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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.