Corporation Equipment and Personnel
The corporations use a variety of standard and non standard equipment. included here is a small list of what they do use, and, how it operates.

Trans Time:

Standard Trans Time Patrol Sub:
Two man sub, medium boat plant, propeller, pilot, gunner, no cargo, bluegreen laser (f), sonar, depth finder, basic sub communications, remote control sender, extra driver controls. Armour: F30, B20, L25, R25, T25, U25, 10 pts prop armour, HC 2, accel 2.5 mph, top speed 62.5 mph, dive depth 6,000', weight 6,000 lbs, cost $36,125

The sub is the premier aquatic vessel of Trans Time. It is used for routine patrols, escort duty for the large trawlers, and (rarely) for assaults against Time to Time. Whilst not seeming too capable, the big bonus of this vessel is the remote control unit that allows the operator to control up to four Cybersaurs at one time, although 2 is the normal amount.

Cybersaurs:
Cybersaurs are standard Ichthyosaurs, but with the addition of a bit of modem cyber technology to allow them to be controlled by man and become his work dog. They are very efficient at attacking other marine life.

Notes:
Whenever a Cybersaur takes damage, roll 1D and on a 5 or 6, roll another d6 and consult the following chart:

Die RollEffect
1No additional effect
2The Cyber unit is damaged the Cybersaur turns on it's controllers
3The Cyber unit locks on frenzy, and the Cybersaurs turns on anything in its way
4The Cybersaur flees, never to return
5A jolt to the Cyber unit discharges an electrical pulse into the creatures brain, killing it instantly.
6
A subtle malfunction occurs, which means that the referee decides what the Cybersaur does, which could mean anything from the Cybersaur developing unusual behaviour, to long term plotting revenge on its controllers...

Standard Trans Time Microplane:
Medium microplane, large car powerplant (with PC and SC), OR suspensions, 3 OR standard motorcycle tyres, pilot only, no cargo (although the craft can carry an additional 755 lbs, probably for EWP's), VMG (f), STOL wings, 2 solar panels (1 each wing), LDR, IFF, radar, 1 pair of manoeuvre foils (with 10 points armour each), 1 propeller (with 10 points of prop armour). EWP ejection points. Armour: F50, B25, L35, R35, T25, U30. HC 1, accel 5mph, top speed 265 mph, stall speed 20 mph, weight 3,745 lbs, cost $29,955

Triassic Sea Version:
Remove the OR suspension and OR tyres. Add pontoons.
weight 3,715 lbs (with 780 lbs for EWP's), cost $19,775

Not really designed with combat in mind (although with the advent of Time to Time that is rapidly changing) the microplane was envisaged as a robust spotting plane, with solar panels to recharge the engine in the glorious sunshine of the Cretaceous giving it a very long range. These days the craft is being called upon for assorted roles, such as air support, ground attack, and many other roles, for which it's only saving graces are it's tough armour and ability to carry limited EWP loads.

The Electro Lash:
The electro lash is nothing more than an electrified whip. Used against dinosaurs, this will cause no damage, but the electric jolt will grab the creatures attention and point it in the direction of the user, which can be fatal at times, or good news if used properly to divert a rampaging animal from a cliff face for example.

Of course it can also be used against people. In this case, it does 1D-5 damage, and the victim should role on the following table (1D):

Die RollEffect
1The target is stunned this round as the pain hits home
2,3,4The target is stunned this and the next round
5The target is stunned for 1D rounds
6The target is stunned for 2D+2 rounds

The Electro Lash costs $500, has a TH 7 and is 1GE (or 4 lbs weight). The battery lasts one hour of continuous use and can be recharged via any power outlet.

Skills:
Being quite an organised corporation, all personnel are given some training, and the following should be considered a standard skill list for Trans Time.

All:Hand Gunner 2
Rangers:Animal Care 1
Horse Riding 2
Paramedic 1
Others:Vehicle Piloting 2
Gunnery 2

All people operating in the Triassic should also have Swimming 1, but this isn't always so.
The use of the electro lash is optional.


Time to Time:

Time to Time seem to be completely the opposite to Trans Time. They have no standardised training, no common vehicles or anything like that. In fact the only way that they are identifiable is that they do carry a Time to Time patch, and they are dressed however they like, which is not the uniform of Trans Time.

They also tend to shoot first.

It is not sure whether vehicles and equipment are the property of the individuals or the corporation. Infact, not a lot is known about this corporation, but it seems that there is no formalised training or equipment, and thus each Time to Time group that is met, can be completely differant in apperance and capabilities.


Scenarios and Other Ideas
The Corporations