VER 2.0 A DARK DREAMS CREATION
DESIGNED AND REALISED BY GEORGE CHATZIPETROS @ DARK DREAMS
[email protected] – HTTP://WWW.GEOCITIES.COM/HERNES.GEO
Requires the use of the Dungeons and Dragons ® Player’s Handbook, Third Edition, published by Wizards of the Coast ®
Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are used with Permission. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com. This publication is done under version 1.0 of the Open Game License, which can be found at the end of the document, and the D20 System Trademark License. The mention or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
OPEN GAME CONTENT: All text in pages is designated Open Game Content, as per the Open Game License ver 1.0. Portions of this text originate from the D20 System Reference Document and are © 2000 Wizards of the Coast. The remainder of the text is hereby added to Open Game Content and if so used should bear the COPYRIGHT NOTICE “CYD20 ver 2.0 © 2002 George Chatzipetros”. PRODUCT IDENTITY: All other content of this book (except from the D20 System Trademark Logo and the Open Game License ver 1.0) is designated Product Identity, as explained in the Open Game License ver 1.0 and is copyrighted year 2002 by George Chatzipetros. All rights reserved. This portion of the book is not Open Game Content and reproduction without the written permission of the author is expressly forbidden, except for the purpose of reviews.
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WELCOME TO CYBERPUNK Ecosystems collapse- deadly new viruses plague humanity – offworld colonies provide a refuge to the wealthy – megacorporations handle the real power in the world – the Internet virtual reality extends across the globe and the colonies – man fuses with machine, using cybernetic implants and genetic modifications to become superhuman and achieve immortality. This is cyberpunk, science fiction at its best and darkest. Pioneered by writers like William Gibson and Philip Dick and by cult movies like Blade Runner, the cyberpunk genre is about a dark future – a future not as far away as we would like to believe.
WELCOME TO CYD20 CYD20provides the necessary background information for a cyberpunk campaign using the d20 system. CYD20 doesn’t present a complete cyberpunk setting. Rather, it contains all the necessary information for you to stage your own cyberpunk campaigns. Whether you like to play the Neuromancer or Blade Runner, CYD20 will provide you all the necessary game mechanics. From assault rifles to miniguns, combat software to the latest advancements in microprocessor technology, nerve gas to botulin, cybernetic implants to genetic modifications, from armored cans to VTOL aircrafts and ballistic clothing to powered battle armor, CYD20 contains everything you’re going to need in your cyberpunk campaign.
FINAL NOTES Please be kind enough to send me some feedback or comments. You can contact me at
[email protected]. Throughout this book the male gender is used as a neuter term. I’m sorry if I insult anyone with my language. Before you last me with a mail or terrible review, please consider the fact that I speak English as a second language.
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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 -
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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 -
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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 don’t have any special abilities to call upon and they certainly aren’t 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
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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 financier’s 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. It’s 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 there’s 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 he’s 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.
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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
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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 wouldn’t swap the adrenaline rush during a job and the sense of triumph after accomplishing it for all the money in the world. HIT DIE: d6 SKILL POINTS AT 1ST LEVEL: (8+Int mod)x4 SKILL POINTS AT EACH ADDITIONAL LEVEL: 8+Int mod
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.
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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
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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
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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
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SKILLS ACCOUNTING (INT; TRAINED ONLY) Accounting is used to keep track of a company’s 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 you’ve 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 you’re 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 item’s 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 character’s 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 (you’ve 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 doesn’t have any established contacts, suffers a -4 penalty to his skill check. A character who
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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 he’s 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 don’t 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 Gamemaster’s 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: you’ll 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 it’ll 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 you’ve 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.
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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 can’t 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 can’t 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 doesn’t 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.
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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 Disease’s DC Treat poisoning Poison’s 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 it’s 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 patient’s 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.
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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 you’re in your home base. In places where you haven’t 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 patient’s 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.
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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 don’t allow the character’s Strength modifier to be added to damage (stun batons, for example).
NEW FEATS The following feats are new to CYD20.
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
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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 can’t 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 (Gamemaster’s discretion). This feat may be taken multiple times; each time it applies to a different database.
STREET CONTACTS You have important contacts in a city’s 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 you’re 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.
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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 doesn’t 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 armor’s 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 don’t 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 you’re surprised, flat-footed, flanked etc). The Reflex bonus to AC is also limited by the Max Dex Bonus allowed by the armor you’re wearing. Example: if you’re 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 isn’t a heroic fantasy game, characters don’t 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 ½ 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
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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 gun’s 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 weapon’s Recoil penalty is doubled when a burst is fired. If the attack roll is successful, roll the weapon’s 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 armor’s 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 weapon’s Recoil penalty is quadrupled. If the attack is successful roll the weapon’s 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 weapon’s 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 aren’t. you then roll the weapon’s 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.
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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 isn’t 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 they’re sealed and rigid. Unless the description of an armor states that it’s 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 character’s 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 character’s Charisma modifier (later changes in Charisma do not affect the character’s 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 character’s 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 character’s housing, clothing and entertainment. In effect, lifestyle roughly describes the quality of these things enjoyed by the character.
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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 vehicle’s 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 there’s also a miles per hour rating in parenthesis. Vehicles can increase their speed up to base speedx4. STRUCTURE POINTS: These are the vehicle’s 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 vehicle’s structure points are only dependent on Size; any hard structure or armor is figured in the vehicle’s DR. AUTONOMY: This rating measures the number of miles a vehicle can travel with a full fuel deposit. AC: The vehicle’s 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 pilot’s skill and style may also affect the vehicle’s 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 doesn’t 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 ½ 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 vehicle’s 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 pilot’s 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
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more points, there’s a danger of losing control of the vehicle. A second skill check with the same DC is made; if it’s 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 it’s 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 vehicle’s 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 other’s 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 vehicle’s 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 vehicle’s armor is fully effective against it. Passengers inside the vehicle suffer the same damage as the vehicle (after it’s reduced by the vehicle’s DR). This damage is considered to be major if they’re securely restrained or severe if they’re unrestrained. Personal armor isn’t effective against such damage. VEHICLE VS SOLID OBSTACLE: In some cases, a vehicle will 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 vehicle’s movement and succeed in a vehicle skill check (the Dc being the target’s AC). If this is successful, you ram into the target. Treat this as a collision.
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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 don’t have Constitution scores, both major and severe damage decrease their Structure points. When a vehicle loses half or more of its Structure points it’s 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 doesn’t crash first). It’s 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 vehicle’s 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 vehicle’s armor is applied on its passengers (with any armor they’re 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. Don’t 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 computer’s Level comes into play whenever a computer-related skill check or initiative roll for the Internet is made. Both rolls get to add the computer’s
level to their results (so, a slow computer makes things harder for the user). Another use for a computer’s 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 computer’s Level. Lastly, each computer has some Structure points. These are used to resist offensive programs which deal hardware damage. If a computer’s Structure points drop to zero or below, the computer is trashed.
INTERFACE One of the most important things when dealing with computers is one’s choice of interface. Interface describes the medium used by the user to communicate with the computer and vice versa. Interface can severely affect a computer’s performance and user-friendliness. There are currently three types of interfaces.
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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 they’re 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 don’t 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 user’s 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 it’s 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 processor’s 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 today’s 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.
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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 computer’s 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 computer’s 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 computer’s active memory (ie loaded and running). A program thus erased isn’t active anymore, although its copy in the computer’s storage memory isn’t 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 can’t 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 computer’s circuits. These can actually cause the complete burnout of a computer to the point where it’s 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 computer’s 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 program’s 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 target’s Internet AC. An Internet attack roll uses the character’s 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 character’s Internet attack bonus based on his Computer Use ranks (don’t forget to modify this bonus by the character’s 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
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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 program’s level. Internet Ac is based on a character’s Intelligence modifier rather than his Dexterity. Because net combat also requires wits and strong willpower, AC is increased by a character’s 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 doesn’t 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 round’s 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 computer’s connection to it. This is usually done only in emergencies (like when you’re 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 isn’t controlled by a single computer or group of computers. In fact, the Internet isn’t controlled by anyone. It’s 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 Internet’s 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, let’s 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 you’re in Los Angeles, the next node is PharmaTek’s site. Of course, most of the time user doesn’t 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 country’s 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. PharmaTek’s node for example, may be designed as a medical laboratory since PharmaTek is medical corporation. PharmaTek’s 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
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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 node’s 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 you’ll 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 there’s 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 you’ve penetrated PharmaTek’s security systems to reach its secret research node and you’re disconnected, you have to start all over again. Pulling the plug doesn’t 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 computer’s 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 hacker’s 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 don’t 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 one’s 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 you’re 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
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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 – it’ll 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 won’t open without the right key. A hacker doesn’t need a key: like a good thief he’s got his trusty lockpicks. On the other hand, in order to use his lockpicks as well as move around without being detected by the node’s security
personnel, he’s got to find a way to remain unseen, invisible. This is where the various invisibility programs enter the picture. One of the hacker’s 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 he’ll disable and which he’s going to leave intact. Security personnel are users like the hacker, charged with patrolling the node. Sometimes they pose greater problem than countermeasures, since they’re humans and have intelligence, other times they’re just lame – it all depends on how much money the node’s 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 host’s tissues and interact with them. In short, they become extensions of the host’s 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 body’s 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 subject’s genetic code. This makes bioware less potent, but also gives them distinct advantages like subtlety. Also, being organic, they don’t face any rejection problems and take a lighter toll on the body.
TOLERANCE Cybernetic implants take their toll on a character’s health since they’re foreign bodies which face rejection by the immune system. Bioware on the other hand, are less invasive and rely on organic principles, so they don’t cause as many problems. They do however bring about changes in the recipient’s 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 someone’s 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.
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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 isn’t modified by cyberware or bioware). If this ever happens, he dies a gruesome and spectacular death as his body turns against itself. Details are left to the Gamemaster, but there’s no salvation from this fate. Even if someone’s total Tolerance doesn’t 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 character’s 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 procedure’s 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 it’s 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 doesn’t 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 drug’s insidious influence.
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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 doesn’t 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 passé these days.
WEAPON TABLES KEY AMMO: For firearms, the capacity of the weapon’s 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 weapon’s size. Remember that a human can wield a weapon up to one size category larger than him. AVAIL: The weapon’s 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 weapon’s manufacturer and/or codename. DAMAGE: The weapon’s damage die. For melee weapons, this entry may also include “+Str mod” which means that the character’s Strength modifier is added to damage. Melee weapons without this parameter aren’t affected by the user’s 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 gun’s 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
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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 it’s 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 don’t 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&K’s patented recoil dampening system, which prevents the recoil stresses from being transmitted to the firer’s 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, they’re extensively used where the range and ballistics of a full assault weapon are not desirable. They are perfect weapons for urban environments and closed spaces and frequently used by both security forces, criminals and terrorists. Model Damage Crit Range Burst Recoil Ammo Type Weight Size Avail Cost Beretta Auto-250 D8 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.
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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 don’t suffer the other disadvantages of shot load. Slugs get +2 damage against both armoured and unarmored targets and their damage isn’t 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 can’t 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
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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 world’s 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. It’s 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
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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. It’s 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, they’re 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
2
50
P/Se
16 lbs
L
20
3,000
1
100
P/Se
12 lbs
L
20
2,000
1
100
P/Se
18 lbs
L
28
6,200
2
P/Se
24 lbs
H
28
7,500
6
500 (x2) Belt
P/Se
G
28
16,500
2
50
P/Se
250 lbs 16 lbs
L
20
4,000
1
50
P/Se
12 lbs
L
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
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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 isn’t included in the weapon’s 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 gun’s 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: Steyr’s 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. They’re 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&K’s 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). It’s 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
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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: Browning’s 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 LAW’s 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 missile’s 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, they’re very intimidating and especially effective in confined spaces.
The range increment given for a flamer is also its maximum one; flames don’t 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
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can’t score a critical. The DR of any armor is divided by 4 against a flame thrower, except if it’s 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 haven’t 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 rifle’s 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
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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 gun’s 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 armor’s 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 It’s 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
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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. It’s 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, he’s blinded for d6 rounds. He also needs to make a second Fortitude save with the same DC if he doesn’t 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 one’s self with sand etc. Characters in fireproof armor are safe from this secondary damage (they don’t 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.
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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 system’s 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 missile’s 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).
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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 blade’s edge receives power from a battery that is good for 10 minutes of continuous use (afterwards it must be recharged or replaced). Without the blade’s 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 can’t 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 can’t 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 armor’s 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 opponent’s 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 weapon’s 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 can’t 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
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armor (if the damage rolled is higher than the DR of the target’s armor, then the chemical is injected into his body). Needler doesn’t actually harm the target directly. Needler’s 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 SuperStun’s 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. They’re useful in situations where collateral damage is more dangerous than the enemy (like in an orbital station or explosives depot). They won’t 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 bullet’s damage is enough to bypass the target’s armor DR and the target receives any damage from the attack, he suffers 2 extra damage points from the explosion.
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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 weapon’s 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 weapon’s damage), but it’s 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 isn’t 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 target’s 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 don’t 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 they’re fired. They’re 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 target’s 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 target’s 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).
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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 can’t score a critical). If the target suffers damage and fails a Reflex save (DC 15), he burns as per the flame thrower rules. A shotgun’s 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 shotgun’s
advantage as an accurate close assault weapon, damage doesn’t deteriorate with range as fast as normal shot load. A shotgun loaded with layer-loaded shells doesn’t 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 doesn’t 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).
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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 user’s 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 rifle’s muzzle to allow the use of rifle grenades. Naturally, you can’t 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 grenade’s warhead accordingly. A grenade that misses the intended target and scatters won’t 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 muzzle’s 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 holder’s 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 isn’t compatible with muzzle brakes. Silencers exist for most common weapons up to Large size, although shotguns can’t 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
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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 day’s 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 day’s 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 weapon’s 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 weapon’s 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 user’s autonomic responses as he fires and determines who he considers a friend and who a foe. No effort on the user’s 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
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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 it’s designed to be worn without any additional clothing, it’s 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 doesn’t 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 wearer’s 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 it’ll fail and body temperature will quickly rise to dangerous levels.
COMBATECH STREETSHIELD AND URBANSHIELD CombaTech’s answer to TraumaTek’s 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 bodysuit’s 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), TraumaTek’s 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
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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”. TraumaTek’s 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 TraumaTek’s 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 won’t 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, it’s 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 TraumaTek’s 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 doesn’t advertise one’s 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 weapon’s recoil. A gyroharness provides 5 points of Recoil Suppression to the mounted weapon.
TRAUMATEK RIOT EDITION TraumaTek’s 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 TraumaTek’s 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. It’s perhaps the cheapest true security armor available.
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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, it’s blastproof (fully protects against explosions).
TRAUMATEK JUGGERNAUT Juggernaut is TraumaTek’s 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 wasn’t 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 user’s 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 Juggernaut’s helmet is equipped with a HUD, light amplification and thermal imaging vision and gas filters. It’s 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. Vikron’s 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
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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 aren’t 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 he’s 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. It’s frequently used by the police in riot control. The three
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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 doesn’t 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 doesn’t 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.
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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 tank’s
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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 can’t support it on its own; it needs to be mounted on an endoskeleton.
CONCEALED COMPARTMENT Technically this isn’t 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 doesn’t 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. It’s 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 someone’s loyalty, a cranial bomb is a small explosive charge installed deep inside the cranial cavity. It can be remotely detonated and it’s 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 user’s 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 user’s cranial cavity. It can store over 1,000 terrabytes of data, but retrieving them
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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 one’s arm; now technology makes a data thief’s 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 recipient’s body. Endoskeletons come in 3 levels of power: each level will provide a +2 biotech bonus to the character’s Constitution, but this increase doesn’t 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 (they’re 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 they’re 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 doesn’t require a control slot (there’s 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 user’s strength. Each level (there are 3 of them) grants a +1 biotech bonus to Strength.
NANOCOMPUTER One of the most basic implants, a nanocomputer’s 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 user’s 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 user’s body. Some implants may require a control slot from a nanocomputer, others will not. If there isn’t 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 doesn’t 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
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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 user’s 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 you’ll 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
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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 human’s 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 someone’s 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 doesn’t allow the recipient to breath underwater; it merely compensates for high pressure.
DIRECTIONAL HEARING The recipient’s acoustic system is modified so that he can sense the duration of all sounds produced within one mile of him.
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FLEXI-JOINTS
NEURAL BOOST
This is a heavy modification to the recipient’s 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 (there’s no additional benefit if the recipient already has that feat).
HYPER METABOLISM This bioware hijacks the body’s 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 bioware’s 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 body’s 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 doesn’t 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 user’s 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 can’t 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 skill’s checks.
NICTATING MEMBRANES These are slim, transparent films protecting the recipient’s retinas on somatic command (usually blinking hard). They act as an extra eyelid protecting from dust, smoke and liquids. They give a +2 biotech bonus to 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%.
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SEMI-GILLS This modification equips the recipient with gill-like structures, enabling him to breath underwater, although he’s able to use his mundane respiratory system when he’s on land.
SCREECH The recipient’s 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 doesn’t succeed in Fortitude save (DC 20). A scream can be safely emitted once per hour. If used more frequently, the character risks damage to his 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
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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 isn’t 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 Intel’s best-selling processor and the one most marketed. Hexago features great innovations over the old Pentago family. The processor has abandoned Pentago’s 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 company’s 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. It’s clearly one of the best companions a power user can have.
Myrmidon is every hacker’s 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 hasn’t 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, Intel’s 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,
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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 Intel’s older model. While the two models share the same basic characteristics, Intel’s 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 isn’t 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 one’s 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 processor’s 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. It’s 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 MiliTech’s 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 StrataTek’s 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 one’s 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.
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NANOCOMPUTERS The principal task of nanocomputers is the control and regulation of other cybernetic implants. Nanocomputers weren’t made to replace microcomputers and they’re 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 can’t 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 it’s 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 nanocomputer’s 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 nanocomputer’s 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 it’s 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 isn’t a free one available, then it can’t 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 doesn’t cost any additional Tolerance but can’t be upgraded) to augment one’s 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 Intel’s Imago rather than Hexago microprocessor. It’s 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 they’re 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.
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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 don’t play chess but exploit the advanced database handling capabilities of the prototype and are ideal hosts for any large database. Gambit’s heart and brain is based on 6,000 Pentago+ processors, which 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. They’re 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 StrataTek’s 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 one’s 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 don’t 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 human’s nervous system.
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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 AI’s training and first few years of “life” have the greatest impact on personality development. An AI’s 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 isn’t recommended since AIs are literally monsters in the Internet). Another way is to directly attack the AI’s “body” in the physical world, destroying the equipment that houses its digital sentience. Since AIs are usually heavily guarded and protected, this isn’t 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 humanity’s 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 what’s 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 program’s 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
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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 computer’s 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 won’t 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 target’s brain. It’s perhaps the only program which attacks the user and not the computer. The Lobotomiser’s damage rating doesn’t inflict any damage on a computer; it is only used to determine if the program’s signal bypasses the target’s defenses. If the damage rolled is greater than the DR of the target’s
20/4,000 13+2xlevel 1,000+1,000xlevel active defense program, then the Lobotomiser’s signal gets through and the nanocomputer emits the surge; the target computer’s user suffers d6 points of severe damage (this damage isn’t increased by the Lobotomiser’s 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 target’s connection with a tight, continuous stream of data. If the target fails a Computer Use skill check with DC 15+the disconnector’s 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 doesn’t 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 computer’s user to make a Computer Use skill check with DC 15+Loop’s 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 doesn’t 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 one’s 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 user’s 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
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Phalanxware Control Centre Phalanxware DataMail
6 special
COMBATECH FIREWALL AND FIREWALL PLUS CombaTech’s 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 computer’s 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). Firewall’s 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 program’s 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 doesn’t 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, DataMail’s function drains the computer from processing power: an active DataMail reduces the level of a processor by one, to a minimum of -2 (it can’t be used on computers with an original level of -2). DataMail only comes in one version; it doesn’t 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 backdoor’s level. Even if a backdoor is detected, it can’t 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 it’ll 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
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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 it’s 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 countermeasure’s level. For simplicity’s 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 they’re activated on failed attempt to gain higher level access) or on secure barriers (in which case they’re 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 deactivator’s level as a software bonus (the DC is 18+the countermeasure’s lecelx2). If successful, the countermeasure is deactivated for d12+the deactivator’s 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 barrier’s level). Add the lockpick’s 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 lockpick’s 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 scanner’s user makes a Computer Use check adding the scanner’s level as a software bonus. The invisibility’s user does the same, adding the invisibility’s level to this roll. If the scanner’s user scores higher, he becomes able to detect the invisible user for d6+the scanner’s 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+1xbarrier’s 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 target’s Internet AC. Add a software bonus equal to the tracer’s level to this roll. To realise that a tracer has been placed on him, the other user must succeed in a Computer Use
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check with DC 15+2xthe tracer’s 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 target’s location one round after it has been placed and will continue to do so until the target leaves the Internet or until it’s deactivated. A tracer can also be used to trace
someone who has “pulled the plug”, using the remaining trail of data even if it wasn’t placed on him. In this case the DC is only 15 (and the target can’t counter react). The user has 2 rounds before the data trail vanishes; if he’s successful the tracer will reveal the target’s 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 bomb’s 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 bomb’s level/1,000+1,000xthe bomb’s level.
CREDIT TAP This highly illegal program diverts small amounts of money, so small that they’re 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; that’s the amount of money you’ve 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 (let’s 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 encryption’s level/1,000+2,000xthe encryption’s level. Skill checks to break the encryption get a software bonus equal to the decryptor’s level.
ENCRYPTOR This program encrypts a file, usually with the public/private key method. If someone doesn’t 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 Houndbot’s 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
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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 computer’s free processing cycles to search the Internet for information based on keywords provided by the user. Using it requires a
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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
L
0
25
9
125
0
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
L
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
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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
G
0
60
6
650
0
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
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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
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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 vehicle’s 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 armor’s 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 vehicle’s 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 vehicle’s 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.
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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 vehicle’s 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 vehicle’s 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 vehicle’s 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 they’re not needed, thus concealing the presence of weapons. Like turrets, they can be installed on Huge or larger vehicles.
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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 user’s 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 who’s at the other end of the line (and they you). All transmissions are relayed through the Internet to their destination.
MEDICAL GEAR Item 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
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Stimpatch, Super Synthetic Blood Tendorphin Traumajct Traumaject, Super Vectra
-0.5 lbs -----
ANTIBIOTICS Man’s 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 defibrillator’s 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
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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 isn’t able to heal more than 20% of character’s 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 aren’t cumulative. Those who become addicted to tendorphin (a relatively rare occasion) lose 4 Wisdom points for the addiction’s duration (lost points return at the rate of one per week after the addiction is overcome).
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 addiction’s 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.
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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 phone’s 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,
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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 tap’s 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. It’s 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 man’s 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 user’s 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 there’s 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
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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 user’s 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.
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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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