4  Equipment
4.1  General notes
 
 
        - All prices are given as an average dollar price for a basic,
        cheap product. Modify price according to place, legality,
        quality and local availability. Finally, transfer to local
        money. 
 
         
- Availability is subject to GM's judgment. Most hi-tech
        equipment is not always publicly available, nor is drugs. Some
        contacts or street information is required for a trade.
	 
- For most technical equipment, better and more efficient
	versions are available for money. Such better equipment should
	be noted on character sheet.
4.2  Electronic Equipment
	Cryptor
	
		A little device to encrypt data flow. Tap a data line,
		and receiver needs a similar cryptor with a known key
		for decryptation, or decryptor. $300
	
	Decryptor
	
		A small device to decrypt most encrypted data.
		Typically illegal, and cannot decrypt more efficient
		encryptations, unless decryptation key is known. $1000
	
	E-Tools
	
		These electronic tools are handy for all kinds of
		electronic tasks, like for opening electric locks,
		tapping power cables etc. $500 
	
	Smart Box
	
		Small box, which can be used to tap a data line. It first
		records the standard data flow on it, and then severs the
		line and starts sending this recorded information
		onward. A useful little device to fool simple cameras
		and other electronic devices. $100
	
	Tracking Equipment
	
		Includes ``bugs'' and a receiver. Can be used to track down 
		people with bugs. $100
	
4.3  Entertainment, Communication and Computer Systems
4.4  Optical Gear
	Binoculars
	
		Available with thermographic or LI vision in addition to
		normal magnificating. $100
	
	Goggles
	
		Thinner than binoculars. Most efficient ones are not much
		thicker than normal skiing glasses. Same options
		(thermographic, LI) available, and normally set on/off 
		with some switch. Rapid shading also available. $200
	
	HUD
	
		The most specialized version of goggles. Can include
		thermographic, LI, display and electronic magnification.
		Can even include trodes and audio set for partial
		virtual interface and more efficient smart gun systems.
		Normally reserved for military use. $500
	
4.5  Miscellaneous Stuff
	Auto Lockpicks
	
		A motorized lockpick for most mechanical locks. Better
		models are very quiet and efficient. $200
	
	Glider
	
		An ultra light glider for silent descend. $200
	
	Grapple Gun
	
		A gun to fire small darts with a cable for up to 100 meters. $500
	
	Med-Kit
	
		A small pack of bandages, antidotes and disinfectants. 
		Drugs must be bought separately. $50
	
	Parachute
	
		Available as a big, controllable heavy-duty version, and as a 
		very small and light one for short drops in urban environments.
		$400
	
	Respirator
	
		Available as a small respirator system or as a full face mask.
		Protects from most inhaled gases. $100
	
4.6  Drugs
	- Most drugs are available as ingestines, patches or injections.
	Patches are usually more expensive than others, but also more handy.
	 
- Most powerful drugs cause addictions and can lead into psychosis
	if they are used too much and for too long.
	Antidote
	 
		Neutralizes poisons in the body. More efficient poisons
		require specific antidotes. $10
	 
	Combat Drug
	 
		This drug enhances character's vision, strength and
		endurance for a while, making him a more efficient
		killing machine. While under combat drug's influence, the 
		character gains +1 strength, +1 endurance, +1 awareness, 
		+1 quickness, +2 for unconsciousness tests, and is immune 
		to panic, rout and fear. No attribute can be raised above 
		superb (+2) level. After about half an hour, the effects
		slowly disappear, and the character becomes nervous and
		feverish for a few hours. In addition, use of combat
		drugs burns body very heavily. Illegal in most places. $50 
 	 
	Healing Drug
	 
		Quickens regeneration of a human body. Divides all healing 
		times by 4. $20 per day
	 
 	Instant Blood(tm)
	 
		Blood packs. Restores 2 bleeding points, but cannot be used
		more than once a week or severe rejections by host body
		are risked. $20
	 
	Stimulant
	 
		Awakens the user and gives +1 to all black-out tests.
		Can be used to recover consciousness, and helps
		to stay awake for a long period. If inserted to the drug
		injectors, can be used with mental impulse if fitted with
		mind link when character falls unconscious to allow
		instant recovery. $10
	 
	Trauma Patch
	 
		Closes and neutralizes an open wound. Prevents infections
		and further blood loss. $10
	 
4.7  Personal Armor
	- Protection value is given as ballistic protection/concussion
	protection.
	 
- Price is normally for sleeveless jacket. Other locations are
	more expensive, especially for non-flexible materials.
	Covert Clothing
	 
		This is not a real armor, but a black clothing 
		which very efficiently reduces IR-radiation and thus
		makes the user almost invisible to the normal
		thermographic sight in temperate or hot regions.
		Covert clothing can be worn over most armor types but it is
		very hot and uncomfortable, and quite thick. $400
	 
	Extra Padding
	 
		Kevlar and Ultrafiber armor can be bought with extra
		padding, giving them effective +0/1, but making them
		much thicker and obvious, and very hot. 
		+0 / 1, $100
	 
	Heavy Kevlar
	 
		More protective kevlar but heavier and very rigid, so
		obstructs moving and only partial plates can be used in
		legs and arms, rest of them being protected by (padded) 
		kevlar (1/1). 2 / 2, $300.	
	 
	Kevlar
	 
		Protects against most pistol-caliber weapons and light 
		cuts. Available as jackets, shirts, trousers etc.
		1 / 0, $200.
	 
	Titan-Tex
	 
		A combination of Ultrafiber and rigid plates. Gives the
		user ultimate protection while maintaining acceptable 
		flexibility (similar to heavy kevlar). Joints and similar
		places protected with (padded) Ultrafiber (2/1).
		3 / 2, $1000.
	 
	Ultrafiber
	 
		Very advanced lightweight fiber for personal protection.
		Can be used in any location without trouble. 
		2 / 0, $500.
	 
4.8  Firearms
	- Most firearms are illegal, but the state can provide a license to
	carry and use a specific gun. Most security companies have the 
	license to use most pistol-caliber guns, while big corporations
	might have rights to use any gun in their areas.
	 
- A typical high quality gun is made of composite materials
	and uses caseless ammunition. Older and cheaper models are still
	made of steel and other metals and use old, cased ammunition.
	 
- Most pistol-caliber guns have double-action: If they are not
	loaded, a strong pull of the trigger is enough to load it.
	 
- See also 
weapons
	from the movie
"Aliens".
4.8.1  General Gun Types
There are thousands and thousands of different guns in the world, so it
is more practical just to categorize them, and give typical
statistics for each type. The players and GM are then free to build new guns
using the given guidelines.
Pistols are easiest to gain, and typical weapons for indoor
fighting. A pistol uses ammunition from 6 mm (light) to 12 mm
(heavy), is semi-automatic and fires 2-3 shots per second. Clip holds
10-20 shells depending on caliber. Normal recoil is similar to a braced
rifle. Pistols are not very accurate, and are accurate at ranges from 25 to
75 m, 40 being the average. The size is compared to normal 9mm pistol.
SMGs (Sub-Machine Guns) are effective weapons for indoor
fighting because of their size. Most have a very high rate of fire
(ROF) but
are hard to control when using it. Some models have the option of 
burst and semi-automatic fire.
A SMG uses pistol-caliber ammunition, and has a maximum ROF of 10-15. Clips
hold 20-50 shells, and recoil is a bit lower than with pistols, if 
semiautomatic fire is used. Automatic fire typically makes SMGs very 
inaccurate. Range varies greatly, but is typically from 25 to 100m, 50 
being the average. Most SMGs have folding or built-in stock for bracing 
to reduce recoil. The size is compared to Uzi SMG, and the stock is assumed 
to be folded.
Shotguns are very effective short range riot weapons. When
buckshots are used, the target is easier to hit and the damage is spread all
over his body. When a buckshot is used, the damage is 2/0 but multiple 
hits are possible. The target is also easier to hit with at least one 
shot. 
Most shotguns use 12 gauge ammunition, are about one meter long and have 
a very high recoil. Normal shotguns spread buckshot to 1.5-2 m area over 
50 meter range, while more accurate ones keep them grouped longer.
Shotguns are usually pump loaded, but semiautomatic and full automatic 
models exist.
Sniper Rifles are very accurate guns but need room to be used.
A typical sniper rifle has accuracy range of 700-1000m, varying from 400 to 
one and half a kilometer. Size, when disassembled, is a typical suitcase, 
and assembled are size of normal hunting rifles. Caliber varies but is 
usually high, recoil being about the same as with any rifle.
Assault Rifles are general combat guns when there is enough room to
use one. Ranges vary from 100 to 500 meters, with an average of 200-300 m.
Most assault rifles are bulbup models, but basic gun is size of AK-47. 
Recoil is low, much less than SMG in automatic fire. Bullets are in clips 
of 20-50, and some models have two serial clips which can be used with simple 
switch.
Other Guns are not described here. Their values are typically compared 
to some other more popular gun type.
4.8.2  Sample Guns
Some very popular guns and examples of each type (and some exotic, too)
are given. Players may select their weaponry from this list or generate
new ones using the guidelines above.
Name: Name of the gun. Serial type numbers and letters
vary, and are not written here in most cases.
Type: Firing modes of the gun.
SA=semi-automatic, B=burst (typically 3 shots), FA=full
automatic, SS=single shot (must be reloaded after each firing),
PA=pump action.
Accuracy: Accuracy of the weapon, in relative terms to the
basic weapon of that type (light pistol, sniper rifle etc.)
In ideal conditions, a human sized stationary target is hit in 
that range for 95% of the time, if the aim is perfect. 
If the gun type has a range of 100-400, and average gun 200-300,
then poor accuracy is about 150-200 meters, inferior 100 or less,
good 300-350 and excellent 400 or more.
If combat situations, effective accurate range falls to 
10-20 meter, depending on the weapon type.
ROF: Rate-Of-Fire refers to how quickly the weapon fires
shells. Equal to shells in a second in the most rapid firing rate.
Caliber: Size of the ammo used in the gun. Note that caliber
mainly determines the damage done by the weapon, and that there
are countless variations from each caliber. So, it is not very
likely that a Chinese heavy assault rifle uses the same ammunition as the
American one.
Damage: Basic power of the weapon. The first number is
trauma, the second penetration.
Ammo: How big is the
standard clip (or similar storage). Double clips are changed
with a switch, and magazines must be filled one-by-one. If the
weapon uses cased ammunition, reduce storage capacity by third.
Recoil: How hard the gun kicks when fired, relative
to basic weapon of that type. 
Size: The general size of the weapon when concealing is
needed. If two values are given, the second one is the 
disassembled state. Given as relative size to basic weapon of
that type.
Name: The name of the weapon, ignoring (in most cases) the 
type number etc. If there are letters after name, the manufacturer
sells also models with internal laser (L), smartgun (Sm), scope (Sc)
or light intesifier scope (LI-Sc) sights. Unbracketed add-ons always come 
with the gun. F stands for folding stock, and while using it, 
recoil is reduced and size increased.
Cost: Basic price for a gun. Older models without
caseless ammunition and composite structure cost a half. Note that this
is the price of the manufacturer. Black market guns cost much more.
			      Type  Accur ROF Caliber Dmg Ammo Recl Size  Cost
Pistols (range 25-75m)
Beretta M115 Rocket            SA    poor  3   6 mm   2/1  20  low  tiny  $400
H & K Wolfen  (L)              SA    good  3   9 mm   3/1  18  avg. small $700
SecTek Officer  (L, Sm)        SA    avg   4   9 mm   3/1  15  low  avg   $500
Colt Piecemaker  (L)           SA    good  2   12 mm  4/1  12  high big   $600
SMGs (range 25-100m)
Ares Storm  (L,Sm)            B/FA   poor  18  6 mm   2/1  30  low  tiny  $800
Ingram MAC-17                  FA    poor  16  9 mm   3/1  40  high small $700
SecTek Piranha-1  F,(L,Sm)   SA/B/FA excel 15  9 mm   3/1 2x40 avg  avg   $1200
SecTek Piranha Covert (L,Sm) SA/B/FA good  15  9 mm   3/1 2x20 high tiny  $1300
Yanaka Samurai  (L, Sm)	      SA/B   good  14  12 mm  4/1  30  avg  avg	  $1000
Thompson T19 Cobra  L         B/FA   excel 12  12 mm  4/1  25  low  big   $1000
Shotguns (range 20-70m)
Colt Viper  (L)                PA    good  1   12 ga  5/1  15  avg  avg   $700
Beretta H4 Hurricane           FA    poor  6   12 ga  5/1  20  avg  avg   $1000
SecTek Street King 3 (L,Sm)  SA/B/FA avg   5   12 ga  5/1 2x18 avg  avg	  $1600
Sniper Rifles (range 400-1500m)
Beretta Hawkeye  (LI-Sc)       SA    avg   3   5 mm   3/2  20  low  avg   $2200   
H & K Shark  LI-Sc             SA    good  3  7.5 mm  5/2 2x20 avg  big   $2600
Assault Rifles (range 100-500m)
SecTek Storm-3 Sc,GrL¹       SA/B/FA avg   12  5 mm   3/2 2x30 low  small $3000
H & K G13  Sc                SA/B/FA good  10  5 mm   3/2  50  avg  small $1800
Yanaka Ninja  Sc              SA/B   avg   12 7.5 mm  5/2 2x30 avg  small $1600
Kalashnikov AK-11  F          SA/FA  poor  10 7.5 mm  5/2  30  high avg   $800
Machine Guns (compared to assault rifles)
Beretta F150 LMG               FA    avg   18 7.5 mm  5/2 belt avg  big   $1500
SekTek Lawnmower  (Sm)        B/FA   good  20 7.5 mm  5/2 belt low  big	  $2400
Ingram T-200 Firepower         FA    good  20  13 mm  7/3 belt n/a  -     $6000
Miniguns (compared to assault rifles)
Ingram Gc2022  (Sm)            FA    poor  30  5 mm   3/2 belt low  huge  $4000
SecTek FireCracker             FA   inferi 30  5 mm   3/2 belt low  small $5000  
H & K Death Storm              FA    good  35  13 mm  7/3 belt n/a  -     $8000
Grenade Launchers (compared to shotguns)
¹SecTek Grenade Launcher       PA    poor  1   30 mm   x  mag5  -   (internal)
Ares T5 Grenade Launcher       SS    avg   1   40 mm   x  mag1 low  small $500
Thompson 3V Catapult           SA    poor  1   40 mm   x  mag8 low  small $1800
Special Weapons (most classified, compared to assault rifles)
Ares L5 Inferno               cont.  (30)  -    -    burn  10s low (pack) $4000
Ares Xt-5 Nemesis  LI-Sc       SA    good  2   20 mm  8/2  15  high huge  $10000
SecTek TNB-200	Sm             FA    good  20  disc   2/3  200 none avg	  n/a 
Yanaka X245 Laser  Sm          SA    excel 4    -    burn (10) none (pack) n/a
Notes: ¹ refers to a link between Storm-3 assault rifle and its built-in
grenade launcher
4.8.3  Fire-arm Accessories
	Laser Sight
	
		Available as a normal or an IR-version which is only
		visible with thermographic filters. $200
	
	Personal Gun System
	
		PGS can be installed to all weapons with only minor
		modifications. The system prevents firing the gun
		without matching palm around the grip. The palm is set
		under programming mode. The keycode and a programming
		set or a laptop computer are required to enter programming
		mode. $100
	
	Scope
	
		Magnificating scopes of any quality are available. Can
		be fitted with a light intensifier (LI) or thermographic
		filteration. Most advanced scopes include red-dot
		systems if switched on. $100+
	
	Smartgun Adapter
	
		Sight system for weapon which allows smartgun targeting.
		In practice it means that target point and range can be
		shown digitally on HUD or cybereye display. Note that
		unless the smartgun is a built-in model, the wielder is not 
		aware of ammo usage nor can he switch mode off of the weapon 
		even when fitted with access ware. $200
	
	Sound Suppressor
	
		Reduces noise from the gun. Not all weapons can be fitted 
		with a silencer, and rifles are not very effectually
		silenced. $100
	
4.8.4  Firearm Ammunition
A box of 100 shells costs about $10 - $100 depending on caliber, when
freely available. Special ammunition is usually more expensive,
especially when very illegal. Note that while explosive ammunition does 
not inflict very serious damage, it is very effective in shredding the armor
into pieces and thus the following hits cause more severe wounds. 
	Armor Piercing (AP) 
	
		Very effective for taking out armored opponents. 
		Increases penetration by one (+1) but reduces trauma by
		two (-2) when the armor is penetrated. x3
	
	Depleted Uranium (DU)	
	
		DU ammunition is only available for heavy weapons and is
		not described here.
	
	DumDum
	
		Causes very ugly wounds. +2 for trauma if the armor is
		penetrated, but penetration is reduced by one (-1).
		Standard price is not higher than for normal ammunition,
		but usually more illegal, so more expensive in streets.
	
	Explosives
	
		Mercury or similar ammunition causes x1.5 trauma. x3
	
	Gel
	
		Gelatinous bullets for riot control. No real damage
		caused for most of the time. x2
	
	HEAP
	
		Armor piercing high explosives (shaped charges) are
		available for most calibers. Penetration increased
		by one (+1), trauma by one third. x5
	
	Slivers
	
		Composite slivers cause similar effect to shotgun shots.
		The damage is reduced to 1/0 but multiple hits are possible.
		Range is reduced to 10-20. x3
	
	Timed Slivers
	
		'Moles' are timed explosive slivers, which are otherwise
		identical to sliver ammunition but they explode in a few
		seconds causing 2/0 explosion. x5
	
4.9  Grenades
Grenades are available in many shapes and sizes, and most are 
equipped with both timer and movement detonator, which detonates the
grenade when the movement ends.
Most of the grenades are also available as 40mm grenades for grenade
launchers. Such grenades are normally not throwable and cost three times
more. 30mm grenades are also available; they have less impact but cost
as much.
	Concussion
	
		Concussion grenade has a power of 5/0 (which is reduced by
		one for each meter in outdoors) which will increase in 
		enclosed spaces. $50
	
	Flash
	
		Blows up in a very bright light and causes temporary
		blindness. Available to most security offices. $20
	
	Fragmentation
	
		Fragments do 1/1 damage and people nearby are hit with a
		dozen. In addition, a blast wave of 4/0 is generated.
		$60
	
	Gas Bomb
	
		Includes sleep, tear or even nerve gas. Sleep or tear
		gas available for most security offices. $30+
	
	Phosphor
	
		Ignites most objects and burns underwater. $100
	
	Smoke
	
		Generates thick smoke for a few minutes. Can be just
		plain gray, or colored. $10 ($15 for colored)
	
4.10  Melee Weapons
Althought the ranged weapons rule the world, sometimes the opponent is
close enough for a strike. And nothing, except nerve gas, beats an electric 
baton in riot control.
	Fiber Weapon
	
		A perfectly balanced melee weapon made of ultralight composite material
		with a monoedge. Damage about 2+strength level/1. $500+
	
	Stun Baton
	
		A baton equipped with a powerful shock generator. Target
		can immediately lose consciousness when hit, in addition
		to the normal damage (user Strength+2/0) from a baton. $200
	
	Stunner
	
		A small electric device for self defense. Available
		from most stores, but can be illegal in some countries. $80
	
4.11  Special Weapons
Special weapons are usually very hard to get and classified for
military use. They are used mainly against armored targets or during
war.
	WASP Earth-to-Air
	
		An air defense missile with its own launching equipment.
		Targeted with both a radar and an IR targeting systems.
		Target is hit at 15/5, range 10 km. $8000
	
	LAW Rocket
	
		A simple one-launch bazooka. Very light, includes 
		one shaped charge. 15/5, range 500 m. $150
	
	MAW Rocket
	
		A heavy one-launch bazooka. 30/10, range 1 km. $1000
	
4.12  Vehicles
Most vehicles in the 204th decade have electric motors using hi-power
batteries, which are recharged in service stations, from service cards
or apartment sockets. Gasoline motors are still used in luxury cars, or
when the heavy power is required, because electric batteries are not
strong enough to allow heavy duty for a long period.
Autopilots: Most vehicles have some kind of autopilot, which
can be used to drive it in most cases. Human interaction is only
required in emergency cases, or when you do not want to drive by the
limits.
4.12.1  Vehicle List
Here is a short collection of some typical vehicles. The list has the
following elements:
Name: Name of the vehicle
Type: Type of the vehicle
Max: Estimated top speed
Seats: Seats, including the driver. Seats after plus sign are a
bit smaller.
Fuel: Type of fuel used, while e=electric, g=gasoline, with
number representing the average use per 100 km, without any significant
load. Gasoline costs about $3-5/liter those days.
Price: Average price for vehicle
Name               Type       Max  Seats  Fuel  Price  Notes
Yamaha Spiker   medium bike   160   1+1    e    $4000    -
Honda Monster    heavy bike   170   1+1    g4   $6000    -  
Toyota Dreamer     sedan      110    4     e    $8000    -
Yamaha Supace    medium van   100   3++    e    $9000    -
Ford Carrion     heavy van    120   3++   g12   $12000   -
Ford Mammoth       truck      140    3    g18   $25000 +trailers
SecTek Raven    combat'copter 700    2     -     -     e-drive  
Yanaka Dragonfly trans'copter 500   2+8    -     -       -
Syndicate - The Dark Era (c) Kalle Marjola 1996. All rights reserved.