Spacer Survival Equipment

A couple items of common spacer gear:

The ForgePlate: A flat device usually 30 cm long by 6 wide and 3 cm thick. It’s essentially a portable nanofabber, the user pours raw materials on the “feed” side and the internal mechanisms disassemble it to reassemble into the requested item, which is extruded through the “fab” side. To idiot-proof there’s arrows indicating the direction material is supposed to go. Both working sides of the ForgePlate are covered with a nanomotile membrane that selectively lets materials through while maintaining a vacuum state within the device. The ForgePlate is operated by an external device, usually the user’s BCI or a tablet computer, and comes pre-loaded with several designs though it can produce anything that a normal nanofab can so long as two of its dimensions fit within the length and width of the fabbing side, it can even self-replicate or produce a scaled-up version of itself. Given time and materials a single ForgePlate could potentially rebuild an entire civilization, for that reason spacers traveling to Outworlds are advised to integrate self-destruct mechanisms into their ForgePlates that activate when an unauthorized user attempts access.

Frontiersbeing Blaster: One of the most common plasma arc weapons on the market, the Frontiersbeing blaster remains popular for its reliability and versatility. The size of a large handgun, with a capacitor under the laser and quadruple ionization prongs. The laser ionizes air in a straight path from the prongs to the target, turning it into a conductive plasma capable of carrying a charge. The intensity of the laser and charge are determined by a slider on the side of the capacitor, at the “practice” setting the prongs aren’t active and the laser is little more than a pointer to mark targets, while at its lower “powered” settings (usually marked in green) the beam carries a charge similar to that of a 20th century taser, this range of settings is colloquially known as “stun” and usually leaves no lasting damage worse than a first- or second degree burn. In the yellow-marked middle-range or “kill” settings it leaves a third-degree burn at the point of contact and carries a charge strong enough to kill most parahumans, though they can usually be revivified with quick application of microbots (although their internal bots might be shorted out). The settings marked in red, however, produce a plasma bolt hot enough to flash-boil subcutaneous tissue in a small area, producing a small and messy explosion. While these highest power levels might be considered overkill on an unarmored parahuman target it is quite useful when hunting larger fauna that can weather the shock from a yellow setting and it can even punch a hole in light Non-Newtonian armor, and while not advertised a headshot at full power can reliably prevent revivification. It’s completely useless against non-conductive solid armor like kevlar of course. The standard capacitor holds enough power for 30 seconds of prolonged fire on the lowest green setting, 15 seconds on yellow, or 3 at max power; the original battery can fully charge the capacitor five times before needing a recharge itself, but that requires several minutes of downtime.


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