Equipment

Whether
you are ‘packing’, ‘strapped’ or just plain armed, many folks in the ‘Verse
travel the Black with a little friend or two, or fifteen. Whether you wield a
knife, a toolkit, a six shooter, a scalpel or sniper rifle the equipment you
carry is there to help you live your life. Within this chapter we document how
you go about obtaining and using your tools.

Each player
begins play with  equipment  up
to  a  value
dependent  upon  their **Sophistication**.
Any unspent money from this equipment allocation will be placed in the
character’s bank account or given to them physically depending upon their
origin and background.

 2
 3

Core worlders will have Credits and Border/Frontier worlders will have
Dollars unless requested otherwise beforehand.

A character with the Assets merit has an additional 250 with which to
purchase starting equipment.

The 'Verse contains
both Credits, typically used in the Core World, and Dollars, typically used in
the Border and beyond. The official exchange rate holds at 50 to 1, though this
is prone to fluctuations IC.

## Starting equipment

The
following is a list of items that may be purchased at start up. Some items
listed here have role- played IC effects (such as a first aid kit) and are of
value, some have actual effects (such as vision enhancement goggles) but are
sufficiently rare IC to have a cost despite their effects not having a rules
mechanic.

Other
items listed have either an IC mechanic or actual effect but are of negligible
IC cost so are listed simply to remind players they may possess these items.
Interesting gadgets and gizmos are encouraged.

You will be able to purchase
most items from local traders once play begins but the prices will vary from
world to world depending on the local supplies.

Characters can
start play with items listed as 40 credits or less and will often be able to
find such items readily, the more expensive an item to harder to source it will
be and will be reliant on background and having an IC reason okayed by plot.
Military grade items will require specialist contacts to source.

## Armour

For use with the Armour [Light] skill.
Typically represented by Stab Vests, Heavy Leathers or Light Joint Padding. One body area must be fully,covered.
 Medium Armour
For use with the Armour [Medium] skill.
Typically represented by Flak Vests or Reinforced Heavy Leathers. Three body areas must be fully covered.
 Heavy Armour
For use with the Armour [Heavy] skill.
Typically represented by Full Ballistic Armour, Full Riot Armour or Similar. All body area (head, chest,,arms, legs) must be covered.

## Restricted Weapons

While this list is a base line, Other Restricted Weapons may exist. Contact your local arms dealer for prices!

 Machine Gun - A heavy weapon for delivering vast quantities of lead towards your enemies.
 Grenade Launcher - A heavy weapon for lobbing specialist grenades over large distances at high speed.
 Impact Grenade - A Single Fragmentation Grenade Designed for launching from an appropriate Launcher (no phys rep required)
 Grenades - A single Military Fragmentation Grenade to throw or emplace. [Phys rep provided by event team]
 Pipe Bombs - Cheap and simple explosive devices. [Phys rep provided by event team]
 Sniper Rifle - A long-barrelled rifle for delivering bullets over great distances with precision.
Comes with a free piece of Visual Enhancement Tech

These prices may also vary dependent on who your talking to, where you're buying from and how much they like you. Remember to treat your gun runners well, otherwise you might getting the surplus unification war rounds rather than the nice shiny ones which.. fell off the back of that alliance mule.

## Ammunition

Each
firearm carried has a set number of shots, whilst it is understood that in the
normal game situations you will have a large amount of ammunition for your
pistols and ordinary rifles, you should still reload once you have fired as
many shots as the weapon should carry.

For
the most part ammunition is considered part of character routine upkeep costs
in downtime, however specialist ammunition requires seeking out the right
authorisations and a fairly flexible definition of your entitlement to it.

IC, ammo for more specialist weapons is represented by phys reps (i.e.
explosives) or limited number of damage calls.

All firearms are grouped into skill
sets and it is the skill set that the weapon uses that defines the damage done,
so all pistols do ‘Single’, rifles do ‘double’ and Sniper Rifles do ‘Quad’ as
discussed in the main rules. Each phys rep governs the number of shots a weapon
can make before needing to be role-played reloading, e.g. a double barrelled
shotgun or derringer clearly only make two shots were as most
semi-automatic/pump-up shotguns carry around eight.

The below table gives a rough
indication of how many rounds are in each weapons magazine, clip or belt.

This might differ between weapon platforms within their own class, but these numbers represent a general figure.

 Revolver
 Semi-Automatic Pistols
 Pump-Action Shotgun
 Rifle
 Assault Rifle
 Machine Guns
 Sniper Rifles

## Firearms

Below is a list of common weapons
and also some unusual ones that make their way into the ‘Verse. These are just
examples to inspire players whilst outlining what is expected of more
specialist equipment.

Restricted access weapons will need
justification to the game team to be bought. This may be a strong military
background, active law enforcement, black market contacts etc. Alternatively,
they may be found or sought out ingame.

Advanced Weapons need specialist
maintenance if damaged (i.e. a Mechanic with Mechanic Spec or Knowledge
Gunsmithing) and are vulnerable to damage (i.e. from direct impact, fire, EMP
blast)

### **Silencers and Laser Dots**

In a calls based system, it is hard
to represent a silenced/suppressed firearm. Although you may fit the phys rep
onto your gun, it will have no direct IC impact to reduce confusion. The
exception to this the Ref Supervised action Sniper shot.

Laser dots sights, although
realistic, can pose a threat to vision if of high enough strength. For this
reason, we ask our players to not use them with their guns. Rail attached
flashlights should be used sensibly (i.e.
be cautious to not disrupt people's night-vision over rough terrain).

Certain weapons have special considerations available to them and these
are listed below:

### **Stun weapons**

All types of stun weaponry do the
normal level of damage for their size but as Stun damage meaning instead of
putting the target into their bleed count it will instead render them unconscious.
They are advanced weaponry which is more complicated to fix anything that goes
wrong with them, requiring a mechanic with specialized knowledge to repair.

### **Shotguns**

Within close range shotguns can
call for Double Knockdown or Open Lock on a locked unarmoured door.

### **Machine Pistols**

These weapons can be wielded single handily and if used with the
Sinister Dexter Virtuoso, dual wielded to call for Covering Fire three times a
day.

### **Machine Gun**

LMG's can be used to call for Heavy
Fire three times a day. Machine Guns are restricted items requiring specialist
contacts to acquire and supply with ammunition, often security forces will
expect such items to be registered and explained why you have them with you.

### **Sniper Rifles**

Specialist Rifles with magnified optics grant use of Virtuoso Dead Shot
(only whilst firing a sniper rifle). With Ref supervision, may grant an
extended (.i.e. outside of voice range) shot. Role-play and highly accurate
description of target expected. Only to be used when no active combat is
occurring. Sniper Rifles are restricted items and require specialist contacts
to acquire and supply with ammunition, often security forces will expect such
items to be registered and explained why you have them with you.

### **Grenade Launchers**

Launchers designed to lob explosive projectiles over a short distance.

These weapons are military grade, expensive and hard to come by. Requiring specialist contacts to acquire and specialist mechanics to repair.

Rounds for these launchers come in a wide range of types and grades, from frags to the highly technologically advanced stun.

### **Rocket-propelled Grenade, Rocket and Missile Launchers**

Devastatingly powerful in the right hands, these weapons come from the Humble Chem Rocket to the Military Grade Anti-Tank Guided Missile. Ref Supervision is required when preparing to fire one of these weapons.

Rockets, RPG's and Missiles come in a range of costs, but all are expensive. Even more so to those with no legal reason to own one.

These weapons are advanced weaponry which are more complicated to fix
anything that goes wrong with them, requiring a mechanic with specialized
knowledge to repair.

## Shuttles and Mules

### Shuttles

Used
for short atmospheric runs, transferring cargo between ships with incompatible
docking hatches or entering the atmosphere when your ship doesn't have an
atmospheric flight capability.

Shuttles

Brand new - 4,000 Credits

20 Year Old - 2,000 Credits

Ex-Military Shuttles

20 Year Old - 6,000 Credits (Unarmed)

### Mules

Mules are smaller planet based cargo or personnel haulers designed to
carry and run around. Some feature anti-gravity drive whereas others employ the
trusty wheel to get about. Investors will not purchase second hand or dated
mules as they are considered little more than scrap, however second hand
dealers can be found on most frontier settlements if you have spare dollars.

Grav mule: 1000 credits new.

Land mule: 200 credits new.

## Specialist Weapon Profiles

 Skill
and/or Knowledge [Demolitions]
 Special
Appropriate LARP safe physreps will be supplied by Lightning Bug Larp.
Explosives may be laid down strategically with appropriate skills to cause significant damage, ref supervision to use

### La Matte Grapeshot

The La Matte Grapeshot was originally an antique from Earth that was but due to a vid-hero of a popular show on the Cortex was re-made as a cartridge firing weapon.

 Skill
 Special
If have Rifles/Shotgun skill and both hands on the
weapon can call for Open Lock or in short range (10 feet or less) may call for Single Knockdown.

### Assault Rifle with underbarrel armaments

Alliance infantry often opted to sacrifice a degree of accuracy for a little extra oomph on the battlefield and instead of attaching handy lights or laser sights to the under rail of their assault rifles they would instead use either a one-shot shotgun or a grenade launcher.

 Skill
 Special

 Skill
 Special

### Laser Pistol

Since Lassetter made the first laser pistol these age old stalwarts of science
fiction have become science fact to anyone rich enough to own one.

 Skill
 Special