Here's few items for use by pedestrians.
GRENADES
Mini-Grenades: $20, ½ grenade equivalent, 2 hits damage, ¼ blast radius. No damage to vehicles.
Monofilament Grenade - $35. Does 1d+3 damage to all pedestrians and exposed cyclists in a 2” burst radius. No damage to tires or vehicle components.
Flame Cloud Grenade - $75. Creates a 1/2" X 1” counter that acts like a standard Flame Cloud.
Sleep Gas Grenade - $150, Creates a colorless, odorless 1/2" X 1” cloud that lasts for 10 seconds. Unprotected pedestrians, and cyclists, must roll once per turn, every turn they are in the cloud. Multiple rolls don’t produce cumulative results – Just apply the worst results rolled so far.
1-2 Character is unconscious for 10 minutes.
3-5 Character is unconscious for 5 minutes, and can do nothing for the next 3 minutes.
6 Character is -6 to hit with any weapon and can only crawl 3 spaces per turn.
PERSONAL WEAPONS
Pepper Spray - $35, 1/2 Grenade Equivalent, 5 to hit, $35, shots 5. Pepper Spray is only usable at point blank range.
1-3 Character is -2 to hit with any weapon for 1 minute.
4-5 Character is -6 to hit with any weapon and can make no HTH attacks for 1 minute.
6 Character -6 to hit with any weapon and can only crawl 3 spaces per turn for 30 seconds.
Auto Shotgun - 2 Grenade Equivalent, 3 hits damage, 6 to hit, $175, shots 10, CPS 5, Loaded Cost $225.
Squad Automatic Weapon (SAW) - 4 GE (15 lbs.), 1d3 damage, 7 to hit, $500, shots 20, CPS 15, Loaded Cost $800. Extra magazines are 1 GE (3 lbs.) each. Full damage to vehicles.
MINES
Bounding Anti-Personnel Mines: $60. 1D6+3 to all pedestrians and exposed cyclists in a 2” burst radius. No damage to vehicles. 1 grenade equivalent. When triggered, Bounding AP Mines fire a small canister of steel ball-bearings into the air. The canister detonates spraying the surrounding area with its contents.
“Toe Popper” Anti-Personnel Mines: $20. 2 hits damage to pedestrians. 1/4" blast radius. ½ grenade equivalent. “Toe Popper” AP mines are small explosive charges designed to wound or maim their targets.
ACCESSORIES
Weapon Light: $50. Adds one grenade equivalent to any weapon it's attached to. Weapons Lights may be used at night, or in any unlit area, to illuminate targets up to 4” away. When used, they eliminate all nighttime targeting modifiers. Weapon Lights may also be used to blind a target, following the same guidelines as vehicle searchlights. Weapon Lights may be attached to any pistol, rifle, shotgun, sub-machinegun, gyroslugger, or SAW.