Equipment

  • Phase Shift Knife and Phase Shift Sword is removed.
  • Proficiency Helmet is removed. Helmets now require Armor proficiency.
  • Comms, Earpiece and Pocket Computer is removed.
  • Comms, Advanced and Comms, Implant is replaced.

MELEE WEAPONS

MELEE WEAPONS

PRICE PROPERTIES   WEIGHT
Baton 1 000 ₩
  • Damage: 1d4 Bludgeoning.
  • Special: Light.
  2 Ib
Fireaxe 5 000 ₩
  • Damage: 1d6 Fire.
  • Range: 20/60ft.
  • Special: Light, Thrown.
  3 Ib
Hammer 2 000 ₩
  • Damage: 1d4 Bludgeoning.
  • Range: 20/60ft.
  • Special: Finesse, Light, Thrown.
  1 Ib
Knife 2 000 ₩
  • Damage: 1d4 Piercing.
  • Range: 20/60ft.
  • Special: Finesse, Light, Thrown.
  1 Ib
Monoedged Katana 20 000 ₩
  • Damage: 1d8 Slashing.
  • Special: Finesse, Light, Ignores Resistance.
  1 Ib
Cobra Retractable Baton 6 000 ₩
  • Damage: 1d6 Bludgeoning.
  • Special: Light.
  2 Ib
Stun Baton 7 000 ₩
  • Damage: 1d6 Electric.
  • Special: Light.
  2 Ib
Vibro Knife 10 000 ₩
  • Damage: 1d6 Piercing.
  • Special: Finesse, Light.
  1 Ib
Monoedged Stiletto 15 000 ₩
  • Damage: 1d4 Piercing.
  • Special: Finesse, Light, Ignores Resistance, Concealable.
– Ib
Vibro Sword 15.000 ₩
  • Damage: 1d8 Slashing.
  • Special: Versatile (1d10).
4 Ib
Vibro Bayonet 15.000 ₩
  • Damage: 1d8 Piercing.
  • Special: 2 Handed, Attachment to Assault Rifles and Combat Shotguns. If unattached it functions like a Vibro Knife.
+3 Ib
Vibro Spear 20.000 ₩
  • Damage: 1d8 Piercing.
  • Range: 20/60ft.
  • Special: 2 Handed, Reach 10ft, Thrown.
4 Ib
Vibro Glaive 20.000 ₩
  • Damage: 1d10 Slashing.
  • Special: 2 Handed, Reach 10ft.
6 Ib
Vibro Battleaxe 20.000 ₩
  • Damage: 1d12 Slashing.
  • Special: 2 Handed.
10 Ib
Taser 10.000 ₩
  • Damage: 0 Lightning.
  • Special: Light.
  • Effect: DC 12 Constitution Saving Throw or be paralyzed.
    The saves DC increase by +1 cumulative for each new save against this effect for the next 10 rounds.
    Example: The target is hit 3 times, first DC 12, then DC 13 and then DC 14.
    If paralyzed, then make a saving throw at the end of each of their turns to shake it off.
  • Charges: 10. Recharging takes 1 hour.
  • Targets that are resistant or immune to lightning damage are immune.
2 Ib
Garrote Wire 5.000 ₩
  • Damage: 0.
  • Special: Concealable, 2 handed.
  • Effect: The user must make a successful melee attack roll. If they hit, then the target is grappled. The target must succeed on a Constitution saving throw, with a DC equal to 10 + the attacker’s Strength modifier, or they cannot breathe.
    At the beginning of each of the attacker’s turns, the target repeats the saving throw. If the target fails a number of times equal to their Constitution modifier + 1 (minimum 2), then they drop to 0 hit points and are unconscious.
    At the end of each of the target’s turns, the target may attempt to break the grapple using Athletics or Acrobatics vs. the attacker’s Athletics or Acrobatics.
– Ib

PISTOLS

PISTOLS

PRICE PROPERTIES   WEIGHT
21st Century Pistol* 80 000 ₩
  • Damage: 2d4 Ballistic.
  • Range: 40/100ft.
  • Ammo: 9mm (17 Shots).
  • Special: Light.
  3 Ib
Heavy Pistol 100 000 ₩
  • Damage: 2d6 Ballistic.
  • Range: 50/150ft.
  • Ammo: 10mm (15 Shots).
  4 Ib
KHMA Heavy Pistol 120 000 ₩
  • Damage: 2d6 Ballistic.
  • Range: 60/180ft.
  • Ammo: 10mm (15 Shots).
  4 Ib
Revolver 120 000 ₩
  • Damage: 2d8 Ballistic.
  • Range: 40/120ft.
  • Ammo: 10mm (6 Shots).
  • Special: Light.
  3 Ib
Folding Pistol 80.000 ₩
  • Damage: 2d4 Ballistic.
  • Range: 30/90ft.
  • Ammo: 10mm (2 Shots).
  • Special: Light, Concealable.
0.5 Ib
Kasai Corporation Pistol 100.000 ₩
  • Damage: 2d6 Ballistic.
  • Range: 50/150ft.
  • Ammo: 10mm (12 Shots).
  • Special: Light.
3 lb
Detroit Industries Very Heavy Pistol 200.000 ₩
  • Damage: 2d8 Ballistic.
  • Range: 60/180ft.
  • Ammo: 10mm (12 Shots).
5 Ib
Stun Gun 40.000 ₩
  • Damage: 0 Lightning.
  • Range: 30ft.
  • Special: Light.
  • Effect: DC 12 Constitution Saving Throw or be paralyzed.
    The saves DC increase by +1 cumulative for each new save against this effect for the next 10 rounds.
    Example: The target is hit 3 times, first DC 12, then DC 13 and then DC 14.
    If paralyzed, then make a saving throw at the end of each of their turns to shake it off.
  • Charges: 10. Recharging takes 1 hour.
  • Targets that are resistant or immune to lightning damage are immune.
1 Ib

SUBMACHINE GUNS

SUBMACHINE GUNS

PRICE PROPERTIES   WEIGHT
Black Market SMG* 80 000 ₩
  • Damage: 2d4 Ballistic.
  • Range: 30/90ft.
  • Ammo: 10mm (17 Shots).
  • Special: Spray, Light.
  3 Ib
Kasai Corporation SMG 100 000 ₩
  • Damage: 3d4 Ballistic.
  • Range: 40/120ft.
  • Ammo: 10mm (40 Shots).
  • Special: Spray, Light.
  3 Ib
Detroit Industries SMG 120 000 ₩
  • Damage: 4d4 Ballistic.
  • Range: 40/120ft.
  • Ammo: 10mm (40 Shots).
  • Special: Spray.
  4 Ib

SHOTGUN

SHOTGUN

PRICE PROPERTIES   WEIGHT
Sawed-Off Shotgun* 100 000 ₩
  • Damage: 2d8 Ballistic.
  • Range: 15/30ft.
  • Ammo: Shell (2 Shots).
  4 Ib
Street Shotgun 120 000 ₩
  • Damage: 2d8 Ballistic.
  • Range: 20/50ft.
  • Ammo: Shell (2 Shots).
  • Special: 2 Handed.
  7 Ib

ASSAULT RIFLES

ASSAULT RIFLES

PRICE PROPERTIES   WEIGHT
Standard Assault Rifle 200 000 ₩
  • Damage: 2d8 Ballistic.
  • Range: 60/180ft.
  • Ammo: 5.56mm (30 Shots).
  • Special: 2 Handed, Spray.
  8 Ib
Kasai Corporation Rifle 300 000 ₩
  • Damage: 3d8 Ballistic.
  • Range: 60/180ft.
  • Ammo: 5.56mm (30 Shots).
  • Special: 2 Handed, Spray.
  9 Ib

SNIPER RIFLE

SNIPER RIFLE

PRICE PROPERTIES   WEIGHT
Sniper Rifle 250 000 ₩
  • Damage: 2d10 Ballistic.
  • Range: 150/600.
  • Ammo: .308 (5 Shots).
  • Special: 2 Handed.
  9 Ib
Advanced Sniper Rifle 350 000 ₩
  • Damage: 3d10 Ballistic.
  • Range: 250/650ft.
  • Ammo: .308 (5 Shots).
  • Special: 2 Handed.
  10 Ib

COMBAT SHOTGUN

COMBAT SHOTGUN

PRICE PROPERTIES   WEIGHT
Rapid Fire Shotgun 180 000 ₩
  • Damage: 3d8 Ballistic.
  • Range: 20/40ft.
  • Ammo: Shells (4 Shots).
  • Special: 2 Handed.
  10 Ib
KMHA Combat Shotgun 220 000 ₩
  • Damage: 3d8 Ballistic.
  • Range: 20/50ft.
  • Ammo: Shells (6 Shots).
  • Special: 2 Handed.
  7 Ib

HEAVY WEAPONS

HEAVY WEAPONS

PRICE PROPERTIES   WEIGHT
Minigun 100 000 ₩
  • Damage: 2d10 Ballistic.
  • Range: 50/100ft.
  • Ammo: Keg (30 Shots).
  • Special: 2 Handed, Spray.
  25 Ib
Heavy Minigun 500 000 ₩
  • Damage: 3d10 Ballistic.
  • Range: 50/100ft.
  • Ammo: Keg (30 Shots).
  • Special: 2 Handed, Spray.
  35 Ib
Grenade Launcher 100 000 ₩
  • Range: 80/160ft.
  • Ammo: 8 Grenade.
  • Special: 2 Handed.
  15 Ib
Flamethrower 200 000 ₩
  • Damage: 4d6 Fire.
  • Range: 10/30ft.
  • Ammo: Tank (10 Uses).
  • Special: 2 Handed, Spray.
  20 Ib
Underbarrel Grenade Launcher 80.000 ₩
  • Range: 80/160ft.
  • Ammo: 1 Grenade.
  • Special: Attachment to Assault Rifles and Combat Shotguns.
+3 Ib
AT Launcher 100.000 ₩
  • Range: 100/400ft.
  • Ammo: 1 Rocket.
  • Special: 2 Handed.
12 Ib
M202 AT Launcher 300.000 ₩
  • Range: 100/400ft.
  • Ammo: 4 Rockets.
  • Special: 2 Handed.
20 Ib
Missile Launcher 500.000 ₩
  • Range: 300/1.200ft.
  • Ammo: 1 Missile.
  • Special: 2 Handed.
  • Effect: You must spend an action gaining Target Lock (Successful Attack Roll) with the launcher at the vehicular target of your choice. On your next action, you can fire the missile.
24 Ib

GRENADES

GRENADES

PRICE PROPERTIES   WEIGHT
Frag Grenade Mk I 5.000 ₩
  • Damage: 2d8 Piercing.
  • Effect: DC 15 Reflex save for half damage.
  • Range: 60ft.
  • Area: 20ft radius.
  • Special: Light, Thrown.
  2 Ib
Frag Grenade Mk II 15.000 ₩
  • Damage: 3d8 Piercing.
  • Effect: DC 15 Reflex save for half damage.
  • Range: 60ft.
  • Area: 20ft radius.
  • Special: Light, Thrown.
  2 Ib
Smoke Grenade 8.ooo ₩
  • Effect: Obscures all sight, full cover beyond 5ft.
  • Range: 60ft.
  • Area: 20ft radius.
  • Special: Light, Thrown.
  2 Ib
Flashbang 8.000 ₩
  • Damage: 1d6 Psychic.
  • Effect: DC 15 Fortitude save for half damage and avoid Blinded / Deafness for 6 seconds.
  • Range: 60ft.
  • Area: 20ft radius.
  • Special: Light, Thrown.
  2 Ib
EMP Grenade 15.000 ₩
  • All unshielded electronics lose power for 1 minute.
  • Range: 60ft.
  • Area: 20ft radius.
  • Special: Light, Thrown.
  2 Ib

ORDNANCE

ORDNANCE

PRICE PROPERTIES   WEIGHT
HEAT (High Explosive Anti-Tank) Rocket 50.000 ₩
  • Damage: 3d10 Piercing.
  • Effect: Disadvantage against humanoid targets. Ignores Vehicles Damage Threshold.
  6 Ib
HE (High Explosive) Rocket 50.000 ₩
  • Damage: 3d10 Piercing.
  • Effect: DC 15 Reflex save for half damage.
  • Area: 30ft radius.
  6 Ib
SAM (Surface-to-Air Missile) 200.000 ₩
  • Damage: 4d10 Piercing.
  10 Ib
SSM (Surface-to-Surface Missile) 200.000 ₩
  • Damage: 4d10 Piercing.
  • Effect: Disadvantage against humanoid targets. Ignores Vehicles Damage Threshold.
  10 Ib

AMMO

AMMO 10mm (10) Shell (2) 5.56mm (30) .308 (5) Keg (Minigun)
Standard Bullets 500 ₩ 125 ₩ 1.650 ₩ 300 ₩ 2.250 ₩
GPS Bullets
(Ballistic, -2 damage)
1.250 ₩ 675 ₩ 8.250 ₩ 1.500 ₩ 11.250 ₩
Flathead Bullets
(Bludgeoning, -2 damage)
2.500 ₩ 1.250 ₩ 16.500 ₩ 3.000 ₩ 22.500 ₩
Armor Piercing Bullets
(Piercing, -2 damage)
2.500 ₩ 1.250 ₩ 16.500 ₩ 3.000 ₩ 22.500 ₩
Incendiary Bullets
(Fire, -2 damage)
5.000 ₩ 2.500 ₩ 33.000 ₩ 6.000 ₩ 45.000 ₩
Ionized Bullets
(Electric, -2 damage)
12.500 ₩ 6.250 ₩ 82.500 ₩ 15.000 ₩ 112.500 ₩

ARMOR

ARMOR

PRICE PROPERTIES   WEIGHT
Light Armor        
Padded Jumpsuit 5.000 ₩
  • AC: 11+Dex.
  • Stealth Disadvantage.
  7 lb
Tough Leather Jacket 10.000 ₩
  • AC: 11+Dex.
  10 lb
ZA Korp Kevlar Jacket 15.000 ₩
  • AC: 12+Dex.
  • DR/2 Ballistic.
  12 lb
Kevlar Jacket 45.000 ₩
  • AC: 12+Dex.
  • DR/2 Ballistic.
  13 lb
Concealable Ballistic Vest 50.000 ₩
  • AC: 13+Dex.
  • DR/2 Ballistic.
  13 lb
Night Carbon Mesh Clothing 75.000 ₩
  • AC: 12+Dex.
  • DR/2 Ballistic.
  • Want basic protection with style but without the bulk – wear Carbon Mesh Clothing by HyperWare®
    The extra-resilient carbon fiber nanotubes mesh clothing offers protection comparable to basic Kevlar parts while being lighter and indistinguishable from regular clothing, thus more expensive.
  10 lb
Mark 1 Exoskeleton 100.000 ₩
  • Requires the Neurolink Augmentation.
  • Sets Strength to minimum 12.
10 lb
Light Exo-Armor  
  • Requires the Neurolink Augmentation.
  • Sets Strength to minimum 12.
  • AC: 13+Dex.
  • DR/2 Ballistic.
  • E.V.A. ready.
  • Build-in folding Light Helmet (+1 AC).
20 lb
Medium Armor        
Kevlar Bodysuit 30.000 ₩
  • AC: 12+Dex (max 2).
  • DR/2 Ballistic.
  18 lb
Heavy Concealable Vest 50.000 ₩
  • AC: 13+Dex (max 2).
  • DR/3 Ballistic.
  20 lb
Standard Ballistic Vest 50.000 ₩
  • AC: 14+Dex (max 2).
  • DR/3 Ballistic.
  • Stealth Disadvantage.
  45 lb
Light-Duty Vest 400.000 ₩
  • AC: 14+Dex (max 2).
  • DR/3 Ballistic.
  20 lb
Tactical Vest 750.000 ₩
  • AC: 15+Dex (max 2).
  • Resistance: Ballistic.
  • Stealth Disadvantage.
  • Requires Strength 10.
  40 lb
Mark 2 Exoskeleton 300.000 ₩
  • Requires the Neurolink Augmentation.
  • +2 Strength, sets Strength to minimum 14.
  • Carrying capacity and push/drag/lift weight limit is double.

20 lb
Medium Exo-Armor  
  • Requires the Neurolink Augmentation.
  • +2 Strength, sets Strength to minimum 14.
  • Carrying capacity and push/drag/lift weight limit is double.
  • AC: 15+Dex (max 2).
  • Resistance: Ballistic.
  • Stealth Disadvantage.
  • E.V.A. ready.
  • Build-in folding Light Helmet (+1 AC).
60 lb
Heavy Armor        
TCE Body Armor 30.000 ₩
  • AC: 14.
  • DR/3 Ballistic.
  • Stealth Disadvantage.
  40 lb
ZA Korp Armor 75.000 ₩
  • AC: 15.
  • Resistance: Ballistic.
  • Stealth Disadvantage.
  • Requires Strength 10.
  55 lb
Military Police Armor 200.000 ₩
  • AC: 17.
  • Resistance: Ballistic.
  • Stealth Disadvantage.
  • Requires Strength 13.
  60 lb
Battle Armor 1.500.000 ₩
  • AC: 18.
  • Resistance: Ballistic.
  • Stealth Disadvantage.
  • Requires Strength 14.
  65 lb
Mark 3 Exoskeleton 1.000.000 ₩
  • Requires the Neurolink Augmentation.
  • +4 Strength, sets Strength to minimum 16.
  • Maximum Dexterity modifier +2.
  • Carrying capacity and push/drag/lift weight limit is double.
  • Advantage on Strength checks.

60 lb
Mark 3 Heavy Exo-Armor  
  • Requires the Neurolink Augmentation.
  • +4 Strength, sets Strength to minimum 16.
  • Maximum Dexterity modifier +2.
  • Carrying capacity and push/drag/lift weight limit is double.
  • Advantage on Strength checks.
  • AC: 18.
  • Resistance: Ballistic.
  • Stealth Disadvantage.
  • E.V.A. ready.
  • Build-in folding Helmet (+2 AC).

 

120 lb
Helmet        
Carbon Mesh Hood 20.000 ₩
  • AC: +1.
  • Requires Light Armor Proficiency.
  • Accessory to Carbon Mesh Clothing by HyperWare®
    The extra-resilient carbon fiber nanotubes mesh hood offers protection comparable to light helmets while being much lighter and indistinguishable from regular clothing, thus more expensive.
  2 lb
Light Helmet 15.000 ₩
  • AC: +1.
  • Requires Light Armor Proficiency.
  4 lb
Helmet 30.000 ₩
  • AC: +2.
  • Requires Heavy Armor Proficiency.
  5lb

SHIELDS

SHIELDS

PRICE PROPERTIES   WEIGHT
Riot Shield 10.000 ₩
  • Provides Half Cover (+2 AC).
  • If shield is targeted: Threshold 5. Hit Points 10.
12 lb
Tactical Shield 50.000 ₩
  • Provides Half Cover (+2 AC).
  • If shield is targeted: Threshold 10. Hit Points 20.
6 lb
Energy Shield 500.000 ₩
  • Provides Half Cover (+2 AC).
  • If shield is targeted: Threshold 5. Hit Points 10.
  • Forarm Bracer.
  • Bonus Action to activate.
  • Energy for 10 minuttes use.
  • 10 minuttes to recharge when near a valid power source.
2 lb

GEAR

GEAR

PRICE PROPERTIES   WEIGHT
Night Vision Googles 5.000 ₩
  • Commercial passive near infrared-enhanced vision with slow and poor image resolution of up to 30ft.
  • Huge variety of bling and monochrome colors (usually shades of green).
  • Poor light filters make them very susceptible to bright lights and flashes resulting in a disadvantage on perception checks in those conditions.
  • Whilst small and very wearable, they are fragile and a liability in combat and very fast conditions due to the low image quality with -1 to hit and Perception checks.
0.5 lb
Night Vision Googles, KHMA 45.000 ₩
  • Military-graded with complete active infrared- and ambient enhanced vision with fast and high image resolution of up to 60ft. with monochrome colors or 30ft. with micro-processed rudimentary color-filters, manually activated.
  • Bright lights are hard to see through resulting in adisadvantage on perception checks in those conditions.
  • They are heavy, usually helmet-mounted and highly visible.
  • They can be connected to HUDs and controlled Cybernetically.
  • They are illegal in many places without a permit.
2 lb
Night Vision Googles, Kasai Corporation 50.000 ₩
  • Highly advanced multi-layered passive optical lenses with complete infrared enhanced vision with instant and moderate image resolution in monochrome gray of up to 30ft.
  • The lenses make them susceptible to bright flashes, and they are in a disadvantage on perception checks in those conditions.
  • Whilst wearable, they are visible and cumbersome.
1 lb
Shepherd Chip 10.000 ₩
  • The shepherd chip is a tiny microchip implanted beneath the surface of the wrist and connected to the HUD. It contains the bearer’s identification information. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake. Of course, the shepherd chip can be made to not broadcast information via handshake for privacy’s sake.
  • In addition to basic identification information, many people have their banking and credit information keyed to their shepherd chips. If a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, the shepherd chip can be linked to computers (particularly Neurolinks) such that any information can be transferred between two shepherd chips.
  – lb
Comms, Basic 1.000 ₩
  • Send and receive messages.
  • Basic smart apps.
  • Not useable for Hacker Exploits.
  • Includes Earpiece with voice activation option.
– lb
Comms, Basic Implant 10.000 ₩
  • Functions as an Basic comms device.
  • Connected directly to your Neurolink and directly on your HUD. It cannot be removed, or detected.
  – lb
Comms, Advanced 10.000 ₩
  • These advanced comms can scan a person for vital signs, and use satellite technology to send and receive messages, providing much greater speed and coverage than traditional devices.
  • Functions as a computer.
  • Includes Earpiece with voice activation option.
  • Includes Plugin for Neurolink connection.
  – lb
Comms, Advanced Implant 100.000 ₩
  • Functions as an Advanced comms device.
  • Connected directly to your Neurolink and directly on your HUD. It cannot be removed, or detected.
  – lb
Comms, Blackmarket Advanced 20.000 ₩
  • Functions as an Advanced comms device.
  • Also function as the Hacker’s device.
  – lb
Comms, Blackmarket Implant. 150.000 ₩
  • Functions as an Blackmarket Advanced comms device.
  • Connected directly to your Neurolink and directly on your HUD. It cannot be removed, or detected.
  – lb
Antitoxin 50 000 ₩
  • A poisoned character who injects themselves with this antitoxin will remove the poisoned condition from themselves.
  • Using the antitoxin on yourself is an interaction, administering the antitoxin to somebody else requires an action.
  1 lb
Backpack 2 000 ₩
  • A backpack is a container made of synthetic materials, and can contain up to two cubic feet of items or material.
  5 lb
Backpack, Enhanced 50 000 ₩
  • Like a regular backpack, this is also a container made of synthetic materials, and can contain up to two cubic feet of items or material. However, the advanced weight distribution of this backpack allows you to carry more weight than usual.
  • When calculating your carrying capacity, consider your Strength score 2 points higher.
  6 lb
Bandolier, Ammunition 2 000 ₩
  • A bandolier is worn across your body.
  • This bandolier allows you to store up to 50 rounds of ammunition across your chest for easy access.
  2 lb
Bandolier, Grenades 2 000 ₩
  • This bandolier allows you to store up to 8 grenades across your chest for easy access.
  • Be careful not to accidently set any off.
  2 lb
Cigarettes (20), Cheap 45 ₩     – lb
Cigarettes (20), Normal 90 ₩     – lb
Clothes, Average 5 000 ₩     4 lb
Clothes, Poor 500 ₩     2 lb
Clothes, Wealthy 25 000 ₩     5 lb
Crowbar 250 ₩
  • Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
  5 lb
Drink Bottle 200 ₩     – lb
Duct Tape 20 ₩     0.5 lb
Energy Drink 50 ₩
  • An energy drink, once consumed, temporarily negates one level of exhaustion, grants the user +1 on initiative checks and reflex saving throws for 15 minutes.
  • These drinks are highly toxic, and anybody who attempts to drink more than 1 in a 24 hour period must make a DC 15 Fortitude Saving Throw or gain one level of Exhaustion.
  • For each energy drink consumed above 2 in a 24 hour period, the save DC increases by 5.
  – lb
Firebomb 1500 ₩
  • An extremely flammable liquid stored within a delicate canister and ignited via a fuse.
  • As an action, you can throw this firebomb up to 20 feet, shattering it on impact.
  • Make a ranged attack against a creature or object, treating the firebomb’s fire as an Improvised Weapon.
  • On a hit, the target takes 1d4 fire damage at the start of each of its turns.
  • A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
  1 lb
Flashlight 20 ₩
  • A flashlight casts bright light in a 60-foot cone and dim light for an additional 60 feet.
  • This also comes in a headlamp variety for those wishing to free up their hands.
  1 lb
Grappling Hook 3 000 ₩     5 lb
Headlamp 50 ₩     0.5 lb
Heavy Blanket 500 ₩     4 lb
Holster, Ammunition 500 ₩
  • An ammunition holster can hold up to 20 rounds of ammunition and is worn on the belt.
  1 lb
Holster, Heavy Weapon 4 000 ₩     1 lb
Holster, One Handed 1 000 ₩     1 lb
Holster, One Handed (Concealable) 10 000 ₩
  • This concealable holster is worn underneath your clothes.
  • A casual visual inspection will not reveal this holster.
  • A character specifically looking for a concealable holster must make a DC 20 perception check to locate it.
  • A physical inspection will reveal it immediately.
  1 lb
Holster, Two Handed 2 000 ₩     1 lb
Ladder (10 ft.) 350 ₩     30 lb
Ladder (5 ft.) 250 ₩     20 lb
Mirror (Steel) 500 ₩     0.5 lb
Nanopack 50 000 ₩
  • A character who injects themselves, or gets injected by this syringe regains 2d4 + 2 hit points.
  • Using the nanopack on yourself is an interaction, administering the nanopack on somebody else requires an action.
  0.5 lb
Nanopack, Enhanced 100 000 ₩
  • A character who injects themselves, or gets injected by this syringe regains 4d4 + 4 hit points.
  • Using the nanopack, enhanced on yourself is an interaction, administering the nanopack, enhanced on somebody else requires an action.
  0.5 lb
Nerve Toxin 100 000 ₩
  • You can use the nerve toxin in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition.
  • Applying the nerve toxin takes an action.
  • A creature hit by the affected weapon or ammunition must make a DC 10 Fortitude saving throw or become incapacitated for 1 minute.
  • Once applied, the nerve toxin retains potency for 1 minute before evaporating.
  0.5 lb
Pen 9 ₩     – lb
Pencil 3 ₩     – lb
Rations (1 day) 200 ₩
  • Rations consist of dry foods suitable for military use.
  • Just add water and watch your ration expand to a semiedible foodstuff capable of sustaining you for 1 day.
  0.5 lb
Rope (50 ft.) 1 000 ₩
  • Made of plastic fibers, this rope has 2 hit points. 
  • Can be burst with a DC 17 Strength check and hold up to 750lbs. of weight.
  10 lb
Rope (50 ft.), Carbon fibre 10 000 ₩
  • Made of carbon fibre, this rope has 10 hit points.
  • Can be burst with a DC 17 Strength check and hold up to 750lbs. of weight.
  5 lb
Satchel 1 000 ₩     3 lb
Sledge Hammer 500 ₩     10 lb
Sleeping Bag 1 000 ₩     5 lb
Superglue 40 ₩     – lb

MNO WEAPONS

MNO = Modular Nanite Ordnance.

Bullets are created from nanites provided by the Nanite Packs (magazine or keg).

Types:
Standard Bullets = 1 Charge.
Flathead Bullets (-2 damage. Type: Bludgeoning) = 1 Charge.
Armor Piercing Bullets (-2 damage. Type: Piercing) = 2 Charges.
Incendiary Bullets (-2 damage. Type: Fire) = 3 Charges.
Ionized Bullets (-2 damage. Type: Electric) = 4 Charges.

MNO WEAPONS

PRICE PROPERTIES   WEIGHT
MNO Pistol  
  • Damage: 2d8 Ballistic.
  • Range: 60/180ft.
  • Ammo: MNO (40 Charges).
  • Pistols.
  • Special: Light.
  4 Ib
MNO SMG  
  • Damage: 4d4 Ballistic.
  • Range: 40/120ft.
  • Ammo: MNO (100 Charges).
  • Submachine Guns.
  • Spray.
  5 lb
MNO Assault Rifle  
  • Damage: 3d8 Ballistic.
  • Range: 60/180ft.
  • Ammo: MNO (100 Charges).
  • 2 Handed. Spray.
  9 Ib
MNO Sniper Rifle  
  • Damage: 3d8 Ballistic.
  • Range: 250/650ft.
  • Ammo: MNO (20 Charges).
  • 2 Handed.
  10 Ib
MNO Minigun  
  • Damage: 3d10 Ballistic.
  • Range: 50/100ft.
  • Ammo: MNO (100 Charges).
  • 2 Handed. Spray.
  35 Ib