The flares I am speaking of are the kind you hang on to. They come in two different forms: thermal and ion. The ion flares are useful, as the sensor systems used on most planetary defense satellites and stations, or carried on the more powerful capital or scout ships, can detect their emissions from orbit. This makes them useful not only for those people needing to make themselves found, but also for calling in fire support or marking landing fields. They have the added bonus in that they have no thermal signature, for covert use. It should be noted, however, that they will have negative effects on most electrical systems, including most droids and some cybernetic systems.
Thermal flares are an ages old technology. These actually burn a mixture of powered magnesium and/or aluminum, iron oxide (black rust) or some other oxidizer, and one of several binding compounds, packed into a semi-combustible tube that is topped with an ingnitor. These can be used to provide intense, short-term light, light a fire, fend of an attacking animal or signal rescuers. They are almost universally soak proof, most of them will actually burn underwater, and the very best (and most expensive) will burn in pure vacuum due to the internalized oxygen source. These are a very common in survival kits and life boats.
type: typical ion flare cost: 15 availability: 2 damage: 3D Ion damage, 1m area of effect. Lasts for 2 minutes game effects: Detectable on energy sensors. (actually difficulty based off local weather conditions, sensor systems, terrain, and several other variables- GM's call) Ignition counts as two to three actions, depending on model design. (Easy DEX) type: typical thermal flare cost: 5 availability: 1 damage: 10D first 3 rounds, 8D next 12 round (1 min), 4D next 36 rounds (3 min) game effects: Illuminates 30m radius. May be held onto for about a minute. Ignition counts as one to three actions, depending on model design (Easy DEX for all).Return to the Quartermaster's Office