Equipment

Agents will carry a number of small items (Personal Effects) equal to their Intelligence stat. These should be small, non-weapon items and generally innocuous utilities. For example: Gloves, Ski mask, Roll of tape, Weatherproof lighter, Multitool, Superglue, Bottle of water, Notepad and pen, etc.

Agents are able to pick their gear in advance of any mission. In general, they will be able to select:

They will also be issued with a standard ICA smartphone and any equipment key to the mission that their handler has cleared for them.

ICA Smartphones

The standard model has a prophylactic countermeasure layer making your calls/surfing harder to trace and immunising you from billing. Your handler will be accessible via this device should you need them. Using your smartphone for serious computer-based tasks may incur a -2 penalty due to the poor ergonomics involved, but it is immensely portable and may be all you have to hand.

Equipment Options

Reflecting the limited resources available to the Project, only a small number of items are available for requisition at first. Agents who are able to acquire valuable intelligence, recover key items for extraction, demonstrate the necessity of the Project, or otherwise impress ICA stakeholders will find a greater number of options become available.

Outfits

Each outfit is a complete unit. They cannot be combined in the field to gain the features of both.

Name

Description

Features

Smart Casual Suit

A modern combination of classic and urban. This suit features gray pinstriped trousers, a black overcoat and a hoodie - perfect for the discreet, yet fashionable jet-setter.

Tactical Turtleneck

A black turtleneck and pants, well-suited to both comfort and mobility.

Tactical

Winter Suit

A tailored winter suit with French cuff shirt and muted burgundy tie. Bespoke Merino wool coat, with black leather gloves.

Cold Weather

 

Outfit Features

Feature

Mechanics

Alarming Likely to provoke negative outcomes (calls to security, etc) from others.
Camouflage (Terrain) +2 to Stealth in appropriate surroundings
Cold Weather +2 to Tests to resist cold effects, but -2 to resist heat effects.
Concealable Armour AV10 for Torso and vitals. Perception tests required to detect armour
Cumbersome -2 Encumbrance penalty to movement skills
Heavy Armour AV35 for Torso and vitals, plus head if helmet is worn. Heavy Encumbrance.
Hot Weather +2 to Tests to resist heat effects, but -2 to resist cold effects.
Light Armour AV15 for Torso and vitals. Light Encumbrance.
Medium Armour AV25 for Torso and vitals. Medium Encumbrance.
Out of Place Contextually applied. -2 to Tests when trying to blend in.
Rainproof Reduce rain penalties by 2.
Roomy +2 to Tests to conceal items on one’s person.
Tactical Increase Strength by 2 for ammunition carrying.

 

Containers

These are ICA issued containers used for gear storage and delivery.

Weapons

Here are some weapons that Agents may choose to requisition.

Handguns

Pistols are light and handy. They do not get hung up in tight terrain, and the penalty for taking an action before firing is only -1 (if more actions, these stack -2s as normal). All pistols are concealable weapons.

Weapon

Ranges

Damage

Recoil

Magazine

Notes

HWK 21

3/10/20/60/120

d6*4

-1

15

 

ICA 19

4/15/30/90/180

d8*4

-2

7

Suppressed

Suppressed pistols can be heard within 7m, subsonic within 3m. Note that the impact of rounds may also be detected.

Sniper Rifles

Sniper Rifles all come with scopes, and are at a -2 to hit if fired without taking an Aim action prior.

Rifle

Ranges

Damage

Recoil

Magazine

Scope Bonus

Notes

Jaeger 7

10/50/150/600/1000

d8*4

-1

7

+2

 

 

Melee Weapons

These weapons may or may not count as concealable weapons for deployment.

Weapon

Reach Damage Concealable? Notes
Combat Knife 1 D4*Str # Yes  
Police Baton 2 D6*Str No +1 to Parry

 

Tools

Each of these listed items count as a single piece of equipment for requisition purposes.

Poison

Each of these listed items count as a single piece of equipment for requisition purposes.

Explosives

Each of these listed items count as a single piece of equipment for requisition purposes. Grenade throwing ranges = 3/7/10/13/20

Medicine

Each of these listed items count as a single piece of equipment for requisition purposes.