and buy your equipment piecemeal,
then you roll 5d10*10 for your starting credits.

18.2 ADDICTION

Excessive use of Pain Pills or Stimpaks


requires a Body save to prevent
addiction. Once addicted, make a daily
Body save, or gain 1d10 Stress every day
you go without. If used once per day for a
week, you’ll need to take twice the amount of
pills to gain the same effect.

Whenever you take more than one pill at a


time, roll 1d10. If you roll equal to or under the

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