Nobody can do a brisk business in the field of crossrunning without the right kit. A commlink to organize and communicate with the people you like, guns, ammo, blades, and other weaponry for the people you don’t like, armor to deal with the people who don’t like you, and maybe a few precautions to keep the whole thing in the shadows and completely out of the light of day.
Having the right tool at the right time—whether it’s a stimulant patch, gas grenade, riot shield, miniwelder, maglock passkey, or a disguise kit—can mean the difference between being a legend in your own right, or a fading stain on the pavement.
Many Crossers love their equipment, playing favorites with manufacturers and installing flashy and impressive customizations, from a street samurai with gold-plated Predators to a techie pimping out his cyberdeck case. Others disdain this hardware fetishism and take a more pragmatic “toolbox” approach—it’s not the gadgets that matter, it’s the skill needed to use them right. But either way, there’s no getting around the fact that Crossers need specialized equipment to do their jobs.
This category introduces all the rules you need for gear—concealing, carrying, buying, and selling—and includes a representative, but not exhaustive, selection of the toys that runners, gangers, mob and soldiers, corp-cops, and other hardcases play with on the mean streets of the universe.
Every item described in this category 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 as needed.