One part of the rules which isn't 100% clear is picking up additional equipment for new characters. There are a couple of conflicting references, so I hit up Nathan Dowdell on Facebook (and he's reposted the same answer elsewhere, including the Modiphius forums). He said: For pre-game acquisitions, my inclination is for the GM to set aside a particular amount of game time as "pre-campaign prep time", during which characters may attempt to acquire any extra items they want - this might be a few days, a week, or a month, at the GM's discretion. Heat generated, Cashflow lost, and Shortfalls suffered during this time carry over into the first session. This has the advantage of not requiring an entirely separate set of acquisitions rules purely for character creation. Alternately, you can try something a little more stratified with no rolling - though this is entirely off the top of my head: A character may choose any number of items (or a finite number, set by the GM) to acquire pre-game. Each item costs a number of Assets based on the following factors - 1 per Restriction rating (so, Restriction 2 = 2 Assets), 1 if the Cost exceeds Earnings, and 1 per Shortfall the acquisition's Cost would inflict (use an average of the Cost here, rounded to the nearest whole number: each combat die is 0.5, a die with Tariff 1 is 0.667 per die, a die with Tariff 2 is 0.833, a die with Tariff 3 is 1, so an item with a Cost of 2+4 dice, Tariff 1 is 4.667, rounded to 5).