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VER 2.

0
A DARK DREAMS CREATION

DESIGNED AND REALISED BY


GEORGE CHATZIPETROS @ DARK DREAMS
SIDHE@OTENET.GR HTTP://WWW.GEOCITIES.COM/HERNES.GEO

Requires the use of the Dungeons and Dragons Players Handbook,


Third Edition, published by Wizards of the Coast

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

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

-2 -

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

WELCOME TO CYD20
CYD20provides the necessary background information for a cyberpunk campaign using the d20 system.
CYD20 doesnt present a complete cyberpunk setting. Rather, it contains all the necessary information
for you to stage your own cyberpunk campaigns. Whether you like to play the Neuromancer or Blade
Runner, CYD20 will provide you all the necessary game mechanics.
From assault rifles to miniguns, combat software to the latest advancements in microprocessor
technology, nerve gas to botulin, cybernetic implants to genetic modifications, from armored cans to
VTOL aircrafts and ballistic clothing to powered battle armor, CYD20 contains everything youre going to
need in your cyberpunk campaign.

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

-3-

CONTENTS
Welcome to CyberPunk------------------------------------------------------------------- - 3 Welcome to CYD20 ----------------------------------------------------------------------- - 3 Final Notes-------------------------------------------------------------------------------- - 3 Contents ---------------------------------------------------------------------------------- - 4 Race and Class --------------------------------------------------------------------------- - 6 -

Race --------------------------------------------------------------------------------------------------------------------------------- - 6 Classes------------------------------------------------------------------------------------------------------------------------------ - 6 Wirehead---------------------------------------------------------------------------------------------------------------------------- - 11 -

Skills------------------------------------------------------------------------------------- - 13 Feats------------------------------------------------------------------------------------- - 18 -

Available Standard Feats --------------------------------------------------------------------------------------------------------- - 18 New Feats -------------------------------------------------------------------------------------------------------------------------- - 18 -

Rules-------------------------------------------------------------------------------------- 20 -

Armor Class and Damage Reduction ---------------------------------------------------------------------------------------------- 20 Grades of Damage------------------------------------------------------------------------------------------------------------------ 20 Wound Effects ---------------------------------------------------------------------------------------------------------------------- 20 Firearm Recoil--------------------------------------------------------------------------------------------------------------------- - 21 Automatic Fire --------------------------------------------------------------------------------------------------------------------- - 21 Explosives--------------------------------------------------------------------------------------------------------------------------- 22 Resources -------------------------------------------------------------------------------------------------------------------------- 22 Vehicles ----------------------------------------------------------------------------------------------------------------------------- 23 Computers -------------------------------------------------------------------------------------------------------------------------- 25 Cyberware/Bioware --------------------------------------------------------------------------------------------------------------- 30 Addiction --------------------------------------------------------------------------------------------------------------------------- - 31 -

Combat Gear------------------------------------------------------------------------------ 32 -

Weapon Concealability ------------------------------------------------------------------------------------------------------------- 32 Weapon Tables Key ----------------------------------------------------------------------------------------------------------------- 32 Pistols (simple weapons) ---------------------------------------------------------------------------------------------------------- 32 Machine Pistols and Submachine Guns (simple weapons) ----------------------------------------------------------------------- 33 Shotguns (simple weapons) ------------------------------------------------------------------------------------------------------- 34 Flechette Weapons (simple weapons)--------------------------------------------------------------------------------------------- 35 Assault Rifles (martial weapons)-------------------------------------------------------------------------------------------------- 35 Machine Guns (martial weapons)-------------------------------------------------------------------------------------------------- 36 Sniper Rifles (martial weapons)--------------------------------------------------------------------------------------------------- 37 Grenade Launchers (martial weapons) ------------------------------------------------------------------------------------------- 37 Rocket Launchers (exotic weapons) ---------------------------------------------------------------------------------------------- 38 Flame Throwers (exotic weapons) ------------------------------------------------------------------------------------------------ 38 Liquid Propellant Rifles ------------------------------------------------------------------------------------------------------------ 39 Electrothermal Firearms (exotic weapons) -------------------------------------------------------------------------------------- 39 Railguns (exotic weapons) --------------------------------------------------------------------------------------------------------- 40 Grenades (simple weapons) ------------------------------------------------------------------------------------------------------- 40 Mini-Rockets ------------------------------------------------------------------------------------------------------------------------ 42 Missiles------------------------------------------------------------------------------------------------------------------------------ 42 Melee Weapons --------------------------------------------------------------------------------------------------------------------- 43 Misc. Weapons (exotic weapons) -------------------------------------------------------------------------------------------------- 43 -

-4-

Ammunition ------------------------------------------------------------------------------------------------------------------------- 44 Weapon Accessories --------------------------------------------------------------------------------------------------------------- 46 Battle Software--------------------------------------------------------------------------------------------------------------------- 48 Body Armor ------------------------------------------------------------------------------------------------------------------------- 49 Chemical Warfare Agents--------------------------------------------------------------------------------------------------------- - 51 -

Biotechnology ---------------------------------------------------------------------------- 54 -

Cyberware -------------------------------------------------------------------------------------------------------------------------- 54 Bioware ----------------------------------------------------------------------------------------------------------------------------- 57 -

Computers------------------------------------------------------------------------------- - 61 -

MicroComputers------------------------------------------------------------------------------------------------------------------- - 61 NanoComputers -------------------------------------------------------------------------------------------------------------------- 63 SuperComputers ------------------------------------------------------------------------------------------------------------------- 64 Artificial Intelligence (AI) ---------------------------------------------------------------------------------------------------------- 64 Offensive Software----------------------------------------------------------------------------------------------------------------- 65 Infiltration/Security Software ---------------------------------------------------------------------------------------------------- 67 Misc. Software---------------------------------------------------------------------------------------------------------------------- 69 -

Vehicles---------------------------------------------------------------------------------- - 71 -

Passenger Seating ----------------------------------------------------------------------------------------------------------------- 72 Weapon Mounting------------------------------------------------------------------------------------------------------------------- 73 Modifications------------------------------------------------------------------------------------------------------------------------ 73 -

Misc. Gear -------------------------------------------------------------------------------- 76 -

Communications Gear-------------------------------------------------------------------------------------------------------------- 76 Medical Gear ------------------------------------------------------------------------------------------------------------------------ 76 Security Gear----------------------------------------------------------------------------------------------------------------------- 78 Surveillance Gear ------------------------------------------------------------------------------------------------------------------ 79 Survival Gear ----------------------------------------------------------------------------------------------------------------------- 80 -

Appendix---------------------------------------------------------------------------------- 82 -

OPEN GAME LICENSE Version 1.0a ------------------------------------------------------------------------------------------------- 82 -

-5-

RACE AND CLASS


RACE
A cyberpunk setting is one in which humans are usually
the only sentient race. Thus, CYD20 only allows human
characters to be created. Of course, you might want to
play an alternative cyberpunk game, in which races other

than humans are available (perhaps mutants, androids or


even aliens). If this is the case, you should go ahead and
design your own races keeping in mind the balance of the
game.

CLASSES
Cyberpunk characters may seem a little bland compared
to the characters of a fantasy game. They dont have any
special abilities to call upon and they certainly arent
capable of the superhuman feats described in mythic

tales. The following classes emphasise the fragile nature


of real-world people and the fact that their strength lies
in their skills, talents and knowledge and not on any
special powers.

CONTRACT WORKER
The contract worker is a professional assassin, skilled in
the use of many lethal weapons ranging from highpowered rifles to deadly poisons. He may be a freelancer,
accepting jobs from different clients, or work for a single
powerful person in need of his services. In both cases, a
contract worker is judged by the success in his missions
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Base Attack Bonus


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

and by his ability to kill from a distance without being


detected. The best of his kind are ingenious in figuring out
ways to take out even the most well-protected targets.
HIT DIE: d8
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

-6-

CLASS SKILLS: Black Market (Cha), Demolitions (Int),


Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate
(Cha), Listen (Wis), Move Silently (Dex), Sense Motive
(Wis), Spot (Wis), Streetwise (Cha)

WEAPON AND ARMOR PROFICIENCY: Simple and martial


weapons, light armors.

FINANCIER
A financiers mind works in digits, but unlike a hacker or
computer programmer his favourite digits mostly consist
of zeros the more, the better. His motto is money has
to move around to multiply and he follows this principle
faithfully, shifting from one investment to another with
the speed of light. Its not just money that motivates him,
although making money is usually the end goal. The
closing of great deal brings him pleasure and a sense of
achievement and fulfilment.
HIT DIE: d6
Level
Base Attack Bonus
1
+0
2
+1
3
+1
4
+2
5
+2
6
+3
7
+3
8
+4
9
+4
10
+5
11
+5
12
+6/+1
13
+6/+1
14
+7/+2
15
+7/+2
16
+8/+3
17
+8/+3
18
+9/+4
19
+9/+4
20
+10/+5

SKILL POINTS T 1ST LEVEL: (4+Int mod)x4


SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
CLASS SKILLS: Accounting (Int), Analysis (politics) (Int),
Analysis (finance) (Int), Bluff (Cha), Diplomacy (Cha),
Sense Motive (Wis)
WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
armor proficiency.
SPECIAL: If a player selects this class as the initial class
for his starting character, he adds +2 to the roll for
beginning resources.
Fort Save
Ref Save
Will Save
+0
+0
+2
+0
+0
+3
+1
+1
+3
+1
+1
+4
+1
+1
+4
+2
+2
+5
+2
+2
+5
+2
+2
+6
+3
+3
+6
+3
+3
+7
+3
+3
+7
+4
+4
+8
+4
+4
+8
+4
+4
+9
+5
+5
+9
+5
+5
+10
+5
+5
+10
+6
+6
+11
+6
+6
+11
+6
+6
+12

FIXER
A fixer is the ultimate street contact. People go to him to
ask for information, to purchase illegal or controlled
goods from the black market or to find out if theres
anyone asking for their services and special skills and
the fixer usually learns everything going on in the streets.
His network of contacts is extensive and hes the middle
man for any important street deal closing, getting a cut of
the action and rewards.
HIT DIE: d6
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod

CLASS SKILLS: Black Market (Cha), Analysis (politics)


(Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha),
Sense Motive (Wis), Streetwise (Cha)
WEAPON AND ARMOR PROFICIENCY: Simple weapons and
light armors.
SPECIAL: A fixer gains a +2 circumstance bonus to
Streetwise and Black Market checks made in his home
town, because of his extensive contacts. For every 3
levels he has, he develops a network of contacts in
another city as well (which may or may not be in the same
country), thereby gaining the bonus there as well.

-7-

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

Base Attack Bonus


+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5

Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

MEDICAL EXPERT
The medical expert is a man who has studied life and
death extensively and is familiar and at ease with both of
them. Even at times when difficult decisions have to be
taken quickly, decisions which will lead to the
preservation or loss of life, the medical expert retains
his cool. This attitude extends to every other part of his
life.
Level
Base Attack Bonus
1
+0
2
+1
3
+1
4
+2
5
+2
6
+3
7
+3
8
+4
9
+4
10
+5
11
+5
12
+6/+1
13
+6/+1
14
+7/+2
15
+7/+2
16
+8/+3
17
+8/+3
18
+9/+4
19
+9/+4
20
+10/+5

HIT DIE: d6
SKILL POINTS T 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
CLASS SKILLS: Analysis (biotechnology) (Int), First Aid
(Int), Forensics (Int), Pathology (Int), Science (any) (Int),
Spot (Wis), Surgery (Int)
WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
Fort Save
Ref Save
Will Save
+0
+0
+2
+0
+0
+3
+1
+1
+3
+1
+1
+4
+1
+1
+4
+2
+2
+5
+2
+2
+5
+2
+2
+6
+3
+3
+6
+3
+3
+7
+3
+3
+7
+4
+4
+8
+4
+4
+8
+4
+4
+9
+5
+5
+9
+5
+5
+10
+5
+5
+10
+6
+6
+11
+6
+6
+11
+6
+6
+12

-8-

armor proficiency.

MERC
The Merc is a warrior for hire, fighting the wars of others
to make a living. Good mercs ask a hefty price for their
services and hope to live enough to enjoy it. Most of them
have a military background, often in a special unit, and
have participated in conflicts all around the world. Mercs
tired of hot jungles and frozen mountains seek
employment in urban environments, only to find out that
the streets can be the worst battlefield of all.
HIT DIE: d10
Level
Base Attack Bonus
1
+1
2
+2
3
+3
4
+4
5
+5
6
+6/+1
7
+7/+2
8
+8/+3
9
+9/+4
10
+10/+5
11
+11/+6/+1
12
+12/+7/+2
13
+13/+8/+3
14
+14/+9/+4
15
+15/+10/+5
16
+16/+11/+6/+1
17
+17/+12/+7/+2
18
+18/+13/+8/+3
19
+19/+14/+9/+4
20
+20/+15/+10/+5

SKILL POINTS AT 1ST LEVEL: (2+Int mod)x4


SKILL POINTS AT EACH ADDITIONAL LEVEL: 2+Int mod
CLASS SKILLS: Black Market (Cha), Climb (Str),
Demolitions (Int), Diplomacy (Cha), Intimidate (Cha), Intuit
Direction (Wis), Jump (Str), Sense Motive (Wis), Survival
(Int)
WEAPON AND ARMOR PROFICIENCY: Simple and martial
weapons, all armors.
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

PROFESSIONAL THIEF
The professional thief is a modern daredevil hungry for
adventure and wealth. He leaves petty thievery to thugs
and crooks; only the most extravagant loot is good
enough for him. A master of acrobatics with a deep
knowledge of modern security systems, his job requires
that he has a lot of talents. The professional thief
considers himself an artist. There are after ll better and
easier ways for someone to make money, but he wouldnt
swap the adrenaline rush during a job and the sense of
triumph after accomplishing it for all the money in the
world.
HIT DIE: d6
SKILL POINTS AT 1ST LEVEL: (8+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 8+Int mod

CLASS SKILLS: Analysis (security) (Int), Balance (Dex),


Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape
Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Open
Lock (Dex), Pick Pocket (Dex), Search (Int), Spot (Wis),
Streetwise (Cha), Tumble (Dex), Use Rope (Dex)
WEAPON AND ARMOR PROFICIENCY: Simple weapons and
light armor.

-9-

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

Base Attack Bonus


+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

SPECIAL FORCES OPERATIVE


Having an extensive military background in some of the
top special units in the world, the special forces operative
has been trained as a combat machine. He is familiar with
broad range of weapons and fighting styles and his
knowledge of small-unit tactics is extensive.
Unfortunately, his overspecialisation makes him less
Level
Base Attack Bonus
1
+1
2
+2
3
+3
4
+4
5
+5
6
+6/+1
7
+7/+2
8
+8/+3
9
+9/+4
10
+10/+5
11
+11/+6/+1
12
+12/+7/+2
13
+13/+8/+3
14
+14/+9/+4
15
+15/+10/+5
16
+16/+11/+6/+1
17
+17/+12/+7/+2
18
+18/+13/+8/+3
19
+19/+14/+9/+4
20
+20/+15/+10/+5
effective in situations other than armed confrontations.

HIT DIE: d10


SKILL POINTS AT 1ST LEVEL: (2+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 2+Int mod
CLASS SKILLS: Analysis (military tactics) (Int),
Demolitions (Int), First Aid (Int), Hide (Dex), Intimidate
(Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str),
Fort Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Survival (Int)

Ref Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9

Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

- 10 -

WEAPON AND ARMOR PROFICIENCY: Simple and martial

weapons, all armors.

VEHICLE EXPERT
The vehicle expert is a man who lives on the edge,
breathes gasoline fumes and occasionally cheats death by
performing some outstanding maneuver no one else
would have thought possible. Whether a driver or a pilot,
the vehicle expert is definitely in love with vehicles of any
kind and pushes them to their limits. He is a modern
knight with many horses and much more than a lance.
Level
Base Attack Bonus
1
+0
2
+1
3
+2
4
+3
5
+3
6
+4
7
+5
8
+6/+1
9
+6/+1
10
+7/+2
11
+8/+3
12
+9/+4
13
+9/+4
14
+10/+5
15
+11/+6/+1
16
+12/+7/+2
17
+12/+7/+2
18
+13/+8/+3
19
+14/+9/+4
20
+15/+10/+5

HIT DIE: d8
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
CLASS SKILLS: Balance (Dex), Drive (Dex), Engineering
(mechanical) (Int), Listen (Wis), Pilot (Dex), Spot (Wis)
WEAPON AND ARMOR PROFICIENCY: Simple and martial
weapons, no armor proficiency.
Fort Save
Ref Save
Will Save
+0
+2
+0
+0
+3
+0
+1
+3
+1
+1
+4
+1
+1
+4
+1
+2
+5
+2
+2
+5
+2
+2
+6
+2
+3
+6
+3
+3
+7
+3
+3
+7
+3
+4
+8
+4
+4
+8
+4
+4
+9
+4
+5
+9
+5
+5
+10
+5
+5
+10
+5
+6
+11
+6
+6
+11
+6
+6
+12
+6

WIREHEAD
A soul immersed in the virtual world of modern Internet,
the wirehead braves the digital pathways with wits,
cunning and occasional stroke of luck. Expert in all things
considering computers, networks and electronic devices,
he is an opponent to be feared in the Internet. Most
wireheads live their lives completely in the Net,
preferring the fake beauty of the virtual world over the
harsh reality of the real one.
Level
Base Attack Bonus
1
+0
2
+1
3
+1
4
+2
5
+2
6
+3
7
+3

HIT DIE: d6
SKILL POINTS AT 1ST LEVEL: (4+Int mod)x4
SKILL POINTS AT EACH ADDITIONAL LEVEL: 4+Int mod
CLASS SKILLS: Bluff (Cha), Computer Use (Int), Diplomacy
(Cha), Engineering (electronic) (Int), Sense Motive (Wis)
WEAPON AND ARMOR PROFICIENCY: Simple weapons, no
armor proficiency.
Fort Save
+0
+0
+1
+1
+1
+2
+2

Ref Save
+0
+0
+1
+1
+1
+2
+2

Will Save
+2
+3
+3
+4
+4
+5
+5

- 11 -

8
9
10
11
12
13
14
15
16
17
18
19
20

+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5

+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

- 12 -

SKILLS
ACCOUNTING (INT; TRAINED ONLY)
Accounting is used to keep track of a companys income
and expenses as well as for examining financial records,
searching for leaks. It is also extremely useful in money
laundering operations, to disguise the apparent source of
funds.
CHECK: The DC of the skill check depends on the task.
Task
DC
Keeping
track
of
10
income/expenses
Examining
financial 10-20 (depends on volume
records
and complexity)
Money laundering
15
When laundering money, your skill check result becomes
the DC another accountant has to discover the laundering
when examining the records.
RETRY: Yes, but you have to know that youve made an
error or omitted something.

ANALYSIS (INT; TRAINED ONLY)


This group of skills provides the necessary background
and knowledge to analyse information received and use it
effectively or take appropriate action. Available skills
include:
 Criminology (knowledge of the methods to
pursue suspects and find evidence of a crime)
 Sociology (knowledge of social structures and
their traits)
 Psychology (knowledge of the human psyche,
its workings and ailments)
 Military
tactics
(knowledge
of
offensive/defensive tactics)
 Security (knowledge of security principles and
devices)
 Organised crime (knowledge of the workings
and infrastructure of organised crime)
 Politics (knowledge of political structure and of
how to manipulate them to your own
advantage)
 Finance (knowledge of financial terms and
statistics)
 Culture (knowledge of the culture, customs and
religion of a particular people)
 History (knowledge of both ancient and
contemporary history)

CHECK: Whenever you need to analyse information or


figure out the most appropriate action to take, you make
a roll with a DC selected by the Gamemaster according to
the complexity of the situation.
Complexity
DC
Low
15
Moderate
20
High
25
RETRY: Yes, but only if you know that youre wrong.

BALANCE (DEX; ARMOR CHECK PENALTY)


This skill functions as usual.

BLACK MARKET (CHA; TRAINED ONLY)


This skill denotes contacts among black marketers which
can provide you with hard-to-find or illegal goods. Skilled
in the way the black market works, you can even locate
black marketers in unfamiliar areas.
CHECK: A skill check is required to find any item which
has an Availability greater than 0 (which means that the
item is either controlled or plain illegal to own). The DC of
the roll is always the items Availability.
A failure means that the item is out of stock or
that the black marketer you contacted never had it in the
first place. A natural 1 on the skill check means that
something catastrophic happens. The Gamemaster is
encouraged to be creative. Perhaps the meeting with the
characters contact was actually a set-up for police raid.
Maybe the character finds and buys a perfectly-looking
item that will severely malfunction at the most
unfortunate moment and in the most dangerous fashion.
A success means that the character finds the
item at three times its basic price (nobody said the black
market is cheap!). If the result of the check exceeds the
DC by 5 or more points, the item is found at double its
basic price. A roll that exceeds the DC by 10 or more finds
the item at its basic price.
A character cannot take 10 or 20 on these
rolls.
RETRY: You can keep searching for something, but each
attempts takes about a week (youve got to make phones
to people, who will call other people, who will call other
people, who will get back to you you get the idea).
SPECIAL: A character who is away from his home base, in
an area where he doesnt have any established contacts,
suffers a -4 penalty to his skill check. A character who

- 13 -

has 5 or more ranks in the Streetwise skill gains a +2


synergy bonus to Black Market skill checks.
If a character is prepared to pay more for an
item finding it proves easier (word gets around that hes
offering good money for it). For every 10% a character is
prepared to increase the base price of an item, the Dc is
reduced by one point (to maximum of 10 points).

BLUFF (CHA)
This skill functions as usual.

CLIMB (STR; ARMOR CHECK PENALTY)


This skill functions as usual.

COMPUTER USE (INT; TRAINED ONLY)


This skill is used to utilise a computer system in a variety
of tasks.
CHECK: Most tasks are simple and dont require a skill
check (using a word processor, retrieving your e-mail
etc). Using the computer to search for information or
infiltrate a remote secure system requires a skill check.
Task
DC
Find information
10
Find
obscure
15
information
Infiltrate a remote
Depends on the level of
system
protection
For more information on hacking and infiltration, see the
computers section.
RETRY: Yes, if you are searching for information. If you
fail while hacking into a system you may or may not be
able to try again immediately; see the rules section for
more details.

DEMOLITIONS (INT; TRAINED ONLY)


This skill gives you knowledge of explosive substances,
how to use them effectively, as well as how to create
simple explosives using common materials and tools.
CHECK: The DC of the skill check depends on what you
wish to accomplish.
Task
DC
Build home-made explosives
15
Set an explosive charge
15
To build home-made explosives you only need simple tools
and ingredients that can be found in any supermarket or
convenience store. A natural 1 on the skill check
indicates a disastrous accident during the process; you
manage to blow up your lab, perhaps along with yourself
(details are left to the Gamemasters discretion). Nitroglycerine and dynamite are the most common explosives
which can be brewed at home. Military and heavy industry

explosives like plastic, octol or HBX require specialised


knowledge and equipment: youll need the Engineering
(chemical) skill as well as an expensive laboratory.
Ready-to-set explosive charges are easy to
use even by someone with minimal training in explosives.
Preparing a demolition charge and setting it at the point
where itll do the greatest damage or achieve a specific
effect is more complicates and requires a skill check.
RETRY: Yes, but you have to know that youve failed.
SPECIAL: 5 or more ranks in Demolitions grant a +2
synergy bonus to Disable Device checks made to disarm
explosive devices.

DISABLE DEVICE (INT; TRAINED ONLY)


The Disable Device skill in the modern world applies to a
wide variety of technological items, like electronic as well
as purely mechanical devices. The following table
presents some examples and their DCs.
Task
DC
Time
Jam a lock
10
1 round
Sabotage a car
15
1d4
rounds
Disarm an explosive device
20
2d4
rounds
Disarm an explosive device with
25
2d4
countermeasures
rounds
Disarm an alarm system
202d4
30
rounds
Note that bypassing fingerprint/retinal scanners or
keycard-protected doors lies in the province of the Open
Lock skill.
SPECIAL: 5 or more ranks in Engineering (electronics)
will give you a +2 synergy bonus to checks made to
disable electronic devices. 5 or more ranks in
Demolitions will give you a +2 synergy bonus to checks
made to disarm explosive devices.

DISGUISE (CHA)
This skill functions as usual.

DIPLOMACY (CHA)
This skill functions as usual.

DRIVE (DEX)
This skill is used for controlling ground vehicles.
CHECK: More details on the use of vehicle skills can be
found in the rules section.

- 14 -

ENGINEERING (INT; TRAINED ONLY)


Engineering is a great class of skills concerned with the
construction and repair of devices, structures and other
technological achievements. Each skill applies to one field
of engineering and must be developed separately from
the rest. Available engineering skill include:
Electronic (for any device using circuits)
Mechanical (engines and motors)
Civil (buildings and constructions)
Chemical (checmical substances like polymers or
fertilisers)
Weapon designs (firearms and advanced weapon
systems)
Software (computer programs)
Biotechnology (genetic engineering)
CHECK: Engineering skills will commonly be used for the
active repair or construction of something, but they also
have a variety of other applications, like examining the
quality of a construction or even reverse-engineer it
(disassembling it to learn how it works).
 CREATE: When creating a device or other
construct you should roll once per day of work
(you cant take 10 or 20 on this roll). When the
number of successful rolls reaches the DC of
the device, you manage to come up with
working blueprints which address most major
problems. Rolls of natural 1s are disastrous
and delay your work, halving the number of
your successful rolls so far.
Device Complexity
DC
Simple (small motor, radio, semi-auto weapon)
15
Complex (car engine, computer, automatic weapon) 20
Very complex (aircraft turbine, supercomputer, 25
missile)
 REPAIR: To attempt to repair an item you need
at least some basic tools. If you work without a
fully equipped toolkit you suffer a -2
circumstance penalty to your roll. The DC of
the skill check is 5 points lower than the DC to
create the device. Repairing something usually
takes 10 minutes per point of DC. Example: A
radio (DC 10 to repair) will take 100 minutes to
fix. For every point of DC above 15 add one hour
to the time needed. For every point above 20
add one day.
 ASSESSING QUALITY: This has DC 10 for simple
and complex devices, 15 for very complex ones.
 REVERSE ENGINEERING: The process for
analysing the function of a device by
disassembling and studying it is the same as
for creating it. In the end, you gain information
about the internal workings of the device. This
gives you a +2 competence bonus to any

attempts to copy or improve the technology of


the analysed device.
RETRIES: When assessing the quality of a design you cant
re-roll (you stand fast by your opinion). During
creation/reverse engineering failed rolls just mean a day
during which no progress is made. When repairing
something you can try again after a failure, but a failed
roll wastes the time needed for the repair and you have
to start from the beginning.
SPECIAL: 5 or more ranks in Engineering (electronic) will
give you a +2 synergy bonus to Disable Device and Open
Lock checks when dealing with electronic devices.

ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY)


This skill functions as usual.

FIRST AID (INT)


First aid is used to offer an initial treatment of serious,
life-threatening injuries before the wounded person can
be transferred to a place which can offer him a full
treatment of his injuries.
CHECK: First aid is usually performed on characters with
negative hit points. The DC of the skill check is 12+the
number of negative hit points the character has. Example:
if a person is at -7 hit points, the DC is 19. A successful
check means that the character is stabilised and doesnt
lose any further hit points. First aid is a full-round action.
RETRY: Yes.
SPECIAL: 5 or more ranks in the Surgery skill grant a +2
synergy bonus to First Aid checks.

FORENSICS (INT; TRAINED ONLY)


Forensics is used to identify a corpse, to determine the
cause of death and to find other information valuable for
solving a crime.
CHECK: The DC of the skill check depends on the task you
attempt.
Task
DC
Identify a corpse
10-25 (depending on its
condition)
Determine cause of
15
death
Examine a corpse in
20
detail
RETRY: Usually No.
SPECIAL: 5 or more ranks in Pathology will give a +2
synergy bonus to Forensics checks.

FORGERY (INT; TRAINED ONLY)


Forgery in the modern world also includes forging
electronic data, like credit or ATM cards.

- 15 -

Task

DC

Time
Required
1d4 hours
2d6 hours
2d6 hours

Forge ID/passport
15
Create fake credit/ATM card
20
Create fake security keycard (you 25
need a working one to copy)
SPECIAL: 5 or more ranks in Engineering (electronics)
will give you a +2 synergy bonus when forging electronic
data.

HIDE (DEX; ARMOR CHECK PENALTY)


This skill functions as usual.

INTIMIDATE (CHA)
This skill functions as usual.

INTUIT DIRECTION (WIS; TRAINED ONLY)


This skill functions as usual.

JUMP (STR; ARMOR CHECK PENALTY)


This skill functions as usual.

LAW (INT; TRAINED ONLY)


This skill provides knowledge of the laws and judicial
system of a country.
CHECK: The Law skill is commonly used in courts or to find
possible loopholes in laws.
Task
DC
Prosecute/defend someone in court
Opposed
Recall a common law
10
Recall an obscure law
20
When prosecuting or defending someone in court, the Law
skill is used in an opposed check against that of the
opposing lawyer. The skill check is greatly influenced by
the amount and quality of the material/evidence at hand.
Overwhelming evidence on your favour will grant a +2
circumstance bonus, while good evidence will grant a +10
circumstance bonus.
RETRY: No retries are allowed (except of course if you
appeal the case).

LISTEN (WIS)
This skill functions as usual.

MOVE SILENTLY (DEX; ARMOR CHECK PENALTY)


This skill functions as usual.

OPEN LOCK (DEX; TRAINED ONLY)


In the modern world, this skill applies to more than
mechanical locks. A professional thief can bypass
security systems like retinal, fingerprint or keycard
scanners in order to reach his goal, as long as he has the
proper tools for him. The DC for such devices usually
ranges from 25 to 40, according to their quality.
SPECIAL: 5 or more ranks in Engineering (electronics)
will give you +2 synergy bonus to checks dealing with
electronic security devices.

PATHOLOGY (INT; TRAINED ONLY)


This skill governs the practice of general medicine and
includes the treatment of diseases and poisoning.
CHECK: The DC of the skill check depends on the task at
hand.
Task
DC
Diagnosis
10
Treat disease
Diseases DC
Treat poisoning
Poisons DC
When treating a disease or poisoning, make a skill check
every time the diseased or poisoned character makes a
saving throw. If your skill check is successful, the
character may use its result in lieu of his saving throw (if
its higher).
SPECIAL: The use of a drug effective against the disease
or poison (antibiotic, antidote etc) will provide +6
equipment bonus to both your skill checks and the
patients saving throws.
5 or more ranks in Pathology give a +2
synergy bonus to Forensics checks.

PERFORM (CHA)
This skill functions as usual.

PICK POCKET (DEX; TRAINED ONLY; ARMOR CHECK


PENALTY)
This skill functions as usual.

PILOT (DEX; TRAINED ONLY)


This skill is used for controlling airborne vehicles.
CHECK: More details on the use of vehicle skills can be
found in the rules section.

RIDE (DEX)
This skill functions as usual.

- 16 -

SCIENCE (INT; TRAINED ONLY)


Science is another group of skills encompassing modern
positive sciences, like mathematics, geology and
astronomy. Each science is represented by a separate
skill.
CHECK: Answering question pertaining to your science
has a DC of 10 (really easy), 15 (basic), 20 (difficult), 25
(obscure) or 30 (very hard).
RETRY: No.

SEARCH (INT)
This skill functions us usual.

SENSE MOTIVE (WIS)


This skill functions as usual.

SPEAK LANGUAGE (NONE; TRAINED ONLY)


This skill functions as usul.

SPOT (WIS)
This skill functions as usual.

STREETWISE (CHA)
You have in-depth knowledge of the streets and the
underworld. You know informers who can keep you up-todte with information about criminal activities or other
obscure but useful knowledge.
CHECK: The DC of the skill check is usually 15 if youre in
your home base. In places where you havent yet
developed a network of contacts and acquaintances, the
DC increases to 25.
RETRY: No.

SWIM (STR; ARMOR CHECK PENALTY)


This skill functions as usual.

SURGERY (INT; TRAINED ONLY)


Surgery includes the performance of surgical operations
and the long-term treatment of injuries.
CHECK: The DC of the skill check depends on the task you
attempt.
Task
DC
Long-term injury treatment
15

Routine operation
10
Difficult operation
20
Very difficult operation
25
Install cybernetic implant
20
When providing long-term care the patients healing rate
is doubled, but he must remain inactive and under your
care.
RETRY: Usually no. In the case of an operation, a failed
skill check means that a new operation must be made. In
long-term care, a day passes without the patient
receiving the doubled healing rate benefit.
SPECIAL: A natural 1 or a failure margin of more than 5
points on a skill check for an operation means that
serious complications arise, costing the patient d10 hit
points.
5 or more ranks in Surgery give a +2 synergy
bonus to First Aid checks.

SURVIVAL (INT)
This skill enables you to survive in a hostile environment
with only minimum supplies and equipment. You can find
food (by foraging or hunting), water, build or find simple
protected shelters and navigate hazardous areas.
CHECK: The DC of the skill check depends on the task you
attempt.
Task
DC
Find edible food and safe water
10
Find or build a simple shelter
15
Navigate a hazardous area
15
When searching for food or water, you find enough to
sustain an additional person for every 2 full points by
which your check result exceeds the DC.
RETRY: You can make one skill check per 24 hours when
searching for food/water or for a shelter. While
navigating hazardous area (like a swamp or jungle), you
make a check when you encounter a natural hazard (like
quicksand) and retries are not allowed.

TUMBLE (DEX; TRAINED ONLY; ARMOR CHECK


PENALTY)
This skill functions as usual.

USE ROPE (DEX)


This skill functions as usual.

- 17 -

FEATS
AVAILABLE STANDARD FEATS
The following standard feats are available to CYD20
characters:
Acrobatic
Alertness
Ambidexterity
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency )heavy)
Blind-Fight
Dodge
Mobility
Spring Attack
Endurance
Exotic Weapon Proficiency
Expertise
Great Fortitude
Improved Initiative
Improved Unarmed Attack
Stunning Fist

Iron Will
Lightning Reflexes
Martial Weapon Proficiency
Point Blank Shot
Far Shot
Precise Shot
Rapid Shot
Shot on the Run
Power Attack
Cleave
Quick Draw
Run
Simple Weapon Proficiency
Skill Focus
Toughness
Two-Weapon Fighting
Improved Two-Weapon Fighting
Weapon Finesse
Weapon Focus

POWER ATTACK UPDATE


Power Attack cannot be used with melee weapons which dont allow the characters Strength modifier to be added to damage
(stun batons, for example).

NEW FEATS
The following feats are new to CYD20.

AUTOFIRE
You are well-trained in the use of automatic weapons.
PREREQUISITES: +1 base attack bonus.
BENEFIT: When performing Autofire, you roll more Burst
Dice. See the rules section for more details.

BIOTECHNOLOGY TOLERANCE
You are extremely resilient to the degrading effects
cyberware and bioware have on your health.
PREREQUISITES: Con 13+.
BENEFIT: The total Tolerance of all cyberware and bioware
installed in your body is decreased by 2 points (to a
minimum of one).

CHEM RESISTANCE
You are not easily addicted by chemical substances.
PREREQUISITES: -BENEFIT: You gain a +4 resistance bonus to Will saves
made to avoid or overcome an addiction.

FASTJACK
You have familiarised yourself with neural interfaces and
can use one very effectively.
PREREQUISITES: 3+ ranks in Computer Use. You also need
to already possess a neural interface (a nanocomputer
and a datajack).
BENEFIT: While using a neural interface, you enjoy a +2
interface bonus to Computer Use checks, Internet AC and

- 18 -

Internet attack rolls and a +3 interface bonus to Internet


initiative.
NORMAL: Characters without this feat only get half these
bonuses when using a neural interface.

FILTHY RICH
You are comfortably well-off, having a large amount of
cash and possessions at your disposal.
PREREQUISITES: This feat must be taken during character
creation. You cant take it after the game starts.
BENEFIT: You gain a +2 bonus to the roll for determining
beginning resources.

IMPROVED AUTOFIRE
You can perform extremely efficient autofire attacks.
PREREQUISITES: Autofire, +8 base attacks bonus.
BENEFIT: When performing autofire, you roll more Burst
Dice. See the rules section for more details.

PASSWORD
You have acquired a password to an important database
from one of your contacts. When this feat is taken, you
should select a database for this password to work with.

Your selection must be approved by the Gamemaster;


passwords to databases with very sensitive data
(corporation, military, banks etc) re very hard to come
by. Good examples include the database of the
Department of Vehicles, the Phone company etc.
PREREQUISITES: -BENEFIT: When using the password, you have 2 nd-level
access to the database. Abuse or misuse of your
password may lead to it being revoked by the database
administrators (Gamemasters discretion). This feat may
be taken multiple times; each time it applies to a different
database.

STREET CONTACTS
You have important contacts in a citys underworld. When
this feat is taken, you should select a city where your
contacts are located. This cannot be later changed.
PREREQUISITES: -BENEFIT: You gain a +2 circumstance bonus to Black
Market or Streetwise checks you make while youre in the
city chosen.
SPECIAL: This feat can be taken multiple times. Its effects
do not stack; you can select a new city every time the feat
is taken.

- 19 -

RULES
ARMOR CLASS AND DAMAGE REDUCTION
Modern body armor is relatively lightweight but succeeds
were heavy medieval armor failed: it provides extremely
effective protection against a variety of attacks, including
the high-velocity impact of bullets. On the other hand,
military arsenals include heavy weapons like largecaliber high-powered rifles, that will go through an armor
like a knife cuts hot butter.
These factors require that a change in the way
armor is handled is made. Therefore, armor in CYD20
doesnt provide a bonus to AC. Instead, it gives Damage
Reduction (DR), which means that the damage caused by
an attack will be reduced by the armors DR even to the
point where no damage is inflicted. Most armors will only
provide Dr against common attacks, like bullets and melee

weapons. Rare is the armor what protects against fire


and energy attacks.
Armors dont increase AC, but Ac is still
affected by other modifiers, like Dexterity. Moreover,
since skilled and trained combatants are expected to
avoid incoming attacks more easily, CYD20 characters
get to add their base Reflex bonus to their AC. This is
considered a dodge bonus, meaning that you lose it in
situations where the Dexterity bonus is lost as well (when
youre surprised, flat-footed, flanked etc). The Reflex
bonus to AC is also limited by the Max Dex Bonus allowed
by the armor youre wearing. Example: if youre wearing
an armor that allows a +2 Max Dex Bonus, you can t best
get +2 from Dexterity and another +2 for base Reflex
save to your AC.

GRADES OF DAMAGE
Since this isnt a heroic fantasy game, characters dont
have the endurance or resilience of their fantasy
counterparts. In the real world a hit from even a light
pistol will prove lethal for many people; the same is true
in this game. CYD20 distinguishes between three grades
of damage.
 MINOR: Minor damage takes the form of
bruises, shock, pain and minor bleeding.
Although not immediately lethal, excessive
minor damage can prove dangerous. Minor
damage is treated like subdual damage.
 MAJOR: Major damage is inflicted from heavy
concussion or major bleeding. It is caused by
weapons like heavy clubs or daggers and will
cause hit point loss.

 SEVERE: Severe damage is inflicted by attacks


which dump high loads of energy in the body or
cause major tissue trauma or damage to vital
organs and major blood vessels. Severe
damage will cause hit point loss, but it will also
inflict temporary Constitution damage.
Example: If you receive 5 points of severe
damage, you will lose 5 hit points plus 5
Constitution points (temporarily). This will
prove lethal in many occasions.
Each weapon or attack will inflict one of the above
types of damage. It is possible for a weapon to have
different settings that will cause different types of
damage, but such a thing is rare.

WOUND EFFECTS
As a character is injured, pin, shock and the dysfunctions
resulting from his injuries inhibit his ability to operate at
peak performance. Even the simplest tasks may seem
nearly impossible for a heavily wounded character.
Any character who drops at half his maximum
hit points or below gets a -2 penalty to attack rolls, skill
checks and Reflex saves. His initiative total is also
reduced by 2 points. These penalties persists until enough

hit points are healed to get his total above the


threshold.
A character who loses any Constitution points
as a result of suffering severe damage from an attack
has a -1 penalty and his initiative is decreased by one
point. If he drops to half his permanent Constitution or
lower, the penalty increases to -3 (and initiative

- 20 -

decreased by 3 points). This penalty is cumulative with

that resulting from hit point loss.

FIREARM RECOIL
Many firearms, especially large0caliber and small ones,
produce so heavy a recoil a to lose their alignment with
their target, something that undermines their accuracy.
Automatic weapons are more prone to this phenomenon,
as the burst will make the guns muzzle climb up.
Guns in which recoil may present a problem
have a Recoil rating which acts as a penalty to the attack
roll. This rating assumes a single shot fired from the
weapon. A burst doubles the penalty, while full auto or
area spray quadruples it.
Recoil penalties can be countered by devices
which offer Recoil Suppression (examples of such devices
include bipods, tripods and muzzle brakes). These devices
reduce the Recoil penalty by their rating but only after it

has been modified by automatic fire. Example: a


submachine gun has a Recoil rating of 2 and is equipped
with a muzzle brake offering 2 points of Recoil
Suppression. When firing a burst, the gun will have a -2
recoil penalty (-4 for the Recoil doubled, reduced by 2
points by the muzzle brake).
Strong characters are better able to face the
aiming difficulties recoil presents by maintaining a strong
grip on the weapon. A character an use his Strength
bonus (if he has any) as a Recoil Suppression rating,
which is fully cumulative with that provided by weapon
accessories. Example: A character with Strength 14 has 2
points of Recoil Suppression with any firearm he picks up
without using any accessories.

AUTOMATIC FIRE
Several modern weapons are automatic ones, meaning
that they can fire multiple shots at a high rate. These
weapons are distinguished by the fact that they have a
Burst Die, which measures how high a rate of fire they
can achieve. Automatic weapons can fire in single-shot
mode (the usual one shot per attack), but they can also
fire in burst, full auto and spray mode.
BURST FIRE: a burst consists of a tight hail of bullets
aimed at a single target (most firearms will fire 3 bullets,
but some may fire more). Burst fire takes the place of a
standard attack; it is a standard action and multiple
bursts my be fired if you have multiple attacks during a
round. The weapons Recoil penalty is doubled when a
burst is fired. If the attack roll is successful, roll the
weapons Burst Die to see how many bullets actually hit
the target. Some weapons may have more than one Burst
Die, indicating different rates of fire that are userselectable. Remember that an armors DR applies against
the damage of each bullet separately. The bullets
expended by a weapon during a burst are equal to the
maximum possible result of the Burst Die. Example: A
weapon with a d3 Burst Die fires 3 bullets per burst.
If you have the Autofire feat, you get to roll two
Burst Dice and keep the best result. If you have the
Improved Autofire feat, you roll three Burst Dice and keep
the best result.
In the case of a critical hit, only the first shot
gets a damage multiplier.
FULL AUTO: Full auto is performed by keeping the trigger
of an automatic weapon pressed, hosing the target with a
hail of fire. Full auto is a full-round action and expends

five times as much ammunition as a burst does. The


weapons Recoil penalty is quadrupled.
If the attack is successful roll the weapons
Burst Die as in a burst, but multiply the result of the roll
by 3 to see how many bullets hit the target. The Autofire
and Improved Autofire feats work as for a burst; you roll
more Burst Dice and keep the best result.
In the case of a critical hit, only the damage of
the first shot is multiplied.
AREA SPRAY: Instead of firing at one target, automatic
fire can be sprayed across an entire area as a full-round
action that expends five times as much ammunition as a
burst does. An area spray affects a cone-shaped area
with length equal to twice the range increment of the
firearm. The width of the cone at its end is equal to its
length.
Only a single attack roll is made, wit the
weapons Recoil penalty quadrupled. The result of the
attack roll is compared to the AC of those inside the
affected area to see who are potentially hit and who
arent. you then roll the weapons Burst Die and multiply it
by 3 to see how many shots hit. Distribute these shot
evenly among the targets hit. Example: If there are 3
targets and 12 shots that hit, each target will be hit by 4
shots). Any leftover bullets are lost. If there are more
targets than bullets, you gave to decide which targets are
hit; these will be hit by a single bullet each.
The Autofire and Improved Autofire feats
function like in burst fire, by allowing you to roll more
Burst Dice and keep the best result. Area Sprays can not
result in critical strikes.

- 21 -

EXPLOSIVES
Explosives are among the deadliest, most spectacular and
destructive weapons a character can have or see in
action. They are prized for their ability to take out a lot of
opponents in one quick strike. They are area-effect
weapons which follow all rules for grenade-like weapons.
The damage rating of explosives consists of two figures
and explosives also have a Blast rating which again
consists of two figures. The first damage figure is applied
to everyone within the first Blast figure. The second
damage figure is applied to those outside the first Blast
figure but still inside the second one. Example: An
explosion with Damage 4D6/2D6 and Blast 10 ft/30 ft will
deal 4d6 damage to anyone within 10 ft of its blast point
and 2d6 damage to anyone within 11-30 ft.

The bad news with explosives is that their


damage isnt affected by the attack roll; they still are
going to land somewhere and detonate. The good news is
that everyone inside the area of effect can dive for cover
or drop to the ground to protect himself. This is judged by
a Reflex save for half damage with the Dc usually being
20.
Armors protect against an explosion with their
full capability only if theyre sealed and rigid. Unless the
description of an armor states that its blastproof, the
armor will protect with only half its DR rating against an
explosion.
Explosives cannot score critical hits.

RESOURCES
The wealth and lifestyle of a CYD20 character can be
judged by his Resource Level. This rating determines the
extensiveness of the characters achievements and
possessions in terms of raw cash. Each Resource Level
will provide a character with a monthly income
(automatically received at the beginning of a new game
month). This income represents money gained through
investments, interest from bank accounts or from any
secondary jobs he pursues and is in addition to what he
earns through his adventures.
Increasing your Resource Level is mainly a
matter of good financial programming and successful
investments. You can sacrifice an amount of cash equal to
ten times your current monthly income to rise to the next
Resource Level; this money is spent on investments which
begin to blossom by increasing your income.
The following table lists the 20 most common
Resource Levels, ranging from Level 1 (beggar) to Level
20 (high elite). It is possible to reach even higher levels
(for example the Bill Gates level), but such a character
should retire and enjoy his wealth rather than pursue
adventure.
Resource Level
Monthly Income
1 (beggar)
0
2 (poor)
250
3(poor)
500
4 (lower class)
1,000
5 (lower class)
1,500
6 (lower class)
2,000
7 (lower-middle class)
3,000
8 (lower-middle class)
4,000
9 (middle class)
5,000
10 (middle class)
7,000

11 (middle class)
12 (middle-upper class)
13 (middle-upper class)
14 (upper class)
15 (upper class)
16 (upper class)
17 (jet set)
18 (jet set)
19 (jet set)
20 (high elite)

10,000
15,000
20,000
30,000
50,000
80,000
120,000
200,000
500,000
1,000,000

BEGINNING RESOURCES
A character that has just been created should determine
his starting Resource Level. This is made by rolling a d10
and adding the characters Charisma modifier (later
changes in Charisma do not affect the characters
Resource Level). Characters who have taken the Filthy
Rich feat add +2 to the result of the roll.
Characters begin the game with savings equal
to five times their monthly income. They can use this
money for buying equipment or hoard it. Beginning
lifestyle needs to be paid from this money.

LIFESTYLE
A characters lifestyle determines the financial impact of
the style of life he follows. Each level costs an amount of
money paid monthly. These expenses cover the
characters housing, clothing and entertainment. In effect,
lifestyle roughly describes the quality of these things
enjoyed by the character.

- 22 -

Lifestyle
Squalid
Poor
Average

Expensive
Luxurious
Ultra-luxurious

Monthly Expenses
150
400
1,000

2,500
5,000
10,000

VEHICLES
Vehicles play an important role in a cyberpunk setting, so
they deserve special mention. All vehicles share some
basic traits, much like characters. These are:
 HANDLING: This is a modifier applied to all skill
checks made to control the vehicle and shows
the vehicles maneuverability. Ground vehicles
have two listed modifiers: the first is used
while the vehicle moves on a rod, while the
second is used for off-road racing.
 BASE SPEED: This rating is given in feet per
round to make calculations during combat
easier, but theres also a miles per hour rating
in parenthesis. Vehicles can increase their
speed up to base speedx4.
 STRUCTURE POINTS: These are the vehicles hit
points, derived from its Size.
 DR: Armored vehicles have a Damage
Reduction rating, which reduces the damage
inflicted by any attack by the listed amount. The
DR of vehicle armor is effective against all
kinds of attacks (even against fire and
explosions).
 SIZE: The size of the vehicle, which directly
affects its armor class, attack capabilities and
structure points. The vehicles structure points
are only dependent on Size; any hard structure
or armor is figured in the vehicles DR.
 AUTONOMY: This rating measures the number
of miles a vehicle can travel with a full fuel
deposit.
 AC: The vehicles Armor Class. AC is function
of Size and my be affected by current speed.
Any armor the vehicle has is calculated into its
DR. The pilots skill and style may also affect
the vehicles AC.

SPEED AND MOVEMENT


Vehicles are assumed to move automatically at the
beginning of a round, covering a distance analogous to the
speed it had at the beginning of the previous round. This
movement is automatic and doesnt require any action on
part of the driver/pilot.
During the round, the driver/pilot may use a
move-equivalent action to change the speed and bearing

of the vehicle or to perform some other maneuver. Speed


can be broken down in six categories.
Speed
AC
Control/Attack Penalty
Full stop
+0
+0
Base speed
+1
+0
Base speedx1
+2
+0
Base speedx2
+4
-1
Base speedx3
+6
-2
Base speedx4
+8
-4
Current speed will affect the vehicles AC (which
increases as speed rises) as well as any skill checks
made to control it (which are penalised as speed
increases). It will also affect attacks originating from the
vehicle, either from one of its mounted weapons or from
a character onboard firing his gun.
Every vehicle is able to alter its speed by one
or two categories per round if the driver/pilot so wishes
(he needs to take a move-equivalent action to alter
speed). Example: a vehicle moving at base speedx1 can
either increase speed up to base speedx3 or decrease
speed down to full stop.

VEHICLE ARMOR CLASS


The AC of vehicle is a function of its size and current
speed, as well as its pilots skill in avoiding incoming
attacks. Thus, if the driver/pilot chooses to drive or fly
defensively by taking a -4 penalty to all vehicle control
checks and attacks with mounted weapons, the vehicle
gets +1 dodge bonus to AC for every 3 ranks (or fraction
thereof) he has in the relevant vehicle skill.

MANEUVERS
Maneuvers require from the driver/pilot to take a moveequivalent action and commonly make a skill check.
Examples of maneuvers and their DCs are shown below.
Maneuver
DC
Quick, sharp turn
15
U-turn
20
Loop (aircraft only)
20
Evasion (+4 dodge bonus to AC)
20
In most cases, a failed skill check means that the
maneuver simply fails and the vehicle continues to move
in the same direction and with the same speed. However,
if the skill check resulted in a natural 1 or failed by 5 or

- 23 -

more points, theres a danger of losing control of the


vehicle. A second skill check with the same DC is made; if
its successful the driver/pilot manages to retain control.
If it fails, control is lost. The vehicle moves with the same
speed, but in a randomly determined direction (see the
following table).
Direction
D12 roll
Straight ahead
1
Ahead and to the left
2-3
Ahead and to the right
4-5
To the left
6-7
To the right
8-9
Backwards and to the left
10
Backwards and to the right
11
Backwards
12
Airborne vehicles also make a d6 roll. On a 1 or 2 the
vehicle gins height equal to 1/10th of its current speed. On
a 3 or 4 it loses height equal to 1/10th of its current speed.
On a 5 or 6 its height remains stable.
Loss of control is dangerous because the
uncontrollable movement may push the vehicle on
another vehicle or obstacle, causing a collision. During
the time a vehicle remains out of control, the pilot/driver
can only alter its speed or attempt to regain control
(altering direction or performing other maneuvers is
impossible). Regaining control is treated as a maneuver
with DC 15. If its successful, the driver/pilot regains full
control of the vehicle.

SIZE
The size of a vehicle affects its AC, attack capabilities as
well as its structure points.
Size
AC Attack Structure
Damage
Multiplier
Medium
0
0
15
X1
Large
-1
-1
25
X2
Huge
-2
-2
40
X4
Gargantuan -4
-4
60
X8
Colossal
-8
-8
80
X16
The attack modifier affects all attacks made with the
vehicles mounted weapons, but not the attacks made by
onboard characters with their own guns.
The damage multiplier affects the damage
inflicted by the vehicle in a collision. Larger vehicles do
more damage than small ones.

COLLISIONS
Any collision can damage or even destroy a vehicle as
well as endanger those within it. The damage caused by a
collision is a function of speed and mass.

Speed should be handled relatively. Two


vehicles travelling towards each other in a head-on crash
add their individual speeds together to determine
damage. If the vehicles travel in the same direction (one
bumps into the others rear), subtract the lowest from
the highest speed to determine damage. If the vehicles
travel in irrelevant directions, use the speed of the
vehicle which crashes into the other to determine
damage.
Relative Speed (ft/round)
Base Damage
0-50
D2
51-125
D4
126-200
D6
201-300
2D6
301-450
3D6
451-600
4D6
601-800
5D6
X2
+2D6
The base damage is modified by a vehicles damage
multiplier, which depends on its size. Example: a Huge
truck will do x4 damage on a Medium-sized motorcycle,
while the motorcycle will only do x1 damage on the truck.
Collision damage is always severe, but a
vehicles armor is fully effective against it.
Passengers inside the vehicle suffer the same
damage as the vehicle (after its reduced by the vehicles
DR). This damage is considered to be major if theyre
securely restrained or severe if theyre unrestrained.
Personal armor isnt effective against such damage.
VEHICLE VS SOLID OBSTACLE: In some cases, a vehicle will
crash into a large, solid, immovable mass like the ground
or a large building. In this case, use the speed of the
vehicle to determine damage and treat the solid obstacle
as being one Size category larger than the vehicle (up to
Colossal). Example: a Huge truck crashing into a
reinforced concrete wall will sustain x8 damage.
VEHICLE VS CHARACTER: To hit a character, the vehicle
must make a ramming attack. If this is successful, treat
the character as a vehicle with a damage multiplier of
x1/4. This damage ignores any personal armor.

RAMMING
Ramming attacks are among the most cinematic and
spectacular, not to mention being loads of fun. To hit
target (another vehicle or even a character) with your
vehicle, you must be able to reach him with your vehicles
movement and succeed in a vehicle skill check (the Dc
being the targets AC). If this is successful, you ram into
the target. Treat this as a collision.

- 24 -

VEHICLE DAMAGE
Vehicles are hard structures and able to take more
punishment than characters. They ignore minor damage
and major damage is halved against them. Severe damage
affects them normally. As vehicles dont have Constitution
scores, both major and severe damage decrease their
Structure points.
When a vehicle loses half or more of its
Structure points its in bad shape and its performance
degrades severely. Any vehicle skill check suffers a -2
penalty and base speed is halved. The vehicle remains in
this condition until any excess damage is repaired.
When structure points are reduced to zero or
below, the vehicle gets out of control and eventually
grinds to a halt (if it doesnt crash first). Its so badly
damaged that none of its onboard systems or mounted
weapons will function. It is possible for the vehicle to be
repaired, but weapons and other systems (radars etc)
must be repaired separately.
If the vehicle reaches -10 structure points or
lower, it immediately explodes. This usually kills anyone
onboard.

REPAIRS
Repairing a vehicle requires the Engineering (mechanical)
skill along with the necessary tools and spare parts. A

successful; skill check (each check requires about an


hour) repairs d6 points of damage or 2d6 if the check
result exceeds the DC by 5 points or more. Each
structure point restored has a cost in spare parts equal
to 1/100th of the vehicles original cost.

ATTACKING PASSENGERS
Attacks to a vehicle can possibly harm those inside it.
Explosions which inflict damage to vehicle also
inflict damage to its passengers. In this case, half of the
explosive damage which manages to overcome the
vehicles armor is applied on its passengers (with any
armor theyre wearing protecting as usual). Example: a
grenade goes off next to an armored car (which has a DR
of 10) and does 20 points of damage. The car suffers 10
points of damage, while each passenger suffers 5 points
of damage.
Specifically attacking someone inside a vehicle
with a firearm is possible. Many vehicles allow optical
contact with the passengers inside it through windows,
but they also offer at least a degree of cover to them. In
any case, if the attack misses because of this cover, it
hits the vehicle instead. Dont forget to adjust the Ac of
the passenger according to the speed of the vehicle.
Against exterior threats, the Dr of the vehicle (if any) is
added to the DR of any armor worn by a passenger.

COMPUTERS
More than ever, computers dominate the world. A silicon
web spreads across the globe, controlling, categorising
and regulating every kind of information available, from
tax records to satellite orbits to distribution of electrical
power. The Internet has grown beyond any past
speculations. It now resembles a living organism with its
myriad cells distributed cross the earth, low orbit and
extraterran colonies. Computers in a world where the
most valuable commodity is information re more than
tools: they are weapons of incredible power.

COMPUTER TRAITS
Apart from the special characteristics and capabilities
each computer model has, a computer is basically defined
by its Level, a measure of its processing power.
Computer levels begin at -2 (for the most outdated, slow
model) and climb up to 2 for personal computers, or even
higher for supercomputers.
A computers Level comes into play whenever a
computer-related skill check or initiative roll for the
Internet is made. Both rolls get to add the computers

level to their results (so, a slow computer makes things


harder for the user).
Another use for a computers Level is to
determine its multitasking capabilities. Most computer
models can run simultaneously more than one program,
but faster computers can have more active programs
than slow ones. The number of active programs a
computers can run at any time is equal to 4+the
computers Level.
Lastly, each computer has some Structure
points. These are used to resist offensive programs
which deal hardware damage. If a computers Structure
points drop to zero or below, the computer is trashed.

INTERFACE
One of the most important things when dealing with
computers is ones choice of interface. Interface
describes the medium used by the user to communicate
with the computer and vice versa. Interface can severely
affect a computers performance and user-friendliness.
There are currently three types of interfaces.

- 25 -

Alphanumeric (AN) interfaces are old and rely


on display monitors, keyboards, mouse and other input
devices for communication between the user and the
computer. They are the oldest and slowest interfaces and
make work in the modern Internet difficult, but they have
a great advantage: the user is completely protected from
ny adverse effects an attack program may have on him.
Using an AN interface inflicts a -2 interface penalty to all
computer-related skill checks, attack rolls and Internet
initiative rolls.
Virtual Reality (VR) interfaces are somewhat
newer than alphanumeric ones and rely on VR headsets,
goggles and gloves to immerse the user in a virtual
environment. They are currently the most widely used,
since theyre relatively inexpensive compared to neural
interfaces and allow the user to vividly experience the
Internet. Using a VR interface gives no modifiers to
computer skill checks or Internet initiative or attack rolls.
When attacked by combat software, the bright flashes and
disturbing noise produced may disorient a VR user, but
this is nothing compared to the danger one risks with a
neural interface. Any hardware damage suffered by the
computer will also be inflicted on a VR user as minor
damage.
Neural interfaces (NI) are at the moment the
cutting-edge technology. They require a nanocomputer
and a datajack to work and allow the user to communicate
with computers at the speed of thought, experiencing the
Internet as if it was the real world. A popular
misconception is that you dont have to use a
nanocomputer to access the Internet using a neural
interface. If you like, you can use any computer model
available to you, with the nanocomputer being used to
control it. Using a neural interface grants a +1 interface
bonus to computer skill checks, Internet Ac and attack
rolls and a +2 interface bonus to Internet initiative. If the
user has the Fastjack feat he can use the neural interface
at its full potential, thereby doubling these bonuses. The
danger with neural interfaces is that because the
equipment they use connects to the users central
nervous system, attacks by combat software may cause
electrical surges that can cripple or even kill. Any
hardware damage suffered by the computer will also be
inflicted on a NI user as major damage.

PROGRAMMING
Why pay for a program when you can create it yourself?
Every program has a Complexity, which
measures how difficult and time-consuming it is to create
it from scratch. Complexity has two ratings, which are
used in the program creation process.
Programming requires the Engineering
(software) skill and is a gradual, time-consuming

process. For every 8 hours you devote on the creation of


a program, you roll one skill check. The DC of the skill
check is the first rating of Complexity (to the left of the
slash). If the skill check is successful, the check result is
multiplied by the DC. Each successful skill check adds to
the accumulated points. When the accumulated points
reach the second rating (to the right of the slash) the
program is ready.
Complexity is given for 0-level programs. If you
want to make a higher-level program, increase the DC by
one and add 20% to the required number of points per
additional level (programs can reach level 5).
Programming can also be used to increase the
effective level of n already existing program. If this is the
case, the DC remains the same but the required points
are halved. Example: a level 3 program with Complexity
20/2,000 would need 3,200 points to be completed
(2,000x160% because its level 3). So, increasing the
program from level 0 to level 3 will require 1,600 points.

PROGRAM LEVELS
Different versions of a program can be found, each one
with enhanced capabilities over the previous, To
differentiate between two programs which basically do
the same thing but with different effectiveness, CYD20
uses program levels (which usually range from 0 to 5). A
level 0 program is a basic piece of software without any
fancy additions. Greater levels add better options and
usually give a bonus to a roll related to the program.
Fast machines are required to run the more
complex programs. Typically, a computer cannot run a
program with a level greater than the processors
level+3 (thus a -2 level computer can only run level 0 or
level 1 programs).

DIGITAL COMBAT
As Internet technology became prevalent, the first
combat software began to appear. Programs that could
harm remote systems through network connections were
known for a long time, but were at best primitive
compared to todays efficient software. The first attack
programs led to the development of countermeasures, in
the form of the various defensive programs. Today,
offensive software is almost always illegal to possess,
except if you have the required security clearance.
Possession of offensive software is a serious crime, since
these programs are classified as weapons by the law. On
the other hand, defensive programs are owned by every
serious user.

- 26 -

INTERNET INITIATIVE
Initiative in the Internet works like in the real world. The
main difference is that you add your Intelligence and not
your Dexterity modifier to the d20 roll. The computers
level is also added to the roll.
Characters using alphanumeric interfaces
have a -2 interface penalty to Internet initiative. A neural
interface adds a +2 interface bonus, or +4 if you have the
Fastjack feat.

OFFENSIVE PROGRAMS
Offensive programs work in one of two ways. The most
harmless are the ones targeting a computers access or
storage memory through software procedures. These
programs cause software damage, erasing programs
and other data from the computer. They will begin by
erasing programs in the computers active memory (ie
loaded and running). A program thus erased isnt active
anymore, although its copy in the computers storage
memory isnt affected (so, the user can always load it
again). For every 3 points of damage (or fraction thereof)
a program of this category deals, one active program will
be deleted (choose randomly). If there are no more
programs in active memory, the attack program will
begin deleting programs from storage memory (again, at
random). This is the most dangerous function of these
programs, since programs deleted from storage memory
cant be reloaded (unless re-installed from other copies,
something that takes time and cannot be done during
combat).
The second, more dangerous kind of offensive
software causes hardware damage, wreaking havoc
with a computers circuits. These can actually cause the
complete burnout of a computer to the point where its
irreparable. A successful attack will cause the loss of
Structure points. Computer which loses half or more of
its Structure points drops one category in its level (to a
minimum of -2). The lost level is restored when the
computers Structure points rise above this threshold
once more. A computer reduced to zero or less Structure
points is destroyed and cannot be repaired.
Hardware attack programs can prove
dangerous for a VR user and deadly for NI user. The
disorienting static and parasites produced by an attack
will inflict on a VR user n amount of minor damage equal
to the damage suffered by his computer (after applying
the effects of any defensive program). NI users are even
more vulnerable, as the hardware is connected to their
neurons; in this case the damage is major.
Unlike real-world weapons, combat programs
cannot cause critical hits.

PROGRAM LEVELS: An offensive programs level is added


to the attack and damage roll as a quality bonus.

DEFENSIVE PROGRAMS
The best defense in the Internet is the use of a defensive
program. Most of them produce a screen filtering
incoming data, making attacks launched against the user
less effective by diverting some of the data packets away
from their intended target.
Defensive programs work mostly by providing
Damage Reduction (DR) rating, which reduces the damage
suffered by successful attacks.
PROGRAM LEVELS: The level of a defensive program is
added to the Internet AC as a quality bonus.

ATTACK AND DEFENSE


Attacking in the Internet is not very different from the
real world. The attacker uses an attack program (with
each type of program having different effects) and there
is an attack roll to be made, which must equal or exceed
the targets Internet AC.
An Internet attack roll uses the characters
Computer Use skill rather than his base attack bonus. As
with real-world combat, some characters are skilled
enough to make multiple attacks during a single round (if
they choose the full attack action). If a character has 6 or
more ranks in Computer Use, the attack onus splits to
provide him an additional attack. The same happens at 12,
18, 24 ranks etc. Use the following table to determine a
characters Internet attack bonus based on his Computer
Use ranks (dont forget to modify this bonus by the
characters Intelligence modifier).
Skill Ranks
Internet Attack Bonus
1
+1
2
+2
3
+3
4
+4
5
+5
6
+6/+1
7
+7/+2
8
+8/+3
9
+9/+4
10
+10/+5
11
+11/+6/+1
12
+12/+7/+2
13
+13/+8/+3
14
+14/+9/+4
15
+15/+10/+5
16
+16/+11/+6/+1
17
+17/+12/+7/+2
18
+18/+13/+8/+3
19
+19/+14/+9/+4

- 27 -

20
+20/+15/+10/+5
21
+21/+16/+11/+6/+1
22
+22/+17/+12/+7/+2
23
+23/+18/+13/+8/+3
24
+24/+19/+14/+9/+4
The attack roll (as well as the damage roll) is further
modified by the attack programs level.
Internet Ac is based on a characters
Intelligence modifier rather than his Dexterity. Because
net combat also requires wits and strong willpower, AC is
increased by a characters base Will save bonus.
Defensive programs help a lot in voiding incoming attacks
and so give a quality bonus equal to their level to Internet
AC.

BASIC COMPUTER ACTIONS


LOADING A PROGRAM INTO MEMORY: program needs to be
loaded to active memory to be considered active. This
takes a move-equivalent action. A character with neural
interface and the Fastjack feat can load program as a
free action (although this may be done only once per
round). The loading action doesnt provoke an attack of
opportunity if you have an active defensive program;
otherwise other users can take an attack of opportunity
against you.
UNLOADING A PROGRAM: This action makes a program
inactive, making space to load another program.
Unloading is free action for the first program you want to
unload during a round and a standard action for the
second program you unload. Users with neural interface
and the Fastjack feat unload all programs as a free action.
MOVING FROM A NODE TO AN DJACENT NODE: This is
considered a move-equivalent action. In normal
circumstances, you can make one attack and move to an
adjacent node in one rounds worth of time. When using
the full attack action to make more than one attack per
round or take any other full-round action, you cannot
move to another round. Moving to another node in order
to retreat from digital combat provokes attacks of
opportunity against you.
PULLING THE PLUG: It is possible to disconnect from the
Internet by pulling the plug (literally!), switching off your
computers connection to it. This is usually done only in
emergencies (like when youre facing five hostile hackers
armed with the best combat software money can buy) and
leaves a trail of data that can be used to trace your
location. It is a move-equivalent action.

THE VIRTUAL BATTLEFIELD


The Internet is the world in which most hackers,
wireheads, data traders, information couriers and other
by-products of the Information Age make their living.

Some consider it more real than the real world. Others


even consider it an organism that has developed a limited
form of sentience. Whatever the truth my be, everybody
knows about the way the Internet is structured.
The Internet isnt controlled by a single
computer or group of computers. In fact, the Internet
isnt controlled by anyone. Its a giant conglomeration of
independent computer systems linked together in one
giant network that enables them to share information. No
system is more valuable than the other, but all add
together to the Internets image as place where you can
find pretty much anything you like.
Internet structure is based on nodes. Nodes
are central points in the greater structure which lead to
other points. Think of it this way: if the Internet was the
web of a spider, the points where the filaments would link
together would be the nodes. Nodes lead to other nodes
and these to other nodes, until someone reaches his final
destination. Some nodes are greater and more
important than others, because they act as routes
which lead to many smaller nodes. Nearly every major
city has its own great node, which then leads to other
smaller nodes.
For example, lets suppose you want to go to
the Internet site of the PharmaTek corporation. Using a
search engine, you learn that the site is located at Los
Angeles. Since you live in Exeter, England, the connection
procedure begins there. The data travels to London, the
closest node which is connected to the other side of the
Atlantic, and then takes the transatlantic underwater
optic fibre cables to travel to Los Angeles. Once youre in
Los Angeles, the next node is PharmaTeks site. Of course,
most of the time user doesnt realise any of this; the
connection and transference procedure is completely
automated.
Each node represents a different world.
Central nodes are often build according to the host
countrys culture and architectural style. (the Athens
node my include a virtual Parthenon, while the New York
node may be based on breathtakingly high glass
skyscrapers and a magnificently bright Statue of Liberty).
Smaller nodes will be designed according to their
function. PharmaTeks node for example, may be designed
as a medical laboratory since PharmaTek is medical
corporation. PharmaTeks node will contain many smaller
subnodes, like the research subnode, the economics
subnode etc.
Each node represents a different setting with
its own dimensions and design. One can imagine a node as
a single room (although it might not have walls).
Everything connected to that room is accessible from
within the node (unless it is protected by special security
programs). Travelling from one node to another is moveequivalent action. This means that someone taking a

- 28 -

standard action during a round may also move to n


adjacent node, if he wishes so. Characters taking fullround actions or that are able to only take partial actions
cannot move to another node.
Regardless of a nodes design and dimensions,
a user can interact with all other users in the same node.
This means that he can attack them, but they also can
attack him. No movement is necessary, although many
users like to walk or fly around in a node. In this way,
attacks in the Internet are neither melee nor ranged
ones. They belong to a special category that defies terms
like range or threat areas. If you can see it, you can hurt
it!

RETREATING
Sometimes in digital combat, the smartest thing to do is
to retreat. This can be done in two ways: moving to
another node or pulling the plug.
Moving to another node is, as mentioned, a
move-equivalent action. If it is used to break out of digital
combat, other opponents may take an immediate attack of
opportunity against you. The node to which youll move is
of your choice (although it has to be adjacent to your
current node). If your opponents want to follow you, they
first have to find out where you have moved (if theres
more than one possible routes you could have taken). This
requires a Computer Use skill check with DC 15. Failing
that, they simply lose your trail.
Pulling the plug is often a last resort in
desperate circumstances. It takes a move-equivalent
action to pull the plug and such a thing disconnects you
from the Internet immediately. However, the trail of data
left behind can be used to trace your location (a tracer
program can be run with DC 15 for 2 rounds after you
disconnect). If you reconnect to the Internet, you appear t
your home node (the node of the city where the Internet
server to which your computer connects is located). This
means that if youve penetrated PharmaTeks security
systems to reach its secret research node and youre
disconnected, you have to start all over again. Pulling the
plug doesnt allow attacks of opportunity against you.

COMPUTER REPAIRS
Computer repairing requires the Engineering
(Electronics) skill. For every hour of work on the
computer, you should make one skill check. A success
restores d4 Structure points or 2d4 points if the result
exceeds the DC by 5 points or more. Each Structure point
restored has a cost in spare parts equal to the 1/100th of
the computers original cost.

HACKING
Infiltrating a system is either about finding information or
altering its data in a desired way. This can be done
through gaining access to the node which hosts the
system this is a hackers ultimate purpose.
Each node has four levels of access. Level 0 is
the most basic access. You can be in the node but cannot
affect any data hosted by it, not even to examine them.
This level of access is offered by all nodes. A hacker who
manages to bypass security measures to enter a
protected node will have level 0 access and will need to
work his way up.
Level 1 access means that you can browse the
data hosted by the node but not alter it in any fashion.
Level 2 access gives you the right to download a copy of
the data, transferring them to your computer (useful
when the data is too large to read on the spot). Level 3
access gives you the ability to alter the data in a node,
even delete it.
Many public nodes, for example the
introductory node of a corporation or university, will
typically give visitors level 2 access (browsing and
downloading), since they dont contain sensitive
information. Secure nodes will never provide anything
beyond level 0, unless you convince them to. Level 3
access is never provided to visitors by any node and the
hacker must strive to gain it.
Improving ones level of access in a node is
hacking attempt requiring a Computer Use skill check.
The DC of the check depends on the type of node youre in
and is summarised in the following table.
Type of Node
DC
Bank, international
40
Bank, national
35
Corporate, advertisement
20
Corporate, contracts
25
Corporate, personnel
20
Corporate,
30
research&development
Government, contracts
25
Government, intelligence agencies
35
Government, personnel
20
Government, taxation
30
Military, communications
30
Military, personnel
25
Military, strategic wepons control
40
Personal site
15
Police, local
20
Police, national
25
Police, net
30
A failed roll means that the hacking attempt is detected
and any countermeasures are activated. A successful roll

- 29 -

increases your access level by one grade. Each of these


rolls is assumed to take some time; usually one round per
2 points of the DC.
How high an access level you need depends on
what you want to accomplish. If for example you want to
check out the owner of a vehicle whose license plates you
have, you can hack into the Department of Vehicles and
gain level 1 access browse data. If you want a list of all
cars registered in Anytown, Illinois, you might have to
gain level 2 access in order to download the list itll be
too large to read and memorise it right on the spot.
Changing the name that corresponds with your license
plate requires level 3 access.
Of course, to have access to a node, you must
first get there. Indeed, the process of system infiltration
can be divided in two parts: getting there and gaining
access. A hacker first gets into an entrance node,
which is often a public, non-secure one, and then
navigates from node to subnode until he reaches his
destination. Of course, there are obstacles in his way. The
most common are secure barriers, literally doors that
wont open without the right key. A hacker doesnt need a
key: like a good thief hes got his trusty lockpicks. On the
other hand, in order to use his lockpicks as well as move
around without being detected by the nodes security

personnel, hes got to find a way to remain unseen,


invisible. This is where the various invisibility programs
enter the picture. One of the hackers most basic
programs, it allows him to move from node to node and do
his dirty work while no one can see him (well, not unless
they happen to be using the right detection programs).
Armed with his invisibility tool and lockpicks, a hacker can
do anything almost.
Two are the main opponents of a hacker in his
quest for liberating information: security personnel and
countermeasures. Countermeasures are mostly dumb
programs installed at some strategic points that wait till
you make a mistake and then blast you with offensive
programs or trace you back to your location. This might
not seem a big problem ,but remember that the basic rule
of hacking is fail once, try again. With countermeasures
around, failing once is a luxury. Since a node can have a
lot of countermeasures, hacker must carefully choose
which ones hell disable and which hes going to leave
intact. Security personnel are users like the hacker,
charged with patrolling the node. Sometimes they pose
greater problem than countermeasures, since theyre
humans and have intelligence, other times theyre just
lame it all depends on how much money the nodes
owner has invested in security.

CYBERWARE/BIOWARE
Cyberware is a term referring to electronic implants
installed in the human body and fused with organic tissue
to replace lost functions (like an artificial limb in place of
a severed one), enhance its capabilities (like muscle
enhancements) or provide new abilities (like infrared
vision). These implants are specially designed to merge
with the hosts tissues and interact with them. In short,
they become extensions of the hosts body. The main
advantage of cyberware is that they can be very powerful
and versatile. Unfortunately, cybernetic implants are
foreign bodies and take a heavy toll on the bodys health
and immune system.
Bioware is a slang term for genetic
modifications. They do the same job with cyberware,
improving body functions or adding new ones. However,
whereas cyberware are based on artificial devices
merging with living tissue, bioware are made of living
tissue themselves, produced by alterations in the
subjects genetic code. This makes bioware less potent,
but also gives them distinct advantages like subtlety. Also,
being organic, they dont face any rejection problems and
take a lighter toll on the body.

TOLERANCE
Cybernetic implants take their toll on a characters health
since theyre foreign bodies which face rejection by the
immune system. Bioware on the other hand, are less
invasive and rely on organic principles, so they dont
cause as many problems. They do however bring about
changes in the recipients DNA, a vast portion of which is
still little understood, and these changes may have
dangerous side-effects. Thus, both cyberware and
bioware cause a deterioration in someones health. This is
what stops people from stacking cyberware upon
cyberware and bioware upon bioware. In some cases,
people with extensive body modifications have died an
ugly death as their immune system suddenly went
haywire, killing them within mere hours from severe
allergic shock or multiple rampant infections. Others have
died slowly, as numerous malignant tumours consumed
their bodies from within.
Each cyberware and bioware has a Tolerance
rating (bioware usually have less Tolerance than
cyberware, which is a good thing). Tolerance is a
measure of how invasive a modification is and how much
it affects the health and bodily functions of the recipient.

- 30 -

No man can have a total Tolerance (the sum of


all his modifications individual ratings) equal to or
greater than his natural Constitution (the Constitution
score that isnt modified by cyberware or bioware). If this
ever happens, he dies a gruesome and spectacular death
as his body turns against itself. Details are left to the
Gamemaster, but theres no salvation from this fate.
Even if someones total Tolerance doesnt
exceed the threshold placed by his Constitution, he will
certainly face health problems, especially when his body
is defending itself against threats like disease, poison,
radiation, toxic waste etc. In game terms, Tolerance
decreases the characters Constitution when making
Fortitude saves against the aforementioned physical
threats. Example: A character with Constitution 16 is
infected by a deadly virus and has to make a Fortitude
save. His Constitution score would have given him a +3
bonus, but he happens to have extensive modifications
reaching a total of 12 Tolerance points. This means that
his Constitution is decreased to an effective score of 4,
thereby inflicting a -3 penalty to his saving throw.

Perhaps the only way to save yourself from


continual health deterioration is to remove any installed
cyberware and bioware.

CYBERWARE/BIOWARE INSTALLATION
The installation of an implant or genetic modification in
the human body is a slow and complicated procedure.
Implants require extensive surgery and post-surgical
treatment with immunity-suppression drugs. Bioware
require treatment with specially tailored retro-viruses to
bring about the necessary alterations in the DNA; the
expression of these alterations may take some time. In
any case, a rough estimate of the procedures duration is
two weeks per Tolerance point (or fraction thereof) of
the bioware/cyberware. During this time, the patient s
out of action. The procedure needs to take place in an
adequately equipped installation. A major hospital is
preferable, but there are also several underground
clinics (with quality of services that varies widely) for
those in need of illegal modifications.

ADDICTION
Some drugs affecting the nervous system cause addiction
a fairly dangerous adverse effect in the long run. These
substances have an Addiction Level (AL). This is the DC of
the Will save which must be rolled every time the drug is
taken. If the drug is taken regularly (at least once a
week), the DC increases by one point per week (to a
maximum of three times the original AL). If an entire week
passes without taking the substance the DC is decreased
by one (to a minimum of the original AL).
If any Will save is failed, the character
becomes addicted to the drug and will relish it, desiring at
least one dose each week whether its for his benefit or
not. An addicted character will generally go to great
lengths to secure his dose and this may have a serious

impact on his lifestyle. If he passes a week without a dose


he suffers withdrawal: he loses one Wisdom point per 10
AL (or fraction thereof) and suffers a -1 penalty per 10 AL
(or fraction thereof) to all skill checks until he can get a
new dose. An addicted character can also suffer other
detrimental effects whether he has a regular supply or
not (the exact effects depend on the drug).
An addicted character doesnt make Will saves
while taking the drug; instead, he gets one chance each
week to overcome his addiction (this is also represented
by a Will save). A successful save means that the
character manages to free himself from the drugs
insidious influence.

- 31 -

COMBAT GEAR
WEAPON CONCEALABILITY
Weapons concealed under clothing may be
spotted by someone with a sharp eye. This requires a
Spot check with the DC varying according to the size of
the weapon and the level of concealment available. Use
the following table to determine the DC. Where an entry is
not given, the weapon cannot be concealed.
Concealment
Tiny Small Medium-sized
Hidden in pocket
20
--Hidden under jacket
25
20
-Hidden under overcoat
30
25
20

Discretion is the best part of valour. No one really wants


to advertise his use of weaponry if he doesnt have to.
Showing off high-tech weapons attracts much unwanted
attention, especially from the law enforcement agencies.
So, every clever streetman looks for more in a weapon
than just its hitting power or rate of fire; he also has to
look if he can effectively conceal it while carrying it
round. Sure, an assault rifle packs a bigger punch than a
submachine gun, but where exactly are you going to hide
it? Carrying giant violin cases is a little pass these days.

WEAPON TABLES KEY


AMMO: For firearms, the capacity of the weapons
magazine.
TYPE: The type of the weapon ([B]ludgeoning, [P]iercing
or [Slashing]) and its damage grade ([Mi]nor, [Ma]jor or
[Se]vere).
WEIGHT: The weight of the weapon without any ammo
included.
SIZE: The weapons size. Remember that a human can
wield a weapon up to one size category larger than him.
AVAIL: The weapons Availability rating, for use with the
Black Market skill. Weapons with Availability 0 are legal
for everyone and can be found without much trouble.
COST: The cost for the weapon.

MODEL: The weapons manufacturer and/or codename.


DAMAGE: The weapons damage die. For melee weapons,
this entry may also include +Str mod which means that
the characters Strength modifier is added to damage.
Melee weapons without this parameter arent affected by
the users Strength, at least where damage is concerned.
CRIT: The threat range of the weapon and the damage
multiplier for a critical. Where no threat range is given,
the weapon threats on a natural roll of 20. Where no
damage multiplier is given, it is assumed to be x2.
RANGE: For ranged weapons, their range increment.
BURST: Only for firearms capable of autofire, the Burst
Die.
RECOIL: For firearms, the guns recoil.

PISTOLS (SIMPLE WEAPONS)


While in the military pistols are considered last resort
weapons, they make a frequent appearance in the streets
and are the most common civilian weapon. They may lack
Model
Damage
Crit
Range
Beretta 2K22A
D8
19-20 20 ft
Beretta 2K22F
D8
19-20 30 ft
Calico 470 Helios
D8
19-20 30 ft
Colt Mini-45
D8
19-20 20 ft
Colt Peacemaker
D10
19-20 30 ft
Desert Eagle 2000
D10
19-20 30 ft
Glock M98 Pocketguard
D6
19-20 20 ft
H&K USP-15 SpecOps
D8
19-20 30 ft
S&W Sigma Seven
D8
19-20 30 ft

Burst
D3
---------

in accuracy, range or stopping power compared to other


firearms, but their concealability and ease of use appeals
to many users.
Recoil Ammo Type Weight Size Avail Cost
1
15
P/Se
2 lbs
S
15
780
1
15
P/Se
2 lbs
S
0
500
1
50
P/Se
3 lbs
S
0
600
2
6
P/Se
1 lb
T
0
400
2
10
P/Se
4 lbs
S
0
750
2
8
P/Se
4 lbs
S
0
700
0
8
P/Se
1 lb
T
0
300
1
15
P/Se
2 lbs
S
15
1,850
1
15
P/Se
2 lbs
S
0
500

- 32 -

BERETTA 2K22A: This pistol is almost identical to M2K22F,


except from the fire-selector switch which enables the
firer to choose between single shots and 3-round bursts.
Indeed the pistol is capable of firing bursts, but its not
able to perform full auto or area spray attacks.
BERETTA 2K22F: Appearing in 2022, this was the muchawaited upgrade to the classic 92F model. It is one of the
most well-known pistols in the world and can be found
nearly everywhere.
CALICO 470 HELIOS: Featuring a uniquely designed helical
clip which mounts on top of the weapon, M470 has the
largest ammo capacity for a pistol in the world. For those
who dont think that 50 rounds in the clip are enough,
Calico has released a 100-round clip for an extra cost of
50. When fit with the extended clip, the weapon is treated
as Medium-sized for concealment purposes.
COLT MINI-45: Mini-45 is a small hold-out pistol but unlike
other weapons of this category, like Pocketguard, it
chambers a medium pistol round. Although this makes it
more difficult to handle by considerably increasing recoil,
the stopping power it offers in such a small frame makes
it a perfect choice for professionals who need a backup
firearm.
COLT PEACEMAKER: This large-caliber pistol is popular
among criminals, enhancing their macho image.

Although it is too heavy to be comfortably used in combat,


it packs a lot of stopping power for a weapon of its size.
DESERT EAGLE 2000: One of the heaviest handguns in the
world, this Israeli model was popularised in many
Hollywood films as the ultimate combat pistol.
GLOCK M98 POCKETGUARD: The M98 is a small and
slender self-defense pistol designed to easily fit into any
pocket, purse or small bag. Although its accuracy suffers
because of its small size, its ease of use and size has
made it popular among women in need of some
protection.
HECKLER&KOCH USO-15 SPECOPS: One of the best military
handguns in the world, USP-15 has been adopted by many
special forces units. Its main features are its excellent
design, reliability and H&Ks patented recoil dampening
system, which prevents the recoil stresses from being
transmitted to the firers hand. This system provides one
point of Recoil Suppression and is compatible with muzzle
brakes and other recoil dampening systems. USP-15 also
comes with an integral silencer and a laser aiming
module.
SMITH&WESSON SIGMA SEVEN: The Sigma series of
handguns have always been popular with law enforcement
agencies and the latest model continues this tradition,
providing reliability and trustworthiness.

MACHINE PISTOLS AND SUBMACHINE GUNS (SIMPLE WEAPONS)


Belonging to the same category of small, personal automatic weapons, machine pistols and submachine guns only differ in size.
Rarely seen in the battlefield, theyre extensively used where the range and ballistics of a full assault weapon are not
desirable. They are perfect weapons for urban environments and closed spaces and frequently used by both security forces,
criminals and terrorists.
Model
Damage Crit Range
Burst
Recoil Ammo Type Weight Size Avail Cost
Beretta Auto-250
D8
1960 ft
D3
1
35
P/Se 6 lbs
M
15
950
20
Calico 550 Helios
D8
1960 ft
D3
1
50
P/Se 5 lbs
M
15
1,200
20
Colt Nighthawk
D8
1960 ft
D3
1
35
P/Se 6 lbs
M
15
1,200
20
Colt-Calico MiniD6
1945 ft
D3, D6, D8 or
0
100 P/Se 6 lbs
M
24 5,000
Gatling
20
D10
FN P90 MkV
D10
1960 ft
D3
2
50
P/Se 8 lbs
M
15 2,500
20
H&K MP-2020
D8
1960 ft
D3
1
30
P/Se 6 lbs
M
15 2,000
20
Mini-Uzi 12
D8
1930 ft
D3
1
20
P/Se 4 lbs
S
15
1,050
20
Steyr TMP
D8
1930 ft
D3
1
15
P/Se 4 lbs
S
15
1,000
20
Uzi Assault 2020
D8
1960 ft
D3
1
30
P/Se 6 lbs
M
15
1,000
20
BERETTA AUTO-250: Having been in service for years, this
rings or bells. It is popular with security forces
Italian SMG is a tested and trusted weapon without any
worldwide, combining low price with rugged efficiency.

- 33 -

arming security forces since the previous century. The


latest model is MP-2020, which comes in several
configurations. The basic version has an integral muzzle
brake, providing one point of Recoil Suppression. Version
SD (special defense) removes the muzzle brake but adds
a silencer (cost 1050). Version K is a short variant with a
smaller barrel and no buttstock, making it more a
machine pistol than a submachine gun (reduce size to
Small and range to 30 ft, this version includes the muzzle
brake and has the same cost as the basic configuration).
Version SM is a smart weapon with an integral optical
link, costing 3500.
MINI-UZI 12: Essentially a smaller version of the classic
Uzi, it uses the same basic frame and is highly
concealable, something making it popular with terrorists
and criminals.
STEYR TACTICAL MACHINE PISTOL: Classified as a
personal defense weapon, TMP provides the firepower of
a SMG in a package the size and weight of a pistol. Steyr
also provides an extended, 30-round clip for an additional
cost of 25.
UZI ASSAULT 2020: The legacy of a truly legendary series
of small arms, Uzi 2020 is the latest product of the
thriving Israeli small arms industry. The weapon has seen
much use in all its various incarnations, both in the hands
of the law as well as criminals and terrorists. The sheer
number of Uzis produced means that the weapons will
always have high availability in the black market.

CALICO 550 HELIOS: Based on the frame of the M470


pistol, the main characteristic of the M550 is its topmounted helical clip capable of holding 50 rounds. As with
the pistol, Calico offers an extended, 100-round clip for
the SMG for an additional cost of 50.
COLT NIGHTHAWK: This bullpup assault SMG has been
intended as a special weapon for covert operations and,
although expensive, is popular with special forces units.
No expense was spared for the weapon to succeed in its
task: Nighthawk includes a silencer and a laser aiming
module. Version Mk 2 removes the laser module and adds
an optical link (Mk 2 costs 2600).
COLT-CALICO MINI-GATLING: This unique weapon, forged
by the cooperation of two great industries, is actually a
small, electric-driven six-barrelled weapon with an
extremely high rate of fire. A miniature of a true minigun,
it is fed by a 100-round helical clip (a nice addition
considering that it can unload the entire clip within few
seconds!). Mini-gatling has a -2 recoil penalty when firing
a burst and a -4 recoil penalty when firing in full auto or
area spray mode.
FN P90 MKV: More than a simple SMG, P90 is actually a
small, bullpup assault weapon to be used by rangers and
vehicle crew. Chambering a heavy round drawn from a
top-mounted high capacity clip, P90 also features an
internal muzzle brake to assist in the control of recoil by
the firer.
HECKLER&KOCH MP-2020: The family of MP SMGs were
always intended as anti-terrorist weapons and have been

SHOTGUNS (SIMPLE WEAPONS)


Shotguns are firearms built for close assaults. Their
great accuracy (at least when using shot load) at close
ranges makes shotguns perfect weapons for urban
environments and closed spaces. Many civilians possess
shotguns for home defense, as well as for hunting.
Modern shotguns are able to fire two kinds of
rounds. The first and most common is shot load,
essentially a load of lead pellets which disperse after
leaving the muzzle. This increases their accuracy, adding
a +1 dispersal bonus to the attack roll. Because of the
number and dispersal of the pellets, shotguns are
extremely lethal against targets without protection,
receiving a +4 bonus to damage. However, because
pellets have little penetrating capability, their
effectiveness is severely limited against any kind of
armor (damage has a -4 penalty against armored
targets). The pellets dispersal also makes them less
Model
Damage Crit Range
Browning Invector Stalker
D12
?
90 ft
Franchi SPAS-15
D10
?
90 ft
H&K CAWS
D10
?
90 ft

Burst
-D3
D3

effective as range increases: damage is halved beyond


100 ft and divided by four after 300 ft. Pellets have a
critical of 18-20.
The second kind of round are solid slugs, which
are similar to the bullets used by other firearms. As
shotguns are smoothbore weapons without any kind of
rifling, solid slugs are rather inaccurate (inflicting a -1
penalty to the attack roll) but they dont suffer the other
disadvantages of shot load. Slugs get +2 damage against
both armoured and unarmored targets and their damage
isnt reduced by range. Slugs have x3 critical.
Most shotguns can have their barrels
shortened (by sawing them off) to produce a highly
concealable weapon, but such a thing degrades their
accuracy considerably. For a sawed-off shotgun decrease
size to Medium and halve its range increment.
Shotguns cant accept silencers.
Recoil Ammo Type Weight Size Avail
Cost
3
4
P/Se 10 lbs
L
0
700
2
12
P/Se 8 lbs
L
20
1,500
2
15
P/Se 8 lbs
L
20
2,500

- 34 -

Ithaca M760
D10
?
90 ft
-Mossberg 5-550
D10
?
90 ft
-Pancor Jackhammer
D10
?
90 ft
D3
BROWNING INVECTOR STALKER: Perhaps the heaviest
shotgun in the world, Invector Stalker is a 10-gauge
monster used by police squads to immobilise fleeing cars.
FRANCHI SPAS-15: A combat shotgun favoured by police
squads, SPAS-15 has the distinct appearance of an assault
rifle and is capable of limited automatic fire. It can fire 3round bursts but is unable to fire in full auto or are spry
mode.
HECKLER&KOCH CLOSE ASSAULT WEAPON SYSTEM: This
military weapon is a full assault shotgun with a bullpup
configuration and an internal muzzle brake to reduce the
enormous recoil produced during autofire.

2
5
P/Se 8 lbs
L
0
500
2
6
P/Se 8 lbs
L
0
600
2
15
P/Se 8 lbs
L
20
1,800
ITHACA M760: A popular street weapon, M760 retains the
pistol grip appearance found in previous models and
does way with any buttstock, producing a short,
comfortable weapon.
MOSSBERG 5-550: This 12-gauge shotgun is one of the
worlds most popular hunting weapons.
PANCOR JACKHAMMER: An assault shotgun fed from a
drum magazine placed behind the trigger in bullpup
style, Jackhammer is useful for troops expecting combat
in closed spaces or urban environments.

FLECHETTE WEAPONS (SIMPLE WEAPONS)


This is family of gas-operated weapons using a gas
canister to fire razor-sharp darts called flechettes. Even
the non-automatic versions release several flechettes
with each press of the trigger, which spread after leaving
the muzzle increasing both accuracy and damage. Attack
rolls gain +1 dispersal bonus. At close range, flechette
weapons will produce horrible and usually lethal wounds
Model
Damage
Crit
Range Burst
Colt X42 Super
D8
18-20 30 ft
-Shredder
FN Velvet Shade
D10
18-20 90 ft
-H&K MPF2020
D8
18-20 60 ft
D3
COLT X42 SUPER SHREDDER: This Compact flechette
weapon by Colt Industries comes in the frame of a pistol
and offers incredible stopping power against unarmored
targets.
FN VELVET SHADE: FN produces this flechette rifle as
police weapon for close assaults. Its broad spray of

on an unprotected target (they get a +4 damage bonus


against unarmored targets). The lack of penetrating
power means that flechettes are usually ineffective
against armor (-4 damage against any kind of armor). The
dispersal of the flechettes also reduces damage as range
increases (damage is halved beyond 100 ft and divided by
four after 300 ft).
Recoil Ammo Type Weight Size Avail Cost
0
25
P/Se
4 lbs
S
15
750
1
60
P/Se
8 lbs
L
15
1,000
1
40
P/Se
6 lbs
M
20
1,300
flechette darts can tear an unprotected target to shreds
within closed range.
HECKLER&KOCH MPF2020: Based on the frame of the
popular MP2020 SMG, this weapon is a complete flechette
system with autofire capability. Its a firearm to be feared
by anyone without body armor protection.

ASSAULT RIFLES (MARTIAL WEAPONS)


Assault rifles are the workhorses of any well-equipped
infantry. Combining the accuracy of a rifle with the
firepower of a machine gun, they have dominated the
battlefields since the last century. Modern assault
Model
Damage
Crit
Range
Burst
Colt M27 Longbow
D10
19-20 150 ft
D3
FN FAL-3
D10
19-20 150 ft
D3
H&K G10 SWED
D10
19-20 120 ft
D3
H&K G15 Stormer
D10
19-20 150 ft D3 or D6
Soviet Arms AK2K
D10
19-20 150 ft
D3
Steyr AUG
D10
19-20 150 ft
D3
COLT M27 LONGBOW: Colt has been producing assault
rifles for the US military for a very long time. The M27
Longbow is the latest model in a series which has set new

weapons are compact personal automatic weapons


making extensive use of plastics, ceramics and alloys to
decrease their overall weight but not their resilience.
Recoil Ammo Type
Weight Size Avail
Cost
1
40
P/Se
8 lbs
L
20
1,500
1
40
P/Se
8 lbs
L
20
2,500
2
30
P/Se
6 lbs
M
20
2,800
1
50
P/Se
8 lbs
L
20
2,000
1
35
P/Se
8 lbs
L
20
1,400
1
40
P/Se
8 lbs
L
20
1,600
standards for light infantry weapons. Aside from the
basic configuration (M27A1), there is also the A2 version

- 35 -

which comes with an integral M207 grenade launcher


mounted under the barrel (A2 costs 2500).
FN FAL-3: This is an upgrade of the basic FAL rifle, which
was very popular in Europe during the last century. The
new design has a bullpup configuration and an internal
muzzle brake for recoil control.
HECKLER&KOCH G10 SWAT EDITION: G10 is a heavily
modified version of the H&K G13 assault rifle, which was
replaced by the G15 rifle. It features a bullpup
configuration, a very short visible barrel and a
retractable stock. The end result is a small and compact
weapon, ideal for operations in closed spaces. H&K equips
various anti-terrorist and special crisis units with these
rifles and includes a muzzle brake in the basic
configuration, as well as a laser aiming module.
HECKLER&KOCH G15 STORMER: The descendant of the
highly successful G13 rifle, Stormer has been
manufactured to give a ground troop the firepower and
versatility of a true machine gun. Using sophisticated gas

ports and cooling systems, it provides a very high cyclic


rate of fire useful for suppression fire.
SOVIET ARMS AK2K: This was the first weapon produced
by Soviet Arms after it purchased Kalashnikov Industries.
Its an update to modern technology of the legendary
Kalashnikov assault rifle, the hugest success ever in the
weapons market. The rifle retains the rugged efficiency
and extreme reliability of the old model and has been
tested under any conditions imaginable without failing.
STEYR AUG: A futuristic bullpup rifle, AUG comes with n
integral non-magnifying sight for rapid target acquisition,
which can easily be converted into a telescopic one. Steyr
also offers a conversion kit with a cost of 200, which can
be used to convert the assault rifle into a submachine
gun. The kit consists of a 9 mm caliber replacement
barrel, a replacement bolt group, a magazine adapter and
a magazine. Conversion to the SMG configuration or back
to the rifle takes one minute. The SMG has the following
modified statistics: Damage d8, Range 60 ft, Weight 6 lbs.

MACHINE GUNS (MARTIAL WEAPONS)


Machine guns are infantry support weapons used for
nearly two centuries to hold a position or cover the
advance of a group. They are most commonly divided in
three categories: light, medium and heavy machine guns.
LMGs are portable weapons which provide support to a
squad with their sustained fire capability. MMGs are
Model
Damage Crit Range
Burst
Browning M5HB
2D8
19- 150 ft
D3 or D6
20
FN MAG-3
D12
19- 150 ft
D3 or D6
20
FN Minimi-3
D10
19- 150 ft
D3 or D6
20
GE M143 Cyclone
D10
19- 150 ft D3, D6, D8 or
20
D10
GE M160 Tornado
D12
19- 150 ft D3, D6, D8 or
20
D10
GE M180 Charon
2D12
19- 150 ft D3, D6, D8 or
20
D10
H&K G20 Squad
D12
19- 150 ft
D3 or D6
Support
20
Steyr AUG/L5W
D10
19- 150 ft
D3 or D6
20
BROWNING M5HB: M5HB is a tested and trusted heavy
machine gun usually found mounted on military vehicles.
When used to defend a location, it is placed on a tripod
weighting 30 lbs and taking a full-round action to deploy
(the tripod provides 8 points of Recoil Suppression). The
weapon feeds from disintegrating belts carrying any
number of rounds.

hybrid weapons that can be carried around as well as


defend a position equally well. HMGs are heavy weapons
usually mounted on vehicles and rarely used against
personnel; instead, theyre used as anti-aircraft weapons
or to destroy lightly armored vehicles.
Recoil
4

Ammo
Belt

Type
P/Se

Weight
50 lbs

Size
H

Avail
24

Cost
4,700

50

P/Se

16 lbs

20

3,000

100

P/Se

12 lbs

20

2,000

100

P/Se

18 lbs

28

6,200

P/Se

24 lbs

28

7,500

500
(x2)
Belt

P/Se

28

16,500

50

P/Se

250
lbs
16 lbs

20

4,000

50

P/Se

12 lbs

20

2,100

FN MAG-3: The MAG models of FN have been the most


popular medium machine guns of the western hemisphere
for the past 50 years. MAG-3 continues this tradition with
success. The weapon accepts a 50-round clip, but it can
also mount 100- or 200-round belts (which take a fullround action to replace). An integral bipod is also
included to help control recoil. It takes a move-equivalent

- 36 -

action to deploy and the firer must use it from a prone


position; it provides 4 Recoil Suppression points.
FN MINIMI-3: A popular squad automatic weapon, Minimi-3
is alight machine gun complete with a saddle drum
magazine holding 100 rounds and bipod. The bipod can be
deployed with a move-equivalent action and the weapon
fired from prone position; it provides 4 Recoil
Suppression points.
GENERAL ELECTRIC M143 CYCLONE: This is a portable
version of the hardpoint M160 minigun. It uses an electric
motor powered by rechargeable batteries to rotate its six
barrels and achieve an extremely high rate of fire. The
weight of the batteries isnt included in the weapons
weight; each set of batteries weighs about 5 lbs and is
good for 5,000 shots. Replacing a battery with a new one
is a full-round action; recharging an empty battery takes
one hour. The six barrels are fed from a 100-round saddle
drum (which takes a full-round action to replace) but
there is the option of using 200-round belts. M143 cannot
accept muzzle brakes.
GENERAL ELECTRIC M160 TORNADO: Initially designed as a
helicopter weapon, the M160 is a six-barrelled, motordriven machine gun that uses the old gatling guns
principle of function to achieve an extremely high rate of
fire. When not used as vehicle weapon but as a pointdefense gun, M160 must be powered by an available
electric source or a set of batteries and placed on a
tripod. Batteries weigh 10 lbs and are good for 10,000
shots. Replacing them is a full-round action; recharging

them takes one hour. The tripod weighs 20 lbs, takes a


full-round action to deploy and provides 8 points of Recoil
Suppression. M160 cannot accept muzzle brakes. Ammo
carriage is usually in two 500-round cassettes with the
gun automatically switching when the first cassette
empties, but M160 can also use a disintegrating belt with
any number of rounds.
GENERAL ELECTRIC M180 CHARON: This monstrous weapon
is a full autocannon, using the gatling principle of function
to spit out more than 8,000 25mm shells per minute from
its six rotating barrels. It is available only as a vehicle
weapon.
HECKLER&KOCH G20 SQUAD SUPPORT: H&K manufactures
this medium machine gun for the German army and other
western military organisations. It accepts either a 50round clip or 100- or 200-round belts (taking a full-round
action to replace) and has an integral muzzle brake. For
even more recoil control, the user can deploy the integral
bipod by taking a move-equivalent action and fire from a
prone position; the bipod offers 4 points of Recoil
Suppression.
STEYR AUG/L5W: Steyrs light machine gun has the
unmistakeable outfit of a Steyr weapon. It features the
same non-magnifying sight as the Steyr assault rifle,
which can be easily upgraded to a telescopic sight. A
detachable bipod rounds out the weapon: when deployed
by taking a move-equivalent action, the user can fire from
a prone position with 4 points of Recoil Suppression.

SNIPER RIFLES (MARTIAL WEAPONS)


These weapons are high-power, long-range rifles
providing great accuracy for placing well-aimed shots at
great ranges. Theyre used by military and police snipers
Model
Damage
Crit
Range Burst
Barret M92 Daemon
2d8
19-20 500 ft
-H&K PSG-2
D12
19-20 400 ft
-Sig 550 Sniper
D10
19-20 400 ft
-BARRET M92 DAEMON: Heavy and hard-hitting, the Barret
Daemon uses a 13mm heavy machine gun round. Its recoil
is extreme and barely tempered by its bipod (which needs
a move-equivalent action to be deployed and will provide
4 Recoil Suppression points if the weapon is fired from a
prone position). A telescopic sight is standard to the
weapon.
HECKLER&KOCH PSG-2: H&Ks medium sniper rifle is a
compact design with a telescopic sight and a detachable

as well as professional assassins to take out important


targets from a distance.
Recoil Ammo
Type
Weight Size Avail
Cost
4
4
P/Se 18 lbs
L
24
3,600
2
6
P/Se 14 lbs
L
20
2,900
1
8
P/Se 12 lbs
L
20
2,000
bipod (which needs a move-equivalent action to be
deployed and provides 4 Recoil Suppression points if the
weapon is fired from a prone position). Its the standard
sniper rifle of the German GSG-9 anti-terrorist unit.
SIG 550 SNIPER: Sig makes this light sniper rifle for the
French police forces and anyone else who appreciates its
light weight. It comes with a telescopic sight and a bipod
(taking a move-equivalent action to deploy and offering 4
points of Recoil Suppression when fired prone).

GRENADE LAUNCHERS (MARTIAL WEAPONS)


Grenade launchers have revolutionised the use of
grenades, being able to lob a grenade much further than a

man can and with better accuracy. They come in many


versions: stand-alone, underbarrel for mounting on rifles

- 37 -

or as huge vehicle-mounted grenade machine guns


Model
Damage Crit Range Burst
Browning Frag Cannon
?
-100 ft
-M207 Underbarrel
?
-100 ft
-Mark19 Model 5 GMG
?
-100 ft
D3
BROWNING FRAG CANNON: Brownings grenade launcher
accepts a large capacity clip with grenade rounds and is
intended to be used as a support weapon for infantry
squads.
M207 UNDERBARREL: This grenade launcher mounts
under the barrel of any assault rifle of size Large and is
fired with a thumb button.

(GMGs).
Recoil Ammo Type Weight Size Avail
Cost
2
6
?
8 lbs
L
20
1,500
2
1
?
4 lbs
M
20
1,300
4
belt
?
50 lbs
H
28
5,000
MARK 19 MODEL 5 GMG: This GMG is usually armed with
HEDP grenade rounds and found mounted on vehicles. If
chosen to defend a position, it is usually placed on a
tripod (weighting about 30 lbs), which takes a full-round
action to deploy and provides 8 points of Recoil
Suppression.

ROCKET LAUNCHERS (EXOTIC WEAPONS)


All rocket launchers use a self-propelled explosive
projectile, but this family includes many weapons with
different function and capabilities. Apart from the classic
anti-personnel and anti-vehicle rocket launchers, a new
innovation are the 40x150mm mini-rockets launched from
Model
Damage Crit Range Burst
H&K 71 Rocketeer
?
-150 ft
-H&K 73 Hammerhead
?
-100 ft
-H&K 75 Spitting Cobra
?
-60 ft
-M69 LAW
8D10
-150 ft
-MLOS
?
-500 ft
-HECKLER&KOCH 71 ROCKETEER: Rocketeer was the first
mini-rocket launcher to appear. The size of a battle rifle,
it accepts a clip of six mini-rockets and is intended as a
support weapon.
HECKLER&KOCH 73 HAMMERHEAD: The wide success of
mini-rockets led to the development of the Hammerhead,
a one-shot launcher which mounts under the barrel of
any assault rifle to replace the classic underbarrel
grenade launcher.
HECKLER&KOCH 75 SPITTING COBRA: Spitting Cobra is a
true urban launcher. Resembling a large pistol with a
fearsome muzzle, it fires mini-rockets from a clip of 4round capacity. Its small size and great surprise factor
are considered a good trade for its reduced range
compared to other launchers.
M69 LIGHT ANTI-ARMOR WEAPON: LAW is little more than
an one-shot, disposable fiber tube designed to launch a
69mm armor-piercing warhead capable of defeating most
lightly armored vehicles and damaging heavier ones.
After it is fired, the soldier just drops the tube. Its low

devices no larger than the typical grenade launcher. Minirockets have been designed for use in urban
environments, where a full-size missile would produce too
much collateral damage, as well as to give a ground troop
a little bit more range and power than grenades.
Recoil Ammo Type Weight Size Avail
Cost
1
6
?
12 lbs
L
24
4,100
2
1
?
6 lbs
M
24
3,200
2
4
?
8 lbs
M
24
4,800
0
-Se
12 lbs
L
24
3,500
0
4
?
10 lbs
L
24
8,000
cost advantage is amplified by the fact that it can destroy
or seriously damage hardware costing a lot more.
Because of the LAWs shaped charge, its primary damage
is only inflicted on the target it directly strikes. Its small
sideblast does 3d6 major damage to anyone within 5 ft of
the impact point.
MULTIPLE LAUNCHING OFFENSIVE SYSTEM: One of the most
common launchers today, MLOS has a box magazine that
can be loaded with up to four missiles of various types.
MLOS is a modular weapon that is compatible with many
different tracking and targeting systems, including laser,
infrared and semi-manual guidance. A targeting system
costs an additional 5,000 but will provide a fire control
bonus to the attack roll with any missile containing
targeting equipment (the precise bonus depends on the
quality of the missiles guidance system). Firing a
targeting missile is full-round action, as it requires a
lock-on to be achieved and adjustments to be made. Firing
a dumb missile (straight-path flying) is a standard action.

FLAME THROWERS (EXOTIC WEAPONS)


These fearsome weapons eject a stream of chemical fire
at their targets. Although they have an extremely short
range, theyre very intimidating and especially effective in
confined spaces.

The range increment given for a flamer is also


its maximum one; flames dont travel further than that.
Because of the broad spray of fire, flamers get a +2
dispersal bonus on the attack roll. On the other hand, they

- 38 -

cant score a critical. The DR of any armor is divided by 4


against a flame thrower, except if its fireproof.
If someone takes damage from a flamer, there
is a possibility that he might be set aflame (unless he
wears fireproof armor). If a Reflex save (DC 15) is failed,
the victim burns for d6 major damage and he needs to
continue making Reflex saving throws at the beginning of
every new round. If he fails, he takes another d6 major
Model
Damage Crit Range
Burst
Dragon
D6
-20 ft
D3
Mephisto
D6
-20 ft
D3
M5A1-7 Phoenix
D6
-30 ft
D3 or D6
DRAGON: This small flamer mounts under the barrel of an
assault rifle much like an underbarrel grenade launcher.
It is especially useful for operations inside closed spaces.

damage. If he succeeds on a save, the fire is put off.


Extinguishing the fire may also be accomplished by
jumping into water, covering the victim with sand etc.
Subsequent flamer strikes cannot set alight someone who
is already aflame.
Flamers have a Burst rating, since it is possible
to fire continuous jets of fire by keeping the trigger
pulled.
Recoil Ammo Type Weight Size Avail
Cost
0
15
Se
4 lbs
M
24
3,000
0
20
Se
8 lbs
M
24
3,000
0
40
Se
24 lbs
L
24
4,000
MEPHISTO: A fearsome weapon with a great surprise
factor, this is a hand flamer which looks like an oversized
handgun.
M5A1-7 PHOENIX: Phoenix is a heavy military flamer that
feeds from a fuel tank worn as a backpack.

LIQUID PROPELLANT RIFLES


Liquid Propellant Rifles havent been around for more
than ten years and are still very expensive compared to
conventional firearms. They do represent however the
emerging of a new versatile technology in projectile
propellant methods and are expected to dominate the
firearms market in a few years, along with
electrothermal rifles.
Instead of using a solid propellant filling, these
rifles use a liquid propellant which is stored in a cartridge
and injected in the chamber just prior to firing. A
minicomputer selects the appropriate dose of the
propellant, but the user can modify this with the help of a
Model
Damage
Crit
Range Burst
Colt M42 Nightstalker
D10
19-20 150 ft
D3
H&K PSG-4 Quicksilver
D12
19-20 400 ft
-HECKLER&KOCH PSG-4 QUICKSILVER: Quicksilver is a
sniper rifle using liquid propellant technology and comes
equipped with a telescopic sight, a bipod and a silencer
(to take better advantage of low velocity shots). The
rifles biggest advantage is its versatility: within moments
it can change from low velocity, completely silent shots to
high velocity ones to take on a tough target. Its bipod is
detachable and takes a move-equivalent action to deploy;

simple switch, providing more propellant for high velocity


shots or less for low velocity ones.
LP rifles have two ammo ratings. The first is
the capacity of their clip in bullets, while the second is the
capacity of the cartridge in propellant doses. Reloading
with a new cartridge (which costs 1 per dose stored)
takes a move-equivalent action. Switching between high,
normal and low velocity shots also takes a moveequivalent action. Normal velocity shots do normal
damage and expend two doses of propellant. High velocity
shots get a +1 velocity bonus to damage and expend four
doses. Low velocity shots are treated exactly like
subsonic rounds and expend one dose.
Recoil Ammo
Type Weight Size Avail
Cost
1
40/80 P/Se 8 lbs
L
28
5,400
2
6/12
P/Se 10 lbs
L
28
4,800
it will provide 4 Recoil Suppression points when the rifle
is fired from a prone position.
COLT M42 NIGHTSTALKER: This weapon is an advanced
assault rifle equipped with an optical link and a silencer,
as well as with a light amplification sight. Colt promotes it
as the ultimate firearm for low key covert operations,
such as infiltration, rescue and sabotage.

ELECTROTHERMAL FIREARMS (EXOTIC WEAPONS)


Electrothermal weapons are a new family of advanced
firearms making use of high tech plasma propellants.
Instead of a chemical reaction induced to propel a bullet,
ET weapons use an electric arc to superheat a special
chemical mix into plasma. In this way ET weapons achieve

extreme muzzle velocities, which affect both damage


potential and range.
ET weapons receive the power they need from
powerful rechargeable batteries (in the case of personal
weapons). These batteries usually last for 1,000 shots.
Afterwards, they must be replaced (a move-equivalent

- 39 -

action) or recharged (takes about an hour). New


Model
Damage
Crit
Range Burst
FN Tempest
2D6
19-20
45 ft
-H&K G26 Jupiter
2D6
19-20 200 ft D3 or
D6
Rheinmetal Mach3
3D6
19-20 600 ft
-FN TEMPEST: Tempest can easily claim the title of the
heaviest handgun in the world with its creative use of
electrothermal technology. Unfortunately, few are
prepared to pay its high cost just for a handgun and this
has limited its success in the market. It comes with an
integral muzzle brake.
HECKLER&KOCH G26 JUPITER: G26 is classified as a light
machine gun, although it is very light and compact and
could easily be used as an assault weapon. The weapon
fires powerful shots for a firearm of its class and is
equipped with a muzzle brake and a bipod (takes a move-

batteries cost 50.


Recoil Ammo
Type
3
15
P/Se
2
50
P/Se

Weight
5 lbs
12 lbs

Size
S
L

Avail
0
28

Cost
3,200
5,200

5
4
P/Se 22 lbs
L
28
5,700
equivalent action to be deployed and offers 4 Recoil
Suppression points when fired from a prone position).
RHEINMETAL MACH3: Mach3 is an extremely powerful
material rifle primarily used against lightly skinned
vehicles and powered battle armors. Its use against
personnel is overkill. To help offset the extreme recoil,
the weapon includes a muzzle brake and a bipod (takes a
move-equivalent action to deploy and provides 4 Recoil
Suppression points when fired prone). A telescopic sight
aids in aiming.

RAILGUNS (EXOTIC WEAPONS)


Railguns take a radical approach to projectile propelling,
doing away with any propellant and using instead an
electromagnetic accelerator to propel a solid projectile
to phenomenal velocities. To take full advantage of their
extreme muzzle velocity, railguns use solid steel or
harder projectiles and become the ultimate armorpiercing weapons. Railguns double the DR reduction of
any armor-piercing round they use. For example, steel
penetrators reduce Dr by 6 and do -1 damage vs
unarmored targets instead of the usual -3 DR/-1 damage.
Model
Damage Crit
Range
Burst
Rheinmetal S6 Penetrator
4d4
19-20 200 ft D3 or d6
FN SMAS
2d10
19-20 200 ft
-FN SHOULDER-MOUNTED ASSAULT SYSTEM: Resembling a
portable cannon, this weapon propels a 8 mm projectile to
Mach 3 and beyond. A telescopic sight assists in aiming
armored vehicles and hardened targets, which are the
guns primary targets.
RHEINMETAL S6 PENETRATOR: Penetrator is an
electromagnetically-based machine gun offering the
power of a heavy machine gun in a much smaller package.

When firing normal rounds, a railgun bestows limited


armor-piercing capabilities on them because of the
velocity involved (target armors DR is reduced by 2
points, but the round does -1 damage against unarmored
targets, to a minimum of one point of damage, as it
passes too quickly through them).
The electromagnetic accelerator gets its
power from a set of batteries usually good for 200 shots.
Replacing them takes a move-equivalent action (new
batteries cost 50). Recharging them takes one hour.
Recoil Ammo Type Weight Size Avail Cost
3
belt P/Se 28 lbs
L
28 8,200
4
10
P/Se 36 lbs
L
28 9,500
Its usually placed in vehicles where space is a luxury, but
a stand-alone version to be used as a point-defense gun is
also available. The later version is usually placed on a
tripod (weighting 20 lbs) which takes a full-round action
to deploy and provides 8 Recoil Suppression points. It
feeds from a disintegrating belt carrying any number of
rounds.

GRENADES (SIMPLE WEAPONS)


Old weapons, grenades have made an appearance in
every battlefield as the personal explosive of the ground
soldier. Today, grenades are much more than the simple
hand grenade of years past. There are also grenade
rounds, lunched from a grenade launcher, and rifle
grenades launched from rifles fit with a grenade adapter.
Grenade
Damage
Blast
Canister
2D8
-Concussion
4D6/2D6
5 ft/15 ft

Not all kinds of grenades are available in all three forms


(hand, launched and rifle). The grenade table contains
more info on this.
Hand grenades have a 20 ft range
increment when thrown.
Type
Se
Ma

Hand
No
Yes

Launched
Yes
Yes

Rifle
No
Yes

Avail
15
15

Cost
75
100

- 40 -

Dual-purpose
4D6/2D6
?
Flash-bang
-30 ft
Flechette
4D6/2D6
10 ft/30 ft
Fragmentation
4D6/2D6
10 ft/30 ft
Gas
-20 ft
HEDP
6D6/2D6
Target/5 ft
Smoke
-20 ft
Stingball
4D6/2D6
10 ft/30 ft
White Phosphorous
2D6/1D6
5 ft/15 ft
CANISTER: This grenade round turns a grenade launcher
into a shotgun for when action gets up, close and
personal. It looks exactly like an enlarged shotgun shell
loaded with lead pellets. It follows all the rules for
shotguns loaded with shot. The range increment of the
grenade launcher becomes 90 ft.
CONCUSSION: Essentially an explosive charge inside
cardboard paper, this grenade is termed offensive
because it has no fragmentation. Thus, it is safe for a
soldier to throw while charging. Its also safer to use in
closed spaces since it has a smaller blast radius than a
frag grenade.
DUAL-PURPOSE: This revolutionary item consists of a
thick metal casing designed to fragment around an
explosive core inside a cellulose case. It is essentially a
fragmentation grenade (doing severe damage with blast
10 ft/30 ft), but the user can remove the outer casing by
taking off a pin and pulling it out (this takes a moveequivalent action), thus turning the grenade into a
concussion one (doing major damage with blast 5 ft/15
ft). Putting back the outer casing is a full-round action.
FLASH-BANG: A subdual grenade. This one goes off with a
bright flash and a loud bang, temporarily blinding and
deafening those in the affected area. Everyone within 30
ft needs to make a Fortitude save (DC 20) unless he has
flare suppression. Failing that, hes blinded for d6 rounds.
He also needs to make a second Fortitude save with the
same DC if he doesnt have noise suppression. If he fails
the second save, he is deafened for d3 minutes.
FLECHETTE: A popular anti-personnel round, the flechette
grenade detonates showering the area with razor-sharp
darts. These can be instantly lethal to any unprotected
target, but are really lousy at penetrating armor. Damage
is increased by 6 points against unarmored targets (+3 in
the second blast radius), but decreased by 6 point against
any armor (-3 in the second blast radius).
FRAGMENTATION: Also called a defensive grenade,
because a soldier is supposed to throw it from behind
cover (else the fragments may hit him too).
GAS: These grenades are usually loaded with tear gas, but
nastier substances are also available. They emit their
contents in a cloud of 20 ft radius that persists in still
conditions for d3+6 rounds and in windy conditions
ford3+1 rounds.

?
Yes
No
No
15
125
-Yes
Yes
Yes
10
100
Se
Yes
Yes
Yes
15
100
Se
Yes
Yes
Yes
15
100
-Yes
Yes
Yes
10
50
Se/Ma
No
Yes
Yes
20
150
-Yes
Yes
Yes
10
50
Mi
Yes
Yes
Yes
10
50
Se
Yes
Yes
Yes
20
150
HIGH-EXPLOSIVE DEEP-PENETRATION: This is the standard
round for grenade machine guns. It carries a highexplosive shaped charge designed to pierce armor, but
loses power rapidly away from the impact point. It will do
6d6 severe damage to anything it strikes directly and 2d6
major damage to anyone within 5 ft.
SMOKE: Smoke grenades are often used to provide a
distraction or to conceal a squad or individual from
enemy detection and hostile fire. They emit a cloud of
smoke in a 20 ft radius that persists in still conditions for
d3+6 rounds and in windy conditions for d3+1 rounds.
Visibility within the cloud is limited to 2 ft. Everything
within the cloud has 90% concealment. Infrared vision
will negate the concealment and provide normal visibility,
unless the grenade uses hot smoke (smoke filled with
hot particles).
STINGBALL: This is a subdual grenade often used in riot
control by the police. It detonates by releasing hard
rubber balls which hurt like hell but do no lasting damage
(in most cases). Against armor, their damage is reduced
by 4 points.
WHITE PHOSPHOROUS: This nasty grenade combines a
concussion wave with burning-hot fragments (thanks to
the white phosphorous it contains). If a character takes
damage from this grenade, he must roll an additional
Reflex save (DC 15) or be set aflame and take d6 major
damage. During subsequent rounds, the character must
continue making saving throws on every round. If he fails,
he takes d6 major damage. If he succeeds in a save, the
fire is put off. The flames may also put off by jumping in
water, covering ones self with sand etc. Characters in
fireproof armor are safe from this secondary damage
(they dont need to make any save).

AIRBURSTS
Any grenade (except from canister round) can be an
airburst one (with a 100% increase in cost and +2
Availability). Airburst grenades are either launched or
rifle ones and work along with a rangefinder to detonate
above the target, minimising cover and armor protection.
The DC of the Reflex save against airbursts is 24.

- 41 -

CLUSTER ROCKS
Any airburst grenade can be a cluster rock (cost is
doubled and Availability is increased by 2). Cluster rocks
release six smaller grenades over the targeted area,

increasing the affected area. Compared to a standard


grenade, the Blast rating of a cluster rock is doubled.

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

MISSILES
The following projectiles are designed to be launched
from a full rocket launcher. All are dumb rockets,
meaning that they will follow a straight path, but they can
be equipped with a guidance system. Examples of
guidance systems include laser and infrared guidance.
Missile
Damage
Anti-Personnel
8D8/3D8
Anti-Tank
12D10/4D6
Super Flechette
8D8/4D8
ANTI-PERSONNEL: This is a high fragmentation missile
useful for inflicting heavy damage on tightly formed
squads, bunkers or lightly armored vehicles.
ANTI-TANK: A standard heavy anti-armor round designed
to defeat both conventional and reactive composite
armor. It will fly over its target before releasing its two
139mm shaped charge warheads which strike the target
from above, usually on its thinnest part. It will inflict 12d10
severe damage on any target it strikes directly, but its
little sideblast means it only does 4d6 major damage to
those within 5 ft.

Each guidance system has a quality level, usually ranging


from 1-4. The quality level determines the systems cost
(roughly 2,000 per level) and the fire control bonus it
provides to attack rolls (+2 per level).
Blast
Type
Avail
Cost
15 ft/45 ft
Se
24
2,000
Target/5 ft
Se/Ma
24
12,000
15 ft/45 ft
Se
24
3,500
SUPER FLECHETTE: A popular anti-personnel missile,
Super Flechette carries hundreds of small flechettes
inside its warhead and uses a small explosion to release
and propel them to supersonic speeds. The flechette
spread is usually enough to instantly kill anyone close
enough and cause horrible injuries to those further away.
The missiles greatest problem is that the flechettes are
almost unable to penetrate even the lightest armor.
Super Flechette does +12 damage against unarmored
targets (+6 in the outer blast radius), but -12 damage
against armored ones (-6 in the outer blast radius).

- 42 -

MELEE WEAPONS
Weapon
Damage
Crit
SIMPLE WEAPONS
Brassknuckles
D3+Str mod
X2
Charge baton
2D8 or D12
-Club/baton
D6+Str mod
X2
Hand taser
D10
-Knife
D6+Str mod
X2
Stun baton
2D8
-MARTIAL WEAPONS
Chainsword
D12+Str mod
X3
Katana
D8+Str mod
19-20
Quarterstaff
D6/D6(+Str mod)
19-20
EXOTIC WEAPONS
Monowire Blade
2D6
17-20
CHAINSWORD: A chainsword consists of a heavy blade
with a serrated edge of industrial-strength tungsten
driven by an electric motor. It was designed so as to
provide lethal effectiveness in close combat as well as a
tool to cut down many types of barriers. A chainsword is
particularly effective at cutting down through materials:
after it is applied for at least one round on them, it halves
their hardness rating. The motor driving the blades edge
receives power from a battery that is good for 10 minutes
of continuous use (afterwards it must be recharged or
replaced). Without the blades motion, damage drops to
d8 (+Str mod).
CHARGE BATON: A more powerful version of the stun
baton, the electrical shock it delivers is strong enough to
be lethal (and as such the charge baton is strictly
controlled). Two settings are available to the user. The
first is non-lethal and deals 2d8 minor damage. The
second can be lethal and inflicts d12 major damage. As for
a stun baton, armor DR is halved and the baton cant
score criticals. Its batteries hold 20 charges (the first
setting expends one charge per successful hit, while the
second expends two charges per hit). Recharging takes
one hour and new batteries cost 30.
HAND TASER: This small but convenient non-lethal weapon
delivers a powerful electrical shock, stunning or
incapacitating the opponent. Although it cant score a

Type

Size

Weight

Avail

Cost

B/Mi
Mi or Ma
B/Ma
Mi
P/Ma
Mi

T
M
M
T
S
M

0.2 lbs
2 lbs
4 lbs
0.5 lbs
0.5 lbs
2 lbs

0
15
0
0
0
0

5
500
10
100
5
250

S/Se
S/Se
B/Ma

L
L
L

10 lbs
4 lbs
6 lbs

18
20
0

2,000
3,000
25

S/Se
MM
0.5 lbs
28
12,500
critical, any armors DR is halved against it. Its batteries
last for 20 successful hits (they can be recharged within
an hour or new ones can be purchased for 10).
MONOWIRE BLADE: This rare, high-tech weapon actually
looks more like a whip than a blade. With the press of a
button on its small handle it extends a one-meter long like
of monofilament wire, which can slice through most
materials quite easily. The DR of any armor is halved
against a monowire blade. A hit with the monofilament
wire can easily lope off hands, entire limbs or even
decapitate someone. If the blade scores a critical and at
least 5 points of damage get through the opponents
armor, an amputation occurs. Roll a d20: on a 1-4 he loses
his left hand, 5-8 right hand, 9-11 left arm, 12-14 right arm,
15-16 left foot, 17-18n right foot, 19-20 head (instant
death).
The weapon requires skill and is not without
danger to its own user: on a natural roll of 1, the wire
hits the user (who suffers the weapons normal damage).
STUN BATON: This small baton stuns and incapacitates via
electricity and is commonly seen in the hands of
policemen or security experts. The DR of any armor is
halved against it, but it cant score criticals. It works with
batteries lasting for 20 successful hits (they can be
recharged within an hour and new ones cost 20).

MISC. WEAPONS (EXOTIC WEAPONS)


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

- 43 -

armor (if the damage rolled is higher than the DR of the


targets armor, then the chemical is injected into his
body). Needler doesnt actually harm the target directly.
Needlers darts are most commonly filled with
incapacitating substances, although anything could be
delivered. The weapon can score criticals, in which case it
has a greatest chance of penetrating armor.
HECKLER&KOCH SONIQUE: Sonique is the first model in a
series of subdual weapons using sound. It emits a focused
sonic attacks in a cone 60 ft long and 60 ft wide at its
end. No attack roll is necessary; everyone inside the cone
is affected by the high-frequency sound and must make a
successful Fortitude save (DC 20) or be deafened for d6
minutes. Good ear plugs or noise suppression will
completely protect against the sonic attacks. The
batteries of Sonique last for 500 shots and can be
recharged in an hour. A new set of batteries costs 20.

PHOTOTEK APOLLO: Apollo is a flash gun, a pistol-shaped


non-lethal weapon designed to produce bright flashes
capable of temporarily blinding someone. To successfully
affect someone, the user must make an attack roll with a
+2 equipment bonus and the target must fail a Fortitude
save (DC 20). The weapon blinds for d12 rounds, but has a
maximum range of 100 ft and is useless if the target has
flash suppression. Its batteries last for 100 shots and can
be recharged in the span of an hour. New batteries cost
10.
YAMAHA SUPERSTUN TASER: SuperStun is a taser which
fires a small flechette designed to deliver a powerful jolt
to the target, stunning or even dropping him unconscious.
Against the SuperStuns electricity, the DR of any armor
is halved. SuperStun cannot score critical hits.

AMMUNITION
Ammo Type
STANDARD AMMO
Assault rifle, sniper rifle rounds (per 15)
Autocannon rounds (per 15)
Electrothermal rounds (per 5)
Flame thrower fuel (per 2)
Flechette darts (per 20)
HMG rounds (per 15)
Liquid propellant rounds (per 5)
LMG, MMG rounds (per 15)
Pistol, machine pistol, SMG rounds (per 15)
Railgun rounds (per 5)
Shotgun shells (per 5)
Taser darts (per 1)
SPECIAL BULLETS
Ceramic Safety
Dual-Purpose
Explosive
Flechette Package
Gel
Glaser Safety
HEAP
Hollowpoints
Plus Power
Steel Penetrators
Subsonic
Tracers
Tungsten Penetrators
SPECIAL SHELLS
Cross-Loaded
DragonBreath
Layer-Loaded
Plastic Shot

Avail

Cost

10
20
20
15
0
15
20
10
0
20
0
0

4
12
8
4
3
8
6
4
2
1
4
5

0
20
20
0
0
18
24
15
18
18
15
0
22

X1
X4
X6
X2
X1
X6
X10
X1
X3
X3
X1
X2
X8

0
22
0
0

X1
X10
X1
X1

StarFlash
Steel Core

0
18

X8
X3

SPECIAL BULLETS
CERAMIC SAFETY
These rounds are designed to break on impact with
anything hard. Theyre useful in situations where
collateral damage is more dangerous than the enemy (like
in an orbital station or explosives depot). They wont
affect any kind of armor.

DUAL-PURPOSE
A dual-purpose round is particularly effective against
both armored and unarmored targets, containing a steel
rod inside a soft lead jacket. When the jacket hits, it
expands like a hollowpoint, but if the round hits armor the
steel rod slides free and acts as a steel penetrator.

EXPLOSIVE
These are filled with an explosive compound and a
detonating charge in the base, allowing the bullet a
fraction of a second to penetrate armor before
detonating. If the bullets damage is enough to bypass the
targets armor DR and the target receives any damage
from the attack, he suffers 2 extra damage points from
the explosion.

- 44 -

FLECHETTE PACKAGE
These rounds contain a pack of several flechette darts,
turning a firearm into a small shotgun. A weapon using
such rounds is treated as a flechette weapon (ie it gets a
+1 dispersal bonus to the attack roll, does +4 damage
against unarmored targets and -4 damage against
armored ones, damage is halved after 100 ft and divided
by 4 after 300 ft etc). The weapons Critical range
becomes 18-20.

GEL
Gel rounds flatten on impact, transferring kinetic energy
but not penetrating into the body. Technically non-lethal,
they only inflict minor damage. Against armor, their
damage is decreased by 2 points.

GLASER SAFETY
These rounds contain 8 lead shotgun pellets behind a
ceramic seal. When the seal fractures on impact the
pellets are released in a semi-spherical pattern causing
great tissue destruction. Glaser may be the most
devastating round available for firearms (doubling the
weapons damage), but its practically useless against any
kind of armor, since the seal fractures too early for the
pellets to have any effect (any armor or hard surface
negates the damage completely). This trait isnt
necessarily bad; glasers are often used in situations
where collateral damage would be very dangerous (like in
a nuclear facility); hence their nickname safety slugs.

HIGH-EXPLOSIVE ARMOR-PIERCING

transferring all of its kinetic energy to it. They get a +1


velocity bonus to damage.

STEEL PENETRATORS
These are steel bullets either coated with Teflon or
surrounded by a softer lead jacket to protect the rifling of
the barrel. They ignore 3 points of DR from the targets
armor. They tend to pass very quickly through unarmored
targets, thereby doing -1 damage (to a minimum of one
point) against them.

SUBSONIC
Due to a reduced charge, these bullets travel below the
speed of sound. Since they dont produce a supersonic
crack, they can provide very silent shots when
combined with a silencer (increase the DC of any Listen
skill checks by another +5). However, they inflict -1
damage (to a minimum of one point) because of their
smaller velocity.

TRACERS
Tracer rounds contain an incendiary chemical in their
base that lights up after theyre fired. Theyre frequently
used in automatic weapons to provide a bright trail to the
target, thereby assisting aiming. They provide a +1 fire
control bonus to the attack roll during bursts or full auto
(but not in single shots or area sprays). In daylight, the
bonus is only effective up to 150 ft away.

TUNGSTEN PENETRATORS

These have a steel core surrounded by an explosive


charge which detonates on impact, blowing armor open
and propelling the steel penetrator inside. HEAP rounds
ignore 6 points of DR from the targets armor. Against
unarmored targets they do +2 damage because of the
explosive detonation.

These armor-piercing rounds are similar to steel


penetrators, but use tungsten rather than steel. As
tungsten is a much harder metal, they ignore 6 DR points
of the targets armor instead of only 3. They still do -1
damage (to a minimum of one point) to unarmored
targets because they pass very quickly and without
tumbling or deforming through them.

HOLLOWPOINTS

SHOTGUN SHELLS

These have hollow spaces in their tips, which cause them


to expand in the wound and inflict heavy injuries.
Unfortunately, this also means that they tend to flat out
on armor. They do +2 damage to unarmored targets, but 2 damage to armored ones.

PLUS POWER
Plus Power rounds have a smaller projectile, but use
more propellant to achieve a high velocity and deliver
more energy to their target. Because the actual bullet is
rather light, it tends to stop inside the body, thereby

CROSS-LOADED
This shell has the pellets arranged in a cross-like shape
by using cardboard spacers. As a result, they have
increased dispersal after they leave the muzzle. This
increases accuracy (giving a +2 dispersal bonus to the
attack roll), but damage deteriorates with range much
faster than normal (it is halved at 50 ft and divided by 4
at 150 ft).

- 45 -

DRAGONBREATH
These are perhaps the nastiest shells one can load his
shotgun with. Instead of pellets, they contain thermite
powder with phosphorous as the igniter, turning a
shotgun into a flame thrower. A dragonbreath shell gets a
+2 dispersal bonus to the attack roll and inflicts d6
severe damage on a successful hit (it cant score a
critical). If the target suffers damage and fails a Reflex
save (DC 15), he burns as per the flame thrower rules. A
shotguns maximum range is limited to 30 ft when loaded
with dragonbreath shells. The extreme temperatures
involved warp the barrel of the weapon, rendering it
useless after a few shots. Each two shots fired will give
the shotgun a -1 deterioration penalty to all attack rolls
made with it. This penalty can be restored by a trained
gunsmith, using the Engineering (weapon designs) skill
with DC 15. If the shotgun ever reaches a -5 penalty, it is
completely useless and repairing it will cost a lot more
than buying a new one.

LAYER-LOADED
This shell has the pellets arranged in layers by using
cardboard spacers. As a result, they have reduced
dispersal and although this affects the shotguns

advantage as an accurate close assault weapon, damage


doesnt deteriorate with range as fast as normal shot
load. A shotgun loaded with layer-loaded shells doesnt
get a dispersal attack bonus, but damage is halved after
200 ft and divided by 4 after 600 ft.

PLASTIC SHOT
Used in riot control, plastic shot doesnt penetrate,
causing only pain and bruises. It only inflicts minor
damage, which is further reduced by 2 points against
armored targets.

STARFLASH
These subdual shells blind and deafen by unleashing a
bright flash and a loud bang. They work exactly like flashbang grenades, but their affected area has a radius of
only 15 ft.

STEEL CORE
These are armor-piercing steel slugs coated with Teflon.
They work exactly like steel penetrators.

WEAPON ACCESSORIES
A wealth of accessories is available for firearms,
providing more power and flexibility. A gun crawling with
added accessories is often the sign of a mercenary or
professional, for these types invest heavily on their
weapons and show a disdain for standard, plain guns.

SIGHTS
Sights, also called scopes, are devices fitting on top of a
weapon to assist in aiming. Different kinds of sights can
be combined in a single, handy device. The cost is the sum
of all sights price multiplied by 150%.
Sight
Avail
Cost
Digital
0
500
Light Amplification
15
500
Telescopic
0
150
Thermal Imaging
15
800

DIGITAL
This is actually a small digital camera conveying images
to a video, HUD goggles or optijack. Equipped with HUD
goggles or an optijack, the character can use a digital
sight to see what lies around corners by sticking out his

gun and even fire without exposing himself (with a -2


penalty to the attack).

LIGHT AMPLIFICATION
This sight amplifies the light it receives to provide
effective vision in lowlight conditions. It halves (round
down) darkness penalties, but is useless in total
darkness, fog or smoke.

TELESCOPIC
These sights are popular with hunters, snipers and
assassins. They magnify the target of the weapon,
thereby doubling its range increment.

THERMAL IMAGING
This sight provides vision in the infrared spectrum of light
(ie heat). It is very effective in darkness, fog or smoke,
but only reveals objects radiating heat. It halves (round
down) visibility penalties in darkness (including total
darkness), fog and smoke (except from hot smoke).

- 46 -

OPTICAL LINK

ADD-ONS
Add-On
Grenade Adapter
Laser Aiming Module
Muzzle Brake
Muzzle Brake, Improved
Optical Link
Rangefinder
Scangrips
Silencer
Tactical Flashlight

Avail
15
0
0
15
0
18
0
15
0

Cost
10
250
1,300
2,500
3,000
500
500
100
50

An optical link is an essential component of the optical


targeting system, the definite modern targeting system
for all small arms. It uses a sensor array placed on the
gun to calculate its bearing and links to HUD goggles or an
optijack, projecting a crosshair atop the users vision
which shows exactly where the gun points. This makes
aiming incredibly easy and adds a +2 fire control bonus to
the attack roll. The capabilities of the optical targeting
system can be expanded with the use of a nanocomputer
and special tactical software.

SCANGRIPS
GRENADE ADAPTER
This fits on a rifles muzzle to allow the use of rifle
grenades. Naturally, you cant fit a silencer on the same
weapon.

LASER AIMING MODULE


This popular targeting aid uses a low-power laser beam
to project a red dot on the target, thereby adding a +1 fire
control bonus to the attack roll (in daylight, the dot is
visible up to 150 ft away). There is also an IR version
(cost 500) projecting a dot visible only through infrared
vision.

RANGEFINDER
Installed on a rifle or grenade launcher, this device uses a
laser to accurately measure the distance to a target and
sets the arming distance for grenades warhead
accordingly. A grenade that misses the intended target
and scatters wont detonate while controlled by this
device. Rangefinders are essential for the use of airburst
and cluster rock grenades, which depend on their
targeting information.

MUZZLE BRAKE
This accessory uses a gas port to vent the gases
produced by a gunshot at a vector chosen as to
counteract the muzzles tendency to climb up and fall
backwards. It will provide one point of Recoil Suppression.
Muzzle brakes cannot function in firearms bearing
silencers, as the silencer covers the gas port.

MUZZLE BRAKE, IMPROVED


This ia an advanced muzzle brake offering 2 points of
Recoil Suppression. It is considered military hardware.

Commonly used by law enforcement officers, security


professionals and other types paranoid with the
possibility of their own weapon being used against them,
this device scans the holders fingerprints and releases
the safety lock only if they match those of the registered
user.

SILENCER
More properly called a sound suppressor, this accessory
fits on the end of the muzzle and negates the muzzle bang,
which is the loudest part of the gunshot. It will add +10 to
the DC of any Listen skill check made to hear the gunshot
(the combined use of subsonic rounds adds an extra +5
to the DC). Because a silencer dampens the velocity and
expansion of the gases produced by the shot, it isnt
compatible with muzzle brakes. Silencers exist for most
common weapons up to Large size, although shotguns
cant mount silencers.

TACTICAL FLASHLIGHT
This flashlight can be mounted under the barrel of any
Small or larger firearm. It can illuminate the area in front
of the gun up to 60 ft away in a beam up to 20 ft wide. The
batteries last for 10 hours. There is also an IR flashlight
(cost 200) which illuminates the area with light visible
only through infrared vision.

MODIFICATIONS
Modification
Balancing
Burst Capability
Full Auto Conversion
PrintShield Finish
UltraBurst
UltraBurst, improved

Avail
0
15
15
20
15
20

Cost
500
1,000
1,000
1,000
2,000
4,000

- 47 -

BALANCING
Balancing may be performed by a gunsmith on any
firearm larger than Tiny, increasing its range increment
by 50%, but only in single shot mode (autofire uses the
normal range increment). A qualified character can use
the Engineering (weapon design) skill to balance his
weapon (DC 15).

BURST CAPABILITY

with the Engineering (weapon design) skill and the proper


tools can make this modification with a cost of only 350
by succeeding in a skill check with DC 15 (this also
requires one days worth of work).

PRINTSHIELD FINISH
Highly illegal, this Teflon coating resists oil and dirt so
well that no set of prints can be taken from the weapon
even after years of use. A must for any hired assassin.

Nearly all single auto firearms can be modified so as to


fire bursts. Of course, weapons which were not originally
designed for automatic fire are slightly more difficult to
control than automatic ones. A firearm undergoing this
modification receives a d3 Burst Die, but it can only fire
bursts (no full auto or area sprays). When firing bursts,
the Recoil rating of the weapon is increased by one. A
character with the Engineering (weapon design) skill and
the proper tools can make the modification with one days
worth of work plus a cost of 350 (the DC of the skill check
is 15).

This expensive modification installs a series of servooperated ports and gas vents that increase a weapons
cyclic rate of fire. The UltraBurst kit claims that it can
turn your SMG into a minigun and adds +1 to the Burst Die
of any automatic firearm. Example: a machine pistol with
a d3 Burst Die has a d3+1 Burst Die after UltraBurst has
been installed.

FULL AUTO CONVERSION

An improvement over the basic UltraBurst kit, this


modification adds +2 to a weapons Burst Die.

This modification turns a burst-only firearm into a


weapon capable of full auto and area sprays. A character

ULTRABURST

ULTRABURST, IMPROVED

BATTLE SOFTWARE
Computers have revolutionised everything and the
battlefield is no exception. For long army commanders
have used complex programs running on supercomputers
to test (at least in theory) various combat models, but
now software is also available for the lowly soldier to
augment his effectiveness in the battlefield. Most of the
later software is designed to run on small, portable
computers and nanocomputers a soldier can carry
without too much a burden.
Program
Avail
Cost
CombaTech TacOps
15
1,500xlevel
Phalanxware IFF
15
2,500

COMBATECH TACOPS
TacOps (Tactical Operations) is a program designed with
the squad leader in mind. Optimised to run on portable
computers and nanocomputers, it provides a small-unit
tactician with everything he might need: detailed maps of
the battlefield area, weather reports, troop deployment,
all with the press of a button! A level 0 TacOps program
provides a +1 equipment bonus to Analysis (military
tactics) checks related to small-unit tactics. Improved
versions with new features exist; these are considered

level 1 and level 2 programs and increase the bonus to +2


and +3 respectively.

PHALANXWARE IFF
IFF stands for Interrogate Friend or Foe and is great
companion for any optical targeting system. To use it, the
character needs to have an installed nanocomputer along
with a datajack, an optijack or HUD goggles and of course
a weapon equipped with an optical link. What IFF basically
does is that it uses the nanocomputer to detect the users
autonomic responses as he fires and determines who he
considers a friend and who a foe. No effort on the users
part is required; the program does all the work
automatically without distracting him. IFF uses the
information it receives to halt the weapon from firing if
the optical link is aimed on a friendly target. This means
that the user never has to worry about accidentally
shooting an ally, something very useful in frantic, close
quarters firefights.
In game terms, the use of IFF negates the -4
penalty for shooting at a target who is engaged in melee
combat with a friend. Moreover, if the user performs an
area spray with an automatic weapon no one of his
friends is going to be hit, since the program halts the

- 48 -

weapon from firing for as long as it is needed to bypass a


friendly target.

IFF has no quality levels there is only one


version available.

BODY ARMOR
Model
LIGHT ARMOR
CombaTech SecuriShield
CombaTech StealthShield
CombaTech StreetShield
combaTech UrbanShield
TraumaTek Impact Clothing
TrumaTek SEAL Edition
Vikron Coat+
MEDIUM ARMOR
CombaTech BlastShield
CombaTech Gyroharness
TraumaTek Riot Edition
TraumaTek Thorax
Vikron Vest+
HEAVY ARMOR
CombaTech PyroShield
CombaTech ThreatShield
TraumaTek Juggernaut
Vikron Behemoth

DR

Max Dex

Armor Check Penalty

Speed

Weight

Avail

Cost

5
4
4
2
2
5
4

+4
+6
+6
+6
+8
+5
+6

-2
0
0
0
0
-1
0

30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft
30 ft/20 ft

3 lbs
2 lb
2 lb
1 lb
1 lb
3 lbs
2 lbs

15
24
0
0
0
24
0

1,500
5,500
850
600
950
3.400
1,000

8
6
8
6
6

+1
+2
+2
+3
+3

-6
-5
-5
-4
-4

20 ft/15 ft
20 ft/15 ft
20 ft/15 ft
20 ft/15 ft
20 ft/15 ft

15 lbs
20 lbs
15 lbs
12 lbs
12 lbs

24
24
24
20
18

5,000
11,000
7,000
3,300
2,700

10
10
12
14

+1
+1
+0
+0

-6
-6
-7
-7

LIGHT ARMOR
COMBATECH SECURISHIELD
SecuriShield armor clearly aims t the light security
forces armor market, but can be of use to other citizens
and professionals as well. It comes in the form of a
jumpsuit made from a semi-metallic mesh and an
accompanying helmet. Although its designed to be worn
without any additional clothing, its concealable (but
barely so) if someone drops the helmet and wears baggy
clothing over the jumpsuit (DC 15 to spot the armor in this
case).

COMBATECH STEALTHSHIELD
The innovative StealthShield doesnt see very different
from a typical polymer-coated body armor, except from
the fact that it comes in the form of a jet-black heavy
bodysuit along with a mask fully covering the head. Its
most valuable trait becomes obvious as soon as the
wearer is viewed through infrared vision. StealthShield is
completely thermal-insulated, with all body heat
generated diverted to a small chemical tank carried on
the wearers back. StealthShield adds a +2 equipment
bonus to Hide checks and makes the wearer invisible to IR
vision or heat scanners. As an interesting side-effect, the

20 ft/15 ft
25 lbs
28
12,500
20 ft/15 ft
25 lbs
28
9,000
20 ft/15 ft
40 lbs
32
70,000
20 ft/15 ft
40 lbs
32
100,000
wearer cannot be targeted by heat-seeking missiles. The
chemical tank is good for 6 hours; afterwards, the
accumulated heat must be vented out or itll fail and body
temperature will quickly rise to dangerous levels.

COMBATECH STREETSHIELD AND URBANSHIELD


CombaTechs answer to TraumaTeks impact clothing is
its UrbanShield bodysuit, made from ballistic nylon. Much
cheaper than impact clothing, UrbanShield has the
advantage of being able to cover most of the body without
having to spend a fortune on impact clothing. Many users
however, complain about the frequent itches caused by
the nylon. When worn under normal full clothing, the DC of
the Spot check to reveal the bodysuits presence is 25.
StreetShield is an upgrade over UrbanShield.
Also coming in the form of a bodysuit, StreetShield has a
polymer coating which provides greater protection than
plain ballistic nylon. It is slightly heavier than UrbanShield;
the DC to detect it under clothing is 20.

TRAUMATEK IMPACT CLOTHING


Code-named High-Velocity Impact-Resistant Clothing
(HVIRC), TraumaTeks impact clothing was the first body
armor produced by the company and its widespread
success led to the establishment of TraumaTek as one of
the leaders in modern anti-ballistic armor. Impact
clothing is still one of the most sought out armor, praised

- 49 -

for its concealability and ease of use. It has nothing in


common with the bulky ballistic vests which usually
spring to mind when hearing the term body armor.
TraumaTeks brilliant idea was to use ballistic nylon to
weave standard clothing, like shirts, jeans, jackets, even
evening suits. There is already a large collection of
clothing made from TraumaTeks InvisiShield ballistic
nylon and the company has contracts with major fashion
designers to produce fashionable, trendy clothing.
Virtually undetectable, impact clothing is also extremely
light and non-encumbering. Although it wont save
someone from a point-blank shot or from a high-power
weapon, it will save lives from most sidearms.
The cost given in the table is for one article of
clothing. A piece designed by famous designer costs
1,500.

TRAUMATEK SEAL EDITION


This is one of the lightest semi-metallic armors ever
made. Covered by a black polymer coating, its a bodysuit
with an inner thermal insulation layer, making it ideal for
amphibious assault units. Tis suit gives a +2 equipment
bonus to Hide checks in night or darkness and a +4
equipment bonus to Fortitude saves made to resist low
temperatures. If concealed under normal clothing, the DC
to detect it is 20.

VIKRON COAT+
Vikron has tried something along TraumaTeks original
idea: armor that can be disguised as normal clothing. To
make things a little different, Vikron used a polymer
coating and came up with its Coat+ model. Polymer
coating is considerably heavier and thicker than ballistic
nylon, so Vikron transformed it into an overcoat.
Cooperating with the acknowledged designer Antonai
Mikeli, the Coat+ is as stylish as an overcoat can get. It
offers considerable protection and doesnt advertise
ones use of armor. The Spot check to reveal that an
overcoat is actually a Coat+ has DC 30.

MEDIUM ARMOR
COMBATECH BLASTSHIELD
BlastShield combines the use of ceramic trauma plates
and a polycarbide matrix to make one of the lightest
battle armors available. Although battle armor is still too
heavy and expensive to be of any real use in the
battlefield, the military seems to like the idea of providing
heavy protection to shock troops or elite squads.
CombaTech has already signed contracts with the US and
Chinese military and BlastShield can be combined with

any troop carrying system. BlastShield covers the torso


and uses a dense ceramic helmet (with tactical HUD
screen) to cover the head, while the rest of the body is
covered by a semi-metallic jumpsuit. The full body
coverage makes it blastproof (it protects with its full DR
against explosions).

COMBATECH GYROHARNESS
Much more than a simple armor, the gyroharness is a
portable weapons platform which offers unparalleled
control over an automatic weapon. It mainly consists of a
light polycarbide vest upon which an articulated arm is
mounted. The arm can mount any weapon of size Large or
smaller and automatically calibrates, absorbing most of a
weapons recoil. A gyroharness provides 5 points of
Recoil Suppression to the mounted weapon.

TRAUMATEK RIOT EDITION


TraumaTeks use of heavy ceramic plates has created a
battle armor that is considerably lighter than any other
armor in the same category. Riot Edition protects the
torso and head (with a tactical HUD helmet) and uses a
semi-metallic jumpsuit to protect the rest of the body.
Although called Riot Edition, this armor is mostly aimed
towards military units rather than law enforcement
agencies. It comes along with an internal catheter and a
cooling system (+6 equipment bonus to Fortitude saves
made to resist hot temperatures) with batteries lasting
for 3 days. The armor is also considered blastproof (it
protects with its full DR against explosions).

TRAUMATEK THORAX
Thorax is TraumaTeks solution for the security
professional. The armor suit is made up from a light
polycarbide vest, a helmet and a semi-metallic jumpsuit to
cover the rest of the body. The whole system has an
internal catheter, so that the security specialist can wear
it all day long without any need of removing it.

VIKRON VEST+
With its Vest+ model, Vikron entered the security forces
market. The Vest+ is a vest and helmet pair made from
light polycarbide, able to resist the impact from most
personal firearms even at point-blank range. Its perhaps
the cheapest true security armor available.

- 50 -

HEAVY ARMOR
COMBATECH PYROSHIELD
PyroShield is an improvement over the basic ThreatShield
design, adding resistance against heat and fire. This
armor is fireproof and protects with its full Dr against
fire.

COMBATECH THREATSHIELD
ThreatShield borders on the limit of portable armors and
is heavy enough to seriously decrease mobility. On the
other hand, its heavy polycarbide matrix can resist heavy
weapons fire. As with BlastShield, ThreatShield covers the
torso and head (using a helmet with tactical HUD), while a
semi-metallic jumpsuit covers the rest of the body. A
difference with BlastShield (apart from the greater
protection offered) is that this model incorporates a
catheter and cooling system and so is able to be worn all
day long evening the hottest climates (+6 equipment
bonus to Fortitude saves made to resist hot
temperatures). The batteries for the cooling system last
for 3 days. Like BlastShield, its blastproof (fully protects
against explosions).

TRAUMATEK JUGGERNAUT
Juggernaut is TraumaTeks entry in the slowly growing
PBA (Powered Battle Armor) market. It reminds someone
of the full plate worn by medieval knights, covering the
entire body with an exoskeleton made from a dense
polycarbide alloy. The armor would be too heavy to be
portable if it wasnt supported by small but powerful
hydraulic servomotors. Movement using the servos is far

from smooth, but the motors have the added effect of


greatly increasing the users strength (+4 equipment
bonus to Strength). A small power generator is worn as a
backpack. When the power runs out (after two days of
continuous use), the armor grinds to a halt. The
Juggernauts helmet is equipped with a HUD, light
amplification and thermal imaging vision and gas filters.
Its fireproof and blastproof (fully protects against both
fire and explosions) and provides complete temperature
control (+6 equipment bonus to Fortitude saves made to
resist hot and cold temperatures).

VIKRON BEHEMOTH
The dreaded Behemoth armor is at the moment the top
model in the PBA line. Vikrons R&D team has managed to
come up with revolutionary small but powerful
servomotors to move this beast of tungsten carbide.
Covering the entire body from head to heels, Behemoth
provides full protection against fire and explosions, a
filtered air supply, thermal imaging and light amplification
vision, a tactical HUD screen and a 100-mile range
communication package (with the option of satellite uplink
capability for another 20,000). Its backpack power
generator is able to power the armor for a full two days
(when the power runs out the armor becomes completely
immobilised). Temperature control gives a +6 equipment
bonus to Fortitude saves made to resist hot and cold
temperatures alike. The servos provide a +6 equipment
bonus to Strength. Rumour has it that Vikron is ready to
produce a space version of Behemoth with vacuum
protection and independent air supply. Some wealthy
corporations may already possess one of the prototypes.

CHEMICAL WARFARE AGENTS


Agent
Arsine
Botulin
BZ
Chlorine Gas
CN
CR
CS
Distilled Mustard
Enterotoxin
Hydrogen Cyanide
Nitrogen Mustard
Phosgene
Ricin
Sarin

Type
Contact/Inhaled DC 18
Ingested Dc 20 or Inhaled DC 22
Inhaled DC 15
Contact/Inhaled DC 17
Contact/Inhaled DC 15
Contact/Inhaled DC 20
Contact/Inhaled DC 18
Contact/Inhaled DC 16
Ingested DC 18
Inhaled/Ingested DC 15
Contact/Inhaled DC 18
Inhaled DC 18
Ingested DC 17 or Inhaled/Injected DC 20
Inhaled DC 18

Initial Damage
D8 major
2D6 Dex+D10 Con
D4 Dex+D6 Int+D6 Wis
D10 major
Special
Special
Special
D8 major
Special
D6 Con
D8 major
D4 Str+D4 Con
D6 Str+D6 Con
D6 Dex+D8 Con

Secondary Damage
D12 major
2D6 Con
D6 Int+D6 Wis
2D6 major
Special
Special
Special
D12 major
Special
2D6 Con
D12 major
D6 Str+D10 Con
2D6 Con
D10 Con

- 51 -

Saxitoxin
Sea Wasp Toxin
Soman
Tabun
VX

Ingested DC 20
Ingested/Injected DC 20
Contact/Inhaled DC 19
Inhaled DC 16
Contact/Inhaled DC 20

PROTECTION
If taken in time, an antidote will give a +6 chemistry bonus
to the Fortitude saving throw made to resist a toxic agent.
A mask will protect against gases of the Inhaled type, but
a full bodysuit and a mask is necessary to protect against
gases of the Contact/Inhaled type.

BLISTER AGENTS
These are wounding agents that attack the eyes, skin,
lungs and other internal tissues, causing
bronchopneumonia. In a war, the purpose of blister
agents is to flood medical facilities with patients carrying
wounds both difficult and time-consuming to treat.

MUSTARD GAS
Mustard Gas includes distilled mustard and the more
potent nitrogen mustard and is the most widespread
blister agent. There is a delay in its action, with initial
damage occurring d10 hours after exposure and
secondary damage 2d10 hours later.

AIRBORNE ARSENIC COMPOUNDS


ANTIDOTE: Dimercaptopropanol
Also called arsines, these are arsenic compounds like
lewisite and adamsite mixed with a mustard agent.
Injuries caused by the mixture are similar to those
caused by other mustard agents, however symptoms
arent delayed and the irritation effects occur
immediately.

CHLORINE GAS
One of the first poisonous gases used in World War I,
chlorine gas interacts with the water in the eyes and the
respiratory system to form hydrochloric acid which
inflicts horrible burns.

CHOKING AGENTS
These nasty chemical agents attack the respiratory
system, causing the victim to drown in his own mucus
very quickly. Initial damage occurs one minute after
exposure, secondary damage 2d12 minutes later.

2D6 Dex+D6 Con


D8 Con
D6 Dex+D8 Con
D6 Dex+D8 Con
D6 Dex+D8 Con

2D6 Con
D12 Con
D10 Con
D10 Con
D12 Con

Phosgene is the most well-known representative of these


agents.

NERVE AGENTS
ANTIDOTE: Atropine or HI-6.
Nerve gases are among the most used chemical warfare
agents today, a potent weapon in the hands of terrorists
and a nightmare for law enforcement agencies. All nerve
gases are organophosphoric compounds that inhibit
acetyl cholinesterase, leading to the accumulation of
acetylcholine in the nerve synapses. This causes spasms,
paralysis and death due to respiratory muscle paralysis
and asphyxiation.
Nerve gases can be roughly divided into Gagents (Sarin, Soman and Tabun) and V-agents (VX). Gagents are unstable compounds that are rendered
ineffective after 8-16 hours. Tabun is the most outdated,
least toxic, but easiest to manufacture nerve gas. Soman
is the most toxic. V-agents include the VX gas and are
very stable, remaining in the ground and plants of the
affected area for up to 3 weeks.
The ability damage caused by nerve gases is
extremely ephemeral. Once the character leaves the
vicinity of the agent (or is given clear oxygen to breath)
lost ability points return at the rate of one per 10 minutes
(assuming hes not dead).
Antidotes only give a +4 bonus against Soman,
because of the rapid aging process of acetyl
cholinesterase it causes.

HALLUCINATORY AGENTS
When administered in low doses, these agents (whose
main representative is BZ) cause conditions similar to
psychotic disorders or other symptoms like loss of
feeling, paralysis, rigidity etc. They eventually cause
inability to make decisions and incapacitation.
Initial damage occurs 5 minutes after
exposure; secondary damage occurs 20 minutes later.
The damage cannot reduce an ability score below 3.

TEAR GAS
Tear gas is a non-lethal, incapacitating agent that attacks
the eyes, respiratory and gastrointestinal system. Its
frequently used by the police in riot control. The three

- 52 -

available types of tear gas is CN, CS and CR. CN is the


most outdated and least potent. CS is the most widely
used, since it can be easily deactivated with a thorough
washing with water. CR is the most potent.
Tear gas doesnt cause any damage. Instead,
every round an unprotected character is under the effect
of the gas, he needs to make a Fortitude save. If the save
fails, the character has a -4 penalty to all attack rolls and
skill checks for the next minute.
A filtered mask that also covers the eyes will
provide full protection from tear gas.

OTHER TOXINS
BOTULIN
Produced by Clostridium Botulinum, this is the most
poisonous substance known. The lethal dose is one
microgram if ingested, less if inhaled.

ENTEROTOXIN
This incapacitating toxin is produced by Staphylococcus
Aureus and will cause all the symptoms of food poisoning
(diarrhoea, vomiting, stomach pain). The toxin doesnt
cause any damage. Instead, if the victim fails either of the
saving throws (one made 10 minutes after introduction
and the second an hour later), he suffers a -4 penalty to
all attack rolls and skill checks for 4d8 hours.

HYDROGEN CYANIDE
A classical lethal poison that inhibits ferrous enzymes,
halting cellular respiration and metabolism. Nazis used a
form of cyanide, the gas Zyklon-B, in the death camps.

RICIN
Nasty mixture of poisonous proteins extracted from the
seeds of the castor oil plant. It blocks the synthesis of
proteins and leads to ddeath (usually due to heart
failure). Its most interesting trait is that its effects are
greatly delayed: initial damage occurs after one day and
secondary damage after 3 days.

SAXITOXIN
Produced by cyanobacteria (a kind of algae), this toxin
attacks the nervous system and causes paralysis and
respiratory failure. The lethal dose is one milligram.
Secondary damage occurs d20 minutes after the initial
damage.

SEA WASP TOXIN


This poison comes from the sea wasp jellyfish, one of
the most poisonous creatures on earth. It is a cardiotoxin
which causes arrhythmias and heart failure. Initial
damage occurs after d10 minutes, while secondary
damage occurs 2d10+10 minutes later.

- 53 -

BIOTECHNOLOGY
CYBERWARE
Implant
Adrenal Chip
Air Tank
Body Plating
Concealed Compartment
Concealed Firearm
Control Interface
Cranial Bomb
Cyberlimb
Data Tank
Datajack
Endoskeleton
Filters
Flare Compensator
Lifesaver
Muscle Replacements
Nanocomputer
Night Vision
Optijack
Pain Dampener
Parabolic Hearing
Retractable Claws
Sonic Compensator
Sonic Vision
Subdermal Comm Set
Synaptic Boost
Telescopic Vision
Thermal Imaging

Tolerance
1
1
1
0
0
2
2
2
0.5
0.5
3
1
0.5
0.5
1
2
0.5
1
1
0.5
1
0.5
0.5
0.5
2
0.5
0.5

ADRENAL CHIP
This small implant connects to the adrenal glands and can
trigger increased production of adrenaline whenever the
user wishes so. Activating the implant is a free action and
will increase reflexes, reaction speed and physical
strength, giving a +2 biotech bonus to Strength, initiative
and AC. These benefits last for one minute because the
adrenaline is quickly metabolised. Afterwards, the user
feels drained: he must make a Fortitude save (DC 12) and
if he fails he is considered fatigued. The DC of the saving
throw is increased by one point each time the chip is used

Availability
0
0
0
0
20
0
24
0
0
0
0
0
0
0
0
0
0
0
0
15
15
0
15
0
0
0
0

Cost
7,000
6,000
5,000xlevel
100
3,000
5,000xlevel
8,000
20,000xlevel
6,000
5,000
40,000xlevel
5,000xlevel
4,000
3,500
8,000xlevel
Varies
6,000
8,000
15,000
6,000
2,000
4,000
20,000+10,000xlevel
4,500
12,000xlevel
5,000
6,000

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


character has a full 8-hour rest.
The adrenal chip requires a control slot from a
nanocomputer to be controlled.

AIR TANK
This small reservoir connects to the lungs and stores
highly compressed air for use in emergencies. A chemical
detector in the pulmonary vein measures the
concentration of oxygen in the blood and releases air
from the tank into the lungs when it drops low. This allows
the recipient to breath up to 15 minutes (the tanks

- 54 -

maximum capacity) in asphyxiating conditions. The tank


automatically replenishes its supply by drawing air from
within the lungs when the recipient breathes normally (it
regains one minute worth of air for every 10 minutes of
normal breathing).

BODY PLATING
Body plating consists of subdermal torso trauma plates
made from Kevlar and light ceramic that offer protection
against attacks. Although not as good as most armors,
they are completely invisible and may be combined with
armor for maximum protection.
There are 3 possible levels of body plating and
they will provide Damage Reduction equal to their level;
this DR is cumulative with that of armors. The 3rd level is
so heavy that the body cant support it on its own; it
needs to be mounted on an endoskeleton.

CONCEALED COMPARTMENT
Technically this isnt an implant, but a hollow space
designed into a cyberlimb to store items (anything of Tiny
or smaller size).

CONCEALED FIREARM
This is actually a heavily modified firearm concealed
inside a cyberlimb. The weapon is fired through a port in
the palm, which closes when it is not needed, and its
action is controlled by a nanocomputer (it doesnt require
an additional control slot, since it uses the slot devoted to
the cyberarm).
A character has three choices for a concealed
firearm. The first is a heavy pistol (damage d10, crit 1920, range 30 ft, recoil 2, ammo 6, type P/Se), the second
a machine pistol (damage d8, crit 19-20, range 30 ft,
burst d3, recoil 1, ammo 15, type P/Se) and the third a
flechette gun (damage d10, crit 18-20, range 30 ft, recoil
1, ammo 30, type P/Se). No weapon can accept
accessories.
Reloading is difficult and time-consuming
(taking 3 rounds), but the weapon compensates with its
incredible concealability (it takes a Spot check with DC 35
to detect the firing port in the palm).

CONTROL INTERFACE
This implant allows the user to control a properly
configured vehicle with his thought, as well as any
accessories or weapons rigged to it. Its very popular
among pilots and race drivers since control via thought is
always more perfect than manual one.

A control interface requires a control slot


from a nanocomputer plus a datajack and comes in 3
levels of quality. It can be used to control any vehicle
equipped with a remote control platform. It will provide a
+1 biotech bonus per level to any vehicle control rolls as
well as to any attack rolls made with mounted weapons
which are rigged to the remote control platform.

CRANIAL BOMB
A rather radical means of ensuring someones loyalty, a
cranial bomb is a small explosive charge installed deep
inside the cranial cavity. It can be remotely detonated and
its just enough to turn most of the brain into a pulp,
instantly killing the victim. Removing the charge requires
both a Surgery and a Disable Device skill check (DC 25).

CYBERLIMB
Cyberlimbs use hydraulic servomotors to greatly
enhance the users physical strength and can accept a
variety of other accessories, like concealed
compartments and firearms. They are commonly covered
by synthetic skin which resembles natural one almost
perfectly.
A cyberlimb requires a control slot from a
nanocomputer and comes in 3 levels of power. Each level
provides a +2 biotech bonus to Strength, but only for
tasks actively using that particular limb. The 3rd level is
too heavy to be supported by the natural skeleton; it
needs to be mounted on an endoskeleton. It takes a Spot
check with Dc 30 to realise that the skin covering a
cyberlimb in synthetic and not natural.
Cyberlimbs usually run on batteries that last
for two days of continuous operation. Recharging them
takes one hour. New batteries cost 100. If a cyberlimb
runs out of power, it is rendered useless.

DATAJACK
A datajack connects a nanocomputer to the outside world.
The user can send and receive data and control external
peripherals through it. There is a wired and a wireless
version; the wireless version uses an infrared port and
costs 7,000 (its range is 100 ft). Both versions have their
ports located at the back of the head, where they can be
concealed by hair.

DATA TANK
This implant is nothing more than a high-tech miniature
hard drive located in the users cranial cavity. It can
store over 1,000 terrabytes of data, but retrieving them

- 55 -

is impossible without a nanocomputer and a datajack.


Data tanks are popular with data courier services those
paranoid enough not to transmit data over the Internet
(lest they be stolen) often hire couriers with implanted
data tanks to deliver the data to their destination. In the
past this was done with a briefcase handcuffed on ones
arm; now technology makes a data thiefs life much
harder.

ENDOSKELETON
Primarily used to mount other implants, an endoskeleton
offers considerable protection, since it adds titanium
alloy reinforcements to most bones in the recipients
body. Endoskeletons come in 3 levels of power: each level
will provide a +2 biotech bonus to the characters
Constitution, but this increase doesnt affect Fortitude
saves in any way.

FILTERS
Filters are small lung implants filtering incoming air. They
provide adequate protection against durst particles,
irritants and most toxic gases, although not as good as
filter masks. Still, they are invisible and always
functioning. There are 3 levels of filter quality and each
will give a +2 biotech bonus to Fortitude saves against
inhaled poisons (theyre useless against contact gases).

FLARE COMPENSATOR
This implant monitors the level of light reaching the retina
through a secondary lid and turns sudden changes in
intensity into gradual ones, preventing temporary or
permanent damage. It provides flash suppression; the
character cannot be dazzled or blinded by bright light.

LIFESAVER
A lifesaver is a small implant capable of holding up to ten
doses of various medical drugs (most users load it with
emergency medication) and administer them to the body
when theyre needed. The implant is installed subdermally
and substances re loaded into it via a small tube exiting at
the left arm. Medication can be administered either
through the use of a remote control or by a
nanocomputer (if the user has one installed). Controlling
a lifesaver via a nanocomputer doesnt require a control
slot (theres not anything complicated to draw on lots of
processing power) and allows pre-programmed
activation clauses (like administering a specific drug
when the user falls unconscious or his heart stops
beating).

MUSCLE REPLACEMENTS
These are synthetic muscles made from strong carbon
fibers to provide a boost to the users strength. Each
level (there are 3 of them) grants a +1 biotech bonus to
Strength.

NANOCOMPUTER
One of the most basic implants, a nanocomputers job is
to control other implants, although it can also be used for
more mundane computer tasks. It is connected to most
major brain centers and this enables the character to
control it and any equipment connected to it with his
thought. The addition of a datajack enables a
nanocomputer to communicate with external peripherals
and devices, located outside of the users body.
There are several different models of
nanocomputers (detailed in the computers section). Each
will have a number of control slots, which are used to
control other implants in the users body. Some implants
may require a control slot from a nanocomputer, others
will not. If there isnt an available slot, an implant
requiring one cannot function.

NIGHT VISION
This implant uses light amplification technology to provide
effective lowlight vision. It requires an optijack and halves
(round down) all darkness penalties (except from total
darkness). It doesnt provide any advantage in fog or
smoke.

OPTIJACK
An optijack is an implant which connects directly into the
optic nerve and can feed images to the brain, as well as
video coming from any source or info from any other
implant. In essence, it is a personal display monitor. To
properly function, it requires one control slot from a
nanocomputer.

PAIN DAMPENER
This implant hijacks the central neural routes carrying
pain signals, reducing any stimuli to a logical amount of
discomfort. Penalties resulting from wounds are halved
(round down).

PARABOLIC HEARING
Working like a parabolic mike, this implant enables the
recipient to hear sounds originating far away with great

- 56 -

detail. Input sound is automatically reduced or amplified


to a level enabling comfortable hearing. Apart from giving
a +5 biotech bonus to Listen skill checks, the user can
also hear a normal conversation from up to 1,500 ft away
or a whisper from up to 500 ft away (the presence of
obstacles between divides these ranges by 4).

This implant uses optic fibres to transfer signals from


kinetic centers to the muscles, increasing quickness and
reaction times. Each level (there are 3 possible levels)
provides a +3 biotech bonus to initiative.

RETRACTABLE CLAWS

SUBDERMAL COMM SET

This is an efficient surprise weapon, consisting of steel


claws which spring up and retract into the knuckles when
not needed. Claws are treated in all respects as a dagger
and may be built into a cyberarm (in this case their
Tolerance is 0).

The subdermal comm set is a nice name for an implanted


cell phone that jacks into the users acoustic nerve and
has a microphone near his vocal chords. Speaking on a
whisper-level is generally enough to send a loud and clear
transmission this gives you all the privacy youll ever
need. A version of this implant costing 7,000 supplements
the comm. Package with a powerful broadrange radio
transmitter/receiver (effective range is over 10 miles).

SONIC VISION

SYNAPTIC BOOST

This cutting-edge implant requires an optijack to work


and gives to the user a refined, highly detailed form of
echolocation. The user can literally see sound and this
negates any darkness or visibility penalties (including
total darkness, smoke and fog). There are 3 levels of
sonic vision and each has an effective range of 300
ftxlevel.

This implant uses a series of lenses and an optijack to


offer magnification of images up to x16. It is often used by
hunters and snipers to assist in long-range shots.
Telescopic vision works exactly like a telescopic sight.

SONIC COMPENSATOR

THERMAL IMAGING

This useful little implant hijacks the acoustic nerve and


blocks any incoming signal strong enough to cause
temporary or permanent damage. It provides noise
suppression.

Using an infrared sensor and an optijack, this implant


provides infrared vision, enabling the user to see any
items or persons radiating heat. It halves (round down)
any visibility penalties in darkness (including total
darkness), fog and smoke (but will not function in hot
smoke).

TELESCOPIC VISION

BIOWARE
Application
Analytic Smell
Antidote
Arterial Pump
Chloroskin
Coagulant Factory
Cold Immunity
Combat Reflexes
Deep Diver
Directional Hearing
Flexi-Joints
Haemological Replacement
Hyper Metabolism
Immunoglobulin Factory
Kinetic Neural Network
Neural Boost
Neural Bridge

Tolerance
0.25
0.25
0.25
0.5
0.25
0.5
0.5
0.5
0.25
0.75
0.5
0.75
0.25
0.5
1
1

Availability
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Cost
4,500
5,000
5,500
8,000
5,000xlevel
10,000
6,000xlevel
12,000
5,000
8,000
4,000
6,000xlevel
5,000xlevel
5,000xlevel
15,000xlevel
30,000

- 57 -

Neuron Processor
Nictating Membranes
Resilience
Semi-Gills
Screech
Slowed Metabolism
Spring Motion
Zero-G Adaptation

0.75
0.25
0.75
0.75
0.25
0.75
0.25
1

0
0
0
0
18
0
0
0

10,000xlevel
2,500
10,000xlevel
15,000
4,000
18,000
4,000
20,000

ANALYTIC SMELL

COAGULANT FACTORY

Enhances a humans sense of scent so that he becomes


able to detect even traces of chemicals in the vicinity
(and identify known substances). There are rumours of
those using analytic smell to track down someone by
scent.
Among the many uses of analytic smell is the
ability to sniff firearm propellants and explosives. This
requires to make a Wisdom check with a +4 biotech bonus
versus DC 20. Success enables the user to detect any
firearm or explosive (even concealed ones) within 30 ft.
Using analytic smell to track someone down adds a +4
biotech bonus to any relevant roll.

This small gland produces improved blood coagulant


factors in the case of injury, which speed up natural
healing and can save someones life by quickly halting
internal bleeding.
A coagulant factory comes in 3 levels of
quality. All 3 levels double the natural healing rate of the
recipient. Moreover, each level increases by 10% the
stabilisation chance a dying character has.

ANTIDOTE
This bioware consists of a small gland able to detect a
specific toxin and produce the antidote for it (if an
antidote exists, of course). This renders the recipient
immune to the toxin.

ARTERIAL PUMP
This bioware reinforces the muscular walls of major
arteries to assist the pumping action of the heart. As a
result, oxygen is delivered more efficiently to the tissues,
even when the recipient performs heavy physical
exercise.
The recipient of this bioware gains the
Endurance feat. If he already has it (or takes it at a later
time), the bonus it gives becomes +6.

CHLOROSKIN
Popular in areas plagued by food shortages or among
space colonists, chloroskin enables the recipient to
photosynthesise hydrocarbons, using them to cover as
much as 30% of his daily dietary needs. Its only drawback
is the strange skin coloration.

COLD IMMUNITY
The recipient has his vital organs reconfigured to work at
low temperatures. He can survive in temperatures much
lower than those a normal human is able to endure (+5
biotech bonus to Fortitude saves made to resist cold
temperatures). This bioware is popular among people
living in arctic climates.

COMBAT REFLEXES
This modification accelerates instinctive reaction time
and natural alertness, so that the recipient can effectively
avoid incoming attacks and other threats. Each level
(there are 3 of them) grants a +1 dodge bonus to AC and
Reflex saving throws.

DEEP DIVER
This modification adapts the body to high pressure
environments. A modified recipient with an oxygen source
can dive down to 600 ft without suffering any adverse
effects and without depressurisation needed afterwards.
Note that this bioware doesnt allow the recipient to
breath underwater; it merely compensates for high
pressure.

DIRECTIONAL HEARING
The recipients acoustic system is modified so that he can
sense the duration of all sounds produced within one mile
of him.

- 58 -

FLEXI-JOINTS

NEURAL BOOST

This is a heavy modification to the recipients bone


structure, granting him a flexible skeleton. The recipient
can dislocate most of his joints with minimal discomfort,
fit in tight spaces and escape conventional bonds (+5
biotech bonus to any Escape Artist checks). The downside
is that bones become much more fragile. Bludgeoning
weapons inflict 50% more damage on the recipient and
falls cause double damage. The recipient of flexi-joints
cannot have an endoskeleton, cyberlimb or support any
level of body plating.

This bioware affects the neurons of the central nervous


system and provides better processing of stimuli and
information, enhancing the ability to concentrate and
solve problems. It will provide a +1 biotech bonus per
level (it has 3 levels of quality) to Intelligence.

HAEMOLOGICAL REPLACEMENT
This improved blood is better at carrying oxygen, greatly
improving endurance. It doubles the time the recipient is
able to hold his breath and grants the Endurance feat
(theres no additional benefit if the recipient already has
that feat).

HYPER METABOLISM
This bioware hijacks the bodys metabolic centers to
increase the basic metabolism level. As a result, the
recipient becomes much more active, but also has to eat
more to sustain his heightened metabolism (daily food
consumption is doubled). Each level of hyper metabolism
(there are 3 of them) gives a +1 biotech bonus to initiative
and increases base speed by 5 ft. The biowares greatest
disadvantage is that the body wears down more quickly
(each level accelerates the aging process by 10%).

IMMUNOGLOBULIN FACTORY
This bioware is gland that produces efficient, fast-acting
antibodies, enhancing the bodys resistance against any
disease. It comes with pre-programmed antibodies for
the most common diseases it is likely to encounter and
gives a +2 biotech bonus per level (it has 3 levels of
quality) to Fortitude saves made to resist disease.

KINETIC NEURAL NETWORK


This bioware increases the distribution of nerve fibers to
a specific limb to increase precision of movement and
manual dexterity. It has 3 levels of quality and each level
will give a +1 biotech bonus to Dexterity, but only for tasks
related to that particular limb.

NEURAL BRIDGE
This bioware consists of new nerve fibers to the left arm
and new kinetic synapses, making the recipient fully
ambidextrous and improving his ability to use both hands
simultaneously without loss of coordination or
competence. It will grant the Ambidexterity feat to the
recipient, even if he doesnt meet the prerequisites. If he
already has that feat or takes it at a later time, neural
bridge gives the recipient the Two-Weapon Fighting feat.
If he also has this feat or later acquires it, it will give him
the Improved Two-Weapon Fighting feat. If the recipient
already has all 3 feats, neural bridge is a waste of money
and Tolerance.

NEURON PROCESSOR
A neuron processor is a group of neurons grown to
perform a specific function. It acts as a biological coprocessor which can enhance the users ability in certain
mundane tasks.
Each processor is designed to augment a
specific skill (although skills that have Constitution,
Wisdom or Charisma as their key ability or that cant be
used untrained cannot be augmented by a neuron
processor). A processor is available at 3 quality levels
and each level will give a +1 biotech bonus to that skills
checks.

NICTATING MEMBRANES
These are slim, transparent films protecting the
recipients retinas on somatic command (usually blinking
hard). They act as an extra eyelid protecting from dust,
smoke and liquids. They give a +2 biotech bonus to
Fortitude saves against tear gas or other eye irritants.

RESILIENCE
Resilience fortifies the body with more fat and tougher
bones, to provide greater resistance against external
threats. There are 3 levels of augmentation possible: each
level will provide 5 extra hit points to the recipient and
increase his weight by 15%.

- 59 -

SEMI-GILLS
This modification equips the recipient with gill-like
structures, enabling him to breath underwater, although
hes able to use his mundane respiratory system when
hes on land.

SCREECH
The recipients voicebox is modified, making him capable
of emitting a high-frequency scream. This can break glass
and cause temporary deafness to those nearby. An
unleashed scream will temporarily deafen for d3 minutes
everyone without noise suppression that is within 30 ft of
the recipient and doesnt succeed in Fortitude save (DC
20). A scream can be safely emitted once per hour. If
used more frequently, the character risks damage to his
vocal chords. Roll a d6: 1-2 no damage, 3-4 temporary
damage (the character can only whisper for the next d4
days), 5-6 permanent damage (repairable only by
surgery).

becomes slow and easily exerts himself (-2 on initiative


rolls, when running the character can only multiply his
base speed by x3), the bioware is popular among the rich
for extending their life span (it slows down aging by
25%). As a side-effect, food consumption is halved.

SPRING MOTION
This application rewires the legs tendons so as to
provide greater force. It dramatically increases the
jumping capability of any man (+5 biotech bonus on all
Jump checks) and trained users can use it to better
absorb the impact of a fall (+2 biotech bonus to Tumble
checks made to reduce damage from a fall).

ZERO-G ADAPTATION
A must for everyone serious in making a living in space,
this modification adapts the body to the absence of
gravity. A recipient can spend years in zero-g conditions
without suffering from muscle atrophy or bone mass loss.

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

- 60 -

COMPUTERS
MICROCOMPUTERS
Microcomputers are the most widely available computer
models and the ones most home users own. Either
independent or used as terminals for more powerful
Microcomputer
Level
Cellex Cygnus
-1
Cellex Myrmidon
1
Intel Hexago
0
Intel Hexago+
1
Intel Imago
2
Intel Pentago
-2
Intel Pentago+
-1
MiliTech Andromeda
1
MiliTech Silica
-1
MiliTech Tenebra
2
StrataTek Celaeno
0
StrataTek Cryo
2
StrataTek Solaris
-2

CELLEX CYGNUS

machines, they are standard appliances of any home or


office. They come in desktop as well as portable versions
(portable versions typically cost an extra 15%).
Structure
Availability
Cost
15
0
250
25
20
10,000
20
0
1,000
25
0
3,000
30
0
10,000
10
0
100
15
0
500
25
0
6,500
15
0
750
30
24
20,000
30
0
2,500
40
0
15,000
10
0
100

INTEL HEXAGO

Although not very impressive in terms of hardware when


compared to other processors of the same category,
Cellex has used intelligent algorithms to increase the
processing power of its Cygnus model with little cost. The
result is a cheap, efficient processor, a favourite for
those on a tight budget. Unfortunately, Cygnus isnt very
good at multitasking and is treated as level -2 for the
purpose of determining how many programs it can
simultaneously run.

Currently, Hexago is Intels best-selling processor and


the one most marketed. Hexago features great
innovations over the old Pentago family. The processor
has abandoned Pentagos 256-bit architecture for a 512bit one, along with faster data processing and a wider
memory bus. Intel markets it as an excellent all-around
processor, both for the hobbyist and the professional.

CELLEX MYRMIDON

Intel intends to exhaust the limits of 512-bit technology


before moving on to more complicated architectures.
Hexago+ is one of the companys top-line processors, for
those who prize power over cost. The processor is built
around a plain Hexago chip, supported by co-processors
for maths and graphics and a separate chip handling
memory access and data transfer. Its clearly one of the
best companions a power user can have.

Myrmidon is every hackers dream. Its processor is


intended for serious system infiltration and Cellex only
sells these to national militaries. In fact, most countries
have classified Myrmidons as weapons and anyone caught
with one is going to suffer serious repercussions (even if
he hasnt used it to actually commit a crime). Regardless,
a handful of these babies have appeared in the black
market, always selling like hot cakes. Myrmidon is
designed to be a decoding processor: its architecture and
algorithms make codebreaking much easier, adding a +2
equipment bonus to rolls made to infiltrate a system or
improve your access level in it.

INTEL HEXAGO+

INTEL IMAGO
Imago, Intels next-generation processor, has just been
released in the world market. Breaking the barrier of
1,000 bits, Imago is based on a 1,024-bit architecture,

- 61 -

Pentago is an old processor still in use by those with a


low budget. A big hit a decade ago, it is now horribly
outdated and unable to run anything but the most basic
modern software.

Net police agencies (for their elite squads). Classified as


military-grade equipment, some Tenebras have found
their way to the hands of corporations and black
marketers. Tenebra processors are designed with realtime encryption algorithms and a series of fail-safes that
provide outstanding protection, providing Damage
Reduction 2 against all software programs (this DR is
fully cumulative with the DR given by defensive
programs). In addition, the processor augments the
efficiency of any assault program by dividing each attack
in bursts of smaller assaults which deal greater damage
grouped together (much like barrage fire from an
artillery battery). This method provides a +2 equipment
bonus to Net attack rolls.

INTEL PENTAGO+

STRATATEK CELAENO

Pentago+ is a contemporary processor that has become


a common sight in many computer systems. Certainly not
cutting-edge (not even close to that), Pentago+ is
preferred by many home users because of its relatively
low price and decent capabilities. The processor is
essentially an improvement over Intels older model.
While the two models share the same basic
characteristics, Intels designers have added a highspeed dual data bus and faster memory access to
Pentago+, greatly improving its performance compared
to the old Pentago.

Celaeno was constructed 20 years ago under a military


contract for the British Army. StrataTek was to design a
small but powerful processor, capable of resisting
hacking attempts and direct data assault. Today, Celaeno
isnt as powerful as 20 years ago and the military has
ceased using it (moving on to the Cryo model, so
StrataTek has decided to release it in the market for
corporation terminals. A Celaeno system inflicts a -2
penalty on all attempts made to infiltrate it or to increase
ones access level without the proper authorisation.

promising more processing power for microcomputers


than ever. Despite its revolutionary characteristics, Intel
has managed to retain compatibility with older
processors. Although its price is extraordinary to say the
least, the processors release has brought euphoria to
users of all kinds, who expect prices to drop as Imago
becomes the new standard for microcomputers.

INTEL PENTAGO

MILITECH ANDROMEDA
Andromeda is a specialised processor intended for
network servers and corporation databases. Its actually
composed of three units able to process huge volumes of
data as a team without great loss of speed. Andromeda is
perfect for multitasking environments, when lots of
applications must run at the same time and is able to run
one more program than its level would indicate.

MILITECH SILICA
Silica faithfully follows MiliTechs belief in creating
specialised processors. Since this processor is intended
for the average home user (and they care for little
besides the Net), Silica has been optimised for Internet
access and related functions. It provides a +2 equipment
bonus to Internet initiative.

MILITECH TENEBRA
The mush feared (and prized) Tenebra is a processor
built for Net combat. MiliTech sells these devices to
various armies for use by their hackers and also to some

STRATATEK CRYO
Cryo
is
StrataTeks
high-end,
ultra-secure
microprocessor. It has been adopted by various armies
and corporations because of the high security it provides.
Cryo double checks every command and authorisation
code internally and separately from the security
software, so someone who wants to infiltrate a Cryobased system must first re-program the processor,
something both difficult and time-consuming. A Cryo
system inflicts a -2 penalty on all attempts made to
infiltrate it or increase ones access level without
authorisation.

STRATATEK SOLARIS
Solaris was never intended to be used as a home
processor. Instead, StrataTek used the slow but cheap
processor in a variety of home appliances like vidphones,
kitchens etc. Today, Solaris is still being used for these
purposes but has also been quite a success for public Net
terminals found in the streets, airports or other public
facilities.

- 62 -

NANOCOMPUTERS
The principal task of nanocomputers is the control and
regulation of other cybernetic implants. Nanocomputers
werent made to replace microcomputers and theyre not
very good at their jobs (data processing, net surfing etc).
After al,, the miniature size of nanocomputers puts them
at a disadvantage against their much larger (and
consequently more powerful) cousins. However, a quality
nanocomputer can compete with many microcomputers.
Nanocomputers are usually paired with a
datajack, their indispensable companion. A nanocomputer
without a datajack is isolated, cut off from the outer
world. It cant communicate or exchange data with other
Nanocomputer
Level
Structure
Cellex Tangram
0
20
Militech Roadster
-1
15
Intel Hexad
0
20
Intel Pentad
-1
15
Intel Tetrad
-2
10

SECONDARY CONTROL SLOT


This device is either installed via surgery on an alreadyplaced nanocomputer (in which case it costs 4,000) or
installed on a nanocomputer before its placed in the
cranial cavity (in which case it only costs 2,000). It
serves as an extra control slot and is a great way of
expanding
nanocomputers cybernetic control
capabilities without paying for an expensive new model.
However, secondary control slots are hungry for
processing power and reduce the effectiveness of a
nanocomputer: each one installed will decrease the
nanocomputers level by one. A nanocomputer whose
level reaches -2 (or has level -2 from the beginning)
cannot house any additional secondary slots.

CELLEX TANGRAM
Tangram is a nanocomputer designed for system
infiltration. Although Cellex continuously denies this,
insisting that its just a cutting-edge nanocomputer, its
characteristics make it especially powerful for
decoding/codebreaking applications. Any hacking attempt
(infiltrating a system or improving your access level
within it) made with a Tangram receives a +2 equipment
bonus.

MILITECH ROADSTER
Roadster is a specialised model intended for the
professional driver/pilot. It comes with an integrated

computers or networks. The absence of a datajack means


complete solitude for a nanocomputer, but also provides
total security: no one can infiltrate this isolated system
(at least remotely).
Each nanocomputer features, apart from its
other characteristics, a number of control slots. Control
slots are used to direct and regulate the function of other
cybernetic implants. If an implant requires a control slot
but there isnt a free one available, then it cant be
installed and the character should seek an upgrade to a
batter nanocomputer model or the installation of a
secondary slot.
Control Slots
Avail
Cost
3
0
30,000
3 (2)
0
22,000
4
0
20,000
3
0
10,000
2
0
5,000
level 2 control interface (which doesnt cost any
additional Tolerance but cant be upgraded) to augment
ones driving/piloting skills, making up an attractive
bundle along with the basic nanocomputer. Roadster has
three control slots, but one of them is always dedicated to
the control interface, so two are left free for controlling
other devices.

INTEL HEXAD
Although called Hexad, this nanocomputer is based on the
architecture of Intels Imago rather than Hexago
microprocessor. Its one of the best nanocomputers
money can buy, with enough power to compete with many
microcomputers. Hackers have been known to use Hexad
along with cell phone to infiltrate systems while theyre
on the move.

INTEL PENTAD
Pentad is a nanocomputer using modern processor
technology. Although of mini-size, its power is very
respectable and certainly adequate to run modern
applications and surf the Net.

INTEL TETRAD
Tetrad was one of the first nanocomputers. It is now
outdated but still widely in use, as it gets its basic job
(controlling other cyberware) well done.

- 63 -

SUPERCOMPUTERS
Supercomputers are monstrous machines with
processing power and data storage capacity most home
users can only dream of. They are designed on the basis
of using the same processors that microcomputers use4,
but in great numbers, linking them together so as to be
able to simultaneously process data. Their great size is
Supercomputer
Level
Cellex Centauri
4
Intel Gambit
3
Intel Supra
5
MiliTech Phantasm
4
StrataTek Fortress
4

CELLEX CENTAURI
Centauri is a pretty standard modern supercomputer,
decent in almost any application. It is extensively used as
a high-speed, multi-user network and database server.

INTEL GAMBIT
Gambit prototype was built as the ultimate chess
machine. Even today, 7 years after its release, it remains
undefeated by any human player (it has only lost a game
to Locust, the weather AI). Intel was quick to follow with
commercial versions that dont play chess but exploit the
advanced database handling capabilities of the prototype
and are ideal hosts for any large database. Gambits heart
and brain is based on 6,000 Pentago+ processors, which
are accompanied by a legion of storage drives and other
peripherals.

INTEL SUPRA
Supra is, at the moment, the fastest supercomputer in the
world as well as the newest one, and only a handful of
them have been sold by Intel. Featuring the brand-new
Imago processor, Supra uses 8,000 linked processors to

one of their most distinct characteristics: a


supercomputer often fills a small building and is always
hungry for large amounts of power. Theyre used by the
military, government agencies and large corporations for
a variety of tasks, from economic forecasting to weather
prediction.
Structure
Availability
Cost
60
0
28 M
50
0
2M
70
0
60 M
60
0
32 M
70
0
35 M
provide superb capabilities. Intel markets it as the best
all-around supercomputer, capable of handling any task
or assignment equally well.

MILITECH PHANTASM
Phantasm is the ultimate computer system for anyone
interested in graphical applications, animation or
multimedia. This high-end graphical workstation has been
optimised for such applications and, as a result, is the
favourite tool of special effects companies. Many awardwining films have been realised with the help of Phantasm.
Because of its custom chips, Phantasm works as level 6
when handling graphics, animation or sound.

STRATATEK FORTRESS
Fortress uses StrataTeks patented high-security
technology as it was implemented in its Cryo and Celaeno
systems. In fact, Fortress is made of 3,000 linked Cryo
processors along with accompanying coordination and
security units. It inflicts a -2 penalty on all attempts made
to infiltrate it or to increase ones access level without
authorisation. This makes it a popular choice for the
military, large corporations and banks.

ARTIFICIAL INTELLIGENCE (AI)


True artificial intelligence is the pinnacle of computer
technology and some say the ultimate achievement of
human science. Whereas most supercomputers can run
expert systems and take fairly accurate decisions and
predictions based on available information, they do not
question the logic behind their output and certainly dont
develop any form of consciousness or awareness. True
AIs are much like other sentient beings: they are aware of
their existence in the world.

AI technology has been around for a while but


still remains experimental and extremely expensive, so
that only a handful of AIs have been constructed. All AIs
are invariably huge machines stretching across entire
buildings, entrusted with important tasks like weather
prediction, economic forecasting and particle collision
analysis. Their structure is very different from that of
regular computers, rather resembling a humans nervous
system.

- 64 -

Each AI is a sentient being with a different


personality. Part of this personality is derived from the
procedures pre-programmed in the AI system during its
construction, but the AIs training and first few years of
life have the greatest impact on personality
development. An AIs training usually takes a couple of
years and is performed by an entire team of experts
including scientists of various specialties under the
supervision of psychologists.
ABILITIES: AIs only have presence in the virtual world of
the Net, thus they lack physical abilities (Strength,
Dexterity and Constitution). Their Intelligence is always
superhuman and can reach very high scores. Because AIs
lack real-world experience and emotional depth, their
Wisdom and Charisma is nowhere near their Intelligence.
LEVEL AND CLASS: AIs have a character level and one or
more classes (they frequently multiclass). The most
common AI classes are Wirehead, Financier and Medical
Expert.
SKILLS: AIs can only have skills whose key ability is
Intelligence, Wisdom or Charisma or the Speak Language
skill.
INTERFACE: AIs communicate directly with the Internet
through a medium resembling neural interfaces in
principle. They are considered to have the full
advantages, as well as disadvantages, of a neural
interface without having to take the Fastjack feat.
DEATH: The simplest way (at least in theory) to destroy an
AI is to bring its Structure points to zero through Internet
combat (although this isnt recommended since AIs are
literally monsters in the Internet). Another way is to
directly attack the AIs body in the physical world,
destroying the equipment that houses its digital
sentience. Since AIs are usually heavily guarded and
protected, this isnt so simple either.

INTEL PIONEER-CLASS
Processor Level 5. Character Level 8. Intelligence 25.
Wisdom 10. Charisma 10. Structure 80. Availability 0. Cost
430 M.
The Pioneer class were the first AI family to appear over
a decade ago. In their days they were hailed as one of
humanitys greatest technological achievements. Now that
the big hush with AIs has passed and new AI technology
has been developed, Intel markets the Pioneer model as
an affordable AI for corporations and academic
institutions.

INTEL ICARUS-CLASS
Processor Level 6. Character Level 12. Intelligence 30.
Wisdom 14, Charisma 12. Structure 120. Availability 0.
Cost 1.3 B.
One step above the Pioneers, Icarus AIs are at the
moment the largest AI family in the world. Released just
at the time when initial distrust towards AIs gave way to
respect and enthusiasm for their capabilities, many
national and private organisations decided to invest in an
Icarus AI.

INTEL DAEDALUS-CLASS
Processor Level 7. Character Level 15. Intelligence 35.
Wisdom 18. Charisma 14. Structure 160. Availability 0.
Cost 3.5 B.
The Daedalus family of AIs was officially marketed half a
year ago and represents whats best in modern computer
technology. They are horribly expensive and so far only
two models have been sold to national governments.

OFFENSIVE SOFTWARE
The appearance of the first truly offensive programs
heralded a new era for Internet crime. Never before had
the world known such an electronic threat that could
completely destroy data or even hardware from
thousands of miles away. With the advent of neural
interfaces, e-crime also took another, far more serious
Program
Damage
Type
AnarchySoft Hardwipe
D8
Software
AnarchySoft Lobotomiser
D6
Special
AnarchySoft Unraveller
D8
Hardware
CombaTech Rewire-x
D12
Hardware
Microlog Disconnector
Special
Special
Microlog Trash-it Ultra
D10
Software
MiliTech Firewire
2D8
Hardware
MiliTech Loop
Special
Special

dimension, as it became possible to seriously injure,


cripple or kill someone through an electronic connection.
Many different offensive programs can be
found, all of them highly illegal for civilians. Nearly all are
available at level 0-5 (the programs level is added as a
quality bonus to both the attack and the damage roll).
Complexity
Avail
Cost
22/7,000
18+2xlevel
4,000+4,000xlevel
26/10,000
22+2xlevel
13,000+13,000xlevel
22/5,000
15+2xlevel
3,000+3,000xlevel
22/6,000
18+2xlevel
5,000+5,000xlevel
15/1,000
10+2xlevel
500+500xlevel
20/5,000
13+2xlevel
1,500+1,500xlevel
24/8,000
20+2xlevel
8,000+8,000xlevel
17/1,000
10+2xlevel
500+500xlevel

- 65 -

Phalanxware DataWipe

D8

Software

ANARCHYSOFT HARDWIPE
Another nasty piece of code by the criminally insane
minds of AnarchySoft (whoever they might be), Hardwipe
is an offensive program that manages to bypass access
memory and attack a computers storage memory
directly. Ideal for destroying software permanently as
well as for preventing an infiltrator from escaping with
sensitive data in his storage memory, Hardwipe works
like most programs which deal software damage, except
that it deletes programs and data from the storage
memory without ffecting those in active memory.
However, if the copy of an active program is deleted from
the storage memory, the active program vanishes too.

ANARCHYSOFT LOBOTOMISER
One of the most illegal (and thus sought-out) programs in
existence, Lobotomiser was originally developed by the
renegade software lab AnarchySoft, but even they
denounced it and decided to destroy the code from their
libraries. Some copies however, had already entered
circulation, and today Lobotomiser is a very real danger
for users (although its high price in the black market
makes it rare, thankfully).
Lobotomiser was designed to attack neural
interfaces and it wont affect any other kind of interface.
Instead of attacking the computer, it manipulates a
nanocomputer so as to produce instantaneous but intense
electrical surges with the hope of frying the targets
brain. Its perhaps the only program which attacks the
user and not the computer.
The Lobotomisers damage rating doesnt inflict
any damage on a computer; it is only used to determine if
the programs signal bypasses the targets defenses. If
the damage rolled is greater than the DR of the targets

20/4,000
13+2xlevel
1,000+1,000xlevel
active defense program, then the Lobotomisers signal
gets through and the nanocomputer emits the surge; the
target computers user suffers d6 points of severe
damage (this damage isnt increased by the
Lobotomisers level). Obviously, no kind of armor or other
protection can offset this damage.

MICROLOG DISCONNECTOR
This harmless program is shunned by serious net
combatants but frequently used in low security sectors to
do away with troublesome individuals without actually
causing any lasting damage to their software or
hardware. A successful attack overloads the targets
connection with a tight, continuous stream of data. If the
target fails a Computer Use skill check with DC 15+the
disconnectors level, the data stream fills up his entire
available bandwidth and he is unceremoniously dumped
from the Internet, with his connection terminated. A
successful skill check on the other hand, saves the target
from disconnection and the attack doesnt have any other
effect.

MILITECH LOOP
Loop is a simple but interesting program which attacks a
remote system by placing its processor in a constant
loop, eventually forcing it to lock up. Each successful
attack with Loop forces the target computers user to
make a Computer Use skill check with DC 15+Loops level.
If this check fails, the target processor loses one level. If
this drops it below -2, it locks up (and any connection with
the Internet is lost). The decrease in speed remains until
the affected computer is reset. On a successful skill
check, Loop doesnt affect the targeted computer in any
way.

DEFENSIVE SOFTWARE
After the appearance of the first offensive software, it
was only a matter of time before countermeasures were
developed to protect ones digital self from assault or
harassment in the Internet. Modern defensive programs
use advanced filters and protective algorithms to provide
adequate protection against most threats.
Program
DR
CombaTech Firewall
7
CombaTech Firewall Plus
10
Microlog Encryptor Screen
8
Microlog Filter Screen
2
MiliTech Redirect
4

Defensive programs have levels (0-5), much


like offensive ones. Their level is added to the users
Internet AC as a quality bonus. They have to be active to
offer any protection.
Complexity
20/4,000
20/6,000
20/5,000
15/1,000
17/2,500

Availability
0
0
0
0
0

Cost
9.000+9,000xlevel
17,000+17,000xlevel
7,500+7,500xlevel
500+500xlevel
1,500+1,500xlevel

- 66 -

Phalanxware Control Centre


Phalanxware DataMail

6
special

COMBATECH FIREWALL AND FIREWALL


PLUS
CombaTechs Firewall series of defensive screens is
among the best programs of their class ever designed
and the company has many reasons to be proud of their
software development department. Having a wide variety
of filters and algorithms stored in a quick-retrieval
library in the computers storage memory, Firewall uses
advanced scanners to detect and analyse incoming
attacks and then quickly loads the appropriate set of
countermeasures into the active memory. In this way, it
provides much better protection than other programs
which use a limited array of countermeasures because of
active memory limitations.
Both versions also include automation
characteristics which greatly help the user defend
himself against programs which attack in a way other
than causing software or hardware damage (like Loop or

20/3,500
0
4500+4,500xlevel
20/4,000
0
7,000
Disconnector). Firewalls level is added as a quality bonus
to any Computer Use skill check the user makes to defend
against the special effects of offensive programs.

PHALANXWARE DATAMAIL
DataMail uses a unique, patented system to optimise a
defensive programs protective features and assist it in
defeating incoming electronic attacks. In order to have
any effect at all, DataMail must run simultaneously with a
regular defensive program (DataMail doesnt offer any
protection on its own). For as long as DataMail remains in
the active memory, the assisted defensive program will
have +2 DR and +1 effective level (to a max level of 5).
However, DataMails function drains the computer from
processing power: an active DataMail reduces the level of
a processor by one, to a minimum of -2 (it cant be used
on computers with an original level of -2). DataMail only
comes in one version; it doesnt have quality levels.

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

BACKDOOR
Most hackers who successfully break in a server often
feel the need to return at a later time. Doing so means
that they have to go all over the security measures again
unless they use a backdoor. A backdoor is a small
program left behind at the hacked site that forms a link
which can be used to transfer the hacker to it. At any
later time, the hacker can use the backdoor to be
transferred to the node where it is placed and with the
access level he had when he placed it.
A backdoor needs to be small and hard to
detect, since most sites regularly sweep their nodes to
detect backdoors (high-security sites do this at least
once per day, medium-security once per 3 days and lowsecurity once per week). Detecting backdoor requires a

successful Computer Use check with DC 15+2xthe


backdoors level. Even if a backdoor is detected, it cant
lead back to the hacker (since the link is initiated by the
hacker and not by the backdoor).

COUNTERMEASURE
The fear of all hackers, countermeasures are special,
automated programs which can attack an unauthorised
user with a variety of offensive programs. Each
countermeasure needs to be :loaded with the programs
itll be able to use. A level 0 countermeasure can be
loaded with 4 programs (which are commonly an
offensive program, a defensive shield, a scanner and a
tracer). Greater-level countermeasures can have an

- 67 -

additional program per level (like multiple offensive


programs).
In order to attack, a countermeasure first has
to be activated. This is usually the result of a failed
hacking attempt (a failed roll to infiltrate, gain access or
bypass another security program). The countermeasure
will then proceed to attack the unauthorised user until its
no longer able to do so (the hacker has left, got
disconnected or used invisibility). Countermeasures
cannot move to other nodes, but they usually have a
scanner program which they use to detect invisible
users.
A countermeasure has the following statistics:
2+2xlevel skill ranks in Computer Use, AC 10+2xlevel,
Initiative
+2xlevel,
Structure
8+8xlevel.
A
countermeasure reduced to 0 or lower Structure points
is destroyed (erased). Detecting a countermeasure within
a node requires a Computer Use skill check with DC
15+2xthe countermeasures level. For simplicitys sake
one roll should be made for all countermeasures in a
node (or a secure barrier). Once one is detected, a
hacker can attempt to disable it with a deactivator
program. If the attempt fails, the countermeasure is
activated.
Countermeasures are installed either in the
area of a node (in which case theyre activated on failed
attempt to gain higher level access) or on secure
barriers (in which case theyre activated on a failed
attempt to disable the barrier).

DEACTIVATOR
This essential program enables the user to disable
countermeasures. This requires a Computer Use check
adding the deactivators level as a software bonus (the
DC is 18+the countermeasures lecelx2). If successful, the
countermeasure is deactivated for d12+the deactivators
level rounds. On a failed check, the countermeasure is
immediately activated against the user.

INVISIBILITY
This program makes the user undetectable by others in
the same node. It is what allows hackers to pass
undetectable while they work to bypass security
measures. Someone using invisibility cannot be detected
or attacked by other users in the same node. Invisibility is
useless if the user attacks; the trail of data will quickly
betray his presence to other users, at least for the
remainder of the round. An invisible user may also be
detected by someone running a scanner program.

LOCKPICK
A basic hacker tool, Lockpick bypasses secure barriers
separating the hacker from his goal. Disabling a secure
barrier requires a Computer Use roll (DC 18+2xthe
barriers level). Add the lockpicks level as a software
bonus to the roll. A failed roll will activate any
countermeasures installed along with the secure barrier.
A successful roll will disable the barrier (but only with
respect to the user) for d6+the lockpicks level rounds.

SCANNER
This program is standard issue for any computer
security professional or Internet cop. It allows the user to
detect and perceive invisible users.
This program can counter an invisibility
program, detecting an invisible user (and making him
vulnerable to attacks). In order to detect someone, the
scanners user makes a Computer Use check adding the
scanners level as a software bonus. The invisibilitys
user does the same, adding the invisibilitys level to this
roll. If the scanners user scores higher, he becomes able
to detect the invisible user for d6+the scanners level
rounds (afterwards new rolls must be made for the
detection to be renewed).
Scanning a node for invisible users takes a fullround action. Security professionals scan a node once in
a while; countermeasures with scanners are usually set
to scan node once per minute (assuming that nothing
suspicious has happened to guarantee an immediate
scan).

SECURE BARRIER
This is one of the most basic security programs. Its task
is to prevent unauthorised access to a node. A user
cannot access anode blocked by a secure barrier, unless
he disables it first (with a lockpick program).
Countermeasures can be installed on the secure barrier
to attack trespassers. A secure barrier can have a
maximum
of
1+1xbarriers
level
dedicated
countermeasures.

TRACER
A tracer is a program that detects the real-world location
of an Internet user (the place from which he longs in the
Net). To place a tracer on someone, a user must succeed
in a Computer Use check where the DC is the targets
Internet AC. Add a software bonus equal to the tracers
level to this roll. To realise that a tracer has been placed
on him, the other user must succeed in a Computer Use

- 68 -

check with DC 15+2xthe tracers level. If the roll is


successful, the target can deactivate the tracer with a
simple Computer Use check (DC 12).
A tracer will begin reporting the targets
location one round after it has been placed and will
continue to do so until the target leaves the Internet or
until its deactivated. A tracer can also be used to trace

someone who has pulled the plug, using the remaining


trail of data even if it wasnt placed on him. In this case
the DC is only 15 (and the target cant counter react). The
user has 2 rounds before the data trail vanishes; if hes
successful the tracer will reveal the targets real-world
location the moment he became disconnected.

MISC. SOFTWARE
Program
Binary Bomb
Credit Tap
Decryptor
Encryptor
Houndbot
Searchbot

Complexity
15500
20/2,000
20/2,000
18/1,000
20/3,000
15/250

BINARY BOMB
This destructive program wreaks havoc in database,
altering the data according to semi-random patterns. In
effect, it renders a database useless until the damage is
restored.
In order to use a binary bomb, the user must
first gain level 3 access to the database. Using the binary
bomb is a Computer Use check with DC 20 (add the
bombs level to the roll as a software bonus). A failure
means that the attempt is detected and countermeasures
are activated against the user. A successful roll makes
the database useless until the damage is restored.
Repairing the damage caused by a binary bomb
is a programming task with Complexity 20+the bombs
level/1,000+1,000xthe bombs level.

CREDIT TAP
This highly illegal program diverts small amounts of
money, so small that theyre nearly untraceable, from
numerous accounts to your own.
To use the program, make a Computer Use
check (adding its level as a software bonus). The DC for
this roll is 20. If successful, multiply the check result by
the DC; thats the amount of money youve earned. If your
check result is lower than 15 or if you roll a natural 1,
your account is traced and placed under investigation by
the authorities (lets hope you opened it with a false ID).

DECRYPTOR
This program attempts to find recognisable patterns in
encrypted data and use them in order to break its
encryption. It rarely works by its own; it usually requires

Availability
Cost
15+2xlevel
500+500xlevel
18+2xlevel
1,000+1,000xlevel
15+2xlevel
1,000+2,000xlevel
?
500+1,000xlevel
15+2xlevel
2,000+2,000xlevel
0
100+100xlevel
a deep knowledge of programming techniques and a great
deal of input from the user.
Breaking an encryption is a programming task
with
complexity
20+2xthe
encryptions
level/1,000+2,000xthe encryptions level. Skill checks to
break the encryption get a software bonus equal to the
decryptors level.

ENCRYPTOR
This program encrypts a file, usually with the
public/private key method. If someone doesnt have the
required key, the encryption is extremely hard to break,
ensuring the security of the information. The encryption
level is equal to the level of the encryptor.
Encryptors have Availability 0 for level 0-2.
Higher-level encryption is considered military-grade and
has Availability 15 (level 3-4) or 20 (level 5).

HOUNDBOT
This clever program uses given information about a
target and attempts to track his location in the real world.
Houndbot needs at least one piece of information about
the target (except from his name) to work: credit card
serial number, social security number, cell phone number
etc. It then takes all available data and searches on-line
records and databases to find a match. The result of this
search is determined by a d20 roll plus the Houndbots
level plus the number of extra clues available (clues over
the first one). This search usually has DC 15. If the target
takes measures not to be found the DC becomes 20.
Extreme measures of privacy (like living in a cabin out in
the woods) raise the DC to 25.
If the result of the roll equals or exceeds the
DC by up to 5 points, the Houndbot discovers in which city
the target lies. A success margin of 6-10 points discovers

- 69 -

the neighbourhood and 10+ points pinpoint the exact city


block.

Computer Use check (adding its level as a software


bonus). The DC is 10 for common info, 15 for obscure info
and 20 for very obscure info.

SEARCHBOT
This small program uses a computers free processing
cycles to search the Internet for information based on
keywords provided by the user. Using it requires a

- 70 -

VEHICLES

Model
Handling
Base Speed
COMPACT CARS
Daewoo Astrax
0/-3
175 (22)
Opel Terra
0/-2
200 (25)
Toyota Eclipse
0/-2
200 (25)
VW Scarab Incarnation 3
0/-2
250 (31)
COUPES
Audi TT Racer
+1/-2
300 (37)
BMW 8.54 Konvertor Coupe
+1/-2
310 (39)
Dodge Land Cruiser
0/-2
290 (36)
Toyota Excelsis Coupe
0/-2
275 (34)
LIGHT TRUCKS
Mercedes 229
-1/-4
225 (28)
VW Hauler
-1/-4
205 (26)
LIMOS
Mercedes VIP Series 1000
-1/-4
225 (28)
Rolls-Royce Elite
-1/-4
205 (26)
METROCARS
Daewoo Metroplex
0/-4
150 (19)
Mercedes Smart2020
+1/-4
200 (25)
Mini Cooper Millenium
+1/-4
165 (21)
MINI-HELIS
General Motors Hornet
+1
160 (10)
MINIVANS
Audi Quadron
0/-2
225 (28)
Mercedes Karavan
0/-3
225 (28)
Toyota Delta
0/-3
200 (25)
MOTORCYCLES
Aprilia Xplorer
+1/0
230 (28)
BMW Double Lightning
+2/-4
425 (53)
Honda Cutlass
+2/-3
360 (45)
Suzuki Thrillseeker
+1/-1
215 (27)
Yamaha Silver Arrow
0/-3
250 (31)
PICKUP TRUCKS
Toyota Hercules
0/-2
200 (25)
COMPACT CARS: The compact car is one of the most
common vehicles today (especially in cities). Small, fuelefficient and relatively inexpensive, compact cars are a
natural choice for a great portion of the populace.
COUPES: Coupes are an intermediary between sedans and
sport cars. Most of them are based on sedans frames,
but with a sleeker appearance and a more powerful
engine.
HELICOPTERS: Because of their vertical take-off and
landing capabilities, helicopters are used in a wide range
of applications, from emergency medical evacuations to
area patrols. They are the most common airborne
vehicles encountered in urban areas.

Size

DR

Structure

AC

Autonomy

Avail

Cost

L
L
L
L

0
0
0
0

25
25
25
25

9
9
9
9

405
390
430
340

0
0
0
0

4,500
7,050
9,400
13,250

L
L
L
L

0
0
0
0

25
25
25
25

9
9
9
9

310
300
300
330

0
0
0
0

53,000
61,800
38,250
26,500

H
H

0
0

40
40

8
8

390
370

0
0

44,100
38,300

L
L

10
0

25
25

9
9

300
300

0
0

117,600
176,500

M
M
M

0
0
0

15
15
15

10
10
10

65
100
80

0
0
0

3,250
8,800
4,400

25

125

70,500

L
L
L

0
0
0

25
25
25

9
9
9

400
350
320

0
0
0

19,500
22,000
17,100

M
M
M
M
M

0
0
0
0
0

15
15
15
15
15

10
10
10
10
10

225
155
155
215
190

0
0
0
0
0

3,400
10,200
5,900
2,800
2,300

0
25
9
310
0
10,300
LIGHT TRUCKS: A light truck is something between a van
and a large semi-tractor. They are used for transporting
goods over relatively short distances.
LIMOS: These specialty vehicles offer a stylish mode of
transportation favoured by the wealthy or politically
important. Because of the importance of their
passengers, limo manufacturers offer armored models.
METROCARS: Metrocars are true children of the modern
urban environment. Miniatures of a car, they rarely have
more space than for a driver and one passenger. Their
small size however gives them a great advantage when
moving in cities.
MINI-HELIS: Mini-helicopters are small airborne vehicles
designed to seat the pilot and one additional passenger at

- 71 -

most. While they do not offer the comfort of larger


helicopters, they are far less expensive and practical.
MINIVANS: The Minivan is a hybrid between a sedan and a
true van. They maintain a sleek, desirable appearance
while giving slightly less space than a van.
MOTORCYCLES: There is a huge variety of motorcycles in
the modern market. Models vary from comfortable city
Model
Handling
Base Speed
SEDANS
Audi A4
0/-3
260 (32)
Audi S8
+1/-3
325 (40)
BMW 8,22 Konverter
+1/-3
300 (37)
Daewoo Seros
0/-4
225 (28)
Mercedes Magnitude
+1/-3
275 (34)
Opel Tauris
0/-3
245 (30)
Toyota Excelsis
0/-3
250 (31)
SEMI-TRACTORS
Mercedes 351
-2/-5
200 (25)
SPORTS CARS
BMW Elite
+1/-3
390 (48)
Ferrari 470 Mondeo
+2/-3
425 (53)
Porsche 984 Lotus Spring
+2/-3
405 (50)
Toyota Celica 2040
+1/-3
350 (43)
SUVS
BMW MountainWagon
0/0
270 (33)
Land Rover Exciter
0/0
240 (30)
Lexus SV600
0/-1
250 (31)
Toyota RAV2000/4
0/-1
230 (29)
VANS
BMW Wagon-X
0/-3
200 (25)
Mercedes 450
0/-3
205 (25)
Toyota Transporter
0/-3
190 (23)
HELICOPTERS
General Motors Falcon 2000
0
185 (23)
Mercedes Lawpatrol
+1
185 (23)
SEDANS: Sedans are the largest family of automobiles.
Large and comfortable, they come in economy as well as
luxury models.
SEMI-TRACTORS: These behemoths have massive,
powerful engines that haul a trailer capable of storing
more than 25 tons of goods. They are the standard longdistance transport vehicle.
SPORTS CARS: The archetypal sports car is a sleek, fast
roadster with an aerodynamic outline and a powerful
engine. They are among the most coveted, stylish cars.

Size

bikes to fast sport motorcycles and dirtbikes that


sacrifice speed to give unparalleled maneuverability off
the road (for those bike fans who believe that asphalt
roads are for wusses).
PICKUP TRUCKS: Pickup trucks are professional vehicles
both fuel-efficient and with a large flat bed offering
decent cargo capacity.
DR
Structure
AC
Autonomy
Avail
Cost

L
L
L
L
L
L
L

0
0
0
0
0
0
0

25
25
25
25
25
25
25

9
9
9
9
9
9
9

320
320
320
280
315
310
350

0
0
0
0
0
0
0

17,600
64,700
41,100
13,200
52,950
15,700
16,100

60

650

60,000

L
L
L
L

0
0
0
0

25
25
25
25

9
9
9
9

295
300
280
295

0
0
0
0

117,700
241,000
191,200
47,000

L
L
L
L

0
0
0
0

25
25
25
25

9
9
9
9

390
350
375
370

0
0
0
0

73,550
44,100
67,650
38,250

H
H
H

0
0
0

40
40
40

8
8
8

380
390
370

0
0
0

26,450
27,950
24,000

H
H

0
40
8
350
0
352,900
10
40
8
350
24
470,600
SUVS: Sport Utility Vehicles attempt to maintain the offroad driving capabilities of jeeps with the comfort of
sedans. They are a prestigious class of vehicles meant for
the young and physically active.
VANS: Vans have one of the largest cargo capacities for
any civilian vehicle and are extensively used for carrying
cargo inside urban areas, where a huge truck would have
difficulties moving.

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

- 72 -

Light Truck
Limo
Metrocar
Mini-heli
Minivan
Motorcycle
Pickup Truck
Sedan
Semi-tractor
Sports Car
SUV
Van

2
6
1
1
7
1
2
4
2
1
5
10

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

MODIFICATIONS
Modification
All-wheel Steering
Armor Plating
Armored Tires
ECM
Emergency Brakes
InjureShield
NO2 Booster
Performance Engine
Radar
Reflec Shielding
Suspensions Plus
Thermal Shielding
Weapon Mount, Fixed
Weapon Mount, Pop-up Turret

Avail
0
0 (1-10 DR), 20 (10-20 DR), 30 (21+ DR)
0
20
0
0
15
0
0
24
0
20
15
24

Cost
2,500
?
450
20,000
800
500
1,000
3,000xlevel
2,000xlevel
5,000/size category
1,000
3,500/size category
250/hardpoint taken
1,000/hardpoint taken

- 73 -

Weapon Mount, Swivel


Weapon Mount, Turret

18
24

ALL-WHEEL STEERING
This extensive modification makes all four wheels of a
ground vehicle turn together, providing unparalleled
control over the vehicles movement.. After the driver
gets used to it, it will give +1 handling for on-road and offroad racing.

ARMOR PLATING
This modification gives armor to a vehicle or increases
the armor already present on a vehicle. Armor plating will
provide a vehicle with Damage Reduction, but reduces
base speed by 2% per point of DR taken because of the
plates weight. The table below shows the maximum
armor a vehicle can take, as well as the armors cost.
Vehicle Type
Max DR
Cost
Compact Car
10
700/point
Coupe
12
700/point
Helicopter
15
1,500/point
Light Truck
20
1,500/point
Limo
12
1,000/point
Metrocar
8
500/point
Mini-heli
8
500/point
Minivan
12
1,000/point
Motorcycle
8
500/point
Pickup Truck
12
700/point
Sedan
12
700/point
Semi-tractor
25
2,000/point
Sports Car
12
700/point
SUV
12
700/point
Van
15
1,000/point

500/hardpoint taken
750/hardpoint taken

electronics along with airbrakes and special tires to


provide complete immobilisation of the vehicle n the
shortest time possible. The driver of a vehicle equipped
with emergency brakes can go from up to base speedx3
to full stop within a single round.

INJURESHIELD
The InjureShield modification utilises a variety of means
to make a vehicle safer, thus halving the damage suffered
by passengers in a collision.

NO2 BOOSTER
This modification uses a special tank to insert nitrous
oxide (described as the fuel of the gods) in the engine.
A booster typically has 20 charges. Each time it is
activated (a free action), a charge is wasted and base
speed is increased by 30% for d6 rounds. Refilling the
tank costs 10 per charge.

PERFORMANCE ENGINE
This is a customised, refined version of a vehicles
regular engine. Performance engine comes in 5 levels of
power. Each level gives a 10% increase over base speed.

RADAR
A radar is available in two versions: one for scanning the
air (which has a range of 2 miles per level) and one for
scanning the ground (which has a range of 1/4th of a mile
per level). Radars come in 5 levels of power.

REFLEC SHIELDING
ARMORED TIRES
These are tires made from an anti-ballistic material that
also have several air compartments, so that even if one is
penetrated the tire will still be functional. They have DR 8.

ECM
Electronic Countermeasures can be installed on any
vehicle of size Large or larger. They inflict a -4 penalty to
attack from radar-guided weapons and jam
communications within 3,000 ft.

EMERGENCY BRAKES
A complete replacement of a ground vehicles brakes, his
system utilises advanced sensors and intelligent

This modification coats the vehicle with a highly reflective


surface which disrupts laser targeting beams. It inflicts a
-4 penalty to attacks from laser-guided weapons.

SUSPENSIONS PLUS
This modification improves the suspensions of a vehicle
and gives +1 handling for off-road racing.

THERMAL SHIELDING
This modification masks the heat signature of a vehicle
quite effectively. It inflicts a -4 penalty to attacks from
heat-seeking weapons and makes the vehicle invisible to
infrared vision and heat scanners.

- 74 -

WEAPON MOUNTS
For a weapon to be mounted on vehicle, it must use one
of the following mount systems. These systems are manhandled, ie they need someone to handle and fire the
weapon. For double the listed cost, a weapon mount can
be electronic and rigged to the vehicles controls; in this
way the pilot, driver or gunner can control the mount and
fire the weapon remotely.
All weapon mounts completely negate any
recoil the weapon has.
FIXED MOUNT: This mount can be installed on any vehicle
but is immobile; the weapon can only be fired towards the
direction which it faces. For an additional 50% over the
normal cost, a fixed mount can be concealed inside the
vehicle, firing from a small port on the vehicles exterior.

SWIVEL MOUNTS: This mount can be installed in Large or


larger vehicles. In this case, the mount can rotate up to
360 degrees (depending on which part of the vehicle it is
placed).
TURRET: Turrets are superstructures containing the
weapon and the gunner. While a weapon mounted on a
turret requires an additional 2 Hardpoints, a turret
provides cover to the gunner and protects him with the
vehicles armor. Turrets can be installed on Huge or
larger vehicles.
TURRET, POP-UP: Pop-up turrets are concealable turrets
which retract in the vehicle when theyre not needed, thus
concealing the presence of weapons. Like turrets, they
can be installed on Huge or larger vehicles.

- 75 -

MISC. GEAR
COMMUNICATIONS GEAR
Item
Cell Phone
Cell Phone, Secure
Handsfree Headset
Radio
Radio, Secure
Satellite Uplink
Scanner
Vidphone

Weight
0.2 lbs
0.2 lbs
0.11 lbs
0.5 lbs
0.5 lbs
10 lbs
1 lb
2 lbs

Avail
0
15
0
0
15
15
0
0

CELL PHONE (REGULAR AND SECURE)


This is your standard mobile phone, capable of receiving
and transmitting sound and video, organise your business
and social life as well as receive data from the Internet. It
uses the Internet to transmit and receive calls. A secure
phone encrypts every transmission with an encryption
level equal to the level of the device (1-5).

HANDSFREE HEADSET
This is a small combination of microphone/ear receiver
worn on the head that can be connected to any radio, cell
phone or other acoustic device, freeing the users hands.

RADIO (REGULAR AND SECURE)


This is a compact two-way radio with 20channels and an
effective range of 20 miles. Its design makes it enduring
in harsh conditions. The secure radio has a built-in
encryptor. The encryption level is equal to the level of the
device (ranging from 1 to 5).

Cost
400
600xlevel
25
100
200xlevel
1,000xlevel
200
150

SATELLITE UPLINK
The ultimate in telecommunications, this device comes in
a briefcase. Once the antenna dish id deployed, it can
send and receive data from a satellite (if the user has its
coordinates and the proper access codes). All uplink
communication features encryption; the level of
encryption depends on the quality of the equipment
(ranging from 1-5).

SCANNER
This device can receive AM, narrow and wide band FM and
has 1,000 programmable channels. The user can listen in
on police, fire and emergency crews if he knows their
frequencies and may also listen in on cordless phones
(although this is illegal).

VIDPHONE
A standard modern phone equipped with a small camera
and display monitor so that you can see whos at the
other end of the line (and they you). All transmissions are
relayed through the Internet to their destination.

MEDICAL GEAR
Item
Antibiotics
Antidote
Defribilator
DMSO
Emergency Medicine Kit
Stabil-X
Stabil-X, Super
Stimpatch

Weight
--4 lbs
-4 lbs
----

Avail
0
0
0
0
0
0
0
0

Cost
10
15
200
15
200
50
100
25

- 76 -

Stimpatch, Super
Synthetic Blood
Tendorphin
Traumajct
Traumaject, Super
Vectra

-0.5 lbs
-----

ANTIBIOTICS
Mans main weapons against bacterial diseases,
antibiotics come in many versions that are effective
against certain bacterial families only. The right antibiotic
will give a +6 biotech bonus to Fortitude saves made
against a bacterial disease. Viral diseases are unaffected
by antibiotics.

ANTIDOTE
There are many different antidotes, each one designed
specifically to counter a single poisonous substance (or
group of similar toxins). Assuming that a poison has an
antidote, its administration will provide a +6 biotech
bonus to Fortitude saves against that poison.

DEFIBRILLATOR
A defibrillator is a device that uses a powerful electrical
shock to kick-start a heart that has stopped. It can
restore to life (at least temporarily) a dead character,
under certain conditions and if used correctly. Using a
defibrillator on a dead character is a standard action.
Regardless of the cause of death, successful
use of a defibrillator will restore a character to -7 hit
points and one Constitution point (even if he had more hit
points or Constitution at the moment of his death), so
care and speed must be shown to preserve his life.
Successful use requires a Fortitude save from the dead
character against a base DC of 15. Add a +2 circumstance
bonus to the saving throw if the defibrillators user has 5
or more ranks in First Aid. The DC of the saving throw is
further modified by:
+2 if the character died from an attack which pushed his
hp total to -10 or below (rather than dying gradually over
a course of some rounds)
+4 if the attack which killed him did severe damage and it
would be enough to bring his Constitution down to -5 or
below (if we ignore for a moment the fact that no ability
can have a score lower than zero)
+2 if his hp are currently -20 or lower
+1 for each previous restoration attempt that failed
+4 if the character died from massive damage (taking 50
or more points of damage in a single attack)
All these modifiers are cumulative with one another,
making resuscitation using a defibrillator anything but
certain.

0
0
10
0
0
10

50
15
25
50
100
20

DMSO
DMSO stands for dimethylsulfoxide and is a chemical used
for thrombolysis or to ease the pain of bone diseases. Its
most interesting property is that it will easily pass
through skin and muscle tissue, carrying with it whatever
can be included in its solution. This property has led to its
use long with toxic agents, in order to transfer them
directly to the bloodstream. The mixture can be applied to
door handles, gloves or any other surface, although DMSO
will evaporate within one hour. A poison solved in DMSO
becomes a contact one (with the same DC).

EMERGENCY MEDICINE KIT


This small briefcase comes equipped with everything
needed to administer proper first aid (including two
synthetic blood packs, one stabil-x dose and one
traumaject). It provides a +2 equipment bonus to First Aid
checks.

STABIL-X (REGULAR AND SUPER)


This is an injected solution designed to stabilise the
condition of a severely injured person until more helpful
treatment can be applied. A trained individual can
administer the solution to a dying character by taking
standard action. Stabil-X increases the chance for
automatic stabilisation each round from 10% to 30%.
The super stabil-x increases the stabilisation
chance to 50% each round, but has serious adverse
effects which my lead to permanent damage. The
recipient must make a Fortitude save (DC 15) one hour
after its administration (assuming he survives). If the
saving throw is failed, he permanently loses one
Constitution point.

STIMPATCH (REGULAR AND SUPER)


A stimpatch is a small adhesive patch containing synthetic
stimulants that are absorbed through skin pores into
circulation. It is designed to banish fatigue and give the
recipient that little extra push he needs. Using it is a free
action and the effects appear one round after. The
stimpatch heals 2d6 subdual damage and gives a +1
biotech bonus to Strength and initiative for the next
d6+10 rounds. After this duration elapses, the recipient

- 77 -

needs to succeed in a Fortitude save (DC 12) or become


fatigued and temporarily lose one Constitution point.
The super stimpatch heals 3d8 subdual damage
and increases the biotech bonus to +2. It also brings
greater exhaustion afterwards; the DC of the Fortitude
save is 15 and on a failure the recipient is exhausted
(along with temporarily losing one Constitution point).

SYNTHETIC BLOOD
Genetically engineered blood has become a standard in
modern medicine, replacing natural human blood which
was hard to come by and often disease-ridden. Its
administration must be done slowly in a controlled
environment (ambulance or hospital). Each pack of
synthetic blood is able to restore 5 hit points and one
Constitution point (lost due to severe damage only).
Synthetic blood isnt able to heal more than 20% of
characters lost hit points or Constitution; the rest must
be restored through other means or natural healing.

TENDORPHIN
Mixture of synthetic endorphins which act like morphine
but without any serious side-effects or addiction
(addiction level 5). It will reduce by one point the penalty
reducing from wounds for d3 hours. It takes effect 3
rounds after its injection in the bloodstream. Multiple
doses arent cumulative. Those who become addicted to
tendorphin (a relatively rare occasion) lose 4 Wisdom
points for the addictions duration (lost points return at
the rate of one per week after the addiction is overcome).

TRAUMAJECT (REGULAR AND SUPER)


This life-saving device comes in the form of an easy-touse syringe with a pop-out needle operated with the
press of a button. It injects a mixture of drugs including
synthetic coagulants and artificial blood. Using a
traumaject is a standard action. The chemicals take effect
one round after administration and provide Fast Healing 1
for d6+6 rounds. However, if the recipient is dying
traumaject cannot help him and he receives no benefit.
The super traumaject has the same duration
but provides Fast Healing 2. The chemical mixture
however has stronger adverse effects. After the effects
end the recipient needs to succeed in a Fortitude save
(DC 12) or temporarily lose one Constitution point.

VECTRA
Vectra is the latest meta-amphetamine. Both illegal and
highly addictive (addiction level 15), it has mild antidepressant qualities and acts as a powerful boost to
physical and mental endurance. Vectra gives the benefits
of the Endurance feat (or doubles them if the recipient
already has the feat) and a +1 biotech bonus to
Intelligence. These effects last for d6+15 hours;
afterwards the recipient is exhausted. Characters
addicted to Vectra lose 2 Intelligence and 2 Strength
points for the addictions duration; lost points return at
the rate of one per week after the addiction is overcome.

SECURITY GEAR
Item
Chemical Detector
Implant Scanner
Metal Detector
Motion Sensor
Restraints
Retinal Scanner
Thumbprint Scanner
Ultrasound Emitter

CHEMICAL DETECTOR
This portable unit can detect any trace of chemical
substances for which it has been programmed within 30
ft. It is commonly used to detect firearm propellants,
explosives and drugs.

Weight
4 lbs
4 lbs
4 lbs
-0.25 lbs
----

Avail
0
15
0
0
0
0
0
20

Cost
500
600
150
400xlevel
20xlevel
800xlevel
400xlevel
250xlevel

IMPLANT SCANNER
A modified metal detector, this device is able to detect the
presence of cybernetic implants in the body of someone
up to 60 ft away and identify them with 90% accuracy.

METAL DETECTOR
This small device will detect any metal within 60 ft.

- 78 -

MOTION SENSOR
This device uses ultrasound emissions to detect any
movement within 100 ft of it (although it cannot penetrate
walls or other hard obstacles). It usually has a variable
sensitivity level so that the alarm cannot be set off by
vermin. There are 5 levels of motion sensors; greater
level devices are harder to fool.

RESTRAINTS
Restraints are usually handcuffs with extreme variety in
construction materials and quality. Five levels of quality
can be roughly distinguished. Restraints have hardness 10
and 10+2xlevel hit points. Their break DC is 25+their
level. Getting rid of them with the Escape Artist skill has
DC 30+their level. Picking their lock has DC 25+2xtheir
level.

RETINAL AND THUMBPRINT SCANNER


These security devices are used to restrict access to
sensitive areas only to authorised personnel. They do this
by scanning retinas or thumbprints and comparing them
to existing copies. Each device also contains security

measures to defeat tampering attempts. The DC of an


Open Lock check to bypass them is 25+2xlevel (there are
5 levels of quality).

ULTRASOUND EMITTER
A handheld device, the ultrasound emitter attempts to
fool a motion sensor by transmitting a similar signal. Even
with n emitter in his possession, someone must be extra
careful when moving through a motion sensor field; a
walking rate greater than 5 ft per round will surely set
off the alarm. To determine if the attempt to bypass the
motion sensor is successful, the character should make a
Dexterity check (DC 15). The difference between the level
of the emitter and that of the sensor applies a +/- 2
modifier per point of difference; this is either a bonus or
a penalty according to which device has the advantage.
Example: A 4th-level sensor gives a -6 penalty to the
Dexterity check against a 1st-level emitter. A 3rd-level
emitter gives a +2 bonus when used to fool a 2 nd-level
sensor. If the level of both devices is identical, no
modifier is applied to the Dexterity check.

SURVEILLANCE GEAR
Item
Binoculars
Bug Scanner
Cellular Interceptor
Dataline Tap
Flexicam
Goggles, HUD
Jammer
Laser Mike
Mag Scanner
Microcam
Microrecorder
Shotgun Mike
Tap Detector

BINOCULARS
This set of binoculars digitally process the image
received and provide scaled magnification up to x20. They
can output the image they receive to a video recorder
and for an additional cost of 250 add light amplification
for night surveillance.

BUG SCANNER

Weight
Avail
0.75 lbs
0
1 lb
0
5 lbs
20
0.1 lbs
15
0.5 lbs
0
0.25 lbs
0
1 lb
0
1 lb
15
6 lbs
24
0.05 lbs
15
0.05 lbs
15
1 lb
15
0.5 lbs
0
microrecorders and any other device
information within a 60 ft radius.

Cost
100
150
650
150
300
?
50
450
3,500
500
70
200
300
transmitting

CELLULAR INTERCEPTOR
This portable unit intercepts cell phone transmissions and
can be used to record any data transmitted to and from a
cell phone by simply entering the phones number. It must
reside within 10 miles of the cell phone to be spied on.

For those who value their privacy, a bug scanner is a


portable device that is able to detect microcams,

- 79 -

DATALINE TAP

LASER MIKE

A dataline tap is like an old phone bug. Since phone lines


have been replaced by Internet datalines, a tap which
intercepts one of these can record not only phone calls,
but also e-mails and other data transmissions. Any
recorded data can be transmitted up to 5 miles away, or
they can be sent through the dataline directly to the
surveyor (this is a more dangerous option if the tap is
ever detected). A taps battery usually lasts for 5 days.
Detecting a dataline tap if the cables are checked is
relatively easy, requiring an Engineering (electronics)
check with DC 12.

This is similar to a shotgun mike but makes use of an


invisible laser beam that reads vibrations over glass or
similar surfaces. It has an effective range of over 5 miles,
but the user must be able to bounce the beam off a
window near the conversation to be spied on.

FLEXICAM
This is a small camera mounted on the end of a flexible
optical fibre cable. Its extremely useful for peeking
behind doors and sends its output to a display monitor,
HUD goggles or optijack.

GOGGLES, HUD
HUD goggles are a poor mans alternative to an optijack
implant. They come as a headset equipped with an
extremely thin, translucent film that acts as a personal
display monitor, displaying data right on the users field
of vision. Extra options for HUD goggles include thermal
imaging and light amplification vision. These work exactly
like the similarly named sights (see the combat gear
section). Light amplification costs an additional 500, while
thermal imaging costs an additional 800 (both options
can be included for an additional 1,950).
At triple the normal cost, goggles can be
miniaturised into digital shades, which look more or less
like normal shades.

JAMMER
This small device generates random noise that
desensitises any nearby microphone and is also effective
against shotgun and laser mikes. Because the noise is
generated according to random patterns, it cannot be
filtered.

MAG SCANNER
This handheld device uses magnetic resonance
technology to pierce any obstacle up to one-foot thick and
reveal what is hidden behind it. It must be held within one
foot of the barrier to be examined and sends the output
inage to a display monitor, optijack or HUD goggles.

MICROCAM
This is a miniature camera, no larger than the button of a
shirt, that can transmit image and sound up to five miles
away. Its microbattery is good for 2 days. Spotting a wellhidden microcam is DC 25. Searching to find one has DC
20.

MICRORECORDER
This is a microscopic audio bug that can broadcast a
clear transmission with a range of five miles. Its
microbattery lasts for up to 20 days, since the
microrecorder is voice-activated and automatically
switches off when theres no conversation to record.
Spotting a microrecorder is DC 30. Searching a room to
find one is DC 25.

SHOTGUN MIKE
This is a parabolic microphone that can pick up a whisper
at 2,000 ft and enhance it to a normal, clear
conversation.

TAP DETECTOR
This small unit will monitor a dataline and inform the user
if a dataline tap has been placed on it.

SURVIVAL GEAR
Item
Camouflage Suit
Climbing Gear
GPS Link
Grapple Gun
Ration Bar
Survival Kit

Weight
1 lb
5 lbs
0.5 lbs
5 lbs
-5 lbs

Avail
0
0
0
0
0
0

Cost
20
100
50
150
1
50

- 80 -

CAMOUFLAGE SUIT
Camouflage suits exist for nearly every possible
environment (other than urban ones). A camouflage suit
will provide a +2 equipment bonus to Hide checks made in
the environment it was designed to mimic.

CLIMBING GEAR
This set of 300-ft ropes, spikes and assorted climbing
gear gives a +2 equipment bonus to Climb checks,

GPS LINK
This handheld device receives data from the Global
Positioning System to give the users exact geographical
coordinates. Of course, the numbers it provides are
entirely useless without a map to relate them to.

GRAPPLE GUN
The classic grapple gun is a heavy crossbow that propels
grappling hook connected to a length of rope far further
than human would be able to throw it. Although it has a
maximum range of only 300 ft, it is completely silent.

When used as a weapon, treat it as a heavy crossbow (the


grappling hook deals d10 severe damage).
An advanced, more noisy grapple gun costing
450 can fire a grappling hook up to 800 ft away. If used
as a weapon, use the following statistics: damage d12,
critical x2, range 80 ft, recoil 1, ammo 1, type P/Se,
weight 6 lbs, size L.
Apart from the usual grappling hooks (which
cost around 10 each), there are explosive hooks which
use an explosive charge to propel the hook into stone,
wood or any other material. These add 50% to the max
weight a hook can endure and inflict +2 damage is fired at
someone. Each one costs 30.

RATION BAR
Although certainly not considered haut cuisine, each
ration bar provides all the energy, proteins and vitamins
the human body needs for a complete day.

SURVIVAL KIT
This small box contains various survival essentials, from
a compass and sewing needles to a flare gun and tablets
for decontaminating water. Possession of it provides a +2
equipment bonus to Survival checks.

- 81 -

APPENDIX
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other
computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions
may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this
License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or

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Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.

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