You are on page 1of 83

VER 2.

A DARK DREAMS CREATION


DESIGNED AND REALISED BY
GEORGE CHATZIPETROS @ DARK DREAMS
SIDHE@OTENET.GR – HTTP://WWW.GEOCITIES.COM/HERNES.GEO

Requires the use of the Dungeons and Dragons ® Player’s Handbook,


Third Edition, published by Wizards of the Coast ®
 Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of
the Coast, and are used with Permission.
 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are
used according to the terms of the d20 System License version 1.0. A copy of this License can be
found at www.wizards.com.
 This publication is done under version 1.0 of the Open Game License, which can be found at the
end of the document, and the D20 System Trademark License. The mention or reference to any
company or product in these pages is not a challenge to the trademark or copyright concerned.

OPEN GAME CONTENT: All text in pages is designated Open Game Content, as per the Open Game License
ver 1.0. Portions of this text originate from the D20 System Reference Document and are © 2000
Wizards of the Coast. The remainder of the text is hereby added to Open Game Content and if so used
should bear the COPYRIGHT NOTICE “CYD20 ver 2.0 © 2002 George Chatzipetros”.
PRODUCT IDENTITY: All other content of this book (except from the D20 System Trademark Logo and the
Open Game License ver 1.0) is designated Product Identity, as explained in the Open Game License ver 1.0
and is copyrighted year 2002 by George Chatzipetros. All rights reserved. This portion of the book is not
Open Game Content and reproduction without the written permission of the author is expressly
forbidden, except for the purpose of reviews.

-2 -
WELCOME TO CYBERPUNK
Ecosystems collapse- deadly new viruses plague humanity – offworld colonies provide a refuge to the
wealthy – megacorporations handle the real power in the world – the Internet virtual reality extends
across the globe and the colonies – man fuses with machine, using cybernetic implants and genetic
modifications to become superhuman and achieve immortality.
This is cyberpunk, science fiction at its best and darkest. Pioneered by writers like William
Gibson and Philip Dick and by cult movies like Blade Runner, the cyberpunk genre is about a dark future –
a future not as far away as we would like to believe.

WELCOME TO CYD20
CYD20provides the necessary background information for a cyberpunk campaign using the d20 system.
CYD20 doesn’t present a complete cyberpunk setting. Rather, it contains all the necessary information
for you to stage your own cyberpunk campaigns. Whether you like to play the Neuromancer or Blade
Runner, CYD20 will provide you all the necessary game mechanics.
From assault rifles to miniguns, combat software to the latest advancements in microprocessor
technology, nerve gas to botulin, cybernetic implants to genetic modifications, from armored cans to
VTOL aircrafts and ballistic clothing to powered battle armor, CYD20 contains everything you’re going to
need in your cyberpunk campaign.

FINAL NOTES
 Please be kind enough to send me some feedback or comments. You can contact me at
sidhe@otenet.gr.
 Throughout this book the male gender is used as a neuter term.
 I’m sorry if I insult anyone with my language. Before you last me with a mail or terrible review,
please consider the fact that I speak English as a second language.

-3-
CONTENTS
Welcome to CyberPunk------------------------------------------------------------------- - 3 -
Welcome to CYD20 ----------------------------------------------------------------------- - 3 -
Final Notes-------------------------------------------------------------------------------- - 3 -
Contents ---------------------------------------------------------------------------------- - 4 -
Race and Class --------------------------------------------------------------------------- - 6 -
Race --------------------------------------------------------------------------------------------------------------------------------- - 6 -
Classes------------------------------------------------------------------------------------------------------------------------------ - 6 -
Wirehead---------------------------------------------------------------------------------------------------------------------------- - 11 -
Skills------------------------------------------------------------------------------------- - 13 -
Feats------------------------------------------------------------------------------------- - 18 -
Available Standard Feats --------------------------------------------------------------------------------------------------------- - 18 -
New Feats -------------------------------------------------------------------------------------------------------------------------- - 18 -
Rules-------------------------------------------------------------------------------------- 20 -
Armor Class and Damage Reduction ---------------------------------------------------------------------------------------------- 20 -
Grades of Damage------------------------------------------------------------------------------------------------------------------ 20 -
Wound Effects ---------------------------------------------------------------------------------------------------------------------- 20 -
Firearm Recoil--------------------------------------------------------------------------------------------------------------------- - 21 -
Automatic Fire --------------------------------------------------------------------------------------------------------------------- - 21 -
Explosives--------------------------------------------------------------------------------------------------------------------------- 22 -
Resources -------------------------------------------------------------------------------------------------------------------------- 22 -
Vehicles ----------------------------------------------------------------------------------------------------------------------------- 23 -
Computers -------------------------------------------------------------------------------------------------------------------------- 25 -
Cyberware/Bioware --------------------------------------------------------------------------------------------------------------- 30 -
Addiction --------------------------------------------------------------------------------------------------------------------------- - 31 -
Combat Gear------------------------------------------------------------------------------ 32 -
Weapon Concealability ------------------------------------------------------------------------------------------------------------- 32 -
Weapon Tables Key ----------------------------------------------------------------------------------------------------------------- 32 -
Pistols (simple weapons) ---------------------------------------------------------------------------------------------------------- 32 -
Machine Pistols and Submachine Guns (simple weapons) ----------------------------------------------------------------------- 33 -
Shotguns (simple weapons) ------------------------------------------------------------------------------------------------------- 34 -
Flechette Weapons (simple weapons)--------------------------------------------------------------------------------------------- 35 -
Assault Rifles (martial weapons)-------------------------------------------------------------------------------------------------- 35 -
Machine Guns (martial weapons)-------------------------------------------------------------------------------------------------- 36 -
Sniper Rifles (martial weapons)--------------------------------------------------------------------------------------------------- 37 -
Grenade Launchers (martial weapons) ------------------------------------------------------------------------------------------- 37 -
Rocket Launchers (exotic weapons) ---------------------------------------------------------------------------------------------- 38 -
Flame Throwers (exotic weapons) ------------------------------------------------------------------------------------------------ 38 -
Liquid Propellant Rifles ------------------------------------------------------------------------------------------------------------ 39 -
Electrothermal Firearms (exotic weapons) -------------------------------------------------------------------------------------- 39 -
Railguns (exotic weapons) --------------------------------------------------------------------------------------------------------- 40 -
Grenades (simple weapons) ------------------------------------------------------------------------------------------------------- 40 -
Mini-Rockets ------------------------------------------------------------------------------------------------------------------------ 42 -
Missiles------------------------------------------------------------------------------------------------------------------------------ 42 -
Melee Weapons --------------------------------------------------------------------------------------------------------------------- 43 -
Misc. Weapons (exotic weapons) -------------------------------------------------------------------------------------------------- 43 -

-4-
Ammunition ------------------------------------------------------------------------------------------------------------------------- 44 -
Weapon Accessories --------------------------------------------------------------------------------------------------------------- 46 -
Battle Software--------------------------------------------------------------------------------------------------------------------- 48 -
Body Armor ------------------------------------------------------------------------------------------------------------------------- 49 -
Chemical Warfare Agents--------------------------------------------------------------------------------------------------------- - 51 -
Biotechnology ---------------------------------------------------------------------------- 54 -
Cyberware -------------------------------------------------------------------------------------------------------------------------- 54 -
Bioware ----------------------------------------------------------------------------------------------------------------------------- 57 -
Computers------------------------------------------------------------------------------- - 61 -
MicroComputers------------------------------------------------------------------------------------------------------------------- - 61 -
NanoComputers -------------------------------------------------------------------------------------------------------------------- 63 -
SuperComputers ------------------------------------------------------------------------------------------------------------------- 64 -
Artificial Intelligence (AI) ---------------------------------------------------------------------------------------------------------- 64 -
Offensive Software----------------------------------------------------------------------------------------------------------------- 65 -
Infiltration/Security Software ---------------------------------------------------------------------------------------------------- 67 -
Misc. Software---------------------------------------------------------------------------------------------------------------------- 69 -
Vehicles---------------------------------------------------------------------------------- - 71 -
Passenger Seating ----------------------------------------------------------------------------------------------------------------- 72 -
Weapon Mounting------------------------------------------------------------------------------------------------------------------- 73 -
Modifications------------------------------------------------------------------------------------------------------------------------ 73 -
Misc. Gear -------------------------------------------------------------------------------- 76 -
Communications Gear-------------------------------------------------------------------------------------------------------------- 76 -
Medical Gear ------------------------------------------------------------------------------------------------------------------------ 76 -
Security Gear----------------------------------------------------------------------------------------------------------------------- 78 -
Surveillance Gear ------------------------------------------------------------------------------------------------------------------ 79 -
Survival Gear ----------------------------------------------------------------------------------------------------------------------- 80 -
Appendix---------------------------------------------------------------------------------- 82 -
OPEN GAME LICENSE Version 1.0a ------------------------------------------------------------------------------------------------- 82 -

-5-
RACE AND CLASS
RACE
A cyberpunk setting is one in which humans are usually than humans are available (perhaps mutants, androids or
the only sentient race. Thus, CYD20 only allows human even aliens). If this is the case, you should go ahead and
characters to be created. Of course, you might want to design your own races keeping in mind the balance of the
play an alternative cyberpunk game, in which races other game.

CLASSES
Cyberpunk characters may seem a little bland compared tales. The following classes emphasise the fragile nature
to the characters of a fantasy game. They don’t have any of real-world people and the fact that their strength lies
special abilities to call upon and they certainly aren’t in their skills, talents and knowledge and not on any
capable of the superhuman feats described in mythic special powers.

CONTRACT WORKER
The contract worker is a professional assassin, skilled in and by his ability to kill from a distance without being
the use of many lethal weapons ranging from high- detected. The best of his kind are ingenious in figuring out
powered rifles to deadly poisons. He may be a freelancer, ways to take out even the most well-protected targets.
accepting jobs from different clients, or work for a single HIT DIE: d8
powerful person in need of his services. In both cases, a SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
contract worker is judged by the success in his missions SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod

Level Base Attack Bonus Fort Save Ref Save Will Save
1 +1 +0 +2 +0
2 +2 +0 +3 +0
3 +3 +1 +3 +1
4 +4 +1 +4 +1
5 +5 +1 +4 +1
6 +6/+1 +2 +5 +2
7 +7/+2 +2 +5 +2
8 +8/+3 +2 +6 +2
9 +9/+4 +3 +6 +3
10 +10/+5 +3 +7 +3
11 +11/+6/+1 +3 +7 +3
12 +12/+7/+2 +4 +8 +4
13 +13/+8/+3 +4 +8 +4
14 +14/+9/+4 +4 +9 +4
15 +15/+10/+5 +5 +9 +5
16 +16/+11/+6/+1 +5 +10 +5
17 +17/+12/+7/+2 +5 +10 +5
18 +18/+13/+8/+3 +6 +11 +6
19 +19/+14/+9/+4 +6 +11 +6
20 +20/+15/+10/+5 +6 +12 +6

-6-
CLASS SKILLS: Black Market (Cha), Demolitions (Int), WEAPON AND ARMOR PROFICIENCY: Simple and martial
Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate weapons, light armors.
(Cha), Listen (Wis), Move Silently (Dex), Sense Motive
(Wis), Spot (Wis), Streetwise (Cha)

FINANCIER
A financier’s mind works in digits, but unlike a hacker or SKILL POINTS T 1ST LEVEL: (4+Int mod)x4
computer programmer his favourite digits mostly consist SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
of zeros – the more, the better. His motto is “money has CLASS SKILLS: Accounting (Int), Analysis (politics) (Int),
to move around to multiply” and he follows this principle Analysis (finance) (Int), Bluff (Cha), Diplomacy (Cha),
faithfully, shifting from one investment to another with Sense Motive (Wis)
the speed of light. It’s not just money that motivates him, WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
although making money is usually the end goal. The armor proficiency.
closing of great deal brings him pleasure and a sense of SPECIAL: If a player selects this class as the initial class
achievement and fulfilment. for his starting character, he adds +2 to the roll for
HIT DIE: d6 beginning resources.
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12

FIXER
A fixer is the ultimate street contact. People go to him to CLASS SKILLS: Black Market (Cha), Analysis (politics)
ask for information, to purchase illegal or controlled (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha),
goods from the black market or to find out if there’s Sense Motive (Wis), Streetwise (Cha)
anyone asking for their “services” and special skills and WEAPON AND ARMOR PROFICIENCY: Simple weapons and
the fixer usually learns everything going on in the streets. light armors.
His network of contacts is extensive and he’s the middle SPECIAL: A fixer gains a +2 circumstance bonus to
man for any important street deal closing, getting a cut of Streetwise and Black Market checks made in his home
the action and rewards. town, because of his extensive contacts. For every 3
HIT DIE: d6 levels he has, he develops a network of contacts in
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4 another city as well (which may or may not be in the same
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod country), thereby gaining the bonus there as well.

-7-
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12

MEDICAL EXPERT
The medical expert is a man who has studied life and HIT DIE: d6
death extensively and is familiar and at ease with both of SKILL POINTS T 1ST LEVEL: (4+Int mod)x4
them. Even at times when difficult decisions have to be SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
taken quickly, decisions which will lead to the CLASS SKILLS: Analysis (biotechnology) (Int), First Aid
preservation or loss of life, the medical expert retains (Int), Forensics (Int), Pathology (Int), Science (any) (Int),
his cool. This attitude extends to every other part of his Spot (Wis), Surgery (Int)
life. WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12

-8-
armor proficiency.

MERC
The Merc is a warrior for hire, fighting the wars of others SKILL POINTS AT 1ST LEVEL: (2+Int mod)x4
to make a living. Good mercs ask a hefty price for their SKILL POINTS AT EACH ADDITIONAL LEVEL: 2+Int mod
services and hope to live enough to enjoy it. Most of them CLASS SKILLS: Black Market (Cha), Climb (Str),
have a military background, often in a special unit, and Demolitions (Int), Diplomacy (Cha), Intimidate (Cha), Intuit
have participated in conflicts all around the world. Mercs Direction (Wis), Jump (Str), Sense Motive (Wis), Survival
tired of hot jungles and frozen mountains seek (Int)
employment in urban environments, only to find out that WEAPON AND ARMOR PROFICIENCY: Simple and martial
the streets can be the worst battlefield of all. weapons, all armors.
HIT DIE: d10
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +1 +2 +0 +0
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6

PROFESSIONAL THIEF
The professional thief is a modern daredevil hungry for CLASS SKILLS: Analysis (security) (Int), Balance (Dex),
adventure and wealth. He leaves petty thievery to thugs Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape
and crooks; only the most extravagant loot is good Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Open
enough for him. A master of acrobatics with a deep Lock (Dex), Pick Pocket (Dex), Search (Int), Spot (Wis),
knowledge of modern security systems, his job requires Streetwise (Cha), Tumble (Dex), Use Rope (Dex)
that he has a lot of talents. The professional thief WEAPON AND ARMOR PROFICIENCY: Simple weapons and
considers himself an artist. There are after ll better and light armor.
easier ways for someone to make money, but he wouldn’t
swap the adrenaline rush during a job and the sense of
triumph after accomplishing it for all the money in the
world.
HIT DIE: d6
SKILL POINTS AT 1ST LEVEL: (8+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 8+Int mod

-9-
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +0 +0 +2 +0
2 +1 +0 +3 +0
3 +2 +1 +3 +1
4 +3 +1 +4 +1
5 +3 +1 +4 +1
6 +4 +2 +5 +2
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2
9 +6/+1 +3 +6 +3
10 +7/+2 +3 +7 +3
11 +8/+3 +3 +7 +3
12 +9/+4 +4 +8 +4
13 +9/+4 +4 +8 +4
14 +10/+5 +4 +9 +4
15 +11/+6/+1 +5 +9 +5
16 +12/+7/+2 +5 +10 +5
17 +12/+7/+2 +5 +10 +5
18 +13/+8/+3 +6 +11 +6
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6

SPECIAL FORCES OPERATIVE


Having an extensive military background in some of the HIT DIE: d10
top special units in the world, the special forces operative SKILL POINTS AT 1ST LEVEL: (2+Int mod)x4
has been trained as a combat machine. He is familiar with SKILL POINTS AT EACH ADDITIONAL LEVEL: 2+Int mod
broad range of weapons and fighting styles and his CLASS SKILLS: Analysis (military tactics) (Int),
knowledge of small-unit tactics is extensive. Demolitions (Int), First Aid (Int), Hide (Dex), Intimidate
Unfortunately, his overspecialisation makes him less (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str),
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +1 +1 +1 +0
2 +2 +2 +2 +0
3 +3 +2 +2 +1
4 +4 +2 +2 +1
5 +5 +3 +3 +1
6 +6/+1 +3 +3 +2
7 +7/+2 +4 +4 +2
8 +8/+3 +4 +4 +2
9 +9/+4 +4 +4 +3
10 +10/+5 +5 +5 +3
11 +11/+6/+1 +5 +5 +3
12 +12/+7/+2 +6 +6 +4
13 +13/+8/+3 +6 +6 +4
14 +14/+9/+4 +6 +6 +4
15 +15/+10/+5 +7 +7 +5
16 +16/+11/+6/+1 +7 +7 +5
17 +17/+12/+7/+2 +8 +8 +5
18 +18/+13/+8/+3 +8 +8 +6
19 +19/+14/+9/+4 +8 +8 +6
20 +20/+15/+10/+5 +9 +9 +6
effective in situations other than armed confrontations. Survival (Int)

- 10 -
WEAPON AND ARMOR PROFICIENCY: Simple and martial weapons, all armors.

VEHICLE EXPERT
The vehicle expert is a man who lives on the edge, HIT DIE: d8
breathes gasoline fumes and occasionally cheats death by SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
performing some outstanding maneuver no one else SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
would have thought possible. Whether a driver or a pilot, CLASS SKILLS: Balance (Dex), Drive (Dex), Engineering
the vehicle expert is definitely in love with vehicles of any (mechanical) (Int), Listen (Wis), Pilot (Dex), Spot (Wis)
kind and pushes them to their limits. He is a modern WEAPON AND ARMOR PROFICIENCY: Simple and martial
knight with many horses and much more than a lance. weapons, no armor proficiency.
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +0 +0 +2 +0
2 +1 +0 +3 +0
3 +2 +1 +3 +1
4 +3 +1 +4 +1
5 +3 +1 +4 +1
6 +4 +2 +5 +2
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2
9 +6/+1 +3 +6 +3
10 +7/+2 +3 +7 +3
11 +8/+3 +3 +7 +3
12 +9/+4 +4 +8 +4
13 +9/+4 +4 +8 +4
14 +10/+5 +4 +9 +4
15 +11/+6/+1 +5 +9 +5
16 +12/+7/+2 +5 +10 +5
17 +12/+7/+2 +5 +10 +5
18 +13/+8/+3 +6 +11 +6
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6

WIREHEAD
A soul immersed in the virtual world of modern Internet, HIT DIE: d6
the wirehead braves the digital pathways with wits, SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
cunning and occasional stroke of luck. Expert in all things SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
considering computers, networks and electronic devices, CLASS SKILLS: Bluff (Cha), Computer Use (Int), Diplomacy
he is an opponent to be feared in the Internet. Most (Cha), Engineering (electronic) (Int), Sense Motive (Wis)
wireheads live their lives completely in the Net, WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
preferring the fake beauty of the virtual world over the armor proficiency.
harsh reality of the real one.
Level Base Attack Bonus Fort Save Ref Save Will Save
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5

- 11 -
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12

- 12 -
SKILLS
CHECK: Whenever you need to analyse information or
ACCOUNTING (INT; TRAINED ONLY) figure out the most appropriate action to take, you make
Accounting is used to keep track of a company’s income a roll with a DC selected by the Gamemaster according to
and expenses as well as for examining financial records, the complexity of the situation.
searching for leaks. It is also extremely useful in money Complexity DC
laundering operations, to disguise the apparent source of Low 15
funds. Moderate 20
CHECK: The DC of the skill check depends on the task. High 25
Task DC RETRY: Yes, but only if you know that you’re wrong.
Keeping track of 10
income/expenses BALANCE (DEX; ARMOR CHECK PENALTY)
Examining financial 10-20 (depends on volume
This skill functions as usual.
records and complexity)
Money laundering 15
When laundering money, your skill check result becomes BLACK MARKET (CHA; TRAINED ONLY)
the DC another accountant has to discover the laundering This skill denotes contacts among black marketers which
when examining the records. can provide you with hard-to-find or illegal goods. Skilled
RETRY: Yes, but you have to know that you’ve made an in the way the black market works, you can even locate
error or omitted something. black marketers in unfamiliar areas.
CHECK: A skill check is required to find any item which
has an Availability greater than 0 (which means that the
ANALYSIS (INT; TRAINED ONLY) item is either controlled or plain illegal to own). The DC of
This group of skills provides the necessary background the roll is always the item’s Availability.
and knowledge to analyse information received and use it A failure means that the item is out of stock or
effectively or take appropriate action. Available skills that the black marketer you contacted never had it in the
include: first place. A natural “1” on the skill check means that
 Criminology (knowledge of the methods to something catastrophic happens. The Gamemaster is
pursue suspects and find evidence of a crime) encouraged to be creative. Perhaps the meeting with the
 Sociology (knowledge of social structures and character’s contact was actually a set-up for police raid.
their traits) Maybe the character finds and buys a perfectly-looking
 Psychology (knowledge of the human psyche, item that will severely malfunction at the most
its workings and ailments) unfortunate moment and in the most dangerous fashion.
 Military tactics (knowledge of A success means that the character finds the
offensive/defensive tactics) item at three times its basic price (nobody said the black
 Security (knowledge of security principles and market is cheap!). If the result of the check exceeds the
devices) DC by 5 or more points, the item is found at double its
 Organised crime (knowledge of the workings basic price. A roll that exceeds the DC by 10 or more finds
and infrastructure of organised crime) the item at its basic price.
 Politics (knowledge of political structure and of A character cannot take 10 or 20 on these
how to manipulate them to your own rolls.
advantage) RETRY: You can keep searching for something, but each
 Finance (knowledge of financial terms and attempts takes about a week (you’ve got to make phones
statistics) to people, who will call other people, who will call other
 Culture (knowledge of the culture, customs and people, who will get back to you – you get the idea).
religion of a particular people) SPECIAL: A character who is away from his home base, in
 History (knowledge of both ancient and an area where he doesn’t have any established contacts,
contemporary history) suffers a -4 penalty to his skill check. A character who

- 13 -
has 5 or more ranks in the Streetwise skill gains a +2 explosives like plastic, octol or HBX require specialised
synergy bonus to Black Market skill checks. knowledge and equipment: you’ll need the Engineering
If a character is prepared to pay more for an (chemical) skill as well as an expensive laboratory.
item finding it proves easier (word gets around that he’s Ready-to-set explosive charges are easy to
offering good money for it). For every 10% a character is use even by someone with minimal training in explosives.
prepared to increase the base price of an item, the Dc is Preparing a demolition charge and setting it at the point
reduced by one point (to maximum of 10 points). where it’ll do the greatest damage or achieve a specific
effect is more complicates and requires a skill check.
BLUFF (CHA) RETRY: Yes, but you have to know that you’ve failed.
SPECIAL: 5 or more ranks in Demolitions grant a +2
This skill functions as usual. synergy bonus to Disable Device checks made to disarm
explosive devices.
CLIMB (STR; ARMOR CHECK PENALTY)
This skill functions as usual. DISABLE DEVICE (INT; TRAINED ONLY)
The Disable Device skill in the modern world applies to a
COMPUTER USE (INT; TRAINED ONLY) wide variety of technological items, like electronic as well
This skill is used to utilise a computer system in a variety as purely mechanical devices. The following table
of tasks. presents some examples and their DCs.
CHECK: Most tasks are simple and don’t require a skill Task DC Time
check (using a word processor, retrieving your e-mail Jam a lock 10 1 round
etc). Using the computer to search for information or Sabotage a car 15 1d4
infiltrate a remote secure system requires a skill check. rounds
Task DC Disarm an explosive device 20 2d4
Find information 10 rounds
Find obscure 15 Disarm an explosive device with 25 2d4
information countermeasures rounds
Infiltrate a remote Depends on the level of Disarm an alarm system 20- 2d4
system protection 30 rounds
For more information on hacking and infiltration, see the Note that bypassing fingerprint/retinal scanners or
computers section. keycard-protected doors lies in the province of the Open
RETRY: Yes, if you are searching for information. If you Lock skill.
fail while hacking into a system you may or may not be SPECIAL: 5 or more ranks in Engineering (electronics)
able to try again immediately; see the rules section for will give you a +2 synergy bonus to checks made to
more details. disable electronic devices. 5 or more ranks in
Demolitions will give you a +2 synergy bonus to checks
made to disarm explosive devices.
DEMOLITIONS (INT; TRAINED ONLY)
This skill gives you knowledge of explosive substances, DISGUISE (CHA)
how to use them effectively, as well as how to create
simple explosives using common materials and tools. This skill functions as usual.
CHECK: The DC of the skill check depends on what you
wish to accomplish. DIPLOMACY (CHA)
Task DC This skill functions as usual.
Build home-made explosives 15
Set an explosive charge 15
To build home-made explosives you only need simple tools
DRIVE (DEX)
and ingredients that can be found in any supermarket or This skill is used for controlling ground vehicles.
convenience store. A natural “1” on the skill check CHECK: More details on the use of vehicle skills can be
indicates a disastrous accident during the process; you found in the rules section.
manage to blow up your lab, perhaps along with yourself
(details are left to the Gamemaster’s discretion). Nitro-
glycerine and dynamite are the most common explosives
which can be brewed at home. Military and heavy industry

- 14 -
ENGINEERING (INT; TRAINED ONLY) attempts to copy or improve the technology of
the analysed device.
Engineering is a great class of skills concerned with the RETRIES: When assessing the quality of a design you can’t
construction and repair of devices, structures and other re-roll (you stand fast by your opinion). During
technological achievements. Each skill applies to one field creation/reverse engineering failed rolls just mean a day
of engineering and must be developed separately from during which no progress is made. When repairing
the rest. Available engineering skill include: something you can try again after a failure, but a failed
Electronic (for any device using circuits) roll wastes the time needed for the repair and you have
Mechanical (engines and motors) to start from the beginning.
Civil (buildings and constructions) SPECIAL: 5 or more ranks in Engineering (electronic) will
Chemical (checmical substances like polymers or give you a +2 synergy bonus to Disable Device and Open
fertilisers) Lock checks when dealing with electronic devices.
Weapon designs (firearms and advanced weapon
systems)
Software (computer programs) ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY)
Biotechnology (genetic engineering) This skill functions as usual.
CHECK: Engineering skills will commonly be used for the
active repair or construction of something, but they also FIRST AID (INT)
have a variety of other applications, like examining the
quality of a construction or even reverse-engineer it First aid is used to offer an initial treatment of serious,
(disassembling it to learn how it works). life-threatening injuries before the wounded person can
 CREATE: When creating a device or other be transferred to a place which can offer him a full
construct you should roll once per day of work treatment of his injuries.
(you can’t take 10 or 20 on this roll). When the CHECK: First aid is usually performed on characters with
number of successful rolls reaches the DC of negative hit points. The DC of the skill check is 12+the
the device, you manage to come up with number of negative hit points the character has. Example:
working blueprints which address most major if a person is at -7 hit points, the DC is 19. A successful
problems. Rolls of natural 1s are disastrous check means that the character is stabilised and doesn’t
and delay your work, halving the number of lose any further hit points. First aid is a full-round action.
your successful rolls so far. RETRY: Yes.
Device Complexity DC SPECIAL: 5 or more ranks in the Surgery skill grant a +2
Simple (small motor, radio, semi-auto weapon) 15 synergy bonus to First Aid checks.
Complex (car engine, computer, automatic weapon) 20
Very complex (aircraft turbine, supercomputer, 25 FORENSICS (INT; TRAINED ONLY)
missile) Forensics is used to identify a corpse, to determine the
 REPAIR: To attempt to repair an item you need cause of death and to find other information valuable for
at least some basic tools. If you work without a solving a crime.
fully equipped toolkit you suffer a -2 CHECK: The DC of the skill check depends on the task you
circumstance penalty to your roll. The DC of attempt.
the skill check is 5 points lower than the DC to Task DC
create the device. Repairing something usually Identify a corpse 10-25 (depending on its
takes 10 minutes per point of DC. Example: A condition)
radio (DC 10 to repair) will take 100 minutes to Determine cause of 15
fix. For every point of DC above 15 add one hour death
to the time needed. For every point above 20 Examine a corpse in 20
add one day. detail
 ASSESSING QUALITY: This has DC 10 for simple RETRY: Usually No.
and complex devices, 15 for very complex ones. SPECIAL: 5 or more ranks in Pathology will give a +2
 REVERSE ENGINEERING: The process for synergy bonus to Forensics checks.
analysing the function of a device by
disassembling and studying it is the same as
for creating it. In the end, you gain information FORGERY (INT; TRAINED ONLY)
about the internal workings of the device. This Forgery in the modern world also includes forging
gives you a +2 competence bonus to any electronic data, like credit or ATM cards.

- 15 -
Task DC Time OPEN LOCK (DEX; TRAINED ONLY)
Required
Forge ID/passport 15 1d4 hours In the modern world, this skill applies to more than
Create fake credit/ATM card 20 2d6 hours mechanical locks. A professional thief can bypass
security systems like retinal, fingerprint or keycard
Create fake security keycard (you 25 2d6 hours
scanners in order to reach his goal, as long as he has the
need a working one to copy)
proper tools for him. The DC for such devices usually
SPECIAL: 5 or more ranks in Engineering (electronics)
ranges from 25 to 40, according to their quality.
will give you a +2 synergy bonus when forging electronic
SPECIAL: 5 or more ranks in Engineering (electronics)
data.
will give you +2 synergy bonus to checks dealing with
electronic security devices.
HIDE (DEX; ARMOR CHECK PENALTY)
This skill functions as usual. PATHOLOGY (INT; TRAINED ONLY)
This skill governs the practice of general medicine and
INTIMIDATE (CHA) includes the treatment of diseases and poisoning.
This skill functions as usual. CHECK: The DC of the skill check depends on the task at
hand.
Task DC
INTUIT DIRECTION (WIS; TRAINED ONLY) Diagnosis 10
This skill functions as usual. Treat disease Disease’s DC
Treat poisoning Poison’s DC
JUMP (STR; ARMOR CHECK PENALTY) When treating a disease or poisoning, make a skill check
This skill functions as usual. every time the diseased or poisoned character makes a
saving throw. If your skill check is successful, the
character may use its result in lieu of his saving throw (if
LAW (INT; TRAINED ONLY) it’s higher).
This skill provides knowledge of the laws and judicial SPECIAL: The use of a drug effective against the disease
system of a country. or poison (antibiotic, antidote etc) will provide +6
CHECK: The Law skill is commonly used in courts or to find equipment bonus to both your skill checks and the
possible “loopholes” in laws. patient’s saving throws.
Task DC 5 or more ranks in Pathology give a +2
Prosecute/defend someone in court Opposed synergy bonus to Forensics checks.
Recall a common law 10
Recall an obscure law 20 PERFORM (CHA)
When prosecuting or defending someone in court, the Law
This skill functions as usual.
skill is used in an opposed check against that of the
opposing lawyer. The skill check is greatly influenced by
the amount and quality of the material/evidence at hand. PICK POCKET (DEX; TRAINED ONLY; ARMOR CHECK
Overwhelming evidence on your favour will grant a +2 PENALTY)
circumstance bonus, while good evidence will grant a +10
This skill functions as usual.
circumstance bonus.
RETRY: No retries are allowed (except of course if you
appeal the case). PILOT (DEX; TRAINED ONLY)
This skill is used for controlling airborne vehicles.
LISTEN (WIS) CHECK: More details on the use of vehicle skills can be
found in the rules section.
This skill functions as usual.

MOVE SILENTLY (DEX; ARMOR CHECK PENALTY) RIDE (DEX)


This skill functions as usual.
This skill functions as usual.

- 16 -
SCIENCE (INT; TRAINED ONLY) Routine operation 10
Difficult operation 20
Science is another group of skills encompassing modern Very difficult operation 25
positive sciences, like mathematics, geology and Install cybernetic implant 20
astronomy. Each science is represented by a separate
When providing long-term care the patient’s healing rate
skill.
is doubled, but he must remain inactive and under your
CHECK: Answering question pertaining to your science
care.
has a DC of 10 (really easy), 15 (basic), 20 (difficult), 25
RETRY: Usually no. In the case of an operation, a failed
(obscure) or 30 (very hard).
skill check means that a new operation must be made. In
RETRY: No.
long-term care, a day passes without the patient
receiving the doubled healing rate benefit.
SEARCH (INT) SPECIAL: A natural “1” or a failure margin of more than 5
This skill functions us usual. points on a skill check for an operation means that
serious complications arise, costing the patient d10 hit
points.
SENSE MOTIVE (WIS) 5 or more ranks in Surgery give a +2 synergy
This skill functions as usual. bonus to First Aid checks.

SPEAK LANGUAGE (NONE; TRAINED ONLY) SURVIVAL (INT)


This skill functions as usul. This skill enables you to survive in a hostile environment
with only minimum supplies and equipment. You can find
SPOT (WIS) food (by foraging or hunting), water, build or find simple
protected shelters and navigate hazardous areas.
This skill functions as usual.
CHECK: The DC of the skill check depends on the task you
attempt.
STREETWISE (CHA) Task DC
You have in-depth knowledge of the streets and the Find edible food and safe water 10
underworld. You know informers who can keep you up-to- Find or build a simple shelter 15
dte with information about criminal activities or other Navigate a hazardous area 15
obscure but useful knowledge. When searching for food or water, you find enough to
CHECK: The DC of the skill check is usually 15 if you’re in sustain an additional person for every 2 full points by
your home base. In places where you haven’t yet which your check result exceeds the DC.
developed a network of contacts and acquaintances, the RETRY: You can make one skill check per 24 hours when
DC increases to 25. searching for food/water or for a shelter. While
RETRY: No. navigating hazardous area (like a swamp or jungle), you
make a check when you encounter a natural hazard (like
SWIM (STR; ARMOR CHECK PENALTY) quicksand) and retries are not allowed.
This skill functions as usual.
TUMBLE (DEX; TRAINED ONLY; ARMOR CHECK
SURGERY (INT; TRAINED ONLY) PENALTY)
Surgery includes the performance of surgical operations This skill functions as usual.
and the long-term treatment of injuries.
CHECK: The DC of the skill check depends on the task you USE ROPE (DEX)
attempt.
This skill functions as usual.
Task DC
Long-term injury treatment 15

- 17 -
FEATS
AVAILABLE STANDARD FEATS
The following standard feats are available to CYD20 Iron Will
characters: Lightning Reflexes
Acrobatic Martial Weapon Proficiency
Alertness Point Blank Shot
Ambidexterity Far Shot
Armor Proficiency (light) Precise Shot
Armor Proficiency (medium) Rapid Shot
Armor Proficiency )heavy) Shot on the Run
Blind-Fight Power Attack
Dodge Cleave
Mobility Quick Draw
Spring Attack Run
Endurance Simple Weapon Proficiency
Exotic Weapon Proficiency Skill Focus
Expertise Toughness
Great Fortitude Two-Weapon Fighting
Improved Initiative Improved Two-Weapon Fighting
Improved Unarmed Attack Weapon Finesse
Stunning Fist Weapon Focus

POWER ATTACK UPDATE


Power Attack cannot be used with melee weapons which don’t allow the character’s Strength modifier to be added to damage
(stun batons, for example).

NEW FEATS
The following feats are new to CYD20.

CHEM RESISTANCE
AUTOFIRE You are not easily addicted by chemical substances.
You are well-trained in the use of automatic weapons. PREREQUISITES: --
PREREQUISITES: +1 base attack bonus. BENEFIT: You gain a +4 resistance bonus to Will saves
BENEFIT: When performing Autofire, you roll more Burst made to avoid or overcome an addiction.
Dice. See the rules section for more details.

FASTJACK
BIOTECHNOLOGY TOLERANCE You have familiarised yourself with neural interfaces and
You are extremely resilient to the degrading effects can use one very effectively.
cyberware and bioware have on your health. PREREQUISITES: 3+ ranks in Computer Use. You also need
PREREQUISITES: Con 13+. to already possess a neural interface (a nanocomputer
BENEFIT: The total Tolerance of all cyberware and bioware and a datajack).
installed in your body is decreased by 2 points (to a BENEFIT: While using a neural interface, you enjoy a +2
minimum of one). interface bonus to Computer Use checks, Internet AC and

- 18 -
Internet attack rolls and a +3 interface bonus to Internet Your selection must be approved by the Gamemaster;
initiative. passwords to databases with very sensitive data
NORMAL: Characters without this feat only get half these (corporation, military, banks etc) re very hard to come
bonuses when using a neural interface. by. Good examples include the database of the
Department of Vehicles, the Phone company etc.
PREREQUISITES: --
FILTHY RICH BENEFIT: When using the password, you have 2 nd-level
You are comfortably well-off, having a large amount of access to the database. Abuse or misuse of your
cash and possessions at your disposal. password may lead to it being revoked by the database
PREREQUISITES: This feat must be taken during character administrators (Gamemaster’s discretion). This feat may
creation. You can’t take it after the game starts. be taken multiple times; each time it applies to a different
BENEFIT: You gain a +2 bonus to the roll for determining database.
beginning resources.
STREET CONTACTS
IMPROVED AUTOFIRE You have important contacts in a city’s underworld. When
You can perform extremely efficient autofire attacks. this feat is taken, you should select a city where your
PREREQUISITES: Autofire, +8 base attacks bonus. contacts are located. This cannot be later changed.
BENEFIT: When performing autofire, you roll more Burst PREREQUISITES: --
Dice. See the rules section for more details. BENEFIT: You gain a +2 circumstance bonus to Black
Market or Streetwise checks you make while you’re in the
city chosen.
PASSWORD SPECIAL: This feat can be taken multiple times. Its effects
You have acquired a password to an important database do not stack; you can select a new city every time the feat
from one of your contacts. When this feat is taken, you is taken.
should select a database for this password to work with.

- 19 -
RULES
ARMOR CLASS AND DAMAGE REDUCTION
Modern body armor is relatively lightweight but succeeds weapons. Rare is the armor what protects against fire
were heavy medieval armor failed: it provides extremely and energy attacks.
effective protection against a variety of attacks, including Armors don’t increase AC, but Ac is still
the high-velocity impact of bullets. On the other hand, affected by other modifiers, like Dexterity. Moreover,
military arsenals include heavy weapons like large- since skilled and trained combatants are expected to
caliber high-powered rifles, that will go through an armor avoid incoming attacks more easily, CYD20 characters
like a knife cuts hot butter. get to add their base Reflex bonus to their AC. This is
These factors require that a change in the way considered a dodge bonus, meaning that you lose it in
armor is handled is made. Therefore, armor in CYD20 situations where the Dexterity bonus is lost as well (when
doesn’t provide a bonus to AC. Instead, it gives Damage you’re surprised, flat-footed, flanked etc). The Reflex
Reduction (DR), which means that the damage caused by bonus to AC is also limited by the Max Dex Bonus allowed
an attack will be reduced by the armor’s DR even to the by the armor you’re wearing. Example: if you’re wearing
point where no damage is inflicted. Most armors will only an armor that allows a +2 Max Dex Bonus, you can t best
provide Dr against common attacks, like bullets and melee get +2 from Dexterity and another +2 for base Reflex
save to your AC.

GRADES OF DAMAGE
Since this isn’t a heroic fantasy game, characters don’t  SEVERE: Severe damage is inflicted by attacks
have the endurance or resilience of their fantasy which dump high loads of energy in the body or
counterparts. In the real world a hit from even a light cause major tissue trauma or damage to vital
pistol will prove lethal for many people; the same is true organs and major blood vessels. Severe
in this game. CYD20 distinguishes between three grades damage will cause hit point loss, but it will also
of damage. inflict temporary Constitution damage.
 MINOR: Minor damage takes the form of Example: If you receive 5 points of severe
bruises, shock, pain and minor bleeding. damage, you will lose 5 hit points plus 5
Although not immediately lethal, excessive Constitution points (temporarily). This will
minor damage can prove dangerous. Minor prove lethal in many occasions.
damage is treated like subdual damage. Each weapon or attack will inflict one of the above
 MAJOR: Major damage is inflicted from heavy types of damage. It is possible for a weapon to have
concussion or major bleeding. It is caused by different settings that will cause different types of
weapons like heavy clubs or daggers and will damage, but such a thing is rare.
cause hit point loss.

WOUND EFFECTS
As a character is injured, pin, shock and the dysfunctions hit points are healed to get his total above the ½
resulting from his injuries inhibit his ability to operate at threshold.
peak performance. Even the simplest tasks may seem A character who loses any Constitution points
nearly impossible for a heavily wounded character. as a result of suffering severe damage from an attack
Any character who drops at half his maximum has a -1 penalty and his initiative is decreased by one
hit points or below gets a -2 penalty to attack rolls, skill point. If he drops to half his permanent Constitution or
checks and Reflex saves. His initiative total is also lower, the penalty increases to -3 (and initiative
reduced by 2 points. These penalties persists until enough

- 20 -
decreased by 3 points). This penalty is cumulative with that resulting from hit point loss.

FIREARM RECOIL
Many firearms, especially large0caliber and small ones, has been modified by automatic fire. Example: a
produce so heavy a recoil a to lose their alignment with submachine gun has a Recoil rating of 2 and is equipped
their target, something that undermines their accuracy. with a muzzle brake offering 2 points of Recoil
Automatic weapons are more prone to this phenomenon, Suppression. When firing a burst, the gun will have a -2
as the burst will make the gun’s muzzle “climb” up. recoil penalty (-4 for the Recoil doubled, reduced by 2
Guns in which recoil may present a problem points by the muzzle brake).
have a Recoil rating which acts as a penalty to the attack Strong characters are better able to face the
roll. This rating assumes a single shot fired from the aiming difficulties recoil presents by maintaining a strong
weapon. A burst doubles the penalty, while full auto or grip on the weapon. A character an use his Strength
area spray quadruples it. bonus (if he has any) as a Recoil Suppression rating,
Recoil penalties can be countered by devices which is fully cumulative with that provided by weapon
which offer Recoil Suppression (examples of such devices accessories. Example: A character with Strength 14 has 2
include bipods, tripods and muzzle brakes). These devices points of Recoil Suppression with any firearm he picks up
reduce the Recoil penalty by their rating but only after it without using any accessories.

AUTOMATIC FIRE
Several modern weapons are automatic ones, meaning five times as much ammunition as a burst does. The
that they can fire multiple shots at a high rate. These weapon’s Recoil penalty is quadrupled.
weapons are distinguished by the fact that they have a If the attack is successful roll the weapon’s
Burst Die, which measures how high a rate of fire they Burst Die as in a burst, but multiply the result of the roll
can achieve. Automatic weapons can fire in single-shot by 3 to see how many bullets hit the target. The Autofire
mode (the usual one shot per attack), but they can also and Improved Autofire feats work as for a burst; you roll
fire in burst, full auto and spray mode. more Burst Dice and keep the best result.
BURST FIRE: a burst consists of a tight hail of bullets In the case of a critical hit, only the damage of
aimed at a single target (most firearms will fire 3 bullets, the first shot is multiplied.
but some may fire more). Burst fire takes the place of a AREA SPRAY: Instead of firing at one target, automatic
standard attack; it is a standard action and multiple fire can be sprayed across an entire area as a full-round
bursts my be fired if you have multiple attacks during a action that expends five times as much ammunition as a
round. The weapon’s Recoil penalty is doubled when a burst does. An area spray affects a cone-shaped area
burst is fired. If the attack roll is successful, roll the with length equal to twice the range increment of the
weapon’s Burst Die to see how many bullets actually hit firearm. The width of the cone at its end is equal to its
the target. Some weapons may have more than one Burst length.
Die, indicating different rates of fire that are user- Only a single attack roll is made, wit the
selectable. Remember that an armor’s DR applies against weapon’s Recoil penalty quadrupled. The result of the
the damage of each bullet separately. The bullets attack roll is compared to the AC of those inside the
expended by a weapon during a burst are equal to the affected area to see who are potentially hit and who
maximum possible result of the Burst Die. Example: A aren’t. you then roll the weapon’s Burst Die and multiply it
weapon with a d3 Burst Die fires 3 bullets per burst. by 3 to see how many shots hit. Distribute these shot
If you have the Autofire feat, you get to roll two evenly among the targets hit. Example: If there are 3
Burst Dice and keep the best result. If you have the targets and 12 shots that hit, each target will be hit by 4
Improved Autofire feat, you roll three Burst Dice and keep shots). Any leftover bullets are lost. If there are more
the best result. targets than bullets, you gave to decide which targets are
In the case of a critical hit, only the first shot hit; these will be hit by a single bullet each.
gets a damage multiplier. The Autofire and Improved Autofire feats
FULL AUTO: Full auto is performed by keeping the trigger function like in burst fire, by allowing you to roll more
of an automatic weapon pressed, hosing the target with a Burst Dice and keep the best result. Area Sprays can not
hail of fire. Full auto is a full-round action and expends result in critical strikes.

- 21 -
EXPLOSIVES
Explosives are among the deadliest, most spectacular and The bad news with explosives is that their
destructive weapons a character can have or see in damage isn’t affected by the attack roll; they still are
action. They are prized for their ability to take out a lot of going to land somewhere and detonate. The good news is
opponents in one quick strike. They are area-effect that everyone inside the area of effect can dive for cover
weapons which follow all rules for grenade-like weapons. or drop to the ground to protect himself. This is judged by
The damage rating of explosives consists of two figures a Reflex save for half damage with the Dc usually being
and explosives also have a Blast rating which again 20.
consists of two figures. The first damage figure is applied Armors protect against an explosion with their
to everyone within the first Blast figure. The second full capability only if they’re sealed and rigid. Unless the
damage figure is applied to those outside the first Blast description of an armor states that it’s blastproof, the
figure but still inside the second one. Example: An armor will protect with only half its DR rating against an
explosion with Damage 4D6/2D6 and Blast 10 ft/30 ft will explosion.
deal 4d6 damage to anyone within 10 ft of its blast point Explosives cannot score critical hits.
and 2d6 damage to anyone within 11-30 ft.

RESOURCES
The wealth and lifestyle of a CYD20 character can be 11 (middle class) 10,000
judged by his Resource Level. This rating determines the 12 (middle-upper class) 15,000
extensiveness of the character’s achievements and 13 (middle-upper class) 20,000
possessions in terms of raw cash. Each Resource Level 14 (upper class) 30,000
will provide a character with a monthly income 15 (upper class) 50,000
(automatically received at the beginning of a new game 16 (upper class) 80,000
month). This income represents money gained through 17 (jet set) 120,000
investments, interest from bank accounts or from any 18 (jet set) 200,000
secondary jobs he pursues and is in addition to what he 19 (jet set) 500,000
earns through his adventures. 20 (high elite) 1,000,000
Increasing your Resource Level is mainly a
matter of good financial programming and successful
investments. You can sacrifice an amount of cash equal to BEGINNING RESOURCES
ten times your current monthly income to rise to the next A character that has just been created should determine
Resource Level; this money is spent on investments which his starting Resource Level. This is made by rolling a d10
begin to blossom by increasing your income. and adding the character’s Charisma modifier (later
The following table lists the 20 most common changes in Charisma do not affect the character’s
Resource Levels, ranging from Level 1 (beggar) to Level Resource Level). Characters who have taken the Filthy
20 (high elite). It is possible to reach even higher levels Rich feat add +2 to the result of the roll.
(for example the Bill Gates level), but such a character Characters begin the game with savings equal
should retire and enjoy his wealth rather than pursue to five times their monthly income. They can use this
adventure. money for buying equipment or hoard it. Beginning
Resource Level Monthly Income lifestyle needs to be paid from this money.
1 (beggar) 0
2 (poor) 250
3(poor) 500 LIFESTYLE
4 (lower class) 1,000 A character’s lifestyle determines the financial impact of
5 (lower class) 1,500 the style of life he follows. Each level costs an amount of
6 (lower class) 2,000 money paid monthly. These expenses cover the
7 (lower-middle class) 3,000 character’s housing, clothing and entertainment. In effect,
8 (lower-middle class) 4,000 lifestyle roughly describes the quality of these things
9 (middle class) 5,000 enjoyed by the character.
10 (middle class) 7,000

- 22 -
Lifestyle Monthly Expenses Expensive 2,500
Squalid 150 Luxurious 5,000
Poor 400 Ultra-luxurious 10,000
Average 1,000

VEHICLES
Vehicles play an important role in a cyberpunk setting, so of the vehicle or to perform some other maneuver. Speed
they deserve special mention. All vehicles share some can be broken down in six categories.
basic traits, much like characters. These are: Speed AC Control/Attack Penalty
 HANDLING: This is a modifier applied to all skill Full stop +0 +0
checks made to control the vehicle and shows ½ Base speed +1 +0
the vehicle’s maneuverability. Ground vehicles Base speedx1 +2 +0
have two listed modifiers: the first is used Base speedx2 +4 -1
while the vehicle moves on a rod, while the Base speedx3 +6 -2
second is used for off-road racing. Base speedx4 +8 -4
 BASE SPEED: This rating is given in feet per Current speed will affect the vehicle’s AC (which
round to make calculations during combat increases as speed rises) as well as any skill checks
easier, but there’s also a miles per hour rating made to control it (which are penalised as speed
in parenthesis. Vehicles can increase their increases). It will also affect attacks originating from the
speed up to base speedx4. vehicle, either from one of its mounted weapons or from
 STRUCTURE POINTS: These are the vehicle’s hit a character onboard firing his gun.
points, derived from its Size. Every vehicle is able to alter its speed by one
 DR: Armored vehicles have a Damage or two categories per round if the driver/pilot so wishes
Reduction rating, which reduces the damage (he needs to take a move-equivalent action to alter
inflicted by any attack by the listed amount. The speed). Example: a vehicle moving at base speedx1 can
DR of vehicle armor is effective against all either increase speed up to base speedx3 or decrease
kinds of attacks (even against fire and speed down to full stop.
explosions).
 SIZE: The size of the vehicle, which directly
affects its armor class, attack capabilities and VEHICLE ARMOR CLASS
structure points. The vehicle’s structure points The AC of vehicle is a function of its size and current
are only dependent on Size; any hard structure speed, as well as its pilot’s skill in avoiding incoming
or armor is figured in the vehicle’s DR. attacks. Thus, if the driver/pilot chooses to drive or fly
 AUTONOMY: This rating measures the number defensively by taking a -4 penalty to all vehicle control
of miles a vehicle can travel with a full fuel checks and attacks with mounted weapons, the vehicle
deposit. gets +1 dodge bonus to AC for every 3 ranks (or fraction
 AC: The vehicle’s Armor Class. AC is function thereof) he has in the relevant vehicle skill.
of Size and my be affected by current speed.
Any armor the vehicle has is calculated into its
DR. The pilot’s skill and style may also affect MANEUVERS
the vehicle’s AC. Maneuvers require from the driver/pilot to take a move-
equivalent action and commonly make a skill check.
SPEED AND MOVEMENT Examples of maneuvers and their DCs are shown below.
Maneuver DC
Vehicles are assumed to move automatically at the Quick, sharp turn 15
beginning of a round, covering a distance analogous to the U-turn 20
speed it had at the beginning of the previous round. This Loop (aircraft only) 20
movement is automatic and doesn’t require any action on Evasion (+4 dodge bonus to AC) 20
part of the driver/pilot.
In most cases, a failed skill check means that the
During the round, the driver/pilot may use a
maneuver simply fails and the vehicle continues to move
move-equivalent action to change the speed and bearing
in the same direction and with the same speed. However,
if the skill check resulted in a natural “1” or failed by 5 or

- 23 -
more points, there’s a danger of losing control of the Speed should be handled relatively. Two
vehicle. A second skill check with the same DC is made; if vehicles travelling towards each other in a head-on crash
it’s successful the driver/pilot manages to retain control. add their individual speeds together to determine
If it fails, control is lost. The vehicle moves with the same damage. If the vehicles travel in the same direction (one
speed, but in a randomly determined direction (see the bumps into the other’s rear), subtract the lowest from
following table). the highest speed to determine damage. If the vehicles
Direction D12 roll travel in irrelevant directions, use the speed of the
Straight ahead 1 vehicle which crashes into the other to determine
Ahead and to the left 2-3 damage.
Ahead and to the right 4-5 Relative Speed (ft/round) Base Damage
To the left 6-7 0-50 D2
To the right 8-9 51-125 D4
Backwards and to the left 10 126-200 D6
Backwards and to the right 11 201-300 2D6
Backwards 12 301-450 3D6
Airborne vehicles also make a d6 roll. On a 1 or 2 the 451-600 4D6
vehicle gins height equal to 1/10th of its current speed. On 601-800 5D6
a 3 or 4 it loses height equal to 1/10th of its current speed. X2 +2D6
On a 5 or 6 its height remains stable. The base damage is modified by a vehicle’s damage
Loss of control is dangerous because the multiplier, which depends on its size. Example: a Huge
uncontrollable movement may push the vehicle on truck will do x4 damage on a Medium-sized motorcycle,
another vehicle or obstacle, causing a collision. During while the motorcycle will only do x1 damage on the truck.
the time a vehicle remains out of control, the pilot/driver Collision damage is always severe, but a
can only alter its speed or attempt to regain control vehicle’s armor is fully effective against it.
(altering direction or performing other maneuvers is Passengers inside the vehicle suffer the same
impossible). Regaining control is treated as a maneuver damage as the vehicle (after it’s reduced by the vehicle’s
with DC 15. If it’s successful, the driver/pilot regains full DR). This damage is considered to be major if they’re
control of the vehicle. securely restrained or severe if they’re unrestrained.
Personal armor isn’t effective against such damage.
VEHICLE VS SOLID OBSTACLE: In some cases, a vehicle will
SIZE crash into a large, solid, immovable mass like the ground
The size of a vehicle affects its AC, attack capabilities as or a large building. In this case, use the speed of the
well as its structure points. vehicle to determine damage and treat the solid obstacle
Size AC Attack Structure Damage as being one Size category larger than the vehicle (up to
Multiplier Colossal). Example: a Huge truck crashing into a
Medium 0 0 15 X1 reinforced concrete wall will sustain x8 damage.
Large -1 -1 25 X2 VEHICLE VS CHARACTER: To hit a character, the vehicle
Huge -2 -2 40 X4 must make a ramming attack. If this is successful, treat
Gargantuan -4 -4 60 X8 the character as a vehicle with a damage multiplier of
Colossal -8 -8 80 X16 x1/4. This damage ignores any personal armor.
The attack modifier affects all attacks made with the
vehicle’s mounted weapons, but not the attacks made by
onboard characters with their own guns.
RAMMING
The damage multiplier affects the damage Ramming attacks are among the most cinematic and
inflicted by the vehicle in a collision. Larger vehicles do spectacular, not to mention being loads of fun. To hit
more damage than small ones. target (another vehicle or even a character) with your
vehicle, you must be able to reach him with your vehicle’s
movement and succeed in a vehicle skill check (the Dc
COLLISIONS being the target’s AC). If this is successful, you ram into
Any collision can damage or even destroy a vehicle as the target. Treat this as a collision.
well as endanger those within it. The damage caused by a
collision is a function of speed and mass.

- 24 -
successful; skill check (each check requires about an
VEHICLE DAMAGE hour) repairs d6 points of damage or 2d6 if the check
Vehicles are hard structures and able to take more result exceeds the DC by 5 points or more. Each
punishment than characters. They ignore minor damage structure point restored has a cost in spare parts equal
and major damage is halved against them. Severe damage to 1/100th of the vehicle’s original cost.
affects them normally. As vehicles don’t have Constitution
scores, both major and severe damage decrease their
Structure points. ATTACKING PASSENGERS
When a vehicle loses half or more of its Attacks to a vehicle can possibly harm those inside it.
Structure points it’s in bad shape and its performance Explosions which inflict damage to vehicle also
degrades severely. Any vehicle skill check suffers a -2 inflict damage to its passengers. In this case, half of the
penalty and base speed is halved. The vehicle remains in explosive damage which manages to overcome the
this condition until any excess damage is repaired. vehicle’s armor is applied on its passengers (with any
When structure points are reduced to zero or armor they’re wearing protecting as usual). Example: a
below, the vehicle gets out of control and eventually grenade goes off next to an armored car (which has a DR
grinds to a halt (if it doesn’t crash first). It’s so badly of 10) and does 20 points of damage. The car suffers 10
damaged that none of its onboard systems or mounted points of damage, while each passenger suffers 5 points
weapons will function. It is possible for the vehicle to be of damage.
repaired, but weapons and other systems (radars etc) Specifically attacking someone inside a vehicle
must be repaired separately. with a firearm is possible. Many vehicles allow optical
If the vehicle reaches -10 structure points or contact with the passengers inside it through windows,
lower, it immediately explodes. This usually kills anyone but they also offer at least a degree of cover to them. In
onboard. any case, if the attack misses because of this cover, it
hits the vehicle instead. Don’t forget to adjust the Ac of
the passenger according to the speed of the vehicle.
REPAIRS Against exterior threats, the Dr of the vehicle (if any) is
Repairing a vehicle requires the Engineering (mechanical) added to the DR of any armor worn by a passenger.
skill along with the necessary tools and spare parts. A

COMPUTERS
More than ever, computers dominate the world. A silicon level to their results (so, a slow computer makes things
web spreads across the globe, controlling, categorising harder for the user).
and regulating every kind of information available, from Another use for a computer’s Level is to
tax records to satellite orbits to distribution of electrical determine its multitasking capabilities. Most computer
power. The Internet has grown beyond any past models can run simultaneously more than one program,
speculations. It now resembles a living organism with its but faster computers can have more active programs
myriad cells distributed cross the earth, low orbit and than slow ones. The number of active programs a
extraterran colonies. Computers in a world where the computers can run at any time is equal to 4+the
most valuable commodity is information re more than computer’s Level.
tools: they are weapons of incredible power. Lastly, each computer has some Structure
points. These are used to resist offensive programs
which deal hardware damage. If a computer’s Structure
COMPUTER TRAITS points drop to zero or below, the computer is trashed.
Apart from the special characteristics and capabilities
each computer model has, a computer is basically defined
by its Level, a measure of its processing power. INTERFACE
Computer levels begin at -2 (for the most outdated, slow One of the most important things when dealing with
model) and climb up to 2 for personal computers, or even computers is one’s choice of interface. Interface
higher for supercomputers. describes the medium used by the user to communicate
A computer’s Level comes into play whenever a with the computer and vice versa. Interface can severely
computer-related skill check or initiative roll for the affect a computer’s performance and user-friendliness.
Internet is made. Both rolls get to add the computer’s There are currently three types of interfaces.

- 25 -
Alphanumeric (AN) interfaces are old and rely process. For every 8 hours you devote on the creation of
on display monitors, keyboards, mouse and other input a program, you roll one skill check. The DC of the skill
devices for communication between the user and the check is the first rating of Complexity (to the left of the
computer. They are the oldest and slowest interfaces and slash). If the skill check is successful, the check result is
make work in the modern Internet difficult, but they have multiplied by the DC. Each successful skill check adds to
a great advantage: the user is completely protected from the accumulated points. When the accumulated points
ny adverse effects an attack program may have on him. reach the second rating (to the right of the slash) the
Using an AN interface inflicts a -2 interface penalty to all program is ready.
computer-related skill checks, attack rolls and Internet Complexity is given for 0-level programs. If you
initiative rolls. want to make a higher-level program, increase the DC by
Virtual Reality (VR) interfaces are somewhat one and add 20% to the required number of points per
newer than alphanumeric ones and rely on VR headsets, additional level (programs can reach level 5).
goggles and gloves to immerse the user in a virtual Programming can also be used to increase the
environment. They are currently the most widely used, effective level of n already existing program. If this is the
since they’re relatively inexpensive compared to neural case, the DC remains the same but the required points
interfaces and allow the user to vividly experience the are halved. Example: a level 3 program with Complexity
Internet. Using a VR interface gives no modifiers to 20/2,000 would need 3,200 points to be completed
computer skill checks or Internet initiative or attack rolls. (2,000x160% because it’s level 3). So, increasing the
When attacked by combat software, the bright flashes and program from level 0 to level 3 will require 1,600 points.
disturbing noise produced may disorient a VR user, but
this is nothing compared to the danger one risks with a PROGRAM LEVELS
neural interface. Any hardware damage suffered by the
computer will also be inflicted on a VR user as minor Different versions of a program can be found, each one
damage. with enhanced capabilities over the previous, To
Neural interfaces (NI) are at the moment the differentiate between two programs which basically do
cutting-edge technology. They require a nanocomputer the same thing but with different effectiveness, CYD20
and a datajack to work and allow the user to communicate uses program levels (which usually range from 0 to 5). A
with computers at the speed of thought, experiencing the level 0 program is a basic piece of software without any
Internet as if it was the real world. A popular fancy additions. Greater levels add better options and
misconception is that you don’t have to use a usually give a bonus to a roll related to the program.
nanocomputer to access the Internet using a neural Fast machines are required to run the more
interface. If you like, you can use any computer model complex programs. Typically, a computer cannot run a
available to you, with the nanocomputer being used to program with a level greater than the processor’s
control it. Using a neural interface grants a +1 interface level+3 (thus a -2 level computer can only run level 0 or
bonus to computer skill checks, Internet Ac and attack level 1 programs).
rolls and a +2 interface bonus to Internet initiative. If the
user has the Fastjack feat he can use the neural interface
at its full potential, thereby doubling these bonuses. The
DIGITAL COMBAT
danger with neural interfaces is that because the As Internet technology became prevalent, the first
equipment they use connects to the user’s central combat software began to appear. Programs that could
nervous system, attacks by combat software may cause harm remote systems through network connections were
electrical surges that can cripple or even kill. Any known for a long time, but were at best primitive
hardware damage suffered by the computer will also be compared to today’s efficient software. The first attack
inflicted on a NI user as major damage. programs led to the development of countermeasures, in
the form of the various defensive programs. Today,
offensive software is almost always illegal to possess,
PROGRAMMING except if you have the required security clearance.
Why pay for a program when you can create it yourself? Possession of offensive software is a serious crime, since
Every program has a Complexity, which these programs are classified as weapons by the law. On
measures how difficult and time-consuming it is to create the other hand, defensive programs are owned by every
it from scratch. Complexity has two ratings, which are serious user.
used in the program creation process.
Programming requires the Engineering
(software) skill and is a gradual, time-consuming

- 26 -
INTERNET INITIATIVE PROGRAM LEVELS: An offensive program’s level is added
to the attack and damage roll as a quality bonus.
Initiative in the Internet works like in the real world. The
main difference is that you add your Intelligence and not
your Dexterity modifier to the d20 roll. The computer’s DEFENSIVE PROGRAMS
level is also added to the roll. The best defense in the Internet is the use of a defensive
Characters using alphanumeric interfaces program. Most of them produce a screen filtering
have a -2 interface penalty to Internet initiative. A neural incoming data, making attacks launched against the user
interface adds a +2 interface bonus, or +4 if you have the less effective by diverting some of the data packets away
Fastjack feat. from their intended target.
Defensive programs work mostly by providing
OFFENSIVE PROGRAMS Damage Reduction (DR) rating, which reduces the damage
suffered by successful attacks.
Offensive programs work in one of two ways. The most PROGRAM LEVELS: The level of a defensive program is
harmless are the ones targeting a computer’s access or added to the Internet AC as a quality bonus.
storage memory through software procedures. These
programs cause “software” damage, erasing programs
and other data from the computer. They will begin by ATTACK AND DEFENSE
erasing programs in the computer’s active memory (ie Attacking in the Internet is not very different from the
loaded and running). A program thus erased isn’t active real world. The attacker uses an attack program (with
anymore, although its copy in the computer’s storage each type of program having different effects) and there
memory isn’t affected (so, the user can always load it is an attack roll to be made, which must equal or exceed
again). For every 3 points of damage (or fraction thereof) the target’s Internet AC.
a program of this category deals, one active program will An Internet attack roll uses the character’s
be deleted (choose randomly). If there are no more Computer Use skill rather than his base attack bonus. As
programs in active memory, the attack program will with real-world combat, some characters are skilled
begin deleting programs from storage memory (again, at enough to make multiple attacks during a single round (if
random). This is the most dangerous function of these they choose the full attack action). If a character has 6 or
programs, since programs deleted from storage memory more ranks in Computer Use, the “attack onus” splits to
can’t be reloaded (unless re-installed from other copies, provide him an additional attack. The same happens at 12,
something that takes time and cannot be done during 18, 24 ranks etc. Use the following table to determine a
combat). character’s Internet attack bonus based on his Computer
The second, more dangerous kind of offensive Use ranks (don’t forget to modify this bonus by the
software causes “hardware” damage, wreaking havoc character’s Intelligence modifier).
with a computer’s circuits. These can actually cause the Skill Ranks Internet Attack Bonus
complete burnout of a computer to the point where it’s 1 +1
irreparable. A successful attack will cause the loss of 2 +2
Structure points. Computer which loses half or more of 3 +3
its Structure points drops one category in its level (to a 4 +4
minimum of -2). The lost level is restored when the 5 +5
computer’s Structure points rise above this threshold 6 +6/+1
once more. A computer reduced to zero or less Structure 7 +7/+2
points is destroyed and cannot be repaired. 8 +8/+3
Hardware attack programs can prove 9 +9/+4
dangerous for a VR user and deadly for NI user. The 10 +10/+5
disorienting static and parasites produced by an attack 11 +11/+6/+1
will inflict on a VR user n amount of minor damage equal 12 +12/+7/+2
to the damage suffered by his computer (after applying 13 +13/+8/+3
the effects of any defensive program). NI users are even 14 +14/+9/+4
more vulnerable, as the hardware is connected to their 15 +15/+10/+5
neurons; in this case the damage is major. 16 +16/+11/+6/+1
Unlike real-world weapons, combat programs 17 +17/+12/+7/+2
cannot cause critical hits. 18 +18/+13/+8/+3
19 +19/+14/+9/+4

- 27 -
20 +20/+15/+10/+5 Some consider it more real than the real world. Others
21 +21/+16/+11/+6/+1 even consider it an organism that has developed a limited
22 +22/+17/+12/+7/+2 form of sentience. Whatever the truth my be, everybody
23 +23/+18/+13/+8/+3 knows about the way the Internet is structured.
24 +24/+19/+14/+9/+4 The Internet isn’t controlled by a single
The attack roll (as well as the damage roll) is further computer or group of computers. In fact, the Internet
modified by the attack program’s level. isn’t controlled by anyone. It’s a giant conglomeration of
Internet Ac is based on a character’s independent computer systems linked together in one
Intelligence modifier rather than his Dexterity. Because giant network that enables them to share information. No
net combat also requires wits and strong willpower, AC is system is more “valuable” than the other, but all add
increased by a character’s base Will save bonus. together to the Internet’s image as place where you can
Defensive programs help a lot in voiding incoming attacks find pretty much anything you like.
and so give a quality bonus equal to their level to Internet Internet structure is based on nodes. Nodes
AC. are central points in the greater structure which lead to
other points. Think of it this way: if the Internet was the
web of a spider, the points where the filaments would link
BASIC COMPUTER ACTIONS together would be the nodes. Nodes lead to other nodes
LOADING A PROGRAM INTO MEMORY: program needs to be and these to other nodes, until someone reaches his final
loaded to active memory to be considered active. This destination. Some nodes are greater and more
takes a move-equivalent action. A character with neural “important” than others, because they act as routes
interface and the Fastjack feat can load program as a which lead to many smaller nodes. Nearly every major
free action (although this may be done only once per city has its own great node, which then leads to other
round). The loading action doesn’t provoke an attack of smaller nodes.
opportunity if you have an active defensive program; For example, let’s suppose you want to go to
otherwise other users can take an attack of opportunity the Internet site of the PharmaTek corporation. Using a
against you. search engine, you learn that the site is located at Los
UNLOADING A PROGRAM: This action makes a program Angeles. Since you live in Exeter, England, the connection
inactive, making space to load another program. procedure begins there. The data travels to London, the
Unloading is free action for the first program you want to closest node which is connected to the other side of the
unload during a round and a standard action for the Atlantic, and then takes the transatlantic underwater
second program you unload. Users with neural interface optic fibre cables to travel to Los Angeles. Once you’re in
and the Fastjack feat unload all programs as a free action. Los Angeles, the next node is PharmaTek’s site. Of course,
MOVING FROM A NODE TO AN DJACENT NODE: This is most of the time user doesn’t realise any of this; the
considered a move-equivalent action. In normal connection and transference procedure is completely
circumstances, you can make one attack and move to an automated.
adjacent node in one round’s worth of time. When using Each node represents a different world.
the full attack action to make more than one attack per Central nodes are often build according to the host
round or take any other full-round action, you cannot country’s culture and architectural style. (the Athens
move to another round. Moving to another node in order node my include a virtual Parthenon, while the New York
to retreat from digital combat provokes attacks of node may be based on breathtakingly high glass
opportunity against you. skyscrapers and a magnificently bright Statue of Liberty).
PULLING THE PLUG: It is possible to disconnect from the Smaller nodes will be designed according to their
Internet by pulling the plug (literally!), switching off your function. PharmaTek’s node for example, may be designed
computer’s connection to it. This is usually done only in as a medical laboratory since PharmaTek is medical
emergencies (like when you’re facing five hostile hackers corporation. PharmaTek’s node will contain many smaller
armed with the best combat software money can buy) and subnodes, like the research subnode, the economics
leaves a trail of data that can be used to trace your subnode etc.
location. It is a move-equivalent action. Each node represents a different setting with
its own dimensions and design. One can imagine a node as
THE VIRTUAL BATTLEFIELD a single room (although it might not have walls).
Everything connected to that room is accessible from
The Internet is the world in which most hackers,
within the node (unless it is protected by special security
wireheads, data traders, information couriers and other
programs). Travelling from one node to another is move-
by-products of the Information Age make their living.
equivalent action. This means that someone taking a

- 28 -
standard action during a round may also move to n
adjacent node, if he wishes so. Characters taking full- HACKING
round actions or that are able to only take partial actions Infiltrating a system is either about finding information or
cannot move to another node. altering its data in a desired way. This can be done
Regardless of a node’s design and dimensions, through gaining access to the node which hosts the
a user can interact with all other users in the same node. system – this is a hacker’s ultimate purpose.
This means that he can attack them, but they also can Each node has four levels of access. Level 0 is
attack him. No movement is necessary, although many the most basic access. You can be in the node but cannot
users like to “walk” or “fly” around in a node. In this way, affect any data hosted by it, not even to examine them.
attacks in the Internet are neither melee nor ranged This level of access is offered by all nodes. A hacker who
ones. They belong to a special category that defies terms manages to bypass security measures to enter a
like range or threat areas. If you can see it, you can hurt protected node will have level 0 access and will need to
it! work his way up.
Level 1 access means that you can browse the
RETREATING data hosted by the node but not alter it in any fashion.
Level 2 access gives you the right to download a copy of
Sometimes in digital combat, the smartest thing to do is the data, transferring them to your computer (useful
to retreat. This can be done in two ways: moving to when the data is too large to read on the spot). Level 3
another node or pulling the plug. access gives you the ability to alter the data in a node,
Moving to another node is, as mentioned, a even delete it.
move-equivalent action. If it is used to break out of digital Many public nodes, for example the
combat, other opponents may take an immediate attack of introductory node of a corporation or university, will
opportunity against you. The node to which you’ll move is typically give visitors level 2 access (browsing and
of your choice (although it has to be adjacent to your downloading), since they don’t contain sensitive
current node). If your opponents want to follow you, they information. Secure nodes will never provide anything
first have to find out where you have moved (if there’s beyond level 0, unless you “convince” them to. Level 3
more than one possible routes you could have taken). This access is never provided to visitors by any node and the
requires a Computer Use skill check with DC 15. Failing hacker must strive to gain it.
that, they simply lose your trail. Improving one’s level of access in a node is
Pulling the plug is often a last resort in hacking attempt requiring a Computer Use skill check.
desperate circumstances. It takes a move-equivalent The DC of the check depends on the type of node you’re in
action to pull the plug and such a thing disconnects you and is summarised in the following table.
from the Internet immediately. However, the trail of data Type of Node DC
left behind can be used to trace your location (a tracer
Bank, international 40
program can be run with DC 15 for 2 rounds after you
Bank, national 35
disconnect). If you reconnect to the Internet, you appear t
Corporate, advertisement 20
your home node (the node of the city where the Internet
Corporate, contracts 25
server to which your computer connects is located). This
Corporate, personnel 20
means that if you’ve penetrated PharmaTek’s security
Corporate, 30
systems to reach its secret research node and you’re
research&development
disconnected, you have to start all over again. Pulling the
Government, contracts 25
plug doesn’t allow attacks of opportunity against you.
Government, intelligence agencies 35
Government, personnel 20
COMPUTER REPAIRS Government, taxation 30
Military, communications 30
Computer repairing requires the Engineering Military, personnel 25
(Electronics) skill. For every hour of work on the Military, strategic wepons control 40
computer, you should make one skill check. A success Personal site 15
restores d4 Structure points or 2d4 points if the result Police, local 20
exceeds the DC by 5 points or more. Each Structure point Police, national 25
restored has a cost in spare parts equal to the 1/100th of
Police, net 30
the computer’s original cost.
A failed roll means that the hacking attempt is detected
and any countermeasures are activated. A successful roll

- 29 -
increases your access level by one grade. Each of these personnel, he’s got to find a way to remain unseen,
rolls is assumed to take some time; usually one round per invisible. This is where the various invisibility programs
2 points of the DC. enter the picture. One of the hacker’s most basic
How high an access level you need depends on programs, it allows him to move from node to node and do
what you want to accomplish. If for example you want to his dirty work while no one can see him (well, not unless
check out the owner of a vehicle whose license plates you they happen to be using the right detection programs).
have, you can hack into the Department of Vehicles and Armed with his invisibility tool and lockpicks, a hacker can
gain level 1 access – browse data. If you want a list of all do anything – almost.
cars registered in Anytown, Illinois, you might have to Two are the main opponents of a hacker in his
gain level 2 access in order to download the list – it’ll be quest for liberating information: security personnel and
too large to read and memorise it right on the spot. countermeasures. Countermeasures are mostly dumb
Changing the name that corresponds with your license programs installed at some strategic points that wait till
plate requires level 3 access. you make a mistake and then blast you with offensive
Of course, to have access to a node, you must programs or trace you back to your location. This might
first get there. Indeed, the process of system infiltration not seem a big problem ,but remember that the basic rule
can be divided in two parts: getting there and gaining of hacking is “fail once, try again”. With countermeasures
access. A hacker first gets into an “ entrance node”, around, failing once is a luxury. Since a node can have a
which is often a public, non-secure one, and then lot of countermeasures, hacker must carefully choose
navigates from node to subnode until he reaches his which ones he’ll disable and which he’s going to leave
destination. Of course, there are obstacles in his way. The intact. Security personnel are users like the hacker,
most common are secure barriers, literally doors that charged with patrolling the node. Sometimes they pose
won’t open without the right key. A hacker doesn’t need a greater problem than countermeasures, since they’re
key: like a good thief he’s got his trusty lockpicks. On the humans and have intelligence, other times they’re just
other hand, in order to use his lockpicks as well as move lame – it all depends on how much money the node’s
around without being detected by the node’s security owner has invested in security.

CYBERWARE/BIOWARE
Cyberware is a term referring to electronic implants
installed in the human body and fused with organic tissue
to replace lost functions (like an artificial limb in place of TOLERANCE
a severed one), enhance its capabilities (like muscle Cybernetic implants take their toll on a character’s health
enhancements) or provide new abilities (like infrared since they’re foreign bodies which face rejection by the
vision). These implants are specially designed to merge immune system. Bioware on the other hand, are less
with the host’s tissues and interact with them. In short, invasive and rely on organic principles, so they don’t
they become extensions of the host’s body. The main cause as many problems. They do however bring about
advantage of cyberware is that they can be very powerful changes in the recipient’s DNA, a vast portion of which is
and versatile. Unfortunately, cybernetic implants are still little understood, and these changes may have
foreign bodies and take a heavy toll on the body’s health dangerous side-effects. Thus, both cyberware and
and immune system. bioware cause a deterioration in someone’s health. This is
Bioware is a slang term for genetic what stops people from stacking cyberware upon
modifications. They do the same job with cyberware, cyberware and bioware upon bioware. In some cases,
improving body functions or adding new ones. However, people with extensive body modifications have died an
whereas cyberware are based on artificial devices ugly death as their immune system suddenly went
merging with living tissue, bioware are made of living haywire, killing them within mere hours from severe
tissue themselves, produced by alterations in the allergic shock or multiple rampant infections. Others have
subject’s genetic code. This makes bioware less potent, died slowly, as numerous malignant tumours consumed
but also gives them distinct advantages like subtlety. Also, their bodies from within.
being organic, they don’t face any rejection problems and Each cyberware and bioware has a Tolerance
take a lighter toll on the body. rating (bioware usually have less Tolerance than
cyberware, which is a good thing). Tolerance is a
measure of how invasive a modification is and how much
it affects the health and bodily functions of the recipient.

- 30 -
No man can have a total Tolerance (the sum of Perhaps the only way to save yourself from
all his modifications’ individual ratings) equal to or continual health deterioration is to remove any installed
greater than his natural Constitution (the Constitution cyberware and bioware.
score that isn’t modified by cyberware or bioware). If this
ever happens, he dies a gruesome and spectacular death
as his body turns against itself. Details are left to the CYBERWARE/BIOWARE INSTALLATION
Gamemaster, but there’s no salvation from this fate. The installation of an implant or genetic modification in
Even if someone’s total Tolerance doesn’t the human body is a slow and complicated procedure.
exceed the threshold placed by his Constitution, he will Implants require extensive surgery and post-surgical
certainly face health problems, especially when his body treatment with immunity-suppression drugs. Bioware
is defending itself against threats like disease, poison, require treatment with specially tailored retro-viruses to
radiation, toxic waste etc. In game terms, Tolerance bring about the necessary alterations in the DNA; the
decreases the character’s Constitution when making expression of these alterations may take some time. In
Fortitude saves against the aforementioned physical any case, a rough estimate of the procedure’s duration is
threats. Example: A character with Constitution 16 is two weeks per Tolerance point (or fraction thereof) of
infected by a deadly virus and has to make a Fortitude the bioware/cyberware. During this time, the patient s
save. His Constitution score would have given him a +3 out of action. The procedure needs to take place in an
bonus, but he happens to have extensive modifications adequately equipped installation. A major hospital is
reaching a total of 12 Tolerance points. This means that preferable, but there are also several underground
his Constitution is decreased to an effective score of 4, clinics (with quality of services that varies widely) for
thereby inflicting a -3 penalty to his saving throw. those in need of illegal modifications.

ADDICTION
Some drugs affecting the nervous system cause addiction impact on his lifestyle. If he passes a week without a dose
– a fairly dangerous adverse effect in the long run. These he suffers withdrawal: he loses one Wisdom point per 10
substances have an Addiction Level (AL). This is the DC of AL (or fraction thereof) and suffers a -1 penalty per 10 AL
the Will save which must be rolled every time the drug is (or fraction thereof) to all skill checks until he can get a
taken. If the drug is taken regularly (at least once a new dose. An addicted character can also suffer other
week), the DC increases by one point per week (to a detrimental effects whether he has a regular supply or
maximum of three times the original AL). If an entire week not (the exact effects depend on the drug).
passes without taking the substance the DC is decreased An addicted character doesn’t make Will saves
by one (to a minimum of the original AL). while taking the drug; instead, he gets one chance each
If any Will save is failed, the character week to overcome his addiction (this is also represented
becomes addicted to the drug and will relish it, desiring at by a Will save). A successful save means that the
least one dose each week whether it’s for his benefit or character manages to free himself from the drug’s
not. An addicted character will generally go to great insidious influence.
lengths to secure his dose and this may have a serious

- 31 -
COMBAT GEAR
WEAPON CONCEALABILITY
Discretion is the best part of valour. No one really wants Weapons concealed under clothing may be
to advertise his use of weaponry if he doesn’t have to. spotted by someone with a sharp eye. This requires a
Showing off high-tech weapons attracts much unwanted Spot check with the DC varying according to the size of
attention, especially from the law enforcement agencies. the weapon and the level of concealment available. Use
So, every clever streetman looks for more in a weapon the following table to determine the DC. Where an entry is
than just its hitting power or rate of fire; he also has to not given, the weapon cannot be concealed.
look if he can effectively conceal it while carrying it Concealment Tiny Small Medium-sized
round. Sure, an assault rifle packs a bigger punch than a Hidden in pocket 20 -- --
submachine gun, but where exactly are you going to hide Hidden under jacket 25 20 --
it? Carrying giant violin cases is a little passé these days. Hidden under overcoat 30 25 20

WEAPON TABLES KEY


MODEL: The weapon’s manufacturer and/or codename. AMMO: For firearms, the capacity of the weapon’s
DAMAGE: The weapon’s damage die. For melee weapons, magazine.
this entry may also include “+Str mod” which means that TYPE: The type of the weapon ([B]ludgeoning, [P]iercing
the character’s Strength modifier is added to damage. or [Slashing]) and its damage grade ([Mi]nor, [Ma]jor or
Melee weapons without this parameter aren’t affected by [Se]vere).
the user’s Strength, at least where damage is concerned. WEIGHT: The weight of the weapon without any ammo
CRIT: The threat range of the weapon and the damage included.
multiplier for a critical. Where no threat range is given, SIZE: The weapon’s size. Remember that a human can
the weapon threats on a natural roll of 20. Where no wield a weapon up to one size category larger than him.
damage multiplier is given, it is assumed to be x2. AVAIL: The weapon’s Availability rating, for use with the
RANGE: For ranged weapons, their range increment. Black Market skill. Weapons with Availability 0 are legal
BURST: Only for firearms capable of autofire, the Burst for everyone and can be found without much trouble.
Die. COST: The cost for the weapon.
RECOIL: For firearms, the gun’s recoil.

PISTOLS (SIMPLE WEAPONS)


While in the military pistols are considered last resort in accuracy, range or stopping power compared to other
weapons, they make a frequent appearance in the streets firearms, but their concealability and ease of use appeals
and are the most common civilian weapon. They may lack to many users.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Beretta 2K22A D8 19-20 20 ft D3 1 15 P/Se 2 lbs S 15 780
Beretta 2K22F D8 19-20 30 ft -- 1 15 P/Se 2 lbs S 0 500
Calico 470 Helios D8 19-20 30 ft -- 1 50 P/Se 3 lbs S 0 600
Colt Mini-45 D8 19-20 20 ft -- 2 6 P/Se 1 lb T 0 400
Colt Peacemaker D10 19-20 30 ft -- 2 10 P/Se 4 lbs S 0 750
Desert Eagle 2000 D10 19-20 30 ft -- 2 8 P/Se 4 lbs S 0 700
Glock M98 Pocketguard D6 19-20 20 ft -- 0 8 P/Se 1 lb T 0 300
H&K USP-15 SpecOps D8 19-20 30 ft -- 1 15 P/Se 2 lbs S 15 1,850
S&W Sigma Seven D8 19-20 30 ft -- 1 15 P/Se 2 lbs S 0 500

- 32 -
BERETTA 2K22A: This pistol is almost identical to M2K22F, Although it is too heavy to be comfortably used in combat,
except from the fire-selector switch which enables the it packs a lot of stopping power for a weapon of its size.
firer to choose between single shots and 3-round bursts. DESERT EAGLE 2000: One of the heaviest handguns in the
Indeed the pistol is capable of firing bursts, but it’s not world, this Israeli model was popularised in many
able to perform full auto or area spray attacks. Hollywood films as the ultimate combat pistol.
BERETTA 2K22F: Appearing in 2022, this was the much- GLOCK M98 POCKETGUARD: The M98 is a small and
awaited upgrade to the classic 92F model. It is one of the slender self-defense pistol designed to easily fit into any
most well-known pistols in the world and can be found pocket, purse or small bag. Although its accuracy suffers
nearly everywhere. because of its small size, its ease of use and size has
CALICO 470 HELIOS: Featuring a uniquely designed helical made it popular among women in need of some
clip which mounts on top of the weapon, M470 has the protection.
largest ammo capacity for a pistol in the world. For those HECKLER&KOCH USO-15 SPECOPS: One of the best military
who don’t think that 50 rounds in the clip are enough, handguns in the world, USP-15 has been adopted by many
Calico has released a 100-round clip for an extra cost of special forces units. Its main features are its excellent
50. When fit with the extended clip, the weapon is treated design, reliability and H&K’s patented recoil dampening
as Medium-sized for concealment purposes. system, which prevents the recoil stresses from being
COLT MINI-45: Mini-45 is a small hold-out pistol but unlike transmitted to the firer’s hand. This system provides one
other weapons of this category, like Pocketguard, it point of Recoil Suppression and is compatible with muzzle
chambers a medium pistol round. Although this makes it brakes and other recoil dampening systems. USP-15 also
more difficult to handle by considerably increasing recoil, comes with an integral silencer and a laser aiming
the stopping power it offers in such a small frame makes module.
it a perfect choice for professionals who need a backup SMITH&WESSON SIGMA SEVEN: The Sigma series of
firearm. handguns have always been popular with law enforcement
COLT PEACEMAKER: This large-caliber pistol is popular agencies and the latest model continues this tradition,
among criminals, enhancing their “macho” image. providing reliability and trustworthiness.

MACHINE PISTOLS AND SUBMACHINE GUNS (SIMPLE WEAPONS)


Belonging to the same category of small, personal automatic weapons, machine pistols and submachine guns only differ in size.
Rarely seen in the battlefield, they’re extensively used where the range and ballistics of a full assault weapon are not
desirable. They are perfect weapons for urban environments and closed spaces and frequently used by both security forces,
criminals and terrorists.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Beretta Auto-250 D8 19- 60 ft D3 1 35 P/Se 6 lbs M 15 950
20
Calico 550 Helios D8 19- 60 ft D3 1 50 P/Se 5 lbs M 15 1,200
20
Colt Nighthawk D8 19- 60 ft D3 1 35 P/Se 6 lbs M 15 1,200
20
Colt-Calico Mini- D6 19- 45 ft D3, D6, D8 or 0 100 P/Se 6 lbs M 24 5,000
Gatling 20 D10
FN P90 MkV D10 19- 60 ft D3 2 50 P/Se 8 lbs M 15 2,500
20
H&K MP-2020 D8 19- 60 ft D3 1 30 P/Se 6 lbs M 15 2,000
20
Mini-Uzi 12 D8 19- 30 ft D3 1 20 P/Se 4 lbs S 15 1,050
20
Steyr TMP D8 19- 30 ft D3 1 15 P/Se 4 lbs S 15 1,000
20
Uzi Assault 2020 D8 19- 60 ft D3 1 30 P/Se 6 lbs M 15 1,000
20
BERETTA AUTO-250: Having been in service for years, this rings or bells. It is popular with security forces
Italian SMG is a tested and trusted weapon without any worldwide, combining low price with rugged efficiency.

- 33 -
CALICO 550 HELIOS: Based on the frame of the M470 arming security forces since the previous century. The
pistol, the main characteristic of the M550 is its top- latest model is MP-2020, which comes in several
mounted helical clip capable of holding 50 rounds. As with configurations. The basic version has an integral muzzle
the pistol, Calico offers an extended, 100-round clip for brake, providing one point of Recoil Suppression. Version
the SMG for an additional cost of 50. SD (special defense) removes the muzzle brake but adds
COLT NIGHTHAWK: This bullpup assault SMG has been a silencer (cost 1050). Version K is a short variant with a
intended as a special weapon for covert operations and, smaller barrel and no buttstock, making it more a
although expensive, is popular with special forces units. machine pistol than a submachine gun (reduce size to
No expense was spared for the weapon to succeed in its Small and range to 30 ft, this version includes the muzzle
task: Nighthawk includes a silencer and a laser aiming brake and has the same cost as the basic configuration).
module. Version Mk 2 removes the laser module and adds Version SM is a smart weapon with an integral optical
an optical link (Mk 2 costs 2600). link, costing 3500.
COLT-CALICO MINI-GATLING: This unique weapon, forged MINI-UZI 12: Essentially a smaller version of the classic
by the cooperation of two great industries, is actually a Uzi, it uses the same basic frame and is highly
small, electric-driven six-barrelled weapon with an concealable, something making it popular with terrorists
extremely high rate of fire. A miniature of a true minigun, and criminals.
it is fed by a 100-round helical clip (a nice addition STEYR TACTICAL MACHINE PISTOL: Classified as a
considering that it can unload the entire clip within few personal defense weapon, TMP provides the firepower of
seconds!). Mini-gatling has a -2 recoil penalty when firing a SMG in a package the size and weight of a pistol. Steyr
a burst and a -4 recoil penalty when firing in full auto or also provides an extended, 30-round clip for an additional
area spray mode. cost of 25.
FN P90 MKV: More than a simple SMG, P90 is actually a UZI ASSAULT 2020: The legacy of a truly legendary series
small, bullpup assault weapon to be used by rangers and of small arms, Uzi 2020 is the latest product of the
vehicle crew. Chambering a heavy round drawn from a thriving Israeli small arms industry. The weapon has seen
top-mounted high capacity clip, P90 also features an much use in all its various incarnations, both in the hands
internal muzzle brake to assist in the control of recoil by of the law as well as criminals and terrorists. The sheer
the firer. number of Uzis produced means that the weapons will
HECKLER&KOCH MP-2020: The family of MP SMGs were always have high availability in the black market.
always intended as anti-terrorist weapons and have been

SHOTGUNS (SIMPLE WEAPONS)


Shotguns are firearms built for close assaults. Their effective as range increases: damage is halved beyond
great accuracy (at least when using shot load) at close 100 ft and divided by four after 300 ft. Pellets have a
ranges makes shotguns perfect weapons for urban critical of 18-20.
environments and closed spaces. Many civilians possess The second kind of round are solid slugs, which
shotguns for home defense, as well as for hunting. are similar to the bullets used by other firearms. As
Modern shotguns are able to fire two kinds of shotguns are smoothbore weapons without any kind of
rounds. The first and most common is shot load, rifling, solid slugs are rather inaccurate (inflicting a -1
essentially a load of lead pellets which disperse after penalty to the attack roll) but they don’t suffer the other
leaving the muzzle. This increases their accuracy, adding disadvantages of shot load. Slugs get +2 damage against
a +1 dispersal bonus to the attack roll. Because of the both armoured and unarmored targets and their damage
number and dispersal of the pellets, shotguns are isn’t reduced by range. Slugs have x3 critical.
extremely lethal against targets without protection, Most shotguns can have their barrels
receiving a +4 bonus to damage. However, because shortened (by sawing them off) to produce a highly
pellets have little penetrating capability, their concealable weapon, but such a thing degrades their
effectiveness is severely limited against any kind of accuracy considerably. For a sawed-off shotgun decrease
armor (damage has a -4 penalty against armored size to Medium and halve its range increment.
targets). The pellets’ dispersal also makes them less Shotguns can’t accept silencers.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Browning Invector Stalker D12 ? 90 ft -- 3 4 P/Se 10 lbs L 0 700
Franchi SPAS-15 D10 ? 90 ft D3 2 12 P/Se 8 lbs L 20 1,500
H&K CAWS D10 ? 90 ft D3 2 15 P/Se 8 lbs L 20 2,500

- 34 -
Ithaca M760 D10 ? 90 ft -- 2 5 P/Se 8 lbs L 0 500
Mossberg 5-550 D10 ? 90 ft -- 2 6 P/Se 8 lbs L 0 600
Pancor Jackhammer D10 ? 90 ft D3 2 15 P/Se 8 lbs L 20 1,800
BROWNING INVECTOR STALKER: Perhaps the heaviest ITHACA M760: A popular street weapon, M760 retains the
shotgun in the world, Invector Stalker is a 10-gauge “pistol grip” appearance found in previous models and
monster used by police squads to immobilise fleeing cars. does way with any buttstock, producing a short,
FRANCHI SPAS-15: A combat shotgun favoured by police comfortable weapon.
squads, SPAS-15 has the distinct appearance of an assault MOSSBERG 5-550: This 12-gauge shotgun is one of the
rifle and is capable of limited automatic fire. It can fire 3- world’s most popular hunting weapons.
round bursts but is unable to fire in full auto or are spry PANCOR JACKHAMMER: An assault shotgun fed from a
mode. drum magazine placed behind the trigger in “bullpup”
HECKLER&KOCH CLOSE ASSAULT WEAPON SYSTEM: This style, Jackhammer is useful for troops expecting combat
military weapon is a full assault shotgun with a bullpup in closed spaces or urban environments.
configuration and an internal muzzle brake to reduce the
enormous recoil produced during autofire.

FLECHETTE WEAPONS (SIMPLE WEAPONS)


This is family of gas-operated weapons using a gas on an unprotected target (they get a +4 damage bonus
canister to fire razor-sharp darts called flechettes. Even against unarmored targets). The lack of penetrating
the non-automatic versions release several flechettes power means that flechettes are usually ineffective
with each press of the trigger, which spread after leaving against armor (-4 damage against any kind of armor). The
the muzzle increasing both accuracy and damage. Attack dispersal of the flechettes also reduces damage as range
rolls gain +1 dispersal bonus. At close range, flechette increases (damage is halved beyond 100 ft and divided by
weapons will produce horrible and usually lethal wounds four after 300 ft).
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Colt X42 Super D8 18-20 30 ft -- 0 25 P/Se 4 lbs S 15 750
Shredder
FN Velvet Shade D10 18-20 90 ft -- 1 60 P/Se 8 lbs L 15 1,000
H&K MPF2020 D8 18-20 60 ft D3 1 40 P/Se 6 lbs M 20 1,300
COLT X42 SUPER SHREDDER: This Compact flechette flechette darts can tear an unprotected target to shreds
weapon by Colt Industries comes in the frame of a pistol within closed range.
and offers incredible stopping power against unarmored HECKLER&KOCH MPF2020: Based on the frame of the
targets. popular MP2020 SMG, this weapon is a complete flechette
FN VELVET SHADE: FN produces this flechette rifle as system with autofire capability. It’s a firearm to be feared
police weapon for close assaults. Its broad spray of by anyone without body armor protection.

ASSAULT RIFLES (MARTIAL WEAPONS)


Assault rifles are the workhorses of any well-equipped weapons are compact personal automatic weapons
infantry. Combining the accuracy of a rifle with the making extensive use of plastics, ceramics and alloys to
firepower of a machine gun, they have dominated the decrease their overall weight but not their resilience.
battlefields since the last century. Modern assault
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Colt M27 Longbow D10 19-20 150 ft D3 1 40 P/Se 8 lbs L 20 1,500
FN FAL-3 D10 19-20 150 ft D3 1 40 P/Se 8 lbs L 20 2,500
H&K G10 SWED D10 19-20 120 ft D3 2 30 P/Se 6 lbs M 20 2,800
H&K G15 Stormer D10 19-20 150 ft D3 or D6 1 50 P/Se 8 lbs L 20 2,000
Soviet Arms AK2K D10 19-20 150 ft D3 1 35 P/Se 8 lbs L 20 1,400
Steyr AUG D10 19-20 150 ft D3 1 40 P/Se 8 lbs L 20 1,600
COLT M27 LONGBOW: Colt has been producing assault standards for light infantry weapons. Aside from the
rifles for the US military for a very long time. The M27 basic configuration (M27A1), there is also the A2 version
Longbow is the latest model in a series which has set new

- 35 -
which comes with an integral M207 grenade launcher ports and cooling systems, it provides a very high cyclic
mounted under the barrel (A2 costs 2500). rate of fire useful for suppression fire.
FN FAL-3: This is an upgrade of the basic FAL rifle, which SOVIET ARMS AK2K: This was the first weapon produced
was very popular in Europe during the last century. The by Soviet Arms after it purchased Kalashnikov Industries.
new design has a bullpup configuration and an internal It’s an update to modern technology of the legendary
muzzle brake for recoil control. Kalashnikov assault rifle, the hugest success ever in the
HECKLER&KOCH G10 SWAT EDITION: G10 is a heavily weapons market. The rifle retains the rugged efficiency
modified version of the H&K G13 assault rifle, which was and extreme reliability of the old model and has been
replaced by the G15 rifle. It features a bullpup tested under any conditions imaginable without failing.
configuration, a very short visible barrel and a STEYR AUG: A futuristic bullpup rifle, AUG comes with n
retractable stock. The end result is a small and compact integral non-magnifying sight for rapid target acquisition,
weapon, ideal for operations in closed spaces. H&K equips which can easily be converted into a telescopic one. Steyr
various anti-terrorist and special crisis units with these also offers a conversion kit with a cost of 200, which can
rifles and includes a muzzle brake in the basic be used to convert the assault rifle into a submachine
configuration, as well as a laser aiming module. gun. The kit consists of a 9 mm caliber replacement
HECKLER&KOCH G15 STORMER: The descendant of the barrel, a replacement bolt group, a magazine adapter and
highly successful G13 rifle, Stormer has been a magazine. Conversion to the SMG configuration or back
manufactured to give a ground troop the firepower and to the rifle takes one minute. The SMG has the following
versatility of a true machine gun. Using sophisticated gas modified statistics: Damage d8, Range 60 ft, Weight 6 lbs.

MACHINE GUNS (MARTIAL WEAPONS)


Machine guns are infantry support weapons used for hybrid weapons that can be carried around as well as
nearly two centuries to hold a position or cover the defend a position equally well. HMGs are heavy weapons
advance of a group. They are most commonly divided in usually mounted on vehicles and rarely used against
three categories: light, medium and heavy machine guns. personnel; instead, they’re used as anti-aircraft weapons
LMGs are portable weapons which provide support to a or to destroy lightly armored vehicles.
squad with their sustained fire capability. MMGs are
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Browning M5HB 2D8 19- 150 ft D3 or D6 4 Belt P/Se 50 lbs H 24 4,700
20
FN MAG-3 D12 19- 150 ft D3 or D6 2 50 P/Se 16 lbs L 20 3,000
20
FN Minimi-3 D10 19- 150 ft D3 or D6 1 100 P/Se 12 lbs L 20 2,000
20
GE M143 Cyclone D10 19- 150 ft D3, D6, D8 or 1 100 P/Se 18 lbs L 28 6,200
20 D10
GE M160 Tornado D12 19- 150 ft D3, D6, D8 or 2 500 P/Se 24 lbs H 28 7,500
20 D10 (x2)
GE M180 Charon 2D12 19- 150 ft D3, D6, D8 or 6 Belt P/Se 250 G 28 16,500
20 D10 lbs
H&K G20 Squad D12 19- 150 ft D3 or D6 2 50 P/Se 16 lbs L 20 4,000
Support 20
Steyr AUG/L5W D10 19- 150 ft D3 or D6 1 50 P/Se 12 lbs L 20 2,100
20
BROWNING M5HB: M5HB is a tested and trusted heavy FN MAG-3: The MAG models of FN have been the most
machine gun usually found mounted on military vehicles. popular medium machine guns of the western hemisphere
When used to defend a location, it is placed on a tripod for the past 50 years. MAG-3 continues this tradition with
weighting 30 lbs and taking a full-round action to deploy success. The weapon accepts a 50-round clip, but it can
(the tripod provides 8 points of Recoil Suppression). The also mount 100- or 200-round belts (which take a full-
weapon feeds from disintegrating belts carrying any round action to replace). An integral bipod is also
number of rounds. included to help control recoil. It takes a move-equivalent

- 36 -
action to deploy and the firer must use it from a prone them takes one hour. The tripod weighs 20 lbs, takes a
position; it provides 4 Recoil Suppression points. full-round action to deploy and provides 8 points of Recoil
FN MINIMI-3: A popular squad automatic weapon, Minimi-3 Suppression. M160 cannot accept muzzle brakes. Ammo
is alight machine gun complete with a saddle drum carriage is usually in two 500-round cassettes with the
magazine holding 100 rounds and bipod. The bipod can be gun automatically switching when the first cassette
deployed with a move-equivalent action and the weapon empties, but M160 can also use a disintegrating belt with
fired from prone position; it provides 4 Recoil any number of rounds.
Suppression points. GENERAL ELECTRIC M180 CHARON: This monstrous weapon
GENERAL ELECTRIC M143 CYCLONE: This is a portable is a full autocannon, using the gatling principle of function
version of the hardpoint M160 minigun. It uses an electric to spit out more than 8,000 25mm shells per minute from
motor powered by rechargeable batteries to rotate its six its six rotating barrels. It is available only as a vehicle
barrels and achieve an extremely high rate of fire. The weapon.
weight of the batteries isn’t included in the weapon’s HECKLER&KOCH G20 SQUAD SUPPORT: H&K manufactures
weight; each set of batteries weighs about 5 lbs and is this medium machine gun for the German army and other
good for 5,000 shots. Replacing a battery with a new one western military organisations. It accepts either a 50-
is a full-round action; recharging an empty battery takes round clip or 100- or 200-round belts (taking a full-round
one hour. The six barrels are fed from a 100-round saddle action to replace) and has an integral muzzle brake. For
drum (which takes a full-round action to replace) but even more recoil control, the user can deploy the integral
there is the option of using 200-round belts. M143 cannot bipod by taking a move-equivalent action and fire from a
accept muzzle brakes. prone position; the bipod offers 4 points of Recoil
GENERAL ELECTRIC M160 TORNADO: Initially designed as a Suppression.
helicopter weapon, the M160 is a six-barrelled, motor- STEYR AUG/L5W: Steyr’s light machine gun has the
driven machine gun that uses the old gatling gun’s unmistakeable outfit of a Steyr weapon. It features the
principle of function to achieve an extremely high rate of same non-magnifying sight as the Steyr assault rifle,
fire. When not used as vehicle weapon but as a point- which can be easily upgraded to a telescopic sight. A
defense gun, M160 must be powered by an available detachable bipod rounds out the weapon: when deployed
electric source or a set of batteries and placed on a by taking a move-equivalent action, the user can fire from
tripod. Batteries weigh 10 lbs and are good for 10,000 a prone position with 4 points of Recoil Suppression.
shots. Replacing them is a full-round action; recharging

SNIPER RIFLES (MARTIAL WEAPONS)


These weapons are high-power, long-range rifles as well as professional assassins to take out important
providing great accuracy for placing well-aimed shots at targets from a distance.
great ranges. They’re used by military and police snipers
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Barret M92 Daemon 2d8 19-20 500 ft -- 4 4 P/Se 18 lbs L 24 3,600
H&K PSG-2 D12 19-20 400 ft -- 2 6 P/Se 14 lbs L 20 2,900
Sig 550 Sniper D10 19-20 400 ft -- 1 8 P/Se 12 lbs L 20 2,000
BARRET M92 DAEMON: Heavy and hard-hitting, the Barret bipod (which needs a move-equivalent action to be
Daemon uses a 13mm heavy machine gun round. Its recoil deployed and provides 4 Recoil Suppression points if the
is extreme and barely tempered by its bipod (which needs weapon is fired from a prone position). It’s the standard
a move-equivalent action to be deployed and will provide sniper rifle of the German GSG-9 anti-terrorist unit.
4 Recoil Suppression points if the weapon is fired from a SIG 550 SNIPER: Sig makes this light sniper rifle for the
prone position). A telescopic sight is standard to the French police forces and anyone else who appreciates its
weapon. light weight. It comes with a telescopic sight and a bipod
HECKLER&KOCH PSG-2: H&K’s medium sniper rifle is a (taking a move-equivalent action to deploy and offering 4
compact design with a telescopic sight and a detachable points of Recoil Suppression when fired prone).

GRENADE LAUNCHERS (MARTIAL WEAPONS)


Grenade launchers have revolutionised the use of man can and with better accuracy. They come in many
grenades, being able to lob a grenade much further than a versions: stand-alone, underbarrel for mounting on rifles

- 37 -
or as huge vehicle-mounted grenade machine guns (GMGs).
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Browning Frag Cannon ? -- 100 ft -- 2 6 ? 8 lbs L 20 1,500
M207 Underbarrel ? -- 100 ft -- 2 1 ? 4 lbs M 20 1,300
Mark19 Model 5 GMG ? -- 100 ft D3 4 belt ? 50 lbs H 28 5,000
BROWNING FRAG CANNON: Browning’s grenade launcher MARK 19 MODEL 5 GMG: This GMG is usually armed with
accepts a large capacity clip with grenade rounds and is HEDP grenade rounds and found mounted on vehicles. If
intended to be used as a support weapon for infantry chosen to defend a position, it is usually placed on a
squads. tripod (weighting about 30 lbs), which takes a full-round
M207 UNDERBARREL: This grenade launcher mounts action to deploy and provides 8 points of Recoil
under the barrel of any assault rifle of size Large and is Suppression.
fired with a thumb button.

ROCKET LAUNCHERS (EXOTIC WEAPONS)


All rocket launchers use a self-propelled explosive devices no larger than the typical grenade launcher. Mini-
projectile, but this family includes many weapons with rockets have been designed for use in urban
different function and capabilities. Apart from the classic environments, where a full-size missile would produce too
anti-personnel and anti-vehicle rocket launchers, a new much collateral damage, as well as to give a ground troop
innovation are the 40x150mm mini-rockets launched from a little bit more range and power than grenades.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
H&K 71 Rocketeer ? -- 150 ft -- 1 6 ? 12 lbs L 24 4,100
H&K 73 Hammerhead ? -- 100 ft -- 2 1 ? 6 lbs M 24 3,200
H&K 75 Spitting Cobra ? -- 60 ft -- 2 4 ? 8 lbs M 24 4,800
M69 LAW 8D10 -- 150 ft -- 0 -- Se 12 lbs L 24 3,500
MLOS ? -- 500 ft -- 0 4 ? 10 lbs L 24 8,000
HECKLER&KOCH 71 ROCKETEER: Rocketeer was the first cost advantage is amplified by the fact that it can destroy
mini-rocket launcher to appear. The size of a battle rifle, or seriously damage hardware costing a lot more.
it accepts a clip of six mini-rockets and is intended as a Because of the LAW’s shaped charge, its primary damage
support weapon. is only inflicted on the target it directly strikes. Its small
HECKLER&KOCH 73 HAMMERHEAD: The wide success of sideblast does 3d6 major damage to anyone within 5 ft of
mini-rockets led to the development of the Hammerhead, the impact point.
a one-shot launcher which mounts under the barrel of MULTIPLE LAUNCHING OFFENSIVE SYSTEM: One of the most
any assault rifle to replace the classic underbarrel common launchers today, MLOS has a box magazine that
grenade launcher. can be loaded with up to four missiles of various types.
HECKLER&KOCH 75 SPITTING COBRA: Spitting Cobra is a MLOS is a modular weapon that is compatible with many
true urban launcher. Resembling a large pistol with a different tracking and targeting systems, including laser,
fearsome muzzle, it fires mini-rockets from a clip of 4- infrared and semi-manual guidance. A targeting system
round capacity. Its small size and great surprise factor costs an additional 5,000 but will provide a fire control
are considered a good trade for its reduced range bonus to the attack roll with any missile containing
compared to other launchers. targeting equipment (the precise bonus depends on the
M69 LIGHT ANTI-ARMOR WEAPON: LAW is little more than quality of the missile’s guidance system). Firing a
an one-shot, disposable fiber tube designed to launch a targeting missile is full-round action, as it requires a
69mm armor-piercing warhead capable of defeating most lock-on to be achieved and adjustments to be made. Firing
lightly armored vehicles and damaging heavier ones. a dumb missile (straight-path flying) is a standard action.
After it is fired, the soldier just drops the tube. Its low

FLAME THROWERS (EXOTIC WEAPONS)


These fearsome weapons eject a stream of chemical fire The range increment given for a flamer is also
at their targets. Although they have an extremely short its maximum one; flames don’t travel further than that.
range, they’re very intimidating and especially effective in Because of the broad spray of fire, flamers get a +2
confined spaces. dispersal bonus on the attack roll. On the other hand, they

- 38 -
can’t score a critical. The DR of any armor is divided by 4 damage. If he succeeds on a save, the fire is put off.
against a flame thrower, except if it’s fireproof. Extinguishing the fire may also be accomplished by
If someone takes damage from a flamer, there jumping into water, covering the victim with sand etc.
is a possibility that he might be set aflame (unless he Subsequent flamer strikes cannot set alight someone who
wears fireproof armor). If a Reflex save (DC 15) is failed, is already aflame.
the victim burns for d6 major damage and he needs to Flamers have a Burst rating, since it is possible
continue making Reflex saving throws at the beginning of to fire continuous jets of fire by keeping the trigger
every new round. If he fails, he takes another d6 major pulled.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Dragon D6 -- 20 ft D3 0 15 Se 4 lbs M 24 3,000
Mephisto D6 -- 20 ft D3 0 20 Se 8 lbs M 24 3,000
M5A1-7 Phoenix D6 -- 30 ft D3 or D6 0 40 Se 24 lbs L 24 4,000
DRAGON: This small flamer mounts under the barrel of an MEPHISTO: A fearsome weapon with a great surprise
assault rifle much like an underbarrel grenade launcher. factor, this is a hand flamer which looks like an oversized
It is especially useful for operations inside closed spaces. handgun.
M5A1-7 PHOENIX: Phoenix is a heavy military flamer that
feeds from a fuel tank worn as a backpack.

LIQUID PROPELLANT RIFLES


Liquid Propellant Rifles haven’t been around for more simple switch, providing more propellant for high velocity
than ten years and are still very expensive compared to shots or less for low velocity ones.
conventional firearms. They do represent however the LP rifles have two ammo ratings. The first is
emerging of a new versatile technology in projectile the capacity of their clip in bullets, while the second is the
propellant methods and are expected to dominate the capacity of the cartridge in propellant doses. Reloading
firearms market in a few years, along with with a new cartridge (which costs 1 per dose stored)
electrothermal rifles. takes a move-equivalent action. Switching between high,
Instead of using a solid propellant filling, these normal and low velocity shots also takes a move-
rifles use a liquid propellant which is stored in a cartridge equivalent action. Normal velocity shots do normal
and injected in the chamber just prior to firing. A damage and expend two doses of propellant. High velocity
minicomputer selects the appropriate dose of the shots get a +1 velocity bonus to damage and expend four
propellant, but the user can modify this with the help of a doses. Low velocity shots are treated exactly like
subsonic rounds and expend one dose.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Colt M42 Nightstalker D10 19-20 150 ft D3 1 40/80 P/Se 8 lbs L 28 5,400
H&K PSG-4 Quicksilver D12 19-20 400 ft -- 2 6/12 P/Se 10 lbs L 28 4,800
HECKLER&KOCH PSG-4 QUICKSILVER: Quicksilver is a it will provide 4 Recoil Suppression points when the rifle
sniper rifle using liquid propellant technology and comes is fired from a prone position.
equipped with a telescopic sight, a bipod and a silencer COLT M42 NIGHTSTALKER: This weapon is an advanced
(to take better advantage of low velocity shots). The assault rifle equipped with an optical link and a silencer,
rifle’s biggest advantage is its versatility: within moments as well as with a light amplification sight. Colt promotes it
it can change from low velocity, completely silent shots to as the ultimate firearm for low key covert operations,
high velocity ones to take on a tough target. Its bipod is such as infiltration, rescue and sabotage.
detachable and takes a move-equivalent action to deploy;

ELECTROTHERMAL FIREARMS (EXOTIC WEAPONS)


Electrothermal weapons are a new family of advanced extreme muzzle velocities, which affect both damage
firearms making use of high tech plasma propellants. potential and range.
Instead of a chemical reaction induced to propel a bullet, ET weapons receive the power they need from
ET weapons use an electric arc to superheat a special powerful rechargeable batteries (in the case of personal
chemical mix into plasma. In this way ET weapons achieve weapons). These batteries usually last for 1,000 shots.
Afterwards, they must be replaced (a move-equivalent

- 39 -
action) or recharged (takes about an hour). New batteries cost 50.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
FN Tempest 2D6 19-20 45 ft -- 3 15 P/Se 5 lbs S 0 3,200
H&K G26 Jupiter 2D6 19-20 200 ft D3 or 2 50 P/Se 12 lbs L 28 5,200
D6
Rheinmetal Mach3 3D6 19-20 600 ft -- 5 4 P/Se 22 lbs L 28 5,700
FN TEMPEST: Tempest can easily claim the title of the equivalent action to be deployed and offers 4 Recoil
heaviest handgun in the world with its creative use of Suppression points when fired from a prone position).
electrothermal technology. Unfortunately, few are RHEINMETAL MACH3: Mach3 is an extremely powerful
prepared to pay its high cost just for a handgun and this material rifle primarily used against lightly skinned
has limited its success in the market. It comes with an vehicles and powered battle armors. Its use against
integral muzzle brake. personnel is overkill. To help offset the extreme recoil,
HECKLER&KOCH G26 JUPITER: G26 is classified as a light the weapon includes a muzzle brake and a bipod (takes a
machine gun, although it is very light and compact and move-equivalent action to deploy and provides 4 Recoil
could easily be used as an assault weapon. The weapon Suppression points when fired prone). A telescopic sight
fires powerful shots for a firearm of its class and is aids in aiming.
equipped with a muzzle brake and a bipod (takes a move-

RAILGUNS (EXOTIC WEAPONS)


Railguns take a radical approach to projectile propelling, When firing normal rounds, a railgun bestows limited
doing away with any propellant and using instead an armor-piercing capabilities on them because of the
electromagnetic accelerator to propel a solid projectile velocity involved (target armor’s DR is reduced by 2
to phenomenal velocities. To take full advantage of their points, but the round does -1 damage against unarmored
extreme muzzle velocity, railguns use solid steel or targets, to a minimum of one point of damage, as it
harder projectiles and become the ultimate armor- passes too quickly through them).
piercing weapons. Railguns double the DR reduction of The electromagnetic accelerator gets its
any armor-piercing round they use. For example, steel power from a set of batteries usually good for 200 shots.
penetrators reduce Dr by 6 and do -1 damage vs Replacing them takes a move-equivalent action (new
unarmored targets instead of the usual -3 DR/-1 damage. batteries cost 50). Recharging them takes one hour.
Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
Rheinmetal S6 Penetrator 4d4 19-20 200 ft D3 or d6 3 belt P/Se 28 lbs L 28 8,200
FN SMAS 2d10 19-20 200 ft -- 4 10 P/Se 36 lbs L 28 9,500
FN SHOULDER-MOUNTED ASSAULT SYSTEM: Resembling a It’s usually placed in vehicles where space is a luxury, but
portable cannon, this weapon propels a 8 mm projectile to a stand-alone version to be used as a point-defense gun is
Mach 3 and beyond. A telescopic sight assists in aiming also available. The later version is usually placed on a
armored vehicles and hardened targets, which are the tripod (weighting 20 lbs) which takes a full-round action
gun’s primary targets. to deploy and provides 8 Recoil Suppression points. It
RHEINMETAL S6 PENETRATOR: Penetrator is an feeds from a disintegrating belt carrying any number of
electromagnetically-based machine gun offering the rounds.
power of a heavy machine gun in a much smaller package.

GRENADES (SIMPLE WEAPONS)


Old weapons, grenades have made an appearance in Not all kinds of grenades are available in all three forms
every battlefield as the personal explosive of the ground (hand, launched and rifle). The grenade table contains
soldier. Today, grenades are much more than the simple more info on this.
hand grenade of years past. There are also grenade Hand grenades have a 20 ft range
rounds, lunched from a grenade launcher, and rifle increment when thrown.
grenades launched from rifles fit with a grenade adapter.
Grenade Damage Blast Type Hand Launched Rifle Avail Cost
Canister 2D8 -- Se No Yes No 15 75
Concussion 4D6/2D6 5 ft/15 ft Ma Yes Yes Yes 15 100

- 40 -
Dual-purpose 4D6/2D6 ? ? Yes No No 15 125
Flash-bang -- 30 ft -- Yes Yes Yes 10 100
Flechette 4D6/2D6 10 ft/30 ft Se Yes Yes Yes 15 100
Fragmentation 4D6/2D6 10 ft/30 ft Se Yes Yes Yes 15 100
Gas -- 20 ft -- Yes Yes Yes 10 50
HEDP 6D6/2D6 Target/5 ft Se/Ma No Yes Yes 20 150
Smoke -- 20 ft -- Yes Yes Yes 10 50
Stingball 4D6/2D6 10 ft/30 ft Mi Yes Yes Yes 10 50
White Phosphorous 2D6/1D6 5 ft/15 ft Se Yes Yes Yes 20 150
CANISTER: This grenade round turns a grenade launcher HIGH-EXPLOSIVE DEEP-PENETRATION: This is the standard
into a shotgun for when action gets up, close and round for grenade machine guns. It carries a high-
personal. It looks exactly like an enlarged shotgun shell explosive shaped charge designed to pierce armor, but
loaded with lead pellets. It follows all the rules for loses power rapidly away from the impact point. It will do
shotguns loaded with shot. The range increment of the 6d6 severe damage to anything it strikes directly and 2d6
grenade launcher becomes 90 ft. major damage to anyone within 5 ft.
CONCUSSION: Essentially an explosive charge inside SMOKE: Smoke grenades are often used to provide a
cardboard paper, this grenade is termed “offensive” distraction or to conceal a squad or individual from
because it has no fragmentation. Thus, it is safe for a enemy detection and hostile fire. They emit a cloud of
soldier to throw while charging. It’s also safer to use in smoke in a 20 ft radius that persists in still conditions for
closed spaces since it has a smaller blast radius than a d3+6 rounds and in windy conditions for d3+1 rounds.
frag grenade. Visibility within the cloud is limited to 2 ft. Everything
DUAL-PURPOSE: This revolutionary item consists of a within the cloud has 90% concealment. Infrared vision
thick metal casing designed to fragment around an will negate the concealment and provide normal visibility,
explosive core inside a cellulose case. It is essentially a unless the grenade uses “hot” smoke (smoke filled with
fragmentation grenade (doing severe damage with blast hot particles).
10 ft/30 ft), but the user can remove the outer casing by STINGBALL: This is a subdual grenade often used in riot
taking off a pin and pulling it out (this takes a move- control by the police. It detonates by releasing hard
equivalent action), thus turning the grenade into a rubber balls which hurt like hell but do no lasting damage
concussion one (doing major damage with blast 5 ft/15 (in most cases). Against armor, their damage is reduced
ft). Putting back the outer casing is a full-round action. by 4 points.
FLASH-BANG: A subdual grenade. This one goes off with a WHITE PHOSPHOROUS: This nasty grenade combines a
bright flash and a loud bang, temporarily blinding and concussion wave with burning-hot fragments (thanks to
deafening those in the affected area. Everyone within 30 the white phosphorous it contains). If a character takes
ft needs to make a Fortitude save (DC 20) unless he has damage from this grenade, he must roll an additional
flare suppression. Failing that, he’s blinded for d6 rounds. Reflex save (DC 15) or be set aflame and take d6 major
He also needs to make a second Fortitude save with the damage. During subsequent rounds, the character must
same DC if he doesn’t have noise suppression. If he fails continue making saving throws on every round. If he fails,
the second save, he is deafened for d3 minutes. he takes d6 major damage. If he succeeds in a save, the
FLECHETTE: A popular anti-personnel round, the flechette fire is put off. The flames may also put off by jumping in
grenade detonates showering the area with razor-sharp water, covering one’s self with sand etc. Characters in
darts. These can be instantly lethal to any unprotected fireproof armor are safe from this secondary damage
target, but are really lousy at penetrating armor. Damage (they don’t need to make any save).
is increased by 6 points against unarmored targets (+3 in
the second blast radius), but decreased by 6 point against AIRBURSTS
any armor (-3 in the second blast radius).
FRAGMENTATION: Also called a “defensive” grenade, Any grenade (except from canister round) can be an
because a soldier is supposed to throw it from behind airburst one (with a 100% increase in cost and +2
cover (else the fragments may hit him too). Availability). Airburst grenades are either launched or
GAS: These grenades are usually loaded with tear gas, but rifle ones and work along with a rangefinder to detonate
nastier substances are also available. They emit their above the target, minimising cover and armor protection.
contents in a cloud of 20 ft radius that persists in still The DC of the Reflex save against airbursts is 24.
conditions for d3+6 rounds and in windy conditions
ford3+1 rounds.

- 41 -
CLUSTER ROCKS increasing the affected area. Compared to a standard
grenade, the Blast rating of a cluster rock is doubled.
Any airburst grenade can be a cluster rock (cost is
doubled and Availability is increased by 2). Cluster rocks
release six smaller grenades over the targeted area,

MINI-ROCKETS
Mini-rockets are 40x150mm self-propelled explosive projectiles, ideal for urban combat. They have more range and pack more
punch than grenades.
Mini-rocket Damage Blast Type Avail Cost
Concussion 4D8/2D8 5 ft/15 ft Ma 20 150
Flechette 4D8/2D8 10 ft/30 ft Se 20 150
Fragmentation 4D8/2D8 10 ft/30 ft Se 20 150
HEAP 6D8/2D8 Target/5 ft Se/Ma 24 300
High-Explosive 6D8/3D8 15 ft/45 ft Ma 24 300
Incendiary 2D8/1D8 5 ft/15 ft Ma 20 300
CONCUSSION: An explosive mini-rocket without any little sideblast. It will inflict 6d8 severe damage on
fragmentation. anything it strikes directly and 2d8 major damage to
FLECHETTE: This mini-rocket contains numerous razor- anyone within 5 ft.
sharp flechette darts, which are especially lethal against INCENDIARY: This mini-rocket ignites a volatile mix of
unarmored targets (+8/+4 damage), but ineffective chemicals and spreads it over the affected area. Unless
against any armor (-8/-4 damage) he wears fireproof armor, anyone taking damage from
FRAGMENTATION: This is a standard anti-personnel round. the explosion must make a successful Reflex save (DC 15).
HIGH-EXPLOSIVE: This mini-rocket contains a powerful On a failure, he is set aflame and suffers d6 major
explosive filling which greatly enhances both damage damage. While burning, the victim must make new saving
potential and blast radius. Unfortunately, it has no throws once per round. If those are failed he continues
fragmentation effect. taking d6 major damage, but a successful save means
HIGH-EXPLOSIVE ARMOR-PIERCING: Containing a shaped that the fire is put off. The fire can also be extinguished
charge, this mini-rocket is an anti-armor weapon with by immersion in water, burial under dirt etc.

MISSILES
The following projectiles are designed to be launched Each guidance system has a quality level, usually ranging
from a full rocket launcher. All are “dumb” rockets, from 1-4. The quality level determines the system’s cost
meaning that they will follow a straight path, but they can (roughly 2,000 per level) and the fire control bonus it
be equipped with a guidance system. Examples of provides to attack rolls (+2 per level).
guidance systems include laser and infrared guidance.
Missile Damage Blast Type Avail Cost
Anti-Personnel 8D8/3D8 15 ft/45 ft Se 24 2,000
Anti-Tank 12D10/4D6 Target/5 ft Se/Ma 24 12,000
Super Flechette 8D8/4D8 15 ft/45 ft Se 24 3,500
ANTI-PERSONNEL: This is a high fragmentation missile SUPER FLECHETTE: A popular anti-personnel missile,
useful for inflicting heavy damage on tightly formed Super Flechette carries hundreds of small flechettes
squads, bunkers or lightly armored vehicles. inside its warhead and uses a small explosion to release
ANTI-TANK: A standard heavy anti-armor round designed and propel them to supersonic speeds. The flechette
to defeat both conventional and reactive composite spread is usually enough to instantly kill anyone close
armor. It will fly over its target before releasing its two enough and cause horrible injuries to those further away.
139mm shaped charge warheads which strike the target The missile’s greatest problem is that the flechettes are
from above, usually on its thinnest part. It will inflict 12d10 almost unable to penetrate even the lightest armor.
severe damage on any target it strikes directly, but its Super Flechette does +12 damage against unarmored
little sideblast means it only does 4d6 major damage to targets (+6 in the outer blast radius), but -12 damage
those within 5 ft. against armored ones (-6 in the outer blast radius).

- 42 -
MELEE WEAPONS
Weapon Damage Crit Type Size Weight Avail Cost
SIMPLE WEAPONS
Brassknuckles D3+Str mod X2 B/Mi T 0.2 lbs 0 5
Charge baton 2D8 or D12 -- Mi or Ma M 2 lbs 15 500
Club/baton D6+Str mod X2 B/Ma M 4 lbs 0 10
Hand taser D10 -- Mi T 0.5 lbs 0 100
Knife D6+Str mod X2 P/Ma S 0.5 lbs 0 5
Stun baton 2D8 -- Mi M 2 lbs 0 250
MARTIAL WEAPONS
Chainsword D12+Str mod X3 S/Se L 10 lbs 18 2,000
Katana D8+Str mod 19-20 S/Se L 4 lbs 20 3,000
Quarterstaff D6/D6(+Str mod) 19-20 B/Ma L 6 lbs 0 25
EXOTIC WEAPONS
Monowire Blade 2D6 17-20 S/Se MM 0.5 lbs 28 12,500
CHAINSWORD: A chainsword consists of a heavy blade critical, any armor’s DR is halved against it. Its batteries
with a serrated edge of industrial-strength tungsten last for 20 successful hits (they can be recharged within
driven by an electric motor. It was designed so as to an hour or new ones can be purchased for 10).
provide lethal effectiveness in close combat as well as a MONOWIRE BLADE: This rare, high-tech weapon actually
tool to cut down many types of barriers. A chainsword is looks more like a whip than a blade. With the press of a
particularly effective at cutting down through materials: button on its small handle it extends a one-meter long like
after it is applied for at least one round on them, it halves of monofilament wire, which can slice through most
their hardness rating. The motor driving the blade’s edge materials quite easily. The DR of any armor is halved
receives power from a battery that is good for 10 minutes against a monowire blade. A hit with the monofilament
of continuous use (afterwards it must be recharged or wire can easily lope off hands, entire limbs or even
replaced). Without the blade’s motion, damage drops to decapitate someone. If the blade scores a critical and at
d8 (+Str mod). least 5 points of damage get through the opponent’s
CHARGE BATON: A more powerful version of the stun armor, an amputation occurs. Roll a d20: on a 1-4 he loses
baton, the electrical shock it delivers is strong enough to his left hand, 5-8 right hand, 9-11 left arm, 12-14 right arm,
be lethal (and as such the charge baton is strictly 15-16 left foot, 17-18n right foot, 19-20 head (instant
controlled). Two settings are available to the user. The death).
first is non-lethal and deals 2d8 minor damage. The The weapon requires skill and is not without
second can be lethal and inflicts d12 major damage. As for danger to its own user: on a natural roll of “1”, the wire
a stun baton, armor DR is halved and the baton can’t hits the user (who suffers the weapon’s normal damage).
score criticals. Its batteries hold 20 charges (the first STUN BATON: This small baton stuns and incapacitates via
setting expends one charge per successful hit, while the electricity and is commonly seen in the hands of
second expends two charges per hit). Recharging takes policemen or security experts. The DR of any armor is
one hour and new batteries cost 30. halved against it, but it can’t score criticals. It works with
HAND TASER: This small but convenient non-lethal weapon batteries lasting for 20 successful hits (they can be
delivers a powerful electrical shock, stunning or recharged within an hour and new ones cost 20).
incapacitating the opponent. Although it can’t score a

MISC. WEAPONS (EXOTIC WEAPONS)


Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost
FN P6c Needler D4 19-20 20 ft -- 0 6 -- 2 lbs S 0 400
H&K Sonique -- -- -- -- 0 -- -- 4 lbs M 10 1,100
PhotoTek Apollo -- -- 20 ft -- 0 -- -- 3 lbs S 0 950
Yamaha SuperStun Taser 2D8 -- 20 ft -- 0 6 Mi 2 lbs S 0 800
FN P6C NEEDLER: Needler is a well-known dart gun, using substance to the target. The damage rating of the weapon
gas to propel a small dart intended to deliver a chemical is only used to determine if the dart is able to penetrate

- 43 -
armor (if the damage rolled is higher than the DR of the PHOTOTEK APOLLO: Apollo is a flash gun, a pistol-shaped
target’s armor, then the chemical is injected into his non-lethal weapon designed to produce bright flashes
body). Needler doesn’t actually harm the target directly. capable of temporarily blinding someone. To successfully
Needler’s darts are most commonly filled with affect someone, the user must make an attack roll with a
incapacitating substances, although anything could be +2 equipment bonus and the target must fail a Fortitude
delivered. The weapon can score criticals, in which case it save (DC 20). The weapon blinds for d12 rounds, but has a
has a greatest chance of penetrating armor. maximum range of 100 ft and is useless if the target has
HECKLER&KOCH SONIQUE: Sonique is the first model in a flash suppression. Its batteries last for 100 shots and can
series of subdual weapons using sound. It emits a focused be recharged in the span of an hour. New batteries cost
sonic attacks in a cone 60 ft long and 60 ft wide at its 10.
end. No attack roll is necessary; everyone inside the cone YAMAHA SUPERSTUN TASER: SuperStun is a taser which
is affected by the high-frequency sound and must make a fires a small flechette designed to deliver a powerful jolt
successful Fortitude save (DC 20) or be deafened for d6 to the target, stunning or even dropping him unconscious.
minutes. Good ear plugs or noise suppression will Against the SuperStun’s electricity, the DR of any armor
completely protect against the sonic attacks. The is halved. SuperStun cannot score critical hits.
batteries of Sonique last for 500 “shots” and can be
recharged in an hour. A new set of batteries costs 20.

AMMUNITION
Ammo Type Avail Cost StarFlash 0 X8
STANDARD AMMO Steel Core 18 X3
Assault rifle, sniper rifle rounds (per 15) 10 4
Autocannon rounds (per 15) 20 12
Electrothermal rounds (per 5) 20 8
Flame thrower fuel (per 2) 15 4 SPECIAL BULLETS
Flechette darts (per 20) 0 3
HMG rounds (per 15) 15 8 CERAMIC SAFETY
Liquid propellant rounds (per 5) 20 6
LMG, MMG rounds (per 15) 10 4 These rounds are designed to break on impact with
Pistol, machine pistol, SMG rounds (per 15) 0 2 anything hard. They’re useful in situations where
Railgun rounds (per 5) 20 1 collateral damage is more dangerous than the enemy (like
Shotgun shells (per 5) 0 4 in an orbital station or explosives depot). They won’t
Taser darts (per 1) 0 5 affect any kind of armor.
SPECIAL BULLETS
Ceramic Safety 0 X1 DUAL-PURPOSE
Dual-Purpose 20 X4 A dual-purpose round is particularly effective against
Explosive 20 X6 both armored and unarmored targets, containing a steel
Flechette Package 0 X2 rod inside a soft lead jacket. When the jacket hits, it
Gel 0 X1 expands like a hollowpoint, but if the round hits armor the
Glaser Safety 18 X6 steel rod slides free and acts as a steel penetrator.
HEAP 24 X10
Hollowpoints 15 X1
Plus Power 18 X3 EXPLOSIVE
Steel Penetrators 18 X3 These are filled with an explosive compound and a
Subsonic 15 X1 detonating charge in the base, allowing the bullet a
Tracers 0 X2 fraction of a second to penetrate armor before
Tungsten Penetrators 22 X8 detonating. If the bullet’s damage is enough to bypass the
SPECIAL SHELLS target’s armor DR and the target receives any damage
Cross-Loaded 0 X1 from the attack, he suffers 2 extra damage points from
DragonBreath 22 X10 the explosion.
Layer-Loaded 0 X1
Plastic Shot 0 X1

- 44 -
FLECHETTE PACKAGE transferring all of its kinetic energy to it. They get a +1
velocity bonus to damage.
These rounds contain a pack of several flechette darts,
turning a firearm into a small shotgun. A weapon using
such rounds is treated as a flechette weapon (ie it gets a STEEL PENETRATORS
+1 dispersal bonus to the attack roll, does +4 damage These are steel bullets either coated with Teflon or
against unarmored targets and -4 damage against surrounded by a softer lead jacket to protect the rifling of
armored ones, damage is halved after 100 ft and divided the barrel. They ignore 3 points of DR from the target’s
by 4 after 300 ft etc). The weapon’s Critical range armor. They tend to pass very quickly through unarmored
becomes 18-20. targets, thereby doing -1 damage (to a minimum of one
point) against them.
GEL
Gel rounds flatten on impact, transferring kinetic energy SUBSONIC
but not penetrating into the body. Technically non-lethal, Due to a reduced charge, these bullets travel below the
they only inflict minor damage. Against armor, their speed of sound. Since they don’t produce a supersonic
damage is decreased by 2 points. “crack”, they can provide very silent shots when
combined with a silencer (increase the DC of any Listen
GLASER SAFETY skill checks by another +5). However, they inflict -1
damage (to a minimum of one point) because of their
These rounds contain 8 lead shotgun pellets behind a smaller velocity.
ceramic seal. When the seal fractures on impact the
pellets are released in a semi-spherical pattern causing
great tissue destruction. Glaser may be the most TRACERS
devastating round available for firearms (doubling the Tracer rounds contain an incendiary chemical in their
weapon’s damage), but it’s practically useless against any base that lights up after they’re fired. They’re frequently
kind of armor, since the seal fractures too early for the used in automatic weapons to provide a bright trail to the
pellets to have any effect (any armor or hard surface target, thereby assisting aiming. They provide a +1 fire
negates the damage completely). This trait isn’t control bonus to the attack roll during bursts or full auto
necessarily bad; glasers are often used in situations (but not in single shots or area sprays). In daylight, the
where collateral damage would be very dangerous (like in bonus is only effective up to 150 ft away.
a nuclear facility); hence their nickname “safety slugs”.
TUNGSTEN PENETRATORS
HIGH-EXPLOSIVE ARMOR-PIERCING These armor-piercing rounds are similar to steel
These have a steel core surrounded by an explosive penetrators, but use tungsten rather than steel. As
charge which detonates on impact, blowing armor open tungsten is a much harder metal, they ignore 6 DR points
and propelling the steel penetrator inside. HEAP rounds of the target’s armor instead of only 3. They still do -1
ignore 6 points of DR from the target’s armor. Against damage (to a minimum of one point) to unarmored
unarmored targets they do +2 damage because of the targets because they pass very quickly and without
explosive detonation. tumbling or deforming through them.

HOLLOWPOINTS SHOTGUN SHELLS


These have hollow spaces in their tips, which cause them
to expand in the wound and inflict heavy injuries.
Unfortunately, this also means that they tend to flat out
CROSS-LOADED
on armor. They do +2 damage to unarmored targets, but - This shell has the pellets arranged in a cross-like shape
2 damage to armored ones. by using cardboard spacers. As a result, they have
increased dispersal after they leave the muzzle. This
increases accuracy (giving a +2 dispersal bonus to the
PLUS POWER attack roll), but damage deteriorates with range much
Plus Power rounds have a smaller projectile, but use faster than normal (it is halved at 50 ft and divided by 4
more propellant to achieve a high velocity and deliver at 150 ft).
more energy to their target. Because the actual bullet is
rather light, it tends to stop inside the body, thereby

- 45 -
DRAGONBREATH advantage as an accurate close assault weapon, damage
doesn’t deteriorate with range as fast as normal shot
These are perhaps the nastiest shells one can load his load. A shotgun loaded with layer-loaded shells doesn’t
shotgun with. Instead of pellets, they contain thermite get a dispersal attack bonus, but damage is halved after
powder with phosphorous as the igniter, turning a 200 ft and divided by 4 after 600 ft.
shotgun into a flame thrower. A dragonbreath shell gets a
+2 dispersal bonus to the attack roll and inflicts d6
severe damage on a successful hit (it can’t score a PLASTIC SHOT
critical). If the target suffers damage and fails a Reflex Used in riot control, plastic shot doesn’t penetrate,
save (DC 15), he burns as per the flame thrower rules. A causing only pain and bruises. It only inflicts minor
shotgun’s maximum range is limited to 30 ft when loaded damage, which is further reduced by 2 points against
with dragonbreath shells. The extreme temperatures armored targets.
involved warp the barrel of the weapon, rendering it
useless after a few shots. Each two shots fired will give STARFLASH
the shotgun a -1 deterioration penalty to all attack rolls
made with it. This penalty can be restored by a trained These subdual shells blind and deafen by unleashing a
gunsmith, using the Engineering (weapon designs) skill bright flash and a loud bang. They work exactly like flash-
with DC 15. If the shotgun ever reaches a -5 penalty, it is bang grenades, but their affected area has a radius of
completely useless and repairing it will cost a lot more only 15 ft.
than buying a new one.
STEEL CORE
LAYER-LOADED These are armor-piercing steel slugs coated with Teflon.
This shell has the pellets arranged in layers by using They work exactly like steel penetrators.
cardboard spacers. As a result, they have reduced
dispersal and although this affects the shotgun’s

WEAPON ACCESSORIES
A wealth of accessories is available for firearms, gun and even fire without exposing himself (with a -2
providing more power and flexibility. A gun crawling with penalty to the attack).
added accessories is often the sign of a mercenary or
professional, for these types invest heavily on their LIGHT AMPLIFICATION
weapons and show a disdain for “standard”, plain guns.
This sight amplifies the light it receives to provide
effective vision in lowlight conditions. It halves (round
SIGHTS down) darkness penalties, but is useless in total
Sights, also called scopes, are devices fitting on top of a darkness, fog or smoke.
weapon to assist in aiming. Different kinds of sights can
be combined in a single, handy device. The cost is the sum TELESCOPIC
of all sights’ price multiplied by 150%. These sights are popular with hunters, snipers and
Sight Avail Cost assassins. They magnify the target of the weapon,
Digital 0 500 thereby doubling its range increment.
Light Amplification 15 500
Telescopic 0 150
Thermal Imaging 15 800
THERMAL IMAGING
This sight provides vision in the infrared spectrum of light
(ie heat). It is very effective in darkness, fog or smoke,
DIGITAL but only reveals objects radiating heat. It halves (round
This is actually a small digital camera conveying images down) visibility penalties in darkness (including total
to a video, HUD goggles or optijack. Equipped with HUD darkness), fog and smoke (except from “hot smoke).
goggles or an optijack, the character can use a digital
sight to see what lies around corners by sticking out his

- 46 -
ADD-ONS OPTICAL LINK
Add-On Avail Cost An optical link is an essential component of the optical
targeting system, the definite modern targeting system
Grenade Adapter 15 10
for all small arms. It uses a sensor array placed on the
Laser Aiming Module 0 250
gun to calculate its bearing and links to HUD goggles or an
Muzzle Brake 0 1,300
optijack, projecting a crosshair atop the user’s vision
Muzzle Brake, Improved 15 2,500
which shows exactly where the gun points. This makes
Optical Link 0 3,000
aiming incredibly easy and adds a +2 fire control bonus to
Rangefinder 18 500
the attack roll. The capabilities of the optical targeting
Scangrips 0 500
system can be expanded with the use of a nanocomputer
Silencer 15 100
and special tactical software.
Tactical Flashlight 0 50

SCANGRIPS
GRENADE ADAPTER Commonly used by law enforcement officers, security
professionals and other types paranoid with the
This fits on a rifle’s muzzle to allow the use of rifle possibility of their own weapon being used against them,
grenades. Naturally, you can’t fit a silencer on the same this device scans the holder’s fingerprints and releases
weapon. the safety lock only if they match those of the registered
user.
LASER AIMING MODULE
This popular targeting aid uses a low-power laser beam SILENCER
to project a red dot on the target, thereby adding a +1 fire More properly called a sound suppressor, this accessory
control bonus to the attack roll (in daylight, the dot is fits on the end of the muzzle and negates the muzzle bang,
visible up to 150 ft away). There is also an IR version which is the loudest part of the gunshot. It will add +10 to
(cost 500) projecting a dot visible only through infrared the DC of any Listen skill check made to hear the gunshot
vision. (the combined use of subsonic rounds adds an extra +5
to the DC). Because a silencer dampens the velocity and
RANGEFINDER expansion of the gases produced by the shot, it isn’t
Installed on a rifle or grenade launcher, this device uses a compatible with muzzle brakes. Silencers exist for most
laser to accurately measure the distance to a target and common weapons up to Large size, although shotguns
sets the arming distance for grenade’s warhead can’t mount silencers.
accordingly. A grenade that misses the intended target
and scatters won’t detonate while controlled by this TACTICAL FLASHLIGHT
device. Rangefinders are essential for the use of airburst This flashlight can be mounted under the barrel of any
and cluster rock grenades, which depend on their Small or larger firearm. It can illuminate the area in front
targeting information. of the gun up to 60 ft away in a beam up to 20 ft wide. The
batteries last for 10 hours. There is also an IR flashlight
MUZZLE BRAKE (cost 200) which illuminates the area with light visible
This accessory uses a gas port to vent the gases only through infrared vision.
produced by a gunshot at a vector chosen as to
counteract the muzzle’s tendency to “climb” up and fall
backwards. It will provide one point of Recoil Suppression.
MODIFICATIONS
Muzzle brakes cannot function in firearms bearing Modification Avail Cost
silencers, as the silencer covers the gas port. Balancing 0 500
Burst Capability 15 1,000
Full Auto Conversion 15 1,000
MUZZLE BRAKE, IMPROVED PrintShield Finish 20 1,000
This ia an advanced muzzle brake offering 2 points of UltraBurst 15 2,000
Recoil Suppression. It is considered military hardware. UltraBurst, improved 20 4,000

- 47 -
BALANCING with the Engineering (weapon design) skill and the proper
tools can make this modification with a cost of only 350
Balancing may be performed by a gunsmith on any by succeeding in a skill check with DC 15 (this also
firearm larger than Tiny, increasing its range increment requires one day’s worth of work).
by 50%, but only in single shot mode (autofire uses the
normal range increment). A qualified character can use
the Engineering (weapon design) skill to balance his PRINTSHIELD FINISH
weapon (DC 15). Highly illegal, this Teflon coating resists oil and dirt so
well that no set of prints can be taken from the weapon
BURST CAPABILITY even after years of use. A must for any hired assassin.
Nearly all single auto firearms can be modified so as to
fire bursts. Of course, weapons which were not originally ULTRABURST
designed for automatic fire are slightly more difficult to This expensive modification installs a series of servo-
control than automatic ones. A firearm undergoing this operated ports and gas vents that increase a weapon’s
modification receives a d3 Burst Die, but it can only fire cyclic rate of fire. The UltraBurst kit claims that it can
bursts (no full auto or area sprays). When firing bursts, turn your SMG into a minigun and adds +1 to the Burst Die
the Recoil rating of the weapon is increased by one. A of any automatic firearm. Example: a machine pistol with
character with the Engineering (weapon design) skill and a d3 Burst Die has a d3+1 Burst Die after UltraBurst has
the proper tools can make the modification with one day’s been installed.
worth of work plus a cost of 350 (the DC of the skill check
is 15). ULTRABURST, IMPROVED
An improvement over the basic UltraBurst kit, this
FULL AUTO CONVERSION modification adds +2 to a weapon’s Burst Die.
This modification turns a burst-only firearm into a
weapon capable of full auto and area sprays. A character

BATTLE SOFTWARE
Computers have revolutionised everything and the level 1 and level 2 programs and increase the bonus to +2
battlefield is no exception. For long army commanders and +3 respectively.
have used complex programs running on supercomputers
to test (at least in theory) various combat models, but PHALANXWARE IFF
now software is also available for the lowly soldier to
augment his effectiveness in the battlefield. Most of the IFF stands for Interrogate Friend or Foe and is great
later software is designed to run on small, portable companion for any optical targeting system. To use it, the
computers and nanocomputers a soldier can carry character needs to have an installed nanocomputer along
without too much a burden. with a datajack, an optijack or HUD goggles and of course
Program Avail Cost a weapon equipped with an optical link. What IFF basically
CombaTech TacOps 15 1,500xlevel does is that it uses the nanocomputer to detect the user’s
autonomic responses as he fires and determines who he
Phalanxware IFF 15 2,500
considers a friend and who a foe. No effort on the user’s
part is required; the program does all the work
COMBATECH TACOPS automatically without distracting him. IFF uses the
TacOps (Tactical Operations) is a program designed with information it receives to halt the weapon from firing if
the squad leader in mind. Optimised to run on portable the optical link is aimed on a friendly target. This means
computers and nanocomputers, it provides a small-unit that the user never has to worry about accidentally
tactician with everything he might need: detailed maps of shooting an ally, something very useful in frantic, close
the battlefield area, weather reports, troop deployment, quarters firefights.
all with the press of a button! A level 0 TacOps program In game terms, the use of IFF negates the -4
provides a +1 equipment bonus to Analysis (military penalty for shooting at a target who is engaged in melee
tactics) checks related to small-unit tactics. Improved combat with a friend. Moreover, if the user performs an
versions with new features exist; these are considered area spray with an automatic weapon no one of his
“friends” is going to be hit, since the program halts the

- 48 -
weapon from firing for as long as it is needed to bypass a IFF has no quality levels – there is only one
friendly target. version available.

BODY ARMOR
Model DR Max Dex Armor Check Penalty Speed Weight Avail Cost
LIGHT ARMOR
CombaTech SecuriShield 5 +4 -2 30 ft/20 ft 3 lbs 15 1,500
CombaTech StealthShield 4 +6 0 30 ft/20 ft 2 lb 24 5,500
CombaTech StreetShield 4 +6 0 30 ft/20 ft 2 lb 0 850
combaTech UrbanShield 2 +6 0 30 ft/20 ft 1 lb 0 600
TraumaTek Impact Clothing 2 +8 0 30 ft/20 ft 1 lb 0 950
TrumaTek SEAL Edition 5 +5 -1 30 ft/20 ft 3 lbs 24 3.400
Vikron Coat+ 4 +6 0 30 ft/20 ft 2 lbs 0 1,000
MEDIUM ARMOR
CombaTech BlastShield 8 +1 -6 20 ft/15 ft 15 lbs 24 5,000
CombaTech Gyroharness 6 +2 -5 20 ft/15 ft 20 lbs 24 11,000
TraumaTek Riot Edition 8 +2 -5 20 ft/15 ft 15 lbs 24 7,000
TraumaTek Thorax 6 +3 -4 20 ft/15 ft 12 lbs 20 3,300
Vikron Vest+ 6 +3 -4 20 ft/15 ft 12 lbs 18 2,700
HEAVY ARMOR
CombaTech PyroShield 10 +1 -6 20 ft/15 ft 25 lbs 28 12,500
CombaTech ThreatShield 10 +1 -6 20 ft/15 ft 25 lbs 28 9,000
TraumaTek Juggernaut 12 +0 -7 20 ft/15 ft 40 lbs 32 70,000
Vikron Behemoth 14 +0 -7 20 ft/15 ft 40 lbs 32 100,000
wearer cannot be targeted by heat-seeking missiles. The
LIGHT ARMOR chemical tank is good for 6 hours; afterwards, the
accumulated heat must be vented out or it’ll fail and body
temperature will quickly rise to dangerous levels.
COMBATECH SECURISHIELD
SecuriShield armor clearly aims t the light security COMBATECH STREETSHIELD AND URBANSHIELD
forces armor market, but can be of use to other citizens
CombaTech’s answer to TraumaTek’s impact clothing is
and professionals as well. It comes in the form of a
its UrbanShield bodysuit, made from ballistic nylon. Much
jumpsuit made from a semi-metallic mesh and an
cheaper than impact clothing, UrbanShield has the
accompanying helmet. Although it’s designed to be worn
advantage of being able to cover most of the body without
without any additional clothing, it’s concealable (but
having to spend a fortune on impact clothing. Many users
barely so) if someone drops the helmet and wears baggy
however, complain about the frequent itches caused by
clothing over the jumpsuit (DC 15 to spot the armor in this
the nylon. When worn under normal full clothing, the DC of
case).
the Spot check to reveal the bodysuit’s presence is 25.
StreetShield is an upgrade over UrbanShield.
COMBATECH STEALTHSHIELD Also coming in the form of a bodysuit, StreetShield has a
The innovative StealthShield doesn’t see very different polymer coating which provides greater protection than
from a typical polymer-coated body armor, except from plain ballistic nylon. It is slightly heavier than UrbanShield;
the fact that it comes in the form of a jet-black heavy the DC to detect it under clothing is 20.
bodysuit along with a mask fully covering the head. Its
most valuable trait becomes obvious as soon as the TRAUMATEK IMPACT CLOTHING
wearer is viewed through infrared vision. StealthShield is
Code-named High-Velocity Impact-Resistant Clothing
completely thermal-insulated, with all body heat
(HVIRC), TraumaTek’s impact clothing was the first body
generated diverted to a small chemical tank carried on
armor produced by the company and its widespread
the wearer’s back. StealthShield adds a +2 equipment
success led to the establishment of TraumaTek as one of
bonus to Hide checks and makes the wearer invisible to IR
the leaders in modern anti-ballistic armor. Impact
vision or heat scanners. As an interesting side-effect, the
clothing is still one of the most sought out armor, praised

- 49 -
for its concealability and ease of use. It has nothing in any troop carrying system. BlastShield covers the torso
common with the bulky ballistic vests which usually and uses a dense ceramic helmet (with tactical HUD
spring to mind when hearing the term “body armor”. screen) to cover the head, while the rest of the body is
TraumaTek’s brilliant idea was to use ballistic nylon to covered by a semi-metallic jumpsuit. The full body
weave standard clothing, like shirts, jeans, jackets, even coverage makes it blastproof (it protects with its full DR
evening suits. There is already a large collection of against explosions).
clothing made from TraumaTek’s InvisiShield ™ ballistic
nylon and the company has contracts with major fashion COMBATECH GYROHARNESS
designers to produce fashionable, trendy clothing.
Virtually undetectable, impact clothing is also extremely Much more than a simple armor, the gyroharness is a
light and non-encumbering. Although it won’t save portable weapons platform which offers unparalleled
someone from a point-blank shot or from a high-power control over an automatic weapon. It mainly consists of a
weapon, it will save lives from most sidearms. light polycarbide vest upon which an articulated “arm” is
The cost given in the table is for one article of mounted. The arm can mount any weapon of size Large or
clothing. A piece designed by famous designer costs smaller and automatically calibrates, absorbing most of a
1,500. weapon’s recoil. A gyroharness provides 5 points of
Recoil Suppression to the mounted weapon.

TRAUMATEK SEAL EDITION


TRAUMATEK RIOT EDITION
This is one of the lightest semi-metallic armors ever
made. Covered by a black polymer coating, it’s a bodysuit TraumaTek’s use of heavy ceramic plates has created a
with an inner thermal insulation layer, making it ideal for battle armor that is considerably lighter than any other
amphibious assault units. Tis suit gives a +2 equipment armor in the same category. Riot Edition protects the
bonus to Hide checks in night or darkness and a +4 torso and head (with a tactical HUD helmet) and uses a
equipment bonus to Fortitude saves made to resist low semi-metallic jumpsuit to protect the rest of the body.
temperatures. If concealed under normal clothing, the DC Although called Riot Edition, this armor is mostly aimed
to detect it is 20. towards military units rather than law enforcement
agencies. It comes along with an internal catheter and a
cooling system (+6 equipment bonus to Fortitude saves
VIKRON COAT+ made to resist hot temperatures) with batteries lasting
Vikron has tried something along TraumaTek’s original for 3 days. The armor is also considered blastproof (it
idea: armor that can be disguised as normal clothing. To protects with its full DR against explosions).
make things a little different, Vikron used a polymer
coating and came up with its Coat+ model. Polymer TRAUMATEK THORAX
coating is considerably heavier and thicker than ballistic
nylon, so Vikron transformed it into an overcoat. Thorax is TraumaTek’s solution for the security
Cooperating with the acknowledged designer Antonai professional. The armor suit is made up from a light
Mikeli, the Coat+ is as stylish as an overcoat can get. It polycarbide vest, a helmet and a semi-metallic jumpsuit to
offers considerable protection and doesn’t advertise cover the rest of the body. The whole system has an
one’s use of armor. The Spot check to reveal that an internal catheter, so that the security specialist can wear
overcoat is actually a Coat+ has DC 30. it all day long without any need of removing it.

VIKRON VEST+
MEDIUM ARMOR With its Vest+ model, Vikron entered the security forces
market. The Vest+ is a vest and helmet pair made from
COMBATECH BLASTSHIELD light polycarbide, able to resist the impact from most
BlastShield combines the use of ceramic trauma plates personal firearms even at point-blank range. It’s perhaps
and a polycarbide matrix to make one of the lightest the cheapest true security armor available.
battle armors available. Although battle armor is still too
heavy and expensive to be of any real use in the
battlefield, the military seems to like the idea of providing
heavy protection to shock troops or elite squads.
CombaTech has already signed contracts with the US and
Chinese military and BlastShield can be combined with

- 50 -
from smooth, but the motors have the added effect of
HEAVY ARMOR greatly increasing the user’s strength (+4 equipment
bonus to Strength). A small power generator is worn as a
COMBATECH PYROSHIELD backpack. When the power runs out (after two days of
continuous use), the armor grinds to a halt. The
PyroShield is an improvement over the basic ThreatShield
Juggernaut’s helmet is equipped with a HUD, light
design, adding resistance against heat and fire. This
amplification and thermal imaging vision and gas filters.
armor is fireproof and protects with its full Dr against
It’s fireproof and blastproof (fully protects against both
fire.
fire and explosions) and provides complete temperature
control (+6 equipment bonus to Fortitude saves made to
COMBATECH THREATSHIELD resist hot and cold temperatures).
ThreatShield borders on the limit of portable armors and
is heavy enough to seriously decrease mobility. On the VIKRON BEHEMOTH
other hand, its heavy polycarbide matrix can resist heavy
The dreaded Behemoth armor is at the moment the top
weapons fire. As with BlastShield, ThreatShield covers the
model in the PBA line. Vikron’s R&D team has managed to
torso and head (using a helmet with tactical HUD), while a
come up with revolutionary small but powerful
semi-metallic jumpsuit covers the rest of the body. A
servomotors to move this beast of tungsten carbide.
difference with BlastShield (apart from the greater
Covering the entire body from head to heels, Behemoth
protection offered) is that this model incorporates a
provides full protection against fire and explosions, a
catheter and cooling system and so is able to be worn all
filtered air supply, thermal imaging and light amplification
day long evening the hottest climates (+6 equipment
vision, a tactical HUD screen and a 100-mile range
bonus to Fortitude saves made to resist hot
communication package (with the option of satellite uplink
temperatures). The batteries for the cooling system last
capability for another 20,000). Its backpack power
for 3 days. Like BlastShield, it’s blastproof (fully protects
generator is able to power the armor for a full two days
against explosions).
(when the power runs out the armor becomes completely
immobilised). Temperature control gives a +6 equipment
TRAUMATEK JUGGERNAUT bonus to Fortitude saves made to resist hot and cold
Juggernaut is TraumaTek’s entry in the slowly growing temperatures alike. The servos provide a +6 equipment
PBA (Powered Battle Armor) market. It reminds someone bonus to Strength. Rumour has it that Vikron is ready to
of the full plate worn by medieval knights, covering the produce a space version of Behemoth with vacuum
entire body with an exoskeleton made from a dense protection and independent air supply. Some wealthy
polycarbide alloy. The armor would be too heavy to be corporations may already possess one of the prototypes.
portable if it wasn’t supported by small but powerful
hydraulic servomotors. Movement using the servos is far

CHEMICAL WARFARE AGENTS


Agent Type Initial Damage Secondary Damage
Arsine Contact/Inhaled DC 18 D8 major D12 major
Botulin Ingested Dc 20 or Inhaled DC 22 2D6 Dex+D10 Con 2D6 Con
BZ Inhaled DC 15 D4 Dex+D6 Int+D6 Wis D6 Int+D6 Wis
Chlorine Gas Contact/Inhaled DC 17 D10 major 2D6 major
CN Contact/Inhaled DC 15 Special Special
CR Contact/Inhaled DC 20 Special Special
CS Contact/Inhaled DC 18 Special Special
Distilled Mustard Contact/Inhaled DC 16 D8 major D12 major
Enterotoxin Ingested DC 18 Special Special
Hydrogen Cyanide Inhaled/Ingested DC 15 D6 Con 2D6 Con
Nitrogen Mustard Contact/Inhaled DC 18 D8 major D12 major
Phosgene Inhaled DC 18 D4 Str+D4 Con D6 Str+D10 Con
Ricin Ingested DC 17 or Inhaled/Injected DC 20 D6 Str+D6 Con 2D6 Con
Sarin Inhaled DC 18 D6 Dex+D8 Con D10 Con

- 51 -
Saxitoxin Ingested DC 20 2D6 Dex+D6 Con 2D6 Con
Sea Wasp Toxin Ingested/Injected DC 20 D8 Con D12 Con
Soman Contact/Inhaled DC 19 D6 Dex+D8 Con D10 Con
Tabun Inhaled DC 16 D6 Dex+D8 Con D10 Con
VX Contact/Inhaled DC 20 D6 Dex+D8 Con D12 Con

Phosgene is the most well-known representative of these


PROTECTION agents.

If taken in time, an antidote will give a +6 chemistry bonus


to the Fortitude saving throw made to resist a toxic agent. NERVE AGENTS
A mask will protect against gases of the Inhaled type, but ANTIDOTE: Atropine or HI-6.
a full bodysuit and a mask is necessary to protect against Nerve gases are among the most used chemical warfare
gases of the Contact/Inhaled type. agents today, a potent weapon in the hands of terrorists
and a nightmare for law enforcement agencies. All nerve
BLISTER AGENTS gases are organophosphoric compounds that inhibit
acetyl cholinesterase, leading to the accumulation of
These are wounding agents that attack the eyes, skin, acetylcholine in the nerve synapses. This causes spasms,
lungs and other internal tissues, causing paralysis and death due to respiratory muscle paralysis
bronchopneumonia. In a war, the purpose of blister and asphyxiation.
agents is to flood medical facilities with patients carrying Nerve gases can be roughly divided into G-
wounds both difficult and time-consuming to treat. agents (Sarin, Soman and Tabun) and V-agents (VX). G-
agents are unstable compounds that are rendered
MUSTARD GAS ineffective after 8-16 hours. Tabun is the most outdated,
least toxic, but easiest to manufacture nerve gas. Soman
Mustard Gas includes distilled mustard and the more
is the most toxic. V-agents include the VX gas and are
potent nitrogen mustard and is the most widespread
very stable, remaining in the ground and plants of the
blister agent. There is a delay in its action, with initial
affected area for up to 3 weeks.
damage occurring d10 hours after exposure and
The ability damage caused by nerve gases is
secondary damage 2d10 hours later.
extremely ephemeral. Once the character leaves the
vicinity of the agent (or is given clear oxygen to breath)
AIRBORNE ARSENIC COMPOUNDS lost ability points return at the rate of one per 10 minutes
ANTIDOTE: Dimercaptopropanol (assuming he’s not dead).
Also called arsines, these are arsenic compounds like Antidotes only give a +4 bonus against Soman,
lewisite and adamsite mixed with a mustard agent. because of the rapid “aging” process of acetyl
Injuries caused by the mixture are similar to those cholinesterase it causes.
caused by other mustard agents, however symptoms
aren’t delayed and the irritation effects occur
immediately.
HALLUCINATORY AGENTS
When administered in low doses, these agents (whose
CHLORINE GAS main representative is BZ) cause conditions similar to
psychotic disorders or other symptoms like loss of
One of the first poisonous gases used in World War I, feeling, paralysis, rigidity etc. They eventually cause
chlorine gas interacts with the water in the eyes and the inability to make decisions and incapacitation.
respiratory system to form hydrochloric acid which Initial damage occurs 5 minutes after
inflicts horrible burns. exposure; secondary damage occurs 20 minutes later.
The damage cannot reduce an ability score below 3.
CHOKING AGENTS
These nasty chemical agents attack the respiratory TEAR GAS
system, causing the victim to drown in his own mucus Tear gas is a non-lethal, incapacitating agent that attacks
very quickly. Initial damage occurs one minute after the eyes, respiratory and gastrointestinal system. It’s
exposure, secondary damage 2d12 minutes later. frequently used by the police in riot control. The three

- 52 -
available types of tear gas is CN, CS and CR. CN is the HYDROGEN CYANIDE
most outdated and least potent. CS is the most widely
used, since it can be easily deactivated with a thorough A classical lethal poison that inhibits ferrous enzymes,
washing with water. CR is the most potent. halting cellular respiration and metabolism. Nazis used a
Tear gas doesn’t cause any damage. Instead, form of cyanide, the gas Zyklon-B, in the death camps.
every round an unprotected character is under the effect
of the gas, he needs to make a Fortitude save. If the save RICIN
fails, the character has a -4 penalty to all attack rolls and Nasty mixture of poisonous proteins extracted from the
skill checks for the next minute. seeds of the castor oil plant. It blocks the synthesis of
A filtered mask that also covers the eyes will proteins and leads to ddeath (usually due to heart
provide full protection from tear gas. failure). Its most interesting trait is that its effects are
greatly delayed: initial damage occurs after one day and
OTHER TOXINS secondary damage after 3 days.

BOTULIN SAXITOXIN
Produced by cyanobacteria (a kind of algae), this toxin
Produced by Clostridium Botulinum, this is the most
attacks the nervous system and causes paralysis and
poisonous substance known. The lethal dose is one
respiratory failure. The lethal dose is one milligram.
microgram if ingested, less if inhaled.
Secondary damage occurs d20 minutes after the initial
damage.
ENTEROTOXIN
This incapacitating toxin is produced by Staphylococcus SEA WASP TOXIN
Aureus and will cause all the symptoms of food poisoning
This poison comes from the “sea wasp” jellyfish, one of
(diarrhoea, vomiting, stomach pain). The toxin doesn’t
the most poisonous creatures on earth. It is a cardiotoxin
cause any damage. Instead, if the victim fails either of the
which causes arrhythmias and heart failure. Initial
saving throws (one made 10 minutes after introduction
damage occurs after d10 minutes, while secondary
and the second an hour later), he suffers a -4 penalty to
damage occurs 2d10+10 minutes later.
all attack rolls and skill checks for 4d8 hours.

- 53 -
BIOTECHNOLOGY
CYBERWARE
Implant Tolerance Availability Cost
Adrenal Chip 1 0 7,000
Air Tank 1 0 6,000
Body Plating 1 0 5,000xlevel
Concealed Compartment 0 0 100
Concealed Firearm 0 20 3,000
Control Interface 2 0 5,000xlevel
Cranial Bomb 2 24 8,000
Cyberlimb 2 0 20,000xlevel
Data Tank 0.5 0 6,000
Datajack 0.5 0 5,000
Endoskeleton 3 0 40,000xlevel
Filters 1 0 5,000xlevel
Flare Compensator 0.5 0 4,000
Lifesaver 0.5 0 3,500
Muscle Replacements 1 0 8,000xlevel
Nanocomputer 2 0 Varies
Night Vision 0.5 0 6,000
Optijack 1 0 8,000
Pain Dampener 1 0 15,000
Parabolic Hearing 0.5 15 6,000
Retractable Claws 1 15 2,000
Sonic Compensator 0.5 0 4,000
Sonic Vision 0.5 15 20,000+10,000xlevel
Subdermal Comm Set 0.5 0 4,500
Synaptic Boost 2 0 12,000xlevel
Telescopic Vision 0.5 0 5,000
Thermal Imaging 0.5 0 6,000

(to a maximum of 20). The DC resets back to 12 after the


ADRENAL CHIP character has a full 8-hour rest.
The adrenal chip requires a control slot from a
This small implant connects to the adrenal glands and can nanocomputer to be controlled.
trigger increased production of adrenaline whenever the
user wishes so. Activating the implant is a free action and
will increase reflexes, reaction speed and physical AIR TANK
strength, giving a +2 biotech bonus to Strength, initiative This small reservoir connects to the lungs and stores
and AC. These benefits last for one minute because the highly compressed air for use in emergencies. A chemical
adrenaline is quickly metabolised. Afterwards, the user detector in the pulmonary vein measures the
feels drained: he must make a Fortitude save (DC 12) and concentration of oxygen in the blood and releases air
if he fails he is considered fatigued. The DC of the saving from the tank into the lungs when it drops low. This allows
throw is increased by one point each time the chip is used the recipient to breath up to 15 minutes (the tank’s

- 54 -
maximum capacity) in asphyxiating conditions. The tank A control interface requires a control slot
automatically replenishes its supply by drawing air from from a nanocomputer plus a datajack and comes in 3
within the lungs when the recipient breathes normally (it levels of quality. It can be used to control any vehicle
regains one minute worth of air for every 10 minutes of equipped with a remote control platform. It will provide a
normal breathing). +1 biotech bonus per level to any vehicle control rolls as
well as to any attack rolls made with mounted weapons
which are rigged to the remote control platform.
BODY PLATING
Body plating consists of subdermal torso trauma plates
made from Kevlar and light ceramic that offer protection CRANIAL BOMB
against attacks. Although not as good as most armors, A rather radical means of ensuring someone’s loyalty, a
they are completely invisible and may be combined with cranial bomb is a small explosive charge installed deep
armor for maximum protection. inside the cranial cavity. It can be remotely detonated and
There are 3 possible levels of body plating and it’s just enough to turn most of the brain into a pulp,
they will provide Damage Reduction equal to their level; instantly killing the victim. Removing the charge requires
this DR is cumulative with that of armors. The 3rd level is both a Surgery and a Disable Device skill check (DC 25).
so heavy that the body can’t support it on its own; it
needs to be mounted on an endoskeleton.
CYBERLIMB
CONCEALED COMPARTMENT Cyberlimbs use hydraulic servomotors to greatly
enhance the user’s physical strength and can accept a
Technically this isn’t an implant, but a hollow space variety of other accessories, like concealed
designed into a cyberlimb to store items (anything of Tiny compartments and firearms. They are commonly covered
or smaller size). by synthetic skin which resembles natural one almost
perfectly.
A cyberlimb requires a control slot from a
CONCEALED FIREARM nanocomputer and comes in 3 levels of power. Each level
This is actually a heavily modified firearm concealed provides a +2 biotech bonus to Strength, but only for
inside a cyberlimb. The weapon is fired through a port in tasks actively using that particular limb. The 3rd level is
the palm, which closes when it is not needed, and its too heavy to be supported by the natural skeleton; it
action is controlled by a nanocomputer (it doesn’t require needs to be mounted on an endoskeleton. It takes a Spot
an additional control slot, since it uses the slot devoted to check with Dc 30 to realise that the skin covering a
the cyberarm). cyberlimb in synthetic and not natural.
A character has three choices for a concealed Cyberlimbs usually run on batteries that last
firearm. The first is a heavy pistol (damage d10, crit 19- for two days of continuous operation. Recharging them
20, range 30 ft, recoil 2, ammo 6, type P/Se), the second takes one hour. New batteries cost 100. If a cyberlimb
a machine pistol (damage d8, crit 19-20, range 30 ft, runs out of power, it is rendered useless.
burst d3, recoil 1, ammo 15, type P/Se) and the third a
flechette gun (damage d10, crit 18-20, range 30 ft, recoil
1, ammo 30, type P/Se). No weapon can accept DATAJACK
accessories. A datajack connects a nanocomputer to the outside world.
Reloading is difficult and time-consuming The user can send and receive data and control external
(taking 3 rounds), but the weapon compensates with its peripherals through it. There is a wired and a wireless
incredible concealability (it takes a Spot check with DC 35 version; the wireless version uses an infrared port and
to detect the firing port in the palm). costs 7,000 (its range is 100 ft). Both versions have their
ports located at the back of the head, where they can be
concealed by hair.
CONTROL INTERFACE
This implant allows the user to control a properly
configured vehicle with his thought, as well as any DATA TANK
accessories or weapons rigged to it. It’s very popular This implant is nothing more than a high-tech miniature
among pilots and race drivers since control via thought is hard drive located in the user’s cranial cavity. It can
always more perfect than manual one. store over 1,000 terrabytes of data, but retrieving them

- 55 -
is impossible without a nanocomputer and a datajack.
Data tanks are popular with data courier services – those MUSCLE REPLACEMENTS
paranoid enough not to transmit data over the Internet These are synthetic muscles made from strong carbon
(lest they be stolen) often hire couriers with implanted fibers to provide a boost to the user’s strength. Each
data tanks to deliver the data to their destination. In the level (there are 3 of them) grants a +1 biotech bonus to
past this was done with a briefcase handcuffed on one’s Strength.
arm; now technology makes a data thief’s life much
harder.
NANOCOMPUTER
ENDOSKELETON One of the most basic implants, a nanocomputer’s job is
to control other implants, although it can also be used for
Primarily used to mount other implants, an endoskeleton more mundane computer tasks. It is connected to most
offers considerable protection, since it adds titanium major brain centers and this enables the character to
alloy reinforcements to most bones in the recipient’s control it and any equipment connected to it with his
body. Endoskeletons come in 3 levels of power: each level thought. The addition of a datajack enables a
will provide a +2 biotech bonus to the character’s nanocomputer to communicate with external peripherals
Constitution, but this increase doesn’t affect Fortitude and devices, located outside of the user’s body.
saves in any way. There are several different models of
nanocomputers (detailed in the computers section). Each
FILTERS will have a number of control slots, which are used to
control other implants in the user’s body. Some implants
Filters are small lung implants filtering incoming air. They may require a control slot from a nanocomputer, others
provide adequate protection against durst particles, will not. If there isn’t an available slot, an implant
irritants and most toxic gases, although not as good as requiring one cannot function.
filter masks. Still, they are invisible and always
functioning. There are 3 levels of filter quality and each
will give a +2 biotech bonus to Fortitude saves against NIGHT VISION
inhaled poisons (they’re useless against contact gases). This implant uses light amplification technology to provide
effective lowlight vision. It requires an optijack and halves
FLARE COMPENSATOR (round down) all darkness penalties (except from total
darkness). It doesn’t provide any advantage in fog or
This implant monitors the level of light reaching the retina smoke.
through a secondary lid and turns sudden changes in
intensity into gradual ones, preventing temporary or
permanent damage. It provides flash suppression; the OPTIJACK
character cannot be dazzled or blinded by bright light. An optijack is an implant which connects directly into the
optic nerve and can feed images to the brain, as well as
LIFESAVER video coming from any source or info from any other
implant. In essence, it is a personal display monitor. To
A lifesaver is a small implant capable of holding up to ten properly function, it requires one control slot from a
doses of various medical drugs (most users load it with nanocomputer.
emergency medication) and administer them to the body
when they’re needed. The implant is installed subdermally
and substances re loaded into it via a small tube exiting at PAIN DAMPENER
the left arm. Medication can be administered either This implant hijacks the central neural routes carrying
through the use of a remote control or by a pain signals, reducing any stimuli to a logical amount of
nanocomputer (if the user has one installed). Controlling discomfort. Penalties resulting from wounds are halved
a lifesaver via a nanocomputer doesn’t require a control (round down).
slot (there’s not anything complicated to draw on lots of
processing power) and allows pre-programmed
activation clauses (like administering a specific drug PARABOLIC HEARING
when the user falls unconscious or his heart stops Working like a parabolic mike, this implant enables the
beating). recipient to hear sounds originating far away with great

- 56 -
detail. Input sound is automatically reduced or amplified
to a level enabling comfortable hearing. Apart from giving SYNAPTIC BOOST
a +5 biotech bonus to Listen skill checks, the user can This implant uses optic fibres to transfer signals from
also hear a normal conversation from up to 1,500 ft away kinetic centers to the muscles, increasing quickness and
or a whisper from up to 500 ft away (the presence of reaction times. Each level (there are 3 possible levels)
obstacles between divides these ranges by 4). provides a +3 biotech bonus to initiative.

RETRACTABLE CLAWS SUBDERMAL COMM SET


This is an efficient surprise weapon, consisting of steel The subdermal comm set is a nice name for an implanted
claws which spring up and retract into the knuckles when cell phone that jacks into the user’s acoustic nerve and
not needed. Claws are treated in all respects as a dagger has a microphone near his vocal chords. Speaking on a
and may be built into a cyberarm (in this case their whisper-level is generally enough to send a loud and clear
Tolerance is 0). transmission – this gives you all the privacy you’ll ever
need. A version of this implant costing 7,000 supplements
SONIC VISION the comm. Package with a powerful broadrange radio
transmitter/receiver (effective range is over 10 miles).
This cutting-edge implant requires an optijack to work
and gives to the user a refined, highly detailed form of
echolocation. The user can literally see sound and this TELESCOPIC VISION
negates any darkness or visibility penalties (including This implant uses a series of lenses and an optijack to
total darkness, smoke and fog). There are 3 levels of offer magnification of images up to x16. It is often used by
sonic vision and each has an effective range of 300 hunters and snipers to assist in long-range shots.
ftxlevel. Telescopic vision works exactly like a telescopic sight.

SONIC COMPENSATOR THERMAL IMAGING


This useful little implant hijacks the acoustic nerve and Using an infrared sensor and an optijack, this implant
blocks any incoming signal strong enough to cause provides infrared vision, enabling the user to see any
temporary or permanent damage. It provides noise items or persons radiating heat. It halves (round down)
suppression. any visibility penalties in darkness (including total
darkness), fog and smoke (but will not function in “hot”
smoke).

BIOWARE
Application Tolerance Availability Cost
Analytic Smell 0.25 0 4,500
Antidote 0.25 0 5,000
Arterial Pump 0.25 0 5,500
Chloroskin 0.5 0 8,000
Coagulant Factory 0.25 0 5,000xlevel
Cold Immunity 0.5 0 10,000
Combat Reflexes 0.5 0 6,000xlevel
Deep Diver 0.5 0 12,000
Directional Hearing 0.25 0 5,000
Flexi-Joints 0.75 0 8,000
Haemological Replacement 0.5 0 4,000
Hyper Metabolism 0.75 0 6,000xlevel
Immunoglobulin Factory 0.25 0 5,000xlevel
Kinetic Neural Network 0.5 0 5,000xlevel
Neural Boost 1 0 15,000xlevel
Neural Bridge 1 0 30,000

- 57 -
Neuron Processor 0.75 0 10,000xlevel
Nictating Membranes 0.25 0 2,500
Resilience 0.75 0 10,000xlevel
Semi-Gills 0.75 0 15,000
Screech 0.25 18 4,000
Slowed Metabolism 0.75 0 18,000
Spring Motion 0.25 0 4,000
Zero-G Adaptation 1 0 20,000

ANALYTIC SMELL COAGULANT FACTORY


Enhances a human’s sense of scent so that he becomes This small gland produces improved blood coagulant
able to detect even traces of chemicals in the vicinity factors in the case of injury, which speed up natural
(and identify known substances). There are rumours of healing and can save someone’s life by quickly halting
those using analytic smell to track down someone by internal bleeding.
scent. A coagulant factory comes in 3 levels of
Among the many uses of analytic smell is the quality. All 3 levels double the natural healing rate of the
ability to sniff firearm propellants and explosives. This recipient. Moreover, each level increases by 10% the
requires to make a Wisdom check with a +4 biotech bonus stabilisation chance a dying character has.
versus DC 20. Success enables the user to detect any
firearm or explosive (even concealed ones) within 30 ft.
Using analytic smell to track someone down adds a +4 COLD IMMUNITY
biotech bonus to any relevant roll. The recipient has his vital organs reconfigured to work at
low temperatures. He can survive in temperatures much
ANTIDOTE lower than those a normal human is able to endure (+5
biotech bonus to Fortitude saves made to resist cold
This bioware consists of a small gland able to detect a temperatures). This bioware is popular among people
specific toxin and produce the antidote for it (if an living in arctic climates.
antidote exists, of course). This renders the recipient
immune to the toxin.
COMBAT REFLEXES
ARTERIAL PUMP This modification accelerates instinctive reaction time
and natural alertness, so that the recipient can effectively
This bioware reinforces the muscular walls of major avoid incoming attacks and other threats. Each level
arteries to assist the pumping action of the heart. As a (there are 3 of them) grants a +1 dodge bonus to AC and
result, oxygen is delivered more efficiently to the tissues, Reflex saving throws.
even when the recipient performs heavy physical
exercise.
The recipient of this bioware gains the DEEP DIVER
Endurance feat. If he already has it (or takes it at a later This modification adapts the body to high pressure
time), the bonus it gives becomes +6. environments. A modified recipient with an oxygen source
can dive down to 600 ft without suffering any adverse
CHLOROSKIN effects and without depressurisation needed afterwards.
Note that this bioware doesn’t allow the recipient to
Popular in areas plagued by food shortages or among breath underwater; it merely compensates for high
space colonists, chloroskin enables the recipient to pressure.
photosynthesise hydrocarbons, using them to cover as
much as 30% of his daily dietary needs. Its only drawback
is the strange skin coloration. DIRECTIONAL HEARING
The recipient’s acoustic system is modified so that he can
sense the duration of all sounds produced within one mile
of him.

- 58 -
FLEXI-JOINTS NEURAL BOOST
This is a heavy modification to the recipient’s bone This bioware affects the neurons of the central nervous
structure, granting him a flexible skeleton. The recipient system and provides better processing of stimuli and
can dislocate most of his joints with minimal discomfort, information, enhancing the ability to concentrate and
fit in tight spaces and escape conventional bonds (+5 solve problems. It will provide a +1 biotech bonus per
biotech bonus to any Escape Artist checks). The downside level (it has 3 levels of quality) to Intelligence.
is that bones become much more fragile. Bludgeoning
weapons inflict 50% more damage on the recipient and
falls cause double damage. The recipient of flexi-joints NEURAL BRIDGE
cannot have an endoskeleton, cyberlimb or support any This bioware consists of new nerve fibers to the left arm
level of body plating. and new kinetic synapses, making the recipient fully
ambidextrous and improving his ability to use both hands
HAEMOLOGICAL REPLACEMENT simultaneously without loss of coordination or
competence. It will grant the Ambidexterity feat to the
This improved blood is better at carrying oxygen, greatly recipient, even if he doesn’t meet the prerequisites. If he
improving endurance. It doubles the time the recipient is already has that feat or takes it at a later time, neural
able to hold his breath and grants the Endurance feat bridge gives the recipient the Two-Weapon Fighting feat.
(there’s no additional benefit if the recipient already has If he also has this feat or later acquires it, it will give him
that feat). the Improved Two-Weapon Fighting feat. If the recipient
already has all 3 feats, neural bridge is a waste of money
and Tolerance.
HYPER METABOLISM
This bioware hijacks the body’s metabolic centers to
increase the basic metabolism level. As a result, the NEURON PROCESSOR
recipient becomes much more active, but also has to eat A neuron processor is a group of neurons grown to
more to sustain his heightened metabolism (daily food perform a specific function. It acts as a biological co-
consumption is doubled). Each level of hyper metabolism processor which can enhance the user’s ability in certain
(there are 3 of them) gives a +1 biotech bonus to initiative mundane tasks.
and increases base speed by 5 ft. The bioware’s greatest Each processor is designed to augment a
disadvantage is that the body wears down more quickly specific skill (although skills that have Constitution,
(each level accelerates the aging process by 10%). Wisdom or Charisma as their key ability or that can’t be
used untrained cannot be augmented by a neuron
processor). A processor is available at 3 quality levels
IMMUNOGLOBULIN FACTORY and each level will give a +1 biotech bonus to that skill’s
This bioware is gland that produces efficient, fast-acting checks.
antibodies, enhancing the body’s resistance against any
disease. It comes with “pre-programmed” antibodies for
the most common diseases it is likely to encounter and NICTATING MEMBRANES
gives a +2 biotech bonus per level (it has 3 levels of These are slim, transparent films protecting the
quality) to Fortitude saves made to resist disease. recipient’s retinas on somatic command (usually blinking
hard). They act as an extra eyelid protecting from dust,
smoke and liquids. They give a +2 biotech bonus to
KINETIC NEURAL NETWORK Fortitude saves against tear gas or other eye irritants.
This bioware increases the distribution of nerve fibers to
a specific limb to increase precision of movement and
manual dexterity. It has 3 levels of quality and each level RESILIENCE
will give a +1 biotech bonus to Dexterity, but only for tasks Resilience fortifies the body with more fat and tougher
related to that particular limb. bones, to provide greater resistance against external
threats. There are 3 levels of augmentation possible: each
level will provide 5 extra hit points to the recipient and
increase his weight by 15%.

- 59 -
becomes slow and easily exerts himself (-2 on initiative
SEMI-GILLS rolls, when running the character can only multiply his
This modification equips the recipient with gill-like base speed by x3), the bioware is popular among the rich
structures, enabling him to breath underwater, although for extending their life span (it slows down aging by
he’s able to use his mundane respiratory system when 25%). As a side-effect, food consumption is halved.
he’s on land.
SPRING MOTION
SCREECH This application rewires the legs’ tendons so as to
The recipient’s voicebox is modified, making him capable provide greater force. It dramatically increases the
of emitting a high-frequency scream. This can break glass jumping capability of any man (+5 biotech bonus on all
and cause temporary deafness to those nearby. An Jump checks) and trained users can use it to better
unleashed scream will temporarily deafen for d3 minutes absorb the impact of a fall (+2 biotech bonus to Tumble
everyone without noise suppression that is within 30 ft of checks made to reduce damage from a fall).
the recipient and doesn’t succeed in Fortitude save (DC
20). A scream can be safely emitted once per hour. If
used more frequently, the character risks damage to his ZERO-G ADAPTATION
vocal chords. Roll a d6: 1-2 no damage, 3-4 temporary A must for everyone serious in making a living in space,
damage (the character can only whisper for the next d4 this modification adapts the body to the absence of
days), 5-6 permanent damage (repairable only by gravity. A recipient can spend years in zero-g conditions
surgery). without suffering from muscle atrophy or bone mass loss.

SLOWED METABOLISM
This works similar to hyper metabolism but in reverse,
slowing down basic metabolism. Although the recipient

- 60 -
COMPUTERS
MICROCOMPUTERS
Microcomputers are the most widely available computer machines, they are standard appliances of any home or
models and the ones most home users own. Either office. They come in desktop as well as portable versions
independent or used as terminals for more powerful (portable versions typically cost an extra 15%).
Microcomputer Level Structure Availability Cost
Cellex Cygnus -1 15 0 250
Cellex Myrmidon 1 25 20 10,000
Intel Hexago 0 20 0 1,000
Intel Hexago+ 1 25 0 3,000
Intel Imago 2 30 0 10,000
Intel Pentago -2 10 0 100
Intel Pentago+ -1 15 0 500
MiliTech Andromeda 1 25 0 6,500
MiliTech Silica -1 15 0 750
MiliTech Tenebra 2 30 24 20,000
StrataTek Celaeno 0 30 0 2,500
StrataTek Cryo 2 40 0 15,000
StrataTek Solaris -2 10 0 100

CELLEX CYGNUS INTEL HEXAGO


Although not very impressive in terms of hardware when Currently, Hexago is Intel’s best-selling processor and
compared to other processors of the same category, the one most marketed. Hexago features great
Cellex has used intelligent algorithms to increase the innovations over the old Pentago family. The processor
processing power of its Cygnus model with little cost. The has abandoned Pentago’s 256-bit architecture for a 512-
result is a cheap, efficient processor, a favourite for bit one, along with faster data processing and a wider
those on a tight budget. Unfortunately, Cygnus isn’t very memory bus. Intel markets it as an excellent all-around
good at multitasking and is treated as level -2 for the processor, both for the hobbyist and the professional.
purpose of determining how many programs it can
simultaneously run.
INTEL HEXAGO+
CELLEX MYRMIDON Intel intends to exhaust the limits of 512-bit technology
before moving on to more complicated architectures.
Myrmidon is every hacker’s dream. Its processor is Hexago+ is one of the company’s top-line processors, for
intended for serious system infiltration and Cellex only those who prize power over cost. The processor is built
sells these to national militaries. In fact, most countries around a plain Hexago chip, supported by co-processors
have classified Myrmidons as weapons and anyone caught for maths and graphics and a separate chip handling
with one is going to suffer serious repercussions (even if memory access and data transfer. It’s clearly one of the
he hasn’t used it to actually commit a crime). Regardless, best companions a power user can have.
a handful of these babies have appeared in the black
market, always selling like hot cakes. Myrmidon is
designed to be a decoding processor: its architecture and INTEL IMAGO
algorithms make codebreaking much easier, adding a +2 Imago, Intel’s next-generation processor, has just been
equipment bonus to rolls made to infiltrate a system or released in the world market. Breaking the barrier of
improve your access level in it. 1,000 bits, Imago is based on a 1,024-bit architecture,

- 61 -
promising more processing power for microcomputers Net police agencies (for their elite squads). Classified as
than ever. Despite its revolutionary characteristics, Intel military-grade equipment, some Tenebras have found
has managed to retain compatibility with older their way to the hands of corporations and black
processors. Although its price is extraordinary to say the marketers. Tenebra processors are designed with real-
least, the processor’s release has brought euphoria to time encryption algorithms and a series of fail-safes that
users of all kinds, who expect prices to drop as Imago provide outstanding protection, providing Damage
becomes the new standard for microcomputers. Reduction 2 against all software programs (this DR is
fully cumulative with the DR given by defensive
programs). In addition, the processor augments the
INTEL PENTAGO efficiency of any assault program by dividing each attack
Pentago is an old processor still in use by those with a in bursts of smaller assaults which deal greater damage
low budget. A big hit a decade ago, it is now horribly grouped together (much like barrage fire from an
outdated and unable to run anything but the most basic artillery battery). This method provides a +2 equipment
modern software. bonus to Net attack rolls.

INTEL PENTAGO+ STRATATEK CELAENO


Pentago+ is a contemporary processor that has become Celaeno was constructed 20 years ago under a military
a common sight in many computer systems. Certainly not contract for the British Army. StrataTek was to design a
cutting-edge (not even close to that), Pentago+ is small but powerful processor, capable of resisting
preferred by many home users because of its relatively hacking attempts and direct data assault. Today, Celaeno
low price and decent capabilities. The processor is isn’t as powerful as 20 years ago and the military has
essentially an improvement over Intel’s older model. ceased using it (moving on to the Cryo model, so
While the two models share the same basic StrataTek has decided to release it in the market for
characteristics, Intel’s designers have added a high- corporation terminals. A Celaeno system inflicts a -2
speed dual data bus and faster memory access to penalty on all attempts made to infiltrate it or to increase
Pentago+, greatly improving its performance compared one’s access level without the proper authorisation.
to the old Pentago.
STRATATEK CRYO
MILITECH ANDROMEDA Cryo is StrataTek’s high-end, ultra-secure
Andromeda is a specialised processor intended for microprocessor. It has been adopted by various armies
network servers and corporation databases. It’s actually and corporations because of the high security it provides.
composed of three units able to process huge volumes of Cryo double checks every command and authorisation
data as a team without great loss of speed. Andromeda is code internally and separately from the security
perfect for multitasking environments, when lots of software, so someone who wants to infiltrate a Cryo-
applications must run at the same time and is able to run based system must first re-program the processor,
one more program than its level would indicate. something both difficult and time-consuming. A Cryo
system inflicts a -2 penalty on all attempts made to
infiltrate it or increase one’s access level without
MILITECH SILICA authorisation.
Silica faithfully follows MiliTech’s belief in creating
specialised processors. Since this processor is intended
for the average home user (and they care for little
STRATATEK SOLARIS
besides the Net), Silica has been optimised for Internet Solaris was never intended to be used as a home
access and related functions. It provides a +2 equipment processor. Instead, StrataTek used the slow but cheap
bonus to Internet initiative. processor in a variety of home appliances like vidphones,
kitchens etc. Today, Solaris is still being used for these
purposes but has also been quite a success for public Net
MILITECH TENEBRA terminals found in the streets, airports or other public
The mush feared (and prized) Tenebra is a processor facilities.
built for Net combat. MiliTech sells these devices to
various armies for use by their hackers and also to some

- 62 -
NANOCOMPUTERS
The principal task of nanocomputers is the control and computers or networks. The absence of a datajack means
regulation of other cybernetic implants. Nanocomputers complete solitude for a nanocomputer, but also provides
weren’t made to replace microcomputers and they’re not total security: no one can infiltrate this isolated system
very good at their jobs (data processing, net surfing etc). (at least remotely).
After al,, the miniature size of nanocomputers puts them Each nanocomputer features, apart from its
at a disadvantage against their much larger (and other characteristics, a number of control slots. Control
consequently more powerful) cousins. However, a quality slots are used to direct and regulate the function of other
nanocomputer can compete with many microcomputers. cybernetic implants. If an implant requires a control slot
Nanocomputers are usually paired with a but there isn’t a free one available, then it can’t be
datajack, their indispensable companion. A nanocomputer installed and the character should seek an upgrade to a
without a datajack is isolated, cut off from the outer batter nanocomputer model or the installation of a
world. It can’t communicate or exchange data with other secondary slot.
Nanocomputer Level Structure Control Slots Avail Cost
Cellex Tangram 0 20 3 0 30,000
Militech Roadster -1 15 3 (2) 0 22,000
Intel Hexad 0 20 4 0 20,000
Intel Pentad -1 15 3 0 10,000
Intel Tetrad -2 10 2 0 5,000
level 2 control interface (which doesn’t cost any
SECONDARY CONTROL SLOT additional Tolerance but can’t be upgraded) to augment
one’s driving/piloting skills, making up an attractive
This device is either installed via surgery on an already- bundle along with the basic nanocomputer. Roadster has
placed nanocomputer (in which case it costs 4,000) or three control slots, but one of them is always dedicated to
installed on a nanocomputer before it’s placed in the the control interface, so two are left free for controlling
cranial cavity (in which case it only costs 2,000). It other devices.
serves as an extra control slot and is a great way of
expanding nanocomputer’s cybernetic control
capabilities without paying for an expensive new model. INTEL HEXAD
However, secondary control slots are hungry for Although called Hexad, this nanocomputer is based on the
processing power and reduce the effectiveness of a architecture of Intel’s Imago rather than Hexago
nanocomputer: each one installed will decrease the microprocessor. It’s one of the best nanocomputers
nanocomputer’s level by one. A nanocomputer whose money can buy, with enough power to compete with many
level reaches -2 (or has level -2 from the beginning) microcomputers. Hackers have been known to use Hexad
cannot house any additional secondary slots. along with cell phone to infiltrate systems while they’re
on the move.
CELLEX TANGRAM
Tangram is a nanocomputer designed for system INTEL PENTAD
infiltration. Although Cellex continuously denies this, Pentad is a nanocomputer using modern processor
insisting that it’s just a cutting-edge nanocomputer, its technology. Although of mini-size, its power is very
characteristics make it especially powerful for respectable and certainly adequate to run modern
decoding/codebreaking applications. Any hacking attempt applications and surf the Net.
(infiltrating a system or improving your access level
within it) made with a Tangram receives a +2 equipment
bonus. INTEL TETRAD
Tetrad was one of the first nanocomputers. It is now
MILITECH ROADSTER outdated but still widely in use, as it gets its basic job
(controlling other cyberware) well done.
Roadster is a specialised model intended for the
professional driver/pilot. It comes with an integrated

- 63 -
SUPERCOMPUTERS
Supercomputers are monstrous machines with one of their most distinct characteristics: a
processing power and data storage capacity most home supercomputer often fills a small building and is always
users can only dream of. They are designed on the basis hungry for large amounts of power. They’re used by the
of using the same processors that microcomputers use4, military, government agencies and large corporations for
but in great numbers, linking them together so as to be a variety of tasks, from economic forecasting to weather
able to simultaneously process data. Their great size is prediction.
Supercomputer Level Structure Availability Cost
Cellex Centauri 4 60 0 28 M
Intel Gambit 3 50 0 2M
Intel Supra 5 70 0 60 M
MiliTech Phantasm 4 60 0 32 M
StrataTek Fortress 4 70 0 35 M
provide superb capabilities. Intel markets it as the best
CELLEX CENTAURI all-around supercomputer, capable of handling any task
or assignment equally well.
Centauri is a pretty standard modern supercomputer,
decent in almost any application. It is extensively used as
a high-speed, multi-user network and database server. MILITECH PHANTASM
Phantasm is the ultimate computer system for anyone
INTEL GAMBIT interested in graphical applications, animation or
multimedia. This high-end graphical workstation has been
Gambit’ prototype was built as the ultimate chess optimised for such applications and, as a result, is the
machine. Even today, 7 years after its release, it remains favourite tool of special effects companies. Many award-
undefeated by any human player (it has only lost a game wining films have been realised with the help of Phantasm.
to Locust, the weather AI). Intel was quick to follow with Because of its custom chips, Phantasm works as level 6
commercial versions that don’t play chess but exploit the when handling graphics, animation or sound.
advanced database handling capabilities of the prototype
and are ideal hosts for any large database. Gambit’s heart
and brain is based on 6,000 Pentago+ processors, which STRATATEK FORTRESS
are accompanied by a legion of storage drives and other Fortress uses StrataTek’s patented high-security
peripherals. technology as it was implemented in its Cryo and Celaeno
systems. In fact, Fortress is made of 3,000 linked Cryo
INTEL SUPRA processors along with accompanying coordination and
security units. It inflicts a -2 penalty on all attempts made
Supra is, at the moment, the fastest supercomputer in the to infiltrate it or to increase one’s access level without
world as well as the newest one, and only a handful of authorisation. This makes it a popular choice for the
them have been sold by Intel. Featuring the brand-new military, large corporations and banks.
Imago processor, Supra uses 8,000 linked processors to

ARTIFICIAL INTELLIGENCE (AI)


True artificial intelligence is the pinnacle of computer AI technology has been around for a while but
technology and some say the ultimate achievement of still remains experimental and extremely expensive, so
human science. Whereas most supercomputers can run that only a handful of AIs have been constructed. All AIs
expert systems and take fairly accurate decisions and are invariably huge machines stretching across entire
predictions based on available information, they do not buildings, entrusted with important tasks like weather
question the logic behind their output and certainly don’t prediction, economic forecasting and particle collision
develop any form of consciousness or awareness. True analysis. Their structure is very different from that of
AIs are much like other sentient beings: they are aware of regular computers, rather resembling a human’s nervous
their existence in the world. system.

- 64 -
Each AI is a sentient being with a different
personality. Part of this personality is derived from the INTEL PIONEER-CLASS
procedures pre-programmed in the AI system during its Processor Level 5. Character Level 8. Intelligence 25.
construction, but the AI’s training and first few years of Wisdom 10. Charisma 10. Structure 80. Availability 0. Cost
“life” have the greatest impact on personality 430 M.
development. An AI’s training usually takes a couple of The Pioneer class were the first AI family to appear over
years and is performed by an entire team of experts a decade ago. In their days they were hailed as one of
including scientists of various specialties under the humanity’s greatest technological achievements. Now that
supervision of psychologists. the big hush with AIs has passed and new AI technology
ABILITIES: AIs only have presence in the virtual world of has been developed, Intel markets the Pioneer model as
the Net, thus they lack “physical” abilities (Strength, an affordable AI for corporations and academic
Dexterity and Constitution). Their Intelligence is always institutions.
superhuman and can reach very high scores. Because AIs
lack real-world experience and emotional depth, their
Wisdom and Charisma is nowhere near their Intelligence. INTEL ICARUS-CLASS
LEVEL AND CLASS: AIs have a character level and one or Processor Level 6. Character Level 12. Intelligence 30.
more classes (they frequently multiclass). The most Wisdom 14, Charisma 12. Structure 120. Availability 0.
common AI classes are Wirehead, Financier and Medical Cost 1.3 B.
Expert. One step above the Pioneers, Icarus AIs are at the
SKILLS: AIs can only have skills whose key ability is moment the largest AI family in the world. Released just
Intelligence, Wisdom or Charisma or the Speak Language at the time when initial distrust towards AIs gave way to
skill. respect and enthusiasm for their capabilities, many
INTERFACE: AIs communicate directly with the Internet national and private organisations decided to invest in an
through a medium resembling neural interfaces in Icarus AI.
principle. They are considered to have the full
advantages, as well as disadvantages, of a neural
interface without having to take the Fastjack feat. INTEL DAEDALUS-CLASS
DEATH: The simplest way (at least in theory) to destroy an Processor Level 7. Character Level 15. Intelligence 35.
AI is to bring its Structure points to zero through Internet Wisdom 18. Charisma 14. Structure 160. Availability 0.
combat (although this isn’t recommended since AIs are Cost 3.5 B.
literally monsters in the Internet). Another way is to The Daedalus family of AIs was officially marketed half a
directly attack the AI’s “body” in the physical world, year ago and represents what’s best in modern computer
destroying the equipment that houses its digital technology. They are horribly expensive and so far only
sentience. Since AIs are usually heavily guarded and two models have been sold to national governments.
protected, this isn’t so simple either.

OFFENSIVE SOFTWARE
The appearance of the first truly offensive programs dimension, as it became possible to seriously injure,
heralded a new era for Internet crime. Never before had cripple or kill someone through an electronic connection.
the world known such an electronic threat that could Many different offensive programs can be
completely destroy data or even hardware from found, all of them highly illegal for civilians. Nearly all are
thousands of miles away. With the advent of neural available at level 0-5 (the program’s level is added as a
interfaces, e-crime also took another, far more serious quality bonus to both the attack and the damage roll).
Program Damage Type Complexity Avail Cost
AnarchySoft Hardwipe D8 Software 22/7,000 18+2xlevel 4,000+4,000xlevel
AnarchySoft Lobotomiser D6 Special 26/10,000 22+2xlevel 13,000+13,000xlevel
AnarchySoft Unraveller D8 Hardware 22/5,000 15+2xlevel 3,000+3,000xlevel
CombaTech Rewire-x D12 Hardware 22/6,000 18+2xlevel 5,000+5,000xlevel
Microlog Disconnector Special Special 15/1,000 10+2xlevel 500+500xlevel
Microlog Trash-it Ultra D10 Software 20/5,000 13+2xlevel 1,500+1,500xlevel
MiliTech Firewire 2D8 Hardware 24/8,000 20+2xlevel 8,000+8,000xlevel
MiliTech Loop Special Special 17/1,000 10+2xlevel 500+500xlevel

- 65 -
Phalanxware DataWipe D8 Software 20/4,000 13+2xlevel 1,000+1,000xlevel
active defense program, then the Lobotomiser’s signal
ANARCHYSOFT HARDWIPE gets through and the nanocomputer emits the surge; the
target computer’s user suffers d6 points of severe
Another nasty piece of code by the criminally insane damage (this damage isn’t increased by the
minds of AnarchySoft (whoever they might be), Hardwipe Lobotomiser’s level). Obviously, no kind of armor or other
is an offensive program that manages to bypass access protection can offset this damage.
memory and attack a computer’s storage memory
directly. Ideal for destroying software permanently as
well as for preventing an infiltrator from escaping with MICROLOG DISCONNECTOR
sensitive data in his storage memory, Hardwipe works This harmless program is shunned by “serious” net
like most programs which deal software damage, except combatants but frequently used in low security sectors to
that it deletes programs and data from the storage do away with troublesome individuals without actually
memory without ffecting those in active memory. causing any lasting damage to their software or
However, if the copy of an active program is deleted from hardware. A successful attack overloads the target’s
the storage memory, the active program vanishes too. connection with a tight, continuous stream of data. If the
target fails a Computer Use skill check with DC 15+the
ANARCHYSOFT LOBOTOMISER disconnector’s level, the data stream fills up his entire
available bandwidth and he is unceremoniously dumped
One of the most illegal (and thus sought-out) programs in from the Internet, with his connection terminated. A
existence, Lobotomiser was originally developed by the successful skill check on the other hand, saves the target
renegade software lab AnarchySoft, but even they from disconnection and the attack doesn’t have any other
denounced it and decided to destroy the code from their effect.
libraries. Some copies however, had already entered
circulation, and today Lobotomiser is a very real danger
for users (although its high price in the black market MILITECH LOOP
makes it rare, thankfully). Loop is a simple but interesting program which attacks a
Lobotomiser was designed to attack neural remote system by placing its processor in a constant
interfaces and it won’t affect any other kind of interface. loop, eventually forcing it to lock up. Each successful
Instead of attacking the computer, it manipulates a attack with Loop forces the target computer’s user to
nanocomputer so as to produce instantaneous but intense make a Computer Use skill check with DC 15+Loop’s level.
electrical surges with the hope of frying the target’s If this check fails, the target processor loses one level. If
brain. It’s perhaps the only program which attacks the this drops it below -2, it locks up (and any connection with
user and not the computer. the Internet is lost). The decrease in speed remains until
The Lobotomiser’s damage rating doesn’t inflict the affected computer is reset. On a successful skill
any damage on a computer; it is only used to determine if check, Loop doesn’t affect the targeted computer in any
the program’s signal bypasses the target’s defenses. If way.
the damage rolled is greater than the DR of the target’s

DEFENSIVE SOFTWARE
After the appearance of the first offensive software, it Defensive programs have levels (0-5), much
was only a matter of time before countermeasures were like offensive ones. Their level is added to the user’s
developed to protect one’s digital self from assault or Internet AC as a quality bonus. They have to be active to
harassment in the Internet. Modern defensive programs offer any protection.
use advanced filters and protective algorithms to provide
adequate protection against most threats.
Program DR Complexity Availability Cost
CombaTech Firewall 7 20/4,000 0 9.000+9,000xlevel
CombaTech Firewall Plus 10 20/6,000 0 17,000+17,000xlevel
Microlog Encryptor Screen 8 20/5,000 0 7,500+7,500xlevel
Microlog Filter Screen 2 15/1,000 0 500+500xlevel
MiliTech Redirect 4 17/2,500 0 1,500+1,500xlevel

- 66 -
Phalanxware Control Centre 6 20/3,500 0 4500+4,500xlevel
Phalanxware DataMail special 20/4,000 0 7,000
Disconnector). Firewall’s level is added as a quality bonus
COMBATECH FIREWALL AND FIREWALL to any Computer Use skill check the user makes to defend
against the special effects of offensive programs.
PLUS
CombaTech’s Firewall series of defensive screens is PHALANXWARE DATAMAIL
among the best programs of their class ever designed
DataMail uses a unique, patented system to optimise a
and the company has many reasons to be proud of their
defensive program’s protective features and assist it in
software development department. Having a wide variety
defeating incoming electronic attacks. In order to have
of filters and algorithms stored in a quick-retrieval
any effect at all, DataMail must run simultaneously with a
library in the computer’s storage memory, Firewall uses
regular defensive program (DataMail doesn’t offer any
advanced scanners to detect and analyse incoming
protection on its own). For as long as DataMail remains in
attacks and then quickly loads the appropriate set of
the active memory, the assisted defensive program will
countermeasures into the active memory. In this way, it
have +2 DR and +1 effective level (to a max level of 5).
provides much better protection than other programs
However, DataMail’s function drains the computer from
which use a limited array of countermeasures because of
processing power: an active DataMail reduces the level of
active memory limitations.
a processor by one, to a minimum of -2 (it can’t be used
Both versions also include automation
on computers with an original level of -2). DataMail only
characteristics which greatly help the user defend
comes in one version; it doesn’t have quality levels.
himself against programs which attack in a way other
than causing software or hardware damage (like Loop or

INFILTRATION/SECURITY SOFTWARE
This category includes the tools of a good hacker as well as the mean to secure your system from the infiltration of others.
Program Complexity Availability Cost
Backdoor 16/1,000 15+2xlevel 1,000+1,000xlevel
Countermeasure 18/1,500 0 2,000+2,000xlevel
Deactivator 20/3,000 18+2xlevel 2,000+2,000xlevel
Invisibility 22/4,000 18+2xlevel 3,000+3,000xlevel
Lockpick 20/3,000 18+2xlevel 2,000+2,000xlevel
Scanner 20/3,000 0 1,000+1,000xlevel
Secure Barrier 20/2,500 0 1,000+1,000xlevel
Tracer 18/1,000 15+2xlevel 1,000+1,000xlevel

successful Computer Use check with DC 15+2xthe


BACKDOOR backdoor’s level. Even if a backdoor is detected, it can’t
lead back to the hacker (since the link is initiated by the
Most hackers who successfully break in a server often hacker and not by the backdoor).
feel the need to return at a later time. Doing so means
that they have to go all over the security measures again
– unless they use a backdoor. A backdoor is a small COUNTERMEASURE
program left behind at the hacked site that forms a link The fear of all hackers, countermeasures are special,
which can be used to transfer the hacker to it. At any automated programs which can attack an unauthorised
later time, the hacker can use the backdoor to be user with a variety of offensive programs. Each
transferred to the node where it is placed and with the countermeasure needs to be :loaded” with the programs
access level he had when he placed it. it’ll be able to use. A level 0 countermeasure can be
A backdoor needs to be small and hard to loaded with 4 programs (which are commonly an
detect, since most sites regularly sweep their nodes to offensive program, a defensive shield, a scanner and a
detect backdoors (high-security sites do this at least tracer). Greater-level countermeasures can have an
once per day, medium-security once per 3 days and low-
security once per week). Detecting backdoor requires a

- 67 -
additional program per level (like multiple offensive
programs). LOCKPICK
In order to attack, a countermeasure first has A basic hacker tool, Lockpick bypasses secure barriers
to be activated. This is usually the result of a failed separating the hacker from his goal. Disabling a secure
hacking attempt (a failed roll to infiltrate, gain access or barrier requires a Computer Use roll (DC 18+2xthe
bypass another security program). The countermeasure barrier’s level). Add the lockpick’s level as a software
will then proceed to attack the unauthorised user until it’s bonus to the roll. A failed roll will activate any
no longer able to do so (the hacker has left, got countermeasures installed along with the secure barrier.
disconnected or used invisibility). Countermeasures A successful roll will disable the barrier (but only with
cannot move to other nodes, but they usually have a respect to the user) for d6+the lockpick’s level rounds.
scanner program which they use to detect invisible
users.
A countermeasure has the following statistics: SCANNER
2+2xlevel skill ranks in Computer Use, AC 10+2xlevel, This program is standard issue for any computer
Initiative +2xlevel, Structure 8+8xlevel. A security professional or Internet cop. It allows the user to
countermeasure reduced to 0 or lower Structure points detect and perceive invisible users.
is destroyed (erased). Detecting a countermeasure within This program can counter an invisibility
a node requires a Computer Use skill check with DC program, detecting an invisible user (and making him
15+2xthe countermeasure’s level. For simplicity’s sake vulnerable to attacks). In order to detect someone, the
one roll should be made for all countermeasures in a scanner’s user makes a Computer Use check adding the
node (or a secure barrier). Once one is detected, a scanner’s level as a software bonus. The invisibility’s
hacker can attempt to disable it with a deactivator user does the same, adding the invisibility’s level to this
program. If the attempt fails, the countermeasure is roll. If the scanner’s user scores higher, he becomes able
activated. to detect the invisible user for d6+the scanner’s level
Countermeasures are installed either in the rounds (afterwards new rolls must be made for the
area of a node (in which case they’re activated on failed detection to be renewed).
attempt to gain higher level access) or on secure Scanning a node for invisible users takes a full-
barriers (in which case they’re activated on a failed round action. Security professionals scan a node once in
attempt to disable the barrier). a while; countermeasures with scanners are usually set
to scan node once per minute (assuming that nothing
DEACTIVATOR suspicious has happened to guarantee an immediate
scan).
This essential program enables the user to disable
countermeasures. This requires a Computer Use check
adding the deactivator’s level as a software bonus (the SECURE BARRIER
DC is 18+the countermeasure’s lecelx2). If successful, the This is one of the most basic security programs. Its task
countermeasure is deactivated for d12+the deactivator’s is to prevent unauthorised access to a node. A user
level rounds. On a failed check, the countermeasure is cannot access anode blocked by a secure barrier, unless
immediately activated against the user. he disables it first (with a lockpick program).
Countermeasures can be installed on the secure barrier
INVISIBILITY to attack trespassers. A secure barrier can have a
maximum of 1+1xbarrier’s level dedicated
This program makes the user undetectable by others in countermeasures.
the same node. It is what allows hackers to pass
undetectable while they work to bypass security
measures. Someone using invisibility cannot be detected TRACER
or attacked by other users in the same node. Invisibility is A tracer is a program that detects the real-world location
useless if the user attacks; the trail of data will quickly of an Internet user (the place from which he longs in the
betray his presence to other users, at least for the Net). To place a tracer on someone, a user must succeed
remainder of the round. An invisible user may also be in a Computer Use check where the DC is the target’s
detected by someone running a scanner program. Internet AC. Add a software bonus equal to the tracer’s
level to this roll. To realise that a tracer has been placed
on him, the other user must succeed in a Computer Use

- 68 -
check with DC 15+2xthe tracer’s level. If the roll is someone who has “pulled the plug”, using the remaining
successful, the target can deactivate the tracer with a trail of data even if it wasn’t placed on him. In this case
simple Computer Use check (DC 12). the DC is only 15 (and the target can’t counter react). The
A tracer will begin reporting the target’s user has 2 rounds before the data trail vanishes; if he’s
location one round after it has been placed and will successful the tracer will reveal the target’s real-world
continue to do so until the target leaves the Internet or location the moment he became disconnected.
until it’s deactivated. A tracer can also be used to trace

MISC. SOFTWARE
Program Complexity Availability Cost
Binary Bomb 15500 15+2xlevel 500+500xlevel
Credit Tap 20/2,000 18+2xlevel 1,000+1,000xlevel
Decryptor 20/2,000 15+2xlevel 1,000+2,000xlevel
Encryptor 18/1,000 ? 500+1,000xlevel
Houndbot 20/3,000 15+2xlevel 2,000+2,000xlevel
Searchbot 15/250 0 100+100xlevel
a deep knowledge of programming techniques and a great
BINARY BOMB deal of input from the user.
This destructive program wreaks havoc in database, Breaking an encryption is a programming task
altering the data according to semi-random patterns. In with complexity 20+2xthe encryption’s
effect, it renders a database useless until the damage is level/1,000+2,000xthe encryption’s level. Skill checks to
restored. break the encryption get a software bonus equal to the
In order to use a binary bomb, the user must decryptor’s level.
first gain level 3 access to the database. Using the binary
bomb is a Computer Use check with DC 20 (add the ENCRYPTOR
bomb’s level to the roll as a software bonus). A failure This program encrypts a file, usually with the
means that the attempt is detected and countermeasures public/private key method. If someone doesn’t have the
are activated against the user. A successful roll makes required key, the encryption is extremely hard to break,
the database useless until the damage is restored. ensuring the security of the information. The encryption
Repairing the damage caused by a binary bomb level is equal to the level of the encryptor.
is a programming task with Complexity 20+the bomb’s Encryptors have Availability 0 for level 0-2.
level/1,000+1,000xthe bomb’s level. Higher-level encryption is considered military-grade and
has Availability 15 (level 3-4) or 20 (level 5).
CREDIT TAP
This highly illegal program diverts small amounts of HOUNDBOT
money, so small that they’re nearly untraceable, from This clever program uses given information about a
numerous accounts to your own. target and attempts to track his location in the real world.
To use the program, make a Computer Use Houndbot needs at least one piece of information about
check (adding its level as a software bonus). The DC for the target (except from his name) to work: credit card
this roll is 20. If successful, multiply the check result by serial number, social security number, cell phone number
the DC; that’s the amount of money you’ve earned. If your etc. It then takes all available data and searches on-line
check result is lower than 15 or if you roll a natural “1”, records and databases to find a match. The result of this
your account is traced and placed under investigation by search is determined by a d20 roll plus the Houndbot’s
the authorities (let’s hope you opened it with a false ID). level plus the number of extra clues available (clues over
the first one). This search usually has DC 15. If the target
DECRYPTOR takes measures not to be found the DC becomes 20.
This program attempts to find recognisable patterns in Extreme measures of privacy (like living in a cabin out in
encrypted data and use them in order to break its the woods) raise the DC to 25.
encryption. It rarely works by its own; it usually requires If the result of the roll equals or exceeds the
DC by up to 5 points, the Houndbot discovers in which city
the target lies. A success margin of 6-10 points discovers

- 69 -
the neighbourhood and 10+ points pinpoint the exact city Computer Use check (adding its level as a software
block. bonus). The DC is 10 for common info, 15 for obscure info
and 20 for very obscure info.
SEARCHBOT
This small program uses a computer’s free processing
cycles to search the Internet for information based on
keywords provided by the user. Using it requires a

- 70 -
Model Handling
VEHICLES
Base Speed Size DR Structure AC Autonomy Avail Cost
COMPACT CARS
Daewoo Astrax 0/-3 175 (22) L 0 25 9 405 0 4,500
Opel Terra 0/-2 200 (25) L 0 25 9 390 0 7,050
Toyota Eclipse 0/-2 200 (25) L 0 25 9 430 0 9,400
VW Scarab Incarnation 3 0/-2 250 (31) L 0 25 9 340 0 13,250
COUPES
Audi TT Racer +1/-2 300 (37) L 0 25 9 310 0 53,000
BMW 8.54 Konvertor Coupe +1/-2 310 (39) L 0 25 9 300 0 61,800
Dodge Land Cruiser 0/-2 290 (36) L 0 25 9 300 0 38,250
Toyota Excelsis Coupe 0/-2 275 (34) L 0 25 9 330 0 26,500
LIGHT TRUCKS
Mercedes 229 -1/-4 225 (28) H 0 40 8 390 0 44,100
VW Hauler -1/-4 205 (26) H 0 40 8 370 0 38,300
LIMOS
Mercedes VIP Series 1000 -1/-4 225 (28) L 10 25 9 300 0 117,600
Rolls-Royce Elite -1/-4 205 (26) L 0 25 9 300 0 176,500
METROCARS
Daewoo Metroplex 0/-4 150 (19) M 0 15 10 65 0 3,250
Mercedes Smart2020 +1/-4 200 (25) M 0 15 10 100 0 8,800
Mini Cooper Millenium +1/-4 165 (21) M 0 15 10 80 0 4,400
MINI-HELIS
General Motors Hornet +1 160 (10) L 0 25 9 125 0 70,500
MINIVANS
Audi Quadron 0/-2 225 (28) L 0 25 9 400 0 19,500
Mercedes Karavan 0/-3 225 (28) L 0 25 9 350 0 22,000
Toyota Delta 0/-3 200 (25) L 0 25 9 320 0 17,100
MOTORCYCLES
Aprilia Xplorer +1/0 230 (28) M 0 15 10 225 0 3,400
BMW Double Lightning +2/-4 425 (53) M 0 15 10 155 0 10,200
Honda Cutlass +2/-3 360 (45) M 0 15 10 155 0 5,900
Suzuki Thrillseeker +1/-1 215 (27) M 0 15 10 215 0 2,800
Yamaha Silver Arrow 0/-3 250 (31) M 0 15 10 190 0 2,300
PICKUP TRUCKS
Toyota Hercules 0/-2 200 (25) L 0 25 9 310 0 10,300
COMPACT CARS: The compact car is one of the most LIGHT TRUCKS: A light truck is something between a van
common vehicles today (especially in cities). Small, fuel- and a large semi-tractor. They are used for transporting
efficient and relatively inexpensive, compact cars are a goods over relatively short distances.
natural choice for a great portion of the populace. LIMOS: These specialty vehicles offer a stylish mode of
COUPES: Coupes are an intermediary between sedans and transportation favoured by the wealthy or politically
sport cars. Most of them are based on sedans’ frames, important. Because of the importance of their
but with a sleeker appearance and a more powerful passengers, limo manufacturers offer armored models.
engine. METROCARS: Metrocars are true children of the modern
HELICOPTERS: Because of their vertical take-off and urban environment. Miniatures of a car, they rarely have
landing capabilities, helicopters are used in a wide range more space than for a driver and one passenger. Their
of applications, from emergency medical evacuations to small size however gives them a great advantage when
area patrols. They are the most common airborne moving in cities.
vehicles encountered in urban areas. MINI-HELIS: Mini-helicopters are small airborne vehicles
designed to seat the pilot and one additional passenger at

- 71 -
most. While they do not offer the comfort of larger bikes to fast sport motorcycles and dirtbikes that
helicopters, they are far less expensive and practical. sacrifice speed to give unparalleled maneuverability off
MINIVANS: The Minivan is a hybrid between a sedan and a the road (for those bike fans who believe that asphalt
true van. They maintain a sleek, desirable appearance roads are for wusses).
while giving slightly less space than a van. PICKUP TRUCKS: Pickup trucks are professional vehicles
MOTORCYCLES: There is a huge variety of motorcycles in both fuel-efficient and with a large flat bed offering
the modern market. Models vary from comfortable city decent cargo capacity.
Model Handling Base Speed Size DR Structure AC Autonomy Avail Cost
SEDANS
Audi A4 0/-3 260 (32) L 0 25 9 320 0 17,600
Audi S8 +1/-3 325 (40) L 0 25 9 320 0 64,700
BMW 8,22 Konverter +1/-3 300 (37) L 0 25 9 320 0 41,100
Daewoo Seros 0/-4 225 (28) L 0 25 9 280 0 13,200
Mercedes Magnitude +1/-3 275 (34) L 0 25 9 315 0 52,950
Opel Tauris 0/-3 245 (30) L 0 25 9 310 0 15,700
Toyota Excelsis 0/-3 250 (31) L 0 25 9 350 0 16,100
SEMI-TRACTORS
Mercedes 351 -2/-5 200 (25) G 0 60 6 650 0 60,000
SPORTS CARS
BMW Elite +1/-3 390 (48) L 0 25 9 295 0 117,700
Ferrari 470 Mondeo +2/-3 425 (53) L 0 25 9 300 0 241,000
Porsche 984 Lotus Spring +2/-3 405 (50) L 0 25 9 280 0 191,200
Toyota Celica 2040 +1/-3 350 (43) L 0 25 9 295 0 47,000
SUVS
BMW MountainWagon 0/0 270 (33) L 0 25 9 390 0 73,550
Land Rover Exciter 0/0 240 (30) L 0 25 9 350 0 44,100
Lexus SV600 0/-1 250 (31) L 0 25 9 375 0 67,650
Toyota RAV2000/4 0/-1 230 (29) L 0 25 9 370 0 38,250
VANS
BMW Wagon-X 0/-3 200 (25) H 0 40 8 380 0 26,450
Mercedes 450 0/-3 205 (25) H 0 40 8 390 0 27,950
Toyota Transporter 0/-3 190 (23) H 0 40 8 370 0 24,000
HELICOPTERS
General Motors Falcon 2000 0 185 (23) H 0 40 8 350 0 352,900
Mercedes Lawpatrol +1 185 (23) H 10 40 8 350 24 470,600
SEDANS: Sedans are the largest family of automobiles. SUVS: Sport Utility Vehicles attempt to maintain the off-
Large and comfortable, they come in economy as well as road driving capabilities of jeeps with the comfort of
luxury models. sedans. They are a prestigious class of vehicles meant for
SEMI-TRACTORS: These behemoths have massive, the young and physically active.
powerful engines that haul a trailer capable of storing VANS: Vans have one of the largest cargo capacities for
more than 25 tons of goods. They are the standard long- any civilian vehicle and are extensively used for carrying
distance transport vehicle. cargo inside urban areas, where a huge truck would have
SPORTS CARS: The archetypal sports car is a sleek, fast difficulties moving.
roadster with an aerodynamic outline and a powerful
engine. They are among the most coveted, stylish cars.

PASSENGER SEATING
The following table provides information on how many passengers each type of vehicle is able to seat (this rating is in addition
to the driver).
Vehicle Type Passengers
Compact Car 3
Coupe 4

- 72 -
Light Truck 2
Limo 6
Metrocar 1
Mini-heli 1
Minivan 7
Motorcycle 1
Pickup Truck 2
Sedan 4
Semi-tractor 2
Sports Car 1
SUV 5
Van 10

WEAPON MOUNTING
This table shows the number and size of weapons a weapons require 1 point, Medium-sized 2 points, Large 4
vehicle can mount (using one of the different weapon points, Huge 8 points, Gargantuan 12 points and Colossal
mounts). Each type of vehicle has a number of Hardpoint weapons 16 points. The table also show the maximum size
points, which can be used to mount weapons. Small of a weapon that can be installed on a given vehicle.
Vehicle Type Hardpoints Max Size
Compact Car 4 Large
Coupe 6 Large
Helicopter 16 Gargantuan
Light Truck 16 Gargantuan
Limo 8 Large
Metrocar 3 Medium
Mini-heli 4 Large
Minivan 8 Huge
Motorcycle 2 Medium
Pickup Truck 8 Huge
Sedan 8 Large
Semi-tractor 16 Colossal
Sports Car 4 Large
SUV 8 Huge
Van 12 Huge

MODIFICATIONS
Modification Avail Cost
All-wheel Steering 0 2,500
Armor Plating 0 (1-10 DR), 20 (10-20 DR), 30 (21+ DR) ?
Armored Tires 0 450
ECM 20 20,000
Emergency Brakes 0 800
InjureShield 0 500
NO2 Booster 15 1,000
Performance Engine 0 3,000xlevel
Radar 0 2,000xlevel
Reflec Shielding 24 5,000/size category
Suspensions Plus 0 1,000
Thermal Shielding 20 3,500/size category
Weapon Mount, Fixed 15 250/hardpoint taken
Weapon Mount, Pop-up Turret 24 1,000/hardpoint taken

- 73 -
Weapon Mount, Swivel 18 500/hardpoint taken
Weapon Mount, Turret 24 750/hardpoint taken

electronics along with airbrakes and special tires to


ALL-WHEEL STEERING provide complete immobilisation of the vehicle n the
This extensive modification makes all four wheels of a shortest time possible. The driver of a vehicle equipped
ground vehicle turn together, providing unparalleled with emergency brakes can go from up to base speedx3
control over the vehicle’s movement.. After the driver to full stop within a single round.
gets used to it, it will give +1 handling for on-road and off-
road racing. INJURESHIELD
The InjureShield modification utilises a variety of means
ARMOR PLATING to make a vehicle safer, thus halving the damage suffered
This modification gives armor to a vehicle or increases by passengers in a collision.
the armor already present on a vehicle. Armor plating will
provide a vehicle with Damage Reduction, but reduces NO2 BOOSTER
base speed by 2% per point of DR taken because of the This modification uses a special tank to insert nitrous
plates’ weight. The table below shows the maximum oxide (described as the “fuel of the gods”) in the engine.
armor a vehicle can take, as well as the armor’s cost. A booster typically has 20 charges. Each time it is
Vehicle Type Max DR Cost activated (a free action), a charge is wasted and base
Compact Car 10 700/point speed is increased by 30% for d6 rounds. Refilling the
Coupe 12 700/point tank costs 10 per charge.
Helicopter 15 1,500/point
Light Truck 20 1,500/point
Limo 12 1,000/point
PERFORMANCE ENGINE
Metrocar 8 500/point This is a customised, refined version of a vehicle’s
Mini-heli 8 500/point regular engine. Performance engine comes in 5 levels of
Minivan 12 1,000/point power. Each level gives a 10% increase over base speed.
Motorcycle 8 500/point
Pickup Truck 12 700/point RADAR
Sedan 12 700/point
A radar is available in two versions: one for scanning the
Semi-tractor 25 2,000/point
air (which has a range of 2 miles per level) and one for
Sports Car 12 700/point
scanning the ground (which has a range of 1/4th of a mile
SUV 12 700/point
per level). Radars come in 5 levels of power.
Van 15 1,000/point

REFLEC SHIELDING
ARMORED TIRES This modification coats the vehicle with a highly reflective
surface which disrupts laser targeting beams. It inflicts a
These are tires made from an anti-ballistic material that -4 penalty to attacks from laser-guided weapons.
also have several air compartments, so that even if one is
penetrated the tire will still be functional. They have DR 8.
SUSPENSIONS PLUS
ECM This modification improves the suspensions of a vehicle
and gives +1 handling for off-road racing.
Electronic Countermeasures can be installed on any
vehicle of size Large or larger. They inflict a -4 penalty to
attack from radar-guided weapons and jam THERMAL SHIELDING
communications within 3,000 ft. This modification masks the heat signature of a vehicle
quite effectively. It inflicts a -4 penalty to attacks from
EMERGENCY BRAKES heat-seeking weapons and makes the vehicle invisible to
infrared vision and heat scanners.
A complete replacement of a ground vehicle’s brakes, his
system utilises advanced sensors and intelligent

- 74 -
WEAPON MOUNTS SWIVEL MOUNTS: This mount can be installed in Large or
larger vehicles. In this case, the mount can rotate up to
For a weapon to be mounted on vehicle, it must use one 360 degrees (depending on which part of the vehicle it is
of the following mount systems. These systems are man- placed).
handled, ie they need someone to handle and fire the TURRET: Turrets are superstructures containing the
weapon. For double the listed cost, a weapon mount can weapon and the gunner. While a weapon mounted on a
be electronic and rigged to the vehicle’s controls; in this turret requires an additional 2 Hardpoints, a turret
way the pilot, driver or gunner can control the mount and provides cover to the gunner and protects him with the
fire the weapon remotely. vehicle’s armor. Turrets can be installed on Huge or
All weapon mounts completely negate any larger vehicles.
recoil the weapon has. TURRET, POP-UP: Pop-up turrets are concealable turrets
FIXED MOUNT: This mount can be installed on any vehicle which retract in the vehicle when they’re not needed, thus
but is immobile; the weapon can only be fired towards the concealing the presence of weapons. Like turrets, they
direction which it faces. For an additional 50% over the can be installed on Huge or larger vehicles.
normal cost, a fixed mount can be concealed inside the
vehicle, firing from a small port on the vehicle’s exterior.

- 75 -
MISC. GEAR
COMMUNICATIONS GEAR
Item Weight Avail Cost
Cell Phone 0.2 lbs 0 400
Cell Phone, Secure 0.2 lbs 15 600xlevel
Handsfree Headset 0.11 lbs 0 25
Radio 0.5 lbs 0 100
Radio, Secure 0.5 lbs 15 200xlevel
Satellite Uplink 10 lbs 15 1,000xlevel
Scanner 1 lb 0 200
Vidphone 2 lbs 0 150

CELL PHONE (REGULAR AND SECURE) SATELLITE UPLINK


This is your standard mobile phone, capable of receiving The ultimate in telecommunications, this device comes in
and transmitting sound and video, organise your business a briefcase. Once the antenna dish id deployed, it can
and social life as well as receive data from the Internet. It send and receive data from a satellite (if the user has its
uses the Internet to transmit and receive calls. A secure coordinates and the proper access codes). All uplink
phone encrypts every transmission with an encryption communication features encryption; the level of
level equal to the level of the device (1-5). encryption depends on the quality of the equipment
(ranging from 1-5).
HANDSFREE HEADSET
This is a small combination of microphone/ear receiver SCANNER
worn on the head that can be connected to any radio, cell This device can receive AM, narrow and wide band FM and
phone or other acoustic device, freeing the user’s hands. has 1,000 programmable channels. The user can listen in
on police, fire and emergency crews if he knows their
RADIO (REGULAR AND SECURE) frequencies and may also listen in on cordless phones
This is a compact two-way radio with 20channels and an (although this is illegal).
effective range of 20 miles. Its design makes it enduring
in harsh conditions. The secure radio has a built-in VIDPHONE
encryptor. The encryption level is equal to the level of the A standard modern phone equipped with a small camera
device (ranging from 1 to 5). and display monitor so that you can see who’s at the
other end of the line (and they you). All transmissions are
relayed through the Internet to their destination.

MEDICAL GEAR
Item Weight Avail Cost
Antibiotics -- 0 10
Antidote -- 0 15
Defribilator 4 lbs 0 200
DMSO -- 0 15
Emergency Medicine Kit 4 lbs 0 200
Stabil-X -- 0 50
Stabil-X, Super -- 0 100
Stimpatch -- 0 25

- 76 -
Stimpatch, Super -- 0 50
Synthetic Blood 0.5 lbs 0 15
Tendorphin -- 10 25
Traumajct -- 0 50
Traumaject, Super -- 0 100
Vectra -- 10 20

ANTIBIOTICS DMSO
Man’s main weapons against bacterial diseases, DMSO stands for dimethylsulfoxide and is a chemical used
antibiotics come in many versions that are effective for thrombolysis or to ease the pain of bone diseases. Its
against certain bacterial families only. The right antibiotic most interesting property is that it will easily pass
will give a +6 biotech bonus to Fortitude saves made through skin and muscle tissue, carrying with it whatever
against a bacterial disease. Viral diseases are unaffected can be included in its solution. This property has led to its
by antibiotics. use long with toxic agents, in order to transfer them
directly to the bloodstream. The mixture can be applied to
ANTIDOTE door handles, gloves or any other surface, although DMSO
There are many different antidotes, each one designed will evaporate within one hour. A poison solved in DMSO
specifically to counter a single poisonous substance (or becomes a contact one (with the same DC).
group of similar toxins). Assuming that a poison has an
antidote, its administration will provide a +6 biotech EMERGENCY MEDICINE KIT
bonus to Fortitude saves against that poison. This small briefcase comes equipped with everything
needed to administer proper first aid (including two
DEFIBRILLATOR synthetic blood packs, one stabil-x dose and one
A defibrillator is a device that uses a powerful electrical traumaject). It provides a +2 equipment bonus to First Aid
shock to kick-start a heart that has stopped. It can checks.
restore to life (at least temporarily) a dead character,
under certain conditions and if used correctly. Using a STABIL-X (REGULAR AND SUPER)
defibrillator on a dead character is a standard action. This is an injected solution designed to stabilise the
Regardless of the cause of death, successful condition of a severely injured person until more helpful
use of a defibrillator will restore a character to -7 hit treatment can be applied. A trained individual can
points and one Constitution point (even if he had more hit administer the solution to a dying character by taking
points or Constitution at the moment of his death), so standard action. Stabil-X increases the chance for
care and speed must be shown to preserve his life. automatic stabilisation each round from 10% to 30%.
Successful use requires a Fortitude save from the dead The super stabil-x increases the stabilisation
character against a base DC of 15. Add a +2 circumstance chance to 50% each round, but has serious adverse
bonus to the saving throw if the defibrillator’s user has 5 effects which my lead to permanent damage. The
or more ranks in First Aid. The DC of the saving throw is recipient must make a Fortitude save (DC 15) one hour
further modified by: after its administration (assuming he survives). If the
+2 if the character died from an attack which pushed his saving throw is failed, he permanently loses one
hp total to -10 or below (rather than dying gradually over Constitution point.
a course of some rounds)
+4 if the attack which killed him did severe damage and it
would be enough to bring his Constitution down to -5 or STIMPATCH (REGULAR AND SUPER)
below (if we ignore for a moment the fact that no ability A stimpatch is a small adhesive patch containing synthetic
can have a score lower than zero) stimulants that are absorbed through skin pores into
+2 if his hp are currently -20 or lower circulation. It is designed to banish fatigue and give the
+1 for each previous restoration attempt that failed recipient that little extra push he needs. Using it is a free
+4 if the character died from massive damage (taking 50 action and the effects appear one round after. The
or more points of damage in a single attack) stimpatch heals 2d6 subdual damage and gives a +1
All these modifiers are cumulative with one another, biotech bonus to Strength and initiative for the next
making resuscitation using a defibrillator anything but d6+10 rounds. After this duration elapses, the recipient
certain.

- 77 -
needs to succeed in a Fortitude save (DC 12) or become TRAUMAJECT (REGULAR AND SUPER)
fatigued and temporarily lose one Constitution point.
The super stimpatch heals 3d8 subdual damage This life-saving device comes in the form of an easy-to-
and increases the biotech bonus to +2. It also brings use syringe with a pop-out needle operated with the
greater exhaustion afterwards; the DC of the Fortitude press of a button. It injects a mixture of drugs including
save is 15 and on a failure the recipient is exhausted synthetic coagulants and artificial blood. Using a
(along with temporarily losing one Constitution point). traumaject is a standard action. The chemicals take effect
one round after administration and provide Fast Healing 1
for d6+6 rounds. However, if the recipient is dying
SYNTHETIC BLOOD traumaject cannot help him and he receives no benefit.
Genetically engineered blood has become a standard in The super traumaject has the same duration
modern medicine, replacing natural human blood which but provides Fast Healing 2. The chemical mixture
was hard to come by and often disease-ridden. Its however has stronger adverse effects. After the effects
administration must be done slowly in a controlled end the recipient needs to succeed in a Fortitude save
environment (ambulance or hospital). Each pack of (DC 12) or temporarily lose one Constitution point.
synthetic blood is able to restore 5 hit points and one
Constitution point (lost due to severe damage only). VECTRA
Synthetic blood isn’t able to heal more than 20% of
character’s lost hit points or Constitution; the rest must Vectra is the latest meta-amphetamine. Both illegal and
be restored through other means or natural healing. highly addictive (addiction level 15), it has mild anti-
depressant qualities and acts as a powerful boost to
physical and mental endurance. Vectra gives the benefits
TENDORPHIN of the Endurance feat (or doubles them if the recipient
Mixture of synthetic endorphins which act like morphine already has the feat) and a +1 biotech bonus to
but without any serious side-effects or addiction Intelligence. These effects last for d6+15 hours;
(addiction level 5). It will reduce by one point the penalty afterwards the recipient is exhausted. Characters
reducing from wounds for d3 hours. It takes effect 3 addicted to Vectra lose 2 Intelligence and 2 Strength
rounds after its injection in the bloodstream. Multiple points for the addiction’s duration; lost points return at
doses aren’t cumulative. Those who become addicted to the rate of one per week after the addiction is overcome.
tendorphin (a relatively rare occasion) lose 4 Wisdom
points for the addiction’s duration (lost points return at
the rate of one per week after the addiction is overcome).

SECURITY GEAR
Item Weight Avail Cost
Chemical Detector 4 lbs 0 500
Implant Scanner 4 lbs 15 600
Metal Detector 4 lbs 0 150
Motion Sensor -- 0 400xlevel
Restraints 0.25 lbs 0 20xlevel
Retinal Scanner -- 0 800xlevel
Thumbprint Scanner -- 0 400xlevel
Ultrasound Emitter -- 20 250xlevel

CHEMICAL DETECTOR IMPLANT SCANNER


This portable unit can detect any trace of chemical A modified metal detector, this device is able to detect the
substances for which it has been programmed within 30 presence of cybernetic implants in the body of someone
ft. It is commonly used to detect firearm propellants, up to 60 ft away and identify them with 90% accuracy.
explosives and drugs.
METAL DETECTOR
This small device will detect any metal within 60 ft.

- 78 -
MOTION SENSOR measures to defeat tampering attempts. The DC of an
Open Lock check to bypass them is 25+2xlevel (there are
This device uses ultrasound emissions to detect any 5 levels of quality).
movement within 100 ft of it (although it cannot penetrate
walls or other hard obstacles). It usually has a variable
sensitivity level so that the alarm cannot be set off by ULTRASOUND EMITTER
vermin. There are 5 levels of motion sensors; greater A handheld device, the ultrasound emitter attempts to
level devices are harder to fool. fool a motion sensor by transmitting a similar signal. Even
with n emitter in his possession, someone must be extra
RESTRAINTS careful when moving through a motion sensor field; a
walking rate greater than 5 ft per round will surely set
Restraints are usually handcuffs with extreme variety in off the alarm. To determine if the attempt to bypass the
construction materials and quality. Five levels of quality motion sensor is successful, the character should make a
can be roughly distinguished. Restraints have hardness 10 Dexterity check (DC 15). The difference between the level
and 10+2xlevel hit points. Their break DC is 25+their of the emitter and that of the sensor applies a +/- 2
level. Getting rid of them with the Escape Artist skill has modifier per point of difference; this is either a bonus or
DC 30+their level. Picking their lock has DC 25+2xtheir a penalty according to which device has the advantage.
level. Example: A 4th-level sensor gives a -6 penalty to the
Dexterity check against a 1st-level emitter. A 3rd-level
RETINAL AND THUMBPRINT SCANNER emitter gives a +2 bonus when used to fool a 2 nd-level
These security devices are used to restrict access to sensor. If the level of both devices is identical, no
sensitive areas only to authorised personnel. They do this modifier is applied to the Dexterity check.
by scanning retinas or thumbprints and comparing them
to existing copies. Each device also contains security

SURVEILLANCE GEAR
Item Weight Avail Cost
Binoculars 0.75 lbs 0 100
Bug Scanner 1 lb 0 150
Cellular Interceptor 5 lbs 20 650
Dataline Tap 0.1 lbs 15 150
Flexicam 0.5 lbs 0 300
Goggles, HUD 0.25 lbs 0 ?
Jammer 1 lb 0 50
Laser Mike 1 lb 15 450
Mag Scanner 6 lbs 24 3,500
Microcam 0.05 lbs 15 500
Microrecorder 0.05 lbs 15 70
Shotgun Mike 1 lb 15 200
Tap Detector 0.5 lbs 0 300
microrecorders and any other device transmitting
BINOCULARS information within a 60 ft radius.
This set of binoculars digitally process the image
received and provide scaled magnification up to x20. They CELLULAR INTERCEPTOR
can output the image they receive to a video recorder This portable unit intercepts cell phone transmissions and
and for an additional cost of 250 add light amplification can be used to record any data transmitted to and from a
for night surveillance. cell phone by simply entering the phone’s number. It must
reside within 10 miles of the cell phone to be spied on.
BUG SCANNER
For those who value their privacy, a bug scanner is a
portable device that is able to detect microcams,

- 79 -
DATALINE TAP LASER MIKE
A dataline tap is like an old phone bug. Since phone lines This is similar to a shotgun mike but makes use of an
have been replaced by Internet datalines, a tap which invisible laser beam that reads vibrations over glass or
intercepts one of these can record not only phone calls, similar surfaces. It has an effective range of over 5 miles,
but also e-mails and other data transmissions. Any but the user must be able to bounce the beam off a
recorded data can be transmitted up to 5 miles away, or window near the conversation to be spied on.
they can be sent through the dataline directly to the
surveyor (this is a more dangerous option if the tap is MAG SCANNER
ever detected). A tap’s battery usually lasts for 5 days.
Detecting a dataline tap if the cables are checked is This handheld device uses magnetic resonance
relatively easy, requiring an Engineering (electronics) technology to pierce any obstacle up to one-foot thick and
check with DC 12. reveal what is hidden behind it. It must be held within one
foot of the barrier to be examined and sends the output
inage to a display monitor, optijack or HUD goggles.
FLEXICAM
This is a small camera mounted on the end of a flexible MICROCAM
optical fibre cable. It’s extremely useful for peeking
behind doors and sends its output to a display monitor, This is a miniature camera, no larger than the button of a
HUD goggles or optijack. shirt, that can transmit image and sound up to five miles
away. Its microbattery is good for 2 days. Spotting a well-
hidden microcam is DC 25. Searching to find one has DC
GOGGLES, HUD 20.
HUD goggles are a poor man’s alternative to an optijack
implant. They come as a headset equipped with an MICRORECORDER
extremely thin, translucent film that acts as a personal
display monitor, displaying data right on the user’s field This is a microscopic audio bug that can broadcast a
of vision. Extra options for HUD goggles include thermal clear transmission with a range of five miles. Its
imaging and light amplification vision. These work exactly microbattery lasts for up to 20 days, since the
like the similarly named sights (see the combat gear microrecorder is voice-activated and automatically
section). Light amplification costs an additional 500, while switches off when there’s no conversation to record.
thermal imaging costs an additional 800 (both options Spotting a microrecorder is DC 30. Searching a room to
can be included for an additional 1,950). find one is DC 25.
At triple the normal cost, goggles can be
miniaturised into digital shades, which look more or less SHOTGUN MIKE
like normal shades. This is a parabolic microphone that can pick up a whisper
at 2,000 ft and enhance it to a normal, clear
JAMMER conversation.
This small device generates random noise that
desensitises any nearby microphone and is also effective TAP DETECTOR
against shotgun and laser mikes. Because the noise is This small unit will monitor a dataline and inform the user
generated according to random patterns, it cannot be if a dataline tap has been placed on it.
filtered.

SURVIVAL GEAR
Item Weight Avail Cost
Camouflage Suit 1 lb 0 20
Climbing Gear 5 lbs 0 100
GPS Link 0.5 lbs 0 50
Grapple Gun 5 lbs 0 150
Ration Bar -- 0 1
Survival Kit 5 lbs 0 50

- 80 -
When used as a weapon, treat it as a heavy crossbow (the
CAMOUFLAGE SUIT grappling hook deals d10 severe damage).
Camouflage suits exist for nearly every possible An advanced, more noisy grapple gun costing
environment (other than urban ones). A camouflage suit 450 can fire a grappling hook up to 800 ft away. If used
will provide a +2 equipment bonus to Hide checks made in as a weapon, use the following statistics: damage d12,
the environment it was designed to mimic. critical x2, range 80 ft, recoil 1, ammo 1, type P/Se,
weight 6 lbs, size L.
Apart from the usual grappling hooks (which
CLIMBING GEAR cost around 10 each), there are explosive hooks which
This set of 300-ft ropes, spikes and assorted climbing use an explosive charge to propel the hook into stone,
gear gives a +2 equipment bonus to Climb checks, wood or any other material. These add 50% to the max
weight a hook can endure and inflict +2 damage is fired at
GPS LINK someone. Each one costs 30.

This handheld device receives data from the Global


Positioning System to give the user’s exact geographical RATION BAR
coordinates. Of course, the numbers it provides are Although certainly not considered haut cuisine, each
entirely useless without a map to relate them to. ration bar provides all the energy, proteins and vitamins
the human body needs for a complete day.
GRAPPLE GUN
The classic grapple gun is a heavy crossbow that propels SURVIVAL KIT
grappling hook connected to a length of rope far further This small box contains various survival essentials, from
than human would be able to throw it. Although it has a a compass and sewing needles to a flare gun and tablets
maximum range of only 300 ft, it is completely silent. for decontaminating water. Possession of it provides a +2
equipment bonus to Survival checks.

- 81 -
APPENDIX
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other
computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions
may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this
License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or

- 82 -
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.

- 83 -

You might also like