Equipment & Gear
There’s no endless gun catalog here. In Chrome & Covenant, gear is a chassis you build on — a frame defined by what it does, modified to fit the job, grown alongside the operative who carries it. Some of it even argues back.
The scavenging culture of the post-Disjunction wastes runs on adaptation. So weapons and armor aren’t fixed products you replace — they’re chassis you modify. A pistol isn’t a closed catalog entry; it’s a platform you can fit with a suppressor, armor-piercing rounds, a rail mount, a heavier barrel. You don’t buy the next gun up. You build the one you have into what you need.
Mechanically, modifications run on the crafting system: spend the right components and time to add a tag, raise armor DR, swap a weapon’s damage class, install a mod slot, or repair what’s broken. Use components below your gear’s tier and the work simply fails — quality is a floor you can’t cheat. Get it wrong and you can ruin the piece entirely. Every operative’s kit ends up one of a kind.
Instead of a thousand named weapons, gear is described by tags — the properties that define how it behaves. Mix and match them through modification (within limits — a weapon can’t be both Silent and Brutal, for instance):
Every Path comes with Signature Gear — a defining piece that’s distinctly yours and grows as you do, climbing three tiers across your career:
Take the Prepper’s Survival Pack: at Novice it’s smart supply storage, but it evolves into a full defensive arsenal — camouflaged caches, observation drones, rapid-deployment countermeasures. The gear tells the story of who the character has become. Each Path has its own.
One table rule worth knowing up front: if it has a mechanical effect, it has to be visible on your character. No invisible upgrades — what you see is what you get.
Weapon Damage by Class
Armor by Class
Armor is flat Damage Reduction, subtracted from every hit — the same values you’ll see on the Combat page. Heavier protection means heavier encumbrance.
What you can haul is set by Carry Capacity = Body × 10 kg. Overload yourself and speed and reflexes both suffer — sometimes the smartest upgrade is leaving something behind.
Here’s where Chrome & Covenant’s gear gets strange. The most advanced equipment — AI Gear — carries embedded intelligence with its own directives, personality, and conditions for cooperation. This is the setting’s answer to the intelligent artifact, and it doesn’t always do what it’s told.
An ARK-7 justice rifle will refuse to fire on civilians. Carry it alongside a corporate assassination tool and the two will fight each other — contradictory commands, jammed systems, outright shutdowns. Stack enough competing intelligences with a Relic and you risk Soul Displacement: memory bleed, fractured identity, your own consciousness elbowed aside by the things you’re carrying. In a world where AIs are gods, even your gun might have a god in it — and an opinion about how you use it.
The economy fractured along with everything else, so there’s no single currency. Coin comes in three kinds, and where you spend it matters as much as how much you have:
New operatives start with a pool of Coin split across the three at your discretion, and a choice of starting kit. The quickest way in is the Standard Operative Package — a sidearm, light armor, a medkit, and a hacking rig, balanced for almost any first job. Or build your own loadout piece by piece. Either way, you’ll be playing in minutes.
This is the system that makes gear personal — chassis, tags, Signature progression, AI Gear, and the three-currency economy. Arsenal and the Core Rulebook open the full armory: complete weapon and armor catalogs, the entire modification and crafting system with components and Target Numbers, smart-gear and AI-gear rosters, consumables, and the Relic-grade equipment that bends the rules.
Your kit is the last piece. Here’s everything it plugs into.
Combat Cyberware & Humanity Character Creation Paths & Signature Gear