Weaponry and Items

Items are used for combat or non-combat uses. Multiple models of items may be available.

Weapons

A collapsible weapon may be concealed, and it may be stored in a tight space. Melee weapons are silent, unless marked otherwise.

Rifles

Larger and heavier than pistols, rifles are used for serious combat purposes or hunting.

  1. FN P90 assault rifle (comes with 300 shots, 50 round clip, worth 1000 credits, 50 credits a clip, full auto, burst (3), semi-auto, kills in about 4 hits, 1 head shot [durability])
P90.gif

Pistols

Lighter than rifles, pistols are used for self defense, and occasionally support combat roles.

  1. Headhunter pistol (8 round clip, comes with plenty of ammo (infinite), kills in 2 hits, 1 head shot, 800 credits [performance])
pistol.png

Automatic Pistols

Pistols with an automatic fire mode. Includes sub machine guns and machine pistols.

  1. Dual Machine-Pistols (Guns with low lethal damage, holds clips of 30, empties them entirely. Inaccurate. Costs 35 credits per clip [performance])
  2. SMG I (Medium lethal damage, comes with 5 clips of 30, fires full auto, costs 600 credits, costs 20 credits per clip. Range ~200 ft)
uzi.png]

Melee

Melee weapons are used for taking down foes in close quarters.

  1. Light Baton (Club, high nonlethal damage, 3 ft. long, collapsible, costs 100 credits [performance])
  2. Baseball Bat (Medium nonlethal damage, ~3 feet long, costs 50 credits [durability])
baseballbat.png

Lasers

Lasers are experimental new weapons, and always hit due to their beams.

  1. Light Combat Laser (continuous beam, low damage, used for lethal damage, has tool applications, 40 ft. range, accurate. Foot long. Costs 900 credits [performance])
  2. Industry Lasertool (Gun with medium lethal damage, accurate, beam. 80 ft range, heavy as heck. Costs 5000 credits, used in factories [performance])

Tasers

Tasers quickly and efficiently drop a foe.

  1. Taser I (1 shot KO, 40 ft, 20 shot battery, 300 credits, silent [performance])
  2. Taser II (Gun, high nonlethal damage, 9 inches long, shoots wire, 80 ft. range in good conditions, 60 in storm/rain/wind, inaccurate. Costs 500 credits, silent [performance])
  3. Shock Baton (1-shot KO, melee only, 100 credits [durabilty])
taser.png

Weapon Mods

  1. Hydraulic Silencer (Any gun, silences, slightly increases hit [10%], 200 credits)
  2. Gun Specific Silencers (Any gun, not interchangeable, silences, slightly increases hit [10%], 100 credits, made on demand)
  3. Omni(TM) Laser Pointer (Any gun, held on with tape if necessary, increases hit [10%], 100 credits)
silencer.png

Armor

Head

  1. Carbon-shield Combat Helmet (blocks one headshot, can withstand 2, but comes off after one shot, and needs to be put back on. Costs 500 credits.)
helmet.png

Body

  1. Combat Vest (blocks a medium amount of damage, then needs repair. Costs 2000 credits, 500 to repair.)
bodyarmor.png

Laser weaponry does not damage armor, though armor affects it.

Cyberware and Bioware

Cyberware and Bioware are used for augmentation. Cyberware and Bioware can be ported. Keep in mind that the scale is that Bioware costs 100 times as much as Heavy Cyberware, while Light Cyberware costs 10 times as much as Heavy Cyberware.

Items are listed in the category they are most commonly useful in.

Bioware

  1. Bio-Matrix-Enhancer (A link to the matrix. Costs 10000 credits)

Naturals can use Bioware with no penalties.

Light Cyberware

  1. Metal Palm (Light cyberware, high non-lethal damage, low lethal damage, no range, 2500 credits)
  2. Mag-Boots I (Light Cyberware): A way to walk on walls that does not require being the One. (only works on magnetic surfaces, slows in use, 2000 credits)
  3. Mag-Boots II (Light Cyberware): A way to run on walls that does not require being the One. (only works on magnetic surfaces, 5000 credits)
  4. GunLink(TM) (Light Cyberware, increases hit by about 30%, 3000 credits)
  5. Replacement Spine (Light Cyberware, heals paralysis, and prevents it, 9000 credits)

Heavy Cyberware

  1. Hydraulic Arm (Heavy Cyberware, able to kill with a punch, 2000 credits)
  2. Hydraulic Leg (Heavy Cyberware, able to kill (and fling the body) with a kick, 3000 credits. Double Hydraulic Legs permit extreme distance jumping)

It's assumed that links to the Matrix are free for all starting Deckers and Cyborgs. Otherwise they cost 1000 credits for a decker, 100 for a cyborg (really cheap). Deckers may have only 1 Heavy Cyberware item.

Miscellaneous

Medical

  1. Clergyman(TM) Med-Drone (A medkit that will heal almost anything with no knowledge required. It also heals it quickly, and can work while you do. The downside? Cost. 2500 credits to buy drone, 500 credits to restock after every use. Folds into a disc for transit. Weighs about four pounds.)
  2. Mini-Meds(TM) (A medkit with detailed instructions. Will heal about a third of your health. It takes a while to use, though. Cost is 500 credits, 450 to restock)

Combat

  1. Psycho(TM) Advanced-Wardrone (A war drone that can mount almost any gun, save heavy weapons. It can hold ten clips of any size. It almost always hits, but has slow target verification. It uses visible lasers for aiming. Costs 5000 credits. It does not pursue targets, and needs to be able to deploy into the ground to fire weapons larger than a pistol. It's about twice the size of a Clergyman, and weighs about four times as much.)
  2. Savior Gun Platform (A remote control drone that can mount any gun, even heavy weapons. It can hold as much ammo as you give it. It hits less often than some others, but you aim it. It is large and tough, and will require explosives to take down. It can be controlled from 80 feet away. Costs 10000 credits, 2000 to repair. It takes up a 4x6x3 area, with a 2x3x1 turret. It weighs 900 pounds.)
  3. Hunter-Killer "Omaha" (A flying war drone. Similar to the Psycho but can move and has less armor. Weighs about eight pounds without weapons. Can equip most bullet weapons. Cost 20,000)
  4. Hunter Destroyer "Overlord" (A flying war drone with a rocket launcher. Usually one use. Can carry three clips. Also can fire grenades for improved life expectancy. Cost 50,000 credits, Armored A-V variant- 100,000)
  5. R-16 C-4 drone (An slightly outdated demo drone. Good for diversions. One use. Comes in Decoy and HE variants. The decoys can mount after market explosives. Cost 500-5000-20000)

Tool

  1. Heavy Lifter Drone (A drone, about two feet tall when folded, four feet tall when extended, that lifts heavy items. It has three possible lifting modules claws, magnets, and adhesives to hold the objects on. Costs 8000 credits, plus 1000 credits per additional lifting mode [one included]. It can be told which lifting mode to use. It is capable of lifting 600 pounds, though the adhesives only balance 200 pounds. It weighs 120 pounds.)
  2. Puncher Clearing Drone (A drone designed to clear obstructed passages. Large, heavy, and lethal, it is too slow to be a hazard. Used a fire shields and door smashers. Can smash through heavy industrial steel. Can destroy parked airplanes. Too large and heavy to carry, but also civilian.)
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