The Rules

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.

“Static gear belongs in the corporate archive. Out here, your kit adapts or you don’t.”
The Modular Armory

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.

Tags: What Gear Actually Is

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):

SilentNo muzzle flash, no acoustic signature, no impact noise. The infiltrator’s friend.
Armor-PiercingHalves the target’s armor. For when DR is the problem.
BrutalAn extra damage die on a critical hit. Maximum trauma.
Precise+1 to attack rolls on an aimed shot. Patience, rewarded.
EnvironmentalSeals against a hazard — radiation, chemicals, pressure, temperature.
PoweredActive systems with enhanced capability — and a power source to manage.
Signature Gear

Every Path comes with Signature Gear — a defining piece that’s distinctly yours and grows as you do, climbing three tiers across your career:

NoviceWhere you start. Solid baseline bonuses, included free at character creation.
VeteranProfessional-grade. Roughly double the baseline, plus new tricks.
LegendThe edge of pre-Disjunction tech — unique abilities, sometimes a Relic component or an AI on board.

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.

Weapons & Armor at a Glance

Weapon Damage by Class

Light Melee1d6+1Knives, batons — concealable and quick.
Heavy Melee1d12+2Katanas, axes — brutal in trained hands.
Pistols2d6The everyday sidearm. Concealable.
Rifles2d6+2Range and accuracy. The workhorse long gun.
Heavy Weapons3d6Area effect, and a statement. Hard to hide.

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.

LightDR 3Reinforced clothing, weave. No mobility cost — wear it anywhere.
MediumDR 6Combat armor and tactical gear. The working standard.
HeavyDR 10Powered frames and shells. Maximum protection, real 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.

Gear With a Conscience

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.

Coin & Starting Out

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:

State CoinGovernment-backed — and government-surveilled. Every transaction is watched.
Corp CoinYour key into corporate zones and legitimate vendors.
Grid CoinUntraceable. The currency of the underground, the only one some dealers take.

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