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02 - Shadowrun - Gear List

This document provides a gear list for a Shadowrun conversion to the Savage Worlds roleplaying system. It includes listings for various melee weapons, projectile weapons including bows and crossbows, firearms like pistols and rifles, grenades, armor, electronics, vehicles, and other equipment. Stats provided for each item include its damage, AP (armor penetration), range, rate of fire, minimum strength to use, weight, cost and availability.

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0% found this document useful (0 votes)
409 views26 pages

02 - Shadowrun - Gear List

This document provides a gear list for a Shadowrun conversion to the Savage Worlds roleplaying system. It includes listings for various melee weapons, projectile weapons including bows and crossbows, firearms like pistols and rifles, grenades, armor, electronics, vehicles, and other equipment. Stats provided for each item include its damage, AP (armor penetration), range, rate of fire, minimum strength to use, weight, cost and availability.

Uploaded by

Diss onance
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SAVAGE WORLDS SHADOWRUN GEAR LIST

A Conversion of Shadowrun to Savage Worlds Adventure Edition

Playtest Version 1.3


CONTENTS AUDIO DEVICES AND ENHANCEMENTS 13
CONTENTS 2 AUDIO ENHANCEMENTS 13
WEAPONS 3 SENSORS 13
MELEE WEAPONS 3 SENSOR RATINGS 14
BLADES 3 SENSOR FUNCTIONS 14
CLUBS 3 SECURITY DEVICES 14
OTHER MELEE WEAPONS 3 RESTRAINTS 14
PROJECTILE WEAPONS 3 BREAKING AND ENTERING GEAR 15
BOWS 3 INDUSTRIAL CHEMICALS 15
CROSSBOWS 3 SURVIVAL GEAR 15
THROWING WEAPONS 4 GRAPPLE GUN 16
FIREARMS 4 BIOTECH 16
TASERS 4 TOXINS 16
HOLD-OUTS 4 DRUGS 17
LIGHT PISTOLS 4 DOCWAGON CONTRACT 17
HEAVY PISTOLS 4 SLAP PATCHES 18
MACHINE PISTOLS 4 AUGMENTATION 18
SUBMACHINE GUNS 5 HEADWARE 18
ASSAULT RIFLES 5 EYEWARE 19
SNIPER RIFLES 5 EARWARE 19
SHOTGUNS 6 BODYWARE 19
SPECIAL WEAPONS 6 CYBERLIMBS 20
MACHINE GUNS 6 CYBERLIMB ACCESSORIES 20
CANNONS/LAUNCHERS 6 IMPLANT WEAPONS 21
FIREARM ACCESSORIES 7 CYBERGUNS 21
AMMUNITION 7 CYBER MELEE 21
GRENADES 8 BIOWARE 21
ROCKETS 8 CULTURED BIOWARE 22
MISSILES 8 MAGICAL SUPPLIES 22
EXPLOSIVES 9 FOCI 22
CLOTHING AND ARMOR 9 MAGICAL SUPPLIES 22
ARMOR MODIFICATION 9 COMMAND CONSOLES 22
SHIELDS 10 VEHICLES AND DRONES 22
ELECTRONICS 10 VEHICLE MODIFICATIONS 22
COMMLINKS 10 BIKES 23
CYBERDECKS 10 CARS 23
PROGRAMS 10 TRUCKS AND VANS 23
ACCESSORIES 11 WATERCRAFT 23
RFID TAGS 11 AIRCRAFT 24
COMMUNICATIONS & COUNTERMEASURES 11 DRONES 24
ID & CREDIT 12 LIFESTYLES 25
TOOLS 12
OPTICAL AND IMAGING DEVICES 12
VISION ENHANCEMENTS 13

2
WEAPONS
MELEE WEAPONS
BLADES
Type Damage Min Str. Wt Cost Avail Notes
Combat Axe Str+d8+1 d8 5 4000 6R AP 2, Two hands
Combat Knife Str+d6 d4 1 300 3 AP 1
Forearm Snap-Blades Str+d4 d4 1 200 4R
Katana Str+d6+1 d6 3 1000 5R AP 2, Two hands
Knife Str+d4 d4 1 10 --
Pole Arm Str+d8 d8 6 1000 4R Reach 1, Two hands
Survival Knife Str+d4 d4 2 100 -- GPS monitor, Multi-tool, Micro-lighter, Hidden
compartment
Sword Str+d8 d8 3 500 4R

CLUBS
Type Damage Min Str. Wt Cost Avail Notes
Club Str+d6 d6 5 30 --
Extendable Baton Str+d4 d4 2 100 3
Sap Str+d4 d4 1 30 2 Considered an Unarmed Defender
Staff Str+d6 d6 4 100 3 Parry +1, Reach 1, Two hands
Stun Baton 2d6 d4 2 750 4R AP 4
Telescoping Staff Str+d6 d6 4 350 3 Parry +1, Reach 1, Two hands

OTHER MELEE WEAPONS


Type Damage Min Str. Wt Cost Avail Notes
Knucks Str+d4 d4 1 100 2R Considered an Unarmed Defender
Monofilament Whip 3d6+2 d4 1 10000 6F AP 6, Considered an Unarmed Defender, Reach 2,
Uses Innocent Bystander rules on targets (including
wielder) within Reach, Critical Failure always hits
wielder
Shock Gloves 2d6 d4 1 550 4R AP 4; 10 Charges; recharge 1 charge per 10 seconds
when plugged into a power source
Riot Shield 2d6 d4 5 1500 5R AP 4; +2 Parry, -2 Cover; 10 Charges, recharge 1
charge per 10 seconds when plugged into a power
source; Non-Shock damage Str+d4

PROJECTILE WEAPONS
BOWS
Min
Type Range Damage AP ROF Str. Wt. Cost Avail Notes
Short Bow 12/24/48 2d6 1 1 d6 2 300 3
Long Bow 15/30/60 2d8 1 1 d8 3 500 4
Heavy Bow 20/40/80 2d10 1 1 d10 8 1000 5

CROSSBOWS
Min
Type Range Damage AP ROF Str. Wt. Cost Avail Notes
Hand Crossbow 10/20/40 2d6 1 1 d6 3 300 2 One handed
Crossbow 12/24/48 2d6 2 1 d6 5 500 3R
Heavy Crossbow 15/30/60 2d8 3 1 d8 8 1000 5R d6 Min Str. with Reload 1
Ultra Heavy Crossbow 20/40/80 2d10 3 1 d10 12 1500 6R d8 Min Str. with Reload 1

3
THROWING WEAPONS
Min
Type Range Damage AP ROF Str. Wt. Cost Avail Notes
Knife/Shuriken 3/6/12 Str+d4 -- 1 d4 1 25 3R

FIREARMS
TASERS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Defiance EX Shocker 5/10/20 2d6 4 1 4 (m) d4 2 250 -- No Double Tap, May
be used as Melee
Weapon
Yamaha Pulsar 10/20/40 2d4 4 1 4 (m) d4 2 180 --

HOLD-OUTS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Fichetti Tiffani 5/10/20 2d6+2 -- 1 4 (c) d4 3 1000 4R Flechette only
Needler (included)
Streetline Special 3/6/12 2d6-1 -- 1 6 (c) d4 2 120 3R -2 to be Noticed by
MAD Scanner
Walther Palm Pistol 3/6/12 2d6 -- 1 2 (b) d4 2 180 3R

LIGHT PISTOLS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Ares Light Fire 75 10/20/40 2d6 -- 1 16 (c) d4 2 1250 4F Sound Suppressor,
Smartgun
Ares Light Fire 70 10/20/40 2d6 -- 1 16 (c) d4 2 200 3R
Ares Light Fire 70 10/20/40 2d6 -- 1 16 (c) d4 2 950 4R Sound Suppressor
(Silenced)
Beretta 201T 10/20/40 2d6 -- 1 21 (c) d4 5 210 4R Detachable Shoulder
Stock, 3RB
Colt America L36 12/24/48 2d6+1 -- 1 11 (c) d4 4 320 3R
Fichetti Security 600 12/24/48 2d6+1 -- 1 30 (c) d4 5 350 4R Detachable Folding
Shoulder Stock, Laser
Sight (top)
Taurus Omni-6 12/24/48 2d6+1 -- 1 6 (cy) d4 4 300 3R Laser Sight (top)

HEAVY PISTOLS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Ares Predator V 12/24/48 2d6+1 1 1 15 (c) d4 5 725 4R Smartgun
Ares Viper Slivergun 12/24/48 2d6+3 -- 1 30 (c) d4 5 380 5F Flechette only
(included), Sound
Suppressor, 3RB
Browning Ultra- 12/24/48 2d6+1 1 1 10 (c) d4 5 640 3R Laser Sight (top)
Power
Colt Government 12/24/48 2d6+1 1 1 14 (c) d4 5 425 4R
2066
Ruger Super 15/30/60 2d8 2 1 6 (cy) d6 8 400 3R No Double Tap
Warhawk

MACHINE PISTOLS
4
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Ares Crusader II 10/20/40 2d6+1 -- 1 40 (c) d4 7 830 5R Smartgun, Recoil
Compensator, 3RB
Ceska Black Scorpion 10/20/40 2d6 -- 1 35 (c) d4 7 270 4R Folding Shoulder
Stock, 3RB
Steyr TMP 10/20/40 2d6+1 -- 3 30 (c) d4 6 350 5R Laser Sight (top), 3RB

SUBMACHINE GUNS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Colt Cobra TZ-120 12/24/48 2d6 1 3 32 (c) d6 8 660 4R Folding Shoulder
Stock, Laser Sight
(top), Recoil
Compensator, 3RB
FN P93 Praetor 12/24/48 2d6+1 1 3 50 (c) d6 11 900 6F Flashlight, Recoil
Compensator,
Shoulder Stock, 3RB
HK-227 12/24/48 2d6 1 3 28 (c) d6 8 730 5R Retractable Stock,
Smartgun, Sound
Suppressor, 3RB
Ingram Smartgun X 12/24/48 2d6+1 1 3 32 (c) d6 8 800 4R Recoil Compensator,
Smartgun, Sound
Suppressor, 3RB
SCK Model 100 12/24/48 2d6+1 1 1 30 (c) d6 8 875 4R Smartgun, Folding
Shoulder Stock, 3RB
Uzi IV 12/24/48 2d6 1 1 24 (c) d6 7 450 3R Folding Shoulder
Stock, Laser Sight
(top), 3RB

ASSAULT RIFLES
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
AK-97 24/48/96 2d8 2 3 38 (c) d6 9 950 3R 3RB
Ares Alpha 24/48/96 2d8+1 2 3 42 (c) d6 12 2650 6F Grenade Launcher (6
Shots; underbarrel),
Smartgun, Recoil
Compensator, 3RB
Colt M23 24/48/96 2d8-1 2 3 40 (c) d6 11 550 3R 3RB
FN HAR 24/48/96 2d8 2 3 35 (c) d6 10 1500 5R Laser Sight (top),
Recoil Compensator,
3RB
Yamaha Raiden 24/48/96 2d8+1 2 3 60 (c) d6 14 2600 7F Sound Suppressor,
Smartgun, Recoil
Compensator, 3RB

SNIPER RIFLES
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Ares Desert Strike 30/60/120 2d8+1 4 1 14 (c) d6 10 17500 5F Scope, Snapfire
Cavalier Arms 30/60/120 2d8 3 1 20 (c) d6 11 10300 6F Imaging Scope,
Crockett EBR Snapfire, 3RB
Ranger Arms SM-5 50/100/200 2d10 5 1 15 (c) d8 35 28000 7F Sound Suppressor,
Imaging Scope,
5
Snapfire
Remington 950 30/60/120 2d8 4 1 5 (m) d6 9 2100 3R No Underbarrel
Mount, Imaging
Scope, Snapfire, No
Double Tap
Ruger 100 30/60/120 2d8-1 3 1 8 (m) d6 9 1300 3R Imaging Scope,
Snapfire

SHOTGUNS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Remington 5/10/20 1-3d4 -- 1 8 (m) d4 6 250 4R Shotgun, Slug deals
Roomsweeper 2d8
Defiance T-250 12/24/48 1-3d6 -- 1 5 (m) d6 10 450 3R Shotgun

Enfield AS-7 12/24/48 1-3d6+1 1 3 10 (c) d6 12 1100 6F Shotgun, Laser Sight


or 24 (top), 3RB, Slug deals
(d) 2d10+1
PJSS Model 55 12/24/48 1-3d6 -- 1 2 (b) d4 8 1000 5R Shotgun, Double
Barrels, No Double
Tap

SPECIAL WEAPONS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Ares S-III Super 10/20/40 -- -- 1 20 (c) d4 7 950 4R Delivers Chemical
Squirt attack to target
Fichetti Pain Inducer 12/24/48 -- -- 1 10 d4 7 5000 6R Causes Fear Power
on target until attack
is missed; must hit
each round to sustain
Fear
Parashield Dart Pistol 10/20/40 -- -- 1 5 (c) d4 4 600 3R Delivers Drug/Toxin
attack to target
Parashield Dart Rifle 24/48/96 -- -- 1 6 (m) d4 9 1200 4R Delivers Drug/Toxin
attack to target

MACHINE GUNS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Ingram Valiant 30/60/120 2d8 2 3 50 (c) d8 20 5800 6F Recoil Compensator;
Laser Sight; 3RB, Can
use belt-fed ammo
Stoner-Ares M202 30/60/120 2d8+1 3 3 50 (c) d8 25 7000 6F Can use belt-fed
ammo
RPK HMG 50/100/200 2d10 3 3 50 (c) d10 30 16300 7F Tripod; Can use belt-
fed ammo; Heavy
Weapon

CANNONS/LAUNCHERS
Min
Type Range Damage AP ROF Shots Str. Wt. Cost Avail Notes
Ares Antioch-2 12/24/48 -- -- 1 8 (m) d6 10 3200 5F Damage/AP as for
Grenade; Smartlink
6
ArmTech MGL-12 12/24/48 -- -- 2 12 (c) d6 15 5000 5F Damage/AP as for
Grenade
Aztechnology Striker 24/48/96 -- -- 1 1 (ml) d8 15 1200 5F Damage/AP as for
Missile
Krime Cannon 24/48/96 2d10 5 1 6 (m) d10 30 21000 9F Troll Modification
Onotari Interceptor 24/48/96 -- -- 1 2 (ml) d8 20 14000 8F Damage/AP as for
Missile; Smartlink
Panther XXL 24/48/96 2d12 5 1 15 (c) d12 35 43000 9F Smartlink

FIREARM ACCESSORIES
Accessory Mount Availability Cost Notes
Airburst Link -- 4R 600 Halve all deviation for fired projectiles from this
weapon
Bipod Under 2 200 Reduces Recoil Penalty by 1 for weapons when
propped or prone
Concealed Holster -- 2 150 -2 to any Notice tests to discover weapon
Recoil Compensator Barrel or Stock 5R 600 Reduces Recoil Penalty by 1 for the weapon
Gyro Mount Under 4 1400 Reduces Rocoil Penalty by 2 for the weapon;
Character is -2 Pace while wearing mount; 5 minutes
to equip; 1 Action to remove; 1 Action to attach
weapon
Hidden Arm Slide -- 3R 350 Ready a light pistol, hold-out, or taser as a Free
Action; weapon is -1 to any Notice tests to be
discovered
Imaging Scope Top 2 300 +1 to offset Range penalties with the weapon; Can
hold 3 Capacity of vision enhancements
Laser Sight Top or Under 2 125 +1 to attack out to Medium Range
Periscope Top 3 70 User can have Near Total Cover when firing the
weapon, suffering -2 penalty to attacks
Quick-draw Holster -- 3 175 Ready any weapon of Machine Pistol size or smaller as
a Free Action
Silencer/Suppressor Barrel 5F 500 -2 to any Notice Tests to discover the weapon being
fired
Smart Firing Platform Under 6F 2500 Non-mobile robot that fires attached weapon
automatically at Shooting d6; may be upgraded with
Pilot Programs; Suffers no recoil penalty
Smartgun System, -- +1 Weapon +1 to Shooting with the weapon if equipped with a
Internal cost is Smartlink
doubled
Smartgun System, Top or Under 4R 200 +1 to Shooting with the weapon if equipped with a
External Smartlink
Spare Clip -- 3 5
Speed Loader -- 2 25 Reload all shots of a cylinder firearms as an action
Tripod Reduces Rocoil Penalty by 2 for the weapon; 1 Action
to set up; 1 Action to attach weapon

AMMUNITION
Ammo Type Per 10 Damage Modifier AP Modifier Availability Cost Notes
Arrow -- -- 3 60
Injection Arrow -- -- 4R 600 Delivers Drug/Toxin
attack to target
Bolt -- -- 2 50
Injection Bolt -- -- 5R 500 Delivers Drug/Toxin
attack to target
7
APDS -- +3 6F 120
Assault Cannon -- -- 6F 400
Explosive +1 -- 5F 80
Flechette +2 -- 4R 65 If target has any Armor,
increase effective
Armor by +3
Gel -- -- 2R 25 Deals non-lethal
damage to target
Hollow Point +1 -- 3F 70 If target has any Armor,
increase effective
Armor by +2
Injection Darts -- -- 3R 75 Used for Dart Weapons
Regular Ammo -- -- 2R 20
Stick-n-Shock -- -- 4R 80 Deals 2d6 damage with
AP 4 in place of regular
damage.
Tracer -- -- 4R 60 Gain +1 to Shooting
tests with weapon
when fired at RoF 2+
Taser Dart -- -- 3 50 User for Tasers

GRENADES
Grenade Type Damage AP Blast Availability Cost Notes
Flash-bang 2d6 non- 3 MBT 4R 100 Targets must make a Vigor Roll (at -2 with a
lethal raise) or be Stunned
Flash-pak -- -- Special 3 125 Anyone looking in the direction of the Flash-
pak must make a Vigor Roll or be Blind (as the
Power)
Fragmentation 4d6 -- MBT 6F 100 If target has any Armor, increase effective
Armor by +3
High-Explosive 3d6-1 2 LBT 6F 100
Gas -- -- LBT As 40+Chem Delivers Chemical attack to target in the
Chemical Cost template
Smoke -- -- LBT 3R 40 Creates an area of smoke that obscures
normal and low-light vision (-4)
Thermal Smoke -- -- LBT 4R 60 Creates an area of smoke that obscures
normal, low-light, and infravision (-4)

ROCKETS
Rocket Type Damage AP Blast Availability Cost Notes
Anti-Vehicle 4d8+2 24 MBT 8F 2800
Fragmentation 4d8 -- MBT 6F 2000 If target has any Armor, increase effective
Armor by +3
High-explosive 4d6+2 2 MBT 8F 2100

MISSILES
Missile Type Damage AP Blast Availability Cost Notes
Sensors -- -- -- +1 Rating x 1500 Missile Sensors add to the
Electronics test to lock on to a
target and are rated from 1-4,
the Cost and Availability are
added to the Missile Type
below
Anti-Vehicle 4d8+2 24 MBT 8F 2800
8
Fragmentation 4d8 -- MBT 6F 2000 If target has any Armor,
increase effective Armor by +3
High-explosive 4d6+2 2 MBT 8F 2100

EXPLOSIVES
Type, Per Kilogram Damage Availability Cost Notes
Commerical 1d6 per Kg 5R 100 Applies damage in LBT
Foam 1d8 per Kg 6F 100 Applies damage directly to the surface it is applied to
Plastic 1d8 per Kg 7F 100 Applies damage in MBT
Detonator Cap -- 5R 75 Inserted into explosive mass to detonate remotely

CLOTHING AND ARMOR


Min
Type Armor Str. Wt. Cost Avail Capacity Notes
Clothing
Regular Clothing (torso, arms, legs) -- -- 1 20+ -- 0 From basic sweat pants all the
way up to designer clothing
etched in orichalcum
Electrochromic modification -- -- -- +500 +2 0 Change color of the clothes as
an action
Feedback clothing -- -- -- +500 5 0 Can experience AR tactile
feedback
(Synth)Leather +1 d4 +4 +200 -- 4 Synthetic or real leather
clothing
Armor
Actioneer Business Clothes (torso, +2 d4 8 1500 5 8 Armored clothing featuring a
arms, legs) built in Concealable Holster
Armor Clothing (torso, arms, legs) +2 d4 6 450 2 6
Armor Jacket (torso, arms) +3 d4 8 1000 2 12
Armor Vest (torso) +3 d4 5 500 3 9
Chameleon Suit (torso, arms, legs, +1 d4 5 1700 5R 9 +2 to Stealth rolls when worn
head) and activated
Full Body Armor (torso, arms, legs) +5 d6 12 2000 7R 15 Impossible to Conceal
Full Helmet (head) +5 d4 3 +500 +0 0 Add on for Full Body Armor,
Capacity 6 for vision or audio
enhancements
Chemical Seal -- -- -- +6000 +2 0 Immune to toxic
environments or attacks
Environmental Adaptation -- -- -- +1000 +1 0 Can be adapted to provide
protection in extreme hot or
cold climates/temperatures
Lined Coat (torso, arms, legs) +2 d4 7 900 3 9 +2 to Thievery to hide items
beneath the coat
Urban Explorer Jumpsuit (torso, +2 d4 3 650 5 9 Light weight, built in music
arms, legs) players and biomonitor
Helmet (head) +2 d4 1 +100 +0 6 Add on for Jumpsuit
Combat Helmet (Head) +3 d4 2 200 4 6

ARMOR MODIFICATION
Type Capacity Cost Avail Notes
Chemical Protection 3 750 4 +2 to any rolls to resist chemical attacks; +2
Armor against chemical attacks
Fire Resistance 3 750 4 +2 to any rolls to resist fire attacks; +2 Armor

9
against fire attacks
Insulation 3 750 4 +2 to any rolls to resist cold attacks; +2 Armor
against cold attacks
Nonconductivity 3 750 4 +2 to any rolls to resist electrical attacks; +2
Armor against electrical attacks
Shock Frills 2 250 4R Automatically deals 2d4 damage to anyone that
touches the wearer; 10 charges; recharge 1
charge per 10 seconds when plugged in to power
source
Thermal Dampening 3 1500 5R Invisible to Infrared Vision

SHIELDS
Min
Type Parry Cover Str. Wt. Cost Avail Notes
Ballistic Shield +3 -4 d6 9 1200 6R Hardness 14; +4 Armor when attacker
tries to shoot through shield; Shield
Bash Str+d4 damage
Riot Shield +2 -2 d4 5 1500 5R Hardness 12; +2 Armor when attacker
tries to shoot through shield; Causes
shock attack 2d6 AP 4 when used to
bash (see Other Melee Weapons above);
10 Charges; recharge 1 charge per 10
seconds when plugged into a power
source; Shield Bash Str+d4 damage

ELECTRONICS
COMMLINKS
Model Processing Firewall Avail Cost
Meta Link d4 3 2 100
Sony Emperor d4 4 3 700
Renraku Sensei d6 4 4 1000
Erika Elite d6 5 5 2500
Hermes Ikon d8 6 5 3000
Transys Avalon d8 7 6 5000
Fairlight Caliban d8 8 7 8000
Sim Module -- -- -- +250

CYBERDECKS
Device Processing Firewall Shielding Stability Programs Noise Filter Avail Cost
Erika MCD-1 d6 5 4 2 1 0 3R 49500
Microdeck Summit d6 5 5 2 1 0 3R 58000
Microtronica Azteca 200 d6 5 6 2 2 1 4R 110250
Hermes Chariot d8 6 7 3 2 1 4R 123000
Novatech Navigator d8 6 8 3 3 2 5R 205750
Renraku Tsurugi d8 6 9 3 3 3 5R 214125
Sony CIY-720 d10 7 10 4 4 4 6R 345000
Shiawase Cyber-5 d10 7 11 4 5 5 7R 549375
Fairlight Excalibur d12 8 12 4 6 6 8R 823250

PROGRAMS
Program Availability Cost Notes
Common Program -- 80

10
Hacking Program 3R 250
Agent d4 5 2000
Agent d6 6 8000
Agent d8 8 12000
Autosoft d4 4 1500
Autosoft d6 6 3000
Autosoft d8 8 4500
Datasoft 3 120 +1 to Academics, Common Knowledge, Occult, Repair,
Research, or Science rolls for subjects appropriate to the
Datasoft subject (Game Master discretion)
Mapsoft 3 100 +1 to Survival rolls to navigate with the appropriate map
Shopsoft 3 150 +1 to Availability rolls to locate gear; +1 to Persuasion to
negotiate the price; Specific to a type of gear (Firearms,
electronics, cyberware, etc.)

Skillsofts Availability Cost Notes


Activesoft (Agility Skills) d4 5 15000
Activesoft (Agility Skills) d6 5 30000
Knowsoft (Smarts Skills) d4 3 6000
Knowsoft (Smarts Skills) d6 3 12000
Linguasofts (Language) d4 2 3000
Linguasofts (Language) d6 2 6000

ACCESSORIES
Accessory Processing Firewall Avail Cost
AR Gloves d6 4 -- 150
Biometric Reader d6 4 3 200
Electronic Paper d4 3 -- 5
Printer d6 4 -- 25
Satellite Link d6 5 4 500
Simrig d6 4 6 1000
Subvocal Mic d6 4 3 50
Trid Projector d6 4 -- 200
Trodes d6 4 -- 70

RFID TAGS
Tags (per 10) Processing Firewall Avail Cost Notes
Standard Tags d4 3 -- 1 Hold data files; Can be tracked in the Matrix
Datachip d4 3 -- 5 Hold data files; No wireless capability
Security Tags d6 4 3 5 Hold authorization information; Can be tracked in
the Matrix; Used for tracking employees, criminals,
students, etc.; Cannot be erased by Tag Eraser;
Often implanted (Essence Cost 0)
Sensor Tag d6 4 4 40 Can be equipped with a single sensor sold
separately; Records up to 24 hours of data; Can be
set to overwrite or shut off when full
Stealth Tag d6 4 4R 10 Standard Security Tag use; Always set to run
silently

COMMUNICATIONS & COUNTERMEASURES


Device Avail Cost Notes
Bug Scanner 1 3R 300 +2 to Notice rolls to detect wireless devices within 20 meters
Bug Scanner 2 4R 600 +4 to Notice rolls to detect wireless devices within 20 meters

11
Data Tap 4R 300 Clamp to a data cable to intercept data flowing through the cable
Headjammer 1 3R 450 Attach to target; causes target to suffer -2 penalties from Noise; Remove
without proper key with Electronics roll at -2; Forcing it off deals 2d6
electricity damage to target ignoring armor
Headjammer 2 4R 900 Attach to target; causes target to suffer -4 penalties from Noise; Remove
without proper key with Electronics roll at -2; Forcing it off deals 2d6
electricity damage to target ignoring armor
Jammer, Area 1 5F 600 Create an area with -2 penalties from Noise out to 5” (25 feet) from the
device
Jammer, Area 2 8F 1200 Create an area with -4 penalties from Noise out to 5” (25 feet) from the
device; Penalties are -2 from 5” to 10” (25-50 feet) from the device
Micro-transceiver 2 100 Short-range communicator to other micro-transceivers or commlinks
chosen by the user within a kilometer; when connected to the Matrix the
range is unlimited
Tag Eraser 4R 450 Create an electromagnetic field that burns out RFID tags and other
unshielded electronics within 5 mm of the device; 1 Charge; Recharges in
10 seconds when connected to a power source
White Noise Generator 1 3 150 Creates a field of random noise in a 3” radius (15 feet) that causes any
attempt to overhear conversation in the affected area to suffer a -2
penalty to Notice rolls
White Noise Generator 2 4 300 Creates a field of random noise in a 6” radius (30 feet) that causes any
attempt to overhear conversation in the affected area to suffer a -4
penalty to Notice rolls

ID & CREDIT
Certified Credstick Max Value Avail Cost Notes
Standard 5000 -- 5 All certified credsticks do not require any form of
Silver 20000 -- 20 authorization to access the funds that are stored on them;
Gold 100000 4 100 The Max Value is just the maximum nuyen each type of
Platinum 500000 6 500 certified credstick can hold
Ebony 1000000 9 1000

Identification Avail Cost Notes


Fake SIN 1 3 2500 Basic fake identity
Fake SIN 2 5 7500 Fake identity; imposes -2 penalty to any skill rolls to determine its false
nature
Fake SIN 3 8 15000 Fake Identity; imposes -4 penalty to any skill rolls to determine its false
nature
Fake License 1 3 200 Basic fake license
Fake License 2 5 600 Fake license; imposes -2 penalty to any skill rolls to determine its false
nature
Fake License 3 8 1200 Fake license; imposes -4 penalty to any skill rolls to determine its false
nature

TOOLS
Type Avail Cost Notes
Kit -- 500 Basic Set of Tools
Shop 5 5000 Game Master may require a Shop for certain tasks
Facility 6 50000 Game Master may require a Facility for certain tasks

OPTICAL AND IMAGING DEVICES


Device Avail Cost Notes
Binoculars (Capacity Max 6) -- Capacity x 50 +2 to offset range penalties for Notice rolls
Binoculars, Optical -- 50 +2 to offset range penalties for Notice rolls; Cannot take other
12
vision enhancements
Camera (Capacity Max 6) -- Capacity x 100 Capture still photos, video and trideo with sound
Micro-Camera (Capacity -- 100 Tiny camera
Max 2)
Contacts (Capacity Max 6) 4 Capacity x 500 Vision enhancements can be loaded and worn directly upon the
eyes; nearly undetectable; no universal data connector
Glasses (Capacity Max 6) -- Capacity x 200 Lenses in lightweight frames that can take vision enhancements
Goggles (Capacity Max 6 -- Capacity x 50 Bulky lenses that can take vision enhancements
Endoscope 5 250 Fiber optic cable at least 1” (5 feet) long allowing the user to look
around corners, under door slits, or in between narrow slots
Imaging Scopes (Capacity 3) 2 300 Vision enhancement or display devices typically mounted on
weapons
Periscope 3 50 Optical device that allows spellcasting around corners
Mage Sight Goggles 6R 3000 Fiber optic cable attached to goggles; cable lengths are 6” (30
feet), 12” (60 feet), or 18” (90 feet) and allow spellcasting with line
of sight
Monocle (Capacity Max 4) -- Capacity x 120 Vision enhancements on a flip down lens attached to a headband
or helmet

VISION ENHANCEMENTS
Enhancement Capacity Avail Cost Notes
Low-Light Vision [1] +2 +500 Grants Low-Light Vision
Flare Compensation [1] +1 +250 -2 to cause Blinding attacks, +2 to shake off Blindness
Image Link [1] +0 +25 Built in AR and Image Link
Smartlink [1] +2 R +2000 +1 to Shooting with a Smartlinked ranged weapon
Thermographic Vision [1] +3 +500 Grants Infravision
Vision Enhancement [3] +3 +1500 +1 to Notice tests for vision
Vision Magnification [1] +1 +250 +1 to offset Range penalties for Ranged attack and vision Notice
tests

AUDIO DEVICES AND ENHANCEMENTS


Device Avail Cost Notes
Directional Mic (Capacity Max 6) 3 Capacity x 50 Listen to distant noises as if the user were 60” (300 feet)
closer to them
Ear Buds (Capacity Max 6) -- Capacity x 200 Ergonomic audio device for mounting enhancements or
listening to audio
Headphones (Capacity Max 6) -- Capacity x 50 Adjustable audio device for mounting enhancement or
listening to audio
Laser Mic (Capacity Max 6) 3R Capacity x 100 Sensor for listening through solid objects by reading the
vibrations; 60” (300 feet) Range
Omni-directional Mic (Capacity Max -- Capacity x 50 Standard omni-directional audio pickup and recorder
6)
Micro Omni-directional Mic -- 50 Tiny standard omni-directional audio pickup and recorder;
(Capacity 2) Range of 3” (15 feet)

AUDIO ENHANCEMENTS
Enhancement Capacity Avail Cost Notes
Audio Enhancement [3] +3 +1500 +1 to Notice rolls for hearing
Select Sound Filter [3] +4 +750 Edit out sound sources
Spatial Recognizer [2] +2 +1000 Know location of source of sounds from hearing Notice roll

SENSORS
Device Capacity Avail Cost Notes
Handheld Housing 1-3 -- Capacity x 100 RFID, Audio device, Visual device, Headware, Wand,
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Small Drone
Wall-Mounted Housing 1-6 -- Capacity x 250 Medium/Large Drone, Cyberlimb, Motorcycle, Vehicle,
Building, Airport scanner
Sensor Array (Rating 1-5) [6] 4 Rating x 1000 See rating table for explanation; Multiple Sensor
Function capable
Single Sensor (Rating 1-5) [1] 4 Rating x 100 See rating table for explanation; Multiple Sensor
Function capable

SENSOR RATINGS
Ratings indicate how many points can be put into the sensor. Each point increases the die type of the sensor for Notice
rolls for the specific function. The cost for die types are shown in the table below. Standard Video or Audio Devices may
also be mounted in sensors (important for drones or rigger controlled vehicles) and the Rating is equal to the Capacity of
the device.
Rating Notice roll
1 d4
2 d6
3 d8
4 d10
5 d12

SENSOR FUNCTIONS
Function Max Range Notes
Atmosphere Sensor -- Up to the second analysis of the weather in the area
Cyberware Scanner 9” (45 feet) Detect cyber-implants or other contraband
Geiger Counter -- Gives a measure of the radioactivity in the area
Laser Range Finder 600” (300 feet) Calculates the exact distance to the first object the beam contacts
MAD Scanner 3” (15 feet) Magnetic Anomaly Detector; Detect weapons and metal
Motion Sensor 15” (75 feet) Ultrasound and low-powered infrared to detect motion and drastic
changes in ambient temperature
Olfactor Sensor -- Detect emotions from scent, traces of ammunition propellant, explosives,
biological or chemical warfar compounds
Radio Signal Scanner 12” (60 feet) Same as bug scanner
Ultrasound 30” (150 feet) See textures, calculate distances and detect objects that are otherwise
invisible to the naked eye; no color and is stopped by barriers; Passive
mode picks up other ultrasound emissions

SECURITY DEVICES
Security Device Avail Cost Notes
Key/Combination Lock (Rating 1-6) 3 Rating x 10 TN 3 + Rating to unlock with Thievery roll
Maglock (Rating 1-6) 3 Rating x 100 TN 3 + Rating to unlock with Electronics roll
Keypad/Card Reader -- +50 Open maglock with Keypad or Card Reader
Anti-tamper Circuits (Rating 1-4) +2 Rating x 250 Must be bypassed with an opposed Thievery roll against
the Rating of the system: Rating 1 = d4; Rating 2 = d6;
Rating 3 = d8; Rating 4 = d10
Biometric Reader +2 +200 Open door with fingerprint, palm print, retinal print, facial
blood vessels, voice recognition, breath scan, cellular
scan, DNA scan, or facial recognition

RESTRAINTS
Restraint Avail Cost Notes
Metal -- 20 Hardness 12
Plasteel 4R 50 Hardness 14
Plastic (per 10) -- 5 Hardness 8

14
Containment Manacles 4R 250 Hardness 12; Subject limited to Pace 3” and cannot run

BREAKING AND ENTERING GEAR


Gear Avail Cost Notes
Autopicker 5R 1500 +2 to Thievery rolls to pick mechanical lock
Cellular Glove Molder 6F 1500 +2 to Thievery rolls to fool fingerprint scanner
Chisel/Crowbar -- 20 +2 to Str rolls to force open a container or door
Keycard Copier 5F 1800 Copy a keycard in seconds; Need a hardware kit to
manufacture a new keycard in 10 minutes
Lockpick Set 3R 250 Basic tools to pick mechanical lock
Maglock Passkey 5F 6000 +2 to Electronics rolls to bypass a card reader
Miniwelder 2 250 Cuts through 1 foot line (6 inches deep) of an object every
minute (4d6 damage)
Miniwelder Fuel Cannister 2 80 Powers the miniwelder for 30 minutes
Monofilament Chainsaw 5 500 Cuts through 3 foot line (6 inches deep) of an object every
minute (3d6 damage)
Sequencer 5F 750 Basic tools to defeat keypad maglocks

INDUSTRIAL CHEMICALS
Chemical Avail Cost Notes
Glue Solvent 2 90 Dissolve 5 sq feet of fast-drying aerosol superglue
Glue Sprayer 2 150 Fast drying aerosol superglue that dries in 1 Turn and will
hold 5 sq feet of material together with Hardness 6
Thermite Burning Bar 7R 500 Melt holes in steel, iron, and plasteel (5d6 damage)

SURVIVAL GEAR
Gear Avail Cost Notes
Chemsuit 4 450 +3 Armor vs. contact-based toxin attacks
Climbing Gear -- 200 Backpack full of rope, ascent/descent harness, gloves,
carabiners, crampons and everything one would need to
climb; +1 to Athletics rolls for climbing
Diving Gear 4 2000 Underwater diving equipment with diving suit, partial
facemask, snorkel, breathing regulator, air tank with 2
hour capacity, and inflatable vest
Flashlight -- 25 Provides light in a cone
Gas Mask -- 200 Provides immunity to inhaled toxins for 1 hour
Gecko Tape Gloves 6 250 Super adhesive set of gloves, kneepads, and slip on soles
that provde +2 to Athletics rolls for climbing when worn
Hazmat Suit 5 3000 Suit that provides chemical attack immunity and air for 4
hours
Light Stick -- 25 Sticks that are bent to activate softly luminous chemicals
inside for 3 hours
Magnesium Torch -- 5 Strike against a hard surface to activate bright light for 5
minutes
Micro Flare Launcher -- 175 Launch bright colorless flares about 100” (600 feet) in the
air; Can be used as a weapon in a pinch
Micro Flares -- 25 Flares for the Micro Flare Launcher
Rappelling Gloves -- 50 Protect climbers hands; +1 Str rolls to maintain grip
Respirator 3 150 +3 to resist inhalation-based toxin attacks
Survival Kit 3 200 Kit includes knife, lighter, matches, compass, thermal
blanket, week of ration bars, water purification unit

15
GRAPPLE GUN
Gear Avail Cost Notes
Grapple Gun 5R 500 Shoots a grappling hook and attached rope when
fired; Range 12/24/48; Can be used as a weapon
in a pinch
Catalyst Stick 5F 120 Used to disintegrate Stealth Rope with a touch;
Resusable
Microwire 3 50 per 60” (300 feet) Extremely thin (nearly monofilament) fiber that
can be stored in small spaces for its length;
Requires Rappelling Gloves to protect hands when
climbing; Not using Rappelling Gloves deals 2d6
damage with AP 4 to the user
Myomeric Rope 5 200 per 6” (30 feet) Special fiber that can be moved remotely via built
in controls; Moves at Pace 2; Can climb up walls;
30” (150 feet) maximum length
Standard Rope -- 50 per 60” (300 feet)
Stealth Rope 5F 85 per 60” (300 feet) Has the same strength and thickness of Standard
Rope but disintegrates its entire connected length
with touched by a Catalyst Stick; Disintegration
takes 1 Turn

BIOTECH
Device Avail Cost Notes
Biomonitor 3 300 Monitors character’s health and analyzes blood, sweat,
skin samples; Data can be shared wirelessly to designated
devices with alerts and may auto Alert DocWagon when a
number of Wounds is taken
Disposable Syringe 3 10 Used to apply injection toxins or drugs
Medkit 1 3 750 +1 to Healing tests during the Golden Hour; May be used
by itself with Healing d6; Pocket-sized; Must be restocked
with supplies every 3 uses
Medkit 2 4 1500 +2 to Healing tests during the Golden Hour; May be used
by itself with Healing d8; Briefcase-sized; Must be
restocked with supplies every 6 uses
Medkit Supplies -- 100 Supplies used by either Medkit type

TOXINS
Toxin Avail Strength Cost Notes
CS/Tear Gas 3R 1 20 Contact/Inhalation; Mild Poison; Gas becomes
inert after 2 minutes in air
Gamma-Scopolamine 7F 2 200 Injection; Paralyzing Poison and Truth Serum (+3
to Persuasion rolls against target)
Narcoject 5R 3 50 Injection; Knockout Poison
Nausea Gas 4R 2 25 Inhalation; Mild Poison; Gas becomes inert after 2
minutes in air
Neuro-Stun VIII 6R 1 60 Contact/Inhalation; Mild Poison (can cause
Incapacitation); Gas becomes inert after 10
minutes in air
Neuro-Stun IX 7R 2 60 Contact/Inhalation; Mild Poison (can cause
Incapacitation); Gas becomes inert after 1 minute
in air
Neuro-Stun X 8R 3 100 Contact/Inhalation; Mild Poison (can cause
Incapacitation); Gas becomes inert after 1 minute

16
in air
Pepper Punch -- 1 5 Contact/Inhalation; Mild Poison; Spray to attack
(Touch Attack)
Seven-7 9F 2 1000 Contact/Inhalation; Lethal Poison; Gas becomes
inert after 10 minutes in air

DRUGS
Drug Avail Speed Duration Cost Notes
Bliss 3F 1 turn 3 hours 15 Inhalation/Injection; Ignore 2 points of
Wound Penalties; -1 to all Trait rolls;
Cram 2R 10 6 hours 10 Ingestion/Inhalation; Draw 1 extra card in
minutes Combat and choose which to use; Suffer 1
level of Fatigue when drug wears off
Deepweed 5F Immediate 3 hours 400 Ingestion/Inhalation; +1 to Spirit and Spirit-
linked Trait rolls; Awakened characters
forced to use Astral Perception even if they
don’t have the capability; -1 to All Trait
rolls for 3 hours when drug wears off
Jazz 2R Immediate 30 75 Inhalation; Draw 1 extra card in Combat
minutes and choose which to use; Suffer -1 to all
Trait Rolls for 30 minutes when the drug
wears off
Kamikaze 3R Immediate 30 100 Inhalation; +1 to Vigor, Strength, and Spirit
minutes rolls; Ignore 1 point of Wound Penalties;
Draw 1 extra card in Combat and choose
which to use; Suffer -1 to all Trait rolls
when the drug wears off and 1 level of
Fatigue
Long Haul -- 10 4 days 50 Injection; Ignore all penalties to remain
minutes awake for duration; Sleep for 24 hours
straight when drug wears off or -2 to all
Trait rolls until they are allowed to sleep
for the duration
Nitro 2R 1 turn 30 50 Inhalation; +1 to Strength, Spirit, and
minutes Notice rolls; Ignore 3 points of Wound
Penalties; Suffer -1 to all Trait rolls and two
levels of Fatigue when the drug wears off
Novacoke 2R 1 turn 5 hours 10 Inhalation/Injection; +1 to Persuasion and
Notice rolls; -1 to Persuasion and Notice
rolls for 5 hours when drug wears off
Psyche -- 10 5 hours 200 Ingestion; +1 to Smarts and Spellcasting
minutes rolls
Zen 3R 5 minutes 30 5 Inhalation; Redraw Action Cards higher
minutes than 8 until the character gets a card 8 or
lower; +1 to Spirit rolls

DOCWAGON CONTRACT
Contract Avail Cost Notes
Any -- -- Includes an RFID tag implant or wristband that can be
activated as a Free Action to call for help from DocWagon
which uses the devices as a tracker to locate the client;
Calling DocWagon guarantees an armed response in less
than 10 minutes or else the care is free; Do not respond
to calls on extraterritorial government or corporate
17
property without permission from the controlling
authority
Resuscitation Service -- 5000 Cost to resuscitate the client
High Threat Response (HTR) -- 5000 Cost to engage with deadly assailants of client
Death Compensation -- 20000 Cost to be paid by client if a DocWagon employee is killed
in the process of saving or resuscitating the client
Basic Service -- 5000 per year Services as detailed above
Gold Service -- 25000 per year Services as detailed above; Includes 1 free resuscitation
per year; 50% off HTR services; 10% off extended care
Platinum Service -- 50000 per year Services as detailed above; Includes 4 free resuscitations
per year; no charge for HTR services; 50% off extended
care
Super-Platinum Service -- 100000 per year Services as detailed above; Includes 5 free resuscitations
per year; no charge for HTR services; no charge for Death
Compensation; 50% off extended care

SLAP PATCHES
Patch Avail Cost Notes
Antidote Patch 1 3 150 +1 to any roll to resist or shake off the effect of toxin for
20 minutes
Antidote Patch 2 4 300 +2 to any roll to resist or shake off the effect of toxin for
20 minutes
Chem Patch 4 200 A blank patch that may have one dose of a chemical or
toxin added to it to be applied to a subject
Stim Patch 1 4 75 Remove one level of Fatigue immediately; After 30
minutes, the character takes a level of Fatigue and must
make a Vigor Roll or take a second level of Fatigue
Stim Patch 2 6 150 Remove two levels of Fatigue immediately; After 60
minutes, the character takes two levels of Fatigue and
must make a Vigor Roll or take a third level of Fatigue
Tranq Patch 1 5 100 Target of this patch (must be applied to bare skin with a
Fighting roll in combat) must make a Vigor roll or fall
asleep for 1 hour
Tranq Patch 2 9 200 Target of this patch (must be applied to bare skin with a
Fighting roll in combat) must make a Vigor roll at -2 or fall
asleep for 1 hour
Trauma Patch 4 500 Grants +2 to Vigor or Healing rolls to stabilize the target
the patch is applied to

AUGMENTATION
HEADWARE
Device Avail Cost Effect
Commlink As for 2000 + Internal Commlink
Commlink Commlink
Cost
Control Rig 5R 90000 For vehicles controlled through DNI: +1 to Boating, Driving, or Piloting
tests; +10% to the Top Speed; +1 Parry, -1 to be hit by Ranged Attacks
Cortex Bomb
Kink 6F 10000 Cause Blindness, Deafness, or some other minor effect until healed
Microbomb 7F 25000 Deal 3d6 damage that ignores armor to wearer
Area Bomb 9F 40000 Deal 3d6 damage in MBT
Cyberdeck As for 5000 + Deck Internal Cyberdeck

18
Cyberdeck Cost
Datajack 2 1000 +1 to tests performed through Datajack
Datalock 1 6 6000 -2 to Hacking tests to access data; Incompatible with Datalock 2
Datalock 2 10 12000 -4 to Hacking tests to access data; Incompatible with Datalock 1
Olfactory Booster 5 5000 +1 to Notice tests for smell; Detect emotions from scent, traces of
ammunition propellant, explosives, biological or chemical warfare
compounds on a raise
Simrig 6R 4000 Record sensory data for replay
Skilljack 1 4 40000 Slot Knowsofts (Smarts-linked Skills) or Linguasofts; grant Skill at d4 or
+1 to Skills already known; Each Skilljack implanted can slot 1 skill at a
time; Use only the best Skilljack if slotting the same skill multiple times
Skilljack 2 6 80000 Slot Knowsofts (Smarts-linked Skills) or Linguasofts; grant Skill at d6 or
+2 to Skills already known; Each Skilljack implanted can slot 1 skill at a
time; Use only the best Skilljack if slotting the same skill multiple times
Taste Booster 5 1000 +1 to Notice tests for taste
Tooth Compartment 5 800 Store really small contraband in tooth
Ultrasound Sensor 5 40000 Use active/passive sonar instead of vision
Voice Modulator 5F 15000 +1 to tests to disguise voice; change voice volume, pitch, distortion, or
replay recorded audio

EYEWARE
Device Avail Cost Effect
Cybereyes 3 4000 Built in AR, Image Link
Flare Compensation 3 10000 -2 to attacks that cause Blinding; +2 to shake off Blindness
Image Link -- 2000 Play video from wireless source directly in vision
Low-Light Vision 3 20000 Grants Low Light Vision
Ocular Drone 4 6000 Requires Cybereyes; have a tiny drone, Toughness 4, Pace: 6 Flight,
Remote vision, -2 to all Notice test while the drone is removed
Retinal Duplication 7F 40000 +2 to any rolls where retinal verification is required
Smartlink 5R 5000 +1 to Shooting with a Smartlinked ranged weapon
Thermographic Vision 3 20000 Grants Infravision
Vision Enhancement 5 10000 +1 to Notice tests for vision
Vision Magnification 3 10000 +1 to offset Range penalties for Ranged attack and vision Notice rolls

EARWARE
Device Avail Cost Effect
Cyberears 3 3000 Built in AR and Sound Link
Audio Enhancement 5 10000 +1 to Notice rolls for hearing
Balance Augmenter 5 8000 +1 to Athletics tests that involve balance
Damper 4 10000 -2 to attacks that cause Deafening; +2 to shake off Deafness
Select Sound Filiter 5 10500 Edit out sound sources
Sound Link 3 1000 Play audio from wireless source directly in hearing
Spatial Recognizer 5 4000 Automatically know location of source of sounds from hearing Notice roll

BODYWARE
Device Avail Cost Effect
Bone Lacing 6R 50000 +1 Toughness, +2 to Unarmed Melee Damage
Dermal Plating 1 6R 20000 +1 Armor to all locations; Incompatible with Dermal Plating 2
Dermal Plating 2 10 R 40000 +2 Armor to all locations; Incompatible with Dermal Plating 1
Fingertip Compartment 3 1500 Store tiny contraband or monofilament whip
Grapple Gun 5 5000 Internal Grapple Gun (no rope storage)
Internal Air Tank 3 9000 Store 2 hours of air in internal reservoir

19
Muscle Replacement 1 6R 110000 Strength and Agility increased 1 die type; +1 to Athletics, Fighting, and
Shooting skill rolls; Incompatible with Muscle Replacement 2
Muscle Replacement 2 12 R 220000 Strength and Agility increased 2 die types; +2 to Athletics, Fighting, and
Shooting skill rolls; Incompatible with Muscle Replacement 1
Reaction Enhancers 6R 40000 Redraw Action Card of 5 or lower; Characters with Quick Edge redraw
action Cards of 8 or lower; Characters with Level Headed or Wired
Reflexes 2 draw extra cards first and choose which to act on, if it is less
than 5 (or 8), draw until the Action Card is greater than 5 (or 8)
Skillwires 1 6 40000 Slot Activesofts (Agility-linked Skills); grant Skill at d4 or +1 to Skills
already known; Each Skillwire implanted can slot 1 skill at a time; Use
only the best Skillwire if slotting the same skill multiple times
Skillwires 2 10 80000 Slot Activesofts (Agility-linked Skills); grant Skill at d6 or +2 to Skills
already known; Each Skillwire implanted can slot 1 skill at a time; Use
only the best Skillwire if slotting the same skill multiple times
Smuggling Compartment 4 7500 Store items the size of a light pistol or smaller; -4 to Notice tests to detect
Wired Reflexes 1 6R 100000 Ignore -2 Multi-Action Penalty for physical actions not related to vehicles;
+1 Parry; -1 to be hit by Ranged Attacks; Incompatible with Wired
Reflexes 2
Wired Reflexes 2 9R 200000 Ignore -2 Multi-Action Penalty for physical actions not related to vehicles;
+1 Parry; -2 to be hit by Ranged Attacks; +2 Spirit to recover from being
Shaken or Stunned; Draw +1 Action Card in combat and choose the best
one to use; Incompatible with Wired Reflexes 1

CYBERLIMBS
Device Avail Cost Effect
Obvious Cyberlimbs -- -- Cyberlimb is obvious an implant to anyone perceiving it

Cyberarm 3 50000 +1 Armor for the Arm; +1 Athletics, Fighting, and Shooting rolls using that
limb; +1 to all Melee damage on attacks using the arm
Cybertorso 6 40000 +1 Toughness; +2 Armor for the Chest
Cyberleg 3 40000 +2 Armor for the Leg; +1” Pace; If 2 Cyberlegs installed, increase Running die
by one die type
Cyberskull 7 20000 +2 Armor for the Head
Synthetic Cyberlimbs -- -- Cyberlimb requires a Notice roll at -4 to determine that it is an implant
Cyberarm 3 60000 +1 Armor for the Arm; +1 Athletics, Fighting, and Shooting rolls using that
limb; +1 to all Melee damage on attacks using the arm
Cybertorso 6 50000 +2 Armor for the Chest
Cyberleg 3 50000 +2 Armor for the Leg; +1” Pace; If 2 Cyberlegs installed, increase Running die
by one die type
Cyberskull 7 25000 +2 Armor for the Head

CYBERLIMB ACCESSORIES
Device Avail Cost Effect
Cyberarm Gyromount 6F 20000 Reduces Autofire penalty by 1
Cyberarm Slide 6R 3000 Ready a loaded hold-out pistol, light pistol, or taser as a Free Action
Cyber Holster 5R 2000 Hold a taser or any pistol or smaller sized weapon within the holster making
it undetectable. Takes a normal action to ready from this location
Hydraulic Jacks 5 40000 Requires 2 Cyberlegs; The character can jump twice as far as listed under
Movement, page 92. In addition, he adds +4 to damage when leaping as part
of a Wild Attack instead of the usual +2 (unless in a closed or confined space
where he cannot leap horizontally or vertically—GM’s call), and
Large Smuggling 4 8000 A compartment that can hold a heavy pistol or small SMG sized object;
Compartment Takes a normal action to ready from this location; -4 to Notice tests to detect

20
IMPLANT WEAPONS
Device Avail Cost Effect
Cyberguns -- -- Only 1 cybergun can be installed per cyberarm
Hold-Out Pistol 5R 2000 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Light Pistol 5R 3900 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Machine Pistol 6R 3500 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Heavy Pistol 6R 4300 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Submachine Gun 6R 4800 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Shotgun 6R 8500 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Grenade Launcher 9F 30000 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Flamethrower 9F 30000 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
External Clip Port -- 1000 Smartgun: +1 to Shooting with the weapon if equipped with a Smartlink
Laser Sight -- 1000 +1 to attack out to Medium Range
Silencer/Suppressor -- 1000 -2 to any Notice Tests to discover the weapon being fired
Cyber Melee Weapons -- -- Only 1 cyber melee weapon can be installed per cyberarm
Hand Blade (Retractable) 5F 2500 See Stats below
Hand Razors (Retractable) 5F 1250 See Stats below
Spurs (Retractable) 6F 5000 See Stats below
Shock Hand 5R 5000 See Stats below

CYBERGUNS
Type Range Damage AP ROF Shots* Min Str.
Hold-Out Pistol 3/6/12 2d6-1 -- 1 2/6 d4
Light Pistol 10/20/40 2d6 -- 1 10/15 d4
Machine Pistol 10/20/40 2d6 -- 3 18/32 d6
Heavy Pistol 15/30/60 2d6+1 1 1 8/12 d6
Submachine Gun 12/24/48 2d6+1 1 3 18/32 d6
Shotgun 12/24/48 1-3d6 -- 1 4/10 d4
Grenade Launcher 12/24/48 3d6 (MBT) -- 1 2/6 d6
Flamethrower Cone Template 3d6 -- 1 5/10 d8
* Second value is for weapon with external clip port and magazine used

CYBER MELEE
Type Damage Min Str. Notes
Hand Blade Str+d6 d4 AP 1
Hand Razors Str+d4 d4
Spurs Str+d6 d6 AP 2
Shock Hand 2d6 d4 AP 4

BIOWARE
Bioware Avail Cost Effect
Adrenaline Pump 8F 140000 Activate to: ignore 1 point of Wound Modifiers; +1 to Strength, Agility,
and Spirit tests; +1 to Melee Damage; Cannot become Incapacitated
while active; Lasts 1d6 rounds; Take 1 Fatigue Level after it ceases being
active (recovers after 1 hour); If character has taken enough damage to
be incapacitated at the end of active period, the character is
Incapacitated as normal.
Enhanced Articulation 6 100000 Agility increased by 1 die type; +2 to Athletics rolls
Pathogenic Defense 4 10000 +2 to tests to resist the effects of diseases
Platelet Factories 6 20000 +1 to Soak tests
Skin Pocket 3 12000 Store items the size of a light pistol or smaller; -4 to Notice tests to detect
Suprathyroid Gland 9R 100000 Gain +1 to Athletics, Fighting, Riding, and Shooting rolls; +1 Melee
Damage; Must consume +25% in food

21
Symbiotes 6 20000 Gain +1 to any Healing tests made upon the character
Synthacardium 6 65000 Vigor increased 1 die type; +1 to Athletics skill tests
Tailored Pheromones 6R 100000 +1 to all Intimidation, Performance, Persuasion, and Taunt skill tests.
Toxin Extractor 5 10000 +2 to tests to resist the effects of poisons

CULTURED BIOWARE
Bioware Avail Cost Effect
Cerebral Booster 8 160000 Smarts increased by 1 die type; +1 to Academics, Common Knowledge,
Hacking, Research, Science skill tests
Damage Compensators 1 5F 40000 Ignore 1 point of Wound Modifiers
Damage Compensators 2 8F 80000 Ignore 2 points of Wound Modifiers
Mnemonic Enhancer 6 100000 +1 to Academics, Common Knowledge, Hacking, Research, Science skill
tests
Reflex Recorder 5 20000 +1 to a Specific Agility-linked skill designated when implanted
Sleep Regulator 4 20000 +2 to tests to resist Fatigue from lack of sleep

MAGICAL SUPPLIES
FOCI
Focus Avail Cost Notes
Enchanting Focus Rating x 3 R Rating x 5000 Adds Rating to Spellcasting rolls for Artificing
Power Focus Rating x 4 R Rating x 25000 Offsets Spellcasting penalty to cast spells by Rating
Qi Focus Rating x 3 R Rating x 20000 Adds Rating Power Points for new or existing Powers for
Adepts
Spell Focus 3R 25000 Adds a new power usable by Magician
Spirit Focus Rating x 3 R Rating x 5000 Adds its rating as free services to successfully summoned
spirits
Weapon Focus Rating x 4 R Rating x 20000 Adds its rating to damage dealt when making a melee
attack; Weapon Foci can only ever be melee weapons

MAGICAL SUPPLIES
Type Avail Cost Notes
Magical Lodge Materials Rating x 2 Rating x 500 Some magical procedures require a magical lodge
Reagents (per dram) -- 100 Various uses in magical procedures

COMMAND CONSOLES
Console Rating Devices Processing Firewall Shielding Avail Cost
Scratch-Built Junk 1 3 d6 3 3 2R 1400
Radio Shack Remote Controller 2 6 d6 4 4 4R 8000
Essy Motors DroneMaster 3 9 d8 5 5 4R 16000
CompuForce TaskMaster 4 12 d8 5 6 5R 32000
Maersk Spider 4 12 d8 6 7 5R 34000
Maser Industrial Electronics 5 15 d6 5 6 5R 64000
Vulcan Liegelord 5 15 d8 7 7 5R 66000
Proteus Poseiden 5 15 d8 7 8 6R 68000
Lone Star Remote Commander 6 18 d8 6 8 7R 75000
MCT Drone Web 6 18 d10 7 9 7R 95000
Triox UberMensch 6 18 d10 8 10 8R 140000

VEHICLES AND DRONES


VEHICLE MODIFICATIONS
Type Avail Cost Notes
Rigger Interface 3 1000 Allows full use of Control Rig Cyberware
Standard Weapon Mount 5F 2500 Allows mounting of Assault Rifle or smaller weaponry with
22
250 rounds of ammo; Vehicles may have a number of
Standard Weapon Mounts equal to Size (vehicles Size -3
to 0 may mount 1 Standard Weapon Mount)
Heavy Weapon Mount 7F 5000 Allows mounting of any weapon with up to 500 rounds of
ammo or Vehicle Toughness amount of rockets or
missiles; Counts as 2 Standard Weapon Mounts
Manual Operation +1 +500 Allows for operation by a dedicated gunner manually; Not
available for Drones

BIKES
Handling Top Speed
Vehicle Size (Pilot) (MPH) Toughness Crew Avail Cost Notes
Dodge Scoot 0 0 (d4) 50 7 (1) 1 -- 3000 50% any uncalled shots hit
character instead
Harley-Davidson 1 0 (d4) 120 11 (3) 1+1 -- 12000 50% any uncalled shots hit
Scorpion character instead
Yamaha Growler 1 +1 (d4) 80 7 (1) 1 -- 5000 Off-Road (Treat as 4WD); 50%
any uncalled shots hit
character instead
Suzuki Mirage 1 +1 (d4) 160 8 (2) 1+1 -- 8500 50% any uncalled shots hit
character instead

CARS
Handling Top Speed Toughness
Vehicle Size (Pilot) (MPH) (Armor) Crew Avail Cost Notes
Chrysler-Nissan 4 0 (d4) 80 9 (2) 1+1 -- 10000 Large (+1 Wound)
Jackrabbit
Honda Spirit 4 -1 (d4) 100 10 (2) 1+1 -- 12000 Large (+1 Wound)
Hyundai Shin-Hyung 4 +1 (d4) 150 11 (2) 1+3 -- 28500 Large (+1 Wound)
Eurocar Westwind 4 +2 (d6) 180 12 (3) 1+1 6 110000 Large (+1 Wound)
3000
Ford Americar 4 0 (d4) 120 11 (2) 1+3 -- 16000 Large (+1 Wound)
Saeder-Krupp- 4 +1 (d4) 150 14 (4) 1+3 5 65000 Large (+1 Wound)
Bentley Concordat
Mitsubishi Nightsky 5 0 (d8) 100 16 (5) 1+7 7 320000 Large (+1 Wound)

TRUCKS AND VANS


Handling Top Speed
Vehicle Size (Pilot) (MPH) Toughness Crew Avail Cost Notes
Toyota Gopher 4 +1 (d4) 100 14 (3) 1+2 -- 25000 Large (+1 Wound)
GMC Bulldog 5 -1 (d4) 100 16 (4) 1+5 -- 35000 Large (+1 Wound)
Rover Model 2072 5 +2 (d4) 120 15 (4) 1+5 -- 68000 Large (+1 Wound)
Ares Roadmaster 6 -1 (d6) 100 19 (6) 1+7 -- 52000 Large (+1 Wound); Heavy
Armor

WATERCRAFT
Handling Top Speed
Vehicle Size (Pilot) (MPH) Toughness Crew Avail Cost Notes
Samuvani Criscraft 5 0 (d4) 50 13 (3) 1+7 -- 21000 Large (+1 Wound)
Otter
Morgan Cutlass 7 +1 (d6) 45 15 (3) 1+5 7R 96000 Large (+1 Wound); 2
Standard Weapon Mounts;
Rating 6 Sensor Array
Proteus Lamprey 3 -1 (d4) 20 9 (2) 1+4 -- 14000 Submarine; 50% any uncalled
23
shots hit character instead;
All passengers must posses
scuba gear as the vehicle is
not enclosed and does not
provide an enclosed cabin
Vulkan Electronaut 4 -1 (d6) 35 13 (3) 1+1 5 108000 Submarine; Large (+1 Wound)
Yongkang Gala 4 +1 (d4) 90 11 (2) 1+2 5 37000 Large (+1 Wound)
Trinity

AIRCRAFT
Handling Top Speed
Vehicle Size (Pilot) (MPH) Toughness Crew Avail Cost Notes
Artemis Industries 4 +2 (d4) 100 6 1 5 20000 Large (+1 Wound); Near
Nightwing silent; +2 to Piloting to avoid
missile lock
Cessna C750 5 +1 (d4) 150 14 (1) 1+3 5 146000 Large (+1 Wound)
Renault-Fiat Fokker 8 0 (d6) 150 17 (3) 1+23 6 300000 Huge (+2 Wounds);
Tundra-9 Amphibious
Ares Dragon 8 +1 (d6) 120 18 (3) 1+17 6 355000 Huge (+2 Wounds); Dual
prop helicopter
Nissan Hound 8 +2 (d4) 120 17 (5) 1+11 7R 425000 Huge (+2 Wounds);
Helicopter; 2 Standard
Weapon Mounts
Northrup Wasp 4 +2 (d6) 150 12 (3) 1 6R 86000 Helicopter; 1 Heavy Weapon
Mount
Ares Venture 5 +2 (d6) 180 17 (5) 1+5 6F 400000 Large (+1 Wound); Vectored
Thrust Low Altitude Vehicle
(LAV)
GMC Banshee 7 +2 (d6) 200 20 (6) 1+11 10 F 2500000 Large (+1 Wound); Vectored
Thrust Low Altitude Vehicle;
Heavy Armor
Fed-Boeing 9 0 (d6) 120 15 (3) 1+30 5 350000 Huge (+2 Wounds); Vectored
Commuter Thrust Low Altitude Vehicle

DRONES
Handling Top Speed
Vehicle Size (Pilot) (MPH) Toughness Avail Cost Notes
Shiawase Kanmushi -5 0 (d6) 10 4 5 1000 Four Legged “bug” drone
Sikorsky-Bell -5 -1 (d6) 30 4 4 1000 Flying hoverjet drone
Microskimmer
Horizon Flying Eye -4 0 (d6) 30 4 5 2000 Eyeball-sized flying drone using
omnidirectional thrust nozzles
Horizon Flying Eye with -4 0 (d6) 30 4 5 2500 As Horizon Flying Eye;
Built-in Flash Pak and Detonating the Flash Pak and
Smoke Grenade Smoke Grenade destroys drone
MCT Fly Spy -4 0 (d6) 30 4 5 2000 Flying “bug” drone
Aztechnology Crawler -3 0 (d6) 15 6 (1) 3 4000 Small walking drone
Lockheed Optic-X2 -3 0 (d6) 40 6 (1) 5 21000 Small flying drone; +2 to Piloting
to avoid missile lock
Ares Duelist -1 -1 (d6) 15 7 (1) 4R 4500 Medium walker drone; Equipped
with 2 integral katana blade-
arms (Fighting d6; Damage
d8+d6+1; No offhand penalty);
24
Blade-arms cannot be replaced
GM-Nissan Doberman -1 +2 (d6) 30 7 (1) 3R 5000 Medium tracked drone; 1
Standard Weapon Mount
MCT-Nissan Roto-Drone -1 0 (d6) 40 7 (1) 4 5000 Medium rotor-wing drone; May
mount 1 additional Standard
Weapon Mount (2 total)
Cyberspace Designs 0 +2 (d6) 50 8 (2) 4R 10000 Vectored Thrust flying drone;
Dalmation
Steel Lynx 1 +2 (d6) 20 10 (4) 5R 25000 Four-legged wheeled drone;
Integral Heavy Weapon Mount
(ignores rules for Standard
Weapon Mount)

LIFESTYLES
Lifestyle Cost Effect
Luxury 100000+/month The very best including high tech toys, food and drink; Household staff
tend to your every need; A massive mansion, high-rise condo,
penthouse suite; Top of the line home security system including well-
trained guards and astral security; Police contractor responds quickly
High 10000/month A roomy house or condo, good food and technology to make life easy;
Located in a secure zone with solid bribes to the local police contractor
and gang boss; Housekeeping service or technology to take care of
chores
Middle 5000/month A nice house or condo with lots of comforts; Provided with natural food
with only the occasional nutrisoy replacement (with a full suite of flavor
faucets)
Low 2000/month An apartment where one may not be bothered too much, but might
want to keep the door bolted; Regular meals of nutrisoy, but may not
taste the greatest; Power and water are available during the assigned
rationing periods; Security depends on how regular the payments to he
local street gang are
Squatter 500/month Abandoned apartment, coffin motel, or communal building with low-
grade nutrisoy and yeast, adding flavors with an eyedropper; Security is
day-to-day depending on the mood of the local gangs
Streets 0 Living on the streets, in sewers, steam tunnels, or condemned buildings;
Food is available where the character can find it; Security is completely
absent and people with this lifestyle are often the first victims if they are
not completely ignored
Hospitalized – Basic Care 500/day Natural Healing while in Basic Care grants the character a +2 to Vigor
rolls to heal wounds, and +2 to Healing rolls to support the wounded
character
Hospitalized – Intensive Care 1000/day A character that is incapacitated is placed in Intensive care when taken
to a doctor, which grants +2 to Vigor rolls to stabilize and +2 to any
Healing rolls to heal the character
Option Cost Effect
Specialized Work Area +1000 The home location has a workshop, garage, office, studio, or other work
area that helps in specialized work; Skill rolls relevant to the
specialization grant a +2 bonus
Extra Secure +20% Security for the area is increased; A walled neighborhood, higher skilled
security contrators, patrolled by an altruistic gang, or near some
powerful individual that no one wants to upset; Any Emergency
response times are dramatically reduced
Obscure +10% The home location is particularly difficult to find or in a less well-known
area of the city; Just about everyone needs directions to find the place;
25
Anyone attempting to use Stealth in the area (owner exempted) suffers
a -2 penalty
Cramped -10% The home is particularly small for the lifestyle, barely allowing room to
stretch out; Because of the cramped quarters, it is difficult to
concentrate, imposing a -2 penalty to any Smarts-linked skill rolls while
in the home
Dangerous Area -20% The area surrounding the home is particularly dangerous and crime-
ridden; Any Emergency response times are dramatically increased
Permanent Lifestyle +9000% (100 The home is bought outright; The character need not make payments to
times base cost) maintain the lifestyle but a lifestyle may still be lost through the course
of the campaign
Team Lifestyle +10% per Characters may share a lifestyle instead of paying for their own
additional individual lifestyle; Low lifestyle or higher requires at least one of the
resident residents be the tenant on record

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