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Updated:  2011-07-19

 
 
 
 

Availability Codes
Bibliography
Categories
Equipment by Campaign
Notes on Prices
Related Pages
Shoddy Equipment Rule
Wear Value

Related Pages
Compleat Equipment List
Converting Traveller to Striker II

Infantry Weapons of the World
Military Small Arms by Nation
The Gold Standard
TL-6 Combat Equipment

Equipment By Campaign

These pages exist to keep track of equipment as it is created or added to this site.

Advanced Dungeons & Dragons Equipment
Classic Traveller Equipment
Dark Ęther Equipment
Dark Conspiracy Equipment
Gamma World Equipment
Merc: 2000/Special Operations
Metamorphosis Alpha Equipment
Space 1889 Equipment
Top Secret Equipment
Twilight: 2000 Equipment

Categories
Armor
Communications Equipment
Covert Operations Equipment
Data Storage and Processing Equipment
Diving Equipment
Explosives
Fire-Fighting Equipment
Fuels
Magic Spells
Medical Equipment
Miscellaneous
Recording Equipment
Robots
Sensors
Technical Architecture

Vac Suits
Vacuum and Hostile Atmosphere Survival Equipment
Vehicles
Vision-Enhancement Devices
Weaponry

Availability Codes

Equipment often has an availability code listed with it.  The code to the left of the slash means availability status without contacts; the code to the right of the slash means availability with contacts.  The abbreviations are:

V = Very Common (100%)
C = Common (70%)
S = Scarce (40%)
R = Rare (10%)

The local law level will also affect the availability of equipment. 

No Law (0):  All items are two levels easier to acquire.  Prices are 25 percent of the price listed.
Low Law (1-3):  All items are one level easier to acquire.  Prices are 50 percent of the price listed.
Moderate Law (4-7):  No change.
High Law (8-9):  All items are one level harder to acquire.  Prices are 200 percent of the price listed.
Extreme Law (A+):  All items are two levels harder to acquire.  Prices are 400 percent of the price listed.

Notes on Prices

In general, prices will tend to drop by 5 to 15 percent at each tech level after the tech level of introduction of an item.  Most items of a military nature can, on worlds with a population level of 9+, be purchased in quantity at a discount.  While discounts vary from world to world, a general average provides discounts of 20 percent, 40 percent and 60 percent at volume.

Small arms and support weapons must be purchased in lots of 20 (a case) to receive the 20 percent discount, lots of 100 to receive the 40 percent discount and lots of 1000 to receive the 60 percent discount.

Vehicles must be purchased in lots of 10 to receive the 20 percent discount, lots of 50 or more to receive the 40 percent discount, and lots of 100 to receive the 60 percent discount.

Ammunition must be purchased in lots of 500 units (clips, drums, cases, etc.) to receive the 20 percent discount, lots of 1000 units to receive the 40 percent discount, and lots of 10,000 units to receive the 60 percent discount.

Wear Value

Prices will also drop based on the wear value of the piece of equipment:
Wear Value Price Mod
1 ×0.9
2 ×0.8
3 ×0.7
4 ×0.6
5 ×0.5
6 ×0.4
7 ×0.3
8 ×0.2
9 ×0.1
10 ×0.01

Shoddy Equipment Rule

Equipment can be purposefully built with an initial wear value greater than 0.  For every wear value greater than 0, decrease the build time and cost by 5 percent (this is in addition to any natural wear value, above).

Bibliography

Adventure 5:  Trillion Credit Squadron.  ©1981 by Game Designers' Workshop.
Book2:  Starships.  ©1977, 1981 by Game Designers' Workshop.
Book 4: Mercenary.  ©1978 by Game Designers' Workshop.
Book 5: High Guard.  ©1980 by Game Designers' Workshop.
GURPS: Ogre.  ©2000 by Steve Jackson Games Incorporated.
Traveller: The New Era. ©1993 by Game Designers' Workshop.