Ranged Weapons:
9mm Pistol:
Cost: 2
Effective Range: 25 yds
Accuracy: +0
Damage: 1D4
AK-47
Cost: 2
Effective range: 75 yds
Accuracy +1d4
Damage 2d6
Laser Pistol:
Cost: 3
Effective Range: 100 yds
Accuracy: +0
Damage: 1D6
Laser Rifle:
Cost: 3
Effective Range: 1 Mile
Accuracy +1d4
Damage 2D6
Tachyon Rifle:
Cost: 5
Effective Range: 2 Miles
Accuracy +1d8
Damage 2D8
Multi-phase Array Pistol:
Cost: 5
Effective Range: 100 yds
Accuracy: +0
Damage: 2D12
Melee Weapons:
Club:
Cost: 0
Accuracy: +0
Damage: +1d4
Sword:
Cost: 1
Accuracy: +1d4
Damage: +1d6
Energy Sword
Cost: 4
Accuracy +1d4
Damage: 1d12
Electrified Gauntlet:
Cost: 4
Accuracy: +0
Damage: +2d4
Armor:
Flak Jacket:
Cost: 1
AC: +1d6
Heavy Ballistic Vest:
Cost: 3
AC: +4D4
Reactive Armor:
Cost: 4
AC: +4D8
Personal Force Field:
Cost: 5
AC: 50 hitpoints. (force fields have HP, once the HP runs out they stop working until recharged)
Supplies:
Flashlight:
Cost: 1
Medpack:
Cost: 1
Heals 5hp
Advanced Medpack:
Cost: 2
Heals 15hp
Field Surgery Kit:
Cost: 3
Heals 30 hp, can be used for damage that requires surgery to be able to heal.
Nanotech Biorepair drones:
Cost: 5
Heals 50 hp, does not require an operator, as good as surgery, good for 5 uses.
Rations (monthly):
Meager, Cost: 1
Decent, Cost 2
Gourmet, Cost 3
Misc. Equipment:
Lockpicks:
Simple, Cost: 1
Advanced, Cost 2
Capable of fooling electronic locks, Cost 3
Lockpicking robot, Cost 4
Personal Gravity Manipulator:
Cost: 4