Equipment

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Surveillance Gear

Type Cost Availability Description Game Benefit
Binoculars 100¥ Always Adjustable zoom up to 50x. Available in both pocket-sized electronic imagers and larger optical devices for magic users. -
Field Camera 5,000¥ Always A rugged handheld unit that can function as either a personal imager or a field camera. The optics include an adjustable zoom up to 100x and both light amplification and thermographic modes. Includes a basic microphone, viewfinder, and both wired and wireless rigger access. Avoids Disadvantage for recording in all but pitch-black conditions.
Laser Microphone 1,500¥ Restricted An optional attachment for the camera. A laser beam is bounced off a rigid object, like a windowpane, to capture nearby sounds. -
Shotgun Microphone 1,000¥ Always An optional attachment for the camera. A dish-shaped directional microphone on a pistol grip, 30 x 8 cm. Solid objects block reception, as well as loud noises outside the line of eavesdropping. -
Micro-recorder 2,500¥ Always Can record nearby image, sound, and limited trid for up to a week in a device the size of a quarter. -

Combat Masks

Protects the face. Assumed for PCs, assumed in Tactical Combat.

Type Cost Availability Description Game Benefit
Voice Mask 500¥ Restricted Noticeably distorts the pitch and timbre of the user's voice so as to make it unrecognizable.
Encrypted Wireless Audio 500¥ Always Unbreakable mid-range (hundreds of meters) encrypted audio communication between preconfigured masks. -
Cellular Uplink 1,000¥ Always Encrypted audio over a cellular connection. Cellular service may not always be available or covert. -
Long-Range Audio 1,000¥ Always Range is extended to a 20 km -
Enhanced Hearing 10,000¥ Restricted An integrated microphone system, allowing the detection of sounds at extreme ranges while blocking out other noise. Solid objects block reception, as well as loud noises outside the line of eavesdropping. - align=left| -
Stun Suppression 5,000¥ Always Eye and ear filters protect against police/military stun grenades. -
Low-light Sensors 10,000¥ Restricted Light amplification and thermographic imaging. Cannot be used for spellcasting. Avoids Disadvantage for seeing in all but pitch-black conditions.
Telescoping Optics 10,000¥ Restricted Adjustable zoom telescopic vision. Gain "Telescopic Vision" skill.

Cyberware

Cybereyes

Type Cost Availability Description Game Benefit
Replacement Cybereye 10,000¥ per eye Always 20/10 vision and that's it. A good quality electronic replacement for a damaged or impaired eye. -
Augmentable Cybereyes 100,000¥ per pair Restricted A high-end cyberware replacement that can be augmented with additional integrated features at additional cost. Includes 20/10 vision with built-in image capture and display. -
Image Processor 20,000¥ per pair Restricted An image processing subsystem highlights details that might otherwise be missed. Gain Trick "I Saw That": spend an Action Point to spot a valuable piece of information.
Low-Light Sensors 20,000¥ per pair Restricted Light amplification and thermographic imaging. Avoids Disadvantage for seeing in all but pitch-black conditions.
Scoped Optics 20,000¥ per pair Restricted Adjustable zoom from telescopic to microscopic vision. Can attempt to capture a retinal pattern with very close eye contact. Gain "Microscopic and Telescopic Vision" skill.
Retinal Display 100,000¥ per pair Controlled The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. -
Custom Appearance 2,500¥ per eye Always By default, cybereyes look human at a glance, but are noticeably synthetic if examined. Custom appearances vary from completely natural-looking to obvious chrome, pupils like a cat or goat, user-controllable iris color, or just about anything else. -

Cyberears

Type Cost Availability Description Game Benefit
Replacement Cyberear 2,500¥ per ear Always Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear.
Augmentable Cyberears 40,000¥ per pair Restricted A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. Peak human hearing ability with built-in audio recording and playback. -
Audio Processor 20,000¥ per pair Restricted An audio processing subsystem amplifies details that might otherwise be missed. Gain Trick "I Heard That": spend an Action Point to hear a valuable piece of information.
Enhanced Microphones 20,000¥ per pair Restricted The ear contains enhanced parabolic microphones, allowing the detection of sounds at extreme ranges while blocking out other noise. Solid objects block reception, as well as loud noises outside the line of eavesdropping. -

Cybernose

Type Cost Availability Description Game Benefit
Replacement Nose 5,000¥ Always A decent sense of small. A good quality electronic replacement for a damaged or impaired nose. -
Cybernose 30,000¥ Restricted Perform chemical analysis of gaseous compounds. Gain "Nose Chem Sensors" skill.

Cybertongue

Type Cost Availability Description Game Benefit
Replacement Tongue 5,000¥ Always A decent sense of taste. A good quality electronic replacement for a damaged or impaired tongue. -
Cybertongue 30,000¥ Restricted Perform chemical analysis of liquid and solid compounds. Gain "Tongue Chem Sensors" skill.

Headware

Type Cost Availability Description Game Benefit
Cortex Bomb 500,000¥ Controlled Just enough explosive power to guarantee painless suicide. Wired with a dead man's switch by megacorps to ensure the loyalty of key employees. -
Data Filter 50,000¥ Restricted Can be activated to prevent the formation of long-term memories. -
Decker Implants 100,000¥ Restricted Connect to a deck and deck. -
Face Lifts 100,000¥ Controlled Buried inflatable sacks allowing broad readjustment of the face. They offer insufficient control to imitate a specific face, but they can be used to defeat face-recognition software. -
Personal Black Box 50,000¥ Restricted The skull is massively reinforced and armored, the brain is laced with a shock-absorbing web, and a hibernation suspension system is implanted at the back of the head. The brain will survive for several days after a normally fatal injury or accident, though the rest of the body may die. A configurable radio beacon can be set to alert a rescuer, such as DocWagon with a suitable contract. -
Rigger Implants 100,000¥ Restricted Control appropriately configured vehicles and drones through mental command. -
Skilljack 100,000¥ Restricted Can slot knowsofts, which provide a simulacrum of expert knowledge in a particular area. Linquasofts can provide fluency in a particular language. Characters may make skill checks as a trained skill based on a slotted knowsoft. -
Sleep Regulator 50,000¥ Restricted Stay awake up to a week without ill effect. -
Voice Mask 1,000¥ Controlled Noticeably distorts the pitch and timbre of the user's voice so as to make it unrecognizable.
Voice Remodulator 100,000¥ Controlled Dynamically codeable voice remodulation. Modifies tone and pitch, but not pronunciation, word choice, or other verbal elements of impersonation. -
Wireless Link 10,000¥ Always An embedded smartphone. -

Bodyware

Type Cost Availability Description Game Benefit
Health Monitor 5,000¥ Always Sensors implanted throughout the body provide real-time feedback of health status. Gain extensive information about any injuries suffered or other bodily effects. -
Motion Remapper 100,000¥ Controlled Micro-controllers implanted throughout the body subtly change one's movement profile to prevent gait or other motion analysis or to match a recorded pattern. -
Oxygen Reserve Tank 25,000¥ Restricted An implanted tank of air supplies sufficient oxygen for a few hours. Refills through breathing over the course of a day, with an optional external rapid-refill port. -

Cyberarms

Type Cost Availability Description Game Benefit
Replacement Cyberarm 5,000¥ per arm Always A good quality electronic replacement for a damaged or impaired arm. -
Augmentable Cyberarm 75,000¥ per arm Restricted A strong, untiring grip with inductive data reception and transmission and position sensors for virtual controls. Degree of replacement (partial hand, full hand, forearm, or whole arm; individual or both) may be specified so long as consistent with any additional augmentations selected.
Arm Compartment 10,000¥ Restricted A long, thin compartment hidden within the forearm or bicep. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. -
Climbing Claws 5,000¥ per pair Restricted Extrude tough, unsharpened claws. Gain Advantage to climbing rough surfaces.
Fine Senses 10,000¥ Restricted Read printed text by touch, feel the wear patterns on a security keypad, accurately measure temperature and weight, and perform similar detailed measurements of touched or held objects. -
Fingernail Compartment 2,500¥ Restricted A micro-compartment hidden beneath a fingernail, large enough for a data chip or other tiny item. Impossible to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. -
Fingerprint Remapper 50,000¥ Controlled Randomize fingerprints or set them to a recorded pattern. -
Fingertip or Palm Injector 10,000¥ Restricted A needle injector hidden within the fingertip or palm that can be loaded (two minutes) with any chemical, poison, toxin, or other appropriate compound. -
Flex Hand 10,000¥ Controlled Memory plastic is used for the structural elements of the replacement hands – or to replace existing bones – allowing deformation of the hands, such as to escape restraints. -
Implanted Electrical Tools 20,000¥ Restricted Tools implanted in the fingers for fine-scale electrical work (e.g., cutting and stripping wires, soldering, testing voltage and current). Gain Advantage on fine-scale electrical work.
Implanted Lockpicks 20,000¥ Controlled Tools implanted in the fingers for picking mechanical locks. Gain Advantage to picking locks.
Implanted Mechanical Tools 20,000¥ Restricted Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). Gain Advantage on fine-scale mechanical work.
Implanted Weapon 20,000¥ Controlled A weapon is implanted in the forearm. Specify at the time of selection. Popular options include collapsing swords, stun batons, monofilament whips, and pistol-caliber slugthrowers. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly and cannot be disarmed. -
Magnetic Grapples 5,000¥ per pair Restricted A powerful electromagnet is implanted in the palm. Gain Advantage to climbing or gripping ferromagnetic items or surfaces.
Natural Covering 10,000¥ Restricted The arm passes for natural on casual observation. -
Optical Probe 10,000¥ Restricted A short-range extendable optical probe. Can view around corners, through cracks, etc. -
Prybar 50,000¥ per pair Restricted Levered arms connected through the torso allow the slow application of massive force. -
Telescoping 20,000¥ Restricted The cyberarm can extend by several feet, but is clumsy to use when this is done. -

Cyberlegs

Type Cost Availability Description Game Benefit
Replacement Cyberleg 5,000¥ per leg Always A good quality electronic replacement for a damaged or impaired leg. -
Cyberlegs 75,000¥ per leg Restricted The legs never fall asleep, the owner can sleep standing up (if both replaced), and the soles of the feet provide inductive data reception and transmission. Degree of replacement (partial foot, full foot, calf, or whole leg; individual or both) may be specified so long as consistent with any additional augmentations selected. -
Hidden Holster 20,000¥ Restricted A hidden compartment with an articulated grasper big enough to hold a pistol, collapsable melee weapon, or a grenade. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. -
Launching Hydraulics 50,000¥ per pair Restricted Hydraulics in the legs can power jumps a dozen yards high and dozens of yards long. -
Leg Compartment 20,000¥ Restricted A large compartment hidden within the thigh or calf. Very difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. -
Legerator 10,000¥ Always A refrigerated, motion-stabilized compartment in the thigh, suitable for covertly carrying biological agents, or a couple bottles of beer. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. -
Prybody 50,000¥ per body Restricted Requires cyberarm prybar. The whole body can prybar, including lifting massively heavy objects off the ground. -
Natural Covering 10,000¥ Restricted The leg passes for natural on casual observation. -
Shock Reinforcement 50,000¥ per pair Restricted Reinforcement of the skeletal frame allow the survival of arbitrarily-long falls with a proper landing, with increasing difficulty for longer falls. -
Tremorsense 100,000¥ per pair Restricted Sensors of the soles of the foot can detect anything moving that is in contact with the ground in the general vicinity. -