Equipment

Equipment price list and details

Weapons

  • Pistol (DOT1 9-15 rounds, short range) - ES250
  • Submachinegun/P90 (DOT1 15-30 rounds, short range) - ES400
  • Assault rifle (DOT2 20-30 rounds, medium range) - ES600
  • Machinegun/LMG (DOT2 30-100 rounds, long range, large/heavy) - ES700
  • Shotgun (DOT3 2-8 rounds, short range) - ES450
  • Sniper rifle (DOT3 1-8 rounds, long range) - ES800

Ammunition (per mag/reload)

  • Pistol - ES15 
  • Submachinegun - ES30 
  • P90 - ES50 
  • Assault Rifle - ES60 
  • Machinegun - ES200 
  • Shotgun - ES25 
  • Sniper rifle - ES50 

Armour 

  • Light Armour: +1 hit point - ES(Free)
  • Medium Armour (flack vest): +2 hit points - ES250
  • Medium Armour (armoured business suit/high fashion outfit): +2 hit points - ES375
  • Heavy  Armour (full body, flack vest, pauldrons & greaves): +4 hit points - ES500
  • Helmet: +1 hit point - ES150
  • Super Heavy (full body costume & helmet, heavy and bulky – think RoboCop): +7 hit points -  ES1000 

Medical

  • MedKit: restores 2 hit points, 3 applications, use once per person per scene. (Usable by Soldier/Scout/MedTech) - ES300
  • SIAB: restores full hit points, unlimited uses (Usable by MedTech only) -  ES1000
  • Trauma Team Card (single use) - ES1000

Combat Drugs

  • First Aid: stabilises on zero hits, 3 applications, can be moved or move slowly themselves  - ES100
  • Wakey Wakey: restore to 75% heal to starting hits, but it's temporary (-1 hit/60 minutes) - ES500
  • Surge: +5 hits, but the comedown hurts (-1 hits/10 minutes) - ES250
  • Berserker: +10 hits, but the consequences are immediate (-1 hits/1 minute) - ES750

CyberWare

  • Neural controller – Basic (necessary for all CyberWare; single Skillchip slot) - ES150 
  • Neural controller – Advanced (necessary for all CyberWare; two Skillchip slots)  - ES300
  • Neural controller – Ultimate (necessary for all CyberWare; three Skill chip slots) - ES600 
  • Replacement limb (cybernetic equivalent of normal limb, no bonuses) - ES1000 
  • Upgraded cyber arm (allows use of melee attack/cyber punch) - ES3000 
  • Upgraded cyber leg (allows use of melee attack/cyber kick) - ES3000 
  • Armoured cyber arm (allows use of melee attack/cyber punch, +1 hits) - ES5000
  • Armoured cyber leg (allows use of melee attack/cyber kick, +1 hits) - ES5000
  • Cyber torso (cybernetic replacement for normal torso, no bonuses) - ES1000 
  • Armoured cyber torso (+2 hit points, look like RoboCop) - ES3000
  • Military SpeedWare (dodge melee attack/cyber punch/tooth and claw rules, shots often miss)  - ES10000
  • Cyber radio implant (use PMR with ear piece/head set)  - ES200
  • Subdermal armour (+2 hit points) - ES750 

Cyberware notes

Phys-reps should be used where possible for Cyberware, particularly for replacement limbs. We have a number of light foam props that can be used for this but they may not fit all people so please speak to us if you would like to use one

Net connection and cyber radio implant requires OOC smart phone/radio which cannot be removed from character IC

Skillchips (ES500 each, require Neural Controller)

  • Medic – use of Med kits (not SIAB)
  • Armour – use of Medium armour
  • Tank (Soldiers only) – use of Super Heavy armour
  • Sub machine gun
  • Assault rifle/LMG
  • Sniper rifles
  • Shotguns
  • ...and many others

Other

  • Cyberdeck (Usable by Netrunner only, requires Neural controller) -  ES1000
  • Secure Radio (Usable by Scout only) -  ES100
  • Handheld Agent (net connection to find out information, usable by Corporate only) - ES250