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).