FREE/FALL V5 // GEAR COMPENDIUM
1. PERSONAL WEAPONS
Capability that hits back. Remember: High Impact weapons inflict min. 2 Harm.
FIREARMS & KINETIC
Sidearm (Micro-Missile Pistol) Type: Firearm | Binds: Mind 1 Compact frame housing a micro-missile propulsion system.
Effect: DV 2 (Physical).
Qualities: Range (Close/Medium), Ammo (Limited).
Rationale: Targeting lock and volatile fuel management require focus.
Light Pistol (Generic) Type: Firearm | Binds: Body 1 Standard-issue ballistic sidearm. Reliable backup.
Effect: DV 2 (Physical).
Qualities: Range (Close/Medium), Ammo (Standard), Impact 1 (Min 1 Harm).
Rationale: Basic recoil control.
Shotgun (Pump/Semi-Auto) Type: Firearm | Binds: Body 4 Close-quarters kinetic dominance.
Effect: DV 2 (Physical).
Qualities: Range (Close/Medium), Ammo (Standard), Impact 1, Spread (Hits adjacent targets on extra successes).
Rationale: Heavy recoil requires significant strength/bracing.
Assault Rifle (Kinetic Carbine) Type: Firearm | Binds: Body 1 Ubiquitous, versatile ballistic rifle.
Effect: DV 2 (Physical).
Qualities: Range (Medium), Ammo (Standard), Burst Fire.
Rationale: Standard recoil management.
Assault Rifle (Heavy) Type: Firearm | Binds: Body 4 Older surplus or high-caliber variant. Trades finesse for stopping power.
Effect: DV 3 (Physical).
Qualities: Range (Medium/Long), Ammo (Standard), Impact 2 (Min 2 Harm).
Rationale: Heavy frame and kickback demand strength.
Rail Gun (Man-Portable) Type: Heavy | Binds: Body 7 Electromagnetic launcher firing hypersonic slugs.
Effect: DV 4 (Physical).
Qualities: Range (Long), Ammo (Energy/Slugs), High Impact, Piercing 3, Unwieldy (+5 TN at Close range).
Rationale: Extreme weight and recoil; almost unusable without an Exo or mount.
ENERGY WEAPONS
Plasma-Electric Rifle ("Arc Caster") Type: Energy | Binds: Mind 2 Fires superheated plasma via electrical arc. Leaves ozone trails.
Effect: DV 2 (Physical).
Qualities: Range (Medium), Ammo (Energy Cell), Piercing, High Visibility.
Rationale: Managing containment fields and power cycling taxes attention.
Laser Sniper Rifle ("Light Lance") Type: Energy | Binds: Mind 2 Projects high-energy beams over extreme distances. Silent, instant.
Effect: DV 3 (Physical).
Qualities: Range (Long), Ammo (High Cap), Piercing.
Rationale: Atmospheric calculation and power management require focus.
MELEE & SPECIAL
Shock Baton (Neuro-Stunner) Type: Melee | Binds: None Extendable baton crackling with blue energy.
Effect: DV 1 (Psychic).
Qualities: Range (Melee), Non-Lethal.
Breaching Hammer (Pneumatic Ram) Type: Heavy Melee | Binds: Body 2 Vents pressurized gas on impact.
Effect: DV 3 (Physical).
Qualities: Range (Melee), High Impact, Ammo (Single Shot/Tank).
Rationale: Heavy bulk and concussive blowback.
2. ARMOR & SPACESUITS
Protection against the void and the violence.
BODY ARMOR
Light Body Armor (Ballistic Vest) Type: Armor | Binds: Body 1 Concealable vest for basic protection.
Effect: AV 1 (Physical).
Rationale: Minor movement restriction.
Medium Combat Armor ("Flak Jacket+") Type: Armor | Binds: Body 2 Rigid plates over reinforced mesh. Mercenary standard.
Effect: AV 2 (Physical).
Rationale: Noticeable weight and bulk.
Heavy Assault Armor ("Rhino Hide") Type: Armor | Binds: Body 3 Full-body powered plating.
Effect: AV 3 (Physical).
Qualities: Hardened (Becomes Faulty before Broken).
Rationale: Significant bulk; requires strength to move despite servos.
Stealth Suit ("Chameleon Skin") Type: Armor/Utility | Binds: Ghost 2 Adaptive camo and sound dampening.
Effect: AV 1 (Physical).
Qualities: Signature Dampening (Increases detection TN).
Rationale: Constant mental adjustment of camo patterns and predictive masking.
SPACESUITS (EVA)
Standard EVA Suit ("Workhorse") Type: EVA | Binds: Body 2 Reliable protection for vacuum work.
Effect: AV 1 (Physical) / AV 2 (Environmental).
Qualities: Env. Sealing, Life Support (4 Hours).
Rationale: Pressurized bulk limits dexterity.
Combat EVA Suit ("Void Marine") Type: EVA | Binds: Body 3 + Ghost 1 Armored suit with magnetic boots and combat systems.
Effect: AV 2 (Physical) / AV 2 (Environmental).
Qualities: Env. Sealing, Life Support (6 Hours), Load Bearing (5 Any).
Integrated: Combat Sensor Array (Source of Ghost 1 Binding).
Rationale: Heavy plating (Body) + managing combat HUD feeds (Ghost).
3. SPECIALIZED GEAR
Tools that define the specialist.
Utility Rig ("Mule Harness") Type: Utility | Binds: Body 1 Load-bearing frame with magnetic clamps.
Qualities: Load Bearing (3 Any).
Rationale: Physical weight of the frame.
Trauma Kit ("Patch-Up") Type: Medical | Binds: Mind 2 Auto-injectors and synth-skin.
Qualities: Enables Medical Actions, Limited Use.
Rationale: Clinical focus required to interpret diagnostics under fire.
Operator's Slate ("Ghost Link") Type: Utility/Hacking | Binds: Ghost 2 Wrist-mounted cyber-deck and tactical computer.
Qualities: Enables Hacking, Load Bearing (6 Mind - Software Only).
Rationale: Cognitive filtering of tactical overlays and data streams.
Personal Sensors ("Arthropod") Type: Sensor | Binds: Mind 1 Multi-spectrum scanner (Thermal/EM/Visual).
Qualities: Load Bearing (2 Mind), Advanced Scanning.
Rationale: Processing multi-spectrum input.
Drone Cloud ("Swarm") Type: Drone | Binds: Ghost 3 Network of micro-drones for scouting.
Qualities: Remote Scouting (Medium), Remote Manipulation (Simple), Vulnerable Swarm.
Rationale: Mental strain of coordinating a hive-mind.
Combat Deck Type: Utility | Binds: Mind 3 External tactical processor (belt-worn).
Qualities: Requires Neural Link.
Effect: Grants 3 Temporary Mind points per scene (Combat only).
Rationale: Managing a Combat NAI assistant.
Neural Scope Type: Weapon Mod | Binds: Mind 1 Smart-link scope using micro-muscle correction.
Qualities: Requires Neural Link.
Effect: Reroll 1 Attack Die per turn.
Rationale: Processing targeting feedback loops.
4. AUGMENTATIONS
Modifying the self. Invasive augs require surgery.
SPLICED (Biological)
Adrenal Surge Gland Type: Spliced | Binds: Ghost 1 Synthetic combat-stim gland.
Effect: Action: Restore All Current Body points. (Once per Regroup).
Rationale: The will to trigger a metabolic overdrive and endure the crash.
Synaptic Accelerator Type: Spliced | Binds: Mind 1 Superconductive nerve clusters.
Effect: Ignore Surprise initiative penalties. Act first in resolution.
Rationale: Constant management of accelerated sensory input.
BIONIC (Mechanical)
Utility Mechadendrite Type: Bionic | Binds: Ghost 2 (Passive) + Mind 2 (Active) Retractable mechanical arm.
Effect: Extra interaction point at Short range.
Rationale: Neural integration (Ghost) + Active manipulation focus (Mind).
Internal Oxygenator Type: Bionic | Binds: Body 3 Bio-mechanical lung replacement.
Effect: Life Support (Internal - 12 Hours). Regenerates in atmosphere.
Rationale: Massive internal displacement and metabolic power draw.
CYBERNETIC (Digital/Neural)
Neural Link Type: Cybernetic | Binds: Ghost 3 Direct brain-computer interface port.
Effect: Direct machine interface. Load Bearing (8 Mind - Software/Systems).
Rationale: Deep integration creates distance from baseline humanity.
Monowire Projector Type: Cybernetic Weapon | Binds: Ghost 1 Fingertip-concealed monofilament whip.
Effect: DV 3 (Physical). Covert, High Impact.
Rationale: Maintaining filament tension focus.
5. VEHICLES & EXOSKELETONS
Machines that bleed for you. Pilot allocates Harm to Frame/Systems or Self.
EXOSKELETONS (Suits)
"Cutter" Light EVA Frame Type: Industrial Exo | Binds Pilot: Mind 2
Stats: Frame 8 | Systems 4
Armor: AV 1 (Physical) / AV 1 (Env)
Qualities: Hardpoints (2 Light), Walker Legs (Mag-boots).
Use: Construction and salvage.
"Wraith" Infiltration Frame Type: Stealth Exo | Binds Pilot: Ghost 4
Stats: Frame 10 | Systems 14
Armor: AV 2 (Physical)
Qualities: Signature Dampening, Ghostlink Interface (Enables Hacking via Sys).
Use: Covert ops and high-mobility insertion.
"Hardshell" Combat Frame Type: Combat Exo | Binds Pilot: Ghost 3
Stats: Frame 24 | Systems 6
Armor: AV 4 (Physical) / AV 2 (Env)
Qualities: Hardened, Hardpoints (2 Assault, 1 Support), Combat Targeting Suite.
Use: Boarding actions and heavy firefights.
VEHICLES
"Void Jumper" PMU Type: Personal Transport | Binds Pilot: Mind 1
Stats: Frame 4 | Systems 0
Armor: AV 0
Use: Thruster pack for EVA maneuvering.
"Dart" Courier Shuttle Type: Spacecraft | Binds Pilot: Body 1 + Mind 1
Stats: Frame 18 | Systems 12
Armor: AV 2 (Physical)
Qualities: High-G Drive, Sensor Suite, Occupancy 2.
Use: Fast transport and blockade running.
6. GEAR QUALITIES & RULES
Definitions for special rules attached to items.
GENERAL QUALITIES
Attribute Binding (X): The item permanently reduces the specified Permanent Attribute by X while equipped.
Hardened: If chosen to Break to negate Harm, this item becomes Faulty (non-functional but repairable) instead of immediately Broken.
Integrated System: The item has built-in tech (e.g., Sensors, Comms) that may provide bonuses or allow specific actions.
Life Support (X): Provides breathable air and thermal regulation for X hours when sealed.
Limited Use: If a natural 1 is rolled while using this item, it is expended/depleted after the action resolves.
Load Bearing (X): Negates up to X points of Attribute Binding from other items attached to this one.
WEAPON QUALITIES
Ammo ([Type]): On a natural 1 during an attack, you run out of ammo.
Burst Fire: Each success = 1 hit. First hits primary target; additional successes can hit other declared targets.
Damage Value (DV): The number of Harm levels inflicted. (1=Minor, 2=Standard, 3=Heavy, 4=Devastating).
High Impact: Inflicts a minimum of 2 Levels of Harm, regardless of Armor.
High Visibility: Attacks are loud, bright, or otherwise impossible to hide.
Piercing (X): Ignores X levels of the target's Armor Value (AV).
Range (Close/Medium/Long): If attacking outside the listed optimal range, you must roll a Natural 20 to hit.
Spread: Successes beyond the first can hit adjacent targets within melee range of the primary target.
Unwieldy: Increases the Target Number (TN) by +5 when attacking at Close range.
ARMOR & DEFENSE
Armor Value (AV): Reduces incoming Harm levels of the specified type. (Minimum 1 Harm usually remains).
Environmental Sealing: Protects against vacuum and toxic atmospheres.
Signature Dampening: Increases the Target Number (TN) for sensors or enemies attempting to detect the wearer.
VEHICLE & DRONE QUALITIES
Hardpoints: Slots for mounting weapons. Integrated weapons do not add Binding Cost to the pilot.
Remote Scouting/Manipulation: Allows the user to see or interact physically from a distance.
Vulnerable Swarm: Area-of-effect attacks can destroy the unit easily (GM discretion).