Equipment

This list is just a really rough one intended to get things moving (dont worry my judgment always overrides my own sloppy work). It'll be changed and the mechanics almost certainly will too.

New Additions First
Headset radio
Communication across 10km with flat terrain. Voice activated.
Cost 3,000 per unit, 2,000 extra for security package

Med-kits
Stabilizer
Rating 3/3
Administers drugs and monitors patient.
Cost 2,500
Emergency Trauma Unit
Rating 3/5
Does the same as above but's a lot smarter and has a wider range of drugs.
Cost 5,000
First Aid Kit
Contains drugs and tools to treat the wounded. Administer yourself. Prevents penalties to practicing medicine with improper tools.
Cost 200

Knowledge Software
Reduces target numbers for attempted test by rating when appropriate. Truly useful only for knowledge skills such as computer, geology, physics, math, and to some degree medical. For medical it would help with diagnosing fully, but only slightly with the application of treatment.
Level 1 - Cost 8,000
Level 2 - Cost 24,000
Level 3 - Cost 65,000

Chatter Guns
They got the name because when several are mounted in an area full of movement they tend to start firing at everything and create quite a sound. Weapons are mounted on an automated targeting and firing arm which can be either tripd mounted, or preferrably clamp mounted. Using the adjustable straps, ratchet belts, or piton adapters the arm can remain stable and cover one hundred and eighty degrees. It can also be tied into a network and slaved to another smarter computer and a variety of different sensors, which can give a much finer control of the weapon, and many more options for conditional actions. Comes with a motion sensor. 4/4 RA/Skill
Cost 17,000

Not finished with design
Arty sled
A remote driven small all terrain vehicle used to mount an automated mortar which is fires at "painted targets."

Knife
Approximately a 3 inch metal blade. Cost 15 Marks, Dmg (Strength) + 1d6

Long Knife
Six inch blade. Cost 20 Marks (Strength+1) +1d6

Machete
Hacking 12 inch blade. Made with stainless steel. Carried in a small scabbard. Cost 100, Dmg (Strength) +2d6

Sword, Rapier
A sword with a thin blade designed for quick slashing and thrusting attacks. Stainless steel. Cost 500, Dmg (Strength) +2d6 (and good reach)

Sword, Broad or Long
A wide blade designed for heavy damage, but slow. Cost 500 Dmg (Strength)+3d6

Vibro-Knife
A five inch blade connected to a motor inside the hilt. The knife can cut metal at a decent speed, trees or people are no problem. One battery last for an hour of use.
Cost 1,000
Dmg 10+1d6

Vibro-Sword
A sword much like the rapier, but with a thick handle containing the motor. One battery last twenty minutes.
Cost 2000
Dmg 10+2d6


((((Rate 2(-/+2) is number of shots per round, 2, then list recoil modifiers for first and second, in this case no modifier for first, +2 target for second.))))))

Light Pistol
A standard projectile pistol with approximately 6mm rounds.
Ammo 10 magazine, Weight 3.5 rate 2(-/+2)
Dmg 9+1d6, Conceal 8, Cost 300

Cannisan 800
A small pistol designed to be of superb quality in all respects. It has excellent recoil compensation, built in Weapon Circuit adapter, and a lengthened barrel which functions as a silencer. Matte black. Heavy Pistol ranges.
Ammo 14 magazine, Weight 4, Rate 2(-/-)
Dmg 9+1d6, Conceal 7, Cost 1,500

Sargass P-17
Made for humans by the Kentauran weapons manufacturer.
Ammo 11 magazine, Weight 4.5, Rate 2(-/+2)
Dmg 6+2d6, Conceal 7, Cost 400

Incondat HP-6
Heavy Pistol Ranges. Made for humans by incondats only weapons manufacturer.
Ammo 6 magazine, Weight 4, Rate 2(-/+1)
Dmg 7+2d6, Conceal 8, Cost 900


Heavy Pistol
Ammo 10 magazine, Weight 4, Rate 2(-/+3)
Dmg 13+1d6, Conceal 7, Cost 600

Raptor
Heavy, Weapon circuit adapted, 3 round burst capable
Ammo 12 magazine, Weight 4.5, Rate 2(-/+1) Burst(+2/+4)
Dmg 12+1d6 SS/16+2d6 Burst, Conceal 7, Cost 1,100


Rifle
Ammo 10 and 20 round magazine, Weight 8, Rate (-/+3)
Dmg 15+1d6, Conceal 3/2 (small mag/large), Cost 500

2nd generic model
Ammo 15 magazine, Weight 7.5, Rate 2(-/+2)
Dmg 16+1d6, Conceal 2, Cost 750

3rd Generic (hey email me some names)
Sniper ranges, weapon circuit adapted, silenced. Electronic scope
Ammo 12, Weight 8, Rate 2(-/+1)
Dmg 15+1d6, Conceal 2, Cost 1,500


Shotgun

Assault Rifles

Sargass H-120
Known for its ability to operate under any conditions. Takes sand and rain and keeps on firing.
Ammo 40, Weight 9, Rate 2(-/+1) Autofire (+5)
Dmg 11+1d6/Autofire 20+4d6, Conceal 2, Cost 1,400

Canissan AR-35
Weapon circuit adapted, good recoil compensation
Ammo 40, Weight 8, Rate 2(-/-) 2x3round burst (+1/+3) Auto 10(+4/-)
Dmg 11+1d6/16+2d6 Burst/23+3d6 Auto, Conceal 2, Cost 2,100

Assault Rifle M-16 (good for comparison)
Ammo , Weight , Rate (-/)
Dmg , Conceal , Cost

M-4
Ammo , Weight , Rate (-/)
Dmg , Conceal , Cost


Laser Pistol
Ammo 20 E-clip, Weight 2.5, Rate 2(-/-)
Dmg 7+1d6, Conceal 8, Cost 1,500

Karmonov-80
A high powered laser pistol, only slightly larger than normal. The sizzling and crackling sound created by firing the weapon through atmosphere is much louder than normal laser pistols. Weapon circuit adapted, be careful of getting dirt inside the weapon.
Ammo 6 E-clip, Weight 3.5, Rate 2(-/-)
Dmg 15+1d6, Conceal 6, Cost 3,500

IP-6
Weapon circuit adapted
Ammo 10 E-clip, Weight 3, Rate 2(-/-)
Dmg 12+1d6, Conceal 7, Cost 2,500


Laser Rifle
The laser rifle has a shorter barrel than its projectile counterpart
Ammo 8 E-clip, Weight 4.5, Rate 2(-/-)
Dmg 13+1d6, Conceal 3, Cost 3,000


Assault Laser
A continuous beam laser weapon. For every success scored with heavy weapons the beam has been held on the target for 1 second, for each second roll separately to see where damage is being inflicted. Multiplied damage does not apply. Bipod with swivel.
Ammo 1 minute Battery, Weight 15+5 per battery , Rate continuous
Dmg 16+1d6 per second, Conceal No way, Cost 12,500
The weapon breaks into a 10 pound lower receiver and a 5 pound upper +5 pounds per battery.
Sweeping attacks
Slices thin trees and bushes. Roll 1d6+Heavy weapons skill for each target in path (more on this later)
Particle Beam Rifle
Armor is ignored
Ammo 5 (special magazine), Weight 10, Rate 1(-/)
Dmg 7+2d6, Conceal 1, Cost 5,000
Electromagnetic Rifle
Ammo 30 per magazine+E-clip, Weight 6, Rate 2(-/+1)
Dmg 11+1d6, Conceal 2, Cost 2,000

Baron
Ammo 30 per magazine+E-clip, Weight 6, Rate 2(-/+1) 2x4 round burst (+1/+3)
Dmg 11+1d6/19+2d6 Burst, Conceal 2, Cost 2,500

Electromagnetic Assault Rifle

Incondat- EM-20 Talon
Ammo 30 per magazine+E-clip, Weight 6.5, Rate 2(-/+1) 2x3 round burst(+1/+2)Auto 8(+4)
Dmg 9+1d6/14+2d6 Burst/20+3d6 Autofire, Conceal 2, Cost 4,500


Low Gravity Assault Weapon
Weapons circuit adapted. Used by New Canaan Marines
Electromagnetic rifle
Ammo 50 per magazine+E-clip, Weight 11, Rate 2(-/+1)
Dmg 10+1d6, Conceal no, Cost 9,000
Particle Beam Rifle
Ammo 4 per special clip, Weight -, Rate 1(armor ineffective)
Dmg 9+1d6, Conceal -, Cost -


ARMOR

Value listed beside hit location is protection rating, reduces damage to hit location by protection rating. Restriction is penalty to dexterity and speed (this will affect your firearms ability by reducing dexterity which is the relevant attribute).

Light Vest
Chest 7, Stomach 4, Cost 700, Weight 5, Conceal 7, Restriction 0

Medium Vest
Chest 11, Stomach 9, Cost 900, Weight 6.5, Conceal 5, Restriction -1

Heavy Vest
Chest 14, Stomach 12, Cost 1400, Weight 8, Conceal 3, Restriction -1

Armor Jacket
Chest 12, Stomach 10, Arms 8, Cost 1000, Weight 5, Conceal 9, Restriction -1

Protective Shirt
Chest 3, Stomach 3, Arms 3, Cost 1,000, Weight 1.5, Conceal 10, Restriction 0

Light Suit
Chest 12, Stomach 11, Arms 7, Legs 9, Cost 2,500, Weight 7, Conceal No, Restriction -1

Medium Suit
Chest 16, Stomach 14, Arms 10, Legs 12, Cost 7,500, Weight 11, Conceal No, Restriction -2

Heavy Suit
Chest 20, Stomach 16, Arms 13, Legs 17, Cost 11,500, Weight 16, Conceal no, Restriction -3

Assault Suit: Powered (used by New Canaan Marines)
Head 20, Chest 25, Stomach 22, Arms 16, Legs 20, Cost 40,000, Weight 38, Conceal NO!, Restriction -3

Kevlar Helmet
Head 8, Cost 250, Weight 7 (partial coverage)

Medium Helmet
Head 12, Cost 800, Weight 9 (complete coverage)

Combat Helmet
Head 16, Cost 2,300, Weight 10 (complete coverage)


PRESSURE SUIT
base cost 500

Air Tanks
Karmonov industries makes three classes of air tanks.
Class I- 2 hours of air, cost 500, a cheap and widely used tank.
Class II- 4 hours of air, cost 2,500, uses a mores advanced alloy to safely hold air at higher compression.
Class III- 6 hours of air, cost 6,500, The best around.

Air Recyclyers
Class I-Hours of air multiplier 5, cost 1,000
Class II-Hour multiplier 10, Cost 4,500
Class III-Hour multiplier 20, Cost 12,000
Class IV-Hour multiplier 40, Cost 50,000

Nutrient Tanks
Class I-1 days food, Cost 500.
Class II-2 days food, Cost 1,500
Class III-4 days food, Cost 4,000

Waste Recyclers (not a mandatory system)
Class I-days worth of food multiplier 3, cost 2,000
Class II- Day multiplier 5, Cost 6,000
Class III- Day multiplier 10, Cost 16,000

Armor
Can be made into a pressure suit. Add five times the armors cost to the suits cost.

Thrust Pack
Cost 1000, Allows basic untethered maneuverability and for average human weight a max acceleration of 5 m/s.

Fuel Tanks
Class I-Provides 50 m/s worth of Delta V. (change in velocity), Cost 2,000
Class II-Provides 100 m/s worth of Delta V. Cost 4,000
Class III-Provides 200 m/s worth of Delta V. Cost 10,000


well, thats it for now, additions are welcome. Main