Quick run down of the stats Skill reflects what kind of skill you need to effectively use the weapon Rating is how High tech/rare/and illegal an item is. A reflects simple, F is Clan level tech. All characters have access to Legal B and rarity B equipment, which is modified by your Well Connected trait if you possess it. Technology may not go past D, without exception. AP: How well a weapon penetrates armor. If the AP is higher than the armor value, then armor is ineffective against the weapon. If it is lower, then it reduces the effectiveness of the armor by the Armor value - AP. Armor: How well the armor defends against the four types of damage in the game. Any and all other questions can be directed to Chris, and I'll answer them to the best of my ability. WEAPON TABLE Equipment AP• Range in Meters Cost/ Item Skill Ratings Damage Type* S/M/L/E Shots Reload Weight Notes Archaic/Melee Weapons Compound Bow ARC C/A/A 2•2D6 B 10/25/70/160 1 15/2 1 kg Simple Action load & fire Crossbow ARC A/A/A 3•2D6 B 5/16/30/70 1 10/1 2 kg — Knife/Dagger/Bayonet BLA A/A/A 1•1D6 M — — 8 250 g — Knife (thrown) THW A/A/A 1•1D6 M STR x 1/2/3/4 — 8 250 g — Sword BLA A/A/B 1•2D6 M — — 30 3 kg — Club or improvised STF A/A/A 1•1D6 M — — — 2 kg — Vibroblade BLA D/B/C 5•2D6 M — 1† 100/†† 350 g — Vibrosword BLA E/C/D 5•3D6 M — 1† 300/†† 4 kg — Stunstick BLA C/A/B 0•4D6 E — 1† 200/†† 200 g Subduing; do not add STR Slug-Throwers Revolver PIS B/A/C 4•4D6 B 8/18/40/90 6 40/1 500 g — Auto-Pistol PIS C/A/C 3•4D6 B 5/20/45/105 10 50/2 500 g Jam on a fumble Hold-Out Pistol PIS B/B/E 3•3D6 B 2/5/8/20 2 20/1 200 g — Mydron SMG C/B/E 3•2D6 B 6/22/40/90 20 100/4 1.5 kg Burst (5/1); jam on a fumble Sternsnacht PIS C/D/D 3•6D6 B 5/15/38/70 3 200/1 2.5 kg Range mods +0/+3/+6/+11 Bolt-Action Rifle RIF B/A/B 4•4D6 B 40/115/225/500 5 60/1 3 kg S. Action to work bolt after each shot Automatic Rifle RIF C/A/D 4•4D6 B 30/75/170/415 30 80/2 4 kg Burst (15/3); jam on a fumble Federated Long Rifle RIF C/A/D 4•5D6 B 35/85/205/450 10 120/3 5 kg — Zeus Heavy Rifle RIF C/B/D 5•5D6 B 35/80/190/420 5 200/3 8 kg — Submachine Gun SMG C/A/D 3•3D6 B 5/16/35/80 50 80/5 3 kg Burst (10/2); jam on a fumble Rorynex RM-3/XXI SMG D/C/E 3•2D6 B 3/12/28/60 100 80/10 3 kg Burst (15/2); jam on a fumble Imperator 2894A1 SMG C/B/D 4•2D6 B 5/18/40/85 50 100/5 4 kg Burst (10/2); jam on a fumble Pump-Action Shotgun SHT B/A/B 1•6D6 B 4/10/20/45 6 40/1 4 kg Splash Solid Slug Shot SHT B/B/D 4•6D6 B 4/10/20/45 6 —/4 — Range mods +0/+3/+6/+11 Gyrojet Pistol PIS D/C/E 3•4D6 B 8/25/70/165 2 450/1 2.5 kg No AP reduction for ex. range Gyrojet Rifle RIF D/B/D 4•5D6 B 35/90/275/500 10 1,250/100 7 kg No AP reduction for ex. range Needler Pistol PIS D/A/D 1•5D6 B 2/6/12/20 10 50/1 300 g Splash; AP 0 vs. barriers Needler Rifle SHT D/B/D 1•5D6 B 5/14/30/40 20 75/2 1 kg Splash; AP 0 vs. barriers Energy Weapons Laser Pistol PIS D/A/D 4•3D6 E 15/35/80/225 2† 750/†† 1 kg — Laser Rifle RIF D/B/D 4•4D6 E 60/205/465/1,100 5† 1,250/†† 5 kg — Blazer Rifle RIF D/D/E 5•4D6 E 65/220/485/1,180 10† 2,190/†† 7 kg — Pulse Laser Pistol SMG D/C/D 3•2D6 E 12/30/70/195 2† 1,000/†† 1 kg Burst (5/2) Pulse Laser Rifle RIF D/C/D 3•3D6 E 40/130/275/595 4† 2,000/†† 5 kg Burst (10/4) Support Weapons Grenade Launcher SUP C/B/E ** X 15/40/90/150 1 290/** 3 kg As minigrenade LAW SUP C/B/E 6•5D6 B 55/200/335/560 — 350 4 kg — SRM Launcher SUP C/D/E 6•7D6 B 60/225/425/740 2 1,500/450 30 kg Blast; encumbering Portable Machine Gun SUP C/B/D 5•4D6 B 30/85/200/460 75 1,000/10 11.5 kg Burst (15/3); encumbering Support Machine Gun SUP C/C/E 5•5D6 B 45/100/250/625 100 1,750/50 44 kg Burst (20/5); crew: 2 Support Laser SUP D/D/E 6•8D6 E 100/325/760/1,500 10† 10,000/†† 72 kg Crew: 2 Explosives Grenade THW C/A/E 5•10D6 X STR x 1/2/3/4 — 20 600 g Indirect; blast Minigrenade THW C/B/E 4•8D6 X STR x 1/2/3/4 — 10 450 g Indirect; blast Microgrenade THW C/C/E 3•6D6 X STR x 1/2/3/4 — 2 200 g Indirect; blast C8 Blasting Block DEM D/B/D 7•10D6 X — — 50 1 kg Blast (half radius) Satchel Charge DEM D/C/E 8•12D6 X — — 210 4.5 kg Blast (half radius) Flare Pistol SUP C/A/B 2•2D6 E 2/5/11/20 5 25/2 400 g Indirect Specialized Weapons Man-Pack Flamer SUP C/A/E 2•5D6 E 8/20/35/70 12 100/2 15 kg Splash; encumbering; incendiary Flamer Pistol PIS C/B/E 2•3D6 E 5/15/25/40 10 50/1 1.2 kg Splash; incendiary Heavy Flamer SUP C/B/E 2•7D6 E 8/20/35/70 3 200/200 25 kg Splash; crew: 2; incendiary Sonic Stunner PIS D/B/B 0•4D6** E 2/5/7/10 1† 100/†† 600 g Subduing *Damage Types are abbreviated as: M = Melee, B = Ballistic, E = Energy, X = Explosive. **See weapon description for rules. † This represents the number of power points used per shot, not the number of bullets in a magazine. †† These weapons use Power Packs, so they do not have a standard reload cost. WEAPON ACCESSORY TABLE Item Equipment Ratings Cost Weight Notes Holster B/A/A 20 150 g — Flash Suppressor (JAF-05) E/D/D 1,000 675 g +4 Perception TN Recoil Compensation C/B/D * * Recoil rating +1 Silencer C/B/D 25 100 g +4 Perception TN; good for only 10 shots Night Vision Scope D/B/A 125 450 g –2 TN at M/L/E ranges; no night TN mods, see p. 112 Telescopic Scope C/A/A 30 200 g –2 TN at M/L/E ranges * Cost of Recoil Compensation is 10 percent the cost of the weapon; Weight is 10 percent the weight of the weapon. ARMOR & COMBAT GARB TABLE Equipment AV Cost/ Item Ratings M/B/E/X Patch Weight Coverage* Notes Flak Armor C/A/B 1/5/1/3 Jacket 100/10 3.5 kg Torso, Arms — Pants 75/10 5.5 kg Legs — Suit 150/10 8.6 kg Torso, Arms, Legs — Vest 50/10 2.8 kg Torso — Ablative Armor D/A/C 3/1/6/1 Jacket 750/20 2.6 kg Torso, Arms — Pants 500/20 4 kg Legs — Suit 1,000/20 6.3 kg Torso, Arms, Legs Encumbering Vest 400/20 2.1 kg Torso — Ablative/Flak Armor D/B/C 2/4/5/2 Jacket 600/15 4.1 kg Torso, Arms — Pants 400/15 6.3 kg Legs — Suit 800/15 9.8 kg Torso, Arms, Legs — Vest 300/15 3.2 kg Torso — Ballistic Plate Armor D/C/D 4/6/5/4 Suit 1,600/50 22 kg Torso, Arms, Legs Encumbering Vest 600/50 8.8 kg Torso — Leather (or synthetic) A/A/A 1/1/0/1 Jacket 50 2 kg Torso, Arms — Vest 25 1.2 kg Torso — Shoes 25 .8 kg Feet — Work Gloves 20 — Hands +1 to DEX-related TNs Heavy Combat Gloves C/B/B 3/4/4/3 125/15 1 kg Hands +3 to DEX-related TNs Load-Bearing Equipment Vest B/A/A 1/5/1/1 20 400 g Torso — Pack B/A/A — 10 100 g — — Packframe C/A/A — 45 1 kg — Encumbering Jump Suit B/A/A — 24 300 g Torso, Arms, Legs — Fatigues B/A/A — 30 500 g Torso, Arms, Legs — Combat Boots B/A/A 2/3/3/1 48/10 2 kg Feet — Parka C/A/A 1/0/0/0 48 2 kg Head, Torso, Arms — Snow Suit C/A/A 1/0/0/0 72 3 kg Full Encumbering Combat Helmet C/A/B 5/6/5/2 200 2 kg Head +2 to Perception TNs *Coverage for armor is abbreviated as follows—Torso: Chest and Abdomen Note: If the hit location rules (p. 121) are not being used, the armor worn on the Torso counts as the overall armor. POWER PACK & RECHARGER TABLE Item Equipment Ratings Cost Weight Power Capacity Notes Standard Power Pack D/A/A 5 250 g 20 — Micro Power Pack D/A/A 10 15 g 15 — Military Power Pack D/A/B 40 4 kg 200 — Satchel Battery D/A/A 20 2 kg 100 — High-Capacity (HC) Power Pack D/B/A 15 300 g 30 — Micro Power Pack E/C/A 30 20 g 20 — Military Power Pack D/B/B 120 6 kg 300 — Satchel Battery D/B/A 60 3 kg 150 — Rechargers Fossil Fuel Recharger C/A/A 50 10 kg 15 per hour Refueling cost: 2 per hour Kinetic Recharger C/A/A 10 2 kg 5 per hour — Solar Recharger D/B/A 200 1.5 kg 45 per hour — Standard Recharger C/A/A 10 150 g 50 per hour — Heavy-Duty Recharger C/A/A 50 400 g 200 per hour — MEDICAL & SURVIVAL EQUIPMENT TABLE Equipment Item Ratings Cost Weight Notes Medical Gear Advanced Medical Kit C/B/B 250 2 kg — Artificial Limbs Type 1: Simple Limb A/A/A 75 — — Type 2: Useful Limb B/A/A various — Cost: 750 (Arm/Hand); 250 (Leg) Type 3: Prosthesis C/B/A various — Cost: 7,500 (Arm/Hand); 10,000 (Leg) Type 4: Advanced Prosthesis D/C/A various — Cost: 25,000 (Arm/Hand); 17,500 (Leg) Type 5: Myomer Replacement E/E/A various — Cost: 200,000 (Arm); 100,000 (Hand); 125,000 (Leg); 50,000 (Foot) Bionic Ear Replacement C/A/A 100,000 per ear — — Bionic Eye Replacement E/B/A 220,000 per eye — — Field Surgical Kit D/A/B 800 11.5 kg — Laser Scalpel D/A/C 50 100 g Pwr use: 1; range: 25 cm Life-Support Unit E/B/B 8,500 22.5 kg Pwr use: 3 Medical Kit C/A/A 10 250 g — Medipack E/C/D 400 400 g 12 doses; reload cost: 75 Medipatch D/A/B 10 10 g — Portable Medical Monitor E/B/B 2,200 13.3 kg Pwr use: 1 Preserving Sleeve D/A/B 25 500 g — Stimpatch D/A/B 2 9 g — Survival Gear Advanced Field Kit C/A/A 100 15 kg — Basic Field Kit B/A/A 10 5 kg — Bubble Tent D/A/A 200/occupant 3 kg empty Pwr use: 1/hr/occupant; patch cost: 5; encumbering Climbing/Rappelling Kit C/A/A 150 10.3 kg — Electronic Compass C/A/A 30 100 g — Emergency Rations C/A/A 2 1 kg — Light Environment Suit C/B/B 200 5 kg AV: 4/1/3/1 (full coverage, patch cost: 35), encumbering Filter Mask C/A/A 5 425 g Reload cost: 2/5 filters Personal Environ Bag D/A/A 300 4 kg Pwr use: 1/hr; patch Respirator C/A/A 50 2.5 kg Reload cost: 2 MISCELLANEOUS EQUIPMENT Equipment Item Ratings Cost Weight Notes Communications Civilian Communicator C/A/A 45 100 g Pwr use: .2/hr; range: 10 km (LOS) Civilian Microcommunicator D/A/A 175 5 g Pwr use: .2/hr; range: 2 km (LOS) Field Communicator D/A/B 200 1 kg Pwr use: 1/hr; range: 25 km Long-Range Communications Kit D/C/B 400 5 kg Pwr use: 5/hr; range: 50 km ground/2,500 km to satellite Military Communicator D/A/B 50 100 g Pwr use: 1/hr; range: 10 km Military Microcommunicator D/B/B 200 1 g Pwr use: 1/hr; range: 2 km Standard Vid-Phone D/A/A 35 400 g — Tools Basic Tool Kit C/A/A 250 10 kg Encumbering Deluxe Tool Kit D/A/A 750 50 kg Encumbering Hand-Held Laser Torch D/A/A 40 950 g Pwr use: 1/turn Noteputer C/A/A 500 500 g Pwr use: .1/hr Personal Computer C/A/A 250 3 kg Pwr use: 1/hr Scanalyzer D/C/B 5,000 3 kg Pwr use: .1/turn Repair Kits Aerospace Repair Kit D/B/A 2,500 310 kg — Cutting/Joining Kit C/A/A 1,250 175 kg — Demolition Kit C/B/D 200 2 kg — Electronics Repair Kit D/A/A 2,000 40 kg — Energy Weapon Clean/Repair Kit D/B/A 850 2.5 kg — Myomer/Actuator Repair Kit D/B/A 3,000 260 kg — Slug-thrower Clean/Repair Kit C/A/A 100 3 kg — Vehicle Repair Kit C/A/A 1,000 225 kg — Weapon Repair Kit D/A/A 1,500 200 kg — Optics Night Vision Goggles D/B/A 220 600 g No night TN mods, see p. 112 Rangefinder Binoculars D/B/A 200 500 g — Miscellaneous Basic Lock Pick Set B/A/C 100 365 g — Disguise/Make-up Kit C/B/A 1,000 6.5 kg — Electronic Security Bypass Kit D/B/D 1,200 290 g Pwr use: 1 Emergency Flares B/A/A 10 600 g — Forgery Kit D/C/E 1,225 5 kg — Parachute C/A/A 78 8 kg Encumbering Verigraph D/A/A 360 — — Vibro Lock Pick Set D/D/D 2,000 520 g Pwr use: 1 PERSONAL VEHICLES Vehicle Equipment Ratings Cost Refueling Cost Range Speed (KPH) Notes Electric Bike C/A/B 675 — 385 km 80/135* — Jump Pack D/A/C 3,100 200 ** ** Encumbering Motor Bike B/A/B 745 8 385 km 80/135* — Skimmer D/B/B 2,200 18 430 km 115/190* — Compact Electric Ground Car C/A/B 3,385 — 850 km 110/180* — Hovercar D/B/B 8,700 22 600 km 160/240* — Truck C/A/C 4,500 20 900 km 110/170* Loaded 115 kph flank Heavy Cargo Hauler C/A/C 23,200 72 1,500 km 70/160* Loaded 100 kph flank * This represents the Cruise and Flank speeds respectively, in kilometers per hour. PERSONAL GEAR AND EXPENSES Item Equipment Ratings Cost* Notes Clothing A/A/A Coat 8–55 — Dress 20–44 — Fedora/Hat 12–15 — Footwear 17–50 — Jacket/Blazer 28–36 — Pants 8–23 — Running Suit 22 — Shirt 3–15 — Shorts 6 — Skirt/Kilt 22–25 — Sweatshirt 5 — Food Bar/Tavern A/A/B 1–5/drink — Groceries A/A/A 30/week — Fast Food C/A/A 2.5 — Typical Restaurant/Club A/A/A 4 — Fancy Restaurant A/B/A 10 — Mess Hall B/A/A 1.5 — Housing Single Bedroom Apartment A/A/A 175/month — Two-Bedroom Apartment/Studio A/A/A 200/month — Three Bedroom Apartment/Condo/House A/B/A 225/month Total purchase cost: 90,000 Hotels Tube C/A/A 3/night; 15/week — Dive A/A/A 7/night; 30/week — Standard A/A/A 35/night — High-Class B/B/A 100/night — Luxury Suite B/C/A 350/night; 2,000/week — Base Officer/Enlisted Quarters B/A/A 18/night; 60/week — * Cost varies depending on quality of item or service. TRAVEL AND ENTERTAINMENT Item Equipment Ratings Cost Notes Transportation Public Transport C/A/A .5 — Taxi Ride B/A/A 1/10 km — Atmospheric Flight C/A/A various Cost: 1st class, 50; 2nd class, 25; coach or short trip, 15 Suborbital Flight C/B/A various Cost: 1st class, 100; 2nd class, 50; coach, 25 DropShip Flight D/B/A various Cost: 1st class, 4,500; 2nd class, 3,000; coach, 1,400; steerage, 800 Inter-System Travel D/B/A 2,200–4,000 Cost is per jump Interstellar Tour D/C/A various Cost: 1st class, 42,000; 2nd class, 36,000 Entertainment Tri-Vid Set C/A/A 220 — Personal Music Set C/A/A 20 — Holovids Theater C/A/A 3 — Rental C/A/A 1 — Own C/A/A 5 — Tri-Vid Camera C/A/A 375 — Music Concert C/B/A 10 — Musi-Chips C/A/A various Cost: recorded, 4; blank, 1 Print Media Books B/A/A 3 — Newsprint B/A/A 1/week —