SotB

Android GM ToolsShadow of the Beanstalk

Equipment Reference

Full SotB gear tables. (R) = restricted. Press / to search.

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Weapons

NameCatSkillDamCritRangeEncHPPriceRarSpecial
Assault Rifle (R)slugthrowerRanged (Heavy)83Long431,0007Auto-fire
Auto-Fletchermass-driverRanged (Light)32Medium215005Auto-fire, Pierce 2, Vicious 2
Baseball BatmeleeMelee53Engaged20301Disorient 2
Brass KnucklesbrawlBrawl+14Engaged11401Disorient 3
Bullpup CarbineslugthrowerRanged (Heavy)73Medium328257Accurate 1, Auto-fire
Charged Crystal KatanameleeMelee+32Engaged3260010Defensive 1, Pierce 3, Reinforced, Unwieldy 3
Chromecrushers (R)brawlBrawl+34Engaged212503Linked 1
Combat Shotgun (R)slugthrowerRanged (Heavy)83Short421,0005Auto-fire, Blast 5, Inaccurate 1, Vicious 2
Fletcher (R)mass-driverRanged (Heavy)42Medium336755Blast 4, Pierce 2, Vicious 3
Fletcher Pistolmass-driverRanged (Light)42Medium124504Pierce 2, Vicious 2
Gauss Rifle (R)mass-driverRanged (Heavy)102Extreme532,0007Cumbersome 3, Pierce 5, Slow-Firing 1
Glop GrenadeexplosiveRanged (Light)16Short10505Blast 1, Ensnare 4, Limited Ammo 1
Guided Missile Launcher (R)fire-supportGunnery203Strategic6325,0008Blast 10, Breach 2, Cumbersome 5, Guided 4, Limited Ammo 1, Prepare 1
Hand CannonslugthrowerRanged (Light)73Medium133453Inaccurate 1, Limited Ammo 4
Heavy Fletcher (R)fire-supportGunnery62Medium631,4005Cumbersome 3, Blast 6, Pierce 4, Vicious 3
Heavy Gauss Rifle (R)fire-supportGunnery152Extreme734,0008Breach 1, Cumbersome 5, Slow-Firing 1
Laser Cannon (R)fire-supportGunnery103Long621,6759Accurate 1, Burn 1, Cumbersome 4, Sunder
Laser PistolenergyRanged (Light)63Short126508Accurate 1, Burn 1
Laser Rifle (R)energyRanged (Heavy)83Medium429008Accurate 1, Burn 1
Light Machine Gun (R)fire-supportGunnery103Long641,7506Auto-fire, Cumbersome 3, Pierce 2, Vicious 2
Light PistolslugthrowerRanged (Light)54Short111002
Maser (R)fire-supportGunnery53Short621,2756Breach 1, Cumbersome 5, Unwieldy 2, Vicious 5
Micro-Missile Launcher (R)fire-supportGunnery124Long523,0007Blast 10, Cumbersome 4, Guided 3, Limited Ammo 3, Prepare 1
MonoblademeleeMelee+12Engaged112253Pierce 2
Monofilament Grenade (R)explosiveRanged (Light)73Short10854Blast 7, Limited Ammo 1, Vicious 2
Palm StunnerbrawlBrawl55Engaged00703Disorient 2, Slow-Firing 2, Stun Damage
PistolslugthrowerRanged (Light)63Medium123002
Plasma CuttermeleeMelee123Engaged537255Burn 1, Prepare 1, Sunder, Unwieldy 2
Power Gauntlet (R)brawlBrawl+44Engaged321,1206Concussive 2, Knockdown, Prepare 1
RifleslugthrowerRanged (Heavy)83Long438754Accurate 1
ShotgunslugthrowerRanged (Heavy)83Short329004Blast 5, Knockdown, Vicious 2
SledgehammermeleeMelee+44Engaged442002Cumbersome 2, Knockdown
Stun BatonmeleeMelee+25Engaged121252Disorient 3, Stun Damage
Stun GrenadeexplosiveRanged (Light)85Short10704Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
Stun GunmeleeMelee65Engaged112003Stun 4, Stun Damage
Submachine Gun (R)slugthrowerRanged (Light)53Medium214004Auto-fire
Synap PistolenergyRanged (Light)56Short123752Disorient 4, Stun 3, Stun Damage
Titanium ShovelmeleeMelee54Engaged30502Stun 2
Utility KnifemeleeMelee34Engaged10251
WaterknifemeleeMelee103Engaged418504Prepare 1, Sunder, Unwieldy 3, Vicious 3

Slugthrower

Assault Rifle R
Ranged (Heavy) · Dam 8 · Crit 3 · Long

Enc 4 · HP 3 · ₡1,000 · R7

Auto-fire

Light select-fire rifles that spit medium-caliber caseless rounds (typically 5mm or 7mm) with high rates of fire. Modern builds use buckyweave-reinforced composites with alloy barrels and smart systems. Highly illegal for average citizens; prisec/mercenaries may hold NAPD use permits. Models: Strelet Arms S101 MWS, Cantor M-101.

Strelet Arms S101 MWS, Cantor M-101

Bullpup Carbine
Ranged (Heavy) · Dam 7 · Crit 3 · Medium

Enc 3 · HP 2 · ₡825 · R7

Accurate 1, Auto-fire

Compact “bullpup” design with action and magazine behind the trigger—shorter overall length while retaining rifle punch. Preferred by many PMCs and corporate security for enclosed spaces; easy to hide. Modern smart systems fix older balance issues. Models: Strelet Arms S101.b MCW, Kalashnikov AK-X2 Carbine.

Strelet S101.b, Kalashnikov AK-X2

Combat Shotgun R
Ranged (Heavy) · Dam 8 · Crit 3 · Short

Enc 4 · HP 2 · ₡1,000 · R5

Auto-fire, Blast 5, Inaccurate 1, Vicious 2

Military short-barreled, magazine-fed select-fire shotgun (12/20-gauge). Savage kick (often smart-damped) and a nasty tendency to jam on full auto. GM may spend Threat Threat on a combat check to jam the weapon (cannot fire until a maneuver clears the jam). Models: HHI Model 8, Cantor XK Jackhammer.

HHI Model 8, Cantor XK Jackhammer

Hand Cannon
Ranged (Light) · Dam 7 · Crit 3 · Medium

Enc 1 · HP 3 · ₡345 · R3

Inaccurate 1, Limited Ammo 4

Big, loud heavy pistols built for vicious close-quarters firefights—hard to conceal, nothing subtle. Can punch through heavy armor and drop angry cyborgs/bioroids with well-placed shots. Tremendous recoil; most have smart recoil dampers. Models: Strelet 12mm Bogatyr, Sturm Quadra .454, Argus M-1 Titan big-game revolver.

Strelet 12mm Bogatyr, Sturm Quadra .454, Argus M-1 Titan

Light Pistol
Ranged (Light) · Dam 5 · Crit 4 · Short

Enc 1 · HP 1 · ₡100 · R2

Lightweight, often disposable small-caliber sidearms—poor stopping power but ubiquitous with criminals and on the Moon (3-D printable; low-velocity rounds rarely puncture domes). Anyone searching you adds Setback to Perception checks to find a light pistol. Models: Strelet Stinger, Skorpios PD-01, Cantor Ranger, MarsGoods .22 Poly CCP.

Strelet Stinger, Skorpios PD-01, Cantor Ranger, MarsGoods .22 Poly CCP

Searchers add Setback to Perception to find this weapon.

Pistol
Ranged (Light) · Dam 6 · Crit 3 · Medium

Enc 1 · HP 2 · ₡300 · R2

Standard sidearms for law enforcement, military, self-defense, and crime—huge variety of calibers and styles, from snub belly guns to high-tech NAPD pistols. Respectable range and stopping power; often smart-linked. Models: Delta Arms Enforcer, Cantor M2111, Sturm Rapid 10.

Delta Arms Enforcer, Cantor M2111, Sturm Rapid 10

Rifle
Ranged (Heavy) · Dam 8 · Crit 3 · Long

Enc 4 · HP 3 · ₡875 · R4

Accurate 1

Long-range magazine-fed semiautomatic longarms—sporting, hunting, marksman, and antique battle rifles. In New Angeles most end up with police sharpshooters and criminals rather than sportsmen; wealthy risties may own artistic antiques. Models: Gewehrwerks AG GR14, Skorpios Model 14 Police Marksman Rifle.

Gewehrwerks GR14, Skorpios Model 14

Shotgun
Ranged (Heavy) · Dam 8 · Crit 3 · Short

Enc 3 · HP 2 · ₡900 · R4

Blast 5, Knockdown, Vicious 2

Semiautomatic smoothbore with integrated magazine; chambers from .410 birdshot to 12-gauge. Versatile for home defense, LE, and crime. Especially useful in space and on Luna—low-velocity pellets are less likely to breach domes/bulkheads. SEA and NAPD armories on Midway, Challenger, and Heinlein stock them. Models: Frazetta Maxum, Horner Model 37, Argus Police-12.

Civilian/sporting shotguns

Submachine Gun R
Ranged (Light) · Dam 5 · Crit 3 · Medium

Enc 2 · HP 1 · ₡400 · R4

Auto-fire

SMGs combine pistol size/ease of use with select-fire rifle capability. Modern electronic firing and narrow profiles make them easy to hide; some fold to look like briefcases. Favored by paramilitaries, special operators, criminals, and insurgents. Restricted. Models: Gewehrwerks AG MP30, Cantor Model 4 10mm SMG.

Various

Mass driver

Auto-Fletcher
Ranged (Light) · Dam 3 · Crit 2 · Medium

Enc 2 · HP 1 · ₡500 · R5

Auto-fire, Pierce 2, Vicious 2

Select-fire flechette “machine pistol” / light SMG: trades pinpoint accuracy for filling space with darts. Needles have a bit less stopping power per hit than single-shot fletchers in exchange for volume of fire. Models: Skorpios MP1 Flechette Machine Pistol.

Skorpios MP1

Fletcher R
Ranged (Heavy) · Dam 4 · Crit 2 · Medium

Enc 3 · HP 3 · ₡675 · R5

Blast 4, Pierce 2, Vicious 3

Combat-shotgun-sized mass driver firing canisters of 2mm NEXT flechettes that disintegrate into clouds of razor darts—tears armor, flesh, and bone. Popular military intimidation tool; NAPD deems them too vicious for police work; orgcrime loves them. Restricted. Models: Strelet Arms FX09, NEXT XR11 Shredder.

Strelet FX09, NEXT XR11 Shredder

Fletcher Pistol
Ranged (Light) · Dam 4 · Crit 2 · Medium

Enc 1 · HP 2 · ₡450 · R4

Pierce 2, Vicious 2

Smallest mass driver—roughly 9mm-pistol sized, chambered for 2mm NEXT flechettes. Go-to for target shooters and personal protection; popular with police, prisec, special ops, assassins, PIs, and enforcers. Models: NEXT XP5 Needlegun, Argus Stiletto.

2mm NEXT flechette pistols

Gauss Rifle R
Ranged (Heavy) · Dam 10 · Crit 2 · Extreme

Enc 5 · HP 3 · ₡2,000 · R7

Cumbersome 3, Pierce 5, Slow-Firing 1

Largest human-portable mass driver (~two meters): heavy, somewhat fragile, power-hungry, but can punch an exosuit from kilometers away. Semi-auto tungsten-tipped penetrators with optics, bipods, and recoil aids. Sniper/anti-materiel standard for state and private militaries; too expensive for most private citizens. Restricted. Models: NEXT CG44, Cantor Model 4 Deadeye.

NEXT / military rail rifles

Energy

Laser Pistol
Ranged (Light) · Dam 6 · Crit 3 · Short

Enc 1 · HP 2 · ₡650 · R8

Accurate 1, Burn 1

First mass-produced energy sidearms (NEXT PL840.a lineage). High-capacity rechargeable cells fire nearly invisible coherent light—exceptionally accurate at short range and shockingly effective vs unarmored/light armor. Popular with senior brass, collectors, and anyone who works in space. Models: Argus 78P, NEXT PL1000 Blaster.

Astra StarForge sidearms

Laser Rifle R
Ranged (Heavy) · Dam 8 · Crit 3 · Medium

Enc 4 · HP 2 · ₡900 · R8

Accurate 1, Burn 1

Semiautomatic (some select-fire) energy longarms—more accurate than slugthrowers, more efficient than Gauss. Heat makes shots hard to conceal, but combat performance is solid. Iconic weapon of the U.S. Space Expeditionary Corps. Restricted. Models: NEXT L12, Argus 180R, Astra Consolidated StarForge.

Astra StarForge Laser Rifle

Synap Pistol
Ranged (Light) · Dam 5 · Crit 6 · Short

Enc 1 · HP 2 · ₡375 · R2

Disorient 4, Stun 3, Stun Damage

“Gandhi guns”—detuned energy weapons for detention. Tracking laser then bioelectric charge disrupts synapses to paralyze/unconscious humans or androids (small cardiac-arrest risk). Popular mostly non-lethal option. Models: NEXT Syn-stun, Strelet Incapacitator, Argus Immobilizer.

Less-lethal neuro weapons

Fire support

Guided Missile Launcher R
Gunnery · Dam 20 · Crit 3 · Strategic

Enc 6 · HP 3 · ₡25,000 · R8

Blast 10, Breach 2, Cumbersome 5, Guided 4, Limited Ammo 1, Prepare 1

Reusable shoulder tubes firing smart anti-aircraft/anti-armor missiles with extreme range and sensor intelligence (exhaust profiles, electromagnetic signatures). Single-operator capable but bulky—strength or exosuit recommended. Highly illegal in New Angeles. Restricted. Models: Strelet Arms L101 Shooting Star.

Heavy Fletcher R
Gunnery · Dam 6 · Crit 2 · Medium

Enc 6 · HP 3 · ₡1,400 · R5

Cumbersome 3, Blast 6, Pierce 4, Vicious 3

Huge smoothbore flechette cannons meant to shred massed infantry with 250mm canisters of thousands of 2mm darts. Rare outside military bases. When using a heavy fletcher, spend one fewer Advantage to trigger Blast (Advantage if the attack succeeds, or Advantage Advantage if it fails). Restricted. Models: NEXT HF10, Skorpios suit-portable Needle Cannon.

Heavy Gauss Rifle R
Gunnery · Dam 15 · Crit 2 · Extreme

Enc 7 · HP 3 · ₡4,000 · R8

Breach 1, Cumbersome 5, Slow-Firing 1

25mm smoothbore anti-armor mass drivers (vehicle-cannon class) for fortifications at the edge of visual range. Technically human-portable with tripod/LBE; more often carried by exosuits. Restricted. Models: Cantor LACR-01, NEXT CG70(H).

Laser Cannon R
Gunnery · Dam 10 · Crit 3 · Long

Enc 6 · HP 2 · ₡1,675 · R9

Accurate 1, Burn 1, Cumbersome 4, Sunder

Vehicle/emplacement heavy lasers—efficient and precise mid-ground between slugthrowers and mass drivers. Still prone to overheating. GM may spend three Threat or Despair on combat checks with a laser cannon to damage the weapon one step (Core repair table). Restricted. Models: NEXT Mk I Annihilator, Astra SuperNova.

Light Machine Gun R
Gunnery · Dam 10 · Crit 3 · Long

Enc 6 · HP 4 · ₡1,750 · R6

Auto-fire, Cumbersome 3, Pierce 2, Vicious 2

Modern caseless LMGs with gyro-stabilization and advanced heat-dispersion materials so they keep firing even when barrels glow. Largely replaced by heavy fletchers in top-tier armies; still used by prisec and less-developed forces. Restricted. Models: Degtyarev Kord 40.r 10mm, Springfield M20.

Maser R
Gunnery · Dam 5 · Crit 3 · Short

Enc 6 · HP 2 · ₡1,275 · R6

Breach 1, Cumbersome 5, Unwieldy 2, Vicious 5

Microwave lasers: nearly invisible focused microwaves that excite water molecules—lethal to unarmored targets, less so vs metallic armor (plasteel carapace/exosuits typically lose Breach for that check). Can short unshielded electronics; vs vehicles, spend Advantage Advantage on a success to inflict 5 system strain. Converted from industrial/comms tools in the Lunar Insurrection. Restricted. Models: NEXT MX-990, Astra QuasarFire.

Micro-Missile Launcher R
Gunnery · Dam 12 · Crit 4 · Long

Enc 5 · HP 2 · ₡3,000 · R7

Blast 10, Cumbersome 4, Guided 3, Limited Ammo 3, Prepare 1

Soldier-portable guided micro-missiles with a sensor suite that needs a moment to acquire, then rapid fire with home-on-target. Smaller warheads than full guided missiles—weaker vs armor. Restricted. Models: NEXT PR-40a.

Explosive

Glop Grenade
Ranged (Light) · Dam 1 · Crit 6 · Short

Enc 1 · HP 0 · ₡50 · R5

Blast 1, Ensnare 4, Limited Ammo 1

Officially “non-lethal immobilization devices”—sticky foam that foams on air contact. Set contact or timer (up to three rounds) as an incidental. After being hit, for the rest of the round the GM may spend three Threat or Despair from any of your checks to immobilize you until end of your next turn. Models: NEXT Non-Lethal Immobilization Device.

Monofilament Grenade R
Ranged (Light) · Dam 7 · Crit 3 · Short

Enc 1 · HP 0 · ₡85 · R4

Blast 7, Limited Ammo 1, Vicious 2

Fragmentation grenades: explosive core wrapped in nearly a kilometer of monofilament inside a carbon-metallic shell—detonation sprays razor wire shards. Contact or timer (up to three rounds) as an incidental. Restricted. Models: Taejo Mk IV Fragmentation, Springfield M11 M-Grenade.

Taejo Technologies

Stun Grenade
Ranged (Light) · Dam 8 · Crit 5 · Short

Enc 1 · HP 0 · ₡70 · R4

Blast 8, Disorient 3, Limited Ammo 1, Stun Damage

High-intensity sonic pulse plus electric capacitor discharge—ostensibly non-lethal but can still incapacitate or kill. Contact or timer (up to three rounds) as an incidental. Models: NEXT M7 Sandman Flash-Bang.

Melee

Baseball Bat
Melee · Dam 5 · Crit 3 · Engaged

Enc 2 · HP 0 · ₡30 · R1

Disorient 2

Improvised or sporting club—common undercity weapon when firearms are too loud or restricted. Solid bludgeon with enough mass to rattle teeth; Disorient quality represents stunning blows.

Charged Crystal Katana
Melee · Dam +3 · Crit 2 · Engaged

Enc 3 · HP 2 · ₡600 · R10

Defensive 1, Pierce 3, Reinforced, Unwieldy 3

Rose electroconductive crystal lattice blade charged from a hilt cell until crystals align—nearly transparent and almost indestructible. Yakuza and aspiring swordsmen; handmade and unique (no mass models). One-handed, but while wielded in both hands it gains Vicious 2. Extremely rare prestige weapon.

Two-handed: gains Vicious 2. Handmade unique blades.

Monoblade
Melee · Dam +1 · Crit 2 · Engaged

Enc 1 · HP 1 · ₡225 · R3

Pierce 2

Hilt with reel of single-molecule buckyweave that stiffens under static charge into a wickedly sharp blade—cuts cloth, armor, flesh, and bone with equal ease. Easily concealed; various lengths. Models: Strelet Razor Edge, Delta Arms M30 Utility Blade.

Strelet Razor Edge, Delta Arms M30, Skorpios Bloodletter

Plasma Cutter
Melee · Dam 12 · Crit 3 · Engaged

Enc 5 · HP 3 · ₡725 · R5

Burn 1, Prepare 1, Sunder, Unwieldy 2

Industrial thermal plasma tool (argon carrier gas) for shipbuilding and heavy fab—portable with straps/backpack. Repurposed by Lunar/Martian rebels for boarding and anti-bioroid melee. Requires two hands. Models: HHI PX830 Portable Plasma Torch.

HHI PX830

Requires two hands.

Sledgehammer
Melee · Dam +4 · Crit 4 · Engaged

Enc 4 · HP 4 · ₡200 · R2

Cumbersome 2, Knockdown

Ordinary tool turned Human First symbol and weapon after anti-android protests. Impossible to outlaw; two hands required. Models: various commercial and homemade.

Requires two hands. Human First symbol.

Stun Baton
Melee · Dam +2 · Crit 5 · Engaged

Enc 1 · HP 2 · ₡125 · R2

Disorient 3, Stun Damage

Collapsible composite baton with electrical discharge—riot cops and enforcers. Nearly unbreakable nonmetallic composites; palm-sized when collapsed, extends past half a meter with a wrist flick. Models: Personal Defense Industries Mk I Collapsible Baton.

Stun Gun
Melee · Dam 6 · Crit 5 · Engaged

Enc 1 · HP 1 · ₡200 · R3

Stun 4, Stun Damage

Contact capacitor box with two spikes—same synapse-disruption principle as synap pistols but melee-only. Common self-defense; modern fuel cells rebuild charge in seconds. Models: Personal Defense Industries Zapper-2.

Titanium Shovel
Melee · Dam 5 · Crit 4 · Engaged

Enc 3 · HP 0 · ₡50 · R2

Stun 2

Reinforced work shovel used as a makeshift two-handed weapon by laborers, protestors, and anyone grabbing the nearest tool. Heavy enough to Stun on a good hit; not subtle, but hard to ban.

Utility Knife
Melee · Dam 3 · Crit 4 · Engaged

Enc 1 · HP 0 · ₡25 · R1

Common folding or fixed utility blade—tools first, weapons second. Cheap, legal, and always at hand for runners, techs, and street work when a monoblade would draw the wrong attention.

Waterknife
Melee · Dam 10 · Crit 3 · Engaged

Enc 4 · HP 1 · ₡850 · R4

Prepare 1, Sunder, Unwieldy 3, Vicious 3

Industrial hydro-abrasive cutter (quartz or diamond media in liquid) for heat-sensitive materials. Portable “power saw” versions get repurposed into vicious close-combat weapons. Requires two hands. Models: HHI Neptune Hydro Suspension Cutting System.

HHI Neptune (repurposed)

Brawl

Brass Knuckles
Brawl · Dam +1 · Crit 4 · Engaged

Enc 1 · HP 1 · ₡40 · R1

Disorient 3

Hardened alloy knuckle bars—one of the oldest ways to amplify a punch. Easy to use and conceal; widely considered poor form (criminals and the desperate). Models: various commercial and homemade.

Chromecrushers R
Brawl · Dam +3 · Crit 4 · Engaged

Enc 2 · HP 1 · ₡250 · R3

Linked 1

High-tech boxing gloves with burst-discharge knuckle actuators and a backpack power pack, invented for human-vs-bioroid pit fights (e.g. Hoyo Rojo). Require two hands (used as a pair). Restricted; dark reputation. Models: Kaluta Hammerstryke!, Cyberclash Punchmasters.

Kaluta Hammerstryke!, Cyberclash Punchmasters

Requires two hands (used in pairs).

Palm Stunner
Brawl · Dam 5 · Crit 5 · Engaged

Enc 0 · HP 0 · ₡70 · R3

Disorient 2, Slow-Firing 2, Stun Damage

Tiny contact stunner (~1 cm square) strapped in the palm; high-yield capacitor dumps on impact, then recharges over a couple of minutes. Exceptional discreet self-defense. Models: PDI Stun-R 900, NEXT Palm Protector.

Power Gauntlet R
Brawl · Dam +4 · Crit 4 · Engaged

Enc 3 · HP 2 · ₡1,120 · R6

Concussive 2, Knockdown, Prepare 1

Exosuit-style armored hand/forearm with energized knuckle shield—police and enforcer intimidation tool. “Less lethal” but easy to deal serious damage. Restricted. Models: Argus PowerFist, Mars Manufacturing MX-01 Crusher.

Mars Manufacturing MX-01 Crusher

Armor

NameDefSoakEncHPPriceRarNotes
Concealed Buckyweave11123205Under-clothing ballistic weave
Durable Clothing0111501Everyday reinforced fabrics
Environmental Hardsuit01422604Hostile environment protection
Hard Hat0010251+1 melee defense
Heavy Jacket0110501Streetwear +1 soak
Light Body Armor02215005Police / bounty hunter light plate-weave
Optical Camouflage Suit (R)20215807Protek chameleon suit
Padded Armor02202002Sports / training padding
Personal Exosuit (R)03545,0006+1 Brawn (incl. soak from Br), +4 WT; sensors; if unpowered Enc 12
Plasteel Carapace (R)12437505Heavy nonpowered military plate
Riot Armor02325505NAPD / crowd control; +Setback Resilience vs tear gas
Concealed Buckyweave
Def 1 · Soak 1 · Enc 1 · HP 2 · ₡320 · R5

Thin buckyweave ballistic layer worn under or as clothing. +1 soak, +1 defense. Favored when you need protection without looking armored.

Durable Clothing
Def 0 · Soak 1 · Enc 1 · HP 1 · ₡50 · R1

Everyday reinforced streetwear and work clothes (e.g. Freerunner Urban Adventures lines). +1 soak. Looks like normal clothing.

Environmental Hardsuit
Def 0 · Soak 1 · Enc 4 · HP 2 · ₡260 · R4

Industrial/hostile-environment suit (e.g. HHI Hazardwear). +1 soak. Built for heat, cold, toxins, and rough work more than pure combat.

Hard Hat
Def 0 · Soak 0 · Enc 1 · HP 0 · ₡25 · R1

Industrial/construction helmet. Provides +1 melee defense. Cheap workplace safety kit, not combat armor.

Heavy Jacket
Def 0 · Soak 1 · Enc 1 · HP 0 · ₡50 · R1

Heavy street jacket with enough padding/material to grant +1 soak. Common New Angeles outerwear; not regulated armor.

Light Body Armor
Def 0 · Soak 2 · Enc 2 · HP 1 · ₡500 · R5

Catchall for armored vests, flak jackets, and lightweight non-carapace armor (torso, often forearms/shins; often with open-faced helmet). +2 soak. Cheap relative to military gear; used by civilians in danger zones, criminals, budget security, and some extreme sports. Models: OV-1 Bulletproof Vest.

Optical Camouflage Suit R
Def 2 · Soak 0 · Enc 2 · HP 1 · ₡580 · R7

Active optical camouflage / chameleon suit (Protek and similar). +2 defense, no soak bonus. Restricted high-tech stealthwear.

Padded Armor
Def 0 · Soak 2 · Enc 2 · HP 0 · ₡200 · R2

Padded sports or training armor (hopper racing, practice gear). +2 soak without military aesthetics or hard points.

Personal Exosuit R
Def 0 · Soak 3 · Enc 5 · HP 4 · ₡5,000 · R6

Powered exoskeleton with heavy composite armor (worn, not piloted as a vehicle at this scale). +3 soak listed; also +1 Brawn (which further raises soak) and +4 wound threshold. Sensor suite removes up to two Setback from Perception, Vigilance, or combat checks caused by darkness/smoke. If unpowered: encumbrance becomes 12 and lose sensor suite and Brawn bonus. Restricted. Models: Heliodyne Sampson, Weyland Roughneck, Argus Ranger Mk IV.

Plasteel Carapace R
Def 1 · Soak 2 · Enc 4 · HP 3 · ₡750 · R5

Heaviest nonpowered armor: interlocking composite plates over a reinforced unisuit. +1 defense, +2 soak. Military/prisec hardware with regulations against civilian ownership (orgcrime ignores those). Some suits NBC-sealed. Models: AMR Crusader, Garda Hussar.

Riot Armor
Def 0 · Soak 2 · Enc 3 · HP 2 · ₡550 · R5

Heavy-duty law-enforcement suit: service uniform base plus ballistic gel/polycarbonate plates (torso, shoulders, forearms, shins), often with integrated gas mask and helmet speakers. +2 soak. While worn: add Setback to Resilience checks to resist tear gas and other riot-suppression chemicals. Optional riot shield +₡150 (one hand; +1 melee and ranged defense; light + remove Setback Setback from smoke/darkness). Models: NAPD M1, USAF Peacekeeper.

Gear

Airbelt Pack
tools · Enc 1 · ₡650 · R3

Personal low-g mobility: waist air jets controlled by a handheld virt panel. While worn: do not treat movement in zero gravity as movement through difficult terrain.

Big Rig
computers · Enc 8 · ₡2,000 · R7

Non-portable computer terminal (crate-sized to tower). Often BMI-ready. Favored by serious runners and independent sysops. Computer capacity: up to four icebreakers and six ice active at once. Wired and wireless Network ports.

BMI
computers · Enc 0 · ₡480 · R4

Brain-Machine Interface: neural sheath linking neurons to a computer for full sensory “deep” runs. Not a computer itself, but may connect to any computer. During a Network encounter, go deep as a maneuver: until go shallow, only Network actions/maneuvers (no real-world actions/maneuvers), but may perform a second maneuver each turn without spending strain.

Burst Transmitter
comms · Enc 1 · ₡440 · R6

Powerful narrow-band encrypted transceiver from Lunar Insurrection surplus; can push short messages Earth-to-orbit and was used for signals warfare. When performing the Access System action with a burst transmitter: reduce difficulty by 1 (minimum Simple −).

Climbing Harness
tools · Enc 2 · ₡400 · R4

Full harness, ~200 m micro-filament rope (two adults), quick-stick pitons, motorized ascend, one-shot grapnel. Grapnel: Ranged (Light) vs difficulty by range band of the target structure. Securing a piton is a maneuver. Motorized harness: ascend/descend without a check.

Cross-Body Bag
storage · Enc +3 · ₡30 · R1

Messenger bags, engineer bags, and computer totes worn over the shoulder or across the torso. Weatherproof, zero-G polymer, or RFID-proof variants exist. While worn: encumbrance threshold +3.

Disguise Kit
clandestine · Enc 4 · ₡250 · R5

Used by criminals, spies, and investigators to alter appearance: wigs, hairpieces, makeup, contacts, camo paints, prosthetic features. Advanced kits may include basic biometric spoofers for fingerprint, retinal, or even genelocks.

Emergency Medkit
meds · Enc 1 · ₡100 · R2

Compact kit for moderate injuries: bandages, basic drugs, antiseptics, tools, coagulants. Allows Medicine checks to heal wounds or Critical Injuries without penalty for lacking supplies. If the Medicine check generates three Threat or Despair, supplies are used up and the kit may no longer be used.

Emergency Repair Patch
tools · Enc 0 · ₡25 · R2

Alloy adhesive patches for temporary machine repairs (even shuttles/dropships in a pinch) and basic bioroid repairs. Either: add Setback to a Mechanics check when making repairs, or use as a slap-patch to heal bioroids (same diminishing-return slap-patch rules).

Field Radio
comms · Enc 1 · ₡250 · R5

Heavy-duty military transceiver with smart encryption. Antenna, power, and kit fit a lightweight pouch. Broadcasts anywhere within line of sight of the bearer (including low orbit).

Flashlight
tools · Enc 0 · ₡10 · R1

Modern high-efficiency flashlight. Provides light out to medium range and removes Setback added to checks due to darkness.

Forensic Kit
tools · Enc 4 · ₡475 · R5

Suitcase forensics kit: evidence storage (incl. cold micro-freezer), fingerprint/DNA tools, magnifier/recorder, chemical/DNA analyzer, camera + las-scanner for holographic scene capture. When searching a crime scene with it: add Advantage to Vigilance and Perception checks.

Handheld Scanner
tools · Enc 1 · ₡100 · R2

Handheld diagnostic scanner for mechanical and electrical faults; interfaces with computer-controlled machines and smart systems. On Computers or Mechanics checks to work on hardware while using it: add Advantage to the results.

Happy Patch
meds · Enc 0 · ₡10 · R1

Cheap Pixel dermal patches from the undercity. After use: heal 3 strain but become disoriented for the remainder of the encounter (or one hour narrative time). Addictive if the group uses addiction rules (all drugs here except slap-patches).

Infiltrator Goggles
clandestine · Enc 1 · ₡300 · R6

Smartgoggles with passive night vision, thermal imaging, and (in some models) microband radar. While worn: remove up to two Setback added to checks due to darkness, smoke, or other concealment.

Las-Scanner
tools · Enc 1 · ₡170 · R4

Laser imager that produces a detailed 3D map of a room, compartment, cave, etc. in seconds, with software for markup. Useful for engineers and for infiltrators casing secure sites.

Load-Bearing Gear
storage · Enc +3 · ₡45 · R3

Also called a tac-vest: full-torso vest with snaps, loops, and hooks (often zero-G polymers). Can be worn over body armor or plasteel carapace. While worn: encumbrance threshold +3.

Lockbreaker
clandestine · Enc 1 · ₡125 · R5

Modular electronic lockpicking device for key-card, time, keypad, and computer-controlled locks (advanced models may tackle biometrics). Allows attempts to open electronic locks/latches. On Skulduggery to open an electronic lock while using it: add two Advantage to the results.

Lockpick Set
clandestine · Enc 1 · ₡75 · R5

Specialty tools for mechanical locks. Possession can draw police attention. Allows attempts to open mechanical locks/latches. On Skulduggery to open a mechanical lock while using it: add one Advantage to the results.

Low-Fi
meds · Enc 0 · ₡50 · R2

Also called Blue Tears / Free-Fall: plaza-level gel-tabs that slow time perception with intense hallucinations. After taking: lose free maneuver on your turn for the next five rounds (or five minutes narrative), and add two Threat to any checks during that time.

Makerbox
tools · Enc 5 · ₡1,000 · R6

Catchall for commercial 3D printers / fab suites using synthetic and composite feedstocks. Cannot print complex multi-part devices like finished firearms or PADs, but can make components. Assemble a simple tool (or equivalent part) of encumbrance 2 or less in five to ten minutes with matching raw materials (plascrete/metals).

MAL Container
storage · Enc 15 · ₡10,000 · R8

Matrix Alignment Lock shipping case: dull-gray oval in a polycarbon harness. A modulated current realigns the molecular matrix into a seamless, diamond-hard seal that stays locked without power and has no computerized components. Holds items totaling up to encumbrance 20. Opening without the correct current needs plasma cutters or explosives (which usually destroy the contents). Randomly guessing the combination with a computer takes on the order of 1d5 years.

Micro-Welder
tools · Enc 1 · ₡80 · R2

Small hand-held arc welder with swivel head and flip-up eye shield for emergency repairs and bonding lightweight materials. Not for heavy structural work, but can fix a weapon or seal a door in a pinch.

Modular Backpack
storage · Enc +5 · ₡100 · R3

Military-surplus-style buckyweave backpacks with current-activated internal frames and quick-seal weatherproof compartments. While worn: encumbrance threshold +5.

Monocam
computers · Enc 0 · ₡120 · R2

Small digital video recorder worn over one or both eyes (monocle/glasses style). Not a computer. Records what you see for download to a linked computer or PAD. Popular with newscasters and vloggers.

O2 Bottle
tools · Enc 1 · ₡35 · R2

Emergency oxygen bottle with disposable mouthpieces/modular valves (common Midway to Mars). Avoid effects of suffocation in low-oxygen environments (vacuum, underwater, toxic gas) for up to ten minutes. Other environmental effects (e.g. vacuum wounds) still apply.

PAD
computers · Enc 1 · ₡200 · R2

Personal Access Device: ubiquitous phone + Network terminal + storage + PC. Handheld or wearable; touch, voice, or higher-end holo/gesture interfaces. Without Network access, much more limited. Computer capacity: one icebreaker and one ice active. Generally wireless only. Storage for other files is effectively unlimited for most campaigns.

Personal Comlink
comms · Enc 0 · ₡25 · R4

Modern walkie-talkie: small, secure personal comms. Limited range but largely unaffected by buildings. Cheap, common, and largely untraceable because they only talk to a specified network of comlinks.

Portable Clinic Kit
meds · Enc 3 · ₡700 · R4

Street “doc-bag”: backpack clinic with omnitools of self-sterilizing smart plastic, compressed supplies, concentrated drugs, and an integrated diagnostic computer. Allows Medicine without supply penalty. On a successful check to heal wounds, target heals 1 additional wound and 1 additional strain.

Portable Rig
computers · Enc 3 · ₡750 · R5

Backpack- or satchel-sized rig balancing PAD portability and big-rig power. Preferred for runs on the move. Computer capacity: up to two icebreakers and two ice active. Wired and wireless ports.

Portable Toolkit
tools · Enc 4 · ₡200 · R2

Hand tools plus circuit testers, meters, scanners, and specialty bits for basic mechanical and electronic repair (PAD screens to hopper turbines). Provides the equipment needed to make Mechanics checks without penalty for lacking tools.

Reader
computers · Enc 0 · ₡175 · R2

Tiny ID and credit reader worn as jewelry or implanted. Point-of-sale and access-control staple for vendors, artisans, and bouncers. Not a computer, but may link to one and can serve as a link into a system.

Respirator
tools · Enc 1 · ₡40 · R1

Gas mask / rebreather (some with integrated goggles). While worn: add Success to Resilience checks to resist poisonous atmospheres or hazardous environments.

Rope
tools · Enc 1 · ₡5 · R1

Reinforced synthetic-fiber rope: light, high tensile strength, as versatile as classic hemp for climbing, securing loads, and improvised solutions.

Slap-Patch
meds · Enc 0 · ₡25 · R2

One-use synthskin patch (stim + painkiller + antibiotic). Maneuver to apply to self or engaged ally; consumed. Heals 5 wounds the first use that day; each later patch the same day heals 1 fewer (2nd→4 … 6th→0). Resets after one day. Counts as Genesys painkillers for talents/rules. Bioroids do not gain wound healing from slap-patches (use emergency repair patches instead).

Smartspecs
computers · Enc 1 · ₡90 · R3

Goggles or shades that let users without skulljacks/cybereyes interface with smart tech. Most are wireless and sync up to four smart systems; data shows in peripheral vision. Not a computer, but may link to one and provide a HUD for it.

Snap-Locks
clandestine · Enc 0 · ₡5 · R3

Half-meter zero-G polymer strips that snap around wrists/ankles when struck hard. Cannot be severed without heavy cutters. Escaping without heavy cutters: Formidable (◆◆◆◆◆) Athletics or Daunting (◆◆◆◆) Coordination.

Space Suit
tools · Enc 6 · ₡500 · R3

Modern lightweight EVA suit: temperature control, radiation shielding, O2 and power. Some armored with slip-on plates or buckyweave; higher-end models may add thrusters, power assist, magnetic soles. Typically sold with an emergency repair kit for tears/leaks. When worn, encumbrance is 3.

Stim
meds · Enc 0 · ₡5 · R1

Uppers/stimulants (street quality varies). Maneuver to take or inject an engaged ally. Immediately heal all strain currently suffered. At end of encounter, instead of normal strain recovery, suffer 10 strain; may make Average (◆◆) Resilience to reduce that by 1 per Success or per two Advantage.

Sting
meds · Enc 0 · ₡50 · R3

Sting / Blo-Back neurosuppressant: blocks pain receptors while overstimulating adrenals. Maneuver to inject self or engaged ally. Until end of encounter, ignore penalties Critical Injuries impose on skill checks (GM may exclude blindness/lost limbs, etc.). After the encounter, penalties return and immediately suffer 4 strain and 4 wounds.

Utility Belt
storage · Enc +2 · ₡20 · R1

Hip belt with holster or tool bag and sealable weatherproof pouches for small items. While worn: encumbrance threshold +2.

Body Modifications

Cybernetics permanently reduce Strain Threshold while installed. Skill/characteristic bonuses from cyber are capped at +1 total per stat. G-mods do not cost strain threshold.

Bone Lacing cybernetic
₡1,000 · R5 · −1 ST

Invasive reinforcement of the skeleton with buckyweave and lightweight alloys. Used medically for bone disease/breaks and by laborers, colonists, soldiers, and mercs who can afford it. Whenever you suffer a Critical Injury, roll twice on the Critical Injury table and choose which result applies. −1 Strain Threshold while equipped.

Crit choice; −1 ST.

Cat Claws g-mod
₡400 · R6

Retractable claws under the nails (defense + aesthetic). Suffer 1 strain: until end of encounter, unarmed Brawl deals +1 damage and Crit 3. Unnoticeable without thorough medical inspection when retracted.

Unarmed option: +1 dmg, Crit 3 (costs 1 strain/encounter to activate).

Chameleon Skin g-mod
₡400 · R6

Color-changing skin (chameleon/cephalopod genes + melanocytes). Starts as solid human skin tones; with practice any color/pattern. Primarily cosmetic; popular with operatives. Suffer 1 strain before Stealth or a check to apply/adopt a disguise to add one Success.

Suffer 1 strain before Stealth/disguise: +Success.

Cybereyes cybernetic
₡500 · R4 · −1 ST

Common prosthetic eyes for enhancement or injury replacement (night-vision / IR common). +1 Perception; remove Setback from smoke or darkness on checks; can display PAD info on the eyes. −1 ST while equipped. Cyber skill bonuses cap +1 total per skill.

+1 Perception (cyber); −1 ST.

Cyberlimb cybernetic
₡2,000 · R4 · −1 ST

High-tech prosthetic arm or leg (surplus hard plastic to lifelike athlete models). Choose +1 Brawn or +1 Agility when obtained (cyber characteristic bonuses cap +1 total per characteristic). Having one or more cybernetic arms costs −1 ST; one or more cybernetic legs costs −1 ST (this catalog entry uses strain_cost 1 per limb install). Pure medical replacements for Maimed may be half price with no bonus, still costing ST.

Choose +1 Brawn or +1 Agility; −1 ST.

Cyberorgan cybernetic
₡500 · R5 · −1 ST

Mechanical organ replacements, now also used for performance. Choose one: Heart (+2 Wound Threshold; special exception, max +2 WT from cyber hearts total); Lungs (+1 Athletics; survive up to five minutes in unbreathable atmosphere but not vacuum); Liver (+1 Resilience; immune to alcohol). Each cyberorgan: −1 ST while equipped.

Choose heart / lungs / liver; −1 ST each.

Enhanced Healing g-mod
₡500 · R5

Supercharges natural healing; minor injuries knit quickly. Suffer 1 strain before a Resilience check to recover from Critical Injuries to add Success. When healing via natural rest, heal +1 wound.

Healing bonuses (see description).

Enhanced Hearing cybernetic
₡500 · R4 · −1 ST

Evolution of the hearing aid: subminiature amplifiers and nerve enhancement to superhuman hearing. +1 Vigilance; remove Setback from loud noises or sound-based attacks. −1 ST while equipped.

+1 Vigilance; −1 ST.

Enhanced Muscles: Coordination g-mod
₡1,500 · R6

Genetic muscle sculpt for coordination/reflexes (athletes, thrill-seekers). Only one enhanced-muscle type allowed. Suffer 1 strain before Coordination or Ranged (Light) to add Success. G-mod install: Average Resilience or risk rejection/mutation (SotB).

Suffer 1 strain: +Success on Coordination or Ranged (Light).

Enhanced Muscles: Strength g-mod
₡1,000 · R6

Genetic muscle sculpt for raw strength. Only one enhanced-muscle type allowed. Suffer 1 strain before Athletics, Brawl, or Melee to add Success. G-mod install risk applies (Average Resilience).

Suffer 1 strain: +Success on Athletics, Brawl, or Melee.

Enhanced Olfactory Receptors g-mod
₡500 · R6

Hypersensitive nose; can be toggled so daily life is not constant sensory overload. Suffer 1 strain before Survival to add Success.

Suffer 1 strain before Survival: +Success.

Enhanced Reflexes cybernetic
₡800 · R5 · −1 ST

Nerve/nanomachine implant originally for damaged nervous systems and neurodegeneration. Makes users incredibly quick (world often feels slow). +1 Coordination and +1 Vigilance. −1 ST while equipped.

+1 Coordination & Vigilance; −1 ST.

Follicle Control g-mod
₡300 · R7

Control body hair growth/shedding for drastic look changes (messy, not salon-perfect). Suffer 1 strain to shed hair over about a minute, or to stimulate growth (stubble hours, long hair a day or more). Choose any natural hair color when growing.

Grow/shed hair (cosmetic).

Geno-Sculpted Physique g-mod
₡800 · R5

Gene cocktail altering eye color, muscle definition, facial features, minor height/weight — skin-deep; not actual strength. Suffer 1 strain before Charm or Leadership to add Success.

Suffer 1 strain before Charm/Leadership: +Success.

Neuro-Regulator cybernetic
₡1,500 · R6 · −1 ST

Microelectronics wired into the brain. Originally for mental illness; can increase focus and mute “troublesome” emotions like fear — users may seem creepy or emotionless. +1 Willpower (cyber cap +1). −1 ST. GM may add Setback to social checks for seeming robotic; may also lack good sense to flee danger.

+1 Willpower; −1 ST.

Nighteyes g-mod
₡800 · R6

Altered eyes take in more light (passive night vision) but are sensitive to brightness; slightly unnatural reflective pupils. Often need sunglasses. Suffer 1 strain before Vigilance or Perception in dark conditions to add Success. In bright conditions: add Success and Failure instead.

Dark/bright Perception/Vigilance mods.

Pain Editor cybernetic
₡400 · R6 · −1 ST

Microscopic neural shunts controlled by an organic processing chip suppress pain. Once per encounter when you suffer a Critical Injury, activate as an out-of-turn incidental: until end of encounter ignore that Crit’s skill-check penalties (GM may exclude blindness/lost limbs). Penalties return after the encounter. −1 ST. Users may fail to notice how badly they are hurt.

Ignore one Crit’s check penalties once/encounter; −1 ST.

Skulljack cybernetic
₡1,250 · R5 · −1 ST

Black-market staple access jack in the skull (wired or wireless) to control computers. Acts as a surgically installed BMI: go deep/shallow Network rules and free second Network maneuver. While linked to a computer: +1 all Knowledge skills (cyber skill cap applies). −1 ST. Wireless can sometimes be jammed or intercepted.

BMI; +1 all Knowledge while linked; −1 ST.

Spinal Modem cybernetic R
₡1,350 · R7 · −1 ST

Archaic spinal computer with portable-rig processing power wired to the brain. Computer: up to 2 icebreakers + 1 ice; wired + wireless. Full BMI deep-run benefits. +1 all Knowledge. −1 ST. Can never disconnect from the Network (always traceable/targetable). Restricted. Risk of burning out the user’s mind.

Onboard rig + BMI; +1 Knowledge; −1 ST; always online.

Sub-Dermal Armor cybernetic
₡1,000 · R5 · −1 ST · +1 soak

Thin buckyweave and ballistic gel plates under the skin. Enough to turn a blade or absorb a beating, not a substitute for armor. +1 soak. −1 ST while equipped.

+1 soak; −1 ST.

Tooth Buds g-mod
₡600 · R6

Canine teeth fall out and regrow as long fangs; jaw strengthened as a side effect. When biting: unarmed Brawl +2 damage and Vicious 1. Add Boost to Coercion and Setback to Charm (intimidating, but hard to fully close the mouth; lisping/drooling common). Some file the fangs to fit.

Bite unarmed +2 dmg, Vicious 1.

Toxin Filters g-mod
₡400 · R6

Altered liver plus harmless tumor-like filters throughout the body. Very hard to poison; cannot get drunk or high; generally impervious to atmospheric toxins. Suffer 1 strain before Resilience to resist poisons, toxins, or addiction to add Success. Suffer 1 strain to cancel effects of a drug in your system (no effect on slap-patches).

Poison/drug resistance.

Attachments

SotB Table 2–8. Use hard points (HP) on weapons/armor. These replace Core attachment options in this setting.

Ammo Counter weapon
₡200 · R3 · HP 1

Use with: Any smart ranged weapon.

Displays max and current shots in a cybereye, smartgoggles, or HUD so the user is not surprised by an empty mag.

Modifiers: While using this weapon, the GM cannot spend Threat or Despair to cause it to run out of ammo. HP required: 1.

Balanced Hilt weapon
₡1,000 · R6 · HP 1

Use with: Any one-handed Melee weapon.

Ultra-lightweight materials and careful balance make a hand weapon light and easy to wield.

Modifiers: Gains Accurate 1 or increases Accurate by 1. If it has Inaccurate, reduce Inaccurate by 1 (min 0) instead. HP required: 1.

Ballistic Plates armor
₡350 · R4 · HP 1

Use with: Any combat armor.

Plascrete after-market plates popular with mercenaries and NAPD SWAT. Heavy, but they help deflect shots and blows and absorb damage from direct hits.

Modifiers: Wearer increases ranged defense by 1. Armor encumbrance +1. HP required: 1.

Ballistic Targeting Display weapon
₡500 · R5 · HP 3

Use with: Any smart Ranged (Heavy) or Gunnery weapon.

Smart long-range suite: rangefinder, digital optics, laser sight, weather uplink. Feeds range, windage, and bullet drop to cybereye/HUD/smartgoggles.

Modifiers: Reduce difficulty of ranged combat checks beyond medium range by 2 (min Average ◆◆). Cannot combine with another scope/sight bonus. HP required: 3.

Bipod Mount weapon
₡250 · R2 · HP 1

Use with: Any Ranged (Heavy) or Gunnery weapon.

Simple two-legged stand to stabilize a weapon. Low-tech but still popular.

Modifiers: If you spend one preparation maneuver to deploy: while crouched/prone (or braced on something solid), Cumbersome/Unwieldy reduced by 2 (min 0) and encumbrance reduced by 2 (min 0). HP required: 1.

BMI-Linked Trigger weapon
₡120 · R2 · HP 1

Use with: Any smart ranged weapon.

Firing mechanism linked to a BMI/skulljack/spinal modem so the weapon can be fired by mental command (training required to avoid stray thoughts).

Modifiers: Requires BMI, skulljack, or spinal modem. First combat check with this weapon in an encounter: add Success and Threat. May fire by mental command even if not holding it, if within long range. HP required: 1.

Buckyweave Enhancement armor
₡9,000 · R7 · HP 2

Use with: Any armor.

Reinforces a suit with fantastically expensive, quad-layer buckyweave fabric to drastically increase its protective qualities.

Modifiers: Armor gains the Reinforced item quality. HP required: 2.

Enhanced Optics Suite armor
₡1,200 · R6 · HP 1

Use with: Any armor that includes a helmet.

Optical enhancements built into the helmet: passive night vision, thermal imaging, digital zoom, vid recording, polarized filters. Advanced models may include ultrasound or radar imaging.

Modifiers: Removes up to two Setback added to checks due to smoke or darkness. HP required: 1.

Enhanced Weight weapon
₡250 · R2 · HP 1

Use with: Any close-combat weapon that deals bludgeoning/crushing damage (not edged).

Denser striking surfaces for more impact on bludgeoning weapons.

Modifiers: Damage +2. Gains Cumbersome 2 or increases Cumbersome by 1. HP required: 1.

Intimidating Paint Job armor
₡90 · R2 · HP 0

Use with: Any armor.

Skull, demonic face, or similar paint/holo on the faceplate or surface. Custom work only — more frightening than a blank carapace visor.

Modifiers: While wearing this armor: add Success to Coercion checks; add Failure to Charm checks. HP required: 0.

Jump Jets armor
₡555 · R5 · HP 2

Use with: Any armor with a rigid external carapace.

Short-range thrusters for microgravity and brief flight / high-altitude drops on Earth (e.g. Argus Icarus System).

Modifiers: Once per encounter, activate as an incidental. Until end of next turn: may fly and do not suffer falling damage. HP required: 2.

Recoil Compensators weapon
₡350 · R4 · HP 1

Use with: Any smart slugthrower weapon.

Smartlinked gyrostabilizers and gas vents to make automatic or hard-kicking slugthrowers more controllable.

Modifiers: Decrease Inaccurate by 1 (minimum 0). HP required: 1.

Shortened Barrel weapon
₡180 · R3 · HP 1

Use with: Any Ranged (Light) weapon.

Purpose-built short barrel for a quicker draw at the cost of effective range.

Modifiers: Draw this weapon as an incidental (not a maneuver). Weapon range becomes short. HP required: 1.

Street Wear armor
₡125 · R2 · HP 0

Use with: Optical camouflage suits, environmental hardsuits, and light body armor.

Tailoring and cut that make armor look like ordinary street clothing.

Modifiers: Armor looks like normal clothing. Anyone searching the character adds Setback Setback to Perception checks to notice they are wearing armor. HP required: 0.

Strength-Enhancing System armor
₡2,000 · R5 · HP 2

Use with: Any armor with a rigid external carapace.

Exosuit tech (polyfiber muscle clusters and microhydraulics) that turns a hardsuit into makeshift powered armor for lifting and carrying.

Modifiers: While wearing: encumbrance threshold +5; add Success to Brawn-based checks. HP required: 2.

Superior Weapon Customization weapon
₡750 · R7 · HP 1

Use with: Any weapon.

Custom fitting and finishing so a mass-market weapon becomes an extension of its user.

Modifiers: Weapon gains the Superior item quality. HP required: 1.

Target-Selection System weapon R
₡1,225 · R7 · HP 2

Use with: Any smart ranged weapon.

IFF smart system that identifies allies and refuses to fire when a shot would hit a friendly. Takes a moment to scan the fight.

Modifiers: Spend a maneuver to activate for the rest of the encounter: GM cannot spend Despair from combat checks with this weapon to hit an ally engaged with the original target. HP required: 2.

Targeting Reticle weapon
₡800 · R5 · HP 1

Use with: Any smart ranged weapon.

Simple smart reticle in cybereye/HUD/smartgoggles. Improves accuracy; does not combine with other sighting systems; only moderately useful at longer ranges.

Modifiers: Gains Accurate 1 or increases Accurate by 1 (or reduces Inaccurate by 1, min 0). Cannot combine with another scope/sight bonus. HP required: 1.

Telescopic Sight weapon
₡200 · R3 · HP 1

Use with: Any ranged weapon that could logically use a telescopic sight.

Traditional optical magnification. Cheaper than smart systems; modern materials improve durability, but function is classic glass and tubes.

Modifiers: Reduce difficulty of ranged combat checks at long and extreme range by 1. HP required: 1.

Torso Combat Harness weapon R
₡1,175 · R5 · HP 3

Use with: Any smart ranged weapon.

Harness plus powered articulated arm that supports heavy weapons on the body (e.g. HHI PowerLift). Unwieldy for untrained users; lets someone field a heavy gun without a full exosuit.

Modifiers: While harness is attached to you: Cumbersome reduced by 4 (min 0), encumbrance reduced by 2 (min 0). Weapon gains Unwieldy 2 or increases Unwieldy by 1. HP required: 3.

Vacuum Sealed armor
₡500 · R4 · HP 1

Use with: Any armor that covers the entire body and includes a helmet.

Joint seals, coatings, and unisuit changes so a full-body armored suit resists NBC agents, heat, cold, and vacuum when buttoned up.

Modifiers: While wearing: ignore effects of vacuum and other hazardous environments for up to two hours. HP required: 1.

Weapon Lockout weapon
₡145 · R3 · HP 1

Use with: Any smart weapon.

Biometric / palm-print lock so only the designated owner can fire a smart weapon.

Modifiers: Cannot be fired except by designated user. Unlocking/reprogramming a stolen lockout: Daunting (◆◆◆◆) Computers (Hacking). GM may spend three Threat or Despair to permanently disable the weapon. HP required: 1.

Weapon Sling weapon
₡25 · R1 · HP 1

Use with: Any Ranged (Heavy) weapon.

Simple sling that takes up part of a longarm’s weight. Styles vary; New Angeles often favors bold hexagonal patterns.

Modifiers: Weapon encumbrance −2. HP required: 1.

Network software (ICE & icebreakers)

SotB Tables 3–4 / 3–5. Full rules text also on Rules → ICE.

ICE

Archer sentry
Str 5 · ₡850 · R5 · (R)

On fail: sysops notified; one of the runner’s icebreakers is destroyed. Archer deactivates until end of runner’s next turn. Threat Threat Threat: damage one icebreaker two steps. Despair: destroy one icebreaker instead.

Authenticator code-gate
Str 3 · ₡300 · R2

On fail: lose access to entire system; must Access System again.

Enigma code-gate
Str 3 · ₡400 · R2

On fail: lose access to entire system; must Access System again. Before breaking, runner must spend a maneuver studying it.

Fire Wall barrier
Str 6 · ₡400 · R3

On fail to break: cannot access the protected sub-system (no further effects).

Great Wall barrier
Str 6 · ₡600 · R4

On fail: cannot access protected sub-system(s). Up to three sub-systems may be protected by this ice.

Hadrian's Wall barrier
Str 8 · ₡650 · R5

On fail: cannot access the protected sub-system. Sysop may spend a maneuver to reinforce: strength becomes 10 until end of sysop’s next turn.

Hawk's Eye sentry
Str 4 · ₡475 · R4

On fail: sysops notified; provides one successful trace to sysops this encounter. Deactivates until end of runner’s next turn. Threat Threat: also provides one successful trace.

Heimdall 1.0 barrier
Str 7 · ₡1,000 · R6 · (R)

On fail: cannot access the protected sub-system. Runner may spend a maneuver to interact: reduce strength by 1 until end of next round. Add Threat per previous encounter with Heimdall this encounter.

Ice Wall barrier
Str 5 · ₡250 · R2

On fail: cannot access the protected sub-system. None. Common base for custom ice.

Janus 1.0 sentry
Str 9 · ₡5,000 · R8 · (R)

On fail: destroy the runner’s rig/computer system (kick out). If on BMI: automatic Head Ringer Critical (escalates if already suffering prior Janus crits — see SotB). Each Threat: 2 strain (or 1 strain + 1 wound on BMI).

Pop-Up code-gate
Str 2 · ₡25 · R1

On fail: suffer 2 strain. Deactivates until end of runner’s next turn. Annoying spam / marketing compulsion (narrative).

Sentinel sentry
Str 3 · ₡100 · R2

On fail: sysops notified. Deactivates until end of runner’s next turn.

Shinobi sentry
Str 3 · ₡550 · R3 · (R)

On fail: runner suffers 6 strain; one icebreaker damaged one step. Shinobi moves to protect a different sub-system if able. Each Threat: 2 strain.

Syn 2.2 code-gate
Str 6 · ₡1,250 · R5

On fail: lose access to entire system; must Access System again. On fail: add Failure Failure to further attempts against this ice until end of encounter.

Tollbooth code-gate
Str 3 · ₡200 · R2

On fail: lose access to entire system; must Access System again. May pay a fee (usually 5–50 credits) to automatically succeed on the break check.

Viktor 2.0 code-gate
Str 4 · ₡1,000 · R5 · (R)

On fail: lose access to entire system; must Access System again. Each Threat: 1 strain (or 1 wound on BMI).

Icebreakers

Athena
Str 5 · Affects barrier, code-gate · ₡2,600 · R7 · (R)

Multi-type icebreaker for barriers and code gates. While active, spend Advantage Advantage to identify one unidentified ice on the system. Too large for a PAD — host on a rig or larger. Restricted.

Battering Ram
Str 6 · Affects barrier · ₡400 · R5

Classic brute-force barrier breaker (strength 6). No special rules beyond its high strength.

Corroder
Str 4 · Affects barrier · ₡350 · R4 · (R)

Barrier icebreaker. While active, spend Advantage Advantage from a break-ice check to reduce that ice’s strength by 1 (min 1) until end of encounter. Restricted.

Crypsis
Str 3 · Affects barrier, code-gate, sentry · ₡450 · R5 · (R)

Universal icebreaker (all ice types). After using it to break ice, must spend a maneuver or Crypsis is damaged one step. Too large for a PAD — rig or larger only. Restricted.

Faerie
Str 5 · Affects sentry · ₡300 · R3

Sentry icebreaker. After attempting to break ice with Faerie, it deactivates and may not be used again this encounter.

Femme Fatale
Str 4 · Affects sentry · ₡1,200 · R6 · (R)

Sentry icebreaker. Once per encounter: spend a Story Point to succeed without a check. Once per encounter: GM may spend a Story Point to add Despair to the check. Restricted.

Garrote
Str 2 · Affects sentry · ₡225 · R2

Low-end sentry icebreaker (strength 2). Straightforward sentry override tool.

Gordian Blade
Str 3 · Affects code-gate · ₡400 · R4

Code-gate icebreaker. While active, spend Advantage Advantage to raise override strength to 4 until end of following turn.

Remora
Str 0 · Affects code-gate, sentry · ₡475 · R3 · (R)

High risk/reward hitchhiker. Override strength 0—too weak to smash through most ice by raw strength, but designed to piggyback on approved data packets and slip past sentries and code gates (not barriers). Ice may still spot the hitchhiker. When using Remora against sentries or code gates, spend three Advantage or a Triumph to avoid suffering any effects from failing to override (does not cancel the ice’s separate additional rules). Restricted.

Sagittarius A*
Str 6 · Affects barrier, code-gate, sentry · ₡2,000 · R8 · (R)

Rare, dangerous, illegal multi-type icebreaker (strength 6) that does not merely override ice—it destroys it. Voracious: careless use can devour other ice, the runner’s programs, even the system core. On a successful override, the targeted ice is destroyed. When you use it to break ice, you must spend Advantage or Triumph to destroy another active ice on the system, and the GM must spend Threat or Despair to destroy one other icebreaker on your rig. If no other ice is active, spend Advantage or Triumph to destroy the system (ends the encounter; GM adjudicates fallout). Restricted.

Torch
Str 9 · Affects code-gate · ₡3,000 · R9 · (R)

Legendary code-gate icebreaker (strength 9)—runners mythologize it as a fragment of source code stolen from the “heart of the Net” by g00ru. Sheer power backs the story. After successfully breaking ice with Torch, spend Advantage to prevent that ice from being reactivated for the rest of the encounter. Restricted.

Yog.0
Str 1 · Affects code-gate · ₡550 · R6 · (R)

Crowd-sourced database of millions of sniffed, spoofed, and logged passkeys plus a high-speed compare engine. If the key fits the gate, you’re in; if not, low override strength (1) struggles. While active, after a break-ice check you may spend three Advantage or a Triumph to override the targeted code gate even if strength would not normally suffice. Restricted.