E153 High Technology Item (takes 1 hour)

You have the opportunity to buy one high-technology item. Roll 2d6 to determine which item is available. All items are tech 6,
with the base price (R229A) given in brackets [ ].
  • 2: upgraded sublight drive for your starship. Escape is automatic from any ship of tech 5 or less, normal escape ability against tech 6 ships. Upgrading takes a full day of RRR to install at a spaceport or station [10,000 s]
  • 3: ECCM electronic counter-countermeasures unit of 3 CU size that negates the effect of any ECM unit [800 S]
  • 4: Regrowth Tank that allows rapid healing for one person (R231), with 1d6 hits healed per day if the person stays in the tank the entire day. The tank requires installation in the starship and takes 4 CU. If it breaks down the day it is in use, the person suffers 1d6 extra hits instead of healing that many [2,000 S]
  • 5: Shadow Suit that can be worn by anyone not in a utility suit. It will reduce the Detection Factor (R238) by one (-1) of the wearer if entering a land area on foot and alone (or with other shadow suit wearers only). Anyone shooting at a wearer has accuracy (R230D) reduced by two. Wearing a shadow suit costs 1 S per day for consumable items (IR filters, etc.) [200 S]
  • 6: Portable Life Support Unit that when collapsed is 4 CU in size with a 1 CU power plant. When the 4-CU unit is unfolded (takes 1 hour) it expands to hold 50 CU and provides life support (R213) for a month. The 1 CU power plant only runs for that month, after which a week of recharging at a starship power plant is needed [40 S per collapsible unit, 300 S per plant]
  • 7: Starship Defensive Screens composed of two separate 2 CU devices, one installed in the engine compartment, and one in some other compartment of the starship, and controlled from the pilot’s compartment. Effects of screens are described in R230L [500 S]
  • 8: ECM electronic countermeasures unit 1 CU in size. It provides added protection for a starship (see R230L) if installed in the engine compartment [500 S]
  • 9: Vacuum Skimmer that performs like an ordinary skimmer, but able to function in bad air or no air, as well as good air. However, it does not provide life support unless a special version with this feature is purchased. [100 S for standard version, 200 S for version with integral life support]
  • 10: High Power Sidearm that is like a normal sidearm in size and use, (R215D) except it fires like a heavy hand weapon with explosive charges (R230E) [50 S]
  • 11: Power Pack fusion plant that never requires recharging or any additional cost. The fusion power pack replaces a normal fuel unit; a pack for a skimmer is 1 CU in size [80 S], a pack for a ship’s boat is 10 CU in size and provides power equivalent to 10 fuel units per hour [2,000 S]
  • 12: Personal Force Field that occupies 1 CU turned off, 2 CU activated, and surrounds the wearer when activated. When activated it prevents anyone from getting into contact (R230B) with the wearer, and protects the wearer from explosive weapon effects, but not from normal hit effects. If the personal force field is activated when a hyperjump occurs, or inside a stasis field, it immediately explodes and kills the wearer. The force field when activated can surround a person in a utility suit [800 S]