Equipment

Foreword

As it is very hard to predict upcoming political changes and wars, it is even harder to predict technology, especially high-tech electronics. Thus, if something seems to be too old-fashioned, too high-priced or too advanced, completely feel free to modify things. To avoid many problems, electronics are quite abstract and vague, and most are based on things that are in drawing boards or in prototype phase in year 2002. Just make them common, cheaper and a bit advanced.

General notes

Carrying Things

In RIP and especially in Syndicate there is no exact rules for carrying things around. Be sensible. It is different to carry lots of stuff because you have strength than to carry lots of things and still be ready to act normally. As a general guideline, characters should be limited to all kind of small equipment and then some small arms and one big weapon.

This is not exactly a computer game in which you can carry 4 different kind of rifles (with 300 rounds for each), a rocket launcher, 30 grenades, flame thrower and 5 sets of armor. Use your common sense. As with daily lodging and food and life costs, you should not spend your time calculating the exact weight of the things carried by the character. This is exaclty why the weight of various things is not listed in these pages, except that if it has some importance as flavour text. Just be sensible and think what is realistic.


Electronic Equipment

General note: Any electronic equipment can be as small as required and have thousands of features, but the price goes up accordingly. Similarly, almost anything is possible to get in realtime from data networks via wireless connections, as far as the user has accounts and is ready to pay for service. Also note that as corporations and cartels aim to protect their rights many devices are tied to certain regions of the world - the true global world never become the reality.

Security Stuff

E-Tools
These electronic tools are handy for all kinds of electronic tasks, like for opening electric locks, tapping power cables (metal and optical fiber) etc. 500e

Retinal Scanner
This compact scanner can be set as part of any device. It scans the retina of the target eye within 20cm and compares it to given database. This scanner can be so compact that it can be set into goggle/HUD system. Scanning takes some seconds. 100e, very compact 300e

Rifle Microphone
Directed microphone for long-range hearing amplification. Standard conversation can be heard and distinguished up to 200 meters away. Classified and very expensive systems allow hearing up to 2km away, depending on obstacles and weather and other noise. 200e

Security Sensors
These sensors can be activated via temperature changes, changes in (air) pressure, in lightning, humidity, radio waves... Anything is possible. A signal is then sent (or, better yet, a continuos signal is stopped), a voidespeaker can be used or built-in camera activated and the picture transmitted. 50e and up.

Scanners
Various scanners. Can output results via display, wireless link, computer plug-in, camera system, loudspeaker or whatever is appropriate or possible with that model. Prices can be anything depending on functions, quality and fashion model. Typical scanners check different wave frequences, air pressure changes (sounds and movement), tremors (movement up to 2 km away, but much less in soft ground), humidity or radiation. 100e to 10000e and up.

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. 100e

Tracking Equipment
Includes ``bugs'' and a receiver. Can be used to track down people with bugs. 100e

Wireless Camera
Or microphone or heat sensors or whatever needed. Can be fitted to something like one cubic centimeter and sends the signal up to 100 meter away. Can include filters for IR, UV or low-light. 200e

Home Electronics

General note: Practically all digital operations ever thought are possible. It is quite trivial to put a camera somewhere, then receive its signal, streamline it to your PDA, edit-on-air and send the result to your friend's PC on the other side of the city.
However, please note that all these systems need infrastructure to work on, satellite systems are rare and expensive. So they do only work in places with higher general income, and even then the system must be compatible.
GTS
A cellular telephone system, from Global Telephone System. Uses some operator-spesific chip card, which usually roams at every corner of the world - in cities. For wilderness, older or satellite phone systems are needed. The phone itself is as small as a credit card, if needed to. 100e and up

E-Bulletin
Not a self-standing system (although various EBulletin-only systems exist), EBulletin is a future version of late 20th Century Short Message system (SMS). It can almost any data, but its main use is for instant short text messages. Input is done via keyboard, voice activation or more advanced system like visual pointing or trode system, while playback is done with display system (from simple displays to optical display and retinal projectors) or audio output, with personalized voices for registered users. EBulletin packets can be sent via G-Net but also in radio-channels, working as effective small squad silent communication system when encrypted. EBulletin capablities are usually in most PDA and GTS systems, but standard vary from year to year.

PDA
Pocket-sized personal aid. A personal computer is classified as PDA when it fits (and is meant to fit) into pocket. Usually uses stylus, touch screen, voice control or similar methods for data input, with possible trode interface. Usually has integrated GTS and so on. 100e and up.

Personal Computer, tabletop
Higher power workstations (or just cheaper ones) come with main cpu tower, tabletop keyboard, plug-in system and flat screen display. Power is sufficient to do anything instantly except cryptation functions and other complex calculations. 2000e standard modern.

Personal Computer, portable
The size of portable computer is mainly dependant on input and output devices. Input devices usually include keyboard (standard portable, fold-up, roll-up or projected) and plugs for trode/cyberlink. Output device is usually a flatscreen, roll-on screen or a data projector, and plug for display goggles/cyberware. 3000e standard modern

For notes about data surfing, information seek, virtual reality, defense programs etc. see campaign section

Radio
A simple short-wave radio transmitter/receiver. Normally a hand-held system, but also available as a headset. Data encryptation, digital broadcast, multiple channels, possible smartlink, EBulletin, anything is possible. 50e and up

VCR
A recorder for video and audio data. Normally uses optical discs or holochips for data storage. Normal size is a typical handset, but very small ones are available. 200e and up

Wetware Playback System
For ultimate experience, all feeling and sensory data are directly transmitted into brain - you feel like you were itself experiencing the recording, wetware. This requires a wetware virtual reality playback system, which includes high-power trode-net, goggles, earphones and the playback unit. These things are like a narcotics for many people, and are illegal in most places, because it is easy to create wetware that locks up the brain. Or the wetware unit can be modified to fry the brain. See notes on VR. 2000e

YakTM System
A headset radio with built-in EBulletin system. Message input via microphone or external input device, output with earplug or external display device like retinal projector or HUD system. Can be plugged to any normal PDA, laptop computer or display system. Uses encrypted low-length waves to transmit short messages and has room for several hundred caller groups with distinct settings and voice. 200e

Optical Gear

Binoculars
Available with thermographic or LI vision in addition to normal magnificating. HUD systems, vector mapping, motion detectors etc. are also available, for much higher price. 100e

Contact Lenses
In addition to fancy look, these lenses can include limited light intensification, HUD systems etc. In these days, contact lenses are very rarely used to improve sight, see notes on glasses. 200e and up, less if no sight augmentation is needed.

Electro-Optical Vision Systems
Goggles, visor system or glasses. These advanced visionary systems can include various systems, like display (HUD), balance/bearing system (for mapping systems, including smartgun), light filter, low-light enhancer, image enhancing (visual awareness +2), electronic magnification, thermographic filter, electro (as augmentation) and UV filter. All work by projecting a replacement image for the user, or in a case of display, adding as HUD system. Any external input is received via communication ports. Goggles are most effective and usually do not have the problem of lightning, but obstruct the normal sight completely and are very obvious. Visors and glasses have some limitations (mainly lightning from around the edges) and usually cost at least double the price. 300e and up, at least 500e per more advanced system, usually limited to 1-3 visual systems.

If you are operating in dark places, night vision equipment might be a good idea. And never forget to bring your headset radios with you.

Retinal Projector
This tiny projector is fit into frame of sunglasses or other goggles, and it projects input picture directly onto eye retina. Unless the picture is very sharp and simple, the normal vision should be obstructed. More expensive computer and VR systems usually include retinal projectors, as goggles are seen as old-fashioned and cumbersome. Can be used to project IR or UV mapping, too, if properly equipped. 500e

Miscellaneous Stuff

Auto Lockpicks
A motorized lockpick for most mechanical locks. Better models are very quiet and efficient. 200e

Bio-Monitor
This small device glued to arm or other place monitors heartbeat, blood pressure and other things of the subject. Basic version is used mainly during exercise, but security version sends the information via radio to main unit, so that status of the each guard can be monitored in the main office. 10e for basic, 100e for security version.

Citymask
A transparent filter mask covering your mouth and nose, available with your colours. City people often wear these to cope with the smog, but works equally well against dust. Does not protect eyes, but neither does it arouse suspicion like a real gas mask would. 50e

Flashlight
Flashlights come in many forms, sizes and functions. Basic models are meant to illuminate the target place with normal white/yellow light, but more sophicated ones use infrared or ultraviolet rays to lighten up the target, which can then be checked out by filters. 10e, 50e special wavelengths.

Glass Cutter
Suction system, expandable axis and a small motor to cut a round hole into up to 5cm of glass. Includes vacuum-suction grabble to take the piece so that it does not fall. 200e

Glider
An ultra light glider for silent descend. Fits into miniature backpack. 200e

Grapple Gun
A gun to fire small darts with a cable for up to 100 meters. 500e

Med-Kit
A small pack of bandages, antidotes and disinfectants. Drugs must be bought separately. 50e

Oxygen Unit
This small high compressed cylinder with filters weighting only 0.5kg gives enough air to breathe for 15 minutes underwater. 50e

Parachute
Available as a big, controllable heavy-duty version, and as a very small and light one for short drops in urban environments. 400e

Respirator
Available as a small respirator system or as a full face mask. Protects from most inhaled gases. 100e

Suction Pads
These battery-run suction pads allow steady but slow climbing on sheer surfaces, as long as the surface can hold the weight. 150e

Striptape Binders
One-use very durable binders for instant ties or putting things together. 5e packet

UV Spray
Spray"paint" to mark things, the glow can only be seen with special UV filters. 10e can

Wig
For highly fashionable, these multi-colored, change-color-on-demand, any-style-anywhere wigs are the latest thing - never same boring hair color again. 100e

Drugs

Antidote
Neutralizes poisons in the body. More efficient poisons require specific antidotes. Special antidotes include specially tailored nanobots to do the trick. 10e

Combat Drug
This drug enhances character's vision, strength and health for a while, making him a more efficient killing machine. While under combat drug's influence, the character gains +1 strength, +1 health, +1 awareness, +1 for any quickness tests, +2 for unconsciousness tests, and is immune to panic, rout and fear. No attribute can be raised above superb (+2) level, but those already at that level have some extra boost. 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. 200e

Healing Drug
Quickens regeneration of a human body. Divides all healing times by 4. 20e per day

Instant BloodTM
Blood packs. Restores up to half a liter of lost blood, but cannot be used more than once a week or severe rejections by host body are risked. 20e

Stimulant
Awakens the user and gives +1 to all consciousness tests. Can be used to recover consciousness, and helps to stay awake for a long period. 10e

Trance Drugs
These drugs are used to put subject to comatose rest, allowing the mind to wander, undisrubted. Used mainly by various artists, hippies and people who try to escape or break from the reality. Price vary

Trauma Patch
Closes and neutralizes an open wound. Prevents infections and further blood loss. 10e

Personal Armor

Cloaking System (0/0)
This ultra hi-tech subterfuge device is clothing that maps the surrounding area and changes fabric and coloration very accurately. It cannot make the wearer totally invisible, but grants very efficient camouflage in static environment, especially near objects. The time for the fabric to adjust is tenths of second, so it does not react instantly to sudden changes in lightning. However, it is quite survivable against damage and is available in many forms from cloak to trenchcoat to armor layer. However, it does not last forever as soon as taken into use, as it burns cell energy from the fabric and becomes gray-colored and unable to shift colors after some minutes after being activated. 10000e

Covert Clothing (0/0)
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. 500e

Dyna-Camouflage (0/0)
This advanced camouflage system comes in many forms, from cloak to long trench coat to jumpsuit. It is an intelligent system which slowly (a minute or two) adjust itself to surrounding environment and lightning, becoming almost camo suit for that place. The energy is burned from small bacteria batteries which must be replaced after total of one hour of morphings. 2000-10000e depending on the suit type, also available as layer to armor.

Extra Padding (+0/+1)
Any standard armor fabric (including Ultrafiber) can be bought with extra padding, giving them effective +0/1, but making them much thicker, obvious, rigid and very hot. +200e

Rigid Armor (large areas 2/2, joints 1/1)
More protective personal armor 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) PA-lace or other armor fabric. 700e

Personal Armor (1/0)
Standard personal armor is made from Kevlar, PA-lace, or other very durable fabric, meant to disperse bullet impact to a larger area. Protects against most pistol-caliber weapons and light cuts. Available as jackets, shirts, trousers etc. 400e

Power Armor (large areas 4/4, joints 2/3)
Enclosed life-supported system for heavy assaults. Usually includes all kind of latest electronics. Fitted with servo-motors to assist movement, so that it feels like standard heavier armor. Agility limited to +0 while wearing the armor. Limited to special military forces, prices 100000e and up, depending on accessories

Thermo-Camo (0/0)
This is an advanced version of covert clothing. It introduces intelligent fabric which changes its layer temeprature to match the surrounding area and cools down the interior. The power consumption is done from the bacteria batteries woven in the fabric and lasts for some hours. The effect is far from instant but happens in seconds, at least when the temeprature change is minimal. Available as standalone-suit or as integrated part of dyna-camouflage or cloaking system or as layer to ballistic armor. 3000e and up.

Titan-Tex (large areas 3/2, joints 2/1)
A combination of Ultrafiber, PA-lace, Spectra and/or Kevlar and rigid plates. Gives the user ultimate protection while maintaining acceptable flexibility (similar to rigid armor). Joints and similar places protected with (padded) Ultrafiber. 8000e

Ultrafiber (2/0)
Very advanced lightweight fiber for personal protection. Can be used in any location, but cannot handle humidity very well and is quite uncomfortable for a long period. Similar to standard personal armor, but more durable (and far more expensive) 3000e

Firearms

This section is a bit large, but there are mainly two reason for this: a) it is aimed to be as realistic as possible, and b) many cyberpunk players just want guns, and they play major part in many campaigns. If all this information seems to be a bit more accurate, just ignore them all and just have light, medium and heavy weapons, with no special ammunition, it is that simple.

Firearm Ammunition Types

The damage caused by a firearm consist of 2 factors: bullet weight, material and shape, and bullet speed. The basic bullet is a solid slug, which has some penetration power but also expands a bit upon impact, thus causing a larger wound cavity (it also sends a shockwave through muscles which can rip tissue). This, however, is depends of the bullet caliber and speed, so details are given under each weapon type.

In many cases, certain special ammunition is needed or used. Basic special ammunition classes are:

Armor Piercing (AP) (x3 price)
This ammunition type keeps its shape and is designated to penetrate ballistic armor. Likewise, any wound caused by it is usually very clean. The ammunition has usually teflon or very hard coating, and possible dense metal core. Illegal in most places.

Exploding (x3 price)
Bullets with exploding tip are only for pistol ammunition. Upon intact, they will explode doing serious damage. Quite unreliable and dangerous.

Gel (x2 price)
Gelatinous bullets for riot control. No real damage caused for most of the time. Pistol ammunition only.

Hollow/Soft Point (and Dum-dum)
This is one of the most common ammunition types, an expanding bullet. Thus, it is far easier stopped by a ballistic armor, but if it strikes an unarmored location or passes through, the expanding bullet causes severe internal damage. The bullet might never leave an exit hole, but instead causes massive wounds and damage inside the target. Soft point ammunition create wide wound cavity and cause severe hydrostatic trauma. Dumdum ammo is self made by cutting the head; they tend to jam the weapon sometimes, and cannot usually be done with caseless ammo (it is packed so). The effect is something like with soft point or hollow point ammunition

RhinoTM Ammunition (x5 price)
"This special pistol ammunition penetrates standard kevlar and upon intact, explodes into hundred razor sharp sharpnels which virtually slices the target into pieces". In game terms, use HP (hollow-point) ammunition stats, that text is only ad.

Sabot (x6 price)
These subcaliber bullets have discarding sabot piece, which will fall off after the bullet leaves the barrel. With lighter and smaller bullet, a higher speed and penetration is achieved, with a cost in accuracy. It is also easier put out of path because of any obstacles.

Slivers (x5 price, also known as flechettes)
Composite slivers cause similar effect to shotgun shots, except in far smaller area. The damage is reduced to 0/1 but multiple hits are possible. Range is reduced to 10-20.
Of course, other special ammunition is available, from traditional tracers (x5 price) to incinerating AP ammunition, acidic slivers and other more modern or experimental ammunition. Prices and availability vary, details are left to GM and players.

For simplicity, all ammunition in Syndicate is categorizied to certain common cartridge sizes, and damage base (in game terms) is given for each ammunition type, with any common modifications.

Note that for large caliber weapons like shotguns, cannons etc. explosive, HEAP and other special ammunition is available. Ok, they are available to smaller arms, too, but actual effects do not vary from normal AP or hollow point ammunition very much.

Common Cartridge Types

Here is a list of the most common cartridges. Note that many local guns might use a bit different ammunition, which is identical in all cases except that they are like 0.5mm bigger or smaller and thus they are not compatible with normal guns.

Any prices are for box of 100, unless noted otherwise. Note that all damage classes given are only figuritive, the GM should remember any descriptions given earlier, not all 1/2 weapons are the same. A plus sigh ('+') means that if the bullet penetrates the armor, damage is yet increased from that of the normal bullet extra damage.

Firs one is standard (slug) ammunition, AP = armor piercing, HP = hollow point (and variants), Expld = exploding. For cartridge types, the number in parentheses is bullet velocity when it is fired. This of course varies a bit depending on barrel lenght and cartridge type, but gives some idea of bullet speed.

Pistol Cartridges:

7mmS (7mm Short, 300m/s)
This very small ammunition is used in light pistols and sub-machine guns. Power is very weak, and any armor stops it easily, but it is very effectually silenced, very light and cheap.
20e (0/2), AP 60e (1/1), HP 25e (0/2+), Expld 50e (0/3)

10mmS (10mm Short, 350m/s)
The successor of old 9mm cartridge has become the most common pistol-caliber cartridge, used by the security and military forces world-wide. It gives sufficient punch to stop any normal target.
40e (1/3), AP 100e (2/1), HP 50e (0/3+), Expld 80e (0/3)

12mmS (12mm Short, 250m/s)
This very short cartridge has some major stopping power as it causes a wide wound cavity and shock, but penetration power is bad. This caliber is easily silenced.
40e (0/4), AP 120e (1/2), HP 50e (0/4+), Expld 100e (0/5)

12mmL (12mm Long, 400m/s)
Longer version of heavy caliber pistol ammunition, this one has both the stopping and penetration power. It is mainly used only in very heavy pistols, as it is usually a better idea to use carbine type assault rifle than SMG with very heavy caliber. This ammunition usually kicks a lot, and weaker characters risk wrist damage when firing pistols of this caliber.
60e (1/4), AP 160e (2/2), HP 70e (1/4+), Expld 150e (0/5)
Rifle Cartridges:
5.5mmR (5.5mm Rifle, 1000m/s)
This standard light-weight ammunition is fired so fast that upon intact it will usually start to spin around and creates a huge wound cavity. For that reason its penetration power is poor, and there is no idea to create hollow-point ammunition. In addition, it is easily sent off-course by objects in the path.
50e (1/3+), AP 150e (3/1)

7.5mmSR (7.5mm Short Rifle, 700m/s)
This heavier common rifle cartridge is used mainly in places where there are things like tree branches and twigs in the path.
70e (2/4), AP 200e (3/2), Sabot 400e (4/1)

7.5mmR (7.5mm Rifle, 850m/s)
This longer version has better range, increased power - and weight.
80e (2/5), AP 250e (3/3), Sabot 500e (4/2)

9.5mmR (9.5mm Rifle, 900m/s)
This very heavy and powerful cartridge is mainly for sniper and hunting rifles, and for machine guns.
150e (3/6), AP 400e (4/3), Sabot 800e (5/2)

12.5mmR (12.5mm Rifle, 850m/s)
Heavy duty caliber mainly for strategic use, like firing cars, gasoline tanks or charging cyber beasts.
Box of 20: 80e (3/8), AP 250e (5/3), Sabot 500e (6/2)

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.

After each general description there is a list of some common guns of that type, of which there are statistics later on the table. Some guns come in multiple models with different built-in systems. For those, the additional cost is about half of the external system. Most of these guns are also available with all kind of special modifications, but that costs, much more than those standard modifications.

Pistols
Easiest to gain and typical weapons for indoor fighting. A typical pistol uses ammunition from around 5 mm (light) to 12 mm (heavy), is semi-automatic and fires 2-3 shots per second. Magazine holds typically 10-20 shots depending on caliber. Normal recoil is similar to a braced rifle. Pistols are not very accurate, and are accurate at ranges from 25 to 100 m (heavy pistols), 40 being the average. The size is compared to normal 10mm pistol.

Beretta Model 115M is the choice of the modern self-defense. With small size, big clip and reliable action, it also comes in many fashion colors to fit with your other equipment. 400e
Beretta Model 310F offers heavy firepower in minimal size, being the world's smallest machine pistol in wide use. 600e
Heckler&Koch TN4 is very reliable standard pistol for anyplace, anytime. Excellent quality is matched with good accuracy and decent magazine size, and the grip is one of the best in the market. Model L has a built-in laser sight with changeable frequency. 700e
SecTek O200 Officer is a fast and a bit heavier basic pistol design. Common choice for security services all around the world, when heavier firepower is not needed. As most SecTek handguns, this pistol is also available with built-in laser or smartgun adapter. 500e
Yanaka Official is a standard pistol for Yanaka officers and security forces. Can fire 3-round burst and normal semi-automatic fire, and comes with built-in laser sight. Secure version includes PGS and radio homer. 500e, 600e secure.
Armit Kickass is for street gangers and bodyguards who want to look impressive. Its design is very heavy, rugged and it is one of the largest pistols in the market. 400e
Colt Piecemaker is the choice of those who want heavy stopping power. Standard model comes in chrome or jet black look, and includes built-in laser sight in special L model. 800e
Magnum 350 is for those who just can't trust the modern caseless automatic pistols. It is an old fashioned revolver, so it is slow, loud and slow to reload, but very reliable and if your cartridge is a dud, just skip it. Of course it is double-actioned (pulling the trigger cocks the gun) and comes with built-in laser sight. And boy it is impressive. 700e

SMGs (Sub-Machine Guns)
SMGs 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. They are used with both hands.

A SMG uses pistol-caliber ammunition, and has a maximum ROF of 10-15. Magazines hold 20-50 shells, with 30 being the most typical. Recoil is a bit lower than with pistols because of heavier design if semiautomatic fire is used. Accuracy with folded stock is similar to handguns, but when braced and aimed, can be up to 150 meters, with 50 meter being the average. Automatic fire typically makes SMGs very inaccurate, because of rapid rate of fire and light design (when compared to assault rifles). The size is compared to Uzi SMG, and the stock is assumed to be folded.

Armit Storm is a gun that falls between machine pistol and submachine gun. It is a very small gun and fits into pocket, but is capable of incredible rate-of-fire. In addition, its special design makes it very easy to control even in full automatic firing mode. Can be fitted with built-in laser sight of smartgun adapter, and comes in impressive purple and green splashes. 800e
Heckler&Koch MP9 is modernized version of the popular MP5 series. Very reliable, accurate and is available with built-in laser, sound suppressor or scope, as needed to. Common in special troops not want to allegiate with SecTek products. 1400e
SecTek Piranha-1 is a very popular SMG for security offices worldwide, with folding stock and fit for silencer. Can be ordered with built-in laser sight or smartgun system. 1200e
SecTek Piranha Covert is a compact version from Piranha-1, with shorter barrel and lighter design, making it a bit harder to control in full auto. Modern choice for upper class bodyguards who want sufficient firepower. 1300e
Steyr MPi 22 represents the Ingram SMG, but is more sleak and does not produce so big holes so quickly and thus is not as popular among street gangs. It is, however, a very decent and reliable basic SMG. 900e
Ingram MAC-17 is a very common gun in American suburbs because of its simple and cheap design, still allowing it to use same caseless ammunition as Ares Kickass. Accuracy is poor and gun is hard to control in long bursts, but holding a gun like this gives you much additional street credibility. 700e
Yanaka Samurai is heavy caliber SMG for security use and urban warfare. It is sleek, beautiful and deadly, with as special feature not including ful lautomatic mode, only single shots and burst mode. Basic models can include built-in laser sight or smartgun adapter. 1100e
Thompson T19 Cobra is a big and ugly SMG, but perhaps the best accuracy and range in market, with excellent control even in full automatic mode and built-in laser sight. However, many models have problems with ammunition feed, causing jams now and then. 1000e

Shotguns
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. A shotgun is very dangerous and powerful weapon at a short range because of the ammunition size, but quickly loses its power as pellets spread to large area and lose their power.

Shotguns usuallu use either 20 (small game hunting shotgun) or 12 (combat and large prey shotguns) gauge ammunition and are about one meter long. 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, but have mechanical problems and auto-fire recoil impulses make them very hard to control.

12 gauge (19mm) ammunition: (per 12 shots) 20e (0/8, halve power per 5 meters), Sabot 150e (3/2), Expld 50e (0/6, as grenade, special types also available)

Colt Viper is a common pump-action shotgun used by security and law enforcement troops all around the world. It comes without a stock and is thus a bit smaller and harder to control. 700e, 800e with built-in laser sight.
Itchaca Model 20MN is another common pump-action shotgun. It comes with RealtreeTM stock and blue chromed barrel. 600e
Beretta H4 Hurricane comes with decent firepower, clip and standable reliability. It is perhaps the most widely used semi-automatic shotgun, and although not very accurate, is perhaps the best choice as a close combat weapon for indoor fights. 1100e
Benelli Heavy 30M is another semi-automatic shotgun, with internal slide magazine and choice of pump-action ad semiautomatic mode. Includes built-in mount for flashlight. 1200e
SecTek Street King 3 brings the ultimate close-combat firepower to your hands. With burst and full-automatic firing modes with decent accuracy the King surely stands up for that name. Who cares that automatic fire is very hard to control because of the recoil, and weapon jams a bit too often, as you can get it with built-in laser sight or smartgun adapter. 1600e

Sniper Rifles
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. Sniper rifles are build for accuracy, and are usually big and heavy. Caliber varies but is usually high, recoil is less than with assault rifles because of heavier build.

Walther Hawkeye is a el cheapo sniper rifle, but it can be disassembled and carried in a suit case, plus the standard 5.5mm rifle cartridge is more than enough to kill a man when fired at unarmored location. Light intensifier scope is a standard accessory, but the gun can be bought without one. 2200e
Heckler&Koch G4 is a sniper rifle with automatic fire capabilities. It also includes 2 parallel magazines for different kind of ammunition, and can also be disassembled quite well. It is, however, much heavier than standard assault rifle and comes with large light-intensifier scope with zoom up to 8x magnitude. 4000e
FA NWM-2 is a bolt-action sniper rifle with excellent accuracy and reliability, with effective range over one kilometer. It is a big weapon without any detachable parts, unless you count the standard light-intensifying scope. 3500e
Barret Model 020 is a strategic sniper gun. It is heavy (9kg), ugly and needs bracing, but it fires big bullets with big impact. 7500e, stricly for military.

Assault Rifles
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 bullpup models, but basic gun is size of 'traditional assault rifle' like AK-74 or M16. Recoil is low, much less than SMG in automatic fire. Bullets are in magazines of 20-50, and some models have two serial magazines which can be used with simple switch.

Colt M30A2 is a standard U.S. military weapon, when bulk and decent pricing is things asked for. Easily disassembled and serviced, it can also use sound suppressor and rifle grenades. 1500e
Colt M32A2 is heavier version, with higher caliber ammunition. 1500e
SecTek Storm-3 is multiple purpose personal combat weapon, with bulpup design, double-magazine, scope and built-in pump action grenade launcher. Well it is not the prettiest one and unlike smaller handguns, is not available with factory built-in aiming systems. 3000e
Heckler&Koch G30 is a high end assault rifle with excellent reliability, good accuracy, caseless ammunition and very compact design and large standard magazine - and hefty price tag. No user servicable parts inside that black box. 2300e
Yanaka T20 Ninja is an impressive assault rifle with built-in handle/scope, double magazine for long larger rifle cartridges and mount for grenade launcher. Best choice for your soldiers. 1800e
Kalashnikov AK-11 (and other variants) was named to honor the old Kalashnikov assault rifles, although the design was not anymore by Kalashnikov. The gun is the latest common design for many factors all around the world, producing cheaply reliable simple assault rifles using latest caseless ammunition. It is not the state-of-the-art rifle, but it is cheap and it works. 800e

Grenade Launchers
We are not talking about tripod mounted mortars lobbing big projetiles into air but man-portable built-in grenade launchers for assault rifles and independent grenade guns. These things lob a grenade, which is essentially a small cannon ammunition, some tens of meters onward, which then normally explode upon intact. However, these weapons can also be used to fire special grenades.

SecTek Grenade Launcher is built-in launcher in Storm-3 assault rifle. It uses very compact 30mm grenades with very poor range, but with slide magazine for 4 of them. The action is pump-controlled. (Note that other built-in grenade launcher are usually alike, except that magazine side can vary)
Armit T5 Grenade Launcher is a very simple gun which is loaded one grenade at the time. Simple gun, very reliable. Also available as built-in version for assault rifles and similar weapons. 500e
Thompson 3V Catapult is a grenade gun with round magazine for multiple grenades. It is a bit like gigantic revolver for grenades. 1800e
Yanaka ZX-4 Grenade Gun is like Thompson 3V but can be used to fire grenades full auto. It is heavy and big, barely man-portable, and usually fired from tripod. It is a common choice as support weapon for shock troops. 4500e

Heavy Weapons
Heavy weapons are mainly military-use squad support weapons, used against armored targets or large crowds. They have found their use in corporate skirmishes, too. Most of them are usually vehicle (or robot) mounted because of the heavy design and weight of the ammunition. As they are quite rare in normal security situations, only some samples are given and list of common statictics given.

Machine guns: Machine guns are meant for rapid firepower for an extended period, and so their design is heavier than that of the assault rifle and they stand the heat generated by the firing. Although the ammunition in lighter ones are same as for assault rifles, machine guns have tropid to support firing and have changeable barrel, so that it can be released to cool off. Ammunition is either from a box or fed with a belt, which is usually in a small pocket which holds a 100-round belt. Because of the weight, except for the light machine guns, which weight around twice the assault rifle weight, machine guns are mounted on vehicles. Statistics in the list compared to assault rifles. Price is usually 2000e and up.

Mini-guns: heavier machine guns with rotating barrel (gatling type). Very high rate of fire - and mass. As with machine guns, compare statistics to assault rifles. Price is 5000e and up.

Heavy Grenade Guns: these automatic weapons fire 'normal' 30mm or 40mm grenades up to 1-2 kilometers away. They are similar to smaller portable grenade launchers but are far heavier. Price is 8000e and up.

Discarded Anti-Tank Weapons: listed in Other Weapons.

Assault cannons: these practically portable mini-cannons use big caliber small grenades to deal with armored targets. One example is Armit XT-5 Nemesis. It is a 20mm grenade gun with build of over 1.5 meters. It is a bit like small cannon, as it fires its own 15cm long shells (20mm grenades) to distances over 1 kilometer. The weapon can be carried along and fired from the hip, but it is mainly meant to be put on stable surface and brace to its front-bipod. Ammunition (per 20): Expld 200e (1/10), Sabot 500e (7/4), Shaped charge 400e (5/6). Use sniper rifle statistics. 15000e

Flame Throwers: used mainly in enclosed spaces, these weapons fire normal fire, napalm, thermite or other combustible material. The main problem is the safety of the user plus the size of the backup. Armit L5 Inferno uses either backpack for 20 second continuous burning or separate cylinders (2kg) for 5 second payload. Can jet the flame up to 30 meters away, and can use thermite or other special napalm variations. 7000e

Gauss Guns
These experimental guns are usually unknown to public. They use magnetic field to accelerate small metal needles or discs into immense speed. Rail gun is similar to gauss gun, but uses different technology (a rail instead of magnets in serial) to accelerate ammunition. Ammunition is cheap, but the high power batteries needed to operate the gun still pose problems. Not all design problems have been solved, and only prototypes exist, with high price and 'top secret' label.

SecTek TNB-200 is one of the first models, which is taking its first steps for being mass produced. It looks much like a normal assault rifle, but with broad bulp at the butt. (3/2+, 3000 m/s)

Lasers
High power lasers exist in industrial use, but military and security forces design also their own lasers. These lasers use extra large batteries, and fire burst of concentrated energy, which burns the target briefly with immense heat. If targeted on a person, flesh will burn and blood veins and muscles explode, cells expanding rapidly in sudden warmth. Rumors about plasma guns exist, which use laser to ionize air and then use this ray to shoot energy into target.

Yanaka X245 Laser does not exist and it cannot boil and explode tissue 100 meters away. Its packback does not allow about 20 shots and it does not include built-in smartgun system so it can be easily used on hip, with energy pack at back. (1/6, 300000 m/s)

Other Guns
Of course, various dart guns, tasers and other guns exist. They are not described here, but details are left to GM and his campaign. Their values are typically compared to some other more popular gun type.

Gun Statistics

Some sample common weapons described above are listed in this table. Players should not use this table to select their guns, but instead use general impression of the gun according to description - when you are buing a gun, you do not have exact valuesw anywhere, and after all, style over substance.

Name: Name of the gun. Serial type numbers and letters vary, and are not written here in most cases.

Built-in: Built-in firearm accessories. Those in parentheses are optional, depending on model. Letters stand as: internal laser (L), smartgun (Sm), sound suppressor (SS), scope (Sc), light intensifier scope (LI-Sc) sights. Unbracketed add-ons always come with the gun. F stands for folding stock, but while the stock is folded away, the recoil is increased but size and accuracy reduced.

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 (cyclic rate) refers to how quickly the weapon fires shells. Equal to shells in a second in the most rapid firing rate.

Ammunition: Ammunition used in the gun. See notes above. So, it is not very likely that a Chinese heavy assault rifle uses the same ammunition as the American one. In general, if there is no reason for two weapons to have exactly the same caliber, they do not have it.

Rel: Reliability of the weapon, i.e. how often it needs fixing, repair and does break up or jam.

Mag: How big is the standard magazine (or similar storage). Double magazines are changed with a switch. *ammunition is loaded one-at-a-time into internal feeding system.

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.

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 usually cost much more, but might be more cheaper in some cases.

WeaponBuilt-in TypeAccurROFAmmunition RelMagReclSize

Pistols (range 25-75m)
Beretta Model 115M SApoor37mmS high20lowtiny
Beretta Model 310F SA/Bpoor107mmS avg28low/highsmall
Heckler&Koch TN4(L) SAgood310mmS excel15avgsmall
SecTek O200 Officer(L, Sm) SAavg410mmS high18lowavg
Yanaka OfficialL SA/Bavg1010mmS avg22avg/highavg
Armit Kickass(L) SAavg212mmS high10avgbig
Colt Piecemaker(L) SAgood212mmL avg8highbig
Magnum 350L SAgood112mmL high6*highbig

SMGs (range 25-100m)
Armit Storm(L,Sm) B/FApoor187mmS low24lowtiny
Heckler&Koch MP9(F,L,SS) SA/B/FAgood1610mmS excel40avgavg
SecTek Piranha-1F,(L,Sm) SA/B/FAexcel1510mmS high35avgavg
SecTek Piranha Covert(L,Sm) SA/B/FAgood1510mmS avg20hightiny
Steyr MPi 22 SA/FAavg1410mmS high40avgavg
Ingram MAC-17 FApoor1612mmS avg30highsmall
Yanaka Samurai(L, Sm) SA/Bgood1412mmS avg30avgavg
Thompson T19 CobraL B/FAexcel1212mmS low25lowbig

Shotguns (range 20-70m)
Colt Viper(L) PAavg112 ga high6*highsmall
Ithaca Model 20MN(L) PAgood112 ga high8*avgavg
Beretta H4 Hurricane SApoor312 ga avg12avgavg
Benelli Heavy 30M PA/SAavg1/312 ga avg8*avgavg
SecTek Street King 3(L,Sm) SA/B/FAavg512 ga low15avgavg

Sniper Rifles (range 400-1500m)
Walther Hawkeye(LI-Sc) SAavg35.5mmR high20lowavg
Heckler&Kock G4LI-Sc SA/B/FAgood87.5mmR high2x20avgbig
FA NWM-2LI-Sc SSexcel19.5mmR excel10highbig
Barret Model 020LI-Sc SAgood112.5mmR high6highbig

Assault Rifles (range 100-500m)
Colt M30A2 SA/B/FAavg105.5mmR avg40lowavg
SecTek Storm-3Sc,GrL¹ SA/B/FAavg125.5mmR avg2x30lowavg
Heckler&Koch G30Sc SA/B/FAgood105.5mmR high60avgsmall
Colt M32A2 SA/B/FAavg107.5mmSR avg35avgavg
Yanaka T20 NinjaSc SA/Bavg127.5mmR avg2x25avgsmall
Kalashnikov AK-11F SA/FApoor107.5mmSR high30avgavg

Grenade Launchers (compared to shotguns, range 300-1000m)
¹SecTek Grenade Launcher PApoor130 mm high4*avg-
Armit T5 Grenade Launcher SSavg140 mm avg1*avgsmall
Thompson 3V Catapult SApoor130 mm avg12*highsmall
Yanaka ZX-4 Grenade Gun SA/FApoor530 mm avg15*highavg

Heavy Weapons (refer to description in main text)
Generic LMG FAgood207.5mmR avgbeltlowbig
Generic Mini-Gun FAgood509.5mmR highbeltvehicle only
Generic Grenade Gun SA/FAlow640 mm avg30vehicle only
Armit Xt-5 Nemesis (Assault Cannon)LI-Sc SAavg120 mm high10highhuge
Armit L5 Inferno (Flame Thrower) spec(30m)specflame highspeclowspec

Experimental Weapons (refer to description in main text)
SecTek TNB-200 (Gauss Gun)Sm FAgood20disc low100noneavg
Yanaka X245 LaserSm SAexcel4- low-nonespec

Notes: ¹ refers to a link between Storm-3 assault rifle and its built-in grenade launcher

Fire-arm Accessories

Flashlight
As with separate independent flashlights, these come in different frequencies, from normal light to infrared and ultraviolet, which can be used to lighten up the target and then it can be seen with special filters. 20e normal, 50e special

Laser Sight
Available as a normal or as an IR or UV-version which is only visible with appropriate filters. 100e-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 if you are very lucky with compatibility!) are required to enter programming mode. The system is not completely reliable and gloves, sweat and other things cause problems with it. 100e

Scope
Magnifying 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. Most scopes meant for short-range firing do not even have any magnifying option, just red-dot. 20e+

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 with retinal projector. In addition, smartgun enables things like target recognization, projectary drawings and recoil-compensation (when linked to suitable systems). Note that unless the smartgun is a built-in model, the system is output-only. 400e

Sound Suppressor ("silencer")
Reduces noise from the gun. Not all weapons can be fitted with a silencer, and rifles are not very effectually silenced, the speed must be lowered to sub-sonic, dropping the attack power and penetration to that of a heavy pistol. 100e

Tripod
Gives extra stability to gun and makes it easier to aim and to control in automatic fire. Electronic model can be linked to smartgun system, giving excellent anti-recoil system and remote control capability. Weights about half the weight of the gun. 100e, 2000e for electronic.

Other Weapons

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 (increase cost by 10-50e)

Most of the grenades are also available as 40mm grenades for grenade launchers. Such grenades are normally not throwable and cost double the price, except for HE ammunition which costs only 1/5 if bought in bulk. 30mm grenades are also available; they have less impact but the price is same as for 40mm grenades (unless noted otherwise).

Rifle grenades: Some assault rifles and light machine guns can fire rifle grenades, which is like firing grenade launcher, but special grenades which must be inserted separately must be used.

Flash
Blows up in a very bright light and causes temporary blindness, and may stun people, inflicting severe shock and epileptic-type seizures in perfectly healthy people. Available to most security offices. 40e

Fragmentation
This grenade is similar to concussion grenade, but its shell is made from small pieces that fragment into lethal pieces scattered over a wide area. Fragments do 1/1 damage and people nearby are hit with a dozen. In addition, a blast wave of 0/8 is generated. 60e

Gas Bomb
This grenade releases some gas upon intact. Includes sleep, tear or even nerve gas. Sleep or tear gas available for most security offices. 30e+

High Explosive
This grenade has a very solid shell and mainly creates a very powerful shock wave. It is mainly meant for defensive purposes. Concussion grenade has a power of 0/10 (which is reduced by two for each meter in outdoors) which will increase in enclosed spaces. 40e

Phosphor
This grenade burst white phosphor over a wide area. Phosphor burns without air (self-contained) and at over 1000 degrees. Ignites most objects and burns underwater. 200e

Pulse (EMP)
Creates an electo-magnetic pulse (EMP) that shorts any active power circuits in close vicinity, including robotic and security systems plus various cyberware. Many systems are protected against EMP but the protection level varies. 500e

Sabot (grenade launchers only)
This grenade is like sabot ammunition of the rifles and is meant against heavily armored targets and is only available to grenade launchers, requiring direct shooting (much reduced maximum range). 30mm 40e (5/2), 40mm 50e (5/3)

Smoke
Generates thick smoke for a few minutes. Can be just plain gray, or colored. 10e (15e for colored)

Melee Weapons

Although 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 1/2+strength. 500e+

Stun Baton
A baton equipped with a powerful shock generator. Target can immediately lose consciousness when hit, in addition to the normal damage (0/2+strength) from the baton. 200e

Remember that nothing beats an electric baton in riot control - except for nerve gas.

Stunner
A small electric device for self defense. Gives a short high-energy jolt which can render the subject unconscious or causes total muscle relaxiation. Can be lethal to those with weak heart. Available from most stores, but can be illegal in some countries. 80e

Telescopic Baton
This melee weapon is 10cm long cylinder, which is instantly expanded to 80cm baton ideal for tripping or striking to temple. 60e

Exotic Weapons

Composite Bow
Very advanced bow made of special carbons. Silent, strong and can fire all kind of exotic arrows like explosives (like 30mm grenades) or just plain cutting arrows (2/4 edged). Weights around 2kg, with range 100m. 1000e

Crossbow
Like composite bow, but takes less room, can be more easily held ready and more accurate. However, cannot shoot special arrows, but comes with clips, too. Weights 3kg, range 70m. 800e

Mini-Crossbow
Small crossbow used single-handedly like a pistol or even fitted to arm. Like normal crossbow, cannot use explosive tips but various tranquilizer, poison and flare tips exist. Weights 1kg, range 30m. 500e

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.
Explosives
For classic TNT to plastic, liquid and foam explosives, these come in various material and power. Detonation is usually handled via timer, trigger (see security stuff), electricity or some wireless control (radio or ultrafrequency). Most explosives cannot be triggered with normal gunfire or fire. TNT 1e/kg, plastic/similar 10-100e/kg

WASP Earth-to-Air
An air defense missile with its own launching equipment. Targeted with both a radar and an IR targeting systems. The complete weapon system weights around 15 kg, with missile weighting 10 kg. Target is hit at 5/20, range 10 km. 8000e

LAW Rocket
A simple one-launch bazooka. Very light (around 2 kg), includes one shaped charge. 5/20, range 500 m. 150e

MAW Rocket
A heavy one-launch bazooka, weighting around 10 kg. 10/40, range 1 km. 1000e

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. The autopilot is often required by officials to allow the use of that vehicle at all, so that main traffic control center can handle the vehicle if need to.

Drive-skill: to operate vehicle, driving skill is needed. As exception to this, all characters can handle normal cars unless their background is very special. However, they do not know anythign about its operation and in panic situation they can panic only.

Wired vehicles: vehicle control system can be build so that information about the vehicle state is fed with neural impulses to brain like it was a bit like wetware system. This gives enhanced control abilities as long as entire system is built so and the driver is experienced in this kind of piloting. The system is usually very expensive and used mainly in VTOL and similar vehicles.

Sample Vehicle List

Here is a short collection of some typical vehicles. The list has the following elements:
NameType MaxSeatsRange PriceUpkeepNotes
Yamaha Sliver medium bike2001+1 150 km /e5000e100e Common street bike
Suzuki Tsunami medium bike1801+1 200 km /e7000e100e Another street bike, very silent
Yanaka Nightwing medium bike2201+1 150 km /e40000e200e Stealt bike with completely silent engine and stealth surface. Comes with built-in UV-headlight. Might need special permit to purchase.
Honda Monster heavy bike2401+1 300 km /f9000e400e Big heavy bike for overland trips
Mazda Beetlebum city-car902+2 100 km /e5000e50e Compact, cheap and easy-to-maintain city car. Comes in all fashion colors and includes built-in entertainment and information systems.
Mitsubishi Soneus city-car1004 200 km /e6000e80e A bit bigger city-car, but still very compact and inexpensive.
Toyota Dreamer sedan1104 250 km /e9000e100e A typical middle class family car
Volvo 2300 sedan1805 800 km /f15000e500e Fuel based family car
Rolls Royce 1800 limousine1608 600 km /f150000e1500e Limousine with all you need. Mini-bar, television, virtual entertainment unit, satellite system.
Honda 606 Turbo city-sport1302+2 200 km /e20000e100e Very sleek and elegant sport-car for cities, comes as opentop model, too.
Ferrari Phoenix sport2802+2 600 km /f250000e1000e Fast, sleek, aerodynamic, excellent way to pick up girls.
Yamaha Supace medium van1003++ 250 km /e9000e200e Typical van
Volkswagen Tunto medium van1403++ 800 km /f11000e800e Van running with fuel
Ford Carrion heavy van1203++ 200 km /e12000e300e Much heavier van
Ford Mammoth truck1403 500 km /f35000e800e Truck, excluding trailers
Rolls Royce 9000 vectored thrust limousine3008 100 km /e2Me3000e State-of-the-art luxury for filthy rich. Comes in every colors, but jet black or snow white are most popular ones. Shadowed bullterproof windows, satellite receiver/transmitter and real leather couches.
SecTek SSH-3 'Raven' combat 'copter700/3002 1200/100km f/e50Me10000e stealth helicopter, armament, electric drive for silent flight
Yanaka TC-4 Dragonfly transport 'copter3002+8 400/50km f/e
(max 400)
5Me5000e A typical small transport helicopter


Syndicate V: The Corporate Future (c) Kalle Marjola 2001-2002. See generic rpr game license