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  Weapons described below are of special interest in the 
  Dystopia: Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Scatter Gloves: Another interesting Big Knucks adaptation 
  with ganger origins, easily compiled in the garage before the 
  big night. An industrial manufacturer released a mining bot 
  with a remote micro-explosive payload. The bot didn’t sell, 
  but the remote micro-explosives were stripped and re-used 
  for this unintended purpose at such a rate that the 
  manufacturer was sued into oblivion. Micro-explosives are 
  stripped and mounted to the gloves with epoxy resin, then 
  coated with a fast-bonding adhesive. In hand-to-hand combat, 
  the payload is transferred to the target, then remotely 
  detonated. A recent innovation has been the use of Scatter 
  Gloves for suppressive fire, by flinging the payload across a 
  wide dispersal area, then detonating the explosives as the 
  target approaches.  
  Xerex Blazing Fists: Xerex attempts to seduce the 
  undesirables with another high-tech adaptation for hand-to-
  hand combat. Nozzles located under ridges along the back of 
  the gloved hand are fitted with unique contact-activator 
  valves, releasing a highly-flammable adhesive filament when 
  in contact with opposing surfaces. The filament burns hot but 
  with poor coverage. However, while the weapon is effective 
  and visually spectacular, incidents of self-ignition are 70% 
  likely with a Critical Fumble. Any victim of filament fire 
  (self or target) must make an Athletics roll of DIFF 15 or 
  continue to suffer exponentially increasing burn damage until 
  extinguished. �
  Xerex Fists of Fury: Another Xerex mod for the flamboyant 
  ganger, these armored gloves are equipped with sub-sonic 
  amplified speakers which resonate on contact in direct 
  proportion to the kinetic impact they absorb. The effect is a 
  deafening sub-sonic tone with every blow. The user must 
  wear proprietary earplugs or risk being deafened. �
  DeathBat: Introduced briefly in competitive baseball only to 
  be banned the same season after a brutal dugout brawl, this 
  liquid-filled titanium bat results in less weight and increased 
  velocity. Besides being a significantly improved baseball bat, 
  it can be used as a weapon.�
  Magna Group Ripwire: This popular ganger weapon consists 
  of a polymer handle connected to a swivel-joint-mounted 4m 
  long braided acrylic cable, laced with three ridges of steel 
  spines. With practice, the user can become fairly proficient at 
  performing elaborate whip attacks with minimal risk of self-
  injury. 
  
  Game terms: 2 attacks at same target, rolled individually or 
  single attack to each target within range, rolled individually 
  with -1 REF to each attack. [TRDL] 
  Fauk Imports Fan-Fold Scimitar: Another finely crafted 
  concealable weapon from Fauk Imports. The hilt is grafted 
  walnut with leather brads that reveal an extendable fan-fold 
  interlocking blade 32” long, which is spring-loaded and 
  released by a depressed lever. A Micro-fiber spine holds each 
  poly-acrylic panel rigidly in place. The blade extends or 
  retracts in .025 seconds [TRDL]�
  Ikari Razor Glove: This is a simple leather and kevlar glove 
  equipped with Scratchers or Rippers. The Ripper version 
  costs 50eb more, has a Con. of Jacket, does 1D6+3 damage, 
  and reduces REF checks with that hand by -3 due to 
  reinforced finger joints. Neither version can be used for 
  punching, as the blades on the fingers make it impossible to 
  clench the hand. 
  Bola Fyuti bone knife: A ganger fetish weapon. Bola began 
  the niche market of orbital talisman weaponry with the first 
  public use of this weapon on Madrid Station. Carved from 
  the pelvic bone of a fallen opponent, then laced with a 
  polymer latticed diamond edge, the knife is formidable, ultra-
  light, and non-metallic. Most importantly, it serves as a status 
  symbol among warring ganger tribal combatants. Each Fyuti 
  knife is obviously custom-made and detailed, and is crafted 
  for an undisclosed price [TRDL]�
  Xerex Whipcord: A densely-coiled mono-filament whip with 
  a retractable winding spring. TSA Operatives are trained with 
  this weapon, and may perform a weapon grapple at +3 
  [TRDL]�
  EPSI Corp Necktie Garrote: A simple 1.5mm nylon garrote 
  brilliantly hidden within a men’s necktie. The handles and 
  cord are sewn into the tie with breakaway thread, metal-free 
  to minimize detection. Can be uncoiled and prepared for use 
  in seconds [TRDL] 
  Fauk Imports Concealed Blowgun: This cascading aluminum 
  blowgun is entirely hidden within the casing of a fully-
  functional high-quality fountain pen. The head is held in 
  place by a concealed magnet, and can be quickly removed 
  and the blowgun prepared for use in seconds. Can be loaded 
  with steel, acetate or resin darts, and laced with drugs or 
  poison. Ammunition stored separately [TRDL] 
  MAAS-Krycek CrocTears: The latest in defensive protection, 
  with the versatility of the Viper series of synthetic venom 
  delivery systems, utilizing the existing tear ducts and an 
  accelerant. Chromodacryorrhea is a side-effect in 30% of 
  implant recipients (bloodlike appearance of tear fluids due to 
  porphyrins [red pigment]). Any Viper series formula may be 
  injected, with ½ potency and duration. Only 10% chance of 
  permanent -1 REF loss, and no self-poisoning possible. 
  Kinetic Sphere: A truly bizarre misappropriation of spacer 
  technology originally designed to improve EVA efficiency. 
  The kinetic sphere is a 4cm rubberized metal spheroid, with 
  an inertial amplifier housed within an energy-absorptive coil. 
  The internal componentry of the sphere is designed to absorb 
  and re-channel kinetic energy, as per it’s namesake. Once the 
  sphere has built up enough kinetic energy (4 short bounces), 
  it will continue to accelerate until it is either destroyed or 
  slowed by water of foam. Depending on the size and 
  configuration of the enclosed space in which the ball is 
  released, the GM must determine the initial rate of the ball’s 
  impact and resulting ricochet (generally 1 bounce per turn for 
  a five square meter space) and the amplitude increases by one 
  bounce per turn every round (3 bounces in the first round, 4 
  bounces in the second round, 5 bounces in the third round, 
  etc.) The initial toss can be directional, and during the first 
  round, the ball can be caught or deliberately deflected with an 
  Athletics roll of 15 or greater. By the second round, the ball 
  begins to cause damage upon impact, beginning with 1d6/2 
  with the first bounce of the second round, then 1d6 for the 
  second, and increases by an additional 1d6 for each 
  additional bounce. Impacts that causing damage that either 
  exceeds the SDP of the object or cause 100% of total damage 
  possible to an area of the body( ie. 8 pts to a limb, etc.) result 
  in the ball passing through the object and continuing along 
  the same trajectory. Dodging the ball begins at difficulty 10 
  in the 2nd round, and increases by +1 per turn, modified by 
  the size of the room (elevator +15, small room +10, average 
  room +5, warehouse +0, outdoors -5). After 4d6+4 bounces, 
  the ball explodes causing 2d6 to a 2m area. Trajectory is 
  roughly determined by the grenade table rolled twice: once 
  for x direction, once for y, where logic allows. Note: the 
  kinetic sphere only performs in a zero-gee environment. 
  Bogardin Cutter Net: Memory metal razorwire compressed 
  into a softball-sized grenade. The net expands on impact, 
  then recompresses, slicing up targets caught in the blast 
  radius. Reusable if well-cleaned.�
  Bogardin Exploding Knife: A ganger favorite, this well-
  balanced throwing knife hides a small incendiary explosive 
  in the handle. The detonator is twist-armed and utilizes a 4 
  second fuse. �
  Fist of Fun: This melee weapon was developed and used in 
  the black market pit fighting rings of South America. A 
  Kevlar-weave glove is fitted with 2cm wide knuckle cups 
  which in turn are coated with blasting caps (one per knuckle) 
  sprayed with an epoxy contact film. On contact, 1d4 caps 
  adhere to the target and are pulled away from the cups, 
  activating 3-second fuses (providing one turn for the attacker 
  to withdraw 1.5 meters out of detonation range) before the 
  explosion. The attacker rolls to hit as normal, doing 1d6+1 in 
  bludgeon damage, then rolls 1d4 to determine how many 
  caps are delivered to the target (either target or blocking limb 
  or object). 1.5 turns later, the caps explode causing 2d10 
  damage each to a 1m area.�
  
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  Weapons described below are of special interest in the 
  Dystopia: Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Note: Most ranged melee weapons, including grenades, 
  thrown edged weapons, and archery tools are sommonly 
  understood and are not described below. In addition, many 
  ranged melee weapons may be found in other categories, 
  such as Exotics and Non-Lethal Weaponry. 
  Anti-personnel Kinetic Sphere: A truly bizarre 
  misappropriation of spacer technology originally designed to 
  improve EVA efficiency. The kinetic sphere is a 4cm 
  rubberized metal spheroid, with an inertial amplifier housed 
  within an energy-absorptive coil. The internal componentry 
  of the sphere is designed to absorb and re-channel kinetic 
  energy, as per it’s namesake. Once the sphere has built up 
  enough kinetic energy (4 short bounces), it will continue to 
  accelerate until it is either destroyed or slowed by water of 
  foam. Depending on the size and configuration of the 
  enclosed space in which the ball is released, the GM must 
  determine the initial rate of the ball’s impact and resulting 
  
  ricochet (generally 1 bounce per turn for a five square meter 
  space) and the amplitude increases by one bounce per turn 
  every round (3 bounces in the first round, 4 bounces in the 
  second round, 5 bounces in the third round, etc.) The initial 
  toss can be directional, and during the first round, the ball can 
  be caught or deliberately deflected with an Athletics roll of 
  15 or greater. By the second round, the ball begins to cause 
  damage upon impact, beginning with 1d6/2 with the first 
  bounce of the second round, then 1d6 for the second, and 
  increases by an additional 1d6 for each additional bounce. 
  Impacts that causing damage that either exceeds the SDP of 
  the object or cause 100% of total damage possible to an area 
  of the body( ie. 8 pts to a limb, etc.) result in the ball passing 
  through the object and continuing along the same trajectory. 
  Dodging the ball begins at difficulty 10 in the 2nd round, and 
  increases by +1 per turn, modified by the size of the room 
  (elevator +15, small room +10, average room +5, warehouse 
  +0, outdoors -5). After 4d6+4 bounces, the ball explodes 
  causing 2d6 to a 2m area. Trajectory is roughly determined 
  by the grenade table rolled twice: once for x direction, once 
  for y, where logic allows. Note: the kinetic sphere only 
  performs in a zero-gee environment. [3] 
  Bogardin Cutter Net: Memory metal razorwire compressed 
  into a softball-sized grenade. The net expands on impact, 
  then recompresses, slicing up targets caught in the blast 
  radius. Reusable if well-cleaned. [4]�
  Bogardin Exploding Knife: A ganger favorite, this well-
  balanced throwing knife hides a small incendiary explosive 
  in the handle. The detonator is twist-armed and utilizes a 4 
  second fuse.  
  Concussion Grenade: Damage is half real, half stun, negating 
  SP effects of armor. Soft armors lose 2 pts of SP per impact. 
  Hard armor only takes ¼ damage from the explosion. 
  Equipment in range takes ½ damage as well. Similar 
  common frag grenade in appearance, but nearly opposite in 
  effect. [1]�
  Electro-Magnetic Pulse Grenades: Available in 5 weapons 
  grades, in Hand, Shotgun, 25mm, and 40mm grenades.�
  EMP-1 Shocker Grenade: Produces a variable EMP pulse 
  over small area, often with visual evidence of effect. Each 
  type of equipment in the affected area, roll on the table 
  below. Crash occurs temporarily (power x 40%) or 
  permanently (power x 10%). Magnetic data is erased (power 
  x 50%) and chip storage is destroyed (power x 20%). 
  [6] 
  1-2 System Unaffected 
  3-4 System reboot, offline for remainder of round 
  5 System offline for 1d6 turns 
  6 System offline for 1d6 minutes 
  Power Effect Range Cost 
  Mk 1 no damage impact 25 
  Mk 2 d6-1 damage 1m burst 75 
  Mk 3 d6+1 damage 1m burst 100 
  Mk 4 2d6 damage 2m burst 150 
  Mk 5 2d6 damage 3m burst 200 
  EMP-2 Waver Grenade: More conventional EMP 
  technology, no visible evidence of effect. Each type of 
  equipment in the affected area, roll on the table below. Crash 
  occurs temporarily (power x 40%) or permanently (power x 
  10%). Magnetic data is erased (power x 50%) and chip 
  storage is destroyed (power x 20%). 
  1 System Unaffected 
  2 System slows down, sluggish performance 
  3 Minor crash: System down for 1 round 
  4 Crash out: System GPFs and reboots, 2d6 rounds 
  5 Big crash: System reboots, then runs diagnostics: 
  1d6 minutes to restore 
  6 Fatal crash: System fails and requires technical 
  service to restore (tech roll over 20) 
  Power Effect Range Cost 
  Mk 1 no damage impact 25 
  Mk 2 d6-1 damage 1m burst 75 
  Mk 3 d6+1 damage 1m burst 100 
  Mk 4 2d6 damage 2m burst 150 
  Mk 5 2d6 damage 3m burst 200 
  EMP-2 Flasher bomb: a 3kg bomb, awkward to throw (-2 
  WA to throw, ½ range) and upon detonation, a blinding flash 
  during the EMP fusing is followed by a secondary explosion 
  causing a concussive wave. Persons looking in the direction 
  of the explosion within 5m (15m night) make Reflex roll (20) 
  to avoid being blinded for 1d6 turns. Effects are as EMP-2, 
  with the addition of 5d6 concussive damage (1/2 stun within 
  1m, all stun 1-4m, doubled indoors) �
  Air Burst Flachette Grenade: A lozenge-shaped grenade 
  designed to be deployed with a 40mm grenade launcher. 
  When fired, the grenade lands on it’s weighted end, and a 
  
  secondary charge propels the top three-quarters of the 
  grenade 1.5 meters vertically upwards, before it detonates, 
  delivering drill-like flachettes over a 5m radius. Everyone 
  within the blast area receives 1d6 flachettes, each doing 2d6 
  damage, soft armor ½ SP.�
  Flash Bang Grenade: A blinding, concussive explosive 
  weapon with a 5m range, 15m indoors. All targets within 
  range must make a Stun Save at -2 or become stunned and 
  deafened for 4 turns, and make a Reflex check (Diff 20) to 
  avoid being blinded for 2 turns. Anti-dazzle negates the need 
  to test for blindness. �
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  Weapons described below are of special interest in the 
  Dystopia: Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Toronado Ltd. G-77 “Gooey Mine” : Anti-personnel 
  defensive barrier, described as caltrops on acid. Delivery 
  system is 8cm(2) polymer housing with dual-toggle and 
  firing pin. User may select either side-deploy or dual-deploy 
  modes, activate 5 second timer and use as grenade 
  (offensively) or locate strategically in defensive perimeter. 
  First round after delivery, high-pressure liquid foam is 
  released by the deployment face of the mine, spraying 
  everything within 2m. Second round, a controlled electrical 
  charge creates an explosive chemical reaction, causing 
  phosphorescent-resin foam material to violently burst into 
  long fibrous crystalline projections jutting at all angles, 
  forming a tangle barrier 3m high and adhering to any 
  exposed surface, known as ‘fractal wall’. Trapped opponents 
  take 2d10 in edged damage if struggling, while if used 
  defensively, same penalty applies to attackers attempting to 
  breach the wall by force. Fractal wall acts as cover of SDP 30 
  and remains erect for 1d10 rounds before decomposing and 
  becoming brittle and harmless. Phosphorescent molecules 
  distort thermograph devices while wall is active [TRDL] 
  Fauk Imports Concealed Blowgun: This cascading aluminum 
  blowgun is entirely hidden within the casing of a fully-
  functional high-quality fountain pen. The head is held in 
  place by a concealed magnet, and can be quickly removed 
  and the blowgun prepared for use in seconds. Can be loaded 
  with steel, acetate or resin darts, and laced with drugs or 
  poison. Ammunition stored separately [TRDL] [1]�
  Chimera Porcupine PDS: The first Personal Defense System 
  developed by Chimera Industries, the Porcupine has been 
  contracted for use by several orbitals for corporate 
  bodyguards traveling with executives in public zones. The 
  exterior frame of the Porcupine is a bi-folding titanium 
  briefcase with a programmable lock mechanism that can be 
  password-controlled, or set to a timer linked to the arming 
  mechanism. The interior is a series of folded ceramic panels 
  and a firing mechanism, which fold-up into a conical ovoid 
  when armed. The case takes 3 seconds (1 turn) to unfold once 
  activated, and a high-pitched warning siren and sodium 
  strobe light sound off during activation. Then, once the 
  interior panels have locked into place, the system fires a 360 
  degree arc of small flachettes at a 60 degree sweep to 
  parallel. After an additional turn for reloading, the system 
  fires again, and again, for a total of 3 volleys in 18 seconds. 
  Common practice is to abandon the case on a timer, for 
  crowd suppression, or to flip the case on it’s side, at an 
  
  upward angle, to cover a retreating position, though this use 
  is not warranteed by the manufacturer. 
  Game terms: 1 turn to arm; 2nd turn= 1st volley; 3rd turn is 
  reloading time; 4th turn is 2nd volley; 5th turn is reloading 
  time; 6th turn is third and final volley. Any target not under 
  complete cover must make a defense roll vs 20. For every 
  point the roll fails, roll 1d6 to determine how many flachettes 
  have struck, doing 1d6/2 ea. [TRDL] [4] 
  Toronado Ltd. GG7 Cobweb Mine: This is a compact, 14cm 
  long aerosol-based canister which is triggered by a top-mts 
  toggle and has a 6 second (2 turn) delay timer before 
  activation. The GG7 releases a 60 degree fan of ferro-
  elastic™ gel which allows a 2m coverage area around the 
  delivery canister (app. 40lf of spray). In the following turn, 
  the the ferro-elastic particles may be polarized with a switch 
  on the included remote, causing them to quickly and 
  violently expand and contract together, creating a fibrous 
  web of semi-elastic adhesive material approximately 2.5m 
  tall and spread in all directions for a 3m total area. After 20 
  minutes, the material brittlizes, and may be destroyed or cut 
  down (SDP 5) [TRDL] [5]�
  Bio-bombs: There are several camouflaged delivery systems 
  for the release of biotoxins into a target area. Common 
  delivery systems include aerosol and non-aerosol personal 
  deployment canisters disguised as personal products or 
  electronics, ampules or soluble packets for dispersal into 
  water supply, and larger canisters designed to detonate with a 
  minor explosive charge and spread airborne agents over a 
  large area, including suitcase bombs and vehicular 
  deployment. Larger delivery systems will typically be 
  armored to some degree, and include tamper-proof triggers 
  and boobytraps, both designed to thwart counter-terrorist 
  specialists from deactivating or destroying the contaminants 
  before deployment. In some casis, the biotoxins must be 
  mixed with a serum for proper delivery, and may perform 
  inadequately or at reduced potency if released without 
  mixing, or through explosion or damage to the containment 
  system. Bio-bombs can take any payloads available, from 
  hallucinogenic agents to plague-level virus weapons. [9]�
  Chemical Agents:��
  Chemical Warfare Agents  
  Agent Str Effect Vector Cost  
  Tear Gas Auto -5 Awareness for D6 minutes after exposure 
  due to tearing Eyes, lungs 40 eb  
  20 ½ INT, REF, COOL and MA (roll each round of 
  exposure)  
  Vomit Gas Auto -5 Awareness for D6 minutes after exposure 
  due to tearing Eyes 70 eb  
  25 ½ BOD, STR, REF, COOL, MA (roll each round of 
  exposure) Eyes, lungs  
  20 ½ REF, MA for 3D10 minutes from convulsive vomiting 
  lungs  
  Mustard Gas Auto D6 damage to D3 locations each turn 
  Contact 80 eb  
  15 ½ INT, REF, COOL and MA (roll ea. rnd of exposure),-5 
  Awareness  
  Beta-Fomoral Auto 4D6 damage as nerve endings flare up 
  and disrupt Contact 200 eb  
  Alpha-Fomoral Auto 8D6 damage as nerve and muscle 
  clusters tear, disrupt [10] Contact 300 eb  
  Nerve Gas Auto 8D10 damage internal bleeding, clotting, 
  and organ disintegration. Contact 400 eb  
  Algira-Hemoglobin Auto -5 on all rolls for D10 hours [14] 
  Lungs 400 eb  
  15 Death in 6D10 min. from thickening blood causing 
  asphyxiation  
  Antidiuretic Hormone 30 Involuntary urination in D10x30 
  seconds Lungs 160 eb  
  25 Dehydration sets in in 20+3D10 minutes, causing -4 on all 
  rolls for 24 hours  
  20 Severe dehydration sets in in 20+2D10 minutes, causing 
  5D6 damage  
  15 Death by dehydration in 20+D10 minutes  
  CHS-IV 30 3D6 damage, 1/4 REF & MA for 2D10 min. 
  from vomiting blood Lungs 500 eb  
  20 In 10 turns, Death save at -2 from drowning every turn as 
  blood erupts into lungs  
  Etherylide-23 30 Loss of D3 Cool, Int and Tech, recovered at 
  1pt /wk (synaptic) Contact 350 eb  
  20 Death by stroke as Etherylide absorbs neural impulses in 
  the heart  
  Hemoethygene 30 ½ Str & Bod for 1 hour per point failed 
  Lungs 500 eb  
  18 Death save at -5 in D20 hours from red blood cell 
  depletion 
  Polypheronol-70 30 Muscle spasms cause -2 REF for 1 hour / 
  point failed Contact 150 eb  
  20 Muscle spasms cause -6 REF for 20 minutes / point failed  
  13 Muscle spasms cause complete paralysis for 10 minutes / 
  point failed  
  VXX Neurotoxin 21 Unconsciousness for 2D10 minutes 
  Contact 400 eb  
  15 Death  
  
   
  Joker Gas 30 Minor spasms cause -1 REF, +4 stress, 2D6 HL 
  for 2 hours Contact 200 eb  
  24 -1 INT, MA, REF for 2D6 minutes and twitch and laugh.  
  18 ½ INT, MA, REF for the duration  
  BlackOut 23 Unconsciousness for D3+1 hours... 3D6 HL for 
  2D6 hours after Contact 200 eb  
  Spaz 20 Full paralysis for 4 days, 24 hours with tissue flush 
  Contact 250 eb  
  Blue Glass Auto Hallucination, Blackouts (Cool - 2), 
  Catatonia (Cool - 6) Inhaled 100 eb  
  15 Disabling hallucinatory state lasting the duration (6 
  hours). 1 minute onset 
  NeoCorticine Auto Hypnotic +3, Bad Hallucinations (4 in 6) 
  Contact Liquid 100 eb  
  Black-Eyed Dick Auto 4D6 damage nerve agent in D3-1 
  turns Injected 150 eb  
  Nap-Time 2020 Auto 5D6 Dmg, ½ Stun. -1 Notice; Failed 
  save results in KO for D6x10 min Injected 125 eb  
  Epidemic-Class Biotoxin Auto Any of a number of high-
  vector, high-volume payloads that usually kill after great 
  horrible things occur to the afflicted. Delivery can be of 
  many forms, and vectors may spread rapidly. GM use only 
  (includes bacteria [Anthrax [12], Brucellosis, Cholera, 
  Glanders, Plague, Q fever and Tularemia], viruses [Arboviral 
  encephalitis, Ebola virus [13], Hemorrhagic fever, Lassa 
  fever, Marburg hemorrhagic fever and Smallpox] and toxins 
  [Botulism, Mycotoxins, Ricin and Staphylococcal 
  enterotoxin B]) For a comprehensive FAQ on these terrorist 
  weapons, follow this link  
  Notes: 
  Strength: The number to beat (using a Resist Drugs roll: 
  BODY + RESIST TORTURE/ DRUGS + 1d10) in order to 
  shrug off the effects of the drug. If the Strength is classified 
  as ‘Auto’ then the effect is automatic and no save is 
  made.Several of the agents in question have multiple strength 
  ratings and effects; roll the save once: any of the multiple 
  Strength levels below the save roll are ignored, but any above 
  that roll take effect. 
  Chemical Weapon Delivery  
  Item Price Mult. Notes  
  Hand Grenades & 40mm Grenades 100% Cost 5m radius 
  cloud of gas, with 15m downwind tail. 10m radius cloud 
  indoors  
  25mm Grenades 75% Cost 3m radius cloud of gas  
  Micro Spray Can 50 % Cost 1 shot spray can with 1m range, 
  size of a lighter  
  Mini Spray Can 100% Cost 3 shot spray can with 2m range, 
  slightly smaller than a grenade  
  Spray Can 200% Cost 8 shot spray can with 2m range, size of 
  small can of bug spray  
  Hypogun 150% Cost 1 shot hypo , size of a medium pistol 
  [11] 
  Paint Balls (non-aerosol) 250% Cost 50 paintballs loaded 
  with a liquid chemical weapon  
  Paint Balls (aerosolizing) 400% Cost 50 paintballs that 
  aerosolize on impact into a 1m cloud  
  Shotgun slug canisters 100% Cost 8 Slugs pen. up to 8 SP 
  barricades and deliver a 1.5m cloud  
  TechJager Air Fouler +400 eb Fills a 10' x 10' room with 
  selected chemical agent gas  
  FlashLight Gas Dispenser +50 eb 3 shot spray can with 2m 
  range  
  Flachette Payload High STR x 100 eb per flachette round) 
  Payload for flachette/needle weapons 
  Chemical Warfare Gear  
  Item Price Notes  
  USM-1128 Gas Mask 200 eb US Military Gas Mask with 2 
  filter system  
  Surplus Gas Mask 60 eb Gas Mask with single filter [8] 
  Esporma Environment Suit 725 eb SP:10, SP:30 vs 
  corrosives, air supply, etc [15] 
  EnviroScanner 400 eb Detects radiation & biological 
  contamination within 7m  
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  Weapons described below are of special interest in the 
  Dystopia: Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Chimera 400 Bolter: Chimera’s most popular bolter, the Type 
  400 pistol uses a special bolt with a head that is designed to 
  fracture upon impact with soft tissue through pressure on 
  microscopic radial seams in the housing. On hard targets, the 
  bolt compresses like any other, and performs poorly. Against 
  soft targets, if the bolt head fractures as designed, three 
  spring-loaded barbed fans extend into the victim, opposite the 
  path of the wound, in effect hooking the bolt into bone and 
  surrounding heavy tissues. The barbs are not retractable, and 
  the bolt may only be removed via surgery. The bolt was 
  originally designed to make private treatment for projectile 
  wounds less practical, as many crews and ganger guilds kept 
  private medical personnel on staff for work emergencies, 
  making the apprehension of escaped, but wounded, suspects 
  particularly difficult for orbital law enforcement. However, in 
  practice it is fairly uncommon that the bolts perform as 
  designed, as most conventional soft armors corrupt the bolt 
  head’s design. An impressive weapon, nonetheless. [TRDL] 
  Chimera 100 Pocket Bolter: This pistol was originally 
  designed to fit into the standard 10cm square utility pouches 
  on early EVA suits. Though later EVA design, and weapon 
  technology, rendered such a design impractical, the Type 100 
  Pocket Bolter became commonly used as a holdout weapon 
  stashed in small compartmentalized spaces, avoiding notice 
  once a concealed equipment bracket system was developed, 
  making the Type 100 storage case look like a small utility kit. 
  [TRDL]�
  Chimera 600 Bolter: This unusual weapon was originally 
  designed as a collapsible rifle, with removable barrel 
  extension and three-joint stock. While the Type 600 performs 
  very well in this configuration, the generally excellent 
  accuracy of most non-ballistic weapons in zero-g, combined 
  with the increased range, made the use of this weapon in rifle 
  mode less necessary than originally expected. It is more 
  frequently stripped down and used as a standard bolt pistol, 
  suffering accuracy penalties as a result. [TRDL]�
  Stane Industries Balrupp: Stane Industries released this 
  orbital-friendly sidearm to critical praise thanks to its near-
  silent action, reduced muzzle flash, and 80% rubberized 
  body. Stane Industries also pioneered the sub-ballistic kinetic 
  dispersal round, providing a range of calibers with minimal 
  hard target damage risk. [TRDL]�
  Stane Industries Krieger: Longer barrel and larger caliber 
  than the Balrupp. In addition to the Balrupp’s suite of 
  features, the Krieger includes an expertly counter-balanced 
  muzzle for reduced recoil. [TRDL] 
  Stane Industries Series 2: The next generation of Stane 
  sidearms begins with the Series 2, building on the features 
  that put Stane on the map, with a new integral manometer for 
  safety. [TRDL]�
  Stane Industries Series 3 (FN-FFR): Stane Industries released 
  this precision rifle to little fanfare, understandable in light of 
  the fact that high-velocity long-range weapons are illegal on-
  station. However, the FN-FFR remains a significant 
  breakthrough in orbital ballistic weaponry in that it takes a 
  special 14mm cased ceramic-sheathed shell that sheds kinetic 
  energy on impact, in effect the first high-caliber sub-ballistic 
  weapon designed. In addition, the option of switching out the 
  long-range scope with a thermal scope makes this rifle a 
  formidable weapon. [TRDL] 
  Talon Arms PL-4: An efficient, compact sidearm with an 
  impressive SB ammunition capacity. Finished in matte black 
  or Talon’s signature crimson glaze. [TRDL]�
  Talon Arms PL-8 ‘Pepperbox’: Talon’s compact submachine 
  gun comes equipped with a forward-position extended 
  magazine and a muzzle-flash suppressor. [TRDL]�
  Arasaka 455 BoltThrower: This bolt pistol was developed for 
  EVA use, with an over-sized rubber grip, and unwieldy 
  12mm jacketed bolt ammunition. It was developed by 
  Arasaka’s Research and Development arm early in the space 
  program for covert operations in a vacuum, so considerable 
  effort went into counterbalanced venting to minimize recoil. 
  However, the use of ultra-light orbital weaves in 
  contemporary EVA suits made the 12mm bolt excessive for 
  it’s intended use. Still favored by some underworld elements, 
  for the spectacular display of blood and tissue matter in zero-
  g when an unarmored opponent is struck, more for effect than 
  anything else.[TRDL] 
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  Items described below are of special interest in the Dystopia: 
  Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Note: This section only touches on a small nuber of explosive 
  devices and equipment, as a sampling of a much larger field 
  of specialization. In addition, false action explosives, or 
  mock weaponry, are shown here. Equipment of this nature 
  was used effectively in the film Ronin to distract an 
  oppopnent and provide a decoy firing position. 
  M-77 mine (MLRS or 155mm): The M74, BLU 92/B, M77, 
  and Volcano AP SCATMINEs are all cylindrical in shape. 
  They are 6 centimeters high and 12 centimeters in diameter. 
  Cylindrical AP SCATMINEs kill enemy soldiers through the 
  combined effects of blast and fragmentation. Each mine 
  contains 540 grams of composition B4 as its main charge. 
  The charge detonates upon actuation and shatters the mine's 
  metal casing to produce shrapnel. Shrapnel is propelled 
  upward and outward from the mine and produces fatal 
  casualties to a distance of 15 meters. Each mine has eight trip 
  wires (four on the top and four on the bottom) that deploy 
  after ground impact up to 12 meters from the mine. Trip 
  wires are similar in appearance to very fine thread; they are 
  olive-drab green in color and weighted at the free end. A 
  tension of 405 grams applied to one trip wire is enough to 
  create a break in the electrical circuit and cause the mine to 
  detonate. [11] 
  C-6 Remote Packet Mine: This small explosive device is 
  equipped with a magnet and 6 second timer, yielding 2d10 
  over a focused 1m area. Designed to breach armored doors 
  and penetrations. [Shirow] �
  Valmara 69 Jumping Anti-personnel Mine: The Valmara 69 
  is a circular plastic cased bounding fragmentation mine 
  which is the successor of the Valmara 59. The main 
  difference is the casing which is made of sheet steel on the 
  Valmara 59. The top plate of the mine casing has vertical ribs 
  on the side. The Valmara 69 has a five pronged fuse which is 
  screwed into the fuse well placed centrally on the top of the 
  mine. Four prongs are pointing up and sideways for 
  activation by pressure and one prong is vertical pointed for 
  attachment of two trip wires. The fuse is connected to the 
  mine body by a bayonet joint and is retained in the safe 
  position by a forked metal safety clip. A spring loaded striker 
  is locked to the fuse by three steel balls. The propelling 
  charge is placed in a black cap and screwed into the base of 
  the mine. The main charge is surrounded by 2000 metal 
  fragments. The lethal radius of the mine is 27 meters. [10] 
  TM-62 Antitank Soviet mine: The TM-62M is a round thin 
  sheet steel AT metal mine which was the original mine in the 
  TM-62 series of AT mines. The upper surface of the mine 
  rises in series of concentric stepped ribs with a large fuze 
  well, 125 mm in diameter, placed centrally on the top. When 
  the fuze is not loaded, the well is closed with a black rubber 
  cap. The fuze is of the type MVZ-62 and has a clock work 
  delay. It has a green metal housing in which the fuze 
  mechanism is supported. It has a brown pressure Bakelite 
  plate on the top with a green metal arming button which is 
  secured with a safety clip. Close to the arming button is a key 
  well to wind up the clock work mechanism before arming the 
  mine. When arming the mine the clock work mechanism 
  rotates the detonator from horizontal to vertical position. In 
  vertical position the detonator is in line with the booster 
  charge in the bottom of the fuze assembly. A nylon strap 
  carrying handle is attached to the base of the mine. [12] 
  ESPI Corp Billfold Flare: The Billfold flare is a 2mm thin 
  contact flash phosphor strip concealed within a normal 
  billfold. Flash strip is friction-activated, which can be 
  activated one-handed while flipping open the wallet during 
  an ID check. Treat as normal flash grenade at ½ range 
  [TRDL] 
  Bogardin Hi-Ex Caltrops: A modern and insidious update of 
  the traditional ‘Toe-Popper’ contact mine, these 3” wide 
  spiked caltrops are armed when thrown to the ground, and 
  utilize a pressure-sensitive trigger on the exposed barb in the 
  upright position. All damage is focused at the legs of the 
  victim, no blast radius. �
  Flash Bang Grenade: See Ranged Melee Weapons page. 
  Concussion Grenade: See Ranged Melee Weapons page. 
  Electro-Magnetic Pulse Grenades: See Ranged Melee 
  Weapons page. 
  EMP-1 Shocker Grenade: See Ranged Melee Weapons page. 
  EMP-2 Waver Grenade: See Ranged Melee Weapons page. 
  EMP-2 Flasher bomb: See Ranged Melee Weapons page. 
  Air Burst Flachette Grenade: See Ranged Melee Weapons 
  page.�
  Antipersonnel Mine: Can be detonated by direct contact, 
  timer, tripwire, remote signal or motion detector. A typical 
  example is the Militech M25AP with a 7 meter blast radius.�
   
   
  
  Anti-Tank Mine: Most antitank mines weigh 15kg and go off 
  when 150+ kilograms of pressure are applied to them. They 
  can be detonated by remote wire or direct contact; the typical 
  example is the M26AT by Militech. Antitank mines do 6d6 
  damage to all other targets in a 2 meter radius. Setting an 
  antitank mine takes 5 minutes; concealing it takes another 5 
  minutes. There are also anti-vehicle mines that are essentially 
  remote-sensor fired LAWs or HLAWs, attacking the rear or 
  flank of their targets. 
  Anti-vehicle mines cost 600eb. 
  C6: Military-grade plastique. A grey block of plastique, 
  which can be detonated by timer, tripwire or signal. It is 
  harder to detonate, making it safe from any detonation 
  besides a fuse or another explosion. Making C6 takes a 
  Chemistry roll of +35 and�
  a full lab. It does 8d10 per kilo, with an explosive radius of 
  5m, and costs 75eb per kilo to make (100+eb to buy). It only 
  explodes 10% of the time if hit by a non-surface explosion. It 
  is set off with an electric fuse. It can be tamped. 
  Detcord: Plastique in a cord form. It can't be made by a 
  chemist, only manufactured. It does 6d10 damage to the area 
  it's touching - ovoids of it are used to blow walls. When 
  wrapped around an object, it does triple damage - 18d10 - to 
  the object! 
  There is a 1 meter explosive radius, and it costs 90eb per 
  meter. It's set off by an electric fuse, and will explode if hit 
  by another explosion. It cannot be tamped. Detcord High 
  Explosive cuts through up to SP40 armor like a cutting torch 
  in 1 turn. 
  It comes 10 meters per pack and the cost is per pack. [19] 
  Fuses: These come in two types: electric and fire-based. Fire-
  based fuses actually contain a substance which makes them 
  burn. They'll burn without oxygen (they usually contain 
  gunpowder, or some other oxidizing substance), but won't 
  burn when drowned. 
  Fire-based fuses costs 5eb per meter. Electric fuses set off a 
  smaller explosion, a blasting cap, on the surface of the 
  explosive. Blasting caps do 2d10 damage in a 1 meter 
  explosive radius, and may be triggered by excessive 
  electricity, just like 
  plastique explosive! Caps cost 5eb apiece, the detonation 
  wire costs 1eb per meter, and the detonator (a small battery 
  pack with a switch) costs 10eb. Chemical delay fuses can be 
  constructed with about 25-75eb worth of components 
  (Difficult Chemistry skill roll). These fuses cannot be set to 
  precise per-second times, but they are unstoppable by the 
  same methods used vs. electric fuses. Chemical "sniffers" can 
  detect the fumes produced by a chem fuse. 
  Claymore Mine: Claymores are designed to stop people with 
  a spray of projectiles. Claymores can be triggered by 
  tripwire, time delay or remote wire. These mines have an 
  hourglass-shaped area of effect: a "front cone" 6 meters wide 
  by 75 meters long and a "rear cone" 6 meters wide by 6 
  meters long joined by a 6 meter diameter circle. The effects 
  are similar to a shotgun. [20]�
  Guncotton: This is the next step up from nitro. It's more 
  stable, and also easily made with a chemistry roll of 
  Difficulty +15 (lab required). It does 3d10 per kilo, with an 
  explosive radius of 3m, and costs 10eb per kilo to make. Its 
  advantage is that it will only explode 20% of the time if 
  violently struck (60% of the time if exposed to fire or 
  extreme heat). It is set off with a fuse (electric or fire-based). 
  It will explode if hit by another explosion. It can be tamped. 
  [17]�
  Militech PDU-3: Militech PDU-3 Multi-Purpose Perimeter 
  Defense Unit. The PDU is a 75mm square by 20mm thick 
  box with a sensor, controls and a microcell power unit. 
  Designed to be sown as perimeter defense or set to 
  discourage pursuit, the unit contains a small but potent 
  explosive charge. The casing is made of ceramic to produce a 
  fragmentation effect over a 5 meter diameter. The PDU can 
  be set to fire from a variety of triggers or any period of time 
  delay up to 72 hours. While the unit can accept input from 
  almost any type of military sensor, it comes with a passive IR 
  motion detector and a tripwire. There is also a magnetic or 
  chemical glue strip for attaching the PDU to various surfaces. 
  Militech sells an optional gas-throwing type with no 
  fragments and a similar burst radius. 
  Molotov Cocktail: It has a 2 meter blast area for every liter of 
  fuel (a soda bottle is 1 liter) and does 2d10 fire damage per 
  liter of fuel. Cost is variable, depending on where (and how) 
  you get the materials for it. Concealability is variable, 
  depending on the size of the container. A soda bottle would 
  have a concealability of J. [22]�
  Nitrogen Tri-iodide: It can be made with kitchen cleaners. It's 
  terribly potent, and terribly unstable, detonated by even the 
  most trivial shocks (such as a housefly walking on it). It does 
  5d10 damage per kilo, with an explosive radius of 3m, and 
  cost 2eb per kilo. It's mixed wet, and takes 2 hours per kilo to 
  dry. It's only safe when wet; once it dries, it has a 90% 
  chance of exploding when it encounters ANY vibration. Even 
  talking loud. It cannot be tamped.�
   
   
   
  
  Nitroglycerine: It can be made with a Chemistry roll at 
  Difficulty +15 (a lab is required, at least a makeshift one). It 
  is too unstable, although not as horribly so as Nitro Tri-
  iodide. It does 3d10 damage per 1/4 kilo, with an explosive 
  radius of 3m, and costs 24eb per kilo to make. It's a liquid, 
  transported in containers. Any harsh vibration (a heavy 
  stumble, a blow, a bullet hitting armor on that location, etc.) 
  has a 60% chance of detonating nitroglycerine. Any fire or 
  extreme heat touching it will detonate it for certain. Nitro is 
  set off by throwing it against the target (risky), or by fuse 
  (electric or fire-based). It will explode if hit by another 
  explosion. It cannot be tamped. 
  C-4 Plastique: Plastique is very stable. It can be molded, 
  tossed, stomped on, burned, eaten and used for all sorts of 
  things. Making plastique takes a Chemistry roll of Difficulty 
  +25 and a full lab. It does 7d10 per kilo, with an explosive 
  radius of 4m, and costs 50eb per kilo to make (75+eb to buy). 
  It will explode 5% of the time if exposed to strong radio or 
  electric transmission (large radios, high-tension wires, 
  microwave guns, etc.). The source doesn't have to touch it to 
  set it off; mere static electricity does it! It is set off with an 
  electric fuse, and will explode if hit by another explosion. It 
  can be tamped. [21] 
  TNT: TNT is even more stable and reliable. It won't go off if 
  dropped or mistreated, unless it's old or really mistreated. 
  Making it requires a Chemistry roll of Difficulty +20 and a 
  full lab. It does 4d10 per stick, with an explosive radius of 
  3m, and costs 20eb per stick to make (30+eb to buy). It will 
  explode 20% of the time if exposed to fire or extreme heat. It 
  is set off with a fuse (electric or fire-based), and will explode 
  if hit by another explosion. It can be tamped. [18]�
  Explosives Field Kit: It costs 1500eb. It is necessary to work 
  with most explosives. It weighs 30kg and contains 100 
  blasting caps (50 electric and 50 non-electric), demolitions 
  tools (wire cutters, pliers, knives, etc), 200 meters of 
  electrical wire, 500 meters of trip wire, an electrical plunger, 
  5 digital timers, 5 pull-release "trap" detonators for booby 
  traps, and hundreds of meters of various fusing cords. For 
  those desiring a description of these tools in greater detail, 
  many of them occur seperately below.�
  Gelamex: A commercial blasting explosive based on 
  Nitroglycerine. Manufactured by Exchem Organics. 
  The material has excellent water resistance and is suitable for 
  deep immersion. [25mmx100mm] [13]�
  Electric Detonator: Ribbands explosives carries a large range 
  and quantity of electric detonators in stock. The millisecond 
  delay series is manufactured in delay numbers 0 to 30. Delay 
  steps are 25ms from 0-12, and 30ms from 11-30. The half 
  second delay series is manufactured in delay numbers 0-20, 
  all in half second steps. [14]�
  Chinese Cracker: This nature was originally produced for the 
  UK Royal Navy for training purposes. 
  The device incorporates ten separate noise units. To operate, 
  the item is held by the cardboard handle and the match-head 
  composition activated with a striker board. The device is then 
  thrown away immediately. After a few seconds the core 
  bursts, dispersing the sub-munitions which then explode in 
  series at short intervals. [15]�
  Conical Shaped Charge: A very high performance conical 
  shaped charge, built to UK military GW specification. 
  The charge will penetrate in excess of 650mm of rolled 
  homogenous armor (RHA). The charge finds civilian 
  applications in the penetration of concrete, rock, or steel 
  components during shipwreck dispersal. Each charge is 
  supplied with a CE booster pellet, which fits into the top 
  booster well. [16]�
  Hook and Line Set, EOD, Allen Mk1: A convenient set of 
  hooks, extension rods, lines, blocks, swivels, slings and pull 
  handles, all housed in a steel case with the 100m main line 
  reel attached to the lid. Primarily used for remotely moving 
  suspect objects, the kit finds wide application in both EOD 
  and IEDD work.�
  Developed with the assistance of UK bomb disposal 
  personnel, the equipment is currently standard issue to all UK 
  EOD units. [9] 
  Distraction Grenade MX 1 / MX 3: These grenades are for 
  use in hostage release and similar exercises.�
  The grenades burst approximately one second after release of 
  the fly-off lever, ejecting the submunition/s. Three to four 
  seconds later the MX1 produces one loud bang, the MX3 
  three sequential loud bangs. [7] 
  Cartridge, Smoke and Flash, No1 Mk1: These cartridges are 
  for use in practice aircraft bombs, and related applications. 
  They produce a very bright flash, and a puff of smoke. [8]�
  Non-magnetic Mine Prodder: A non -magnetic mine prodder 
  set for locating buried mines. The 510mm long prodder is 
  stowed inside an alloy tube which may optionally be 
  configured as an extension piece, giving an overall length of 
  1030mm. A webbing carrier is supplied with each prodder 
  assembly, which may easily be attached to personal 
  equipment. [6]�
  'Shrike' Exploder and accessories: Designated the Exploder, 
  DC, Electronic, Handheld, L3A2, but commonly known as 
  the 'Shrike', this exploder is the standard-issue initiating 
  system used by UK forces. Each unit is supplied with a pair 
  of Tools, Fault locating, Load circuit, L23A1, which are 
  insulation-piercing prickers used to locate faults in the firing 
  
  lines. An integral test function is included. The capacitor-
  discharge output may be directed to any one of the four pairs 
  of firing cable connections.The rechargeable Ni-Cd batteries 
  are supplied seperately. [5]�
  Simulator, Small-arms fire, L19A1: The unit consists of a 
  light aluminium tube containing 0.1g of smokeless powder 
  and a fusehead. The device functions immediately on 
  application of electric current, producing a report sounding 
  very similar to full-bore rifle fire [4]�
  Simulator, Shellburst, Electric – Night or Day: These 
  powerful simulators are intended for use in military, CO-IN 
  or Police training. They simulate the explosion of artillery 
  shells or mortar bombs. The devices function immediately on 
  application of electric current, producing a very loud report 
  and a bright flash. The 'Day' variant also produces a puff of 
  dark smoke. [3] 
  Simulator, Explosion, elec, L20A1: The device functions 
  immediately on application of electric current, producing a 
  directional flash and puff of smoke. [2]�
   
   
   
  
   
   
   
   
  Items described below are of special interest in the Dystopia: 
  Hostile Takeover Campaign environment. 
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Wimwear lenswear system: developed by Gasium Group and 
  Biosafe labs, these high-impact ultra-light polymer lenses are 
  custom fitted to the wearers skull, clamping behind the ear 
  without the traditional goggle straps. Lenses are polarized, 
  protecting against extreme changes in visual spectrum. T2 
  Marquee link comes standard, configured to interface with 
  sub-vocalizer system. [TRDL] [1] 
  SP 18 
  Lowlight Enhancement (1 turn delay) 
  Anti-dazzle (automatic) 
  T2 Marquee 
  Mandibular Vocalizer 
   
   
  
  Detection Unit, ESWAT: Consisting of a tiny fiber optic 
  camera and microphone, this device is slid under doors and 
  through cracks etc. to give the user a clear picture of the 
  situation before they enter a room. Compressed, the system is 
  4” x 3” x 0.5” in size. 680 eb. Designed by Geas for law-
  enforcement applications. [Shirow] 
  Fauk Imports Lens Bug: These stylish but unspectacular 
  sunglasses hide a complete micro-web surface-mic. The arms 
  contain 8m of triple-wound 3mm wire, the nose pads are each 
  three layers of adhesive-backed contact microphones, and the 
  lens themselves are perimeter-wrapped with insulated 
  amplifier coiling, combing to form a short-range transmitter 
  dish assembly. The mics can be adhered to most planar 
  surfaces, and when inter-connected with the latticework of 
  high-grade wire, can amplify and transmit voices at normal 
  speaking volume through up to 6” of solid construction. The 
  lens assembly in turn transmits the audio data to a remote 
  recorder located within broadcast range (4m). The remote is 
  3cm long and wafer-thin. The remote itself can either store 6 
  hours of continuous audio, or relay the signal to another 
  recorder at a significantly greater range (300m) [TRDL] 
  Fauk Imports Button Vocalizer: These detachable decoy 
  devices are sewn-in plastic buttons individually matched to 
  existing clothing. Under-mounted integrated speakers are 
  installed within the hollow button casing, which are capable 
  of broadcasting pre-recorded audio signals at normal spoken 
  volume. The pre-recorded audio is not true speech, but 
  synthetic tones and modulated vocal simulation designed to 
  be audible but not coherent. The vocalizers contain no metal 
  components, and will pass a metal detector, though not X-ray 
  [TRDL] 
  ESPI Corp Nail Caps: Each plastic nail is a clever drug or 
  poison delivery system, easily implemented and otherwise 
  undetectable without a chemical sniffer. Chemical bonder is 
  water-soluble, and delivery is nearly instantaneous through 
  surface-contact with liquids or mucous membranes. If Nail 
  Cap is submerged in fluids while still connected, 10% chance 
  of self-dosing. Any wound to fingers or hand yields 80% 
  chance of Nail Cap breakage, resulting in 30% chance of 
  self-dosing [TRDL] 
  ESPI Corp Tongue Packet: Micro-mic cleverly implanted 
  beneath the surface on the underside of the tongue. The mic 
  hosts 10m range from within the user’s closed mouth, 
  relaying audio signals to a remote recorder (same device as 
  used with Lens Bug). The mic is 3.5mm in diameter, and is 
  virtually visually undetectable (DIFF 30) and contains no 
  metal components [TRDL] 
   
   
   
   
  Typical Spacer Gear: 
  Velcro kits 
  Drink Bottle 
  LapPad 
  Personal Radmeter 
  Electro-Stick Pad 
  Rail Key 
  Grip Slippers 
  Hands-free commset 
  Specialty Spacer Equipment: 
  Space Suits 
  EVA/ Worksuit: RSP 3, 6hr oxygen supply 
  Hand Maneuver Unit- C02 pistols 
  Small Maneuver Backpack Unit 
  Manned Maneuver Unit 
  LMS/ Skinsuit : 40 min. oxygen supply, limited env. 
  Controls (10 min. direct sun or total darkness max) – worn by 
  pilots, short trips outside only 
  Emergency Bubble: 1, 4 or 6 man inflatable lifesphere; 24 
  hour air supply, with flare, HMUs, and homing beacon 
  Tools: small motors and magnetic handles 
  Powerdriver, Vac-Solderer, Mini-Vac, Micro-Tools, 
  Comboflash 
  Technical Scanners (80% successful system diagnostic 
  device) 
  Sniffer: alarms when atmosphere is contaminated or pressure 
  drops 
  Radiation Meter: 2m range, measures in rads 
  Atropine self-Injector: A pressure activated spring loaded 
  needle used to inject atropine after nerve agent exposure. 
  Atropine is an anticholinergic, a chemical which blocks the 
  action of acetylcholine within the parasympathetic nervous 
  system. It doesn't prevent the formation of acetylcholine, but 
  instead prevents it from acting on the muscarinic receptors. It 
  also has other medical uses, namely before surgery (to reduce 
  fluid in the windpipe), to relax stomach and intestinal 
  spasms, and to treat some heart problems. Treatment with 
  sufficient atropine (usually about 2 mg in solution, up to 50 
  mg over a 24 hour period for severe cases) prevents further 
  damage from the nerve agent. Since one of the effects of 
  atropine is a reduction of salivary secretions and decrease in 
  sweat production, the signs of atropinization are a dry mouth 
  and skin, and normal breathing. Atropine self-injectors are 
  used primarily to combat the effects of VX, a nerve agent 
  from the organophosphate group that acts as a cholinesterase 
  inhibitor. It is considered the deadliest known nerve agent in 
  existence. [4] 
   
   
   
  
  Smartglasses: These appear to be normal or tinted lenses in 
  unremarkable, if fashionable, frames. However, the frame 
  body houses the wiring and power supply, while the lenses 
  utilize one-way smart polymer screens that overlay a 
  translucent image on the wearer’s side of the glass. Available 
  in lowlight, infrared, thermograph, and T2M configurations. 
  SONAR Scanning and Cartography System (SSCS) 6500eb 
  Weight- 8.3 kg 
  The SONAR Scanning and Cartography System (SSCS) 
  provides you with priceless information and ads a new 
  dimension to surveillance- literally! This briefcase sized 
  scanner sends out its ultrahigh frequency sound waves and 
  records their return, accurately mapping out a one-quarter 
  mile radius area! No longer must you kick in a door and 
  wonder what is behind it. You will know thanks to the 
  experts at Teletronics. This unit is self powered and comes 
  with all the features you have come to expect from 
  Teletronics. A three dimensional map is generated and stored 
  in the onboard system. This can be viewed with the included 
  monitor. You may be asking how it can get better than this, 
  but it does! Just set to SSCS where you want it and leave it 
  over night. Thanks to its internal power supply it will run for 
  a full twenty-four hours recording movement within its 
  scanning range. If you can do without this, more power to 
  you. But remember, privacy is a matter of the past. Get yours 
  before you're the only only left blind in the 'hood. 
  Game terms: The SSCS stores information at a rate of 2 MU 
  per hour. 20 MU are included onboard. An initial scan takes 
  1d10 minutes in a quiet area, 3d10 in noisy areas. The initial 
  output is a "wire mesh" construction that can be rendered, 
  taking an additional 1d6 minutes per minute of recording. 
  Noise generators will negate the SSCS in the generator's area 
  of effect. The SSCS cannot be configured to eavesdrop. It 
  does show the relative thickness and composition of objects- 
  a solid metal door would be shown as a solid mass while a 
  wooden door would show the air space between panels. 
  Spotter Bug (A.K.A. "Lady Bug"): The Spotter Bug consists 
  of two separate units, The "Bug" and the Scope. The BUG is 
  the tiniest of remotes with no intelligence of it's own, it relies 
  on commands given by it's controller. Inside it's marble sized 
  body is a single small optic and a laser "Painter" The optic is 
  used to guide the remote to it's destination (Of course this can 
  be pre-organized by computer) The "Painter" is used for 
  indirect fire. The spotter, in cases of indirect fire has a skill 
  total (Hvy.Wpns.+Int/2) of 8. When using it as an aim point, 
  it reduces the difficulty of hitting the target by 5 (When the 
  target is behind cover) by giving the scope a bright red "dot" 
  to indicate its position, of course the distance between the 
  firer and the target, must be clear of any hard cover, or the 
  remote will fail to signal. Cost: 3200eb 
  Brigham Arms "Popper": The "Popper" consists of a self-
  propelled rocket that travels at subsonic speeds and is guided 
  by a GPS to guide it into the desired position. Once at the 
  desired location, the "Popper" can be detonated and 24 
  charges go off in 3 round intervals, giving the illusion of 
  gunfire (and possibly drawing personnel away from their 
  posts). 
  To make it invisible, the outer coating of the "Popper" is 
  covered with an "anti-detection" skin that makes it all but 
  invisible to radar and the detonator has a scrambled signal to 
  prevent being locked on from outside sources. 
  To help protect the "Popper", the case and shell are armored 
  (15SP, 30SDP) and shielded against EMPs 
  The whole package comes in a case with launcher, 3 
  "Poppers", detonator, and a GPS tracker. 5000eb 
  For an additional 1000 eb (each), the popper can be equipped 
  with an explosive that will be sure to distract. "Popper" refill 
  Shells are 250eb (each) 
  Range 1 mile, damage from optional explosive 6d10, VR 
  ESPI Corp Screamers: 7mm micro-mic hidden within a 
  small, portable object, which can be triggered by a simple 
  circuit wired through the concealment object. The speaker 
  emits an ultra-high frequency tone that triggers nausea and 
  vertigo (Save vs. BODY -1) at a 3m range. Concealment 
  objects include: lipstick, cellular phone, key fob, etc [TRDL] 
  Automated Integrated Detectors and Scanners: Any of 
  several automatic surveillance units, housed within walls or 
  floors of public areas. Most utilize camera arrays for visual 
  identification, but chemical detectors and scanners use chem. 
  sniffers, etc. They are moderately easy to fool, as they 
  primarily rely on line of sight and metal detector 
  components, so properly concealed non-metallic weaponry, 
  for example, is more likely to pass undetected over openly-
  displayed equipment. Detectors and Scanners frequently 
  work in paired systems, and all Scanners (analysis) require an 
  on-board Detector (surveillance), but not vice versa. Compile 
  modifiers from the table below to form a base percentage for 
  detection and analysis for each smuggled contraband object.  
  Note: See Detector/Scanner Table 
  PlasCard Copier: This device generates exact functional 
  copies of any electronic card-type media (credit cards, ID 
  cards, security pass cards, etc.) inserted into the card scanner, 
  including digital information stored on the card. The laptop 
  computer registers and and filters all the information on the 
  card, and even allows you to edit the new card, such as to put 
  your picture on the card in place of theirs, or your 
  DNA/blood type, or whatever. The device can even attempt 
  to copy any imperfections on the card itself, such as rubbed 
  off ink, scratches, holes, or whatever. This device is 
  incredibly expensive, but well worth the price. Visual 
  detection of the fake is Diff 25. 380,000eb. 
   
   
   
  
  Kountzer0 Choker: Messy disciplinary device used in the 
  slave trade. Special uniform or shirt collar configured with IR 
  receiver. When activated (LOS from transmitter only) a 
  ribbon of compressed radial-edged polymer is released, 
  decapitating wearer. Used by pit bosses as deterrent tool. 
  20% chance IR beam will be blocked when triggered. DIFF 
  20 to remove without triggering device. 
  Initiative Stealth Systems K-9: Palm-sized ultrasonic emitter 
  that repels canine opponents with 90% success. On the 
  occasion that the K-9 is unsuccessful, the animal is enraged 
  and vocal, so be warned. It hurts. 
   
  Monoline Cutter: This ceramic "blade" looks like a 9" x 1" 
  round baton. Marked on 1 or more sides of the cylinder 
  (depending on the cost and company) are black lines 
  indicating the cutting points. When pressed against a 
  MonoWire under tension, the ceramic cutting edge will break 
  the MonoWire cleanly at the point of contact. If the line is 
  not under tension, then a pair of MonoMesh gloves will be 
  needed to pull the line against the cutter. A standard cutter 
  will cost about 150eb. 
  MonoLine Spool and Brake: The ultimate in Black Ops 
  rappelling gear, this is a miniature, high-strength ceramic reel 
  and brake built into a body harness. The ceramic reel holds 
  up to 100m of MonoLine, and can be pre-set to slow your 
  descent and stop you after a certain distance has been 
  reached. The MonoLine ends in a grapple and a ceramic ring 
  to connect it to an anchor point. The reel is controlled by a 
  remote control in the front of the rappelling rig to raise or 
  lower you to any keyed in height (up to the 100m of 
  MonoLine available). The rig and reel tags in at about 
  1,500eb plus the cost of the monowire. 
  MonoWire Dispensors: There are a plethora of Dispensing 
  systems for MonoWire on the market, with an even wider 
  variety of manufacturers (although most of them use the 
  same MonoWire supplier for the contents of their dispenser). 
  The basic unit looks like small, rubberized sphere af about 4 
  inches in diameter. Most of these are dual-function, and can 
  be activated in two ways. The first is to separate the ball into 
  halves with the monowire held at tension between the halves, 
  with a reel built into one half. The halves often come with 
  limpet-style glue beads so they can be attached to a wall or 
  other surface for quick tripwires. The second activation 
  method is to pull a ring out of one half that trails the 
  MonoWire to the reel. This is more useful for garrotes and 
  cheesecutters. The "Pokeball" dispenser costs about 50eb 
  more than the MonoWire it contains. 
  Other standard dispensers include the Belt Buckle dispenser 
  (25eb times style modifier), Pistol Grip dispenser (200eb, 
  only for pistols that don't keep the ammunition in the grip), 
  Knife Handle (200eb), and Wrist Watch (300eb). 
  Phone Jumper: Never pay for another phone call, and never 
  get caught again. The phone jumper is a miracle for anyone 
  who needs an untraceable phone line. What this device does 
  is two fold. First, by attaching the device to any cellular 
  phone, and then by calling a special number (which is 
  actually a military satellite, leeched when dormant) the 
  device records the cell phones frequency and exact 
  registration. The device can store up to 300 cellular service 
  registrations. This means that you can make calls using other 
  people’s phone service, and all you need is two minutes time 
  with their cell phone. The second interesting use of this 
  device is that anytime you make a call, as soon as the 
  numbers are dialed, the device instantly opens five other 
  phone lines (as if you were talking on a party line or three 
  way). This way the phone call is completely untraceable, as 
  any attempts to trace the call will reveal 5 different locations 
  and owners. As an added bonus, if someone whose service 
  you have "jumped" picks up their phone while you are using 
  their service, the device will immediately hang up that line 
  and replace it with another. You can even set it to simply 
  rotate through your stored services. The Phone Jumper 
  obviously acts a regular phone. Of course any trace attempts 
  will reveal the true service owners number, who will most 
  likely be questioned at the very least, so using your friends 
  cell service is not recommended. This device has military 
  origins and is extremely uncommon. There is a 10% likely 
  chance that the unknown operators of the satellite being 
  piggybacked have detected the unauthorized use on that, or 
  previous, instances, and are tracking the jumper. 37,000eb.  
  TAKEN FROM DATAFORTRESS 2020: AUTUMN 
  BLADE EQUIPMENT. [2] 
  Explosive Road Barrier: This device is stored in a large case 
  which holds 20 meters of a retracting chain of folding panels. 
  When strung across a road and unfolded, these panels deploy 
  spikes, which fold upwards. These spikes act as a trigger, 
  detonating the panel the trigger is attached to (except for any 
  within 3 feet of the case) whenever a car hits them. The 
  resulting explosion will blow out the front tires of the car, as 
  well as significantly damaging the underbelly. (damage per 
  panel is 2d10 with a 1 foot radius) Any unexploded portions 
  of the panel chain can be reused and restored within the case. 
  565eb. [3] 
  Full Thermal Dispersion Unit: This rig uses refrigerants and 
  heaters, all computer controlled, to make your heat signature 
  the exact temperature of the air around you. This means that 
  you are completely invisible to any means of thermal 
  detection; you give off no heat signature whatsoever. 
  Unfortunately it also means that no skin whatsoever can be 
  exposed, and you can carry little equipment. The suit has 
  only a 30 minute power supply, which must be recharged for 
  5 hours after use. Keep in mind the system may be used with 
  soft armors only, adds EV +1, and is extremely fragile (any 
  damage and the system is destroyed). Also, keep in mind, 
  emitting no heat signature is effective against surveillance 
  systems designed to register an influx in localized ambient 
  heat; however, some systems measure total ambient heat in a 
  contained area, and calculate it as a function of spatial heat 
  variables throughout that area, so if the user is adjacent to a 
  colder or hotter heat emitter, the suit will attempt to balance 
  the surface temperature between the two, and may fail under 
  scrutiny. 8000eb. 
   
  
  Sure Tract boots, gloves:  
  developed by Gasium Group, available in limited supply to 
  law enforcement and military distributors. Micro-weave 
  friction pads on contact surfaces allows for exceptional 
  gripping power. [13]  
  +3 to grapple, hold 
  +3 athletic feats 
  RLEM: The Simon Door Breaching Rifle Grenade (Rifle 
  Launched Entry Munition - RLEM) The Simon is remotely 
  operated and therefore totally eliminates the risk to the 
  operator and reduces the probability of detection. It's made of 
  two main parts: shaped explosive charge (back part, similar 
  in shape to a standard rifle grenade) and kinetic projectile 
  component (front). Both parts are in plastic housings which 
  makes the Simon a light and therefore very portable device. 
  The Simon can be fired only few meters away from the 
  targeted door and blast open most types of conventional 
  doors. After being deployed, (using standard rifle grenade 
  ammunition), the Simon automatically re-arms. When the 
  projectile strikes the door, the explosive charge detonates, 
  causing the door to blow inward with kinetic force [8d6 
  Concussive damage], clearing a path for the entry team. 
  Since the door is blown through concussive, rather than 
  explosive, impact the door remains intact, minimizing 
  collateral injury. 
  Another major advantage of the Simon is preventing the 
  operator from having to estimate the quantity of explosives to 
  be used on a specific door. Since, as mentioned above, the 
  door is blown inwards due to the impact wave rather then a 
  direct contact with the explosive, the Simon is effective 
  against most door types. This enables the assault team more 
  tactical freedom, because it doesn't requires a demolition. 
  However, this doesn't mean the demolition craft is no longer 
  needed in entry teams. It’s still needed in situations when the 
  Simon can't be used such as one small room parameters and 
  when there is not enough safety distance to launch it. 
  The only drawback to the Simon is his high penetration 
  power. The Simon was design to break through all types of 
  conventional doors including barricaded steal doors. When 
  the Simon is being used against a light or un- barricaded 
  door, the door may be blown with considerable kinetic force, 
  risking injury to occupants nearby. Thus, if there is a hostage 
  right behind the door, or even few meters behind it, he is 
  going to take a major hit, most probably a lethal one. Hence, 
  in such situations (i.e. one-room apartments) the more 
  conventional approach of placing the explosives manually is 
  due. This is a tactical limitation that should be taken into 
  consideration prior to the utilization of the Simon. However, 
  if there aren't any hostages present and the operation is a 
  military style one, hence the mission is killing rather then 
  saving lives, then this disadvantage immediately turn into an 
  advantage adding to the killing potential of the entry team. 
  [5] 
  Precision Remote System- TRAP: Developed by Precision 
  Remotes Inc. (PCI) - the Telepresent Rapid Aiming Platform 
  (TRAP) is a series of man portable tripod platforms, which 
  mount a variety of Sniper Weapon Systems (SWS), assault 
  rifles, surveillance lenses, sensors and non-lethal weapons. 
  While other remote weapons systems do exist, they are 
  heavy, bulky and vehicle mounted and thus not fitted to man 
  portable applications. 
  The unusual system was originally built under U.S. Army 
  specifications and is now available for military, Law 
  Enforcement (LE) and government agencies. The system was 
  field tested by the U.S. army and several foreign armies. It 
  was also tested by several American SWAT teams including 
  the LAPD and the SFPD teams. 
  The main idea behind the system is to keep the sniper and his 
  spotter out of the line of suppressive fire, while maintaining 
  superior accuracy on one target or multiple targets. Once the 
  TRAP is placed in the line of fire, the only instant of 
  exposure, the operator can retreat to a safe location, and can 
  remotely view the image feeds from the rifle scope and the 
  overview spotter camera, and if necessary, remotely fire the 
  system. 
  TRAP also minimize operator' errors in firing a weapon. The 
  system maintains soldier performance under stress, allows 
  operators to seek optimal cover, provides superior command 
  oversight and around the clock operation without the needs 
  for shifts changes. Once in the field and set for operation, the 
  TRAP system is activated by the operator via the TRAP 
  control unit. By shifting the aim, the operator can scan the 
  ground either through a surveillance camera installed right on 
  the remote platform or with X9 camera fitted on the weapon 
  scope. 
  The system can be concealed in places considered too small 
  or risky for humans and provide continuous electronic 
  intelligence gathering, resistance to adverse environmental 
  factors (such as fatigue, cold, precipitation, heat) as well as 
  personal ones such stress and fear which effect and degrade 
  shooters' abilities and response times, taking toll in deaths 
  and injuries. 
  The system is especially suited for civilian tactical teams. 
  Since the sniper and his spotter are out of the line of fire, the 
  operators' need to use deadly force is much reduced, and the 
  ability to resolve situations with effective negotiation is 
  enhanced. So the system can help save not only officers' lives 
  but also that of suspects or hostages. 
  The system is easy to transport and quick to deploy so they 
  it's ideal for rapid deployment forces. Since it's much smaller 
  then a man and lack his typical shape, the system can be 
  easily camouflaged and concealed, while possessing a very 
  small target for opposing fire. 
   
  
  Another advantage is the tactical ability to deploy in long-
  term extreme environments operations, such as desert and 
  cold weather, or operations in which there is a threat of 
  Nuclear, Biological or Chemical (NBC) contamination. 
  TRAP technology would allow friendly forces to remain safe 
  and would enhance the readiness of personnel and minimize 
  the reduction in performance that comes naturally with 
  operations in such environments. 
  On the other hand, the system main limitation is in fluid 
  situations, when a sniper would simply change its position. 
  However, in the case of the immobile TRAP this would be at 
  a distinct disadvantage. So the system would be better used in 
  barricaded situations. 
  Game Terms: TRAP requires 2 turns to set-up in the field, 
  and subsequently allows remote aiming in excess of normal 
  allowances, up to 6 turns. [7] 
  Ephod vest: Unlike the pouches belt (Combat Webbing), 
  which was then used by armed forces world wide, the Ephod 
  consists of two shoulder stripes that distribute the weight of 
  carried load proportionally over the upper body. For all 
  infantry oriented units, including both special and regular 
  forces. [8] 
  Personnel Retention Lanyard : Clip in quick, stay safe. The 
  BlackHawk PRL is designed to act as a personal lanyard 
  when operating from Helos, Ships, or dangerous heights. 
  Used by attaching locking carabiners to each end. One side 
  clips to your CQB Belt/or Rappel Harness, the other end 
  attaches to anything solid to keep you from falling. Designed 
  with tubular webbing & internal “Shock Cord” to keep it 
  short and easy to use. Five (5) Bartacks on each and secure 
  internal shock cord, and create “biner” loops. [9] 
  Rope Guard: The BlackHawk Rope Guard is an absolute 
  must when rappelling or climbing around sharp edged 
  rooftops or rock faces. The Rope Guard is made of four 
  layers of 1000 denier Cordura nylon which provides 
  maximum rope protection [SP 4]. It fits around your rope 
  using Velcro. To secure the Rope Guard in place on the rope, 
  BlackHawk has provided a tie down webbing loop and nylon 
  550 cord. 
  SOLAR Harness: The SOLAR Harness was designed to be 
  carried in a compact, light weight manner. Ready to be used 
  at any time, under any condition. It is constructed with BHI 
  SPEC Type 13 and Type 8 webbing and is fully adjustable 
  for perfect fit and maximum comfort. An accessory loop has 
  been provided for miscellaneous extra gear. One size fits all. 
  [10] 
  Tactical Rappelling Harness: The front D-ring has a 5,000 lb. 
  proof load as well as the back D-ring for the Australian 
  rappel. The waist and leg straps are fully adjustable and in 
  most cases can be used as the assault belt to carry your 
  holster, mag pouches and TAC gear. The webbing is also 
  BHI-SPEC. One size fits all. [
  11] 
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  Weapons described below are of special interest in the 
  Dystopia: Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Gasium Stealthsuit (K-3): multi-weave ballistic mesh 
  developed by Gasium Group, an Anubis company. Provides 
  full kinetic deflection for small caliber weapons, and 
  excellent resistance to edged weapons and energy strikes. 
  Low encumbrance, and fully jointed, this soft weave mesh 
  can be worn under baggy clothing, and protects the wearer 
  from extreme heat and cold. Memory fabric cloak provides 
  multi-angle memetic camouflage, though less effective when 
  wearer is in motion. Cloak covers head and extremities, but 
  does not enable actions while cloaked. Suit includes gloves, 
  boots, and cowl, though Sure Tract equipment may be used 
  instead. Left forearm panel contains wrist-actuated rappelling 
  line, 100m length, 500kg tensile strength. Right forearm 
  panel contains garrote wire. Gasium equipment is provided to 
  Anubis operatives, and not available on the market, though 
  black market gear has appeared infrequently (30 diff) 
  [TRDL] [1] 
  SP 12 all regions, except for face 
  +3 vs. Energy-based stun attacks 
  waterproof, but does not support a vacuum. 
  ½ damage from edged weapon attacks 
  1/3 damage from energy attacks 
  +6 vs stationary notice checks, +3 vs motion notice checks 
  while cloaked 
   
  Gasium Skinsuit (K-4): variant to K-3 system, designed for 
  extreme atmospheric conditions, including deep sea pressures 
  and vacuum of space. Includes fitted face shield and 6 hours 
  air supply. However, suit is not designed to be fully exposed 
  to vacuum for long periods of time (20 minutes max. before 
  failure). May not be combined with memory cloak. Face 
  shield provides protection from extreme changes in visible 
  light. Includes Sure Tract boots and gloves. Gasium Group 
  claims these suits are prototyped only and not field-tested. 
  [TRDL] [2] 
  SP 12 all regions, except face 
  SP 20 fitted face shield, 6 hours oxygen bath supplied by 
  reservoir along inner back 
  Suit provides protection from space exposure for 20 minutes, 
  then fails. 1-3 rounds, atmosphere leak (save vs stun), 4-6 
  rounds, oxygen depletion dangerous levels (1/2 REF, INT 
  save vs stun -2), 7th round, seals fail and suit is compromised 
  (instantly mortal 0) 
  +3 vs. Energy-based stun attacks 
  ½ damage from edged weapon attacks 
  1/3 damage from energy attacks 
  Gasium Battlesuit (K-5): This full-coverage armor is 
  designed to integrate with a custom-fitted Datasuit, and 
  combined offer SP18 protection to all damage types except 
  electrical, for which it offers SP 8. It is customized for the 
  individual needs of the agent for which it is designed, though 
  still in the prototype stage and intended for corporate security 
  and paramilitary use. It is surprisingly light, offering EV 1 
  and each component is rubberized to prevent operational 
  clatter when in motion. Approximately 3500 eb per, not 
  including helmet components, which may include IR, 
  infrared, T2M, and anti-dazzle.  TAKEN FROM 
  DATAFORTRESS 2020: SHIROW TECH [Shirow] [11] 
  
  ORC Armor: A lighter, though bulkier version of metal gear, 
  this slightly powered personal armor has a REF bonus of +1 
  and an SP of 25. Intended to be marketed for fast assaults 
  into high risk situations by E-SWAT or private tactical 
  infantry, it is specially made for maneuverability and stealth. 
  It too utilizes the data film for transmitting the physical 
  signals too the suit. Orc suits can monitor acoustic signatures, 
  or A/S, giving them an awareness bonus of plus +2. The 
  system is also designed to monitor the system integrity of 
  other soldiers in the linked network, giving them a better 
  teamwork ratio in stealth operations. The helmet is equipped 
  with: auditory boost, low light enhancement, image 
  enhancement, and tele-optics (not a combat modifier, but +2 
  for long-range zoon optical use). The suit also boosts the 
  BOD and MA of whoever is wearing it with a bonus of +4 
  each. 25,000eb these suits remain in early prototype stage, 
  and have not been fully tested. TAKEN FROM 
  DATAFORTRESS 2020: SHIROW TECH [Shirow] [3]�
  Kenbishi Protective Wear: This light armor, which resembles 
  bandages, is designed to protect against both blades and 
  projectiles. It is meant to be worn under clothes (not under a 
  datasuit). It offers an SP of 2-10. Cost is 200 eb per 2 levels 
  of SP. Note no protection against flame, electrical attacks. 
  TAKEN FROM DATAFORTRESS 2020: SHIROW TECH 
  [Shirow] [4] 
  MonoMesh Cloth: MonoMesh is a strong kevlar based cloth 
  with a grid of monowire built into it. The weave is very 
  strong, designed so that the monowire will not cut through 
  the rest of the cloth when stressed, so that the wearer is not 
  threatened by their own clothes. Clothing made of 
  MonoMesh cloth MUST have an SP value of at least 4 (in 
  order for the cloth to be strong enough to support the 
  monomesh weave). MonoMesh weave increases the cost of 
  the clothing five-fold, but makes it nearly 100% immune to 
  MonoWire except at extreme speeds (will prevent up to 
  double the SP value of the clothing in damage from 
  MonoWire), and is excellent protection against MonoBlades 
  (provides full SP against MonoBlade and MonoCrystal 
  weapons). 
  Monomesh Gloves: The primary use for MonoMesh cloth 
  has always been in gloves, since they allow people to safely 
  handle monowire. A standard pair of MonoMesh gloves is 
  SP:6 Black or Khaki armour cloth with Mesh Weave. This 
  allows the wearer to handle Monowire with complete safety, 
  even under tension. It won't stop a MonoWhip 100% of the 
  time, but it's great for setting up and also for disarming 
  MonoWire triplines and traps. A standard pair of MonoMesh 
  gloves will set you back 300eb. 
  Antarctic Development Series Healing Armor: Innovative 
  new ballistic mesh micro-weaving utilizes inter-dependent 
  nanite membranes that are activated by penetration and can 
  reweave armor damage at a rate of 1 SP per hour. All burn or 
  laser damage is permanent, and acid and bio-weapon damage 
  will actually corrupt the membrane and cause the reverse 
  effect, reducing 1 SP per hour as the nanites deconstruct the 
  weaving themselves. A critical penetration of more than 50% 
  of any armor group’s SP rating will permanently disable the 
  nanite components. Available in SP increments of 2 up to 12 
  SP, In both soft and hard armor classes.  
  Subdermal Weaving: Very limited experimental applications 
  in the D:HT environment. SP 2-4, some issues with implant 
  rejection. 
  RazorBack Armor: Polymer plate armor with recessed, 
  spring-loaded razor ridges along vertical grooves on the 
  plates. The armor offers SP6 protection from soft and hard 
  damage, but the interesting detail is that the blades auto-
  extend when plates are under sudden lateral pressure: Any 
  attempts to Grapple the wearer yield automatic 1d6 damage 
  per turn. A Critical Fumble during a REFLEX action yields 
  to the wearer a self-inflicted wound, ignoring armor, with 
  20% likelihood, due to malfunctioning, jammed spring 
  mechanism. [6] 
  Ballistech Skin Tight Type III: Memory plastic armor, best 
  used layered (EV:0) under other armor components. The 
  armor acts as SP 20 with regards to kinetic redistribution (SP 
  10 vs Energy, SP 14 vs Edged). Treat as SDP 40. As the 
  armor absorbs physical damage, it may sustain up to 40 
  points of damage (calculated cumulatively before reduction 
  per damage type). Damage in a single turn, under 40 pts 
  (more than this completely destroys the armor) is reduced by 
  1/3, as the memory plastic attempts to redirect the damage 
  over the surface of the material. After 40 cumulative pts of 
  damage have been sustained (over all areas), damage is no 
  longer reduced, as the armor brittleizes and offers no SP. 
  Immediately after impact, the armor becomes extremely rigid 
  (EV:1) (3 or more simultaneous strikes in the same round 
  yield EV:2) and this EV penalty is reduced by 1 pt each 
  round after impact as the plastics soften again. Memory 
  Plastics may not protect head, hands and feet. Note: Staged 
  Penetration rules do not apply to Skin Tight Armor. [13] 
  IEC Memory Plastic Combat Suit Mark II: When a specific 
  electric current flows through this system, the weaving of 
  memory plastic plating, Kevlar and cotton (5 SP, EV 0) form 
  a fitted flight suit in appearance. When power is supplied to 
  the system at the low setting, the memory plastic reverts to 
  normal shape (Torso 25 SP, Legs/Arms SP 18, EV 1). If the 
  system crashes, the armor becomes a complete hardsuit (25 
  SP, EV 3). The armor is susceptible to EMP attack, and 
  requires technical assistance to be restored to soft operation. 
  [5] 
  Datafilm: This incredibly thin suit is meant to be worn under 
  powered armor, and transmits the wearer's commands to the 
  landmate. Datafilm has an SP of 6. It protects against acids, 
  alkali's and other chemicals, lets sweat escape while repelling 
  water and cushions shock. It is a fabulous invention (in the 
  words of SHIROW himself). Apperantly if the wearer is 
  knifed it would hurt a great deal but the blade would not 
  penetrate the datasuit. It's made of the same materials used to 
  coat cyborg and landmate musculature. Data suits come in a 
  
  variety of colors and pattern and are made by several 
  different companies. Due to the tight fit and variations in 
  height, weight and structure each datasuit is custom made for 
  the specific wearer. You must wear a datasuit to operate a 
  landmate. Cost varies from 200eb to 2000 eb depending on 
  manufacturer and design. The suit gives +3 to any ref action 
  made while using a land mate. Note: In the D:HT 
  environment, Landmates are neither common nor common 
  knowledge, a product of private corporate research. They are 
  both experimental and expensive. TAKEN FROM 
  DATAFORTRESS 2020: SHIROW TECH [Shirow] [12] 
  Typical Law Enforcement Gear (Uniformed) 
  Standard Uniform: Black (or other, depending on division) 
  jumpsuit with armored coverings for forearms, shoulders, 
  knees, thighs, and neck (SP 6), sturdy black boots, kevlar 
  vest (SP 10), and a white helmet TAKEN FROM 
  DATAFORTRESS 2020: NCPD (SP 25). 
  Dress Uniform: Black jacket, hat and slacks, with a skirt for 
  women, and white gloves, Along with whatever additional 
  decorations an officer might have earned. TAKEN FROM 
  DATAFORTRESS 2020: NCPD 
  Riot Armor: This heavy armor consists of a heavy flack vest 
  (SP 20, EV 2), reinforced arm gauntlets (SP 15), woven 
  kevlar pants (SP 18, EV 1), armored boots (SP 12), a more 
  streamlined helmet (so bottles and the like bounce off instead 
  of smashing full force) (SP 25), and a better gas mask/filter. 
  The standard black jumpsuit is worn underneath. 
  This armor is very heavy, and while it offers excellent 
  protection, it severely limits mobility. These suits also feature 
  a glowing phosphor bar, extending from the right side of the 
  neck to the shoulder, which is designed to be visible from 
  above. The strip glows white by default when viewed 
  through standard issue Smartgoggles, blue when the officer is 
  engaging a suspect, and orange when wounded. TAKEN 
  FROM DATAFORTRESS 2020: NCPD 
  Helicoptor/ AV Pilot Uniform: This uniform is worn by the 
  pilots of the majority of AV's and helicopters used by the 
  Police Department. It consists of a dark blue flight suit and a 
  flight helmet (SP 20) with a built in radio (which connects to 
  the aircraft's radio for stronger reception) and a visor that 
  offers Heads-up display, Anti-dazzle, and Low Light. 
  TAKEN FROM DATAFORTRESS 2020: NCPD 
  Motorcycle Cop Uniform: This uniform begins with the 
  black jumpsuit, then instead of the relatively soft vest it 
  applies a hard shell armored torso covering. It is a bit lighter, 
  but offers slightly less protection (SP 18) as it is more 
  designed to protect from crashes than bullets. Still it is 
  effective armor, and many of the E-SWAT officers prefer it. 
  The helmet (SP 20) is also different and offers Low Light, 
  Anti-Dazzle and a radio connected to their bike. The visor 
  retracts into the helmet and the mask does not connect to an 
  air supply, acting merely as a filter and facial armor. The 
  uniform is completed with a pair of sturdy motorcycle boots. 
  TAKEN FROM DATAFORTRESS 2020: NCPD 
  Police Issue Metal Gear: This armor is used only for 
  extremely hazardous situations. With E-SWAT getting the 
  most out of it. It is standard metal gear (SP 25 EV 2) and 
  makes for an intimidating sight. The jumpsuit can be worn 
  underneath, although it isn't comfortable nor recommended, 
  but absolutely no armor can be worn under the metal gear. 
  The helmet features the basic visual package (LL, AD,), and 
  the basic helmet radio. Please note that metal gear is to be 
  used only in emergency situations, as its appearance has been 
  known to cause public relations nightmares. The public 
  doesn't like seeing its officers in metal gear, as it implies 
  something nasty is happening, which can lead to public 
  mistrust and or apprehension of the police. Few departments 
  have purchased this equipment, but with tensions building in 
  major metropolitan cities, more and more jurisdictions are 
  taking cues from private corporate security and beefing up in 
  advance of the need for such measures. TAKEN FROM 
  DATAFORTRESS 2020: NCPD 
  Armorwear: New microfiber ballistic mesh technology, 
  woven with monomer-nylon hybridized thread to form an 
  unencumbering light armor underlayer that is flexible, 
  difficult to detect (DIFF 15 visually) and quick-drying for 
  multi-environment applications. SP 4-12 available, each suit 
  made custom to order by Folstrom, a subsidiary of Minotaur 
  Labs. [TRDL] [21]�
  Pegasus Series Ballistic Mesh: Pegasus™ is a series of vests 
  utilizing the most advanced ballistic materials available. Each 
  vest in the series is engineered to optimize the individual 
  strengths of the ballistic fabrics while providing maximum 
  comfort and protection. [16]�
  KGS Series Kevlar Vest: This advanced hybrid design is 
  engineered to maximize the unique properties and benefits of 
  today's high-performance ballistic materials while 
  eliminating excess weight, stiffness and other factors which 
  inhibit individual performance. A result of advanced hybrid 
  engineering, the KGS Series combines multiple, lightweight, 
  high-performance materials including SpectraShield Flex 
  Plus® and GoldFlex® plus a new Kevlar® weave. 
  Combined, these materials offer superior 10 and 12 SP 
  protection with exceptional flexibility, comfort and mobility. 
  [15]�
  Vector Series Chilled Concealed Armor: Featuring full front 
  and rear Armor Ice™ Cooling Inserts 
  Advanced Vector™ design engineered for total adjustability 
  and customized fit 
  Available with ultra-thin, ultra lightweight 4, 6, and 8 SP 
  ballistic packages. [14]�
   
   
   
  
  Unified Ceramic Vest: 
  The vest is made of high durability Cordura fabric combined 
  with modified Kevlar, which supply fragment protection to 
  chest, back, neck, shoulder, and groin areas. Another 
  innovative feature is an integral waist belt, very similar to the 
  one sued by professional weight lifters, which help to protect 
  the lower spine and distribute weight evenly around the lower 
  body during rapid movement. The vest is worn from above 
  using two main Velcro stripes and is competently modular. 
  The back and front pouches layout are removable. They are 
  attached via Velcro and can be removed from the vest. This 
  allows to modify the vest in minutes for various operational 
  roles. 
  There are six basic configurations, each uses the same 
  platform so all configurations are completely interchangeable 
  with each other: 
  Standard 
  Sniper - with dedicated pouches for 7.62 rounds, and for 
  camouflage suit. 
  M203 grenade launcher - with dedicated pouches for M203 
  40 mm shells. 
  Combat medic. 
  Explosive Ordnances Disposal (EOD). 
  Light Machine Gun (LMG). 
  The vest is designed to host an integral ceramic plate, which 
  can be inserted and extracted in seconds from a special pouch 
  in the front of the vest. The vest offers SP 25 protection. [9] 
  Flak Jacket: The armor consists of multiple layers of Kevlar, 
  and the exterior is Cordura nylon. The armor filler cannot be 
  removed from the outer Cordura layer and is stitched directly 
  to it. The jacket opens from the front and close with one 
  center Velcro strip. There is a three-inch collar to protect the 
  neck. There are two independent shoulder pads that are held 
  in place with straps that snap to the front and rear of the 
  jacket. The shoulder pads are to placed above the Ephod's or 
  the vest's two main webbings strips. There is one pocket on 
  the jacket’s left chest as well as a small loop, which can be 
  used to hold a flashlight or pen. [7]�
  Anti-Frag Blankets and Seat Covers: Applications include 
  auto floors, seat covers, truck sides, and bomb debris 
  protection for military equipment. Floor protection against 
  explosion fragments. Choose drivers side front, passenger 
  side front, or whole floor (shown on left). Use these by 
  themselves or in combination with our seat protection. SP 10-
  12 per panel. [19]�
  Vanguard Tactical System: 12 SP ballistic protection 
  Front opening style for easy entry and enhanced adjustability 
  (4" adjustment in both waist and torso) 
  Enhanced ballistic coverage with total front to rear wrap 
  Optional ballistic collar protector 
  Removable ballistic groin protector 
  Removable ballistic bicep protection 
  Front and rear 10"x12" hard armor plate pocket 
  Grid-style hook and loop/snap pocket configurationi for easy 
  pouch change-out 
  Unique non-skid material for secure weapon shouldering 
  Choice of "mission specific" pouches 
  Heavy duty "Officer Rescue" strap 
  Removable ID patches 
  Colors: black, navy, OD green, woodland and desert camo 
  [17] 
  SMART System (Special Mission and Response Team): SP 
  14 ballistic protection 
  Maximum mobility and versatility 
  Detachable ballistic yoke and collar protection (optional) 
  Detachable ballistic femoral artery/groin protection (optional) 
  Detachable ballistic shoulder protection (optional) 
  Detachable ballistic biceps protection (not pictured, optional) 
  Front and back hard armor plate pockets 
  Side-opening style for easy installation of hard armor plates 
  Unique webbing and loop system for versatile pocket 
  configuration and easy change-out 
  Unique non-skid material for secure weapon shouldering 
  Choice of 5 "mission specific" pouches 
  Heavy duty "Officer Rescue" strap 
  Removable ID patches 
  Colors: black, navy, OD green, woodland and desert camo 
  [18] 
  Recon Vest: The reconnaissance vest offers fairly low 
  ballistic protection [SP 3] and may be worn over a flack 
  jacket or kavlar in order to provide such protection. 
   
  Main Vest Features (standard configuration): 
  4 Pouches which carry 2 magazines each. 
  6 Small pouches will carry standard grenades or other similar 
  size items. 
  1 First aid bandage pouch. 
  1 Smoke grenade pouch. 
  2 Water canteen pouches. 
  1 Medium carry pouch in the lower rear. 
  1 Large carry pouch on the upper back which can fold when 
  not in use using a rubber sling. 
  1 Flashlight pouch. 
  1 Knife pouch. 
  1 Compass pouch. 
  Velcro closing for all pouches . 
  Velcro closing for the front. 
  Quick release snaps. 
  Padded sides and shoulders for extended wear comfort. In 
  some models the padding is removable for cleaning and when 
  
  extreme weather gear is worn under the vest. 
  Adjustable for waist. 
  Adjustable for height. 
  The reconnaissance vest has six basic configurations, each 
  uses the same platform but with different pouches layout. In 
  some models the pouches layouts are removable and attached 
  by Velcro so all configurations are completely 
  interchangeable. In other models the layouts are fixed. 
  The configurations are: 
  Standard 
  Sniper - with dedicated pouches for 7.62 rounds and for a 
  camouflage suit 
  M203 grenade launcher - with dedicated pouches for the 
  M203 40 mm shells 
  Medic 
  Explosive Ordnances Disposal (EOD) 
  Light Machine Gun (LMG) 
  Tactical Vest [8] 
  Bola Elastin Membrane: The biotech pioneers at Bola have 
  made another breakthrough in the field of bio-engineered 
  military applications. Elastin Membrane is developed from 
  the enhanced fiber clusters of elastic heart protein culled 
  from 3 whale species. The membrane is easily draped and 
  sealed over normal clothing and is highly elastic, stretching 
  and contracting in response to heat, light and chemical 
  interaction. As such, it performs extremely well to attacks of 
  this nature (1/2 damage from heat, light, chemical attacks) 
  though fairly poorly performing against edged weapon 
  damage (x2 damage from edged attacks) [TRDL]�
  Bola Byssus Applique: Synthesized from the cellular 
  membrane of blue mussel byssus sealant, this time-released 
  coating is delivered via a non-aerosol pocket canister, and 
  takes 18 seconds to apply and set (2 rounds). Once 
  plasticized, the appliqué forms a protective membrane (SP 6) 
  over any clothing surface, though performing relatively 
  poorly at movable joint locations. The armor remains active 
  for 1d8 rounds before dissolving into a bio-degradable water-
  soluble slime. Note: appliqué may be applied to human skin, 
  though at reduced performance (SP4), and a Save vs. Shock 
  must be made to prevent toxic shock. [TRDL]�
  Bola Banded Plate Armor: Another creative application of 
  adaptive biology, this segmented, banded armor is developed 
  from the nacre of abalone mussel. The natural properties of 
  the nacre have been enhanced and crossed with crystalline 
  protein and ceramic fibers to create a coated assembly of 
  suspended plates which offer ultra-light mobility 
  (Encumberance: 0) and surprising resistance to impact 
  fracturing (1/3 damage from blunt attacks).SP 6, 8, 10, 12 
  available. Once 50% of armor SP has been depleted, fracture 
  resistance breaks down and no longer applies. [TRDL]�
  Bola Orb-weaver Skullcap Threading: Bola synthesized the 
  ultra-thin, highly resistant web fibers from the orb-weaver 
  spider, woven over several thousand layers to form a 2mm 
  thick self-adhering helmet (SP 12) that can be worn under 
  wigs or standard headwear. [TRDL]�
  C-Mesh: C-Mesh is a proprietary woven micro-Kevlar that 
  provides ballistic and edged strike resistance with minimal 
  encumbrance. No protection against other strikes is provided. 
  It is extremely expensive to repair, but is commonly available 
  on the Corporate market. [TRDL]�
  Reacti-mesh/ Polylog: A competing Kevlar weave to C-
  Mesh, this product offers the same performance of C-Mesh 
  as well as thermal/heat and light-based strike protection at ½ 
  SP value, due to a refractive cellular coating. However, the 
  product is stiffer, similar to crisp leather. [TRDL]�
  Series 1 Military-Grade Armored Fatigues: Micro-Kevlar 
  weave interlaced with tiled ceramic cells produces excellent 
  protection to all types of strikes, with moderate encumbrance. 
  Not easily available to the public.�
  Takanaka Type *Exec* SmartFabric: A finely-woven 
  monofiber-based underlayment sandwiched to a smooth 
  synthetic silk membrane. This is a custom made-to-order 
  Orbital vendor, and is currently the most popular style for the 
  Orbital Corporate Elite. *Exec* SmartFabric provides 
  protection against edged and high-speed micro-penetration 
  strikes (flachettes, barbs, needles) but no protection from 
  conventional ballistics or other strike types. It is virtually 
  impossible to tactically or visually identify the armored 
  underlayer in this clothing. [TRDL]�
  Armor Table [D:HT technology level]��
  Common Civilian/ Corporate Protective Clothing: 
   
  C-Mesh Blouse/Shirt [SP 2-6] 20eb/SP pt. E:0 
  C-Mesh Jacket/Coat [SP 2-6] 30eb/SP pt. E:1 
  C-Mesh Pants/ Skirt [SP 2-6] 25eb/SP pt. E:0 
  C-Mesh Dress/Jumpsuit [SP 2-6] 30eb/SP pt. E:1 
  C-Mesh Armored Vest/Legpads [SP 10] 300eb E:1 
  C-Mesh Armor Jacket [SP 12] 450eb E:1 
  C-Mesh Armor Trenchcoat [SP 14] 600eb E:1 
  C-Mesh Stockings [SP 2-4] 40eb/SP pt. E:0 
  C-Mesh Armored Headwear (cap, hat) [SP 2-6] 30eb/SP pt. 
  E:0 
  
  Enviro Wetsuit (C-Mesh) [SP 6] 550eb E:1 
  SemaFlex Bodysuit (C-Mesh) [SP 4-8] 60eb/SP pt. E:1 
  Eji of Japan Light Panel Cloak (C-Mesh) [SP 8] 1400eb E:0 
  Eji Bodysuit (C-Mesh + thermal) [SP 2-6] 65eb/SP pt. E:1 
  Bodygear Reacti-mesh & Polylog Jacket [SP 10] 500eb E:2 
  Bodygear Reacti-mesh & Polylog Moto [SP 10] 600eb E:2 
  Cryo-Max Polylog Mem Plastic Skirt [SP 6] 800eb E:0 
  Duraweave Kevlar Body Wrap [SP 4-10/limb] 45eb/SP pt. 
  E:2 
  Cyro-Max Translucent Wear (Polylog) [SP 3-6/limb] 
  80eb/SP pt. E:1 
  Tycho-Ito Armored Corp Suit (C-Mesh) [SP 8-10] 90eb/SP 
  pt. E:1 
  Tycho-Ito Armored Casual Fatigues [SP 7] 700eb E:1 
  Miro Polylog Jacket w/Compartments [SP12] 650eb E:1 
  Miro Nylar Rigid Bodysuit (Polylog) [SP 12] 800eb E:1 
  Military-Grade Armor: 
  Series 1 Fatigue Pants [SP 8,10] 50eb/SP pt. E:1 
  Series 1 Armored Jacket [SP 8,10] 50eb/SP pt. E:1 
  Series 1 Armored Doorgunner’s Vest [SP 16,20] 50eb/SP pt. 
  E:2 
  Series 1 Helmet [SP 14] 1000eb E:1 
  Unified Ceramic Vest [SP 25] 1400eb E:3 
  Conventional Flak Jacket [SP 12] 1000eb E:2 
  Conventional Kevlar Vest [SP 10] 300eb E:1 
  Law Enforcement Gear (see above) [See Desc.] n/a See Desc. 
  Armorwear [SP 4-12] 70eb/SP pt. E:1 
  Pegasus B-Mesh [SP 6,8,10,12] 200-800eb E:1 
  KGS Kevlar Vest [SP 10,12] 600, 900eb E:0 
  Vector Series Chilled Armor (vest) [SP 4,6,8] 500-700eb E:1 
  Vanguard Tactical System (vest) [SP 12] 400eb E:2 
  SMART Armor System [SP 14] 600eb E:2 
  Recon Vest [SP 3] 100eb E:0 
   
  Proprietary Corporate Issue Armor: 
  Gasium Stealthsuit Type K-3 [SP 12] n/a E:1 
  Gasium Stealthsuit Type K-4 [SP 12] n/a E:1 
  Gasium Battlesuit Type K-5 [SP18] n/a E:1 
  ORC Armor Prototype [SP25] n/a E:2* 
  Kenbishi Protectivewear [SP 2-10] n/a E:1 
  Monomesh Cloak [see desc.] n/a E:0 
  Monomesh Gloves [see desc.] n/a E:0 
  ADS Healing Armor [SP 2-12] n/a E:1 
  Razorback Armor [SP 8] n/a E:2 
  Ballistic Skin-Tight Type 1 [SP 10*] n/a E:1* 
  Ballistic Skin-Tight Type 2 [SP 12*] n/a E:0* 
  Ballistic Skin-Tight Type 3 [SP20*] n/a E:0* 
  IEC MemoryPlastic Mk II [see desc.] n/a See desc. 
  Datafilm [SP 8] n/a E:0 
  Prototype Bio-implant Armor: 
  Subdermal weaving implants [SP 2-4] n/a E:0 
  Bola Elastin Membrane [SP 12*] n/a E:0 
  Bola Byssus Applique [SP 8*] n/a E:0 
  Bola Bonded Plate Armor [SP 6,8,10,12] n/a E:1 
  Bola Orb-weaver Threading (head) [SP 12] n/a E:0 
  �
  �
  �
  �
  
   
   
  Items described below are of special interest in the Dystopia: 
  Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  Iris Reaction Booster: By shortcutting the nervous pathway 
  from the optical nerve to the iris, and enhancing the iris 
  muscle itself, this nanotech modification gives the eyes a 
  lightning-quick reaction time to adjust to different light 
  levels, as well as the ability to close completely in extremely 
  bright-light situations. This is in almost all ways equivalent 
  to cyberoptic flare compensation.  
  Staged Neural Bridge: This is a bioware bundle of cultivated 
  nerve tissue that links the spacial coordination areas of both 
  sides of the brain to make the subject ambidextrous. Tasks 
  performed with the off-hand normally have a +3 penalty 
  applied to the difficulty. The Neural Bridge reduces the 
  penalty by its level.  
  ChronoHeme: ChronoHemeTM 
  (nitroriboseneophosphomethe1,4-globin) bonds oxygen in the 
  manner that hemoglobin does, but it releases the oxygen only 
  when hemoglobin has released all it's oxygen. This creates an 
  additional air supply in the bloodstream. A character with 
  this modification can go for 2 minutes per point of Body 
  without taking a breath as long as they have had sufficient 
  oxygen exposure before (i.e. coming up from underwater, 
  taking a fast breath, then going back down doesn't work) 
  Geas Silkweave: Based on the same woven-fiber design as 
  Skinweave, Silkweave was developed by Geas, a small 
  orbital development lab. The fibers have been extended and 
  flattened and woven in three micro-layers. This results in an 
  extremely supple sub-dermal sheath that is extremely flexible 
  and requires a DIFF 20 to visually identify. Silkweave can be 
  assembled with SP 2-10, though due to the micro-layering, 
  there is a 10% chance the armor in any location may break 
  down when physical damage exceeds the stopping power of 
  that area. If this occurs, the SP of this location becomes SDP, 
  and the armor is slowly destroyed with subsequent damage. 
   
  Dermal Mesh: At it's simplest, DermalMesh is a cybernetic 
  version of skinweave, as such it cannot be combined with 
  skinweave and it also combines poorly with Subdermal 
  Armours (see below). DermalMesh is a "mesh" of monowire-
  based filaments layed into the inner dermal layers of the 
  client. The mesh is normally layed with aproximately 1.5mm 
  to 2mm between mesh lines (depending on location on the 
  body, with meshing being up to .5mm apart on the chest and 
  as low as 2mm apart on the armpits and throat). The mesh 
  almost completely resists any attempts at cutting or tearing, 
  and therefore is excellent protection against blades and 
  monowire attacks. The mesh helps reduce deformation to 
  tissues caused by blunt impacts, but only to a limited amount, 
  and is next to useless against bullets and shrapnel, which tend 
  to push individual filaments out of the way on their way into 
  the target. 
  Currently DermalMesh is available at up to Rating 5, with 
  ratings 1 and 2 being Major Surgery and Ratings 3+ being 
  Critical Surgery. DermalMesh in locations over Subdermal 
  Plating are considered to be at half-rating. 
  Regardless of the SP rating given below, any blow which 
  strikes against DermalMesh will cause at least 1 point of 
  damage since the Mesh is below the outer skin layer. 
  Muscular Augmentation: Previously known as muscle lacing, 
  by weaving in Kevlar-like materials to the musculature, 
  performance can be increased drastically. Each level of 
  Muscle Augmentation adds 1 to Strength and .5 to MA. 
  Current tech limits Augmentation to 2 levels. 
   
   
   
   
  
  PaceSetter Adrenal Control: Providing control of the adrenal 
  functions far and above those of Raven Microcyb's 2018 
  Adrenal Booster, the Adrenal Control Gland is the next step 
  in combat/cooltm. First, for the combat crazed we have 
  Adrenal OverLoad, which increases the user's REF, MA and 
  STR by +1, and reduces COOL by one for D6+2 turns and 
  can be triggered 3 times per day. Then there is Adrenal Boost 
  which can be maintained at all times, and provides +1 to 
  initiative and -1 on cool checks for fright and maintaining 
  cool. Standard mode provides no penalties or benefits as the 
  gland is no longer affecting the character's adrenal output. 
  Reduced mode provides +1 on all rolls involving 
  concentration as well as +1 on fright and maintaining cool 
  checks. And Finally Ice-Mode ceases all adrenal flow to the 
  character, providing all the benefits of Reduced mode, with 
  an additional +2 to the character's Cool stat for the duration, 
  at a penalty of -3 on all Death Saves, including instant death 
  saves from 8+ damage to a location. Switching from one 
  mode to another takes 3 seconds per mode between the 
  character's current mode and target mode. 
  Chem Repellant: This dermal modification transforms the 
  subject's sweat glands to produce a durable long-chain lipid 
  along with the normal perspiration. This compound protects 
  the subject's skin from chemical damage. The subject's skin 
  becomes safe from acid and base damage, and DMSO no 
  longer can open the pores to allow contact drugs through into 
  the system. Stuff that would eat through normal skin bead 
  like water and drip off. The subject gains no new protection 
  from heat or cold (and many damaging chemicals do their 
  damage through heat) and the transformation does not protect 
  the mouth, eyes and nose, etc.  
  Thermal Dissipater: This is a simple webbing of heat-
  conductive material connected with a network of heat sinks 
  woven into the epidermis in order to divert any excess heat 
  away before it can damage the skin, or any tissue under it. 
  Apply this enhancement's rating as if it were regular SP, but 
  only to heat-based damage. This does apply to lasers, but the 
  protection rating is halved. Note that explosives damage the 
  user via concussion, not heat. However, the secondary, 
  incendiary damage caused by white phosphorus is heat 
  damage. SP1-SP8 available. 
  Neo-Myelin Sheathing: Myelin is the protein compound that 
  blankets your nerve cells and prevents interference with the 
  neural impulses traveling through them. Neo-myelin does the 
  same things, only better. This improved biopolymer 
  sheathing increases transmission efficiency, and cuts down 
  on bio-electrical interference. Cannot be combined with any 
  other Reflex boosting. Provides +1 REF, +1 Initiative and 
  makes the user immune to the physiological effects of EMP 
  weapons. 
  MAAS-Krycek Series 2 Viper: The first product to come 
  down the pipe from the newly-formed MAAS-Krycek merger 
  is an exciting update of Krycek’s signature product, the Viper 
  mod. Series 2 updates the venom sacks to be sub-
  membraneous and less likely to be detected visually (DIFF 
  20) or via tactile sensation(DIFF 15), and are now recharged 
  with a standard hypodermic. Series 2 Viper implants are now 
  located on either side of the top rear molar group, and are 
  triggered by a jaw-forward grinding action which triggers a 
  surface cap on the back side of the rear molars. The venom 
  spray is easier to control, thanks to pressurized pustules 
  beneath the venom sacs themselves. The venom formula 
  itself has been improved, with faster action and longer 
  toxicity. And good news for the clumsy: Pre-medication is 
  now possible with antivenin with 6-hour time-release 
  capsules. 
  Game terms: Attack can be contact or ranged, depending on 
  circumstances of use. Ranged attack (1m max.) use REF + 
  BOD + d10. If venom makes contact with defender’s skin or 
  mucous membranes, Save vs. BODY at -1 or suffer gradual 
  paralysis. Turn 1: -2 REF, -2 INT, victim suffers numbness, 
  tingling at extremities; Turn 2: -6 REF, victim suffers 
  vertigo; Turn 3: victim is paralyzed, 1d6 hours. 20% chance 
  of permanent REF loss of -1. Critical fumbles yield self-
  poisoning, unless antivenin pre-medication has occurred. 
  Treatment via injected antivenin purges the venom in 1d6 
  rounds, with -2 REF penalty for 24 hours. 
  MAAS_Krycek Series 3 Viper: MAAS Biolabs have turned 
  the world of internal organ implants on it’s head with a new 
  series of sub-membranous modifications. Series 3 Viper 
  implants offer an exciting twist to the paralysis venom 
  imployed by Series 2. Series 3 uses a sophisticated 
  distillation of flunitrazepam (Rohypnol type 3), rendering the 
  victim euphoric, and powerless. 
  Game terms: If venom makes contact with defender’s skin or 
  mucous membranes, Save vs. BODY at -1 or suffer gradual 
  effects of formula as follows: Turn 1: -1 REF, -1 COOL, 
  victim suffers disorientation, mild euphoria; Turn 2: -2 REF, 
  -4 COOL, -4 BODY saves, victim suffers moderate sedation, 
  reduced psychomotor response, and submissiveness; Turn 3: 
  -3 REF, -6 COOL, -6 BODY saves, victim is easily 
  psychologically manipulated, suffers extreme muscle 
  reaction, remains semi-conscious for 1d6 hours. 70% chance 
  of amnesia upon recovery. 20% chance of permanent REF 
  loss of -1. Critical fumbles yield self-poisoning, unless 
  antivenin pre-medication has occurred. Treatment via 
  injected antivenin purges the venom in 1d6 rounds, with -2 
  REF penalty for 24 hours. 
  MAAS_Krycek Series 4 Viper: MAAS Biolabs have released 
  another interesting variant on the Viper sub-membranous 
  modification. Series 4 Viper implants offer an effective self-
  defense solution, causing severe nausea and vomiting. 
  Game terms: If venom makes contact with defender’s skin or 
  mucous membranes, Save vs. BODY at -1 or suffer gradual 
  effects of formula as follows:. Turn 1: -1 REF, -1 BODY 
  saves, victim suffers dizziness, mild vertigo; Turn 2: -3 
  BODY saves, victim suffers extreme nausea, disorientation; 
  Turn 3: victim suffers violent vomiting attacks and temporary 
  blindness for 1d6 hours. 20% chance of permanent REF loss 
  of -1. Critical fumbles yield self-poisoning, unless antivenin 
  pre-medication has occurred. Treatment via injected 
  antivenin purges the venom in 1d6 rounds, with -2 REF 
  penalty for 24 hours. 
  
  Bola Strobe Iris: The leading orbital biolab introduced this 
  product to a consortium of orbital intelligence groups to 
  critical praise. These 1mm tissue grafts to the existing iris are 
  linked via sub-tissue cellular wiring to a photovoltaic power 
  source surgically implanted in a sinus cavity. The iris grafts 
  can be triggered with a nerve response to emit a modulated 
  phosphor flash which causes nausea and seizures in the 
  viewer. These implants are paired and are difficult to spot 
  visually (DIFF 20). Victims within 3m making eye contact 
  make Save vs. BODY at -2 or suffer nausea and temporary 
  blindness for 1d6 rounds. 30% of victims suffer mild to 
  moderate seizures, during which Attributes are halved and a 
  Save vs. BODY is made each round or unconsciousness 
  occurs. 
   
  Bola SparkPoints: These epidermal contact brads are 1mm 
  thick and are laced along the contact surfaces of the fingers, 
  lips, or genitals, wired to a subdermal battery with grounding 
  sheathing. Contact damage: 1d6 electrical damage + Save vs. 
  BODY at -1 or lose consciousness from electric shock. 70% 
  chance any sensitive electrical equipment in contact with 
  victim is destroyed. Critical fumble yields self-inflicted 
  wound due to improper grounding. 
   
  MAAS-Krycek CrocTears: The latest in defensive protection, 
  with the versatility of the Viper series of synthetic venom 
  delivery systems, utilizing the existing tear ducts and an 
  accelerant. Chromodacryorrhea is a side-effect in 30% of 
  implant recipients (bloodlike appearance of tear fluids due to 
  porphyrins [red pigment]). Any Viper series formula may be 
  injected, with ½ potency and duration. Only 10% chance of 
  permanent -1 REF loss, and no self-poisoning possible. 
  Dermal Treading (Takamoto Inc.): Developed originally for 
  extreme sport climbers, these microscopic enhancements are 
  cellular ribbing on the contact surfaces of the fingers, palms, 
  or feet, which allow for greater than normal gripping friction 
  on most solid surfaces. +2 for Climbing and Athletics feats 
  where applicable. Note: Recent trend reported among 
  Japanese gangers: Back, limb, or total body conversions, 
  rendering a sharkskin tactile sensation (usually marked with 
  the following tattoo: ��� [1]  
  Bola Wallcrawlers: Developed from biosynthesized 
  epidermal tissue engineered from tissue and micro-follicles 
  from the common Central American gecko. The skin and 
  follicle grafts are layered in oriented strands across the soles 
  of the feet, undersides of digits, and palms. The microhairs 
  are not strong enough to support normal body weight. But 
  significantly enhance a trained climber’s ability to scale 
  surfaces. Implants require a diff 25 to detect visually, and 
  provide +3 to climbing and similar acrobatic tasks.  
  Bola Wallcrawlers are a more specialized, exotic, and high-
  performing enhancement than Takamoto Inc's product, and 
  though similar in function, the two enhancements were 
  devloped from different origins. [TRDL] 
  Bio Pouch (Takamoto Inc.): Originally designed for deep 
  cover Japanese Public Safety officers in the elite Counter 
  Gang Unit in Tokyo, these subdermal membranous sacs are 
  very difficult to spot visually (DIFF 20) or via tactile 
  sensation (DIFF 20) due to the ingenious weaving of existing 
  and grafter tissue over the membrane surface. Custom-
  designed nanomachines reseal the open membrane once 15 
  seconds of pressure is exerted on the closed flap, allowing for 
  quick recovery for visual inspection (DIFF 15 due to 
  redness). The Bio Pouch is 6cm x 4cm x 1cm, and can be 
  implanted in a series or over different areas of the body, most 
  effective in fat layers. Hidden cargo should be of polymer or 
  resin construction to avoid metal detection, though are not 
  invisible to X-Ray in some cases (DIFF 10). Most often used 
  to carry drug ampules, identification chips, personal defense 
  weaponry, and in one case, a break-down holdout pistol 
  designed by Nakamura Industries in a joint-venture.  
  Chameleonware: The package allows the wearer to change 
  their face, hair color/length and skin coloration. There are 
  additional systems to change their height and apparent weight 
  over a number of minutes. As with any disguise, it is difficult 
  to move from one extreme to another, so it is unlikely a 6 
  foot tall bouncer could be impersonated by a 5 foot weakling. 
  The Chameleon System uses a central processor to guide the 
  changes carried out to complete the disguise, and requires 
  constant management and adjustment from a remote team of 
  technical support staff. Pictures and measurements help 
  complete the shapechange although it can be done by eye. 
  The system grants +8 to Disguise rolls but the success of the 
  impersonation is modified by the depth of information 
  available on the target and the skill of the system's operator. 
  [The is a x3 intelligence based skill and cannot be taught 
  without the implants.] As per the skill description, a user of 
  the Chameleon System may still attempt the shapechange 
  without benefit of the processor or remote support, and may 
  use the applicable bonuses below, but without the base +8 to 
  Disguise that technology provides. 
  Make disguise roll against adding the modifiers from the 
  table above. People who see the transformed wearer must 
  make an awareness roll against this value to spot "something 
  wrong". Successful bluffs may put their suspicions at ease 
  but the impersonator must have some clue to give a 
  reasonable answer. 
   
   
   
   
   
   
   
   
  
  Chameleonware Modifiers 
  Event Modifier 
  Has developed the shapechange skill +1 per 3 skill levels 
  Has body scans / medical measurements of target +4 
  Has detailed / many photographs of target +2 
  Similar body size and shape to your own 
  [BOD stats are within 2 points of each other] +1 
  Have suitable clothes & equipment +1 
  Doing it by eye -3 
  Fairly different shape or the other sex 
  [BOD stats are more than 3 points different] -4 
  Vastly different to your appearance -5 or more* 
  * In some instances it may not be possible to match the skin 
  of the target (ice: heavy fur or snakeskin) 
  Make disguise roll against adding the modifiers from the 
  table above. People who see the transformed wearer must 
  make an awareness roll against this value to spot "something 
  wrong". Successful bluffs may put their suspicions at ease 
  but the impersonator must have some clue to give a 
  reasonable answer! 
  Chameleon Package Components 
  Total Package costs: 10D6 + 4D3 + 4 HC and $16,650 
  (excluding surgery) 
  Systems: 
  System Surgery Effects Cost HC 
  Synthskins N Colour changing artificial skin [skin tone and 
  complexion] $400 D6  
  Neo-hair M Colour, style and length changing hair $300 2  
  Audio-vox M Vocal synthesizer for special effects $700 2D6 
  Voice Pattern N Emulate a target's voice via audio-vox 
  implant $350 2  
  Feature Alternation Option N Change facial shape (+4 
  disguise) $3500 D6  
  Advanced Systems 
  System Surgery Effects Cost HC 
  Cyberoptics w/ P Emulator M Eye Pattern Modifications 
  [Fool's eye scanners 90%] $1000 D6 x 2 
  Improved Feature Alteration M Replacement tissue for ears, 
  nose, brows (in 2d6 min.) $800 D3  
  Neoplastic Teeth C 8 front teeth replaced with memory 
  bioplastics. $800 D3  
  Polybone implants: hands C Shape altering bone/bioplastic 
  composite. [in D4 min.] $2000 D6 x 2  
  Polybone transformation. C Change length of limbs 6" [in D6 
  min. w/Int. Roll 20] $4000 2D6  
  Tissue sacs M Sacs to change the bulk of the torso as 
  necessary $500 D3  
  Transformation Controller M Central control unit [bone, size, 
  coloration, posture] $1,500 D3 
  Biomai Neural Bridge: This bioware linking of the brain 
  lobes (d4 HC) which artificially simulates the Ambidexterity 
  skill (Skill Level 2), for a period of 1d6 turns before shutting 
  down, causing -2 Ref penalty for the two following turns 
  while the nervous system re-adapts. 
  Nervous System Booster: Originally developed for the 
  USAF, this elaborate bioware treatment involves systematic 
  counter-wiring of all major nerve trunks with synthetic 
  binding agents. The process takes five weeks, but gives the 
  patient a permanent +1 REF. Additionally, in general spinal 
  damage will not lead to paralysis unless the column is 
  completely severed, or the damage occurs above the 
  shoulders. 
   
   
   
   
   
   
   
   
   
  
   
  Exploding Bat: Literally a biobomb is woven into the 
  abdomen of a bat. These animals are trained intensely as 
  homing carriers, and will seek out a target once trained to 
  recognize elements of the target’s vocal signature. Each bat is 
  loaded with an explosive equal to .25 kg of C-6, which can 
  yield 2d10 damage over 1m radius. Any impact to the bat has 
  70% chance of detonating the explosive. Bats exploding near 
  other bats: roll 1d6 (1d10 in enclosed space) to determine the 
  number of additional bats are detonated (roll this once, it is 
  not cumulative) yielding total [# Exploding Bats x 2d10], 
  spread over a range factor of [# Exploding Bats/2.] 
  Bat stats: INT 1 REF 10 COOL 4 MA 10 BOD 1 EMP -4 SP 
  0 SDP 2 Awareness 5 Animal Sense +15 notice checks 
  Melee 2 bite: 1d6/3. 
  Exploding Rat: The non-flying variant of the exploding bat. 
  These are slightly more difficult to prepare, as the necessary 
  rewiring of the rat’s olfactory system infrequently causes 
  insanity (1 out of 10 exploding rats do not seek their target). 
  Due to their size, however, the rats do more damage. 
  Bat stats: INT4 REF 9 COOL 3 MA 8 BOD 2 EMP -3 SP 0 
  SDP 3 Awareness 4 Animal Sense +20 notice checks Melee 
  2 bite: 1d6/2. 
  Toxin Sack: This is the dread of unhappy corporate wage 
  slaves the world over (and above), though the frequency of 
  their use is extremely rare and reserved for the absolutely 
  vital staff that are considered irreplaceable. Small 
  synthesized membranes are implanted on major organs, often 
  in numbers, that are bio-chemically wired to a secondary 
  chemical pouch with a proximity synched modular-band 
  receiver. When the receiver moves outside of the 
  transmission range of the corporate transmitter, the chemical 
  pouch dissolves, releasing a catalyst that in turn causes the 
  toxin sacks to burst at a timed rate. Sacks can be scheduled to 
  trigger instantaneously, or in sequence over time for a 
  measured dosing, or on timed release. In addition, sacks can 
  be scheduled to burst in greater numbers the farther the 
  victim moves from the transmission area. Most often, the 
  system is designed to deter corporate extractions, so the 
  effects of the toxin are intended to deter first, cause 
  discomfort second, and kill third. However, any chemical can 
  be used with the toxin sack, so more extreme measures are 
  possible and assumed to be in place by the paranoid masses 
  anyway. Removal of toxin sacks must be performed by an 
  extremely experienced surgeon familiar with the devices, and 
  under sterile, vibration-isolated environmental conditions. A 
  DIFF 25 Surgery roll must be made to detach the chemical 
  sack, and a DIFF 20 Surgery Roll must be made for each 
  toxin sack to be removed. Victim must make a Save vs. 
  Shock every hour of surgery, and each surgical action can be 
  assumed for game purposes to be one hour. [TRDL] 
  �
   
  Items described below are of special interest in the Dystopia: 
  Hostile Takeover Campaign environment.  
  Keys: [TRDL] = Created by Third Rail Design Labs // 
  [Shirow] = Adapted from the work of Masamune Shirow 
  SlipSkins: After triggering the slipskins by applying a special 
  potassium solution over your body, you will excrete a 
  slippery, slimy substance until alcohol is applied to the skin, 
  washing away the product and turning off the production 
  until it is reactivated. SlipSkins are a special nanotech rebuild 
  of the sweat glands to produce this special oil, and are 
  designed not to affect the palms of the hands, the soles of the 
  feet or the face. Gain +2 on escape rolls, +4 if in light clothes 
  or +6 if running about in the nude. You also get to look 
  incredibly slimy (thus the nickname of slug-skin). 
  VenomSkin: This "enhancement" over basic SlipSkins 
  produces an irritant accross the owner's skin. Anyone 
  ingesting this goo must roll a resist torture / drugs (dif 20) to 
  avoid getting sick (-4 on all rolls for 2D6-btm hours, 
  minimum 1). If the venom gets into someone's wounds the 
  same roll must be made at dif 15, or dif 10 in cases of normal 
  skin contact. Also in cases where the venom gets into 
  someone's wounds, they also get -2 on all rolls for D6 hours 
  as the venom is a strong irritant. People with this implant are 
  immune to this venom. 
  CausticSkin: The recipient's skin is rendered SP4 vs acids, 
  and now excretes a relatively caustic acid. Contact with this 
  acid causes D4 damage per turn for the duration of contact +1 
  turn. Treat this damage as normal acid damage. The acid also 
  provides slipperiness as normal slipskins. Should the 
  recipient's skin be broken, the acid begins to affect him/her 
  too until the area is washed with alcohol, turning off the acid 
  glands. It is recommended that owners of CausticSkin also 
  purchase Acid-Resistant clothing. 
  SenseSkin: For all that extra effect from your sense of 
  touch... Do you want just a little bit more in bed? To feel the 
  wind blowing over your skin? The gentle caress of your silk 
  underthings? SenseSkin CyberSkin© has special sensors 
  which enhances your sense of touch, and if you get sensory 
  overload, a push of the button on the back of your wrist will 
  turn them off. When you're ready for more, push the button 
  and the senses go back on! 
  While on, you gain +2 to tactile awareness rolls, and -2 on 
  stun saves. 
  
  Synaptic Accelerator: Using a nanotech regimen, the nerves 
  along the spine and inside the brain are lengthened, reducing 
  the amount of time required for a signal to transfer from one 
  location to another. This is the least damaging speed boost to 
  both the body and the psyche. Provides +1d6 to Initiative 
  rolls when activated. Activation requires a chemical inhaled 
  ampule, offering 1d6 rounds of boosted initiative. The 
  following 2 rounds yield a -2 Initiative penalty as the nervous 
  system normalizes.  
  Hemoglobic Transacids: These nanomachines must be 
  circulated through the user’s bloodstream one complete cycle 
  every 14 days for maximum potency. Chemical accelerant 
  additives are secreted into the bloodstream. Once blood 
  makes contact with air, a secondary enzyme is released 
  which causes the shed blood to become increasingly acidic 
  over 3 turns. Once the process is complete, the blood acts as 
  a type 2 acid, causing 1d6+3 acid damage per turn of contact. 
  Epidermal enzyme lotion, applied every 24 hours, secretes a 
  counteractant that retards the secondary enzyme in the 
  bloodstream, so in most cases, surface blood loss on the user 
  will not experience a state change. However, massive trauma 
  in a single wound (Critical Wound level) yields 40% 
  likelihood that counteractant is overpowered and blood in the 
  wound begins to change at the damaged tissue areas, causing 
  a self-inflicted wound that requires cauterization to stop. A 
  counteractant enzyme ampule should be carried at all times 
  as a precaution. 
  4th Generation Enhancement Nano-treatments: All 4th gen. 
  enhancers share certain abilities. Each variety increases a stat 
  (limited to Int, Ref, Att, MA, Str & Bod) by either +1, +2 or 
  +3. Each also requires one month of nano-therapy per bonus, 
  although a level 3 Enhancer will provide +1 after 1 month, 
  +2 after two, etc. In addition, each month of nano-therapy has 
  a 4% chance of incurring some major, debilitating side-effect 
  (Parkinsons, impotence, grossly malignant cancer, visual 
  cortex damage, etc). Once the required nano-therapy has 
  been completed, a maintenance has to be upheld or the 
  nanites can no longer function, and the increased stat will 
  gradually return to it's original level after 1 month per level. 
  The maintenance is a special dietary supplement (levels 1 & 
  2) with occasional injections (level 3) that cost 100eb per 
  level of the nan per month. The nano-therapy itself costs 
  1000eb per day of therapy for the first level, 2000eb per day 
  for the second and 3000eb per day for the third level, 
  requiring 30 days of therapy per level. Humanity loss is 
  minimal because of the gradual increase, being 1HL per 
  level. Enhancement Nano-treatments are highly prototypical 
  at this time. Some research suggests that in certain cases 
  (Body Save once a month) the treatment can fail, causing an 
  adverse affect equal and opposite to the enhancement 
  performed. Of the 26 known voluntary trial recipients, 4% 
  rejected the nanites, suffering permanent damage. Under 
  development by MAAS Biolabs, this treatment is not 
  publicly available. 
   
  Rapid-Acquisition Nanites: RA-Nanites increase the brain's 
  ability to acquire information to a disturbing level. Two days 
  after imbibing the RA-Nanites in an inert solution, the user 
  gains the ability to acquire INT and TECH based skills from 
  book-reading and computer-based education at 10IP (5IP 
  new system) or 20IP (10IP new system) per day respectively. 
  The RA-Nanites maintain this ability for 2-5 days, but each 
  day the user has a 10% EACH of losing one point of INT, 
  TECH or REF. In addition, once the RA-Nanite has run it's 
  course, any skill (but not special abilities) NOT increased 
  during it's use are decreased by 1. RA-Nanites are still 
  experimental, as the short-term duration and serious 
  remifications of use are neither ideal nor intended. Under 
  development by MAAS Biolabs, this treatment is not 
  publicly available. 
  RTS-400 "Flash" Nanites: The frst "semi-successful" attempt 
  at nanite-based combat pharmaceuticals, Flash Nanites 
  provide +5 initiative, +4 endurance, +4 awareness, and +2 Re 
  for a duration of between 4 and 24 hours. Unfortunately, 
  though the Nanite treatment tested successfully, adverse 
  psychological reactions were observed, including disturbing 
  degrees of Psychosis. Once the nanotech has run it's course it 
  leaves permanent damage to the user's nervous system (-1 
  Ref). Once injected, the Flash Nanite treatment takes one 
  hour to take effect. Given the inconsistent and unstable side 
  effects of this treatment, development has supposedly been 
  halted, pending a re-synthesis of the serum. However, some 
  reports have alleged that MAAS Biolabs has continued active 
  testing of the treatment under the pressure of it’s military 
  contracts.  
  Enhanced Hemoglobins: 2-3 pints of blood are drained and 
  replaced with oxygen-carrying nanotechs (d8 HC), combined 
  with immuno-supressors. The process must be renewed every 
  two weeks, or the nanites expire and the patient suffers -2 
  BOD until they are medically removed. The process yields an 
  Endurance boost (+1) and an Movement Allowance increase 
  (+2).  
  Arterial Pumps: The thick, flexible, muscular walls of the 
  arteries expand when blood is pumped into them and then 
  contract, pushing it onward and assisting the pumping action 
  of the heart. This nanotech enhancement reinforces the 
  muscle tissue of the arteries to increase their pumping action 
  and accelerate blood flow throughout the body to give you 
  the aerobic performance of an Olympic athlete (+1 
  Endurance, +1 Athletics) 
   
   
   
   
   
  
   
  Kevlar Remover: Until now, acid has been the only viable 
  means to damage Kevlar armor via chemical solution. 
  However, nasty side effects of flesh contact render acid 
  aerosols politically damaging for law enforcement. The new 
  anti-kevlar nanite is delivered in a paintball round, or in a 
  liquid medium. It is capable of stripping kevlar armor of 5 
  SP's per round, for up to 3 rounds. It has absolutely no side 
  effects when exposed to human tissue. 
  Nervous System Burnout: As military and intelligence 
  communities become more informed of the symptoms and 
  paraphernalia associated with nanotech delivery, emergency 
  response techniques are being developed to counter-act the 
  effects of the more thoroughly-documented nanotech 
  weapons. However, this nanite is particularly effective, 
  because, like a slow-acting additive poison, it does it’s 
  damage over time, usually mis-diagnosed as exhaustion or 
  flue-like symptoms. It works on mammals in much the same 
  way that the insecticide DDT does, by affecting the 
  transmission of nerve impulses. DDT killed literally by 
  burning out an insect's nervous system. The nanite-based 
  variant works under the same principal, but is designed to 
  function slowly. The target begins to receive a +1 bonus to 
  all initiative and reflex checks each week till death occurs on 
  week 5. Hypodermic delivery system. Save vs. BODY at -1. 
  Nanotech Deossifier: Osteoperosis in a can. This brand of 
  nanomachine has a very simply life span and program. 
  Designed to pass through the skin the nanomachines make 
  their way to the bones where they begin to remove calcium 
  from the bones, rendering them brittle and weak. All impacts 
  that do damage, and 50% of sudden movements can cause 
  bones to break. The nanites have a very short life span, only a 
  matter of days. Once they have run their cycle the patient 
  begins to recover, and each week of normal health will 
  reduce the break risk by 10%. Aerosol (1m area) or 
  hypodermic delivery system; Save vs. BODY at -6. Success, 
  the nanites are corrupted or damaged. Fail, and suffer the 
  following penalty: Any damage or combat actions (striking, 
  H-to-H dodging, Athletics, etc. but not CUF-based defense 
  rolls) require a BODY save at -2, with a failure yielding 1d6 
  in bone fracturing. In addition, if bone damage is done, make 
  a Save vs. Shock! Suffice to say, it’s time to find a place to 
  hide.  
  Hemorrhagic Fever: This nanomachine not only kills, but 
  kills in a torturous, protracted manner. But then sometimes 
  that's what the boss ordered. This nanite kills by attacking the 
  blood and the bone marrow where blood is produced. The 
  nanites damage or destroy the body's blood and blood 
  production capability. Eventually the patient begins to bleed 
  out from any part of the body with a route past the skin, such 
  as: tears of blood and blood sweat, out of the ears and 
  through the excretory systems. Many internal organs such as 
  the eyes and lungs can fill with blood. The patient suffers 1d4 
  damage each day until death. The only known cure is 
  nanotech based. This nanotech assassination weapon is often 
  used in order to send a message to the associates of the 
  stricken victim. Hypodermic or ampule delivery system. Save 
  vs. BODY at -4. 
  Cancer Maker: This nanite is designed to play particularly 
  nasty games with a target's DNA (Deoxyribonucleic Acid: 
  The primary medium for the storage of genetic information.). 
  It is able to target a specific cell type, and once there find its 
  way into the nucleus. The nanite is built to activate the 
  various oncogenes (Oncogenes: A normally dormant region 
  of DNA responsible for the onset of various cancers when 
  activated.) in the target's DNA. The result is a lethal cancer 
  that is inoperable under the normal procedures. The patient 
  has up to 6 months prior to death. Again there is a nanotech 
  cure, one that can be applied to perfectly natural cancers. 
  Hypodermic delivery system. Save vs. BODY at -3. 
  �
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SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Catalog - Dystopia Gear by TRDL.pdf