Items¶
Biologicals¶
Fossilized Alien Eggs¶
Fossilized Alien Eggs
Description
Fossilized, inert remains of alien eggs. Their leathery petals have hardened into brittle black ridges, and the inner chambers are empty except for mineral dust and dead organic residue. They cannot open, sense motion, or release a Facehugger, but their shape is unmistakably related to living Stage I Ovomorphs. Living Ovomorphs are described in the Core Rulebook, pp. 300-303.
Consumables¶
Freeze Dried Ration Pack¶
Freeze Dried Ration Pack
Description
A pre-prepped, flash-frozen space ration. Typical shipboard meals include pastas, cereals, freeze-dried vegetables, stews, meatloaf, and approximations of cornbread. Increases Food Supply one step. See Core Rulebook, pp. 137 and 139.
Stats
- Weight: 1/4
- Effect: Food Supply +1
Sealed Water Bottle¶
Sealed Water Bottle
Description
A sealed bottle of potable water. Company-supplied shipboard water is rationed and recycled; purified water is more valuable on remote worlds. Increases Water Supply one step. See Core Rulebook, pp. 137 and 139.
Stats
- Weight: 1/4
- Effect: Water Supply +1
Diagnostics and Data Gear¶
MU/TH/UR Access Card¶
MU/TH/UR Access Card
Description
A command-authorized access card keyed to the MU/TH/UR mainframe door. The card gets the bearer into the mainframe room; once inside, anyone can attempt to use MU/TH/UR through the room's interface. The Core Rulebook notes that card and punch-code entry to a MU/TH/UR computer core is restricted to the commanding officer; see p. 130.
Medical and Pharmaceuticals¶
Hydr8tion¶
Hydr8tion
Description
An electrolyte solution that counteracts the dehydrating effects of hypersleep and has no listed side effects. See Core Rulebook, pp. 136-137.
Stats
- Effect: Removes Dehydration from hypersleep
Medkit¶
Medkit
Description
A one-use field kit for stopping bleeding, disinfecting and cauterizing wounds, bandaging injuries, and giving a stim boost to keep someone moving until proper treatment is available. See Core Rulebook, pp. 135-136.
Stats
- Weight: 1/4
- Effect: MEDICAL AID +2
Naproleve¶
Naproleve
Description
Injectable pain relief drug. See Core Rulebook, pp. 136-137.
Stats
- Effect: Reduces STRESS LEVEL to zero. Each dose beyond the first in the same Shift gives a -1 modification to all AGILITY-based skill rolls until the end of the Shift.
Neversleep Pills¶
Neversleep Pills
Description
Fast-acting pills that remove the need for sleep for one day. Each dose increases STRESS LEVEL by one, and during that day the user cannot relieve stress. Excessive use can cause stroke or heart attack. See Core Rulebook, pp. 136-137.
Stats
- Effect: STRESS LEVEL +1 per dose
Surgical Kit¶
Surgical Kit
Description
Surgical instruments used to save lives or, in a pinch, as cutting weapons. Gives +1 to MEDICAL AID rolls to prevent death from a fatal critical injury and has base Damage 2 if used as a weapon. See Core Rulebook, pp. 135-136.
Stats
- Weight: 1/2
- Effect: MEDICAL AID +1 to prevent death
Tools and Field Gear¶
Coleco CB-40 Radio Communicator¶
Coleco CB-40 Radio Communicator (Custom Item)
Description
A basic Weyland-Yutani issue two-way radio used for shipboard maintenance, loading crews, and short-range EVA coordination. The Coleco CB-40 is sturdy and simple, but it has no encryption, locator beacon, or tactical channel management. The Core Rulebook lists a Hand radio as starting gear for some careers, with one example on p. 41.
Cutting Torch¶
Cutting Torch
Description
A utilitarian blowtorch for welding and cutting through metal. It can also be used as a close combat weapon. Make a Power Supply roll after every use; its battery has Power Supply 5 when fully charged. See Core Rulebook, pp. 126-127 and 135.
Stats
- Power Supply: 5
- Weight: 1
- Tool:
- Effect: HEAVY MACHINERY +2
- Weapon:
- Damage: 3 (Armor piercing)
- Range: Engaged
Electronic Tools¶
Electronic Tools
Description
A compact kit of insulated drivers, contact probes, diagnostic leads, bypass clips, patch wire, and disposable circuit testers. Engineers use electronic tools for basic repairs, system bypasses, and low-level hardware troubleshooting. See Core Rulebook, p. 135.
Stats
- Weight: 1/2
- Effect: COMTECH +1
Hi-beam Flashlight¶
Hi-beam Flashlight
Description
A heavy industrial flashlight bright enough to cut through smoke, condensation, frost haze, and dead-ship darkness. See Core Rulebook, p. 133.
Stats
- Weight: 1/2
- Effect: Removes the effect of darkness in a zone.
LBO-310A Motion Detector¶
LBO-310A Motion Detector (Custom Item)
Description
An older maintenance scanner related to the later M314 and M316 motion trackers on Core Rulebook pp. 133-134. The LBO-310A was designed for ship engineers diagnosing moving machinery behind sealed panels, bulkheads, and pressure walls. It returns crude motion mass and count readings in the direction it is pointed, but it cannot map a room, identify targets, or provide precise directional guidance. It is a tool for finding moving pumps, cycling doors, loose machinery, and blocked mechanisms; using it to check whether a room is safe is an anxious field improvisation.
Stats
- Weight: 1
- Range: Short through bulkheads; Medium in open interior spaces.
- Power Supply: 3
- Effect: Detects approximate size category and number of moving signatures in the direction it faces.
Maintenance Jack¶
Maintenance Jack
Description
A common shipboard tool used to open unpowered airlocks and divert power to or from electrical junction boxes. See Core Rulebook, p. 135.
Stats
- Weight: 1
- Effect: HEAVY MACHINERY +1 in relevant situations.
Portable Specimen Case¶
Portable Specimen Case
Description
A small insulated hardcase with foam dividers, gasketed seams, and numbered sample tubes clipped into the lid. It is built to keep biological traces separated during routine survey work, but it is not a secure containment unit. Related scenario gear mentions a sample case and a container for holding samples on Core Rulebook p. 357.
Stats
- Weight: 1/2
- Capacity: Small biological samples or one hand-sized specimen.
Pressure Suit Patch Kit¶
Pressure Suit Patch Kit (Custom Item)
Description
A compact repair kit with adhesive pressure film, sealant ampules, spare valve rings, and a disposable pressure tester. It can restore a compromised compression suit if the damage is a puncture, split seam, cracked seal, or similar field-repairable failure. Related pressure suit rules and suit entries are on Core Rulebook pp. 127-128.
Stats
- Weight: 1/2
- Use Time: 1 Shift of work.
- Effect: Repairs one damaged compression suit enough to hold pressure again.
Weapons¶
Dull Utility Knife¶
Dull Utility Knife
Description
A close combat blade. See Core Rulebook, p. 126.
Stats
- Damage: 2
- Range: Engaged
- Weight: 1/2
Pry Bar¶
Pry Bar
Description
A heavy steel pry bar used for cargo work, panel removal, and brute-force leverage. In combat, it uses the Blunt Instrument rules from the Core Rulebook, p. 126.
Stats
- Bonus: +1
- Damage: 1
- Range: Engaged
- Weight: 1
SpaceSub ASSO-400 Harpoon Grappling Gun¶
SpaceSub ASSO-400 Harpoon Grappling Gun
Description
A grappling-hook harpoon gun with a tether, designed for emergency manual docking and moving free-floating objects or personnel in space. On a hit, the hook attaches to the target. If the target is heavier, the user can rappel toward it as a slow action; if the user is heavier, they can pull the target toward them, opposed by STRENGTH vs. STRENGTH if the target resists. See Core Rulebook, pp. 120-121.
Stats
- Damage: 1 (armor doubled, single-shot)
- Range: Medium
- Weight: 1
Watatsumi DV-303 Bolt Gun¶
Watatsumi DV-303 Bolt Gun
Description
A construction tool that uses expanding bolts for emergency hull repairs. Frontier crews also know it can be turned into an improvised single-shot weapon. Reloading after a shot is a slow action. See Core Rulebook, pp. 119 and 135.
Stats
- Weight: 1
- Tool:
- Effect: HEAVY MACHINERY +2
- Weapon:
- Damage: 3
- Range: Short
- Effect: Armor piercing, single-shot.
Wearables/Armor¶
Crew Uniforms¶
Crew Uniforms (Custom Item)
Description
Insulated shipboard crew uniforms with thermal liners, gloves, and sealed boots. They are not pressure suits and cannot protect against vacuum, but they are enough clothing to prevent the Freezing condition unless the wearer becomes soaked, exposed to deep-space cold, or otherwise loses shelter. Freezing rules are on Core Rulebook p. 107.
Stats
- Weight: 1 if carried as spare clothing.
- Effect: Prevents Freezing in ordinary cold shipboard conditions.
Emergency Oxygen Mask¶
Emergency Oxygen Mask (Custom Item)
Description
A disposable emergency breathing mask with a compact chemical oxygen canister and flexible plastic face seal. It is meant for short evacuations through smoke, failing life support, or a damaged compartment, not for vacuum exposure. It provides a small Air Supply reserve similar to the air supply tracked for compression suits on Core Rulebook pp. 127-128; general air consumable rules are on pp. 34-35.
Stats
- Weight: 1/4
- Air Supply: 1
- Effect: Provides breathable air.
IRC Mk.50 Compression Suit¶
IRC Mk.50 Compression Suit
Description
A reliable Frontier compression suit with a helmet comm unit, heads-up display, lateral head light, and wireless helmet camera. It maintains internal pressure and carries oxygen for vacuum exposure. Maximum Air Supply 5. See Core Rulebook, pp. 127-128.
Stats
- Armor Rating: 2
- Air Supply: 5
- Weight: 1
- Effect: AGILITY -1
P-5000 Power Loader¶
P-5000 Power Loader
Description
A Caterpillar P-5000 power loader is an industrial hydraulic exoskeleton used to move heavy cargo and amplify the operator's lifting and striking force. See Core Rulebook, p. 127.
Stats
- Armor Rating: 3
- Weight: Not portable.
- Effect: HEAVY MACHINERY +3 and CLOSE COMBAT +3 while operating the loader.