DEBUGGER
Cost: 20 credits/50 platinum
Availability: Core Worlds
A palm-sized signal scrambler, these generally won't interfere with high power transmissions, such as the Cortex, but they play merry hell with most electronic bugs in a 15' radius.
DISGUISE KIT
Cost: 65.6 credits/164 platinum
Availability: Core Worlds
A suitcase filled with makeup, hair dye, wigs, fake beards, plasticskin, noses, ears, etc. Basically everything a professional spy might need, including several bottles of pills designed to alter the user's skin tone and a few sets of 'John Doe' artificial fingerprints that adhere seamlessly and remain good for 24 hours.
EAVESDROPS
Cost: 47.2 credits/118 platinum
Availability: ILLEGAL
If you want to know what people are saying behind your back, this is the way to find out. The microphones (no larger than the size of a pinhead) can be hidden anywhere within 30 feet of the transmission hub. The hub collects the audio data and stores it (up to 48 hours from each eavesdrop) or transmits it all in one burst. It can also transmit constantly at a range of up to half a mile.
FAKE IDENTCARD
Cost: 4,000 credits/10,000 platinum
Availability: ILLEGAL
Alliance IdentCards are extremely hard to actually fake, since they are embedded with hardwired microchips containing important data about the holder. As a result, it's easier to steal someone else's card and apply your face to the picture, even though this means the card will likely get you caught if anyone puts it through a card-reader. A truly usable fake IdentCard can be obtained only at obscenely high cost, and even then it won't match Cortex records, meaning careful examination will reveal the fraud.
LASERLIGHT MIST
Cost: 1.8 credits/4 platinum
Availability: Core Worlds
A small can of mildly reflective aerosol mist will reveal security alarms and barrier fields, laser trip wires, and so on without setting off alarms. The mist dissipates after a few seconds.
LOCK PICKS
Cost: 14 credits/35 platinum
Availability: ILLEGAL
An assortment of small picks and wrenches for opening locks rolled up in a piece of cloth. Not worth much, since old-fashioned mechanical locks are rarely used where there's anything worth stealing.
LOCK PICKS, ELECTRONIC
Cost: 35.4 credits/88 platinum
Availability: ILLEGAL
Especially in the Core, most locks are electronic in nature and require either overriding a keypad or transmitting a code before they'll open. This little pack of gadgets can help accomplish both.
MAG CHARGE
Cost: 27 credits/68 platinum
Availability: ILLEGAL
A short-range, electromagnetic pulse charge, about the size of a large battery. Unless the electrical equipment is hardened against EMP waves (which is extremely difficult, if not impossible to do fully), all electrical equipment in the 10' affect radius will short out and stop working until repaired. Most ships possess enough redundancies so that one of these will not cause fatal problems, but using them aboard a space vessel or atmospheric craft is not advised.
OPTICAL BOMB
Cost: 16 credits/40 platinum
Availability: ILLEGAL
A bundle of LEDs and fiber-optic cabling around a capacitor, optical bombs are designed to temporarily blind an opponent (and possibly nearby security cameras), making it easier to disable said opponent. To be truly effective, the bomb must go off within 15 feet of people and 10 feet of cameras and must be within the line of sight of the people and cameras. AN NBC mask will protect a person's eyes from this, while some more expensive security devices have an auto reactive coating to protect their lenses from such attacks.
POISON, KORTINE (DEBILITATING)
Cost: 11 credits/27 platinum
Availability: ILLEGAL
If a dose of this poison enters victims bloodstream, they will become temporarily stunned. Further dosages have been known to put victims into temporary comas. If ingested, the effects are the same as if directly applied to the bloodstream, however the time span for effect to take place is roughly doubled.
POISON, CYANOL (LETHAL)
Cost: 12.6 credits/32 platinum
Availability: ILLEGAL
Equally lethal by ingestion or injection, a milliliter of this poison can be sufficient enough to cause decease. While smaller dosages can be fought off by a person's body, higher dosages are a sure fire way to set in stone that some poor heun dahn will die, from heart attack.