Professional Documents
Culture Documents
03
Tools: For Every Situation ...................................... 23
Table of Contents
The V-Tech, Inc. Summer 2095 Catalogue ........... 3 MEDICAL PATCHES .............................................. 24
BLADED WEAPONS .............................................. 11 Hacking in 2095: One with the Machine ............ 35
Ammunition: Makes the World Go ‘Round ........ 15 CYBERBODY HACKING ACTIONS ..................... 37
INTRODUCTION
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.
AGILE VARIANTS
Examples: Cheetahs, Foxes, Rabbits, Gazelles.
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).
CYBERBRAIN
This edge cannot be taken, it is given automatically to a
character that has a cyberbrain installed (See Controlling
Your Cybernetics).
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).
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.
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)
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.
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
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.
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
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
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”.
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.
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
Special Thanks To: My play testers, without which this book wouldn’t have a semblance of balance.
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.