Skip Navigation LinksMetaCyber>GM>Supplements>Gadgets & Gear
MetaCyber
 
 
GM
Dark Champions Ultimate Vehicle Vehicle Sourcebook Gadgets And Gear
 
 
 
GADGETS AND GEAR
Stock #: DOJHERO210
ISBN: 1-58366-031-3

152 pages, Trade Paperback, Perfect Bound
Retail: $26.99
Author: Steven S. Long
Artists:James Ryman (cover), various (interior)
Available Now!
Handy bits of Equipment are all part of a Runner's stock and trade. Devices are an important part of a MetaCyber camapaign, and though nominally intended for the superhero genre this supplement provides a good deal of content that is applicable.
SUPER WEAPONS
Many of the "Super Weapons" listed in this section are perfectly fine for a MetaCyber campaign. Recommended devices are noted below.
WEAPON TRANSLATION
The below translator lists all of the weapons from Gadgets & Gear that are available in the MetaCyber setting and gives the Manufacturer of that item and its Designation.
More information about each kind of weapon is given throught this document.
GADGET & GEAR WEAPONS
Select Gadget & Gear Weapon:
Manufacturer:
Designation
BLASTERS
If there is one thing that all Runners can agree on, its that guns matter. While the standard sort of weapon in the MetaCyber campaign are projectile based, there are some higher tech weapons floating around on the fringes. It should be noted that the blasters can take the Real Weapon Limitation, and most can take the Beam Limitation as well.
THE PULSON WEAPON SERIES
This series of weapons exists as is in the MetaCyber setting. There are three primary vendors of this technology as indicated by the adjoining table.
PULSON WEAPONS
Manufacturer Models
 
Fuchi-karawa  Fuchi-karawa offers a line of the standard versions up to Rifle, and a premium line of hand-tooled versions (the Strong variant), but these are very rare (require the 10 point Improved Equipment Availability Perk).
 
Norn-Tek Norn-Tek is the market leader for Pulson weapons; they offer the standard versions, and the Focused and Wide Beam variants. They also produce a premium line of unusual form factor versions.
 
Zabijak This scrappy little Czech company has a licence agreement w/ Norn-Tek. They provide upgraded versions under their Zapalit (zah-pah-lit) line; each of the up-gunned variants is represented (Boostable Pistol, Faster Fire RF Pistol, Sniper and Aim By Eye Rifle, Targeting Computer Assault Rifle, Automatic Fire Cannon and Mega Cannon).
 
Characters must have at least the 5 point Military Availability Perk to gain access to these weapons, and some versions require the 10 point Availability Perk.
Specific model numbers are given in the translator provided at the top of this document.
EXOTIC PULSON BLASTERS
The Blaster Cane, Blaster Gauntlet, and Bracer Blaster are all offered by Norn-Tek as a premium line they call Variant Form Factor (VFF). They offer the standard and Better Battery variants, and the Auto-Blaster variant of the Bracer Blaster. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them.
COMPRESSED AIR BLASTER
Gallo offers the Compressed Air Blaster, which they call the Gallo 6-30 ACG. A semi common after market kit can be acquired to upgrade one to the Strong variant. This weapons system was specifically designed for the Red Legion, and is not easily attainable. Characters must have the 10 point Improved Equipment Availability Perk to gain access to them, or a very good relationship (contact) with either the Red Legion or Gallo.
MICROWAVE GUNS
Norn-Tek offers the ME-3, a version of the Heat Ray Pistol that is Microwave based, but it has some issues (use the Experimental variant). Fuchi-karawa has a more stable version called the Meltaray-9, but its output isnt as good (use the Weak variant).
Both are actually larger than "pistols", being similar in size to a submachine gun. Overall the technology is not quite there yet and a lack of demand prevents much R&D being done on it. In either case characters must have the 10 point Improved Equipment Availability Perk to gain access to them
LASER WEAPONS
Laser weapons exist, but they are largely eclipsed by Pulson and standard Projectile firearms. A few primarily North American based companies offer them however.
LASER WEAPONS
Manufacturer Models
 
Jones & Strat This NorAm giant produces a standard version of both the Pistol and Rifle
 
Gallo Gallo pioneered this technology for the New Colonial government a few decades back and have an edge; they produce the Strong variant of both the Pistol and Rifle. They also provide a Sniper version with an advanced self-recharging battery.
 
Corelli This Italian company makes both a standard and Strong version of the Pistol.
 
The primary difference between Lasers and Pulsons is that Lasers are Killing Damage based; they have the same acquistion requirements.
 
Gallo Avenging Eagle LRL5 Laser Sniper Rifle
Rifle: Killing Attack - Ranged 6d6 (vs. ED), Increased Maximum Range (3,375"; +1/4), Reduced Endurance (0 END; +1/2) (157 Active Points); Extra Time (Extra Segment, -1/2), Required Hands Two-Handed (-1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), Beam (-1/4); Real Cost: 57 points
 
NOTE: Some kind of scope is usually used in conjunction with this weapon.
SONIC BLASTER
Norn-Tek offers the SD-12a "Sonic Devastator" weapon system (the standard writeup). An unusual weapon that looks more like a "lantern" style flashlight but with an integrated cuffed grip and a ring of speakers around a larger woofer style speaker in the middle of a round aperature at the business end.
This device emits a series of modulated low wavelength sound waves that can cause suprising damage. Due to its odd form factor, the adapter to allow them to be mounted on a Hardpoint costs ~2,500 credits.
A working prototype, only about 1000 of these have been made; about 750 were recently distributed to various Sec-Forces, military forces, and major gun dealers to feel the waters and see if there is a viable market for the technology. Some of these fell into the black market and are available to interested parties. Characters must have the 10 point Improved Equipment Availability Perk to gain access to them.
GAS WEAPONS
Some of the more "realistic" examples in this section work fine for MetaCyber campaigns.
CORROSIVE GAS PELLET PROJECTOR
Gallo produces the Llama LG-5b, which uses the standard write up. Characters must have the 10 point Improved Equipment Availability Perk to gain access to them. This gun is usually called a "Loogey" on the street.
KNOCKOUT GAS PELLET PROJECTOR
Gallo produces the Albatross NLG-3, which uses the standard write up. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them.
MELEE WEAPONS
Some of the more "realistic" examples in this section work fine for MetaCyber campaigns.
BUZZSAW GUANTLET
This device is actually produced as a (unusual) Cybernetic attachment that takes Restrainable at the -1/2 level rather than Focus, but otherwise the write up is usable as is.
ELECTRIFIED SWORD
Yukio makes a number of high-tech swords, including a version like this, but use the Strong variant and add "No Knockback; -1/4".
MONOMOLECULAR SWORD
Yukio makes a number of high-tech swords, including a version like this, but it is not monomolecular; rather it is laser sculpted. Add "No Knockback; -1/4). There are even better versions of this weapon made, but they are rare and expensive. Versions of up to 3d6 exist.
QUESTIONITE CLAWS
A version of this idea is actually a relatively common form of Cybernetics. Write ups are provided for these in the Cybernetics section.
STEEL WHIP
Such weapons exist, but they are unusual. All of the variants except Bullet Deflection are possible. Such a device could be installed as a retractable Cybernetic device, in which case replace OAF with Restrainable and refactor the cost accordingly.
MUSCLE POWERED RANGED WEAPONS
Some of the more "realistic" examples in this section work fine for MetaCyber campaigns.
DROPPED MARBLES
This low-tech trick is certainly available in the MetaCyber setting.
GRENADES, MINI GRENADES, THROWING PELLETS
All of the listed grenades are available. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them, except EMP Grenades which require the 10 point Perk (and should be closely monitored by the GM).
SUPER BOW AND ARROWS I
The following Arrow types are available in a MetaCyber campaign:
  • Broadhead
  • Chisel Point
  • Acid
  • Blunt
  • Exploding
  • Grapnel
THROWING BLADES
This low-tech weapon is certainly available in the MetaCyber setting. However, the normal means of taking a Weapon Familiarity and using Throwing Blade weapons from the Weapon Chart is perhaps more viable unless a character wanted their Throwing Blades to have unusual properties like the Sharp or Multiple Blade variants.
RESTRAINING WEAPONS
Some of the more "realistic" examples in this section work fine for MetaCyber campaigns.
CAPTURE FOAM PROJECTOR
Gallo produces the C-Foam series of weapons. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them. The following lists the variants and the weapon designation:
  • NLA-7: standard write up
  • NLA-7c: Coherent Stream variant
  • NLA-7s: Stream Spreader variant
  • NLA-8: Grenade Launcher variant
GLUE GRENADES
Gallo produces the C-Foam series of weapons, which includes these Grenades (use the standard version). Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them.
PARALYSIS DART PROJECTOR
Corelli and Gallo both make versions of this weapon. Use the standard write up with the Dart Pistol and the Realistic Dart Options for both.
MISC WEAPONS
Some of the more "realistic" examples in this section work fine for MetaCyber campaigns.
BLADESHOOTER
This takes the form of an (uncommon) Cybernetic device usually installed in an arm. Replace OAF w/ Restrainable at the -1/2 level. All of the listed options are available.
COMBAT ANALYZER
The Weak variant is available, however replace OAF w/ Restrainable at the -1/4 level and "Sight Based; -1/4".
Similar devices are available as Cybernetics in the form of Combat Assist Computers (CAC's). These are described in depth in the Cybernetics section.
GRENADE LAUNCHER BACKPACK
Norn-Tek makes the MMP-801; use the standard write up. Characters must have the 10 point Improved Equipment Availability Perk to gain access to them.
MINI MISSILE LAUNCHER
Zabiyak makes the Smrticia Ruka SSB; use the standard write up. Characters must have the 10 point Improved Equipment Availability Perk to gain access to them.
MULTI-BRACER
A small independent German company called Varstucker makes the Vielefaust 2000; use the standard write up. Varstucker is hungry for market share so they'll sell to anyone that can afford them.
WRIST-ROCKETS
Zabiyak makes the Smrticia Ruka VBSB; use the standard write up. The Capturefoam, Flare, and Frag Rocket options are available as well. Characters must have the 10 point Improved Equipment Availability Perk to gain access to them.
DEFENSIVE GADGETS -- POWER ARMOR
Powered Armor using FOCI is allowable in a MetaCyber campaign, within reason. It is also allowable to build Powered Armor as a vehicle (see The Ultimate Vehicle for an example).
Either way, Powered Armor is rare and much less capable than a superheroic equivalent. There are primarily three companies that can mass produce Power Armor on any scale, though there are some smaller players who can turn out one offs.
They are Norn-tek, Yamamoto, and Varstucker. Of the three, Norn-tek is the most prolific, Yamamoto turns out more refined systems, and Varstucker (a much smaller company than the other two) is new and hungry and willing to put some extras in to make a sell.
POWERED ARMOR STANDARD PROTECTION
The basic Powered Armor system in G&G is allowable using the Standard and Weak variants; the Strong variant should be relatively rare and expensive. Characters can use the Weak variant, but must have the 5 point Improved Equipment Availability Perk to gain access to the standard version, and the 10 point Perk to gain access to the Strong version.
The following "Powered Armor" add ons are allowed:
  • Resilience Augmentation
  • Weakness Proofing
  • Communications Suite
  • Closed Communications Suite
HELMET SYSTEMS
The following Helmet systems are available:
  • Polarized Lenses
  • Sensory Enhancements
CHESTPLATE SYSTEMS
The following Chest Plate systems are available:
  • Spotlight
  • Strength Augmentation
GAUNTLET SYSTEMS
The following Gauntlet systems are available:
  • Claws
  • Fingertip Toolkit
  • Palm Pulson Blaster
BOOT SYSTEMS
The following Boot systems are available:
  • Rocket Skates
  • Springboots
ARTIFICIAL LIMBS
This is allowed; each limb is called a "hard point" and can be used to mount weapons that would normally require a hand to hold and operate. Hard Points have an effect on a character's initiative in Close Quarters Combat; they suffer a -1 DEX penalty only for determining when their Phase starts for each Hard Point when fighting in a cramped or cluttered area.
Hardpoints are detailed in the Cybernetics section. The Powered Armor version is identical save that it takes the Focus Limitation.
GAUNTLET MOUNTED MACHINE GUN
This is a favored option; however another option is to take some other weapon and mount it to a Hardpoint (as described above under Artificial Limbs), which has the advantage of allowing the weapon to be used normally, exchanged, lent out, and so forth.
SHOULDER MOUNTED WEAPONS
A version of any weapon normally available can be modified to this purpose by a skilled gunsmith.
DEFENSIVE GADGETS
Some of the devices described are viable in a MetaCyber campaign.
STEALTH SUIT
Yukio produces the VF509-A suit; use the Weak variant. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them.
FORCE FIELD HARNESS
Yukio and Yamamoto both produce versions of this device. The Yukio SOV338 uses the Realistic variant, while the Yamamoto Executive Assurance (EA 1000c) system uses the Weak variant and the Concealed Harness option (apply IIF to the Weak variant).
Force Field tech is bleeding edge, so apply the Experimental Option to both versions. Characters must have the 10 point Improved Equipment Availability Perk to gain access to them and must have a justification for it if they want this device; it's simply not available to the masses yet and is hideously expensive.
HELMETS
Helmets are commonly used, even if not part of a suit of Power Armor or other defensive garment. They grant too many benefits to not be utilized for their own sake. Most of these Helmets are made by the same three companies that make Power Armor (listed above), but some are offered semi-randomly by other companies. The following Helmets are available in a MetaCyber campaign:
  • Fishbowl
  • Pulson Projector
  • Utility
QUESTIONITE AUGMENTED SKELETON
This is actually a form of Cybernetics and is relatively common. Most people with extensive Cybernetics work have this added as a matter of course, since it provides their body a great deal more capability to bear up under other Cybernetic bits. They are not actually made of "Questionite" since no such material exists in the MetaCyber campaign; they are just some kind of super hard steel alloy, titanium, or the like.
MOVEMENT
Only a few of these devices are appropriate for the MetaCyber setting; they are listed below.
LINEGUN
Norn-Tek produces the GG-342 Scaler; use the standard version.
SUPER CHUTE
Norn-Tek produces the GG-809 Paraglider; use the standard version.
WING HARNESS
Norn-Tek produces the GG-522 Jumper; use the standard version but add the "Must Land At The End Of Each Phase; -1/2" Limitation. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them.
SENSORY GADGETS
Many of these devices are appropriate for the MetaCyber setting; they are listed below.
AUDIO ENHANCING EAR PHONES
Several companies produces these including Yukio and Yamamoto; Shiba makes the best ones though.
PORTABLE RADAR ARRAY
Shiba, Norn-tek, and Yamamoto all make these. Use the standard and Strong variants for Yamamoto, the Strong and Omnidirectional variants for Norn-tek, and the Omnidirectional and Stealth variants for Shiba.
SIGHT ENHANCING GOOGLES
Several companies produce these but Yoshiro makes the best (and most expensive). Use the OIF version for Yoshiro, and the OAF version for other companies. Yoshiro can even make IIF contact versions; they're just on a different level when it comes to ocular enhancements. X-Ray goggles are not available.
TACTICAL COMPUTER
This is an extremely common device in the MetaCyber campaign; many characters have some version or other. Additionally there are Cybernetically installed versions (replace OAF with Restrainable at the -1/4 level). All the major electronics and Cybernetics companies make them, but many feel that D'Arkoni Computational Devices (DCD) make the best ones.
COMMUNICATIONS GADGETS
Many of these devices are appropriate for the MetaCyber setting; they are listed below.
HOMING TRACER
This is a common device in the MetaCyber campaign and all the major electronics companies make them. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to the standard version or the 10 point Perk to gain access to the Strong variant or the Broad Signal variant.
RADIO COMMUNICATOR, BASIC
This is a common device in the MetaCyber campaign and all the major electronics companies make them.
RADIO COMMUNICATOR, ADVANCED
This is a common device in the MetaCyber campaign and all the major electronics companies make them. Characters must have at least the 5 point Improved Equipment Availability Perk to gain access to them.
SIGNAL FLARE GUN
This is a common device in the MetaCyber campaign.
BOOTS
Many of these devices are appropriate for the MetaCyber setting; they are listed below.
BLADE BOOTS
This is available either as equipment or as a form of Cybernetics. Either way they are fairly easy to acquire.
CLING BOOTS
Yukio and Norn-tek both make devices of this nature. Use the Realistic variant for both, and the Weak variant for Norn-tek. The Yukio version is based on molecular cohesion which is a proprietary technology for them at this point, while the Norn-tek version is based on advanced vacuum-assited suction.
Other companies used to make versions similar to the Norn-tek versions but they all discontinued their lines when Yukio released their molecular cohesion version due to marked drops in sales.
ROCKET SKATES
Versions using the "Realistic" variant are available, but are uncommon.
SPRINGBOOTS
Versions using the Compressed Air variant are available from Norn-tek and Varstucker, but are uncommon. Apparantly the sometimes embarrasing landings leave cool-conscious Runners unwilling to risk the ridicule.
Varstucker is working on developing a more easily navigated version (the Accurate variant), but its not worth Norn-tek's time.
GLOVES AND GUANTLETS
All of the devices in this section are appropriate to the MetaCyber campaign. The Shock Glove requires characters to have at least the 5 point Improved Equipment Availability Perk.
MASKS
All of the devices in this section are appropriate to the MetaCyber campaign. The Defensive Mask is only available in the Weak variant and requires characters to have at least the 5 point Improved Equipment Availability Perk. X-Ray lenses are not available for the Sense Enhancing Mask.