Alien vs Predator General Equipment PL 6

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**Battledress Utility (BDU) (PL 6)**

Battledress utilities are two-piece, lightweight polycotton coveralls with pockets secured by silent fasteners. They are issued in a variety of patterns, depending on the deployment to temperate, desert, or jungle environments. When worn in an appropriate setting, fatigues grant a +2 bonus on Hide checks. BDUs are also imprinted with hightemperature dyes that break up the wearer's IR signature. Against thermal detection alone, it provides a +1 equipment bonus on Hide checks.

**Bimex M3 Day/Night Goggles (PL 6)**

Bimex M3 Day/Night Goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them. Bimex goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles). Bimex goggles reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using Bimex M3 goggles for Spot checks takes five times as long as making the check unaided. It includes a digital readout that indicates the exact distance to the object on which they are focused.

**Colonial Marine, Ghillie Suit (PL 6)**

The ultimate in camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap in woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. Beneath the natural-fiber camouflage is a suit made from radar-absorbent materials. It also comes with a portable heat sink that regulates the suit's thermal temperature.

A character wearing a ghillie suit with appropriate coloration gains a +10 equipment bonus on Hide checks. Against thermal detection alone, it provides a +4 equipment bonus on Hide checks. (The suit’s coloration can be changed with a move action. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Hide), and melee attack rolls.

**Individual Marine Pack (IMP) (PL 6)**

The IMP is a lightweight medium pack designed to carry up to 50 lb. of equipment. It is attached to a carbon fiber A-frame that clips onto armor. The pack is water repellant, but not waterproof.

**Intelligence Unit (PL 6)**

This multi-purpose computer is about the size of a briefcase. It contains all the information necessary for a particular mission, including data on important locations and personnel. It can scan files for relevant information about people and places, and even has the ability to scan fingerprints. An Intelligence Unit provides users with a +2 equipment bonus on appropriate ability or skill checks related to information the device has stored (usually Knowledge checks).

**M10 Pattern Ballistic Helmet (PL 6)**

The M10 pattern ballistic helmet incorporates a tactical camera, audio microphone, IFF transmitter and a PRC 489/4 receiver/transmitter system. The camera can be used to record up to eight hours of video and audio activity. The receiver/transmitter has a range of 15 miles. Additionally, the M10 mounts a passive infrared sight, which flips down over the right eye. This sight projects IR images from the thermal imaging system built into the camera. The grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away.

**Metal Detector Glove (PL 6)**

A glove the Marines on the USM Auriga use as metal detectors. They run them along the members of The Betty upon their arrival on the Auriga to make sure they aren't carrying weapons, as none are allowed onboard. It provides a +5 equipment bonus to Search checks.

**Motion Tracker (PL 6)**

A sonar unit combined with passive air density sensors, the Motion Tracker can indicate the position, size, and speed of any object within 180 feet. It can determine the size of the object down to a minimum diameter of 6 inches. It provides a +5 equipment bonus to all Spot checks for any moving object within range.

**Pheromone Collar (PL 6)**

Dr. Mayakovsky discovered that Aliens identify each other through pheromones. He realized that harvested Alien pheromones could be used to safely navigate amongst Alien hives. The truth is that the collars are not 100% effective, so only the truly desperate dare to use them. Pheromone collars are effective in a three-meter radius and last for 3 hours. While worn, the collars bestow a +10 equipment bonus to Hide checks. These collars allow the wearer to make an opposed check against an Alien's Spot or Survival rolls for purposes of remaining undetected. Pheromone collars bestow a +10 bonus to Disguise checks for Alien synthetics only. While wearing the collar, the wearer must move slowly – any sudden movements (including combat) immediately nullify the effects for that Alien hive.

**Portable Welder (PL 6)**

This small tool is used for either welding or cutting metal. It can cut through 60 inches of hardness –1 material each round. For sturdier materials, divide 60 by the material's hardness to determine the number of inches the welder can cut through each round.

**Pressure Suit (IRC Mk. 35) (PL 6)**

Pressure suits are designed for operations on planets with hostile atmospheres or extreme temperatures, including deep space. They have durable thermal control systems that can withstand temperatures of up to 500 degrees Fahrenheit. A pressure suit is designed to support the wearer for up to 8 hours, but can last up to 24 hours in an emergency.

**Space Suit (IRC Mk. 50) (PL 6)**

This suit consists of an inner thermal regulation garment and two outer layers of tight-fitting elastic fabric with an airtight covering to compress the wearer's body against the effects of low pressure. No decompression is necessary when donning or removing the suit. The suit provides no protection against high pressure.

**TNR Lamp (PL 6)**

Mounted on the M3 armored vest, this high powered halogen white-light lamp projects a bright beam 100 feet long and 50 feet across at its end. It runs off a rechargeable battery and incorporates a carrying handle so that it may be detached and used as a hand lamp.

**Xeno-Zip (PL 6)**

Xeno-Zip was originally marketed as a legitimate "upper" that made its citizens happy and active. But some people have an extreme reaction to it, becoming mass murdering killing machines. To that end, Xeno-Zip was pulled off the market and manufactured solely for military use, guaranteeing that side-effects which were an anomaly happen to anyone taking the drug. Xeno-Zip is primarily distributed in pill form. Anyone consuming Xeno-Zip becomes a virtual fighting machine— stronger, tougher, faster, and more skilled in combat. The person's mind-set changes so that he relishes combat and can’t use any advanced skills.

The recipient gains a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. His base attack bonus equals his character level (which may give him multiple attacks).

While under the effects of Xeno-Zip, a character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He can use any feat he has except Combat Expertise and item creation feats. The fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

**Yautja, Trophy Preparation Kit (PL 6)**

This kit is the size of a large suitcase. It contains a bone scrubber, flesh dissolving enzyme (12 uses), drain tube with vacuum, catch bag, skull piercer, bone polish and preserver, 12 dressing hooks, and 300 ft cord. Predators live by a very specific code of behavior. This code appears similar to human warriors codes such as bushido and chivalry in that it promoted bravery, martial skill, and loyalty to the pack. Most of their laws are obvious and are dealt with by an Arbitrator. However, sometimes when each party is accusing the other, a wrestling match resolves the case. Usually this is only to the knock out or off ring, but in the case of one side accusing the other of claiming the kill of another, it is to the death. The most common reasons for a match, from most to least common: Right to hunt, right for hunting grounds, to settle a petty dispute, to reclaim honor, claiming the kill of another.