Weapons and armor use a chassis-plus-modifications system. You pick a weapon type, then customize it. Gear is practical — what you carry defines what you can do.
Starter Weapons
Combat Knife — 1d6+1 damage. Concealable. 50 GC. The weapon everyone carries and nobody talks about.
Light Pistol — 2d6 damage. Standard sidearm. 150 GC. Reliable, common, easy to find ammunition for.
Heavy Pistol — 1d12 damage. Loud, powerful, intimidating. 300 GC. Makes a statement.
SMG — 3d6 damage. Burst fire capable. 400 GC. For when you need volume over precision.
Shotgun — 2d12 damage at close range, 1d12 at medium. 350 GC. Devastating up close, useless at distance.
Katana / Vibroblade — 1d12+2 damage. 500 GC. The prestige melee weapon. Requires Melee skill to use effectively.
Starter Armor
Light Jacket (Armored) — DR 2. Looks like clothing. 200 GC. Basic protection that doesn’t announce you’re expecting trouble.
Ballistic Vest — DR 4. Visible. 400 GC. Standard protection for combat operations.
Heavy Armor — DR 6. Obvious. 800 GC. Restricts movement (-1 to Stealth and Athletics). For people who expect to get shot.
Essential Gear
Encrypted Comm Unit — Secure communication. 100 GC. Standard operational equipment.
Medical Kit — Allows Medicine checks to stabilize and treat wounds. 150 GC. Consumable — 5 uses per kit.
Salvage Tools — Required for scavenging and field repairs. 100 GC.
Grapple Line — 30m retractable line with magnetic anchor. 75 GC. Gets you places stairs don’t.
Signal Scanner — Detects active Mesh nodes, surveillance, and electronic signatures within 100m. 200 GC.
Fake ID — One identity, moderate quality. 300 GC. Won’t survive deep corporate scrutiny.
Datarunner Deck (Standard) — Loads up to 6 programs. Required for datarunning. 500 GC.
The Modification System
Weapons and armor have modification slots that accept upgrades: extended magazines, silencers, smart-link targeting, reinforced plating, thermal shielding. Modifications are the primary way equipment improves — you don’t buy a better gun, you make the one you have better.
Book Expansion: Arsenal: Weapons & Armor contains the complete modification system — every weapon type, every mod, tactical options, exotic weapons, and the crafting rules that let players build custom gear from salvage.
Continue Exploring
Rules: Combat — Weapons in action
Rules: Cyberware & Humanity — The other way to upgrade
Play: Build Your First Operative — Choose your loadout
Play: The Milk Run — See gear in play