Gear Ratings
Every item described in this chapter includes a set of
statistics. Every item has a cost along with an Availability
Rating, and most non-weapon, non-armor items, except
those that simply confer an ability or don’t, have
an overall Rating, usually between 1 and 6. Often a
gear’s Cost and Availability are functions of its Rating.
The other statistics that depend on the type of item—
damage for weapons, capacity for firearms, armor value
for protective clothing, and so on—are explained in the
Gear Ratings Glossary.
Accuracy: Refers to a weapon’s overall accuracy. A firearm’s Accuracy
acts as the limit for tests involving that weapon, capping the number of
hits that can be achieved on an attack roll using it.
Ammo: Refers to the amount of ammunition a ranged weapon can
hold, followed by the method of reloading in parentheses: (b)
means break action, (c) means detachable external box magazine,
or “clip” in modern street parlance, (d) means drum, (ml) means
muzzle-loader, (m) means internal magazine, (cy) means cylinder,
and (belt) means belt-fed.
Armor: Each piece of armor has an Armor value that adds to the wearer’s
Damage Resistance dice pool (see Armor, p. 168).
Armor Penetration: All weapons have an Armor Penetration value,
although in some cases, this value is listed with no value, meaning no
AP. The AP value indicates how a weapon interacts with armor (see
Armor Penetration, p. 169). A positive value adds to the target’s Armor
value, while a negative value reduces the target’s Armor value.
Availability: The higher the Availability of an item, the more difficult
and costly it is to get it (see Buying Gear, p. 416). Gear without an
Availability rating can be bought at an appropriate local store or
ordered online without any trouble. The letter that follows an item’s
numerical Availability rating shows whether the item is Restricted (R)
or Forbidden (F). Items without a letter in parentheses are considered
legal—they aren’t necessarily easy to find, but you won’t ever get
arrested for seeking them (see (Il)legality, p. 419.
Blast: This rating is possessed by grenades, missiles, rockets, and other
area-of-effect weapons. Blast is the amount the blast weapon’s
damage value is reduced per meter of distance from the explosion’s
point of origin (see Blast Effects, p. 436).
Capacity: Some sensor packages and cyberware can be equipped with a
range of subsystems. A Capacity value is listed for these, indicating the
maximum amount of “slots” worth of accessories the item can hold.
If the Capacity is listed in brackets, it’s the cost of that subsystem or
accessory, or the number of slots that item takes up. Some cyberware
items with a Capacity cost can also be installed as standalone items
(taking up Essence) rather than subsystems (taking up Capacity
if both costs are listed, only one applies, depending on whether you
installed it in another item or in yourself.
Concealability Modifier: This indicates how easy it is to hide a given item,
and is applied as a dice pool modifier to Perception + Intuition Tests to
spot the item (see Concealing Gear, p. 419).
Cost: This is the base price a character must pay to buy the item. If the item
is legal, this is the standard price found at stores or online. Note that
rare and/or illegal items may cost less or more depending on certain
black market variations (see (Il)legality, p. 419). Cost is also subject to
local supply and demand, so the gamemaster should feel free to adjust
it accordingly for certain settings.
Damage Value (DV): A weapon’s Damage Value represents the base
amount of harm, in points of damage, it causes when it hits a target.
Damage Values consist of a number (the boxes of damage inflicted)
and a letter indicating the type of damage caused: P for Physical, S
for Stun. A parenthetical annotation following the damage type, such
as (f) or (e), indicates that the damage is flechette or electrical (see
Damage, p. 169).
Device Rating: The Device Rating determines the overall quality and
effectiveness of a device, from a stimulant patch to a commlink. Device
ratings are described in detail on p. 234.
Essence Cost: All cyberware and bioware implants have an Essence
Cost, representing the reduction of the character’s Essence rating that
occurs when the augmentation is implanted.
Mode: A firearm’s firing mode indicates the rate of fire it is capable of.
Some weapons have more than one mode available, so characters
may switch between them (see Firearms, p. 178). The firing modes are:
SS (single-shot), SA (semi-automatic), BF (burst fire), and FA (full auto).
Mounts: There are several places where a weapon accessory can be
attached to a firearm: underbarrel, barrel, or top-mount. Only one
accessory can be attached to a particular mount. Integral accessories
(those that come with the weapon) don’t take up mount locations.
Hold-outs don’t have mounts. Pistols, machine pistols, and SMGs do
not have an underbarrel mount, just top and barrel mounts. All rifles
and heavy weapons have all three types of mounts. Projectile weapons
can only take accessories designed for them specifically.
Reach: Melee weapons may have a Reach rating, an abstract value that
rates the length and size of the weapon. A weapon with longer Reach
gives its wielder an advantage over enemies with a lower Reach (see
Reach, p. 184).
Recoil Compensation (RC): This lists the amount of recoil compensation
a firearm has to offer, reducing the modifiers from a weapon’s recoil
(see Recoil, p. 175). Numbers in parentheses refer to full recoil
compensation that applies only when all integral accessories are
deployed (folding or detachable stocks and so forth).