Equipment
Weapons
Weapons can be used to hurt and Damage other characters and objects. Action rolls are always required to deal Damage. When dealing Damage roll the specified Damage Dice and add any base Damage.
Rolling a 4 for the Dice of a Hand cannon (1D6+1 DAMAGE) would deal 5 DAMAGE.
Damage Dice are always D6s and some weapons only deal base Damage or none at all.
Weapons can also be used creatively, limited by the type of weapon it is. A light machine gun could be used to suppress fire whilst a blade could be used to cut a rope or cable.
During combat a PC can only swap and/or equip different Weapons between combat rounds (a combat round = the two combat phases).
Armor
When a character is dealt Damage they reduce the Damage amount by their total Armor amount.
Accessory
Some Equipment have the Accessory property. If appropriately narrated an Accessory can be used to negate all Damage from one source. The Accessory is then destroyed.
PCs and NPCs can use Accessories.
Equipment durability
Equipment, such as Weapons and Armor, have 3 Durability states.
Good: The Equipment is in a good state.
Damaged: The Equipment has been damaged. This may occur from a complication in combat or otherwise. The weapon functions as normal but is close to a Broken state.
Broken: The Equipment is irrevocably Broken. You can no longer use the Equipment and it is impossible to fix. Normally only Damaged Equipment can become Broken but a severe complication may cause a piece of Equipment to go straight from Good to Broken.
Broken equipment can be repaired with the correct gear or through a Rendezvous point. Broken pieces of Equipment remain Broken between missions unless it is a trait item, in which case it is automatically repaired to Good.
Vehicles
Vehicles can be driven by any character as long as they have the keys/codes or can hotwire/hack it.
The only stats Vehicles have are HP and Armor. Once a vehicle reaches 0HP it is no longer usable. The capabilities of a vehicle beyond these stats are up to the referee and players.
Misc
Equipped weapons: Only one weapon can be equipped at a time.
Equipped armor: Only one main piece of armor can be equipped at a time.
Equipped headgear: Only one piece of headgear can be equipped at a time.
Worn gear: As much gear can be worn as makes sense.
Trait & belief gear: Any of these items that are used/broken are replaced at the start of a new mission. They do not count towards encumbrance.
Encumbrance: 10 total extra items (non trait or belief gear) can be carried at any one time by each character.