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SR5 Standard Gear PACK

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Prodigy

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« on: <07-18-13/2309:41> »
This is my entire group's standard gear without special gear. Total 51,000 Nuyen.

Weapons
Combat Knife 300
Survival Knife 100
Defiance EX Shocker 250
Walther Palm Pistol 180

Ammo
10x Hold Out Hollow Point Rounds 70
20x Taser Darts 100
Flash Pak 125

Armor
Armor Clothing 450
Urban Explorer Jumpsuit 650
+Helmet 100

Commlink
Hermes Ikon 3000
+Subvocal Mic 50

Communications
Bug Scanner (6) 600
Micro Transceiver 100
Tag Eraser 450
White Noise Generator (6) 300

IDs
2x Fake SINs (4) 20,000
4x Fake Licenses (4) 3,200

Optical Devices
Contacts (3) 600
+ Image Link 25
+ Smartlink 2000
+ Flare Compensation 250

Goggles (6) 300
+ Low Light Vision 500
+ Flare Compensation 250
+ Smartlink 2000
+ Thermographic Vision 500
+ Vision Enhancement (2) 1000

Audio Devices
Ear Buds (3) 150
+ Audio Enhancement (3) 1500

Survival Gear
2x Flashlight 50
Gas Mask 200
Micro Flare Launcher 175
3x Micro Flare 75
Survival Kit 200

Biotech
Biomonitor 300
Medkit (6) 1500
+2x Additional Refills 200
Tranq Patch (10) 200
Trauma Patch 500

Vehicle
Suzuki Mirage 8500



« Last Edit: <07-19-13/0855:28> by Prodigy »

Prodigy

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« Reply #1 on: <07-23-13/1122:03> »
No comments? Improvements?

Redwulfe

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« Reply #2 on: <07-24-13/0056:38> »
Personally, I would remove the combat knife and would just go with the survival. I would also trade the walther for a street line special. Its harder to detect and not that bad with good ammo, but that is just my preference, I would also get a concealed holster for it and put a internal smartlink in it so you can use the smart link in the contacts. And for 200 more you can put ultra sound in the smartlinks camera to gain another sence. I would remove biomonitor since it already comes standard in the urban explorer suit, though I prefer the chameloen suit over it as it is skin tight usually and can be worn under normal clothing without the head peice, thus removing the need for armored clothes but retaining the need for the bio monitor. I also like adding non-conductivity and thermal damponing standard to this armor. The skin tight thing may be just the way we have always played it so check with your GM. The tranq patches would need to be lowered to rating 6 as 10 is out of starting character range. Probably could remove the smart link and flare comp from the googles since the contacts can be worn under them and you could use those through that device. Now that I think about it I would also remove the googles and put the vision modifications in the helmet as well as seeing about putting a Trode net in it for DNI. Now that you are in DNI with the com and therefore with the team no real need, in my book, for micro flares and survival kit is probably also not needed but you may want to add gecko tape gloves. Lower the rating of the med kit to 4 so it fits in pocket to make gear more mobile and see if your GM will alow you to pay 50-100¥ to buy a messenger back to carry some of your gear on the run. Remove flashlights as you have access to thermo, low light and possibly now ultrasound, so they're not realy needed especialy if you keep survival knife as it can give off a slight glow for low light to react to. Since you have a Commlink I would get rid of the micro transceiver but upgrade the com to device rating 6 to better protect your PAN.

Just some thoughts,
Red
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Prodigy

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« Reply #3 on: <07-24-13/2243:56> »
Thanks for the feedback, Red. Exactly what I was looking for.

Redwulfe

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« Reply #4 on: <07-25-13/0101:52> »
NP, I think this is a really good idea and would love to see what your finished PACK looks like.

Red
There are 10 kinds of people in this world, those who understand binary and those who don't

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