I couldn't take it anymore and picked up the PDF. I am very happy with the purchase.
First right off the bat, there are no new weapons, other than those items that could be used as weapons as a secondary function. This didn't surprise me when I saw the amount of detail provided for all the other equipment. To do this same amount of detail for weapons would take another book of this size. If I had to guess, I bet that is what they're working on now.
Here are some of the the Chapters and an overview of their contents.
Tactical Harnesses and Holsters
This includes information for drawing a weapon and how a specific holster and it's location modifies DEX ranks when drawing a weapon as well as how concealable it is. I want to take a moment to add that all items of equipment possesses information based on real world data and provides actual photos of said pieces of equipment. I don't know who Blackhawk Products Group is, but I'm glad they're on our side. This chapter contains lots of information on things like ammo pouches as well.
Body Armor
This includes information on body armor and helmets. Additional gaming information is provided for the fact that armor effects projectile weapons differently than it does melee weapons and low velocity projectiles. I like the fact than in the case of armor that doesn't cover the entire location, like a helmet for example, there is a percentage chance of protection. Yes, that means another die roll in combat, but I can except that for this level of reality. Helmets for example possess a 90% coverage from behind, unless a Nape Protector is attached, then its 100%. The all have different coverage from the front based on model. I'll take this chance to say I ways very happy that the authors made sure everything balanced with what is found in the core book as far as AP, ENC, etc are concerned. I really didn't want this to turn into GURPS, where armor could stop so much damage that blending genres of different tech levels was too much in the favor of high tech characters.
Survival and Outdoor Gear
Lots and lots of stuff. As far as game information, I found the -10% modifier for actions involving fine manipulation, including using a gun while wearing gloves cool. Plus some gloves possess a removable trigger finger piece to negate the penalty. There is game related information for almost everything in the book. The section devoted to combat first aid is great. It notes different types of med kits and modifies First Aid rolls for burns, poisoning, invasive surgery etc.when using the correct kit, moving on.
Communications, Electronics, and IT
Some of the game specific rules; Communication with Radio and Satellite Transceivers, Conducting Audio Surveillance, Taking Surveillance Photographs and Conducting Video Surveillance, Navigating (this covers the use of GPS devices), NBC Detection, Conducting Counter-Surveillance, etc.
Tools and Technical Equipment
Information on everything from forensics to lock pocking. Some specific rules; Lock Picking and Breaking Into Cars, Breaching a Secured Door (for rules on breaching a wooden dungeon door, see Classic Fantasy), MagnumSpike Tyre Bursters, etc.) Lots and lots, and lots of tools and equipment.
Sea, Air, and Land
Information and equipment relating to Parachuting, SCUBA and Marine Gear, Immersion in Water, Climbing Skills, etc.
This book is chock full of equipment and the BRP information to use them in game. All it needs is an equivalent book on weapons to be complete. If either Domenic De Bechi or Rob Thomas are reading this, come out of hiding and talk to us, you did good.
For those of you that appreciate GURPS for the amount of detail it provides their players, even if you don't enjoy the system. Well BRP has attained that level of detail now, and didn't sacrifice playability to do it.
Oh, yeah, for those that have inquired, no cybergear. 
Rod
Last edited by threedeesix; December 14th, 2009 at 17:48.
"D100, exactly five times better than D20"