How to Use this List:
Below this text is text describing a few of the ways in which your character can attain equipment. Followed by a complete/nearly complete listing of all Alpha Complex equipment, their prices, and a short description of each. How you use this information is up to you, but be warned as some or all of this information can be reclassified Ultraviolet at the drop of a hat. And we all know how knowledge of information above your current security clearance is treason, right?
Cost/Requisition Only:
Items that have a cost listed are personal type items and can be purchased to own if they are at your current clearance and below. Requisition only implies that the item can only be acquired through such outlets as those described below.
Rules of Requisition:
Requisition works somewhat like this, you request what you think you'll need on your mission and if you're lucky your superiors/the PLC clerk will consider your request (and maybe even grant it). You can requisition *ANY* item (even ones you normally need to buy) as long as you can A) prove a need, B) explain why your superiors/The Computer didn't fulfill that need, C) plan on giving it back when your done with it (and *NO* exceptions aren't made if you died while using it), and D) sign for it.
Your chances of actually getting the item you requested (and not some cheap knock-off replication) is based on A) the difference between your current clearance and item's clearance, B) the incentive (bribes, wheedling, and threats/blackmail) that you give to your PLC clerk/superior, and C) how dangerous your mission is.
Thus, if the item is your security clearance or below requisition should be a snap (unless the item is on back order or you've got a greedy PLC clerk/superior on your hands). If the item is above your security clearance then you'll need to pump up the incentive to get your order through, otherwise you'll be walking out of PLC with a bunch of used toothpicks instead of needle gun you requested.
In addition, on missions of near suicidal proportions, equipment requisition is made extremely easy, so always be on your guard when you're given a cone rifle, no questions asked.
After you get your item you or some other dork, will need to sign for the item. If your team leader this is a good opportunity to delegate your responsibility, or if you're not the team leader try dumping the paperwork on the stupidest member of your team. If all else fails, see if the PLC clerk will let you have an Infrared sign out the items for you. Of course you could sign out the equipment yourself, but take a quick look at the cost and/or the fine fee and reconsider that option. Besides, who's to say that the PLC clerk won't say your returned equipment isn't damaged just so he/she can pick up a commission fee, eh?
Assigned Equipment:
This is equipment that is assigned to you because A) The Computer thought you need said equipment, B) your superiors thought you need this equipment, or C) PLC is overstocked and needs to unload useless/broken junk onto troubleshooters such as yourself. One of the biggest problems with assigned equipment is that sometimes you're not supposed to get it. Basically, this means that you can A) take the equipment without asking questions and chance paying HEL come debriefing or B) ask if your supposed to get said items but most of the time they'll just take it away without bothering to check if you are in fact cleared. Thus, you can blab that you've got something that you don't think you should have and lose it, or keep you mouth shut and hope somebody knows what they're doing.
In addition, like requisitioned items, assigned equipment needs to be signed for and the same rules apply. Likewise, just because an item appears on your equipment list doesn't mean some unscrupulous PLC workers didn't try a five-finger discount, so make sure everything on the list is present before you sign for anything.
Infrared Market:
Of course getting assigned equipment and requisitioning equipment aren't the only ways to get stuff, as you can always try dabbling in the black er.. infrared market. And if the minor fact that you're committing outright treason doesn't stop you, then the idea that dealer is an IntSec agent or a fast-talker with no goods should faze yah, right? Anyway, the Infrared Market just isn't always reliable but the good news is that through it you can get just about anything.
The price of an item can be anything from 1-3 times the original price (use the cost of fine for requisition only items), adding an additional price boost for each clearance above your current level. Thus, a Orange piece of equipment would cost 3-5 times the original cost to an Infrared, but only 2-4 times normal for a Red. Price boosting work in reverse for higher clearances, so a Red would pay 0-2 times the price for Infrared equipment and an Orange would pay 0-1 times the price.
Infrared Jumpsuit: Ill-fitting, bulky, and rather smelly clothing that is meant to ensure two things: A. that citizens will excel at their current duties in order to try and get out of this ugly thing; B. that citizens will have a hard time running away from any sort of danger. Requisition Only (Fine Cost: 5 credits)
Little Black Friend (Visomorpain): Keeps you from worrying too much about life's problems and make you feel just dandy. Cost: Free
Utility Belt & Pouches: Standard issue belt with various pockets. Useful for holding small items, like your character's IQ score. Cost: 2 credits
Wakey-Wakey (Xanitrick): The modern-day Alpha Complex coffee, but don't worry about it stunting your growth, the hormone suppressants do that just fine. Also a mandatory stimulant used at waking. Cost: Free
Autographed Teela-O-MLY plasticup: A rare and valuable item, that is highly prized amongst the citizenry of Alpha Complex. Also useful for drinking with. Cost: 150-500 credits
Bag of Cruncheetym Algae Chips: Dried algae wafers heavily laced with salt. Taste like salted cardboard (not that I know what that tastes like), which isn't too bad, once you get used to aftertaste. Cost: 1 credit
Bottle of Bouncy Bubble Beverage: A highly carbonated soft drink that is a favorite of most Troubleshooters. Of course the fact that with a few shakes the bottle becomes as volatile as a hand grenade might have something to do with this Cost: 2 credits
Brass Knuckles: Primarily used to increase damage of one's hits in unarmed combat, but also makes a keen fashion statement. Requisition Only (Fine Cost: 10)
Bullhorn: This unusually named device allows citizens to make themselves be heard over all sorts of loud and obnoxious noises, by making their voices even *MORE* loud and obnoxious than those other measly noises. Cost: 50 credits
Com I Unit: Transmission device used to keep in contact with one's teammates, mission control, the Computer, and the occasional Commie. Also doubles as the ultimate back scratcher. Requisition Only (Fine Cost: 100)
Field Telephone: Consists of a phone and a *REALLY* long extension cord, primarily used on missions where radio silence is a must. Or just when the GM is feeling particularly mean. Requisition Only (Fine Cost: 100)
First Aid Kit: Consists of band-aids, pain killers, cyanide capsules, and other medicinal supplies. By the way, the rumor about the cyanide sometimes being labeled as painkillers is completely false, besides rumors are treason. Cost: 25 credits
Flashlight: A simple on/off device that illuminates one's surroundings. Always good for hours of mindless entertainment. Cost: 10 credits
Grenade: Pull pin and throw. *Boom!* Er.. did I mention that you're supposed to throw the grenade and *NOT* the pin? Requisition Only (Fine Cost: 50)
Happiness Energy Bar: Sometimes you feel like a nut, sometimes you don't. Happiness gots none, you dolt. Er.. a quick fix for a case of the munchies. Cost: 2 credits
Hottorch: This item produces a small intense flame that is useful for cutting purposes and starting small fires. Also useful for setting your hair on fire in case of massive synapse failure (a common occurrence in Alpha Complex). Cost: 100 credits
Inner Happiness (Gelgerine): Makes you feel so gosh darn happy that you're actually *GLAD* you live in Alpha Complex, scary huh? Requisition Only (Fine Cost: 5 credits per bottle of 10)
Kevlar Armor: Padded armor that's useful for preventing projectile weapons from loosening your bowels (and other intestines). Requisition Only (Fine Cost: 200)
Knife: Sharp pointy object that's useful for cutting things. Cost: 5 credits
Laser Pistol: The weapon of choice amongst Troubleshooters (mostly because that's all they're cleared for), and always great for a laugh at parties. Requisition Only (Fine Cost: 100)
Multicorder I: A useful device that acts as scanner/recorder of sorts. Commonly used as proof of a teammates 'transgressions' during a debriefing. Requisition Only (Fine Cost: 600)
Personal Hygiene Kit: Consists of Soap on a Rope, breath mints, steel-needled brush, ammonia, and other various cleansing materials. Cost: 25 credits
Plasticord: A cord that's made out of plastic, hence the name Plasticord. Cost: 1 credit per meter
Red Jump Suit: The Red clearance equivalent of clothing. Stiff and starchy and smells like 3,000,000 year old cheese (not that you know what cheese smells like), but at least now it fits slightly better than an Infrared jumpsuit. Requisition Only (Fine Cost: 15 credits)
Red Laser Barrel: Laser ammo that's cleared for citizens of Red clearance or above. Each barrel contains six rounds. Attempting to fire more than the six rounds is *NOT* recommended. Requisition Only (Fine Cost: 25 credits)
Red Reflec Armor: Protects you from Laser shots of Red clearance or lower. In other words, this armor protects you from your teammates and Infrareds, otherwise its open season on the "cherries". Requisition Only (Fine Cost: 100 credits)
Sleepy-Sleepy (Sandallathon): Ensures a nice restful (death-like) sleep in the most unfavorable conditions (like living *ANYWHERE* in Alpha Complex). Also is mandatorily assigned to ensure sleep cycles. Cost: Free
Smoke Alarm: Sur-G-EON General's Warning: Smoking Causes Lung Cancer, Heart Disease, Emphysema, and a bunch of other neat terms you're not cleared for. Cost: 25 credits
SuperGum/Solvent: This is actually two distinct items, but the lousy PLC clerk in charge of the manifest wrote it down on as one item. The SuperGum is a super adhesive that's useful for putting things together. The Solvent is useful for taking things apart. Remember there's no such thing as SuperGumSolvent, a runny glue-like substance that never seems to dry. Trust me, would I lie? Cost: 25 credits
Teela-O Lucky Mirror Charm: Haven't you heard the commercials for these things? Teela-O's Mirror Charms they're Magically Superfluous! (A good luck item commonly found on dead Troubleshooter's corpses). Cost: 5 credits
Thermos: Useful for keeping liquid contents at a constant temperature. Also useful for hiding semi-treasonous items that you don't want you're Momm-Y (briefing officer) to find out about. Cost: 25 credits
Truncheon: You're a-typical "whacking" stick. Doesn't exactly help visually impaired citizens find their way across the transtube, but makes a nice impact with fellow citizens. Requisition Only (Fine Cost: 10 credits)
Wide-Awake (Pyroxidine): Increases one's awareness and generally keeps one awake, *Wide* awake (hence the name). Cost: 5 credits per bottle of 10
Barometer/Thermometer: Actually two items, but yet another lazy intern labeled it as one item. One measures the air pressure, the other the temperature. Of course these are rather useless items since everyclone knows that everywhere in Alpha Complex is maintained at a constant pressure/temperature, isn't it? Cost: 20 credits
Binoculars: Allows you to see far away things up close. Just don't try to engage the enemy in hand-to-hand combat while still using these things. Cost: 50 credits
Blaster: This flashy neat-O looking weapon is primarily used for drilling smoking holes in one's adversary's forehead. Requisition Only (Fine Cost: 500 credits)
Dental Floss: A useful garrotting weapon. Also rumored to be used to clean one's teeth. 1 per 10 meters. Cost: 1 credit per 10 meters
Docbot I: A standard issue robot who's primary concern is to make citizens all 'better'. Of course for some reason the chainsaw never seems to be of much help. Requisition Only (Fine Cost: 1,000 credits)
Hammer: An item useful for pounding in nails (See: Indigo Equipment List; Nail) into various objects. Made of the highest quality syntheplastic and rarely ever breaks (See: Yellow Equipment List; Hammer). Cost: 10 credits
Laser Rifle: Better range than the Laser Pistol, but uses the same ammo. The sniper's weapon of choice for the last three yearcycles. Requisition Only (Fine Cost: 300 credits)
Orange Jumpsuit: Doesn't smell nearly as bad as that ugly red thing and even fits slightly better. Proves that you're moving up in the Complex. Up, up, up!!! Requisition Only (Fine Cost: 15 credits)
Orange Laser Barrel: Cleaves through Red Reflex like it was synthepaste. Doesn't do much for the other armors tho. Requisition Only (Fine Cost: 25 credits)
Orange Reflec Armor: Protects you from Laser blasts of Orange level and lower. Too bad there's still plenty of higher clearances that can still waste yah. Requisition Only (Fine Cost: 100 credits).
Pencil: *Sigh* A stick consisting of a graphite shaft surrounded by plastic or *Deleted for Security Reasons*. Useful for putting marks of various shapes and sizes (See: Writing) on pressed Algae pulp paper. Also has the tendency to have a rubber end-tip for the removal of said marks from the pressed Algae paper. Cost: 1 credit
Portable Steam Iron: A weapon of ultimate power useful for taking over the world. Also can be used to remove creases from one's uniform. Cost: 50 credits
Protective Goggles: Primarily used to protect one's eyes from the various bits of innocent bystanders that your Autocar just plowed through. Cost: 5 credits
Shielded Field Telephone: Just like Field Telephone, but shielded to prevent interference from gauss, ECM, radio transmissions, and defective batteries. Oh did I forget to mention that about the regular Field Telephones? Gee I'm real sorry... Requisition Only (Fine Cost: 150 credits)
Slumber-Soft (Zybenzaphrene): Puts a clone into a groggy half-aware state in which all he/she would like to do it go to sleep. Useful for encouraging early "naps". Requisition Only/Restricted to Internal Security Use (Fine Cost: 20 credits per bottle of 10)
Sonic Pistol: Sends a blast of pure sound at one's opponent. Rather hard to defend against, which is why it is such a popular weapon. Just make sure it isn't on the "Sounds of Nature" safety when you attempt to fire it. Requisition Only (Fine Cost: 100 credits)
Sonic Rifle: Just like the Sonic Pistol, but gets more range and damage for your hard spent Plasti-Cred. Requisition Only (Fine Cost: 300 credits)
Spare Shoelaces: Oh the wonderful joys of your increased status! Whereas most clones only get one set of shoelaces for their entire lifetime, *YOU* the glorious Orange actually can acquire a second pair. What, you're not a Orange? Gee that's too bad... Cost: 1 credit per pair
Stun Gun: This is a gun that 'stuns', hence the name Stun Gun, get it? Requisition Only (Fine Cost: 250 credits)
Sunglasses: Used for keeping the glare of an exposed reactor core from ruining your shot. Also rumored to keep the glint of the "sun" out of your eyes (whatever that is). Cost: 2 credits
Camera: A simple device used for capturing the life-essence of the those poor pitiful clones that it manages to catch within the confines of its power. Won't work without film though (See: Green Equipment List; Film). Cost: 50 credits
Com II Unit: Like the Com I Unit except better, receives more channels and gets better range. Makes a perfect gift for the clone you tolerate. Requisition (Fine Cost: 500 credits)
Crowbar: A metal bar that's useful for indenting potential assailants heads, also great for prying those rusty doors open. Cost: 10 credits
Decon Suit: Keeps nasty stuff like radiation, viruses, poison gas, and vomit from coming in contact with your skin. Of course strangely enough once you reach Yellow clearance you don't tend to run into that sort of stuff as often anymore. Cost: 100 credits
Energy Pistol: Shoots blasts of energy into (and through) a opponent's chest region. Requisition Only (Fine Cost: 300 credits)
Flamethrower: This weapon throws flaming liquids all over everyone it is aimed at. Hence a flame thrower, get it? Requisition Only (Fine Cost: 500 credits)
Folding Shovel: Just like a regular shovel, except this one folds!!! Useful for digging through porous *Deleted for Security Reasons*. Cost: 10 credits
Hammer: An item useful for pounding in nails (See: Indigo Equipment List; Nail) into various objects. Made of the highest quality synthesteel and doesn't break like the poor imitation hammers available at Orange clearance (See: Orange Equipment List; Hammer). Cost: 10 credits
Mosquito Netting: Good for protecting oneself from *Deleted for Security Reasons*. Warning *Deleted for Security Reasons* tend to *Deleted for Security Reasons* when *Deleted for Security Reasons*. Cost: 5 credits
Pen: This item, (unlike the aforementioned pencil) makes a clear and easy to read mark on pressed Algae pulp paper. In addition, unlike the pencil, the markings of a pen can't be erased. Prevents traitors from erasing their name off a Termination Voucher and putting *YOUR* name in its place. Cost: 1 credit
Rations: A substitute for the Computer's bountiful generosity of pleasant dining experiences. Eating rations instead of normal cafeteria food is usually frowned upon unless you've got a *Real* good excuse. Cost: 20 credits per 2 days worth
Slide Rule: A complex tool that if used properly can *Deleted for Security Reasons*. Warning: Improper usage of this item has been know to be the cause of rips in the spacial fabric of the universe. Cost: 10 credits
Slugthrower: An invention of the late SmithnWest-O-NNN. Useful for filling commies up with their daily allowance of lead. Requisition Only (Fine Cost: 500 credits)
Tireless Servant of The Computer (Asperquaint): Can keep you awake for days, weeks, months, years, or centuries (depending on the dosage of course). Help to give all that you can give if you're running on empty. Requisition Only (Fine Cost: 10 credits per bottle of 10)
Yellow Reflec Armor: Weee... This armor protects you from Oranges, Reds, *AND* Yellows!! Zowie!! Sure there's still a long line of superiors that can reduce you to you constitute atoms, but at least you're moving up in the Complex... Requisition Only (Fine Cost: 100 credits)
Yellow Jumpsuit: Wow, a perfect fit!! And gee it doesn't smell nearly so bad anymore. Not only that, but it is actually starting to look a little stylish... Wow! Requisition Only (Fine Cost: 15 credits)
Yellow Laser Barrel: Let's you slice and dice Reds & Oranges to itty bits, but does work nearly as well on Yellows and their higher clearance counterparts. Requisition Only (Fine Cost: 25 credits)
Asbestos Clothing: A fireproof outfit that you wear when dealing with fires. Also a surefire way to get cancer, but at least in Alpha Complex you never live long enough to worry about things like that. Requisition Only (Fine Cost: 100 credits)
Backpack: Like belt pouches except bigger. Let's you carry the larger stuff, like you're character's gullibility. Cost: 50 credits
Box of Matches: Ooh, magic sticks that produce *Flame*!! Actually, not that impressive, just don't let the Infrareds anywhere near these things... Cost: 1 credit
Chapstick: A truly precious commodity in Alpha Complex, since possession of chapped lips is a punishable offense. Cost: 100 credits
Com III Unit: Used for long distance radio communications, but remember to cut down on service rates dial: 10-10-345-9-7000-12345-(Pie) and then the number. You'll save the Computer big credits depending on time of yearcycle, mood of technician, and ability to keep your conversation real short. Requisition Only (Fine Cost: 1,000 credits)
Environment Suit: Protects you from the toxic and harsh environments found in the Outdoors. Also useful for going "swimming" (or in your case flailing) about in water/the vacuum of space. Requisition Only (Fine Cost: 1,000 credits)
Film for Camera: Now you can successfully unleash the dark mystic powers contained within your magic picture box. Muh-ha-ha-ha-ha-ha!!!! Cost: 10 credits
Green Jumpsuit: A snazzy new pair of duds for the up-and-coming citizen. Shows off all the style and sophistication that a Green can muster. Requisition Only (Fine Cost: 15 credits)
Green Laser Barrel: Now you can slice through three (count 'em three) different security levels. Of course don't let this new found power go to your head, there's still five levels of Reflec that you're beams bounce off of. Requisition Only (Fine Cost: 25 credits)
Green Reflec Armor: This durable armor keeps those darn pesky Reds, Oranges, Yellows, and even some disgruntled Greens, from reducing you to a mushy red spray. An technology grand? Requisition Only (Fine Cost: 100 credits)
Ice Gun: A weapon that easy to use and fun to play with, Just add Water! Requisition Only (Fine Cost: 500 credits)
Insect Repellent: Keeps away *Deleted for Security Reasons*. Also good for closing up rips in the spacial fabric of time and space. Cost: 2 credits
Magnifying Glass: Magnifies the *Deleted for Security Reasons* rays so you can burn through *Deleted for Security Reasons* exoskeletons. Cost: 5 credits
Multicorder II: Like the Multicorder I, the Multicorder II is perfect and without flaw. However the Multicorder II is even more perfect than the Multicorder I! The Computer says so, just ask it (I dare you)! Plays more Muticorder programs at once than the Multicorder I. Requisition Only (Fine Cost: 1,000 credits)
Neurowhip: A nasty electronic whip that delivers a shock to the shammies/nervous system. Always a Internal Security favorite. Requisition Only (Fine Cost: 300 credits)
Notebook: A book containing many of blank "pages" of pressed algae pulp. Suitable for making those interesting marks of various shapes and sized (See: Writing) with either the pen or pencil. Cost: 1 credit
Portable Stove: Just like a normal stove, except this one is light and portable. Useful for cooking stuff when you can't order out. Cost: 25 credits
Semi-Automatic Slugthower: Just like the normal Slugthrower, but spits out the "slugs" in rapid succession. Great for filling commies (and a few innocent bystanders) with *more* than their daily allowance of lead. Requisition Only (Fine Cost: 750 credits)
Slide Rule Instructions: Instructions on how to properly operate this complex device. Plus a rather nifty pull-out of "Miss Slide Rule Instructions", is sure to please those who have been missing out on their hormonal suppressants. Cost: 1 credit
Tangler: Ejects adhesive fibrous masses that constrict around target and thereby restricting movement. No I didn't just spend five minutes with a thesaurus making this definition up, how dare you think that of me! Requisition Only (Fine Cost: 250 credits)
Truth and Beauty/Self-Finking Pills (Telescopalmine): Makes you (or the unsuspecting pleb you gave them too) want to tell the truth, the whole truth, and nothing but the truth, no matter how little of it you/they actually know or understand. Requisition Only/Restricted to Internal Security Use (Fine Cost: 25 credits per bottle of 10)
1-Man Tent: Just like a 2-man tent, but without all the extra features like waterproofing, doorway, or airbags. Cost: 50 credits
Blue Jumpsuit: A sleek outfit that keeps Blue clearance citizens from getting executed for being out of uniform. Requisition Only (Fine Cost: 15 credits)
Blue Laser Barrel: Just like all those other laser barrels before it, this baby reduces the lower clearances to a semi-congealed liquid, but works only slightly as well on Blues and higher clearances. Requisition Only (Fine Cost: 25 credits)
Blue Reflec Armor: Keeps the lower clearance rabble from using their petty laser pistols from making nice holes in your torso. Doesn't work nearly as well on Blues and anything better than Blues, but it certainly does look snazzy. Requisition Only (Fine Cost: 100 credits)
Combat Quick (thymoglandin): Makes you (or you're selected unfortunate victim) become a hyper-active-never-say-die-even-though-normally-you-would-but-today-you-just-don't-feel-like-it killing machine. Requisition Only (Fine Cost: 15 credits per bottle of 10)
Cone Rifle: A weapon of mass destruction that is commonly assigned to crossing guards, little old ladies, and junior citizens, and commonly loaded up with the famed TacNuke round. Requisition Only (Fine Cost: 1,000 credits)
Docbot V: The trusty (or is that rusty?) Docbot Model V never fails! Well except for the one er.. two.. four-hundred and fifty thousand accounts of user error, but you really can't blame that on the Docbot. Requisition Only (Fine Cost: 10,000 credits)
Electric Lantern: This innocuous device, when turned on, emits a continuos stream of light that helps illuminate ones surroundings. Rumors that this device looks *EXACTLY* like a Force Sword are treason, and complet.. er.. mostly.. er.. somewhat untrue. Cost: 20 credits
Force Sword: Looks just like a Electric Lantern, but unlike the EL, the Force Sword is mostly useful for opening up dark places (like your skull) in order to let light in. Requisition Only (Fine Cost: 400 credits)
Geiger Counter: Makes lots of ticking noises when you're near Power Services, probably nothing to worry about, trust me. Cost: 100 credits
Handcuffs: Commonly used by citizens who've been abstaining from their daily allowance of hormone suppressants. Tsk, tsk, we've got a bunch of naughty clones here, don't we? Requisition Only (Fine Cost: 20 credits)
Happy Life (Rolactin): Makes everything great, wonderful, and even gives you energy to go about your tasks. That's why the stuff is Blue clearance, and not because of that pesky side-effect that limits the oxygen that you get to your skin. Cost: 20 credits per bottle of 10
Hiking Boots: These boots were made for walking... on Non-Computer approved walking surfaces. Helps you from tripping and making your face go splat! Cost: 100 credits
Jackobot: The modern-day robotic equivalent of a useless moron er.. human. Designed to be a generalist that can do just about everything, but tends to be a twerp that can do just about nothing. Requisition Only (Fine Cost: 10,000 credits)
Needle Gun: This weapon hurls insults er.. plastic "needles" into you're opponent at a high velocity, and is almost as deadly as the new line of staple guns from R&D. Requisition Only (Fine Cost: 750 credits)
Petbot: A personal bot of absolutely no redeeming value, but hey isn't he cute?!? Cost: 1,000 credits
Utility Knife: Contains a knife, screwdrivers, file, and the *SPORK*! Yes, you too can wield this item of ultimate power, but that's not all!!! Yes, you also get a lovely assortment of toothpicks, steak knives, and dental floss! Now how much would you pay? Cost: 50 credits
Water Flask: A small flask that's primarily used to contain water. Do I really have to explain *EVERYTHING* to you people?!? Cost: 3 credits per 1 liter
Autocar: One of the numerous perks of attaining the exalted level of Indigo, is owning your own personal Autocar. Yes, the Autocar, the only transport 'bot that doesn't end with the typical bot nametag. This is simply because West End Games didn't want to imply that their cars were the same things as a certain toy line from Hasbro toys. That, and the probably didn't want to risk getting sued. Requisition Only (Fine Cost: 10,000-40,000 credits)
Bicycle: A manually powered vehicle used for transportation from point A to point B. At least that's what its supposed to be used for, most Indigos just use them to adorn their garage space for their personal autocars. Cost: 100 credits
Calculator: A sort of mini-computer that can calculate the answer to extremely difficult problems such as what 2 + 2 equals (a near impossible task for most Troubleshooters). Cost: 10 credits
Chainsaw : The modern day equivalent of a scalpel. Well not really but those darn Docbots seem to think it is. Cost: 100 credits
Cigarette Lighter : A magic fire box that makes fire, and is primarily used for lighting *Deleted for Security Reasons*. Cost: 1 credit
Com IV Unit: The broadcasting power of a major television station, radio station, and deep space probe all rolled up into one semi-compact unit. Frequently used for the *REALLY* long-distance phone calls. Requisition Only (Fine Cost: 5,000 credits)
Combat Suit: This highly protective armor keeps a clone feeling safe and minty fresh in the middle of a fire fight. Also comes with a complimentary bottle of disinfectant spray. Requisition Only (Fine Cost: 10,000 credits)
Gauss Gun: Pesky Docbots trying to give you a tonsillectomy with their chainsaws? Then use the Gauss Gun, guaranteed to stop crazed robots in their tracks or your money back, and we're not just saying this because you didn't pay anything for this weapon. Requisition Only (Fine Cost: 500 credits)
Indigo Jumpsuit: This outfit just screams prestige. Well at least the new models from Research and Design do. Requisition Only (Fine Cost: 15 credits)
Indigo Laser Barrel: Fries through every Reflec armor save Indigo, Violet, and Ultraviolet Alpha Complex brands. Requisition Only (Fine Cost: 25 credits)
Indigo Reflec Armor: Keeps everything save Indigo, Violet, and Ultraviolet laser blasts from frying you're plush pink posterior. Requisition Only (Fine Cost: 100 credits)
Infrared Goggles: Commonly used during "Hunting Season" to find those pesky Infrareds during the nightcycle. Cost: 300 credits
Key to Handcuffs: An unlocking device to the corresponding set handcuffs. Also good for acquiring "presents" from citizens "mistakenly" assigned to death row. Requisition Only (Fine Cost: 5 credits)
Multicorder III: A somewhat large sensory device that is only installed in vehicles or very large bots. Like its smaller versions this device almost never fails and is 100% reliable. Requisition Only (Fine Cost: 5,000 credits)
Nail: A neat little trinket that Indigo's hang various portraits from in order to block the security camera's field of vision. Cost: 1 credits
Pocket Watch: A complex chronometer that works on the principles of mechanics and not electronics. Looks really neat and sophisticated, but that doesn't mean it's any better than digital. Cost: 10 credits
VideoLand (Benetridin): A hallucinogen that makes the user get an inadequate sense of danger involved in actions performed. Commonly assigned to Troubleshooters for "Lemming" missions.Cost: 20 credits per bottle of 10
Hand Flamer: A flamethrower that fits in the palm of your hand. Commonly the reason why lower clearances believe that Violets always have something up their sleeve. Requisition Only (Fine Cost: 1,000 credits)
Hang Glider: Sort of like a paper airplane for people. Tends to share closet space with the bicycle. Cost: 500 credits
Inflatable Raft: A craft used for traversing large bodies of water. Also makes a loud bang when you pop it. Cost: 100 credits
Multicorder IV Unit: A sensory device can scan up to 10 different things at once. A large device that can only be stored on large bots and vehicles. Beats the pants off the Star-Trek tricorder. Requisition Only (Fine Cost: 10,000 credits)
Plasma Generator: A weapon that emits concentrated bursts of plasma. Of course you could tell that from the name, couldn't you? Or are you just an idiot? Requisition Only (Fine Cost: 2,000 credits)
Robutler: A robot butler that butles, I guess. Cost: 10,000 credits
SCUBA Gear: Gear that allows you to remain underwater for longer than your normal lung capacity. Also forces you to walk all goofy. Commonly given as a burstday present to Ultraviolet superiors. Cost: 150 credits
Umbrella: A item that protects against faulty sprinkler systems. Very handy when the sprinkler systems use a highly toxic chemical fire retardant. Cost: 10 credits
Violet Jumpsuit: This sleek and functional outfit is a constant reminder of how close you are to the top of the heap. Requisition Only (Fine Cost: 15 credits)
Violet Laser Barrrel: This ammo round lets you waste everyone except your superiors. Requisition Only (Fine Cost: 25 credits)
Violet Reflec Armor: Not only does this stuff keep just about all lasers from touching you, but also has a keen sheen to it. Requisition Only (Fine Cost: 100 credits)
Battle Armor: The ultimate armor, for the ultimate position. Protects you from everything save a Tacnuke. Requisition Only (Fine Cost: 100,000 credits)
Mind Blast (Hydropsionic Acid): An illegal/experimental (depending on who you're asking) drug that increases the power and ability of mutants. Not Computer endorsed and only produced by traitorous Psion/Eugenicist Ultraviolets. Requisition Only (Fine Cost: 5 credits per bottle of 10)
No Fear (Dynomorphin): An experimental drug that puts users into a state of complete fearlessness. Still in testing, results pending on Troubleshooter teams reported reations. Requisition Only (Fine Cost: 50 credits per bottle of 10)
Ultraviolet Jumpsuit: This silken designer-fabric outfit is the ultimate crossing of style and functionality. Next on the runway is Who-U-MEE-1 sporting our latest fallcycle line of springcycle designer winterwear. Requisition Only (Fine Cost: 15 credits)
Ultraviolet Laser Barrel: Zap! You're dead, unless you're white say good-night. Requisition Only (Fine Cost: 25 credits)
Ultraviolet Reflec Armor: Keeps you a mean, clean, fighting machine! Requisition Only (Fine Cost: 100 credits)