---
title: "Equipment and Gear Rules"
description: "Equipment rules for Project Sol covering item bulk, carrying limits, buying/selling, gear durability, repair mechanics, and illegal equipment acquisition."
type: reference
domain: tcg
tags: [project-sol, equipment, bulk, gear, repair, commerce]
---

# Equipment

<details>
<summary>Table of Contents</summary>

*(Equipment sections organized by category)*

</details>

# Item Bulk

Each item has a representation of its Bulk which is a number, the letter "L" if it has light bulk, or a dash "-" if it has negligible bulk. For example, a Heavy machine gun has Bulk 4, binoculars have bulk L, and a flashlight has bulk "-".

Every 5 items that have light bulk have a total of 1 bulk and fractions don't count - so 5 items with light bulk have a total bulk of 1 and 9 such items also have a total of 1 bulk. Items that have negligible bulk count toward your bulk limit only if the GM determines that you are carrying an unreasonable number of them.

# Bulk Limits

A character may carry an amount of Bulk equal to BOD + STR without penalty. Characters carrying more than that suffer the impaired condition (default on all physical actions) and their Movement speed decreases by 1.

Characters may not willingly carry more than double their BOD + STR. If the character is forced to do so (due to changing gravity, for example), they suffer the debilitated condition (default on all physical actions and suffer glitch). If the character does not get any hits on the test, it would be a critical glitch.

# Buying and Selling Gear

In general, all legal gear can be purchased in any civilized area for a portion of its Cost Rating. The details of Cost Rating and Wealth Rating and how purchasing works can be found in Wealth section.

### Selling Gear

- Action Type: Out of Combat
- Test: Negotiation + CHA (4)
  - *(Additional selling mechanics details would be nested here)*

# Gear Durability

All gear is expected to survive the basic wear and tear a crew's dangerous life. Under special circumstances such as targeted attacks or mishaps, equipment can be damaged in the line of duty. If the gear is not irreparably damaged, an engineer with adequate work space may attempt to repair it with a threshold 3 repair test. Without proper work space, the threshold to repair is 5. Weapons and armor are repaired with the Armorer skill; all other equipment is repaired with the Mechanic General skill.

### Fragile Quality

If equipment with the fragile quality is ever damaged, it is destroyed. The cost to repair is half the cost of the base (unmodded) item.

### Repairing Equipment

- Action Type: Out of Combat
- Test: [Armorer, Engineering, or Mechanic] + LOG (2 or 4)
  - *(Nested: Success and failure conditions)*
- Description: If the character does not have access to a proper work space, the threshold to repair is 4.

# Illegal Equipment

Some equipment will be prohibited from specific regions based on the law level and any idiosyncrasies of the ruling body. With GM approval, most equipment can be found through local black markets at the regular price.

### Find Illegal Equipment

- Action Type: Out of Combat
- Test: Etiquette + CHA (2 - 5)
  - *(Nested: threshold variations by law level)*
- Description: The threshold is set by the GM based on the law level of the region. A highly regulated region might be threshold 5 whereas a backwater area might be 2.

# Gear Listing

- [Armor](./equipment/armor.md)
- [Augmentation](./equipment/augmentation.md)
- [Biotech & Drugs](./equipment/biotech-and-drugs.md)
- [Computers & Electronics](./equipment/computers-and-electronics.md)
- [Covert Ops](./equipment/covert-ops.md)
- [Drones and Vehicles](./equipment/drones-and-vehicles.md)
- [Explosives](./equipment/explosives.md)
- [Spacecrafts](./equipment/spacecrafts.md)
- [Weapons](./equipment/weapons.md)

