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
- 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
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
A small device to decrypt most encrypted data.
Typically illegal, and cannot decrypt more efficient
encryptations, unless decryptation key is known. $1000
These electronic tools are handy for all kinds of
electronic tasks, like for opening electric locks,
tapping power cables etc. $500
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
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
Available with thermographic or LI vision in addition to
normal magnificating. $100
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
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
A motorized lockpick for most mechanical locks. Better
models are very quiet and efficient. $200
An ultra light glider for silent descend. $200
A gun to fire small darts with a cable for up to 100 meters. $500
A small pack of bandages, antidotes and disinfectants.
Drugs must be bought separately. $50
Available as a big, controllable heavy-duty version, and as a
very small and light one for short drops in urban environments.
Available as a small respirator system or as a full face mask.
Protects from most inhaled gases. $100
- 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.
Neutralizes poisons in the body. More efficient poisons
require specific antidotes. $10
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
Quickens regeneration of a human body. Divides all healing
times by 4. $20 per day
Blood packs. Restores 2 bleeding points, but cannot be used
more than once a week or severe rejections by host body
are risked. $20
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
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
- Price is normally for sleeveless jacket. Other locations are
more expensive, especially for non-flexible materials.
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
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
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.
Protects against most pistol-caliber weapons and light
cuts. Available as jackets, shirts, trousers etc.
1 / 0, $200.
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.
Very advanced lightweight fiber for personal protection.
Can be used in any location without trouble.
2 / 0, $500.
- 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
from the movie
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
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
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
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
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),
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
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
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
Notes: ¹ refers to a link between Storm-3 assault rifle and its built-in
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
4.8.3 Fire-arm Accessories
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
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+
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
Reduces noise from the gun. Not all weapons can be fitted
with a silencer, and rifles are not very effectually
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.
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.
Mercury or similar ammunition causes x1.5 trauma. x3
Gelatinous bullets for riot control. No real damage
caused for most of the time. x2
Armor piercing high explosives (shaped charges) are
available for most calibers. Penetration increased
by one (+1), trauma by one third. x5
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
'Moles' are timed explosive slivers, which are otherwise
identical to sliver ammunition but they explode in a few
seconds causing 2/0 explosion. x5
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
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
Blows up in a very bright light and causes temporary
blindness. Available to most security offices. $20
Fragments do 1/1 damage and people nearby are hit with a
dozen. In addition, a blast wave of 4/0 is generated.
Includes sleep, tear or even nerve gas. Sleep or tear
gas available for most security offices. $30+
Ignites most objects and burns underwater. $100
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.
A perfectly balanced melee weapon made of ultralight composite material
with a monoedge. Damage about 2+strength level/1. $500+
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
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
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
A simple one-launch bazooka. Very light, includes
one shaped charge. 15/5, range 500 m. $150
A heavy one-launch bazooka. 30/10, range 1 km. $1000
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
4.12.1 Vehicle List
Here is a short collection of some typical vehicles. The list has the
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
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.