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ID and Credit

IDs and credsticks are discussed in more detail under Identification, p. 366.
ID and Credit
Credsticks Max Value Avail Cost
Standard 5,000 - 5
Silver 20,000 - 20
Gold 100,000 5 100
Platinum 500,000 10 500
Ebony 1,000,000 20 1,000
ID and Credit
Identification Avail Cost
Fake SIN (Rating 1-6) (Rating x 3)F Rating x 2,500
Fake License (Rating 1-6) (Rating x 3)F Rating x 200

Certified Credstick

Cash for the late 21st century. A certified credstick is not registered to any specific person— the electronic funds encoded on it belong to the holder, requiring no special ID or authorization to use. The bad news is that you can be physically mugged, any money you have on your credstick jacked and rolled. The good news is that certified credsticks are completely untraceable. They’re not even wireless—you have to slot them into a universal data connector to transfer cash onto or off of them. This makes them enduringly popular with shadowrunners and the Mr. Johnsons who love to hire them.

Each type of credstick can only hold up to a certain amount of money, listed on the table. This is the maximum amount it can carry, not the amount it always has on it—so don’t get excited when you see a gold credstick until you’ve slotted it and checked its balance.

Credit Account

A credit account is an online banking account that can be accessed at any time via your commlink. Transactions require passcode or biometric verification to be authorized. The good news is no one can (physically) steal your bank account, and hacking credit accounts often requires a run to Zurich Orbital or something equally suicidal. The bad news is that digital transactions leave a “paper trail” that, while it can be hidden or concealed, is entirely too traceable for serious criminal activities. Each account must be registered to a particular (usually fake) SIN, unless the account is handled by an anonymous underworld banking service (with its own risks and complications). The cost of banking services is included in your lifestyle costs if you’ve got a Low Lifestyle or better—otherwise you’ll need to keep all your money on credsticks.

Fake System Identification Number (SIN)

In 2075, you’re just a number. A SIN (or its international equivalents) is what makes a mere metahuman into a real person. Solid citizens receive their SINs at birth and carry them until they die. Not having a SIN means living outside the system, living with restricted or non-existent civil rights. Shadowrunners by default are SINless—they have a SIN only if they have the SINner quality (p. 84). Most runners don’t have one, either because they were unfortunate enough to be born poor, or because they lost it or ditched it somewhere along the way. SINs are digital, not physical objects. They exist on your commlink, or in your PAN.

Getting by without a SIN can be a pain, so most runners settle for the next best thing: a fake. High quality fakes are difficult for The Man to spot; low quality fakes are … less good. The rating of the fake SIN is used in tests against verification systems (Fake SINs, p. 367) .

Just like a real SIN, anytime you use a fake SIN for legitimate activity, you leave a datatrail in your wake. The fact that criminal activities can be tracked to fake SINs makes fake SINs inherently disposable. Most runners operate two or more fake SINs at a time, one for legal activity like paying rent and going shopping, another for shadier activity, and possibly a third to be used only when it’s time to get the hell outta Dodge.

Fake License

For those who can’t or won’t go through the standard legal channels, fake licenses are available for all kinds of restricted items and activities. Items with no letter next to their availability don’t require licenses. Items that are Forbidden have no license available. Licenses, therefore, are for Restricted items. Each type of item/activity permission requires a separate license. Things that require licenses include hunting (bow and rifle), possession of a firearm, concealed carry of a firearm (separate license), spellcasting, and any Restricted gear or augmentations, etc. Just as SINs essentially exist on your commlink, fake licenses exist on your SIN and are linked to it. When you buy a fake concealed-carry license, you don’t buy it for Murderman the professional shadowrunner, you buy it for John Doe, one of Murderman’s fake SINs. Each license must be assigned to a particular (fake) SIN of the player’s choosing. Use the fake license’s rating against verification systems (Fake SIN, p. 367).

Tools

Building and repairing items requires the right tools for the job. Tools must be bought separately for a specific skill (for example, an Armorer shop, a Disguise kit, a Nautical Mechanic facility, etc.). A kit is portable and contains the basic gear to make standard repairs. A shop is transportable in the back of a van and contains more advanced tools for building and repairing. A facility needs a building and is immobile because of the bulky and heavy machines involved, but it can be used for very advanced constructions and modifications. Shops and facilities are both stocked with standard spare parts. There are some guidelines to help you figure out when a kit, shop, or facility is necessary for a particular job (Building & Repairing, p. 145). The gamemaster gets final say, though, and might even tell you that you need specific or unusual parts you have to get separately.
Tools
Type Avail Cost
Kit - 500
Shop 8 5,000
Facility 12 50,000

Breaking and Entering Gear

Rules for typical security devices and how to break them can be found on p. 362. Most of the gear you’d expect to find here but isn’t can be covered with the appropriate tools (p. 443).
Breaking And Entering Gear
Gear Avail Cost
Autopicker (Rating 1-6) 8R Rating x 500
Cellular Glove Molder (Rating 1-4) 12F Rating x 500
Chisel/Crowbar - 20
Keycard Copier (Rating 1-6) 8F Rating x 600
Lockpick Set 4R 250
Maglock Passkey (Rating 1-4) (Rating x 3)F Rating x 2,000
Miniwelder 2 250
Miniwelder Fuel Canister 2 80
Monofilament Chainsaw 8 500
Sequencer (Rating 1-6) (Rating x 3)F Rating x 250
Exotic Melee Weapon Accuracy Reach Damage AP
Monofilament Chainsaw 3 1 8P -6

Autopicker

This lockpick gun is a quick and effective way of bypassing mechanical locks. The autopicker’s rating is added to your limit when picking a mechanical lock.

Wireless: Having access to a huge online database of mechanical locks lets you add the autopicker’s rating as a dice pool modifier to your test when picking a mechanical lock.

Cellular Glove Molder

This device will take a finger or palm print and mold a “sleeve” you can wear to mimic the print to fool some biometric locks (Maglocks, p. 363). Chisel/crowbar: The chisel (or crowbar if you prefer) doubles your effective Strength when you’re forcing a door or container.

Keycard Copier

The keycard copier allows the user to copy a (stolen) keycard in seconds. A new keycard can then be manufactured with a Hardware kit, about ten minutes, and a Hardware + Logic [Mental] (2) Test. When used, the forged keycard uses its Rating x 2 in an Opposed Test against the Maglock Rating x 2 (Maglocks, p. 363). Some security systems may note the unusual usage of duplicate keys, like when “Dr. Scientist” accesses a lab that she just accessed and hasn’t left yet.

Lockpick Set

These mechanical burglary devices have undergone only slight improvements in the last several centuries. They are necessary tools for picking locks.

Maglock Passkey

This maglock “skeleton key” can be inserted into any cardreader’s maglock, cleverly fooling it into believing that a legitimate passkey has been swiped. See Maglocks, p. 363.

Wireless: The passkey receives a +1 bonus to its Rating.

Miniwelder

This portable device creates a small electric arc to melt metals, either to cut through metal or to weld it together. Its power supply allows it to operate for 30 minutes. While creating an intense heat, the arc is much too small to make a good weapon (it would be like trying to stab someone with a lighter). The miniwelder has a Damage Value of 25 when used to cut through barriers.

Monofilament Chainsaw

The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good melee weapon (use Exotic Melee Weapon skill). When used against barriers, double the monofilament chainsaw’s Damage Value of 8P.

Sequencer

An electronic device requried to defeat keypad-maglocks. See Maglocks, p. 363.

Wireless: The sequencer receives a +1 bonus to its Rating.

Security Devices

For more details on how security devices are used, see p. 362.
Security Devices and Restraints
Security Devices Avail Cost
Key/Combonation Lock (Rating 1-6) Rating Rating x 10
Maglock Rating Rating x 100
Keypad or Card Reader - +50
Anti-Tamper Circuits (Rating 1-4) +Rating +(Rating x 250)
Biometric Reader +4 200
Restraints Avail Cost
Kit - 500
Shop 8 5,000
Facility 12 50,000
Facility 12 50,000

Key Lock

Even in the wireless world, there are still some mechanical key locks and combination locks around. Some of them are old infrastructure that is still in place to save money, others for nostalgia, still others because modern burglars don’t expect them. For more details, see p. 363.

Maglock

Maglocks are electronic locks with a variety of access control options, from biometrics, to keycards, to passcards. For more information about maglocks and their options, see Maglocks, p. 363.

Restraints

Standard metal restraints (Armor 16, Structure 2) come with a mechanical or a wireless-controlled lock (Barriers, p. 197). Modern plasteel restraints (Armor 20, Structure 2) are flash-fused and remain in place until the subject is cut free. Disposable plastic straps (Armor 6, Structure 1) are lightweight and easy to carry in bundles. Containment manacles are metal (Armor 16, Structure 2) and attached to a prisoner’s wrists or ankles to prevent her from moving faster than a shuffle or extending a cyber-implant weapon.

Industrial Chemicals

Industrial Chemicals
Chemical Avail Cost
Glue Solvent 2 90
Glue Sprayer 2 150
Thermite Burning Bar 16R 500

Glue Solvent

This spray can has enough solvent to dissolve about a square meter of fast-drying aerosol superglue.

Glue Sprayer

This fast-drying aerosol superglue allows you to quickly glue two rigid surfaces together, and holds enough for about a square meter of glue (enough to glue an exterior door or picture window shut). The glue takes 1 Combat Turn to harden. The glue has Body and Strength Ratings of 5 for the purpose of trying to force it (an Opposed Body + Strength Test).

Thermite Burning Bar

Thermite gel is an incendiary material that burns at extremely high temperatures. It is applied with the help of a burning bar—a rod of thermite and oxygen mounted on a handle and in a frame—that can be used to melt holes in iron, steel, and even plasteel. The thermite burning bar inflicts Fire Damage with a DV of 30P. It has to be set carefully, so a thermite bar can’t be used as a weapon (unless your target is tied up or unconscious or something, in which case, wow, ouch).

Wireless: The burning bar can be activated wirelessly.

Survival Gear

Survival Gear
Gear Avail Cost
Chemsuit (Rating 1-6) Rating x 2 Rating x 150
Climbing Gear - 200
Diving Gear 6 2,000
Flashlight - 25
Gas Mask - 200
Gecko Tape Gloves 12 250
Hazmat Suit 8 3,000
Light Stick - 25
Magnesium Torch - 5
Micro Flare Launcher - 175
Micro Flares - 25
Rappelling Gloves - 50
Respirator (Rating 1-6) - Rating x 50
Survival Kit 4 200
Exotic Ranged Weapon Accuracy Damage AP Mode Ammo
Micro Flare Launcher 3 5P(Fire) -5 SS 1(ml)

Chemsuit

This impermeable coverall is worn over clothes or armor and provides chemical protection equal to its Rating (Chemical Protection, p. 437). It is not to be confused with a full hazmat suit, as it is not vacuum sealed. If a chemsuit is worn on top of chemical-resistant armor, only the highest chemical protection rating applies.

Climbing Gear

This is a backpack full of rope (400- kilo test), an ascent/descent harness, gloves, carabiners, crampons, and so forth needed for assisted climbing (Climbing, p. 134).

Diving Gear

Underwater diving equipment, including a diving suit, partial facemask with snorkel, breathing regulator, an air tank with 2 hours of air, and an inflatable vest for quick returns to the surface. The regulator and air tank protect against inhalation toxins just like a gas mask. The wet suit provides Rating 1 resistance to Cold damage (p. 170). Wireless signals don’t work very well underwater, but the wireless systems in the diving gear help with prep and maintenance.

Flashlight

By 2075, most flashlights are long lasting and super bright. Durability and brightness depend on the size—the bulkier, the better. Flashlights are also available in low-light and infrared versions, reducing visibility modifiers for low-light and thermographic vision, respectively. A flashlight can also be mounted to a weapon’s top or under-barrel mount (Mounts, p. 417).

Gas Mask

This air-supplied re-breather completely covers your face and gives you immunity to inhalation- vector toxin attacks (Toxins, Drugs, and BTLs, p. 408). It comes with a one-hour clean-air supply (replacements cost 40 nuyen) and can be attached to larger air tanks. It cannot be combined with a regular respirator.

Wireless: The gas mask analyzes and gives you information about the surrounding air that you’re not breathing.

Gecko Tape Gloves

The outer layer of these gloves is made of a special dry adhesive that incorporates millions of fine microscopic hairs that bond to other surfaces. Individually, these bonding forces are tiny, but combined they’re strong enough to attach a troll, upside down, to the ceiling. Gecko tape gloves come as a set that includes gloves, kneepads, and slip-on-soles. You get to use assisted climbing (p. 134) when you’re wearing the set. Gecko tape gloves are useless when they’re wet.

Wireless: The adhesive outer layer can be temporarily neutralized with a wireless signal, useful for getting the gloves on and off without getting them stuck to yourself or each other.

Hazmat Suit

The hazmat suit covers your whole body and includes an internal air tank with four hours of air. As long as it’s not damaged, it provides you with a chemical seal (p. 437) and protects you from contact and inhalation vector toxin attacks (Toxins, Drugs, and BTLs, p. 408). Many hazmat suits come standard with a Geiger counter (Sensors, p. 445).

Wireless: The suit analyzes and transmits information about the environment that you’re not touching or breathing.

Light Stick

Bend, snap, and shake it to produce three hours of soft chemical illumination that covers a ten-meter radius.

Magnesium Torch

Strike and activate for five minutes of bright torchlight.

Micro Flare Launcher

The flare launcher can shoot colored flares about 200 meters into the air, illuminating an area the size of a city block for a couple of minutes and negating the modifier for poor or low lighting. If you shoot it at someone, use the Exotic Ranged Weapon skill; the micro flare deals 5P Fire damage.

Rappelling Gloves

These gloves are made of a special fabric that allows you to get a tighter grip on a grapple line, giving you a +2 dice pool bonus on all tests to hold your grip on the line. These gloves are necessary in order to use ultrathin microwire without gruesomely slicing your hands apart as you slide down it.

Respirator

A respirator is a filter-mask worn over the mouth and nose that protects against inhalation-vector toxins (Toxins, Drugs, and BTLs, p. 408). The respirator adds its rating to toxin resistance tests against inhalation- vector toxins.

Survival Kit

An assortment of survival gear in a rugged bag. Includes a knife, lighter, matches, compass, lightweight thermal blanket, several days’ worth of ration bars, a water-purification unit, and more. A good item to consider for your go-bag.

Grapple Gun

This gun can shoot a grappling hook and attached rope, using Light Crossbow ranges. It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Use the Exotic Ranged Weapon skill to shoot it. Micro rope can support a weight of up to 100 kilograms; standard and stealth ropes can support a weight of up to 400 kilograms.
Grapple Gun
Gear Avail Cost
Grapple Gun 8R 500
Catalyst Stick 8F 120
Microwire (100m) 4 50
Myomeric Rope (10m) 10 200
Standard Rope (100m) - 50
Stealth Rope (100m) 8F 85
Exotic Ranged Weapon Accuracy Damage AP Mode Ammo
Grapple 3 7S -2 SS 1(ml)

Microwire

This micro rope is made of an extremely thin (nearly monofilament) and resilient fiber; a great length of it can be stored in a very small compartment, and it is very difficult to see. The downside is that it can only be grabbed with special protective rappelling gloves without slicing straight through the climber’s hands, inflicting 8P damage with an AP of –8.

Myomeric Rope

Made of a special myomeric fiber, this rope’s movement can be controlled remotely (over a maximum length of thirty meters). For example, the controller can wind it like a snake to reach around an obstacle or tie to a ledge. The rope moves at a rate of two meters per Combat Turn.

Stealth Rope & Catalyst Stick

When stealth rope is touched with the catalyst stick, the chemical reaction that is triggered crumbles the rope to dust within seconds, leaving almost no trace. The catalyst stick is reusable.

Biotech

Biotech
Gear Avail Cost
Biomonitor 3 300
Disposable Syringe 2 10
Medkit (Rating 1-6) Rating Rating x 250
Medkit Supplies - 100

Biomonitor

This compact device measures life signs—heart rate, blood pressure, temperature, and so on. The biomonitor can also analyze blood, sweat, and skin samples. Used by medical services and patients who need to monitor their own health, biomonitors can be worn as an armband or wristband or integrated into clothing or commlinks.

Wireless: The biomonitor shares information with other wireless devices you designate and can auto-alert DocWagon or another ambulance service if your life signs reach certain thresholds.

Disposable Syringe

Made of plastic with a metal needle, syringes are intended for a single use. Syringes can be used to apply injection-vector toxins. An uncooperative victim might need to be immobilized or at least grappled first.

Medkit

The medkit includes drug supplies, bandages, tools, and a (talkative) doctor expert system that can advise the user on techniques to handle most typical medical emergencies (including fractures, gunshot wounds, chemical wounds, and poisoning, as well as offering advice for the treating of shock, handling blood loss, and of course performing resuscitations). Add the medkit’s rating to your limit on First Aid tests. A medkit of Rating 3 or lower fits in a pocket; at Rating 4+ it’s a handheld case. The medkit needs to be restocked after every (Rating) uses.

Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.

DocWagon Contracts

Doc Wagon Contracts
Gear Avail Cost
Basic - 5,000 per Year
Gold - 25,000 per year
Platinum - 50,000 per year
Super Platinum - 100,000 per year

Don’t leave home without it! DocWagon offers firstclass emergency medical care on a twenty-four-hour basis, and they come to you! Four contract service levels are available: basic, gold, platinum, and super-platinum. A DocWagon contract requires the filing of tissue samples (held in a secure vault staffed by bonded guards, spiders, and mages) and comes with a biomonitor RFID tag implant or wristband that can be activated to call for help and then to serve as a homing beacon for DocWagon armed ambulances and fast-response choppers in the area. Rupture of the band will also alert DocWagon representatives.

Upon receiving a call from a contract-holder, DocWagon franchises guarantee arrival of an armed trauma team in less than ten minutes, or else the emergency medical care is free. Resuscitation service carries a high premium (5,000 nuyen), as does High Threat Response (HTR) service (5,000 nuyen). In the latter case, the client or their next of kin is expected to pay medical bills up to and including death compensation for DocWagon employees (20,000 nuyen per cold body).

Gold service includes one free resuscitation per year, a fifty percent reduction on HTR service charges, and a ten percent discount on extended care. Platinum service includes four free resuscitations per year and a fifty percent discount on extended care. There is no charge for HTR services, but employee death compensation still applies. Super-platinum subscribers are entitled to five free resuscitations a year and do not have to pay for HTR services or death compensation.

Doc Wagon does not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

Slap Patches

Slap patches are adhesive dermal drug dispensers that allow continual, safe administration of necessary biotech chemicals. They are applied directly to the patient’s skin. Applying a slap patch to an unwilling patient requires a successful melee attack (which deals no damage), which may be tricky if your target doesn’t have much exposed skin (Called Shots, p. 195).
Biotech
Gear Avail Cost
Biomonitor 3 300
Disposable Syringe 2 10
Medkit (Rating 1-6) Rating Rating x 250
Medkit Supplies - 100

Antidote Patch

Add the rating of an antidote patch to any toxin resistance tests made within twenty minutes after it has been applied. The window to apply an antidote patch after being poisoned is often very narrow, depending on the toxin (Toxins, Drugs, and BTLs, p. 408).

Chem Patch

This is a “blank” patch. You can add one dose of a chemical or toxin (p. 408) to it, and then apply it later to a patient (or yourself).

Stim Patch

This patch removes a number of boxes of Stun damage equal to its Rating. This effect lasts for (Rating x 10) minutes—after that period of time, the patient takes (Rating + 1) unresisted Stun damage (which may be well become physical overflow by that point). While a stimulant patch is in effect, the character is unable to rest. Frequent use of stimulant patches may require Addiction Tests. Treat it as Addiction Rating 2, Addiction Threshold 1.

Tranq Patch

This patch inflicts Stun damage equal to its rating, resisted with only Body.

Trauma Patch

If placed on a dying patient, it allows her to make an immediate stabilization test (Physical Damage Overflow, p. 209) using her Body instead of First Aid or Medicine.

Wireless: Instead of making a test, the patient is automatically stabilized immediately.