EU and ammo can safely be ignored when equipping non player characters.
Weapons:Foal N5B2 Carbine Rifle: 884m/sec muzzle velocity. Fully automatic. 700 RPM. Effective up to 500m. 5.56x45mm cartridge. 2 EU unloaded, 3 EU loaded. 6 supply. 30 round clip size. 30 rounds 1 EU. Can pierce 12mm of steel at 600m.
Foal N2822 Semi-Automatic Service Pistol: 253m/sec muzzle velocity. Semi automatic. Typical range 25m, effective to 40m. 0.45 ACP cartridge. 1 EU unloaded, 2 EU loaded. 3 supply. 7 round clip size. 32 rounds 1 EU. Cannot pierce substantial armor without repeated shots.
Milkor MGL: 3 RPS (rapid fire), 18 RPM (sustained). Effective range 375m, maximum 400m. HE, Flashbang, Irritant rounds. 6 EU unloaded, 8 EU loaded. 9 supply. 6 round clip size. 1 clip is 3 supply. 1 clip 2 EU.
Franchi SPAS-12: Can be fit with a choke for effective accuracy at either 20 meters, or 40 meters. The first will do less damage past that point, and the latter will do more damage if it actually hits, assuming the target is closer. The slug is accurate up to 80 meters. The feed system is 8+1 rounds. Slugs have an AP of 1 at less than 60 meters. BB round do either a lot of concentrated damage, or less spread out damage, depending on range. Generally comparitively ineffective against armor unless very close. 5 supply. 4 EU unloaded, 5 EU loaded. 8 round clip +1 in barrel. 9 rounds 1 EU.
Combat knife: A small knife capable of piercing limited armor. 1 AP. 1 supply.
Armor and equipment:Kevlar vest: Light protection of torso, shoulders, and upper legs. Gray. 3 EU. 2 supply.
Combat suit: Thin bodywide protection. Black. 1 EU. 1 supply.
Encrypted radio: 100 meter broadcast radius. Static gets rather bad at max range. Encrypted to prevent enemy intercepting, although use signals that agents are in the area to anyone listening. 1 EU. 1 supply per radio.
Smoke grenades: Can form a cloud of smoke roughly 10 meters in diameter that reduces anyone inside to vague shadows. 1 EU for 3. 1 supply for 3.
Flashbangs: Likely stun and disorient anyone caught within the 3 meter blast radius. Anyone outside of that gets a reduced effect. 1 EU for 3. 1
supply for 3.
Forced entry kit: Lockpicks, acid and other assorted gear for breaking in. 4 EU. 5 supply.
Bomb/trap defusal kit: A series of items useful for defusing bombs. 4 EU. 6 supply.
Breaching charge: A small but powerful localized detonation meant for creating man sized hole in walls with a thickness of less than 15 centimeters. Ineffective against anything stronger than brick. 2 EU. 4 supply.
Designed technologies:DNSIT, Direct Neural-Spinal Interface Tap or "Necktap": [1] [3]
A barely functional hacking aid requiring specialized training to use. 10 EU. 10 Supply. Only 1 man per squad is capable of using one.
Improves hacking attempts by 2% (!!!).
Pocket Dimension Pockets: [4] [4]
Increases space in a pocket by 5 times. 1 hour charge. Difficult to do initial enchantment, but enchantment does not fade. Provides protection from a myriad of sensors for anything inside. 2 supply to place enchantment on a piece of armor or clothing. Trivial to refresh.
Force Buckler: [7] [6]
An effective force wall capable of blocking 10 N5B2 rifle shots at minimum size when cast by a thaumic potential 3 spellcaster. A difficult spell, half of the force can cast it. Variable shape and strength, stronger by 100% for each thaumic potential level above 3 of the person casting it.
Force Armor: [3] [5]
A layer of force on top of armor. 4 supply to enchant on a piece of armor. Very difficult to enchant, trivial to recharge. Blocks 2 rifle rounds at same range as force buckler testing. 4 rounds at same distance as original force armor. Stronger by 100% for each level above 1.
Blink: [1] [2]
Nigh impossible to cast. Complex. Requires two wizards, and 1 minute for one use. "Instant" 10 foot transportation.[spoiler]
[spoiler=Owned equipment, materials, and supply]
Corporation integrity: 100%
Supply: 172/100
Maintenance: 37
(Unused supply will add to the next turn)
1 Necktap
1 Milkor MGL
1 Franchi SPAS-12
1 combat suit with a PDP
2 combat suits with FA enchantment
5 kevlar vests with FA enchantment
8 combat suits
6 foal carbines
11 foal pistols
1 encrypted radio
3
pistols (scavenged)
3 encrypted radios (scavenged, still encrypted)
3 smoke grenades (scavenged)
2 HE clip