| Survival Gear | Atmo-Mask (Basic) | Filters toxins, not hope. Good for 12 hours in a marginal atmosphere before the scrubbers give out and you start tasting whatever killed the last colony. |
| Survival Gear | Void-Suit (Standard Issue) | Monolith-branded orange. Reflective strips so they can find your body. Four hours of oxygen, magnetic boots, and a helmet lamp that flickers at the worst possible moments. |
| Survival Gear | Void-Suit (Hardened) | Military-surplus or Syndicate-modified. Micro-meteorite resistant, radiation-shielded, and enough armor to stop a flechette round. The servos whine like a dying cat, but you'll live long enough to hear it. |
| Survival Gear | Gel-Tank (Portable) | A coffin full of amniotic goo. Keeps your brain quiet during Shift-jumps so the Gloom doesn't notice you dreaming. Tastes like copper and regret when you wake up. |
| Survival Gear | Thermal Cloak | Woven with heat-dispersal threads. Keeps you warm on the nightside, cool on the dayside, and invisible to cheap infrared sensors. Won't fool a Monolith hunter-drone, but it'll buy you thirty seconds. |
| Survival Gear | Emergency Beacon | Screams on every frequency when activated. Someone might come. Might not be someone you want. |
| Tools & Technical Equipment | Multi-Tool (Spacer's Friend) | Plasma cutter, pry bar, wire stripper, and bottle opener. The five things you actually need. |
| Tools & Technical Equipment | Patch-Kit | Foam sealant, hull tape, and a prayer. Fixes a fist-sized breach for about six hours. After that, you'd better be somewhere with atmosphere. |
| Tools & Technical Equipment | Diagnostic Slate | Rugged tablet for interfacing with ship systems, Constructs, and anything else with a data-port. Pre-loaded with Monolith's 'Authorized Technician' software, which means it lies to you about half the readings. |
| Tools & Technical Equipment | Mag-Tether | Fifty meters of high-tensile cable with magnetic grapples on both ends. For when you need to cross a gap, anchor yourself to a spinning derelict, or restrain something that won't stop moving. |
| Tools & Technical Equipment | Cutting Torch | Industrial plasma. Opens bulkheads, welds seams, and cauterizes wounds if you're desperate enough. Fuel cell lasts four hours of continuous use. |
| Tools & Technical Equipment | Radiation Badge | Turns black when you've absorbed a lethal dose. Cheerful little thing to clip to your collar. |
| Tools & Technical Equipment | Signal Jammer (Short-Range) | Creates a bubble of static. Blocks comms, tracking beacons, and Construct loyalty-pings for about twenty meters. Highly illegal in Core space. Standard equipment everywhere else. |
| Weapons | Flechette Pistol | Fires a spread of razor-thin needles. Quiet, cheap, and won't puncture a hull unless you're trying. The preferred sidearm of people who've thought about decompression. |
| Weapons | Slug-Thrower (Revolver Pattern) | Six rounds of caseless kinetic persuasion. No electronics to fry, no power cell to drain. When the lights go out and the Constructs go mad, this still works. |
| Weapons | Pulse Carbine | Hegemony standard-issue. Semi-automatic energy weapon with a forty-shot cell. Accurate, reliable, and every Monolith security guard carries one, which means replacement parts are easy to find on corpses. |
| Weapons | Scatter-Gun | Break-action plasma shotgun. Two barrels, two shots, then you're reloading. Clears a corridor of anything that bleeds. Or doesn't. |
| Weapons | Mono-Blade | A knife with an edge one molecule wide. Cuts through ship-suit fabric, synthetic muscle, and bone with equal disinterest. The handle is wrapped in grip-tape because the factory rubber dissolves after six months. No one knows why. |
| Weapons | Shock-Baton | Collapsible stun-stick. Non-lethal against humans. Mildly inconvenient against Constructs. Mostly useful for reminding people you're serious. |
| Weapons | Rail-Pistol | Black-market magnetic accelerator. Fires a tungsten slug at three kilometers per second. Goes through armor, walls, and the poor bastard standing behind your target. Hard to get. Harder to hide. |
| Weapons | Flare Gun | For signaling, illumination, and setting things on fire when you've run out of better options. |
| Medical Supplies | Trauma Kit | Bandages, coagulant spray, bone-stapler, and enough painkillers to make you not care that your leg is facing the wrong direction. Field surgery for people who can't afford a real doctor. |
| Medical Supplies | Stim-Pack | Adrenaline and amphetamines in a convenient auto-injector. Keeps you moving for another six hours. The crash afterward is biblical. |
| Medical Supplies | Rad-Purge | Chelation cocktail. Scrubs radioactive particles from your bloodstream. Side effects include nausea, hair loss, and the unsettling certainty that your body is full of poison. |
| Medical Supplies | Anti-Shock Hypo | Counteracts Shift-Shock symptoms. Doesn't cure the nightmares, just makes you functional enough to scream about them later. |
| Medical Supplies | Nano-Suture | Single-use medical nanites. Pour them into a wound, they knit it shut in thirty seconds. Expensive, effective, and they make a sound like static as they work. Try not to think about what they're doing in there. |
| Medical Supplies | Cryo-Capsule | Emergency medical stasis. Freezes a dying patient solid until you can get them to a real facility. Or until the power fails. |
| Communication & Data | Personal Comm-Unit | Wrist-mounted communicator. Works ship-to-ship, surface-to-orbit, or across a station. Range drops to nothing in Gloom-heavy zones. The static sounds like whispers. |
| Communication & Data | Data-Spike | Hardware override tool. Plugs into any standard port and brute-forces the encryption. Takes anywhere from thirty seconds to thirty minutes, depending on how much the system wants to keep you out. |
| Communication & Data | Holo-Projector (Portable) | Projects small three-dimensional images. Useful for maps, schematics, and convincing someone you're talking to your boss when you're actually alone. |
| Communication & Data | Black-Box Recorder | Records everything. Audio, video, biometrics, ship telemetry. Shielded against EMP and Gloom-corruption. Whatever killed you, this remembers. |
| Communication & Data | Dead-Drop Node | Encrypted data cache the size of a coin. Magnetically adheres to any surface. Upload your secrets, leave it somewhere, pray the right person finds it. |
| Specialist Equipment | Nav-Compass (Analog) | Mechanical gyroscope with no electronics. When the Gloom-static fries your digital systems, this still points toward the nearest gravity well. Looks ancient. Works. |
| Specialist Equipment | Gloom-Goggles | Filtered optics designed for Nav-Gilders, but useful for anyone. Reduces the 'visual contamination' when you're near a Shift-field or a ruptured containment unit. Everything looks yellow-green, but at least you can see without vomiting. |
| Specialist Equipment | Faraday Shroud | Mesh cloak that blocks electromagnetic signals. Wrap it around your Core Shard and Thalamus can't ping your location. Wrap it around a Construct and its loyalty-protocols go quiet. Both applications are punishable by death in Core space. |
| Specialist Equipment | Anchor Spike | Piton with an emergency gravitational emitter. Stab it into a surface and it generates 0.3G in a three-meter radius. For when you're floating and you'd rather not be. |
| Specialist Equipment | Chem-Sniffer | Handheld atmospheric analyzer. Tells you what's in the air, whether it'll kill you, and roughly how fast. The readout uses a cheerful green-yellow-red scale. You learn to hate yellow. |
| Specialist Equipment | Psi-Null Headband | Experimental Thalamus tech. Supposedly blocks 'neuro-active radiation,' which is corporate-speak for Gloom-whispers. Most spacers think it's snake oil. The ones who've been to TRAPPIST-1 wear one anyway. |
| Provisions & Trade Goods | Ration Bars | Compressed protein and carbohydrates. Tastes like cardboard seasoned with despair. Keeps you alive for three days per bar. |
| Provisions & Trade Goods | Water Tabs | Purification tablets. Drop one in anything wet and it becomes drinkable. Won't improve the flavor. |
| Provisions & Trade Goods | Stim-Sticks | Nicotine and caffeine in smokable form. The universal currency of the Verge. Everyone needs a vice. |
| Provisions & Trade Goods | Real Coffee | Worth its weight in ammunition. Smuggled from Tau Ceti hydroponic farms. A bag of this will buy you favors from people who've forgotten what pleasure tastes like. |
| Provisions & Trade Goods | Glimmer (Street) | Black-market psychoactive. A sliver of corrupted data you slot into your neural-ware. Users report 'clarity' and 'connection.' Users also report bleeding from the eyes and whispering in tongues. Not recommended. |
| Provisions & Trade Goods | Credit Chit (Unmarked) | Anonymous digital currency. Harder to trace than standard Hegemony credits. Essential for anyone who doesn't want Monolith auditing their purchases. |
| Vehicle & Ship Accessories | Mag-Clamp (Hull-Mount) | Attaches anything to the outside of your ship. Cargo pods, sensor arrays, or a second ship if you're creative with the load distribution. |
| Vehicle & Ship Accessories | Docking Umbilical | Flexible pressure-sealed tube. Connects two airlocks when the ports don't match. Leaks slightly. Always leaks slightly. |
| Vehicle & Ship Accessories | Emergency Thruster Pack | Straps to a void-suit. Gives you exactly enough delta-V to reach something or die trying. Most spacers never use theirs. The ones who have don't joke about them. |
| Vehicle & Ship Accessories | Ship-Patch (Exterior) | Memory-metal sheet that conforms to hull breaches. Temporary fix—maybe twenty hours before the seams start weeping—but twenty hours is forever when you're venting atmosphere. |
| Vehicle & Ship Accessories | Sensor Decoy | Disposable drone that mimics your ship's signature. Pop one, run the other direction, and hope whoever's shooting at you falls for it. |
| Miscellaneous | Rope (Synthetic 30m) | Because sometimes the old ways work best. |
| Miscellaneous | Glow-Sticks (Pack of 10) | Chemical light that lasts eight hours. Doesn't attract attention like a flashlight beam. Also useful for marking a path so you can find your way back. Or so someone else can find your body. |
| Miscellaneous | Binoculars (Digital) | Magnification, thermal overlay, distance calculation. The zoom function makes a small whirring noise that's deeply irritating after the first hundred uses. |
| Miscellaneous | Playing Cards | For the long watches. For the waiting. For the moments when there's nothing to do but sit in the dark and hope the hull holds. |
| Miscellaneous | Personal Effects Container | Radiation-shielded box the size of a shoebox. Keep your Core Shard backup, your letters home, or your grandmother's antique watch inside. When the ship goes down, this is what they recover. |