Professional Documents
Culture Documents
Lead Author
Dusk#1352 (/u/mitsayantan)
Contributing Authors
Darkest-Vector#7167 ★ Arra#5763 ★ Senjak#0334 ★ T.Morris#4873 ★
Mkirsh#8282 ★ Surrealistik#0764 ★ Bigeloow#0489
Reviewers
Dusk#1352 (/u/mitsayantan) ★ cyrogeddon#6567 ★ Senjak#0334 ★ Samurai
Mac#0430 ★ Mkirsh#8282 ★ Surrealistik#0764 ★ Not So Serious#9186 ★
Dr.Handy#6969
DISCLAIMER
“The Neon Red Catalog is unofficial content provided by the Neon Red Westmarches
Community, under the Homebrew Content Policy of R. Talsorian Games and is not
approved or endorsed by RTG. This content references materials that are the property of
R. Talsorian Games and its licensees.”
CYBERWARE
For ware with 1d3 Humanity Loss, roll (1d6/2) Rounded Up.
TV Skin Mall Dermal nano-LED monitor implant that covers your skin 100eb 0
partially or fully. Can be used to watch TV, display (Premium) (N/A)
advertisements or other images and videos.
▶ Neuralware [Foundational Cyberware: Neural Link]
Antenna Mall Increases the range from which you can connect to an 100eb 2
access point by +2m/yds. Stacks with Range Upgrade. (Premium) (1d3)
Berserk N/A Chipware. When activated, you go into a blind rage, 1000eb 14
losing subtlety and sense of self preservation. It (V. Expensive) (4d6)
requires Concentration to maintain composure and
draw yourself away from the melee carnage. Try to
roleplay the rage as best you can. +2 to Athletics,
Brawl, Melee Weapon and Martial Arts Checks, but -1 to
all other Checks. Also, +1 melee damage done per
attack and +5 Temporary HP. Has a duration of 1
minute and a 1 hour cooldown period. Requires
Chipware Socket.
Neural Hospital Increases WILL by 2. Cannot raise WILL above 10. 1000eb 14
Hardening Doesn’t stack with Toxin Binders. Requires Neural Link (V. Expensive) (4d6)
and takes 2 Option Slots.
Ocular Clinic Turns one cybereye into a flying drone. It works like a 500eb 3
Drone miniature and quieter Dragonfly drone. Can be manually (Expensive) (1d6)
controlled without a DCC. You suffer the effects of the Lost
Eye Critical Injury (no damage) while the eye is outside of your
skull. Requires a Cybereye and takes 3 Option Slots. Cannot be
installed in Smart Glasses or Lens.
Retinal Clinic Can copy someone else’s optical biometrics by studying it for 5 500eb 3
Duplicator minutes. Requires a Cybereye. Cannot be installed in Smart (Expensive) (1d6)
Glasses or Lens.
▶ Internal Cyberware [7 Option Slots]
Bionic Joints Hospital Improved joint flexibility and rotation. +2 to Contortionist 500eb 7
Checks. You can use the Contortionist Skill to escape (Expensive) (2d6)
Grabs. Doesn’t stack with other bonuses to Contortionist.
Micro Clinic Medware. Automatically turns the first failed Death Save 1000eb 14
Defibrillator into a success. Has a 24 hour cooldown period. Only 1 (V. Expensive) (4d6)
piece of Medware can be installed at a time.
Platelet Clinic Medware. Reduces the chance of bleeding out. -1 to all 500eb 7
Factories Death Saves. Rolling a 10 is still a fail. Only 1 piece of (Expensive) (2d6)
Medware can be installed at a time.
Titanium Hospital Cancels the first critical injury effect that inflicts one 1000eb 14
Bone Lacing (not each) of the following: Broken Arm/Leg/Jaw/Ribs, (V. Expensive) (4d6)
Cracked Skull, Crushed Fingers or Dismembered
Arm/Hand/Leg. You still suffer the bonus damage. Resets
after 24 hours or after any Critical Injury Treatment.
Venom Clinic Produces a single vial's worth of Poison [PG. 181] and Mild Poison 14
Gland stores it in a small reservoir in your mouth. As an Action, 500eb (4d6)
you can apply the Poison on a Light Melee Weapon (by (Expensive)
licking the weapon) or to a target via kissing, spitting in Strong Poison
their food/drink, etc. If you have Vampyres, you can coat 1000eb
them with this Poison without an Action. Once removed (V. Expensive)
from the reservoir, the gland secretes another dose of Deadly Poison
poison in 24 hours. Once removed from your body, the 5000eb
poison lasts for 30 minutes before becoming inert. (Luxury)
Multiple glands can be implanted.
▶ External Cyberware [7 Option Slots]
Dragon Hospital Skinware. At the end of each turn, if you are on Fire, its 500eb 7
Skin intensity is reduced by one step (Deadly > Strong > Mild > (Expensive) (2d6)
No Fire) and all of your implanted armor gets ablated by 1
SP. You also ignore the effects of extreme heat Exposure
[PG. 181]. Dragon Skin doesn’t work if you have no SP
remaining in your implanted armor. Doesn’t work against
Radiation. Only 1 piece of Skinware can be installed at a
time. Requires Skin Weave or Subdermal Armor.
Eel Skin Hospital Skinware. If you’re Grappled, you can use an Action to 500eb 7
Electrocute [PG. 180] your Grabber for 1 Turn and (Expensive) (2d6)
immediately end the grab if they take damage. Has a 1
hour cooldown before it can be reused. Only 1 piece of
Skinware can be installed at a time. Requires Skin Weave
or Subdermal Armor.
▶ Cyberarm [4 Option Slots Per Cyberarm]
Extendo Clinic Allows the arm to stretch out up to 4m/yds. Can be used to 500eb 3
Arm make attacks or manipulate objects at a distance. Grab, Choke, (Expensive) (1d6)
Throw or Martial Arts cannot be used while an arm is
extended. Requires a Cyberarm.
Fingerprint Clinic Can copy someone else’s fingerprints by studying it for 5 500eb 3
Forger minutes. Can be installed as the only piece of Cyberware in a (Expensive) (1d6)
meat arm.
Implanted Clinic DCC installed in Cyberarm. Allows you to Manually Control a 100eb 3
DCC Drone, hands-free. DCC must be bought separately. Requires a (Premium) (1d6)
Cyberarm.
Gorilla Clinic Brawling attack damage is always at least 3d6 and +2 to any 100eb 3
Arms Check made to smash/force open doors, containers, hatches, (Premium) (1d6)
walls, etc. Requires two Cyberarms and must be paired.
Remote Clinic Turns one hand into a walker drone. It works like a miniature 500eb 3
Hand and quieter Dragonfly drone. It cannot fly but it can climb any (Expensive) (1d6)
surface. Can be manually controlled without a DCC. You suffer
the effects of the Dismembered Hand Critical Injury (no
damage) while the hand is detached from your arm. Can be
installed as the only piece of Cyberware in a Standard Hand.
Cannot be installed in a Battleglove.
Digitigrade Clinic Increases MOVE by 2, per pair. Requires two Cyberlegs, takes 500eb 3
Feet up 3 Option Slots and must be paired. Incompatible with (Expensive) (1d6)
Cyberchairs.
Lynx Paws Clinic Softens movement sound, adding +2 to Stealth Checks. Doesn’t 500eb 3
stack with any other Stealth enhancement. Requires two (Expensive) (1d6)
Cyberlegs and must be paired.
Shock Clinic Reduces Falling Damage by 2d6. Requires two Cyberlegs and 500eb 3
Absorbers must be paired. (Expensive) (1d6)
Stilt Legs Clinic Allows the legs to stretch out up to 2m/yds increasing height 100eb 3
and allowing the user to reach otherwise unreachable places (Premium) (1d6)
without hindering movement. Stilt Legs cannot be used to
make attacks. Requires two Cyberlegs and must be paired.
▶ Borgware
Cyber Hospital Replaces lower body with a quadrupedal frame and four 1000eb 14
Centaur Cyberlegs. Each Cyberleg has 3 Option Slots. Being a Cyber (V. Expensive) (4d6)
Centaur adds a lot of social and indoor maneuvering
problems to your life. You also cannot fit in most vehicles.
Paired Cyberleg Options must be purchased twice and
installed in two different Cyberlegs.
Nu-Tek Hospital The patient’s skin is removed and replaced with thin, flexible 1000eb 14
Vid-skin screens allowing direct display of images and/or video to the (V. Expensive) (4d6)
Mk2 skin, as well as a subdermal layer of expansion components
that allow for basic body profile changes (example: skinny to
fat, undefined to muscle toned). All primary colors available,
including flesh tones to allow for live broadcasts to the new
skin. Can copy someone else’s skin tone and body appearance
by studying them for 5 minutes.
DRONES
The Drones and their mechanics in this section are totally different from the drones
used as Active Defenses [PG. 213]. These ones don’t use a NET Architecture and thus
cannot be hacked.
▶ Drones Command Console ◀
Operating a drone requires you to have a Drone Command Console (DCC). DCCs are
handheld platforms, the size of a smart tablet or a PDA with an array of buttons and
joysticks added in for controlling a drone. DCCs control drones via wireless signals up to
a maximum range of 100m/yds. Each DCC can only control a single drone at a time
which must be linked to the DCC first before commands may be sent through it to the
drone. Linking a drone to a DCC takes 10 minutes as it downloads and installs the
necessary drivers.
The user can use Chyron [PG. 360] for a subscreen showing the drone’s SDP SP, location,
ammo count and live video feed from the drone’s camera.
▶ Using Drones ◀
Drones can be used in two ways. Manual Control or Autonomous Mode. Drones cannot
dodge attacks in either mode, but melee attacks against an active drone need to beat
DV13. Drones cannot be affected by poisons, toxins or drugs but they are susceptible to
EMP. Drones use your Cybertech skill (manual mode) or their Combat Number
(autonomous mode) to resist EMP.
MANUAL MODE: At any time outside of initiative or during your turn (in initiative), you
can use your Action to manually control a drone. You can use your Move Action while
manually controlling a drone. Taking the Manual Control Action gives you 1 Move Action
and 1 Action, as the drone, with precise control. If the drone makes a Skill Check, you use
your own skills for the roll, provided the drone is capable of performing it. When you
make a Check using a drone you always use your TECH instead of whatever STAT the
Skill normally uses. Eg: If you use a drone to make an Autofire attack, make a TECH +
Autofire + 1d10 Check vs the appropriate DV or opposed roll. Using a DCC in Manual
Control mode requires two empty hands. A DCC connected via Interface Plugs can be
operated hands-free.
A Poor Quality DCC malfunctions whenever you roll a Critical Failure (a 1 on your Check),
requiring you to use an Action (no roll required) to reverse the malfunction before it can
be used again.
An Excellent Quality DCC adds +1 to all Skill Checks made by the drone in Manual Control
Mode.
AUTONOMOUS MODE: To use Autonomous Mode, the DCC must then be connected to
you via Interface Plugs cyberware. You can then run the drone autonomously using the
DCC’s limited AI. Poor Quality DCCs are incapable of using Autonomous Mode. It takes 1
Action to switch a single drone from Manual Control to Autonomous Mode or vice versa.
Once Autonomous Mode is engaged, you can use an Action to issue a simple command
to a single Autonomous drone under your control, such as “attack designated target”,
“scout designated zone”, “return fire”, etc. That drone will follow the command to the
best of its abilities and will continue to do so until it's no longer able or the command is
no longer valid. The drone will then go into a Standby Mode, waiting idly in its last
location for a new command. In this state, it neither moves nor takes any Action. If you
use an Action to issue a new command while the drone is executing an older command,
the new command immediately overrides the older one. An Autonomous drone uses the
DCC’s Combat Number as its STAT + Skill for all Checks and Initiative rolls.
▶ Drones ◀
All drones come with MicroVideo. Drones carry a limited amount of ammunition
(whatever is loaded in the weapon). Reloading must be done manually by the user.
Drones have solar batteries which never run out of power during daylight and can store
enough energy to work for 8 hours in darkness. Drones have the following information
categories.
▶ SDP: Structural Damage Points. The drone’s Hit Points. As long as the drone has at
least one SDP, it can still move and act. When it has no SDP left, the drone is considered
Destroyed and cannot move or act unless it is repaired with an Electronics/Security Tech
Check using Vehicle Repair DVs and time [PG. 140].
Drones are immune to most Critical Injury effects but they take the bonus damage.
Drones only suffer Critical Injury effects involving eyes (camera) and limbs (if the
drone has any).
▶ SP: Stopping Power of the drone’s armor. How many points of damage from an attack
the armor can stop before it starts to deplete its HP.
▶ Type: Drones can either be Air (flying), Wheeled (land based like most cars), Walker
(land based with legs, providing limited humanoid mobility such as climbing stairs) or
Water (water based drones can also work underwater).
▶ Speed (Combat): The drone's MOVE for use in combat.
▶ Speed (Narrative): The drone's top speed in Miles Per Hour and Kilometers per Hour.
Useful for knowing how fast it is outside of combat.
▶ Weapon Mounts: How many weapons can be mounted on the drone.
▶ Cost: The price of the drone in Eurobuck.
▶ Compatible Weapons: The type of weapons that can be mounted on the drone. Drones
don’t usually come with weapons, they must be purchased separately. Drones cannot
mount weapons that have a BODY requirement.
▶ Description: A simple overview of the drone.
Drones can only use the following skills unless specified otherwise: Autofire, Handgun,
Shoulder Arms, Perception, and Stealth.
Compatible Weapons: Pistols (any), SMG (any), Assault Rifle, Shotgun, Sniper Rifle.
Description: Armored police drone that can carry shoulder weapons.
Waterbug 30 7 Water 5 MOVE 25 MPH/40 KPH 1 1000eb
(V. Expensive)
Compatible Weapons: Pistols (any), SMG (any), Assault Rifle, Shotgun, Sniper Rifle, Grenade
Launcher.
Description: Heavy SWAT drone. Comes equipped with a bulletproof shield that can be used
as cover. The shield can be repaired or replaced. Can use Heavy Weapons Skill.
▶ Machine Gun ◀
Machine guns are heavy, high-capacity, belt-fed firearms. Machine Guns cannot take any
clip or magazine attachments. Reloading a machine gun takes 2 Actions, and thus can
only be done over the course of two turns. When making Suppressive Fire [PG. 174] with
a Machine Gun, you can choose to expend 20 bullets instead of the usual 10. Doing so
increases the area of suppression to 50m/yds. Firing this weapon requires BODY 11 or
higher unless it is mounted. A poor quality Machine Gun costs 500eb (Expensive) and an
excellent quality one costs 5000eb (Luxury). A Machine Gun can be attached to an
Automated Turret [PG. 214] or on a vehicle. With 2 Onboard Machine Gun upgrades [PG.
163] you can choose to have a Machine Gun with 100 rounds instead of two Assault
Rifles with 30 rounds each. You can also add a Machine Gun to any Vehicle Heavy
Weapon Mount [PG. 164]. All other rules apply. Machine Guns use the same Range DVs
as Assault Rifles for Single Shot and the table below for Autofire DVs.
Alt. Fire Mode & Special Features: Autofire (4) • Suppressive Fire
Machine Gun 20 17 15 17 22
EXOTIC WEAPONS
▶ Arasaka Shuriken
Cost: 1000eb (V. Expensive)
An Excellent Quality, Exotic 3 ROF Medium Pistol. Attacks with this weapon cannot be
used in tandem with any weapon or attack that isn't 3 ROF as well. Eg: You cannot shoot
with this gun, make a martial art attack and shoot with this gun again, in the same turn.
▶ Arasaka Wakizashi
Cost: 1000eb (V. Expensive)
An Excellent Quality, Exotic Heavy SMG that does 4d6 damage with Single Shot and uses
Very Heavy Pistol rounds for ammunition. As a Heavy SMG, it is also capable of Autofire
and Suppressive Fire as per standard rules.
▶ Bass Cannon
Cost: 1000eb (V. Expensive)
An Exotic Shotgun fired with the Heavy Weapons Skill instead of the Shoulder Arms
Skill. Whenever a user fires this weapon without some kind of ear protection, they suffer
the Damaged Ear Critical Injury. When you fire this weapon, resolve it as a Shotgun Shell
attack. On a hit, instead of dealing damage, it forces the target(s) to try to beat a DV15
Resist Torture/Drugs Check. If they fail, they suffer the Damaged Ear Critical Injury.
Ammunition is costless, running off of easily rechargeable (1 hour) battery packs that
need to be replaced after 4 shots. The batteries have 8 charges but the Bass Cannon
consumes 2 charges per shot. Extra battery packs are 50eb (Costly).
▶ Chain Sword
Cost: 1000eb (V. Expensive)
An amalgamation of chainsaw and sword, popular among savage booster gangers and
cyber barbarian cosplayers. The Chain Sword is an Exotic, Two-Handed, Very Heavy
Melee Weapon that ablates 2 points of SP per hit if it manages to deal damage.
▶ Constitution Arms Anti Material Rifle
Cost: 10,000eb (Super Luxury)
An Excellent Quality, Exotic Sniper Rifle that deals 6d6 damage with a Single Shot, and
comes permanently installed with the Bipod and Sniping Scope weapon attachments.
The gun can shoot Basic, Armor-Piercing [PG. 345] or Armor-Piercing Incendiary
Ammunition. Firing this weapon requires BODY 11 or higher unless it's mounted.
▶ Dazzler
Cost: 500eb (Expensive)
An Exotic Very Heavy Pistol that fires high intensity directed radiation, such as invisible
lasers. Instead of dealing damage, on a hit it forces the target to try to beat a DV15
Resist Torture/Drugs Check. If they fail, they suffer the Damaged Eye Critical Injury for 1
minute. But they do not take the Bonus Damage from the Critical Injury. Ammunition is
costless as it runs off of easily rechargeable (1 hour) battery packs that need to be
replaced after 8 shots. Extra battery packs are 50eb (Costly).
▶ Eagletech Hunter
Cost: 500eb (Expensive)
An Exotic Bow that does 5d6 damage. Despite being an exotic weapon, it can shoot any
kind of Arrow. Firing this weapon requires BODY 10 or higher.
▶ GunMart Boomstick
Cost: 500eb (Expensive)
An Exotic, double-barrel Shotgun with a magazine capacity of 2 and cannot take any clip
or magazine attachments. The Boomstick can only shoot Shotgun Shells (any kind).
While the gun has at least 2 Shells remaining you can shoot both Shells together,
increasing the damage of the attack to 4d6. It takes 1 Action to reload 2 Shells.
▶ Militech Carnage
Cost: 5000eb (Luxury)
An Exotic Shotgun with a 32 shot capacity. The weapon is capable of Autofire and
Suppressive Fire along with standard single shot and shotgun shell capability. If you hit,
you roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your
target, up to a maximum of 4 for Slugs or 3 for Shells. Damage from Autofire Shells
applies to everyone in front of you within 6m/yds (3 squares). The weapon uses the
same Range DVs as SMGs for Autofire using Slugs and DV17 for Autofire using Shells.
▶ Net Launcher
Cost: 500eb (Expensive)
An Exotic Grenade Launcher that does not deal damage and cannot fire grenades.
Instead it shoots nets at a single target for purposes of incapacitation and capture. Upon
a successful hit, the target suffers the same effects as being Grabbed [PG. 177]. Escaping
the net requires beating a DV15 Athletics Check as an Action, at a -2 penalty due to being
grabbed. Another person can free the victim by using an Action to beat the same Check
for them or using a sharp melee weapon to cut the net using 2 Actions. The nets are
made of durable polymer and are extremely resistant to any attempts to tear them with
bare hands. Each net costs 50eb (Costly) and can be reused.
▶ Nomad Smartwhip
Cost: 1000eb (V. Expensive)
An Excellent Quality, Exotic, One-Handed, Heavy Melee Weapon. It comes permanently
installed with the Smartgun Link weapon attachment adapted for the melee weapon,
which must be connected (via Interface Plugs or a Subdermal Grip) in order for the
weapon to operate. Attacks with this weapon are made with a bonus of +2 for Excellent
Quality and the smart weapon qualities. The whip has a reach of 4m/yds or 2 squares.
▶ Pulse Gun
Cost: 1000eb (V. Expensive)
An Exotic Shotgun fired with the Heavy Weapons Skill instead of the Shoulder Arms
Skill. Instead of dealing damage, on a hit it forces the target to try to beat a DV15
Cybertech Check. If they fail, the GM chooses two pieces of their cyberware or carried
electronics to become inoperable for a minute. Cyberlimbs that are rendered inoperable
act as their meat counterparts do when they have been dismembered, but they still
hang loosely [PG. 220]. Ammunition is costless, as it runs off easily rechargeable (1
hour) battery packs that need to be replaced after 8 shots. Extra battery packs are 50eb
(Costly).
With 1 Action you can change the gun's mode to a wide EMP wave emitter. When the
weapon is fired in this mode, use the rules for Shotgun Shells [PG. 174], but instead of
dealing damage it inflicts the effects listed above to all targets hit in the area of effect.
Each attack in this mode consumes 2 shots from the battery pack instead of 1.
▶ Shishkebab
Cost: 1000eb (V. Expensive)
The Shishkebab is an Exotic, Heavy (One-Handed) or Very Heavy (Two-Handed) Melee
Weapon that can hold 8 Medium Pistol Incendiary Bullets [PG. 346]. When you declare
your attack with the weapon, you can choose to expend 1 ammunition to make a fiery
attack. If you hit, your target is ignited (in addition to taking damage). Until they spend an
Action to put themselves out, an ignited target takes 2 damage to their HP at the end of
their turns. Without the ammo, the weapon just deals the standard damage. Reloading
the weapon takes 1 Action.
▶ Stun Hammer
Cost: 500eb (Expensive)
An Exotic, Two-Handed, Heavy Melee Weapon. If damage dealt by it would reduce a
target to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon
cannot cause a Critical Injury and doesn't ablate armor.
▶ Trash Blaster
Cost: 100eb (Premium)
An Exotic Poor Quality Shotgun. While jammed, firing the weapon has a 50% chance of
still working as normal, which also clears the jam. If you lose the coin flip, the weapon
fails to fire and your Action is used, but the jam is still cleared. Despite being an Exotic
Weapon, it is still capable of loading Non-Basic Ammunition.
WEAPON ATTACHMENTS
▶ Bipod
Cost: 100eb (Premium) • Eligible: Non-Exotic Assault Rifles, Crossbows, Machine Guns
and Sniper Rifles.
A retractable two-legged stand that allows the weapon to be fired from a prone or
sitting position, eliminating the weapon's weight on the user’s arms and increasing
accuracy. Deploying the bipod and/or getting into the right position doesn’t take an
Action but makes you Prone. You cannot take the Move Action as long as you are in this
position, until you use 1 Action to Get Up [PG. 127]. As long as you are in the right
position, you get +1 to any ranged attack or Suppressive Fire made with the bipod
deployed weapon. A bipod deployed weapon counts as mounted. It’s bonus doesn't apply
when mounted on a drone or vehicle.
▶ Choke
Cost: 500eb (Expensive) • Eligible: Non-Exotic Shotguns.
Optimizes the spread of pellets and cones of fire. Increases the range of Shotgun Shells
[PG. 174] to an area 8m/yds long x 6m/yds wide (4x3 squares) but increases the attack
DV to 15. The shotgun is unable to fire slugs as long as the choke is attached.
▶ Flashlight
Cost: 20eb (Everyday) • Eligible: Non-Exotic Ranged Weapons.
A powerful LED mini flashlight mounted on your weapon, with a 100m/yds beam. Allows
you to ignore penalties due to darkness up to 100m/yds in the direction your gun is
pointed at.
▶ Folding Action
Cost: 100eb (Premium) • Eligible: Non-Exotic Half Bows, Heavy SMGs and Very Heavy
Pistols.
This modification allows the weapon to be folded and unfolded using 1 Action for each. A
folded weapon cannot be used to shoot but it can be Concealed.
▶ Gas Vent
Cost: 500eb (Expensive) • Eligible: Non-Exotic Ranged Weapons capable of Autofire.
Gas ventilating system that reduces recoil and increases accuracy during automatic fire.
Grants +1 to all Autofire and Suppressive Fire Checks made with the weapon.
▶ Holographic Sight
Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons.
A non-magnifying sight with a holographic reticle. Perfect for mid range combat but isn’t
good at either close or long distance. When attacking a target that is between
13-50m/yds away, with either a weapon's Single Shot firing mode or an Aimed Shot, you
can add a +1 to your Check.
▶ Killstrument
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Pistols, SMGs, Assault Rifles, Shotguns
and Melee Weapons.
A favorite among Rockerboys. The modification allows a single eligible weapon to
become concealable as a standard quality guitar or similar musical instrument, even if
the weapon is usually unconcealable. Any attempt to see through the concealment
requires a Reveal Object Check, beating the user’s Conceal Object Check or DV17 (user’s
choice). The weapon cannot be larger than the instrument it's contained in. The guitar is
functional but don’t expect it to play like the DeLuze Orphean with all the added parts
inside. Requires 2 Attachment Slots except for Melee Weapons.
▶ Laser Sight
Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons.
A precision laser dot that increases your accuracy at short range, but fades away over
longer distances. When attacking a target no more than 12m/yds away with either a
weapon's Single Shot firing mode or an Aimed Shot, you can add a +1 to your Check.
▶ Smart Scope
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
Contains two option slots for Cybereye options. You can use the weapon to gain access
to the benefits of these options. When cybereye options are installed into the scope,
they always count as if they were paired, and it costs the same as installing the option
once in a cybereye. Requires 2 Attachment Slots.
▶ Suppressor
Cost: 100eb (Premium) • Eligible: Non-Exotic Pistols, SMGs, Shotguns, Assault Rifles and
Sniper Rifles.
Muffles the noise of gunshots. Requires a Perception Check vs a DV to notice the
direction of suppressed gunfire and the shooter.
▶ Perception DVs Based on Range (in m/yds)
AMMUNITION
▶ Explosive Ammunition
Cost: 50eb (Costly) • Ammo Types Available: Arrows only.
Arrows that explode on contact dealing the weapon’s damage across a 6x6m/yds (3x3
square) area, following the rules for Explosives [PG. 174]. Each purchase of Explosive
Ammunition gives one arrow, which isn’t reusable.
▶ Molotov Cocktail
Cost: 50eb (Costly) • Ammo Types Available: Grenades only.
An Exotic Incendiary Grenade that is incompatible with launchers and thus, must be
thrown. On a successful hit, it deals no damage but automatically ignites all targets in its
radius of explosion. Until your target(s) spends an Action to put themselves out, they
take 2 damage directly to their HP whenever they end their Turn. Multiple instances of
this effect cannot stack.
▶ Paint Grenade
Cost: 20eb (Everyday) • Ammo Types Available: Grenades only.
Grenades that come filled with paint and thus, deal no damage. Can be filled with acid
instead. Acid-filled grenades deal no damage but ablate the armor of everything in the
radius by 2 SP. The cost is the same, whether the grenade is filled with paint or acid.
▶ Rubber Grenades
Cost: 10eb (Cheap) • Ammo Types Available: Grenades only.
This ammunition does not explode. Damage dealt using this ammunition cannot cause a
Critical Injury. Additionally, attacks made with this ammunition cannot ablate armor. If
damage dealt by this ammunition would reduce a target with more than 1 HP to less
than 0 HP, they are instead left at 1 HP. Rubber Ammunition counts as Basic Ammunition
for the purposes of use with Exotic Weapons. Cannot be thrown.
▶ Tracer Ammunition
Cost: 100eb (Premium) • Ammo Types Available: Bullets only.
Bullets with a small pyrotechnic charge that lights up and shows the trajectory of fire,
improving accuracy over sustained firing but revealing the location of the shooter. +1 to
each Autofire and Suppressive fire Check done entirely with Tracer Ammunition.
ARMOR
▶ Stealth Suit
Cost: 1000eb (V. Expensive)
Skintight bodysuit with an SP of 11. The armor has built-in active camouflage technology
granting you +2 to all Stealth Checks made while wearing this armor, if no other armor
or clothing is worn over the Stealth Suit. The suit comes with both body and head armor
with separately tracked SP, like a Bodyweight Suit [PG. 350]. There is no armor penalty
for wearing a Stealth Suit. Because they are skintight, you cannot wear the Stealth Suit
or Bodyweight Suit over another piece of worn armor.
TOOLS
▶ 3D Mask Printer
Cost: 1000eb (V. Expensive)
A portable, briefcase-sized 3D printer that can be filled with a synthetic nanopaste. The
printer then makes a life-like mask of a person’s face using the nanopaste. When
solidified it almost perfectly mimics real skin and hair. Each mask’s worth of nanopaste
costs 50eb (Costly). Designing the mask’s face to perfectly match someone else’s
requires possessing photographs of the other person, 30 minutes of time beating a DV15
Sculpt Check. On a failure, the time is wasted. Printing the mask takes another 30
minutes. When worn, anyone of similar size, stature and sex can pass off as said person
if they can mimic the person’s voice. Wearing the mask gives you +2 on Acting Checks
made to impersonate that person.
▶ Audio Bug
Cost: 50eb (Costly)
A dime-sized, adhesive audio device that can be attached to any solid surface. The Audio
Bug's signal can be tuned in using a Radio Scanner/Music Player for remote listening
from up to 300m/yds away. The bug's frequency can also be scrambled, requiring a
Scrambler/Descrambler to decode the signal before it can be heard on a Radio
Scanner/Music Player. The bug has a 7 day battery life. It can be hidden using a Conceal
Object Check. Finding the exact location of the bug requires beating the roll with a Reveal
Object Check or using a Bug Detector (no roll needed), when within 2m/yds of the bug.
▶ Bionic Boot
Cost: 500eb (Expensive) per boot.
A single polymer plasteel boot that reaches up to your knee. Contains 2 option slots for
Cyberleg options. When worn, the options stored in the boot’s slots can be accessed.
Putting on a Bionic Boot or taking one off is an Action (this it takes 2 Action to wear or
take off a pair). The cost to purchase and install a Cyberleg option into the Bionic Boot is
the same cost as doing so in a Cyberleg. Options that must be paired need to be
purchased twice and added to two different Bionic Boots. Any options stored in a
Cyberleg or meat leg that the Bionic Boot is being worn over are inaccessible while the
Boot is being worn.
▶ Explosive Mine
Cost: 100eb (Premium)
An small explosive device that can either be placed on the ground or attached to a
vertical surface. The mine can be triggered either by a Pressure Plate (if someone or
something steps over it) or via a Laser Tripwire if attached to a vertical surface. The
Laser Tripwire has a 10m/yds range and must form a seamless straight line between
two vertical surfaces, for the tripwire to work. Setting up and arming a mine takes 2
Actions and beating a DV15 Demolitions Check. The user can attempt to hide the mine
while setting it up, using a Conceal Object Check. Defusing a mine requires beating the
original Demolitions Check made to set it up. An Explosive Mine does 8d6 damage,
following the rules in [PG. 174]. It also ablates armor by 2 instead of 1, whenever it would
ablate armor. Attacking an armed Explosive Mine makes it explode.
▶ Satchel Charge
Cost: 100eb (Premium)
A block of plastic explosive in a nano-adhesive satchel that can be attached to any
surface. Can be detonated using its in-built timer or remotely via a linked Agent.
Attaching and arming a Satchel Charge requires 1 Action and beating a DV15 Demolitions
Check. Setting the timer or detonating remotely requires 1 more Action but no Check.
The explosive does 8d6 damage, following the rules in [PG. 174]. Whenever the explosive
ablates armor, it ablates it by 2 instead of 1. Defusing a Satchel Charge requires beating
the original Demolitions Check made to set it up. Attacking an armed Satchel Charge
makes it explode.
▶ Tactical Briefcase
Cost: 500eb (Expensive)
popular among corporate assassins and edgerunners alike. This X-ray and metal
detection proof briefcase can conceal an SMG or Heavy SMG. The concealed gun can be
linked to a switch on the briefcase handle which can then be used to fire the gun easily.
Ports exist for reloading without having to take out the gun. However, reloading a gun
inside a Tactical Briefcase takes 2 Actions and thus can only be done over the course of
two turns. The gun is stored in a locked hidden compartment, concealed by documents
and other normal briefcase contents. Any attempt to see through the concealment
requires a Reveal Object Check, beating the user’s Conceal Object Check or DV17 (user’s
choice). You don’t benefit from any kind of sight or scope attachments on the gun while
using it from within the briefcase.
▶ Monowire Garrote
Cost: 500eb (Expensive)
An assassin’s tool made of monowire, used to choke the life out of people and
slice/sever the throat in time. You must perform a Grab or Choke Action using two arms
instead of one, when using a Garrote. Any Grab attempt made with a Garrote has a -8
penalty to hit (best used from stealth as unaware targets cannot dodge). Choke Actions
with a Garrote deals extra damage equal to your Melee Weapon Skill and instantly kills
any victim whose HP is reduced to 0 or is Choked for 3 successive Rounds with it. A
target Grabbed with a Garrote cannot speak, shout or otherwise vocalize. As a rules
update, the Slice ‘N Dice cyberware [PG. 115] can be used as an implanted Monowire
Garrote following the same rules for Grab and Choke.
▶ Parachute
Cost: 100eb (Premium)
A Falling Character [PG. 181] who is falling from a height of 100m/yds or higher and
wearing a parachute may, as an Action, attempt to beat a DV13 Athletics Check to deploy
it. Strong winds or a crowded/congested environment imposes a -2 penalty to the
Athletics Check while a storm imposes a -4. If successful, the character descends at a
rate of 20m/yds per Turn and takes no falling damage or Broken Leg critical injury at the
end of the fall. While falling with a deployed parachute, the character cannot dodge
ranged attacks, even if they have REF 8 or higher.
Spare parachutes are sold for an additional price of 50eb (Costly). A parachute that has
a spare may, as an Action, attempt to beat a second DV13 Athletics Check if the first one
is unsuccessful. You cannot wear more than 2 parachutes at a time. Parachutes are
one-time-use and are discarded afterwards. Parachutes have 10 HP. You can aim a single
shot or Melee Attack at a deployed parachute, taking your whole Action and a -8 to your
Check. If successful, the parachute takes damage. If it’s reduced to 0 HP, the parachute is
destroyed and the user immediately starts falling as per standard rules.
▶ Smart Headphones
Cost: 1000eb (V. Expensive)
Headphones that contain two option slots for Cyberaudio options. When worn, Smart
Headphones give the user access to the benefits of these options. You can only wear a
single set of Headphones at a time.
MARTIAL ARTS
Some martial arts listed here inflict Head Critical Injuries despite not being an aimed
shot. Treat the attacks as standard attacks to the body, they are resisted by body armor
(not head armor) and the damage is not multiplied by 2 unless specified that it is an
aimed attack to the head with a -8 penalty.
BOXING
An ancient art of pugilism and the most popular combat sport in human history. Many
people underestimate this fighting style in favor of more flashy martial arts, due to
boxing not using legs for attacks. But the grace and power behind a Boxer’s punch can
quickly remind those people of its effectiveness and storied history.
▶ Haymaker
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a Haymaker. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target suffers the Damaged Ear
Injury in addition to your Martial Arts Attack damage. If they already had this Critical
Injury, they don’t suffer the same Critical Injury again.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target instead suffers the Brain Injury Critical Injury in
addition to your Martial Arts Attack damage and Aimed Shot effects. If they already had
this Critical Injury, they don’t suffer the same Critical Injury again.
▶ Uppercut
Requirement: REF 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make an Uppercut. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target suffers the Whiplash Injury
in addition to your Martial Arts Attack damage. If they already had this Critical Injury,
they instead suffer the Broken Jaw Critical Injury. If they have both of these Injuries, they
don’t suffer those Critical Injuries again.
▶ One-Inch Punch
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a One-Inch Punch. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target suffers the Collapsed Lung
Critical Injury in addition to your Martial Arts Attack damage. If they already had this
Critical Injury, they do not suffer another Critical Injury.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target instead suffers the Concussion Critical Injury, after
damage is calculated. If they already had this Critical Injury, they don’t suffer the same
Critical Injury again.
▶ Sweep Kick
Requirement: REF 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a Sweep Kick. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target is thrown off balance and
knocked prone in addition to suffering your Martial Arts Attack damage.
JIU JITSU
A martial art based on grapples and submission holds. It focuses on the skill of taking an
opponent to the ground, controlling one's opponent, gaining a dominant position, and
using a number of techniques to force them into submission via joint locks or chokeholds.
▶ Counter Grab
Requirement: REF 8 or higher.
Once per Turn, if an attacker is trying to Grab you, you can resist the grab with a Martial
Arts Special Move Resolution instead of Brawling. If you succeed, you avoid being
grabbed and if you have a free arm can grapple your attacker instead.
If you are already Grabbed, you can use your Action to make a Martial Arts Special Move
Resolution opposed by your grabber’s Brawling Check. If you succeed, you are no longer
grappled by the target. Instead you are the one grappling them, provided you have a free
hand.
▶ Submission Hold
Requirement: WILL 8 or higher. You have a target successfully Grabbed.
Once per Turn when you fulfill this requirement, you can use your Action to make a
Martial Arts Special Move Resolution and attempt to beat a DV15. If you succeed, the
target suffers the Crushed Windpipe Critical Injury in addition to the effects of Choking
[PG. 177]. If you fail, they simply get Choked. If they already had this Critical Injury, they
don’t suffer the same Critical Injury again. This move cannot be used with any other
Martial Arts Special Move Resolution on the same Turn.
Alternatively, as an Action you can make a single Martial Arts Attack opposed by the
grabbed target’s Brawling or Evasion (whichever is lower). If you succeed, your target
suffers the Torn Muscle Critical Injury in addition to your Martial Arts Attack damage. If
they already had this Critical Injury, they don’t suffer the same Critical Injury again.
KENJUTSU (剣術)
An umbrella term for the various schools of martial art that together form the popular
Japanese swordsmanship style.
▶ Iaijutsu (居合術)
Requirement: REF 8 or higher. You have a Two-Handed Sword (Heavy or Very Heavy
Melee Weapon) ready, and you are being targeted by a Melee attack, from an adjacent
enemy, normally opposed by Evasion.
A rapid draw sword technique used to counterattack. Once per Round when you fulfill
this requirement, you can instead oppose the incoming Melee attack with a Martial Arts
Special Move Resolution. If you succeed, you avoid the attack and your adjacent attacker
suffers your Melee Weapon’s damage.
▶ Flying Knee
Requirement: MOVE 8 or higher. You must have moved at least 4m/yds already this
Turn.
A brutal knee to the chest cavity made either from a clinch (Ti Khao) or as an aggressive
flying attack, also known as Kao Loi (เข่าลอย). Instead of making 2 Attacks with your
Martial Arts Attack Action you can choose to make a Flying Knee attack. Use your Action
and all your remaining movement this Turn to fling forward in a straight line toward
your target that can be up to 4m/yards away from you. Use the Martial Arts Special
Move Resolution against that target. If you hit, the target suffers the Broken Ribs Critical
Injury in addition to your Martial Arts Attack damage. If they already had this Critical
Injury, they don’t suffer the same Critical Injury again. If you miss, you cannot take a
Move Action next turn due to being off-balance. If you have an opponent in a Grab, you
can make Flying Knee Attacks against them without needing to move and you don’t
suffer the consequences for missing the attack.
SUMO (相撲)
Sumo is a form of competitive full-contact wrestling where a rikishi (wrestler) attempts
to force his opponent out of a circular ring (dohyō) or into touching the ground with any
body part other than the soles of his feet (usually by throwing, shoving or pushing him
down).
▶ Yori-Kiri
Requirement: BODY 8 or higher. You have a target successfully Grappled.
Once per Turn when you fulfill this requirement, As an Action you can make a Martial
Arts Special Move Resolution and attempt to beat a DV15. If you succeed, the target
suffers the Broken Ribs Critical Injury, in addition to the effects of Choking [PG. 177]. If
you fail, they simply get Choked. If they already had this Critical Injury, they don’t suffer
the same Critical Injury again. You may gain +1 to MOVE for the Turn as long as the
target is still grappled. Yori-Kiri cannot be used with a Monowire Garrote or any other
Martial Arts Special Move Resolution on the same Turn.
▶ Tsuki-Dashi
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action, you can choose to
make a Bullrush Melee Attack. Use your Action to use the Martial Arts Special Move
Resolution against a single target in Melee range. If you hit, your target takes your
Martial Arts Attack damage and you can move into your target's space. You can keep
moving into their space as long as you have movement left. Each time you move into
your target's space, you push them 2m/yds (1 square) away from you. If you push the
target more than 4m/yds on the same Turn, they fall Prone.
MOUNTS
Description: A living horse with 12 BODY, 8 REF and 8 EMP. Like humans, it can suffer
Critical Injuries, be quick fixed/treated and recover HP. It can wear armor, install cyberware
(except cyberarms), suffer HUM loss, be affected by stress, exposure, drugs and
pharmaceuticals. If Mortally Wounded, it makes Death Saves. If it dies, you’ll have to get a
new one. You can recover its cyberware (needs Medtech) but you’ll have to pay for
installation surgery on the next one. Biotechnica’s horses have lifetime warranty. For
1000eb, the corp can replace your horse with a freshly cloned one in a week. A horse can
dodge (with anyone riding it) and make other plausible Skill Checks using a Combat
Number of 12.
Description: A rideable robot horse that comes with a standard saddle. It has SDP instead
of HP. If the horse gets damaged or destroyed, it can be fully repaired with a Land Vehicle
Tech Check using Vehicle Repair DVs and time [PG. 140]. It has 4 Option Slots for installing
Cyberleg Options. All options count as if they were paired, and it costs the same as
installing the option once. Cyber Horses can take any Nomad Vehicle Upgrade that Bikes
can have, except NOS.
▶ Getting on a Mount ◀
Getting on a mount is an Action. Getting off of one is not, it's just movement. One of your
hands must be used for controlling the mount and can't be used to do anything else
while you are riding. If you take this hand off the reins, at the start of your next Turn you
automatically Lose Control of your mount. Horses with a Neural Link and Cyber Horses
can be ridden hand-free using Interface Plugs.
▶ Riding a Mount ◀
A Saddle is needed to ride mounts. Basic riding doesn't require a Skill Check if your REF +
Riding is greater than 9. If yours isn't, basic riding requires you to use your Action every
Turn to attempt a DV10 Riding Check to maintain control of your mount. Failure means
Losing Control of your mount. If your REF + Riding is greater than 9, basic riding doesn't
require your Action, and operates just the same as taking a Move Action, except your
MOVE is replaced by your mount’s MOVE. You can use your Action to take an additional
Move Action, while riding a mount.
If you lose control of a mount, the GM decides your entire movement for the Turn you
lose control. If your mount impacts something, both you and your mount take 6d6
damage (resisted by armor) and you are forced to dismount, falling to the ground.
▶ Mount Gear ◀
KEYWORDS
▶ Temporary HP: Extra HP that's added on top of your current HP without changing your
max HP and lasts for a given duration. Temp HP can take your current HP beyond your
Max. Temp HP is depleted before your actual HP is touched. Any remaining Temp HP
after the duration is over, vanishes. Temp HP without a duration lingers till it's fully
depleted. Temp HP doesn’t stack. A higher value replaces the older, lower value. Eg: If
you have a current Temp HP of 4 and you get a Temp HP of 6 later; the 6 replaces the 4,
instead of becoming a 10. Since it's not actual HP, a mortally wounded character doesn’t
stop making death saves if they gain Temp HP at that state without being stabilized.