Holdout pistol | 2-harm, +hand/close, +discreet, +quick, +reload, +loud |
Flechette pistol | 3-harm, +close/near, +quick, +flechette |
Revolver | 2-harm, +close/near, +reload, +loud, +quick |
Semi-auto pistol | 2-harm, +close/near, +loud, +quick |
Heavy pistol | 3-harm, +close/near, +loud |
Shotgun | 3-harm, +close/near, +loud, +messy |
Dual Pistols | 3-harm, +close/near, +loud, +quick |
Breech-Load Shotgun | 3-harm, +close/near, +loud, +messy, +reload, +specialty ammo |
Automatic shotgun | 3-harm, +close/near, +loud, +messy, +autofire |
Hunting rifle | 2-harm, +far/ex, +loud |
Assault rifle | 3-harm, +near/far, +loud, +autofire |
Machine pistol | 2-harm, +close/near, +loud, +autofire |
SMG | 2-harm, +close/near, +loud, +autofire |
Massive revolver | 3-harm, +close/near, +reload, +reliable, +really loud, +intimidating, +special ammo |
LMG | 3-harm, +near/far, +loud, +messy, +autofire, +clumsy |
Sniper rifle | 3-harm, +far/ex, +loud, +clumsy |
Anti-materiel rifle | 3-harm, +far/ex, +loud, +messy, +breach, +clumsy, +AP |
Crossbow or hunting bow | 2-harm, +close/near/far, +reload, +special ammo |
Grenade launcher | 4-harm, +near/far, +area, +loud, +messy, +clumsy |
Grenade tube | 4-harm, +near, +area, +reload, +loud, +messy |
Assault cannon | 4-harm, +near/far, +area, +messy, +breach, +clumsy |
Missile launcher | 5-harm, +far, +area, +messy, +breach, +clumsy |
Flame-thrower | 3-harm, +close, +area, +fire |
Knife | 2-harm, +hand |
Club | 2-harm, +hand |
Sword | 3-harm, +hand, +messy |
Hand taser | 0-harm, +hand, +stun |
Monofilament whip | 4-harm, +hand, +messy, +area, +dangerous |
Shuriken or throwing knives | 2-harm, +close, +infinite |
Ornate dagger | 2-harm, +hand, +valuable |
Many knives | 2-harm, +hand, +infinite |
*At ranges intimate/hand/close, grenades are +dangerous.
Frag grenades | 4-harm, +near, +area, +reload, +loud, +messy |
Flashbangs | s-harm, +near, +area, +loud, +reload |
Gas grenades | s-harm, +near, +area, +reload, +gas |
Armoured clothing or synth leathers | 0-armour, +discreet, subtract 1 when rolling the harm move |
Armoured vest, jacket or coat | 1-armour |
Body Armour | 2-armour |
Military hardsuit | 3-armour, clumsy, removable |
Climbing/Rappelling rig | |
Communications equipment | optional tags: +encrypted, +jamming, +satellite relay, +recording |
Disguise kit | +1 ongoing to avoid being detected while successfully maintaining a fake persona |
Explosives | spray explosives for breaching doors, small portable plastic explosives for destroying vehicles and weakening structures, or industrial-grade demolitions equipment. All are +AP, +dangerous, +messy, +loud, +breach |
Gyroscopic exoskeleton | provides a mobile brace point for weapons which require precise stabilisation or recoil absorption |
Microtronics workstation | you may perform field repairs on electronics and cyberware |
Musical instruments | optional tags: +recording, +satellite relay, +simsense |
Recording equipment | +audio, +video, optional tags: +simsense, +discreet,+encrypted |
Scuba equipment | |
Stealth suit | +1 ongoing to avoid being detected while hidden and alone |
Surgery or portable operating room | allows treatment of life-threatening wounds |
Specialist toolkits, survival kits, and the like. | Can be used 3 times. Each use grants +1 forward to a move relevant to the specialisation of the toolkit |
Trauma derms | allows you to take -1 when rolling harm |
Vision enhancing devices | glasses, goggles, scopes. Basic models have one or two tags, more advanced and expensive models can have more. |
Wingsuit, microlite, or hoverboard |
Cybereyes | choose 2: +thermographic, +lowlight, +telescopic, +anti-flare, +recorder, +encrypted, +smartlink, +timesquare, +cosmetic | can roll Chrome for Checking a Scene. |
Cyberears | choose 2: +dampening, +wide frequency, +recording, +encrypted; | can roll Chrome for Checking a Scene. |
Cybercoms | choose 2: +encrypted, +jamming, +recording, +encrypted | |
Cyberarm | choose 1: +implanted tools, +hidden storage, +implanted weaponry (choose one below), +discreet, +cosmetic; +augmented Strength | +1 harm in melee |
Cyberleg | choose 1: +hidden storage, +hidden holster (pistol or smaller), +discreet, +cosmetic; +augmented Strength | +1 forward for athletics |
Dermal plating | -1 when rolling harm | |
Muscle Grafts | Roll Chrome instead of Hard in Melee | |
Neural Plugs | Allows direct neural interface with Mesh & machines. Choose two: +encrypted, +highspeed, +high capacity, +remote module (pilot drones with Chrome), +mesh uplink, +targeting suite (roll for FNFF with Chrome) | |
Reflex Boost | +1 in time-critical situations | |
Skill plugs | Declare what skill you are chipped for | +1 ongoing |
Tactical Computer | +1 when Checking out a Scene in a tactical situation | |
Personal Assistant | a weak personal AI to help with searches and scheduling |
Retractable blades | 2-harm, +hand, +messy, +implant |
Holdout firearm | 2-harm, +close, +loud, +implant |
monofilament whip | 4-harm, +hand, +messy, +area, +dangerous, +implant |
Assassination implant | 4-harm, +intimate, +slow, +implant |