Tech and Tools
AX.GAT.09.03 - Tech & Tools
The Terminal's technology base is functional and layered, not cutting-edge by galactic standards, but maintained and adapted over decades of operation at the edge of explored space. Equipment reflects the reality of a station that cannot easily replace what breaks: tools are built robust, repairs are routine, and improvisation is a practiced skill.
Power systems run on standardized power cells that fit most equipment. The cell standard is consistent across the Terminal; older equipment uses adapters. Cell capacity is rated in hours of continuous operation.
Electronic systems are subject to EM Surge interference (AX.GAT.08.02). Mechanical and optical systems are not. Characters who operate in high-surge environments learn to carry backup tools.
Medical Equipment
Field Medical Kit A compact kit containing wound sealing materials, stimulants, pain management, and basic diagnostic tools. The minimum useful medical equipment for field operations.
- Effect: When used by a character with the Medicine talent, restores 1D HP as a Primary Action; without Medicine, restores 1 HP
- Charges: 3 uses before resupply required
- Tier: Standard, ℃r 50–120
Advanced Medical Kit A comprehensive field medical system with surgical capability, advanced diagnostics, and a broader pharmaceutical range. Survey Corps standard; Restricted for general purchase.
- Effect: When used by a character with Medicine, restores 2D HP as a Primary Action; also allows treatment of specific conditions (Vacuum Exposure recovery outside a pressurized environment, reduces recovery time by half with successful Medicine roll, Threshold 3); without Medicine, restores 1D HP
- Charges: 5 uses
- Tier: Restricted, ℃r 1,500–3,000
Synthari Repair Kit Specialized tools for Synthari maintenance and field repair, diagnostic probes, nano-repair compound, structural adhesive, and replacement component stock. Required for Synthari HP recovery in the field (AX.GAT.06.04, Synthari recover HP only through repair, not biological healing).
- Effect: Required for Synthari field recovery; with Engineering talent, restores 1D HP as a Short Rest action; without Engineering, restores 1 HP as a Short Rest
- Special: A character making repair rolls on a Synthari with an Advanced Medical Kit and Engineering talent may treat the roll as an Advanced Kit use, the crossover reflects the mechanical overlap between medical and engineering in Synthari physiology
- Charges: 4 uses
- Tier: Standard, ℃r 200–350
Stim Pack (Fast Burn) A single-use injector delivering a short-duration stimulant that suppresses pain and restores physical function temporarily. Common in faction security and Survey Corps field kits.
- Effect: As a Quick Action, removes the Hindered condition or the Speed Save penalty from any single condition for the remainder of the scene; at scene's end, the suppressed condition returns at its original severity
- Charges: 1 use (single-use injector)
- Tier: Standard, ℃r 40–80 per unit
Engineering and Repair Tools
Maintenance Toolkit A comprehensive set of hand tools and diagnostic equipment for general station maintenance, electrical, mechanical, atmospheric systems. The most common professional toolkit on the Terminal.
- Effect: +1D to Engineering rolls for repair and maintenance tasks; required for most technical tasks beyond improvised repair
- Tier: Standard, ℃r 80–150
Advanced Engineering Kit A full technical suite including specialized diagnostic equipment, precision tools, and a portable fabricator for component replacement. Span guild-standard for certified engineers.
- Effect: +2D to Engineering rolls for complex repair, installation, and modification tasks; allows field modification of equipment (GM determines scope); required for void suit repair in the field
- Tier: Restricted, ℃r 1,200–2,000
Void Suit Patch Kit Rapid-seal materials specifically designed for field repair of vacuum suit breaches. A standard item in any EVA kit.
- Effect: Sealing a breach requires a Speed + Engineering roll, Threshold 2, as a Primary Action; success seals the breach and stops Vacuum Exposure progression immediately; failure allows one more attempt before the suit must be replaced; patch kit provides 5 repair attempts
- Charges: 5 patches
- Tier: Standard, ℃r 60–100
Demolition Charges Controlled explosive charges rated for structural applications, breaching doors, collapsing access tunnels, disabling equipment. Not weapons in the conventional sense; designed for infrastructure work.
- Effect: Destruction of structural targets (doors, walls, equipment) as specified by GM; against living targets, deal 4D damage in Touch range on detonation; 2D at Close; trigger is timer or remote detonator (included)
- Tier: Restricted, ℃r 300–600 per charge
Scanning and Sensing Equipment
Personal Scanner (Handheld) A multifunction handheld sensor unit for environmental monitoring, atmospheric composition, radiation levels, EM readings, life sign detection at close range.
- Effect: +1D to Notice and Investigate rolls involving environmental analysis; provides specific data (radiation levels, atmospheric composition) without a roll; EM Surge applies Disadvantage to scanner operation (AX.GAT.08.02)
- Tier: Standard, ℃r 250–450
Survey Instrument (Advanced) A high-sensitivity sensor suite for void operations, long-range environmental analysis, structural integrity assessment, void phenomenon mapping. The Survey Corps standard field instrument; also the Focus for Void Attunement's Read expressions (AX.GAT.08.04).
- Effect: +2D to all sensor-based rolls at Near and Far range; allows Void Attunement practitioners to use this as a Void Attunement Focus (see AX.GAT.08.04); specific void hazard detection without a roll in surveyed range; EM Surge: Disadvantage
- Tier: Restricted, ℃r 2,500–4,000
Neural Interface Chip (Data Access) A passive implant chip that allows direct neural interface with compatible terminal nodes, faster data access, reduced interface friction. A qualifying implant for Cybernetic Integration (see AX.GAT.08.05) under the additive/passive category: this does NOT qualify as a CI prerequisite implant.
- Effect: +1D to data access and electronic interface rolls when interfacing with compatible systems; the character can access public Terminal nodes without physical interaction
- Special: This is an additive implant; it does not replace or fundamentally augment a naturally occurring biological system. It does not qualify as a CI prerequisite implant.
- Tier: Standard, ℃r 400–700
Neural Processor (Augmented) A cognitive augmentation implant that enhances processing speed, working memory, and parallel task management. Replaces and fundamentally augments naturally occurring cognitive architecture; this is a qualifying CI prerequisite implant.
- Effect: +1D to Wit-based rolls involving data processing, pattern recognition, and rapid information synthesis; counts as a qualifying implant for Cybernetic Integration profession access (AX.GAT.08.05)
- Tier: Restricted, ℃r 2,000–3,500 (implantation procedure adds ℃r 500–1,000 in surgical costs)
Power Cells and Consumables
Standard Power Cell The Terminal's universal power cell format, compatible with most equipment. Rated for the duration specified in each item's entry.
- Tier: Standard, ℃r 20–40 per cell
Heavy Power Cell Extended-capacity cell for power-intensive equipment, Tactical Combat Frames, extended Survey instruments, high-draw arc systems.
- Tier: Standard, ℃r 80–150 per cell
Oxygen Tank (EVA Supplement) Supplemental oxygen supply for void suits, extends life support duration by 3 hours per tank. Attaches to suit external mounting points.
- Tier: Standard, ℃r 60–120 per tank
Thruster Fuel Cell Propellant charge for personal thruster packs. One cell = 4 hours continuous operation.
- Tier: Standard, ℃r 100–180 per cell
Communication Equipment
Personal Comm Unit The Terminal's standard personal communication device, encrypted short-range voice and text. Integrated with the station's comm node network for full-station coverage. Most residents carry one.
- Effect: Standard encrypted communications across the Terminal's network; EM Surge: Disadvantage on transmission/reception
- Tier: Standard, ℃r 50–120
Encrypted Comm (Faction-Grade) Faction-issue communication equipment with enhanced encryption and, in some configurations, frequencies that bypass standard monitoring. The Vigilants' analytical division can crack faction encryption with time; immediate interception is blocked.
- Effect: +2D to Wit + Resolve rolls to maintain communication security; standard monitoring cannot intercept in real time; EM Surge: Disadvantage
- Tier: Restricted, ℃r 800–1,500
Void Comm (Long-Range) Communication equipment rated for void operations, boosted transmitter, directional antenna, and signal processing designed for the Ki Nebula's EM environment. Accounts for nebula interference but does not eliminate it.
- Effect: Communications function reliably in void operations at Near range; at Far range, apply −1D to clarity/success rolls from interference; EM Surge: Disadvantage (the surge's short duration means most transmissions can be retried after surge passes)
- Tier: Restricted, ℃r 1,800–2,800
Cybernetic Augmentation (Qualifying Implants)
The following implants replace or fundamentally augment naturally occurring biological systems; they qualify as CI prerequisite implants for Cybernetic Integration access (AX.GAT.08.05). Implantation requires a medical procedure (additional cost and recovery time).
Note: Synthari do not use this equipment. Their augmentation is lineage architecture, not external installation.
Prosthetic Limb (Combat Grade) A replacement limb with structural reinforcement and performance characteristics that exceed the biological original. Common for trauma recovery; available as elective augmentation for personnel who value the capability trade.
- Effect: +1D to Body rolls specifically involving the augmented limb (grip, leverage, impact); the limb is not damaged by standard weapon fire unless specifically targeted; targeted attacks against the prosthetic deal equipment damage rather than HP damage
- CI Prerequisite: Yes, replaces a naturally occurring biological system
- Tier: Restricted, ℃r 3,000–5,000 (implantation: ℃r 500–1,500)
Augmented Sensory Organ Enhanced visual, auditory, or olfactory organ that replaces the biological equivalent, expanded range, spectrum access (low-light, UV, or specific EM frequencies), or enhanced sensitivity.
- Effect: Choose one sense; that sense operates at +1D for relevant Notice and Investigate rolls; the augmentation can access one additional spectrum or range tier beyond normal biological capability (GM defines specific parameters at installation)
- CI Prerequisite: Yes, replaces a naturally occurring biological system
- Tier: Restricted, ℃r 2,500–4,000 (implantation: ℃r 500–1,000)
Synthetic Organ (Performance) A synthetic replacement for a major biological organ, cardiovascular, pulmonary, or hepatic, with performance characteristics that exceed the biological original. Enhanced endurance, toxin processing, or atmospheric tolerance.
- Effect: +1D to Body Save rolls; choose one specific physical stress category (exertion, toxin exposure, environmental pressure); that category's Body Save threshold is reduced by 1
- CI Prerequisite: Yes, replaces a naturally occurring biological system
- Tier: Restricted, ℃r 4,000–6,000 (implantation: ℃r 1,000–2,000)
Skeletal Reinforcement Subdermal structural reinforcement, polymer-composite support structure integrated with the skeletal system. Improves structural durability without visible external modification.
- Effect: +2 HP (permanent); +1D to Body Saves involving structural stress (fall impact, crush damage, pressure)
- CI Prerequisite: Yes, fundamentally augments a naturally occurring biological system
- Tier: Restricted, ℃r 5,000–8,000 (implantation: ℃r 1,500–2,500)
Equipment Acquisition Notes
Implantation: Cybernetic augmentation requires a medical facility and surgical time, minimum one full session of in-game recovery (shorter with Advanced Medical Kit and skilled physician). Characters who take implants under emergency field conditions risk complications (GM discretion, Body Save Threshold 3).
Repair and Maintenance: All equipment requires periodic maintenance. The GM does not track routine maintenance as a burden unless the campaign context makes supply relevant (extended void missions, siege conditions, economic disruption). When maintenance is narratively relevant, Engineering + Maintenance Toolkit is the resolution.
Black Market Availability: Controlled equipment occasionally surfaces on the informal market through League channels or individual contractors. Price premium is typically 50–100% above Restricted values; provenance is uncertain; Vigilant oversight of known black-market equipment acquisition is an ongoing low-level risk.