Cyberdark equipment
Core tables with enough text to know what you are holding and how it works. Press / to search.
Weapons
| Name | Prof | Type | Range | Dam | Properties | Cost | Slots |
|---|---|---|---|---|---|---|---|
| Assault Rifle | Restricted | R | F | 1d8 | 2H, Burst | 1,500 | 2 |
| Autogun (SMG) | Restricted | R | F | 1d6 | Burst | 700 | 1 |
| Baton | Common | M | C | 1d6 | 500 | 1 | |
| Cleaver | Common | M | C | 1d6 | 100 | 1 | |
| Flamethrower | Military | R | N | 1d8 | 2H, Burst, F, I | 3,000 | 2 |
| Flametorch | Restricted | R | N | 1d6 | Burst, I | 1,300 | 1 |
| Frag Grenade | Restricted | R | N | 1d10 | Th, Ex | 1,000 | 1 |
| Knife | Common | M/R | C/N | 1d4 | F, Th | 200 | 1 |
| Machine Gun | Military | R | F | 1d10 | 2H, Burst, F | 4,000 | 2 |
| Pistol | Common | R | F | 1d6 | 800 | 1 | |
| Revolver | Restricted | R | F | 1d8 | F | 900 | 1 |
| Rocketlauncher | Military | R | F | 2d10 | 2H, RL, Ex, F, I | 25,000 | 3 |
| Shotgun | Restricted | R | N | 1d10 | 2H, F | 1,200 | 2 |
| Sledge Hammer | Common | M | C | 1d8 | 2H | 1,000 | 2 |
| Sniper Rifle | Military | R | F | 1d12 | 2H, RL | 5,000 | 3 |
| Stun Grenade | Restricted | R | N | — | Th, Ex, Stun | 800 | 1 |
| Sword | Restricted | M | C | 1d6/1d8 | F, V | 800 | 2 |
| Taser Dartgun | Common | R | N | 1d4 | Stun, Link | 600 | 1 |
| Taserwhip | Military | M | C | 1d8 | F, Stun, Link | 2,000 | 1 |
Common
500 cr · 1 slot
Expandable impact rod. Sidearm for bouncers and corp-sec.
100 cr · 1 slot
Kitchen or scrap blade. Ugly, cheap, close.
200 cr · 1 slot · F, Th
Utility blade. Thrown or stabbed. Fierce and throwing.
800 cr · 1 slot
Standard magazine sidearm. Far range, one hand.
1,000 cr · 2 slots · 2H
Two-handed demolition hammer. Two slots.
600 cr · 1 slot · Stun, Link
Fires a linked stun dart. Hold the trigger to keep shocking.
Restricted
1,500 cr · 2 slots · 2H, Burst
Two-hand burst rifle. Standard restricted long gun.
700 cr · 1 slot · Burst
Compact SMG. Burst. One slot.
1,300 cr · 1 slot · Burst, I
Short-range burner. Burst + incendiary. Needs fuel canisters.
1,000 cr · 1 slot · Th, Ex
Thrown explosive. Near cube. One use.
900 cr · 1 slot · F
Fierce heavy pistol. No magazine — still empty on a nat 1.
1,200 cr · 2 slots · 2H, F
Two-hand close cannon. Fierce. Near only.
800 cr · 1 slot · Th, Ex, Stun
Thrown flash. Near cube, stun. One use.
800 cr · 2 slots · F, V
Versatile blade. 1d6 one-hand / 1d8 two-hand. Two slots.
Military
3,000 cr · 2 slots · 2H, Burst, F, I
Two-hand military burner. Burst + incendiary. Fuel canisters.
4,000 cr · 2 slots · 2H, Burst, F
Two-hand support gun. Burst, fierce. Two slots.
25,000 cr · 3 slots · 2H, RL, Ex, F, I
Reload every shot. Explosive + incendiary. Three slots. Rockets are separate ammo.
5,000 cr · 3 slots · 2H, RL
Reload every shot. High-caliber — uses cartridges, not magazines. Three slots.
2,000 cr · 1 slot · F, Stun, Link
Close military whip. Fierce, stun, link.
Weapon properties
Track magazines / fuel canisters, not individual shots. Nat 1 on a ranged attack = empty. Reload costs 1 action or movement.
Instead of a normal attack, target every creature in a near-sized cube extending from you. One attack roll. Hit anyone whose AC is equal or below that roll. Consumes a whole magazine or fuel canister.
Detonates in a near-sized cube centered on the target.
Use STR or DEX when attacking with this weapon.
Burns 3 rounds, 1d4 damage per round (not cumulative).
After a hit, each turn you may spend your action to auto-deal the weapon’s damage again. Ends if the target leaves range or line of sight.
Reload after each attack. Nat 1 = jammed (1 action to clear).
Stunned 1 round: move or act, not both.
Ranged attack with STR or DEX by throwing the weapon.
Needs both hands.
One-handed = lower damage die; two-handed = higher.
Armor
| Name | Prof | AC | Cost | Slots | Properties |
|---|---|---|---|---|---|
| Beetle Armor | Military | 16 | 13,000 | 3 | No swim; disadvantage stealth; ½ explosion damage |
| Street Jacket | Common | 11+dex | 1,000 | 1 | |
| Tactical Armor | Restricted | 13+dex | 6,000 | 2 | Disadvantage on stealth, swim |
| Unarmored | any | 10+dex | 0 | 0 |
Military sealed exo. AC 16, no DEX. Cannot swim, disadvantage on stealth, half explosion damage.
No swim; disadvantage stealth; ½ explosion damage
Lined jacket or armored hoodie. Common. AC 11 + DEX.
Restricted vest/plates. AC 13 + DEX. Disadvantage on stealth and swim.
Disadvantage on stealth, swim
Street clothes. AC is 10 + DEX. No slot.
Gear
Carbon-steel crowbar with shock-absorbent grips. Advantage on checks to pry sealed hatches, corp lockers, or drone panels.
High-caliber ammo for sniper-class weapons. Track the box, not individual shots.
Storage wafer. Holds any number of credits and strings. Credits themselves are free to carry on a shard.
Pressurized fuel for flametorches and flamethrowers. If spilled and ignited: close area, 3 rounds, 1d4 per round.
Starting implant, not a backpack item. Jack in, stream, hack, and anchor 4 implant slots. See Ghostlink in Rules.
Polymer vial, one dose (medicine, toxin, stim). Used with stabilizer, stimshot, rad-patch.
Wrist reel of 60’ smart-fiber cable. Magnetic anchor. Lifeline in zero-G, net-dives, or climbing wreckage.
Standard gun ammo. Nat 1 on a ranged attack empties the weapon. 3 magazines per slot.
Bio-synthetic decoy animal. Firewall to near for 1 hour (half an hour inside the Cyberdark). Consume an active MCF to avoid possession. Anything you can do to an MCF, you can do to a person.
Sealed paste and water. One pack feeds a person for a day. Required to rest.
Sealed face rig. Oxygen die d10. See Oxygen rules.
Portable tank. Oxygen die d12. Advantage on oxygen rolls. If damaged, d6: 1–3 explodes in near (current oxygen die, Incendiary); 4–6 just broken.
Biofoam patch. Neutralizes radiation, toxin, or disease for 24 hours. Uses an injector slot.
Rocket-launcher ammo. Can explode if pierced or burned.
Broken wires, chips, plating. Cyberforging material. 1–10 per slot.
Fits a magazine or cartridge weapon. Stay hidden after you attack. Does not work with Burst. +1 slot if left on the gun.
Plasma lighter. Routine ignition always works. Burns 1 minute even underwater. Lights to double near.
Field stabilizer. Used with an injector. Target regains 1 HP.
Combat stimulant. Used with an injector. Target regains 1d4 HP.
Rare encoded data. Cyberforging / trade. Free to carry on a data shard.
Electric emitter. Lights to double near.
Harness with smart-fabric pouches. Carries your gear. First one is free to carry.
Implants
Ghostlink anchors 4 slots: neural, body, arms, legs. Starting characters pick one level 1 implant.
1/day, advantage on initiative
Harmful glitches targeting you are DC 15
3 injectors that can fire on set circumstances
1/day, avoid a hit and make an attack
+1 CON
1/day, avoid an attack that would hit you
1/day, ADV on all attacks for 3 rounds
1/day +d6 on hacking checks
Free near movement each turn
Hold breath for 1 hour
1/day, immune to damage for 1 round
×2 damage against surprised targets
+1 STR or DEX (pick)
Double movement first round of combat
Walk or cling on metallic surfaces
+1 to ranged or melee attack rolls
+2 CON or +2 CHA (pick)
+1 CHA
+2 STR or +2 DEX (pick)
+1 melee attacks and damage
1/day, cast a specific level 1 glitch with +5
Hidden retractable arm weapon (not 2-slot). Takes no gear slots.
Double-near range, can carry 1 gear slot
1/day, deflect a melee attack that hits you
1d4 unarmed. Stabilize DC 8.
Advantage on initiative
Roll healing dice with advantage
+1 AC
+2 AC
+2 WIS or +2 INT (pick)
+1 INT or WIS (pick)
Immunity to a poison after suffering it once
Reproduce any sound; change your voice
You know how to use one specific weapon
+1 to attack and damage
+2 gear slots