Hey guys! Here's a LONG list of Shadowrun items I've gathered from
hard to find places in soucebooks, adventures, etc., combined with some
non-cyber versions of usually cyber-only items, and a bunch of "You know, It'd
be really nice to have..." stuff. Most of this gear has been playtested, but
I STRONGLY recommend each group have a "trial run" to decide if an item is OK
to use or not. If one of these things upsets game balance, don't be afraid as
a GM to take it out. You may also wish to alter some items to make them fit
into your campaign better. Above all- enjoy this stuff!
"Look at all this stuff to BUY!"- Autumn Twilight, power shopper.
Shadow Gear Catalog Winter 2050/2051 (vers. 1.5)
Part 1 Weapons and accessories.
The Uzi 3S.
The new Uzi 3S has all the same features as the standard Uzi 3, but
boasts an internal sound suppressor.
Concealability: 5 Ammunition: 24(c) Mode: SA/B Damage: 6M
Weight: 2.5 Availability: 10/36 hrs Cost: 900Y Index: 2
A full line of noise dampening devices:
The Slimline silencer
Smaller than your average silencer, the Slimline provides an
equal amount of silencing power without adding much to your gun's profile.
Smaller than the slimline, this silencer doesn't dampen the
sound much, but doesn't compromise your gun's concealability.
Improved Silencer/Sound Suppressor
No larger than your average silencer/sound suppressor, these
devices are quieter.
Shhhh 7000 Sound Suppressor
Extra quiet for those extra sensitive runs.
All silencers and sound supressors are available in 100% macroplast
versions at double cost.
- Slimline- Concealability: -1 Rating: No effect Weight: .2 Availability:6/48 hrs Cost: 2500Y Index: 2
- Mini- Concealability: No effect Rating: -1 Weight: .1 Availability:6/48 hrs Cost: 2500Y Index: 1
- Imp. Silencer- Concealability: -2 Rating: +1 Weight: .2 Availability: 8/72 hrs Cost: 5000Y Index: 2
- Imp. Sound Supp.- Concealability: -2 Rating: +1 Weight: .5 Availability: 8/72 hrs Cost: 7500Y Index: 2
- Shhhh 7000- Concealability: -3 Rating: +2 Weight: 1 Availability: 9/72 hrs Cost: 11250Y Index: 2.5
Dr. What from Harlequin had one and now you can too. A wrist mounted
device that inserts a laminated monofilament injector spike with a sensor
guided tip into a target in melee. Does 5L stun damage. If counterattack/combat
pool dice modified by 1/2 impact armor (because the injector spike is so smart,
strong, flexible and thin) do not prevent damage, the target is also injected
with a dose of drug. Holds 4 doses- can be same or different drugs.
Concealability: 8 Reach: 0 Ammunition: 4(b) Damage: 5L+drug
Weight: .5 Availability: 10/96 hrs. Cost : 15,000Y Index: 1
Available for most guns.
Concealability: 8 Weight: .5 Availability: 2/24 hrs. Cost: 10Y
Been around for years- they'll be around for years to come.
Concealability: 14 Reach: 0 Damage: (STR-1)L Weight: .1
Availability: 2/24 hrs Cost: 10Y Index: .5
Ditto stiletto. Available in metal or densiplast.
Concealability: 16(4 worn) Reach: 0 Damage: (STR+1)M Stun
Weight: .2 Availability: 2/24 hrs Cost: 20Y Index: .75
Also known as "lit" ammo. Great for night runs- illuminate
target for coordinated attacks.
Concealability: 8 Damage: as weapon Weight: .5
Availability: 4/24 hrs. Cost: 30Y Index: 1
(statistics are for 10 rounds)
1.5mm explosive ammunition, needle rounds use impact armor. Any weapon
can be converted (at 10% of base cost) to use needle rounds. The weapon then
uses its normal damage code. However, needle rounds will not penetrate impact
armor of 3 or greater as the rigid plating in these types of armor stops them.
Needle rounds are useless against vehicles, except to scratch the paint.
Concealability: 8 Damage: as weapon Weight: .5
Availability: 4/36 hrs Cost: 40Y Index: 1
(statistics are for 10 rounds)
Powell Knife Pistol
A light pistol disguised as a knife. Perfect for those places where
blades are acceptable, but not firearms. Uses hold out pistol ranges, +1 to
Concealability: 8(12)* Ammunition: 1(b) Mode: SS Damage: 6L/STR(L)**
Weight: .5 Availability: 5/48 hrs Cost: 250Y Index: 1
*target # to recognize it as a pistol
**pistol damage/ knife damage
Hermetically Sealed Disposable Macroplast Clips
Each hand sealed by a real hermetic mage. Just kidding. Perfect for
getting by chemsniffers. Use with macroplast guns for a virtually undetectable
combination. Most gun & ammo types available. All slugs are densiplast. Sorry,
- Standard ammo- Cost:6Y/round Availability: 4/3 days Index: 1
- Explosive- Cost:12Y/round Availability: 5/4 days Index: 1
- Gel- Cost: 8Y/round Availability: 6/4 days Index: 1.5
- Stun- Cost: 22Y/round Availability: 6/4 days Index: 1.5
- Tracer- Cost: 8Y/round Availability: 6/3 days Index: 1.5
- Flechette- Cost: 22Y/round Availability: 5/4 days Index: 1
- Needle- Cost: 10Y/round Availability: 6/3 days Index: 1.5
Don't go out undefended- or in bad taste. Cane swords are a traditional
way to arm yourself inconspicuously. A variety of styles to chose from. Cane
knives also available.
*to recognize as knife or sword
- Cane Sword- Concealability: 2/9* Reach: +1 Damage: (STR+1)M Weight: 1 Availability: 10/7 days Cost: 600Y Index: 2
- Cane Knife- Concealability: 2/9* Reach: +1 Damage: (STR+1)M Weight: 1 Availability: 10/7 days Cost: 600Y Index: 2
A 50cm haft with a 30cm cable at one end. A 500g densiplast mace head
is mounted on the end of the cable.
Two meters long and five centimeters thick with a blunt "point",
a lance can be used as a staff or like an old time knight's lance (at up to
A 70cm high impact plastic shaft with a 750g densiplast headball
Two meters long, tapering from about 8cm thick at the head to 3cm at
the butt. Set with metal or densiplast bosses and a 750g striking head.
A two meter bullwhip of reinforced polycarb filament, breaking strain
of about 1,500kg. Two types of attack are possible; the normal lash and the
wrap around attack. If the attacker scores more successes than the defender,
the whip is then wrapped about the defender, and a strength check is in order
to determine who gets pulled to who.
- Flail- Concealability: 3 Reach: +2 Damage: (STR+1)M Stun Weight: .75 Availability: 4/12 hrs Cost: 50Y Index: 1
- Lance- Concealability: - Reach: +2 Damage: (KPH/5)M Weight: 2 Availability: 4/12 hrs Cost: 60Y Index: 1
- Mace- Concealability: 4 Reach: +1 Damage: (STR+1)M Stun Weight: 1 Availability: 2/6 hrs Cost: 40Y Index: 1
- Tetsubo- Concealability: - Reach: +2 Damage: (STR+3)S Weight: 3 Availability: 5/24 hrs Cost: 500Y Index: 1
- Whip- Concealability: 6 Reach: +2 Damage: (Skill/2)L Weight: .5 Availability: 5/24 hrs Cost: 200Y Index: 1
Smoke & Gas Grenades
A popular item- available in motion arrest, 5 phase, 10 phase and 20
phase delays. Smoke/Gas dispersion takes place at 3m radius the first second,
2 more meters the second, and the final meter the third second. Note the cloud
deforms to fill the space that encloses it. Mini grenades fill their 4m radius
cloud instantly. Smoke & thermal smoke, Neurostun IX, Niref D, Mace XII and
Green Ring 4 available. (Yes, nerve gas grenades. Any character stupid enough
to use one deserves what they get.) Colorless and odorless gasses have visual
and olfactory tracer particles included in the grenade.
- Smoke- Concealability: 6 Weight: .25 Availability: 4/4 days Cost: 30Y Index: 2
- Thermal Smoke- Concealability: 6 Weight: .25 Availability: 5/4 days Cost: 40Y Index: 2
- Neurostun IX- Concealability: 6 Weight: .25 Damage: as gas Availability: 6/6 days Cost: 50Y Index: 2
- Green Ring 4- Concealability: 6 Weight: .25 Damage: as gas Availability: 10/6 days Cost: 80Y Index: 2.5
- Mace XII- Concealability: 6 Weight: .25 Damage: as gas Availability: 8/6 days Cost: 50Y Index: 2
- Niref D- Concealability: 6 Weight: .25 Damage: as gas Availability: 10/6 days Cost: 80Y Index: 2
- Mini smoke (either)- Concealability: 8 Weight: .1 Availability: 8/4 days Cost: 50Y Index: 2
- Mini gas (any but GR4)- Concealability: 8 Weight: .1 Damage: as gas Availability: 10/6 days Cost: 100Y Index: 2
- Mini Green Ring 4- Concealability: 8 Weight: .1 Damage: as gas Availability: 14/6 days Cost: 120Y Index: 3
A long standing favorite of city dwellers. Adds +4 to all tests for 20
minutes/body or willpower (whichever is higher) test sucesses vs. a target
number of four. Speed is instantanious. Uses taser ranges. 10 uses/container.
Concealability: 8 Damage: special Weight : .1
Availability: 2/24 hrs Cost: 20Y Index: .75
Green Ring 4
Same effect as Green Ring 3 in the NA Guide to Real Life, but persists
for only 10 minutes.
A nervous system stimulator, Niref D forces anyone inhaling it to pass
a body test (target 12) or add 8 to all their target numbers. This effect lasts
or 30 seconds after the victim stops inhaling the gas. Niref D is highly
unstable and will fully oxidize in 3 minutes. Speed is instantaneous.
Dr. What's favorite killing drug! As soon as the dose is injected,
the drug causes nerve pain (body 8 test to resist) adding +4 to the victim's
target #'s. At the end of the turn when the poison was injected, the target
must attempt to resist the poison. If it inflicts a deadly result, the pain
increases to extreme levels. The victim falls, screaming uncontrollably, and
dies in 10 minutes if not treated successfully. If the poison does less than
deadly damage, the pain diminishes to dull irritation. Injection only. 40Y/dose.
Part 2 Electronics
Blocks all radio communication on selected band or on all bands
designated for two-way short range communication. Range can be set at 10m to
up to 500m. 100Y, availability: 5/36 hrs.
Sends a radio "white noise" signal powerful enough to disrupt any
PANICBUTTON(tm) in the area. 20m range. 200Y, availability: 8/48 hrs.
Sends an oscillating radio signal out on portable phone/portacom
frequencies. Keeps units within 10m from functioning, interferes with units
up to 50m away. May attract the attention of the phone company (target # of 8,
1 hr. response time if in class B or above area.) 20Y, availability: 4/24 hrs.
The Ultrasound Detector listens for the high frequency sounds emitted
by an ultrasound sight, emits a warning beep and triggers the distorter. The
distorter sends out the same frequency sound as the sight, interfering with
the sight. The sight is practically useless when the distorter is in effect.
Concealability: 8 Weight: .2 Availability: 8/48 hrs Cost: 1500Y
Radio Transmission Scrambler
Similar to the crypto-circuit headware device, this is a non-cyber
version that functions in the same manner. Most radios can be adapted to accept
- Level 1-4 Availability: 5/24 hrs Cost: Level x 1,000Y Index: 1
- Level 5-7 Availability: 5/24 hrs Cost: Level x 2,000Y Index: 1.25
- Level 8-9 Availability: 6/36 hrs Cost: Level x 3,000Y Index: 1.5
- Level 10 Availability: 8/36 hrs Cost: 50,000Y Index: 1.25
Similar to the Scramble Breaker HD, this is a non-cyber version. Most
radios can be adapted to fit one.
- Level 1-4 Availability: 5/36 hrs Cost: Level x 2,000Y Index: 1.5
- Level 5-7 Availability: 5/36 hrs Cost: Level x 4,000Y Index: 1.75
- Level 8-9 Availability: 6/36 hrs Cost: Level x 5,000Y Index: 1.75
- Level 10 Availability: 9/36 hrs Cost: 60,000Y Index: 1.7
Hearing amplifiers work in the same way as cyber hearing amp. They
consist of a pick-up/amplifier and ear plugs/headphones. They come in ratings
- Standard- Concealability: 12- (2 x Rating) Weight: .2 x Rating Availability: 4/24 hrs Cost: 200Y x Rating Index: 1
- Micro - Concealability: 12- Rating Weight: .1 x Rating Availability: 6/36 hrs Cost: 500Y x Rating Index: 1.5
When in operation, the unit's exact positioning and elevation relative
to sea level or street level can be displayed. Interfaces with standard
Concealability: 6 Weight: .5 Availability: 5/4 days Cost: 1500Y
Tired of bulky, indiscreet goggles? Our new line of vision enhancement
sunglasses is for you. Available in thermographic, smartgun display and flare
compensation (options are now stackable!)
- Thermographic- Concealability: 12 Weight: .1 Availability: 4/24 hrs Cost: 2600Y Index: 1.25
- Smartgun- Concealability: 12 Weight: .1 Availability: 4/24 hrs Cost: 1950Y Index: 1
- Flare comp.- Concealability: 12 Weight: .1 Availability: 5/24 hrsCost: 2000Y Index: 1.5
Portable Motion Detector
Take security with you! Sounds a LOUD alarm when anything within its 90
degree range of vision trips its light & infrared sensors. Can also be set to
activate URA (Universal Remote Activation) compatable devices (in 2051,
everything from lamps to toasters are URA equipped.) Opposed success test
rating vs. stealth of anyone moving less than 1/2 meter/turn. Anyone moving
faster than 1/2 meter per turn automatically sets it off. Rated 1-5.
Weight: 2 Availability: 4/24 hrs Cost: 200Y x Rating Index: 1.25
Specially designed to feed keypad locks a series of passcode sequences
based on very advanced mathematical algorithms. The device must be attached to
the keypad's circuits. Available in ratings 1-6.
Weight: .5 Availability: (Rating x 2)/10 days
Cost: Rating x Rating x 500Y Index: Like it's legal
Retinal Pattern Input Device
Want to use that retinal duplication cybereye mod.? This device scans
in a retinal pattern, then outputs it to your cybereye. Ratings 1-9.
Concealability: 4 Weight: .5 Availability: 10/6 days
Cost: 1000Y x Rating Index: 4
Retinal Pattern Duplicator
Scans in retinal pattern then projects it on a cybereye-like device.
Concealability: 3 Weight: 1 Availability: 14/10 days
Cost: 60,000Y x Rating Index: Yeah. Right.
Checks incoming light for analogous frequencies. Roll rating vs.
target # based on laser system & how clean air is. Detects any laser (including
targeting lasers, so beware false alarms.) Ratings 1-6. To see if the detector
senses a laser system, roll its rating vs. a target number of three times the
rating of the laser system, plus any modifiers from the table below.
Air Quality Modifiers
+6 for filtered air in airlocked area
+3 for filtered air in area rooms
away from ouside air
+0 for filtered air
-3 for unfiltered air
-6 for dusty or very damp air
Concealability: 6 Weight: .3 Availability: 8/72 hrs
Cost: 5000Y x Rating Index: 1.75
Magnetic Anomaly Detector
A hand-held wand-type metal detector. Ratings 1-4.
Concealability: 3 Weight: 1 Availability: 8/4 days
Cost: 5000Y x Rating Index: 2
Chemical Detection System
A hand-held wand-type chemsniffer. Ratings 1-3.
Concealability: 3 Weight: 1 Availability: 12/6 days
Cost: 70,000Y x Rating Index: 1.25
This device requires a small sample of the compound to be analyzed in
order to determine its chemical composition. The analyzer will provide the raw
chemical composition or breakdown, common or industrial compound names, and
will prepare a short precis on the applications and properties of the material
in question. A data display device is needed for output. Ratings 1-6, functions
at chemistry skill = rating +2.
Concealability: 5 Weight: .5 Availability: 4/5 days
Cost: 7500Y + 2500Y/level Index: 1
Characters using a portable gas detecting system must roll a number of
dice equal to the system's rating against a target number of six at the first
exposure to the gas, and again at every additional second of exposure, adding
-1 to the target number for every additional second of exposure. However, some
gases are easier to detect than others. For example, the Neuro-Stun series is
particularly difficult to detect, and the detection system receives no modifiers
to detect these gases. Characters wearing, or in the proximity of, a gas
detector may make a Surprise Test to take appropriate action if they have a
delayed action available (or act on that combat phase) and are receiving their
initial exposure to the gas in the combat phase in which the gas detector
sounds the alarm.
Concealability: 4 Weight: .5 Availability: (Rating x 3)/7 days
Cost: (Rating x Rating) x 5000Y Index: 2
The spectrometer will provide the raw chemical composition or
breakdown, common or industrial compound names, and will prepare a short precis
on the applications and properties of the gas in question. It provides a -2
modifier to the perception test for recognizing the presence of a gas. A data
display device is needed for output. Ratings 1-6, functions at chemistry
skill = rating +2.
Concealability: 5 Weight: .5 Availability: 4/5 days
Cost: 7500Y + 2000Y/level Index: 1
Part 3 Armor and clothing.
Armor Street Clothes
Tired of looking like a corp suit or salaryman just because you need
the armor protection? Now you can dress in the latest street fashions yet not
give up your security.
Concealability: 12 Rating: (3/1) or (2/2) Weight: 1.5
Availability: 3/24 hrs Cost: 500Y Index: .8
Thermal Regulation Suit
Keep warm or cool from -5 degrees Celsius to 35 degrees Celsius. The
Gel Paks last for 108 hrs. The suit does not hamper IR detection of the wearer.
Fits easily under clothes or armor.
Concealability: 14 Weight: 2 Availability: 6/48 hrs Cost: 8000Y
Black armored singlesuit- just like the Shadowrunners on trid wear. Buy
now and we'll throw in a ninja style hood free. Created expressly for people
named Dave. Not stackable with formfitting armor.
Concealability: 12 Rating: (4/1) Weight: 1.5 Availability: 6/48 hrs
Cost: 800Y Index: 1
The military issue "X-E" suit stops gases that will diffuse through
Concealability: - Rating: 15 Weight: Body x 1.5
Availability: 18/14 days Cost: 15,000Y Index: 2
A full line of synthleather fashion gloves from Vashon Island with a
little extra something set into the knuckles and along the edge of the hand: a
special formation of thin macroplast with the density of lead. The macroplast
is so thin that it doesn't show, so you can't tell it's there unless you pick
the glove up.
Concealability: - Reach: 0 Damage: (STR+1)M Stun Weight: .2
Cost: 350Y Availability: 4/36 hrs Index: 1
Part 4 Cyberware.
The biomonitor consists of sensors in the lungs, heart, major arteries,
adrenal gland, major muscle groups and central nervous system. It displays
information such as heart rate, blood pressure, sugar & oxygen consumption,
adreanaline/noradreanaline and endorphine levels to the user through a display
link. The user can then adjust his or her actions to maximize his or her
potential. +2 dice to athletics.
Essence: .5 Availability: 4/36 hrs Cost: 40,000Y Index: 1
Cyberarm Add-in Options
Bio-injector Built into a cyberarm, it's undetectable.
Shock Inducer Like a shock glove, but part of your hand.
TaserTouch Induces taser effects on contact.
- Bio-injector- Ammunition: 4(b) Damage: 5L+drug Availability: 14/96 hrs Cost: 30,000Y Index: 1
- Shock Inducer- Damage: 7S Stun Availability: 8/48 hrs Cost: 2,000Y Index: 1
- TaserTouch- Damage: 10S Availability: 8/4 days Cost: 2,000Y Index: 2
Ultrasound Vision Modification
See in complete darkness, through smoke or visual illusions. Works like
a bat's radar. However, it becomes very hard to differentiate between like
objects- recognition tests are at +4.
Essence: .8 Availability: 14/7 days Cost: 25,000Y Index: 1.5
Part 5 Miscellaneous.
Synthetic Print Duplication Equipment
Needed for making false palm prints. 500Y. Supplies to make one print
are 200Y/rating point, ratings 1-4. Availability: 4/12 hrs.
Corrosives come in epoxy-like containers, and mix in the air as they
are sprayed on. Do not breathe fumes (6M damage.) They will eat through
anything in 30 seconds. The compound dissolves 8000 x Rating/Barrier Rating
cubic centimeters per container.
- Compound 1- Concealability: 4 Rating: 1 Weight: .4 Availability: 5/48 hrs Cost: 1000Y Index: 2
- Compound 4- Concealability: 4 Rating: 4 Weight: .4 Availability: 8/7 days Cost: 4000Y Index: 4
Available on spools in multiples of 10m, 2Y/meter.
Folding Pocket Optical Binoculars
Seven power binoculars that fold small enough to slip in you pocket.
Concealability 8. 50Y.
Swiss Army Knife
An all-purpose utility tool. Don't even think of leaving home without
Made of duraplast fibers, this stuff is TOUGH (breaking stress of over
1000 kg.) A perfect compliment to the Swiss Army Knife, especilally if you
happen to be named McGyver. 10Y/35m.
For years the best in the flashlight biz. Adjustable beam, waterproof,
shock-proof. Doubles as a club. Comes in 3, 4, 5 or 6 cell sizes. 40Y, 60Y,
80Y, 100Y respectively.
Swiss Army Chronograph
A superior timepiece. Waterproof, shockproof, scratch resistant.
Stopwatch, alarm, countdown timer. Resets itself to the broadcast standard time
once every 24 hrs or on command. 120Y.
Place over the top of monowire to ensure a safe passage. Wrap around
you for (2/0) protection. Can also keep you warm on those winter stake-outs.
See Through Paper Spray
Makes ordinary papers temporarily transparent. Simply spray the paper
for a few seconds and you can see what's beneath it. Works with most papers,
including brown kraft paper. Will not work with plastic composite papers. Dries
in about 30-60 seconds, leaves no scent or stain & won't affect the material
inside. Nonflammable, non-toxic. 20 applications/bottle, 15Y.
When used in conjunction with a laser detector, guarantees the detector
will find the beam. Makes visble spectrum lasers evident to the naked eye.
May set off sensetive detectors (roll rating of laser system vs. a target # of
6). 50Y, availability: 4/24 hrs. 20 uses (40cu.m)/can.
Johann Brinkman Button (for you Cyberpunk players who read this)
Stylish 7cm diameter button shows a picture of Johann Brinkman and
reads "Have you seen me?" 2Y.
Thanx go to Darkman, Darkwing and YoYo.
Comments/Questions/Flames go to:
James L Finney (firstname.lastname@example.org)