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Tools: For Every Situation ...................................... 23
Table of Contents
The V-Tech, Inc. Summer 2095 Catalogue ........... 3 MEDICAL PATCHES .............................................. 24

Character Creation...................................................... 4 TOOL KITS .............................................................. 24

Races .......................................................................... 4 MISC. TOOLS ......................................................... 24

New Hinderances .................................................... 6 Vehicles: Simplifying the Wheel ........................... 25

New Edges ................................................................ 7 Drones: Deadly Little Buddies ............................... 26

Firearms: Never Stop Shooting ............................... 8 DRONE CHASSIS - SMALL .................................. 27

LIGHT PISTOLS ........................................................ 8 DRONE CHASSIS – MEDIUM .............................. 27

HEAVY PISTOLS ....................................................... 8 DRONE CHASSIS – LARGE .................................. 27

SUBMACHINE GUNS .............................................. 8 DRONE AI PACKAGES .......................................... 28

SHOTGUNS ............................................................... 8 DRONE SKILL PACKAGES .................................... 28

RIFLES ........................................................................ 9 Controlling Your Cybernetics ................................ 29

HEAVY WEAPONS................................................... 9 CCI SOFTWARE...................................................... 29

EXOTIC WEAPONS .................................................. 9 Cybernetics: What’s on the Market ..................... 30

ROCKET LAUNCHERS ........................................... 10 CYBERNETIC IMPLANTS ..................................... 31

FLAMETHROWERS................................................ 10 CYBERLIMB MODULES ........................................ 33

Melee Weapons: Hitting Things Hard ................. 11 PROTOTYPE CYBERNETICS ................................ 33

BLADED WEAPONS .............................................. 11 Hacking in 2095: One with the Machine ............ 35

CHAIN WEAPONS ................................................. 11 GENERAL HACKING ACTIONS ........................... 36

NONLETHAL WEAPONS ...................................... 11 NETWORK HACKING ACTIONS......................... 37

SPECIAL WEAPONS .............................................. 11 CCI HACKING ACTIONS ...................................... 37

Explosives: Making Things Go Boom................... 13 CYBERBRAIN HACKING ACTIONS .................... 37

Ammunition: Makes the World Go ‘Round ........ 15 CYBERBODY HACKING ACTIONS ..................... 37

Firearm Mods: Shoot Better ................................... 16 Credits ......................................................................... 38

Xcalibur Melee Weapons: The Cutting Edge...... 18 Changelog .................................................................. 39

Basic Armor Sets ....................................................... 19


UMA Armor Sets: The Best Defense ..................... 20
Exo Armor: Beefing You Up ................................... 22
The V-Tech, Inc. Summer 2095 Catalogue
ABOUT THIS BOOK
Before we get into the fiction of the “corporate
catalogue”, the content in the book is written based on
the Savage Worlds Adventure Edition (SWADE) core
rulebook but can be used with other versions by
converting some of the existing values to their older
counterparts. This book offers some system alterations
such as vehicle simplifications, but such alterations are in
no way necessary and the SWADE rules or other rules
can be used instead at the user’s preference.

The book’s title “The V-Tech, Inc. Summer 2095


Catalogue” is meant to set the flavor of the book and is
by no means a requirement that the book be set in the
year 2095. Although this book is called a catalogue,
there is much more than product offerings in this book.
The price points in this book are designed around a
10,000 credit starting fund but can be raised or lowered
via multiplication or division to fit player/GM needs.

INTRODUCTION

Thank you, dear reader, for purchasing the V-Tech (VT)


2095 Summer Catalogue. This catalogue details all of V-
Tech’s current offerings in a variety of product fields, as
well as their various customization options where
applicable. As an up and coming producer of goods in a
variety of saturated corporate markets, V-Tech strives to
distinguish itself from its competitors by offering
customers an immense amount of customization options
and modular platforms unavailable from many other
companies’ current offerings.

For those that have spent a while off world or in the


virtual world, V-Tech has endeavored to inform readers
of the current state of the world. We hope that the
provided information helps users better understand the
world that they find themselves in and we hope that the
first products you buy in 2095 are V-Tech certified!

MASS PRODUCED PRODUCTS


While V-Tech prides itself on its customizable products,
we understand that not everyone wants to go through
the process of customizing their own gear. Keeping such
customers in mind, this catalogue includes a number of
mass-produced product variants that are akin to
offerings in other company catalogues.
Character Creation
THE WORLD IN 2095 BLACK MARKET MODEL: This model was built in an illegal
Earth, as depicted in this book, is an amplification and workshop and doesn’t have the usual identification
dramatization of the earth as it is now. For example, we encoding on its structure. Black market Androids are
know that science has done experiments on genetic illegal and highly valuable, as such, your character gains
alteration and has done so successfully, this book the hinderance “Secret (Minor)”. Anyone that finds out
assumes that in the future humanity has allowed such that your character is an illegal android may try to
research to progress to a point where human genetic capture you for any number of reasons.
modification has become commonplace and splicing CYBORGS
human DNA with animal DNA is possible and doesn’t Cyborgs are humans that have been cybernetically
cause extreme genetic defects. modified to perform physically demanding or dangerous
tasks with much more efficiency and safety.
Races AUGMENTED: Cyborgs start with CCI interfaces and
THE PEOPLE OF 2095 Cyberbodies pre-installed (See Controlling Your
Some of the most advanced creations of the 21 st century Cybernetics).
have come from the seemingly global desire to change
the concept of what it means to be “human”. Genetic ARMORED FRAME: Cyborgs are more resilient than
modification has led to a skyrocket in the number of normal humans, Cyborg characters add +2 armor to all
people who identify as “Hybrids”, humans that have locations.
spliced their DNA with that of animals to gain some of
SCARY: Cyborgs have an intimidating presence. You
their evolutionary benefits. On the mechanical side of
suffer a -2 to persuasion rolls and a +2 to intimidation
things, many people have decided to forego their
rolls when dealing with non-cyborgs.
biological bodies in favor of going full cybernetic, such
people are referred to as “Borgs” in the street, and they HUMANS
are very common in military and security professions. Baseline humans make up the largest percentage of
Earth’s population.
ANDROIDS
Androids are artificial lifeforms that are very common in IMPLANTED: Humans may choose to start with or
2095. Androids are created for a variety of reasons, some without a CCI installed. CCIs allow characters to control
use them as a reliable source of labor, others use them any cybernetics they may have installed on their bodies,
as companions, and many countries design combat characters without a CCI gain the “Disconnected”
model androids for their military forces. hinderance (See Controlling Your Cybernetics).
ADAPTABLE: Humans begin play with any Novice Edge of
CYBERBEINGS: Androids begin with the edge
their choosing. They must meet its Requirements as
“Cyberbeing”.
usual.
Choose one of the following racial hinderances:

NON-SOCIAL MODEL: Your model wasn’t built with social


functions in mind. Your character gains the hinderance
“Outsider (Minor)”.

NON-COMBAT MODEL: Your model wasn’t built to


withstand the strain of combat. Your character gains the
hinderance “Pacifist (Minor)”.
HYBRIDS HARDY VARIANTS
Hybrids are humans that have been genetically altered Examples: Bovines, Bears, Horses, Elephants.
with animal DNA. These genetically modified humans
gain the benefits and detriments associated with their PRIMAL TOUGHNESS: Hardy hybrids start with a d6 in
chosen species but still retain a humanoid shape. Vigor.

IMPLANTED: Hybrids may choose to start with or without LARGE: Hardy hybrids are larger than regular humans
a CCI installed. and increase their size by 1. This increase in size gives
them a +1 to toughness and increases their maximum
AQUATIC VARIANTS
Strength limit to d12+2 (See Size in Savage Worlds).
Examples: Frogs, sharks, fish, otters.
AQUATIC: Aquatic hybrids can breathe underwater, add SLOW: Hardy hybrids are large and bulky; their base
+3 to their athletics rolls related to swimming, and can speed is 5” and their running die is decreased by 1 type.
move at their full pace underwater.
REPTILE VARIANTS
WATER DEPENDANCY: An aquatic hybrid must submerge Examples: Snakes, Lizards, Crocodiles.
herself in water for one hour each day or suffer 1 point
INFRAVISION: Reptile hybrids halve penalties for bad
of fatigue for every day that she doesn’t submerge. At 3
lighting when attacking targets that radiate warmth
points of fatigue the character becomes incapacitated, if
(including invisible foes).
the character still hasn’t managed to submerge herself
the day after she becomes incapacitated, she dies. SCALY SKIN: Reptile hybrids have natural scaly armor that
protects them from damage. Characters have +2 armor
LOW LIGHT VISION: Aquatic hybrids ignore penalties for
on all locations
Dim and Dark lighting, allowing them to see in all but
pitch-black conditions. COLD WEAKNESS: Reptile hybrids hate the cold. Reptile
hybrids suffer a -4 penalty to resist environmental effects
NATURAL WEAPON: Aquatic hybrids are always
resulting from cold temperatures. If being hit by an
considered armed (See Natural Weapons in Savage
attack based on cold, they suffer +4 damage from such
Worlds) and have a bite that does Strength+d4 damage.
an attack.
HUNTER VARIANTS
NATURAL WEAPON: Reptile hybrids are always
Examples: Tigers, wolves, panthers, lions.
considered armed and have a bite that does
PRIMAL NATURE: Hunter hybrids often have strong Strength+d4 damage.
personalities as well as strong bodies. Select one of the
following racial hinderances: Arrogant, Bloodthirsty,
Impulsive, Overconfident, Ruthless, Stubborn, Vengeful.

PRIMAL STRENGTH: Hunter hybrids start with a d6 in


Strength.

NATURAL WEAPON: Hunter hybrids are always


considered armed and have claws that do Strength+d4
damage.

AGILE VARIANTS
Examples: Cheetahs, Foxes, Rabbits, Gazelles.

PRIMAL AGILITY: Agile hybrids start with a d6 in Agility.

PRIMAL SPEED: Agile hybrids increase their base speed


by 2” and their running die by 1 type.

FRAIL: Agile hybrids suffer a -1 to toughness.


New Hinderances
DISCONNECTED
This hindrance cannot be taken, it is given automatically
to a character that doesn’t have a CCI installed (See
Controlling Your Cybernetics).

“Disconnected” characters cannot install or control


cybernetics, this hinderance may be removed if a
character decides to have a CCI installed but cannot be
removed otherwise.

CYBER AVERSION (MINOR)


The character’s base strain limit is reduced by 2, this is
applied before any other effects change a character’s
strain limit.

CYBER REJECTION (MAJOR)


Your character’s body reacts extremely negatively to
cybernetic implants. Your character cannot install a CCI
or any cybernetics. This hinderance cannot be taken by
Cyborgs or Androids, as having a CCI is vital to their
existence.

The character’s body reacts extremely negatively to


cybernetic implants, the way this manifests on a
character’s body is up to the player/GM. Wireless devices
and AR interfaces are typically interfaced with a person’s
CCI software, due to the character’s lack of a CCI, they
must use external devices and peripherals to interface
with much of the world around them.

PUNK (MINOR)
Punks dislike authority. Punk characters dislike following
orders but will do so if it will get them what they want.
Punks often harass law enforcers, mercenaries, security
officers or any other figure of authority when they can.

MARKED (MINOR)
Your character has accrued a bad reputation with a
specific group of people. Your character suffers -2 to
persuasion rolls with a specific group of people (gangers,
corps, average joes, mercenaries, etc.) groups available
for being “marked” is up to GM discretion.
New Edges
CYBERBODY
This edge cannot be taken, it is given automatically to a
character that has a cyberbody installed (See Controlling
Your Cybernetics).

Characters with cyberbodies double their strain limit, add


+2 to recover from being shaken, ignore one level of
wound penalties, are immune to poison and disease, and
cannot heal naturally. Healing a character with a
cyberbody requires a repair roll and takes one hour per
attempt, the “golden hour” rule doesn’t apply when
repairing. Characters with cyberbodies still need to eat
and sleep as normal in order to maintain the organic
parts of their bodies.

CYBERBRAIN
This edge cannot be taken, it is given automatically to a
character that has a cyberbrain installed (See Controlling
Your Cybernetics).

Characters with cyberbrains can install cybernetics that


require advanced computational power (cybernetics with
the “Neural” tag) but are also vulnerable to being brain
jacked (See Hacking in 2095). Characters with
cyberbrains also add +1 to the CCI software limit (See
Controlling Your Cybernetics). Characters with
cyberbrains still need to eat and sleep as normal in order
to maintain the organic parts of their bodies.

CYBERBEING
This edge cannot be taken, it is given automatically to a
character that has a cyberbody and a cyberbrain installed
(See Controlling Your Cybernetics).

A Character that has this edge has removed all of their


organic parts or never had organic parts to begin with.
The character gains all the benefits and detriments of
having a cyber brain and body while also forgoing the
need to eat, sleep, and breathe. Instead of eating and
sleeping, a cyberbeing must recharge for one hour each
day or suffer 1 point of fatigue for every day that they
don’t charge, if a character becomes incapacitated due
to not charging they shut down and will require 6 hours
of continuous charging before they can be reactivated
again (repair or electronics roll).
Firearms: Never Stop Shooting
HIDING YOUR GUN AMMUNITION
Any weapon larger than a pistol cannot be hidden unless Most firearms follow these rules when determining their
it has been stored in a concealed location (Concealed ammo class: A weapon that has a damage die less than
holster, Long pocket), or has been modified to increase 2d8 uses Light, a damage die of 2d8 uses Medium, a
its concealment (See: Firearm Mods). To detect a hidden damage die of greater than 2d8 uses Heavy. Heavy
weapon a character or NPC must succeed a notice roll Weapons use heavy ammo exclusively, and Special
modified by the weapon’s bonuses or penalties if it has Weapons use their own ammunition types unless stated
any. otherwise. For more information see the section:
Ammunition.
LIGHT PISTOLS
Weapon Range Damage ROF Cost Weight Shots Min str Description
Holdout Special 5/10/20 2d4+1 1 500 1 6 - -2 to notice checks,
can’t be modified
Plinker 10/20/40 2d6 1 1,000 2 11 - -
Sidewinder 12/24/48 2d6+1 1 1,500 2 10 d4 AP 1
Blackhawk 15/30/60 2d6+2 1 2,000 2 10 d4 AP 2
Tri-Burst 12/24/48 2d6+1 1 2,500 3 20 d6 AP 2, 3RB
Lead Storm 11/22/44 2d6 3 1,500 3 50 d6 AP 1, Recoil
Machine Pistol

HEAVY PISTOLS
Weapon Range Damage ROF Cost Weight Shots Min str Description
Sentinel 12/24/48 2d8 1 3,000 3 8 d6 AP 1
Peacekeeper 12/24/48 2d8+1 1 5,000 3 10 d8 AP 2
Python 15/30/60 2d8+1 1 6,000 4 8 d8 AP 3, Revolver
Judge 12/24/48 2d8+2 1 7,000 4 10 d8 AP 4
Borg-Buster 12/24/48 2d10 1 10,000 4 6 d10 Ap 4, Revolver

SUBMACHINE GUNS
Weapon Range Damage ROF Cost Weight Shots Min str Description
Blizzard 18/36/72 2d6 3 2,000 4 50 d4 AP 1, 3RB
P95 18/36/72 2d6+1 3 3,500 4 50 d4 AP 2, 3RB

SHOTGUNS
Weapon Range Damage ROF Cost Weight Shots Min str Description
Shorty Mini 10/20/40 1-3d4 1 2,000 3 2 d6 AP 1, -1 to notice
Shotgun checks
Classico Pump 12/24/48 1-3d6 1 3,000 4 6 d6 AP 1
Shotgun
Jackhammer 12/24/48 1-3d6 3 7,000 5 20 d8 AP 1
Assault Shotgun
RIFLES
Weapon Range Damage ROF Cost Weight Shots Min str Description
VK-76 20/40/80 2d8 3 3,000 5 30 d6 AP 2
Optimus Rifle
Platform
-Assault 24/48/96 2d8+1 3 5,000 5 30 d6 AP 3, 3RB
Configuration
-Heavy Support 40/70/110 2d8+1 4 8,000 6 100 d6 AP 3, 3RB,
Configuration
-Spec Ops 30/60/120 2d8+2 3 9,000 5 30 d6 AP 4, 3RB
Configuration
Cerberus Multi- 24/48/96 2d8+1 3 10,000 7 45 d8 AP 3, 3RB, UBS,
Function Rifle UBGL40
-UBS 12/24/48 1–3d6 1 - - 8 - Shotgun
-UBGL40 12/24/48 3d6 1 - - 4 - HW, 40mm
VT Pendulum DMR 40/80/160 2d8+2 1 8,000 5 20 d6 AP 5
VT Longshot 50/100/200 2d10 1 9,000 8 10 d6 AP 6, Snapfire
VT Widowmaker 50/100/200 2d10+2 1 11,000 10 10 d8 AP 8, Bolt, Snapfire,
Anti-Material Rifle HW

HEAVY WEAPONS
Weapon Range Damage ROF Cost Weight Shots Min str Description
Typhoon HMG 50/100/200 3d8 4 25,000 15 150 d12 AP 6, HW,
Deployable
Splinter .50 HMG 35/70/140 2d10 3 15,000 10 150 d12 AP 5, HW,
Deployable

EXOTIC WEAPONS
Weapon Range Damage ROF Cost Weight Shots Min str Description
Shredder Minigun 24/48/96 2d8 6 25,000 20 1,000 d12 AP 4, HW, Uses
Medium Ammo
Devastator Railgun 50/100/200 4d8 1 40,000 15 2 d8 AP 10, HW, Snapfire
“Sine” EMP Gun Cone 3d6 1 8,000 8 4 - EMP, see notes
.66 Gyro Pistol 12/24/48 3d6 1 10,000 5 8 d8 AP 6, HW, see notes
.66 Gyro Rifle 24/48/96 3d6 1 13,000 7 24 d8 AP 8, HW, see notes
“Stunner” Bola 7/14/28 - 1 2,000 3 2 - Nonlethal, See notes
Launcher
ROCKET LAUNCHERS
Weapon Range Damage ROF Cost Weight Shots Min str Description
“Trebuchet” 50/100/200 5d8 1 30,000 15 1 d8 AP 20, HW, MBT,
120mm Missile Snapfire. Military
Launcher
“Reaper” 50mm 100/200/400 5d10 1 30,000 15 2 d8 AP 24, HW,
Missile Launcher Snapfire, Military
RPG-17 Rocket 30/60/120 4d6 1 500 5 1 d6 AP 2; -1 to shooting
Propelled Grenade rolls

FLAMETHROWERS
Weapon Range Damage ROF Cost Weight Shots Min str Description
Hellfire Cone 3d6 1 8,000 10 20 d6 Catch fire on 4+, see
notes
Inferno Cone 3d6 1 6,500 5 16 - Catch fire on 4+, 1
handed
NOTES VT HELLFIRE & INFERNO FLAMETHROWERS
TAG DEFINITIONS The Hellfire and Inferno have secondary firing modes
Bolt: Cannot fire more than one round via double tap, that allow them to launch a flaming fuel blob at a distant
rapid fire, etc. target. Instead of a Cone, the user may attack with a
Deployable: User can spend 1 round to deploy or Small Burst Template up to 18" away at the cost of 4
repack this weapon, deployment negates the ammo. Not affected by ballistic armor bonuses
VT STUN BOLA LAUNCHER
weapon’s Min Str requirements.
Bola attacks may be evaded (See Evasion in Savage
Recoil: Recoil penalties for firing full auto are increased
Worlds). If the Bola manages to hit, the defender must
by 1
make a vigor roll at -2 or be shaken. The bola has
Revolver: Revolvers must be reloaded one bullet at a
different effects depending on where it is aimed: A
time unless a speed loader is used, speed loaders cost
successful uncalled bola shot (torso) ensnares the target
50cr per loader.
conferring a -3” to their pace and a -2 to skills linked to
UBS/40mm: Underbarrel Shotgun, 40mm grenade
Agility and Strength. A called shot to the legs confers a
launcher
malus that reduces the target’s pace to 1” and applies
Nonlethal: Wounds inflicted by this weapon will not
the same -2 to Strength and Agility linked skills.
kill the target.

VT “SINE” EMP GUN


Targets with electrical parts/implants (cyborgs,
augmented humans, robots, etc.) suffer full damage from
EMP weapons, others suffer half, non-lethal damage as it
interferes with the nervous system. Armor does not
protect unless designed to shield against EMP attacks.
Electronics systems have a variable Toughness and are
disabled after suffering a Wound.

VT GYROJET ROCKET GUNS


VT GyroJet Guns are best used at medium and long
ranges, as the travel time allows the micro rockets on the
rounds to activate and increase the round’s velocity as it
travels. Gyro guns do +1 damage at medium range and
+2 damage at long range.
Melee Weapons: Hitting Things Hard
MASS PRODUCED MELEE WEAPONS HIDING YOUR WEAPONS
Medium and Large weapons cannot be hidden unless
The following weapons are mass produced variants and
they are stored in a concealed location (Long pocket), or
come “as is”, for more customization options see the
are modified to increase their concealment (See: Xcalibur
section: Xcalibur Melee Weapons. see Minimum
Melee Weapons).
Strength in Savage Worlds.

BLADED WEAPONS
Weapon Damage Min Str Weight Cost Description
VT “Toothpick” Switchblade Str+d4 - 1 500 Small
VT “Woodsman” Survival Axe Str+d6 - 2 500 Small
VT “Wanderlust” Machete Str+d8+1 d6 3 1,500 Medium, AP 1
VT “Hellblade” Heat Sword Str+d10+2 d8 6 6,000 Medium, AP 2
VT “Ronin” ōdachi Str+d12 d10 7 8,000 Large, 2 handed, Reach 1
VT “Slice N’ Dice” Str+d8+2 d6 5 10,000 Medium, AP 4, HW
Monomolecular Katana
VT “Lacerator” Monomolecular Agi+d8+3 d6 2 13,000 Medium, AP 4, HW, Reach 3,
Whip Reflex

CHAIN WEAPONS
Weapon Damage Min Str Weight Cost Description
VT Chainsword Str+d8+2 d6 6 4,000 Medium, AP 2
VT Chain Axe Str+d10+2 d8 9 6,000 Medium, AP 2

NONLETHAL WEAPONS
Weapon Damage Min Str Weight Cost Description
VT Security Baton Str+d4 - 1 500 Small, Nonlethal
VT Taser Gloves - - - 2,000 Inconspicuous, Shock, Touch,
Unarmed
VT Stun Baton Str+d4 - 1 1,000 Small, Shock, Nonlethal
VT Shock Club Str+d6 - 2 2,000 Medium, Shock, Nonlethal

SPECIAL WEAPONS
Weapon Damage Min Str Weight Cost Description
VT Captura Whip - - 1 1,000 Medium, Reach 3, See notes
VT Shot-Glove Str+d4 d6 9 1,750 Conspicuous, See notes
NOTES
TAG DEFINITIONS
Unarmed: Does not count as a weapon for “Unarmed
Defender”.
Touch: Uses touch attack (+2 to fighting rolls)
Small: -2 to be noticed if hidden.
Medium: +1 to be noticed if hidden.
Large: Cannot be hidden unless modified or placed
inside a concealed location, +3 to be noticed if
hidden.
Conspicuous: Can’t hide, highly visible.
Inconspicuous: undetectable, only suspicious under
intense scrutiny.
Reflex: Uses Agility instead of Strength for “Min
Strength” rules.

VT CAPTURA WHIP
The VT Captura whip is the premier target containment
device on the market, used the world over by law
enforcement officers and bounty hunters, the Captura
will surely extend the reach of your operations. The
Captura allows the wielder to grapple foes at a range of
3” and follows all rules for grappling except for the
following: The attacker rolls their Fighting vs. the target’s
Athletics when attacking. The attacker may grapple
targets up to 3 sizes larger than themselves. (See
Grappling in Savage Worlds)

VT SHOTGLOVE
This heavy gauntlet can be used as an effective melee
and ranged weapon due to its forearm mounted
shotgun that can fire one shell before needing to be
reloaded. (Range: 4/8/16, Damage:1-3d6, Shots: 1).
Highly illegal in most places.
Explosives: Making Things Go Boom
Explosive Range Damage Cost Burst Weight Description
VT “Courier” Satchel 3/6/12 4d8 1,500 MBT 1 AP 10, HW, See notes
Charge
VT Synthoil Contact 5/10/20 4d4 150 SBT 1 Catch fire on 4+
Incendiary
VT Micro Explosive - 4d8 2,000 Limb - See notes
VT Flashbang 5/10/20 - 200 MBT 1 Nonlethal, Vigor roll or Distracted
VT HE Frag. Grenade 5/10/20 3d6 200 MBT 1 AP 1
VT Smoke Grenade 5/10/20 - 50 LBT 1 -6 Obscurement penalty vs regular
sight for 1d4+2 rounds
VT Thermal Smoke 5/10/20 - 100 LBT 1 -6 Obscurement penalty vs
Grenade regular, IR, and UV sight for 1d4+2
rounds
VT Riot Foam 5/10/20 - 100 LBT 1 Creates difficult ground in
Grenade grenade radius (2” move cost)

25MM Grenade Damage Cost Burst Weight Description


VT High Explosive 3d6 200 MBT 1 AP 1
VT High Explosive 3d6 400 SBT 1 Catch fire on 5+, AP 1
Incendiary
VT Taser Grenade - 300 MBT 1 Shock (Vigor roll at -2 or Shaken)
VT AP High Explosive 3d6 500 SBT 1 AP 5

40MM Grenade Damage Cost Burst Weight Description


VT-40 High Explosive 4d6 500 LBT 2 AP 1
VT-40 High Explosive 4d6 700 MBT 2 Catch fire on 5+
Incendiary
VT-40 “Lockdown” - 300 MBT 1 Shock (Vigor roll at -2 or Shaken)
Taser Grenade
VT-40 Tear Gas - 350 LBT 2 Vigor roll or shaken, See notes
Canister

Mine Damage Cost Burst Weight Notes


VT “Chimera” AP 3d8 1,800 ½ 3 AP 4, See notes
Mines LBT
VT “Groundhog” AP 3d8 1,500 SBT 3 AP 2, −3 on Notice rolls to detect
Mines
VT “Tread Ripper” AV 3d8+3 2,500 SBT 5 AP 7, HW
Mines
NOTES VT “CHIMERA” AP MINES
Chimera Mines may be set to trigger in a variety of ways:
VT “COURIER” SATCHEL CHARGE
Remote: Triggered at the whim of the user.
Satchels are used to deliver a pre-packed detonation
Tripwire: Triggered once the tripwire is disturbed (Notice
charge. A user can shape the explosives to create a
roll at -1 to detect).
desired explosion profile with a successful repair check. If
Motion: Triggered once a motion sensor registers
successful, the satchel will explode in one of the
movement (Electronic, hackable)
following ways:
• The satchel will explode in a Large Burst Template for
4d8 damage with 5 AP.
• The satchel will explode in a Cone Template for 4d8+2
damage with AP 10.
Otherwise, the explosion uses the stats listed in the table
above.

VT SYNTHOIL CONTACT INCENDIARY


VT Synthoil contact explosives do not require a fire
source to be activated. When a user is ready to arm the
incendiary, she must hold the two contact points and
depress the activator button so that the outer casing can
begin hardening. Once hardened, the user may throw
the incendiary, which will break on contact with a hard
surface and ignite the fuel stored within.

VT MICRO EXPLOSIVE
VT Micro explosives are specialty explosives designed to
cause high damage to small localized areas. These
explosives have a variety of triggers such as proximity,
remote, impact, movement, etc. These explosives have
been known to be installed into potentially dangerous
military bio forms should they go rogue, maximum
security inmates’ skulls to ensure compliance, and
government agents willing to take their own lives if they
are ever captured.

VT-40 TEAR GAS CANISTER


Anyone caught in a Tear gas cloud must make a Vigor
roll or become Shaken. The cloud of gas lasts 1d4+1
rounds. Each additional round within the cloud forces
another roll with a cumulative −1 to the Vigor roll. Gas
masks and Air Filtration equipment provides protection
from Tear Gas.
Ammunition: Makes the World Go ‘Round
BUYING IN SURPLUS AMMO CASES
Due to concerns of rapid ammunition expenditures in Cases of ammo contain 1,000 rounds per case, prices
the field, V-Tech now sells ammunition exclusively in and quantities can be divided to get the amount of
bulk quantities, or “Ammo Cases”. These cases come in a ammo desired. Ex. 250 rounds of light ammo would cost
variety of calibers which are listed in the tables below. (1,000/4 = 250 credits)

Ammunition Cost Weight Description


Light Ammunition 1,000 1 WT/50 Bullets Basic Ammo (Weapon damage die less than 2d8)
Medium Ammunition 2,500 2 WT/50 Bullets Basic Ammo (Weapon damage die = 2d8)
Heavy Ammunition 5,000 4 WT/50 Bullets Basic Ammo (Weapon damage die greater than 2d8)
Shotgun Shells 2,500 2 WT/20 Shells Basic Ammo (Shotguns)
Flamer Fuel Canister 200 3 WT/1 Can Basic Ammo (Flamethrowers)
Gyro Rounds 4,000 4 WT/50 Rounds Basic Ammo (Gyro Guns)
EXOTIC WEAPON AMMUNITION
Exotic Weapons use the ammunition types listed below;
specialty ammo does not work with these ammo types.

Ammunition Cost Weight Description


Rail Bolts 1/Bolt 1 WT/5 Bolts Basic Ammo (Railguns)
Charge Packs 50/Pack 1 WT/2 Packs Basic Ammo (“Sine” EMP Gun)
Charge Bolas 10/Bola 1WT/10 Bolas Basic Ammo (VT Stun Bola Launcher)

SPECIALIZED AMMUNITION “BASE” VALUES


When a column lists a value of “base”, The “base” is the
V-Tech is proud to present its new line of specialty use
same value as the class of ammo you’re looking to get a
ammunition, whether your quarry is the beefiest
specialized version of. For example, the weight of light
bioweapons or the toughest of Cyborgs, V-Tech has the
HE rounds would be 1 WT/50 Bullets while the weight of
ammunition you need to do some big damage!
medium HE rounds would be 2 WT/50 Bullets.
Ammunition Cost Weight Description
Sub Sonic Rounds 1/ Base Weight -1 to notice rolls to hear sounds made from a shot, -
Round 1 to damage rolls.
Shredder Rounds 1,000/50 Base Weight +2 AP
Rounds
Flechette Rounds 1,000/50 Base Weight +3 damage to targets with armor ≤ 3, -3 damage
Rounds otherwise
HE Rounds 1,000/50 Base Weight +2 Damage
Rounds
Incendiary Rounds 1,500/50 Base Weight Catch fire on 5+. +1 Damage
Rounds
Penetrator Rounds 1,500/50 Base Weight +1 AP, Ignore up to medium cover
Rounds
AMMUNITION AND MAGAZINES
Carried ammo is considered to be in magazines when
reloading. For example, if you are carrying 100 rounds of
ammo and your weapon holds 24 shots, you would be
carrying 4 magazines with 24 rounds each and 1
magazine with only 4 rounds.
Firearm Mods: Shoot Better
FIREARM MODS LASER SIGHTS
Some of the following mods can only be applied to Laser sights aid the user in target acquisition and
certain weapon types and some locations can only increase accuracy when firing “from the hip”. Laser sights
accept a limited number of mods. provide a +1 to hit a target within a range of 12”.

RIFLES SCOPES

BIPODS
Scopes provide a +1 to shooting rolls at medium range
These bipods are made to enhance weapon stability and and a +2 to shooting rolls at long range if the user hasn’t
facilitate fast and precise target acquisition. When taking moved within the last round. Firing at a target within
the aim action during combat, bipods provide a +1 to close range incurs a penalty of -2 to a shooting roll.
shooting rolls that stacks with the +2 from the aim SHORT BARREL CONVERSION
action, making the total bonus +3. Allows the user to better conceal their weapon, -1 to
notice rolls to detect the modded weapon, -10 to long
PISTOLS
and medium ranges, -1 Weight.
MELEE CONVERSION
SLING
The pistol is converted to be effective in melee as well as
Slings allow a user to drop and ready a large profile
ranged combat. The user is not considered “unarmed”
weapon as a free action during combat. When used out
when attacked in melee combat and may make a melee
of combat a slung weapon is highly visible and almost
attack with a damage of str+d6. S/M/L ranges are
impossible to conceal.
decreased by 2.
SUPPRESSORS
SHOTGUNS
-2 to notice rolls to hear sounds made from a
CHOKES suppressed weapon, -10 from medium and long ranges.
Chokes allow a user to roll 3 dice as if the target was in VERTICAL GRIP
short range when damaging a target that is in medium A vertical grip is attached to the weapon to aid in recoil
range. Shotgun bonus is changed to +1 instead of +2, control. When shooting a weapon on full auto with a
can’t use Slugs or suppressors. foregrip, you add +1 to your shooting roll. Ex: a shooter
GENERAL MODS rolling with no other bonuses or penalties would only
have a malus of -1 when rolling their rate of fire when
BAYONETS
using a foregrip.
User may make a melee attack with a damage value of
str+d4.
DELUXE TUNING PACKAGE
The VT Deluxe Tuning Package greatly improves the
overall function of any weapon. This tuning package
provides a +1 to hit at all ranges, this modification costs
(Weapon’s value / 2). Ex. a weapon that costs 8,000cr to
purchase would cost 4,000cr to mod with a tuning
package.

FLASHLIGHTS
Weapon mounted flashlights allow a user to shine a light
in the direction of their gun’s barrel. The area of the light
follows the cone template.

FOLDABLE/COLLAPSIBLE STOCK
Allows the user to fold or compress their stock to
facilitate better concealment, -1 to notice rolls to detect
the modded weapon, -1 Weight.
Weapon Mod Location Cost
Scope Top Rail 500

Bayonet Underbarrel 100

Sling Stock/Sling Ring 100

Flashlight Under/Side Barrel 100

Laser Sight Under/Side Barrel 200

Deluxe Tuning Package Conversion 2,000

Short Barrel Conversion Barrel/Conversion 200

Suppressor Barrel 500

Foldable/Collapsible Stock Stock 200

Rifle Mod Location Cost

Bipod Underbarrel 150

Pistol Mod Location Cost

Melee Conversion Conversion 700

Shotgun Mod Location Cost

Choke Barrel 500


Xcalibur Melee Weapons: The Cutting Edge
VT XCALIBUR MELEE PLATFORM DAMAGE PROFILE
V-Tech has developed a variety of advanced materials
The VT Xcalibur creation system allows advanced users
over the years and each has its own unique damage
to create the melee weapon of their dreams using tried
profile and structure.
and true V-Tech modular components. Want to create a
Damage Cost
covert blade capable of poisoning its victims? Not a
d4 500
problem. Perhaps you want to create a hammer with
kinetic amplifiers capable of crushing tanks with ease?
d6 1,000
We’ve got you covered. d8 2,000
d10 4,000
SIZE PROFILE d12 8,000
Weapons come in three size profiles: Small, medium and MODULE CAPACITY
large. Each size profile confers different bonuses or Stock Excalibur weapons come with 1 free module slot;
penalties to notice a weapon of that size when “hidden”. additional module slots can be purchased at the user’s
behest.
Size MAP Weight Description
Small - 1 -2 to notice checks Module(s) Cost
Medium 1 3 +1 to damage, +1 to 1 Free
notice checks 2 500
Large 2 8 2 Handed, Reach 1, 3 1,000
ATTRIBUTES AND YOU
+4 to notice checks
MINIMUM ATTRIBUTE POINTS (MAP) A thrown or melee weapon’s damage die is limited by
MAP values denote the minimum required strength or the user’s Strength die. Ex. a character with STR d4
agility die needed to effectively wield a created weapon. attacking with a sword with a damage of STR+d8 would
The die required is strength unless the weapon has the only do d4+d4 damage. If a character doesn’t meet the
ReflexLink mod, in which case it is agility. The base attribute minimums, she doesn’t benefit from any of the
requirement is d4, 1 MAP = 1 die type increase weapon’s positive abilities such as Reach or Parry
ex. 2 MAP = d8 in STR/AGI. bonuses. She still retains any penalties, however.

MODULES
Module Cost Weight MAP Description
Chains 2,000 2 1 AP 2, +2 damage
Shredder Blades 3,000 1 - AP 3, +1 damage
Monomolecular Blade 8,000 - - AP = (damage die/2. ex. d6/2 = AP 3), +2 damage, HW
Extendible Whip 3,000 - - Small: Reach 2, Medium: Reach 3, Small and medium only
Poison Cartridge 1,000 - - Apply a poison on confirmed damage, requires reload
Low Profile Housing 500 - - -1 to notice checks to detect modded weapon
Kinetic Amplifiers 8,000 4 2 Large only, AP 6, HW, Knockback 4”, Prone
Shock Capacitors 2,000 - - On hit: Vigor roll -2 or Shaken
ZAP capacitors 6,000 - - On hit: Vigor roll -3 or Stunned
ReflexLink™ Integration 1,000 - - Change damage dependency to AGI + (damage die)
rather than STR + (damage die), small and medium only
Ergonomic Grip 500 - - +1 to disarm checks
MODULE COMPATIBILITY
Any single (1) module above may be attached to a non-
Excalibur Platform melee weapon for 1.25 times the
listed cost of the module.
Basic Armor Sets
ARMOR NOTES
The following armor sets are mass produced variants and
come “as is”, for more customization options see the
section UMA Armor Sets. The following armor sets don’t
stack with each other or other armor sets.

Item Armor Weight Cost Description


VT Light Streetwear 1 3 960 Covers: Torso, Arms, Legs
VT Medium Streetwear 2 6 2,400 Covers: Torso, Arms, Legs
VT Urban Conflict Armored 3 10 4,400 Covers: Torso, Arms, Legs; BI: Torso
Streetwear
VT “SWAT” Law Enforcement 4 18 8,000 Covers: Full Body; BP: Torso, Head.
Armor Conspicuous
VT “Warrior” Infantry Armor 5 22 8,000 Covers: Full Body; BP: Torso, Head.
Conspicuous
VT Gecko Climbing Gloves 1 3 5,000 Covers: Arms. Climb vertical surfaces at half
your pace.
VT “Squirrel” Wingsuit 1 5 2,000 Covers: Torso, Arms, Legs. Glide at an 8:1 ratio,
See notes for “Extendible Wingsuit” UMA mod
VT “Street Cleaner” Armored 3 13 6,000 Covers: Full Body; BI: Torso. See notes for
Clothing “Concealed Holsters” UMA mod
VT “Shank” Urban Threads 3 13 6,000 Covers: Full Body; BI: Torso. Draw a stored
small melee weapon as a free action

NANOWEAVE SHIELDS
Item Parry Cover Min Str Weight Cost Description
VT “Street Fight” Bracer +1 - - 2 1,000 Inconspicuous
VT Ballistic Buckler +2 -2 d6 4 2,000 Conspicuous
VT “Tower” Ballistic +3 -4 d8 8 3,000 Conspicuous, 1 action to plant
Shield shield at current position (Medium
cover)
TAG DEFINITIONS BALLISTIC BUCKLER
The ballistic bucker has a hardness of 12 and provides a
BI: Ballistic Inserts, +3 armor against ballistic attacks +2 bonus to armor if someone is trying to shoot through
BP: Ballistic Plating, +6 armor against ballistic attacks, it.
“TOWER” BALLISTIC SHIELD
makes you conspicuous
The Tower ballistic Shield has a hardness of 12 and
SHIELDS provides a +3 bonus to armor if someone is trying to
shoot through it. Damage from firearms is reduced by 4
Shields add the number listed in “Parry” to your parry
if an attacker attempts to shoot through this shield
score. Ranged attacks made against you must subtract
the number listed in the “cover” column above. (See
Shields in Savage Worlds for more information.)
UMA Armor Sets: The Best Defense
VT UNIVERSAL MODULAR ARMOR UMA MODULES
V-Tech Universal Modular Armor (UMA) sets allow V-Tech UMA modules provide utility that extends
advanced users to create custom armor sets that fit any beyond the protection offered by the base UMA sets and
user’s protection, coverage, and utility needs. are designed to be useful in a variety of situations.
DESIGNS MODIFICATION SLOTS
Nano-fabric weaving allows UMA armor sets to take on Each piece of UMA armor comes with 1 complementary
many different forms and styles, giving the user an module installation slot, more attachment points can be
immense amount of stylistic choice while also providing added up to a limit of 3 and at an increasing cost.
good levels of protection.
Module Slots Cost
COVERAGE 1 Free
V-Tech UMA pieces are designed to be most effective 2 500/piece
when worn together but individual pieces that protect 3 1,000/piece
only the arms, legs, torso, or head are available upon ATTACHMENT
request. Only the topmost layer of armor provides Modules vary in their forms of attachment; some
protection and mod function (armor/mods don’t stack). modules can be attached to specific pieces of armor
Armor Cost Per Location Weight while others must be attached to each piece of armor in
Covered a full set in order to function correctly.
+1 500 1/piece
CONSPICUOUSNESS
+2 1000 2/piece
Armor of up to +3 can be disguised or styled in a
+3 1,500 3/piece manner that won’t draw attention in public settings. A
+4 2,000 4/piece user wishing to wear armor better than +3 without
drawing suspicion must purchase the “High Density
+5 2,500 5/piece
Weave” mod.
+x (500 * x) x/piece

Module Cost Weight Location Description


Ballistic Inserts 1,000 1 Any +3 armor against ballistic attacks, doesn’t use mod
slots, See notes
Ballistic Plates 2,000 2 Any +6 armor against ballistic attacks, doesn’t use mod
slots, See notes
Air Filtration System 1,000 2 Head Immunity to most air-based toxins, -1 pace, See
notes
Blackout Deployable 100 - Head Inconspicuous when undeployed, when deployed
Visor the visor hides the user’s identity, does not use a
module slot.
“Chameleon” Visual 2,000 - Torso +2 to stealth rolls versus visual detection, stacks
Disruptors with “Silent Step” mod for +2 to both audio and
visual detection
Honeycomb Combat 500 3 Torso Strength die considered one die type higher when
Webbing calculating encumbrance limit (+20 limit)
Gecko Climbing Kit 5,000 1 Arms Scale vertical surfaces at half your pace

Wrist Mounted 25mm 2,500 3 Arms Range: 12/24/48, Damage: by grenade, Shots: 1
Grenade Launcher
Module Cost Weight Location Description
Internal Long Pocket 500 1 Legs -1 to notice rolls to detect a concealed large
weapon in this pocket
“Silent Step” Noise 2,000 1 Legs +2 to Stealth rolls versus auditory detection, stacks
Dampeners with “Chameleon” mod for +2 to both audio and
visual detection
Concealed Holsters 500 1 Legs or -2 to notice rolls to detect up to 2 small weapons
Torso concealed in these holsters
Quick Release Sheath 500 - Arms or Draw a stored small melee weapon as a free action
Legs or
Torso
Extendible Wingsuit 1,000 2 Torso, Glide in the air at an 8:1 ratio, See notes
Arms,
Legs
Impact Dampening 1,000 1 Full Body Collision damage reduced by 1 die type
System
Internal Temperature 2,000 4 Full Body +3 to vigor rolls in high heat or cold environments
Regulation System
High Density Weave 500 - Full Body Armor of up to +5 is considered inconspicuous
Lifeline™ Stabilization 3,500 4 Full Body +3 to incapacitation rolls
System
“Phantom” Cloaking 10,000 4 Full Body +4 to stealth rolls versus visual/auditory detection,
System does not affect electronic detection, does not stack
with other stealth bonuses

MODULE NOTES BALLISTIC PADDING/INSERTS


VT AIR FILTRATION SYSTEM VT Ballistic padding and inserts allow a user to better
The VT Air Filtration System only takes up a mod slot the survive ballistic impacts should they find themselves in a
head, but it must be installed on a suit that covers the firefight. Only one UMA ballistic pad or insert can be
full body, as it requires an airtight seal around the user. installed on a piece of armor at a time. Ballistic armor
only protects against shots from conventional firearms,
EXTENDIBLE WINGSUIT damage originating from other sources is not reduced
The VT Extendible Wingsuit allows users to glide long by ballistic padding/inserts.
distances provided that they have enough time to
prepare their jumps and configure the SaFlight™ kinetic
dampeners. Users may glide 8” horizontally for Every 1”
of vertical height they have at launch, users don’t suffer
fall damage if they are able to configure their dampeners
beforehand, if under duress or in an emergency situation
users may roll an Athletics test at -2 to perform a quick-
config. Failure results in a crash landing which deals 3d6
damage to the user.
Exo Armor: Beefing You Up
PROTECTION, VESITILITY LAYERING YOUR ARMOR
UMA armor of up to a protection level of +3 can be
V-Tech is proud to announce its new line of modular
worn under an exoskeleton, any armor of a higher level
exoskeletons, VT exoskeletons are designed to enhance
is too bulky to be worn effectively in combination with
the wearer’s physical abilities while providing a good
an exoskeleton and should be worn by itself as a heavy
amount of protection.
armor set.
BUILT FOR YOUR NEEDS
POWERING YOUR ARMOR
Similar to VT’s UMA gearsets, their new line of Exo-
All VT exoskeletons must be charged for one hour out of
Modular Armor (EMA) allows the user to pick and choose
every 24 hours of use.
what benefits they would like their new Exo-Armor to
provide. VISIBILITY
Wearing Exo Armor is always considered conspicuous
MODIFYING YOUR ARMOR
and is considered illegal in most public places.
VT EMA armor sets come with enough attachment
points to allow two customization kits to be installed on
a single exoskeleton, installation of the same kit does not
stack its benefits.
Exoskeleton Cost Weight Description
(Unoccupied)
VT HERO Model Exoskeleton 15,000 10 (30) +30 to encumbrance limit
VT Assault Model Exoskeleton 15,000 6 (18) +1 to melee and ranged attack rolls
VT Burst Model Exoskeleton 10,000 4 (12) +2 to pace

Customization Kit Cost Weight Description


Strength Augmentation Kit 10,000 5 Strength +2 die types
Physical Augmentation Kit 10,000 5 Strength and agility +1 die type
Reflex Augmentation Kit 10,000 5 +2 pace, +1 running die type, +1 agility
die type
Armor Bolstering Kit 10,000 10 +3 armor, full coverage (does not stack
with other armor kits)
Heavy Armor Bolstering Kit 15,000 15 +6 armor, full coverage (does not stack
with other armor kits)
Super Heavy Armor Bolstering 30,000 20 +8 armor, full coverage (does not stack
Kit with other armor kits), Heavy Armor
Tools: For Every Situation
MEDICAL TOOLS VT MEDIPRO™ KIT
The V-Tech MediPro kit is designed to be used by
Be it a street doc, a ripper, or the fanciest of cyberdocs, a
combat medics and those with advanced medical needs.
doctor is nothing without their tools, as such V-Tech is
The MediPro kit is loaded with common tools required
proud to announce its new line of medical equipment for
when performing field triage and has saved many lives
all your questionably legal medical needs.
both on the streets and on the battlefield.
SKILL REQUIREMENTS
VT TOTAL CARE KIT
V-Tech offers medical equipment that will meet the
The V-Tech Total Care Kit is packaged with the tools
needs of anyone, regardless of their medical skill. Some
necessary to preform pretty much any medical operation
kits do require a certain level of medical knowledge,
while in the field, if there is an opportunity to do so. The
however.
included micro cell printer allows the healer to print
VT OUCHIE KIT™ small patches of skin and tissue for use in delicate field
For the most novice of medical practitioners V-Tech operations.
offers their Ouchie Kit™. Aimed at children and those
with little to no medical experience, this kit will help the
user perform minor medical tasks trough helpful
notification screens.

VT EVERYDAY MEDICAL KIT


The V-Tech Everyday medical kit is packaged with the
tools to treat the most common injuries, such as
scratches, bruises, and the occasional knockout resulting
from a drunken bar fight.

Kit Healing Cost Weight Description


Skill Req.
VT Ouchie Kit™ - 1,000 1 +2 to Healing rolls when healing wounds
VT Everyday d4 2,000 1 +2 to healing rolls when healing wounds, incapacitation,
Medical Kit +1 to healing bleeding out targets
VT MediPro™ d6 5,000 1 +2 to healing rolls when healing wounds, incapacitation,
Kit bleeding out, injuries
VT Total Care Kit d8 7,000 3 +3 to healing rolls when healing wounds, incapacitation,
bleeding out, injuries.
VT Bloodhound d4 1,000 1 +2 to healing rolls involving forensics
Forensics Kit
MEDICAL PATCHES MISC. TOOLS
Patch Cost Description Tool Cost Weight
Synthskin 300
+2 to healing rolls to Plasma Cutter 4,000 2
Medipatch treat wounds Ziplining Kit 700 5
Emergency 300 +2 to healing rolls to Night Vision Goggles 4,000 1
Support Patch treat injuries Thermal Goggles 5,000 1
Stim Patch 300 +2 to Bleeding Out rolls “Fracture” Nanite Mask 5,000 1
for an hour Signal Jammer 2,500 1
Lifesaver Patch 1,000 Stabilize a bleeding out
target 1/day, see notes PLASMA CUTTER
At 25000 degrees Fahrenheit, this handheld plasma
NOTES cutter can cut through carbon steel in seconds!
LIFESAVER PATCH
ZIPLINING KIT
Lifesaver Patches were designed by V-Tech to prevent a
This specialized pneumatic launcher allows you to create
slapped target from bleeding out on the battlefield, the
a zipline that connects two locations up to 8” apart.
strong coagulating agents and accompanying drug
cocktail allow only one use of a lifesaver patch on a NIGHT VISION GOGGLES
target per day. Further applications of Lifesaver Patches Allows the user to see in dim and dark conditions for up
could very easily lead to serious injury or even death. to two hours per charge, conspicuous when worn.

TOOL KITS THERMAL GOGGLES


Grants the user the Infravision special ability for up to
KIT TYPES two hours per charge, conspicuous when worn.

Kits come in 3 different varieties: Repair, Climbing, and “FRACTURE” NANITE MASK
Survival Allows a user to change the appearance of their face at
will. A user wishing to impersonate someone must know
Tool Kit Cost Weight Description
what the target of impersonation looks like and must
Basic 300 1 Basic tools for a
make a performance check at +1 to act like the person
basic job
being impersonated.
Advanced 1,250 3 +1 bonus to
related skill rolls SIGNAL JAMMER
Elite 3,000 5 +2 bonus to Signal jammers block signals (calls, communications, etc.)
related skill rolls within 10” when activated, they can be planted in
locations and activated to make larger areas of signal
interference. Signal jammers last for 1 hour per charge
and must be recharged for 30 minutes before they can
be reused.
Vehicles: Simplifying the Wheel
VEHICLE SIMPLIFICATION VEHICLE SIZES
Vehicle sizes are listed based on their size relative to an
The following vehicle options are meant to replace
average humanoid. A vehicle of size 0 is the size of an
specific vehicle offerings with simplified/generic vehicles
average humanoid, lower than 0 is smaller than an
that can be used in a variety of settings and situations
average humanoid, higher than 0 is larger than an
and are meant to draw emphasis away from vehicle stats
average humanoid
and options.
PASSENGERS
IMPORTANT CHANGES The first number in the crew column lists the number of
Speed and top speed have been replaced with a statistic “drivers” needed to use the vehicle while the number
called “Speed Category” (Spd Cat.), vehicles come with following the “+” denotes the number of passengers the
one of 4 different speed categories by default. Other vehicle can carry. So, a vehicle with a crew listing of 2+6
vehicle statistics are kept the same but are listed and requires 2 “drivers” and can carry 6 passengers for a total
defined here for reader convenience. occupancy limit of 8 people.
This change is due to the current speed system having,
HANDLING
in my opinion, inflated numbers which could easily be
As this book is meant to be used in futuristic settings
replaced by smaller numbers with modifiers to show
and the templates provided are generic, handling is
discernable differences in speed for vehicles in the same
assumed to be the same for most of the provided
category.
templates.
SPEED CATEGORIES
TOUGHNESS
Speed categories are listed from 1 to 4 with 1 being the
Toughness still functions in the same way, an attacker
lowest speed and 4 being the highest. Cat. 1 vehicles can
must deal damage that is higher than the vehicle’s
participate in foot chases with a bonus, or with other cat.
toughness which is aided by the vehicle’s armor
1 vehicles with no bonus or malus, or with cat 2 vehicles
(denoted by parenthesis), in order to wound a vehicle.
at a large malus. The pattern is the same with category 2
and 3 vehicles, they gain a bonus when in a chase with
slower vehicles, are unaffected in chases with vehicles in
the same category and have a large malus in chases with
higher categories. Cat 4 vehicles are the fastest vehicles
available and are typically not seen with the other
categories of vehicles as they are so overwhelmingly fast.
Cat 4 vehicles are typically aerial only as going at such
speeds on land would be extremely dangerous for
anyone in such a vehicle.

GENERIC TEMPLATES
Vehicle Size Handling Spd Cat. Toughness Crew Cost
Skateboard, Bicycle, Roller -2 0 1 1 1+0 100
Skates, etc.
Motorcycle, Scooter, etc. 3 2 8(2) 1 or 1+1 5,000
Car, Van, Truck, etc. 4 0 2 12(2) 1+3 or 1+6 8,000
Supercar, Sportscar, Luxury 4 0 3 12(2) 1+3 15,000
car, Hovercar, etc.
Fighter Jet, Spacecraft, VTOL 4+ 0 4 12(2) 1+ X or 80,000
Aircraft, etc. X+X
Drones: Deadly Little Buddies
YOUR DRONE AND YOU BUILD A DRONE WORKSHOP
Drones are a common sight in 2095, homeowners use DRONE CHASSIS
them for cleaning, corps use them for security, there are There are a number of different chassis models on the
even companion models for kids. market and each chassis confers different physical
characteristics to the drone on which it is installed. The
GENERAL DRONE ABILITIES
offerings listed in the following section are only some of
All drones share the following abilities:
the many chassis options available and customization is
Construct: Add +2 when attempting to recover from
a very common practice among professional drone
being Shaken, ignore 1 point of Wound penalties, drones
handlers. In practical terms, a drone’s chassis determines
don’t breathe or eat and are immune to disease and
a drone’s size and its Agility, Strength, and Vigor
poison, they also don’t Bleed Out and Wounds are
attributes.
removed with Repair instead of Healing with no “Golden
Hour” time limitation. SKILL PACKAGES
Armored: Small chassis – 1 armor on all locations Many drones come with skill packages that allow them
Medium chassis – 2 armor on all locations to effectively preform their assigned duties. Many
Large chassis – 3 armor on all locations package options are available, reflecting the widespread
use of drones in a variety of different fields. In practical
SOLO DRONE OPERATION
terms, a drone’s skill package determines what skills it
All drones come with a basic AI package that allows
has and what die type it has in those skills.
them to carry out a given mission by themselves, but it is
usually very difficult for them to do so unless they’ve had AI PACKAGES
an upgrade to their AI. Teams with professional drone Drones are only as smart as their AI package allows them
handlers typically pilot their drones, as doing so to be. Depending on the needs of the user, a drone can
bypasses the limitations of many drones’ rudimentary AI be very simple in intellect and responsiveness or it can
and in some cases, expands the drone’s capabilities. have an intelligence and personality that would make it
Drones may attempt to perform a task with their indistinguishable from your average joe.
integrated skills alone, but they suffer a -2 penalty to any
rolls they attempt. Drones are capable of disabling their PERSONALITY PACKAGES
built-in wireless signal receivers and they often do so Drones that interact extensively with people are often
when entering into hostile or potentially dangerous given personality packages that allow them to better
territory (See Hacking in 2095). communicate with their organic colleagues. A drone’s
personality package does not have any “mechanical”
CONTROLLING A DRONE effects and only serves to give the drone a bit of flair and
Drones may be controlled by wireless or wired uniqueness that can be omitted if a user so chooses.
connection. Drones that are being controlled via wireless Changing a drone’s personality package is seldom done,
connection may still be hacked by another user but the as the process is very destructive on the drone’s code
user must make the attempt at -2 and may not try to and it can lead to loss of data and functionality in
hide the attempt since there is already someone actively extreme cases.
controlling the drone, if successful, the hacker gains
control of the drone and may control it as they wish for DONE MODIFICATION
1d6 rounds, the drone may attempt to break this control Drones can have their components swapped out easily
after the control time has elapsed by rolling its Smarts when taken to professional drone workshops or retail
die. Drones that are being operated by a handler do not stores, but should a drone handler wish to perform any
suffer the -2 penalty to their skills that they receive when upgrades or replacements themselves, GMs are
operating solo. GMs are encouraged to let handlers encouraged to allow them to make a Repair/Electronics
make skill rolls in place of the drones for skills that make roll for mechanical/physical procedures and a
sense. Ex: Repair, Research, Hacking, Science, Etc. Hacking/Smarts roll for software package procedures
with a modifier based on environment, tools, etc.
DRONE CHASSIS - SMALL
Strength Vigor Agility
Chassis Model Cost Description
Die Die Die
Generic model 1,000 d4 d4 d4 Basic model chassis with low durability and
mobility, appearance varies.
“Arachno” Spider Shell 10,000 d4 d4 d4 The drone gains the “Wall Walker” special
ability. User may upgrade 1 attribute for free.
“Dogus” Canid Frame 10,000 d4 d4 d6 The drone adds +2 to its pace and increases
its running die by 1. “Emotional response
caudal appendage included free of charge!”.
“Helo” Flight Frame 10,000 d4 d4 d6 The drone may fly at a pace of 6”.
“Fronge” Aquatic Frame 10,000 d4 d4 d6 The drone gains the “Aquatic” special ability
and gains a pace of 6” when “swimming”.

DRONE CHASSIS – MEDIUM


Strength Vigor Agility
Chassis Model Cost Description
Die Die Die
Generic model 2,000 d4 d6 d4 Basic model chassis with low durability and
mobility, appearance varies.
“Huntsman” Spider Shell 15,000 d6 d6 d6 The drone gains the “Wall Walker” special
ability.
“Hell Hound” Canid 15,000 d6 d6 d6 The drone adds +2 to its pace and increases
Frame its running die by 1.
“Falcon” Flight Frame 15,000 d6 d6 d6 The drone may fly at a pace of 8”.
“Barracuda” Aquatic 15,000 d6 d6 d6 The drone gains the “Aquatic” special ability
Frame and gains a pace of 8” when “swimming”.
“Guardian” Biped Frame 15,000 d6 d6 d6 The drone does not suffer additional damage
from called shots.

DRONE CHASSIS – LARGE


Strength Vigor Agility
Chassis Model Cost Description
Die Die Die
Generic model 3,000 d6 d6 d6 Basic model chassis with low durability and
mobility, appearance varies.
“Queen” Spider Frame 20,000 d8 d8 d8 The drone gains the “Wall Walker” special
ability.
“Fenrir” Canid Frame 20,000 d8 d8 d8 The drone adds +2 to its pace and increases
its running die by 1.
“Sky Terror” Flight Frame 20,000 d8 d8 d8 The drone may fly at a pace of 10”.
“Manta” Aquatic Frame 20,000 d8 d8 d8 The drone gains the “Aquatic” special ability
and gains a pace of 8” when “swimming”.
“Golem” Biped Frame 20,000 d8 d8 d8 The drone does not suffer additional damage
from called shots.
DRONE AI PACKAGES
Smarts Spirit
AI Package Cost Description
Die Die
Simplistic AI 1,000 d4 - Drones with simplistic AI packages gain the Fearless special
ability, making them immune to fear and intimidation. Drones
with simplistic AI packages installed are very limited in terms of
interaction and decision making and are almost exclusively
controlled by drone handlers when on the job. Simplistic AI
drones cannot typically install personality packages.
Basic AI 5,000 d6 d4 Drones with basic AI are capable of complex interactions and
decision making but many are also installed with self-
preservation subroutines, making them susceptible to threats
of harm to themselves of those that they may be charged with
protecting. Drones with basic AI may have personality
packages installed.
Expert AI 15,000 d8 d8 Drones with expert AI are equipped with advanced
intelligences capable of learning and interacting with the world
around them as if they were a regular sentient organic being.
Newly implanted expert AI may have knowledge and
personality packages implanted to jumpstart their introduction
to the world, but they may also be taught “from the ground
up” at the user’s behest.

PRE-PROGRAMMED SKILL PACKAGES


The following skill packages are pre-programmed and
designed for specific use by specialized drones,
customized skill packages are available for discerning
clients, but such packages are typically more expensive
and time consuming to create.

DRONE SKILL PACKAGES


Skill Package Cost Skills Provided
Maintenance Skillpack 4,200 Electronics d6, Repair d6.
Science Skillpack 4,200 Research d6, Science d6.
Combat Skillpack 4,200 Fighting d6, Shooting d6
Security Skillpack 4,200 Notice d6, Fighting or Shooting d6.
Medical Skillpack 4,200 Healing d6, Survival d6.
Reaver Skillpack 9,800 Athletics d6, Fighting d6, Notice d6, Shooting d6.
Infiltrator Skillpack 9,800 Athletics d6, Fighting d6, Notice d6, Stealth d6.

CUSTOM SKILL PACKAGES CONTROLLING A DRONE


Users with complex or specific needs may program their Drones can be controlled via physical connection or via
own skill packages using the following guidelines. wireless connection, wireless connection rules are
Gaining a skill at d4 costs 2,500 credits, upgrading a skill described in the Controlling Your Cybernetics section
below its linked attribute costs 500 credits, while under “Wireless Connections”.
upgrading a skill above its linked attribute costs 1,000
credits. Upgrading packages follows the same pricing.
Controlling Your Cybernetics
CYBERNETIC CONTROL INTERFACES OPTING OUT OF CCI INSTALLATION
Some people decide not to get a CCI installed during the
The end of the 21st century has seen the rise of a variety window in which it is provided to them, such people gain
of new and life-changing technologies, foremost among the hinderance/edge “Disconnected” which remains with
them is the Cybernetic Control Interface (CCI). Cybernetic them unless they decide to get a CCI installed.
Control Interfaces are the basic component required for
a person to utilize any cybernetics they wish to install in CYBERBODIES
or on their bodies, these interfaces are typically installed Characters normally have a strain limit equal to their
for free when a person reaches adolescence but the Vigor die, this limit can be doubled if a user replaces
exact legal age to do so varies from place to place. their organic body with a cyberbody. A user who
replaces their organic body gains the “Cyberbody” edge.
CCI INSTALLATIONS
As is the case with other body part replacements, having
The “Interface” component of CCIs are installed in the a cyberbody makes a user more vulnerable to hacking,
user’s brain and allow the user to control any installed see section Hacking in 2095 for more info.
cybernetics as if they were a part of the user’s body. CCIs
come with a basic software package that allows users to CYBERBRAINS
see Augmented Reality (AR) displays with their normal Cyberbrains augment a user’s brain functions past their
sight and allows users to store files on their CCI, users normal physical limits and are required for certain
can purchase advanced software packages to augment cybernetics to function. While cyberbrains increase users’
their CCIs and mental functions, they also increase users’ vulnerability
to hacking, see section Hacking in 2095 for more info.
CCI SECURITY
The CCI system was designed with security in mind, even Item Cost Description
so, the delicate nature of the system requires that Cybernetic 1,000 Allows cybernetic use
maintenance and diagnostic ports are installed in the Control Interface
user’s neck so that cyberdocs can repair and diagnose
problems with the CCI if necessary. While these ports Cyberbrain 2,000 Expands cybernetic
were designed for professional use and maintenance, availability, +1 software slot
that hasn’t stopped malicious individuals from utilizing Cyberbody 25,000 Gain Cyberbody edge
these ports to hack into peoples’ CCI functions, and in
severe cases, their brains. See the section Hacking in
WIRELESS CONNECTIONS
2095 for more info.
A user with a CCI installed can wirelessly connect to
CCI SOFTWARE
devices within their Connection Range (CR), which is
CCIs have a software installation capacity of 3 by default,
equal to their Smarts die (Ex: A user with a Smarts die of
this limit is increased by 1 for cyberbrained users. CCIs
6 would have a range of 6”). A user’s CR value can be
come with a basic software package that allows users to
changed with the installation of certain software
see Augmented Reality (AR) displays with their normal
packages. Users can connect to any wireless enabled
sight, additional software may be purchased and
device or object as long as it’s within their CR and does
installed at the user’s behest.
not require any special protocols or authorization.

CCI SOFTWARE
Software Cost Slot Cost Description
Learn-A-Lang Soft 1,000 1 User learns 1 additional language, can be taken multiple
times at no additional slot cost.
SocialPulse Infosoft 5,000 1 Reroll a common knowledge check for free once per session
TeamLink Commandsoft 5,000 1 Grants the edge: Natural Leader
NetSense Scansoft 5,000 1 Increase wireless connection range to Smarts*2
NetSense Scanmaster 10,000 1 Increase wireless connection range to Smarts*3
Cybernetics: What’s on the Market
CYBERNETIC GRADES PROTOTYPE
Prototype cybernetics focus less on the quality of the
SCRAPWARE
cybernetic and more on the function. Prototype
Scrapware is the cheapest, and worst quality cyberware
cybernetics change individuals in ways that push the
available.
limits of technology to their breaking point and often
Availability: Scrapware is highly illegal and is only alter what it means to be “human”.
available on the black market. If your character wishes to
Availability: Prototype cybernetics are unavailable in all
purchase Scrapware after character creation, you must
markets, legal or not. These cybernetics exist more in
find a dealer.
rumors than in real life, finding such cybernetics would
Cost in Credits: Scrapware costs 1,000 credits per point be a once in a lifetime occurrence and the finder’s
of Strain listed. lifetime would most likely end there as such cybernetics
would typically be found in locations of extreme danger.
Strain Cost: Scrapware costs double the listed Strain. Ex:
A cybernetic that lists 1 strain costs 2 strain, an augment Cost in Credits: Prototype cybernetics cannot be
that lists 2 strain costs 4, etc. bought, but they can be sold for a baseline of 150,000
credits.
STREETWARE
Streetware is the most common grade of cyberware, it is Strain Cost: Prototype cybernetic strain costs differ from
readily available and has a stable price. one cybernetic to the next as they are all unique pieces
with different implantation methods and designs.
Availability: Streetware is available on the open market.
Characters can find it anytime, anywhere, or they can get CYBERLIMBS AND MODULES
it via the Internet (or setting equivalent).
Cyberlimbs are limb replacements that don’t come with
Cost in Credits: Streetware costs 5,000 credits per point special functionality by themselves, but they may be
of listed Strain. filled with modules that allow them to gain new and
beneficial effects. A cyberlimb can hold a number of
Strain Cost: Streetware costs the listed Strain of an item.
modules equal to its level, for example, a cyberlimb
BIOWARE that’s level 2 has 2 module slots that can be filled by
Bioware cybernetics combine conventional cybernetics either two modules that have 1-slot cost or one module
and tissues grown from the user’s DNA to lower the that has a 2-slot cost.
strain impact on the user’s body.

Availability: Bioware grade augments are readily


available on the open market. Characters can get any
type of augment not considered illegal without issue. If a
character wants to get illegal augments, she’ll have to
find it on the black market. Various organized crime
rings specialize in procuring such cybernetics, but the
cost usually depends on the character’s relationship to
the seller. When dealing with new “business partners”,
sellers may want a favor before they sell illegal ‘ware or
they may increase the price.

Cost in Credits: Bioware costs 10,000 credits per point


of listed strain.

Strain Cost: Bioware costs the listed Strain of the item,


minus 1 point of Strain. The Strain cost for Bioware
augments can never drop below 1.
CYBERTRAUMA Should you fail the roll, you will suffer a level of fatigue
that stays until you are back under your strain limit. A
A character’s maximum strain is determined by her vigor
critical failure will result in a 2-fatigue penalty instead of
die. For example, a character with a d6 in vigor has a
1. Should a character become incapacitated from the
maximum strain of 6, a character with a d8 in vigor has a
fatigue of cybernetic installation, the character will die on
maximum strain of 8 and so on.
the operating table.
A character may install as many augments as they wish,
but should they incur a strain value that is higher than
their max strain they must make a vigor roll for each
newly installed augment. The penalty for the roll is equal
to the difference between the character’s maximum
strain and the strain that the character would be at once
the augment is installed. Ex: installing an augment that
would put you at a strain of 8/6 would make you roll a
vigor test at -2.

CYBERNETIC IMPLANTS
Cybernetic Implant Strain Description
Ambi-link Neuromod 2 Grants the Edge: Ambidextrous, Neural
Armored Shell I-II 1/level +1 armor/level on all locations
Bloodhound Environmental 1 +2 Notice rolls based on scent
Analyzer
Coagulation Nanites 3 Delays bleed out rolls for 3 turns
Combat Skillware 2 Take any combat edge without regard for ability or rank
perquisites, edge prerequisites must still be met, Neural
Cyberlimb I-II 1-2 Functions are based on the module(s) installed
Drone-Link Neuroware 1 Drone handlers retain information gathered
EMP Shielding, Basic 1 +2 Armor versus EMP weapons
EMP Shielding, Advanced 2 +4 Armor versus EMP weapons
Gecko Sticky Skin 2 Gain the “Wall Walker” special ability
Icarus Landing Kit 2 Negate all fall damage
Kinetic Motion Converter 2 Allows the user to dash up to 2” in any direction during combat, 1
turn cooldown, See notes
Lowpro Kinetic Dampeners 2 User can run without taking a penalty to stealth, +2 to stealth rolls
against auditory detection.
Mediboost Medical Nanites 2 +2 to natural healing rolls
Nanite Cloaking Network 3 Adds +4 to stealth rolls against visual detection, also effects
electronic detection.
Neural Enhancement 2 Selected mental attribute (Spirit or Smarts) is increased by 1 die
type, Neural
Neural Enhancement MK. II 3 Selected mental attribute (Spirit or Smarts) is increased by 2 die
types, Neural
Neural Response Equalizer 1 +2 to tests involving Smarts or Spirit, Neural
Cybernetic Implant Strain Description
Phalanx Cybernetic Shell, 3 +5 armor on all locations, stacks only with Subdermal Armor,
Heavy Cyberbody only, Conspicuous, Neural, See notes
Phalanx Cybernetic Shell, 5 +6 armor on all locations, stacks only with Subdermal Armor, Pace
Superheavy -1, Cyberbody only, Heavy Armor, Conspicuous, Neural, See notes
Physical Enhancement 2 Selected physical attribute (Agility, Strength, or Vigor) is increased
by 1 die type
Physical Enhancement MK. II 3 Selected physical attribute (Agility, Strength, or Vigor) is increased
by 2 die types
Pneumatic Actuators I-II 1/level +2 damage to unarmed melee attacks/level, See notes
Revenant Model Skull 1 -2 to persuasion rolls, +2 bonus to Intimidation rolls, +1 head
Reinforcement armor, makes character conspicuous
SeaLink Synthetic Gills 1 User can breathe underwater
Skeletal Hardening I–III 2/level +1 Toughness/level
Skillware 1 Gives a skill at d6, Neural
Skillware MK. II 2 Gives a skill at d8, Neural
Tactical Analysis HUD 3 Grants the edge: Level Headed, Neural
Tailored Pheromones 1 +1 bonus to persuasion when dealing with sentient organic beings
Tsunami Projectile Launcher 3 See notes
Vitalstrike Interface 1 Fighting roll Wild Die is a d8 (Extras gain a d4)
Vitalstrike Interface, MK. II 2 Fighting roll Wild Die is a d10 (Extras gain a d6)
V-Link Targeting Interface 1 Shooting roll Wild Die is changed to a d8 (Extras gain a d4)
V-Link Targeting Interface 2 Shooting roll Wild Die is changed to a d10 (Extras gain a d6)
MK. II
Wired Reflexes I–III 2/level +1 Parry, enemies suffer −1 penalty to hit at range/level
CYBERLIMB MODULES
Cybernetic Module Limb Description
Infra Optics Eyes Gain Infravision special ability
Magni-optics Eyes Halves penalty for Medium and Long Range
Night Vision Optics Eyes Gain Low Light Vision special ability
Amplified Hearing Ears +2 to Notice rolls involving sound
Motion Detector Ears +2 Notice during “Last Step”, see notes
ECHO Sound Visualizer Ears Gain ability to see via sound, See notes
Fingerprint Duplicator/ Arm +2 to Thieving rolls
Lockpicking Kit
Hornet Security Spike Arm 2 module slots, +3 to Lockpicking rolls
Integrated Firearm, Pistol Arm Range 12/24/48; Damage 2d6; ROF: 1; Shots 10, Inconspicuous
Integrated Firearm, Rifle Arm Range 20/40/80; Damage 2d8; ROF: 3; Shots 30, Inconspicuous
Integrated Firearm, Heavy Arm Range 24/48/96; Damage 2d10; ROF: 1; Shots 10, Inconspicuous
Recoil Compensation Arm Removes 2 penalty points from auto-fire
SERUM Compound Arm Store 5 doses of up to 5 compounds, see notes
Deployment System
Aquadynamic Fins Legs +2 to Athletics Rolls when swimming, +2 Pace underwater
Ligament Enhancement Legs Adds 4" to Pace
Grasshopper Jump System Legs Jump up to half your pace rounded up (ex. 4.5 -> 5), See notes
Gyro Stabilizers Legs Negates unstable platform penalties
Storage Slots Arm or Store a small weapon in one of your limbs, making the item
Legs undetectable unless under intense scrutiny.

PROTOTYPE CYBERNETICS
Cybernetic Implant Strain Description
LAZARUS Nanites 1 Bring yourself or another back from the dead once per day
“Changeling” Somatic 2 Change you size (Small-Large) and your appearance at will, Costs 1
Reconstruction Nanites point of Fatigue, See notes
NOTES MOTION DETECTOR
The user gets a +2 bonus to Notice rolls during the “Last
TAG DEFINITIONS
Step” (see stealth in Savage Worlds core). If another
Inconspicuous: Undetectable, only suspicious under
character or extra does gets the drop on the user, they
intense scrutiny. only receive a +2 bonus to their attack roll.
Neural: Requires a Cyberbrain to function.
ECHO SOUND VISUALIZER
KINETIC MOTION CONVERTER The VT ECHO Sound Visualizer (ESV) allows users to see
The VT Kinetic Motion Converter allows a user to dash 2” the world around them via echolocation. ESV users halve
in any direction in combat but it must recharge for one penalties when attacking targets in bad lighting up to
turn after use. This dash does not trigger attacks of 10” (including invisible foes). ESV sight can only be
opportunity and does not count as “movement”, as such, obscured if there is a large amount of interfering sound
usage won’t trigger any movement penalties or effects. in the area (rain, loud music, sonic weaponry)
You cannot exceed your total pace for a turn by using
this cybernetic. SERUM COMPUND DEPLOYMENT SYSTEM
The SERUM Compound Deployment System allows users
PHALANX CYBERNETIC SHELL to deploy 5 retractable syringes from the tips of their
The VT Phalanx Cyber Shell (PCS) is designed for the fingers, each linked to a separate compound storage
prospective walking tank of cyborgs. The significantly chamber within the palm of their hand. Chemicals, drugs,
increases the overall bulk of the user by replacing the poison, or viruses must be purchased and loaded into
regular model cyberbody with a heavy weight, armored the hand separately. The character can administer a dose
variant. Characters with a PCS are conspicuous, they will to himself in combat as a free action, administering a
draw attention wherever they go if they are discovered dose to an unwilling target in combat requires the
attacker to succeed in an unarmed Fighting roll and do
but are not considered illegal in most publicly accessible
enough damage to at least Shake the target, dosing an
places. The PCS is usable with UMA armor modules and
ally requires the user to be adjacent to the target and
follows the same module slot system, a new installation
requires 1 action to complete.
of PCS comes with one free modules slot on all locations
as if it were a base set of UMA armor

TSUNAMI PROJECTILE LAUNCHER


The Tsunami Projectile Launcher is capable of launching
small explosive or concussive pellets that are set to
airburst upon reaching a safe distance from the user.
Upon activation the user deploys the pellets in a medium
burst template centered around herself, the resulting
blast does 4d6 lethal or non-lethal damage depending
on what type of pellets were loaded.

GRASSHOPPER JUMP SYSTEM


The VT Grasshopper Jump System charges kinetic energy
from the user’s movements and allows the stored energy
to be released in a burst, propelling the user vertically or
horizontally. The user may jump up to half their pace
rounded up ex. 0.5 -> 1, but the user may still not
exceed their total pace for a turn as per the core rules for
jumping. A user does not suffer fall damage from a jump
made using this system as long as they don’t land below
the height from which the jump was initiated, in which
case they suffer fall damage for every 2” they fall past
the original jump height as per core falling rules.
Hacking in 2095: One with the Machine
HACKING NETWORK RATINGS
Networks in 2095 vary in their levels of defense, from the Most networks fall into three categories: low security,
most insecure of coffee shops, to the most secure medium security, and high security. Low security
government blacksites, almost anything in 2095 can be networks apply modifiers from 0 to -2 to a hacking roll.
hacked. Recently there has been an increase in reports of Medium security networks can apply a modifier of -2 to -
people getting “Brainjacked”, which is a street-slang 4 to hacking a roll. High security networks are all
term used to describe someone who has had their CCI monitored by Andies and must be jacked into to be
hacked via their maintenance ports. hacked, modifiers for high security networks can be
anywhere from 0 to -8 based on how advanced the ANDI
HIGH SECURITY NETWORKS monitoring the network is. Examples of low security
High security networks are almost exclusively handled by networks might be coffee shops, campus networks, some
Automated Network Defense Intelligences, referred to as home networks, etc. Examples of medium security
“Andies” on the streets. These specialized network networks might be business networks, some home
defense AIs learn and adapt to outside threats to the networks, triad (or similar criminal group) networks, etc.
networks that they protect, as such, these networks can Examples of high security networks might be megacorp
typically only be hacked via a neuroptic connection networks, government networks, research facility
plugged directly into their network via an on-site port. networks, etc.
DETERMINING MODIFIERS
THE HACKING PROCESS
If there is ever doubt about what modifier should be
The hacking process is as follows: A user makes a
applied to a network, the safest option is to go with the
hacking check with modifiers applied based on the level
modifier with the lowest penalty (0 for low tier networks,
of the network (low, medium, or high) to penetrate the
-2 for medium tier networks). High tier networks should
network’s defenses. A user that successfully penetrates a
start at a modifier that the GM feels is most appropriate
network is considered to have to have administrator
for the complexity level of the ANDI being mentally
level privileges and can read and write data on the
combatted. Keep in mind that much of the difficulty with
network as they wish, failure means that the user has
hacking a high tier network comes from finding and
accessed the network but has triggered a network
securing an on-site network port to jack-in, as most
security protocol along the way that may result in an
ANDI monitored networks are in very high security
alarm going off, a security team being set, or some other
facilities. Modifiers should definitely be applied for
obstacle being created.
Andies that are more advanced or have built up a
DRONE HACKING
significant database of defense protocols.
Hacking drones can be done via neuroptic cable, in
INTRUSION METHODS
which case the process is the same as if the user were
Networks may be hacked via wireless connection
hacking into an ANDI secured network. Hacking a drone
provided that there is a network node within a user’s
wirelessly, however functions differently. Firstly, a drone
Connection Range (CR). If a network doesn’t have a
that has disabled its wireless receivers cannot be
wireless connection or the user wishes to greatly
wirelessly hacked. If the user is within their connection
increase their hacking potential, they may directly jack
range and the drone has its wireless receivers enabled,
into the network via neuroptic cable and will
the hacking process may begin. The hacker may attempt
automatically succeed at their hacking attempts against
to gain control of the drone by rolling their Hacking skill
low and medium class networks.
vs. the drone’s Smarts die, a success means that the
NETWORK LINKED DEFENSES
hacker has gained control of the drone and may control
When a network is penetrated a list of connected
it for a number of rounds/minutes that they have beat
defenses is displayed without the hacker needing to find
the enemy by (for example, a hacker that rolled a 7 vs a
them, these defenses are grouped by type (cameras,
drone’s 4 could control the drone for 3 rounds/minutes).
lasers, turrets, etc.) so that each defense need not
individually be hacked in order to be dealt with.
DRONE HACKING BRAIN JACKING WILLING TARGETS
Drones follow the same rules as when hacking a network Targets that are willing to get brain jacked need only to
with an AI, their modifiers can be anywhere from 0 to -8 have a neuroptic cable plugged into their CCI
based on the level of the AI controlling it. Drones that maintenance port, afterwards actions listed in the
are operating wirelessly can be hacked remotely. To hack hacking tables below may be performed at no risk and
a drone remotely make a hacking check against the no checks need to be made.
drone’s AI, success allows a user to use the hacking HACKING ACTIONS
actions listed below, failure typically results in a drone Hackers may perform the actions listed in the tables
shutting off its wireless receivers, making it impervious below based on the target that they are hacking. Hackers
to remote hacking attempts. may take 1 hacking action per round if in combat or may
BRAIN JACKING take any number of actions out of combat. 3 actions may
Anyone with a CCI is capable of being brain jacked. The be performed before another check must be made to
process for hacking an unwilling target’s CCI is as determine if the hacker remains undetected if hacking a
follows: The target must be unable to disconnect a network, or if a target being brain jacked can regain
neuroptic cable from their CCI maintenance port, this is control of their mind.
the case for targets that are incapacitated, unconscious,
bound, or otherwise unable to physically act. The
hacking target may attempt to defend with an opposed
roll of the attacker’s Hacking skill vs. the defenders
Hacking skill or Smarts die, whichever is lower. Success
means that a hacker has overwhelmed the mental
defenses of their target and may perform the actions
listed in the CCI, Cyberbrain, or Cyberbody tables
depending on what the target has installed. Failure
means that the target may wake up if incapacitated or
unconscious, may attempt to unbind themselves, or may
try to unplug themselves if they can.

GENERAL HACKING ACTIONS


Action Description
Copy Copy a file to your CCI storage, encrypted files need to be decrypted before they can be copied.
Data Bomb Encrypt a file while also trapping it with a data bomb. Make a hacking roll at -2, a simple success makes a
file that applies a -3 to decryption rolls, the penalty increases by 3 for every raise achieved. The creator of
the file can decrypt the file with no rolls. Failing to decrypt the file triggers the data bomb, destroying the
data.
Decrypt Decrypt an encrypted file. Hacker must succeed a hacking roll modified by the how successful the
encryption was.
Encrypt Encrypt a file. Make a hacking roll, a simple success makes a file that applies a -2 to decryption rolls, the
penalty increases by 2 for every raise achieved. The creator of the file can decrypt the file with no rolls.
NETWORK HACKING ACTIONS
Action Description
Disable Disable one group of defenses. Ex. cameras, lasers, turrets, alarms, etc.
Discover The hacker accesses a list of users connected to the network and finds their locations. GM lists connected
users and adds figures to the map if there is one.
Edit Edit a file (video, audio, text, etc.) to your specifications, this includes deleting a file.
Mine The hacker looks for valuable data on the network that they can sell on the information market. This
action can be performed only once per network. The hacker rolls to find data that is valued based on the
network’s security rating. Low: 1d10 x 500cr. Medium: 1d10 x 750cr. High: 1d10 x 1,000cr.
Search The hacker searches through a network’s files and pulls up what he was looking for if it exists on the
network.
Shutdown The hacker attempts to shut down the network they are connected to. Make a roll with a difficulty
modifier equal to the network tier modifier, success means that the network is shut down and any action
that requires network connectivity cannot be performed (calls, alerts, file actions, object activations, etc.)

CCI HACKING ACTIONS


Action Description
Knockout The hacker overloads a target’s CCI, rendering them unconscious for 2d4 hours.
Lockdown The hacker locks down a target’s cybernetics, rending them unusable (organs and other vital cybernetics
excluded) for 1d4 hours. The target loses all effects of their installed cybernetics, this can leave a target
with locomotive cybernetics (such as cyberarms or legs) immobile.
Overload The hacker may specify one of a target’s cybernetics and overload it. The overloaded cybernetic will need
to be repaired before it will function again, the repair roll must be made at -2.
Reveal The hacker can see all files stored on a target’s CCI.
Trace The hacker places a trace on the target’s CCI allowing the target to be tracked via wireless signal. The
connection can only be sustained for targets that are within 1 mile of the hacker.
Leash The hacker places a remotely triggered virus on a target’s vital cybernetic organ if they have one, once
triggered, the target will immediately begin to bleed out.

CYBERBRAIN HACKING ACTIONS


Action Description
Read The hacker dives into the target’s memories. A hacker can search a target’s memory for a specific moment
or event. Ex. When a target was given a password, when a target was meant to meet a contact, etc.
Manipulate The hacker attempts to make a target believe in an alternate reality of the hacker’s choosing. A target will
believe in a reality that is plausible in their current situation, for example, they won’t believe that they’re a
cat if they have the body of a human nor will they believe that they’re a pure human if they have overt
cybernetic modifications. The threshold of what is believable should be a decision between the players
and the GM, but the GM should have final say in the matter. Hacked targets may make a spirit or smarts
check once every hour to realize that they have been manipulated.
Erase The hacker can make a target forget up to 24 hours prior to them to being hacked

CYBERBODY HACKING ACTIONS


Action Description
Paralyze The hacker disables the target’s cyberbody. The target is incapacitated for 2d6 hours, the target is still
conscious but they cannot move or act.
Puppet The hacker programs a target’s body to follow instructions. A hacker can force a target’s cyberbody to
follow a set of commands that are pre-programmed, or remote, remote commands require the target to
be in the hacker’s Control Range (see Controlling Your Cybernetics). Targets may try to regain control of
their bodies once every 30 minutes by rolling a Spirit or Smarts check.
Credits
Written By: Varoxus

Cover Art: Courtesy of Steven Roe on Unsplash

Special Thanks To: My play testers, without which this book wouldn’t have a semblance of balance.

Questions, comments, concerns, ideas? Email me at: VTechIncorporated@gmail.com


Changelog
V1.01: Corrected contact email, Changed formatting in “Xcalibur Melee Weapons” Section.

V1.02: Fixed formatting error in Drone section.

V1.03: Added starting funds information to “About this book” section of the introduction. Fixed misspelling in
“Xcalibur Melee Weapons” section. Rewrote a bit of the Ammunition text for better clarity. Removed Stun
Patch.

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