11
GEAR
ACQUIRING GEAR
Characters can get gear in all the usual ways: buying, trading,
stealing, borrowing, or making. ■ p. 297
Fabricating Gear: With access to a cornucopia machine or another nanofab device, a character may be
able to build their own equipment, given the right blueprints and raw materials. ■ p. 297
PERSONAL AUGMENTATIONS
The majority of transhumans are augmented—mentally or physically—
with biological, cybernetic, or nanotechnology mods. ■ p. 297
Standard Augmentations: ■ p. 300
Bioware: ■ p. 300
Cyberware: ■ p. 306
Nanoware: ■ p. 308
Cosmetic Mods: ■ p. 309
Robotic Enhancements: ■ p. 310
WEAPONS
■ p. 334
Melee: ■ p. 334
Kinetic: ■ p. 335
Beam: ■ p. 338
Seekers: ■ p. 339
Spray: ■ p. 340
Grenades: ■ p. 340
Exotic: ■ pp. 334 & 341
Accessories: ■ p. 341
OTHER GEAR
Characters will fi nd many other types
of gear useful:
Armor and Armor Mods ■ pp. 311 and 313
Communications ■ p. 313
Covert and Espionage Tech ■ p. 315
Drugs, Chemicals, and Toxins ■ p. 317
Everyday Tech ■ p. 325
Nanotechnology ■ p. 326
Pets ■ p. 330
Scavenger Tech ■ p. 330
Services ■ p. 330
Software ■ p. 331
Survival Gear ■ p. 332
Robots and Vehicles ■ p. 342
The accelerated technological levels of Eclipse Phase
enable a number of devices for personal enhancement,
survival, and other uses.
EQUIPMENT RULES
The following rules apply to all technological items in
Eclipse Phase.
ACQUIRING GEAR
During character creation, players purchase gear for
their characters using the credits they have during
the character creation process. Once play begins,
however, characters must obtain any equipment they
need the usual way: by buying, borrowing, making,
or stealing it.
In the inner system, hypercorp, and Jovian Republic
settlements—and other places where capitalism still
reigns—gear acquisition is simply a matter of nding
a seller and buying it. Each item has a listed cost, fr