Equipment

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Equipment will be divided into categories. I’m going to work on filling in the categories with equipment as I can. Some items are listed with the corporations that make them, but hopefully a more comprehensive list will be coming soon.

Clothing
Clothing is purchased as an outfit. An outfit is treated as concealed armor with a fashion multiplier.

Goodwill Special: Fashion recycled, AR: 5, Cost: 25 Credits
Rustler Outfit: Fashion generic, AR: 5, Cost: 50 Credits
Stitches Outfit: Fashion generic, AR: 10, Cost: 200 Credits
American Eagle Outfit: Fashion name brand, AR: 5, Cost: 100 Credits
Dillard’s Outfit: Fashion name brand, AR: 10, Cost: 400 Credits
Carhartts Outfit: Fashion name brand, AR: 15, Cost: 900 Credits
Gurung Outfit: Fashion high, AR: 5, Cost: 250 Credits
Mulberry Outfit: Fashion high, AR: 10, Cost: 1,000 Credits
Armani Outfit: Fashion luxury, AR: 10, Cost: 2,000 Credits
Prada Outfit: Fashion luxury, AR: 5, Cost: 500 Credits

Armor
Armor is like clothing, but is worn primarily for protection and not as much for style. Most armor is generic, but some armor is Name Brand or even High Fashion as it is made for politicians and celebrities.

Lawman Outfitters Ballistic Uniform: Fashion: Generic, AR: 20, Cost: 400 Credits

Squad Basics Battle Dress Utility: Fashion: Generic, AR: 25, Cost: 625 Credits

Urban Warrior Tailored BDUs: Fashion: Name Brand, AR: 25, Cost: 1,250 Credits

501 Stormtrooper Armor: Fashion: Name Brand, AR: 30, Cost: 1,800 Credits (1,900 Credits with optional 12 hour life support).

501 Scout Trooper Armor: Fashion: Name Brand, AR: 20, Cost: 800 Credits (Add 100 credits for 12 hour life support, add 200 credits for Neural helmet smart vehicle link).

501 Sea Trooper Armor: Fashion: Name Brand, AR: 20, Cost: 800 Credits (Add 200 for 24 hour life support, add 810 Credits for swim booster that give a 3D bonus to swimming, add 160 credits for dive thruster with 25 kmph speed underwater with up to 100 kg load and 12 hour battery).

501 Snow Trooper Armor: Fashion: Name Brand, AR: 40, Cost: 3,200 Credits, (Add 200 credits for 24 hour life support).

USMC Hard Corps: Fashion: Name Brand, AR: 60, Cost: 7,200 Credits

Corps Defense Heavy Plate: Fashion: Generic, AR: 60, Cost: 11,000 Credits (Includes 60 AR Force field, 12 hour life support, Neural Helmet link to smartgun system).

Personal Shields
Personal force fields can be worn on a belt or backpack and can also be modified to work on vehicles as for an extra 100 credits.

Infotech Umbrella: Fashion: Name Brand, AR: 5, Cost: 100 Credits (Batteries are 1 credit and last 20 hours, housing has 5 SDP).

Wards Light Shield: Fashion: Name Brand, AR: 10, Cost: 400 Credits (Batteries are 1 credits and last 5 hours, housing is 10 SDP).

GE Second Chance Shield: Fashion: Name Brand, AR: 20, Cost: 1,600 Credits (Batteries are 8 Credits and last 10 hours).

501 Jedi Shield Generator: Fashion: Name Brand, AR: 30, Cost: 3,600 Credits (Batteries are 18 Credits and last 10 hours).

Craftsman Industrial Shield: Fashion: Name Brand, AR 40, Cost: 6400 Credits (Batteries are 64 Credits and last 20 Hours).

Mercer Heavy Force Field: Fashion: Name Brand, AR: 50, Cost: 10,000 Credits (Batteries are 50 Credits and last 10 hours).

NATO Achilles Shield: Fashion: Name Brand, AR: 60, Cost: 14,400 Credits (Batteries are 144 Credits and last 20 hours).

Power Armor
Power Armor is like a miniature vehicle that is worn by the operator. Very light suits are like Iron Man while heavier suits are more like hard shell diving suits. These suits are examples and not the only possibilities. The Wartech MEA-60 is a bare bones unit meant to be customized to the mission.

501 Zero-G Stormtrooper: Fashion: Name Brand, Cost: 150,000 Credits, Skill: Drive/Pilot, Maneuverability: 3D/5D, Crew: 1, No Passengers or cargo, Life Support: 24 hours, Fuel: 100 credits, Range: 20 Hours, Altitude: Space, Top Speed: 100 kmph, Sensors: 3D/500 meters, Computer: 5D, Shields AR: 60, Armor AR: 60, Body SDP: 120. Weapons: All weapons have 2D/4D targeting; Blaster Cannon (14D AP Dual Purpose, 500 meters, 100 Shots, Reload:14,000) Grenade Launcher (5D with 3 meter blast radius, 200 meters, 20 shots, Reload: 540), 4 Proton Torpedo Hardpoints (30D AP, 500 meters, 1 shot each, Reload: 1,000 per torpedo).

NATO Lancer: Fashion: Name Brand, Cost: 80,000 Credits, Skill: Drive, Maneuverability: 2D/4D, Crew: 1, Pass: 0, Cargo: 200 KG external, Life Support: 24 Hours, Fuel: 20, Range: 20 Hours, No Flight Systems, Top Speed: 50 kmph, Sensors: 4D/500 meters, Computer: 10D, Shields: 50 AR, Armor: 50 AR, Body: 100 SDP, Weapons: Both have 2D/4D Targeting link (Neural link built in so cyberware isn’t needed) 12.7mm machinegun (13D AP, Burst Rating 6, Range: 500 meters, Ammo: 300, Reload: 27,000 Credits), 40mm Grenade Launcher (8D with 5 meter blast radius, Range 500 meters, Ammo: 20, Reload: 2,300 Credits)

MEA-60 Exoskeleton: AR: 60, SDP: 120, Maneuver: 2D/4D, Skill: Drive, Crew: 1, Pass: 0, Cargo: 80 KG, Life Support: 12 Hours, Fuel: 80, Range: 12 hours, Top Speed: 20 Kmph, Cost: 7,460 Credits (Has internal shield and sensor mounts as well as 2 external weapon mounts).

Melee Weapons
Melee weapons are popular because they generally don’t require ammunition and they ignore force fields giving them an advantage over ranged weapons of similar power in close combat. The disadvantage being they cannot be used to engage opponents at range.

Wartech Combat Knife: Fashion: Generic, Cost: 250 Cr, Skill: Melee, Damage: 2D AP, AR: 5, SDP: 15

Lewisville Slugger: Fashion: Generic, Cost: 325 Cr, Damage: 4D, AR: 5, SDP: 20

Wartech Vibrosword: Fashion: Generic, Cost: 2,100 Cr, Skill: Melee, Damage: 6D AP, Duration: 20 Hours, Battery: 40 Cr, AR: 10, SDP: 40

DSE Stun Baton: Fashion: Generic, Cost: 850, Skill: Melee, Damage: 5D Stun Only, Duration: 100 hours, Battery: 68 Cr, AR: 10, SDP: 30

501 Lightsaber: Fashion: Name Brand, Cost: 16,500 Cr, Skill: Melee, Damage: 7D AP one handed, 10D AP two handed, Duration: 10 hours, Battery: 54 Cr, AR: 5, SDP: 25.

Vulcarth Halberd: Fashion: Generic, Cost: 5,500 Cr, Skill: Melee, Damage: 10D AP, AR: 10, SDP: 25.

Thrown Weapons
Thrown weapons covers not only the directly thrown object like knives and grenades, but also muscle powered projectiles like bows and slings.

M-318 Hand Grenade: 6D damage to 4 meter blast, throw range 20 meters, Cost: 65 has 5 SDP

Wartech throwing Knife: Fashion: Generic, Cost: 260 Credits, Skill: Throwing, Damage: 2D AP, Range: 15 meters, AR: 5, SDP: 10

Handguns
Handguns can be any projectile firing weapon that fits in one hand and doesn’t require manual force more than pulling a trigger to fire. Those with a split targeting rating such as 2D/4D are smartguns and someone with a cybernetic link uses the higher bonus while those without use the lower bonus.

M-36 Guass Pistol: 6D Armor Piercing, 100 meters, 20 shots, 2D/4D smartgun targeting. Cost: 3,500 (reload: 390) 5 AR, 10 SDP

P-9 Backup: Pistol, Generic, Skill: Firearms, Targeting: 1D/3D, Damage: 3D, Ammo: 10 (reload: 16 Cr), Range: 50 meters, AR: 5, SDP: 13, Cost: 670 Credits (Silenced option: 832 Credits).

P-45 Duty: Pistol, Generic, Skill: Firearms, Targeting: 1D/3D, Damage: 4D, Ammo: 15 (reload: 43 Cr), Range: 50 meters, AR: 5, SDP: 14, Cost: 830 Credits (Silenced option: 1,118 Credits).

R-357 Trapper: Pistol, Generic, Skill: Firearms, Targeting 2D/4D, Damage: 5D, Ammo: 6 (reload: 27), Range: 100 meters, AR: 5, SDP: 18, Cost: 1,530 Credits.

R-44 Hunter: Pistol, Generic, Skill: Firearms, Targeting: 2D/4D, Damage: 6D, Ammo: 6 (reload: 39), Range: 100 meters, AR: 5, SDP: 18, Cost: 1,715 Credits.

R-500 Enforcer: Pistol, Generic, Skill: Firearms, Targeting: 2D/4D, Damage: 7D, Ammo: 5 (reload: 45), Range: 100 meters, AR: 5, SDP: 18, Cost: 1,990 Credits.

MP-9 Tactical: Machine Pistol, Generic, Skill: Firearms, Targeting: 3D/5D, Damage; 3D, Burst Rating: 6, Ammo: 60 (reload: 97 Cr), Range: 100 meters, AR: 5, SDP: 14, Cost: 2,910 Credits (Silenced model is 3,072 Cr).

E-11 Blaster: Name Brand, Damage 5D Armor Piercing/Stun optional, AR 5, SDP 10, 300 meter range, Targeting 2D/4D, Ammo 100 (1,800 per clip), 11,500 Credits.

Rifles
Rifles are like handguns but require two hands to fire accurately and usually use more powerful ammunition.

DLT-19 Blaster Rifle: Name Brand, Damage 6D Armor Piercing/Stun optional, AR 5, SDP 10, 500 meter range, Targeting 2D/4D, Ammo 100 (2,600 per clip), 16,000 Credits.

T-308 Sharpshooter: Rifle, Generic, Skill: Firearms, Targeting: 4D/6D, Damage: 8D Armor Piercing, Ammo: 5 (reload: 173 Cr), Range: 500 meters, AR: 5, SDP: 16, Cost: 6,910 Credits.

M-48 Beam Rifle: 8D Armor Piercing, Burst Rating 6, 60 Shots, 2D/4D smartgun targeting, 500 meter range. Cost: 25,000 (reload 2,000) 10 AR, 20 SDP

M-900 Sniper Cannon: 12D Armor Piercing, 10 Shots, 3D/5D smartgun targeting, 1,000 meter range. Cost: 12,000 (reload 800) 10 AR, 25 SDP

Heavy Weapons
Heavy weapons are meant to be used mounted on tripods or vehicle mounts.

MH-1200 Heavy Machinegun: 12D Armor piercing, Burst Rating 6, 300 round belt, 2D/4D smartgun targeting, 500 meter range, 10 AR, 32 SDP, Cost: 48,600 Credits (reload 23,328)

MH-12,000 Tank Buster: Damage 120D Armor Piercing, Ammo: 20, Targeting: 3D/5D Smartgun, Range: 5 kilometers, AR 100, SDP 200, Cost: 950,000 Credits (160,000 to reload).

MH-306 Grenade Launcher: Damage 10D, Blast Radius 5 meters, Burst Rating 6, Ammo 150, Targeting 2D/4D smartgun, Range: 500 meters, AR 10, SDP 30, Cost: 56,000 Credits (27,000 reload)

Cycles
Cycles are light ground vehicles used with driving and generally leave the operator exposed.

Metro-Scoot: Cycle, Generic, Skill: Drive, Maneuver: 1D, Crew: 1, Passenger: 1, Cargo: 50 KG, Range: 10 Hours/1,000 Kilometer, Fuel: 19, Top Speed: 100 Kmph, AR: 10, SDP: 20, Cost: 2,000 Credits

City Streak Cycle: Cycle, Generic, Skill: Drive, Maneuver: 3D, Crew: 1, Passengers: 1, Cargo: 50 KG, Range: 10 Hours/3,000 Kilometers, Fuel: 42, Top Speed: 300 Kmph, AR 10, SDP: 30, Cost: 4,630 Credits

Cruiser Cycle: Cycle, Generic, Skill: Drive, Maneuver: 2D, Crew: 1, Passengers: 1, Cargo: 75 KG, Range: 10 hours/2,000 Kilometers, Fuel: 28, Top Speed: 200 Kmph, AR 10, SDP: 50, Cost: 3,050 Credits.

Street Demon Racing Bike: Cycle, High Class, Skill: Driving, Maneuverability: 2D/4D, Crew: 1, Passengers: 0, Cargo: 10 KG, Fuel: 46, Range: 10 Hours/4,000 Kilometers, Top Speed: 400 Kmph, AR 10, SDP 40, Cost: 27,750 Credits

Cars
Cars are multiwheeled ground vehicles, often fully enclosed but they don’t have to be. There is some crossover between cycles and cars when it comes to three wheeled vehicles.

W-50 Police Interceptor: 32,000 Credits

Traveler Commuter Car: Car, Name Brand, Skill: Driving, Maneuverability: 1D, Crew: 1, Passengers: 4, Cargo: 100 KG, Fuel: 40, Range: 10 hours/2,000 Kilometers, Top Speed: 200 Kmph, AR 10, SDP 100, Cost: 12,270 Credits (Cyber version Maneuver is 0D/2D but same cost)

Meteor Sportscar: Car. High Class, Skill: Driving, Maneuverability: 4D/6D, Crew: 1, Passengers: 1, Cargo: 50 KG, Fuel: 68, Range: 10 Hours/4,000 Kilometers, Top Speed: 400 Kmph, AR 10, SDP 50, Cost: 41,200 Credits.

CityCar: Car, Generic, Skill: Drive, Maneuver: 1D, Crew: 1, Passengers: 1, Cargo: 50 KG, Range: 10 hours/1,000 kilometers, Fuel 19, Top Speed: 100 Kmph, AR 10, SDP: 50, Cost: 2,100 Credits.

Commuter: Car, Generic, Skill: Drive, Maneuver: 1D, Crew: 1, Passengers: 4, Cargo: 100 KG, Range: 10 Hours/2,000 Kilometer, Fuel 40, Top Speed: 200 Kmph, AR 10, SDP: 100, Cost: 4,400 Credits.

Sportster: Car, Generic, Skill: Drive, Maneuver: 3D, Crew: 1, Passenger: 1, Cargo: 50 Kilogram, Range: 10 hours/3,000 kilometers, Fuel 44, Top Speed: 300 Kmph, AR 10, SDP: 50, Cost: 4,850 Credits.

W-40 Patrol Car: Car, Generic, Skill: Drive, Maneuver: 2D/4D, Crew: 2, Passengers: 2 (Separated from crew by AR 20 Barrier), Cargo: 100 KG, Life Support: 48 hours, Fuel: 174 , Range: 10 hours/2,000 Kilometers, Top Speed: 200 Kmph , AR: 40, SDP: 200, Shields AR: 40, Sensors: 3D/1,000 meters, Cost: 19,162 Credits.

MWT-08 Utility Truck: AR 20, SDP 100, Accommodations: 6 Seats, Cargo: 500 Kilograms, Top Speed: 200 Kmph, Range: 10 hours/2,000 Km, Fuel: 62, Fashion: Generic, Manuever 1D/3D, Cost: 7,940 Credits (Has an Internal Shield Mount and an external Weapon Mount).

MPT-300 Personnel Carrier: AR 100, SDP 300, Accommodations: 13 Seats, Cargo: 1,000 Kilograms, Top Speed: 200 Kmph, Altitude: 50 meters, Range: 10 Hours/2,000 Kilometers, Fuel: 660, Fashion: Generic, Manuever 2D/4D, Cost: 72,400 (Has internal shield generator and sensor mount and 2 external weapon mounts).

Tread Vehicles
The traditional tank and many construction vehicles move on Treads instead of wheels. They still use the drive skill.

MBT-755 Battle Tank: AR-400, SDP: 1,000, Accommodations: 3 Seats, Life Support: 36 Hours, Cargo: 150 Kilograms, Top Speed: 100 Kmph, Range: 10 hours/1,000 kilometers, Fuel: 3,000, Maneuver: 3D/5D, Cost: 363,350 Credits (Internal mounted shield generator, sensor, and 2 weapons, 2 external weapon mounts). Usually one internal mount is the MH-12,000 tank buster cannon and the external weapon mounts are frequently MH-1200 Machineguns.

Walkers
Walkers are ground vehicles that move on legs. The number of legs can vary from but is usually 2 to 10.

MBR-001 Piloted Battle Robot: AR 200, SDP 500, Accommodation: 2 Seats, Cargo: 100 KG, Top Speed: 100 Kmph, Range: 10 Hours/1,000 Kilometers, Fuel: 888, Fashion: Generic, Maneuver: 3D/5D, Cost: 88,880 Credits (Internal Sensor Mount, Internal Shields Mount, 7 External Weapon Mounts).

Boats/Ships
Surface water vessels use drive, just like cars tanks and walkers.

Wavemaster Hydrofoil: Boat, Generic, Skill: Drive, Maneuver: 1D, Crew: 1, Passengers: 4, Cargo: 100 KG, Range: 10 Hours/2,000 Kilometer, Fuel 40, Top Speed: 200 Kmph, AR 10, SDP: 100, Cost: 4,400 Credits.

Ground Skimmer/Hovercraft
These vehicles don’t touch the ground, but remain low and use the driving skill, most can travel over land and water.

Lexus GSL-600 Limousine: 167,250

MHV-12 Hover Transport: AR 30, SDP 300, Accommodations: 3 Seats, Cargo: 10,000 Kilograms, Top Speed: 200 Kmph, Altitude: Groundskimmer, Range: 10 Hours/2,000 Kilometers, Fuel: 504, Fashion: Generic, Manuever 1D/3D, Cost: 55,560 Credits (Has an Internal Shield mount and an external Weapon Mount)

Hover Cruiser: Hover-Cycle, Generic, Skill: Drive, Maneuver: 2D, Crew: 1, Passengers: 1, Cargo: 75 KG, Range: 10 hours/2,000 Kilometers, Fuel: 36, Top Speed: 200 Kmph, AR 10, SDP: 50, Cost: 4,000 Credits.

Hover Commuter: Hover-Car, Generic, Skill: Drive, Maneuver: 2D, Crew: 1, Passengers: 4, Cargo: 100 KG, Range: 10 hours/2,000 kilometers, Fuel: 56, Top Speed: 200 Kmph, AR 10, SDP: 100, Cost: 6,115 Credits.

XP-38 Landspeeder: Groundskimmer Car, Skill: Drive, Maneuver: 2D/4D, Crew: 1, Passenger: 1, Cargo: 50 KG, AR 10, SDP 50, Name Brand, Altitude Groundskimmer, Top Speed: 200 Kmph, Range: 10 hours/2,000 Kilometers, Fuel: 36, Cost: 11,200 Credits.

Glide-board: Hover-Skateboard, Name Brand, Skill: Drive, Maneuver: 0D, Crew: 1, Passengers: 0, Cargo: 0, Fuel: 4, Range: 10 Hours/300 Kilometers, Top Speed: 30 Kmph, Altitude: Groundskimmer, AR 5, SDP: 25, Cost: 1,200 Credits

Airskimmer
An Airskimmer is a low flying aircraft that hovers up to 50 meters off the surface. They are popular with the wealthy going high enough to avoid traffic while not being as heavily restricted as full aircraft.

Sport Skimmer: Skimmer Car, Generic, Skill: Pilot, Maneuver: 3D, Crew: 1, Passengers: 1, Cargo: 50 KG, Range: 10 hours/5,000 kilometers, Fuel 80, Top Speed: 500 Kmph, Altitude: 50 meters, AR 10, SDP: 50, Cost: 8,810 Credits.

Aerocycle: Skimmer Cycle, High Class, Skill: Pilot, Maneuverability: 2D/4D, Crew: 1, Passengers: 1, Cargo: 50 KG, Fuel: 62, Range: 10 Hours/3,000 Kilometers, Top Speed: 300 Kilometers, Altitude: 50 meters, AR 10, SDP 50, Cost: 22,000 Credits.

Aerovan: Skimmer Utility Vehicle, Name Brand, Skill: Pilot, Maneuverability: 2D, Crew: 1, Passengers: 6, Cargo: 600 KG, Fuel: 100, Range: 10 Hours/2,000 Kilometers, Top Speed: 200 Kmph, Altitude: 50 Meters, AR 10, SDP: 100, Cost: 67,500 Credits

Aerosport: Skimmer Sports Car, High Class, Skill: Pilot, Maneuverability: 4D/6D, Crew:1, Passengers: 1, Cargo: 50 KG, Fuel: 95, Range: 10 Hours/5,000 Kilometers, Top Speed: 500 Kmph, Altitude: 50 meters, AR 10, SDP 50, Cost: 57,650 Credits

A-60 Skimmer Patrol Car: Skimmer, Generic, Skill: Pilot, Maneuver: 2D/4D, Crew: 2, Passengers: 2 (Separated from crew by AR 20 Barrier), Cargo: 100 KG, Life Support: 48 Hours, Fuel: 414, Range: 10 hours/4,000 Kilometers, Top Speed: 400 Kmph, Altitude: 50 Meters, AR: 60, SDP: 300, Shields: 60, Sensors: 3D/1,000 meters, Cost: 82,551 Credits.

MAS-605 Assault Skimmer: AR-200, SDP: 500, Accommodations: 2 Seats, Cargo: 100 Kilograms, Top Speed: 500 Kmph, Altitude: 50 meters, Range: 10 hours/5,000 kilometers, Fuel: 347, Fashion: Generic, Maneuver: 3D/5D, Cost: 381,750 Credits (Has internal mounts for shields and sensors, 1 internal weapon mount, and 4 external weapon mounts).

74-Z Speeder Bike: Skimmer-Cycle, Skill: Pilot, Maneuverability: 2D/4D. Crew: 1, Passenger: 1, Cargo: 25 Kilograms, AR 5, SDP 25, Name Brand, Altitude: 50 meters, Top Speed: 300 Kmph, Range: 10 hours/3,000 Kilometers, Fuel: 86, Cost: 26,700 (Has 1 internal mount and 2 external mounts for weapons, sensors, and shields).

Sky-board: Skimmer-Surfboard, High Class, Skill: Pilot, Maneuver: 3D/5D, Crew: 1, Passengers: 0, Cargo: None, Fuel: 39, Range: 10 hours/1,000 Kilometers, Top Speed: 100 Kmph, Altitude: 50 meters, AR 5, SDP 25, Cost: 23,500 Credits.

Aircraft
Aircraft are less restricted than skimmers and can generally climb to between 10 km and 60 km in altitude.

Altamira Lumiere: 215,000 Credits

MRAC-507 Helicopter: AR 30, SDP 300, Accommodations: 2 Seats, Cargo: 50 Kilograms, Top Speed: 300 Kmph, Altitude: Standard Flight, Range: 10 Hours/3,000 Kilometers, Fuel: 211, Fashion: Generic, Maneuver: 4D/6D, Cost: 25,700 Credits unarmed (Has internal Shield Mount, 5 external weapon mounts and an external sensor mount).

Sky Racer: Grav Car, High Class, Skill: Pilot, Maneuver: 3D/5D, Crew: 1, Passengers: 3, Cargo: 100 KG, Fuel: 95, Range: 10 Hours/4,000 Kilometers, Top Speed: 400 Kmph, Altitude: 60 Kilometers, AR 10, SDP 100, Cost: 57,650

Spacecraft
Spacecraft also rely on pilot to operate but can leave atmosphere and in space movement converts to Gs of acceleration.

Knightsbridge A-Class

Starskimmer: personal shuttle, Name Brand, Skill: Pilot, Maneuverability: 2D, Crew: 1, Passengers: 6, Life Support 7 man-days, Cargo: 600 KG, Fuel: 600, Range: 20 Hours, Top Speed: 200 Kmph (2 G), Altitude: Space, AR 10, SDP: 100, Cost: 200,000 Credits.

Tie Fighter: Space Fighter, Skill: Pilot, Name Brand, Maneuver: 2D/4D, Crew: 1, Passengers: 0, Life Support: 12 hours, Cargo: 50 KG, AR 100, SDP 200, Altitude: Space, Top Speed 1,200 Kmph, Range: 10 hours/12,000 kmph, Fuel: 2,745, Cost: 825,000 Credits.

Submarine
Submarines use the pilot skill underwater and the drive skill on the surface. Speed is bought normally for surface speed but is ½ normal when underwater.

Neptune: Utility Submarine, Name Brand, Skill: Pilot, Maneuverability: 2D, Crew: 1, Passengers: 6, Life Support: 7 man-days, Cargo: 600 KG, Fuel: 400, Range: 20 Hours, Top Speed: 200 Kmph surfaced or 100 kmph dived, Max Depth: 1,000 Meters, AR 10, SDP: 100, Cost: 133,000 Credits

Robots
Robots are autonomous machines that are generally made to do menial or dangerous tasks. Some are very small while others are essentially automated vehicles.

Blitz Personal Robot: AR 10, SDP 20, Top Speed 10 Kmph, Range: 100 hours, Fuel: 13, Name Brand, Skills: Strength 3D, Survival (cooking) 3D, Grooming (housecleaning) 3D, Awareness 3D, Business 3D. Cost: 2,000 Credits.

D-10 Spotter Drone: SDP: 20, AR 10, Shields: 10, Fly up to 50 meters altitude at 100 kmph, range 12 hours, Fuel: 12 credits, Skills: Pilot 5D, Dodge 5D, Stealth 5D, Awareness 5D, Shadow/track 5D. Cost: 3,500 Credits.

D-20 Robohound Drone: SDP 40, AR 20, Shields 20, Run 100 kmph, Range: 12 hours, Fuel: 25 Credits, Sensors: 6D to 500 meters, Awareness 10D, Shadow/Track 10D, Melee 6D, Running 6D, Dodge 6D. Bite attack is 6D Armor Piercing Stun Only. Cost: 14,000 Credits

D-30 Sidekick: Robot, Generic, Skills: Intimidation: 6D, Melee: 6D, Strength: 6D, Interrogation: 6D, Bureaucracy: 6D, Human Perception: 6D, Awareness; 6D, Shadow/Track: 6D, Athletics: 6D, Dodge; 6D, Drive: 6D, Firearms: 6D, Initiative; 6D, Pilot: 6D, Electronics: 6D, Medicine: 6D, Manuever: 0D, Cargo: 100 KG, Fuel: 500, Range: 10 Hours, Top Speed: 100 Kmph, AR: 30, SDP: 100, Shields AR: 30. Cost: 15,900 Credits

Res-Q: A robot made to assist or replace paramedics. 30 SDP, 15 AR, Speed 30 Kph, Strength 6D, Awareness 6D, Medicine 6D, Drive 3D, Carry 200 KG, Fuel: 70, Range 12 hours. Cost: 2,800 Credits

MBR-002 Assault Drone: AR 200, SDP: 500, Top Speed: 100 Kmph, Range: 10 Hours/1,000 Kilometers, Fuel: 874, Skills: Drive: 6D, Gunnery: 6D, Dodge: 6D, Awareness: 6D, Initiative: 6D, Cost: 90,680 Credits (3 Internal Mounts and 10 External Mounts).

R2 Droid: AR 10, SDP 30, Cargo: 20 KG, Top Speed: 10 Kmph, Range: 120 hours, Fuel: 20 Credits, Skills: Programming: 5D, Electronics: 5D, Repair: 5D. Cost: 2,000 Credits. Generic

3PO Droid: AR 10, SDP 30, Cargo: 20 KG, Top Speed: 10 Kmph, Range: 120 Hours, Fuel 20 Credits, Skills: Etiquette 5D, Drive: 5D, Speaks 50 extra languages. Cost: 3,000 Credits. Generic

Androids
Androids are robots made to look like real people or animals. They often perform the same roles as robots, but more often are made as companions or sexual objects.

Doppelganger: AR 10, SDP 30, Speed 10 Kmph, Fuel: 330, Range: 10 hours, Disguise 8D Stand Alone, Control Range: 1 kilometer. The Doppelganger is a remote operated copy of the user (or possibly someone else), it operates by magic when a control crown is put on. The operator is unaware of their own surroundings and experience things as if they were in the Doppelganger body. Cost: 3,300 Credits.

Pleasuerbot: AR 10 Concealed, SDP 20, Top Speed: 10 Kmph, Fuel: 8 Credits, Range: 24 hours, High Class, Strength 3D, Seduction 5D, Etiquette 5D, Dance 5D, Grooming 5D, Wardrobe 5D. Cost: 4,000 Credits.

Riding Animals
Riding animals are used as mounts primarily although they can often be pressed into other services.

Riding Dragon: Beast, AR 50, SDP 200, Passengers 2, Cargo: 1,000 KG, Speed: 100 kmph, Standard Flight, Claws and breath weapon. Fuel: 2,580, Range: 120 hours (5 Days), Skills: Dodge 5D, Pilot 5D, Firearms 5D, Melee 5D, Strength 5D, Initiative 5D, Awareness 5D, Athletics 5D, Intimidation 5D, Swimming 5D. Cost: 37,000 Credits. (Claws do 5D Armor Piercing, Breath Weapon does 5D to a 2 meter last radius up to 500 meters away and has 100 blasts when full – 2,250 to recharge).

Horse: Beast, AR 5, SDP 150, Passengers 2, Cargo: 100 KG, Speed 50 kmph, Blunt attack 5D standard, Fuel: 85 Cr (food), Range 100 hours, Skills: Initiative 3D, Running 5D, Melee 3D, Dodge 3D, Strength 5D, Swimming 3D, Awareness 3D, Athletics 5D. Cost: 2,750 Cr

Unicorn: Beast, AR 10, SDP 150, Passengers 2, Cargo: 100 KG, Speed 50 kmph, Horn attack 5D AP, Fuel: 100 Cr (food), Range 100 hours, Skills: Initiative 5D, Running 5D, Melee 3D, Dodge 3D, Strength 5D, Swimming 3D, Science 5D, Awareness 5D, Athletics 5D. Has the ability to teleport up to 1,600 meters with standard load. Cost: 5,500 Cr

Pets
Pets are usually for companionship and not used for combat, although some are capable.

Lap Dragon: Beast, AR 5, SDP 10, Carry 10 Kilograms, Speed 50 kmph, fly up to 50 meter altitude, Fuel: 105, Range 120 hours (5 days), Skills: Dodge: 5D, Pilot 5D, Firearms 3D, Melee 3D, Initiative 5D, Awareness 5D, athletics 5D, Swimming 3D. Cost: 3,750 Credits (Claws do 1D Armor Piercing and breath weapon does 2D to a range of 30 meters).

Cybernetics
Cybernetics are mechanical systems implanted into the body or replacing parts of the body. They can be obvious or concealed.

C-445 Robocop Conversion: Cyborg Body, Generic, AR: 40, SDP: 100, Shield AR: 40, Cargo; 100 KG, Life Support: 24 Hours, Fuel: 1,920, Range: 24 Hours, 3D Bonus to: Intimidation, Melee, Strength, Interrogation, Bureaucracy, Human Perception, Awareness, Shadow/Track, Athletics, Dodge, Drive, Forearms, Initiative, Pilot, Electronics, and Medicine. Maneuver: 0D, Cost: 34,080 Credits.

NU-U Cybernetics Body: This is a natural looking cybernetic full body unit with 60 SDP, 30 AR cybernetic armor, and 25 hours internal life support and Batteries. The basic model is concealed, but not otherwise enhanced. Cost: 2,650 Credits (A recharge of the system is 53 Credits).

Warmaster Cybernetic Body: SDP: 120, AR 60, Internal Shield Generator: 60 AR, 7 Days life support and range, 3D bonus to Reflexes, Melee, Strength, Awareness, and Dodge from built in systems and a running speed of 50 Kmph. Cost: 24,600 Credits and 2,800 credits to recharge and refill life support systems.

“Skill” Hardwire Booster: Cost varies by strength and if it is concealed. 1D = 90/180 Cr, 2D = 360/720 Cr, 3D = 810/1,620 Cr, 4D = 1,440/2,880 Cr, 5D = 2,250/4,500 Cr, or 6D = 3,240/6,480 Cr. (A separate system exists for each skill so a character might have a Strength Hardwire Booster at 3D and an Initiative Hardwire booster at 2D).

Speedware Movement Enhancer: Cost varies by strength and if it is concealed, this system provides a bonus to Movement attribute. 1D = 540/1,080 Cr, 2D = 2,160/4,320 Cr, 3D = 4,860/9,720 Cr, 4D = 8,640/17,280 Cr, 5D = 13,500/27,000 Cr, or 6D = 19,440/38,880 Cr. (Reactionware Reflexes Enhancer, Densebone Body Enhancer, Zenware Composure Enhancer, Relations Empathy Enhancer, Artisan Style Enhancer, Neural-Net Intelligence Enhancer, and Cyberbrain Technical Enhancer are available for the other non-magical attributes at the same cost).

Skill Slots: Single slot is 90/180 Cr, 2 slots is 360/720 Cr, as buying dice above to a maximum of six slots. Slots allow skill chips to be run. A skill chip is a standalone skill like a robot skill the character can plug in and run. Skill Chips come in 5D (450 Cr), 6D (648 Cr), and 7D (882 Cr) like other stand alone values bonuses don’t help these skills. A language counts as 1D in a skill chip.

Smartgun Link: This is a targeting enhancement that only works with guns made for or modified as smartguns, also called cyberlinked. A smartgun link improves any other targeting by 2D making for a higher bonus. Cost: 100 Credits (Assumed to be concealed)

Smart Vehicle Link: This is a cybernetic interface that allows linking to Cyberlink or smart vehicles which enhances existing maneuver bonuses by 2D. Cost: 100 Credits (Assumed to be concealed)

Secure Skin: This is an unnoticeable layer of light armor placed in the recipient’s skin to add some security. Gives a cybernetic AR 10 concealed armor. Cost: 200 Credits

Subdermal Armor: This is a slightly more invasive armor that is still unnoticeable but offers additional plating and padding below the surface for a cybernetic armor value of AR 20. Cost: 800 Credits.

Nighteyes: This optical enhancement package adds 3D to awareness and gives a stand alone awareness of 6D to 42 meters in total darkness conditions. The system is concealed to look like normal eyes. Cost: 3,000 Credits

Implant shield Generator: A small force field generator installed under the skin generates a 20 AR force field. It runs 100 hours and a flap of artificial skin can be lifted to replace the 80 Credit batteries. Cost: 1,800 Credits

Retrovirus
A retrovirus is like a disease, but created artificially to produce a specific change in the subject. Generally these are benign changes to give new abilities such as gills to breath underwater or grant bonuses to skills or attributes. Some are hostile and implant suggestions or even cause the user to suffer from penalties (often to willpower to make a subject more pliable).

Hardened Skin: This is an unnoticeably toughened layer of skin to add some security. Gives an AR 10 concealed armor. Cost: 200 Credits

Endoskeletal Armor: This is a slightly more invasive armor that is still unnoticeable but offers bone like plating and padding below the surface for an armor value of AR 20. Cost: 800 Credits.

Cat’s eyes: This optical enhancement virus adds 3D to awareness and gives a stand alone awareness of 6D to 42 meters in total darkness conditions. The system is concealed to look like normal eyes. Cost: 3,000 Credits

“Skill” Retrovirus Booster: Cost varies by strength and if it is concealed. 1D = 90/180 Cr, 2D = 360/720 Cr, 3D = 810/1,620 Cr, 4D = 1,440/2,880 Cr, 5D = 2,250/4,500 Cr, or 6D = 3,240/6,480 Cr. (A separate strain exists for each skill so a character might have a Strength Retrovirus Booster at 3D and an Initiative Retrovirus Booster at 2D).

Retrovirus Movement Enhancer: Cost varies by strength and if it is concealed, this system provides a bonus to Movement attribute. 1D = 540/1,080 Cr, 2D = 2,160/4,320 Cr, 3D = 4,860/9,720 Cr, 4D = 8,640/17,280 Cr, 5D = 13,500/27,000 Cr, or 6D = 19,440/38,880 Cr. (Also available as Reflexes Enhancer, Body Enhancer, Composure Enhancer, Empathy Enhancer, Style Enhancer, Intelligence Enhancer, Technical Enhancer, and unlike the cybernetics it is possible to have a retrovirus that increases Essence).

Gills: Allow breathing underwater: Cost 100 Cr obvious/200 Cr concealed

Alchemical Enhancements
Alchemical enhancements are like cybernetics and retroviruses, but done through magical processes. Can simulate most retrovirus and cybernetic systems including full bodies, but not chip slots, smartguns, or smart vehicle links.

Natural Spell Modification: Allows the user to cast a spell as if they knew it at a set level. Cost is by level with the most common 450 Credits for 5D and 1,800 Credits for 10D.

Spellbooks
A spellbook stores a formula for a spell and relies on a magically active person to read it and activate the magic. Unlike regular skills, spells usually cannot be used by default; having a spellbook gets around that limitation for the spells in the book.

Standard Spellbook: This contains formula for one or more spells which can then be used by default with the essence attribute. Cost is 100 times the difficulty of the spell for each spell contained. Most spellbooks have 10 SDP and no AR.

Advanced Spellbook: This is like the Standard Spellbook but adds 3D to essence to cast the spell within. This bonus adds 810 credits to the cost per spell.

Master Spellbook: This is like the standard Spellbook, but contains at least 6 spells and enhances Essence by 3D to make casting the spells inside easier. The cost is the same as the Standard Spellbook plus an additional 4,860 Credits regardless of the number of spells.

Magic Items
Magic items are alchemical creations that can simulate the function of regular items or be used to activate spells.

Wands: Each wand holds a standalone spell usually 6D. Unlike other devices spells require no fuel to use, but because they must be activated between each attack they haven’t become popular with the military. A common wand is the magic blast wand with a Difficulty 15 spell that does 5D armor piercing to 150 meters. Cost: 650 Credits and 10 SDP

The Transporter: Based on the popular device from Star Trek the transporter has the ability to teleport a squad of six up to 100 Kilometers away or back using a tracking system with a sensor rating of 10D to locate the target. An unwilling target can dodge against the operators Electronics skill. Cost: 320,000 Credits and can be used 20 times on a magic fuel cell that costs 120 credits to replace.

Flying Broom: 1 crew, no passengers or cargo, 25 SDP, 5 AR, 0D Maneuver, Max Altitude 50 meters, top speed 100 Kmph, 24 magic fuel units, max range 1,000 Km, Fashion: Name Brand. Cost: 2,400 Credits

Flying Carpet: 1 crew, 3 passengers, 50 KG of cargo, 25 SDP, 0 AR, 10 AR shields, 0D Maneuver, Max Altitude 50 meters, top speed 100 Kmph, 19 magic fuel units, max range 1,000 Kilometers, Fashion: High. Coost: 18,800 Credits

Elite Tuxedo: AR 20 Concealed, Luxury, 3D magic bonus to Wardrobe and Etiquette, Cost: 8,820 Credits

Diva Evening Gown: AR 20 Concealed, Luxury, 3D Magic bonus to Wardrobe and Etiquette, Cost: 8,820 Credits

Godiva Lingerie: AR 5 Concealed, Luxury, 3D Magic bonus to Seduction, Cost: 1,260 Credits

Grand Commander Lapel Pin: AR 2, SDP 6, Luxury, 3D Magic bonus to Leadership, Cost: 900 Credits.

Oath Ring: AR 2, SDP 6, Luxury, 3D Magic bonus to Willpower, Cost: 900 Credits.

Options Watch: AR 3, SDP 13, Luxury, 10D built in Teleport Spell (Teleport self and 100 KG up to 1 kilometer at Dif: 30), Cost: 2,000 Credits

Drugs
Drugs are single use items and generally have a duration of 1 hour for their effects if it is a bonus or penalty. Drugs often come in a 10 shot disposable applicator (Cost is as 10 doses).

Quickheal-1: This is an injection that will heal 1 hit in 1 hour as if the recipient had regeneration. Cost: 2.4 Credits

Quickheal-5: This is an injection that will heal 5 hits in 1 hour as if the recipient had regeneration. Cost: 12 Credits

Quickheal-10: This is an injection that will heal 10 hits in 1 hour as if the recipient had regeneration. Cost: 24 Credits

Quickheal-20: This is an injection that will heal 20 hits in 1 hour as if the recipient had regeneration. Cost: 48 Credits

Quickheal-30: This is an injection that will heal 30 hits in 1 hour as if the recipient had regeneration. Cost: 72 Credits

Flash: Gives 3D bonus to initiative. Cost: 16.5 Credits/dose

Smackdown: 3D bonus to Running and Endurance. Cost: 33 Cr/dose

Synthahol: 1D Penalty to willpower. Sold in 1 liter bottles and flavored like beer or wine. Unlike real alcohol the effects don’t accumulate. Cost: 1.8 Cr/bottle

Gear
The many everyday items a character needs that don’t fit into the other categories will end up here.

Personal Emergency Kit: Gives a 1D bonus to Medicine and has 4 doses of Quickheal-1 inside a simple 1SDP casing. 100 Credits

Paramedic Crash Bag: Gives a 3D bonus to Medicine and contains 12 doses of quickheal-5 in a rigid 5 AR, 21 SDP case. 1,000 Credits

Ambulance Module: Inserts into vehicle taking 500 KG of cargo space. Has room for 1 patient in minimal accomodations and 2 paramedics which get a 5D bonus to medicine. It comes stocked with 24 hours of life support and 10 units of Quickheal-10. The unit is unarmored, but if left exposed has 60 SDP. Cost: 3,000 Credits.

Survival Kit: Materials in the kit give an overall 3D bonus to Survival, in addition the kit has entrenching tool adding 1D to strength for digging and does 2D AP damage as a weapon, a saw that does 2D AP per round of cutting or can be used as a garrote, a 10 meter rope that will support 250 KG and gives a 2D bonus to athletics for climbing if properly anchored. Other gear includes a canteen, water filter, fire starter, exposure shelter, dust filter, compass, 1 week on concentrated rations, and a personal emergency kit as listed above. Hardened backpack has 5 AR and 30 SDP. Cost: 2,000 Credits

Personal Computer: Characters are assumed to have a phone which doubles as a computer when needed, but those needing more computing power can get the personal computer that adds a bonus of 3D to programming and has 20D of onboard storage capacity. AR: 2, SDP: 8. Cost: 1,000 Credits

Equipment

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