When going underwater, characters can take a variety of equipment modified to work in that environment.
Jet Fins. These work on the same principle as the scooter. Jet fins enable a character to move at a rate of 13 meters per turn without requiring rest breaks every hour. A pair of fins weigh .5 kilograms and cost 50 Credits They are powered by two small, rechargeable energy cells good for two hours of use.
Modified Weapons and Equipment
Modified weapons and equipment have a tendency to malfunction due to powerful pressure from deep dives, as do AGSs. Weapons and equipment must be further modified if taken into water containing powerful chemicals; this modification will cost a further 50 Credits.
For every tenth of a gravity less than one, weapons and equipment are able to dive 10 meters deeper before a chance for malfunction occurs. The opposite is true if the gravity is greater than one. This rule applies to the weapons and equipment, too.
Artificial Gill Suit (AGS). See Artificial Gill Suit
Wide-beam Underwater Flashlight. 50 Credits. The flashlight will be attached to the AGS, around the character’s chest. The flashlight’s energy cell can go for 100 hours before needing a recharge. The flashlight enables the character to always have a minimum visual range of two meters, except in extremely murky water. It illuminates a cone-shaped area, ranging from .5-2 meters at the widest part of the cone.
Handheld Wide-beam Underwater Flashlight. which works like the one attached to the AGS, can be bought for 10 Credits.
Standard Sea Survival Pack. The contents of such a pack are: one all-weather blanket, one first-aid pack, four survival rations (eight days of food), one compass, 10 salt pills, 10 liters of water, one flashlight, one pair of sea goggles, and an emergency beeper that emits a signal for 20 km for 48 hours. Some packs may include a small firearm.
Waterproofed Compass can be found for 20 Credits.
Underwater Toxyrad Gauge. 25 Credits; its functions are slightly different from the regular type, and it will not work above water. If the red light shines, it means that there is a chemical in the area that can affect the character through his AGS, but the special filters mentioned earlier can filter them out before they reach the character. A flashing blue light indicates that there is dangerous radiation nearby. A flashing yellow light indicates that there is a chemical in the area that is so powerful that even the special filters mentioned above can not filter them out.
Underwater Exoskeleton. 2500 Credits. This version of the exoskeleton also works above water. While wearing the exoskeleton, a character is able to swim 20 meters per turn without having to rest. While underwater, the character has a +10 bonus to hit in melee, and does five additional points of damage. The exoskeleton is designed to be worn outside the AGS without hampering any of the suit’s functions. Because of the heat-absorbing properties of water, an AGS cannot have built-in infrared vision capability. Freeze fields cannot work underwater, either.
Underwater Radiophone. 550 Credits. Works under or above water. It only has a range of 50 kilometers underwater, and is connected to the communications system of the user’s AGS.
Underwater Solva-Way. Comes in small plastic bulbs which must be crushed by the entangled victim. It then spreads out and dissolve the threads, remaining potent for one turn. A bulb of underwater SolvaWay costs 15 Credits, and it will not work above water.
Variable/Timer Detonators. Regular Tornadium D-19 works underwater, but special waterproofed Variable/Timer Detonators must be used. They cost 7 Credits each and work above water, too.
Underwater Power Backpacks (300 Credits)
Underwater Powerclips (150 Credits)
Notes and References[]
- Star Frontiers: 25th Anniversary Edition Rulebook