Rules Questions Archive/Gear

Gear

 * 1) Size differences in gear made for different metatypes have two effects.
 * 2) Armor/clothing made for a large/medium/small metatype cannot be worn by metatypes of significantly different stature.
 * 3) Weapons and other usable gear apply a -2 penalty to metatypes of significantly different stature who attempt to use them.
 * 4) Fake SINs must be given a full name and an issuing body when purchased.
 * 5) Weapon Foci can take the form of cyber-implanted melee weapons; you must pay for both the weapon and the focus.
 * 6) Alchemical Preparations that have a Contact trigger can be safely stored in a backpack, but will trigger when handled directly by any applicable person not wearing enchanter’s gloves, regardless of what other materials are between the preparation and the handler.
 * 7) The Cougar Collapsible Spear can be extended as a Simple Action.
 * 8) If a gear item is a weapon, it is obviously a weapon unless it specifically says otherwise. This includes icons for any weapon with a wireless function.
 * 9) If a gear item does not have a RAW effect, it does not do anything mechanically on this server.
 * 10) A Sensor Array allows you to use Electronic Warfare in the place of Perception when making Perception Tests through them, and also allows you to replace your Mental Limit with the Sensor Rating. Both of these effects are optional and independent of the other. Vision/Audio enhancements in the array can apply to the test, but only if called for.
 * 11) A Katana is a two-handed weapon in Shadowrun 5e. This means you cannot use your katana while holding another piece of gear in one hand.
 * 12) A smartlink dice pool bonus can only be received if you have a wirelessly active smartlink connected to a wirelessly active smartgun. The bonus is +1 unless you paid essence for the smartlink, in which case it is +2. The internal router cyberware does not circumvent this requirement.
 * 13) All gear may be fenced, including spell formulae. Fencing is considered a use of a contact.
 * 14) If a quality -or other effect increases the cost of your lifestyle, it applies to the base lifestyle cost. If you have multiple effects/qualities that modify the cost of your lifestyle, they are cumulative. If you use the Better than Bad cost reduction, the new cost is the same as though your lifestyle was one level lower (High -> Medium) and the karma expense is equal to the number of thousands of nuyen the cost is reduced by (round the thousands saved up). The BtB cost reduction can only be used once per lifestyle, applies after roommates, and can only affect your primary lifestyle. If you modify a BtB-discounted lifestyle, the discount expires and you pay the full price once again.
 * 15) Availability modifying add-ons affect the availability of the item they are attached directly to, not the availability of the entire piece (helmet mods with + avail affect the helmet’s avail, not the armor’s avail).
 * 16) We do not allow headware to be installed in cyberlimbs. Implanted Decks / Commlinks are considered headware.
 * 17) Integral weapon mods do not take up mount slots.
 * 18) We do not have rules for renting or purchasing used gear on this server. Any options to do so are dependent on the GM of your run.
 * 19) Hydraulic Jacks add 20% to your maximum jump distance per rating, and this distance includes vertical jumps. Their wireless bonus is a +1 regardless of rating.
 * 20) If a piece of gear does not explicitly say that it only comes in a particular metatype’s configuration, it can be acquired in an appropriate make for your character.
 * 21) No amount of Concealability modifications will make a weapon count as another weapon type for the purposes of visibility or storage.
 * 22) Characters do receive a corresponding outfit each time they purchase a month of their lifestyle; this may be added using the Free option.
 * 23) Armor Mods may not be added to helmets, ballistic masks, or clothing. You may use Add Gear to put applicable gear items in them.
 * 24) Sequencers and other technical B&E gear are considered Electronics swag.
 * 25) Gear with a damage value is either Demolitions or Weapons swag.
 * 26) Internal Smartgun Systems can be installed in compound bows, including dynamic tension bows.
 * 27) Weapon Mods that require a slot can be installed on any weapon that has the slot required.
 * 28) The HMK configurable assault rifle can swap any mods that are not barrel, stock, or internal when it is reconfigured. Each barrel needs its own mods, while the stock and internal mods apply to all modes. The shotgun and grenade launcher are underbarrel mods.
 * 29) Weapons that are treated with Chameleon Coating allow you to wield them while gaining the benefit of Ruthenium Polymer Coating outfits. If they are not coated, you may attempt to conceal them under an RPC cloak with a Palming roll with a threshold of half the positive Concealability modifier of the weapon, or against your silhouette with a threshold of the positive Concealability modifier of the weapon.
 * 30) You may not take Modifications out of gear and move them to other gear.
 * 31) A gear acquisition roll can include a ‘bundle’ of closely related items. It rolls against the highest availability in the bundle, and the delivery time is determined using the total cost of all items.
 * 32) Per RAW, a gas mask and a respirator may not be combined. You may carry both, but not install both on a single piece of headgear. You may not wear either under a piece of headgear.
 * 33) Radiation Shielding, whether on a vehicle or personal armor, applies to your toxin resistance tests against the power of radiation for the purpose of resisting nausea. It does not change the time periods for incurring incapacitating or lethal doses of radiation.
 * 34) All forms of ‘ware that do not involve replacing an organ are compatible with metatype effects that augment that organ. (tetrachromacy/low-light work with implanted smartlink, but not cybereyes) (dermal plating / orthoskin do replace the effect of the dermal deposit)
 * 35) There are no RAW instructions for purchasing animals, so animal acquisitions are limited to GM discretion.
 * 36) Ruthenium Polymer Coating is not obvious while inactive. If you are seen despite it being active, it is obvious that RPC is functioning.
 * 37) The Hornet Direct-Fire Minigrenade does not have a blast radius. Instead, firing one gives a recoil penalty of firing 6 bullets and applies a -5 defense penalty to the target if you do not glitch the test.
 * 38) Cyber-implanted ranged weapons use Exotic Ranged Weapon: _______.
 * 39) An ultrasound noise generator gives its user a +Rating dice pool bonus to Sneaking tests; hits from these dice only apply against ultrasound sensors.
 * 40) A sensor array of up to Rating 2 can be installed in a helmet or ballistic mask.
 * 41) The Translat-Ear cyberware’s rating determines what the highest rating linguasoft you can run using it is. It can only run one linguasoft at a time.
 * 42) Missiles can be purchased at +4 Availability over their rocket version, at a cost increase of +(Sensor Rating * 500)ny.
 * 43) When using passive sensor targeting for a missile, roll your normal missile attack test with a limit of the missile’s Sensor Rating instead of the launcher’s Accuracy and a Signature modifier to your dice pool based on the target using the table on CRB 184. When using active sensor targeting for a missile, make a Simple Action Sensor Attack against the target with the Signature modifier applied to your dice pool and a limit of the missile’s Sensor Rating, and once you have a successful target lock make your normal missile attack test.
 * 44) The Ceramic/Plasteel Components mod may only be applied to a weapon that does not come with a smartgun system; any wireless bonus the gun offers can no longer be used. You may apply basic electronic modifications to the gun if the modification does not have a wireless bonus or other computer based functionality.
 * 45) Assault Cannon concealability is +6 (sourced from chummer)
 * 46) A nanohive’s wireless function can increase the effective rating of the nanoware it supports above the purchasable ratings.
 * 47) Nanoware is not cyberware.
 * 48) Hawk Eye is incompatible with cameras, imaging scopes, cybereyes, and any vision modification that is not part of your natural vision. Geneware, critter powers, and magical effects applied to your vision are considered part of your natural vision, but any of these effects that replace your vision are not compatible with Hawk Eye. You may benefit from Smartlink with Hawk Eye if it is overlaid onto your natural vision.
 * 49) Clothing and accessories without an armor rating or an explicit capacity cannot accept modifications.
 * 50) Weapons mounted in a Weapon Mount can receive normal accessories. Weapons cyberimplanted cannot, but are automatically converted into smartguns.
 * 51) Cyberlimbs do not prevent most adept powers from working, and you can benefit from adept powers that affect actions you are performing with cyberlimbs.
 * 52) Cameras and other sensor devices are necessary to transmit sensory information through your commlink. Alternatively, you can equip your commlink with a simrig, sim module, and a Direct Neural Interface (or use Responsive Interface Gear clothing) to codify your actual physical senses for transmission
 * 53) You need an image / sound link to conveniently receive information without pulling out your commlink and accessing it directly. Alternatively, a Direct Neural Interface to your commlink allows you to receive image / audio directly overlaid on your senses. A sim module must be equipped to your commlink with a Direct Neural Interface to receive other sensory data or enter full dive VR.
 * 54) The Vasotech Autoinjection Gun uses the same rules as the autoinjector, but can be used to administer drugs to willing or unconscious patients.