Armour

NameDodgeDC/ResSpeedStrengthReactionsCost
Light Leather Armour+21c
Heavy Leather Armour+33c
Light Plate Armour+35/15c
Heavy Plate Armour+410/1-3-27c
Light Armour Suit+420/2-4-39c
Heavy Armour Suit+530/3-10-5-310c
Full Body Armour+650/4-15-9-515c
Molecular Plating+775/6-22-17-1090c

Servo System - halves all penalties caused by weight of armour. 2c

Exoskeletons

(Licence needed, Warriors gain this at level 8)

NameBonusesDCResilienceWeaponsCost
ESA-S "Standard"Dodge +6, Speed -4, Strength -4, Reactions -430030Rotary rocket launcher, 500 round bin100c
ESA-M "Mechanic"-50050None, 3 armoured compartments large enough for toolkits (10x10x30cm)100c
ESA-LA "Light Assault"Dodge +4, Speed +7, Strength +4, Reactions -330030Heavy machine gun, 500 round bin200c
ESA-HA "Heavy Assault"Dodge +7, Speed +10, Strength +10, Reactions +240030Rotary rocket launcher, 1000 round bin500c
ESA-SS "Shock Squad"Dodge +10, Speed +10, Strength +10, Reactions -140030Minigun, 1000 round bin. Guided missile launcher, 10 missiles.1,000c

Medikits

The rating is the modifier to the character's attribute when making First Aid or Paramedic rolls.

NameRatingCost
Pocket medikit {-4}-50.1c
Backpack medikit {-2}01c
Medical chest {-1}52c
Medical room/surgery {7}10100c

Tools

Toolkits supply a bonus to the fixing roll on repair skills.

NameCostCategoryWisdom BonusEncumbrance
No tool kit at allN/AAll-10-
Pocket toolkit0.5cAll0{-4}
Supplementary kits (need the above):
Electronics pocket kit0.5cElectronics2{-5}
Mechanical pocket kit0.5cMechanical2{-5}
Weapons pocket kit0.5cWeapons2{-5}
Computer toolkit (10kg box)1cComputers5{-1}
Electronics toolkit (10kg box)1cElectronics5{-1}
Ground Vehicles toolkit (10kg box)1cGround vehicles4{-5}
Cyberpart toolkit (10kg box)1cCyberparts3{-5}
Air Vehicles toolkit (10kg box)1cAir vehicles4{-5}
Computer workshop8cComputers10{7}
Electronics workshop8cElectronics10{7}
Ground Vehicles workshop8cGround vehicles8{7}
Cyberpart surgery8cCyberparts6{7}
Air Vehicles workshop8cAir vehicles8{7}

Diagnostic equipment supplies a bonus to the diagnosis roll on repair skills.

NameCostCategoryWisdom BonusEncumbrance
Multimeter (pocket sized)0.2cElectronic+2{-4}
Diagnostic board3cComputers+5{-3}
Piston engine monitor (suitcase)5cPiston engine vehicles+10{-2}
Jet engine monitor (suitcase)7cJet engine vehicles+10{-2}
Rotor engine monitor (suitcase)6cRotor engine vehicles+10{-2}
Ion engine monitor (suitcase)7cIon engine vehicles+10{-2}
Electronics testbench11cElectronics+15{2}
Computer testbench 16cComputers+15{2}

Specialist Tools

These tools are required for some skills.

NameCostWisdom BonusEncumbrance
No equipmentN/A-10
Pocket Biology kit1c+2{-5}
Pocket Chemistry kit1c+2{-5}
Pocket Physics kit1c+2{-5}
Pocket Forensics kit1c+5{-5}
Biology kit2c+5{-1}
Chemistry kit2c+5{-1}
Physics kit2c+5{-1}
Forensics kit2c+10{-1}
Biology lab16c+10{7}
Chemistry lab16c+10{7}
Physics lab16c+10{7}
Forensics lab16c+20{7}

Explosives

Using these needs the Explosive Demolitions technician skill!

NameEffectCost
Plastic ExplosiveMinimal blast area, concentrating the damage precisely. 1D6*100 damage per 100g0.1c / 100g {-5}
DynamiteLess directed, concussive blast. 1D10*50 damage per 20cm stick, blast radius 1m per stick0.2c per stick {-4}
PetrolA container of petrol attached to an explosive charge will create an incendiary blast. 1D6*50 damage per litre, blast radius 5m per litreSee below
Thermite500 damage per kg0.2c per kg {-4}

Thermite damage is done to the object below the charge. If the object is destroyed, the remainder is done on the object below, and so on. If it hits a barrier (DC per m2) the hole is assumed to be 1m2 area, so if the damage done is less than the DC/m2, only a depression is made. If it is more, a hole is made, and the remainder bores down.

To detonate explosives, you need a fuse. You can combine several fuses into the same explosive charge.

NameDescriptionCost
TimerCan be set up to 24 hours in the future0.1c per 10 {-5}
Metal ProximityGoes off when metal objects move withing 1m of the fuse0.1c per 10 {-5}
VibrationGoes off when the fuse vibrates (once armed). Save with Reactions to successfully move such a fuse without setting it off.0.1c per 10 {-5}

Blast concentrator: this heavy pot is filled with explosive, and pointed at a target. When it explodes, ten times the damage is done in a straight line for the range times ten metres in the direction the pot is pointed, and one tenth of the damage is done for one tenth of the range around the pot (due to fragmentation). Costs 0.3c {-4}

In practice, many types of explosive can be mixed, and a gas grenade thrown in for example, which would be ripped open by the explosion, with both time and vibration fuses, so if somebody tries to disarm the bomb they get a nasty surprise.

Acid

Each milliletre (one thousandth of a litre) does 2 points of damage to soft targets, and one to hard targets. Acid costs 0.1c per litre, and can be either poured (close range) or used to fill a Fill Yourself shell... or put in a bucket over a door... {-5}

Drugs

Needle gun {-3}
CloseMediumFarExtreme
Range10m20m40m
Attack Bonus10-2
Damage111
Blast Radius-
Ammo10ml syringesDC10Resilience2Dodge Bonus2
ModesManual
Grade0Cost2c

Hypodermic spray: takes one 100ml canister, and when pushed against skin and the trigger pulled, forces the drug through the skin without piercing it. Minimal pain, like being bitten my a mosquito. Cost: 1c {-4}

10ml syringes: each costs 0.01c each. Can be filled with the below anasthetic, Truth Serum, the fluid from a Goblet of Death, Acid (in the bloodstream as little as 1ml can cause a horrible, screaming, death unless the hit limb is severed within a round), etc. {-5}

General Anasthetic: 5 Poison Points per 1ml, and costs 1c for 100ml canister. {-4}

Containers

NamePriceCapacity
Sack {-5}0.05c1 m3 / 20kg
Rucksack {-3}0.1c0.5 m3 / 10kg, hands free
Belt with pouches {-4}0.02cFour pouches, each holds up to 1kg
Light safe, 400 DC {2}1c1 cubic meter
Medium safe, 1000 DC {4}4c2 cubic meters
Heavy walk-in safe, walls 350DC/m2 {6}10c125m3

Torture

Willpower suppressent (drug): -5 to Willpower, costs 1c per 10ml dose. See above for delivery mechanisms. {-5}

Pain generator: electrodes attach to nipples etc, variable voltage, +15 to Persuasion for interrogation, costs 3c. {-2}

Optics

Binoculars: view objects up to 500m away as if they where at touch range. Cost: 1c. Any of the below optic modules can be fitted. {-4}

Basic Goggles: provide the same port as the binoculars for the following optical enhancements to connect to, without the zoom. Cost: 0.1c {-5}

Optical enhancement modules can be fitted to the above, or any kind of camera system (although only one can be fitted at a time):

NameCostEncumbrance
Infra-Red1c{-5}
Ultra-Violet1c{-5}
Night sight (no penalty for dim light)1c{-5}
Glare filter (no penalty for bright light)1c{-5}
Intensity compensator (no penalty for dim or bright light)2.2c{-5}

Petrol

Required for flamers and vehicles. 0.02c per litre. {-3}

Bugs

Sound bugs can be picked up by any of the below radios. Video bugs need a TV set.

NameTypeRangeCost
Tiny bug, the size of a grain of riceAudio20m0.3c
Small bug {-5}Audio100m0.3c
Large bug {-4}Audio+Video500m0.5c
Magnetic tracer {-5}Tracer only1km0.1c

Tracer bug scanner: reports distance and direction for a tracer bug, given the frequency to listen to. Cost: 0.2c. {-3}

Bug sensor: detects feedback from nearby radio transmitters, emits a bleeping when the unit is within hearing range of a bug, and a light comes on when it is within 10cm of one. Cost: 0.3c. {-4}

Sensors

NameDescriptionCostEncumbrance
Radar sensorBeeps when it detects a radar signal.0.3c{-4}
Radiation counterDisplays radiation level.1c{-5}
DosimeterClips to the pocket, and records how much radiation is absorbed by somebody, giving warnings when the level starts to reach 'damaging', alerting the user to seek refuge.0.1c{-5}
Metal detectorCan detect bombs etc. buried up to 5m deep.1c{-2}
Ground radarThis device takes 4 turns to perform a scan (1 action to insert the probe and start it, the rest is automatic), and when completed, gives a 3D graph of all underground objects within 50m of the probe. Useful for finding treasure, basements, and water mains4c{-1}

Security

Alarm systems to protect buildings or vehicles.

Building alarm control panel: needed to control all below surveillance systems. Connects to a Mainframe, if available, for computerised control and monitoring. Cost: 0.5c {-1}

Automatic phone-up alarm: when the alarm is sounded, it phones a set number and plays a set message. Cost: 0.3c {-1}

Siren: when the alarm is sounded, a peircing wail is emmitted. Cost: 0.2c {-1}

Room security sensors

Rating is a minus to Countersurveillance skill. May be combined.

NameRatingCost per room
PIR sensors10.1c
Motion detectors51c
Laser network84c

Perimeter security sensors

NameRatingCost each
Window open sensor10.1c
Window break sensor10.1c
Door opening sensor20.1c
Perimeter laser network81c per 4m of wall to protect

Grounds security sensors

NameRatingCost
Invisible laser fence51c per 10m of fence
Concealed motion sensors121c each, range 10m

Lie detectors

Lies are passed convincingly if the suspect Saves With Willpower. These devices make being convincing much harder:

Skin resistance detector: -5 to Willpower, cost 0.3c {-2}

Polygraph stress monitor: -14 to Willpower, cost 3c1 {-2}

Food

Good meal in a restuarant - 0.2c {-1}

Meal at a cheap cafe - 0.05c {-2}

1 day's ration box, a cube about 10cm on a side weighing 1kg (does not include water) - 0.05c {-4}

1 week's ration box, size of a large shoebox, weighs 6.5kg - 0.3c {-2}

Other stuff

NameCostEncumbrance
Data cartridge viewer0.3c{-3}
Colour printer module for above0.4c{-5}
Gas mask (allows breathing in polluted air)1c{-3}
Respirator (Oxygen tanks last one hour, allows breathing where there is no oxygen at all in the atmosphere)1.8c{-3}
Diving suit0.4c{-2}
Military uniform0.5c{-4}
Civilian clothes0.5c{-4}
Civilian clothes (tres chic)1c{-4}
Ghetto Blaster (Playback of data cartridge sound, reception of broadcast radio)0.6c{-3}
Walkie talkie (Two way radio, range 1km)0.8c{-4}
Back pack radio (Two way, range 10km)3.7c{-2}
CB radio rig (Two way, range 600km)8c{1}
Broadcast TV receiver0.8c{-1}
Data cratridge video player for above1c{-3}
TV camera w. data cartridge recorder1c{-3}
Camera (puts photos onto data cartridges, 1Mb per photo)1c{-3}
One person tent (20 minutes to set up)1c{-2}
Two person tent (35 minutes to set up)1.5c{-1}
Large command post tent (1 hour to set up, can sleep eight people)4c{0}
Torch0.02c{-4}

Mountain equipment

This is only available on the black market.

Bonded polymer armour plating: Black Market tecchies will double the DC of any solid object for the cost of 1c per 5 DC points added.

Chemical warfare

Grenades have a throw range of 1.5m per Strength, and create a 4m cloud. <table> !Item | !Description | !Cost | !Encumbrance Stun gas grenade | 15 poison points | 0.2c | {-4} Heavy Stun gas grenade | 25 poison points | 0.3c | {-4} Knockout gas grenade | 35 poison points | 0.4c | {-3} Death gas grenade | 45 poison points | 0.6c | {-3} 50mm Gas Rocket | 45 Poison points, 15m blast range | 1c | {-3} 100mm Gas Rocket | 45 Poison points, 20m blast range | 2c | {-2} </table>

WASP rounds

These employ a dual explosive charge - upon impact, the rear one punches the front one into the target, where it explodes, doing immense damage.

NameDescriptionCost
10mm WASP rockets50+2D20 damage0.5c per 10 {-4}
50mm WASP rockets500+2D20 damage0.5c each {-4}
100mm WASP rockets500+50*2D202c each {-3}
110mm WASP guided missiles500+50*2D208c each {-3}

Special grenades

These can all be thrown 1.5m per Strength.

TypeEffectCost
High Explosive {-4}6D6*20 damage over a 0.5m radius0.1c
Incendary {-4}6D6*5 damage over a 10m radius0.1c
Plasma {-4}6D6*100 damage over a 50m radius. 10c each. If the carrier is hit, there is a 10% chance of a grenade going off, due to their unstable nature.10c

Drugs

Sold in canisters of 100ml (10 doses). Hypodermic spray or needlegun needed. {-5}

Combat Stimulant: When injected, add 3 to all attributes. 1c for a pack of 10. Lasts as long as 20 Poison Points would - taking into account blood filters, antitoxins, etc. If taken more than once in a 12-hour period, the user will become addicted, and need to take the stimulant at least once daily. {-5}

Antitoxin: When taken, subtract 10 poison points. Costs 1c per canister. {-5}

Spiderweb: a white crystalline web spreads over the victim for the next two rounds, making their limbs useless one by one, until the fronds strangle their brain. Cost: 1c per canister. {-5}

Virus: No immediate damage, but the effect is terrible; over two days, the victim becomes extremely touchy, until they finally goes mad and attacks anyone they meet, who must save with Constitution or else unknowingly catch the disease, and so on... Cost: 2c per canister. The target dies after a few hours once they enter the frenzy stage. {-5}

Virus Antidote: kills off the above virus. {-5}

Happy: the victim becomes pacifistic and dozy, not caring about anything, just lying around and smiling. This effect lasts as long as 35 Poison Points would. Cost: 1c per canister. {-5}