Here is a list of all the standard equipment that the teams can take through the gate with them. Remember, if your team does not have a medic, a first aid kit is standard. If you do have a medic, the first aid kit will be replaced by a medical kit. Each separator indicates a different group of supplies.
Standard Weapons and Equipment
This is the standard equipment for every mission.
- Unmarked weatherproof "sea bag" (to store bundle)
- Two sets standard BDUs (jungle and Urban)
- 1 pair Combat boots
- Baseball caps (forest pattern)
- Load bearing harness
- Magnetic Compass
- 1 day's MREs (Meals Ready to Eat)
- Tactical deployment vest
- Tactical radio
- FN P90 with standard sling
- 150 rounds (3x50) FN P90 Ammunition, 5.7x28mm FMJ
- Sidearm with three magazines
- 1 Brick of C4
- 2 Flash-bang grenades
- 1 Smoke grenade
- 1 Standard issue military knife
Standard Issue Weapons
If you use a caliber not issued here, the SGC/Atlantis does not keep stock of or pay for your ammo. So in the case of Atlantis Personnel, you won't be able to go to the armory to get more once your personal stock is out.
The weapons listed below the calibers are simply common variants of those weapons. If you want to carry a weapon not listed under the calibers, it is fine. The ammo still will be supplied as normal. If you have a strange magazine, you may have to load your own magazines, though.
This list isn't as important for SGC personnel, other than the fact that you will know what your character is supposed to buy. However, as long as Atlantis is out of contact with Earth, anything but the common calibers will require special authorization to get. Any more than the standard allotment for your mission will require special authorization. With the custom calibers, once your character is out of ammo for that sidearm, they are out. We assume that your character came through the gate with 250 rounds. Please contact us with a reason you would expect that your character would need more than that. If you or your CO decides that you've used all your ammo, that's it. You won't have any more. For field characters, we assume that after 6 months pass, that you will have completely exhausted your custom ammo reserves. (This is because teams go on more missions than we role play, we simply play the more interesting ones.)
Beretta M9 series & variants
SIG M11 series & variants
Browning L9 series & variants
Glock 17, 18, 19, 26, or 34
Colt M1911 series & variants
FNP45 series & variants
H&K Mk23 series & variants
Glock 21, 30, or 36
FNP90 series & variants
M16 series & variants
XM series & variants
L85 series & variants
L86 series & variants
L119 series & varaints
M14 series & variants
M24 Series & variants
M40 series & variants
M110 series & variants
FN SCAR series & variants
These are handed out sparingly, even in the SGC. No more than three magazines will be handed out at a time without special authorization.
M82 series & variants
M107 series & variants
12 Gauge (Foster Slugs or Buckshot only)
M1014 series & variants
M500 series & variants
M590 series & variants
You are able to get these at special request only. No more than one magazine will be handed out at a time without special authorization.
.44 S&W Magnum
.357 S&W Magnum
This is not an all-encompassing list. It just has some of the more common of the custom calibers. Anything not in any of the lists above can be assumed to be in this category. Neither the SGC nor Atlantis stock these calibers. If you wish to carry them, you must purchase the ammo yourself.
.50 Action Express
.500 S&W Magnum
Below are the contents of a standard Medical Kit
- 1 EFA First Aid Instructions
- 2 Triple Antibiotic Packages
- 1 Field Dressing
- 1 Elastic Bandage 6"
- 2 Adhesive Tape Rolls
- 16 Bandage Strips 1"x3"
- 2 First Aid Cream Packages
- 4 Sterile Sponges 4"x4"
- 4 doses of Pain Relievers
- 1 dose of a strong liquid-based painkiller (like Morphine)
- 1 dose of a strong pill-based painkiller (like Morphine or Oxycodone)
- 2 doses of a weak pill-based painkiller (like Acetaminophen/Paracetamol)
- 2 stimulant shots
- 2 antibiotics shots
- 2 antidote shots
- 1 antivenin shot
- 1 Triangular Bandage 40"x40"x56"
- 1 SAM/Universal Splint
- 2 Bandage gauzes 2"x4.5 Yards
- 1 Burn Aid Package
- 4 Abdominal Pads 5"x9"
- 1 Tourniquet
- 1 Eye Pad
- 1 EMT Shears 7.25 inches
- 16 Alcohol Wipes
- 1 Pair of Tweezers
- 15 Iodine Wipes
- 1 Stainless Steel Hemostat 5"
- 15 Antiseptic BZK Wipes
- 1 Suture Set
- 15 Clean Wipes
- 1 Irrigation Syringe
- 1 Lip Treatment
- 2 Tongue Depressors
- 1 Sterile Flushing Solution
- 1 Airway
- 1 Small bottle of hand sanatizer
- 2 Instant Ice Packs
- 6 Safety Pins
- 5 pairs of surgical gloves
Basic First Aid Kit
- 9 Hand Cleansing Wipes
- 2 Antibacterial gell 1/32 oz packets
- 1 Instant Burn Cooling Patch
- 34 Adhesive Bandages 5/8" x 2 1/4 "
- 30 Adhesive Bandages 3/4" x 3"
- 14 Spot Adhesive Bandages 7/8" x 7/8"
- 2 Medium Adhesive Bandages 2 1/4" x 3"
- 15 Adhesive Bandages 1" x 3"
- 1 Extra Large Adhesive Bandage 1 3/4" x 4"
- 20 Butterfly Closures 3/8" x 1 3/4"
- 6 Gauze Pads (three - 2 packs) 2" x 2"
- 1 First Aid Tape (No Scissors Required) 1/2" X 5yd
- 2 Adhesive Bandages 5/8" x 2 1/4"
- 1 Omniglow Light Stick
- 2 Tylenol (Acetaminophen) Extra Strength Pain Reliever/Fever Reducer Caplets 500mg each
- 2 Imodium A-D (Loperamide) Caplets 2mg each
- 1 Instant Cold Pack
- 1 roll of Gauze 48" x 72"
- 1 Finger Splint
- 2 Non-Sterile, Disposable Healthcare Gloves
- 1 Tweezer
If it is listed that there is a number per team member, those are part of the individual member's off-world gear.
- 1 bottle sunscreen
- 1 box water-proof matches
- 1 camp stove
- 1 collapsible shovel
- 1 container anti-fungal cream
- 1 container foot powder
- 1 container insect repellent
- 1 extra container camp stove fuel
- 1 fishing kit
- 1 flint strike
- 1 frying pan
- 1 machete
- 1 roll tape
- 1 safety pins
- 1 sewing kit
- 1 snare wire for small animals
- 1 Tent designed for arctic use.
- 1 wire saw
- 10 salt tablets
- 10 water purification tablets
- 2 candles
- 2 signal mirrors
- 3 flares
- Additional cold weather clothing (winter hats and gloves) [1 per team member]
- Additional water [1 container per team member]
- Chemical "hand warmer" packets [2 per team member]
- Extra socks [1 per team member]
- Mosquito head netting [1 per team member]
- Shade hats [1 per team member]
- Sleeping bags [1 per team member]
- Snowshoes [1 per team member]
- Space blanket [1 per team member]
- Sun glasses [1 per team member]
- Sun glasses/snow goggles [1 per team member]
- Whistle [1 per team member]
MOPP (Mission Oriented Protective Posture) gear
This is the military's personal protection against CBRN (chemical, biological, radiological, and nuclear) agents, issued whenever there is a potential for the team to be deployed into a toxic environment.
A MOPP go-bag includes:
- Gas mask
- Gas mask carrier
- Nerve agent antidote kits (NAAK)
- M9 Chemical detection papers (worn on pants and arms)
- Overgarments (charcoal-infused pants and blouse)
- Rubber gloves
- Rubber overboots
MOPP gear is worn so that there are no gaps between the equipment where chemicals could potentially reach the wearer. Helmets and body armor are worn over MOPP gear, and MOPP gear is worn over the standard uniform.
Command will determine what MOPP level is to be worn on mission. A balance must be determined between mission completion and personal protection. The higher the MOPP level, the more difficult it is to work in the gear. The rubber gloves are especially difficult, especially when computer use is possible. Some individuals choose to type holding two pencils when in MOPP 4.
If, at any time, an agent is detected, anybody can shout "GAS GAS GAS" at which point everyone will immediately don their gas mask within 10 seconds.
- MOPP Ready: Mask is carried, all equipment is available within two hours.
- MOPP 0: Mask is carried, all equipment is immediately accessible.
- MOPP 1: Overgarments worn. Mask, gloves, and boots carried.
- MOPP 2: Overgarments and boots worn. Mask and gloves carried.
- MOPP 3: Overgarments, boots, and mask worn. Gloves carried.
- MOPP 4: All equipment worn.