Requisitions
Most Coalition soldiers have a d6 Supply that represents normal well functioning logistics. This functions the same as the Wealth die in Savage Worlds. Treat Common items (see below) as mundane and require a roll for Uncommon items. Instead of going broke soldiers who wear out their welcome with the supply officer are put in the dog house and are limited to standard and mission specific gear only until they can work their way back into someone’s good graces. Generally Requisitions Requests are for a single mission.
Modifying a soldier's standard issue gear set is done at –4 because of the extra clearances required.
Requisition resets after each mission.
Well supplied units get an additional +1 to Requisition rolls.
The Rich, Very Rich, Fame, and Famous Edges and Poverty Hindrance function like they do for Wealth. Rewards are often given after a mission well done. Alternate Rewards include permanent standard issue of a specific item, new cybernetics, upgrades to assigned vehicles, and more.
Trading Favors
It requires a little creativity to beg, borrow, or steal Rare or Very Rare gear. The soldier might have to sweet talk the supply officer, get special authorization, or horse trade with another squad by Networking to obtain it. Failure means it is not assigned, promised to someone else, there is a paperwork hiccup, or the clerk doesn’t like the requesting character. Minor and Major social Hindrances can negatively modify this roll.
These exchanges require some sort of incentive for the giver. Favors, cash, and other items can be exchanged for Rare or Very Rare Gear.
Supply in the Field
While in the field, each commando has a finite amount of ammunition, recharges, food, fuel, water and medicine assigned for his use. This is the same as the Supply die for requisitions, but it degrades over time. Soldiers can use their own supply to Support a squadmate. The supply die only recharges when the entire group is resupplied. See Supplies (TLFM).
Return of Gear
Unless your standard gear kit is modified (which is aharder than simply getting some gear for a mission - see above), you have to return your gear after you are done with it. At the end of a mission, you will go back to just your standard issued gear (your starting gear, as well as any permanent modifications to your gear).
Cyberware
The issue of Cyberware for treatment of injuries is automatic for basic cybernetic limbs, eyes, etc. If you want upgrades on healthy body parts, increase the difficulty by 1 to reflect the waivers that must be signed and approval needed. It also takes 2 days per strain to recover from the surgery. Cyberware must always be rolled for unless it is for injury.
Power Armor
Power Armor is not given to anyone without the proper training (PA Jock Edge) and it is never permanently assigned without special dispensaton from Battalion Command.
Rarity of Gear
Common Items
Armored Military Great Coats and Armored Cloaks (Common; EOH p. 38)
Armored Camouflage Cloaks (Reversible: Add +2 to Stealth in Urban/Ruins or Wilderness; Common; EOH p. 38)
Backpack (Common; EoH p. 37)
Blanket (Common)
Camera (digital; Common)
Canteen (Common)
Communicator (Common; TLPG 87)
Computer, Field (Common for Grade I; TLPG 87)
Crowbar (Common)
Dosimeter (Common; TLPG 87)
E-Clip, Short (x2) (Common; TLPG 98)
E-Clip, Long (x2) (Common; TLPG 98)
First Aid Kit (Common)
Flashlight (10″ beam) (Common)
Flask (ceramic) (Common)
Flint and Steel (Common)
Goggles (Common)
Grappling Hook (Common)
Grenade, High Explosive (Common; TLPG p. 101)
Grenade, Fragmentation (Common; TLPG p. 101)
Hammer (Common)
Handcuffs (or manacles; Common)
Holsters, Pistol (Common)
Holy Symbol (Wooden Crosses are Common; TLPG 88)
Infrared Distancing Binoculars (Common; TLPG 88)
Language Translator (Common; TLPG 88)
Lantern (4 hours, 4″ radius; battery or oil; Common)
Lighter (Common)
Oil (for lantern; one pint; Common)
Optics Glasses/Goggles (Common) (see below)
Magazines (for CA-115) x2
Neural Mace (Common, TLPG 99)
Quiver (holds 20 arrows/bolts; Common)
Rope, nylon (10″/20 yards; Common)
Shovel or Collapsible Entrenching Tool (Common)
Sleeping bag (Winterized; Common)
Shotgun Speedloader with shotgun rounds of choice. x2
Tool Kit (Common)
Vibro-Axe (Common; See above)
Vibro-Knife (Common; TLPG p. 99)
Vibro-Short Sword (Common; TLPG p. 99)
Vibro-Long Sword (Common; TLPG p. 99)
Whistle (Common)
Whetstone (Common)
Cyberware: Bionic Strength Augmentation
Cyberware: Bio-Systems
Cyberware: Core Electronics Package
Cyberware: Cybernetic Prosthetics
Cyberware: Cyber-Wired Reflexes
Cyberware: Synthetic Organ Replacement
Uncommon Items
Computer, Field (Uncommon for Grade II; TLPG 87)
Electro-Adhesive Pads (Uncommon; TLFM p. 15)
Field Repair Kit (Uncommon, TLPG 88)
Grenade, Armor Piercing (Uncommon; TLPG p. 101)
Grenade, Plasma (Uncommon; TLPG p. 101)
Handcuffs, M.D.C. (or manacles; Uncommon; TLFM p. 16)
Holo-Display Communicator (Uncommon; TLPG 88)
Impact Hammer (Uncommon; TLPG 99)
Impact Maul (Uncommon; TLPG 99)
IRMSS—Internal Robot Medical Surgeon System (Uncommon; TLPG 88)
Eagle Jet Pack (Electric Engine; Uncommon; CS Manufactured; TLPG 89)
Laser Torch (Uncommon; TLPG 100; CS Manufactured)
Lock Pick Set (Uncommon)
Multi-Optics Helmet (Uncommon; TLPG 88)
Multi-Optics Scope (Uncommon; TLPG 88)
Silencer (Uncommon; EoH p. 37)
Silver-Plated Melee Weapon (Uncommon; B&B p. 39)
Silver Ballistic Ammo (Uncommon; B&B p. 39; issued one magazine or ten rounds at a time)
Trauma Kit (Uncommon; TLPG 88)
Vibro-Greatsword (Uncommon; TLPG p. 99)
Vibro-Vambraces (Uncommon; TLPG p. 99) - Common for Dogboys and Psi-stalkers
Cyberware: Adrenal System
Cyberware: Armor Plating
Cyberware: Audio Package
Cyberware: Climbing Package
Cyberware: Internal Life Support
Cyberware: Leg Upgrades
Cyberware: Reinforced Frame
Cyberware: Targeting Eye
[b
]Power Armor[/b]: PA-06A SAMAS
[b
]Power Armor[/b]: PA-07A Smiling Jack SAMAS
[b
]Power Armor[/b]: PA-100 Mauler
Uncommon for Commando Soldiers (CS Army Commandos, CS Navy RLT, Ranger Corps, Scouts, etc)
Cyberware: Aquatic Mode Upgrade
Cyberware: Booster Jets
Cyberware: Lockpick Fingers
Cyberware: Wilderness Scout Package
[b
]Power Armor[/b]: Super SAMAS
Uncommon for Covert Ops Soldiers (infiltration, disguise, intelligence, etc)
Cyberware: Cyber-Disguise, Basic
Cyberware: Language Translator
Cyberware: Lockpick Fingers
Cyberware: Secret Compartment
Uncommon for Technical Soldiers (Repair, Communications, etc)
Cyberware: Environmental Sensors
Cyberware: Expanded Detection and Security Array.
Cyberware: Language Translator
Cyberware: Optics Package
Cyberware: Signal Booster
Cyberware: Ultimate Walking Tool Kit Package
Cyberware: Vehicle Interface Package
Rare Items
Bio-Analysis Kit (Rare; TLPG 87)
Holy Symbol (Silver Crosses are Rare; TLPG 88)
Falcon Jet Pack (Nuclear Engine; Uncommon; CS Manufactured; TLPG 87)
Lock Pick Release Gun (Rare; TLFM p. 16)
Psi-Damper Helmet (Rare; EoH p. 37)
Rocket Boots (Rare; TLFM p. 16)
Silver-Plated VibroWeapon (Rare; B&B p. 39)
Silver-Plated Power Armor Spikes, Fists, Elbows, or Knees (Rare; B&B p. 39)
Cyberware: Chemical Spray
Cyberware: Cyber-Disguise, Basic
Cyberware: Embedded Combat Coding
Cyberware: Environmental Sensors
Cyberware: Expanded Detection and Security Array.
Cyberware: Hand-to-Hand Reaction Wiring
Cyberware: Language Translator
Cyberware: Lockpick Fingers
Cyberware: Nano-Repair System
Cyberware: Optics Package
Cyberware: Range Data System
Cyberware: Secret Compartment
Cyberware: Signal Booster
Cyberware: Ultimate Walking Tool Kit Package
Cyberware: Vehicle Interface Package
Cyberware: Wilderness Scout Package
[b
]Power Armor[/b]: PA-200 Terror Trooper
[b
]Power Armor[/b]: PA-09A Super SAMAS
[b
]Power Armor[/b]: PA-10A Sea SAMAS
Rare for Commando Soldiers (CS Army Commandos, CS Navy RLT, Ranger Corps, Scouts, etc)
[b
]Power Armor[/b]: Striker SAMAS
[b
]Power Armor[/b]: Glitter Boy Killer
Uncommon for Covert Ops Soldiers (infiltration, disguise, intelligence, etc)
Cyberware: Cyber-Disguise, Improved
Rare for Medical Soldiers (Combat Medics, Doctors, RCSG, etc)
Cyberware: Medical Suite
Very Rare Items
MAG-5 Jet Pack (Very Rare; EOH p.184)
Psi-Scanner Wand (Very Rare; EoH p. 37)
Silver Railgun Ammunition (Rare; B&B p. 39)
Cyberware: Cyber-Disguise, Improved
Cyberware: Extendable Hydraulic Arms
Cyberware: Extra Set of Arms
Cyberware: Jet Pack
Cyberware: Medical Suite
Cyberware: Nuclear Power Cell
Cyberware: Psi-Dampers
[b
]Power Armor[/b]: PA-08A Striker SAMAS
[b
]Power Armor[/b]: PA-300 Glitter Boy Killer
[b
]Power Armor[/b]: PA-101 Death Wing Flying Wing and Power Armor (considered obselete, Flying Wings are now used mostly by juicers)
Coalition Munitions Optics Glasses/Goggles:
Popular with scouts, dogboys, psi-stalkers, and others who prefer not to always wear their helmets, these glasses provide all of the optical benefits of a Multi-Optic Helmet without the helmet's protection. Often used with a helmet sans its face pate.