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Apr 22 15 9:21 PM

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Gear

Gear Availability
The Availability of an item tells whether its common or legally available or if its restricted and hard to find. The following are levels of Availability and the Socialize or Research Difficulty to locate an individual or business selling that particular Gear, Weapon, Vehicle, or Augmentation. 
Common (Diff. 8), Available commercially and easily found.
Uncommon (Diff. 10), Specialty clinics or stores only
Restricted (Diff. 12), Usually requires a lisense or legal red tape to acquire, sometimes restricted only to military or law enforcement.
Illegal (Diff. 14), This item has no legal use.
Experimental (Diff. 16), This item or device is in the experimental test phase and usually reserved to R&D programs.


Athletic Gear

Isaac Green finished off the last drops of his NeoStim Energy drink and adjusted his Reacrobatic Nanosuit as it pinched the wrong places. He adjusted the Wing Suit and double checked his parachute, they would be over the drop site soon and gliding at night was always a bitch...

Refresher Beverage (Gain 1 Fatigue when drank), Availability: Common, Price: Very Cheap (Diff. 6)
Smart Treadmill (when owned, reduce the cost to increase your Speed Statistic Score with EP by x1), Power Usage: 1, Availability: Uncommon, Price: Normal (Diff. 10)
Weightlifting Gear (when owned, reduce the cost to increase your Body Statistic Score with EP from Statistic Score # x6 to x5), Availability: Common, Price: Normal (Diff. 10)
Memory Ball (Sports ball with memory material, reforms and hard to destroy, throwing range multiplier x6 in yards), Availability: Common, Price: Cheap (Diff. 8)
Athletic Shoes (Provides a +1 to Sprint checks when worn), Availability: Common, Price: Cheap (Diff. 8)
Nanostress Athletic Shoes (Nanoprecision design, Provides a +2 to Sprint checks when worn), Availability: Uncommon, Price: Normal (Diff. 10)
Balance Tek Shoes (Nanoadjustable grip, Provides +1 to Acrobatics skill checks when worn), Availability: Uncommon, Price: Cheap (Diff. 8)
Reacrobatic Nanosuit (a reactive skintight suit made of nanomaterials, helps to prevent muscle or tendon pulls or overstressing the body, counts as +1d6 Armor Value, Type: Blunt, including damage from falls, provides a +1 to Acrobatics skill checks), Availability: Uncommon, Price: Normal (Diff. 10)
Parachute (Opens at set altitude or when cord is pulled, no falling damage past 20yds up, use Acrobatics to guide descent), Availability: Uncommon, Price: Normal (Diff. 10)
Wing Suit (Allows Gliding with limited wings, Movement +2 and gain ability to fly using Acrobatics), Availability: Uncommon, Price: Normal (Diff. 10)

Personal Gear

Byron Ulric knew that his ShivaWear jewelry got him in the right doors and let the highrollers know he was one of them, his FashionShift jacket displayed feed from the nightly news across his back as he entered the club, but he'd need to keep his eyes peeled for Sakawa Boys and hustlers...

Personal Hygeine Products, Availability: Common, Price: Very Cheap (Diff. 6)
Condoms, Availability: Common, Price: Very Cheap (Diff. 6) for box of 6
Adult Diapers, Availability: Common, Price: Very Cheap (Diff. 6) for a box of 6
Cheap Jewelry, Availability: Common, Price: Cheap (Diff. 8)
Average Jewelry, Availability: Common, Price: Normal (Diff. 10)
Fancy Jewelry, Availability: Uncommon, Price: Costly (Diff. 12)
Expensive Jewelry (+1 to Socialize), Availability: Uncommon, Price: Very Costly (Diff. 14)
Ear Plugs (Grants a +1 to Tolerance skill checks to resist Deafening attacks), Availibility: Common, Price: Very Cheap (Diff. 6) for 6 
Sunglasses (Grants a +1 to Tolerance skill checks against Blinding attacks), Availability: Common, Price: Very Cheap (Diff. 6)
Designer Shades (Grants a +1 to Cool skill checks), Availability: Uncommon, Price: Cheap (Diff. 8)
Cheap Clothing (per outfit), Availability: Common, Price: Very Cheap (Diff. 6)
Average Clothing (per outfit), Availability: Common, Price: Cheap (Diff. 8)
Fancy Clothing (per outfit), Availability: Common, Price: Normal (Diff. 10)
Expensive Clothing (+1 to Socialize with outfit), Availability: Uncommon, Price: Costly (Diff. 12)
FashionShift Garment (displays video images in shifting patterns across the fabric), Availability: Uncommon, Price: Normal (Diff. 10)
Armored Case (A pouch, briefcase, or backpack, holds up to Size 3, 4d6 Armor Value, Type: Kinetic, Blade, Blunt, Fire), Availability: Uncommon, Price: Normal (Diff. 10)
Carry Bag (satchel, purse, duffel, etc.), Availability: Common, Price: Very Cheap (Diff. 6)
Utility Belt/Harness, Availability: Common, Price: Very Cheap (Diff. 6)
DIY Manual, Effect: Grants +1 to the Knack skill with a specific focus (such as Autorepair, Biology, Chemistry, Anthropology, etc.), Price: Cheap (Diff. 8)

Computers 

Harvey Ackerman fired up the feed from his prototype Cloudwall Computer and fed the data directly into the SmartOptics of his helmet, displaying Augmented Reality as he prepared the software that would locate his mark's Net signature...

Net Tags (Wireless RFID tags allow a device or piece of equipment to interact with the Augmented Reality Network and relay information to users of the Net or respond to Net control), Price: Very Cheap (Diff. 6) for 6 Tags
Data Tablet (-4 penalty to Computer checks), Processor Speed: 1, Option Spaces: 0, Hard Memory: 0, Power Usage: 1, Price: Very Cheap
Antique (-2 penalty to Computer checks), Processor Speed: 1, Option Spaces: 1, Hard Memory: 1, Power Usage: 1, Availability: Common, Price: Very Cheap
Outdated (-1 penalty to Computer checks), Processor Speed: 2, Option Spaces: 2, Hard Memory: 2, Power Usage: 1, Availability: Common, Price: Cheap
Standard (0 Bonus to Computer checks), Processor Speed: 3, Option Spaces: 3, Hard Memory: 3, Power Usage: 2, Availability: Common, Price: Normal
Advanced (+1 Bonus to Computer checks), Processor Speed: 4, Option Spaces: 4, Hard Memory: 4, Power Usage: 2, Availability: Common, Price: Costly
High Tech (+2 Bonus to Computer checks), Processor Speed: 5, Option Spaces: 5, Hard Memory: 5, Power Usage: 3, Availability: Uncommon, Price: Very Costly
Experimental (+3 Bonus to Computer checks), Processor Speed: 6, Option Spaces: 6, Hard Memory: 6, Power Usage: 3, Availability: Experimental, Price: Very Costly

Medical Equipment

Isaac Green had seen a lot of wounds in his time as a professional fighter, but the aftermath of this particular underground Aug fight was the worst. If he had any chance at saving the man's life, he'd need the GloboDoc pain killers in his nanosyringe, some DaVinci Skinfoam to seal lacerations on the man's shattered torso and hope the Dermal Stapler would do the rest...

Syringe (holds up to 4 doses of drug or chemical, Easy Diff.. Medicine skill check to administer correct dosage), Cost: 2 Credits, Availability: Common, Price: Very Cheap
Nanosyringe (Administers exact doses of drug or chemical, holds up to 6 doses), Cost: 10 Credits, Availability: Uncommon, Price: Cheap
Skinfoam (Stops bleeding, heals 1d6 Hit Points, 6 uses), Cost: 35 Credits, Availability: Uncommon, Price: Cheap
Dermal Stapler (Provides +1 to Medicine skill rolls and stops bleeding, 6 uses), Cost: 25 Credits, Availability: Uncommon, Price: Cheap
Defibrilator (When placed on a Dying character, grants a +4 to Deus Ex skill checks, must charge for 1 round between uses), Power Usage: 4, Availability: Restricted, Price: Costly
First Aid Kit (Allows for basic medical assistance), Cost: 10 Credits, Availability: Common, Price: Very Cheap
Trauma Kit (Provides +1 to Medicine skill checks), Cost: 25 Credits, Availability: Uncommon, Price: Cheap
Medical Scanner (A handheld imaging scanner connected to a medical database computer, counts as Outdated Computer, provides +2 to Medicine skill checks to diagnose health issues, 1yd range), Power Usage: 2, Cost: 100 Credits, Availability: Uncommon, Price: Cheap

Industrial Equipment

It was Christmas time in the Refuge camp, Adrian Igel had been doing favors for the locals in order for them to keep his presense in the camp a secret from the authorities. He grabbed his stolen TripleCo. Toolkit and used the makeshift 3D printer to create the repair parts he'd need to fix the refugees' transport truck. Soon the whole camp could get the supplies they desperately needed...Ho ho ho...

Multitool (portable foldout toolset, basic), Availability: Common, Price: Very Cheap
Standard Toolkit (Basic tools needed for making Tech skill checks, Standard tools such as adjustable screwdrivers, hammer, wrench, etc.), Availability: Common, Price: Cheap, 
Advanced Toolkit (Provides +1 to Tech skill checks, precision and power tools included),  Availability: Common, Price: Normal
High-Tech Toolkit (Provides +2 to Tech skill checks, includes nanoscale measurement tools, specialized power tools, stabilizing rigs and high-pressure sanders, etc.), Availability: Uncommon, Price: Costly
Link Cable (Allows linking of Computers or other Electronic devices with a Very Easy Diff. Tech skill check), Availability: Common, Price: Very Cheap (for 10yds of cable)
Techscanner (counts as an Antique Computer, scans a device and can be interfaced to provide diagnostics, provides +2 to Tech skill checks), Power Usage: 1, Availability: Uncommon, Price: Normal
Sealant Sprayer (uses a silicon heat-resistant sealant to waterproof objects or seal holes and serve as adhesive, 10 uses), Availability: Common, Price: Cheap
Spray Paint (various colors, enough paint for 6 square yards surface), Availability: Common, Price: Very Cheap (per can)
Antique 3D Printer (Produces a Size 1 simple object every 1d6 days), Size: 2, Power Usage: 1, Availability: Uncommon, Price: Cheap
Outdated 3D Printer (Produces a Size 2 simple object every 24 hours), Size: 4, Power Usage: 2, Availability: Restricted, Price: Normal
Standard 3D Printer (Produces a Size 3 simple object every 12 hours), Size: 6, Power Usage: 3,
Availability: Restricted, Price: Costly
Advanced 3D Printer (Produces a Size 4 simple object every 6 hours), Size: 8, Power Usage: 4, Availability: Restricted, Price: Very Costly
High-Tech 3D Printer (Produces a Size 5 simple object every 3 hours), Size: 10, Power Usage: 5, Availability: Restricted, Price: Expensive
Experimental 3D Printer (Produces a Size 6 simple object every 1 hour), Size: 12, Power Usage: 6, Availability: Experimental, Price: Very Expensive, Drawback: The Experimental 3D Printer requires frequent manual recalibration when creating smaller objects than Size 6, requiring a Hard Diff. Tech skill check. 
Standard Universal Constructor (Produces a Size 3 intricate object every 6 hours), Size: 6, Power Usage: 5, Availability: Restricted, Price: Very Costly
Advanced Univseral Constructor (Produces a Size 4 intricate object every 3 hours), Size: 8, Power Usage: 6, Availability: Restricted, Price: Expensive
High-Tech Universal Constructor (Produces a Size 5 intricate object every 1 hour), Size: 10, Power Usage: 7, Availability: Restricted, Price: Very Expensive
Experimental Universal Constructor (Produces a Size 6 intricate object every 30 minutes), Size: 12, Power Usage: 8, Availability: Experimental, Price: Astronomical, Drawback: When the Universal Constructor is in disassembly phase and is breaking down components for construction, it can be dangerous if the Universal Constructor were in some way damaged or one of its nanite-storage tanks ruptured. Such a rupture spills out disassembler nanites which will break down all matter up to Size 12 within a 6 yard radius of the machine before becoming inert. 

Science Equipment 

Harvey Ackerman was a specialist in these matters, he used his EnerTek chemical analyzer to identify biological material and tested the sample in his GeneReader, this was definitely a copywritten Prodorganic of AgriGen that had been attacking people in the Favela. He'd need to tag it with a Isototype tracking dart and use his military-issue Dellingr EnviroScanner to track the rad-trail of the beast back to its lair...

Chemical Analyzer (Detects and identifies the Chemical formula or breakdown of elements of any substance put inside it, requires a Average Science skill check), Power Usage: 1, Cost: 100 Credits, Availability: Uncommon, Price: Normal
Electron Microscope (Views microscopic levels of matter and organic materials, +1 to Science skill checks), Power Usage: 3, Cost: 125 Credits, Availability: Restricted, Price: Normal
BioVat (A biological incubator the size of a microbrewery, used for growing genetically modified microrganisms), Power Usage: 1, Cost: 250 Credits, Availability: Restricted, Price: Costly
Hydro Garden (A botanical indoor garden with regulated climate controls and up-to-the-minute sensory data, +1 to Science checks when gardening), Power Usage: 1, Cost: 125 Credits, Availability: Common, Price: Normal
GeneReader (This device counts as an Outdated Computer and grants users a +1 to Science and Investigate checks to analyze genetic samples and DNA), Power Usage: 1, Cost: 100 Credits, Availability: Uncommon, Price: Normal
GeneSequencer (Allows for Genetic Mapping of individuals or spieces, +2 to Science checks for Genetics, genemapping takes 1d6 days and requires a DNA sample), Power Usage: 3, Cost: 600 Credits, Availability: Restricted, Price: Costly
BioWomb (Allows for an artificial growth chamber to gestate a living engineered biological organism, birth takes 2 months per point of size), Power Usage: 5, Availability: Experimental, Price: Very Costly
EnviroSensor (Collects sophisticated environmental data within 100 yards, including presense of chemicals, radiation, and pressure readings, +1 to Science skill checks), Power Usage: 2, Cost: 125 Credits, Availability: Common
Isotope Tracker (Mildly radioactive isotope can be placed in water, on objects, or inside an organism and tracked using a Radometer, one bottle can cover 6 points of size), Cost: 10 Credits (can cover 1 point of Size), Availability: Restricted, Price: Cheap 
Radometer (Detects Radiation Levels within 200 yards), Power Usage: 1, Availability: Uncommon, Price: Cheap
EM Detector (A sensor that counts as an Antique-computer which grants a +2 to Investigate skill checks to locate electronics or electromagnetic radiation), Cost: 100 Credits, Availability: Uncommon, Price: Normal
Particle Accelerator (Size 30 object, allows for high-energy physics experiments, +2 to Science skill checks involving Physics), Power Usage: 6, Cost: 50,000 Credits, Availability: Experimental, Price: Expensive
Neurological "Geist" Scanner (Maps the electrical signals of the brain, imitating consciousness. Can be used to create a "Geist" copy of a brain, takes 1 hour per 1 point of Intelligence), Power Usage: 6, Availability: Experimental, Price: Astronomical

Cameras & Surveillance Equipment

Eagle Cole prepared for his "Night Jog", adjusting the strap on his thermal SmartOptic Glasses and placing the Tenshi Audiobuds into his ears, he could now see body heat and hear heartbeats...

Fiberoptic Camera (small camera on fiber optic cable, 2 yards of cable), Power Usage: 1, Availability: Common, Price: Very Cheap
Laser Microphone (100 yard range, use line of sight to eavesdrop, +2 to auditory Awareness), Power Usage: 1, Cost: 150 Credits, Availability: Uncommon, Price: Normal
GPS Tracker (6 mile range), Power Usage: 1, Availability: Common, Price: Cheap
AV Surveillance Bug (Captures audio/video within 10 yards), Power Usage: 1, Availability: Uncommon, Price: Cheap
Antique Digital Video Camera, Power Usage: 1, Cost: 20 Credits , Availability: Common, Price: Very Cheap
Outdated Digital Video Camera (1 sensory option), Power Usage: 1, Cost: 40 Credits (+Sensory Option Cost), Availability: Common, Price: Cheap
Standard Digital Video Camera (2 sensory options), Power Usage: 1, Cost: 60 Credits (+Sensory Option Cost), Availability: Common, Price: Normal
Advanced Digital Video Camera (3 sensory options), Power Usage: 1, Cost: 80 Credits (+Sensory Option Cost), Availability: Common, Price: Costly
High-Tech Digital Video Camera (4 sensory options), Power Usage: 2, Cost: 100 Credits (+Sensory Option Cost), Availability: Uncommon, Price: Very Costly
3D Camera (Records 3D images and video), Power Usage: 5, Availability: Uncommon, Price: Expensive
Antique AudioBud (1 sensory option), Power Usage: 1, Cost: 20 Credits (+Audio Sensor Option Cost), Availability: Common, Price: Very Cheap
Outdated AudioBud (2 sensory options), Power Usage: 1, Cost: 40 Credits (+Audio Sensor Option Cost), Availability: Common, Price: Cheap
Standard AudioBud (3 sensory options), Power Usage: 1, Cost: 60 Credits (+Audio Sensor Option Cost), Availability: Common, Price: Normal
Advanced AudioBud (4 sensory options), Power Usage: 2, Cost: 80 Credits (+Audio Sensor Option Cost), Availability: Uncommon
High-Tech AudioBud (5 sensory options), Power Usage: 2, Cost: 100 Credits (+Audio Sensor Option Cost), Availability: Uncommon
Antique SmartOptics (1 sensory option), Power Usage: 1, Cost: 20 Credits (+Visual Sensor Option Cost), Availability: Common
Outdated SmartOptics (2 sensory options), Power Usage: 1, Cost: 40 Credits (+Visual Sensor Option Cost), Availability: Common
Standard SmartOptics (3 sensory options), Power Usage: 1, Cost: 60 Credits (+Visual Sensor Option Cost), Availability: Common
Advanced SmartOptics (4 sensory options), Power Usage: 2, Cost: 80 Credits (+Visual Sensor Option Cost), Availability: Uncommon
High-Tech SmartOptics (5 sensory options), Power Usage: 2, Cost: 100 Credits (+Visual Sensor Option Cost), Availability: Uncommon

Visual Sensory Options 
(each uses 1 option space in Audio or Visual sensory gear)
Gunfire Sensor (detects gunshots within 100 yards and pinpoints location to HUD), Cost: +150 Credits, Availability: Restricted
Sound Damper (removes the ability to be deafened by loud noises), 
Voice Stress Analyzer (grants a +1 to Sense Motive skill checks),
Night Vision (halves the penalty from darkness), Cost: +50 Credits, Availability: Common
Ultraviolet (halves the penalty from darkness, see in UV spectrum), Cost: +50 Credits, Availability: Uncommon
Thermal Vision (no penalty from darkness from warm targets), Cost: +100 Credits, Availability: Uncommon
Image Enhancement (+1 to Awareness and Investigate), Cost: +50 Credits, Availability: Common
Telescopic Vision (decreases the Difficulty for ranged attacks by one category), Availability: Common, Price: Cheap
Smartbadge Reader (Can scan and read smart ID badges, up to 1yard), Availability: Common, Price: Cheap
Chemical Sniffer (Detects the presense of airborne toxins, drugs, explosive residue-including gunpowder, within 20 yards, +2 to Investigate checks), Availability: Uncommon, Price: Normal
Motion Detector (Senses movement within 30 yards), Availability: Common, Price: Cheap
Facial ID Scanner (Uses Facial Recon program on an Antique computer attached to a scanning lens), Availability: Restricted, Price: Normal

Entertainment Gear
Delina donned her Coltan Peak AR Body Capture Suit and jacked into her FableNet account, the movements of her online persona matching that of her body as the music of Deez Nutz blared away on her EnerTek Speaker system...

AR Body Capture Suit (A electronic sensor suit that maps body movements into the AR Net), Availiability: Common, Price: Normal
Handheld Game (An electronic handheld game player), Availability: Common, Price: Very Cheap
Holographic Projector (Allows projection of digital images or video in a holographic image, Awareness skill check of Easy Diff to notice that it is an illusion), Availability: Restricted, Price: Costly
Speaker System Delta (Allows loud projection of music or audio within 20 yards, -1 penalty to Awareness checks to audio cues), Availability: Common, Price: Cheap
Speaker System Gamma (Allows loud projection of music or audio within 40 yards, -2 penalty to Awareness checks to audio cues), Availability: Common, Price: Normal
Speaker System Beta (Allows loud projection of music or audio within 80 yards, -3 penalty to Awareness checks to audio cues), Availability: Common, Price: Costly
Speaker System Alpha (Allows loud projection of music or audio within 160 yards, -4 penalty to Awareness checks to audio cues), Availability: Common, Price: Very Costly
Musical Instrument (The character can play music as part of a Socialize skill check), Availability: Common, Price: Normal


Security Gear

Ogden Bates hated this part of the job, any of the crowd passing through the checkpoint could be wired with an Improvised Explosive vest or carrying contraband weaponry, he'd need to be alert to the Countware Scanner Array's output into his AR display. When the chemical sniffer would catch a whiff of accelerant or gunpowder, he'd make sure the Dellingr Biometric Scanner did its job on placing the culprit in any criminal database. This was going to be a long night, but he was ready for a fight...

Hidden Surveillance Camera (Uses Night Vision, can be hidden in any mundane object, uplinks and stores video to secure network), Availability: Uncommon, Price: Cheap
Scanner Array (Using two 12 inch scanner panels, must be placed opposing each other, such as in a doorway. Provides X-Ray bodyscan of any individual passing through, gives +2 to Awareness to discover hidden weapons or cybernetics), Power Usage: 3, Cost: 200 Credits, Availability: Restricted
Forensic Scanner (Can detect partial fingerprints, analyze blood samples, hair and fibers, match ballistics, and analyze genetic sequences, counts as Outdated Computer, +2 to Investigate and Science), Power Usage: 2, Availability: Restricted, Price: Costly
Biometric Scanner (Reads Palm & Fingerprints, Retinal Scans, Facial Imaging, counts as Antique Computer), Power Usage: 1, Cost: 75 Credits, Availability: Restricted, Price: Normal
Luminol (Chemical sprayed on bloodstains and organic material makes them reactive to UV Light), Price: Very Cheap (Bottle)
UV Flashlight (provides light within 40 yard cone spread, illuminates luminol and stains), Power Usage: 1, Availability: Common, Price: Very Cheap
Zip Ties, Effect: Requires a Average Diff.. Rend or Acrobatics skill check to escape, Price: Very Cheap (Diff. 6)
Handcuffs, Effect: Requires a Very Hard Diff.. Rend or Acrobatics skill check to escape, Price: Cheap (Diff. 8)
Smartbadge Blank (a blank unassigned RFID badge that can link to digital ID database), Availability: Common, Price: Very Cheap (10 Badges)
Smartbadge Reader (Can scan and read smart ID badges, up to 1yard), Power Usage: 1, Availability: Restricted, Price: Cheap
Chemical Sniffer (Detects the presense of airborne toxins, drugs, explosive residue-including gunpowder, within 20 yards, +2 to Investigate checks), Power Usage: 2, Availability: Uncommon, Price: Normal
Voice Stress Analyzer (Counts as an Antique Computer, Records Voice Patterns and grants a +2 to Sense Motive skill checks), Power Usage: 2, Availability: Restricted, Price: Normal
Motion Detector Alarm (Sends a text message or activates a alarm system when sensing movement within 10yards), Power Usage: 1, Availability: Common, Price: Cheap
Facial ID Scanner (Uses Facial Recon program on an Antique computer attached to a handheld scanning lens), Power Usage: 1, Availability: Restricted, Price: Normal
Type I Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 1, Range: 25yds, Availability: Illegal, Price: Cheap
Type II Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 2, Range: 100yds, Availability: Illegal, Price: Normal
Type III Signal Scanner (Allows monitoring of nearby unsecured wireless signals), Power Usage: 3, Range: 400yds, Availability: Illegal, Price: Costly

Intrusion Gear

Adrian Igel affixed the Faux Dermal Gloves that had been printed for him with the fall guy's fingerprints and affixed the silencer to his stolen weapon. The target would be in the area soon and he had to hope that the Distortion Mask and Video Blinder would keep any witnesses, electronic or meat, from remembering who did the shooting...

Data Funnel (A high-tech flashdrive loaded with data of the user's choice, the data floods 2d6 units of Active Memory of any computer its plugged into, disabling any other programs that were running), Availability: Illegal, Price: Normal
Faux Dermal Gloves (thin see-thru dermal pattern gloves that stretch over your hands, can mimic fingerprints and palm scans of another person), Availability: Illegal, Price: Normal (per pair)
Smart Mask (A highly detailed 3D printed replica mask, created using facial ID scans, provides +4 to Deception when disguised as another person), Availability: Illegal, Price: Normal (per mask)
Smart Mimic (A recorder that captures and stores audio and replicates voice patterns and sounds when put to your throat to speak, +2 to Deception), Power Usage: 1, Availability: Uncommon, Price: Normal
Thermal Bodymask (A thermal jumpsuit complete with face mask, completely nullifies bodyheat against IR or Thermal scans), Power Usage: 1, Availability: Restricted, Price: Normal
SmartCamo Clothing (Clothing that can change colors and mimic patterns behind the wearer, +2 to Stealth skill checks), Power Usage: 2, Availability: Restricted, Price: Normal (For outfit)
Laser Fogger (A spray can that allows invisible lasers to be seen by the naked eye, effects 1 yard, 10 uses per can. Can create cover against lasers up to 2 yard radius, reducing Laser type damage by 2d6 damage dice), Availability: Uncommon, Price: Cheap
Distortion Mask (smart nanofabric constantly shifts in patterns, makes it impossible for facial ID based on skull contours), Power Usage: 1, Availability: Uncommon, Price: Normal
Echo Device (Counts as Standard Computer, any Computer used within 100 yards has its signal and network data echoed by the device, creating a confusing mirror of all signals in the Net and also creates a double of all Avatars and programs used, effects similar to Decoy and Mimic, provides a -2 penalty to Computer skill checks to find the original Network ID. Duplicate programs are just as effective as the original), Power Usage: 3, Availability: Illegal, Price: Costly
Static Box (Any audio recording devices within 20 yards pick up only static), Power Usage: 2, Availability: Illegal, Price: Normal
Video Blinder (Emits a frequency that blinds all camera and video recording equipment within 20 yards), Power Usage: 2, Availability: Illegal, Price: Normal
Keyless Entry Scanner (Requires a Computers skill check, based on the Diff.iculty of vehicle security system, allows for unlocking vehicle doors remotely, 10 yards), Power Usage: 1, Availability: Illegal, Price: Cheap
Lockpick Gun (Automatically opens Average Difficulty or less key-locks), Availability: Restricted, Price: Cheap
Smart Lockpick (Counts as Antique Computer, provides +2 to Tech skill checks for opening locks), Power Usage: 1, Availability: Restricted, Price: Normal
X-Ray Scanner (Thin concealable gel screen with attachable X-ray scanners, allows viewing contents of locked safes or behind doors, up to 6 yards of area), Power Usage: 3, Availability: Restricted, Price: Costly
Data Sponge (Counts as an Antique Computer, stores unsecured Net data, spoken passwords, or keycodes observed by any input method, such as audio, visual, or through the Net, range of 20 yards), Power Usage: 2,  Availability: Illegal, Price: Costly
NanoKey (When inserted into any keylock, conforms to any shape needed, automatically opens any standard lock in 1d6 rounds), Power Usage: 2, Availability: Experimental, Price: Normal
Doorspreader (A hydraulic door vice that opens locked or sealed doors of up to Very Hard Difficulty in 1d6 rounds, often damaging the door in the process), Power Usage: 1, Availability: Restricted, Price: Cheap
Embrittlement Spray (A liquid nitrogen spray that freezes and destroys locks or small metal objects, negates up to 6d6 Armor Value, 6 uses), Availability: Restricted, Price: Cheap
Signal Jammer Delta (Allows jamming of nearby wireless signals), Power Usage: 1, Range: 25yds, Availability: Illegal, Price: Cheap
Signal Jammer Gamma (Allows jamming of nearby wireless signals), Power Usage: 2, Range: 50yds, Availability: Illegal, Price: Normal
Signal Jammer Beta (Allows jamming of nearby wireless signals), Power Usage: 3, Range: 200yds, Availability: Illegal, Price: Costly
Signal Jammer Alpha (Allows jamming of nearby wireless signals), Power Usage: 4, Range: 800yds, Availability: Illegal, Price: Very Costly

Survival Equipment

Eagle Cole pulled the Brahman Industries SmartCamo tarp over the armored vehicle to prevent it from being detected by aerial drones or satellites. He packed his Water Filtration bottle and Solar generator into the pack along with rations and the rest of his gear he'd gotten from the company, it would be a long trek through the desert to the target zone where he would climb the clifface to get a proper sniper perch...

Aerial SmartCamo Tarp (Can be used as a tent or to cover up a vehicle or equipment up to Size 12, the tarp itself uses out-of-date GPS satellite images and smart fabric to project an image of what used to be in the spot where the tarp now sits at those exact coordinates, allowing a user to hide from aerial traffic or satellites by showing a fake image), Power Usage: 2, Availability: Experimental, Price: Very Costly 
Field Rations (Essential Protein & Vitamins in Field Ration Packs, various flavoring), Availability: Common, Price: Cheap (1 week of food)
Water Filtration Bottle (Filters filthy or diseased water into drinkable water, cleans out toxins), Availability: Common, Price: Cheap
Water Purifier (A large water filtration unit that can produce 2 gallons of clean drinking water per hour), Availability: Common, Price: Normal
Solar Panel (Recharges battery Rank 1-6 depending on the intensity of the sun, Game Master decision. Takes half the power duration, 6 hours to recharge a 12hr battery, etc.), Availability: Common, Price: Cheap
Hammock (1 person), Availability: Common, Price: Cheap
Tent (2-6 persons), Availability: Common, Price: Normal
Live Animal Trap (Traps up to a Size 4 animal alive using a pressure plate with bait, Hard Diff. Rend or Acrobatics to escape), Availability: Uncommon, Price: Cheap
ThermoDome Tent (2-person tent with regulated heat or air conditioning), Power Usage: 1, Availability: Uncommon, Price: Normal
Scent Masking Agent (negates the ability to detect the character with scent or chemical sniffers, effects up to 6 points of size per bottle), Availability: Uncommon, Price: Cheap
Motion Alarm Unit (creates a wailing siren whenever movement of a Size 4 or larger animal passes within 20 yards of the sensor), Power Usage: 1, Availability: Common, Price: Cheap
Flashlight (provides light within 40 yard cone spread), Power Usage: 1, Availability: Common, Price: Very Cheap
Electric Lantern (provides light within 20 yard radius), Power Usage: 1, Availability: Common, Price: Very Cheap
Flare (provides light within 5 yards), Availability: Common, Price: Very Cheap (for 6 flares)
Climbing Harness (prevents falls if attached to safety line), Availability: Common, Price: Cheap
Climbing Gear (Effect: Provides a +1 to Athletics checks for climbing), Price: Cheap (Diff. 8)
Rope (10 yards), Availability: Common, Price: Very Cheap
Bionculars (+1 to Awareness within 100 yards), Availability: Common, Price: Very Cheap
Compass (Finds North), Availability: Common, Price: Very Cheap
Survival Blanket (+1 to Stamina skill checks against the cold), Availability: Common, Price: Very Cheap
Air Filter Mask (Filters toxins out of the air), Availability: Common, Price: Very Cheap
Oxygen Mask (provides 2 hours of oxygen), Availability: Common, Price: Cheap
Dive Mask (filters sea water into oxygen), Availability: Uncommon, Price: Costly
Environmental Suit (Armor Value of 1d6 against Blade type covers all locations, protects against toxins, chemicals, and radiation, provides 6 hours of oxygen), Availability: Restricted, Price: Normal
Folding Shovel (+1 to Rend for digging holes), Availability: Common, Price: Very Cheap


Batteries 

(Batteries can be used to power electronic devices with a Power Usage rank, they 
can power an item at the listed rating for the duration listed before needing to be
recharged. Recharging a battery takes twice its duration to reach full charge. If
a battery is powering a lower Power Usage item, it can add 2 hours to its duration for each
rank lower. Thus a Standard Battery can power a Power Usage: 1 item such as a flashlight
for 10 hours without needing recharged. When determining the power drain of an item with
multiple functions and options with Diff.erent Power Usage, use the highest Power Usage Rating
to determine how long any given battery will keep it charged. A battery can be used to charge
a item with a greater Power Rating than it, but reduce the duration by 1/2 for each rank lower.
Example: A battery with a Power Usage Rank of 1 is powering a Rank 3 item, it only will power the
item for 2 hours divided by four equals 30 minutes, or a half hour of time before the battery is dead.)

Antique Battery (Power Usage Rank 1, 2 hours of power or 10 Power Points), Availability: Common, Price: Very Cheap (for 10)
Outdated Battery (Power Usage Rank 2, 4 hours of power or 20 Power Points), Availability: Common, Price: Very Cheap (for 5)
Standard Battery (Power Usage Rank 3, 6 hours of power or 30 Power Points), Availability: Common, Price: Cheap (for 10)
Advanced Battery (Power Usage Rank 4, 8 hours of power or 40 Power Points), Availability: Uncommon, Price: Cheap (for 5)
High-Tech Battery (Power Usage Rank 5, 10 hours of power or 50 Power Points), Availability: Restricted, Price: Normal (for 10)
Experimental Battery (Power Usage Rank 6, 12 hours of power or 60 Power Points), Availability: Experimental, Price: Normal (for 5)

Portable Generators

(Portable Generators are similar to batteries except that they constantly produce
power at a certain rating each round. While creating Power, however, they need fuel. 
Most common Portable Generators in the dark future would run off of biofuels, such as 
ethanol. 1 Gallon of fuel lasts about 2 hours of use)

Portable Generator Delta (Generates 3 Power Points per round), Availability: Common, Fuel Tank: 6 Gallons, Price: Cheap
Portable Generator Gamma (Generates 6 Power Points per round), Availability: Uncommon, Fuel Tank: 12 Gallons, Price: Normal
Portable Generator Beta (Generates 9 Power Points per round), Availability: Uncommon, Fuel Tank: 18 Gallons, Price: Costly
Portable Generator Alpha (Generates 12 Power Points per round), Availability: Restricted, Fuel Tank: 24 Gallons, Price: Very Costly
Experimental Generator (Generates 15 Power Points per round), Availability: Experimental, Drawback: This generator is powered by a Helium-3 fueled reactor. The generator runs continously without needing refueled. However, if the generator is ever damaged, it requires a Deus Ex skill check of Very Hard Diff.iculty (Diff. 14) or it explodes, dealing 10d6 damage to everything within a 60 yard radius and releasing 200 rads of radiation for 120 yards, Price: Expensive



Vehicles

Ogden Bates drove the Dellingr Rattler with shocking speed, the wind whipped the gunman on the pintle mount as they tore through the backroads kicking up dust in their wake. They'd make record time on this run and he knew that if he couldn't outrun the patrols, he could certainly get them in range of the big gun...

Vehicle Statisics: 
The Size of a vehicle determines its Structural Points, which function as a Vehicle's Health Points, the number of Passengers and Crew, and Option Spaces. Vehicles have 5 Structural Points for each 1 Size (Structural Health Points = Size x 5). Vehicles also can carry 1 Crew or Passenger for every 3 Size. Usually vehicles only require 1 Crew to operate the vehicle and the Passengers are merely along fofr the ride. Vehicles also gain 1 Option Space for every 6 Size they possess. 

Vehicle Engines:
The majority of vehicles in 2044 run on electric motors or use Helium-3 fuel sources. These engines often function similarly to portable power generators only increased for output.
Human-Powered, Speed Rating: (Based on Movement or Sprint of the user +2), Availability: Common
Antique Vehicle Engine, Speed Rating: 12 (-Size), Power Output: 1, Availability: Uncommon
Outdated Vehicle Engine, Speed Rating: 18 (-Size), Power Output: 2, Availability: Common
Standard Vehicle Engine, Speed Rating: 24 (-Size), Power Output: 4, Availability: Common
Advanced Vehicle Engine, Speed Rating: 30 (-Size), Power Output: 6, Availability: Common
High-Tech Vehicle Engine, Speed Rating: 36 (-Size), Power Output: 8, Availability: Restricted
Experimental Vehicle Engine, Speed Rating: 42 (-Size), Power Output: 10, Availability: Experimental, Drawback: Requires use of condensed He-3 Fuel. A targetted strike on the vehicle's engine can cause explosive detonation (if damage penetrates the Armor) resulting in damage equal to the vehicle's Size value in d6, with a explosive radius of the Size value of the vehicle. 

Vehicle Power Options
Some Options for Vehicles can require power to be used, directed from the Power Output of each engine. Each engine produces a number of Power Points usable per round, based on its Engine Type and Power Output. Additionally, Vehicles can expend Power Points to add an extra +1d6 per 1 Power Point spend to their movement (a maximum of +6d6), as if they were making a “Sprint” skill check. 

Common Land Vehicles:

Bicycle (Price: Cheap (Diff. 10))
 Size: 6
 Crew: 1
 Passengers: 1
 Structural Points: 30
 Manuever Bonus: +1
 Speed Rating: (Movement or Sprint +2)
 Engine Type: Human-Powered
 Armor Value: 0
 Movement Type: Wheeled
 Options: 1

EnerTek Electric Scooter (Price: Normal (Diff. 12))
 Size: 6
 Crew: 1
 Passengers: 1
 Structural HP: 30
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Outdated
 Armor Value: 1d6 (Type: Blunt)
 Movement Type: Wheeled
 Power Output: 2
 Options: 1

Triple Co. Tunnel Snake  (Price: Very Costly (Diff. 14))
 Size: 7
 Crew: 1
 Passengers: 1
 Structural HP: 35
 Manuever Bonus: +2
 Speed Rating: 18
 Engine Type: Standard
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Movement Type: Wheeled
 Power Output: 6
 Options: 1

Ridertech Slipstream IS-4 Motorcycle (Price: Very Costly (Diff. 14))
 Size: 7
 Crew: 1
 Passengers: 1
 Structural HP: 35
 Manuever Bonus: +1
 Speed Rating: 23
 Engine Type: Advanced
 Armor Value: 2d6 (Type: Blunt, Blade)
 Movement Type: Wheeled
 Power Output: 6
 Options: 1


Holt Reaver All-Terrain Motorcycle (Price: Very Costly (Diff. 14))
 Size: 7
 Crew: 1
 Passengers: 1
 Structural HP: 35
 Manuever Bonus: +1
 Speed Rating: 23
 Engine Type: Advanced
 Armor Value: 3d6 (Type: Blunt, Blade, Explosive)
 Movement Type: Wheeled
 Power Output: 6
 Options: 1
Rough Terrrain Mod


Heinrichsen Triglav Motorcycle (Price: Very Costly (Diff. 14))
 Size: 8
 Crew: 1
 Passengers: 1
 Structural HP: 40
 Manuever Bonus: +1
 Speed Rating: 22
 Engine Type: Advanced
 Armor Value: 3d6 (Type: Blunt, Blade, Explosive)
 Movement Type: Wheeled
 Power Output: 6
 Options: 1
Rough Terrrain Mod

 Compact Car (Price: Costly (Diff. 12))
 Size: 9
 Crew: 1
 Passengers: 2
 Structural HP: 45
 Manuever Bonus: +1
 Speed Rating: 15
 Engine Type: Standard
 Armor Value: 2d6 (Type: Blunt, Blade)
 Movement Type: Wheeled
 Power Usage: 4
 Options: 1

Triple Co. Auto-Taxi (Price: Costly (Diff. 12))
 Size: 12
 Crew: 0 (Automated Driving Program, rolls +8 for Operate)
 Passengers: 4
 Structural HP: 60
 Manuever Bonus: 0
 Speed Rating: 12
 Engine Type: Standard 
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Movement Type: Wheeled
 Power Usage: 4
Options: 1

Sedan (Price: Very Costly (Diff. 14))
 Size: 12
 Crew: 1
 Passengers: 3
 Structural HP: 60
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Standard
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Movement Type: Wheeled
 Power Usage: 4 
 Options: 2

Sports Car (Price: Very Costly (Diff. 14))
 Size: 12
 Crew: 1
 Passengers: 1
 Structural HP: 60
 Manuever Bonus: +2
 Speed Rating: 18
 Engine Type: Advanced
 Armor Value: 2d6 (Type: Blunt, Blade)
 Movement Type: Wheeled
 Power Output: 6
 Options: 2

Jeep or SUV (Price: Very Costly (Diff. 14))
 Size: 12
 Crew: 1
 Passengers: 3
 Structural HP: 60
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Standard 
 Armor Rating: 3d6 (Type: Blunt, Blade, Kinetic)
 Movement Type: Wheeled
 Power Output: 4
 Options: 2
 Off-Road Capable (no reduced movement from rough terrain)

Dellingr Rattler Humvee (Price: Expensive (Diff. 16))
 Size: 12
 Crew: 1
 Passengers: 3
 Structural HP: 60
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Standard
 Armor Value: 4d6 (Type: Blunt, Explosive, Fire, Kinetic)
 Movement Type: Wheeled
 Power Output: 4
 Options: 2
Off-Road Capable (no reduced movement from rough terrain)
Pintle-Mount Turret (capable of mounting Size 9 weaponry on a pivoting turret)

 TripleCo. Pickup Truck (Price: Very Costly (Diff. 14))
 Size: 12
 Crew: 1
 Passengers: 1 
 Structural HP: 60
 Manuever Bonus: 0
 Speed Rating: 12
 Engine Type: Standard
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Movement Type: Wheeled
 Power Usage: 4
 Options: 2
Truckbed (Can carry additional cargo or passengers)
Winch (Has 100yds of steel cable on a automated winch with magnetic grapple)

 EnerTek Electric Van (Price: Very Costly (Diff. 14))
 Size: 15
 Crew: 1
 Passengers: 9
 Structural HP: 75
 Manuever Bonus: 0
 Speed Rating: 9
 Engine Type: Standard
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Movement Type: Wheeled
 Power Output: 4 
 Options: 3
Extra Passengers (1 more passenger seat per 3 size), Option: 

Bastion IFV (Price: Very Costly (Diff. 14))
 Size: 15
 Crew: 1
 Passengers: 5
 Structural HP: 75
 Manuever Bonus: 0
 Speed Rating: 9
 Engine Type: Standard
 Armor Value: 6d6 (Type: Blunt, Blade, Explosive, Fire, Kinetic, Laser)
 Movement Type: Wheeled
 Power Usage: 4
 Options: 3
 Extra Passengers (Holds more people or cargo)
 External Standard SmartOptics (3 Visual Sensory Options)

Dellingr Terminus Main Battle Tank (Price: Fortune (Diff. 26))
 Size: 24
 Crew: 1
 Passengers: 7
 Structural HP: 120
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: High-Tech
 Armor Value: 12d6 (Type: All)
 Movement Type: Tread or Walker
 Power Usage: 8
 Options: 6
 Reactive Armor (Armor Piercing Ammo has no effect)
 SmartCamo Gamma (+1d6 to Stealth skill checks)
 External Advanced SmartOptics (5 Visual Sensory Options)
 Electromagnetic Rail Cannon (Type: Electric, Explosive, Kinetic, Damage: 24d6, Range: 1,000yds,    Rof: 1, Ammo: 6, Blast Radius: 20yds, Options: Armor Defeating)
 Seondary Battle Guns (Type: Explosive, Kinetic, Damage: 12d6, Range: 600yds, Rof: 1-2, Ammo: 12, Blast Radius: 10yds, Options: Armor Defeating)

Triple Co. Semi Truck (Price: Expensive (Diff. 16))
 Size: 21
 Crew: 1
 Passengers: 2
 Structural HP: 120
 Manuever Bonus: -1
 Speed Rating: 9
 Engine Type: Advanced
 Armor Value: 4d6 (Type: Blunt, Blade, Fire, Kinetic)
 Power Usage: 6
 Movement Type: Wheeled
 Drawback: 
Reduced Cabin (Holds only 2 Passengers), Benefit: +2 Options
 Option Space: 5
 Trailer (holds large amounts of cargo, up to Size 15), Options: 3

CitiRide Bus (Price: Expensive (Diff. 16))
 Size: 21
 Crew: 1
 Passengers: 20
 Structural HP: 120
 Manuever Bonus: -1
 Speed Rating: 9
 Engine Type: Advanced
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Power Usage: 6
 Movement Type: Wheeled
 Option Space: 3
Extra Passengers (2 extra passenger seats per 3 points of size), Options: 2

AQUATIC VEHICLES

HorizonSky Jetski (Price: Costly (Diff. 12))
 Size: 6
 Crew: 1
 Passengers: 3
 Structural HP: 60
 Manuever Bonus: +1
 Speed Rating: 18
 Engine Type: Advanced
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Power Usage: 4
 Movement Type: Watercraft
 Options: 1
 Sonar Detector

HorizonSky Speedboat (Price: Very Costly (Diff. 14))
 Size: 12
 Crew: 1
 Passengers: 3
 Structural HP: 60
 Manuever Bonus: +1
 Speed Rating: 18
 Engine Type: Advanced
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Power Usage: 4
 Movement Type: Watercraft
 Options: 2
 Sonar Detector

Yacht (Price: Expensive (Diff. 16))
 Size: 24
 Crew: 1
 Passengers: 23
 Structural HP: 120
 Manuever Bonus: 0
 Speed Rating: 12
 Engine Type: High-Tech
 Armor Value: 4d6 (Type: Blunt, Blade, Explosive, Kinetic)
 Power Usage: 8
 Movement Type: Watercraft
Options: 4
 Extra Passengers (2 extra passenger seats per 3 size), Option: 2
 Luxury Entertainment Suite 

Triple Co. “DUUV” Diver Underwater Utility Vehicle (Price: Costly (Diff. 12))
 Size: 6
 Crew: 1
 Passengers: 1
 Structural HP: 30
 Manuever Bonus: +1
 Speed Rating: 18
 Engine Type: Advanced
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Power Usage: 4
 Movement Type: Submersible
 Options: 1
 Grappling Arms

Triple Co. “Reef Shark” MiniSub (Price: Very Costly (Diff. 14))
 Size: 12
 Crew: 1
 Passengers: 3
 Structural HP: 60
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Standard
 Armor Value: 4d6 (Type: Blunt, Blade, Explosive, Kinetic)
 Power Usage: 2
 Movement Type: Submersible
 Options: 2
 Sonar Detector
 Grappling Arms

Triple Co. Industrial Sub (Price: Expensive (Diff. 16))
 Size: 18
 Crew: 1
 Passengers: 5
 Structural HP: 90
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Advanced
 Armor Value: 6d6 (Type: Blunt, Blade, Chemical, Cryo, Explosive, Kinetic)
 Power Output: 4
 Movement Type: Submersible
 Options: 3
 Sonar Detector
 Grappling Arms (Grants +4d6 to Body-based skills (Athletics, Rend, Martial Arts, Throwing))
 Dive Bay

Dellingr  “Predator” Attack Sub (Price: Expensive (Diff. 16))
 Size: 30
 Crew: 3
 Passengers: 7
 Structural HP: 150
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Experimental
 Armor Value: 10d6 (Type: Blunt, Blade, Chemical, Cryo, Explosive, Kinetic, Rad, Sonic)
 Power Output: 10
 Movement Type: Submersible
 Options: 5
 Tactical Bridge
 Sonar Detector
 Torpedo Launcher
 Dive Bay
 Cargo Bay (Holds 3 Size of Cargo), Options: 1
 
Weapons:
 Torpedo Launcher, Type: Explosive, Damage: 20d6, Rof: 1-2, Ammo: 6, Range: 1,000yds, Qualities: Smart-Targetting, Armor Defeating

AERIAL VEHICLES

EnerTek Jetpack (Price: Costly (Diff: 12))
Size: 6
Crew: 1
Passengers: 0
Structural HP: 30
Manuever Bonus: 0
Speed Rating: 18
Engine Type: Standard
Armor Rating: 0
Movement Type: Aerial
Power Output: 4
Options: 1
 
EnerTek Powered Glider (Price: Costly (Diff: 12))
Size: 6
Crew: 1
Passengers: 0
Structural HP: 30
Manuever Bonus: +1
Speed Rating: 18
Engine Type: Standard
Armor Rating: 0
Movement Type: Aerial
Power Output: 4
Options: 1

HorizonSky Helicopter (Price: Expensive (Diff. 16))
 Size: 15
 Crew: 1
 Passengers: 3
 Structural HP: 75
 Manuever Bonus: 0
 Speed Rating: 15
 Engine Type: Advanced
 Armor Value: 4d6 (Type: Blunt, Blade, Explosive, Kinetic)
 Power Output: 6
 Movement Type: Aerial 
 Options: 3

Triple Co. Heavy Lifter Helicopter (Price: Astronomical (Diff. 22))
 Size: 30
 Crew: 1
 Passengers: 9
 Structural HP: 150
 Manuever Bonus: +1
 Speed Rating: 12
 Engine Type: Experimental
 Armor Value: 6d6 (Type: Blunt, Blade, Explosive, Kinetic, Laser, Sonic)
 Power Output: 10
 Movement Type: Aerial 
 Options: 5
Magnetic Winch (w/ 100 yards of cable)
Cargo Space (Holds Size 12 worth of cargo), Options: 4

DaVinci Aeronautics VTOL Craft (Price: Very Expensive (Diff. 18))
 Size: 18
 Crew: 1
 Passengers: 5
 Structural HP: 90
 Manuever Bonus: +1
 Speed Rating: 18
 Engine Type: High-Tech
 Armor Value: 5d6 (Type: Blunt, Blade, Kinetic, Explosive, Laser)
 Power Usage: 8
 Movement Type: Aerial 
 Options: 3

Global Air Small Airplane (Price: Expensive (Diff. 16))
 Size: 15
 Crew: 1
 Passengers: 4
 Structural HP: 75
 Manuever Bonus: +1
 Speed Rating: 15
 Engine Type: Advanced
 Armor Value: 3d6 (Type: Blunt, Blade, Kinetic)
 Power Usage: 6
 Movement Type: Aerial 
 Options: 2

LuxAir Private Jet (Price: Astronomical (Diff. 22))
 Size: 21
 Crew: 2
 Passengers: 7
 Structural HP: 75
 Manuever Bonus: +1
 Speed Rating: 21
 Engine Type: Experimental 
 Armor Value: 6d6 (Type: Blunt, Blade, Kinetic, Explosive, Laser, Sonic)
 Power Usage: 10
 Movement Type: Aerial 
 Options: 3

SPACE VEHICLES

EnerTek OTV (Price: Astronomical (Diff. 22))
 Size: 21
 Crew: 2
 Passengers: 7
 Structural HP: 75
 Manuever Bonus: +1
 Speed Rating: 21
 Engine Type: Experimental 
 Armor Value: 6d6 (Type: Blunt, Blade, Kinetic, Explosive, Laser, Sonic)
 Power Usage: 10
 Movement Type: Orbital
 Options: 3

EnerTek Shuttle (Price: Astronomical (Diff. 22))
 Size: 21
 Crew: 2
 Passengers: 7
 Structural HP: 75
 Manuever Bonus: +1
 Speed Rating: 21
 Engine Type: Experimental 
 Armor Value: 6d6 (Type: Blunt, Blade, Kinetic, Explosive, Laser, Sonic)
 Power Usage: 10
 Movement Type: Orbital
 Options: 3

SubOrbital Spaceliner (Price: Astronomical (Diff. 22))
 Size: 36
 Crew: 2
 Passengers: 22
 Structural HP: 75
 Manuever Bonus: +1
 Speed Rating: 21
 Engine Type: Experimental 
 Armor Value: 6d6 (Type: Blunt, Blade, Kinetic, Explosive, Laser, Sonic)
 Power Usage: 10
 Movement Type: Orbital
 Options: 3
Extra Passengers (1 extra passenger seat per 3 size), Option: 1
Life Support (144 hours of oxygen), Option: 1

Vehicle Options

General Options

-Operator Seat, Option: 0, Availability: Common, Effect: Comes free with all vehicles, the Operator Seat is where the controls are placed in a vehicle. If the Operator seat is removed from a vehicle, it can gain 1 additional option space, often only done in order to create an automated vehicle. 
-Computer Link, Option: 0, Availability: Common, Effect: The vehicle can be linked with a personal computer 

-Biopod Interface, Option: 1, Power Usage: 1, Availability: Restricted, Effect: Vehicle becomes the Cyborg Shell of a Biopod.
-Amphibious, Option: 1, Availability: Uncommon, Effect: waterproof vehicle can travel in water at 1/2 movement. 
-Life Support, Option: 1, Availability: Common, Effect: Onboard oxygen and pressurized cabins, enough air for 12 hours per 3 size of the vehicle. 
-Extra Oxygen Tanks, Option: 1, Availability: Common, Effect: Extra emergency oxygen with masks, lasts 6 hours for per passenger and crew, can be used to supplement life support.
-Luxury Features, Option: 1, Availability: Uncommon, Effect: Allows seat massagers, heated seating, voice-activated controls, etc. Luxury Features inside a vehicle can grant a circumstantial +1 to Cool skill checks. 
-Fire Safety System, Option: 1, Availability: Common, Effect: Puts out any fires that start within the vehicle within 1 round. 
-Wet Bar, Option: 1, Availability: Uncommon, Effect: A freezer and bar with alcoholic drinks and supplies for bartending. 
-Ejection Seats, Option: 0 (Modifies existing Crew/Operator Seats), Availability: Uncommon, Effect: Each Operator Seat for the Crew of the vehicle can be ejected from the vehicle at Movement Speed 12 for 6 rounds in a vertical direction and deploys a parachute for safe landing. 
-Crash Control, Option: 1, Availability: Common, Effect: Occupants only take half normal damage from collisions or Blunt Type attacks against the vehicle. 
-Rough Terrain Mod (Off Road), Option: 1, Availability: Common, Effect: Normal movement through rough terrain, Movement Type: Wheeled only
-Bathroom, Option: 1, Availability: Common, Effect: A working toilet and washroom inside the vehicle.
-Extra Passengers, Option: 1, Availability: Common, Effect: 1 extra passenger seats per 3 points of size. May be taken multiple times for cumulative effect. 
-Hot Tub, Option: 3, Availability: Uncommon, Effect: A luxury hot tub built for up to 6 people. 
-Nitro Boost, Option: 1, Availability: Restricted, Effect: Gives a +1d6 to Speed for 1d6 rounds, can be used 6 times before it is empty.
-Performance Rebuild, Option: 1, Availability: Uncommon, Effect: Gives a +2 to Speed, may be installed multiple times.
-Siren & Lights, Option: 1, Availability: Restricted, Effect: A loud siren and flashing emergency lights.
-Oil Slick Sprayer, Option: 1, Availability: Illegal, Effect: Drops oil which gives a -2 penalty to Manuever checks in a 10 yard radius for wheeled vehicles, holds 6 uses.
-Onboard Computer, Option: 0, Availability: (Same as Computer Type and Price same as Computer), Effect: A built-in computer system linked to the vehicle controls. 
-Loudspeaker, Option: 1, Availability: Uncommon, Effect: The vehicle loudspeaker can loudly broadcast voice or music within 100 yards. 
-Puncture-Resistant Tires, Option: 0, Availability: Uncommon, Effect: For wheeled vehicles only. Gives Tires an Armor Value of 2d6 against Blade and Kinetic attacks.
-Solid Tires, Option: 0, Availability: Uncommon, Effect: Tires cannot be punctured by targetted attacks. 
-Light Rig, Option: 1, Availability: Common, Effect: Negates darkness penalty within size rating x20 in yards.
-Black Box, Option: 1, Availability: Common, Effect: All linked computer and vehicle system data is stored in an almost indestructable recording backup that stores all data from the last 12 hours. 
-Entertainment System, Option: 1, Availability: Common, Effect: A music player, radio, or small television screen with basic stereo system. 
-Bridge Command, Option Space: 4, Cost: 4,500 C (Bridge includes a Tactical Station, Weapon Station, Communication Station, and Navigation station)
-Tactical Station, Option Space: 1, Cost: 1,000 C (+2 to Tactics and Opportunity checks, allows for a Officer to handle vehicle planning and action)
-Navigation Station, Option Space: 1, Cost: 500 C (+2 to Education when using navigation, allows for a Navigator to plot courses instead of pilot)
-Communication Station, Option Space: 1, Cost: 500 C (+2 to Computer, allows for a communications officer to handle comm traffic and system data instead of the pilot)
-Weapon Station, Option Space: 1, Cost: 500 C (+2 to Initiative, allows for a weapons officer to fire a seperate weapon system than the pilot) 
-Crew Compartment (per 4), Option Space: 2, Cost: 200 C
-Passenger Compartment (per 8), Option Space: 4, Cost: 400 C
-Brig (per 2 persons), Option Space: 1, Cost: 500 C (Prison Cell for securing inmates, Hard Difficulty to break out of)
-Safe, Option Space: 1/2, Cost: 500 C (A secure safe, Hard Difficulty to break into, holds 1 Size of items)
-Vault, Option Space: 1, Cost: 3,000 C (A secure vault, Very Hard Difficulty to break into, holds 2 Size of items)
-Luxury Cabin (1 person), Option Space: 2, Cost: 1,000 C
-Cargo Space, Option Space: 1/2, Cost: 50 C (A space for 1 Size worth of cargo per 1/2 option spent, larger compartments can be connected by picking this option multiple times)
-Smuggler Cargo Space, Option Space: 1, Cost: 1,000 C (Scannerproof Cargo Space - appears as another type of compartment but holds 1 size per 1 option spent)
-Recreation Space, Option Space: 3, Cost: 500 C (Recreation Area for 4 people or so)
-Lounge, Option Space: 4, Cost: 100 C (A lounge with seating for 8)
-Kitchen, Option Space: 2, Cost: 2,000 C (A restaurant style kitchen)
-Animal Habitat (for an animal of up to Size 2), Option Space: 2, Cost: 250 C
-Docking Bay (2 spaces per size of Vehicle allowed to Dock), Option Space: 2 per Size, Cost: 200 C per Size of vehicle dock
-Medical Station (treats 1 patient, +1 to Medicine checks), Option Space: 1, Cost: 1,000 C
-Sick Bay (treats 1 patient, +2 to Medicine checks), Option Space: 2, Cost: 2,000 C
-Laboratory (+2 to Science checks), Option Space: 2, Cost: 2,000 C
-Hydroponics (Grow food or garden within 1 size of area), Option Space: 1, Cost: 500 C
-Work Shop (+2 to Tech checks), Option Space: 2, Cost: 2,000 C
-Unmanned AI Computer System (1-6 Operate rank), Option Space: 1/2, Cost: 3,000 C per 1 Operate skill rank
-Drone Bay (per 1 Drone, Size 2), Option Space: 1, Cost: 500 C
-Solar Paneling, Option Space: 1, Cost: 500 C (+1 Power Rating on a Sunny Day)
-Countermeasures (Ammo 4), Option Space: 1/4, Cost: 500 C (Gives a +2 to Defense rolls against Missiles)
-Camoflauge Unit (-2 penalty to Detection), Option Space: 1, Power Usage: 1, Cost: 3,000 C per compartment 
-Stealth Unit (-4 penalty to Detection), Option Space: 2, Power Usage: 2, Cost: 6,000 C per compartment 
-Environmental Control System, Option Space: 1/2, Cost: 250 C (The vehicle controls can be used to regulate temperature, humidity, atompsheric pressure, O2 levels and similar of each compartment)
-Sensor Array (+2 to Sensor System range), Option Space: 1, Cost: 500 C
-Signal Jammer (Opposed Computer roll to jam a target vessel from sending/receiving data & comms), Power Usage: 1 Power per jammed target, Option Space: 2, Cost: 4,000 C


Security Options
-Lockdown, Option: 1/4, Cost: 1,000 C (All areas of the vehicle can be sealed except by those with executive passcodes)
-Security Camera Nework, Option: 1/2, Cost: 200 C (Camera monitoring of all sections and exterior of a vehicle accessible by control consoles, +2 Awareness)
-Defensive System, Option: 1, Cost: 600 C (Security alert deploys weapon systems into automated mode, treat as 3 Perception +Accuracy rating)
-Operator Lockout, Option: 0, Cost: 2,000 C (Only a pilot or driver with their biopatterns keyed to the vehicle's computer may operate the controls)
-System Lockout, Option: 1/4, Cost: 2,000 C (Only an individual with keyed biopatterns can operate the vehicle systems or computers)

External Options (External Options cannot be covered by Armor and are limited to 1/2 Size of total allowable external options)
-External Mount, Option: 0, Cost: 100 C (Adds 1/4 of a Space for external options)
-Pintle Mount, Option: 0, Cost: 100 C (Allows for mounting of an external swivel mounted weapon)

Vehicle Flaws
-Antique, This is an old vehicle, finding repair parts for it is difficult, (Very Hard Difficulty Socialize or Research) and it may break down on a failed Hard Fortune skill check each time its used, unless a Tech skill check of Average difficulty is made weekly to maintain it, Cost: 1/4 Base Cost
-Poorly Maintained, this vehicle had an owner who did not take care of it, it may break down on a failed Average Fortune skill check each time it is used, unless a Tech skill check of Easy difficulty is made weekly to maintain it, Cost: 2/3rd Base Cost
-Safety Recall, This vehicle has failed safety features, if in an crash where the vehicle takes damage, a Hard difficulty Deus Ex skill check must be made or the crew and passengers become trapped inside the vehicle which may catch fire or explode, Cost: 1/2 Base Cost

Personal Armor

Armor Value: 
Armor Value is a number of d6 that is rolled to absorb damage from attacks that strike the protected location. Armor Value rolls are treated as maximum against Types of damage that they are protected against. Example: A Armor Vest with 2d6 Armor Value (AV) that protects against Type: Blunt and Kinetic, would be treated as a roll of 12 to reduce damage from Blunt and Kinetic attacks. 

Movement Penalty:
Armor that is not supported with exoskeletal support suffers a penalty to movement of -1 for every 3d6 Armor Value. 

Classes of Armor
(Each piece of Armor covers 1 location: Head, Torso, Arms, Legs)
Class I Armor (Covers 1 Type), Armor Value: 1d6, Movement Penalty: 0, Price: Very Cheap (per outfit, covers all locations)
Class II Armor (Covers 2 Types), Armor Value: 2d6, Movement Penalty: 0, Price: Cheap (per outfit, covers all locations)
Class III Armor (Covers 3 Types), Armor Value: 3d6, Movement Penalty: -1, Price: Cheap (per location)
Class IV Armor (Covers 4 Types), Armor Value: 4d6, Movement Penalty: -1, Price: Normal (per outfit, covers all locations)
Class V Armor (Covers 5 Types), Armor Value: 5d6, Movement Penalty: -1, Price: Normal (per location)
Class VI Armor (Covers 6 Types), Armor Value: 6d6, Movement Penalty: -2, Price: Costly (per outfit, covers all locations)

Common Armor 
Recycled Kevlar Clothing (Class I Armor), Availability: Common, Price: Very Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Kinetic, Option: Concealable, Vulnerability: Blade
Martial Arts Safety Gear (Class I Armor), Availability: Common, Price: Very Cheap (per outfit)
Armor Value: 1d6 (2d6 Blunt w/ insert), Location: All, Type: Blunt, Option: Armor Insert (+1d6 AV to Blunt Type attacks), Vulnerability: Kinetic
Stab Resistant Clothing (Class I Armor), Availability: Uncommon, Price: Very Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Blade, Option: Concealable, Vulnerability: Kinetic
SmartCamo Clothing (Class I Armor), Availability: Restricted, Price: Very Cheap (per outfit)
Armor Value: 1d6, Location: All, Type: Laser, Options: Concealable, SmartCamo Delta (+1d6 to stealth, requires armor to cover all locations for bonus), Vulnerabilty: Electric, Explosive
Ballistic Gel Armor (Class II Armor), Availability: Restricted, Price: Cheap (per outfit)
Armor Value: 2d6 (3d6 Kinetic w/ insert), Location: Any, Type: Blunt, Kinetic, Option: Armor Insert (+1d6 AV against Kinetic Type attacks), Vulnerability: Blade, Movement Penalty: -1
Carbon Fiber Clothing (Class II Armor), Availability: Common, Price: Cheap (per outfit)
Armor Value: 2d6, Location: All, Type: Fire, Kinetic, Option: Concealable, Vulnerability: Blade
EM Dispersion Matrix (Class II Armor), Availability: Uncommon, Price: Cheap (per outfit)
Armor Value: 2d6, Location: All, Type: Electric, Sonic, Options: EM Shielding (protects against EM radiation and shields electronics), Vulnerability: Explosive
Composite Tactical Armor (Class III Armor), Availability: Restricted, Price: Cheap (per location)
Armor Value: 3d6 (4d6 Kinetic w/ insert), Location: Any, Type: Kinetic, Explosive, Blunt, Options: Armor Insert (+1d6 to Kinetic), Vulnerability: Blade, Movement Penalty: -1
Ceramic Armor (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6 (6d6 Kinetic w/ plating), Location: Any, Type: Kinetic, Laser, Electric, Fire, Options: Reinforced Plating (+2d6 AV against Kinetic Type attacks), Thermal Masking (conceals body-heat against Thermal sensors), Vulnerability: Explosive, Blunt, Sonic, Movement Penalty: -2
Galvanic Plating (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6, Location: Any, Type: Electric, Fire, Laser, Sonic, Options: EM Sponge (absorbs EM energy that would disable electronics, works once per hour), Vulnerability: Chemical, Movement Penalty: -1
Polymer Shell (Class IV Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 4d6 (6d6 Fire w/ plating), Location: Torso, Type: Kinetic, Blade, Fire, Laser, Options: Reinforced Plating (+2d6 AV against Fire Type attacks), Vulnerability: Blunt, Explosive, Movement Penalty: -2
Alloy Plate Armor (Class V Armor), Availability: Restricted, Price: Normal (per location)
Armor Value: 5d6 (7d6 Kinetic w/ plating), Location: Any, Types: Blade, Blunt, Cryo, Explosive, Kinetic,  Options: Reinforced Plating (+2d6 AV to Kinetic Type attacks), Vulnerability: Electric & Sonic, Movement Penalty: -2
High Density Plating (Class VI Armor), Availability: Experimental, Price: Costly (per location)
Armor Value: 6d6, Location: Torso, Type: Blade, Blunt, Kinetic, Fire, Explosive, Laser, Options: None, Vulnerability: None, Movement Penalty: -2, Drawback: This Experimental High Density Armor can only be produced with precision Nanomanufacturing in laboratories, making it costly and slow to create. The supply for this armor is limited. 


Weapons

Weapons in Augmented Dreams are divided into categories of Melee Weapons, which use Martial Arts skill or Ranged Weapons which use Shooting skill to fight with in combat. Some Melee Weapons can be used with the Throwing skill to attack at range. Explosives and Demolitions weapons may use Throwing or Tech skill to operate. 

Weapon Types:
There are 10 different Damage Types for weapons and they are best defended against by Armor with the same Type. 
Blade, blade weapons represent weapons that cut, pierce, or stab. 
Blunt, blunt attacks represent concussive attacks that may break bones or inflict blunt force trauma.
Chemical, chemical attacks represent chemical agents and acids that inflict burns or trauma.
Cryo, cryogenic attacks represent freezing attacks and reactions that absorb heat.
Electric, electric attacks represent high voltage or amperage weaponry. 
Explosive, explosive attacks combine concussive blasts, shrapnel and explosive trauma.
Fire, fire attacks represent burning plasma or flammable agents.
Kinetic, kinetic attacks are from high velocity projectiles and piercing trauma.
Laser, laser attacks are from high energy or laser weaponry with focused burns.
Sonic, sonic attacks are from ultra high frequency or ultra low frequency sound effects.

Weapon Statistics
Type: (Damage Type of Weapon)
Damage: (Bonus Damage die of Weapon)
Rof: (Rate of Fire of the weapon, usually 1-6)
Ammo: (Ammo the weapon holds)
Range: (The effective range of the weapon in yards) 
Qualities: (The special qualities of the weapon)
Conceal: (The concealability of the weapon)
Availability: (The availability of the weapon)
Price: (The price of the weapon)

Melee Weapons

Isaac Green slipped brass knuckles two of his four augmented arms and drew the Kenshin blades from their back scabbards with the other two. If there was going to be a bar fight tonight, it was going to hurt a lot of people who deserved it...

All Melee Weapons use the Martial Arts skill when making attacks. Some Melee Weapons can be thrown using Throwing skill as well, at the Game Master's discretion. 

Brass Knuckles, Type: Blunt Conceal: Pocket, Damage Bonus: +1, Availability: Common, Price: Very Cheap (Diff. 6)
Baton, Type: Blunt, Damage Bonus: +1d6, Conceal: Pocket, Qualities: Nonlethal (can be used as a nonlethal weapon at no penalty), Availability: Common, Price: Very Cheap (Diff. 6)
Club,  Type: Blunt, Damage Bonus: +2d6, Conceal: Jacket, Qualities: Nonlethal (can be used as a nonlethal weapon at no penalty), Availability: Common, Price: Very Cheap (Diff. 6)
Baseball Bat, Type: Blunt, Damage Bonus: +3d6, Conceal: Long Coat, Qualities: Nonlethal (can be used as a nonlethal weapon at no penalty), Availability: Common, Price: Cheap (Diff. 8)
Small Knife, Type: Blade, Conceal: Pocket, Damage Bonus: +1d6, Availability: Common, Price: Very Cheap (Diff. 6)
Large Knife, Type: Blade, Conceal: Jacket, Damage Bonus: +2d6, Availability: Common, Price: Cheap (Diff. 8)
Machete, Damage Bonus: +3d6, Conceal: Long Coat, Qualities: Tool (Grant +1 to Rend skill checks), Availability: Common, Price: Cheap (Diff. 8)
Sword, Type: Blade, Damage Bonus: +4d6, Conceal: None, Qualities: Balanced (Grants +1 to Martial Arts skill checks), Availability: Uncommon, Price: Normal (Diff. 10)
Hatchet, Type: Blade, Damage Bonus: +2d6, Conceal: Jacket, Qualities: Tool (Grant +1 to Rend skill checks), Availability: Common, Price: Very Cheap (Diff. 6)
Fire Axe, Type: Blade, Damage Bonus: +3d6, Conceal: Long Coat, Qualities: Tool (Grant +2 to Rend skill checks), Availability: Common, Price: Cheap (Diff. 8)
Power Saw, Type: Blade, Damage Bonus: +5d6, Conceal: None, Qualities: Noisy (Very Easy Diff.. Awareness), Armor Piercing (Ignores 1d6 Armor Value), Tool (Grant +2 to Rend skill checks), Weakness: Power Use (2 Power Usage), Availability: Common, Price: Costly (Diff. 12)

Ranged Weapons
Slingshot, Type: Blunt, Damage Bonus: +1, Conceal: Pocket, Range: 10yds, Extra Action Bonus: 0, Ammo: 1, Availability: Common, Price: Very Cheap (Diff. 6)
Air Gun, Type: Kinetic, Damage Bonus: +1, Conceal: Pocket, Range: 30yds, Extra Action Bonus: 0, Ammo: 1, Qualities: Launcher (can be loaded with a variety of Different ammo), Availability: Common, Price: Cheap (Diff. 8)
Micro-Crossbow, Type: Blade, Damage Bonus: +1d6, Conceal: Jacket, Range: 20yds, Extra Action Bonus: +1, Ammo: 4, Availabillity: Uncommon, Price: Cheap (Diff. 8)
Hunting Bow, Type: Blade, Damage Bonus: +2d6, Conceal: None, Range: 50yds, Extra Action Bonus: -2, Ammo: 1, Availability: Common, Price: Normal (Diff. 10)
Crossbow, Type: Blade, Damage Bonus: +3d6, Conceal: None, Range: 50yds, Extra Action Bonus: -4, Ammo: 1, Availability: Common, Price: Normal (Diff. 10)
Flare Pistol, Type: Fire, Damage Bonus: +3d6, Conceal: Pocket, Range: 50yds, Extra Action Bonus: 0, Ammo: 1, Qualities: Incendiary (Ignites flammables which burn for listed damage bonus for 1d6 rounds), Availability: Common, Price: Cheap (Diff. 8)

Nonlethal Weapons:

Harvey Ackerman knew that some operations required finesse. The young “Night Joggers,” the corporate ex-military types, they were quick to use lead and lasers to handle all their problems. On this operation, however, the bounty only paid if the target was still alive. He popped the battery into his EnerTek Taser and fired up the strobe of the Flashblinder...

Stungun, Type: Electric, Damage: +1d6, Extra Action Bonus: +1, Ammo: 20, Range: Touch, Qualities: Stun, Conceal: Pocket, Availability: Common, Price: Cheap
Taser, Type: Electric, Damage: +1d6, Extra Action Bonus: +1, Ammo: 2, Range: 10yds, Qualities: Stun, Conceal: Pocket, Availability: Uncommon, Price: Cheap
Stun Dart Launcher, Type: Kinetic, Electric, Damage: +1d6, Extra Action Bonus: +1, Ammo: 10, Range: 60yds, Qualities: Stun, Conceal: Jacket, Availability: Uncommon, Price: Cheap
Adhesive Sprayer, Type: Chemical, Damage: Special (Hard Difficulty Acrobatics or Rend to escape), Extra Action Bonus: 0, Ammo: 10, Range: 10yds, Qualities: Spread Shot, Conceal: Jacket, Availability: Uncommon, Price: Normal
Pepper Spray, Type: Kinetic, Damage: Special (Hard Difficulty Tolerance skill check or become blinded for 1d6 rounds), Extra Action Bonus: 0, Ammo: 6, Range; 10yds, Qualities: Blinding, Spread Shot, Conceal: Pocket, Availability: Common, Price: Very Cheap
Flasher, Type: Electric, Damage: Special (Hard Difficulty Tolerance check or become blinded or stunned for 1d6 rounds), Extra Action Bonus: 0, Ammo: Powered (Power Usage 1), Range: 10yds, Qualities: Stun, Blinding, Spread Shot, Powered, Conceal: Pocket, Availability: Common, Price: Normal
Dart Launcher, Type: Kinetic, Damage: Special (carries drug or chemical), Extra Action Bonus: 0, Ammo: 10, Range: 20yds, Qualities: Chemical Load, Conceal: Jacket, Availability: Common, Price: Cheap
Microwaver, Type: Electric, Damage: +1d6, Extra Action Bonus: 0, Ammo: 20, Range: 60yds, Qualities: Spread Shot, Stun, Conceal: Jacket, Availability: Restricted, Price: Normal

Handguns

Interview with Eagle Cole for Dark Bazaar Network: What kind of handgun do I use when I'm performing a gig? Well I've run off Feds and FAA alike in my days on the reservation. Once I got shot from something over 100 yards by this Cartel runner. When I returned fire and checked the body in the morning, I found he carried a Armswell HawkEye. I think I'm a better shot than he ever was. 

Armswell Archon Combat Handgun
(Availability: Uncommon)
Type: Kinetic, Damage: +3d6, Extra Action Bonus: +1, Ammo: 14 (10mm), Range: 50yds, Qualities: None, Conceal: Jacket, Price: Normal (Diff. 10)
Armswell commonly distributes the Archon Combat Handgun to revolutionary factions supporting the Free American Army, but it can also be found on the streets by criminals and collectors.

Armswell HawkEye
(Availability: Uncommon)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: +2, Ammo: 16 (5.56mm), Range: 150yds, Qualities: Reflex Sight, Conceal: Jacket, Price: Normal (Diff. 10)
Armswell has created this precision handgun to provide the Free American Army with a accurate and long range (for a handgun) sidearm. The heavy rate of fire puts this weapon close to fulfilling the role of a submachine gun, without the user wasting ammo on wild bursts.

Armswell Performance Magnum
(Availability: Uncommon)
Type: Kinetic, Damage: +6d6, Extra Action Bonus: +1, Ammo: 6 (.500 Magnum), Range: 150yds, Qualities: None, Conceal: Jacket, Weakness: Poor Design, Price: Costly (Diff. 12)
A heavy caliber contender from Armswell, this weapon is meant for anti-cyborg duty and use against armored soldiers. The .500 magnum round, while not all too common, is perfect for dealing with hard targets or as some rural residents use it, for hunting large game animals, such as bears or mountain lions. Unfortunately its exposed stripper-clip makes it unreliable in mud, sand and harsh climates.

Defense Core Giraffe Neck
(Availability: Illegal)
Type: Kinetic, Damage: +3d6, Extra Action Bonus: 0, Ammo: 12 (10mm), Range: 150yds, Qualities: Foregrip, Silencer, Conceal: Jacket, Cost: 202 Credits, Price: Normal (Diff. 10)
The Defense Core Giraffe Neck was originally created as an assassin's weapon, used by Australian paramilitary forces to keep down the rebellion of Aboriginal forces in league with the outlawed group known as "The Spiral." Since its inception, it has found use worldwide by underworld elements. It has a built in silencer and a slide-catch that can be set to not eject brass after each shot.

Defense Core M3 Combat Handgun
(Availability: Common)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: +1, Ammo: 8 (12mm), Range: 50yds, Qualities: None, Conceal: Jacket, Price: Normal (Diff.. 10)
The Defense Core M3 is designed as a 12mm military sidearm and has found use in many circles, especially private security and among some organized crime networks.

Defense Core Quarter Shooter
(Availability: Illegal)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: 0, Ammo: 12 (.44 Magnum), Range: 50yds, Qualities: Folding, Discreet, Conceal: Jacket (Pocket when folded), Weakness: Poor Design, Cost: 282 Credits, Price: Costly (Diff.. 12)
The Defense Core Quarter Shooter is a .44 semi-automatic magnum designed to fold up into a smaller concealable package. The weapon is typically manufactured with scanner-shielded materials to make it harder to detect via X-Rays or metal detectors, but these materials lower its overall reliability.

Defense Core Secureline M7 Pistol
(Availability: Common)
Type: Kinetic, Damage: +3d6, Extra Action Bonus: +2, Ammo: 10 (10mm), Range: 50yds, Qualities: None, Conceal: Jacket, Price: Normal (Diff. 10)
The Defense Core Secureline M7 pistol is a common 10mm self-defense handgun marketed to Law Enforcement and private security. Its high rate of fire makes it a popular choice for street gangs as well.

Dellingr "Deal Breaker" Combat Handgun
(Availability: Common)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: 0, Ammo: 10 (12mm), Range: 60yds, Qualities: None, Conceal: Jacket, Price: Normal (Diff. 10)
Dellingr's primary military sidearm, the "Deal Breaker" carries decent firepower and range and is common among the corporation's mercenary forces. It has found a market among home defense and law enforcement officers as well.

Dellingr Drake Maw
(Availability: Common)
Type: Kinetic, Damage: +3d6, Extra Action Bonus: +1, Ammo: 14 (10mm), Range: 60yds, Qualities: None, Conceal: Jacket, Price: Normal (Diff. 10)
The Dellingr Drake Maw is a common self-defense handgun that has gained popularity among paramilitary units as well as by those concerned with home defense. It packs more ammo than its competitor the Defense Core M7, at a cheaper price.

Dellingr Firebird Plasma Pistol 
(Availability: Restricted)
Type: Fire, Conceal: Jacket, Damage: +5d6, Extra Action Bonus: +1, Ammo: Powered (2 Power Points per Shot), Range: 40yds, Weapon Qualities: Armor Piercing (ignores 1d6 Armor Value), Powered (uses battery instead of ammo), Price: Costly (Diff. 12)
A powered plasma pistol, the Dellingr Firebird is often found in the hands of MegaCorporation Security forces and sometimes Special Forces groups, typically used for anti-personnel work. 

EnerTek "Illuminator" Laser Pistol
(Availability: Restricted)
Type: Laser, Damage: +6d6, Extra Action Bonus: 0, Ammo: Battery (2 Power Points per shot), Range: 200yds, Qualities: Precise, Powered (uses battery instead of ammo), Conceal: Jacket, Cost: 389 Credits, Price: Costly (Diff. 12)
The EneTek "Illuminator" is a laser pistol designed for military duty against precision targets. Its highly accurate design makes it popular among Special Forces groups. The weapon also finds some popularity among assassins as the laser leaves no ballistics evidence.

Free Arms "Hog" Personal Defense Handgun
(Availability: Common)
Type: Kinetic, Damage: +2d6, Extra Action Bonus: 0, Ammo: 6 (9mm), Range: 30yds, Qualities: None, Conceal: Pocket, Weakness: Poor Design, Cost: 15 Credits, Price: Very Cheap (Diff. 6)
The Free Arms "Hog" is another common self defense handgun with 3D printer designs easily available through the Net, it is a contender to the "Talon" with a little bit more firepower using 9mm parabellum ammo, but less capacity and all the same problems as its cousin. Its price means that is commonly used as a "throwaway" gun by hired killers.

Free Arms "Talon" 3D-printed Light Defense Handgun
(Availability: Common)
Type: Kinetic, Damage: +1d6, Extra Action Bonus: +1, Ammo: 10 (.22 LR), Range: 30yds, Qualities: None, Conceal: Pocket, Weakness: Poor Design, Price: Cheap (Diff. 8)
The Free Arms "Talon" is a common self defense handgun with 3D printer designs easily available through networks online such as Dark Bazaar, which makes it a common weapon among street criminals. Its poor design means that it often breaks on repeated use. Its cheap price makes it still popular.

Valhart Holdings “Aura” Handgun
(Availability: Common)
Type: Kinetic, Damage: +2d6, Extra Action Bonus: +2, Ammo: 10 (9mm), Range: 30yds, Qualities: None, Conceal: Pocket, Weakness: None, Price: Normal (Diff. 10)
The Valhart Holdings “Aura” is a common handgun meant for self-defense with a rapid rate of fire. It is favored as a backup pistol and gained popularity due to a Krome Net Program called “Crime Scene X” where the lead star of the show uses the now iconic pistol. 
Valhart Holdings “Sheepdog” Handgun
(Availability: Illegal)
Type: Kinetic, Damage: +2d6, Extra Action Bonus: +2, Ammo: 12 (9mm), Range: 50yds, Qualities: Silenced, Conceal: Jacket, Weakness: None, Price: Normal (Diff. 10)
The Valhart Holdings “Sheepdog” is meant for covert work and is often banned by Law Enforcement due to its built in silencer. 


Kenshin Equalizer
(Availability: Uncommon)
Type: Kinetic, Damage: +5d6, Extra Action Bonus: 0, Ammo: 8 (.50 AE), Range: 40yds, Qualities: Ammo Stack, Conceal: Jacket, Weakness: Power Use Level 1 (1 Power Usage), Cost: 119 Credits, Price: Normal (Diff. 10)
Kenshin, a company that typically makes high-grade swords and knives, has entered into the weapons market with this heavy pistol, which uses an electronic firing mechanism to fire a tube of bullets in a "stack" with computer precision. Ammo for the Kenshin Equalizer, costs only half normal base prices and typically a shooter can carry twice the amount of ammo as for a normal handgun. The drawback is that the gun requires use of a battery to power the firing mechanism. 

TacMax Protector Ultra
(Availability: Uncommon)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: +1, Ammo: 10  (12mm), Range: 70yds, Qualities: Ammo Stack, Conceal: Jacket, Weakness: Power Use Level 1 (1 Power Use), Cost: 153 Credits, Price: Normal (Diff. 10)
The TacMax Defender uses an electronic firing mechanism to fire a "stack" of bullets in a line with computerized precision. The weapon is reloaded with a tube that is inserted and locked into place inside the barrel and dropped out of the gun during reloads. Ammo for the TacMax Defender Ultra, costs only half normal base prices and typically a shooter can carry twice the amount of ammo as for a normal handgun. The drawback is that it requires use of a battery to power the firing mechanism. 

TacMax Pulse Magnum
(Availability: Restricted)
Type: Kinetic & Fire, Damage: +6d6, Extra Action Bonus: -2, Ammo: 6 (20mm Plasma Cartridge), Range: 100yds, Qualities: Armor Defeating (Ignores 2d6 Armor Value), Conceal: Jacket, Weakness: Power Use Level 2 (Power Rank 2), Price: Costly (Diff. 12)
The TacMax Pulse Magnum was built using a special chemically filled bullet cartridge, that when ignited through a battery-powered electronic firing mechanism, created a superheated plasma explosion - propelling the bullet farther with great heat and kinetic energy. The Pulse Magnum relies on battery power as well as its specialty ammo, but it is popular among Law Enforcement and Paramilitary groups that must contend with heavily armored cyborgs or hard armor targets.

EnerTek “Shrike” EM Pistol
(Availability: Restricted)
Type: Electric, Damage: +4d6, Extra Action Bonus: -2, Ammo: Battery (2 Power Points per Shot), Range: 40yds, Qualities: Powered, Spread Shot, Stun, Conceal: Jacket, Weakness: None, Price: Very Costly (Diff. 14)
The EnerTek “Shrike” EM Pistol fires an electromagnetic pulse that that stuns enemies, fries electronics and even can disable cybernetic augmentations. Its high cost often relegates its use to special forces units and SWAT teams that deal with anticyborg or anti-robot actions. 

Valhart Holdings Inc. "Noise Polluter" EMR-10 Handgun
(Availability: Experimental)
Type: Kinetic & Electric, Damage: +6d6, Extra Action Bonus: 0, Ammo: 12 (10mm Magnetic Sabot), Range: 100yds, Qualities: Armor Defeating (Ignores 2d6 Armor Value), Deafening, Weakness: Power Use Level 2 (Power Rank 2), Conceal: Jacket, Price: Very Costly (Diff. 14)
An Electromagnetic Rail gun developed by a science subdivision of Valhart Holdings Inc., the EMR-10 "Noise Polluter" is known by its signature sonic boom when fired that deafens anyone within 50 yards, often including the user unless they wear hearing protection. The EMR-10 fires 10mm Sabot rounds that carry a magnetically charged tungsten penetrator that transfers maximum kinetic potential to the target and is perfect for penetrating heavy armor. 

Submachine Guns & Personal Defense Weapons

Adrian Igel drew up his Dellingr Shark from its sling beneath his long armored coat and unloaded the automatic into the group of charging police, he wasn't going to give up the data on his hardrive that easily...


Dellingr "Shark" PDW
(Availability: Uncommon)
Type: Kinetic, Damage: +2d6, Extra Action Bonus: +2, Ammo: 30 (9mm), Range: 100yds, Qualities: Adjustable Stock, Foregrip, Standard Scope, Automatic (Special), Conceal: Long Coat, Price: Costly (Diff. 12)
The Dellingr "Shark" was built as a military grade submachine gun, but in order to be sold legally in most outlet stores, a slight design modification was made to make it semi-automatic instead of fully automatic. This modification is easily overcome by making a Tech (Gun specialty) roll of Average difficulty, unlocking its automatic potential. Doing so is typically illegal, especially in the United States.

EnerTek "Riot" Plasma PDW
(Availability: Experimental)
Type: Fire, Damage: +3d6, Extra Action Bonus: +2, Ammo: Battery (1 Power Point per shot), Range: 100yds, Qualities: Adjustable Stock, Automatic, Powered, Conceal: Long Coat, Weakness: Poor Design, Price: Costly (Diff. 12)
The EnerTek "Riot" is a plasma "submachine gun" built for rapid fire of high-energy plasma bolts in close range urban combat. Its firepower makes it good for dealing with moderately armored targets, although it has a tendency to overheat if fired too long.

Shotguns

Interview with Isaac Green on Krome network: I don't normally use guns, I'm not a very good shot, but I figure the best way to handle fighting in tight hallways when the other guys are packing heat – is what they call the Angry Bull. Its a new gun, Valhart only made so many of them and ammunition can be hard to find, but you really only need a few shots to clear out a room with a cloud of electromagnetically propelled flechettes...

Defense Core M20 Combat Shotgun
(Availability: Illegal)
Type: Kinetic, Damage: +5d6, Extra Action Bonus: +1, Ammo: 24 (12ga), Range: 50yds, Qualities: Adjustable Stock, Automatic, Reflex Sight, Spread Shot, Conceal: None, Price: Costly (Diff. 12)
The Defense Core M20 is commonly used by paramilitary groups as a close-combat assault weapon. Its ability to fire automatic and hit multiple opponents in close range, makes it deadly to contend with in urban combat.

TacMax "Watchdog" Defense Shotgun
(Availability: Common)  
Type: Kinetic, Damage: +6d6, Extra Action Bonus: 0, Ammo: 6 (10ga), Range: 50yds, Qualities: Choke, Adjustable Stock, Spread Shot, Conceal: None, Price: Normal (Diff. 10)
The TacMax "Watchdog" is a commonly available home defense shotgun that has gained popularity in rural areas among hunters and farmers, as well as in the city among local police and home owners alike. The weapon has a built-in adjustable choke for accurate shots or to be used as a tactical scattergun.

Valhart ES-07 “Angry Bull” Shotgun 
(Availiability: Experimental)
Type: Kinetic & Electric, Damage: +8d6, Extra Action Bonus: -1, Ammo: 6 (4ga), Range: 60yds,
Weapon Qualities: Ammo Stack, Spread Shot, Choke, Armor Defeating (Ignores 2d6 Armor Value), Weakness: Heavy Weapon (Size 9), Power Use (2 Power Usage), Conceal: None, Price: Costly (Diff. 12)
The Valhart ES-07 Angry Bull Shotgun is a large shotgun system built for augmented individuals and used for close-quarters combat. It uses an electromagnetic rail to fire 4 gauge flechette shells to devstating effect against hard and soft targets. Due to its magazine being loaded as a single tube, costs for ammo are reduced and easier to carry. A electric-controlled choke mechanism built into the magnetic rail of the barrel, allows the user to switch between spread shot and normal firing modes by codensing or expanding the magnetic field during firing. 

Rifles 

Krome Conflict News: The Free Arms SR-B22, a weapon whose blueprint can be downloaded through the Net and rapidly printed via base components, is becoming a weapon as common as the AK-47 was decades before in conflict zones and areas where Global Union resistance fighters seek to destabilize economic conditions in a region...

Armswell American Longshot
(Availability: Illegal)
Type: Kinetic, Damage: +2d6 (5.7mm), Extra Action Bonus: +1, Ammo: 50, Range: 500yds, Qualities: Armor Piercing, Adjustable Stock, Antique Scope, Silencer, Conceal: None, Weakness: Poor Design, Price: Costly (Diff. 12)
The Armswell American Longshot is a popular sniper weapon among the Free American Army, often built cheaply using 3D printers by militia forces or organized crime.

Dellingr DS23 Assault Rifle
(Availability: Illegal)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: +2, Ammo: 40 (5.56mm), Range: 300yds, Qualities: Accurate, Automatic, Adjustable Stock, Standard Scope, Foregrip, Conceal: None, Price: Costly (Diff 12)
The Dellingr DS23 is a compact Assault Rifle meant for tactical squads fighting in urban environments. The weapon sees common use in many warzones across the world and especially among Dellingr mercenary groups. Its prized for its accuracy.

Dellingr DS27 Assault Rifle
(Availability: Illegal)
Type: Kinetic, Damage: +5d6, Extra Action Bonus: +1, Ammo: 60 (7.62mm), Range: 500yds, Qualities: Automatic, Adjustable Stock, Outdated Scope, Bipod, Precise, Conceal: None, Price: Very Costly (Diff. 14)
The Dellingr DS27 is meant as a main combat rifle for field troops and is good at range, packing a bit more punch than its smaller cousin. It has a built in folding bipod for rapid deployment and sometimes functions as a squad automatic weapon or SAW, on short notice, though lacks the rate of fire to be a full-fledged machine gun.

Free Arms SARK Assault Rifle
(Availability: Illegal)
Type: Kinetic, Damage: +5d6, Extra Action Bonus: +1, Ammo: 30 (7.62mm), Range: 400yds, Qualities: Adjustable Stock, Automatic, Outdated Scope, Conceal: None, Weakness: Poor Design, Price: Costly (Diff. 12)
The Free Arms SARK is an upgrade to the SR-B22 and is also a 3D-printed Assault Rifle. Commonly used by organized crime and even some mercenary groups.

Free Arms SR-B22 Assault Rifle
(Availability: Illegal)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: +2, Ammo: 20 (5.56mm), Range: 300yds, Qualities: Adjustable Stock, Automatic, Conceal: Long Coat, Weakness: Poor Design, Price: Normal (Diff. 10)
The Free Arms SR-B22 is a 3D-printed Assault Rifle with designs spread the world over by members of the Dark Bazaar network and the Global Union, commonly used by revolutionary forces and street gangs for its cheap price, availability, and interchangeable parts. It has become in 2044 nearly as iconic as the easily recognizable “AK-47.”

Steinhardt Custom Arms “Brinhildr” Assault Rifle
(Availability: Illegal)
Type: Kinetic, Damage: +4d6, Extra Action Bonus: +2, Ammo: 50 (5.56mm), Range: 300yds, Qualities: Adjustable Stock, Automatic, Precise, Conceal: Long Coat, Weakness: None, Price: Very Costly (Diff. 14)
The Steinhardt Custom Arms company is a small but highly skilled Arms Company run by Hilda Steinhardt, who specializes in creating 3D-printer designs of precision made combat rifles such as the “Brinhildr.” The Weapon is often used by “Night Joggers” and other specialist security forces with money to spend. 


Brahmin Industries CA-11 “Tracer” Combat Rifle
(Availability: Experimental)
Type: Kinetic & Fire, Damage: +6d6, Extra Action Bonus: +1, Ammo: 30 (8mm), Range: 400yds, Qualities: Adjustable Stock, Automatic, Armor Piercing (Ignores 1d6 AV), Conceal: None, Weakness: Power Usage (3 Power Rank), Price: Very Costly (Diff. 14)
The Brahmin Industries CA-11 is a combat rifle developed for the Indian military, but rejected due to its high costs for the average soldier. It finds popularity among paramilitary groups and mercenaries and is known as “The Tracer” due to the fact that each round fired from the gun has a distinctive blue glow from being ignited by high energy. The CA-11 uses an 8mm Tungsten slug that contains a chemical payload that is heated into plasma upon exiting the barrel. 

Heavy Weapons

Krome World Report: During heavy conflict in the Congo over the mineral coltan, guerilla forces have taken to using Defense Core “Majik” cannons to destroy vehicle convoys and corporate Armored troops as they ferry supplies to the mining operations. United Nations authorities are still trying to locate who is providing heavy arms to these guerilla insurgents...

Dellingr 8-Ball Revolving Grenade Launcher
(Availability: Restricted)
Type: (Same as Grenade), Damage: (Same as Grenade), Extra Action Bonus: 0, Ammo: 8 (Grenade), Range: 250yds, Qualities: Launcher (Ammo is Grenade Type), Adjustable Stock, Weakness: Heavy Weapon (Meant for Size 9), Conceal: None, Price: Normal (Diff. 10)
The Dellingr 8-Ball Revolving Grenade Launcher is built to fire grenades of a standard type and holds a revolving cylinder which will fit 8 standard grenades. Grenades fired from the Launcher use Shooting skill instead of Throwing. 

Dellingr Infinity Mk.II Siege Rifle
(Availability: Restricted)
Type: Kinetic, Damage: +8d6, Extra Action Bonus: -2, Ammo: 15 (12mm Sabots), Range: 1,000yds, Qualities: Armor Defeating (Ignores 2d6 Armor Value), Adjustable Stock, Bipod, Weakness: Heavy Weapon (Meant for Size 9), Power Use (2 Power Usage), Conceal: None, Price: Costly (Diff. 12)
The Dellingr Infinity Mk. II Siege Rifle is a long range electromagnetic rail rifle, using a battery powered electronic firing system to propel 8mm tungsten sabots, little more than darts, at terrific speeds for maximum kinetic transfer to hard targets. 

Defense Core "Majik" M25 Anti-Material Cannon
(Availability: Illegal)
Type: Kinetic & Explosive, Damage: +7d6, Extra Action Bonus: -1, Ammo: 6 (25mm), Range: 300yds, Qualities: Armor Defeating (Ignores 2d6 Armor Value), Adjustable Stock, Foregrip, Weakness: Heavy Weapon (Meant for Size 9), Conceal: None, Price: Costly (Diff. 12)
The Defense Core "Majik" is a 25mm anti-material cannon meant for infantry use against heavily armored hard targets. Its heavy firepower makes it unwieldy for all but heavily augmented troops and powered armor units. A variety of specialty ammo exists for this weapon, making versatile for tactical teams.

Kenshin Kaminari Siege Rifle (Price: 512 C)
(Availability: Illegal)
Type: Kinetic, Damage: +8d6, Extra Action Bonus: -2, Ammo: 16 (14.5mm), Range: 1,000yds, Qualities: Adjustable Stock (+1 to Accuracy), Sound Suppressor (-2 penalty to audio awareness to detect the gunshot), Weakness: Heavy Weapon (Meant for Size 9), Conceal: None, Price: Costly (Diff. 12)
Created by Kenshin as a long range rifle for handling cyborg suppression, the Kaminari is uses the 14.5mm rifle round for anti-material use but uses a revolutionary gas system to make the gun as silent as possible during firing. 

TacMax Labrys Siege Rifle
(Availability: Restricted)
Type: Kinetic, Damage: +8d6, Extra Action Bonus: -2, Ammo: 30 (10mm), Range: 1,000yds, Qualities: Armor Defeating (Ignores 2d6 Armor Value), Adjustable Stock, Reflex Sight, Weakness: Heavy Weapon (Size 9), Power Use (2 Power Usage), Conceal: None, Price: Costly (Diff. 12)
The TacMax Labrys Siege Rifle is a heavy long range anti-material weapon, using magnetic acceleration rails powered by an internal battery, it accelerates 10mm tungsten sabots for effect against hard targets like cyborgs and powered armor. It is commonly used by police and military snipers. 

TacMax BRR-45 "Djinn Blaster" Plasma Cannon
(Availability: Experimental)
Type: Fire, Damage: +9d6, Extra Action Bonus: -2, Ammo: Battery (3 Power Points per shot), Range: 300yds, Qualities: Powered, Armor Defeating, Adjustable Stock, Reflex Sight, Conceal: None, Price: Very Costly (Diff. 14)
The MaxTac BRR-45 is an experimental heavy weapon meant for use by augmented cyborgs or heavy armor units against other heavy infantry. The weapon fires superheated bolts of plasma at range and can fire continuously for short periods of time. The weapon expends battery power very quickly and is often charged from a generator backpack via cable instead. The weapon's firepower means that it is restricted to use by larger users (size 9+) unless its supported via bipod or other manner.

Valhart Holdings “Quillspike” Machine Gun
(Availability: Illegal)
Type: Kinetic & Electric, Damage: +4d6, Extra Action Bonus: 0, Ammo: 150 (6mm), Range: 400yds, Qualities: Adjustable Stock, Armor Piercing (ignores 1d6 AV), Automatic, Spread Shot, Stun, Weakness: Heavy Weapon (Size 9), Powered Rank 2 (Power Usage 2), Conceal: None, Price: Very Costly (Diff. 14)
The Valhart Holdings “Quillspike” is meant as an anti-infantry machinegun and support weapon for military units. The weapon fires 6mm Flechette rifle cartridges which are made with conductive metal and can carry an electric charge with each shell of needle-like penetrators. 

Smart Grenades
The common Grenade in the world of 2044 has several ways to detonate it. The grenade can be set with a timer to go off in 1 round or it can be switched to Motion Activated, which arms itself at the end of 1 round (giving a 10 yard detection area). 

Grenades & Explosives
Tear Gas Grenade, Skill: Throwing, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 20yds, Qualities: Blinding (Hard Diff.. Tolerance skill check or suffer from blindness for 1d6 rounds), Irritating (Hard Diff.. Tolerance skill check or suffer from a -2 penalty to all actions for 1d6 minutes), Availability: Common, Price: Cheap (Diff. 8)
Flashbang Grenade, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Blinding (Hard Diff.. Tolerance skill check or suffer from blindness for 1d6 rounds), Stun (Hard Diff.. Tolerance skill check or become stunned for 1 round), Availability: Uncommon, Price: Cheap (Diff. 8)
Incendiary Grenade, Damage: 6d6 (Fire), Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Incendiary (Starts fires in area which burn for 1d6 rounds at listed damage), Availability: Restricted, Price: Normal (Diff. 10)
Smoke Grenade, Type: Chemical, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 20yds, Qualities: Smoke (fills a 20 yard area with obscuring smoke, inflicting a -2 penalty to all Perception-based skill checks), Availability: Common, Price: Cheap (Diff. 8)
Frag Grenade, Skill: Throwing, Type: Explosive, Damage: 8d6, Conceal: Pocket, Range: Thrown (Body x5 in yards), RoF: 1, Ammo: 1, Blast Radius: 10yds, Qualities: None, Availability: Illegal, Price: Normal (Diff. 10)
Motion Grenade, Skill: Throwing, Type: Explosive, Damage: 8d6, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: Motion Sensor (10 yd radius), Availability: Illegal, Price: Costly (Diff. 10) for 4 grenades
Adhesive Grenade, Skill: Throwing, Type: Chemical, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Stun, Sticky, Availabilty: Restricted, Price: Normal (Diff. 10)
Trip-Wire Grenade, Skill: Throwing, Type: Explosive, Damage: 6d6, Conceal: Pocket, Range; Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: Trip-Wire (5yd radius), Availability: Illegal, Price: Normal (Diff. 10)
Shrieker Grenade, Skill: Throwing, Damage: 6d6, Conceal: Pocket, Range; Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: Trip-Wire, Availability: Illegal, Price: Normal (Diff. 10)
EMP Grenade, Skill: Throwing, Type: Electric, Damage: 3d6, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Qualities: EMP, Availability: Restricted, Price: Normal (Diff. 10)
Cryo Grenade, Skill: Throwing, Type: Cryo, Effect: 6d6 damage, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Stun Availability: Restricted, Price: Costly
Acid Canister, Skill: Throwing, Type: Chemical, Damage: 6d6 damage, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Armor Defeating,  Availability: Restricted, Price: Normal
Adhesive Grenade, Skill: Throwing, Type: Chemical, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Stun, Availability: Restricted, Price: Cheap
Slick Grenade, Skill: Throwing, Type: Chemical, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Knockdown, Availability: Restricted, Price: Cheap
Barrier Grenade, Skill: Throwing, Type: Chemical, Damage: None, Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Armor Barrier (Creates a 3d6 Armor Value barrier of Ballistic Foam, Type: Blunt, Explosive, Kinetic)
Oxydizer Grenade, Skill: Throwing, Type: Chemical, Damage: 2d6 damage (Type: Fire), Armor Degrading (reduce Armor Value by 1d6 per round), Conceal: Pocket, Range: Thrown (Body x5 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: Armor Degrading (reduce Armor Value by 1d6 for 1d6 rounds), Availability: Restricted, Materials Price: Costly
Dynamite, Skill: Throwing or Tech, Type: Explosive, Damage: 5d6, Range: Thrown (Body x3 in yards), Rof: 1, Ammo: 1, Blast Radius: 5yds, Qualities: None, Availability: Restricted, Price: Cheap 
Molotov Cocktail, Skill: Throwing, Type: Fire, Damage: 4d6, Conceal: Pocket, Range: Thrown (Body x3 in yards), RoF: 1, Ammo: 1, Blast Radius: 2yds, Qualities: Incendiary (Starts fires in area which burn for 1d6 rounds at listed damage), Availability: Common, Price: Very Cheap (Diff. 6)
Napalm Gel Pack, Skill: Tech, Type: Fire, Damage: 10d6 damage, Conceal: Long Coat, Range: Thrown (Body x2 in yards), Rof: 1, Ammo: 1, Blast Radius: 20yds, Qualities: Incendiary, Availability: Illegal, Trigger: Detonator, Price: Costly
Improvised Explosive Device, Skill: Tech Damage: (Tech skill rank x1d6 of creator), Range: Thrown (Body x2 in yards), RoF: 1, Ammo: 1, Blast Radius: (Tech skill rank x2 in yards), Qualities: Explosive, Availability: Illegal, Trigger: Detonator, Price: Very Cheap
Plastic Explosive, Type: Explosive, Damage: 10d6, Range: None, RoF: 1, Ammo: 1, Blast Radius: 10yds, Qualities: None, Availability: Illegal, Trigger: Detonator, Price: Costly
Frag SmartMine, Damage: 10d6, Type: Explosive, Conceal: Jacket, Range: Thrown (Body x2 in yards), Rof: 1, Ammo: 1, Blast Radius: 10yds, Trigger: Motion Sensor (10yds)

Melee Weapon Modifications & Qualities: 
Armor Piercing, Effect: Ignores 1d6 Armor Value, Price: Cheap
Armor Defeating, Effect: Ignores 2d6 Armor Value, Price: Normal
Balanced, Effect: Grants a +1 to Martial Arts attack rolls with the weapon, Price: Normal 
Entangling, Effect: Grants a +1 to Martial Arts attack rolls when using the weapon to initiate a Grapple, Price: Very Cheap
Tool, Effect: Grants a +1 to one skill where helpful (Example: +1 to Rend for a Sledgehammer, etc.), Price: Very Cheap

Ranged Weapon Modifications & Qualities:
Adjustable Stock, Effect: Grant a +1 to Shooting skill checks, Availability: Common, Price: Very Cheap
Armor Piercing, Effect: Ignore 1d6 Armor Value of target, Availability: Uncommon, Price: Normal
Armor Defeating, Effect: Ignore 2d6 Armor Value of target, Availability: Restricted, Price: Costly
Stun, Effect: Target must succeed Tolerance skill check of Hard Diff or be stunned with 1d6 rounds, Availability: Common, Price: Normal
Automatic, Effect: The weapon uses 3 Ammo for every 1 Rof when fired in automatic mode, but adds +2d6 to damage for each attack that hits, Availability: Illegal, Price: Normal
Bayonet Mount, Effect: Add a Large Knife or other Melee Weapon onto a weapon to allow it to be used with Martial Arts combat, Availability: Common, Price: Very Cheap (+Price of Melee Weapon)
Drum Magazine, Effect: Holds x2 Ammo capacity, Availability: Uncommon, Price: Normal 
Flash Light Attachment, Effect: Negates darkness penalties within 50yds, Availability: Common, Price: Very Cheap
Foregrip, Effect: Gives +1 to Martial Arts checks to prevent disarm, Availability: Common, Price: Very Cheap
Extended Magazine, Effect: Increase the Ammo capacity of a magazine-fed weapon by x1.5 the number of rounds normally held, Availability: Common, Price: Cheap
Launcher, Effect: May fire a variety of grenade or ammo types, Ammo 1, Rof: 1, Availability: Illegal, Price: Cheap
Laser Sight, Effect: Grant a +1 to Shooting skill checks within 50yds, Availability: Common, Price: Cheap
Reflex Sight, Effect: Grant a +1 to Shooting skill checks, Availability: Uncommon, Price: Normal
Scope, Effect: Reduce range Diff.iculty to hit by one category (to a minimum of Easy Difficulty), Availability: Common, Price: Normal
Accurate (Weapon design built for accuracy, +1 to Shooting), Availability: Common, Price: Cheap
Precise (Weapon design built for precision, +2 to Shooting), Availability: Uncommon, Price: Normal
Armor Piercing (An Armor Piercing Attack reduces the Armor Value of a target by 1d6), Availability: Restricted, Price: Cheap
Armor Defeating (An Armor Defeating Attack reduces the Armor Value rolled by 2d6), Availability: Illegal, Price: Normal
Stun (A target hit by this attack must make a Resist skill check against the attack roll of the opponent or become unable to act for 1 round), Cost: +20 Credits
Indirect (the weapon can be used to arc shots over walls, ricochet around cover, and other barriers without needing line of sight at a -2 penalty to hit), Cost: +10 Credits
Spread Shot (Anyone within half of the listed range that is within a 1 yard spread of the target is also hit and takes damage if they fail a Dodge roll against the Difficulty of the user's attack roll. The main target is hit as normal and does not receive a dodge roll.), Cost: +10 Credits
Choke (Only for weapons with the Spread Shot ability, allows the choke of the shotgun to be adjusted, if its opened wider the spread of the shotgun increases to 2 yards, or it can be closed to function as a normal firearm of its type.), Cost: +20 Credits
Ammo Stack (Weapons with this type of ammo are traditionally fired with alternative methods of propulsion, such as air jets, magnetic, or electric firing, making them able to fire shot after shot. They are often loaded via tube. Ammunition base costs are 1/2 normal and twice the normal amount of ammunition can be carried.), Cost: +20 Credits
Nonlethal (Weapon only does minimal damage, but also stuns a target for 1 round if they fail a Resist skill check against the attack roll of the opponent), Cost: +10 Credits
Blinding (Opponents who are targetted by this weapon must succeed a Resist skill check against the attack roll of the opponent, or be blinded for 1d6 rounds), Cost: +25 Credits
Deafening (Anyone within 1/2 the range of the weapon in yards must succeed a Resist skill check against the attack roll of the user, or become deaf for 1d6 rounds), Cost: +25 Credits
Automatic (Each weapon attack uses 3 units of ammunition, but adds 2d6 damage die to the base damage amount when used in this mode), Cost: +20 Credits
Smart Targeting (A weapon using a Targetting computer gains a +2 to hit after 1 action has been spent to 'lock' a target, this counts as a Antique Computer running a Advanced Shooting program), Cost: +70 Credits
EMP (All unshielded electronics of a target fail to function unless a Very Hard Difficulty Fortune skill check is made), Cost: +40 Credits
Chemical Load (Effects of chemical, drug, or toxin), Cost: +20 Credits
Biological Load (Effects of a disease, virus, or engineered microrganism), Cost: +20 Credits
Folding (The weapon folds up to one Conceal category smaller than it actually is), Availability: Uncommon, Price: Very Cheap
Break-Down (The weapon can be disassembled into component parts using a Very Easy Tech skill check and then stored into a case or similarly concealed), Cost: +10 Credits
Discreet (The weapon does not show up on X-Rays, Metal Detectors, or other weapons scanners without a Near-Impossible Difficulty Awareness skill check), Cost: +100 Credits
Adjustable Stock (Gain +1 to Shooting), Availability: Common, Price: Cheap
Foregrip (Gain +1 against Disarm), Availability: Common, Price: Very Cheap
Bayonet Mount (Allows Mounted Melee Weapon), Availability: Common, Price: Very Cheap
Sound Suppressor (-2 penalty to Awareness to detect gunfire), Availability: Restricted, Price: Normal
Silencer (-4 penalty to Awareness to detect gunfire), Availability: Illegal, Price: Costly
Bipod (Gain +1 to Shooting when deployed as an action, allows firing of Size 7+ weapon without penalty when deployed), Availability: Common, Price: Very Cheap
Reflex Sight (Gain +1 to Opportunity when using a firearm to shoot), Availability: Common, Price: Cheap
Laser Sight (Gain +1 to Shooting when on, -2 to Stealth), Cost: +5 Credits
Tactical Light (Negates darkness penalties for 50yds, -2 to Stealth), Cost: +5 Credits
Powered (Instead of Ammo, the weapon can feed off Bioelectric or Vehicle batteries or generators. Equipment batteries provide their Power Rank x10 in Power Points, before they're burned out. For every 3d6 damage, the weapon uses 1 Power Point), Cost: +200 Credits
Weapon Attachment (Allows mounting of a smaller size weapon as an underslung attachment), Cost: +Cost of Weapon
Legacy (The weapon has a history and was used by a veteran or veterans of combat, it has become a grisley trophy of conflict, covered in hash marks of victims, jingling with the bones of the dead, or painted to be fearsome. The user gains a +1 to Intimidate skill checks while wielding it), Cost: +25 Credits
Antique Scope (1 visual sensory option), Availability: Common, Price: Very Cheap
Outdated Scope (2 visual sensory options), Availability: Common, Price: Cheap
Standard Scope (3 visual sensory options), Availabliity: Common, Price: Normal
Advanced Scope (4 visual sensory options), Availability: Uncommon, Price: Costly
High-Tech Scope (5 visual sensory options), Availability: Restricted, Price: Very Costly
Experimental Scope (6 visual sensory options), Availability: Experimental, Price: Expensive



Specialty Firearms Ammo: 
Hollow Points, Effect: Grant +2 to Deus Ex Difficulty for determining Critical attacks, Availability: Common, Price: Cheap (for 50 rounds)
Incendiary Rounds, Effect: Adds +1d6 damage (Type: Fire) to attacks and ignites flammable objects dealing damage bonus for 1d6 rounds, Availability: Restricted, Price: Normal (for 50 rounds)
Cryo Rounds, Effect: Adds +1d6 damage (Type: Cryo) to attacks and stuns targets who fail a Hard Diff. Stamina skill check or be stunned for 1 round, Availability: Restricted, Price: Normal (for 50 rounds)
Tracer Rounds, Effect: When using autofire, gain a +1 to Shooting attacks, Availability: Restricted, Price: Cheap (for 50 rounds)
Taser Rounds, Effect: Damage for weapon is minimum possible (example: 6d6 damage attack becomes only 6 damage), but requires a Tolerance skill check of Hard Difficulty or the taret suffers Stun for 1d6 rounds, Availability: Uncommon, Price: Normal (for 10 rounds)
Pepperball Rounds, Effect: Damage for weapon is minimum posible (example: 6d6 damage attack becomes only 6 damage), but requires a Tolerance skill check of Hard Difficulty or the target suffers from Blindness for 1d6 rounds, Availability: Uncommon, Price: Cheap (for 50 rounds)
Shotgun Slugs, Effect: Shotgun loses Spread Shot, but ignores 1d6 Armor Value and increases range by x2, Availability: Common, Price: Cheap (for 50 rounds)
Buckshot, Effect: Spread allows an attack against all targets within 1 yard cone, Availability: Common, Price: Cheap (for 50 rounds)
Armor Piercing, Effect: Ignore 1d6 Armor Value of target, Availability: Uncommon, Price: Cheap (for 50 rounds)
Armor Defeating, Effect: Ignore 2d6 Armor Value of target, Availability: Restricted, Price: Normal (for 50 rounds)
Depleted Uranium, Effect: Ignores 2d6 Armor Value of target and adds +1d6 damage (Type: Rad) and imparts 10 Rads onto the target, Availability: Experimental, Drawback: If handled without protective gear, the user of the ammunition must pass a Hard Diff. Stamina skill check or gain 10 Rads, Price: Costly (for 50 rounds)
Rad Shells, Effect: Adds +1d6 damage (Type: Rad) and imparts 1d6x10 Rads onto the target, Availability: Experimental, Drawback: If handled without protective gear, the user of the ammunition must pass a Hard Diff. Stamina skill check or gain 1d6x10 Rads, Price: Costly (for 50 rounds)
Explosive, Effect: Weapon gains a Blast Radius of at least 1 yard, use only the lowest Armor Value of body locations due to sharpnel. With bombs, each additional unit of explosive adds +1d6 damage and +1 yard blast radius, Availability: Illegal, Price: Normal (for 10 rounds or 1 bomb/grenade)
Flechette, Effect: Combines Spread Shot and Armor Piercing specialty ammo qualities, Availabilty: Restricted, Price: Normal (for 50 rounds)

Last Edited By: citizenx Apr 26 15 1:42 AM. Edited 1 time