Free gear, everyone gets these:
0: Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
0: Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
0: Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
Expensive gear. You get three tickets to spend.
1: Heavy powered armor. Weakly antimagic, and makes you very resistant to harm without slowing you, but the weight and strength of the powered system just about cancel out. Purely defensive.
1: Neurally integrated Exoskeleton: Makes you strong enough to fight toe to toe against any child, and improves your speed and reflexes to boot! Comes with a heavy melee weapon of your choice to utilize your new strength. DOES NOT offer any real protection, but works well with powered armor.
1: High-grade firearm: Gets advantage in a specific situation of your choice (close quarters, sniping, etc), as well as an ammo bonus (Very high damage, silent, etc)
1: Waist-mounted grappling hooks: Hands-free, nearly silent, and can pull you upward at great speed, or pull something towards you. Skilled users can use these to virtually fly in some environments! Less skilled users tend to crash and break limbs.
2: Magic jetpack!: Allows you to fly without requiring rolls for any basic movement, is totally silent, and special soulkill cladding prevents the magical girl from hearing the tortured screams of the baby bird spirits which are being used to power it! What more could you want?
1: Grenade launcher: A magazine-fed grenade launcher. Comes with your choice of:
fragmentation grenades (high lethality in a large area of effect, but near worthless against heavy armor);
Tear gas grenades (tear gas is not CS gas, but an opaque magical gas that causes crippling existential despair); or
Euphoria grenades, (Each contains the bound soul of a puppy which was overdosed on euphoriants; upon detonation, fills the area with a disorienting amount of blissful happiness, causing anyone nearby to essentially become drunk for a short time.
These may restore a magical girl's magic slightly.)
2: Devastator rocket: A rocket launcher, comes with only two rockets. Intended for anti-fortification roles. Can easily destroy a small building, and also negates almost any kind of magic in the area it hits. The negation effect will last for a period after detonation.
1: Resistor: An improved version of the stanard issue suit which grants you very strong magic resistance, and has a woven-in kevlar vest. Does not interfere with your own magic. Magic resistance can be impaired by damage.
1: Negator: A long metal rod strapped to your thigh. Can be activated or deactivated at the start of your turn. Disables your magic while active, and negates most magic in a radius of one meter around you. Will continually alert the magical girl to your position while active.
1: Smother Mines: A set of three bulky mines that come with a dual payloads. First, a regular (if very high yield) fragmentation explosive, and an overloaded negator with an effective radius of about six meters, which will burn out after one full turn. The mines have a particularly involved setup process, and can be set to one of three activation modes: Remote detonation with a button; detonation upon the detection of a nearby magical girl's soulgem; or detonation based on nearby magic. The latter
can be activated by many SMAK operative powers, and is therefore very dangerous.
1: Three Fluffballs: Three
living balls of fluff, fast asleep. They experience emotions similiarly to humans. When left somewhere unattended, they will feel excessive fear due to abandonment, which magical girls are sensitive to; most cannot distinguish between a fluffball's fear and a human's fear. Your helmet has a built in HUD keeping you updated on your fluffball's mental state.
1: Rainbow Autoinjectors: Several vials of experimental magic-strengthening drugs, strapped to your upper arm and set to inject on a simple button press. They have four effects, all temporary: Firstly, they replace any pain you may be experiencing with an overwhelming happy bliss, allowing you to fight even while grievously wounded; secondly, they allow you to sense magic and emotions, much as a magical girl does; thirdly, they strengthen your natural magic in chaotic and unpredictable ways; finally, they often induce intensely vivid hallucinations.
1: Duellist's Cage: A large device worn as a backpack. When activated, creates a eight-meter wide sphere around you, made of the same indestructible perimeter barriers that are used to trap the magical girl in the first place. Prevents literally everything from passing through. Unlike the perimeter barrier, this one will fail and turn off after two rounds. Reusable, sometimes!
1: Automated turret: A box with a deconstructed robotic turret inside. Takes a bit to set up, and entirely immobile once placed, but is perfectly accurate. Note: Sometimes shoots the wrong targets. Also, perfect accuracy does not equate to always hitting; some targets can dodge bullets.
2: Mindjack Companion: A personal clone with one ticket of gear (in addition to the free stuff), and no magical power. Gets its own actions and rolls, but cannot navigate on its own; must either be escorted by a player, or left to guard a specific location. When a player dies (including you), you may choose to allow them to possess your mindjack. They preserve their magical power.
3: Woodsman Minimech:
A three-meter tall bipedal mech armed with miniguns instead of hands. Has the best armor available to you, including a fair degree of magic resistance, and the dual miniguns allow you to make two attack rolls per turn. However, it is slow, bulky, limited in close quarters, and tends to instill a false sense of overcondidence.
3: Tactical nuclear bomb: These generally are much more effective against us than against magical girls, but we have a lot in stock, so... here. The casing is heavily armored and extremely magic resistant. Can optionally come with a dead man's switch.
...Oh, are you looking for the medical supplies? Don't worry. If you get wounded you'll probably die very quickly. We'll be sure to collect your soul and put you in a mindjack, after the magical girl has been captured! We'll even give you more tickets to spend, if you do well before meeting your end!