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CSB - Booklet

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CSB - Booklet

Uploaded by

Finn Murphy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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1

Introduction
"Remember the good old days, when contracts were underworld, security systems
were there to be hacked, and the finale in every run was the showdown on the
20th sub-level? Those days are back, with the cyberware you know, the AI you
fear, and the mission payload you know is there somewhere."
There is a certain aesthetic that comes to mind when I think about cyberpunk. It is not
a place of sleek design and Apple minimalism, but flickering LCDs and spraypaint. It has no glitz.
No glamour. It is dystopian wreckage to it’s core, riddled with addicts high on second-life wetware,
hackers plugging data-cables in their body’s cyberware, Runners disemboweling corporate
security on rooftops and in between them all: a high-tech, low-life world colored in overcast grays
and neon lights.
Cyber Sprawl Basics is a homebrewed hack for OSR Systems meant to run adventures in this
world. It is not a stand alone work, and requires a system such as DnD Basic, Basic Fantasy Role
Playing Game, Labyrinth Lord or Swords and Wizardry to run effectively. That being said, I’m
going to skip introduction to character generation and other aspects of the core rules and assume
you, the reader, has availability to them.
GMs wishing to run the fantasy-cyberpunk mashup of Shadowrun can easily insert Magic-Users
(as Mages) and Clerics (as Shamans) from their system of choice’s rulebook. At best, demihumans
should be simple PC fluff and have no racial perks, though AD&D, BFRPG and Labyrinth Lord: AEC
can offer guidelines to inserting those as well.
Lastly, credit where credit is due: All of this art was found and reappropriated (stolen) from
browsing the internet; Many from the old Shadowrun modules of the early 90’s. I’ve done my best
to include artist credit. The Firearms tables were largely from Crawl! Issue #8 and the Umerican
Survival Guide.
Enjoy the run.
csc-rpg.byethost32.com
cyber-sprawl-classics.tumblr.com
2
What’s Different
Weapon Training: Unlike many systems, classes are not restricted to particular weapons. When
creating a character, roll three times on the following table to determine your beginning trained
weapons. Re-roll any duplicates (including your Former Occupation’s trained weapon type.)

Notes: Street Samurai are trained in all weaponry and may skip this table. Untrained weapons
attack with a -2 penalty.

Roll (1d12) Type


1 Explosives
2-3 Melee
4-5 Projectiles (crossbows, throwing knives, bows, etc.)
6-7 Pistols
8 Machine Guns
9 Rifles
10 Shotguns
11 Sniper Rifles
12 Energy Weapons

Armor: Armor in Cyber Sprawl Basics comes in 3 standard varieties. As per usual, Dexterity
modifiers affect AC. Descending armor class values are written in [brackets].

Armor Type AC Check Penalty* Combat Speed Cost in Creds


Unarmored 10 [9] - - -
Light 12 [7] - - 20
Medium 14 [5] -1 -5’ 100
Heavy 16 [3] -2 -10’ 250
Shield +1 [-1] -1 - 10

* The check penalty applies to Ability Score checks to climb, jump, balance, swim, move silently, and other
such physical activities. Infiltrators and Console Cowboys will also find their respective skills and hacking
abilities hampered by these penalties as well.

50 3
OPEN GAME LICENSE Version 1.0a
Skill Checks: Class skills for Console Cowboys, Infiltrators and Riggers are rolled with 1d20 equal-
to or over the skill’s target number. If desired by the GM, players can add their relevant ability 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.
modifier to this roll. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means
When deemed necessary by the GM, other checks utilize Ability Score rolls: 1d20 equal-to or 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"
under the character’s relevant ability score. 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
Saving Throws: Cyber Sprawl Basics has adopted the Fortitude/Reflex/Willpower saves for 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,
simplicity and to better encompass saves for sci-fi and fantasy settings, if desired. Saving Throws logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language,
are rolled with 1d20 equal-to or over the saving throw number. Relevant ability modifiers adjust artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names
these saves accordingly: 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,
Fortitude: These saves measure your ability to stand up to physical punishment or attacks 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
against your vitality and health. Adjusted by Constitution. 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.
Reflex: These saves test your ability to dodge area attacks and unexpected situations. 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
Adjusted by Dexterity. 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.
Willpower: These saves reflect your resistance to mental influence as well as various
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
effects from Metaverse programming. Adjusted by Wisdom.
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
Enemies with traditional OSR statblocks will not include FRW saves. If converting, simply use saves
original creation and/or You have sufficient rights to grant the rights conveyed by this License.
from thematically similar classes, wherein the enemy HD is equal to the listed character level
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
(i.e. a 3HD enemy uses the saves from a 3rd level character). 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.
Street Samurai: Mercs, Gangers 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,
Medic: Scientists, Academics independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark
Console Cowboy: AI, Hackers 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 Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of
Infiltrator: Assassins, Thieves 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.
Rigger: Robots, Machinations
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.
Face: Executives, Celebrities
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.
Dice: Cyber Sprawl Basics uses your standard set
of RPG dice: d4, d6, d8, d10, d%, d12 and d20. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
However, reference to the d3 is used extensively 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
in the following rules. If you do not own a d3, from the Contributor to do so.
simply roll a d6 wherein a roll of (1-2) is 1, (3-4) is 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
2, and (5-6) is 3. 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
Reaction Rolls: Use a slightly different table than aware of the breach. All sublicenses shall survive the termination of this License.
the traditional 2d6 one found in most OSR 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.
systems. See: The Face class section for details.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman Games
Mutant Crawl Classics Role Playing Game Copyright 2017, Goodman Games
Umerican Survival Guide Copyright 2017, Shield of Faith Studios
Crawl! Fanzine issue #8 Copyright 2013, Stray Couches Press
Shadowrun Copyright The Topps Company, Inc.
4 49
Appendix C:\ Former Occupations
Roll (3d10) Title Trained Weapon Type Starting Good
Books:
· Neuromancer ‡ 3 Dissident 1d4 Molotov Cocktails (d6) Explosive Bandana
· Snow Crash ‡ 4 Bouncer Pool Cue (d4) Melee Fake ID
· Mirrorshades: Anthology 5 Janitor Mop (d4) Melee Keyring
· When Gravity Fails 6 Cook Cleaver (d4) Melee 1lb of Noodles
· Ready Player One
7 Dealer Bat (d4) Melee Bag of Drugs
8 Squatter Pocketknife (d4) Melee Spraypaint
Comics: 9 Musician (Punk) Guitar (d6) Melee 6-Pack of Beer
· Transmetropolitan ‡ 10 Musician (Electro) Keytar (d6) Melee Permanent Marker
11 ex-Military 1d3 Frag Grenades (2d4) Explosive Helmet (+1 [-1] AC)

Films: 12 Mechanic Wrench (d6) Melee 1 qt. Fuel


· Blade Runner ‡ 13 Hacker Mall Sword (d6) Melee Energy Drink
· Akira ‡ 14 Mall Cop Taser (d2) Melee Flashlight
· Ghost in the Shell
15 Beat Cop Pistol, compact (d6) Pistol Handcuffs
· Johnny Mnemonic
· The Matrix 16 Burglar Crowbar (d4) Melee Lockpick Gun
· Kung Fury 17 Journalist Pocketknife (d4) Melee Voice Recorder
18 Cabbie Bat, spiked (d4) Melee Sandwich
19 Bartender 1d6 Darts (d3) Projectile Empty Bottle
Videogames:
20 Sarariman Taser (d2) Melee Briefcase, empty
· Shadowrun: ‡
Returns/Dragonfall/Hong Kong 21 Street Urchin Pocketknife (d4) Melee Wallet, stolen (1d4 creds)
· Snatcher ‡ 22 Thug Chain (d3) Melee Pack of Smokes
· Deus Ex
23 Junkie Hammer (d4) Melee Shopping Cart
· System Shock
· Observer 24 Programmer Taser (d2) Melee Data Cable, 15’
· Technobabylon 25 Hermit 1d3 Pipebombs (2d4) Explosive Pet Rat
· Dex 26 Dockworker Crowbar (d4) Melee 1lb Bag of Bananas
· Beneath A Steel Sky
27 Nurse Scalpel (d4) Melee Pain Pills
· Black Ice
28 Club Dancer Pistol, compact (d6) Pistol 1d6 creds
29 Scientist Broken Test Tube (d4) Melee Small Vial of Acid
RPGs: 30 Occultist Dagger (d4) Melee Strange Book
· Shadowrun ‡
· Cyberpunk 2020

‡ These works in particular I consider to be seminal to the cyberpunk genre.

48 5
wired adj. Equipped with cyberware.
Etiquette wiz adj. Wonderful, excellent.
Yak n. (Japanese) Yakuza. Either a clan member or a clan itself.
All PCs know and speak the universal language of Ka-Minh, but aside from Medics, begin with no zaibatsu n. (Japanese) A megacorporation.
known Etiquette (unless their background would suggest otherwise).
Each positive INT modifier adds an Etiquette to the PCs repertoire. Reaction Rolls made by
someone with a known Etiquette receive a bonus of +2.
Roll (1d8) Type Examples
1 Academic Scientists, Doctors, Professors
2 Corporate CEOs, Sararimen, Hired Aid
3 Gang Gang Members
4 Security Police, Security Corps, Military
5 Runner Runners and Mercs
6 Socialite Industrialists, Debutantes, The Elite
7 Street Information Brokers, Homeless, Bartenders
8 Reroll
NPCs will often be listed as having an etiquette along with their normal stats, as shown:
Dock Guard: Armor 14 [5], Movement 120', 2
Hit Dice, pistol 1d6, Morale 9, Etq Security.
Gang Lord: Armor 16 [3], Movement 120', 5 Hit
Dice, machete 1d6+1 or assault rifle 1d10(A),
Morale 11; Etq Gang.
Assassin: 5th level Infiltrator: Armor 14 [5],
Movement 150', 5 Hit Dice, poisoned dagger
1d4+1 (save vs. Fortitude or die), Morale 11;
Etq Runner and Corporate.
6 47
hoi interj. Familiar greeting
hose v. Louse up. Screw up.
jack v. Jack in, or enter cyberspace. jack out, or to leave cyberspace.
jander v. To walk in an arrogant yet casual manner; to strut.
kobun n. (Japanese) Member of a Yakuza clan.
Ka-Minh n. The universal spoken language.
Mr. Johnson n. Refers to an anonymous employer or corporate agent.
omae n. (Japanese) Friend.
oyabun n. (Japanese) Head of a Yakuza clan.
panzer n. Any ground-effect combat vehicle.
paydata n. A datafile worth money on the black market.
plex n. A metropolitan complex, short for "metroplex".
razorkid n. A person with extensive combat enhancements.
roke adj. Overly elaborate or unnecessarily detailed. From a shortening of Baroque.
samurai n. (Japanese) Mercenary or muscle for hire. Implies honor code.
sarariman n. (Engrish) A corporate employee. From mispronunciation of salaryman.
screamer n. Credstick or other ID that triggers computer alarms if used.
seoul man n. A member of a Seoulpa ring.
Seoulpa ring n. A small criminal gang with connections to others like it.
shaikujin n. (Japanese) "Honest citizen." A corporate employee.
SIN n. System Identification Number.
slot v. To insert a chip or credstick into a reading device.
slot & run v. Hurry up. Get to the point. Move it.
So ka v. (Japanese) I understand. I get it.
sprawl n. A metroplex
squat n. Abandoned urban area used for housing.
squatter n. A resident of a squat.
static n. Unusually social in nature.
suit n. "straight citizen." See Shaikujin, Sarariman.
trid, trideo n. Holographic animated media; Three-dimensional successor to video.
wageslave n. A low-level corporate employee.
wetware n. Software programs using head augmented chip-jacks.

46 7
Street Samurai A Tourist’s Guide
Definition
HP: A Street Samurai gains 1d10 hit points at each level.
arc n. An arcology.
Weapons and Armor: Street Samurai are trained in the use of all weapons and wear whatever barrens n. The bad side of town.
armor they can afford. business n. In slang context, crime.
Attack Modifier: Street Samurai have a base Attack Bonus that rises faster than any other class. buzz v. Go away. Piss off.
chill adj. Good, cool, acceptable.
Combat Feats: Are unconventional acts of precision or ingenuity during combat, typically
chip truth n. A fact or honest statement.
combining an attack and endeavor: Disarming, called shots, tripping, etc. Street Samurai alone
may roll a Feat Die along with their regular attack. This die gradually increases as the character chipped n. Senses, skills, reflexes, muscles, and so on, enhanced by cyberware.
levels. Whether the feat suggested by a player is reasonable or even possible is per the Referee’s
chrome n. External cyberware.
discretion.
chummer n. Friend, used in the same sense as “pal”.
If the attack roll is successful and the Feat Die rolls a 5 or higher, the feat is a success and cleaner n. An assassin used to eliminate all traces of a mission.
damage is dealt.
clip n. A box magazine for a firearm.
A successful d20 attack with a Feat Die roll under 5 is a failure in plan, though weapon damage comm n. Short for commlink; essentially a variant of the old smartphone.
is dealt as per usual.
corp n. Corporation., adj. Corporate
A failed attack, regardless of the Feat Die’s roll, is a complete failure in execution. creds n. Money.
dataslave n. Corporate decker or other data processing employee.
Critical Hits: In combat, a Street Samurai scores a critical hit on any natural roll of 19-20.
datasteal n. Theft of data from a computer, usually by decking.
deck n. A cyberdeck. Or, v. To use a cyberdeck, usually illegally.
deckhead n. Wetware abuser; anyone with a data-jack or chip-jack.
DC’s n. Defensive Countermeasures; Node security
drek n. Common swear word. Derived from the German “Dreck.”
dump v. To be involuntarily ejected from the metaverse.
dumpshock n. Physical shock from being pulled out of the metaverse.
exec n. Corporate executive.
frag v. Common swear word. Adj: Fragging. Derived from frag grenade.
fragged adj. Broken, in trouble.
geek v. To kill.
go-gang n. A vehicular gang.
hacker n. Someone who illegally acts within the metaverse using a deck.
heat wave n. Police crackdown.
8 45
Street Samurai Table
Level Experience Attack Bonus Critical Hit Range Feat Die Ref Fort Will
1 0 +2 19-20 d6 14 12 16
2 2,000 +3 19-20 d6 14 12 16
3 4,000 +4 19-20 d6 13 12 16
4 8,000 +5 19-20 d8 13 11 15
5 16,000 +6 19-20 d8 13 11 15
6 32,000 +7 19-20 d8 12 10 14
7 64,000 +8 19-20 d10 12 10 14
8 120,000 +9 19-20 d10 11 9 13
9 240,000 +10 19-20 d10 11 9 13
10 360,000 +11 19-20 d12 10 8 12

Level Lawful Chaotic Neutral


1-3 Ashigaru Thug Punk
4-5 Kenshi Rebel Nomad
6-7 Hatamoto Vagabond Solo
8-9 Samurai Ronin Bushi
10 Shogun Ninja Daimyo

44 9
The Medic
HP: A Medic gains 1d6 hit points at each level.
Armor: The necessity for speed, precision and mobility on
call tends to regulate the Medic to Medium Armor or less.
Healing: Like the Infiltrator and his respective tools, all
medics require a Medkit to perform their healing or
surgery. This skill is unchecked. The efficiency of healing
and uses per day are limited by their level. Furthermore, a
medic may choose to focus a healing roll on a specific
malady (such as broken bones, blindness, poisoning, etc.)
instead of HP restoration: a roll of 3 or higher with the
Healing Die is a success.
Overclocking: Standard issue CyberMedic™ augmentations
in the Medic’s brain allow for an uncanny degree of focus
and precision, but not without an exhaustive price. This
near-mechanical focus willingly exhausts (i.e. reduces)
points of Strength, Constitution or Intelligence away to
increase the efficiency of their work. Each point exhausted
adds one point of additional HP to the Medic’s healing roll,
up to the patient’s maximum health. Ability scores lost in
this way return as the Medic rests. Every day he does not
attempt this exertion, he recovers 1 point of an exhausted
ability score.
Intellectual Affinity: Any Reaction Roll when consorting
with an Academic receives a +1. See: Etiquette.
10 43
Render Decoy Medic Table
Range: self Duration: 1 turn/level
Level Experience Attack Bonus Ref Fort Will Healing Die
This program renders a decoy within the metaverse that can be used to distract or mislead
targeting systems of various AI, such as androids, turrets or security bots. A save vs. Will reveals 1 0 +1 14 16 12 1d3 (x1)
the decoy to be false). If the user disconnects from the metaverse, the program still runs for it’s 2 1,500 +1 14 16 12 1d4 (x2)
set time, or until shut down.
3 3,000 +2 13 16 12 1d4 (x3)
4 6,000 +2 13 15 11 1d6 (x4)
Reprogram AI 5 12,000 +3 13 15 11 1d6 (x5)
Range: 30’ Duration: level + 1d4 rounds 6 24,000 +3 12 14 10 1d8 (x6)
This program makes an AI of 4 hit dice or less regard the user as its trusted friend and ally. 7 48,000 +4 12 14 10 1d8 (x7)
Drones are not affected by this. A save vs. Will will negate the effect. If the AI is currently being 8 90,000 +4 11 13 9 1d10 (x9)
threatened or attacked by the user or his or her allies, it receives a +5 bonus on its saving throw.
The program does not enable the caster to control the AI as if it were mindless; rather, it 9 180,000 +5 11 13 9 1d10 (x9)
perceives his or her words and actions in the most favorable way. The user can try to give the AI 10 270,000 +5 10 12 8 1d12 (x10)
orders, but it will not do anything it wouldn’t ordinarily do, and further may receive an
additional Willpower saving throw to overcome the program (at the GM’s discretion).
If the user is attacked, the reprogrammed AI will act to protect its “friend”. The AI receives a
new saving throw each day.
Level Lawful Chaotic Neutral
1-3 Resident Quack Patcher
4-5 Intern Coroner Practitioner
6-7 Nurse Bloodletter Consultant
8-9 Doc Sawbone Physician
10 White-Surgeon Black-Surgeon Gray-Surgeon

Class Notes:
The CyberMedic™ cyberware and a Medkit are provided upon choosing this class. In combat,
healing takes one action. Repair of maladies takes time as followed:
Broken Limbs 1 Turn
Organ Damage / Disease 2 Turns
Paralysis / Poison 3 Turns
Blindness / Deafness 4 Turns

42 11
Console Cowboy Basic Programs
Programs are executed by Console Cowboys while jacked-in to the Metaverse. A successful Execute
HP: A Console Cowboy gains 1d6 hit points at each level. Program check will launch the program and keep it accessible for further use. Failure results in the
program crashing, and access to it is lost for the day.
Armor: Bulky armor gets in the way of the Console Cowboy’s mobility and exactitude when
entering and working within the metaverse; most tend to remain Unarmored or in Light armor. Blackout
Range: 30’ radius Duration: 6 turns + level
Cyberdeck: A Console Cowboy is nothing without her deck. When connected via the data-jack in
her head, it is the gateway to the metaverse, away from meatspace and all its ills. Should her deck The user shuts down surrounding electronic lighting withing a 30’ radius on the local grid. This
be lost or destroyed, she will be unable to enter the metaverse and use her hacking skills or does not visually affect AI such as androids, turrets and security bots (whos ocular and cognitive
programs until it is fixed or replaced. Better, more advanced decks may give bonuses to rolls in functions typically utilize the metaverse).
myriad ways. Entering or exiting the metaverse takes one full round and unless safely behind
cover, the vulnerable Console Cowboy suffers a -4 penalty to AC while engaged. Should a Console
Cowboy be suddenly unplugged from Detect Bodies
the metaverse without safely exiting,
the physical shock of the return deals Range: 60’ Duration: 1 round/level
1d4 points of HP damage. Through a small-scale radio pulse, this program detects all bodies within a specified distance and
displays them to the user within a wire-framed virtual rendering of the meatspace area. This
Hacking: While in the metaverse, the applies to both living creatures, and AI such as androids, turrets and security bots. If the user
Console Cowboy can hack security disconnects from the metaverse, the program still runs for it’s set duration, or until shut down.
systems to the advantage of the crew,
by unlocking electronic doors, finding
and silencing security alarms, creating
falsified identification and decrypting Electrical Surge
passwords. Range: 100’ + 10’/level Duration: instant
This program overloads a nearby networked apparatus in the meatspace, such as a power outlet,
Executor: The Console Cowboy can light source, computer terminal or cyberdeck, creating a powerful blast of electricity dealing
execute powerful, specialized programs 1d6+1 points of damage. The blast strikes unerringly, but a save vs. Ref halves damage taken.
inside the ‘verse. For every three levels beyond 1st, an additional surge strikes – two at 4th level, three at 7th, and
four at 10th. If the user creates multiple blasts, he or she can target a single enemy or several
1337sP33K: Console Cowboys have a enemies. A single blast can strike only one enemy. Targets must be designated before damage is
clandestine written and spoken rolled.
language when working online and in
the metaverse, typically known only
among themselves.
Electromagnetic Pulse
Range: 10’ + 10’/level Duration: instant
The user’s cyberdeck circuitry enacts continual switching actions, emitting a powerful
omnidirectional electromagnetic pulse that disables electronics, drones, cyberdecks, and stuns
living creatures in the nearby meatspace (save vs. Will to avoid). Note: Due to the medical necessity
for consistent body/machine symbiosis and stability, as well as the body itself providing a natural Faraday
Cage, most cyberware is EMP shielded and unaffected by this program.
12 41
Console Cowboy Table
Hacking Example in Play Level Experience Attack Ref Fort Will

GM: Making your way through the sewers you come across a ladder leading up 12’ to a grimy steel hatch. A 1 0 +1 16 14 12
single red light blinks on it’s face, near a sturdy metal handle. There is no visible lock, but a small keypad 2 1,250 +1 16 14 12
rests in the wall below it, a single data-jack input for maintenance on it’s bottom face. By the look of your
comm’s GPS, you’re clearly beneath your destination. 3 2,500 +1 16 13 12
4 5,000 +2 15 13 11
Street Samurai: Drek! No passcode. Think you can crack it, kid?
5 10,000 +2 15 13 11
Console Cowboy: Should be a breeze. I’ll give it a shot. When I’m jacked in, watch my back. I don’t 6 20,000 +3 14 12 10
trust these sewers. Junkies everywhere.
7 40,000 +3 14 12 10
Street Samurai: *pats his Uzi*. Done and done, omae. 8 75,000 +3 13 11 9
9 150,000 +4 13 11 9
GM: As you jack into the metaverse, the meatspace around you fades like TV static and opens into a vibrant
virtual reality resembling a neon lit city on an endless black and cyan grid. You see the hatch’s Defensive 10 225,000 +4 12 10 8
Countermeasure programming in front of you, rendered to resemble a spinning, laughing red skull. A chaotic
display of cascading numbers within it rapidly flicker and change.
Skill 1 2 3 4 5 6 7 8 9 10
Console Cowboy: First things first, let’s see if this hunk of junk has a security alarm.
Unlock Electronic Doors (INT) 16 15 14 13 12 11 10 9 8 7
[successfully rolls Detect Alarms] Detect/Shut Down Alarms (INT) 17 16 15 14 13 12 11 10 9 8
GM: Delving into the protocols, you find an alarm system set to trigger should you botch breaching the lock’s Decryption (INT) 15 14 13 12 11 10 9 8 7 6
passcode, whether by hacking or erroneous manual entry. Falsify Identification (INT) 15 14 13 12 11 10 9 8 7 6

Console Cowboy: Ok. I’m gonna try to disable the bastard. Cross yer fingers. Execute Program* (INT) 16 15 14 13 12 11 10 9 8 7

[fails to roll Shut Down Alarms] * This ability allows the Console Cowboy to execute specialized programs within the metaverse. It
is similar to a traditional Magic-User’s spellcasting, but with the chance for failure in execution.
GM: No dice. You can’t quite seem to disable it. Solid protection here.

Console Cowboy: *curses*. Well, we’ve got no other choice, unless we wanna blast through the Level Lawful Chaotic Neutral
front entry. We’ve gotta get in there. I’m making a decryption attempt.
1-3 Code Jockey Script Kiddie Keylogger
[successfully rolls Decryption] 4-5 Wunderkind Hacktivist Phreaker
6-7 Sneaker Cracker Hacker
GM: Your fingers begin furiously typing as you begin a brute-force attack on the hatch’s passcode. After a
few breathless moments, the skull looks as if it shatters into a thousand spinning polygons, fading into the 8-9 Sysop Wizard Savant
ether. All of the flickering numbers within slowly fade but five: 61485.
10 Cowboy Outlaw Net Runner
Console Cowboy: Wiz! Got the passcode! Alright, I’m jacking out.

40 13
Infiltrator Defensive Countermeasures
Defensive Countermeasures are programming obstacles met by Console Cowboys jacked into the
HP: Infiltrators gain 1d6 hit points at each level. metaverse; Virtual renderings representing their node’s protection. The Console Cowboy can
venture into the metaverse and approach a nearby node’s DC in an attempt to bypass security
Armor: Medium and Heavy armor inhibit the Infiltrator’s stealth and skills; most keep to Light measures through hacking. If for any reason another character class is able and attempts these
armor.
skills, they are rolled untrained and are only successful on a 1-in-20 chance (add any INT
Professional Skills: Infiltrators have unique sets of skills that benefit them on missions, such as modifiers). Failure in a hacking attempt usually prompts a security breach detection, resulting in a
Hiding in Shadows, Lock Picking, Sleight of Hand and devastating Backstabs. temporary lockdown of the node, a triggered alarm, or worse.
Luck and Wits: Infiltrators survive
on their luck and their wits, and the Examples Possible Security Breach Effects
most successful of them live a life of White DC. Sub-par, entry level security. System lockdown for 1d3 turns.
fortune on guts and intuition. Once
per level a day, the Infiltrator may Yellow DC. Low end, functional security. Common for
roll a Luck Die to add to any roll electronic door locks in a home, basic password encryption, System lockdown for 1d6 turns.
(excluding damage). This roll must and a store’s alarm systems.
be announced beforehand. Red DC. High end security for important systems within System lockdown for 2d3 turns +
banks, hospitals, museums, etc. Security Alarm.
Black DC. Used in ultra high end security for the most System lockdown for 2d6 turns +
crucial, upper level systems or encryption within corporate Security Alarm + Metaverse
arcologies, mansions, or Yakuza and Triad operations. Ejection (1d4 dumpshock damage).
Note: Within the metaverse, DCs are rendered in myriad ways. The most common virtual
portrayals are walls, pyramids or simple architectural structures. More creative security
programmers have taken to personalizing their creations, creating unique models such as dragons,
spiders, faces, animal-life, lotus blossoms and more.
14 39
Infiltrator Table
Decking the ‘Verse Level Experience Attack Luck Die Ref Fort Will
1 0 +1 d3 12 16 14
Though the standard computer terminal and monitor still dominate in both ownership and use, in
2 1,250 +1 d3 12 16 14
a post-communication age, the metaverse has become the wildly popular virtual successor. By
taking computer data and rendering it into a navigable, virtual world, it is used globally by 3 2,500 +2 d3 12 16 13
hackers, programmers, digital security specialists and even casual users. With a deck at hand, most 4 5,000 +2 d4 11 15 13
experience the metaverse through bulky VR goggles, while those who have dedicated their 5 10,000 +3 d4 11 15 13
professional careers to this boundless realm opt in for high-tech data-jack cyberware. 6 20,000 +3 d4 10 14 12
A Console Cowboy’s primary function and purpose on a run is breaking in to a local network’s 7 40,000 +4 d6 10 14 12
computer systems, or nodes, in order to override security alarms, decrypt passwords, unlock 8 75,000 +4 d6 9 13 11
electronic doors, and falsify identification at checkpoints. While jacked in, Console Cowboys can 9 150,000 +5 d6 9 13 11
utilize their hacking skills to bypass a node’s Defensive Countermeasures. Due to the 10 225,000 +5 d8 8 12 10
autonomous, secure nature of these nodes, the Console Cowboy and her deck must be manually
connected to a locally networked computer terminal or data-jack input to make a hacking Skill 1 2 3 4 5 6 7 8 9 10
attempt. Most nodes will have access to a few (not all) nearby security points or rooms. Backstab* ×2 ×2 ×3 ×3 ×4 ×4 ×5 ×5 ×6 ×6
Lastly, the Console Cowboy may also execute powerful, specialized programs in the metaverse Sneak Silently (DEX) 16 15 14 13 12 11 10 9 8 7
to aid their runner crew by affecting their physical location or by distorting the mental and visual Hide in Shadows (DEX) 17 16 15 14 13 12 11 10 9 8
processes of various AI, such as security bots, turrets and androids; All of which use the metaverse Sleight of Hand (DEX) 15 14 13 12 11 10 9 8 7 6
to function within their real-world environment. Each program comes on a singular chip, which
Climb (STR/DEX) 5 5 5 4 4 4 4 4 3 3
can be loaded into a deck’s program slots. These are prized by Console Cowboys beyond nearly
Pick Lock/Safecracking (DEX) 16 15 14 13 12 11 10 9 8 7
everything but their trusty deck itself. They are typically rare, expensive and highly illegal.
Find/Disable Trap (INT/DEX) 17 16 15 14 13 12 11 10 9 8
Note: Swapping one slotted program chip for another in combat takes 1 action. Disguise Self (CHA) 18 17 16 15 14 13 12 11 10 9

Level Lawful Chaotic Neutral


1 Apprentice Thief Sneak
2 Shatei Silencer Roof Runner
3 Kyodai Cutthroat Agent
4 Wakagashira Executioner Shadow
5 Oyabun Assassin Spy

Class Notes:

A set of Infiltrator’s Tools are provided upon choosing this class.

38 15
16 37
Mantodeal XC

JoltAlarm
Arms

Arms
A retractable, mantis-like blade installed in the forearm that deals
1d6+1 melee damage.
Stimulates the nervous system to immediately jolt a stunned user
Rigger
awake.
HP: Riggers gain 1d8 hit points at each level.
An implanted defibrillation cyberware that activates when the user is
downed. So long as the fatal blow was not irrevocable (such as
ICD Shock Body Armor: Typically found in the midst of combat, Riggers tend to opt for Light or Medium armor for
decapitation, immolation, etc.) this gives a chance to stabilize the
defense.
body at 1hp on a successful save vs. Fortitude.
Covers the user’s bone structure with a hard plastic, providing a Drone Zone: Riggers excel at fighting alongside their drone companions and a Basic Drone is
Bone Lacing Body
natural +1 to their AC [-1 if AC is descending]. provided when choosing this class. When fighting with a drone, a Rigger always gains a secondary
An adrenal reservoir that can be triggered once daily for a +1 attack drone attack. This attack suffers a -4 penalty, but the Rigger adds his INT modifier. The Basic
Berzerker Body Drone attack does 1d3 damage; advanced drones may up this damage dealt, or add additional
bonus and +1d3 damage bonus. Lasts 6 rounds.
effects. Should the Rigger be downed or killed in combat, the neuro link connecting the two fails,
Increases thrombocyte production to a high degree. Once a day, this and the drone effectively shuts down. At 0 HP, the drone has been irreparably destroyed.
Logan Regen Body
can be activated to reduce the last attack damage taken by half.
Bionic joint enhancements that add 10’ additional movement speed Basic Drone: Atk melee (1d3); AC 12 [7]; HP 8; HD 1, MV 90’; Fort 15, Ref 16, Will 14.
Acinonyx Legs
and a +1 to initiative.
Cyberware adding +2 Dexterity (up to a maximum of 19/+4) and a Run n’ Gun: Ranged attacks with firearms while riding or mounted in a vehicle receive a +2 attack
Lagomorphs Legs bonus.
natural 6’ vertical leap.
Damage absorption coils implanted in the hip, knee and shin joints Gear Head: With a Multitool, Riggers have a knack for mechanical repairs, disassembly and
Featherfall DAC Legs allowing for injury-free falls up to a height of 50’. When falling from tinkering that increases with their level as shown on the table below. This skill can also repair HP
higher, a save vs. Reflex +1 per foot halves any damage taken. damage to their Drone, up to it’s maximum. On a fumble (natural 1), this attempt backfires,
causing 1d6 HP damage to the drone. Failure increases the Rigger’s fumble range by 1. After 24
hours, this fumble range decreases by 1 point.

Repair Check Result


Fumble! 1d6 Damage
Failure No HP repair
Success HD + user level HP repair

36 17
Rigger Table
Level Experience Attack Ref Fort Will Tinkering (INT)
Cyberware Augmentations
Model Type Description
1 0 +1 14 12 16 15
2 2,000 +2 14 12 16 14 Resembles a ¼ inch AUX input. Allows neural connection via decks to
Data-Jack Head the metaverse (or even to specialized equipment, such as SmartGun
3 4,000 +2 13 12 16 13 modifications). Starting cyberware for a Console Cowboy.
4 8,000 +3 13 11 15 12 A permanent wetware implant that emits a neurological signal.
5 16,000 +3 13 11 15 11 NeuroTran Head Allows wireless communication and control to a drone up to 180’
away. Starting cyberware for the Rigger.
6 32,000 +4 12 10 14 10
Found in most Medics, back-alley or professional. Allows for mental
7 64,000 +4 12 10 14 9 CyberMedic Head overclocking when healing patients. Starting cyberware for the
8 120,000 +5 11 9 13 8 Medic.
9 240,000 +5 11 9 13 7 Resembles an SD slot. Used largely for second-life, personality, and
Chip-Jack Head
10 360,000 +6 10 8 12 6 educational wetware.
Boosts the speed of brain-to-body neuro transmissions providing a +2
Cognet-X Head
bonus to Initiative and Reflex saves.
A cerebral booster that increases the user’s Intelligence by +1, up to a
Sa-V Head
Level Lawful Chaotic Neutral maximum of 19/+4.
1 Craftsman Grease Monkey Enthusiast An ocular augmentation allowing for greater visual targeting. +1d3 to
2 Technician Screwloose Wrencher snEYEper Eyes all ranged attacks. Reduced 25% chance to hit an ally when firing into
melee.
3 Artificer Fix-It Gearhead
Herschel IR Eyes Allows for a 60’ infrared vision range.
4 Operator Machinist Repairman
High-energy flashbulbs hidden in a cybereye. Once a day, it is capable
5 Engineer Motorhead Mechanic Brights Eyes of temporarily blinding a single opponent for 1d3 rounds. Save vs.
Will to avoid.
NuSpice Neck A subtle pheromone enhancer and projector. +2 to all Reaction Rolls.
Class Notes: Allows for vocal modulation. +2 bonus for Reaction Rolls involving
K3-NKU Neck
impersonation of a familiar voice.
A Basic Drone and NeuroTran implant for its control are included when choosing this class. The
NeuroTran has a maximum signal range of 180’. Implants a genetically tailored toxin sac above the larynx. When
Crotaliner Neck triggered, grants a close-range poison attack. Refer to your system’s
list of poisons for suggestions.
Retractable 4” blade-like extensions on the fingertips. Provides a
Mollys Hands
natural 2d3 melee attack.
A dermal plating of hard plastic and metal on one or both hands.
Liston S+ Hands Allows for a natural 1d6 unarmed attack. Applies a -3 penalty to any
Sleight of Hand and Lockpicking checks.
Nanofibre mesh coating the muscles of the upper and lower arms. +2
hamNETs Arms
Strength, up to a maximum of 19/+4.
18 35
Razorkids & Chrome The Face
Cyberware represents the next HP: The Face gains 1d6 hit points at each level.
evolution in mankind’s physical and
biological technology. While basic Armor: Typically dressed to impress, The Face rarely wears any armor above Medium. Bulky
augmentations such as data-jacks are armor isn’t fashionable, you know.
fairly common among denizens of
Devilish Luck: Faces are notoriously lucky. Once per level a day, he or she can re-roll any dice
the Sprawl, most models of (excluding damage) and choose the higher result. Should they feel so generous, the Face can
cyberware remain far out of the choose to bestow this luck upon another ally.
reach or budget of the general
populous. Smooth Talker: The Face receives a ‘Speech Die’
that is used when attempting to persuade, bluff or
To put it simply, cyberware is intimidate somebody. This die adds to the GMs
seldom mundane and should be reaction roll. If he has a known Etiquette with the
challenging for PCs to attain, listener, this receives an additional +1.
whether by gratuitous cost or rarity. These augmentations should be revered with nearly the same Keen Eye: Faces have a sixth sense when it comes
value as a magic item in a traditional Fantasy setting. The list below contains prevailing cyberware to finding hidden credsticks or valuables. They
augmentations and their effects, which should be adjusted if the GM sees fit. receive a 3-in-6 chance when searching for secret
compartments, doors or caches.
Pricing should match your setting, campaign and general gaming style. That being said,
dictating a set cred value for each unique item here is an exercise in futility. As a general rule of
thumb, consider the following cost guideline when making cyberware available for purchase:

Type Cred Basis


Data-Jack/Chip-Jack 300
Bonus to Attack or Damage Rolls 1250 per +1 or 1d3
Bonus to Ability Score 1500 per +1
Bonus to Saves or Initiative 750 per +1
Bonus to Skill Checks 1000 per +1
100 per maximum damage
Weaponry
(ie: 1d6+1 = 700, 2d4 = 800)

34 19
The Face Table
Level Attack Ref Fort Will Speech Die
1 +1 16 14 12 d3
2 +1 16 14 12 d3
3 +2 16 13 12 d3
4 +2 15 13 11 d4
5 +3 15 13 11 d4
6 +3 14 12 10 d4
7 +4 14 12 10 d6
8 +4 13 11 9 d6
9 +5 13 11 9 d6
10 +5 12 10 8 d8
Level Lawful Chaotic Neutral
1-3 Talker Crook Scout
4-5 Soother Hustler Agent
6-7 Charmer Con-Man Emissary
8-9 Delegate Swindler Operative
10 Boss Shark Fixer
Reaction Roll Table
3d6 Reaction Intimidate Bluff Bribe/Persuade
3-4 Hostile Failure; Attacks Failure; Attacks Failure; Attacks
5-7 Unfriendly Failure Failure Failure
8-13 Indifferent Indifferent Indifferent Indifferent
14-16 Friendly Nervous Nearly Convinced Interested
17-18 Helpful Success Success Success
20 33
32 21
Equipment List Drone Generator
Item Creds Roll once for each category on the table below to generate a random drone. If it is for purchase,
Backpack 2 use the price-guide below to determine a cred value based off it’s stats. A drone with more than
Glowstick 1 one special bonus adds the cred value of each (ie: a +1 to attacks and damage adds the value of each.)
Chain, 10’ 10
d% DMG Type AC HD # HD MV Special Mobility F R W
Data Stick 3 (roll)
Crate, empty 2 1-40 d3 Melee 12 [7] d4 1 20’ None Ground 16 16 16
Crowbar 2 41-60 d4 Melee 13 [6] d4+1 2 25’ +1 Attack Ground 15 15 15
Flask, empty 1
Reduced -2 Drone
Lighter 2 61-80 d4+1 Ranged 14 [5] d6 3 30’ Hover 14 13 14
attack penalty
Grappling Hook 1 81-90 d6 Ranged 15 [4] d8 4 35’ +1 Attack & Damage Hover 13 13 13
Multitool 3
91-100 +d3 Attack &
Flashlight 10 d6+1 Dual 16 [3] d10 5 40’ Dual 12 12 12
Damage
Battery Cell* 1
Rations, 1 day 2
Nylon Rope, 50’ 2 Cred Basis
Duffel bag 2 Damage 100 per maximum damage (ie: 1d3 = 300, d8 = 800)
Pouch, Small 1 AC 300 per AC point above 10 [below if AC is descending]
Medkit ‡ 50 HD Multiply HD listed. Multiply result by 200. (ie: 2d8 = 16. 16 x 200 = 3200)
Infiltrator’s Tools 30
MV 200 per 5’ above 20’.
Commlink 20
Special 1250 per +1 or die bump. 2500 per +d3.
Respirator 10
Mobility 500 ground / 1000 hover / 1500 dual
Synthetic Oil, 1 flask 1
Assorted Hardware 5
Pack of Smokes 3 Notes: Drones will auto-follow their owner unless instructed otherwise, to a maximum range of
Water Canteen 1 180’. During combat, the Rigger may sacrifice their own movement in a round to instruct their
drone on where to move within that range for aid, defense, attacks, etc. Lastly, drones do not
qualify as AI, as they are fully controlled by their owners via neuro-links.
Level 1 Level 2 Level 3
3d6 x 100 3d10+500 3d10+1500
* One battery cell can continually run a flashlight for 24 hours (144 turns).
‡ Non-Medic classes attempting to use a Medkit typically do so untrained, and have a 1-in-6 chance to successfully
apply 1d3 HP restoration. Failure inadvertently deals 1d4 HP damage.
22 31
Cyberdeck Generator Melee Weapons
Roll once for each category below to generate a random cyberdeck. If it is for purchase, use the Type Damage Creds Type Damage Creds
price-guide below to determine a cred value based off it’s stats. A deck with more than one special Bat 1d4 3 Battleaxe 1d10 7
bonus adds the cred value of each (ie: a +1 to hacking and execute programs adds 1250 for each.).
Nunchaku 1d4 3 Katana 1d6+1 8
d% (roll) Program Slots Program Chips Special Dagger* 1d4 3 Longsword 1d8 10
1-40 1 Reprogram A.I. None Garrotte 1d3 2 Mace 1d6 5
41-60 2 Reprogram A.I. +1 Hacking Handaxe* 1d6 4 Yari 1d8 7
61-80 3 Reprogram A.I. + 1 random +1 Execute Programs Sai* 1d4 3 Staff 1d4 2
81-90 4 Reprogram A.I. + 2 random +1 Hacking & Execute Programs Machete 1d6 7 Two-Handed Sword 1d10 15
91-100 5 Reprogram A.I. + 3 random +d3 Hacking & Execute Programs Wakizashi 1d4+1 6 Sledgehammer 1d10 10

d12 (roll) Make Model


1
2
JMR
PsiNic
9x
Eclipse
Projectile Weapons
3 Toki 5010N6 Type Range Damage Creds
4 ExaCorp M3H Bow* 70/140/210 1d6 25
5 Cytec Reverie Crossbow* 80/160/240 1d6 30
6 TAT Technology Chikara Throwing Knives/Stars 10/20/30 1d3 2
7 Prototech Salvation Blowgun † 20/40/60 1d3 6
8 Likine-Che Shikaku-Series 7
9 TerraCom Yellow Jacket
Ammunition Creds
10 WOS Biotics Extro: Model-B
Arrows (x20) 5
11 milNic Tokugawa
Bolts (x30) 10
12 Thetalink Wayfinder+
Darts (x20) 5

Cred Basis
* These melee weapons can be thrown at a range of 10/20/30
Slots 300 per slot. (short, medium, long). STR modifiers only apply at short range.
Special 1250 per +1. 2500 per +d3.
Program Chips 500 per random program.

30 23
Explosives
Type Damage Blast Radius Range Creds Notes
Pipebomb 2d4 5’ 10/20/30 3 2-in-20 fumble chance
Frag Grenade 2d4 15’ 10/20/30 5
Molotov Cocktail 1d6 10’ 10/20/30 5 2-in-20 fumble chance
Only effective vs.
Pulse Grenade 1d6+1 15’ 10/20/30 10
electronics and robotics
Concussion Grenade 2d4 15’ 10/20/30 5 ½ Damage is Subdual
24 29
Weapon Accessories Firearms
Accessories and Weight: Each +5 weight increment added incurs a -1 penalty to attack, speed and
initiative rolls. Availability and cred value should be determined by the GM. Type Damage RoF* Speed** Range Ammo Weight Creds
Pistol, Compact d6 1 0 40/80/120 2 2 75
Extended Magazines
Pistol, Revolver d8 1 -1 60/120/180 6 6 100
Pistol, semi-auto 20 rounds, +1 weight; 30 rounds, +2 weight.
Pistol, Semi-Auto d8 2 0 60/120/180 10 10 150
SMG 40 rounds, +1 weight; 50 rounds, +2 weight.
Submachine Gun d8 3(A) -1 60/120/180 30 10 300
Automatic Rifle 40 rounds, +1 weight; 50 rounds, +2 weight.
Machine Gun d12 5(A) -2 120/240/360 100 30 800
Sniper Rifle 10 rounds, +1 weight.
Chaingun d12 5(A) -4 200/400/600 *** 80 1200
Drum Magazines Rifle, Assault d10 3(A) -1 100/200/300 30 12 400

Automatic Rifle 100 rounds, +5 weight. Rifle, Lever d10 1 -2 120/240/360 5 15 150

Machine Gun 200 rounds, +10 weight. Energy Pistol d8 1 -1 80/160/240 40 2 400
Energy Rifle d12 1 -2 200/400/600 50 6 1000
Combat Shotgun 20 rounds, +5 weight; 30 rounds +10 weight.
Shotgun d10 1 -1 50/100/- 2 12 75
SMG 50 rounds, +3 weight.
Shotgun, Combat d10 2 -1 50/100/- 10 15 150
Aim Support Sniper Rifle 2d8 1 -3 300/600/900 4 20 500
Allows targets to be acquired more easily even without optimal eye
Red Dot Sight * Rate of Fire. Additional shots may be taken, up to the RoF, but each subsequent shot is -1 die bump lower.
distance from scope reticle. May be used on all weapons. +1 to hit.
Laser Sight +1 to hit with semi-automatic fire only. ** Applies to dueling only and affects initiative rolls.

Tactical Light A simple flashlight that mounts to weapons. Requires a battery. +1 weight. *** Uses a gravity fed ammobox that can be reloaded on the fly.
Bipod +1 to hit when deployed from a prone shooting position. +2 weight. Aiming one full round: Grants a +4 to the attack roll.
A self stabilizing brace particularly useful for long arms and heavy weapons
Third Arm Automatic Weapons do 3 Dice of Damage. Weapons with a RoF that
that adds +1 to speed and +1 to hit. -5 to weight of weapon attached. indicates an (A), instead of separate attacks, automatic weapons can affect
Enables a wired, neural connection to the user’s DataJack implant. multiple targets in a 10-foot square area. An automatic fire attack uses
SmartGun Mod 10 rounds of ammunition. The attacker makes a single attack roll that’s
Increases all attacks with the firearm by +1.
compared to the AC of each target in the area. A hit causes 3 dice worth of
Enables thermal vision through low density concealment and cover in damage, Reflex save for half. A critical hit (natural 20) does 6 dice of
Thermal Scope Mod damage, Reflex save for half.
darkened areas or night.

Scopes Effect*
Pistols, SMGs, Shotguns +2 to hit at short range, no -2 medium range penalty. Basic Ammunition
+2 to hit at short range, no -2 medium range penalty, no -4 long
Rifles, Machine Guns Damage Die Creds
range penalty.
d6-d8 1 (per 10)
* When aiming a full round only. Aiming one full round increases the Attack and Damage die by one
d10-d12 5 (per 10)

28 25
Anti-Drone Jammer Gun (ADJG): Only effective vs. drones. Fortitude save or the target is stunned
Special Weapons & Accessories for 1d5 rounds. Note: Hover drones will crash taking fall damage of 1d6 per 10’. When stunned, the drone
drops everything held, can’t take actions, incurs a –2 penalty to AC, and drops to the bottom of the initiative
These items were culled from ideas given to me be by James Dudli and Thaddeus Moore.
order on the turn it recovers.
Type Damage RoF* Speed Range Ammo Weight Creds Electro Stunner: An electro stun weapon the size of a semi-automatic pistol. Uses nitrogen
Single-Shot Grenade Launcher Varies 1 -2 50/100/200 1 5 400 powered darts that are fired from a disposable single shot cartridge and are connected to thin
Multi-Shot Grenade Launcher Varies 1 -3 50/100/200 6 20 800 metal electrode wires. Only effective against unarmored humans and smaller animals. Not
Anti-Drone Jammer Gun Special 1 300/600/900 10 10 900 effective against armored enemies or heavily cyber-enhanced individuals. Fortitude save or target
is stunned for 1d4 rounds. As long as the darts and electrodes remain attached in a complete
Electro Stunner Special 1 15’ 10 5 200
circuit with the target, the stunner can be fired again up to 6 charges before a new battery pack is
necessary. Can be use up to 15’ or as a “drive stun” touch attack. Note: When stunned, the enemy
Specialty Grenades Description Creds
drops everything held, can’t take actions, incurs a –2 penalty to AC, loses their Dexterity bonus to AC (if any)
Flechette d12 DMG; short range (50’) only. 10
and drops to the bottom of the initiative order on the turn it recovers.
High Explosive 2d8 DMG; 15’ blast radius. 20
Burns for 1 turn and illuminates a 500’ area. Multiple colors
Parachute Flare 7
available.
Flare Signal flare, with or without burst. Many colors available. 3 Specialty Ammunition
Foam 15’ blast radius of a fire suppressant chemical foam. 5
Ammunition Description Creds
Assorted colors of smoke obscures ocular vision in a 20’ Hollow Point +2 AC bonus to target. +2 damage. 2x Ammo
Smoke 5
radius for 2d8 rounds.
Armor Piercing +2 attack rolls on armored enemies. 2x Ammo
d8 DMG; 15’ blast radius. Burns for 1d6 rounds. Combustible
Incendiary 20 +1 to hit with automatics. Note: Tracers are visible to enemies and
materials in target area will ignite. Tracer Round 2x Ammo
may give away a shooters position.
15’ blast radius of paint color of choice. May blind cameras
Paint 3 Explosive Round -2 damage (min 1). +1d3 damage to all other targets within 5’. 3x Ammo
and sensors, particularly those that are not self-cleaning.
2d4 DMG; 15’ blast radius. A smart +1 to hit anti-personnel Reflex save to avoid catching on fire for 1d6 damage at the start
Air Burst Auto Detonated round that can be automatically set to detonated remotely 10 Incendiary Round of their turn. Attack fumbles will, in addition to their normal 4x Ammo
over trenches, defilades, or inside a target area by the user. effects, potentially destroy the weapon (1-in-6 chance).
Reflex save to avoid acid burns: 1d3 damage and -1 AC from
* Rate of Fire. Additional shots may be taken, up to the RoF, but each subsequent shot is -1 die bump lower. Acidic Round armor per round for 1d3 rounds. Attack fumbles will, aside from 4x Ammo
normal effects, potentially destroy the weapon (1-in-6 chance).
Single-Shot Grenade Launcher (SGL): May be used as a stand alone weapon or mounted under
the barrel of an Assault Rifle or Energy Rifle. -1 to hit on rifle shots due to the increased bulkiness Half damage is subdual. Fortitude save or suffer -1d3 ability
Sick Round 4x Ammo
score damage to Strength and Constitution.
and weight the SGL adds.
Multi-Shot Grenade Launcher (MGL): Representative of Milkor M32 Multi-shot Grenade
Launcher and other integral rotary drum multi-shot 40mm grenade launchers.
26 27

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