Shadowrun/SilCORE Gear Catalog

Availability, Street Index, and Legality Codes

Instead of relisting new Availability, Street Index, and Legality Codes for Shadowrun equipment in SilCORE terms, I've decided instead to provide a guide to converting Shadowrun numbers into SilCORE numbers, so that players and GMs can simply take them from Shadowrun sourcebooks and convert them on their own.

Catalog Design Notes

As with the rest of the conversions I've done, I've tried to keep as close to the Shadowrun rules as possible, although I've reduced some of the variation; this was mostly to trim down the size of the catalog, since I don't want to rewrite the entire library of Shadowrun sourcebooks. I've tried to cover the basics as much as possible, and as time goes on I'll continue to add more items, but if there's something you want to use that isn't described here, just use something similar as a guide and make it yourself (feel free to let me know what you've done, and I'll put it up here so everyone can use it).

Weapons

Each general class of weapons is described below, with one set of stats generally given to each. Assume most weapons of the same type will be about the same price and quality; notable exceptions are listed with bullets after the statistics for the general class, with their differences from the general class given afterward. Special rules notes are listed in italics.

For firearms, it is also suggested that each ROF fires only 10 rounds in personal scale for saturation fire, rather than the 20 rounds standard in SilCORE. This makes personal-scale automatic weapons a bit more feasible and is more in line with the Shadowrun concept of a burst or full-auto weapon.

As for the availability of the exceptions given after the general weapon class, I suggest using the Availability, Street Index, and Legality Code given in the Shadowrun rules for that weapon; refer to the instructions above for how to adapt those to SilCORE.

Melee Weapons

For most melee weapons, the statistics provided in on p220 of the SilCORE rules will suffice; for prices, see the Shadowrun rulebooks. The few exceptions are listed below.

Monofilament Whip - A monofilament whip consists of handgrip attached to a weighted end by a length of spring-loaded monomolecular carbon filament. When swung, the monofilament whip can slice through flesh and fabric with ease -- even bone, wood, and heavier materials can be damaged if the filament can be swung through it with enough force, though there are a number of cases where a whip has sliced through the flesh of a limb and caught on the bone. Unfortunately, while much stronger than any normal filament, the whip is still somewhat fragile, and must also be kept clean to maintain a clean cut.

Weapon		Acc	Parry	Dam X			Conceal	Price
Monowhip	 0	  -1	 x20			   7	3,000Y

Shock Gloves - Similar to a stun baton, shock gloves deliver a similar shock whenever the wearer delivers a blow in Hand-to-Hand combat. The glove delivers the charge when it detects the impact of a forceful blow, so it will not deliver the shock when the wearer just touches something. The gloves can only be used 8 times before requiring a 1-hour recharge.

Weapon				Dam X			Conceal	Price
Shock Gloves			UD+10			   7	950Y

Shock gloves use the Hand-to-Hand combat skill; all shock glove damage is bruise damage.

Stun Baton - Stun batons, commonly used by law enforcement and security, deliver a painful electric shock to the target to incapacitate them without causing lasting damage (although repeated shocks will cause physical harm). When not in use, the baton collapses to a convenient size for carrying on a belt.

Weapon		Acc	Parry	Dam X			Conceal	Price
Stun Baton	 0	  0	AD+15			   4    750Y

All damage from a stun baton is bruise damage.

Holdout Pistols

The standard in concealable personal protection, holdout pistols are small caliber, extremely short-barreled pistols made as the last line of defense. Though several companies make small pistols in this class, a good deal of the holdout pistols on the street are what are loosely referred to as "zip guns," or scratchbuilt weapons made from old gun parts or scrap metal. Such weapons are notoriously unreliable, often jamming, going off by themselves, or exploding due to a poorly-made barrel.

Examples: Streetline Special, Walther Palm Pistol

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price	
Hold-Out	 -1	 x12	  5	 0	  5	   8	150Y

Light Pistols

A middle ground between holdout pistols and the increasingly common heavy pistol models, light pistols are the choice of unobtrusive security personnel, many homeowners, and gangers without a lot of cred to spend. These have lost favor with police and military personnel since the Awakening, as they do not have enough punch to reliably drop an ork or troll, but still remain a strong segment of the market.

Examples: AET NN8, Ares Light Fire 70, Beretta 101T, Colt American L36, Fichetti Security 500, Walther PB-120

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Light Pistol	 0	 x12	  6	 0	 20	   6	400Y

Light Machine Pistols

Light machine pistols are designed as light, concealable suppression weapons, generally used by vehicle crews or plainclothes security personnel as something they can carry easily that packs more of a punch than a normal light pistol. Most come with a folding stock and much larger clips than normal light pistols, and have a rate of fire made for firing short bursts at exposed targets and discouraging pursuit.

Examples: Ares Crusader MP, Ceska Black Scorpion

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Lt Mach Pistol	 0	 x12	  6	 1	 35	   5	700Y

Heavy Pistols

The standard for police, corporate security, and military personnel, heavy pistols generally use heavier calibers, like the 10mm Ares round, and are intended to reliably drop even orks and trolls at close range (although the number of models able to reliably stop trolls are rather few). These weapons are not generally very subtle, which tends to make bodyguards and other low-profile security personnel shun them in most cases.

Examples: AET N11, Ares Predator, Browning Max-Power, Colt Manhunter, Savalette Guardian

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Heavy Pistol	 0	 x18	  6	 0	 15	   5	500Y

Heavy Machine Pistols

Heavy machine pistols are usually just smaller versions of the same manufacturer's submachinegun, with a smaller barrel, small folding stock, and usually a smaller clip. They are common for diplomatic and executive security personnel, being somewhat less obvious than a submachine gun but still able to adequately defend a position from multiple attackers.

Examples: HK227 PDW, IMI Mini-Uzi, Ingram Warrior 10, Sandler TMP

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Hvy Mach Pistol  0	 x18	  6	 1	 25	   4	800Y

Submachine Guns

The defacto standard for many special forces and SWAT units (and most shadowrunning teams), the submachine gun is still going strong after more than a century of use. Usually firing pistol calibers, but with a longer barrel, larger clip, and more stability, SMGs fulfill the role of an easily manageable automatic weapons system. While not commonly in the hands of most street gangs, SMGs are easily available to the Mafia, Triads, Yakuza, and other large criminal organizations.

Examples: Beretta Model 70, Colt Cobra, HK227, IMI Uzi-III, SCK Model 100

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
SMG		 0	 x18	  10	 2	 30	   3	1,000Y

Carbines

Rather than a scaled-up pistol, carbines are usually scaled-down versions of rifles and fill a similar role to submachine guns. They have shorter barrels and shorter and/or folding stocks, but most still fire rifle rounds. Carbines are generally used by special forces units and police units (many law enforcement agencies keep carbines in the back of squad cars).

Examples: AKM-97, Colt M6A2

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Carbine		 0	 x26	  30	 1	 30	   2	1,100Y

Assault Rifles

Assault rifles are used the world over by corporate and national military forces, as well as guerilla forces and professional mercenaries. They are illegal for private citizens to own in almost every jurisdiction, but that doesn't stop them from being used by some shadowrunners and members of organized crime, although they tend to be unusual due to the fact that they are hard to conceal.

Examples: AK-97, Colt M23, FN HAR, HK G12A3z, Samopal vz 88V

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Assault Rifle	 0	 x26	  60	 1	 40	  --	1,500Y

Shotguns

Considered the standard in home security, shotguns are also popular hunting and sport shooting weapons. Shotguns are also common in the hands of police or corporate security, due to their good stopping power especially at close range. The other advantage is that shotgun shot will not usually not pierce armored glass or hard cover, protecting sensitive equipment.

Examples: Defiance T-250, Remington 880

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Shotgun		 0	 x28	  7	 0	  8	  --	500Y

Rifles

As opposed to assault rifles, these are semi-automatic or bolt-action rifles usually used for sport shooting or hunting; they are legal in most jurisdictions, making them easy to get for those without criminal backgrounds (or who can fake it). They are sometimes used as a cheaper alternative to sniper rifles as well.

Examples: Remington 750

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Rifle		 0	 x30	  65	 0	 10	  --	700Y

Sniper Rifles

Sniper rifles are similar to sport rifles, only built to much higher tolerances. Most can be easily disassembled into components and placed in a case for transport, then reassembled later, something a skilled sniper can do in a minute or less. They are most common among military special forces teams, SWAT teams, and the shadow community. The price below includes a basic optical sight (see Firearm Accessories, below), but this can be changed to any other type of sight by paying the difference in cost.

Examples: Ranger Arms SM-3, Walther WA-2100

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal Price
Sniper Rifle	+1	 x40	 100	 0	  8	  --	4,500Y

Light Machine Guns

The light machine gun is the lightest and most common support weapon used by military forces, built for suppression fire. Generally carrying ammunition in a belt or box, most also have a bipod and easily removeable barrels (to prevent problems with warped barrels due to constant firing). LMGs are not generally made to be fired without being braced first, although military heavy weapons troops (usually orks or trolls) have been known to fire them from the hip.

Examples: Ares MP-LMG, Ingram Valiant

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
LMG		 0	 x30	 100	 2	 50+	  --	1,500Y

Grenade Launchers

Grenade launchers are generally built in two types, stand-alone and underbarrel-mounted. They fire standard 20mm minigrenades and underbarrel launchers can be attached to most assault rifles. Underbarrel launchers usually only have half the ammunition capacity of standalone models.

Examples: Ares Antioch (underbarrel), Ares MGL-12 (stand-alone)

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal Price
Gren Launcher	 0	 **	  50	 0	6/12	  --	1,200Y/2,200Y

Heavy Weapons

The following weapons all use the Heavy Weapons skill (instead of the Small Arms skill as those above). The weapons listed here are templates, and are not necessarily the only weapons of their type in the world, but they are the most common (and, since they will show up rather infrequently in most games, I didn't feel the need to detail a lot of variants). All these weapons also have an encumbrance penalty of 1.

Ultimax MMG - One of the most popular light support weapons for mercenary groups and military forces, especially in Asia and the Pacific Rim, the Ultimax MMG generally has a two-man crew, one gunner and one loader. While it uses a caliber only slightly larger than most light machine guns, the rate of fire is significantly higher, allowing it to lay down a deadly barrage of bullets. The weapon is belt-fed, like most high-ROF support weapons.

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Ultimax MMG	 0	 x35	 125	 3	100+	  --	2,500Y

RPK HMG - This Russian heavy machine gun is standard issue for Russian and many Eastern European militaries; like the MMG, it generally uses a two-man crew. It fires a much heavier round at a rate of fire not quite equal to that of the MMG. It sees significant use as a secondary weapon on armored vehicles as well for anti-infantry use. As with the MMG, the HMG is belt-fed.

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
RPK HMG		 0	 x45	 130	 3	100+	  --	4,000Y

Ares Vigorous Assault Cannon - The semi-automatic 24mm Ares Vigorous Assault Cannon is a heavy personal anti-armor rifle designed to pierce the armor of light armored vehicles such as APCs. It can even be used to punch through the rear or top armor of older main battle tanks, although it is not suggested for use in such situations (since anti-tank rockets are more reliable). The Vigorous and similar weapons see wide use by special operations troops and guerilla forces, where the lack of a long exhaust trail is an asset over rocket weapons.

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Vigorous Cannon  0	 x80	 150	 0	  3	  --	6,500Y

SovArms Light Anti-armor Weapon (LAW) - A nearly-ubiquitous support weapon in every part of the world, the SovArms LAW is the most common of the single-use, disposable light rocket launchers. Though they are almost useless against heavy armored vehicles, such as tank or APC, it is quite effective against armored cars and other similar vehicles. It also sees use against pillboxes and other makeshift strongpoints.

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
SovArms LAW	 0	 x100	  50	 0	 --	   2	1,000Y

IWS Multi-Launcher - One of the most common multiple-use rocket launchers in use by military forces worldwide, the IWS Multi-Launcher has four separate 50mm rocket tubes which can be loaded with a number of different types of rockets and guided missiles.

Weapons		Acc 	Dam X	Range	ROF	Ammo	Conceal	Price
IWS M-Launcher	 **	 **	  50	 0	  4	  --	8,000Y

Special Weapons

These weapons don't really fit into any of the other categories, so they are addressed here on a case by case basis. The models listed here are templates; it is quite possible that other manufacturers have developed similar weapons, but these are the best known examples of that type.

Ares MP Laser Mk III - The third generation of Ares man-portable laser weapons system, the Mk III uses a belt power pack instead of the older models' backpack power supply, and is considerably less heavy and bulky than older models. The actual lasing unit is shaped similarly to a normal sniper rifle and is used in much the same way. However, it is extremely expensive, and as a result it is still rarely seen in the field, even among well-equipped forces.

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
MP Laser MkIII   +1	 x50	 200	 0	 20	  --	135,000Y

Due to beam attenuation, the damage multiplier of the MP Laser drops by 2 for each range band beyond short (for instance, at extreme range, it only has a damage multiplier of x44).

Ares Viper Slivergun - A more recent development in modern firearms, the Viper was developed in the 2040s, mostly for use in self defense. Following a philosophy similar to that of the shotgun, the slivergun (also known as a needler pistol) fires a shell consisting of dozens of tiny flechettes. Against unarmored targets, the Viper is frighteningly effective; against armored targets or hard cover, it is extremely limited. This makes them perfect for a self defense or home defense role. On occasion, these weapons are also used aboard spacecraft, where they are unlikely to penetrate the hull.

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Ares Viper	 0	x36/9	  4	 1	 30	   5	600Y

The first damage multiplier listed for the Viper is for use against unarmored targets; the second is for use against armored targets.

Narcoject Weapons - Narcoject is a powerful tranquilizer often used as a nonlethal alternative to standard firearms by security personnel and shadowrunners. Both a rifle and a pistol version of the Narcoject dart gun are available; the ammunition is not interchangeable. The Narcoject compound is available on its own as well for 20Y per 10 doses.

Weapon		Acc	Dam X	Range	ROF	Ammo	Conceal	Price
Narc Pistol	 0	 **	  4	 0	 20	   5	600Y
Narc Rifle	 0	 **	  20	 0	 30	  --	1,000Y

Narcoject toxin is a sedative with a Potency of 11 and an onset time of 1 minute. Armor has no effect on narcoject weapons, unless it is hard shell armor, which cannot be penetrated. Only a MoS of 0 is necessary to administer the toxin to a target.

Small Arms Ammunition

Standard Ammunition - This is the standard ammunition used in all rounds, made for an equal balance in armor penetration and stopping power. Standard ammunition costs 10Y/20 rounds.

Armor-Piercing Ammunition - This ammunition is built with a kinetic penetrator and a discarding sheath that allows the round to cut through even heavy body armor; unfortunately, it has a tendency to overpenetrate soft targets, making it restricted to special uses (such as anti-materiel roles). It is also tightly controlled in most jurisdictions to reduce the danger to law enforcement personnel. Armor-piercing ammunition is available for almost every weapon at a cost of 80Y/20 rounds.

Targets wearing body armor receive only half their armor's bonus to their Damage Thresholds; against vehicles, the weapon acts as if it had the Armor-Piercing system Perk. Against unarmored targets, a weapon with armor-piercing ammunition has its Damage Multiplier halved.

Assault Cannon Shells - The only rounds that are made to be used in assault cannons, these shells are generally 20-25mm rounds (many are nearly identical to those used in vehicle light autocannons). Assault cannon shells cost 300Y/10.

Explosive Ammunition - This ammunition is made to explode and flange shortly after contact (generally allowing it to pierce armor and then impart more of its kinetic energy to the target). Explosive ammunition is somewhat harder to find, and more expensive than standard ammunition at 25Y/20 rounds.

Weapons with explosive ammunition increase their Damage Multiplier by 2; unfortunately, they are less effective against barriers, halving the weapon's Damage Multiplier against them.

Flechette Ammunition - Flechette ammunition is only available for the Ares Viper Slivergun and similar weapons, and consists of a number of darts imbedded in a block of propellant. Flechette ammunition costs 50Y/20 rounds.

Nonlethal Ammunition - Nonlethal ammunition covers both the gel rounds that can be used in most standard firearms to ring rounds used in shotguns. Nonlethal ammunition can be purchased for 15Y/20 rounds.

Nonlethal rounds inflict bruise damage instead of lethal damage.

Shot Shells - Only used in shotguns, shotgun shot consists of hundreds of tiny pellets which have low penetration but increase the chances of a hit, and at close range, they make it almost impossible to miss. Shot shells cost 10Y/20 rounds.

Shot shells increase the effective accuracy of a shotgun by +1 and increases the effective ROF by +2. However, this ROF cannot be used for saturation fire or walking fire unless the weapon already has an ROF of 1 or higher. Unfortunately, against armored targets, their Damage Multiplier is halved.

Subsonic Ammunition - This ammunition is really only useful in combination with a sound suppressor; it is available for pistols, SMGs, carbines, and rifles. Subsonic ammunition costs 10Y/20 rounds.

For information on how subsonic ammunition is used, please see the entry for silencers/sound suppressors in the section of this page on Firearm Accessories.

Tracer/Incendiary Ammunition - Tracer/incendiary rounds are only available for rifles and machine guns. These rounds blaze a bright trail through the air that assists with sighting; in addition, they are capable of touching off fuel and explosives on a lucky hit. Tracer ammunition costs 25Y/20 rounds.

When loaded as every fifth round to assist with autofire targeting, weapons fired with at least ROF 1 receive an extra die for their attack test. If loaded exclusively into a weapon, these weapons do not cause damage in the normal sense; they should be treated as a fire with an Intensity equal to DM/10 + MoS.

Grenades

Firearm Accessories

By default, all firearm accessories reduce the Concealability of the weapon by at least one when attached. Exceptions to this rule are specified in the text for the item.

Sight, Low-Light - A low-light scope uses ambient light to amplify the brightness of the image. When in total darkness, the scope does not provide any sort of assistance, but as long as there is moonlight, starlight, or some other sort of illumination, it functions normally. A low-light scope costs 800Y.

When used at night or in other low-light conditions, a low-light scope reduces darkness vision penalties by one (to a minimum of -1). In total darkness (-4 vision penalty), the low-light scope provides no bonus. Characters who already have natural low-light vision (for instance, orks or elves) do not get any bonus from using a low-light scope. A character must aim to receive the bonus from a low-light scope (but also gets the normal aiming bonus).

Sight, Optical - Optical sights, whether using lenses or electronic magnification, increase accuracy at longer ranges. A basic optical sight, whether using lenses or electronics, costs 500Y. An electronic optical sight can be enhanced with low-light or passive thermal capabilities for an additional 600Y.

An optical sight reduces long and extreme range penalties by one. A character must aim to receive the bonus from an optical scope (but also gets the normal aiming bonus).

Sight, Thermal (Active) - An active thermal sight consists of two parts; the first is a high-powered infrared illuminator that acts like a bright flashlight in thermal vision. The second part is a passive thermal sight that picks up the reflected emissions. The good part of an active thermal sight is that it turns night into day; the bad part is that any opposition with thermal sight can see the shooter. An active thermal sight costs 1300Y; the infrared illuminator can be bought separately for 400Y.

An active thermal sight eliminates all darkness or poor visibility penalties for the character using the sight; however, anyone with thermographic vision may fire at the shooter as if he were in daylight. An active thermal sight may be used as a passive thermal sight if desired (see below). A character without thermographic vision must aim to receive the bonus from an active thermal sight (but also gets the normal aiming bonus).

Sight, Thermal (Passive) - A passive thermal sight is simply a thermographic imaging system; it provides better vision at night than a low-light scope, but it can be dazzled by heat sources (or become much less effective when the ambient temperature is close to metahuman body temperatures). A passive thermal sight costs 1000Y.

A passive thermal sight reduces vision penalties due to darkness or poor weather by two (no minimum). However, the target can be obscured by large heat sources, or if the ambient temperature is close to body temperature. Characters who already have thermographic vision (such as dwarves and trolls) receive no bonus from using a passive thermal sight. A character must aim to receive the bonus from a passive thermal sight (but also gets the normal aiming bonus).

Sight, Ultrasound - Developed in the late 2040s, the ultrasound sight was a technological attempt to counteract the advantages of magical invisibility. The ultrasound sight emits high-frequency sound and uses the reflections to "see" in the same way a bat does. While it is not as effective in darkness as a thermal or low-light scope, it can see things that would normally be invisible. An ultrasound sight costs 1300Y.

An ultrasound sight reduces darkness penalties by one (with a minimum of -1). In addition, the vision penalty imposed by magical invisibility is halved. A character must aim to receive the bonus from an ultrasound scope (but also receives the normal aiming bonus).

Silencer/Sound Suppressor - Two names for essentially the same item (a silencer is generally used on a pistol, while a sound suppressor is usually on an SMG or rifle), a silencer or sound suppressor is used to muffle the noise of gunshots. They are most effective when used in conjunction with subsonic ammunition and must be cleaned regularly to remain effective. Silencers and sound suppressors cost 600Y.

If a suppressor is used with most types of ammunition, anyone besides the target must make a Notice test against a Threshold of 5 to determine where the shots are coming from. If used with subsonic ammunition, the Threshold becomes 7 and even the target must make a Notice test against a Threshold of 4 to determine where the shot is coming from (he may know he's being shot, but he doesn't know where he is being shot from). Suppressors may only be used on small arms; they may not be used on flechette guns or on shotguns. After firing a number of rounds equal to the weapon's Damage Multiplier, the silencer becomes fouled and must be cleaned before it will be effective again (or worse, it might cause the gun to jam).

Smartlink - A smartlink system actually consists of two parts. This part is the electronics that must be attached to the firearm (it is attached to the top of the gun, like a sight, which means that it cannot be used in conjunction with a sight); the other part is a piece of cyberware. Non-integral smartlinks must be connected to the user's datajack (making them somewhat cumbersome to use in a surprise situation). Weapons with integral smartlinks have an induction pad built into the grip which interfaces with a similar pad implanted under the skin of the palms. A standard smartlink device costs 500Y; to have a smartlink integrated into a weapon without one, it costs an amount equal to the original price of the gun or 1500Y, whichever is higher.

As stated in the Augmentation rules, a character with a smartlink rolls one extra die when making Small Arms or Heavy Weapons tests with a weapon equipped with smartlink technology, and all called shot penalties are reduced by one. Smartlinks and all gunsight bonuses are compatible; however, a weapon cannot have both a sight and a removeable smartlink, since they are mounted in the same place.

Rockets and Missiles

Armor

Armor Clothing

Armor clothing is armor made to be worn with or underneath normal clothes and is generally concealable. In addition, the last two decades have seen the premiere of "designer" armored clothing, like armored evening gowns and tuxedos; the armor value of these clothes is rather dubious (armor value of 5) and their prices are generally double that of whatever the original piece of clothing was, and look no different from the unarmored version without a close visual inspection. The Concealabilty numbers for this armor is often to determine whether it is armored or not, not necessarily to see it in the first place.

Armored Long Coat - First used extensively by Texas and California Rangers, the armored long coat looks much like an Old West duster, made from a heavy ballistic fabric. Ceramic plates can be inserted into pockets inside the coat for extra protection.

Name					Armor	Encmb	Conceal	Price
Armor Long Coat				  11	  --	   8	650Y
Armor Long Coat w/ceramic plates	  15	  --	   7	850Y	

The armored long coat gives all items carried under it a +1 to Concealability against Notice tests; with plates, it gives a +2 bonus.

Military Camouflage - The standard garment worn by all modern military forces incorporates ballistic fabric, as well as visual and infrared pattern-breaking camouflage. While it does not have the protection of heavier, more rigid armor, it does give the soldier some protection while allowing full freedom of movement.

Name					Armor	Encmb	Conceal	Price
Military Camo Jacket			   5	  --	   8	800Y
Military Camo Suit (jacket/pants)	   8	  --	   7	1,200Y

In addition to its armor protection, if the camo is worn in an appropriate setting (for instance, jungle camo in the jungle), the wearer receives a +1 bonus to all Stealth tests.

Securetech Armored Suit - The Securetech corporation developed this set of armored clothing for the UCAS federal security services (specifically the DSS and Secret Service) and it has since found a wide market with other security services. Though it appears to be a normal business suit, it provides significantly more protection than a simple armor vest.

Name					Armor	Encmb	Conceal	Price
Securetech Armored Suit			  12	  --	   9	1,600Y

Military/Security Grade Armor

Armored Vest - The standard-issue piece of body armor commonly worn by police and security officers, the armor vest is generally capable of protecting someone from pistol rounds, but little else. They are generally legal for civilians to own (unless they are committing a felony, of course).

Name					Armor	Encmb	Conceal	Price
Armored Vest				  10	  --	   8	600Y

Security Armor - Security armor is a development from SWAT and military-grade armor from the early 21st century; the three grades have varying levels of rigidity and protection. Light security armor is often assigned to police on riot duty, posted as guards for sensitive installations, or on patrol in dangerous areas of the city. Medium security armor has more rigid plates, but still allows good freedom of movement; Lone Star FRT teams and military sentries in combat zones often wear medium security armor. Heavy security armor is made with many rigid plates and provides excellent protection, even from heavier weapons at close range. SWAT teams usually employ heavy security armor despite its encumberance.

Name					Armor	Encmb	Conceal	Price
Light Security Armor			  20	  --	   --	7,500Y
Medium Security Armor			  30	  --	   --	9,000Y
Heavy Security Armor			  40	  -1	   --	12,000Y

Security Helmet - Generally, every person wearing security armor wears a helmet that fully encloses the head. These helmets can be equipped with a number of various devices, such as vision enhancements, comm gear, and datafeeds.

Name					Armor	Encmb	Conceal	Price
Security Helmet				 +10	  --	   --	250Y
Lowlight Vision Enhancement					+700Y
Passive Thermal Enhancement					+700Y
Comm Gear (in addition to price of gear)			+100Y
Heads-Up Display (100 Mp)					+1,000Y

Military "Turtleshell" Armor - Developed originally by Ares Macrotech and now copied by basically every major armor manufacturer, turtleshell armor is made of heavy, rigid plates which completely seal the wearer inside. The helmet includes a respirator and an attachment point for a completely independent air supply. It can also accept all the same modifications as the helmets for security armor.

Name					Armor	Encmb	Conceal	Price
Military "Turtleshell" Armor		  60	  -2	   --	35,000Y
Independent Air Supply (2 hours)	  			+2,000Y
Lowlight Vision Enhancement					+700Y
Passive Thermal Enhancement					+700Y
Comm Gear (in addition to price of gear)			+100Y
Heads-Up Display (100 Mp)					+1,000Y

Skillsofts and Chips

Skillsofts are the product of research into memory engrams and psychological conditioning -- offshoots of simsense research in the earlier part of the 21st century. Essentially, slotting a skillsoft gives the subject a level of knowledge in a certain skill, almost exactly the same as if the person had learned the skill normally. Unfortunately, this skill only lasts as long as the chip, or the software on the chip, is either in the subject's chipjack or stored on in headware memory.

There are three types of skillsofts; knowsofts, linguasofts, and activesofts. Knowsofts confer only knowledge of the subject -- they do not confer the trained reflexes to perform most active tasks (although they may be enough for technical or scientific skills). Linguasofts are a subset of knowsofts, geared specifically towards languages, and are some of the most popular skillsofts. Activesofts take it one step farther, giving the character a complete knowledge of the skill -- even things like marksmanship or martial arts. However, full use of activesofts requires the implantation of skillwires cyberware.

In order to use a skillsoft, a character needs a chipjack or datajack in order to load the software. The skillsoft must either remain in the chipjack or chipreader to be used, or it can be loaded completely into headware memory if the character has enough. The character must also have a datasoft link in order to interpret the skillsoft. In addition, activesofts require skillwires cyberware of a rating at least equal to the level of the skillsoft plus the complexity of the skillsoft.

Knowsofts only allow the character to have the skill for KNO-based tests. Activesofts allow the character to have the skill for all non-PSY-based skill tests. Certain skills cannot be learned by skillsofts; all magical skills, for instance, cannot be acquired through the use of activesofts (although knowsofts, for magical theory, are available). Other non-existant skillsofts include those for Notice or Combat Sense, which represent "untrainable" abilities. GMs should use common sense and make their players aware of what skillsofts they will allow and not allow in their games.

Skillsofts are rated by level and complexity, just like skills. A Mechanics 2/2 skillsoft, for instance, confers a skill of Mechanics with a level of 2 and a complexity of 2. Skillsofts override all natural ability, so a character with a Mechanics 2/2 skillsoft who has a natural Mechanics 1/3 ability would not get the benefit of his naturally wider knowledge of the skill. Characters should not gain XP for using skillsoft skills or be allowed to spend XP to increase those skills while they are using the skillsoft. Unfortunately, skillsofts are not as useful or flexible as normal skills; characters with skillsofts suffer a -1 penalty to all skill tests with their skillsofted skills.

Skillsofts take up an amount of Mp based on their type and rating, which also determines cost. The table below details this relationship. Specialization only skillsofts give the subject the skill only as it pertains to a single specialization -- for instance, a Pilot (Aircraft) skillsoft, specialized only in the Hughes Stallion, the subject can only use that skill to fly an aircraft of that type.

Skillsoft Size (in Mp) Cost
Activesoft (Lvl + Cplx + 1) x 3 Mp x 150Y
Knowsoft (Lvl + Cplx)^2 x 3 Mp x 100Y
Linguasoft (Lvl + Cplx - 1)^2 x 3 Mp x 50Y
Specialization Only Size / 2 Mp x 100Y

Medical Equipment

Slap Patches

Developed for use by the military, police, and emergency medical personnel, slap patches carry a dosage of some type of compound, which can be slapped on the skin (usually on the upper arm or chest) and transfer that compound to the wearer through the skin. While only those generally used for medical purposes are listed here, many illegal drugs are also administered in this fashion.

Antidote Patches

Antidote patches carry a broad-spectrum antivenom, capable of neutralizing most natural and some synthetic poisons rapidly. They are standard equipment for most combat medics and rural EMTs. Antidote patches have no known side effects, but must be applied before the poison reaches its full effect. Cost: 25Y x Rating (max of 8).

In game terms, when applied to a character who has been poisoned with a fatal toxin before the onset time, antidote patch allows the character to make another resistance roll against the toxin, adding the rating of the antidote patch to the roll.

Stimulant Patches

Stimulant patches carry a strong amphetamine-like compound which is released into the body over the course of a few hours. This keeps the wearer alert and awake during that time, fighting off fatigue. However, stim patches are known to be addictive with long term use, and have been known to cause heart attacks and other problems if abused. Cost: 20Y x Rating (max of 10).

Stimulant patches deliver a stimulant to the recipient's bloodstream with a Potency of 3 + Rating and an onset time of 2 minutes. Stimulant patches can cause addiction; they have similar Dependency and Addiction ratings to alcohol.

Tranq Patches

The opposite of stim patches, tranq patches are loaded with a sedative. They are often used to sedate badly wounded patients or unruly prisoners for transport. When administered in normal dosages, they have no known side effects; however, overdoses can cause coma or even death. Cost: 20Y x Rating (max of 10).

Tranq patches deliver a sedative with a Potency of 3 + Rating to the recipient's bloodstream with an onset time of 2 minutes.

Trauma Patches

Trauma patches were originally developed for the military, but are now in wide use by paramedics and other emergency personnel in most of the civilized world. Packed with a potent combination of drugs, the trauma patch can often save a person who might otherwise die of their injuries. However, they must be used with extreme care; diseased or weakened individuals may actually be hurt by the trauma patch (the combination of drugs in the trauma patch weakens the immune system for a significant time). Cost: 500Y

If a character is in danger of dying due to trauma, a trauma patch can be applied to that character and anyone making a resuscitation test to prevent him from dying receives a +3 bonus to the test. However, if the test succeeds, the wounded character must make an unmodified HEA test against a Threshold of 6; if it fails, the character takes another wound of MoF x 8 damage.