Gear (Human Compatible)

NameEnergyWeightCredits
Stunner2 erg1 kg25c
Multi-vision3 erg1 kg150c
MagnaPulse10 erg4.5 kg320c
Tracker5 erg3 kg95c
MediKit6 erg4 kg180c
Repair Kit3 erg5 kg170c
SilentStealth6 erg8 kg140c
Targeting Scrambler7 erg3.5 kg300c
Targeting Lock6 erg3 kg230c
FlyCam4 erg5 kg220c
Disabler8 erg3 kg200c
Energy Scanner3 erg2 kg130c
SlimcaseN/A5 kg50c
Cryocannon8 erg8.6 kg275c
Line Dart2 erg4 kg120c
Demolitions PackN/A7 kg210c
All Purpose KitN/A4.75 kg50c
Sciences KitN/A5 kg80c
Access Board2 erg2 kg325c

Gear (Metalface Compatible)

NameEnergyWeightCredits
Stunner2 erg1 kg25c
Energy BoosterN/A2.5 kg50c
Power Enhancer3 erg4 kg75c
Sliders2 erg2 kgNA
Jetpack3 erg10 kgNA
Electrical Override4 erg6 kg95c
Force Field Generator8 erg7.5 kg250c
Multi-vision3 erg2 kg150c
MagnaPulse10 erg5 kg320c
Hologram4 erg3 kg75c
Jumpjets3 erg4 kg80c
Aquajets3 erg4 kg90c
Tracker5 erg2 kg95c
Enhanced Sensors6 erg2 kg80c
Instant Database Access4 erg1 kg190c
MediKit6 erg4 kg180c
Repair Kit3 erg5 kg170c
SilentStealth6 erg4 kg140c
Targeting Scrambler7 erg4 kg300c
Targeting Lock6 erg3 kg230c
FlyCam4 erg5 kg220c
SuperSpeed5 erg7 kg200c
Disabler8 erg3 kg200c
Energy Scanner3 erg2 kg130c
TechnoKit4 erg5 kgNA
SlimcaseN/A4 kg50c
Energy Screen10 erg5 kg450c
Cryocannon8 erg7 kg275c
Line Dart2 erg3 kg120c
Demolitions PackN/A5 kg210c
All Purpose KitN/A4 kg50c
Sciences KitN/A4 kg80c

Gear Descriptions

Below is a detailed listing of the equipment commonly available to most characters. Guides should feel free to restrict certain characters or change prices depending on game events.

Stunner
Small electric zapper that renders any human unconscious. Range: 10m

Energy Booster
An extra cell of concentrated energy. Can only be used once then must be uninstalled. Allows a metalface to double energy for one Combat Round.

Power Enhancer
A boost of power for any device. Takes up two device bays. Activate this to enhance any energy weapon damage by 50% rounded down. Must be installed into same location as enhanced weapon.

Sliders
Reduced Gravity Sliders are energy skates on the sole of a metalface foot that allow a kind of reduced friction travel. Able to slide in any direction (up to 1m off the ground) at an additional15m/sec. NOTE: Currently, only servites are fitted with sliders. This technology is not compatible with other models.

Jetpack
Converts surrounding air into fuel for thrust. Able to fly in any direction at an additional 20m per second. 3 ERG, travel 5m on the first turn used, travel 10m on the second consecutive turn used, travel 20m every turn after the second consecutive turn used. NOTE: Currently, only vectorons are fitted with jetpacks. This technology is not compatible with other models.

Electrical Override
Allows a metalface to remotely gain control of any electrical device or vehicle, provided it has a computer controller. Range: 10m

Force Field Generator
Generates a strong field of near-impenetrable energy for 2 Combat Rounds. Field may be reshaped and resized up to 5 meters in diameter and projected up to 10 meters away. Physical mass is deflected but energy, heat, electricity and psyactive powers are unaffected. While field is up, user is unable to attack nor may he/she charge any energy. All incoming damage is reduced by half.

Multi-vision
Infrared, night-vision, thermal scanners, structural scan and ability to 'see' electrical signal flow.

MagnaPulse
Generates a strong electromagnetic field that can be focus onto a target. Target rolls 4d6/END. If fail, target is magnetized and unable to make any Move or Aggressive actions until he/she rolls successful. Roll once each Combat Turn. Once successful, target may again make actions on the Combat Turn he/she rolled successful.

Hologram
Creates holographic images for any reason. It should be noted that holograms are far from realistic illusions. They are bright and obvious and always transparent. Range: 10m

Jumpjets
Thruster-like shocks in legs that allow a metalface to jump 10 meters.

Aquajets
Water propellers in legs that allow a metalface to swim at the speed of 15 meters per turn.

Tracker
Fires a tiny tracker that magnetically attaches to anything metal. Once planted, the tracker can locate and track anywhere. Range:9m

Enhanced Sensors
Doubles a metalface's already superhuman senses. To reduce energy consumption to 4 erg, specify a single sense to enhance when installing. Enhanced sensors can even pick up certain low-level psyactive energies and interpret them (level 5 and below).

Instant Database Access
Creates an instant link to any accessible skill database. Using this device gives the user that skill at level 3 while the database link is active. The access takes one full combat round to initiate.

MediKit
Anything one would ever need to heal, mend, treat or even perform basic surgery on humans for any reason.

Repair Kit
Repairs 2 points of power per turn in addition to internal repairs.

SilentStealth
Generates anti-noise signal that 'cloaks' any sound coming from, or caused by, the user.

Speech Enhancer
Amplifies and modifies speech for the purposes of crowd control or long distance projection. Could also be used to disguise a voice.

Targeting Scrambler
Prevents some damage from incoming projectile weapons by scrambling the signals used to reach target. Roll 2d6. If you roll double, the weapon completely missed. Otherwise, prevent damage equal to the value rolled.

Targeting Lock
Improves projectile weapon damage by enhancing the targeting signal. Ignore up to 5 points of firing modification due to movement. Must be activated in the combat turn prior to firing effected weapon.

FlyCam
A small, insect-like tele-operated robot that sends visual signals back to the controller. Controller may have up to 3 FlyCams operating at one time but must pay energy to activate each one.

SuperSpeed
A super light substructure enhanced by turbine servo motors. User may move (AGL) meters.

Disabler
A small device that can be attached to any robotic device. Once attached, the disabler disrupts energy flow and scrambles all electrical signals after one full combat turn. This causes slight twitching but safely disables the robot for three combat turns without further damage. Must be physically placed on the robot.

Energy Scanner
Locates, measures and analyses differing types of energy including; electrical, magnetic, heat, plasma, natural, and lifeform. Range: 18m

TechnoKit
Through matter alteration and digital storage of elements, the technokit is the Tekkers means of performing almost magical feats of construction and repair. Requires one minute for every two square meters of desired results. Once activated, technokits must be continually feed energy. This prevents any other device in the entire user’s body from receiving energy.

Slimcase
Slimcases can store up to 12 devices and are designed to be easily portable. Metalface can hold slimcases on their backs by magnets or clamps. Humans can wear slimcases on their backs under their clothing. They can take up to 20 points of damage without damaging internal items. If a slimcase takes more than 20 points of damage, assign each item in slimcase a number from 1 to 12. Then roll 2d6. The item represented by that number is now damaged. If that item becomes damaged again, it is destroyed. On a roll of 2 (snake eyes), all items are damaged.

Energy Screen
The screen is impenetrable from every type of energy for 2 Combat rounds. The screen is different from the Force Field in that it can not be reshaped but comes preprogrammed sizes from 1m to 5m. Also it can be projected from only about 6m away. However Psyactive Powers and physical force are unaffected. The screen deflects heat, energy, electricity and other types of weapon based energy as well as acting as a blocker for energy scanners. User is unable to attack, but may defend, while screen is up.

Cryocannon
The cryocannon fires large balls of freezing yet harmless gas. If target is hit, target may not make a combat action. Instead, target rolls heavy against his/her strength. If successful, target breaks free. If target is dealt more damage, target breaks free.

Line Dart
A small wrist device that fires steel arrows tethered to a cable wire and powerful servo motor. The darts can be either penetrating, grappling, or magnetic.

Demolitions Pack
Everything a demolitions expert would need to blow stuff up. Each pack is inactive by itself. User must apply the demolitions skill to activate it and rig it for various types of explosions. One pack holds enough explosives to effect a 10 meter area.

All Purpose Kit
Anything and everything that a character would need to apply level 5 skill or below of Lock Pick, Thief, Medic, Survival, Navigation, and Construction.

Sciences Kit
Anything and everything that a character would need to apply level 5 skill or below of Sciences, Electronics, Mechanical, Computers, Robotics.

Access Board
Human answer to the metalface on-board grid interface. Small enough to fit in a pocket or on a wrist. Allows grid access anytime, anywhere.