Mythos texts, enchanted talismans for summoning and binding, Space-mead
Dreamer
autoinjectors of Somna (sleep) and Rooster (wake-up) drugs, sensory deprivation gear in helmet
(in Dreamlands) staff, robes, house or manse
Sleepwalker
heavy battlesuit, Fetchpike (enchanted melee weapon, allows attacks against creatures who are vulnerable to enchanted items)
Artist
trumpet/painbrushes/whatever, brooding books of fin-de-siecle art criticism or theory
Wildman
appropriate weapons (from flint knives to surplus military small-arms), preserved food, stout footwear
P/R/B Field Assessor
Command battlesuit (with kill switches for other squad suits), voice stress analyzers, psychically secure cargo bags
Ghoul
funeral rags, grime and mold, sharpened bones, a few haunches of gamy human meat, grave loot of surprising utility
Bonus die equipment
Battlesuits give +1d bonus die for fighting, as well as noticing things with its sensors.
(give characters a bonus pip +1 if they describe using appropriate weaponry for the type of target)
Dreamcannon: +1d bonus for fighting immaterial creatures; also allows attacks against creatures who are only vulnerable to enchanted weapons, but provides no bonuses in that situation.
(note: excessive Dreamcannon use might be the trigger for the Sleepwalker transformation)
Psychotronic Battery: gives +1d to +2d to Willworker rolls to cast spells; but caster must make 2 Sanity Checks.
P/R/B Theoretical Maunal: gives +1d to "raw knowledge" about Mythos subjects - but not for spells/Willworking.
Paranatural artifacts
Snarler: this is P/R/B slang for a common Mi-go weapon that looks like a knot of dull copper rods.
In game terms, it is +1d bonus combat gear for Mi-go; captured snarlers stop working after a few minutes.
Although it has no visible discharge of material ammunition or energy beams,
targets feel as if they are being tangled up and crushed, and their ability to move is severely limited.
Current P/R/B theory is that snarlers distort space-time on a very localized scale, possibly by a method similar to the phenomenon that allows mi-go to fly and travel in space.
This has not been proven yet due to the fact that captured snarlers stop working so quickly.
All attempts to dissassemble one have failed in one baffling manner after another.
For example, the last snarler investigated by Redoubt Alpha turned three P/R/B scientists into a small grey ovoid (about 2 inches across) and created an exact duplicate of the lab twenty meters further back in the solid rock of the mountain.
It may be telling that snarlers seem to be less effective when used against powerful Sleepwalkers, possibly since they are only weakly attached to local reality.
Deep One Armor: +1d bonus combat gear.
Beaten gold adorned with the shells of long-extinct marine life shouldn't be able to stop modern monomolecular blades or 20mm electrothermal rounds... but no one is surprised that it does.
It's occasionally taken in combat as trophies, so its not impossible to see bits of this armor riveted to Tactroop battlesuits.
Large amounts of such scavenged armor may even provide a +1 bonus pip, in the GM's discretion.
Of course, feel free to have such PCs consumed by dreams of batrachian horrors and/or purged by their P/R/B commissar for psychic unreliability.
Elfshot: They doesn't provide bonus dice, but these semi-immaterial arrowheads and spearpoints do explain how the devolved remnants of the Serpent Men can fight on an equal footing with people in power armor.
The further good news is that shards of the elfshot can embed themselves in the victim's Dream-self, with debilitating effects in both worlds.
In Redoubt Alpha, all captured elfshot is confiscated by the P/R/B. Among the tactroops, the current theory for this is that the P/R/B wants to have yet another handle on the Dreamers,
since cutting off their drug supplies might be too slow a countermeasure.
The elfshot weapons so far encountered all appear to be carved from bone that has been treated with a pale blue resin of unknown composition.
Summoning Tools: this is a generic category, meant to cover all the eldritch apparatus used to call up Mythos entities.
There is a bewildering variety of these things, each only of use to contact or summon a single entity or species.
The effectiveness of any given item is up to the GM, but a good guideline to follow is that the more difficult or distressing the procedures needed to build and enchant an item, the more powerful it will be.
My "house rule" is that if I can describe the materials or techniques required and at least one player (not player character) doesn't wince, it only grants a +1 pip.
On the other hand, if I can barely describe the thing myself without getting a little uneasy, maybe it's worth +1d.
I'm steadfastly unwilling to put the one thing I came up with horrible enough to grant a +2d bonus on this website.
Suffice it to say it's a method a feral band is using to contact Shub-Niggurath, and it explains why they have to keep raiding the neighboring tribes for captives...