I've decided that your basic unenhanced human gets

**100 "health points"**, to be evocative of the classic first-person shooter. Enhancements and phenotypical variation can change this number.

Basic enhancement: +100 health points.

Typical enhancement: +200

Advanced enhancement: +300

Ultimate enhancement: +400

Your basic unenhanced human also gets

**81 "weapon slots"**with which they can purchase weapons. I'm thinking that certain phenotypes would be able to carry more weapons and hence have more weapon slots due to their inherent strength or better ability to carry objects. Other penotypes may have fewer slots, but have other advantages. Characters with access to sealed and/or powered armour suits would also get additional slots.

A basic outline of

**weapon costs**is as follows:

Knife: 1

Melee weapon: 10

Holdout weapon: 5

Standard pistol: 10 (can be dual wielded for a total of 20)

Heavy pistol: 15 (Can be dual wielded for a total of 30; requires greater strength)

Standard revolver: 15 (Can be dual wielded for a total of 30)

Heavy revolver: 20 (Can be dual wielded for a total of 40; requires greater strength)

Standard DEW pistol: 15 (Can be dual wielded for a total of 30)

Heavy DEW pistol: 20 (Can be dual wielded for a total of 40; requires greater strength)

Small SMG: 20 (can be dual wielded for a total of 40)

Standard SMG: 25 (Can be dual wielded for a total of 50; requires greater strength)

Large SMG: 30

Carbine: 35

Standard shotgun: 40

Assault rifle: 40

Heavy longarm: 50

Rocket/grenade launcher: 70

**Flak armour**is cheap and widespread from the 22nd century onwards. The following numbers show how many additional armour points a character gains from each type:

Vest: 100

Helmet: 20

Arms: 40

Legs: 40

Full kit: 200

**Sealed armour suits**are standard kit amongst more well equipped military and paramilitary organisations by the 22nd century:

Armour points granted: 300

Weapon slots added: 24

**Powered armour suits**go one step further by enhancing strength, enabling even more weapons and armour to be carried:

Armour points granted: 500

Weapons slots added: 48

**Battlesuits**are another matter entirely, I think. I imagine them as having integrated but interchangeable weapons systems mounted on the arms, due to battlesuit weapons being much bigger than standard infantry weapons. This is something that will have to await more inspiration for now.

**Vehicles and structures**could have their durability measured in "structure points", equivalent to 1000 health/armour points. In weapons, damage is caused by two stats - one that affects only health/armour points, and one that only affects structure points. I may have to introduce another stat for weapons in order to account for cumulative damage.

That's it for now.