This page gives the varieties of equipment available in the Spheres setting, as well as other material or immaterial possessions which characters may wish to have.

These rules require percentile (D100) and six-sided (D6) dice.

Normal rounding is assumed in all cases where rounding is used at all. That is, fractions below one-half are rounded down, while fractions one-half or above are rounded up.

No introduction to roleplaying is given here; it is assumed that anyone who has actually found these rules will be familiar enough with roleplaying and gaming to understand most concepts in the Spheres game.

Assuming that you already have a character who has certain skills, you will probably want that character to have possessions with which she or he can influence the world, remember bygone events, communicate with others or just save his or her butt.

Alternately, you may wish to go back to the main Spheres rules page, the overall Spheres page, my page about SF and RPG's, or my main page.

Index

Part 1: Basic Concepts

Concepts included here:

Price

All prices are given in AlphaBank Dollars (A$, or simply $). There is no single currency which is accepted throughout Known Space, but the A$ is the one that comes closest.

Prices naturally vary from settlement to settlement. Prices will, as always, reflect the demand for a thing and the scarcity of it. Quality, exact quantity and many other things may vary widely, causing similar variations in price. The prices given here may be taken as averages only; players should consult the GM before assuming any price will hold true in a given situation.

Index

Mass

All physical possessions that may be carried are rated as to their mass. This is important when determining how encumbered a character is. Masses are rated in Kilograms (KG), or occasionally Grams (G) or Tons (T) when necessary.

Index

Restriction Class (RC)

All forms of possessions are also rated as to their Restriction Class, or RC. This is a rating of how difficult an item typically is to acquire, and how severely governments tend to police possession of such items. RC's range from 0 (things which are totally unregulated) to 12 (things which tend to be completely prohibited for everyone, regardless of rank or situation). Some examples of the different RC's follow:

RC Type Examples
0 Unrestricted Air, water
1 Civilian, harmless Furniture, clothing
2 Civilian, conceivably harmful Personal commlink, rico, kitchen knife, flashlight, fashion cybernetics
3 Civilian, possibly dangerous Hatchets, over-the-counter medicine, info access
4 Civilian, restricted Civilian vehicles, infopro, vacuum gear, low-grade cybernetics
5 Civilian, high-grade restricted Neural jacks, radio telescopes
6 Secured, low-grade Stun weapons, other civilian personal defense equipment, zeppelins
7 Secured, medium-grade Airguns, daggers, combat knives
8 Secured, high-grade Hunting weapons, cyclotrons, fusion generators, high-grade medicines, civilian ships
9 Military, low-grade Military handguns, most combat cybernetics
10 Military, medium-grade Automatic weapons, military demolitions equipment
11 Military, high-grade Artillery, shipboard lasers, conventional missiles
12 Military, restricted BTST’s, other bioweapons, nuclear weapons, AM weapons, captured Tripod technology
Index

Technology Level (TL)

Every item is also rated for its Technology Level, or TL. This represents the degree of technological progress that a civilization must have to produce the given item. The TL's are rated from 0 (effectively no technology) to 32 (far beyond the dreams of humanity). The average within Knorn Space is 24. Some examples follow:
TL Approximate Dates (Earth equivalent) Description Major Forms of Technology Life Expectancy
0 Pre-1.5 million BCE Early primates Tools, families <40
1 1.5 million - 200,000 Homo erectus Fire, language, stone tools 40
2 200,000-40,000 Neanderthal Purpose-built stone tools, clothing 41
3 40,000-10,000 Cro-Magnon Music, clay statuary 41
4 10,000-3000 Neolithic Age Agriculture, pottery, metals, the wheel, domesticated animals 42
5 3000-1500 Early Civilization Writing, cities, bronze, states, law codes, chariots 43
6 1500-1000 Early Iron Age Iron tools, accurate calendars, pi to many digits, cavalry 45
7 1000-300 Classical Age Geometry, philosophy, modern-sized states 48
8 300 BCE - 200 CE Grand Empires Road networks, standardized measures, cement, stone arches 50
9 200-900 Post-imperial Compass, abacus, printing, mathematics with zero, gun powder, optics 52
10 900-1450 Middle Ages Iron plow, banking, paper money, gothic architecture, universities 55
11 1450-1700 Enlightenment Moveable-type printing press, steel, gunpowder weapons 57
12 1700's Age of Discovery Newtonian physics, modern medicine, modern democracy, chemistry 60
13 1800's Industrial Age Industrial machines, modern corporations, global trade, global empires, standing armies 64
14 1900-1940 Electric Age Radio, vaccines, automobiles, airplanes, refrigeration 68
15 1940-1975 Consumer Age Plastics, TV, nuclear energy, near-space exploration, electronic computers 72
16 1975-2010 Information Age Personal computers, virtual reality, early infopro, globalization, digitalization 77
17 2010-2030 Biotech Era White bacteria, promorphic vaccines, hydro/aeroponics, memoplast, synthetic spider silk, STL K-D 81
18 2030-2060 Nanotech Era Nanotech, fusion reactors, holopro, neutral-DNA transplants, MIGS (matter-injection graviton sorting), direct neural interfaces, voice-controlled systems 86
19 2060-2090 FTL Era FTL K-D, COSUL's ( super lubricants), braintaping/PER, orbital towers 92
20 2090-2130 Pre-Wall Inforate, full-body transplants, BTST (bio-tipped slugthrowers), Aegisite 97
21 2130-2160 The Wall Gauss weapons 103
22 2160-2190 Post-Wall Advances Antimatter weapons 109
23 2190-2210 Recent history TAPPRO (tachyon particle projection), plasma handweapons, field harmonics 116
24 2210-present Current/contemporary 122
25 n/a Ahead of the curve; next wave 129
26 n/a Practical limit of current research 137
27 n/a Conceivable but not currently practical Black hole weaponry 144?
28 n/a Possibly practical within a few decades Force fields 155?
29 n/a Possibly never practical 166?
30 n/a Furthest limits of theory Reality-switching, Dyson spheres, Ringworlds 180?
31 n/a Pure speculation Chronon/gluon spin engineering, time travel ?
32 n/a Difficult even to conceptualize Immortality ??
Index

General Equipment

Item Skill EML mod

Power/Batteries

TL RC Cost (A$) Mass Notes
Animal repellant n/a 0 n/a 50 0.10 Spray bottle of 20 doses; must be bought for specific animal types
Autograpnel Recoil Shortarm -10 1x III 7 500 2.00 Shoots up to 20 m.
Autogun monitor (Auto targeting) 0 1x IV 10 750 3.00 Automatically detects and shoots targets within 20-50 m. doesn't include gun
Binoculars Sensor systems 0 3 200 1.00
Biofuel, standard Biotech systems 4 5 1.00 Per liter
Biofuel, exotic Biotech systems 7 100 1.00 Per liter
Bug jammer Sensor systems 0 8 250 1.50 Jams bugs in c. 10 m radius
Bug, micro, audio only Sensor systems -10 10 400 5 gm Records up to 10 hours of audio; -90 EML to detect; can transmit scrambled signal up to 1 KM
Bud, micro, video Sensor systems -10 10 750 5 gm Records up to 3 hours of video; -90 EML to detect; can transmit scrambled signal up to 1 KM
Bug, mini, audio only Sensor systems -10 9 50 0.01 Records up to 24 hours of audio; -30 EML to detect; can transmit scrambled signal up to 3 KM
Bug, mini, video Sensor systems 0 9 Records up to 12 hours of video; -30 EML to detect; can transmit scrambled signal up to 3 KM
Bug, tap – See tap, commline
Bug/Tracer detector Sensor Systems 0 7 200 0.75
Camera, basic 3D Optical Systems 0 1x III 4 150 0.75 Basic 3D; 5 hours per tab
Camera, basic vid Optical Systems 0 1x III 4 150 0.75 2D only; 10 hours per tab
Camera pen Optical Systems -10 1x II 5 100 0.02 2D only; 2 hours of high-quality video per tab; can be remotely monitored
Camera, professional 3D Optical Systems 10 1x III 4 500 1.50 Full 3D; 3 hrs per tab
Chainsaw Chainsaw 0 1x II 4 350 3.00
Climbing harness Climbing 10 N/a 3 200 0.25
Clothing, basic outfit N/a 0 N/a 1 100 2.74 Cloth shirt, cloth pants, briefs, socks, leather shoes
Clothing, cold climate n/a 0 n/a 3 100 4.90 To –40°
Clothing, severe cold climate n/a 0 1x IV 4 200 6.00 To –100°
Communicator, throat bud Communication systems 0 1x I 5 20 0.05 Allows subvocalization; 100m range alone, or higher with boost
Communicator, mandibular implant Communication systems 0 6 500 0.00 Allows subvocalization; 100m range alone, or higher with boost
Communicator, personal – see Rico
Compact rations n/a 0 n/a 4 8 0.25
Compact rations (self heating) n/a 0 n/a 4 15 0.25
Compass, GPS – See GPS Receiver
Compass, gyroscopic/inertial n/a 0 1x IV 4 200 1.00
Compass, magnetic n/a 0 n/a 4 3 0.05
Computer – see Infosystem
Computer disk – See memory tab, smartpen, smart jewelry
Cooking gear Cooking 0 2 50 2.00
Cutting tool, mechanical 4 150 2.00
Cutting tool, laser 5 500 4.00
Cutting torch 4 150 2.00 + 10.00 Gas canisters allow for 4 hours continual use
Disk – see memory tab, smartpen, smart jewelry
Drill, steel 3 20 1.00
Drill, diamond 4 200 1.00
Drug, antidote Physical condition 0 4 0 0.05 Per syringe – must be keyed to specific poison
Drug, anti-shock Physical condition 20 4 30 0.05 Per syringe – gives +20 bonus to shock recovery rolls for 8 hours
Drug, healing Physical condition 10 5 60 0.05 Per syringe – gives +10 bonus to healing rolls for three days
Drug injector – See Medijector
Drug, knockout, mild Poisons 0 9 10 0.10 Per bottle of 10 doses – gives SHK-20 roll 20 secs after injection/ingestion
Drug, knockout, strong Poisons -10 9 50 0.10 Per bottle of 10 doses – gives SHK-100 roll 5 secs after injection/ingestion
Drug, poison, deadly, non-instant Poisons 0 10 500 0.10 Per bottle of 10 doses – gives MOR-75 roll 5 minutes after injection/ingestion -- Tasteless & odorless
Drug, poison, deadly, instant Poisons 0 11 3000 0.10 Per bottle of 10 doses – gives MOR-75 roll5 secs after injection/ingestion – Tasteless & odorless
Drug, spray-on skin – See Spay-on skin
Emergency beacon Comm systems 0 4 200 2.00 Emits steady signal for 14 days
EVA thruster Low-gravity maneuvering 4 200 4.00 Good enough for about 20 'spurts'
Exoskeleton 6 8500 200.00 -6 DEX, -4 TCH at all times when operating; effective +20 Str when used correctly
Explosive, satchel charge Demolitions 0 8 500 4.00
Explosive, shaped charge Demolitions -10 8 1000 2.00
Explosive, thermite Demolitions 0 8 800 0.50
Fire extinguisher, basic cartridge n/a 0 n/a 3 50 1.00 Cartridges extra
Fire extinguisher. low-G n/a 0 n/a 3 75 1.00 Cartridges extra
Fire gel n/a 4 150 2.00
Flare, distress n/a 0 n/a 6 50 1.50 Shoots c. 400 m
Flare, roadside, electric N/a 0 1x III 4 20 0.50
Flare, roadside, magnesium N/a 0 N/a 5 5 0.20
Flashlight, heavy-duty n/a 0 2x III 2 50 0.50
Flashlight, standard n/a 0 1x III 2 20 0.25
Gas mask – see Respirator 4 200 0.50
Generator, portable Electronic systems 0 3 200 10.00
Generator, portable, biofuel – See biofuel
Gill, artificial Underwater survival 0 5 750 0.50 Work almost indefinitely
Global positioning system receiver n/a 0 1x III 4 125 0.50 Subscription required, usually $10/month
Glowstick n/a 0 3 3 0.10 Provides dim light for 10 hours; peel-away patch reveals sticky strip
Goggles, protective n/a 0 3 15 0.10 Protect eyes from flying debris
Grapnel launcher – see Autograpnel
Grapple, magnetic Climbing 20 3 250 0.75 Allows easy climbing of ferrous surfaces
Grapple, suction Climbing 10 3 150 0.50 Allows easy climbing of smooth surfaces
Grappling hook Throwing 0 4 150 0.50
Handcuffs, steel n/a 4 35
Handcuffs, plastic n/a 4 5 0.05 Per 5
Hull patch 3 100 1.00 Folds out to 50 cm x 50 cm, capable of patching a hull temporarily up to 1.5 atm
IR camouflage
Infosystem, basic Computer operation 0 3 500 2.00 High data storage, full netlinks, flat vidscreen, voice control & keyboard
Infosystem, high-utility Computer operation 10 3 1500 2.00 Very high data storage, full netlinks, flat vidscreen, voice control, keyboard and neural link-capable
Infosystem, ultra Computer operation 20 4 4000 2.00 Huge data storage, full netlinks, flat vidscreen, voice control, keyboard and neural link capable
Infosystem, workstation Computer operation 10 4 1000 8.00 Very high data storage, full netlinks, flat vidscreen, voice control, keyboard and neural link-capable
Infosystem input, neural link Computer operation 5 5 3000 0.05 Not including cybernetics
Infosystem input, holotank Computer operation 5 3 1000 20.00 Approximately 1m3 volume
Ladder, wire Throwing -20 4 200 2.00 For 10m
LI glasses – See Sensor, LI
Lockpick, electronic Security systems 0 8 100 0.20 Specify type (DNA, card, retina scan, densitometer scan, etc.)
Lockpick, mechanical Lockpicking 0 8 75 0.20 Set of 10 picks
Magazine, pistol n/a 0 n/a 6 20 0.25 Most gunpowder pistol ammo costs about $20 per 100, or $24 total per magazine
Magazine, rifle n/a 0 n/a 6 40 0.40 Most gunpowder rifle ammo costs about $25 per 100, or $48 total per magazine
Magnetic grapple – See Grapple, magnetic
Media player N/a 0 N/a 3 100 0.25 Plays up to 100 hours of recorded music or 10 hours of recorded video on collapsble screen; also receives radio & broadcast vid signals
Medijector Physician 0 1x IV 4 150 0.50 Holds up to 10 doses of three different drugs; use spray injection system
Medkit Physician 0 N/a 4 25 0.50 Basic analgesics, anti-coagulants, small bottle of spray-on skin, etc.
Medkit, full Physician 10 N/a 4 150 2.00 Wide variety of basic drugs, full bottle of spray-on skin, medijector, etc.
Memory tab Computer operation 0 N/a 2 15 0.10 Holds c. 1 TB of memory
Microphone, laser Sensor systems 0 1x III 7 750 1.00 Range 300 m, high sensitivity
Microphone, parabolic Sensor systems 10 1x III 5 250 1.00 Range 300 m
Microphone, shotgun Sensor systems 0 1x III 4 150 1.00 Range 100 m
Oxygen re-breather n/a 0 150 0.50 Good for 48 hours breathing
Perimeter monitor Sensor Systems 10 1x III 500 2.00 Covers 25 m. Radius; see also autogun monitor
Poison – see Drug
Pressure suit n/a 0
Respirator, heavy duty 1x III 8 350 1.00 Full NBC protection
Respirator, intranasal 1x IV 7 250 0.10 Allows basic protection against tear gas, etc.; normally undetectable when worn
Respirator, light duty 1x III 6 100 0.75
Rico, basic Computer operation, comm systems -10 2 100 0.05 Voice-control only, small data storage, static screen, commo link (5 KM), netlink but low-quality
Rico, high-utility Computer operation, comm systems 0 3 200 0.05 Small flat vidscreen, can accept other inputs, large data storage, netlinkable but slow
Rico, military Computer operation, comm systems 0 5 500 0.05 As above, plus high range (20 KM), military scrambling, 2 subvocalization buds
Robot, aerosensor Sensor Sysems, Remote Systems 10 1x IV 6 2000 30.00 5 KM/30 minute range, basic vid, 10m sound pickup
Robot, aerosensor, miltech Sensor Systems, Remote Systems 30 1x IV 9 25000 20.00 250 KM/2 hour range, vid and IR, 100 m sound pickup, scrambled comm channels
Robot, dragonfly Sensor Systems, Remote Systems 0 1x II 8 650 0.20, 2.0 1 KM/10 minute range, basic vid, 3m sound pickup
Robot, evidential Remote systems, Sensor systems, Forensics 6 5000 20.00
Robot, service n/a 0 1x IV 4 1000 15.00 Cleaning-bot, waiter-bot, etc.
Rope, hemp n/a 0 n/a 1 10 1.00 Per 10 m. -- holds 100 KG
Rope, nylon n/a 0 n/a 2 25 0.50 Per 10 m. -- holds 400 KG
Rope, synthetic spider silk n/a 0 n/a 3 200 0.25 Per 10 m. -- holds 1000 KG
Sensor, audio – See Microphone
Sensor, chemscanner, handheld Sensor Systems 15 1x III 5 750 0.50
Sensor, geographic – See Compass
Sensor, hand-held densitometer Sensor Systems 10 1x III 8 1350 2.00
Sensor, IR Sensor Systems 10 1x III 4 200 0.50
Sensor, lab chemscanner Sensor Systems 40 Building 5 2500 10.00
Sensor, light intensification goggles Sensor systems 0 4 250 1.00
Sensor, medical Physician 10 1x III 5 350 1.00 Detects basic physical problems, does basic sampling of urine
Sensor, motion detector, handheld Sensor Systems 0 1x III 6 300 0.50
Sensor, radiation Sensor Systems 0 1x III 5 150 1.00 Gives strength and general direction of rad sources
Sensor, sonic – see Microphone
Sensor, telescopic Sensor systems 0 3 500 2.00
Sensor, encoscopic Sensor Systems 0 1x III 7 300 2.00 Fiber can maneuver through slits, etc.
Sleeping bag Survival 0 N/a 2 100 2.00
Smart jewelry Computer operation 0 1x IV 3 35 0.05 Holds 250 GB of memory; often used for important personal documents
Smartpen Script, computer operation 0 1x IV 2 50 0.10 Holds c. 1 TB of memory, writes on smartpaper, records up to 1 min. of audio
Sonic cleaner n/a 0 1x III 6 75 0.75
Spray-on skin Physician 0 4 50 0.40 Bottle with 10 uses; stops up to B2
Suction grapple – See Grapple, suction
Sunglasses n/a 0 1 10 0.10 Basic shades
Supertool Mechanical repairs 0 4 50 0.30 Can bond most materials & undo bonds
Survival knife n/a 0 n/a 6 40 0.20
Tap, commline Comm systems 0 9 500 3.00
Toolkit, basic Mechanical repairs 0 2 100 2.00
Toolkit, full Mechanical repairs 10 3 300 10.00
Vacc suit, basic Vacuum survival 0 5 3640 13.65
Vacc suit, high-spec Vacuum survival 0 6 5250 23.30
Vacc suit, combat Vacuum survival 0 9 5850 29.90
Wrist communicator – see Rico
Index

Infosystem apps

Type Skill EML mod TL RC Cost Notes
Translation, human-human Language 20 3 50
Translation, human-xeno Language 0 4 2500
Penetrator, simple Computer operation 0 8 250
Penetrator, good Computer operation 10 8 3500
Penetrator, advanced Computer operation 20 8 25000 or more
Shield, simple Computer operation 0 4 100 Basic firewall-type app
Shield, good Computer operation 10 5 2000
Shield, advanced Computer operation 10 6 10000 or more
Decryption, basic Computer operation 0 6 100
Decryption, good Computer operation 10 8 2000
Decryption, advanced Computer operation 20 10 25000 or more
Index

Cybernetics

Type Skill EML mod TL RC Cost Notes
Ears, high/low-frequency Communication systems 0 7 2000
Ears, radio Communication systems 0 7 1500
Eyes, anti-flare 4 500
Eyes, complete realism 7 3500
Eyes, infrared Sensor systems 0 4 2000
Eyes, laser Recoilless shortarm 0 10 2500 2 shots per eye; EB8
Eyes, light intensifier 4 2000
Eyes, recorder 5 500 Stores up to 3 hours of video
Fingers, monomolecular garrote 10 7500 or more CE (Str+5), fumbles are very bad
Fingers, razor claws 8 5000 or more CE4
Fingers, tooltip Mechanical repair 5 4 1000
Full-body replacement, basic 6 500000
Full-body replacement, behemoth 7 1 million or more
Full-body replacement, combat behemoth 9 5 million or more
Full-body replacement, multi-limbed 8 750000
Hermetic sealing 8 250000 Can survive in vacuum, given food
Hollow limb 8 2500 Artificial limb, can hold 750 mL object, otherwise normal looking
Implant communicator – See Communicator, mandibular implant
Neural jack Computer operation 10 5 1250
Subdermal armor 8 250+ per coverage point
Subdermal display 5 750
Index

General Expenses

Item Cost (A$ or equivalent) Notes Item Cost (A$ or equivalent) Notes

Food & Drink

Passive vid link 15.00 Per month
Soft drink 0.5 Popa-Cola, Roxi, Beflu, etc. Electricity 20.00 Per month
Alcoholic drink: Beer 1.00 Water 20.00 Per month
Alcoholic drink: Wine 4 GPS service 35.00 Per month
Alcoholic drink: Liquor/Cocktail 2.00 News service 0.25 Per story
Restaurant meal: Cheap 2.00 Causes –2 Fatigue per day

Transportation

Restaurant meal: Basic 4.00 Public transportation 0.50 Per 10 km
Restaurant meal: Nice 12.00 Taxi 3.00 Per 10 km
Restaurant meal: Excellent 50.00 Maglev Train 7.50 Per 100 km
Instant meal 1.50 Zep/Blimp 5.00 Per 100 km
Home-made food 5.00 Per day; requires Cooking skill Commercial airliner 12.50 Per 100 km

Housing

Ballistic liner 22.50 Per 100 km, minimum 300 KM
Coffin/Box Per night; causes –2 Fatigue per night Private car rental 40.00 Per day plus mileage and insurance
Hotel room: Single 30.00 Per night; occupancy one Private aerodyne rental 200.00 Per day plus mileage and insurance
Hotel room: Double 50.00 Per night; occupancy two Bicycle 250.00 Often free for public use in cities
Apartment: One-room 300.00 Per month Lift to orbit 500.00
Apartment: One-bedroom 400.00 Per month Down the well 0"> 100.00
Apartment: Two-bedroom 500.00 Per month Interplanetary passage 100.00 Per AU
House/Condominium: Two-bedroom 40,000.00 Interplanetary cargo 250.00 Per ton per AU
House/Condominium: Four-bedroom 60000 Interplanetary data 5.00 Per GB per AU

Utilities

Interstellar passage 1000.00 Per LY
Phone service 10.00 Per month Interstellar cargo 1125.00 Per ton per LY
Datapro service 25.00 Per month -- total data processed costs extra, usually $1.00/GB Interstellar data 25.00 Per GB per LY
Index

Armaments

This section of the rules is divided into several parts:

Basic concepts:

Aspect

Weapons have various aspects. These are their abilities to cause damage through specific types of energy. Armors protect at different levels against the different aspects. The aspects follow:

Armors

Armor Type Abbre-
viation
Base TL RC Protection versus: Mass per
coverage
point
Price per
coverage point
Blunt/
Impact
Cutting/
Edged
Point/
Puncture
Slug/
Projectile
Energy
Beam
Fire/
Explosive
Radiation/
Electricity
Corrosive
Light cloth LCL 3 1 0 1 0 0 0 0 0 0 0.01 0.40
Medium cloth MCL 2 1 1 1 0 0 1 1 1 1 0.02 0.75
Heavy cloth HCL 2 1 1 2 1 1 1 1 1 1 0.03 2.50
Leather/hide LH 2 1 2 2 1 1 3 1 1 0.04
Mail MA 6 2 7 6 4 2 4 1 2 0.25
Plate PL 5 6 8 7 4 4 5 1 3 0.35
Ring/Studded Leather RL 6 5 5 2 3 3 0.09
Padded PA 3 6 4 1 1 0.05
Advanced Metal Alloy I AM1 15 10 10 5 6 5 4 0 2 0.30 15.00
Advanced Metal Alloy II AM2 19 12 12 7 8 7 5 1 4 0.275 15.00
Advanced Metal Alloy III AM3 23 0.25 15.00
Ballistic Cloth BC 15 7 0.06 10.00
Advanced Ballistic Cloth ABC 17 7 0.05 15.00
High-impact Plastic HIP 17 4 0.04 7.50
Advanced Fiberglass AF 18 3 0.02 5.00
Pressure suit material PS 19 5 0.07 17.50
Environmental suit material ES 19 5 0.10 25.00
Composite CM 19 4 0.07 20.00
Ceramic CR 20 9 0.17 25.00
Memory composite MC 25 9 0.08 50.00
Memory-metal MM 25 9 0.18 75.00
Field-induced metal FIM 26 9 0.30 750.00
Anti-rad layer ARL 16 5 +0.015 +5.00
Anti-corrosion treatment ACT 16 5 +0.0025 +6.00
Reflective coating REC 20 9 +0.01 +7.50
Stealth layer STL 21 9 +0.04 +25.00
Index

Melee Weapons

Index

Ranged Weapons

All figures on the table below are approximate, and vary between specific examples.

Notes for firearms:

Type Examples Skill Shots Signature Max.
ROF
Recoil Accuracy Range Main aspect TL RC Mass Concealability Price
Light conventional pistol Heckler & Koch P6, Yamazaki G42B RCS 12 Medium 2 Medium Medium Medium SP8 13 8 0.60 High 400.00
Medium conventional pistol Mitsubishi B90E, Saito Z12, Heckler & Koch P5 RCS 18 Medium 2 Medium Medium Medium SP10 13 9 0.75 Medium 500.00
Heavy conventional pistol Saito P19 Lion, Mitsubishi S24A Sidewinder RCS 10 Medium 2 High Medium Medium SP12 13 9 1.25 Medium 700.00
Conventional SMG Saito F93, Heckler & Koch MP9AK RCL 40 High 40 Medium Medium Medium SP10 14 10 2.00 Medium 600.00
Conventional assault rifle Heckler & Koch G8A2, Saito C49, Mitsubishi S82E RCL 50 High 40 High High High SP13 15 10 3.00 Low 800.00
Spring needler pistol Coriolis CC120, Saito ASP 9120, SporTek Black Widow II RSS 50 Low 4 Low Low Low PP5 17 8 0.75 High 450.00
Spring needler carbine Coriolis CC220 RSL 100 Low 8 Low Low Medium PP7 17 9 2.00 Medium 750.00
Gauss assault rifle Mitsubishi R74A, Heckler & Koch GG11A1 RSL 160 Low 80 Low High High PP14 21 10 4.50 Low 1100.00
Laser rifle Heckler & Koch LG5A3, Mitsubishi T41U RSL 120 Medium 20 Low High/Very high High EB15 17 10 4.25 Low 1000.00
Electrostunner pistol Genesis Defender-12 RSS 14 Medium 2 Low Medium Low RE10 (stun) 19 6 1.00 Medium 450.00
Sonic stunner pistol McMaster Opus M19 RSS 20 Medium 2 Low Low Low RE10 (stun) 17 6 1.00 Medium 750.00
Restraint foam gun RCL 4 High 2 High Low Medium 17 3.50 Low 500.00
Index

Weapon accessories

Index
This page (http://www.jiawen.net/ spheresrulespossess.html) designed and ©2000-2004 by Rachel Kronick. Last updated May 17, 2004.