Document

Equipment & Gear

Ward Era catalogue and support supplement

Equipment & Gear

Expanded equipment tables and gear listings across personal, vehicle, and RIG scales.

Equipment & Gear

ASH & AEGIS

SRD SUPPLEMENT

EQUIPMENT & GEAR

v07 — Ward Era Catalogue

Compatible with ASH & AEGIS SRD v0.8

By Robert Graham

https://Ash.robgraham.info

USING THIS SUPPLEMENT

This supplement provides comprehensive equipment tables for all scales of play in the Ash & Aegis system — from sidearms and medkits carried by personnel to the autocannons and guided ordnance mounted on RIG-class platforms. It is designed to sit alongside the core SRD and expands the gear entries in Parts 7–11 with pricing, availability, range data, and manufacturer attribution.

All core rules — EquipMods, armour DR and Integrity, weapon damage dice, Exo-Frame power tracks — are unchanged from the SRD. This supplement adds commercial and narrative context.

Scale Reference

Personal Scale — Individual characters on foot. Standard human-sized threats and terrain.

Vehicle Scale — Wheeled and hover vehicles. Crew-served weapons. Transit and logistics.

RIG Scale — RIG-class platforms (Gear-Frame through Eidolon). Frame-mounted hardpoint weapons and systems.

A direct hit from a RIG weapon on a personal-scale target is a narrative event, not a damage roll. Do not apply RIG weapon damage to personal HP pools.

Range Band TN Penalty Key

Ranged weapon tables include four range band columns showing the TN penalty added at each band. These stack with movement, cover, and circumstance modifiers the GM applies.

Band Distance Notes
Close 0–10 m Pistols and shotguns ideal. Rifles awkward (+1 TN shown in table). Melee threat range.
Short 10–50 m Most weapons effective. Pistols beginning to degrade at outer edge.
Medium 50–150 m Rifles ideal. Pistols very difficult. Shotguns ineffective past ~80 m.
Long 150 m+ Marksman and anti-material only. All others at severe TN penalty.

A '—' in a range column means the weapon cannot be used at that band — not merely penalised, but physically not viable. 'N/A' means beyond maximum effective range regardless of modifiers.

CURRENCY, AVAILABILITY & CARRY CULTURE

Ward Credits (₩WC)

The standard regulated currency of the Ward Cities. Commerce inside the walls runs through the Civic Identity & Ledger Bureau (CILB) credit system, linked to a citizen's NID and — for most people — their neural lace. Ward Credits are the unit of account for all prices in this supplement.

Outside the walls, hard goods, Veil Pearls, salvage lots, and barter dominate. A Veil Pearl assayed to standard purity trades at roughly ₩12,000–18,000 WC depending on the Ward and current fusion-grade demand. Pearl Assay Houses take 6–10% commission on conversion.

Availability Tiers

Every item in this supplement carries an Availability rating describing how easily it can be obtained through normal channels. The philosophy behind what is restricted and what is not varies by Ward City. In NewTex specifically, that philosophy is shaped by a culture that views an armed citizenry as a strategic asset, not a threat.

Tier Access Black Market Premium Notes
Open No permit, no registration. Civilian shops, markets, and general trade across most Ward Cities. No questions asked. ×1.5 (sourcing only) Standard everyday goods and personal carry items.
Licensed Valid Ward credentials, contractor permit, or active guild membership. Purchase recorded in CILB ledger. Regulated vendors only. ×2–3 Professional-tier arms and equipment. Standard contractor and militia carry.
Restricted Military, Directorate, or approved security contractor procurement only. Not available in civilian or contractor channels without formal authorisation. ×4–6 Heavy weapons, crew-served systems, and classified technology.
Black Market Prohibited in all regulated channels. Underground networks, corrupt contacts, direct theft. Authenticity and condition unverified. Baseline (this is BM price) Listed price is the black market rate.
Salvage Not commercially produced. Recovered in field or traded by scavengers. Condition variable. C-DAY decontamination required before Ward re-entry. N/A No standard price — negotiated per item.

NEWTEX CARRY CULTURE & THE SERVICE OBLIGATION

NewTex does not restrict firearms the way older pre-Collapse governments once debated. It cannot afford to.

Every NewTex citizen born or naturalised into the city enters a four-year Service Obligation beginning at age 16. Service runs six months on, six months off — alternating between active wall rotation and civilian life until the obligation is complete at roughly age 20. During active rotations, citizens serve under ward militia command: wall patrols, Chimera response standby, equipment maintenance, and basic tactical training.

The result is a population where firearms are not alien objects. By age 20, a NewTex resident has handled a weapon under live conditions — possibly in contact with Chimera. They may not be trained marksmen. They may not have the Firearms skill at any Rank. But they have fired a weapon, they know what it does, and they are not surprised by one.

Mechanically, this means NewTex characters do not gain Firearms Skill Ranks for free — the Service Obligation teaches familiarity, not expertise. But no NewTex-born character should be roleplayed as confused by the basic operation of a firearm.

The Directorate's view on carry is equally pragmatic: a citizen with a pistol on their hip is a first-line Chimera response unit. The things the Directorate restricts are not weapons — they are weapons capable of threatening the wall, the grid, or the population at mass scale. A shotgun in a civilian apartment is an asset. An unregistered grenade launcher is a problem.

Other Ward Cities operate under different cultural and legal frameworks. Some are more restrictive. Some — particularly those built on different pre-Collapse traditions — may be less so. These differences are detailed in the Ward City lore documentation.

Price Notes

Prices represent typical NewTex market rates in mid-2095. Fluctuations of ±20% occur based on local supply, Chimera pressure, and political climate. The Perimeter Market Freehold operates at approximately ×1.5 on hard-to-find items but asks no questions. Badlands operators selling recovered gear typically expect 30–50% of listed value.

The GM may rule that Restricted items are unavailable for purchase at any price without the right contacts — access to military supply chains is a significant asset worth roleplaying rather than bypassing with a credit transaction.

PERSONAL WEAPONS

Melee damage = Base + STR + die roll. Ranged damage = Base + die roll only — no attribute adds. Aimed Shot (3 AP, Steady only) lets the attacker choose hit location — no automatic damage bonus. See SRD Part 7, Section 11 for full rules.

Fire Mode Tags

Ranged weapons capable of Burst Fire or Full Auto attacks (SRD Section 22 — Fire Modes) carry one or both tags listed in their Notes entry. Weapons with no tag listed are semi-automatic or single-shot only and cannot use those attack actions. All rounds are consumed on trigger pull whether or not the attack hits. Suppression costs 10 rounds and requires Burst or Full Auto tag.

Burst — Burst Fire Attack: 2 AP, +2 TN, roll 1d3 bullets on hit, 3 rounds consumed per attack.

Full Auto — Full Auto Attack: 3 AP, +4 TN, roll 2d4 bullets on hit, 8 rounds consumed per attack. Full Auto weapons can also fire in Burst mode.

Melee Weapons

Melee weapons operate at Close range only. A thrown knife or light blade (Short range maximum) loses the STR bonus at range.

Weapon Base Dmg Die EquipMod Notes Price (₩WC) Availability
Unarmed STR d4 +0 Always available. Base equals STR directly. Open
Knife / Blade 1+STR d4 +0 0.2 kg. Fast, concealable. Throwable — loses STR bonus at range. Standard carry across all Ward Cities. 80 Open
Combat Knife 2+STR d4 +1 0.4 kg. Military-spec, mono-edge or serrated. Common contractor and militia carry. Armcal Civil Systems. 200 Open
Short Sword / Machete 3+STR d6 +1 0.8 kg. Badlands workhorse — cutting tool and weapon in one. No questions asked. 350 Open
Sword / Long Blade 4+STR d6 +1 1.2 kg. Reach advantage: +1 TN vs unarmed/knife opponents. 600 Open
Blunt / Baton 2+STR d6 +1 0.9 kg. Stagger on max die result (GM call). Non-lethal option. Standard security issue. 120 Open
Heavy Blunt (sledge) 4+STR d8 +2 3.0 kg. 3 AP to swing. Ignores 2 DR on impact. Industrial tool, obvious secondary use. 280 Open
Vibro Blade (standard) 4+STR d8 +3 1.5 kg. Piezoelectric actuator in handle — 20–40 kHz ultrasonic resonance. Material fails structurally rather than resisting force. Ignores 3 DR. Power cell required (8 charges). KA-Dynamics manufacture. 9,500 Licensed
Vibro Blade (heavy) 5+STR d10 +3 2.5 kg. Larger piezo stack. 3 AP to swing. Ignores 3 DR. Can cut light vehicle plating on high rolls. 6 charges. 18,000 Licensed
KA-D Retractable Blades 3+STR d6 +2 0.4 kg. KA-Dynamics wrist-mount. Concealed when retracted. Vibro-edged variant +₩1,500. 3 deploy/retract cycles per cell. 14,000 Licensed
Wrench / Improvised Tool 2+STR d6 +0 Found object. Functionally a blunt weapon. Open

Sidearms

In NewTex, sidearm carry is culturally normal. A holstered pistol on a civilian draws about as much attention as a phone used to. Open carry is accepted; concealed carry is common. Registration is expected but enforcement is light for standard calibres.

Weapon Base Die Close Short Med Long EM Notes Price (₩WC) Availability
Pistol (standard) 3 d6 +0 +2 +6 +1 0.9 kg. Concealable. Standard civilian, security, and militia sidearm. 12-round mag. Armcal Civil Systems most common. 450 Open
Pistol (compact) 2 d6 +0 +3 +6 +1 0.6 kg. Easily concealed. 8-round mag. Preferred plainclothes carry. 320 Open
Heavy Pistol 4 d6 +0 +2 +4 +2 1.1 kg. More stopping power. 10-round mag. Common contractor and off-duty militia carry. 750 Open
Revolver 4 d8 +0 +2 +4 +1 1.0 kg. 6-round cylinder. Reliable in contaminated environments — fewer tolerances to foul. Preferred by some Badlands operators and older residents. 480 Open
Hold-Out Pistol 2 d4 +1 +4 N/A +0 0.4 kg. 4-round micro or single-shot. Extremely concealable. Last resort. 220 Open

Shotguns & Submachine Guns

Weapon Base Die Close Short Med Long EM Notes Price (₩WC) Availability
SMG 3 d6 +0 +0 +2 +6 +1 2.5 kg. Tags: Burst, Full Auto. 30-round mag. Compact and manoeuvrable. Contractor standard for close-quarters work. 1,200 Open
Shotgun (pump) 5 d10 +0 +2 +6 N/A +2 3.5 kg. 6-round tube. Devastating at close range. Spread: may hit adjacent targets at GM call. A NewTex household staple. 950 Open
Shotgun (semi-auto) 5 d10 +0 +2 +6 N/A +2 3.8 kg. Tags: Burst. 8-round box magazine. Suppression-capable at close range. 1,800 Open

Rifles & Long Arms

Rifles are openly sold in NewTex. Assault and battle rifles require licensing — not prohibition, just registration and a basic competency check that most citizens clear during Service Obligation.

Weapon Base Die Close Short Med Long EM Notes Price (₩WC) Availability
Carbine 4 d6 +0 +0 +1 +4 +1 3.0 kg. Tags: Burst. Compact rifle variant. 30-round mag. Popular civilian and contractor carry. Easier to store and transport than a full rifle. 1,600 Open
Assault Rifle 4 d8 +1 +0 +0 +3 +2 3.5 kg. Tags: Burst, Full Auto. Standard military and contractor. 30-round mag. Requires licensing in NewTex — straightforward for any resident with a completed service record. Armcal Industrial Arms most common. 2,600 Licensed
Battle Rifle 5 d8 +2 +0 +0 +2 +2 4.5 kg. Heavier round. Ignores 1 DR. 20-round mag. Popular with Badlands operators who need penetration against Chimera hide. 3,800 Licensed
Marksman Rifle 5 d10 +4 +2 +0 +0 +3 5.5 kg. Aimed Shot required for full effect. 10-round mag. Steady only at Long range. Hearthforge Precision standard. 4,500 Licensed
Anti-Chimera Rifle 6 d10 +4 +2 +0 +0 +3 6.5 kg. Hearthforge spec. Ignores 2 DR. Designed for Major-tier forms. 5-round mag. 3 AP, Steady only. 9,500 Licensed
LMG / Squad Support 6 d10 +1 +0 +0 +2 +2 8.5 kg. Unwieldy. Tags: Full Auto. Suppression capable. 100-round drum. 3 AP to fire. Bipod included — Steady when deployed. Restricted to military and contractor procurement. 8,000 Restricted
Anti-Material Rifle 8 d12 +6 +4 +2 +0 +3 12.0 kg. Unwieldy. Frame-threatening. 5-round mag. 3 AP, Steady, brace required. Effective against vehicle DR. Restricted — destructive yield vs infrastructure. 22,000 Restricted

Crew-Served & Area Weapons

These are where the Directorate draws its line. Crew-served weapons and area-effect systems are restricted not because the Directorate fears its citizens with guns — it doesn't — but because a grenade launcher in a wall residential block is a structural risk. Volume-of-fire and area-denial weapons are military procurement only.

Weapon Base Die Close Short Med Long EM Notes Price (₩WC) Availability
Grenade Launcher (UGL) 8 d10 +0 +0 +2 +2 1.5 kg (underbarrel). Underbarrel mount. 3-round cylinder. Area effect. Indirect capable at Short+. Military procurement only. 4,500 Restricted
Grenade Launcher (stand-alone) 8 d10 +0 +0 +2 +2 6.0 kg. Unwieldy. 6-round revolver action. 3 AP to fire. Military procurement only. 12,000 Restricted
Rocket Launcher (disposable) 12 d12 +0 +0 +2 +3 7.0 kg. Unwieldy. Single shot. Anti-vehicle and anti-structure. No reload. 6,000 Restricted
Shoulder Missile (guided) 14 d12 +0 +0 +0 +4 15.0 kg. Unwieldy. Lock-on guided. 1 shot. 2 AP to acquire lock. 18,000 Restricted
HMG (crew-served) 10 d12 +1 +0 +0 +1 +3 38.0 kg. Unwieldy. Tags: Full Auto. 200-round belt. Crew of 2. Tripod required. Sustained fire. Vehicle or RIG mount optional. 35,000 Restricted

Grenades & Thrown Weapons

Grenades: AGI + Athletics (Throwing) vs TN 12 to land on target. Failed throws deviate 1d6 × 2 m randomly. Maximum thrown range is Short band. All grenades are single-use. See SRD Combat Supplement for full thrown weapon rules.

Item Base Dmg Die Area / Effect Notes Price (₩WC) Availability
Fragmentation Grenade 6 d10 5 m radius 0.4 kg. All targets without solid cover take full damage. DR applies. 180 Restricted
Concussion Grenade 4 d8 4 m radius 0.4 kg. FOR check TN 13 or Stunned 1 round (lose 1 AP next turn). 200 Restricted
Smoke Grenade 10 m cloud 0.3 kg. Blocks line-of-sight. Lasts 3 rounds. Not negated by Haz-Filter. 80 Licensed
Incendiary (Thermite) 4 d6 3 m radius 0.5 kg. 2 ongoing fire damage per round until extinguished. Ignites materials. 350 Restricted
EMP Grenade 6 m radius 0.4 kg. Powered equipment: FOR TN 14 or disabled 1d3 rounds. Lace affected at GM call. 650 Restricted
Flashbang 4 m radius 0.3 kg. AWR check TN 14 or -3 to all rolls for 1 round. 140 Restricted
Chimera Lure (pheromone) 0.2 kg. Redirects Minor/Standard Chimera toward throw point for 1d6 rounds. 400 Licensed
Seismic Charge 30 m detect 0.3 kg. Burrower detection alert in radius. Active 10 minutes. 300 Licensed
Breaching Charge Structural 0.8 kg. Door/barrier removal. Demolitions TN 12 to place precisely. 3 AP to arm. 500 Restricted

Weapon Accessories

Accessory Effect Price (₩WC) Availability
Optical Scope (2×–4×) +1 EquipMod at Medium and Long. No effect at Close. 350 Open
Advanced Scope (4×–12×) +2 EquipMod at Long. Requires Steady. Marksman rifle compatible. 1,800 Open
Thermal Scope +1 EquipMod vs heat-signature targets. Negates concealment in smoke or darkness. 4,500 Licensed
Suppressor / Silencer Reduces report noise. -2 TN on AWR checks to detect fire by sound. Degrades ~50 shots. 800 Licensed
Laser Designator +1 EquipMod Short–Long when Steady. Also functions as target painter for guided munitions. 1,200 Licensed
Underbarrel Grenade Launcher Adds grenade capability (Base 8, d10) to compatible rifle. 3-round cylinder. 4,500 Restricted
Extended Magazine Doubles magazine capacity. +1 encumbrance load. Compatible weapons only. 150–400 Open
Bipod / Stabiliser Grants Steady without cover when deployed prone or braced. 1 AP to deploy. 300 Open
Haz-Rated Ammunition (per load) Sealed casings rated for contaminated environments. No fouling in corrosive zones. ×2 base ammo Licensed
Armour-Piercing Rounds (per load) Ignores 2 DR on hit. Does not increase damage. ×4 base ammo Licensed
Flechette Rounds (per load) Shotgun only. Extended spread pattern. May hit 2 adjacent targets (GM call). -1 base damage. ×2 base ammo Open

Carry Equipment, Packs & Ammunition Weights

Bags and harnesses organise load but do not increase carry capacity. Pack weight reduction applies to contents only — the pack itself counts at full weight. See SRD Section 12b for carry thresholds and encumbrance rules.

Item Weight Notes
Tactical Harness 1.0 kg Designates 6 items as quick-access — draw as free action. Worn over clothing or armour. Does not store items.
Ammo Carrier 0.5 kg Designates 6 magazines as quick-reload. Reload action costs 1 AP less when drawing from it. Worn.
Medic Bag 1.0 kg +1 to Medicine checks when using its contents. Organised internal layout. 1 AP to retrieve items.
Sling Pack 0.5 kg Holds up to 8 kg. No frame reduction. 1 AP to retrieve. Worn across body.
Field Pack 1.5 kg Holds up to 20 kg. Ergonomic frame: contents count as 5 kg lighter toward carry total. 1 AP to retrieve.
Rucksack 3.0 kg Holds up to 35 kg. Rigid load frame: contents count as 10 kg lighter toward carry total. 2 AP to retrieve. Drop as free action.

Magazine & Ammunition Weights

Magazine weights are per spare magazine carried. The weapon itself is assumed loaded — its listed weight includes one loaded mag. All grenade weights are per unit.

Magazine / Ammunition Weight (per unit)
Pistol mag — compact (8 rds) 0.2 kg
Pistol mag — standard (12 rds) 0.3 kg
Pistol mag — heavy (10 rds) 0.3 kg
Revolver speedloader (6 rds) 0.2 kg
SMG magazine (30 rds) 0.5 kg
Shotgun shells — pump (6 rds) 0.3 kg
Shotgun shells — semi-auto (8 rds) 0.4 kg
Carbine / Assault Rifle mag (30 rds) 0.6 kg
Battle Rifle magazine (20 rds) 0.7 kg
Marksman / Anti-Chimera Rifle mag 0.4 kg
Anti-Material Rifle mag (5 rds) 0.8 kg
LMG drum (100 rds) 3.5 kg
Grenade Launcher cylinder (3 rds) 1.2 kg
Fragmentation Grenade (single) 0.4 kg
Concussion Grenade (single) 0.4 kg
Smoke Grenade (single) 0.3 kg
Incendiary / Thermite Grenade (single) 0.5 kg
EMP Grenade (single) 0.4 kg
Flashbang (single) 0.3 kg
Chimera Lure (single) 0.2 kg

PERSONAL ARMOUR & EXO-FRAMES

Armour provides DR per body location. An unarmoured location has DR 0 regardless of what else the character wears. When a hit exceeds the DR at a location, that armour piece loses 1 Integrity. At 0 Integrity the DR drops to 0 until repaired. See SRD Part 7, Section 10 for full rules.

Civilian & Hazard Protection

Armour DR Integrity Coverage EquipMod Bulk Weight Price (₩WC) Availability
Padded Work Clothing 1 3 Torso +0 L 1.0 kg 100 Open
Padded Clothing + Haz-Filter 1 3 Torso +0 L 1.2 kg 250 Open
Sealed Enviro-Mask 0 4 Head only +0 L 0.3 kg 350 Open
Sealed Enviro-Suit (light) 2 4 All locations +0 M 4.5 kg 2,500 Open
Full Enviro-Suit (hazmat) 2 5 All locations +1 M 6.0 kg 5,500 Licensed
Rad-Resist Suit 1 4 All locations +1 M 5.5 kg 4,200 Licensed

Security & Tactical Armour

Tactical and combat armour is broadly available to licensed buyers in NewTex. Full combat armour and above is Restricted — not because the Directorate fears armed citizens, but because powered military plate in civilian hands creates escalation risks during incidents.

Armour DR Integrity Coverage EquipMod Bulk Weight Price (₩WC) Availability
Tactical Vest 3 4 Torso only +1 L 2.5 kg 600 Open
Reinforced Vest 4 4 Torso only +1 M 4.0 kg 1,400 Open
Ballistic Helmet 3 4 Head only +1 L 1.4 kg 550 Open
Partial Combat Armour 4 4 Torso / Arms +2 M 7.0 kg 3,500 Licensed
Full Combat Armour 5 5 Torso / Arms / Legs +2 H 12.0 kg 7,500 Licensed
Combat Armour + Helmet 5 / 3 (head) 5 All locations +2 H 14.5 kg 10,500 Licensed
Heavy Assault Armour 6 6 All locations +3 H 22.0 kg 35,000 Restricted

Heavy Assault Armour includes Powered Assist (power cell required; without power, -2 AGI). Optional Haz-Filter available. Aster Shieldworks and Armcal both supply; Directorate procurement favours Aster.

Armour Tags

Tag Effect
Sealed Full protection vs airborne hazards — Corroder spray, spore clouds, toxic atmospheres. Requires a sealed helmet or mask to close all locations.
Haz-Filter Filtration only. Protects against particulates and mild chemical hazards. Not fully sealed against Chimera Caustic Spray.
Rad-Resist Reduces radiation accumulation. Counts as protection for Rad exposure checks.
Powered Assist Requires power cell. When active, negates movement penalties from armour weight. When power fails, the armour becomes dead weight.
Ablative Loses 2 Integrity per hit that clears DR (instead of 1). Starts with +1 DR. Cheaper to buy, expensive to maintain in the field.

Exo-Frames

Exo-Frames are worn, not piloted. Attribute boosts apply only while worn and powered. Exo DR adds to personal armour at covered locations. No neural lace required for basic operation.

Power track: each charge = one scene of active use. When power fails, the Exo is dead weight (AGI -1 until removed — 2 AP and a helper for some models). Integrity degrades like armour: 1 lost when damage clears Exo DR and reaches the HP pool.

Exo-Frame Attr Boost DR (coverage) Power EquipMod Price (₩WC) Availability
Light Work Exo STR +1 DR 1 — Torso/Arms 8 charges +1 12,000 Licensed
Tactical Exo AGI +1, STR +1 DR 2 — Torso/Arms 8 charges +2 28,000 Licensed
Heavy Lift Exo STR +3 DR 2 — All 6 charges +1 18,000 Licensed
Combat Exo STR +2, AGI +1 DR 4 — All 6 charges +3 48,000 Restricted
Hazard Exo FOR +2 DR 2 — All 5 charges +2 24,000 Licensed
Industrial Clearance Exo STR +2 DR 3 — Torso/Arms/Legs 6 charges +2 22,000 Licensed
Eidolon-Interface Exo (prototype) AGI +1, AWR +1 DR 2 — Torso/Arms 8 charges +3 Black Market
Exo-Frame Notes
Light Work Exo Hydrin Engineering standard civilian model. Load capacity +STR value. Common in construction and logistics. Licensed rather than restricted — the Directorate considers these safety equipment.
Tactical Exo VelTech military joint design. Military-grade actuators rated for sprint and close-quarters. Licensed for contractors; common on breach teams.
Heavy Lift Exo Cannot Sprint — mass distribution doesn't support it while active. Load capacity ×3. Used for wall segments and heavy salvage.
Combat Exo Sealed. Restricted — powered combat plating at this DR level is treated as equivalent to heavy armour. Armcal / Hydrin co-developed.
Hazard Exo Sealed, Haz-Filter, Rad-Resist, Thermal insulation. FOR boost represents environmental stress resistance. Ashvale Environmental spec.
Industrial Clearance Exo Chimera perimeter response variant. Sprint-capable at -1 AP. Slightly less STR than Heavy Lift but better coverage.
Eidolon-Interface Exo Classified prototype rumoured to allow limited Frame-sense extension through lace. No legal source. NAVAI / KA-Dynamics origin suspected.

EQUIPMENT & GEAR

Equipment falls into three types per the core SRD: Passive (EquipMod indefinitely, maintenance only), Consumable (Supply rating — limited uses), and Powered (Power track — runs on charges or battery).

Neural Lace Systems

The neural lace is infrastructure. By 2095 most Ward City residents carry civil-grade lace — identity, payment, and communication all in one. Civil lace is priced within reach of any employed resident. Operative and Pilot grades represent serious career investments, not consumer purchases. Deep Lace does not exist in any legal market.

Lace implantation requires a licensed clinical procedure. Prices below include implant, initial calibration, and a one-year maintenance warranty. Baytech Clinical Laboratories offers implants at approximately 25% lower cost with a 3-month warranty and fewer premium services.

Lace System Grade Function / Notes EquipMod Price (₩WC) Availability
Basic Civil Lace G-Class Standard Ward implant. AR overlay, identity authentication, payment wallet, comms. Does not enable Frame Op. Effectively mandatory for full Ward participation. The equivalent of owning a phone was in an earlier era. +0 1,500 Open
Civil Lace + Comms Module G-Class As Basic plus extended-range encrypted comms booster. Clip-on module. Standard contractor communication tier. +0 2,400 Open
Civil Lace + AR Pack G-Class High-density AR overlays — engineering schematics, medical guidance, routing. +1 to relevant INT-based technical rolls in supported domains. +1 4,200 Open
Corporate / Secure Lace G-Class Compartmented overlay workspaces, hardened comms, cognitive authentication, audit logging. Standard for Directorate staff and senior contractors. +1 9,500 Licensed
Industrial Interface Lace I-Class Bounded interface with I-Class systems — facility management, heavy machine control, reclamation cradle monitoring. Not Frame-capable. +2 16,000 Licensed
Operative Lace T-Class Tactical-grade. Threat overlay, squad IFF, enhanced sensor integration, damage-state feedback. +2 to AWR-based tactical checks. Does not enable Frame Op. +2 38,000 Licensed
Pilot Lace (Frame Op) T-Class Enables Frame Operation skill at all Link States. Lace Interface checks possible. Includes T-Class constraint lattice co-pilot channel. CLC-Net fit only. A career investment. +3 92,000 Restricted
Deep Lace (Emris spec) E-Class (classified) Emris Technologies prototype. Enables higher Link States and E-Class interface. Not commercially available at any price through legal channels. Extreme surgical complexity. Paired to one Frame only. +4 500,000+ Black Market
Lace Calibration Kit Consumable. 3 uses. +1 Lace Interface checks. Reduces Bleed by 1 after calibration session. +1 1,200 Licensed
Lace Privacy Cap Passive clip-on. Forces lace into hard Private / Air-gapped mode. Blocks wireless. +0 300 Open
Comms Booster Module Passive clip-on. Improves range in dense urban / industrial interference. Encrypted burst messaging. +0 600 Open
Worksite Credential Tag Passive clip-on. Corporate keys and access certificates. Useless without owner's lace handshake. +0 400 Licensed

Medical Equipment

Field medicine in the Ward era is functional but brutal. The best trauma outcomes come from immediate stabilisation followed by transfer to a CLC-Net clinic. A Trauma Kit is the difference between a casualty who can be moved and one who cannot.

Item Type Function / Notes EquipMod Price (₩WC) Availability
Basic Medkit Consumable (3 uses) Field Care checks. Each use addresses one wound condition. Standard ward first-aid. +1 150 Open
Professional Medkit Consumable (5 uses) Trauma and surgery capable in the field. Haemostatic foam, pressure bandages, injectable sedation. +2 800 Licensed
Trauma Kit Consumable (2 uses) Stops bleed-out. Stabilises critical casualties. Does not heal HP. FOR check TN 12 to stabilise a dying character. +2 1,200 Licensed
Stim Pack Consumable (1 use) Removes 1 Bleed OR restores 1 AP next turn. Not both. FOR TN 12 or 1 Head damage next scene (crash). 300 Licensed
Adrenaline Injector Consumable (1 use) Character ignores Wound Conditions for 1 round. All conditions return after effect. Does not heal HP. 400 Licensed
Iodine (KI) Tablets — 14-day supply Consumable Potassium iodide. Protects thyroid from radioactive iodine-131 (I-131) absorption specifically. Must be taken before or within 24 hours of I-131 exposure. +2 to Rad checks for I-131 contamination. Standard Badlands carry — cheap, light, and essential. +1 60 Open
Decon Foam (applicator) Consumable (3 uses) Neutralises Corroder Exposure. Each use treats one location. Standard hazmat kit. +1 350 Open
Rad-Flush Injector Consumable (1 use) Reduces acute radiation exposure by 1 stage. No protection against ongoing exposure. +1 600 Licensed
Bio-Monitor Patch Passive Wearable. Streams vitals to lace/comms. +1 to Medical checks targeting this individual. +0 200 Open
Field Surgery Kit Consumable (5 uses) Full surgical capability in field. INT + Medicine TN 16. Can restore function to a Destroyed location. Must be unpacked. +3 4,500 Licensed
Anti-Chimera Toxin Vial Consumable (1 use) Reduces Corroder / Chimera venom ongoing damage by 2 per round. Treats symptoms, not cause. +1 800 Licensed
Chimera Venom Antidote Consumable (1 use) Neutralises standard Chimera paralytic agent. Must be applied within 3 rounds of exposure. 1,500 Licensed
Stabiliser Injector Consumable (1 use) Stops active bleed-out without a skill check. Single-operator use. Does not address wound conditions. 500 Licensed
Clone-Seal Spray Consumable (2 uses) Emergency armour sealant. Restores 1 Integrity to one armour piece. Not a substitute for repair. +0 250 Open

Communications & Electronics

Item Type Function / Notes EquipMod Price (₩WC) Availability
Personal Comms Unit (PCU) Passive Basic Ward comms. Encrypted at Professional tier. Standard civilian handset for those without lace. +0 200 Open
Squad Comms Kit Passive Encrypted short-range squad net. 6-unit paired set. Interference-resistant. +1 1,800 Open
Hardened Field Radio Passive Long-range encrypted relay. Effective at Badlands range. Directional antenna optional. +2 3,500 Licensed
Signal Jammer (area) Powered (5 charges) Blocks electronic comms in 30 m radius. Affects friendly equipment equally. +0 4,500 Restricted
Portable Sensor Suite Powered (5 charges) +2 AWR/Recon checks. Thermal, motion, and chemical detection. Kestrel Optics. +2 8,500 Licensed
Navigation Kit Passive +1 Navigation. Dead-reckoning capable without network access — essential Badlands equipment. +1 650 Open
Deadfall Sensor (tripwire) Passive Motion-triggered lace/comms ping on break. 20 m wire standard. Pack of 4. +0 400 Open
Seismic Sensor Array Powered (6 charges) Detects Burrower movement within 50 m radius. 3-sensor kit. Standard Badlands perimeter equipment. +2 6,000 Licensed
IFF Transponder Kit Passive Squad identification. Prevents friendly misidentification in poor visibility. 6-unit set. +0 2,200 Licensed
Electronic Countermeasures Pod Powered (4 charges) -2 EquipMod to guided munitions within 40 m. 1 charge per round. +2 12,000 Restricted
Hack / Interface Spike Consumable (3 uses) Forced interface with secured electronic systems. INT + Electronics TN 14+. Illegal without Directorate clearance. +2 3,500 Black Market
Recon Micro-Drone Powered (8 charges) Remote-piloted micro-UAV. 1 km range. Thermal/visual feed to lace or PCU. Fist-sized. AGI to pilot TN 12. +2 4,500 Licensed

Field & Survival Gear

Item Type Function / Notes EquipMod Price (₩WC) Availability
Rad Counter Passive +1 Decontamination checks. Passive radiation detection and logging. Standard Badlands kit. +1 450 Open
Air Quality Monitor Passive Detects airborne toxins, spores, and Corroder agents. Alerts via lace or audible alarm. +1 600 Open
Sealed Canteen (filtration) Passive Filters contaminated water. 2L capacity. Rated for Greylands groundwater. +0 180 Open
Ration Pack (3-day) Consumable Sealed, contamination-rated. Caloric minimum for 3 days field operation. +0 90 Open
Emergency Bivouac Shelter Passive Sealed 2-person tent rated for contaminated environments. 4 kg. 20-minute setup. +0 1,200 Open
Climbing Gear / Rappel Kit Passive +1 Athletics (Climbing). 50 m rated rope, harness, and anchor hardware. +1 800 Open
Breaching Tool Set Passive +1 Demolitions/Engineering for non-explosive door and barrier entry. Ram, bolt cutters, pry bar. +1 650 Open
Field Repair Kit Consumable (4 uses) +2 Engineering field repairs — weapons and armour. Professional grade. +2 1,800 Licensed
Welding / Cutting Torch (compact) Powered (6 charges) Cutting and welding. Essential for salvage and field armour repair. 1 charge per scene. +1 2,200 Licensed
Grapnel Launcher Passive (10 shots) Pneumatic. 40 m range. Rated to 200 kg. +1 Athletics for vertical ingress. +1 2,800 Licensed
Personal Decon Shower Consumable (4 uses) Chemical decon of one person. Required after prolonged Corroder or rad exposure. +1 900 Licensed
Perimeter Alarm Net Passive 20×20 m motion-detection net. Lace or audible alert. 12-node wireless mesh. +1 1,500 Open
Veil Pearl Assay Kit Consumable (10 uses) +1 to grade recovered Veil Pearls. Required for legitimate C-DAY submission. +1 1,800 Licensed

Power Systems

Item Type Function / Notes EquipMod Price (₩WC) Availability
Power Cell (standard) Powered (5 charges) Powers one powered equipment item. 1 charge per scene. Universal mount. +0 200 Open
Power Cell (high-capacity) Powered (10 charges) Extended duration. 500 g. Compatible with all standard-mount equipment. +0 600 Open
Compact Fusion Cell Powered (20 charges) Self-contained micro-reactor. Standard Exo and vehicle aux power. +0 4,500 Licensed
Emergency EXO Power Pack Powered (3 charges) Backup for Exo-Frames only. Clips to frame spine. +0 1,200 Licensed
Solar Charging Array (field) Passive Trickle-charges standard cells at 1 charge/8hrs. 2 kg folded. +0 1,500 Open
EMP-Hardened Power Cell Powered (5 charges) As standard cell but resists EMP — auto-passes FOR TN ≤ 14. +0 800 Licensed
Reactor Tap (field extender) Passive Powered equipment draws from vehicle or RIG reactor when docked. Halves charge drain. +0 2,400 Licensed

PHARMACEUTICALS & CONTROLLED SUBSTANCES

The Ward era produces legitimate pharmaceuticals, Directorate-sanctioned performance aids for military and medical use, and a thriving underground market in everything else. All carry a cost beyond the purchase price: the body adapts to chemical assistance, and withdrawal extracts its toll.

Substances are tracked using an Addiction Rating (AR) from 1–5. Each time a character uses a substance rated AR 2 or higher, the GM may call for a FOR check at the listed TN. A failed check increases the character's Dependency Level by 1. Full Dependency and Withdrawal mechanics are in the SRD Combat Supplement (forthcoming).

Note to GM: The short-term benefit is real and will matter in desperate moments. The long-term downside should also be real. Do not allow these to function as throwaway consumables without engaging the consequences at the table.

Drug / Street Name AR Short-Term Effect (Duration) FOR TN Add. Check Withdrawal / Long-Term Cost Price (₩WC) Availability
STIMULANTS & COMBAT ──
STIM-7 / 'Seven' 3 STR +1, AGI +1. Removes 1 Fatigue condition. Heightened aggression. (1 scene) 14 Per use Crash: -1 AGI, -1 AWR for next scene. Long-term (10+ lifetime uses): cardiovascular stress — FOR checks at disadvantage during cold/exertion. 250 Restricted
Adrenaline Stack / 'Rush' 2 Ignores Wound Conditions for 1 combat round. +1 AP that round only. Injection. 12 Per use All Wound Conditions return simultaneously after effect ends. FOR TN 13 or 1 Head damage (shock). Not habit-forming at single use. 400 Licensed
Steadyhand / 'Steady' 2 Eliminates hand tremor. +1 to all ranged attack rolls. -1 to AGI-based reaction checks (beta-blocker effect). (1 scene) 12 Every 3 uses Withdrawal (1 day): -1 EquipMod all ranged weapons (tremor). Long-term: cardiac dependency after extended use. 180 Licensed
Overclock / 'Clock' 4 AGI +2. Perception heightened. Cannot perform restful tasks — compulsive movement. (1 scene) 15 Per use Crash mandatory next scene: AGI -2, AWR -1, cannot Sprint. Long-term: paranoid ideation, sleep disruption. Seizure risk after 5+ consecutive uses. 600 Black Market
COGNITIVE & LACE ──
NeuroSharp / 'Sharp' 3 INT +2. Enhanced pattern recognition, memory access, analytical capacity. (1 scene) 13 Per use Withdrawal: INT -1 for 24 hours, rebound cognitive fog. Long-term (20+ lifetime uses): INT -1 permanent baseline loss. 350 Licensed
Lace-Amp / 'Amp' 5 Illegally overdrives lace signal. Lace acts as one grade higher for Link State. Lace Interface +2. (1 scene) 16 Per use Desync damage: 1d4 damage to Head (neural bleed-back) on any failed Lace Interface check while active. Long-term: permanent -1 to Lace Interface max modifier. 1,200 Black Market
Cognex / 'Cog' 2 AWR +1. Reduces UI fatigue. Common among data workers running heavy lace overlays. (2 scenes) 11 Every 5 uses Mild: headache and attention scatter off-drug. Long-term (30+ lifetime uses): AWR -1 when unmedicated. 220 Licensed
ANALGESICS & SUPPRESSANTS ──
Glassine / 'Glass' 4 Synthetic opioid-analog. Ignores all Wound Conditions. FOR +1 vs pain/morale checks. (1 scene) 15 Per use Crash: all Wound Conditions return simultaneously. Nauseated (FOR TN 12 to act at full AP) for next scene. Long-term: pain threshold collapse — off-drug characters take +1 damage from Wound Conditions. 500 Black Market
Stabilex / 'Stabs' 2 Clinical-grade pain management. Removes 1 Wound Condition (player's choice). Does not restore HP. (1 scene) 12 Every 3 uses Mild withdrawal (1 day): -1 to FOR checks. Clinically managed dependency common in Directorate medical. 280 Licensed
Void / 'The Void' 3 Emotional suppression. Immune to Fear, Morale, and psychological pressure checks. (1 scene) 13 Per use Withdrawal: CHA -1, inability to read social cues accurately for 24 hours. Long-term (15+ lifetime uses): CHA -1 permanent. 300 Black Market
PHYSICAL PERFORMANCE ──
Chimera Peptide / 'Reclam' 5 Chimera-derived biopeptide. STR +2 and regenerate 1 HP to one damaged location per round for 3 rounds. 16 Per use Neurological cascade risk: FOR TN 14 or gain 1 permanent Chimera Sensitivity (GM tracks — affects how Chimera pheromone steering interacts with character). Long-term use suspected to cause partial strain-imprinting. Directorate treats possession as Chimera collaboration. 2,500 Black Market
Bulk-Up / 'Pump' 2 STR +1 for 3 scenes. Legal performance-enhancer. Common in physical labour and security roles. 11 Every 5 uses Mild: joint pain when off-drug. Minor cardiovascular load at high doses. 150 Open
Hazwalk / 'Haz' 2 FOR +1 and Rad-Resist equivalent for 1 scene. Reduces biological contamination absorption. 11 Every 5 uses Mild GI distress on cessation. Liver stress marker at extended use. No significant long-term effect at standard dose. 180 Licensed
RECREATIONAL ──
Smokeless / 'Smoke' 1 Mild stimulant. Removes 1 Fatigue tag. No other mechanical benefit. Very widespread in NewTex. 10 Every 10 uses Very mild dependency. Minor attention deficit after extended use. Culturally normalised to the point that most NewTex residents don't consider it a drug. 20 Open
Mellow / 'Yellow' 1 Anxiety suppression. Negates Minor fear effects. No combat utility. 10 Every 10 uses Mild sleep disruption on cessation after long use. 30 Open

AR Guide — AR 1: Mild habit-forming (caffeine-equivalent). AR 2: Moderate dependency potential. AR 3: Significant, requires effort to quit. AR 4: Severe, withdrawal causes mechanical penalties. AR 5: Extreme — long-term use causes permanent character changes.

VEHICLES

Vehicles are tools of transit and logistics, not combat platforms — though many can be armed. Unlike RIG-class frames, vehicles have a single Integrity pool and no location tracking. All hover vehicles use Telluric Lift. A catastrophic Telluric Cell breach causes arc flash, blast, and thermal venting — treat as Base 8, d8 area damage to all personnel within 6 m.

Vehicle Roster

Vehicle DR Integrity Speed Crew/Cap Lift Price (₩WC) Availability
LIGHT / CIVILIAN ──
Hoverbike 0 2 Fast 1 Yes 18,000 Open
Hoverbike (Badlands-rated) 1 3 Fast 1 Yes 28,000 Open
Hovercar (2-seat) 2 3 Fast 1+1 Yes 38,000 Open
Hovercar (4-seat) 2 3 Med 1+3 Yes 48,000 Open
Hovercar (Badlands-rated) 3 4 Med 1+3 Yes 62,000 Open
Wheeled Runner (2-seat) 1 3 Med 1+1 No 14,000 Open
Wheeled 4×4 2 4 Med 1+3 No 26,000 Open
INDUSTRIAL / TRANSPORT ──
Hover Cargo Skimmer 3 4 Slow 1+1 Yes 82,000 Licensed
Hover Personnel Carrier 3 4 Med 1+8 Yes 125,000 Licensed
Heavy Hauler (wheeled) 4 5 Slow 1+2 No 96,000 Licensed
MILITARY / ARMOURED ──
Armoured Personnel Carrier (wheeled) 10 6 Med 1+8 No 450,000 Restricted
Hover APC 8 5 Fast 1+6 Yes 385,000 Restricted
Armoured Command Vehicle 12 6 Med 1+4 No 660,000 Restricted
Heavy Gun Platform 14 7 Slow 1+3 No 860,000 Restricted

Civilian vehicles are Open — a hover car or wheeled 4×4 is a consumer purchase. Military-class vehicles require formal Directorate contractor procurement. They are not bought over a counter at any price through legal channels.

Vehicle Weapons

Mounted weapons are operated by a Gunner using their own AP. The Gunner's stability state matches the driver's movement state. Vehicle weapons use: 2d10 + AGI + Gunnery Skill + EquipMod vs target TN.

Weapon Mount Base Dmg Die EquipMod Notes Price (₩WC) Availability
Light Pintle-Mount (MMG) 6 d10 +1 Personal and light vehicle threats. 250-round belt. 4,500 Restricted
Heavy Pintle-Mount (HMG) 10 d12 +2 Crew-served. DR ≤ 4 effectively bypassed. 200-round belt. 12,000 Restricted
Rotary Cannon (20 mm) 14 d12 +3 Effective vs all vehicles. Frame-threatening. 500-round drum. 65,000 Restricted
Autocannon Mount (30 mm) 18 d12 +3 Anti-armour. Light RIG effective. Ground stability required. 200-round load. 95,000 Restricted
Grenade Pod Mount 8 d10 +2 6-round revolver. Area effect. Indirect capable Short+. 18,000 Restricted
Guided Missile Rack (4-shot) 14 d12 +3 Lock-on. Anti-vehicle and Frame-threatening. 2 AP to acquire lock. 85,000 Restricted
Rocket Pod (unguided, 8-shot) 12 d12 +2 Area/saturation fire. Effective vs soft targets and light structures. 28,000 Restricted
Coaxial MMG 6 d10 +1 Driver-operated. Anti-personnel. 6,000 Restricted
MANPAD Mount 14 d12 +3 Point-defence AA. Effective vs aerial drones and atmosphere-capable targets. 45,000 Restricted

Vehicle Upgrades

Equipment Type Function / Notes Price (₩WC) Availability
Sealed Cabin Upgrade Passive Full environmental sealing. Haz-Filter and Rad-Resist rated. Prevents Corroder exposure to passengers. 5,000 Open
Haz-Filter Pack Passive Filtration only. Reduces particulate and mild chemical exposure. Not full seal. 2,500 Open
Reinforced Skirt (hover) Passive Armoured lift skirt. +1 DR. Reduces top speed one step. 8,500 Licensed
Weapon Hard Point Kit Passive Installs pintle-mount brackets. Required before mounting crew weapons. 4,000 Restricted
Armour Package (light) Passive +2 DR, -1 speed step. Plate and composite layering. 15,000 Licensed
Armour Package (heavy) Passive +4 DR, -1 speed step. Military standard. 40,000 Restricted
Sensor Suite (vehicle grade) Passive +2 AWR/Recon for crew. Thermal, motion, seismic. 12,000 Licensed
Smoke Discharger System Powered (8 charges) 10 m smoke screen around vehicle. 360° coverage. 1 charge per use. 3,500 Licensed
EMP Shielding Passive Vehicle electronics auto-pass FOR TN ≤ 14 vs EMP. 12,000 Licensed
Telluric Cell Hardening Passive Raises Telluric Cell breach TN from 8 to 14 on hover vehicles. 9,000 Licensed
Extended Fuel / Cell Pack Passive Doubles vehicle range between refuel. Adds ~15% weight. 8,500 Licensed
Decon Spray System Powered (6 charges) Vehicle-mounted exterior decon wash. 1 use per charge. 5,500 Licensed
Comms Relay (hardened) Passive Vehicle becomes long-range comms relay node. +2 comms-based checks from vehicle. 18,000 Restricted

RIG-CLASS WEAPONS & SYSTEMS

RIG-class weapons operate at a scale that makes personal armour mechanically irrelevant. A direct hit from a standard RIG weapon on a personal-scale target is a narrative event — describe the outcome, do not roll against personal HP.

RIG platforms themselves are commercially available to licensed buyers — this is the mechanism by which mercenaries, independent operators, and contractor firms field them. The weapons and classified systems they carry may be subject to additional Directorate restriction independent of the frame purchase.

RIG Handheld Weapons

RIG-class frames have hands. A weapon carried in a RIG’s hands follows the same rules as a personal weapon carried by a character — it uses the Firearms skill (Frame AGI + Firearms rank), it can be dropped or knocked free, it can be picked up, and it can run out of ammunition. Handheld RIG weapons are purchased and fielded separately from the frame itself. A RIG arriving at a depot without its assigned weapon package is just a frame — the weapons are logged and tracked independently.

Hardpoint notes on a frame specification describe what weapon the frame typically carries — not a fixed mounting. The weapon is held. Dedicated hardpoint weapons (fixed racks, torso-mounts, integrated systems) are listed separately below.

Weapon Base Dmg Die EquipMod Notes Price (₩WC) Availability
RIG Carbine Package 8 d8 +1 60-round mag. Tags: Burst. Personal-scale anti-personnel and close-defence secondary. Standard fit on many frames. Armcal standard. 10,000 Licensed
CR-28 Coil Rifle Package 14 d10 +2 20-round sealed cassette. Semi-auto. Low thermal signature — +2 TN on heat-sensor detection checks against the wielder. Controlled cadence. Patrol and recon standard fit. Armcal HO. 30,000 Restricted
Light Autocannon (20–30 mm) 12 d10 +2 Tags: Full Auto. 300-round belt. Personal armour irrelevant on direct hit. Can be fired handheld or hardpoint-mounted depending on frame configuration. Armcal HO standard issue. 35,000 Restricted
RIG Shotgun / Breacher 14 d10 +2 Tags: Burst. 20-round mag. Close–Short only. Structure breaching and mass-assault suppression. Handheld. 28,000 Restricted
PD-18 Rotary Flechette / Canister System 10 d8 +2 200-round drum. Tags: Full Auto. Wide canister pattern — single attack may engage up to 3 adjacent targets (split roll, GM call on arc). Close–Short only. Sealed feed, dust-tolerant cycling. Point defence and fast-target screen. Armcal HO. 28,000 Restricted
R-55 Railgun Package 18 d12 +3 10-round penetrator cassette. Ignores 3 Frame DR on penetrating hit. Sealed penetrator handling, contamination-rated. Recoil-managed mount architecture. Fire support standard fit. Armcal HO. 75,000 Restricted
R-41 Long Rail Package 18 d12 +3 15-round extended cassette. Ignores 3 Frame DR on penetrating hit. Aimed Shot at Long range at −1 TN. Sealed penetrator feed and extended ammunition handling sized for multi-day operations without resupply. Recoil-managed integration — no gait collapse on sustained fire. Armcal HO. 80,000 Restricted
R-62 Heavy Rail Package 24 d12 +4 8-round heavy cassette. Ignores 4 Frame DR on penetrating hit. 3 AP to fire. Stability Check TN 12 if fired while Moving. Recoil-managed mount architecture with heavy thermal cycling control. Sealed penetrator handling for long storage and contaminated operations. Anti-frame primary — hostile-frame penetration and anti-mass engagement at range. Armcal HO. 110,000 Restricted
R-19 Semi-Automatic Railgun 22 d12 +3 12-round standard feed cassette. Ignores 4 Frame DR on penetrating hit. Semi-auto — Aimed Shot capable. Onboard Dart Fabrication: generates 1 combat load per 8 hours from near-refined ferrite feedstock (output dependent on material purity). No external munitions dependency if feedstock available. Power-fed EM acceleration. Military classification — Eidolon Court / classified procurement only. Military

RIG Weapon Ammunition & Logistics Weights

RIG-scale encumbrance operates at a different order of magnitude from personal carry — the personal weight system does not apply to a frame. Ammunition weights here are logistics figures: they govern how much a resupply vehicle can carry, how long a frame can sustain operations, and whether a depot can restock before the next deployment window. Each weapon is assumed to deploy with one loaded magazine. Additional cassettes or belts are purchased separately.

Weapon Ammunition Type Rounds Weight Notes
RIG Carbine Package Box magazine — RIG-scale carbine rounds 60 8 kg Standard fit. Easily sourced from Armcal supply chain.
CR-28 Coil Rifle Package Sealed ferrous slug cassette 20 20 kg Hermetically sealed against contamination. Cassette swap, not individual rounds.
Light Autocannon (20–30 mm) Belt-fed 20–30 mm HE/AP rounds 300 120 kg Standard belt. AP variant available at ×3 cost. Armcal HO supply.
RIG Shotgun / Breacher Box magazine — RIG-scale breaching shot 20 25 kg Solid slug and fragmentation loads available at same weight.
PD-18 Rotary Flechette Sealed rotary drum — RIG-scale flechette 200 85 kg Pre-packed drum; no field reload from loose rounds. Dust-tolerant sealed unit.
R-55 Railgun Package Penetrator cassette — ferrous rod 10 30 kg Sealed, contamination-rated. Hardened ferrite penetrators. Armcal HO supply.
R-41 Long Rail Package Extended penetrator cassette — ferrous rod 15 42 kg Extended handling sized for multi-day ops. Same penetrator standard as R-55.
R-62 Heavy Rail Package Heavy penetrator cassette — dense ferrous rod 8 45 kg Larger mass penetrators for frame-defeat. Not interchangeable with R-55/R-41 cassettes.
R-19 Semi-Automatic Railgun Standard feed cassette — hardened ferrite darts 12 35 kg Standard resupply load. Onboard fabrication produces 1 combat load per 8 hrs from raw feedstock — feedstock weight varies by source material purity.

RIG Hardpoint & Integrated Systems

Hardpoint and integrated weapons are fixed to the frame — they cannot be dropped, disarmed, or transferred. Rack weapons (missile systems, rocket pods) are expended and must be reloaded at depot. Integrated weapons (blades, claws, point defence) are part of the frame’s chassis. Installation and removal of hardpoint systems requires depot facilities and appropriate Engineering skill.

Weapon Base Dmg Die EquipMod Notes Price (₩WC) Availability
RIG Melee (fist / stamp) Frame STR d8 +0 Unarmed engagement. Lethal to personal scale. No hardpoint required. Integrated. Open
RIG Blade / Spike Frame STR+4 d10 +1 Close range. Integrated forearm mount. May penetrate partial Frame DR on high rolls. KA-Dynamics primary. 12,000 Licensed
Salvage Claw (tool) Frame STR d6 +0 Manipulation and extraction tool. Incidental damage if used offensively. Integrated. 8,000 Licensed
Point Defence System 6 d6 +2 Tags: Full Auto. 500-round drum. Torso-mount, 360° arc. Anti-personnel and anti-drone at Close range. Integrated — cannot be dropped. 25,000 Restricted
Medium Cannon (40–60 mm) 18 d12 +3 Hardpoint-mounted. Instant kill personal-scale on direct hit. Effective vs vehicles and lightly armoured frames. Lone Star Armament. 75,000 Restricted
Heavy Cannon (80–120 mm) 25 d12 +3 Hardpoint-mounted. Anti-structure and anti-vehicle. Ground stability required. 3 AP to fire. 145,000 Restricted
Anti-Chimera Scatter System 10 d10 +2 Hardpoint-mounted rotary. Proximity-fused fragmentation. 10-shot rotary, 3 m area effect. Mass Chimera assault effective. 45,000 Restricted
Suppression Rocket Pod (8-shot) 12 d12 +2 Tags: Full Auto. Rack-mounted. 8-shot unguided saturation fire. Anti-personnel and light vehicle. Armcal HO. 35,000 Restricted
Heavy Ordnance (missile rack) 25 d12 +4 Rack-mounted. Area effect. Anti-structure, vehicle formations, Apex+ Chimera. 4-shot rack. 160,000 Restricted
Guided Missile Hardpoint (4-shot) 18 d12 +4 Hardpoint-mounted. Lock-on guided. Anti-armour and anti-structure. 2 AP to acquire lock. 90,000 Restricted
Dual-Link Light Autocannon 12 d10+d6 +3 Tags: Full Auto. Twin-linked hardpoint. Both barrels fire simultaneously. 300-round belt per barrel. Higher ammo consumption. 65,000 Restricted
Rail Accelerator (prototype) 30 d12 +4 Experimental. Penetrates multiple targets and cover in line of fire. 2 power charges per shot. Not commercially available. Black Market

RIG Systems & Upgrades

Frame upgrades are installed at authorised depot facilities. Component prices listed below — skilled labour adds 10–25% depending on complexity. Field-fit possible for some modules with appropriate Engineering skill.

System / Upgrade Type Function / Notes Price (₩WC) Availability
Jump Jet Retrofit Powered (3–5 charges) Burst vertical/diagonal movement. Up to 15 m vertical or 20 m diagonal. 1 AP. Cannot combine with Sprint. Torso System Check failure may trigger Telluric Cell breach. 45,000 Restricted
Extended Sensor Suite Passive +2 Frame AWR. Long-range thermal, motion, and chemical detection. FrontLine Systems or Kestrel Optics. 28,000 Restricted
Armour Laminate (light) Passive +2 DR all locations. Frame AGI -1. Aster Shieldworks. 22,000 Restricted
Armour Laminate (heavy) Passive +4 DR all locations. Frame AGI -2. Significant chassis stress. 55,000 Restricted
Redundancy Module (1×) Passive Adds 1× redundancy to one location. At 0 HP: restores to 50%. System Conditions do not reset. Rimstone Mechanics. 40,000 Restricted
Thermal Masking System Passive +2 TN for sensor-based detection. Heat signature suppressed. Aster Shieldworks. 18,000 Restricted
Hardened Reactor Package Passive Frame System Checks for Reactor Core at +3. 35,000 Restricted
Reinforced Capsule Module Passive Capsule Life Support triggers at 40% and 20% Torso HP instead of standard 50%/25%. 22,000 Restricted
Lace Interface Upgrade (T-Class) Passive Max Link State +1 above standard frame rating. Requires Pilot Lace minimum. Emris Technologies. 65,000 Restricted
IFF & Comms Hardening Passive Encrypted IFF and hardened tactical comms suite. +1 to coordination/comms checks. 12,000 Licensed
Seismic Detection Package Passive +3 to detect Burrower movement within 50 m. Embedded in leg actuators. 15,000 Licensed
Power Cell (high-cap frame) Powered (10 charges) Extended runtime between resupply. GMC supply. 14,000 Licensed
Frame Decon System Powered (5 charges) Integrated exterior decontamination spray. Standard after-operation procedure. 9,000 Licensed
Overbuilt Package Passive +2 to all Frame System Checks. Reinforced internals throughout. Rimstone Mechanics. 48,000 Restricted
Quad Leg Conversion Passive Full quad-leg configuration. Adds Front Left/Right Leg locations. Load ×2. Sprint +1 AP. Cannot combine with Jump Jets. 90,000 Restricted
Siege Mode Module Passive Reactive bracing. Frame stationary this turn: +2 DR all locations. Ends if Frame moves. 38,000 Restricted
Aggressive Actuator Package Passive After a Sprint: +1 AP on the immediately following turn. 32,000 Restricted
T-Class Co-Pilot Lattice Passive Tactical AI co-pilot with constraint lattice. Required for Pilot Lace operation at full Link States. NAVAI/Emris standard. 45,000 Licensed

RIG Platform Acquisition

RIG-class frames are commercially available to licensed buyers. Acquisition requires Ward licensing, proof of operational need, and a formal purchase agreement. The Directorate monitors all sales but does not prohibit them for legitimate operators. This is how mercenaries, contractors, and independent operators field them. The Eidolon is the exception — it remains classified and effectively state-controlled.

Values below represent assessed market pricing for a standard chassis without loadout. A fully armed and upgraded combat RIG will be significantly higher. Used and salvaged frames are common in the contractor market — typically 30–60% of new value, condition and maintenance history variable.

Platform Tier Frame STR Frame AGI Frame FOR Assessed Value (₩WC) Availability
Gear-Frame (industrial) 8–12 4–6 6–8 85,000–150,000 Licensed
I-RIG (reclamation / industrial) 10–14 4–6 8–10 200,000–380,000 Licensed
RIG (intervention / combat) 12–16 6–10 10–14 600,000–1,200,000 Licensed
A-RIG (assault recon) 14–18 5–8 14–18 1,500,000–3,000,000 Licensed
Eidolon (E-Class) 16–20 8–12 16–20 Classified Restricted

APPENDIX: QUICK REFERENCE

Availability Summary

Tier Summary
Open No permit, no registration. Consumer purchase. Anyone can buy.
Licensed Ward credentials or contractor permit. Purchase recorded. Regulated vendors only. Standard professional-tier equipment.
Restricted Military or Directorate procurement only. Not available in civilian or standard contractor channels. Requires formal authorisation.
Black Market Prohibited. Underground networks only. Quality unverified. Significant legal risk.
Salvage Recovered in field. Condition variable. C-DAY decon required before Ward re-entry. No standard price.

EquipMod Scale

EquipMod Quality Level
+0 No modifier — improvised, civilian-grade, or zero-value item.
+1 Basic / functional. Standard medkit, basic firearm, civilian tool.
+2 Professional grade. Military rifle, professional tool kit, sealed suit.
+3 High-end / specialist. Precision weapon, advanced sensor suite, combat Exo.
+4 Elite / rare. Prototype, exceptional military hardware, classified technology.

Lace Grade Quick Reference

Grade AI Class Frame Op? Key Capability Price Bracket
Basic Civil G-Class No Identity, payment, AR overlay, comms. Standard for all Ward residents. ₩1,500–4,200
Corporate / Secure G-Class No Compartmented workspaces, hardened comms, audit logging. ₩9,500
Industrial Interface I-Class No I-Class facility and machine control. Not Frame-capable. ₩16,000
Operative T-Class No (tactical only) Threat overlay, squad IFF, AWR integration. Security / military standard. ₩38,000
Pilot (Frame Op) T-Class Yes — all Link States Enables Frame Operation skill. T-Class co-pilot channel required by doctrine. ₩92,000
Deep Lace (Emris) E-Class (classified) Yes — extended Higher Link States. E-Class interface. Paired to one Frame only. ₩500,000+

Key Manufacturers

Manufacturer Primary Products
Armcal Industrial Arms / Civil Systems / Heavy Ordnance Full range: personnel weapons through RIG-scale ordnance, sealed ammunition. HQ: Lakeshield.
Lone Star Armament Works (LSAW) Frame-scale weapon integration, hardpoint standards, recoil management, wall battery systems. NewTex.
Hearthforge Precision Arms Boutique marksman rifles, suppressor-rated builds, high-tolerance components. HQ: Midlands Crown.
KA-Dynamics Vibro blades, retractable blade systems, breaching tools, close-quarters mounts. HQ: Tokyo Ward.
Cerberus Munitions Cooperative Rugged bulk ammunition, sealed magazines, breach-response load plans. HQ: Baltic Ward.
Hydrin Engineering Exo-Frame production and R&D. Homestead Industrial District, NewTex.
VelTech (Velentina Technologies) Exo and Gear-Frame chassis. Strong contractor supply chain penetration. HQ: Travis District, NewTex.
Emris Technologies / Emris Frameworks Division Neural lace technology, Frame integration standards, control-stack hardening. NAVAI subsidiary. HQ: NewTex.
Civic Lace Clinics Network (CLC-Net) Certified lace implantation, calibration, and long-term neuro-compatibility management.
Baytech Clinical Laboratories Affordable lace implantation and cybernetics. Fewer premium services. 3-month warranty.
Aster Shieldworks Armour, sealing, rad-laminate packages, field patch systems. HQ: Alpine Arc.
Rimstone Mechanics Heavy-duty actuator stacks, modular limb assemblies, Overbuilt packages. HQ: Danube Ward.
FrontLine Systems (FL) Command, recon, and sensor-fusion-heavy frame variants. HQ: Albion Ward.
Vexis Dynamics (VX) Intervention-frame chassis. Strong Directorate procurement volume. HQ: Rhine Ward.
Hermetic Life Systems ECLSS modules, filtration blocks, sealed cockpit retrofits. HQ: Sichuan Haven.
Kestrel Dynamics / Kestrel Optics & Targeting Frame accessories, ruggedised optics, thermal suites, lidar packages. HQ: Cascadia Ward.
General Motive Compact (GMC) Compact fusion and non-fusion drivetrains, utility powertrains, heavy vehicle motive packages.

SRD Cross-Reference Notes