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.
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 1%.
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.[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 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