Goods/Emitter
Equipment classification: E - Emitters (of signals capable of being sensed)[edit]
Emitters are a category of equipment that emit detectable signals or energy. There are two distinct sub-categories of emitters: communication systems which emit energy for the purposes of communications, and active sensor which emit signals to detect and identify targets.
The items in this category are the emitter devices which are not specifically identified as either communicators or sensors.
Bug (device)
Bug | |
---|---|
Type | Emitter |
Tech Level | TL–8 |
Cost | Cr1,000 |
Size | 0.2 liters |
Weight | 0.3 kg |
Also see | Electronics |
Bugs are nearly undetectable monitoring devices. They enable the individual to hear (or to record for later monitoring) conversations. Typically, a bug array is packaged as a small rod containing up to 50 implantable bugs. They are placed by touching the rod to a wall joint, light switch, or some other feature of the room. Implanted bugs are not recoverable, but they can be destroyed.
It does not function in a vacuum: it relies on a gas, a fluid or a solid to carry sound. Bugs send a constant signal to a central monitor (usually disguised as a recreational audio recorder). The range of the bug transmitter is small, usually under 10 meters. The battery for each bug transmitter lasts about five hours with continuous use, longer if it is quiet.
The bug's radio transmissions are extremely short range and are almost impossible to detect without specialist receiving equipment (a "Bug Monitor"), or a portable Radio Direction Finder.
Bugs come in one of four types (based upon the essential principles used for the bug) classified as A, B, C, and D.
- John Harshman, Marc Miller. Solomani (Game Designers Workshop, 1986), 48.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 54.
- Frank Chadwick, Dave Nilsen. Traveller: The New Era (Game Designers Workshop, 1993), 346.
- Dave Nilsen. Reformation Coalition Equipment Guide (Game Designers Workshop, 1994), 32-33.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 44.
- Matthew Sprange. Core Rule Book (Mongoose Publishing, 2016), 103.
- Matthew Sprange. Central Supply Catalogue (Mongoose Publishing, 2016), 62.
Cold-Light Stick
Cold-light Stick | |
---|---|
Type | Emitter |
Tech Level | TL–8 |
Cost | Cr2 |
Size | |
Weight | 0.05 kg |
A Cold-Light Stick or chemstick is a sealed plastic tube, usually 10cm long. The interior contains two chemicals separated by a plastic or thin glass membrane. When bent and shaken (mixing the chemicals) it starts a bioluminescence chemical reaction, producing a soft glow. The light cannot be turned off once started. Once the chemical reaction has run its course, the tube is discarded.
Cold-Light Sticks are usually supplied in multi-packs.
At TL-7 glow sticks are often quite crude and are more suitable as children's toys than proper emergency devices. At TL–8 the glow is a soft green color and persists for 30 minutes. At TL–9 the chemicals can produce any color, including white and infrared. The glow persists for 5 hours. At TL–10 the chemical reaction lasts for 24 hours.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 26.
- Martin Dougherty, Neil Frier. Star Mercs (Steve Jackson Games, 1999), 80.
- Douglas E. Berry. Ground Forces (Steve Jackson Games, 2000), 103.
- Martin Dougherty. Guns, Gadgets and Gear (Avenger Enterprises, 2007), 57.
- Matthew Sprange. Central Supply Catalogue (Mongoose Publishing, 2016), 51.
Cold-light Flare
Cold-light flare | |
---|---|
Type | Emitter |
Tech Level | TL–8 |
Cost | Cr5 |
Size | |
Weight | 0.1 kg |
A Cold-light Flare is a sealed plastic tube, usually 10cm long. The interior contains two chemicals separated by a plastic or thin glass membrane. When bent and shaken (mixing the chemicals) it starts a bioluminescence chemical reaction producing an intense light in a 15-meter radius for 5 minutes. The light cannot be turned off once started. Once the chemical reaction has run its course, the tube is discarded. Used in situations where Smoke Flares would be inappropriate.
- Douglas E. Berry. Ground Forces (Steve Jackson Games, 2000), 103.
Cold-light Sphere
Cold-light Sphere | |
---|---|
Type | Emitter |
Tech Level | TL–10 |
Cost | Cr10 |
Size | 0.12 liters |
Weight | 0.1 kg |
A Cold-light Sphere is a 5cm transparent sphere which glows with a soft light. The sphere is filled with a collection of bacteria in a balanced, sealed ecosystem, one of which produces a bioluminescent cold light. The sphere needs to be exposed to daylight to re-charge it. The sphere glows for 4 to 8 hours after an 8 to 12 hour exposure to sunlight.
If the sphere is stored in a dark space, the bacteria will go dormant; they will survive for up to a year and return to normal functioning when again exposed to light. Exposure to extremes of heat or cold will kill the bacteria and render the globe useless. The sphere is otherwise sealed and does not require external power, nor is it sensitive to external pressures (vacuum to 100 atmospheres).
Confounder
Confounder | |
---|---|
Type | Emitter |
Tech Level | TL–9 |
Cost | Cr620 |
Size | 0.5 liters |
Weight | 0.5 kg |
A Confounder is device generating a broad spectrum of white noise, low level microwaves, and flashing lights at quick random intervals into both the infrared and ultraviolet visual range. Detecting the Confounder is very easy as the broad spectrum emissions are bright. However sensing or recording events in the area near by is very difficult as the Confounder overwhelms the sensors.
Electric Torch
Electric Torch | |
---|---|
Type | Emitter |
Tech Level | TL–5 |
Cost | Cr10 |
Size | 1.0 liter |
Weight | 0.5 kg |
The electric torch (pocket lamp or flashlight) consists of a battery and light in a metal or plastic shell. There is a switch to turn the light on or off. The batteries last for about six hours. An electric torch produces a cone of light about 18 meters long and a radius of 6 meters at the end of the beam. More expensive models have adjustable beams, from a tight beam up to 36 meters long by 1 meter radius to illumination of a 10 meter radius. Other models have a switch which allows a variable brightness, with the dimmer settings allowing for a longer duration.
n.b. An electric torch can be seen by others in line-of-sight from many kilometres.
The duration of the torch will extend with higher technology levels, for equivalent illumination and for the same cost.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 66.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 32,34.
- Marc Miller. Marc Miller's Traveller (Imperium Games, 1996), 67.
- Martin Dougherty, Hunter Gordon. The Traveller's Handbook (QuikLink Interactive, 2002), 212.
- Martin Dougherty. Guns, Gadgets and Gear (Avenger Enterprises, 2007), 57.
- Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 636.
- Matthew Sprange. Central Supply Catalogue (Mongoose Publishing, 2016), 51.
Emergency Flasher
Emergency Flasher | |
---|---|
Type | Emitter |
Tech Level | TL–8 |
Cost | Cr30 |
Size | 0.12 liters |
Weight | 0.1 kg |
An Emergency Flasher is a 25mm by 80 mm disc constructed of plasteel and transparent plastic. It contains 16 small, but very bright lights which flash in one of a dozen different patterns to alert other to an emergency situation. Many of the patterns are automatically recognized by vehicle auto-piloting software. The lights can be seen up to 300 meters in daylight, and 1,000 meters at night.
It has both a very strong magnet and an electrostatic sticky pad, allowing it to be attached to (and removed from) any surface. Operates in any atmosphere or underwater from vacuum to 10 atmospheres. Floats if not attached to anything. Operating temperature range is -150°C to +110°C. Run on a small battery that operates for 60 hours.
Flare Gun
Flare Gun | |
---|---|
Type | Emitter |
Tech Level | TL–5 |
Cost | Cr75 |
Size | 1.5 liters |
Weight | 1.0 kg |
Also see | Signal Flare |
A Flare Gun or Flare Launcher consists of a pistol-like launcher which can fire any of several types of signal flares up to 50 meters. In addition to being used for signals, it can fire illuminating flares which can be used for spotting purposes in darkness. Signal Flare cartridges are generally loaded individually. Once the cartridge as been fired the flare gun must be reloaded.
A flare gun is used for long-range signaling and has both civil and military applications. Flare Guns are often part of the equipment found as part of a Ship's Locker or within Emergency Lockers.
A Flare Gun launches (fires) a Signal Flare - this is generally referred to as a cartridge or round. Cartridges come in two main varieties: the standard signal flare and the illumination round. Signal flares are generally subdivided by color. Some signal flares may have an audible component (typically a whistle or a loud bang).
Flare guns and the signal flares can set fire to flammable materials as a secondary effect. When used as a weapon, the Signal Flares that the flare gun fires cause little damage from impact but can cause severe burns.
- Loren Wiseman. "Ships Locker." Challenge 25 (1986): 43.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 57.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 25,33.
- Martin Dougherty. Guns, Gadgets and Gear (Avenger Enterprises, 2007), 52.
- Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 636.
- Timothy Collinson. Ashfall (March Harrier Publishing, 2018), .
- Matthew Sprange. Central Supply Catalogue (Mongoose Publishing, 2016), 52.
Lantern
Lantern, oil | |
---|---|
Type | Emitter |
Tech Level | TL–2 |
Cost | Cr10 |
Size | 1 liter |
Weight | 0.5kg |
The oil lantern or lamp provides a 5-meter radius of light and heat for about 6 hours by combustion of hydrocarbon fuel. This in turn requires an oxygen atmosphere and the byproducts may be toxic. Refills of oil or gas cost Cr2 each and weigh 0.1kg.
Lantern, electric | |
---|---|
Type | Emitter |
Tech Level | TL–6 |
Cost | Cr30 |
Size | 1 liter |
Weight | 0.5kg |
The electric lantern uses batteries to power a 20 centimeter long fluorescent tube and/or flashlight. Usually the lantern is waterproof and shock-resistant and can provide light for up to 8 hours. [1]
Lantern, cold-light | |
---|---|
Type | Emitter |
Tech Level | TL–8 |
Cost | Cr20 |
Size | 1 liter |
Weight | 0.3kg |
Cold-light lanterns use disposable reservoirs of chemicals to produce an adjustable and more constant illumination for 50-80 hours and can be turned on or off as needed with a several second delay. Refills of the lantern cost 2Cr. The lantern can be used safely in volatile atmospheres or in the presence of flammable liquids. [2]
- Steve Harmon. FCI Consumer Guide (FASA, 1981), 8.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 60.
- Marc Miller. Marc Miller's Traveller (Imperium Games, 1996), 67.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 26,33.
- Douglas E. Berry. Ground Forces (Steve Jackson Games, 2000), 104.
- Martin Dougherty, Hunter Gordon. The Traveller's Handbook (QuikLink Interactive, 2002), 212.
- Martin Dougherty. Guns, Gadgets and Gear (Avenger Enterprises, 2007), 57.
- Matthew Sprange. Central Supply Catalogue (Mongoose Publishing, 2016), 52,59.
- ↑ Steve Harmon. FCI Consumer Guide (FASA, 1981), 8.
- ↑ Greg Porter. Central Supply Catalog (Imperium Games, 1996), 26,33.
Laser Flare
Laser Flare | |
---|---|
Type | Emitter |
Tech Level | TL–8 |
Cost | Cr35 |
Size | 15cm |
Weight | 0.15kg |
Also see | Flare Gun |
A Laser Flare is a light weight low-powered laser pointer designed for use as hand-held alert signal. The laser is powered by an internal, rechargeable battery, which lasts for 72 hours of continuous use before requiring a recharge. Unlike regular laser pointers, the flare laser uses a lens to spread the beam, making it easier to see the laser at a distance. The beam is visible to naked eye at ranges of up to 50 km under ideal conditions and 8 km in daylight. With the use of laser sensors, the laser flare is visible line of sight up to low orbit.
The device is sealed, making it operational in atmospheres from hard vacuum to 4 atmospheres, including most exotic or corrosive ones or under water. It has an operating temperature range of -250°C to +350°C.
At TL–10, the laser flare integrates a computer control system to automatically flash the laser, transmitting several standard emergency signals. The flare includes the ability to include short messages digitally encoded in the laser signal.
- EXTERNAL LINK: Laser Flare
Lightball
Lightball | |
---|---|
Type | Emitter |
Tech Level | TL–9 |
Cost | Cr5 |
Size | 7 cm diameter |
Weight | 140 grams |
A Lightball (also sold as glow bulbs) is a small, 7cm sphere used to provide light in numerous circumstances. The sphere is transparent but frosted. Inside the sealed sphere is an efficient light source, a rechargeable battery, a watt or so of Photovoltaic cells recharging equipment and a standard radio control programmer. The battery provides enough power to provide light for 24 hours. The solar cell can recharge the battery in about the same time. Using a standard computer interface, the lightball can be programmed to turn on or off at specific times, or under specific lighting conditions (e.g. on at dark, off at dawn). While most lightballs emit a white light, the lightball also comes in specific colors, or able to shift colors, replicating any color on command.
Marker Light
Marker Light | |
---|---|
Type | Emitter |
Tech Level | TL–5 |
Cost | Cr20 |
Size | 1.0 liter |
Weight | 0.5 kg |
The marker light consists of a battery and lightbulb in a metal or plastic shell. There is a switch to turn the light on or off. The batteries last for about six hours. An marker produces a sphere of light about 5 meters across in all directions.
A marker light can be seen by others in line-of-sight from many kilometres. The light may be coloured, caused to flash in various patterns and from TL–6 and over, may emit in wavelengths other than visible light (i.e. Various wavelengths of Infra-Red or Ultra-Violet).
The duration of the light will extend with higher technology levels, for equivalent illumination and for the same cost.
These lights have military applications for confirming target zones for fire, landing zones for troop or equipment drops, etc. when other means are not available for technological or other infrastructural reasons.
Marker lights may be thrown, and versions exist that are fired from grenade launchers.
- Author: BackworldTraveller
Psion Emitter
Psion Emitter | |
---|---|
Type | Emitter |
Tech Level | TL–12 |
Cost | Cr200 |
Size | 0.4 liters |
Weight | 0.3 kg |
Also see | Psionicist Detector |
The Psion emitter is a small electronic device which emits a random electromagnetic signal that mimics the neural bioelectrical signals produced by sophonts. A typical commercial psion emitter has a range of approximately 8 meters, though more powerful versions are available. It is powered by a small, replaceable battery that lasts for about an hour of constant use.
The device produces emissions that behave enough like the theoretical psion to trick detectors. It is known that individuals with psionic powers can detect psion emitters, but are rarely fooled by it.
The main function of a Psion Emitter is to trigger (or jam) a Psionicist Detector. Slightly larger versions are used to jam Neural Activity Sensors.
- Stuart L. Dollar, Joseph E. Walsh. Psionic Institutes (Imperium Games, 1997), 11.
Signal Flare
Signal Flare | |
---|---|
Type | Emitter |
Tech Level | TL–6 |
Cost | Cr12 |
Size | 0.3 liters |
Weight | 150g |
A Signal Flare is a low velocity projectile launched from Flare Gun. The flare packed with chemicals that burn very brightly, usually to attract attention in an emergency. Flares are designed to emit one of a variety of colors: white, green, red, yellow, purple are the most common. The illuminating flare lasts for approximately 30 seconds and lights up everything in a radius of 50 meters around its location. An illuminating flare may include a parachute to prolong its duration and effect. Some signal flares may have an audible component, typically a whistle or a loud bang, to further attract attention.
The Smoke Flare is the hand-held version.
- Loren Wiseman. "Ships Locker." Challenge 25 (1986): 43.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 57.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 25,33.
- Martin Dougherty. Guns, Gadgets and Gear (Avenger Enterprises, 2007), 52.
Smoke Flare
Smoke Flare | |
---|---|
Type | Emitter |
Tech Level | TL–6 |
Cost | Cr12 |
Size | 0.5 liters |
Weight | 250g |
A Smoke Flare is a hand-held flare that emits both a bright light and a pillar of colored smoke for 15 minutes. Once set off they burn constantly and cannot be shut off. Sighting in either day or night is nearly automatic in line-of-sight. Smoke flares are specifically designed to be handheld or implanted in the ground. Exercise caution in dry conditions, as the flare can ignite flammable materials.
Flares are designed to emit one of a variety of colors: white, green, red, yellow, purple are the most common.
- Loren Wiseman. "Ship Locker." Challenge 25 (1986): 43.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 57.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 25.
- Matthew Sprange. Central Supply Catalogue (Mongoose Publishing, 2016), 52.
Solorb
Solorb | |
---|---|
Type | Emitter |
Tech Level | TL–9 |
Cost | Cr200 |
Size | 1 meter |
Weight | 10 kg |
A Solorb is a portable light generating device capable of illuminating a kilometer radius with bright, sunlike light.
The solorb is intending for use underground or on dark planets. It also has combat applications for night fighting, use in illuminating a target area or neutralizing and/or blinding night sight equipped high tech troops.
There is also a contragravity equipped version (TL–12, Cr600) available.
- Author & Contributor: Michael J. Maley - High Tortuga
Spray light
Spray light | |
---|---|
Type | Emitter |
Tech Level | TL–10 |
Cost | Cr2 |
Size | 0.5l |
Weight | 0.5kg |
Spray light is a can of specialized paint that fluoresces when it interacts with oxygen. A 15 cm by 100 cm stripe can illuminate an average 3m by 6m room. The can holds enough paint to cover 6 to 7 square meters. The light lasts 24 hours. It evaporates as it combines with the oxygen without any residue. The fluid is stiff and mildly sticky so will stay where sprayed on walls or ceiling. It can be scraped off if needed. If the oxygen is removed the light slowly fades, and will light up again when the oxygen is restored.
Tent heater
Tent heater | |
---|---|
Type | Emitter |
Tech Level | TL–6 |
Cost | Cr75 |
Size | 3.5 liters |
Weight | 3.6kg |
The tent heater is a device to provide heat using hydrocarbon fuel burned over a catalytic pad so there is no open flame. It provides an average of 1.5 Kilo-joules of heat, enough to keep spaces up to 18 square meters (like a tent or a cabin) warm depending upon external conditions. The 3-liter tank provides fuel for up to 12 hours. Most versions have a thermostat to adjust for a comfortable temperature. Fuel comes in metal or plastic containers of 4 liters or in pressurized disposable canisters which weigh 450 grams and provide 6 hours of use. An adapter kit is necessary to use the pressurized canisters and costs 10 Cr.
- Steve Harmon. FCI Consumer Guide (FASA, 1981), 7.
Torch
Torch | |
---|---|
Type | Emitter |
Tech Level | TL–1 |
Cost | Cr1 |
Size | 1.0 liter |
Weight | 0.25 kg |
The basic torch consists of a wooden stick with some pitch or cloth wrapped around one end. Lit it provides light and heat for about 20 minutes. Light extends about 6 meters.
- Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), 66.
- Greg Porter. Central Supply Catalog (Imperium Games, 1996), 32,34.
- Martin Dougherty, Hunter Gordon. The Traveller's Handbook (QuikLink Interactive, 2002), 212.
- Martin Dougherty. Guns, Gadgets and Gear (Avenger Enterprises, 2007), 57.
- Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 636.
- Matthew Sprange. Central Supply Catalogue (Mongoose Publishing, 2016), 55.
Trembler
Trembler | |
---|---|
Type | Emitter |
Tech Level | TL–9 |
Cost | Cr300 |
Size | 0.1 liters |
Weight | 0.1 kg |
The Trembler is a small device designed to foil the use of a Laser Microphone. It is small disk size object with a temporary adhesive on one side. Attached to a door or window it produces a gentle vibration designed to disrupt the vibrations of a conversation. The internal battery lasts for 2 hours and can be recharged.
,
20 Emitter items[edit]
Item | Type | TL | Size | Weight | Cost |
---|---|---|---|---|---|
Bug (device) | Emitter | 8 | 0.2 liters | 0.3 kg | Cr1,000 |
Cold-Light Stick | Emitter | 8 | 0.05 kg | Cr2 | |
Cold-light Flare | Emitter | 8 | 0.1 kg | Cr5 | |
Cold-light Sphere | Emitter | 10 | 0.12 liters | 0.1 kg | Cr10 |
Confounder | Emitter | 9 | 0.5 liters | 0.5 kg | Cr620 |
Electric Torch | Emitter | 5 | 1.0 liter | 0.5 kg | Cr10 |
Emergency Flasher | Emitter | 8 | 0.12 liters | 0.1 kg | Cr30 |
Flare Gun | Emitter | 5 | 1.5 liters | 1.0 kg | Cr75 |
Lantern | Emitter | 2 | 1 liter | 0.5kg | Cr10 |
Lantern | Emitter | 6 | 1 liter | 0.5kg | Cr30 |
Lantern | Emitter | 8 | 1 liter | 0.3kg | Cr20 |
Laser Flare | Emitter | 8 | 15cm | 0.15kg | Cr35 |
Lightball | Emitter | 9 | 7 cm diameter | 140 grams | Cr5 |
Marker Light | Emitter | 5 | 1.0 liter | 0.5 kg | Cr20 |
Psion Emitter | Emitter | 12 | 0.4 liters | 0.3 kg | Cr200 |
Signal Flare | Emitter | 6 | 0.3 liters | 150g | Cr12 |
Smoke Flare | Emitter | 6 | 0.5 liters | 250g | Cr12 |
Solorb | Emitter | 9 | 1 meter | 10 kg | Cr200 |
Spray light | Emitter | 10 | 0.5l | 0.5kg | Cr2 |
Tent heater | Emitter | 6 | 3.5 liters | 3.6kg | Cr75 |
Torch | Emitter | 1 | 1.0 liter | 0.25 kg | Cr1 |
Trembler | Emitter | 9 | 0.1 liters | 0.1 kg | Cr300 |