Chromebook 1 to 4 Conversions

Plastic Warriors 0004
, ,  & 
Updated for Cybertechnology, Virtual Realities 2.0, Rigger 2, and
Shadowrun, Third Edition!
 Conversions By Gurth 
2.0
CONTENTS
GENERAL NOTES ....................... 11
Book Dates...................................11
Previous Releases.......................11
Updates .....................................11
Book Data.....................................12
CONVERSION NOTES................. 12
Cyberdecks ..................................12
Full ʼBorgs ....................................13
Vehicles ........................................13
Weapons ......................................13
CHROMEBOOK 1 .... 14
ELECTRONICS &
MISCELLANEOUS TECHWARE . 14
Advanced Communications
Suitcase........................................14
Line Tap Detector ........................14
Linozap™ .....................................14
Office Communications Suite ......14
Cab Hailer ....................................14
Headgear™ Cybermodem
Helmet ..........................................15
Life/Support® ...............................15
Net-Runner™ Cybermodem
Utility Suit......................................15
Smartlock Door Security
System..........................................15
Mini-Printer ...................................15
Paper Shredder............................15
EBM Carfaxx© 2002 ....................16
Sonar Scanner .............................16
Auto Punchout..............................16
DataTelʼs Mapmaker®.................16
Netrunner Flip Switch ..................17
Deck Security System..................17
Image Wallet ................................17
Newsviewer..................................17
DPI Drumsticks ............................17
Sleep Inducer ...............................17
Fireproof Clothing ........................18
Digital Recording Studio ..............18
Digital Weapon Uplink .................18
DUD Smartgun Controller............18
Cybercam EX.1 ............................18
ID Badgemaker ............................18
Speedholster ................................19
Detcord High Explosive ...............19
Temperfoam Furniture .................19
Advanced Alarm Removal Kit .....19
Personal Body Alarm ...................19
Diving Suit ....................................19
IR Combat Cloak..........................19
Slosh Bag .....................................19
Travel Kit ......................................20
Medieval Armor ............................20
Power Grid® Solar-Electric
Panel.............................................20
Shower-in-a-Can ..........................20
Flavored Cigarettes......................20
Bar-in-a-Briefcase ........................20
VEHICLES .................................... 20
Bensen Cascade .........................20
BMW 9018s .................................21
Harley-Davidson Thundergod ....21
Kundalina Roadworks Shiva® ....22
Pedicab ........................................22
Ambunaught ................................22
Arasaka Riot-VIII .........................23
GM/Hyundai Worker Bee ............23
Bell Spy-Eye 18 ...........................24
Sikorsky-Mitsubishi Dragon ........24
AV-9 .............................................25
Punknaught .................................25
CYBERWARE ...............................25
Psiberstuff® Independant
Cyberhand ....................................25
Kiroshi® OptiShields® .................26
Digits® Cyberfingers ...................26
Dartgun Cyberfinger Darts...........26
Finger Bomb .................................26
Watch-Man® ................................27
Skate Foot®..................................27
Whip..............................................27
LimbLink .......................................27
Magnetic Feet/Hands ..................27
Gas Jet .........................................27
Flashbulb™ ..................................27
Wet Drive .....................................27
Voice Pattern ................................28
Forked Tongue .............................28
Mace Hand ...................................28
Icer™ ............................................28
Cutting Torch ................................28
Derringer.......................................28
Rebreathers..................................28
Decentralized Heart .....................28
Pacesetter® Sport Heart..............29
Pacesetter 2000™ Overdrive
Heart .............................................29
T-MAXX “Cyberliver”....................29
TimesSquare Plus™ ....................29
Wearman Mark II..........................29
Tazer Grip.....................................29
E-Monitor ......................................29
Mag-Duct™ Spots........................29
Gyro-Stabilizer..............................29
Dodgeball™..................................30
Video Cam/Transmitter................30
Video Imager ................................30
Frequency Changer .....................30
Cyberoptic Teargas Sprayer........30
Lifesaver™ Skinweave ................30
Anti-Plague Nanotech ..................30
Gang Jazzler ................................30
WEAPONS....................................31
Militech Crusher SSG ..................31
Budgetarms Laser-Niner..............31
Malorian Arms Sliver Gun............31
Colt Alpha-Omega........................31
Glock Thirty Machine Pistol .........31
Setsuko-Arasaka “PMS”
Advanced SMG ............................31
3
Goncz-Taurus Pistol.................... 32
Malorian Arms Heavy Flechette
Pistol ............................................ 32
Militech M-31a1 Advanced
Infantry Combat Weapon ............ 32
Militech Mini-Grenade Launcher. 32
Militech Mini-Grenade Launcher. 32
HEP (High-Explosive Cratering)
grenade........................................ 32
Fragmentation grenade............... 32
Anti-Personnel Flechette............. 33
Beretta M-24 Advanced SMG..... 33
EMP Grenade.............................. 33
DCR Rifle Grenade ..................... 33
22mm Muzzle Adaptor ................ 33
FEN Dz 22 “Saucer Grenades” .. 33
FEN Dz25 “Det Card”.................. 33
Malorian Arms Sub-Flechette
Gun............................................... 34
Multi-Flechette Ammo ................. 34
GPz-78 Mini-grenade .................. 34
Kendachi Dragon......................... 34
Biotech-Askari Motion
Restraints..................................... 34
Militech Military/Police Shotgun.. 34
Stundart Pistol ............................. 35
Stundart Rounds.......................... 35
Rostovic Wrist Racate................. 35
Rostovic Wrist Racate
Ammunition.................................. 35
Techtronica Black-Zap Glove ..... 35
Darra-Polytechnic M-9 Assault
Rifle .............................................. 35
Hollow-Point Ammunition............ 35
Militech Mini-Gat Machine
Carbine ........................................ 35
H&K G-6 Advanced Squad
Automatic ..................................... 36
Militech-10 SMG .......................... 36
Federated Arms 454 DA “Super
Chief”............................................ 36
Malorian Arms 3516 .................... 36
APEX Mobile Point Defense
System ......................................... 36
Federated Arms Light Assault
15 ................................................. 36
Stein & Wasserman Model F
“Cyborg Assault” Weapon
System ......................................... 36
HEP (High-Explosive Cratering) . 37
Armor-Piercing Incendiary .......... 37
Acid Shell..................................... 37
Kendachi Mono-Two ................... 37
Kendachi M-33 Powersword....... 37
FASHION ......................................37
Psiberstuff Cyberarm .................. 37
Nu-Tek Wearman Series ............ 38
Uniware........................................ 38
Image Fashionware..................... 38
ICON America ............................. 38
Gibson Battlegear........................ 38
Takanaka Exec Line .............39
Eji of Japan ..................................39
SERVICES ....................................39
CHIPWEAR ...................................39
Security & Operative Chips .....39
M.O. Chips ...................................39
Courier Chips ..............................39
Security Chip................................40
Digi-Tone ID ................................. 40
Special Operative Chip................40
Poser Impersonation Chip...........40
Storage, Entertainment and
Information Chips .....................41
PhotoMemory RAM Chip.............41
Memory Compression .................41
Programmable Chipware ............41
Mind Games® ..............................41
Business Trip Chip.......................41
Tourism Chip................................41
Space Chip ..................................41
Mister Lover Chip.........................42
Biofeedback Chips ...................42
Stress Chip...................................42
Adrenalin/Endorphin Surge .........42
Increased Neural Feedback
Option ...........................................42
Ambidexterity Chip.......................42
Deathtrance..................................42
Redundancy Loop........................43
“Fish Nʼ Chips” .............................43
Visual Recognition Chips ........43
Techie Chip ..................................43
Corporate Officer Chip.................43
Police............................................43
Military ..........................................43
Rocker ..........................................43
Secretarial ....................................44
HOUSING......................................44
Araska Sleep Facility ...................44
Security Services, Inc.
Professional Apartments .............44
Harris & Company Masterpiece ..44
Silverhand Studios.......................45
New American Motorʼs Drifter .....45
SOFTWARE ..................................45
Wolf ..............................................45
Guard-Dog ...................................45
Bulldog and Smarteye ................46
Termite ........................................46
Psychodrome ...............................46
Vampyre II and Bunnies .............46
Fatal Attractor .............................46
CHROMEBOOK 2 ... 47
CYBERWARE ...............................47
Dynalar Technologies “Digits”
Cyberfingers ................................47
Kiroshi OptiShield Options ..........48
Winch............................................48
Cytech Custom Cyberhands .......48
Anchoring Cyberfeet....................48
Quickdraw Armholster .................48
Kill Display....................................48
Cyphire Tri-Dart Launcher...........48
Wetdrive Access Link .................48
Color Gland Control .....................48
Gradiated Subdermal Armor
(Torso) ..........................................49
Subdermal Armor (Skull) ............49
Subdermal Viewscreen................49
Zetatech BodyComp ....................49
Nanooptical Upgrade ...................49
Retractable Vampires ..................49
Total Body Plating ........................49
Cyphire Remote Eye....................50
Upgraded Skinweave...................50
WorldSat Communications
Linear Beam Commlink................55
Arasaka ECM CommScrambler .....................................55
Tritech “Mumbler” White Noise
Generator......................................55
Telectronics ScanMan™ Full
Indentity Scanner .........................56
Arasaka “Scanway” Scanner
Gates ............................................56
EQUIPMENT ................................ 50
Cyberdecks & Net-Stuff........... 56
Biotechnica Nutrisupplement.......50
Biotechnica Nymph Perfume.......50
Geotech Enviroscanner ...............50
Nikkon America Campod.............50
SecSystems Protection Field ......50
Mead Electronic Notebook ..........51
DataTel 2350A Vidphone ...........51
Microtech Virtual Reality BBS ....51
Frostech Portable Cryogenic
Case..............................................51
Portable Electropack....................51
Kiroshi Optics Remote
CyberCam 20 ...............................51
SecSystems Detention Collar......51
DDI Prayerware............................51
SecSystems Maglock...................51
Raven Microcyb Net-Vision™
IG-Algorithm Glasses ..................56
Zetatech Deckmate .....................56
Zetatech D2-3000 Armdeck.........56
Computers & Periphals ........... 52
Zetatech “E-Book” Microcomp.....52
EBM “PCX” Minicomp ..................52
Microtech IIKL-4 WorkStation......52
Telectronics “Black Book”
Microcomp ....................................52
Language Processors..................52
WorldSat Communications
Flopscreen™ ................................52
Direct Dataware EXPERT
Series Computer Skill
Programs .....................................52
Datatel “Treasurer” Datawatch ....52
Tritech Datashielding ...................53
Kiroshi Optics Heads-Up
Display ..........................................53
Datatel Modem Units ..................53
Zetatech CompuMods™ .............53
Hybrid™ Wearable Computer .....54
MedicGear Combat Medical
Armor ............................................54
Security Scanners &
Equipment ................................ 54
Telectronics Tattletale® Voice
Stress Analyzer ............................54
CCI BRl-3014 Window
Trembler .......................................54
Bug Detector ................................54
Bug Jammer .................................54
Arasaka “Komaku” Laser Mikes ..55
Omega Phone Tap By Tritech.....55
Arasaka OmniTec Radar
Detector ........................................55
Telectronics “Scout” Signal
Tracker..........................................55
Arasaka JetSetter Executive
Briefcase.......................................55
NachtJager Gas ...........................55
Music-Tech &
Instrumentation ........................ 56
DPI “Black Box” Backup
Synthamp......................................56
DPI Body Rythm™ Dance
Bracelets.......................................56
Washburn Soundmachine
Guitar ............................................56
Chameleon Clothing and
Stealth Armor ........................... 57
Militech M96 “Ghostsuit”
Chameleon Clothing.....................57
Gibson Battlegear “Sneak Suit”...57
Militech M73 “Mirage Gear”
Environmental Assimilation
System ..........................................57
Armored Stockings.......................57
Holography ............................... 57
Holoscreen Holographic
Viewers ........................................57
DataTel Holotanks........................57
Eastman KodaGraphix
Holographic Cameras ..................57
Eastman Arts Mindscape®
Cyberholo Art Imager...................58
Remotes & Drones ................... 58
Remote Control Systems ............58
Bell “Bumblebee” Remote
Rotocraft ......................................58
Mitsubishi “Rover” Wheeled
Remote ........................................58
Militech RPV-400 Light Combat
Tiltrotor Remote ...........................59
2-barrel HMG Chaingun...............59
Light Armor-Piercing/High
Explosive ammo (LAPHE) ...........59
Arasaka RDAK Spy &
Assassination Remote ................59
Consumer Electronics ............. 60
Autotanner ....................................60
Phone Upgrades ..........................60
Rush® Virtual Entertainment
System ..........................................60
Total Environment™ ....................61
Multi-Player Adaptor.....................61
Video Wall™ .................................61
SegAtari Virtual Villains................61
Scholar™ Home Learning
System .........................................61
WEAPONS ................................... 61
Tsunami Arms Ramjet Rifle .........61
4
Ramjet ammo ...............................61
Polymer One-Shot Cannon .........61
Militech Cyborg Rifle ....................62
Stein & Wasserman “Tri-Star”
Revolver .......................................62
#000 Triplex ammo ......................62
Pursuit Security Incorporated
Webgun ........................................62
Carbosteel Wire Net ....................62
FEN Dz-55 Det-Web ....................62
Rhinemetall EMG-85 Kinetic
Energy Railgun.............................62
Luigi Franchi “King Buck” MultiMagnum........................................62
Underbarrel Capacitor Laser.......63
Techtronica M40 “Pulse Rifle”.....63
Nova .338 Citygun .......................63
Colt-Mauser M2X Cannon ...........63
Extra High Impact ammunition ....63
Militech AM-3 “Anti-Matter Rifle” .64
Militech Urban Missile Launcher .64
Micro-Missile Pod.........................64
Militech PDU-3 Multi-Purpose
Perimeter Defense Unit ...............64
Tsunami Arms “Airhammer”
5.3mm Air Pistol...........................64
Kendachi Fragmentation
Flechette.......................................64
Flechette.......................................65
JellSluggs .....................................65
Gas ...............................................65
Practice.........................................65
Techtronica Model 009 Volt
Pistol .............................................65
Arasaka “Nauseator” Riot
Control Device™ ..........................65
IMI “ChainKnife” ...........................66
Slamdance Inc. Spawnblade.......66
Kendachi Monowhip ....................66
Kendachi Monowire .....................66
Taser Wallet .................................66
Mystic Technologies Spring
Knife..............................................66
Drug-a-Thug™ .............................66
Taser II™......................................66
Skunker ........................................67
Ammunition .............................. 67
Dual-Purpose Rounds .................67
API – Armor-Piercing
Incendiary.....................................67
Kendachi Fragmentation
Flechettes.....................................67
Rubber Bullets..............................67
Stinger Shotgun Shells ................67
Gas Shotgun Shells .....................67
Flare Shotgun Shells ...................68
Smoke Shotgun Shells ................68
Flash Shotgun Shells...................68
Propelled/Hand Grenade
Types ......................................... 68
Urban Technologies Slasher.......68
Splatshell......................................68
Militech Muzzle Adaptor ..............68
Militech 25mm Pistol-Grenades ..69
Micromissiles................................69
Scatter Grenade...........................69
Stench Bomb................................70
Flashbang Grenade .....................70
Spraypaint Grenade.....................70
Hickory, dicoky, dock ................. 87
Do the Bunney Hop .................... 87
Hiss-s-s-s-s ................................. 87
Weapon Modifications .............70
Fantasy Packages.....................88
Nine-Eleven Chip .........................70
Security Chipping .........................70
Gun-Cam ......................................70
Electrothermal Ammo
Enhancement ...............................70
Elf ................................................ 88
Dwarf or Halfling ......................... 88
Ork/Goblin ................................... 88
Troll/Ogre .................................... 88
Fishman ...................................... 88
Graftables ................................... 88
TEAMS..........................................71
Sphere .........................................71
Lifetime Escort Service ...............71
C-Team ........................................71
Cybernetic Intervention
Services .......................................72
Orion ............................................72
Autojoks .......................................73
FULL BODY REPLACEMENT .....73
Alpha Class .................................74
Aquarius .......................................74
Copernicus ..................................74
Eclipse .........................................74
Enforcer .......................................75
Brimstone ....................................75
Gemini .........................................75
Wingman .....................................76
Samson ........................................76
Dragoon .......................................76
Options for Full Body
Conversions ..............................77
Stylization ....................................77
Increased SP ...............................77
Increased SDP ............................77
Increased Stats ...........................77
Shielding ......................................77
Quick-Change Mounts ................77
Interchangable Biopod ................77
Longevity Module ........................77
VEHICLES ....................................77
Aerodynes .................................77
AV-3 “Aerocop” ...........................78
Family Flier ..................................78
Nissan Ford FanMaster ..............79
Mach ............................................79
Swan ............................................79
Ground Cars..............................80
Crowder .......................................80
The Max Interceptor ....................80
The Toyo-Chevrolet ʼ17 Chevy ...81
Motorcycles...............................81
The Ashigaru ...............................81
The Bermuda ...............................82
The Darkwing ..............................82
Aircraft and Mini-Jets ...............83
GD F-36 Comet ...........................83
MDD F-33 Wasp .........................83
Fed-Boeing Falcon ......................84
GD Hummingbird ........................84
Lockheed-Cessna Pinto ..............85
Airships .....................................85
India Sky-Barge ...........................85
“Madison Avenue” Blimp ............86
Sky Queen Cruise-Liner .............86
EXOTICS.......................................87
Minor Exotic Package Deals....87
Me-Yow ........................................87
5
Major Exotic Packages .............88
The Bear Necissities .................. 88
The Superman ............................ 88
Hold That Tiger! .......................... 88
Bug Out! ...................................... 88
Slightly Buggy........................... 88
Bughouse.................................. 88
Aquaforms .................................. 88
Merman..................................... 88
Sharkman.................................. 89
The Faithful Dog (p.109) ............. 89
Minor ......................................... 89
Major ......................................... 89
Here There Be Dragons ............. 89
Playbeing ................................... 89
CHROMEBOOK 3 ... 90
EQUIPMENT, ITEMS, AND
STUFF ...........................................90
Midnight Arms Smartgoggle
Mirrorshades................................ 90
Utopian “Small Wonders”
NanoAgents................................. 90
Arc Furnace ................................. 90
Communications Accessories .... 90
Raven® Interface Monitor........... 91
Telectronics® Micromanipulator
Rig ................................................ 91
Medtech .....................................91
Archaesthetic............................... 91
RapiDetox .................................... 91
Blood Substitute ......................... 91
LPTU™ Limb Preservation and
Transport Unit ............................. 91
Bodyweight Portable Intern Unit. 91
Aesculapius Incorporated
Cybercast..................................... 91
Masetto Tech Clothing .............91
ʻAlessioʼ Coveralls ....................... 91
ʻLanoʼ Armour Coveralls.............. 92
ʻGuercioʼ Helmet .......................... 92
ʻGianniʼ Helmet ............................ 92
ʻPinamonteʼ Boots ....................... 92
ʻCiampoloʼ Gloves ....................... 92
ʻFrancescaʼ Tech Scanner .......... 92
ʻFarinataʼ Tech Tool Kit ............... 92
ʻVenedicoʼ Electronics Tool Kit ... 92
Raven® “Tripod” Waldo Set........ 92
Raven® “Spider” MicroWaldo
Bracer........................................... 93
Techtronica “Mite” Diagnostic
Remote ........................................ 93
CTS, plc ʻPembrokeʼ
Techscanner................................ 93
Tool Kits by Buchsterhude
Gmbh ........................................... 93
Fax Plus 1000™ Fax Machine....93
ThunderArc Industries Three-D
Holophone....................................93
More Cell Phone Options! ...........93
Miniature Copier...........................94
Datatel Rotowrighter ....................94
Telectronics® Modulation Chip ..94
Yamaha RX4000 “Hurricane”
Ultrasynth .....................................94
Midnight Arms Smart Glove .......94
Arasaka R-101 Lie Detector........94
The Great Outdoors..................94
Everest VentureWare Grapple
Line ...............................................94
Everest VentureWare Climbing
Spikes...........................................94
Esporma Environment Suit..........95
The Automapper™ by
ThunderArc...................................95
Geotech Enviroscanner...............95
Pharmaceuticals .......................95
Militech Combat Drugs ...............95
Trauma Drugs .............................95
Surveillance Kit ............................96
Visual Adaptor .............................96
SecSystems Detection Wand......96
Optitech MagViewer ....................96
IEC Domitic System.....................96
Virtual Ventures, Ltd. ..................96
Royo Bodyfree Masks .................96
Optical Remote ............................96
IEC Solodrinker............................97
CYBERWARE ...............................97
Sycust “FleshWeave” ..................97
Dynalar Technologies “Digits®”
Cyberfingers................................. 97
Cyclops International “Bug Eye” . 97
Raven Microcyb Supercompact
Braindance Recorder...................98
Smartgun 2® SmartPlate
Weapons Link .............................98
Leg Boosters ................................98
Cyberoptic Compass ...................98
Mediaware Cellular Phone ..........98
Kiroshi® Laser-Comm Optic .......98
LiveWires......................................98
SuperSized Arms .........................98
The Bonespike .............................98
Bodyweight AutoInjector..............99
Bodyweight Pacemaker
Coprocessor................................. 99
Dynalar Web Hand ......................99
Frescoʼs Personal NanoGroomers .....................................99
CapsuleCo CyberPillow™ ...........99
CyberPillow Cases by
KraftMatrix ....................................99
Cyphire “Spitting Cobra” ..............99
Optical Interface...........................99
Kiroshi Optics Cyberoptic
Interferomerty System .................99
Kiroshi Optics “Tricloptics™”
Third Eye Cyberoptic Implant....100
Dynalar Technologies “EndoFrame” CyberSkeletal
Enhancement.............................100
Husqvarna ChainRipp®.............100
Dermatech Cam-O-Skin ............100
Slamdance Spyke!™ Furniture .100
Wyzard Technologies
“Romanova” Cyberlegs..............100
Wyzard Technologies VerbalEyes™ series “Windows of the
Soul”............................................100
Cyberfacial Remounts ...............101
Retro Cyberware .................... 101
Kiroshi Model 100 Interface
Plugs...........................................101
BioDyne Systems “Enable”
cyberlimbs ..................................101
General Products Exoskeleton
Series..........................................101
AuraSound “Spectrum”
cyberaudio implant.....................101
Gene-Teckʼs See-It™
transparent skin..........................101
Dermatech Mood Skin ...............102
Life Vision “Revelation”
cyberoptic implant ......................102
Leadʼs Turn-On Nails .................102
Leadʼs Show-Off Nails ...............102
BioTec Σ “SomaWare” Sleep
Induction Chip ............................102
Direct Dataware
Navigation/Orientation Chip .....102
Direct Dataware Crypto Chips...102
DataEdge Inc. Stutter Chipping.102
New Martial Arts Forms ............102
Auditory Recognition Chips .......103
VEHICLES.................................. 103
Bensen Violator Hovercycle .....103
Takaya Daimyo .........................103
Cadence Industries Wanderer .104
Mitsubishi Portabike ..................104
New American Autoworks
Roadcar .....................................104
Scion Technologies
Dunemaster ...............................105
GMI HovTransport ....................106
Tetracorp Fei Lien 100
Aerodyne ...................................106
Hyundai Minicopter ...................107
New American Motors Nautilus
Mini Road-Home .......................107
Kundalini Roadworks “Dart” .....107
Kundalini “Torpedo” Police
Interceptor Cycle .......................108
ATF-37B Thunderhawk ............108
New American Motors
“Armadillo” Armored RoadHome .........................................109
New American Autoworks
“Vulture” Heavy Tow Truck .......109
Sport Eurasia “Microbike” .........110
Brennan “Hermes” Courier
Motorcycle .................................110
M-62 “Volcano” SAM Launcher.111
Bell UH-10 PAPC ......................111
Spinelli Autotech “Nomad” ........112
Brennan Cycles “Ares” Combat
Bike ............................................112
BMW Burowagen HSR .............112
6
Vehicular Options .................. 113
Civilian Navigation System ...... 113
Puncture-Proof Tires ................ 113
Bulletproof Glass ...................... 113
Mini-Comp ................................ 113
Winch System .......................... 113
External Vidcam ....................... 113
Chute ........................................ 114
Loudspeaker ............................. 114
Ram ........................................... 114
Gas Spectrometer .................... 115
Radiation Detector ................... 115
Homing Beacon/Tracer ............ 115
Firing Port ................................. 115
Mine Layer ................................ 116
Minelayer Munitions Options .... 116
COMPUTERS, CYBERDECKS,
SOFTWARE AND
PERIPHERALS .......................... 116
Daemon Netrunning ................. 116
New Personal Computers ..... 117
Zetatech® PS-4040
Portastation ............................... 117
Zetatech® PDA+ ....................... 117
Microtech “PCZ Super” Laptop. 117
Wyzard Electronics “HandBox”
Personal Comp.......................... 117
New Cyberdecks .................... 117
EBM PNI 210............................. 117
Zetatech Parraline 5700 ........... 118
Raven Microcyb Rook............... 118
Lang Conpro-II Masterdeck ...... 118
Zetatech Parraline 5800 ........... 118
EBM PNI 412............................. 119
Omnibus Cyberspace Explorer
One ............................................ 119
PCT Danzig ............................... 119
Raven Microcyb Eagle .............. 119
Zetatech Virocana ..................... 120
Raven Microcyb Kestrel............ 120
EBM PNI 724π........................... 120
Jeweldecks ................................ 120
Raven Microcyb Owl ................. 121
Dantech Cacciaguida................ 121
Aztec 600 Assault Programmer 121
Lang presents “The Green
Knight”........................................ 121
Computer Improvements ...... 122
Protective/Utility Items ............. 122
Hardware Options .................... 122
Option Slot Items ...................... 122
Cybermodem Enhancements 123
Tight-Beam Radio Relay .......... 123
Batteries .................................... 123
Zetatech Diagnet™ .................. 123
Dead Manʼs Handle .................. 123
EBM 99080 “Muse” .................. 123
Datawalls & Code Gates .......... 123
Software .................................. 123
Flip Switch 2.0 .......................... 123
Dummy ...................................... 124
Multinetter ................................. 124
Cascade .................................... 124
π in the Face ............................. 124
Clairvoyance (SeeYa 3.0) ........ 124
Hellburner ................................. 124
Thug ...........................................124
George .......................................124
Looking Glass ...........................124
Dazzler ......................................124
Pile Driver ..................................125
Sledgehammer ..........................125
Flare Gun ...................................125
Ball and Chain ...........................125
Dupré .........................................125
Cry Baby ....................................125
Evil Twin and Shadow .............125
Typhoid Mary ............................126
Possessor ..................................126
Exorcist to Stationary ...............126
Threat ........................................126
Knevil .........................................126
Terminator to Black Sky ..........126
Cartographer .............................126
Dogcatcher ................................127
Outjack ......................................127
CYBERPETS .............................. 127
Animal Stats ..............................127
Animal Cyberware .....................127
Berserk Chip ..............................127
IFF Chip......................................128
Watchdog Chip...........................128
External Weapon Harness ........128
Sample Animals .........................128
The Digital Watchdog ...............128
Perfect Pets ...............................128
The Cyberpred ..........................128
Animal Eyes ..............................128
ROBOTS, CYBERFORMS,
FULL ʼBORGS AND POWERED
ARMOR....................................... 129
Bots ......................................... 129
Brandt-Neumann Washbot........129
Carolli M-bot ...............................129
Carolli V-bot................................129
Mini-Cyberforms ..................... 129
Mini-Cyberform Model A-2
“Tarantula” .................................129
Mini-Cyberform Model B-2
“Centipede” ................................130
Mini-Cyberform Model A-3
“Beetle” ......................................130
Full Body Conversions .......... 131
Moore Technologies “Sheol”
Hazardous Operations Full
Conversion ................................131
MD Tech, Inc. “Kildare” Medical
Full Conversion .........................131
Adrek Robotics “Burroughs”
Mars Operations Standard Full
Conversion ................................131
Militech Cybernetics
International “Spyder”
Reconnaissance Duty Full
Conversion ................................131
Raven Microcybernetics
“Wiseman” Cyberspace
Commando Full Conversion .....132
New Full-ʼBorg Options ......... 133
Eelskin .......................................133
CyberSteroids ...........................133
Arasaka Mfg. Type-17k
“Guardian” Assisted Combat
Personal Armor .........................133
Militech & Trauma Team Tb/0
“Lifeline” Assisted Combat
Personal Armor .........................133
WADs (Working Assistant
Droids) .....................................134
Duroi/Janvier “Frelon” ................134
Fiat “Nova”..................................134
International Electric “Newport
Mk. II” ..........................................134
Duroi/Janvier “Scarabee”...........134
CHROMEBOOK 4 . 135
CYBERWARE& CHIPWARE......135
Extra Twist™ Joint Addition.......135
Dynalar Technologies “Digits”
Cyberfingers ..............................135
Flesh Mount.............................135
One-Shot Special ....................135
Ballpoint Finger .......................135
NovelTech Corvette Cyberlegs .135
Donner Savage Medical
Modular Hand.............................136
Catspaw™ Stealth Foot.............136
Sycust Extending Leg Units.......136
Sycust Joint Options ..................136
Soviet Cyberware.......................136
Dynalar NewTeeth .....................136
Dynalar PowerJaw .....................136
Dakai Soundsystems
NewThroat ..................................136
Dakai Soundsystems Scramble 136
Kiroshi Monovision.....................137
Bodyweight Variable-Chamber
Heart Option ...............................137
Nikkon America Double-Split
Pupil ............................................137
Bodyweight Vein Clips ...............137
Stinger.........................................137
BigRipp .......................................137
High Five, AKA The Palm
Bomb...........................................137
Radine Laboratories
Blitzkrieg™ Arc Thrower ............137
Dermatech Logo-Line™
Tattoos........................................137
Techtronica Echolocation
System Coprocessor..................138
Nu-Tek TVSkin ...........................138
Militech Cyber-Detection
Computer (MCDC) .....................138
Taste Boost ................................138
Lockdown....................................138
Shape Recognition Chipware ....138
ChipLok.......................................138
Facedown Chip ..........................139
Speedreading Chip ....................139
Home Chip..................................139
Dream Suppressant Chip ..........139
BIOWARE & NANOTECH ..........139
Otec Nitrogen Binders................139
Advanced Muscle and Bone
Lace ............................................139
Powered Armor....................... 133
7
Replitech “TuffBone” Skeletal
Enhancement and Bodyweight,
Inc. “Metaheme” Hemological
Replacement ............................ 139
Biotechnica NeoAppendix......... 140
NanoAuditory Rebuild ............... 140
Biotechnica “Sunblocker”
Sunscreen ................................. 140
Biotechnica NeoLung ............... 140
Dornier-Bauer Biotechnische
Neural Bridge and Circulatory
Sphincters ................................. 140
Revolution Genetics Poison
Glands........................................ 140
Revolution Genetics Tailored
Pheromones .............................. 140
N-A C “Kaloric” Secondary Gut,
“Freezeban” Bioconstruct and
“QuickClot” Hemofribrinic
Nodes......................................... 140
Revolution Genetics Flashlite
Implant ....................................... 140
Replitech Toxin Screen and TMAXX Ileocecal Siphon............. 140
Physiology Tailoring and
Adaptations................................ 141
Bioenhancement Tablets .......... 141
Neurochemical Memory Tabs .. 141
VEHICLES...................................141
Cycles ......................................141
Mitsuzuki C21 Kenada ............. 141
Mitsuzuki MSX900 “Bakushin” . 142
Honda R400 Trail ..................... 142
VMW “Volksrad” ....................... 143
Kundalina Roadworks
GSR1200 Tetsuo ...................... 143
Cars, Vans, Trucks .................144
Toyo-Chevrolet Hopper ............ 144
VMW Cohort ............................. 144
GMI Sierra Hatch ...................... 144
GMI Sierra GL .......................... 145
Mitsuzuki Fuji ............................ 145
Mitsuzuki Bushi ........................ 146
Gaz/Lada Cossack ................... 146
Toy-Chevrolet Corpora ............. 146
MAC-Deux “Monster” ............... 147
Kundalina Roadworks
“Bedouin” Truck ........................ 148
Imperial Metropolitan
Agriculture Nomad .................... 148
Spinelli Autotech Shiltron Twin
Cab ............................................ 148
MacLaren/Jaguar XJ220C-P
Police Interceptor ..................... 149
Spinelli Autotech Spirit ............. 149
Tetracorp DR2100 Multi-fuel
Longnose .................................. 150
Military Vehicles .....................150
Paneurope VBL APC ............... 150
Paneurope Zobel (EuroLAV II) 151
Hovers/GEVs ...........................151
Kundalina Roadworks Gevhog 151
Cadence Industries HoverVan . 152
Aerodynes ...............................152
Bell-Boeing Aircar ..................... 152
British Aerospace AV FAB ....... 153
Mexican Metals Llama ..............153
MacLaren/Jaguar Sports
Aerodyne ...................................154
NETGEAR & SOFTWARE..........154
Shadowdeck to Microtech
Residence ..................................154
Programs .................................154
New Programming Modifier:
Code Optimization ....................154
Mirror .........................................154
Weed .........................................155
Ninja ..........................................155
Red-Out .....................................155
The Audio Virus ........................155
Translator 2000 .........................155
DeckShield One ........................155
Igor .............................................155
Guest Book ...............................156
A Pictureʼs Worth ......................156
Superballs .................................156
Swarm .......................................156
Grid Wave .................................156
Scribe ........................................156
FASHION ....................................157
Leisurewear ...............................157
RecreaTech Powerblades ......157
Shock Touch™ Personal
Protection Gloves....................157
EQUIPMENT ...............................157
Tritech Echolocation Goggles ...157
Pressure Trigger ........................157
Protective Headgear Insert........157
TechJager Anti-Pursuit Liquids .158
Stephenson Technologies
Sound Optimization System ......158
Nano-Paper................................158
Wutani Sensors Motion Tracker158
EnduroDrink ...............................158
Wall Speakers ............................158
ArmorSaver Drink ......................158
Thermite-in-a-Tube ....................158
TechJager Plug-in Air Foulers...159
Kevlar Backpacks ......................159
Bodyweight InterFlex™
Cybergenics Machine ................159
Bodyweight InterFlex Prime™...159
SOURCEBOOK
UPDATES ............. 160
Running Gear ......................... 160
Chrysler-Nissan Python Turbo .160
Eurocar 3000 .............................160
Fledermaus PKF40 Ausf. B ......160
McDonnell Douglas C111 .........161
Bell Boeing V-22B Osprey ........161
Bell F-152 Autogyro ..................161
Honda Metrocar ........................162
McDonnell-Douglas AV-4
Tactical Urban Assault Vehicle 162
AV-6 Combat Assault Vehicle ..162
Toyo-Chrysler Omega ..............162
Toyota Avante ...........................163
Tech Specs ............................. 163
UH-90 Utility/Squad Helicopter .163
Yakurichi-Ural BR70 Heavy
Transporter ................................163
All-Terrain Bike ..........................163
Project 3.................................. 164
Ares Coyote Attack Helicopter .164
Aztechnology GCR-50 ..............164
Beechcraft Model 2400
Starship 10 ................................164
Dune Buggy ...............................164
GMC-Beachcraft Striker ............164
Mil-62 .........................................165
Mostrans KVT-2 ........................165
Patrol Vehicle ............................165
Piper Montebank .......................165
Suzuki 500ET ............................165
8
Paranoid Animals of North
America ................................... 166
Aston Martin “Whisper” G12P . 166
BMW “VIP” 9000L .................... 166
Ferrari “Ghost” 679 ................... 166
Jaguar XXJ10 ........................... 166
Mazda “Commando” XV .......... 166
Mercedes “Mirage” Limousine . 167
Porsche “Cannon Ball” 971 ..... 167
SAMPLE
CHARACTERS ...... 168
Cyberpirate ................................ 168
Former Simsense Star .............. 169
Free Trader................................ 170
Technomancer .......................... 171
EQUIPMENT
TABLES ................ 172
Lifestyle................................... 172
Biotech .................................... 175
Melee Weapons ..................... 176
Projectile Weapons ................ 177
Firearms.................................. 177
Weapon Accesories ............... 184
Ammunition and Explosives .. 185
Clothing and Armor ................ 188
Cyberware .............................. 190
Bioware ................................... 194
Chips....................................... 195
Security and
Countermeasures................... 196
Cyberdecks and Programs
(SRII)....................................... 197
Cyberdecks and Programs
(SR3)....................................... 198
Vehicles (SRII)........................ 199
Vehicles (SR3)........................ 201
Credits
Now I Feel You’ve Left Me Standing
In A World That’s So Demanding
Conversions, Writing, Editing, Layout, etc. etc.
etc.
Chromebook, Cyberpunk 2020, and a whole load of
other terms probably used in this book, are trademarks or
registered trademarks of R. Talsorian Games.
Shadowrun and Matrix are registered trademarks of
FASA Corporation. Many other names and terms mentioned in this book are trademarks of FASA Corporation.
Either way, no violation of anybody’s trademarks or
copyrights is intended (though I’m sure you can find that
even if you don’t look very hard).
This file may not be distributed in any way (as software
or in hardcopy form) if you intend to charge money for it,
or will gain any other profit from it except deep, personal
satisfaction from knowing that you’ve Done The Right
Thing™.
To any other legal stuff I can only say that I’m not a
lawyer and don’t exactly feel like writing a 204-page book
with trademark warnings, copyright notices, and other
bullshit just to keep everybody happy.
Gurth <[email protected]>
Traditional Thanks
The Chromebook designers — without them, this book
wouldn’t exist in the first place.
James Ojaste for writing The Shop, which allowed me
to create the Rigger 2 vehicle stats much faster than when
I would have had to do all calculations by hand.
Jani Fikouras for the color version of Rogue.
Traditional Greets in No Particular Order
Joe & Sue Cotton, Lady Jestyr, the former BOE (Garmt
Meulendijks, Hilde Hoogland, Michel Platteeuw, Martijn
Weezepoel), Danny Schog (non-BOE :), Marc Heerkens,
Dvixen, Ed Mayhall, Martin & Karina Steffens, Erik
Jameson, Adam J., the GenCon ’98-ers (Bull, Mongoose,
Tony Glinka, Loki, Bookworm, Jett, Rookie, Tim Kerby,
Chris Maxfield, K, Herc, Caric, NightLife, Tricia Jones, Jon
Szeto, Steve Kenson, Vael, Shadorat (okay, so I don’t
remember talking to you…:), Zach Bush, Teeg, Victor
Fisher, but certainly not that girl who played in our SR
tournament team), Mark Steedman, all on NERPS and
ShadowRN, and not to mention whoever I forgot (who I’m
not going to mention):
.
ANYWAY… you’re not allowed to modify this file except for your own personal use. You may modify the file all
you like, as long as you don’t give modified copies to
anyone else. The reason for this condition is because I want
to see my work distributed complete and not in parts or
whatever. For this reason, and this reason alone, I, the
person you know as [email protected], claim copyright ©
1995 to 1999 on this file and its contents.
Plastic Warriors Net Presence
Geek Code v3.1:
GAT/! d–(dpu) s:–
!a>? C+(++)@ U P L E?
W(++) N o? K– w+ O
V? PS+ PE Y PGP- t(+)
5++ X++ R+++>$
tv+(++) b++@ DI? D+
G(++) e h! !r(–––) y?
To contact Plastic Warriors, send an email to
[email protected], preferably with something like “Plastic
Warriors” or the title of a Plastic Warriors book in the
subject line.
On the world wide web, visit the all-new site at
http://shadowrun.html.com/plasticwarriors.
9
SS
o, what’s this all about, then? Chromebooks? What the
hell are those anyway? And how useful are they in
Shadowrun?
As most Cyberpunk 2020 players can tell you,
they’re probably the coolest sourcebooks around for
that particular game system, with loads of goodies,
weapons, cyberware, drugs, chips, housing — you
name it, if it’s useful in a dark future, it’s probably in one
of the Chromebooks.
FASA has never introduced equivalents of most
Chromebook items, even though almost all are very usable in
Shadowrun after a few modifications. One person even
commented that he avoided playing Shadowrun in part
because Cyberpunk had the Chromebooks, and Shadowrun
didn’t. Until he found earlier versions of these adaptations…
What this book attempts to do is to convert virtually all
Chromebook items to Shadowrun. Some are more powerful than
the Shadowrun equivalents, but should not pose a problem if
applied with a little thought. To use these conversions
effectively you’ll need the Chromebooks, otherwise a lot of
what appears in these pages will make little sense.
A
A
Short History
These conversions first came about in late 1993 or early
’94, when I bought the first Chromebook with an eye on
integrating it into my Shadowrun campaign. I had
never played Cyberpunk 2020, I’d never even seen
the rulebook up close, but started converting
anyway; this was never published but was used in my own
campaign. Later, I decided to buy the Cyberpunk 2020 main rulebook,
which gave me some insight into the actual game mechanics behind the
Chromebook equipment. Chromebook 2 followed some time later again,
using the newly-learned game mechanics from Cyberpunk 2020 to update the earlier Chromebook 1 conversions. The results were uploaded, as
ASCII files, to the cerebus.acusd.edu ftp site, in June 1994—at the time,
the place to go for Shadowrun files on the Internet.
Later again, in early 1995, I bought the Chromebook 3, which had recently been released, and started conversions for it as well. I took the
opportunity to revise the earlier conversions, making the Shadowrun
items more loyal to what they do in Cyberpunk. Then Chromebook 4
conversions were added in 1997 (but not released), and finally in 199899 the whole set of conversions was updated to conform to FASA’s recent releases that overhauled and/or added major rules for cyberware, the
Matrix, vehicles, and eventually the whole system.
—Gurth
10
G
ENERAL
Each item from the
three Chromebooks is
listed below, in the
following format: the
item’s name is listed at the start of the description. Behind
this, in brackets, is the page of the Chromebook on which
the item can be found.
Next, at the right-hand side of the line is Shadowrun’s
Legality rating (see pp. 101 to 108 of Shadowtech). Since
SR3 revised the legality code (see p. 274, SR3), the letter
for the legality code under SR3 rules follows in parentheses
after the Shadowtech code. The numerical rating stays unchanged.
Next follow the alterations to the description of the
item, needed for Shadowrun, Second Edition and Shadowrun, Third Edition, or the note “No changes.” which
means that the item’s description from the Chromebook in
question can be used without modifications. If the description lists “Not available,” it means that the item is not usable in Shadowrun. After this come the Shadowrun game
statistics. All statistics are for the second and third editions
of Shadowrun—there are very few differences, but any
there are will be clearly indicated.
Also listed are some items that appear in the descriptions of other items in the Chromebook s. These mainly
consist of new ammunition and grenade types.
Updates
For many items, mainly Matrix-related gear and vehicles, two sets of data are given. The reason for this is that
Virtual Realities 2.0 has changed the Matrix rules so much
that new rules and game stats are needed compared to SRII
and the original Virtual Realities rules (which are basically
the same). The same happened with vehicles when Rigger
2 was published.
In cases where two sets of game stats are given, the
ones under the heading SRII are for use with the older rules;
for vehicles, this means Shadowrun Second Edition and/or
the Rigger Black Book, while for matrix-related items it
means Shadowrun Second Edition and/or the original Virtual Realities.
For Matrix-related items, SR3 indicates stats for use with
Shadowrun, Third Edition and/or Virtual Realities 2.0 (even
if used with second-edition rules) while for vehicles it indicates stats for use with Shadowrun, Third Edition and/or
Rigger 2.
Any data or rules that is not preceded by such a heading applies no matter which set of rules is used.
However, due to the differences in the systems, there
can be some variation in what an item actually does or how
much it costs in each of the systems. For example, some
vehicles have become a lot more expensive in Rigger 2,
while others are much cheaper.
Players should use the stats for the rules they are
using, not the stats that give the highest bonuses! For
example, using Rigger 2 stats the ’51 Chevy (page 81 of
this book) has better speed and range, a higher Body, and
costs less than the Rigger Black Book version of the same
car; some players might be tempted to refer to the SR3
data for such a vehicle even when using Shadowrun Second
Edition or Rigger Black Book rules—gamemasters should
pay attention to prevent this kind of munchkinism.
 Book Dates
For gamemasters running a campaign where new
sourcebooks are introduced when the campaign’s timeline
matches the dates in the sourcebooks, the following dates
are suggested for introducing the Chromebooks into the
campaign.
Chromebook
Chromebook
Chromebook
Chromebook
NOTES
1: 2052
2: 2053
3: 2055
4: 2057
The Plastic Warriors Errata can be downloaded in
format from:
It is recommended items from the books become available over time, so that for example by the end of 2053, all
items from Chromebooks 1 and 2 will be available, while
halfway into 2055, players will be able to get about half the
items from Chromebook 3 as well.
HTML
http://shadowrun.html.com/plasticwarriors/errata.html
That file is always the most up-to-date, and will show
which changes are made necessary because of new sourcebooks released by FASA.
Previous Releases
The conversions for the Chromebook and Chromebook 2
were first released as ASCII files around June 1994 on the
(now defunct) cerebus.acusd.edu ftp site, and after that they
were incorporated into a single file together with the
Chromebook 3 conversions and released in 1995 on the
Plastic Warriors site.
The current file also has conversions for Chromebook 4
and updates the previous release to correspond to the rules
laid out in the Shadowrun books Cybertechnology, Virtual
Realities 2.0, and Rigger 2, as wel as the third edition of the
main rules.
Items in this book that have been changed from the
previous version are marked with a  symbol.
11
if you intend to use these adaptations in a Shadowrun
game.
R. Talsorian Games nor FASA Corporation have anything
to do with these conversions, so don’t bother them about
it. Instead, questions, remarks, and so on can be addressed
to [email protected].
Book Data
The books for which conversions are presented here
should be available from most game stores, and are published by R. Talsorian Games, Inc., P.O. Box 7356, Berkeley,
CA 94707, USA. You are strongly encouraged to buy them
Chromebook
Chromebook 2
Chromebook 3
Chromebook 4
Talsorian stock no.
3701
3181
3331
3471
C
ISBN
0-937-279-17-X
0-937279-29-8
0-937279-49-8
0-937279-81-1
ONVERSION
Just so you know
how this all came to
be. I must place a note
here that all this is on a “I did it like this (most of the
time)” basis, and not “this is written in stone.”
Copyright
© 1991 by
© 1992 by
© 1994 by
© 1996 by
Load
I/O
Since Virtual Realities 2.0 has come out after the original release of these conversions, two sets of cyberdeck
stats are needed: one for use with Shadowrun, Second
Edition and/or the original Virtual Realities, and one for the
revised Virtual Realities 2.0 and Shadowrun, Third Edition.
Talsorian
Talsorian
Talsorian
Talsorian
Games,
Games,
Games,
Games,
Inc.
Inc.
Inc.
Inc.
NOTES
SHADOWRUN STAT
MPCP
Hardening
Active Memory
Storage Memory
Response
Cyberdecks
R.
R.
R.
R.
EQUALS CP2020 STAT(S)
Data Walls × .75
Data Walls × .25
Memory × MPCP
Memory × .5 × MPCP2
Speed [note: maximum Response
is MPCP × 4]
(Speed – Response) × 7.5
(Speed – Response) × 5
As a sample conversion, if you have a deck with
Speed +3, 20 MU memory, and Data Walls +5, it
would look like this (approximately):
Data Walls +5 translates to an MPCP of 5 x .75 =
3.75 = 4. There is 1 point of Data Walls left, which goes
to a Hardening rating of 1. The Speed is +3, so the
deck would have 3 levels of Response Increase; since
the maximum possible is 1, there are 2 points left over.
2 x 7.5 = 15, so the Load rating is 15. The I/O rating is
then 2 x 5 = 10. The deck has 20 MU memory, which
translates to 20 x 4 = 80 Mp Active Memory, and 20 x
.5 x 42 = 20 x .5 x 16 = 10 x 16 = 160 Mp Storage.
Shadowrun, Second Edition Stats
For cyberdeck stats, I took the Data Walls strength as
the base for both the MPCP rating and Hardening of the
Shadowrun deck. I multiplied the Data Walls rating by .75
to find the MPCP, and used the remaining part as Hardening.
Memory is used to find the deck’s Active and Storage
Memory ratings: the CP2020 deck’s Memory is multiplied
by the Shadowrun deck’s MPCP rating and out comes the
deck’s Active Memory. The CP2020 deck’s Memory is
then divided by 2 and multiplied by the square of the
MPCP and becomes the Storage Memory rating. Memory
ratings are normally rounded off to the nearest multiple of
5 megapulses.
The CP2020 Speed rating is used to find the level of
Response Increase, Load, and I/O. The Speed is exactly
equal to the level of Response Increase, or at least as far as
possible (to get level 2 response increase, you need an
MPCP rating of 8). Any Speed left over is used to find Load
and I/O ratings as follows: the remaining Speed is multiplied by 7.5 to find the Load rating, while to find the I/O,
multiply the remaining Speed by 5. If Speed is 0 or less, I
took it to be 1 to calculate Load and I/O ratings.
Usually.
Shadowrun, Third Edition & Virtual Realities 2.0
Stats
All cyberdecks listed in the Chromebook Conversions
should be considered off-the-shelf decks that anybody can
buy in a shop, and as such their costs are calculated using
the tables on page 89 of Virtual Realities 2.0. The way to
calculate the Shadowrun stats is as follows:
SHADOWRUN STAT
MPCP
Hardening
Active Memory
Storage Memory
Response
I/O
EQUALS CP2020 STAT(S)
Data Walls
Data Walls × .25 (round up or
down as you prefer)
Memory × MPCP x 10
Memory × 5 × MPCP2
Speed [note: maximum Response
is MPCP ÷ 4]
(Speed – Response) × 50
Other ratings, such as those for Persona programs and
the ASIST interface, are calculated from the Shadowrun
stats or decided upon depending on the Cyberpunk description of the deck. Persona programs are generally equal
12
account the corresponding values (if any) from the CP2020
stats.
Handling is taken from the Maneuverability stat, by using Handling = 4 – (Maneuver ÷ 2). Fuel capacity was
determined by taking the maximum range of the vehicle,
and then by using a suitable economy rate, fuel capacity
can be calculated. For vehicles from Chromebook 2, fuel
efficiency rates are given, so these were converted directly.
The fuel type is IC for most vehicles, MultiF for CHOOH2powered ones, and Elec or ImpElec for most of the others.
Seating and access are pretty obvious by looking at the
pictures, stats, and descriptions. Sensors and ECM/ECCM
were also decided upon using fuzzy-logic (that is, depending on the mental health of the author, currently prevailing
wind direction, time of day, and/or position of the moon).
Special equipment is easy enough to convert to Shadowrun by using corresponding accessories from the Rigger
Black Book.
to 75% of the MPCP rating, rounded down. Evasion and
Masking programs are not normally installed in the decks
(and the decks also have no slots for them if they aren’t
present); these may be found in “assault” decks intended
for hot-shot corp deckers, though. Similarly, only assault
decks will have Hardening and the other good stuff deckers want… Most decks have cool ASIST filters, too. All
decks come with Basic casing, providing 1 point of Impact
armor. Unless mentioned otherwise, of course.
Availability is equal to the deck’s cost divided by
55,000 (round nearest, minimum is 4) and a required time
of 7 days. Street Index is 1 for all decks. Costs for cyberdecks do not include the 10% reduction for buying a complete deck.
 Full ’Borgs
The ’borg’s Shadowrun Attributes are converted from
the varying CP2020 stats as follows:
SHADOWRUN STAT
Body
Quickness
Strength
Ballistic armor
Impact armor
Shadowrun, Third Edition & Rigger 2 Stats
EQUALS CP2020 STAT(S)
Body ÷ 2 (round down)
Movement Allowance × 0.4
(round off normally)
Lift ÷ 50 (round off normally)
average of all SPs ÷ 10 (round off
normally)
average of all SPs ÷ 10 (round off
normally)
Each vehicle was designed using the system on pages
108 through 147 of Rigger 2, using an appropriate chassis
and engine as the basis, and selecting design options and
vehicle modifications as appropriate to the ones listed in
the Chromebooks. Attempts were made to get stats that
were as close as possible to the SRII/Rigger Black Book
stats, though this was not alway fully possible.
Some new chassis and engines needed to be introduced, as it proved impossible to create satisfactory versions of absolutely all vehicles with the ones provided in
Rigger 2.
Essence Cost is based on the Essence cost of four cyberlimbs, a cybertorso, and a cyberskull (from Cybertechnology), plus the Essence cost of the “accessories” the
’borg is equipped with.
Weapons
Vehicles
These are a bit difficult, because both Cyberpunk and
Shadowrun don’t have consistent damages. For example in
Shadowrun, a typical submachine gun does 6M damage,
while a heavy pistol does 9M. In real life, they’d probably
fire the same ammo, but the SMG has a longer barrel, so it
would do greater damage (because the bullet has a higher
velocity when it leaves the weapon). Similarly, in Cyberpunk a 10 mm medium SMG has a damage of 2D6+3,
similar to a medium pistol, but a 7.62 mm assault rifle
does 6D6+2.
What I have done is as follows: the CP2020 weapon
type was converted to the closest Shadowrun equivalent,
usually according to the table below. If the CP2020 damage is average for the weapon type, I used an average
Shadowrun damage; a high CP2020 damage means a high
Shadowrun damage, and so on.
Just as Virtual Realities 2.0 forced a revision of cyberdeck stats, Rigger 2 made it necessary to redesign the
vehicle stats. The original ones are included as well, for
those who don’t own Rigger 2 and still use Shadowrun,
Second Edition or Rigger Black Book vehicle rules.
Shadowrun, Second Edition &
Book Stats
Rigger
Black
Parts of these are easy, parts are tough. For starters, the
CP2020 game stats have changed over the time the various Chromebooks came out, so the vehicles in Chromebook 1 have only basic stats such as top speed, armor
ratings, and the number of people that can ride in it. By
Chromebook 3, stats also include maneuverability, acceleration/deceleration, cargo, special equipment, and so on.
To convert this all to Shadowrun stats, things like
speeds are easy: converting the CP2020 speed from miles
per hour to meters per 3-second turn is done easily
enough by multiplying by 1.6 and then dividing by 1.2—
in short, by multiplying the miles per hour speed by 1.33.
This is Shadowrun’s Max Speed. Cruise Speed is generally
one-third this number, of for aircraft, between one-third
and one-half the Max Speed.
Body is calculated by dividing the vehicle’s SDP (Structural Damage Points) by 25, rounding off to the nearest
whole number. Armor is found by dividing the vehicle’s SP
(Stopping Power) by 10, rounding off.
Signature, Autopilot, and cargo/storage ratings are
more difficult, and are generally arbitrarily set, taking into
13
Chromebook 1
E
LECTRONICS
&
MISCELLANEOUS
TECHWARE
Advanced Communications Suitcase (p. 4)
Legal
This suitcase contains a Pocket Computer with 100 Mp memory, a handset cellphone with booster pack, a printer (all items
p. 259, SRII/p. 287, SR3), and the equivalent of a Radio Shack PCD-100 cyberdeck, in the tortoise variety, i.e. no plugging in
(p. 262, SRII); for SR3, consider this an MPCP-2/3/0/0/3 deck with 10 Mp active memory, 50 storage, and an IO speed of 5.
Add 800¥ for short-wave radio. For SRII, this radio is the equivalent of the headware radio (p. 260, SRII), while for SR3 it’s
equivalent to a rating 2 transceiver (p. 290, SR3).
Conceal
3
Rating
—
Weight
6
Availability
8/48 hrs
Cost
8,000¥
Street Index
1.5
Line Tap Detector (p. 4)
4P-E2(V)
This device is a rating 1 Bug Scanner (p. 258, SRII/p. 292, SR3).
Conceal
7
Rating
1
Weight
—
Availability
4/24 hrs
Cost
60¥
Street Index
.8
Linozap™ (p. 4)
4-E2(V)
This device can only be used with telephone lines using old-fashioned copper cables to transmit signals. In most areas, fiber-optic lines are in use today. If a copper line is tapped, this device will clear the bug on a roll of 2 to 6 on 1D6. If a 1 is
rolled, the tap is still operative; multiple attempts may be made. Linozap does not indicate whether the line has been successfully cleared, and so the gamemaster may make this roll secretly. If applied against a person, the Linozap™ does 6S Stun damage, using the Shock Weapons rules from page 103, SRII/p. 124, SR3.
Conceal
5
Rating
—
Weight
.75
Availability
6/4 days
Cost
350¥
Street Index
2
Office Communications Suite (p. 5)
Legal
No changes.
Conceal
Rating
Weight
—
—
—
* +11,000¥ for office vid system
Availability
10/10 days
Cost*
10,000¥
Street Index
2.5
Cab Hailer (p. 5)
Legal
Activation charges are 10¥ per month, plus fares.
Conceal
10
Rating
—
Weight
—
Availability
upon payment
Cost
150¥
14
Street Index
1
CHROMEBOOK
 Headgear™ Cybermodem Helmet (p. 6)
as cyberdeck
This helmet houses a cyberdeck. The helmet has armor ballistic 1, impact 1. The user must have a datajack in order to use
the Cybermodem helmet. There is a chance that the deck inside the helmet gets damaged. Whenever the wearer of this helmet gets shot at by a weapon with a base Wound Level of Serious or Deadly, roll 1D6. If the roll is a 1, the cyberdeck has
been shot. Treat it as a piece of cyberware, and roll for damage as described on page 40 of Shadowtech. Light damage adds
+1 to all target numbers, Moderate damage adds +2, Serious damage adds +4, and Deadly damage adds +8. A Destroyed
result means the cyberdeck has been destroyed completely.
SRII STATS
Conceal
Ballistic
Impact
Weight Availability Cost
—
1
1
4.5
6/8 days
9,000¥
Persona
Hardening
Memory
Storage
Load
I/O
2
1
20
20
15
5
Street Index
1.1
SR3 STATS
MPCP
Hardening
2/1/1/0/1
1
Active
Memory
200
Storage
Memory
200
ASIST
Cool
ICCM
No
I/O Response
100
0
Availability
4/7 days
Life/Support® (p. 6)
Cost
12,855¥
Street
Index
1
Legal
No changes.
Conceal
4
Rating
—
Weight
1.5
Availability
5/36 hrs
Cost
500¥
Street Index
.9
 Net-Runner™ Cybermodem Utility Suit (p. 7)
2-CD(S)
This suit has a built-in cyberdeck (see below for stats) with Response Increase +1. A second model (the Cellular) has built-in
satlink equipment and program (p. 33, Virtual Realities or p. 88, Virtual Realities 2.0), though it still needs an external antenna.
This second model also gives anyone with Thermographic vision a +1 to spot the wearer. Either suit can get damaged in the
same way as the Headgear™ Cybermodem Helmet (see above).
SRII STATS
Conceal
Ballistic
2
3
Persona
Hardening
2
1
* the Cellular costs 14,500¥
Impact
2
Memory
40
Weight
3.25
Storage
40
Availability
5/14 days
Load
I/O
8
5
Cost
10,000¥*
Street Index
1
SR3 STATS
Standard
Cellular
MPCP Hardening
3/2/2/0/2
1
3/2/2/0/2
1
Active
Memory
600
600
Storage
Memory
900
900
ASIST
Hot
Hot
ICCM
No
No
I/O
50
50
Response Availability Cost
Street Index
0
4/7 days
28,005¥
1
0
4/7 days
30,270¥
1
Smartlock Door Security System (p. 8)
Legal
No changes.
Conceal
—
Rating
1-8
Weight
—
Availability
5/72 hrs
Cost
rating x 250¥
Street Index
1.5
Mini-Printer (p. 8)
Legal
No changes.
Conceal
3
Rating
—
Weight
.5
Availability
always
Cost
125¥
Street Index
1
Paper Shredder (p. 8)
Legal
No changes.
Conceal
—
Rating
—
Weight
2.5
Availability
always
Cost
500¥
15
Street Index
1
CHROMEBOOK
EBM Carfaxx© 2002 (p. 8)
Legal
No changes.
SRII STATS
SR3 STATS
SR3 STATS
Base Time: 3 hours
Skill: Electronics (B/R) or appropriate Vehicle (B/R) skill
target number: 3
Parts cost: 500¥
Equipment needed: Vehicle Toolkit
DESIGN SPECIFICATIONS
Design Cost: 3
Maximum Rating: NA
CF Consumed: 1 CF
CUSTOMIZATION SPECIFICATIONS
Parts Cost: 500¥
Parts Availability: 2/6 hrs
Street Index: 0.8
Maximum Rating: NA
Base Time: 1 hour
Skill: Electronics B/R Skill
Target Number: 2
Equipment Needed: Vehicle Toolkit
CF Consumed: 1 CF
Load Reduction: 1 kg
CF: 1
Load Reduction: 1 kg
Sonar Scanner (p. 8)
Legal
To detect movement of someone using Stealth skill to hide, the Sonar Scanner rolls three dice (its rating) against a target
number equal to the character’s Stealth skill result in an Open Test (p. 11, Shadowbeat/p. 42, Rigger 2/p. 39, SR3). If the scanner rolls more successes, the character has been detected. In case of a tie, both roll again.
Conceal
4
Rating
3
Weight
.2
Availability
5/48 hrs
Cost
50¥
Street Index
1.2
Auto Punchout (p. 8)
3-CD(S)
SRII STATS
A decker using this device may roll a number of dice equal to twice his Willpower when trying to jack out while under attack by Black IC (p. 21, Virtual Realities/p. 171, SRII).
The Punchout must be located between the decker and his cyberdeck. Installing it requires a successful Computer (B/R) roll
with a target number of 3. The user’s Initiative is reduced by –5 when this device is present.
Conceal
—
Rating
—
Weight
.1
Availability
8/14 days
Cost
330¥
Street Index
5
SR3 STATS
In function this is much the same as an ICCM filter (Virtual Realities 2.0 p. 86), but it reduces the decker’s Initiative by –5
when switched on.
SOFTWARE TASK
Rating: MPCP Rating
Multiplier: 3
COOK TASK
Time: MPCP Rating × 2 days
Test: Avg. Computer B/R and Biotech
(MPCP Rating) Test
Parts: OCC @ Auto Punchout program size
Tools: Personal computer (memory: Auto
Punchout program size); Microtronics
Shop; Optical-Chip Encoder
DataTel’s Mapmaker® (p. 9)
Legal
The Mapmaker can use the chips for the orientation system (p. 63, Shadowtech).
Conceal
Rating
Weight
4
—
1
* +400¥ for Navstar satellite link system
Availability
4/4 days
INSTALLATION TASK
Time: MPCP Rating × 2 days
Test: Avg. Computer B/R and Biotech
(MPCP Rating) Test
Parts: PLC @ MPCP Rating2; DTC @ MPCP
Rating2; Bioscanner @ 5,000¥
Tools: Microtronics Shop
Off-The-Shelf Cost: (MPCP rating2 × [(PF
× 2) + 40] + (MPCP rating × 50)¥; PF Basis:
MPCP
Cost*
500¥
16
Street Index
1
CHROMEBOOK
Netrunner Flip Switch (p. 9)
4-CD(S)
No changes.
SRII STATS
Conceal
—
Rating
—
Weight
—
Availability
4/24 hrs
Cost
1,350¥
Street Index
.9
SR3 STATS
SOFTWARE TASK
Rating: MPCP rating
Multiplier: 2
COOK TASK
Time: Program rating × 2 days
Test: Computer B/R (Program Rating) Test
Parts: OCC @ program size
Tools: Personal Computer (Memory: flip
switch rating); Microtronics Shop; Optical
Chip Encoder
INSTALLATION TASK
Time: Program Rating × 1 days
Test: Computer B/R (Program Rating) Test
Parts: PLC @ Program Rating2; DTC @ Program Rating
Tools: Microtronics Kit
Off-The-Shelf Cost: MPCP Rating2 × (PF +
10)¥; PF Basis: MPCP Rating
Deck Security System (p. 9)
3-CD(S)
No changes.
SRII STATS
Retinal
Thumbprint
Conceal
—
—
Rating
1
2
Weight
—
—
Availability
6/4 days
4/4 days
Cost
1,000¥
400¥
Street Index
1.6
1.5
SR3 STATS
SOFTWARE TASK
None
COOK TASK
None
INSTALLATION TASK
Time: 12 hours
Test: Computer B/R (4) Test
Parts: Appropriate deck security system
(retinal @ 1,000¥ or thumbprint @ 400¥).
Tools: Microtronics Kit
Off-The-Shelf Cost: Parts cost + 100¥
Image Wallet (p. 10)
Legal
The thumbprint scanner is rating 1 (see pp. 86-87, Neo-Anarchists’ Guide to Real Life/p. 235, SR3).
Conceal
8
Rating
1
Weight
.1
Availability
4/36 hrs
Cost
250¥
Street Index
1
Newsviewer (p. 10)
Legal
No changes.
Conceal
4
Rating
—
Weight
.1
Availability
3/36 hrs
Cost
100¥
Street Index
1
DPI Drumsticks (p. 11)
Legal
Can be linked to a synthlink (p. 246, SRII/no equivalent in SR3). When using this device, the Impact the character generates
is increased by +1 (p. 11, Shadowbeat).
Conceal
4
Rating
—
Weight
.25
Availability
3/36 hrs
Cost
800¥
Street Index
1
Sleep Inducer (p. 11)
Legal
If applied to an unwilling subject, the target rolls a Willpower (4) test, and the Sleep Inducer rolls a test using its rating,
against a target number equal to the target’s Willpower. If the Inducer rolls more successes, the target falls asleep for a number
of hours equal to the net number of successes rolled. If the target rolls more successes, he stays awake.
Conceal
6
Rating
4
Weight
.5
Availability
6/4 days
Cost
85¥
17
Street Index
2
CHROMEBOOK
Fireproof Clothing (p. 11)
Legal
This clothing has an Impact rating against fire damage only. Note that this rating is not halved when resisting fire damage,
and the clothes have a Fire Resistance Rating of 5 (see p. 72, Tech Specs). The armor ratings are added together as more items
are worn. This clothing does not protect against any other type of damage in any way. The Overcoat also gives any weapon
concealed under it a +2 on Concealability.
Conceal
Ballistic Impact
Weight
Coat
8
0
2
1
Jacket
8
0
2
1
Shirt
8
0
1
.5
Hat
8
0
1
—
Skirt
8
0
1
1
Pants
8
0
2
1.5
Overcoat
8
0
2
2
Note: these costs are for Ordinary Clothing. Multiply the costs by 5
Availability
Cost
Street Index
4/48 hrs
220¥
2
4/48 hrs
200¥
2
4/48 hrs
130¥
2
4/48 hrs
130¥
2
4/48 hrs
150¥
2
4/48 hrs
150¥
2
4/48 hrs
500¥
2
for Fine Clothing and by 10 for Très Chic Clothing.
Digital Recording Studio (p. 12)
Legal
Functions as a combination mixer/sampler/polycorder (pp. 94-96, Shadowbeat). The mixer has 16 input and 4 output
channels. The sampler has 16 tracks.
Conceal
—
Rating
—
Weight
—
Availability
8/14 days
Cost
12,000¥
Street Index
1.1
Digital Weapon Uplink (p. 12)
4P-CA(N)
This system gives the user data concerning his weapon, as mentioned in the description, but does not give a modifier to
the target number when firing the weapon.
A weapon fitted with this system must be connected to smart goggles, a smartlink, a datajack (datajacks from Shadowtech
require that the user has an I/O SPU or encephalon as well), or a heads-up display (p. 259, SRII/p. 287, SR3).
Mount
Top or Under
Conceal
–1
Rating
—
Weight
.5
Availability
6/6 days
Cost
500¥
Street Index
2
DUD Smartgun Controller (p. 12)
3P-CA(N)
This system, when built into a weapon equipped with either an Internal or External Smartgun Link, allows the user to fire
his weapon when he is not holding it. The system recognizes the voice of the owner, and the owner has to say "Fire" aloud in
order for the weapon to fire. The weapon will fire in the mode it is currently in, and will fire the maximum number of rounds
allowed for that mode. Double all recoil modifiers.
All weapons which recognize the character as their owner will fire on command, which means it is not possible to fire a
specific weapon. In case someone else wants to command the weapon, this device has a rating 3 voice recognition system (p.
87, Neo-Anarchists’ Guide to Real Life/p. 236, SR3).
Mount
Top or Under
Conceal
–1
Rating
3
Weight
.25
Availability
8/6 days
Cost
5,000¥
Cybercam EX.1 (p. 13)
Street Index
2.5
Legal
A set of camgoggles (p. 89, Shadowbeat). The wearer has +1 on all target numbers when wearing this device because he
or she is looking through the camera.
Conceal
2
Rating
—
Weight
2.2
Availability
4/48 hrs
Cost
1,200¥
Street Index
1.25
 ID Badgemaker (p. 13)
Legal
To forge a card, the character needs to make a test in the Special Skill of Forgery (or use Intelligence, adding +4 to the target number). The target number is set by the gamemaster, depending on how realistic the forgery is to be. The target number
of the forger becomes the target number of anyone who wants to spot if the card is forged, but that person must add the rating of the device used to forge the card.
To forge a badge, make an Open Test with Forgery skill and roll the ID Badgemaker’s rating as complimentary dice (in SRII,
roll the dice in addition to the character’s skill dice), and remember the result. To spot if a badge is forged, requires a Perception test against a target number equal to the result of the test made to forge the badge.
Conceal
3
Rating
3
Weight
1
Availability
5/48 hrs
Cost
500¥
18
Street Index
2
CHROMEBOOK
 Speedholster (p. 13)
Legal
A pistol-sized weapon (Concealability 4 or higher) held in a speedholster may be quick-drawn ( SRII p. 82/p. 107, SR3) in a
Free Action. This requires a Reaction (4) test to successfully draw the weapon; if the test fails, the weapon cannot be drawn in a
Free Action but must be drawn normally (the character may not spend a Simple Action to try quick-drawing it again).
A weapon’s Concealability is increased by +1 if it is held in this holster.
Conceal
+2
Rating
—
Weight
.25
Availability
4/24 hrs
Cost
200¥
Street Index
1.25
Detcord High Explosive (p. 13)
3-I(J)
This includes one Radio Detonator in each 10 meter package.
Conceal
Rating
6
6
* Per 10 meters
Weight*
5
Availability
10/48 hrs
Cost*
900¥
Street Index
1.5
Temperfoam Furniture (p. 13)
Legal
No changes.
Conceal
Rating
—
—
* Per piece of furniture
Weight
varies
Availability
2/24 hrs
Cost*
80¥ to 140¥
Street Index
.5
Advanced Alarm Removal Kit (p. 14)
3-E1(U)
Using this kit gives a –2 modifier to the target number for removing the casing of keypads, cardreaders, and print scanners
and also when dealing with door/window alarms (pp. 86, 87 and 89, Neo-Anarchists’ Guide to Real Life/pp. 234-235, SR3).
Conceal
2
Rating
—
Weight
3
Availability
8/12 hrs
Cost
2,900¥
Street Index
5
 Personal Body Alarm (p. 14)
Legal
Breaking this card in half triggers the nearest PANICBUTTON™ alarm system. Purchase of the card costs 40¥, subscription is
an additional 30¥ per month. Use the rules for lifestyle payments to decide if the card remains valid if a character misses one
or more payments.
Conceal
—
Rating
—
Weight
—
Availability
on payment
Cost
40¥
+ 30¥/month
Street Index
—
Diving Suit (p. 15)
Legal
No changes.
Conceal
Ballistic Impact
Weight
Diving Suit
—
2
1
10
* +100¥ per 30-minute Liquid Breathing Medium tank
Availability
10/10 days
Cost*
6,000¥
Street Index
3
IR Combat Cloak (p. 15)
Legal
A character using purely thermographic vision has a +4 modifier to all Perception tests to spot or attack the wearer of this
cloak. Characters using partly (natural) thermographic vision only get a +2.
IR Combat Cloak
Conceal
+4/+2
Ballistic
0
Impact
0
Weight
2
Availability
6/48 hrs
Cost
450¥
Slosh Bag (p. 16)
Legal
No changes.
Conceal
2
Rating
—
Street Index
2
Weight
2
Availability
4/72 hrs
Cost
65¥
19
Street Index
1
CHROMEBOOK
Travel Kit (p. 16)
Legal
The “first aid kit” is a Medkit (p. 265, SRII/p. 304, SR3).
Conceal
Rating
Weight
3
—
5
* +10¥ for 10 extra pajamas
Availability
always
Cost*
500¥
Street Index
1
Medieval Armor (p. 16)
Legal
No changes.
Conceal
—
—
Standard
Maximillian
Ballistic
2
3
Impact
3
4
Weight
10
14
Availability
8/48 hrs
10/4 days
Cost
3,500¥
10,600¥
Street Index
1
1
Power Grid® Solar-Electric Panel (p. 16)
Legal
No changes.
Conceal
Rating
Weight
2
—
1
* +25¥ for extension cord
Availability
4/36 hrs
Cost*
100¥
Street Index
1.1
Shower-in-a-Can (p. 16)
Legal
No changes.
Conceal
8
Rating
—
Weight
.5
Availability
2/12 hrs
Cost
3¥
Street Index
1
Flavored Cigarettes (p. 16)
Legal
No changes.
Addiction Tolerance Strength
Speed
Vector
3M
1
20
immediate
inhalation
Effects: +1 Willpower, –1 Charisma, relaxant, Tranq (2)
Crash Effects: –1 Willpower, irritability, anxiety
Duration
3D6+3 minutes
Availability
always
Bar-in-a-Briefcase (p. 16)
Cost/pack
2¥
Street Index
.8
Legal
No changes.
Conceal
3
Rating
—
Weight
5
V
Availability
6/36 hrs
Cost
100¥
Street Index
.75
EHICLES
 Bensen Cascade (p. 18)
The Cascade can leap up to three meters off the ground after a successful Handling test. The number of successes generated is the height of the jump, in meters (maximum 3 meters). Another Handling test is required to land correctly. If either test
is failed, make a Crash Test. Jumping up and landing take place in the same Combat Phase.
SRII STATS
Handling
Speed
B/A
Cascade
7
115/350
2/1
Seating: twin bucket seats + bench
Economy: 5 km per liter
Cargo/Storage: 3 CF trunk + 2 CF underseat
Sig
2
Apilot
Cost
2
200,000¥
Access: 2 standard + hatchback
Fuel: IC/300 liters
Accessories: APPS™, datajack link
20
CHROMEBOOK
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4
180
10
4
1
0
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
46
360
Seating: 2 bucket + 2 bench
Setup/Breakdown: None
Entry Points: 2 doors + 1 trunk
Landing/Takeoff: NA
Fuel: Diesel (400 liters)
Economy: .5 km/liter
Point Value: 580
Cost: 145,000¥
Template: Medium Hovercraft
Reference: Chromebook 1
Other Features: APPS™, concealed armor (1), datajack port,
turbocharging (2)
 BMW 9018s (p. 19)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
9018s
3/8
90/280
4/2
2
3
500,000¥
Seating: twin + quad bucket seats
Access: 2 + 2 standard
Economy: 20 km per liter
Fuel: IC/80 liters
Cargo/Storage: 4 CF trunk
Accessories: Rigger control gear, plus anything desired (at appropriate cost)
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3/8
190
14
4
2
0
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
4
180
Seating: 2 bucket + 2 bucket + 2 bench
Setup/Breakdown: None
Entry Points: 2+2 doors + 1 trunk
Landing/Takeoff: NA
Fuel: Gasoline ((80 liters)
Economy: 7 km/liter
Point Value: 1,212
Cost: 121,200¥
Template: Limousine
Reference: Chromebook 1
Other Features: Datajack port, rigger adaptation, turbocharging (2)
 Harley-Davidson Thundergod (p. 20)
No changes.
SRII STATS
Handling
Speed
B/A
Thundergod
4/5
50/150
1/0
Seating: 1 front + 1 rear
Economy: 60 km per liter
Cargo/Storage: 4 CF underseat + 2 CF per sidebox
Sig
3
Apilot
Cost
2
15,000¥
Fuel: MultiF/10 liters
Options: Datajack link plus rigger control gear available for
4,000¥. This reduces the underseat storage to 0 CF.
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/5
100
4
2
0
2
Autonav
Pilot
Sensor
Cargo
Load
0
—
0
1
80
Seating: 2 bucket (1 front, 1 rear)
Setup/Breakdown: NA
Entry Points: open
Landing/Takeoff: NA
Fuel: Gasoline (44 liters)
Economy: 13.65 km/liter
Point Value: 194
Cost: 15,000¥
Template: Chopper
Reference: Chromebook 1
Other Features: improved suspension (1), off-road suspension (1)
Options: Datajack port, rigger control adaptation, and sensors (1)
increases cost to 23,750¥ and reduces Load to 58 kg.
21
CHROMEBOOK
 Kundalina Roadworks Shiva® (p. 21)
No changes.
SRII STATS
Handling
Speed
B/A*
Sig
Apilot
Cost
Shiva®
2/6
70/210
1/1
2
2
12,000¥
Seating: 1 front + 1 rear
Access: Full canopy*
Economy: 40 km per liter
Fuel: IC/10 liters
Cargo/Storage: 1 CF underseat
Accessories: Datajack link, improved suspension (1), performance
tires
* The rider and passenger are completely enclosed within the hull of the bike. The armor of the bike protects them as well as the bike.
SR3 STATS
Handling
Speed Acceleration
Body
Armor
2/6
140
16
2
0
Autonav
Pilot
Sensor
Cargo
Load
1
—
0
0
40
Seating: 1 bucket
Entry Points: canopy
Fuel: Gasoline (30 liters)
Point Value: 194
Template: Racing Bike
Other Features: Datajack port, improved suspension (1),
performance tires
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 13.2 km/liter
Cost: 12,000¥
Reference: Chromebook 1
 Pedicab (p. 22)
The fare is usually 1¥ per kilometer, with heavy people (trolls for example) paying extra. If the Pedicab itself is fired upon,
roll 1D6. If the roll is 1 to 4, there is only cosmetic damage (no matter what the Damage Level of the weapon firing at the
"vehicle"). A roll of 5 or 6 means the Pedicab takes damage as normal.
SRII STATS
Handling
Speed
B/A
Pedicab
3/7
10/30*
1/0
Seating: 1 front + 1 rear
* Proper motivation can get the speed up to 15/45
Sig
10
Apilot
Cost
0
1,200¥
Cargo/Storage: 1 CF sidebox
SR3 STATS
Handling
Speed Acceleration
Body
Armor
3/7
20*
1
1
0
Autonav
Pilot
Sensor
Cargo
Load
0
—
0
1
50
Seating: 2 bucket (1 front + 1 rear)
Entry Points: open
Fuel: NA
Point Value: ?
Template: none
Other Features: none
* Proper motivation required to get up to maximum speed
Signature
10
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: NA
Cost: 1,200¥
Reference: Chromebook 1
 Ambunaught (p. 23)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Ambunaught
4/8
30/95
5/4
1
Seating: twin bucket seats + 4 stretchers + bench
Economy: 15 km per liter
Cargo/Storage: 5 CF in assorted stowage lockers
Additional features: Rear area contains medical gear and
room for four stretchers and two paramedics.
Apilot
Cost
2
200,000¥
Access: 2 standard + double-sized rear
Fuel: MultiF/80 liters
Accessories: Crash cage, EnviroSeal™ (gas + water seal), life
support system (16 man-hours)
22
CHROMEBOOK
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/6
64
6
7
8
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
6
1570
Seating: 1 bucket, 2 buckets, 4 stretchers
Setup/Breakdown: NA
Entry Points: 2 doors + 1 double-sized gate
Landing/Takeoff: NA
Fuel: Diesel (800 liters)
Economy: 2 km/liter
Point Value: 1,137
Cost: 200,000¥
Template: Wheeled APC
Reference: Chromebook 1
Other Features: Concealed armor, EnviroSeal™ (gas), life support
(16 man-hours), roll bars
 Arasaka Riot-VIII (p. 24)
The water cannon normally uses the Light Pistol ranges, but using the steam option reduces this to Taser ranges. Normally,
the water cannon does damage as described in SRII, p. 253, but when using steam the damage is increased to 6S Stun plus 6L
Physical, and the target is not knocked over. Impact armor is used for both water and steam, but is only half effective (round
down). The grenade launcher on the roof is treated as a normal grenade launcher, but belt-fed with space for 18 grenades.
SRII STATS
Handling
Speed
B/A
Riot-VIII
4/9
55/160
8/3
Seating: twin bucket seats + 6 folding bench
Economy: 10 km per liter
Cargo/Storage: 300 CF
Sensors: Enhanced (1)
Sig
1
Apilot
Cost
3
250,000¥
Access: 2 standard + 1 rear hatch
Fuel: IC/100 liters
Accessories: Datajack link, micro turret with water cannon
(enough water for 50 shots), rigger control gear
SR3 STATS
Handling
Speed Acceleration
Body
Armor
4/6
85
8
7
6
Autonav
Pilot
Sensor
Cargo
Load
3
—
1
10
2058
Seating: 1 bucket, 9 bench
Entry Points: 1 hatch + 1 rear ramp
Fuel: Diesel (800 liters)
Point Value: 1,336
Template: Wheeled APC
Other Features: Datajack port, remote micro turret, rigger
adaptation, turbocharging (1)
Signature
0
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1.9 km/liter
Cost: 335,000¥
Reference: Chromebook 1
 GM/Hyundai Worker Bee (p. 25)
The secondary arms, when used to punch, have a damage code of 10D Stun and +2 Reach.
SRII STATS
Handling
Worker Bee
4/10
Seating: single bucket seat
Economy: 10 km per liter
Cargo/Storage: 1 CF trunk
Speed
10/30
B/A
2/2
Sig
1
Apilot
Cost
3
150,000¥
Access: open top
Fuel: MultiF/100 liters
Sensors: Advanced (3)
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/12
20
3
3
0
2
Autonav
Pilot
Sensor
Cargo
Load
2
3
1
1
2,000
Seating: 1 bucket
Setup/Breakdown: NA
Entry Points: open
Landing/Takeoff: NA
Fuel: Diesel (500 liters)
Economy: 1 km/liter
Point Value: ?
Cost: 150,000¥
Template: special
Reference: Chromebook 1
Other Features: Crane (Strength 3), mechanical arms (Strength 3),
remote-control interface
23
CHROMEBOOK
 Bell Spy-Eye 18 (p. 26)
SRII STATS
Optional IR baffling gives the vehicle a Security I (1) ECM system, and increases the signature by +1. It also adds +2 to the
target numbers of anyone using purely thermographic vision to target or spot the helicopter. This costs 35,000¥.
Handling
Speed
Spy-Eye 18
2
185/370
Seating: twin + twin bucket seats
Economy: 1 km per liter
Cargo/Storage: 4 CF
Landing/Take-off Profile: VTOL/VTOL
B/A
3/1
Sig
4
Apilot
Cost
2
500,000¥
Access: 2 + 2 standard
Fuel: IC/500 liters
Sensors: Security I (4)
Accessories: Bucket seats have Armor 2, integrated controls
SR3 STATS
IR baffling is level 1 thermal baffles (p. 130, Rigger 2). It adds 18,750¥ to the cost and lowers Load to 435 kg.
Handling
Speed Acceleration
Body
Armor
4
245
10
4
1
Autonav
Pilot
Sensor
Cargo
Load
2
—
4
13
458
Seating: 2 buckets, 2 buckets
Entry Points: 2+2 doors
Fuel: Jet (2,000 liters)
Point Value: 3,386
Template: Utility Helicopter
Other Features: Concealed armor, armored bucket seats (2)
Signature
3
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: .25 km/liter
Cost: 850,000¥
Reference: Chromebook 1
 Sikorsky-Mitsubishi Dragon (p. 27)
Armament is not included in the helicopter’s price.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Dragon
4
280/560
8/9
2
4
5,000,000¥
Seating: twin bucket seats +20 bench
Access: 2 standard + double-sized rear
Economy: 1 km per liter
Fuel: 1,000 liters
Cargo/Storage: 900 CF
Landing/Take-off Profile: VTOL/VTOL
Sensors: Security II (5)
ECM/ECCM: Military I (4)/Security III (3)
Accessories: Crash cage, datajack link, 8 Hardpoints (forwardfiring), rigger control gear
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4
350
13
7
9
3
Autonav
Pilot
Sensor
Cargo
Load
4
—
5
51
494
Seating: 2 bucket seats + 20 folding bench
Setup/Breakdown: NA
Entry Points: 2 doors + 1 double-sized
Landing/Takeoff: NA
Fuel: Jet (1,000 liters)
Economy: .2 km/liter
Point Value: 6511
Cost: 5,000,000¥
Template: Cargo Helicopter
Reference: Chromebook 1
Other Features: Datajack port, ECM (4), ECCM (3), 1 firmpoint
(external, forward-firing), 3 hardpoints (external, forward-firing),
rigger adaptation
24
CHROMEBOOK
 AV-9 (p. 28)
This vehicle has two remotely-controlled micro turrets (one mounted to the right and one to the left, with a 180° traverse
each), with a Grenade Launcher (belted ammunition, firing mode FA) and 120 rounds of ammo each. There is one Firmpoint
per wing, each mounted to fire forward.
The basic AV-9 airframe (without any modules) has a cockpit with the two crewmembers sitting behind each other under a
full canopy; other seating is provided by the interchangeable modules. The AV-9 is Vectored-Thrust Vehicle.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
AV-9
5
270/530
7/5
2
4
30,000,000¥
Seating: 1 + 1 bucket seats
Access: full canopy
Economy: 1 km per liter
Fuel: 600 liters
Cargo/Storage: 5 CF
Landing/Take-off Profile: VSTOL/VSTOL
Sensors: Military II (7)
ECM/ECCM: Military II (5)/Military II (5)
OPTIONS:
Gunship module: Seating: 1 + 1 bucket seats; Access: full canopy;
each weapon system is provided with an additional 5 CF of
dedicated ammo storage; 2 extra forward-mounted Hardpoints
Troop carrier module: Seating: 1 + 1 bucket seats + 6 bench;
Access: full canopy + 2 standard; Storage: 300 CF
Command module: Seating: 1 + 1 bucket seats + 4 bucket seats;
Access: full canopy + 1 standard
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
5
530
35
6
5
1
Autonav
Pilot
Sensor
Cargo
Load
4
—
7
66
8,730
Seating: 1 + 1 ejection seats
Setup/Breakdown: NA
Entry Points: full canopy
Landing/Takeoff: VTOL
Fuel: Jet (3,000 liters)
Economy: .2 km/liter
Point Value: 9,070
Cost: 30,000,000¥
Template: Thunderbird
Reference: Chromebook 1
Other Features: ECM (5), ECCM (5), 2 firmpoints (external,
forward-firing, fitted with LMGs and 200 rounds), 2 remote
micro-turrets (with FA grenade launcher, 180° arc of fire, 120
rounds)
Gunship Module: increases LMG ammo capacity to 500 rounds each.
Troop Carrier Module: adds 4 reinforced bench seats and 2
rear doors.
Command Module: adds 4 bucket seats and rear door.
Punknaught (p. 29)
Not (yet) available…
C
YBERWARE
Note: For various systems, the Essence costs is in parentheses. The Essence loss only
apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence
cost is 0.
 Psiberstuff® Independant Cyberhand (p. 31)
Legal
Damage from a punch with a cyberhand is (str+1)M Stun, or (str)L Physical, at the player’s choice. A cyberhand can accept
additional hand-mounted cyberware up to .5 Essence without an extra Essence cost; cyberfingers (p. 26) do not count against
this limit. A smartlink installed in an arm with a cyberhand costs .4 Essence, the remaining .1 Essence going off the .5 points
that the hand can accept.
Essence Cost
.3
Availability
3/4 days
Cost
Street Index
50,000¥
1
25
CHROMEBOOK
Kiroshi® OptiShields® (p. 31)
Legal
These shield the wearer’s eyes from dust and dirt, and also provide flare compensation. They can not be integrated into a
cybereye, but accept up to .3 Essence points of vision enhancement without extra Essence loss (this adds to the .5 points for
cybereyes, giving a character with cyber-eyes and OptiShields .8 Essence to spend without extra Essence loss).
Essence Cost
.05
Availability
5/48 hrs
Cost
1,000¥
Street Index
1
 Digits® Cyberfingers (p. 32)
These cannot be installed in an organic hand.
a) Dartgun
5P-CC(R)
This finger fires a single dart at the following ranges: Short 1, Medium 2, Long 3, Extreme 5. See below for the darts.
b) Lockpick
6-CA(N)
No changes.
c) Light Pen
Legal
No changes.
d) Mini Light
Legal
Batteries cost 10¥ each.
e) Finger Bomb
3-CC(R)
See below for details on the bomb. It costs a Simple Action to remove the bomb from the finger holding it. The bomb must
be removed from the finger before it can be thrown.
f) Scissors/Wire Cutters
5P-CA(N)
Damage when used as a weapon is 4L; use Impact armor. Cutting through a wire requires a Strength test with a target
number equal to the Barrier Rating of the wire. This item consists of two fingers.
g) Mace Sprayer
4P-CB(Q)
This can be loaded with two doses of any aerosol poison. To hit the target, make a melee attack. If the character using the
mace sprayer has more successes, he successfully delivers the poison. The poison must be of a type that can be delivered
through the air.
Dartgun
Lockpick
Light pen
Mini light
Finger bomb
Scissors/Wire cutters
Mace sprayer
Essence Cost
—
—
—
—
—
—
—
Availability
8/48 hrs
6/48 hrs
4/36 hrs
4/36 hrs
10/7 days
6/48 hrs
8/6 days
Cost
1,000¥
500¥
450¥
250¥
1,500¥
500¥
1,500¥
Street Index
2.5
1.5
.9
.9
3
1.25
2.5
Dartgun Cyberfinger Darts (p. 32)
As Weapon
These darts can be fired from the dartgun cyberfinger (p. 32, Chromebook). They do 3L damage, and are resisted with onehalf Impact armor. Each dart can hold one dose of poison, which must be applied before the dart is loaded into the finger. The
stats below are for a pack of 10.
Conceal
10
Damage
3L
Weight
.1
Availability
6/48 hrs
Cost
20¥
Street Index
.5
Finger Bomb (p. 32)
3-I(J)
This grenade can be fitted inside a finger bomb cyberfinger (p. 32, Chromebook). It is a non-aerodynamic grenade (p. 96,
SRII/p. 119, SR3)
Conceal
10
Damage
8M
Power Level
–2 per meter
Weight
.1
Availability
6/6 days
26
Cost
35¥
Street Index
1.5
CHROMEBOOK
Watch-Man® (p. 33)
Legal
No changes.
Essence Cost
—
Availability
3/36 hrs
Cost
1,800¥
Street Index
1
Skate Foot® (p. 33)
Legal
A character using skate feet may move a number of meters up to his or her Quickness multiplied by 3 when “walking.”
When “running,” the character may move up to his or her Quickness multiplied by 10, in meters. All modifiers to target numbers due to attacker movement are doubled. The character must have Athletics skill, or Athletics (Skating), otherwise a Quickness test with a target number of 4 (modified for terrain, gamemaster’s discretion) is needed to keep from falling every action
the skate feet are used.
Extending or retracting the wheels takes an Activate Cyberware Free Action. If the user is wearing shoes with soles, the
wheels can not be extended. Skate Feet can only be installed if the character has two cyberlegs.
Essence Cost
—
Availability
4/24 hrs
Cost
Street Index
10,000¥
1
 Whip (p. 34)
3-CC(R)
This may be installed in either a normal arm or a cyberarm. Whipping someone does 6L damage with +2 Reach, but if used
to strangle an opponent, the user must first roll an Armed Combat skill test with a +3 modifier to the target number. If successful, the whip is around the opponent’s neck, and he takes 5M Stun damage at the end of every turn. Armor does not defend
against this damage. If the attack misses because of the +3, the target takes normal damage.
Essence Cost
(.25)
Damage
6L/5M
Reach
+2
Availability
12/7 days
Cost
4,000¥
Street Index
2
 LimbLink (p. 34)
4P-CA(N)
A cybergun linked to this system installed is turned into a smartgun, but this is not as good as a real smartgun (only a –1
on the target number). If the arm already has a smartlink installed, this item is not needed. The limb link only provides smartgun circuitry for cyberguns, not for hand-held weapons.
Essence Cost
(.15)
Availability
5/4 days
Cost
1,000¥
Street Index
1
 Magnetic Feet/Hands (p. 34)
Use the magnetic cyberlimb system from page 32 of Cybertechnology.
Gas Jet (p. 34)
3-CC(R)
This gives the same effect as a toxin exhaler (p. 32, Shadowtech), but instead of a Quickness (4) test, an Unarmed Combat
(4) test is needed. Any type of gas can be used in this weapon, and it contains enough gas for 6 doses.
Essence Cost
(.5)
Availability
8/6 days
Cost
3,000¥
Street Index
2.5
Flashbulb™ (p. 35)
4P-CB(Q)
Successful use of this light requires a normal Unarmed Combat skill test. If the target does not generate enough successes,
he must make a Quickness (6) test in order to shield his eyes. Sunglasses reduce the target number by 1, while characters with
flare compensation or OptiShields® are never affected. Failure of this test means the target is blinded for 1D6 minutes (+8 to
all target numbers, but of course no other visibility modifiers). Maximum range of the light is 6 meters.
Essence Cost
(.3)
Availability
6/72 hrs
Cost
2,500¥
Street Index
2
Wet Drive (p. 35)
Not available.
27
CHROMEBOOK
Voice Pattern (p. 35)
2-CB(Q)
This system can be used to deceive voice recognition systems (p. 87, Neo-Anarchists’ Guide to Real Life/p. 236, SR3), and
also (gamemaster’s discretion) to fool other people. It is available in ratings 1 through 6.
Rating
1
2
3
4
5
Essence Cost
.25
.3
.35
.45
.6
Availability
3/36 hrs
4/48 hrs
5/60 hrs
6/72 hrs
8/6 days
Cost
Street Index
35,000¥
1.1
50,000¥
1.1
65,000¥
1.25
85,000¥
1.5
110,000¥
1.75
Forked Tongue (p. 35)
Legal
The user gets a –1 modifier to target numbers of Social Skill and Charisma tests. This does not help magicians in countering
the Drain caused by summoning spirits or for astral abilities.
Body Cost
.35
Availability
5/72 hrs
Cost
Street Index
12,500¥
2
Mace Hand (p. 36)
3-CC(R)
A punch with a mace hand does (str+2)M Stun damage, and gives the user a +1 Reach. The user does have a +2 modifier
to all target numbers with that hand, except for making unarmed melee attacks. The mace hand will accept additional cyberware with an Essence cost up to .3 without additional Essence loss. Spurs or hand razors mounted on the mace hand also get
the +1 Reach modifier.
Essence Cost
(.5)
Availability
8/5 days
Cost
Street Index
10,000¥
3
Icer™ (p. 36)
Legal
Hitting a target requires an Unarmed Combat Success Test. On a successful Called Shot to the head, the target is blinded
for 1D6 turns.
Essence Cost
(.4)
Damage
6M
Availability
4/24 hrs
Cost Street Index
2,000¥ 1.25
Cutting Torch (p. 36)
Legal
This torch can penetrate barriers of most materials except brick, stone, or concrete. When using it to cut through barriers,
the barrier’s Rating is reduced by 1 every action the torch is used. It does 8S damage if used in combat. Use one-half Ballistic
armor (round down) to defend against this attack. The torch has a Firesetting Rating of 4 (see the fire rules in Tech Specs).
Essence Cost
(.4)
Availability
6/48 hrs
Cost
3,500¥
Street Index
2
Derringer (p. 36)
7P-CB(Q) + E(E)
No changes.
Type
Light Pistol
Conceal
12
Ammo
2 (m)
Mode
SA
Damage
6L
Weight
.5
Rebreathers (p. 36)
Essence
(.2)
Availability
8/7 days
Cost
220¥
Street Index
2
Legal
The character can hold his or her breath for 90 seconds longer than normal, for a total of (Body × 30) + 90 seconds, and has
a –1 modifier on stamina-based tests (see p. 76, Fields of Fire). However, the rebreathers also function as a rating 3 Tracheal
Filter (p. 33, Shadowtech).
Body Cost
.75
Availability
5/4 days
Cost
Street Index
95,000¥
1
Decentralized Heart (p. 37)
Legal
The character may roll three additional dice when checking for Deadly Wounds and Permanent Damage (p. 113, SRII/pp.
127-128, SR3).
Body Cost
2
Availability
14/24 days
Cost
Street Index
130,000¥
4
28
CHROMEBOOK
Pacesetter® Sport Heart (p. 37)
Legal
The character may roll an additional die in all Athletics-based Success Tests, while his Body and Quickness are increased by
1. This Quickness modifier only applies to how far the character may move in a turn, not to other things.
After four minutes, roll 1D6. If the roll is less than the character’s natural Body attribute, there is no effect. Roll again every
four minutes, but add 1 to the die roll for every additional roll made. If the roll exceeds the character’s natural Body, natural
Body is halved for the next four minutes.
Body Cost
1.3
Availability
10/10 days
Cost
Street Index
90,000¥
3
Pacesetter 2000™ Overdrive Heart (p. 37)
Legal
As the above Pacesetter Sport, but +2 Body and Quickness, and +2 dice for Athletics-based Success Tests. Check every
two minutes.
Body Cost
1.6
Availability
14/10 days
Cost
Street Index
98,500¥
3.5
T-MAXX “Cyberliver” (p. 37)
Legal
The character gets a number of extra dice, equal to the Cyberliver’s rating, when resisting toxins and for making Addiction
tests. The maximum rating is equal to the character’s natural Body.
T-MAXX
T-MAXX II
Body Cost
.1 + (level × .1)
.1 + (level × .15)
Availability
6/4 days
6/4 days
Cost
level × 60,000¥
level × 120,000¥
Street Index
1.1
1.1
TimesSquare Plus™ (p. 38)
6P-CA(N)
This piece of cyberware is needed to be able to use visual recognition chips (see page 43 of this book) to the full. It is
linked to a cybereye, and can be incorporated in it.
Essence Cost
.3
Availability
6/72 hrs
Cost
Street Index
15,000¥
1.5
Wearman Mark II (p. 38)
Legal
This is a set of stereo implant speakers. Any normal audio player, whether disk or chip, can be modified (for a 50¥ fee) to
be compatible with this system, after which the speakers can be used to listen, privately, to the recording on the chip or disk.
Essence Cost
—
Availability
2/12 hrs
Cost
200¥
Street Index
.75
Tazer Grip (p. 38)
5-CB(Q)
This gives the target a shock of 6S Stun, and uses the Shock Weapon rules (p. 103, SRII/p. 124, SR3).
Essence Cost
(.25)
Availability
8/8 days
Cost
3,000¥
Street Index
2
E-Monitor (p. 38)
Legal
This device rolls a number of dice equal to its rating, against a target number of 4 when in use.
Essence Cost
.2
Availability
Cost
4/5 days
level × 2,000¥
Street Index
1
Mag-Duct™ Spots (p. 38)
Legal
Functions like a datajack with a data flow rate of 15 (p. 45, Shadowtech).
Essence Cost
.2
Availability
2/6 hrs
Cost
2,200¥
Street Index
1
Gyro-Stabilizer (p. 38)
Legal
This gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after
taking damage (Stopping and Knockdown, p. 91, SRII or Knockdown, p. 124, SR3).
Essence Cost
.1
Availability
5/48 hrs
Cost
Street Index
10,000¥
1.2
29
CHROMEBOOK
Dodgeball™ (p. 39)
4-CB(Q)
This device, which can be integrated in a cybereye, gives one extra die to roll for Armed and Unarmed Combat skill tests,
but only if the user has spent at least three Simple Actions to observe the movement of his intended target.
Essence Cost
.3
Availability
6/72 hrs
Cost
Street Index
14,500¥
1.5
 Video Cam/Transmitter (p. 39)
Legal
In SRII, range is 1.5 kilometers. In SR3, it has a Flux rating of 2.
Essence Cost
.8
Availability
6/48 hrs
Cost
Street Index
33,000¥
1
Video Imager (p. 39)
Legal
The user can receive video images and project them onto his retina, or can store them in headware memory. It also allows
the user to project images stored in headware memory on his retina.
Essence Cost
.25
Availability
4/48 hrs
Cost
3,500¥
Street Index
1.5
Frequency Changer (p. 39)
Legal
Functions as a commlink of rating 6 (p. 76, Street Samurai Catalog/p. 298, SR3).
Essence Cost
.25
Availability
4/48 hrs
Cost
Street Index
30,000¥
1.35
Cyberoptic Teargas Sprayer (p. 39)
Legal
Mounted inside a cybereye. Hitting a target requires a Quickness (6) test (the target number drops to 4 if the target is surprised). See the CS grenade (p. 25, Running Gear) for details on the tear gas. Only one shot is stored; range is 1 meter.
Essence Cost
.2
Availability
6/24 hrs
Cost
2,000¥
Street Index
1
Lifesaver™ Skinweave (p. 39)
4P-BB(Q)
With this item installed, a character with a Deadly wound does not take an extra box of damage every 10 minutes, but
takes one every 15 minutes instead. Healing time is also reduced by 10%. However, each time the character takes a Deadly
wound (and thus, each time the Lifesaver has to become active), the Lifesaver’s Damage Level goes up by one category (see
page 6 of Shadowtech).
Body Cost
2
Availability
12/10 days
Cost
Street Index
45,000¥
2
Anti-Plague Nanotech (p. 39)
Legal
The user gets two extra dice to resist diseases and biological weapons (such as doom and gamma-anthrax, pp. 80-81 of
Shadowtech).
Body Cost
.4
Availability
6/7 days
Cost
Street Index
17,500¥
1.5
Gang Jazzler (p. 40)
2-CC(R)
Delivers a 9D Stun electrical shock, using the Shock Weapons rules, p. 103 of SRII/p. 124, SR3. If the target rolls all ones on
his Resistance Test, the damage is Physical instead of Stun.
Essence Cost
.2
Availability
10/24 days
Cost
6,000¥
Street Index
1
30
CHROMEBOOK
W
EAPONS
Militech Crusher SSG (p. 42)
5P-F(F)
This weapon fire shotgun rounds but uses Light Pistol ranges. Increase the target number at Medium range by +1, at Long
range by +2, and at Extreme range by +4 (telescopic sights do not alter these modifiers). Damage at Short and Medium ranges
is 6S, at other ranges it is 8M.
Type
Shotgun
Conceal
5
Ammo
6 (c)
Mode
SA
Damage
6S/8M
Weight
3
Availability
6/48 hrs
Cost
1,450¥
Street Index
1.5
RC
—
Budgetarms Laser-Niner (p. 42)
5-G(G)
This weapon has a built-in laser sight. The 35-round clip lowers concealability by 1. This weapon fires caseless rounds (p.
77, Fields of Fire).
Type
Light Pistol
Conceal
5
Ammo
15/35 (c)
Mode
Damage
SA/BF/FA
6L
Weight
1.5
Availability
4/36 hrs
Cost
675¥
Street Index
1.2
Malorian Arms Sliver Gun (p. 42)
RC
—
3P-J(K)
This pistol does not use ordinary ammunition. Instead, it requires batteries and a ceramic block. Batteries last for 18 minutes, while the ceramic block must be replaced after 7 shots. A ceramic block costs 25¥, while a battery costs 7¥. The weapon
makes no more noise than a normal pistol with silencer. It uses the Flechette rules, and Heavy Pistol ranges. The cybergunversion costs 1,550¥, costs .6 points of Essence, and has a Legality rating of 3P-CC.
Type
Heavy Pistol
Conceal
4
Ammo
7 (c)
Mode
SA
Damage
6S(f)
Weight
2.5
Availability
6/72 hrs
Cost
1,375¥
Street Index
3
Colt Alpha-Omega (p. 43)
RC
—
7P-E(E)
Comes with a rating 1 gas vent installed on the barrel and an internal smartlink.
Type
Heavy Pistol
Conceal
4
Ammo
10 (c)
Mode
SA
Damage
9M
Weight
2.5
Availability
5/24 hrs
Cost
500¥
Street Index
1
RC
1
Glock Thirty Machine Pistol (p. 43)
4-G(G)
This Glock has many plastic parts, giving it a +1 on Concealability when being checked by a metal detector. The 30-round
clip decreases Concealability by 1. It has a rating 2 gas vent.
Type
Heavy Pistol
Conceal
6
Ammo
20/30 (c)
Mode
SA/BF
Damage
9M
Weight
2.5
Availability
6/36 hrs
Cost
705¥
Street Index
2
Setsuko-Arasaka “PMS” Advanced SMG (p. 44)
RC
2
4-G(G)
This weapon comes with an internal smartlink and sound suppressor. There is a model without the smartlink, costing 950¥.
Both fire caseless ammo (p. 77, Fields of Fire).
Type
SMG
Conceal
4
Ammo
40 (c)
Mode
SA/BF
Damage
6M
Weight
3.5
31
Availability
4/72 hrs
Cost
1,150¥
Street Index
1
RC
—
CHROMEBOOK
Goncz-Taurus Pistol (p. 44)
6P-E(E) or 4-G(G)
The 30-round clip reduces concealability by 1.
Standard version (Legality: 6P-E(E)):
Type
Conceal
Ammo
Heavy Pistol
6
15/30 (c)
Mode
SA
Damage
9M
Weight
2
Availability
4/48 hrs
Cost
500¥
Street Index
1
RC
—
Selective-fire version (Legality 4-G(G)):
Type
Conceal
Ammo
Heavy Pistol
6
15/30 (c)
Mode
SA/FA
Damage
9M
Weight
2
Availability
8/72 hrs
Cost
700¥
Street Index
1.75
RC
—
Malorian Arms Heavy Flechette Pistol (p. 45)
4P-E(E)
This weapon comes with an internal smartlink as standard. The weapon uses two magazines: one 25-round clip holding the
bullets, and a 200-shot “fuel tank” holding the liquid propellant. It uses its own ammunition, and can not use any other
weapon’s ammunition. Furthermore, the only ammunition this weapon can fire is equal to needle ammo (p. 30 of NeoAnarchists’ Guide to Real Life). The liquid propellant costs 30¥ to fill the magazine (i.e. .15¥ per shot), while the needle ammo
costs its normal price.
Type
Heavy Pistol
Conceal
5
Ammo
see above
Mode
SA
Damage
9M
Weight
2.5
Availability
9/48 hrs
Cost
1,595¥
Street Index
2
RC
—
Militech M-31a1 Advanced Infantry Combat Weapon (p. 45)
1-G(G)
This weapon has a built-in (i.e. non-removable) under-barrel Militech Mini-Grenade Launcher (see below), in the 4-shot variety. The M-31a1 is a super machinegun (p. 81, Fields of Fire) firing SMG ammo, but using assault rifle ranges.
Type
Assault Rifle
Conceal
1
Ammo
150 (c)
Mode
Damage
SA/BF/FA
6M
Weight
6.5
Availability
20/28 days
Cost
1,695¥
Street Index
4.5
RC
—
Militech Mini-Grenade Launcher (p. 46)
2-J(K)
If fitted to another weapon, it lowers the concealability of that weapon by 2.
Type
Conceal
Grenade Launcher 3
Ammo
4 (m)
Mode
SA
Damage
grenade
Weight
3.5
Availability
10/6 days
Cost
2,550¥
Street Index
3
RC
—
Militech Mini-Grenade Launcher (p. 46)
1-J(K)
The user can fire any grenade in the drum, although it costs a Simple Action to select the grenade type. A smartlinked
weapon can select ammo types as a Free Action. If fitted to another weapon, it reduces the Concealability of that weapon by 4.
Type
Conceal
Grenade Launcher 1
Ammo
16 (c)
Mode
SA
Damage
grenade
Weight
5
Availability
24/12 days
Cost
4,750¥
Street Index
5
HEP (High-Explosive Cratering) grenade (p. 46)
RC
—
2-I(J)
One-half of the damage (round up) is Physical, while the other half (round down) is Stun. This grenade only exists as a
mini-grenade for grenade launchers.
Per grenade:
Conceal
Damage
8
10S
Power Level
–1 per meter
Weight
.1
Availability
9/5 days
Cost
60¥
Street Index
2.5
Fragmentation grenade (p. 46)
2-I(J)
This grenade is similar to an Defensive AP Grenade. It only exists as a mini-grenade, for grenade launchers.
Per grenade:
Conceal
Damage
8
10D(f)
Power Level
–1 per .5 meter
Weight
.1
Availability
8/4 days
32
Cost
50¥
Street Index
3
CHROMEBOOK
Anti-Personnel Flechette (p. 46)
2-I(J)
This is not really a grenade, but more a flechette round fired from a grenade launcher. It uses the flechette ammo rules (p.
93, SRI/p. 116, SR3I), but does not suffer the normal minimum ranges for grenade launchers (p. 88, SRII/p. 110, SR3), nor does
it scatter as a grenade would. It also uses the shotgun rules for the spread of the shot (see Shotguns, p. 95, SRII or p. 117,
SR3, with a choke of 10). It is only available for grenade launchers.
Per grenade:
Conceal
Damage
8
10D(f)
Power Level
—
Weight
.1
Availability
9/14 days
Cost
100¥
Street Index
3.5
Beretta M-24 Advanced SMG (p. 46)
4-G(G)
The non-smartlinked version costs 950¥.
Type
SMG
Conceal
4
Ammo
50 (c)
Mode
BF/FA
Damage
7M
Weight
3.5
Availability
6/4 days
Cost
1,250¥
Street Index
1.25
EMP Grenade (p. 47)
RC
—
1-I(J)
Anyone within 4 meters of the explosion point must roll for cyber-system damage as if he or she has taken a Deadly
wound (see page 39, Shadowtech). Everyone within 10 meters must do the same, but only for a Serious wound. Only electronic cyberware systems can be damaged by this grenade: items such as dermal plating, bone lacing, and so on can not be
damaged. Headware memory that is damaged loses all information stored in it.
Everyone within ten meters from the explosion have a +4 modifier due to orientation loss, on all target numbers for the
next 3 turns, reduced by 1 turn for every two successes on a Body(6) test.
Note: the physics behind a grenade like this are somewhat dodgy, so if you prefer a game based as far as possible in realism, you might want leave it out of your campaign.
Per grenade:
Conceal
Damage
6
special
Power Level
—
Weight
.3
Availability
10/10 days
Cost
400¥
Street Index
4
DCR Rifle Grenade (p. 47)
2-I(J)
The grenade uses the SMG ranges. The anti-tank grenade does not suffer from Damage Level reduction against vehicles.
Per grenade:
Anti-Tank
Concussion
Defensive
Offensive
Conceal
4
4
4
4
Damage
Power Level
16D
–8 per meter
12M Stun –1 per meter
10S
–1 per .5 meter
10S
–1 per meter
Weight
.5
.5
.5
.5
Availability
8/8 days
8/8 days
8/8 days
8/8 days
Cost
100¥
50¥
50¥
50¥
Street Index
2
2
2
2
22mm Muzzle Adaptor (p. 47)
4-J(K)
This adapter is needed to fire the DCR Rifle Grenades listed above.
Mount
Barrel
Conceal
—
Rating
—
Weight
—
Availability
6/48 hrs
Cost
100¥
Street Index
3
FEN Dz 22 “Saucer Grenades” (p. 47)
2-I(J)
These use the ranges for aerodynamic grenades (p. 96, SRII/p. 119, SR3).
Per grenade:
Conceal
Damage
7
8S
Power Level
–1 per meter
Weight
.25
Availability
6/10 days
Cost
65¥
FEN Dz25 “Det Card” (p. 47)
1-I(J)
No changes.
Conceal
10
Rating
4
Weight
.02
Availability
8/5 days
Street Index
3
Cost
120¥
33
Street Index
4
CHROMEBOOK
Malorian Arms Sub-Flechette Gun (p. 48)
3-G(G)
The 30-round clip reduces Concealability by 1. This weapon has a rating 3 improved gas vent, and fires only caseless ammo
(p. 77, Fields of Fire).
Type
SMG
Conceal
3
Ammo
10/30 (c)
Mode
BF/FA
Damage
6M
Weight
4
Availability
4/24 hrs
Cost
795¥
Street Index
1
RC
3
Multi-Flechette Ammo (p. 48)
4-L(M)
Use Impact armor to resist this ammo, however it can only punch through a maximum armor rating of 3. Roll 1D6 for the
number of darts that hit for each bullet fired, and treat the shot as a burst of that number of rounds. The damage per dart is
one-half (round down) the Power Level of the weapon that fires it, while the Damage Level is one less than that of the firing
weapon (though not below L). As an example, this ammo fired from a 9M pistol would do 4L damage per dart.
Per 10 rounds:
Conceal
Damage
8
see above
Weight
.5
Availability
5/48 hrs
Cost
100¥
Street Index
1
GPz-78 Mini-grenade (p. 48)
1-I(J)
This small grenade is aerodynamic(p. 96, SRII/p. 119, SR3), and can not be fired from a grenade launcher.
Per grenade:
Conceal
Damage
8
8M
Power Level
–1 per .5 meter
Weight
.1
Availability
4/60 hrs
Cost
40¥
Street Index
1.5
Kendachi Dragon (p. 48)
1-J(K)
It costs one Complex Action to ignite this weapon, and in this action it may not be fired. In any following actions, it can be
fired without problems. Turning it off costs a Simple Action. If the weapon is a smartgun controlled through a smartlink, it still
costs a Complex Action to turn on, but only a Free Action to switch off.
The Dragon uses any flammable liquid as its ammunition. Based on the fuel, the Damage Code may be adjusted (gamemaster’s discretion). Impact Armor is used to defend against fire, but use only half its rating (round down). The ranges for this
weapon are: Short NA; Medium 0-1; Long 2-3; Extreme 4. This weapon has a Firesetting Rating of 6 (see page 72, Tech Specs,
for details).
Type
Special
Conceal
3
Ammo
4 (m)
Mode
SS
Damage
10M
Weight
4.25
Availability
10/5 days
Cost
1,660¥
Street Index
4.5
RC
—
Biotech-Askari Motion Restraints (p. 48)
Legal
This grenade traps any character who is in the area of effect (one meter radius), as if entangled in a small net fired from a
net gun (p. 72, Street Samurai Catalog). It is an non-aerodynamic grenade.
Per grenade:
Conceal
Rating
6
—
Weight
.5
Availability
6/48 hrs
Cost
60¥
Street Index
2
Militech Military/Police Shotgun (p. 48)
5P-F(F)
The first set of stats below are for the 12-gauge version, while the second set is for 10-gauge models. Both use the same
ammo.
10 gauge model:
Type
Conceal
Shotgun
2
Ammo
6 (m)
Mode
SA
Damage
10S
Weight
4.5
Availability
4/60 hrs
Cost
800¥
Street Index
1
RC
—
12 gauge model:
Type
Conceal
Shotgun
2
Ammo
8 (m)
Mode
SA
Damage
8S
Weight
4.5
Availability
4/60 hrs
Cost
800¥
Street Index
1
RC
—
34
CHROMEBOOK
Stundart Pistol (p. 49)
5P-E(E)
This weapon uses the Shock Weapons rules, p. 103 of SRII/p. 124, SR3, but does not use the normal taser ammunition. Instead, it fires a round that works on the same principle but is of Heavy Pistol caliber. These rounds can not be fired from other
Heavy Pistols. It can also use normal HP ammo, but if this is done, roll 1D6. On a roll of 1 to 5, the round misfires and causes
9M damage to the firer (armor is only half effective), which also destroys the pistol. When normal HP ammo is fired, the
weapon has a base Damage Code of 9M, modified by the ammunition type. With its own shock ammo, it uses the listed Damage Code. The ammunition is listed below.
Type
Heavy Pistol
Conceal
3
Ammo
2 (b)
Mode
SS
Damage
10S Stun
Weight
3.5
Availability
8/4 days
Cost
1,090¥
Street Index
2
RC
—
Stundart Rounds (p. 49)
As Weapon
These are only available for Heavy Pistols, and were developed for the Stundart Pistol (above). They can be fired from normal pistols, but have a 1 to 5 in 1D6 chance of misfiring in such weapons, delivering a 10S Stun + shock attack against the firer
(no armor can be used to resist this with). They only work properly in the Stundart Pistol. If fired from a normal pistol, it uses
the damage code listed below, and uses the Shock Weapons rules on p. 103, SRII/p. 124, SR3. These rounds have an expiry
date listed on the package, which is usually 2D6 months after purchase.
Per 10 rounds:
Conceal
Damage
8
10S Stun
Weight
.75
Availability
6/72 hrs
Cost
80¥
Street Index
2
Rostovic Wrist Racate (p. 49)
1-J(K)
This weapon uses its own, special ammunition. See below for details.
Type
Shotgun
Conceal
6
Ammo
6 (m)
Mode
SA/BF
Damage
9S
Weight
2.5
Availability
18/20 days
Cost
3,800¥
Street Index
3.5
Rostovic Wrist Racate Ammunition (p. 49)
RC
—
As Weapon
These are sold in packets of six, not ten. They can only be fired from the Rostovic Wrist Racate.
Per 6 rounds:
Conceal
Damage
5
9S
Power Level
–3 per meter
Weight
1.25
Availability
14/20 days
Cost
200¥
Street Index
3.5
Techtronica Black-Zap Glove (p. 49)
4-B(B)
This weapon uses Shock Weapons rules, p. 103 of SRII/p. 124, SR3. A character wearing this glove has a Damage Code of
(str+1)M Stun if the taser circuitry is not used, or 9S Stun if used as a taser. Cyberware which is built into the hand wearing the
glove (like hand razors, spurs, smartlinks, etc.) cannot be used.
Conceal
4
Reach
0
Damage
9S Stun
Weight
1
Availability
6/48 hrs
Cost
1,200¥
Street Index
2.2
Darra-Polytechnic M-9 Assault Rifle (p. 50)
2-G(G)
Equipped with a rating 1 telescope sight, this weapon fires caseless ammo (p. 77, Fields of Fire).
Type
Assault Rifle
Conceal
3
Ammo
40 (c)
Mode
SA/FA
Damage
8M
Weight
3.75
Availability
3/36 hrs
Cost
1,300¥
Street Index
.9
Hollow-Point Ammunition (p. 50)
RC
—
As Weapon
These rounds increase the Damage Level by 1 (6M becomes 6S, and so on), but Ballistic armor gets +2 on its rating to defend against these. If Ballistic is 0, it does not get the +2 bonus.
Per 10 rounds:
Conceal
Damage
8
+1 Damage
Weight
.5
Availability
4/24 hrs
Cost
25¥
Street Index
.8
Militech Mini-Gat Machine Carbine (p. 50)
1-J(K)
This weapon uses Light Pistol ammo, but SMG ranges; ammo is caseless (p. 77, Fields of Fire). It has the rate of fire of a
minigun (p. 81, Fields of Fire).
Type
SMG
Conceal
1
Ammo
120 (c)
Mode
BF/FA
Damage
6L
Weight
5.75
35
Availability
20/14 days
Cost
2,695¥
Street Index
5
RC
—
CHROMEBOOK
H&K G-6 Advanced Squad Automatic (p. 51)
2-H(H)
This LMG comes equipped with an internal smartlink II (p. 57, Fields of Fire) and rating 2 thermographic telescope sight. It
fires caseless SMG ammo (p. 77, Fields of Fire) at super machinegun rates (p. 81, Fields of Fire).
Type
Light MG
Conceal
—
Ammo
100 (c)
Mode
FA
Damage
7M
Weight
7
Availability
14/21 days
Cost
2,050¥
Street Index
3.5
 Militech-10 SMG (p. 51)
RC
—
1-G(G)
This SMG comes equipped with a Militech Mini-Grenade Launcher (p. 46, Chromebook) with 4-round internal magazine,
sound suppressor and rating 1 telescope sight. Since this weapon is made mostly of plastic, its concealability is increased by 1
if checking for detection by metal detectors.
Type
SMG
Conceal
2
Ammo
30 (c)
Mode
BF/FA
Damage
6M
Weight
7
Availability
5/72 hrs
Cost
3,455¥
Street Index
3
Federated Arms 454 DA “Super Chief” (p. 52)
RC
—
5P-E(E)
This weapon uses Heavy Pistol ammo, but Shotgun ranges. This weapon is equipped to fire Firepower™ ammo (p. 26, Running Gear), which is already figured into the Damage Code.
Type
Heavy Pistol
Conceal
3
Ammo
5 (cy)
Mode
SS
Damage
12M
Weight
3.5
Availability
5/36 hrs
Cost
1,375¥
Street Index
1.25
RC
—
Malorian Arms 3516 (p. 52)
6P-E(E)
This weapon requires that the arm with which the gun is fired is a cyberarm, and that the user has at least Strength 4. A
character without a cyberarm has a +4 modifier to his target number, while a character with a Strength lower than 4 gets a
modifier of +([4 – Strength] × 2). All these are cumulative. The weapon comes equipped with an internal smartlink II (p. 57,
Fields of Fire). It fires Firepower™ ammo (p. 26, Running Gear), which is already figured into the Damage Code.
Type
Heavy
Conceal
4
Ammo
6 (c)
Mode
SS
Damage
12M
Weight
3
Availability
—
Cost
4,525¥
Street Index
—
RC
—
APEX Mobile Point Defense System (p. 53)
2P-J(K)
This device contains a “Smart” gun system (p. 89 of Neo-Anarchists’ Guide to Real Life/p. 236, SR3), has a Firearms skill of
6, covers the full 360°, and has an Initiative of 15+2D6. It also includes an assault rifle (not removable), firing at minigun rates,
and with 400 rounds of belted ammunition. The mounting provides 6 points of recoil compensation. The outside of the unit
has a Barrier Rating of 6.
Type
Assault Rifle
Conceal
—
Ammo
400 (belt)
Mode
FA
Damage
8M
Weight
20
Availability
11/21 days
Cost
Street Index
25,000¥
4
RC
6
Federated Arms Light Assault 15 (p. 54)
2-G(G)
This weapon has its concealability raised by +1 when being checked by metal detectors due to its plastic construction. It
comes with a rating 1 telescope sight; the version with internal smartlink costs 700¥. Both weapons fire caseless ammo (p. 77,
Fields of Fire).
Type
Assault Rifle
Conceal
3
Ammo
30 (c)
Mode
BF/FA
Damage
8M
Weight
3.5
Availability
4/36 hrs
Cost
400¥
Street Index
1.25
Stein & Wasserman Model F “Cyborg Assault” Weapon System (p. 54)
RC
—
1-G(G)
It costs a Simple Action to select an ammo type, or a Free Action if the weapon is controlled through a smartlink. Although
it is an Assault Rifle, it uses Sporting Rifle ammo. The weapon is equipped with a 22 mm Muzzle Adaptor (p. 47, Chromebook).
Type
Assault Rifle
Conceal
4
Ammo
8 (c)
Mode
SS
Damage
8S
Weight
4
36
Availability
10/5 days
Cost
1,650¥
Street Index
2.5
RC
—
CHROMEBOOK
HEP (High-Explosive Cratering) (p. 54)
As Weapon
This ammunition increases its Power Level by 1, as with regular explosive rounds, but one-half (round up) of the damage is
Physical, while the remaining half is Stun. As an example, a character who would take a Moderate wound from this ammo,
takes two boxes of Physical and one box of Stun damage instead. Armor is only one-half effective (use Ballistic and round
down). These rounds can misfire in the same way as explosive ammo (p. 93, SRII/p. 116, SR3).
Per 10 rounds:
Conceal
Damage
8
+1 Power
Weight
.75
Availability
5/36 hrs
Cost
60¥
Street Index
1.1
Armor-Piercing Incendiary (p. 54)
2-L(M)
This ammunition uses the normal rules for APDS ammo (p. 63, Street Samurai Catalog, p. 277, SRII or p. 116, SR3), but also
have a Firesetting rating of 2. If a burst is fired, add +1 to this rating per round fired (three rounds have a Firesetting rating of 5,
etc.). See page 72, Tech Specs.
Per 10 rounds:
Conceal
Damage
8
see above
Weight
.25
Availability
16/14 days
Cost
80¥
Street Index
4.5
Acid Shell (p. 54)
As Weapon
Defense against these rounds uses the Impact value of armor. These rounds do normal damage, but if the Power Level of
the attack (without any reductions due to armor) exceeds the total Ballistic plus Impact ratings of the target, both the Ballistic
and Impact values are permanently reduced by –1. Against barriers, if the Power exceeds twice the Barrier Rating, the base
Barrier Rating goes down by –1. These rounds can misfire in the same way as explosive ammo (p. 93, SRII/p. 116, SR3), but
instead of damaging the firer, they wreck the weapon.
Per 10 rounds:
Conceal
Damage
8
as weapon
Weight
.5
Availability
14/8 days
Cost
100¥
Street Index
4
Kendachi Mono-Two (p. 55)
5-B
This weapon is sold in sets of two: one long and one short sword. They cannot be bought separately.
Conceal
Reach
Long sword
3
1
Short sword
5
0
* per set of one long sword and one short
** 1700¥ for weapons with colored laser
Damage
(str+3)M
(str+1)M
sword
Weight
1
.75
Availability*
5/48 hrs
Cost*
1,650¥**
Street Index*
2.1
Kendachi M-33 Powersword (p. 55)
3-B
This sword breaks if all ones are rolled on any Armed Combat Success Test when using this weapon. Impact armor is used
to defend against this sword, but is only one-half effective (round down).
Conceal
4
Reach
1
Damage
(str+1)S
F
Weight
3
Availability
8/14 days
Cost
1,860¥
ASHION
Psiberstuff Cyberarm (p. 57)
Legal
No changes. Also see Limbs on p. 249, SRII or Cyberlimbs on p. 301, SR3
Essence Cost
1
Availability
6/72 hrs
Street Index
3
Cost
Street Index
170,000¥
1
37
CHROMEBOOK
Nu-Tek Wearman Series (p. 58)
Legal
No changes.
Jacket
Skirt
Conceal
—
—
Ballistic
0
0
Impact
0
0
Weight
1
.75
Availability
3/48 hrs
3/48 hrs
Cost
300¥
200¥
Street Index
.9
.9
Uniware (p. 59)
Legal
A weapon concealed under an Armored Trenchcoat has its Concealability increased by +2.
Vest
Pants
Boots
Skirt
Blouse/Shirt
Dress
Torso Armor
Legpads
Utility Belt
Jumpsuit
Armored Jacket
Armored Trenchcoat
Conceal
—
—
—
—
—
—
8
8
—
—
7
7
Ballistic
0
0
0
0
0
0
2
2
0
0
3
4
Impact
0
0
0
0
0
0
2
2
0
0
2
3
Weight
.5
1
1
.75
.75
1.5
2
1.5
.5
1.5
1.5
2
Availability
8/4 days
8/4 days
4/4 days
8/4 days
8/4 days
6/4 days
10/4 days
9/4 days
5/4 days
8/4 days
10/4 days
10/4 days
Cost
50¥
70¥
60¥
70¥
40¥
100¥
300¥
300¥
30¥
150¥
800¥
900¥
Street Index
1.2
1.2
1.2
1.2
1.2
1.2
1.3
1.3
1.1
1.2
1.3
1.3
Image Fashionware (p. 60)
Legal
No changes.
Availability
4/24 hrs
2/24 hrs
3/24 hrs
Trademarks & Logos
Stars & Shapes
Heat-sensitive Color Changers
Cost
100¥
50¥
120¥
Street Index
1
1
1
ICON America (p. 61)
Legal
A weapon held in the Gun Belt counts as being held in a holster for quickdrawing it (p. 82, SRII). A weapon concealed under the Long Duster has its concealability increased by 50%, if its concealability is 4 or greater.
Bomber Jacket
Tunic
Pants
Miniskirt
Long Skirt
Gun Belt
“Gunfighter” Hat
Long Duster
Boots
Half Boots
Conceal
—
—
—
—
—
—
—
—
—
—
Ballistic
0
0
0
0
0
0
0
0
0
0
Impact
2
1
0
0
0
0
0
1
0
0
Weight
1.5
1
1
.5
1
.25
.5
1.5
1
.75
Availability
always
always
always
always
always
3/24 hrs
always
always
always
always
Cost
900¥
660¥
750¥
300¥
600¥
180¥
300¥
1,500¥
450¥
300¥
Street Index
.9
.8
.8
.8
.8
.9
.8
.8
.8
.8
Gibson Battlegear (p. 62)
Legal
The armor ratings of these items are added together when more than one is worn; for example, wearing a T-shirt and
denim jacket gives armor 3/1.
Conceal
Acid-washed Jeans 10
T-Shirt
10
Denim Jacket
9
Ballistic
2
1
2
Impact
1
0
1
Weight
1
.5
1
Availability
4/48 hrs
4/48 hrs
4/48 hrs
38
Cost
300¥
100¥
1,500¥
Street Index
1
1
1
CHROMEBOOK
Takanaka Exec Line (p. 63)
Legal
A weapon concealed under the Top Coat, Full Armored Topcoat, Cape, or Opera Cloak adds +2 to its Concealability.
Conceal
Jacket
—
Vest
—
Pants
—
Top Coat
—
Full Armored Topcoat 10
Matching Briefcase
—
Monogram Shirt
—
Tie
—
Cravat
—
Scarf
—
Cologne
—
Sword Case
—
Cape
—
Opera Cloak
10
Ballistic
0
0
0
0
4
0
0
0
0
0
—
—
0
3
Impact
0
0
0
0
1
0
0
0
0
0
—
—
0
1
Weight
1
.75
1
1.5
2.5
1.5
.75
—
.5
.25
—
.5
1.5
2.5
Availability
6/72 hrs
6/72 hrs
6/72 hrs
6/72 hrs
8/72 hrs
5/72 hrs
7/72 hrs
6/72 hrs
6/72 hrs
6/72 hrs
6/72 hrs
8/72 hrs
6/72 hrs
8/72 hrs
Cost
800¥
500¥
700¥
1,000¥
2,000¥
600¥
200¥
100¥
100¥
75¥
150¥
300¥
900¥
1,200¥
Street Index
.9
.9
.9
.9
.9
.8
1.1
.9
.9
.9
.9
1
.9
.9
Eji of Japan (p. 64)
Legal
A weapon concealed under the armored cloak has its concealability increased by +2.
Conceal
Designer’s Jeans
—
Lamb’s Wool Sweater —
Armored Cloak
14
Ballistic
0
0
2
S
C
Impact
0
0
1
Weight
1
1
1.5
Availability
always
always
always
Cost
50¥
60¥
500¥
Street Index
.75
.75
.75
ERVICES
Change all eurodollar (eb) prices to nuyen on a 1:1 ratio.
HIPWEAR
All these chips must be plugged into a chipjack or softlink. Use the normal rules for
skillsofts (p. 48, Shadowtech or pp. 295-296, SR3). The “Memory” rating is how much
memory the data on the chip requires when uploaded into headware memory.
SECURITY & OPERATIVE CHIPS
M.O. Chips (p. 73)
1-CC(R)
These allow the character to ask the gamemaster one yes/no question for every two successes rolled on an Intelligence (8)
test, about the criminal or his actions. The character must make a Willpower (5) test when he first uses the chip. If he fails, his
personality will shift to that of the criminal. The character will remain this way until the chip is removed (which he will not want
to happen); if the character receives regular therapy, a Willpower (6) test may be made once per week. If successful, the character regains his personality.
Type
Know
Rating
—
Memory
300 Mp
Availability
10/14 days
Cost
12,000¥
Courier Chips (p. 73)
Not available.
39
Street Index
10
CHROMEBOOK
Security Chip (p. 73)
Legal
A Computer (B/R) test with a target number of 12 allows a character to retrieve the data from an erased Type I chip. The
stats below are added to the normal ones of the chip in question.
Type
—
Rating
—
Memory
—
Availability
+1/×1.5
Cost
Type I: 50¥
Type II: 75¥
Street Index
+.25
Digi-Tone ID (p. 73)
5-CB(Q)
A character with cyberears can, after plugging in this chip, recognize a digital tone phone signal. The signal can be displayed on a cybereye (if the user is equipped with a display link), or are relayed to the brain directly (if the user is equipped
with an Encephalon, Softlink, Chipjack, or I/O SPU). A successful roll, pitting the rating of the chip against a target number as
for a Perception Test, is needed to recognize the number dialed.
Type
Know
Rating
1-6
Memory
rating × 2 Mp
Availability
rating/4 days
Cost
rating x 70¥
Street Index
1
 Special Operative Chip (p. 73)
Legal
This chip gives the user the following skills: Language of selected country 4, Geography 4, and your choice of Survival 4,
or Police Practices 4, or Etiquette (Selected Country) 4, or Military Organisation 4. In order to use the Survival and Etiquette
skills, skillwires are needed; for the other skills, a datasoft link (knowsoft link in SR3) is required.
SRII STATS
Type
special
Rating
4
Memory
500 Mp
Availability
8/6 days
Cost
60,000¥
Street Index
2
Rating
4
Memory
144 Mp
Availability
8/6 days
Cost
14,400¥
Street Index
2
SR3 STATS
Type
special
 Poser Impersonation Chip (p. 73)
3-CB(Q)
This chip gives the following skills: Behavior (Specialization: Subject Person) 6 and Acting 4. For an extra price, the chip also
has the skill Habits (Specialization: Subject Person) 6. This chip requires skillwires to use the Acting skill, and a datasoft link
(knowsoft link in SR3) for the other skills.
SRII STATS
Without Habits skill:
Type
Rating
Active
see above
With Habits skill:
Type
Rating
Active
see above
Memory
320 Mp
Availability
20/20 days
Cost
30,000¥
Street Index
1
Memory
440 Mp
Availability
24/20 days
Cost
40,000¥
Street Index
1
Memory
80 Mp
Availability
20/20 days
Cost
9,600¥
Street Index
1
Memory
112 Mp
Availability
24/20 days
Cost
14,400¥
Street Index
1
SR3 STATS
Without Habits skill:
Type
Rating
Active
see above
With Habits skill:
Type
Rating
Active
see above
40
CHROMEBOOK
STORAGE, E NTERTAINMENT
AND
INFORMATION CHIPS
PhotoMemory RAM Chip (p. 74)
Legal
This chip gives the user a –2 modifier on the target number to remember specific things, as long as they have been recorded in the chip. See the mnemonic enhancer, p. 25 of Shadowtech for more information.
Starting or stopping the recording device in the chip is a Free Action. No additional hardware is required, since the chipjack
or softlink can handle the I/O-functions required. This datasoft can only be accessed through a datajack if the user has an I/O
processor or encephalon installed.
Type
Data
Rating
“–2”
Memory
—
Availability
6/72 hrs
Cost
16,000¥
Street Index
1.25
Memory Compression (p. 74)
as chip
Data compression on the chips themselves, in much the same way as using a data management SPU. Data on such a chip
takes up 25% less space than normal (100 Mp of data only takes up 75 Mp on a data compression chip, for instance), but
system load delay (page 44, Shadowtech) is increased by +1. These chips cannot be combined with any other form of data
compression.
Type
any
Rating
—
Memory
–25%
Availability
+2/×2
Cost
+3,000¥
Street Index
+.5
Programmable Chipware (p. 74)
Not available.
Mind Games® (p. 74)
Legal
No changes.
Type
Know
Rating
Memory
— game-dependent
Availability
always
Cost
Street Index
500¥ to 1,000¥
.6
 Business Trip Chip (p. 74)
Legal
This chip gives the following skills: Language of selected country 4, Etiquette (Selected Country) 4, and a choice of Wardrobe/Style 4 or Business Law 4, as applicable to the inhabitants of the country. This chip requires skillwires to use the Etiquette
skill, and a datasoft link (knowsoft link in SR3) for the other skills.
SRII STATS
Type
special
Rating
4
Memory
424 Mp
Availability
6/4 days
Cost
42,500¥
Street Index
1
Rating
4
Memory
128 Mp
Availability
6/4 days
Cost
12,000¥
Street Index
1
SR3 STATS
Type
special
 Tourism Chip (p. 74)
Legal
This chip gives the following skills: Language of selected country 4, Etiquette (Selected Country) 4 and General Knowledge
(Selected Country) 4. This chip requires skillwires to use the Etiquette skill, and a datasoft link (knowsoft link in SR3) for the
other skills.
SRII STATS
Type
special
Rating
4
Memory
344 Mp
Availability
6/4 days
Cost
42,500¥
Street Index
1
Rating
4
Memory
128 Mp
Availability
6/4 days
Cost
12,000¥
Street Index
1
SR3 STATS
Type
special
Space Chip (p. 74)
Not available.
41
CHROMEBOOK
 Mister Lover Chip (p. 74)
Legal
SRII STATS
Increases Charisma and Social Skills by its rating, but only when attempting to seduce another person.
Type
Active
Rating
1-3
Memory
rating × 5 mp
Availability
5/48 hrs
Cost
rating × 100¥
Street Index
.9
SR3 STATS
Works as a complimentary skill (p. 97, SR3) to Charisma and Social Skills tests, but only when attempting to seduce another
person.
Type
Active
Rating
1-6
Memory
rating × rating
× 2 Mp
Availability
5/48 hrs
Cost
Mp × 100¥
Street Index
.9
BIOFEEDBACK CHIPS
 Stress Chip (p. 75)
Legal
This chip gives +1 Willpower to resist stress or stressful situations only.
Type
special
Rating
—
Memory
20 Mp
Availability
4/36 hrs
Cost
3,500¥
Street Index
1
Adrenalin/Endorphin Surge (p. 75)
4-CA
Wound penalties are reduced by the rating of the chip; this means that the total modifiers to target numbers and Initiative
due to wounds are reduced by the rating. For example, a character with a Moderate wound and Serious Stun damage normally
has a +5 on his target numbers and –5 Initiative. With a rating 3 chip, this would become +2 on target numbers and –2 on
Initiative. The chip can not make negative modifiers positive, or positive modifiers negative: the above wounds, with a rating 6
chip, would become +0 and –0, not –1 and +1, respectively.
Once every 8 hours, the user can stimulate adrenaline production, giving the bonuses of a level 1 adrenal pump (p. 19,
Shadowtech). The character must roll a Resistance Test against fatigue, in exactly the same way as with a level 1 Adrenal
Pump. The user must roll a Willpower (4) test (plus injury modifiers) to activate the adrenaline production. If the character has a
working adrenal pump already, this extra adrenaline surge has no effects, but the character must still resist the fatigue of the
extra adrenaline. This also goes the other way around.
Type
special
Rating
Memory
1-6 rating × 150 Mp
Availability
Cost
Street Index
(rating+5)/72 hrs rating x 12,500¥
2
 Increased Neural Feedback Option (p. 75)
as normal chip
This is basically a one-time skill chip. It can be of any type, but the chip burns out after 4D6 minutes of use. It has the bonus
of reducing softlink system load delay (p. 46, Shadowtech) by half (round up).
Type
any
Rating
1-10
Memory
as normal
Availability
as normal
Cost
half normal
Street Index
1.1
 Ambidexterity Chip (p. 75)
Legal
A chip that holds the Special Skill of Ambidexterity at its rating; see page 81, Fields of Fire. Calculate the memory and price
per the normal rules for skill chips (p. 248, SRII/p. 296, SR3).
Type
Active
Rating
1-5
Memory
as normal
Availability
as normal
Cost
as normal
Street Index
1.25
Deathtrance (p. 75)
Legal
Life functions can be detected on a Biotech (6) test.
Type
Active
Rating
1
Memory
50
Availability
20/10 days
Cost
5,000¥
42
Street Index
.9
CHROMEBOOK
Redundancy Loop (p. 75)
as normal chip
At a crucial moment, both the player and the gamemaster make a skill test against the same target number. The roll which
yields the least successes is used.
Type
any
Rating
1-10
Memory
as normal
Availability
as normal
Cost
75% of normal
Street Index
.9
“Fish N’ Chips” (p. 75)
Legal
No changes.
Type
special
Rating
—
Memory
20 Mp
Availability
4/4 days
Cost
1,000¥
Street Index
1
VISUAL RECOGNITION CHIPS

In order to use one of these chips, the character makes an Intelligence test, adding the chip’s rating to the character’s Intelligence. (In SR3: the chip is used as a complementary skill, as explained on page 97, SR3.) The target number is determined
according to the following table (this is only a guideline. Gamemasters may alter target numbers as appropriate).
Task difficulty
Easy
Average
Difficult
Very Difficult
Target number
2 or 3
4 or 5
6 to 8
9 or higher
To make full use of these chips, TimeSquare Plus cyberware (p. 38, Chromebook) is needed. If this is not present, the chip
functions at one-half its normal rating (round down), and add +4 to the target number.
Techie Chip (p. 76)
Legal
No changes.
Type
Know
Rating
1-10
Memory
as normal
Availability
6/4 days
Cost
as normal
Street Index
1.5
Corporate Officer Chip (p. 76)
Legal
No changes.
Type
Know
Rating
1-10
Memory
as normal
Availability
10/4 days
Cost
as normal
Street Index
1.5
Police (p. 76)
4-CB(Q)
No changes.
Type
Know
Rating
1-10
Memory
as normal
Availability
10/4 days
Cost
as normal
Street Index
2.5
Military (p. 76)
4-CC(R)
No changes.
Type
Know
Rating
1-10
Memory
as normal
Availability
12/6 days
Cost
twice normal
Street Index
2.5
Rocker (p. 76)
Legal
No changes.
Type
Know
Rating
1-10
Memory
as normal
Availability
5/4 days
Cost
as normal
43
Street Index
1.5
CHROMEBOOK
Secretarial (p. 76)
Legal
No changes.
Type
Know
Rating
1-10
Memory
as normal
H
Availability
8/4 days
Cost
as normal
Street Index
1.5
OUSING
Araska Sleep Facility (p. 78/79)
These are coffin hotels (see Cheap Hotel, p. 25 of Sprawl Sites, and Seattle On 30¥ A Night, pp. 49-53, Neo-Anarchists’
Guide to Real Life). Each cubicle’s walls are Barrier Rating 8, while the doors are Barrier Rating 6. The normal lock is a simple
sliding pin, while the heavy-duty lock is a rating 3 cardreader Maglock, requiring the credstick of the person renting the cubicle, instead of a normal keycard. The prices are as follows:
Cubicle rent:
40¥ per night.
Electrical outlet:
10¥ per hour of use
In-cubicle trideo:
50¥ deposit and 5¥ fee
In-cubicle radio:
25¥ deposit and 2.5¥ fee
Private telephone (voice-only):
10¥ fee + .75¥ per minute
Heavy-duty lock:
100¥ deposit and 10¥ fee
Privacy option:
1,000¥ deposit and 100¥ fee
Getting at the trideo or radio requires an Electronics skill test, with a target number of 8 (= the Barrier Rating of the cubicle).
The casing has a rating 1 Anti-tamper system. See Keypads, p. 86 of Neo-Anarchists’ Guide to Real Life or p. 235, SR3. To find
equipment such as a gun or similar piece of hardware, make an Etiquette (Street) skill test with a target number of 5, If successful, make the usual Availability test. If not successful, nobody is present to sell guns to the character. Finding someone to
do a crime has a target number between 3 and 8 (or higher), depending on the severity of the crime. Finding a street doc has
a target number of 10.
Security Services, Inc. Professional Apartments (p. 80-82)
Rent:
Extra furniture:
Upgraded food service:
Extra pressure and/or IR-sensors:
Use of the heavy safe:
2,500¥ per apartment per month
20¥ to 50¥ fee per piece of furniture
100¥ per week or 20¥ per meal
2,000¥
100¥ per 10 pages of documents
The phone lines are tapped by a rating 4 dataline tap (p. 258, SRII/p. 292, SR3). The security consists of the following: the
ultrasonic sensor is a rating 6 vibration detector (p. 87, Neo-Anarchists’ Guide to Real Life); the IR-beams are IR lasers (p. 17,
Neo-Anarchists’ Guide to Real Life; also see that page for the pressure detectors built into the doors and windows).
The safe in the apartment is Barrier Rating 12, while the safe in the guard’s room is Barrier Rating 18.
Harris & Company Masterpiece (p. 83-85)
Buying an apartment:
at least 800,000¥
Retinal and Print scanners:
see p. 258, SRII, pp. 86-87, Neo-Anarchists’ Guide to Real Life or p. 235, SR3
The apartment’s walls are Barrier Rating 24, the windows are Barrier Rating 14, while the armored shutters are also of Barrier Rating 24. Inside the building are vibration detectors and IR lasers. The electrical defense system rolls 6 dice against a target number based on the Taser range table (p. 88, SRII/p. 111, SR3), plus any normal modifiers for ranged combat. It delivers
damage within the following limits: 1L to 10S. Within these limits, any Power Level between 1 and 10, and any Damage Code
between L and S can be chosen. The exact damage is set by the owner, and can be changed at any time. Damage is always
Stun, and uses the Shock Weapon rules (p. 103, SRII/p. 124, SR3).
The computer system (with its own LTG#) usually consists of a CPU with a number of SPUs attached to it, and various
Datastores, Slave Nodes and I/O-Ports also included. There usually is a SAN, although some systems are not connected to the
Matrix. Whatever the computer, the following IC will almost always be installed: Access, Barrier, Scramble, Killer, Trace and
Report, and/or Blaster. Some owners also install Black IC. In Virtual Realities 2.0/SR3 terms, the computer is at least a mediumsecurity orange host, rolled up randomly using the rules and tables on pages 62 through 65 in Virtual Realities 2.0.
44
CHROMEBOOK
Silverhand Studios (p. 86-88)
Rent is 600¥ per month.
Each year an artist spends in such a community gives the character a one-point reduction in the Karma cost to increase any
one artistic skill.
New American Motor’s Drifter (p. 88/89)
The modular repair system gives the user a –1 target number for Technical Skills when repairing the Drifter.
SRII STATS
Handling
Speed
Drifter
4/8
35/105
Seating: Twin bucket seats + bench
Economy: 5 km per liter + 1 PF per km
Cargo/Storage: 10 CF in assorted lockers
B/A
3/1
Sig
2
Apilot
Cost
2
90,000¥
Access: 2 + 1 standard
Fuel: MultiF/230 liters + 320 PF
SR3 STATS
Handling
Speed Acceleration
Body
Armor
4/8
70
2
4
1
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
10
120
Seating: 2 bucket seats + bench
Entry Points: 2 doors + 1 door
Fuel: Methane (1,000 bars) + Electric (320 PF)
Point Value: 1,668
Template: Van
Other Features: Concealed armor, living amenities (basic, 3
people)
S
Signature
3
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1.15 km/bar (Methane), 1 km/PF (Electric)
Cost: 167,000¥
Reference: Chromebook 1
OFTWARE
decide whether or not the system is being threatened. To
see if Guard-Dog detects a decker, it must roll an opposed
test, between its rating and the decker’s Masking rating. If
the test yields at least one success, the decker has been
detected, and his presence is reported to the system operator. The IC then stops interrogating the decker. If the
initial test fails, the IC may attempt again on its next action, but with a +2 to its target number for each new attempt.
Guard-Dog is normally not visible, except as a flicker at
the horizon or edge of the node. If detected (by Analyze or
similar software), it appears near the decker.
Guard-Dog is not mobile.
Wolf (p. 91)
SRII STATS
This gray IC is usually disguised as white IC, until it attacks. To identify it as Wolf, the decker must successfully
execute an Analyze utility against the IC. If the utility succeeds, the IC is detected as actually being Wolf, and Wolf
gets no bonuses. If the utility fails, Wolf gets an extra 1D6
for Initiative and –1 to all its target numbers during the
first turn it attacks. In all next turns, it has normal Initiative
and target numbers. It fights like Killer, but has Moderate
staging (p. 20, Virtual Realities).
Wolf is mobile.
Target: Masking
Load Rating: 1/3 Rating (round down)
Target: Bod
Load Rating: Rating + 1
SR3 STATS
Once activated, this white IC makes a test against the
decker’s Detection Factor every time the decker makes a
System Test. If the Guard Dog Test is successful, the system operator is warned that a decker may be active in the
system. The sysop can then decide to take action or not.
Note that Guard Dog does not directly trigger either a
passive or active alert.
SR3 STATS
Not available (treat it as Killer).
Guard-Dog (p. 91)
SRII STATS
This white IC is most often encountered in I/O ports
and SANs. If it detects someone using that node, it reports
that to the system. It is then up to the system operator to
45
CHROMEBOOK
Bulldog and Smarteye (p. 91)
SR3 STATS
A form of non-lethal black IC that attacks just like any
other of its kind, doing Stun damage. If it causes Deadly
damage to its target, the target remain unconscious for (IC
Rating) hours, minus one hour per success on a Willpower
(IC Rating) test. A decker who has been dumped from the
Matrix in this way must roll a Willpower (IC Rating) test
each day, if he fails he cannot make himself jack into the
Matrix that day. Once a roll is made, he can enter the
Matrix normally, until the next time he gets hit in a similar
manner.
Not available.
 Termite (p. 91)
SRII STATS
Termite is considered a Combat Utility, and is used to
break through Barrier IC. It is only effective against Barrier,
and can not be used to attack other IC. It attacks the Barrier in the same way as Killer.
Size: (Rating2) Mp
Vampyre II
SR3 STATS
Termite is an Operational Utility, and can be used to
lower the target number for Access Tests in Logon-type
system operations only. However, it cannot work together
with other programs that normally do this job (like Deception).
and
Bunnies (p. 92)
Not available.
Fatal Attractor (p. 92)
SRII STATS
This gray IC appears as the persona of another decker,
and is very friendly to its target. It accompanies its target
for 1D6+1 turns, but then attacks like Blaster, with Serious
staging (p. 20, Virtual Realities).
Fatal Attractor is mobile.
Multiplier: 1
System Operations: Logon to Host, Logon to LTG, Logon to
RTG
Psychodrome (p. 91/92)
Target: Evasion
Load Rating: 2 × Rating
SRII STATS
This Black IC always causes Stun damage. If the decker
manages to jack out, the IC rolls a test using its rating
against a target number equal to the decker’s Willpower.
This test is unresisted. The decker is unconscious for a
number of hours equal to the number of successes generated.
If the decker has jacked out, he must make a Willpower
test with a target number equal to the rating of the Psychodrome IC that knocked him out, once per day. If he
fails, he can not jack in to the Matrix that day. If he
achieves at least three successes, he need not roll again
until he is knocked out of the Matrix again by another
Psychodrome.
SR3 STATS
When activated, this gray IC looks like another persona
for 1D6+1 turns, after which it attacks like Blaster. Detecting that it is IC requires a successful Analyze IC or Analyze
Persona system operation.
46
Chromebook 2
C
YBERWARE
Note: For various systems, the Essence costs is in parentheses. The Essence loss only
apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence
cost is 0.
 Dynalar Technologies “Digits” Cyberfingers (p. 4)
These cannot be installed in an organic hand.
a) Quick Change Mount
5P-CC(R)
Can only be installed in a cyberhand or cyberarm. Cost of modifying a cyberfinger is 20¥.
b) Vidcam
Legal
Functions as a cyberoptic (p. 89, Shadowbeat), but reduce the Impact of all Pix Tests (pp. 40-41, Shadowbeat) by –4 due to
the unstable mounting in the finger. The finger can be fitted with one of the following: Thermographic 200¥, Magnification
(10×) 225¥, Low-light 100¥. Images are stored in headware memory, or in external memory through a Datajack.
c) Self-propelled Grenade
2-CC(R)
Use the following ranges: Short 0-1, Medium 2-3, Long 4-5, Extreme 6-7. The explosion (on impact) does 6M damage,
Power Level Reduction –3 per meter. The grenades cost 25¥ each, Availability 6/72 hrs, Street Index 2.5.
d) Air Hypo
Legal
This can be used to inject poisons, but hitting an unwilling target requires an Unarmed Combat skill test. Replacement air
containers are 3¥ each, Availability 3/12 hrs, Street Index 1.
e) Tracking Device
4-E1(U)
The tracking devices are rating 2 (see p. 258, SRII/p. 292, SR3), price 100¥, Availability 4/5 days, Street Index 2.25, and
can be tracked on any Signal Locator. The finger uses the following ranges to shoot the tracking devices: Short NA, Medium 01, Long 2, Extreme 3.
f) Lighter
Legal
Has a Firesetting Rating of 2 (see Tech Specs, page 72). Extra fuel is 1¥ per refill.
Essence Cost
Quick Change Mount
—
Vidcam
.15
Self-Propelled Grenade
.15
Air Hypo
.15
Tracking Device
.15
Lighter
.15
Availability
2/12 hrs
5/10 days
12/8 days
3/24 hrs
9/7 days
2/12 hrs
Cost
150¥
8,000¥
2,000¥
600¥
1,500¥
250¥
Street Index
1
1.5
3.5
1.25
2.5
.9
47
CHROMEBOOK 2
Kiroshi OptiShield Options (p. 5)
Legal
These options can only be built into the Kiroshi OptiShield (p. 31, Chromebook). They cannot be fitted into a cybereye. The
Essence Cost is subtracted from the .3 points of Essence that the OptiShields can accommodate. Once .3 points are filled, no
more options can be installed.
Essence Cost
Availability
TimesSquare
.05
5/36 hrs
TimesSquare Plus
.15
8/72 hrs
Magnification (1)
.1
6/48 hrs
Magnification (2)
.1
6/48 hrs
Magnification (3)
.1
8/48 hrs
Low-light
.1
6/36 hrs
Infrared*
.1
6/36 hrs
Time/Day Display
.05
4/24 hrs
* functions as thermographic (p. 260, SRII/p. 300, SR3 )
Cost
Street Index
3,000¥
1
15,000¥
1.5
2,500¥
1
4,000¥
1
6,000¥
1
3,000¥
1.25
3,000¥
1.25
1,000¥
.9
Winch (p. 5)
Legal
The winch can lift a number of kilograms up to 50 times the character’s Strength. If the character lifts more than 25 times
his or her Body in kilograms, he or she takes 6M damage (resisted using natural Body) and loses 1 point off his or her natural
Body rating for 1D6 days.
Essence Cost
—
Availability
4/60 hrs
Cost
5,000¥
Street Index
1.1
Cytech Custom Cyberhands (p. 5)
Legal
Double-jointedness gives a –1 modifier to the target number when trying to escape from bindings.
Essence Cost
—
Availability
5/4 days
Cost
9,000¥
Street Index
1
Anchoring Cyberfeet (p. 5)
Legal
The spikes can penetrate Barrier Rating 4 or less. Replacement spikes cost 1,200¥.
Essence Cost
—
Availability
3/4 days
Cost
4,000¥
Street Index
2
Quickdraw Armholster (p. 6)
As Weapon
Quick-drawing a weapon from this holster is a Free Action. Only pistols and knives can be held in the holster.
Essence Cost
—
Availability
6/72 hrs
Cost
400¥
Street Index
1.3
Kill Display (p. 6)
Legal
No changes.
Essence Cost
.3
Availability
5/60 hrs
Cost
1,000¥
Street Index
.9
Cyphire Tri-Dart Launcher (p. 6)
3P-CC(R)
Fires three darts of the same type as the dartgun cyberfinger (p. 32, Chromebook), out to the same ranges.
Essence Cost
.5
Availability
10/60 hrs
Cost
3,000¥
Street Index
3
Wetdrive Access Link (p. 6)
Not available.
Color Gland Control (p. 6)
Legal
Will not fool retina scanners, and cannot be used with cybereyes.
Essence Cost
.02
Availability
4/36 hrs
Cost
2,500¥
Street Index
1
48
CHROMEBOOK 2
Gradiated Subdermal Armor (Torso) (p. 7)
varies
This functions the same as dermal plating (p. 261, SRII/p. 302, SR3), but also providing Ballistic and Impact armor (this armor is cumulative with any worn armor). Levels 8 and 9 reduce the user’s Reaction by 1. To avoid this loss, subdermal armor
made from high-tech orbital materials can be used; this costs 8 times as much as the normal variant.
Level
1
2
3
4
5
6
7
8
9
Concealability
12
11
10
9
8
6
5
4
3
Essence
.1
.3
.5
.8
1
1.2
1.4
1.6
1.9
Body
+0
+0
+1
+1
+2
+2
+2
+3
+3
Ballistic
0
1
1
1
1
2
2
2
3
Impact
1
1
1
2
2
2
3
3
3
Availability
3/10 days
3/10 days
4/12 days
4/12 days
4/12 days
5/12 days
5/12 days
6/12 days
8/12 days
Cost
Street Index
3,500¥
.9
5,000¥
1
6,500¥
1
8,000¥
1.1
10,000¥
1.1
11,000¥
1.2
12,000¥
1.3
14,500¥
1.4
17,500¥
1.5
Legality
9P-CA
8P-CA
6P-CA
6P-CA
5P-CA
4P-CA
3P-CA
3-CA
2-CA
Subdermal Armor (Skull) (p. 7)
Not available.
Subdermal Viewscreen (p. 8)
Legal
This system works as a data unit (p. 259, SRII/p. 287, SR3), but does not have its own memory. Instead, it can display the
contents of the user’s headware memory or that of chips plugged into the user’s datajack, chipjack, or softlink.
Essence Cost
.25
Availability
3/24 hrs
Cost
500¥
Street Index
1
Zetatech BodyComp (p. 8)
Legal
Hardened systems are not available. Installing this unit into a cyberlimb uses the limb’s storage space, but reduces Essence
cost to .05 (there’s still some cabling needed to connect it to the rest of the user’s systems). The multi-processor option is not
available, but for 1,250¥ extra the BodyComp can be linked to the user’s headware memory.
Essence Cost
.8
Availability
3/24 hrs
Cost
9,000¥
Street Index
2
 Nanooptical Upgrade (p. 8)
Legal
Gives the user the equivalent of cybernetic low-light vision. Cannot be installed in a cybereye.
Body Cost
.2
Availability
6/48 hrs
Cost
7,500¥
Street Index
1.25
Retractable Vampires (p. 9)
Legal
Biting an opponent requires an Unarmed Combat attack.
Retractable Vampires
Sharkgrin
Extended Canines
Sharkgrin Special
Damage
(str–1)L
(str÷2)L
(str)L
(str+1)L
Essence Cost
.2
.1
.1
.2
Availability
5/48 hrs
5/48 hrs
5/48 hrs
5/48 hrs
Total Body Plating (p. 9)
Cost
500¥
500¥
1,000¥
1,400¥
Street Index
1
1
1
1
4P-CA(N)
Adds 3 to the user’s Body Attribute Rating, and also provides the entire body with armor Ballistic 3 and Impact 3, though
this armor is not cumulative with worn armor (except when layering armor, as per page 94 of the Neo-Anarchists’ Guide to
Real Life). The user gets –1 Quickness and a +2 modifier to the target numbers of all Stealth skill tests. The built-in nanotechnological machines heal 1 box of damage per day on a successful Body (6) test. Annual maintenance is 6,800¥.
Essence Cost
3
Availability
6/14 days
Cost
Street Index
68,000¥
1.1
49
CHROMEBOOK 2
Cyphire Remote Eye (p. 9)
Legal
This eye is removable, and comes with built-in camera and transmission equipment. The user must have a headware radio
or radio receiver if the images transmitted by the camera are to be recorded. Recording one minute of video takes up 1 Mp,
while about 60 still shots can be stored in 1 Mp. Detaching the eye costs a Simple Action, and the user must have at least one
hand free. Essence Cost below is for one eye, and the eye can hold up to .2 Essence Points in additional cyberware.
Essence Cost
.15
Availability
6/48 hrs
Cost
Street Index
15,000¥
2
Upgraded Skinweave (p. 9)
5P-BA(N)
Not compatible with orthoskin (p. 17, Shadowtech) or other cyber-implant armors.
Level
1
2
3
4
5
6
Concealability
12
10
8
6
6
4
Body Cost
.5
1
1.5
2
2.5
3
E
Ballistic
1
1
2
2
3
3
Impact
0
1
1
2
2
3
Availability
8/8 days
8/8 days
8/8 days
9/8 days
10/10 days
12/14 days
Cost
25,000¥
60,000¥
100,000¥
150,000¥
225,000¥
300,000¥
Street Index
.8
.8
.9
1
1.2
1.5
QUIPMENT
Biotechnica Nutrisupplement (p. 11)
Legal
After the first week, every additional two weeks of use cause the loss of 1 point off the user’s natural Body, which come
back at a rate of 1 point per week when the user is back on normal food. If Body drops below 0, the user dies shortly afterward, unless hospital treatment is given.
Conceal
—
Rating
—
Weight
.5
Availability
always
Cost
10¥
Street Index
.8
Biotechnica Nymph Perfume (p. 11)
Legal
Gives a –1 target number modifier when trying to seduce or persuade members of the opposite sex.
Conceal
—
Rating
—
Weight
—
Availability
always
Cost
200¥
Street Index
.9
Geotech Enviroscanner (p. 11)
Legal
Works as a hand-held chemical analyzer (p. 60, Shadowtech). It has the chemical reference program built into its on-board
memory.
Conceal
6
Rating
4
Weight
1
Availability
4/24 hrs
Cost
1,400¥
Street Index
1.2
Nikkon America Campod (p. 11)
Legal
A portacam with a portacam base (p. 89-91, Shadowbeat).
Conceal
—
Rating
—
Weight
2
Availability
4/72 hrs
Cost
2,000¥
Street Index
1
SecSystems Protection Field (p. 12)
Legal
Characters coming within 2 meters must roll a Willpower (4) test to come closer. Anyone within half a meter takes 6L Stun
damage each turn.
Conceal
8
Rating
6L Stun
Weight
1.5
Availability
6/36 hrs
Cost
750¥
50
Street Index
1.5
CHROMEBOOK 2
Mead Electronic Notebook (p. 12)
Legal
A pocket computer (p. 259, SRII/p. 287, SR3) with 30 Mp memory.
Conceal
4
Memory
30 Mp
Weight
1
Availability
always
Cost
3,000¥
Street Index
1
Cost
150¥
Street Index
.75
 DataTel 2350A Vidphone (p. 12)
A tabletop telephone, with the features listed.
Conceal
2
Memory
—
Weight
1
Availability
always
Microtech Virtual Reality BBS (p. 12)
The Creator program gives a –1 modifier to the target number to program a reality filter (p. 52, Virtual Realities or p. 84,
Virtual Realities 2.0). The actual BBS is not available.
Conceal
—
Rating
–1
Weight
—
Availability
6/7 days
Cost
10,000¥
Street Index
1
Frostech Portable Cryogenic Case (p. 13)
Legal
Has Ballistic and Impact armor ratings (2/2).
Conceal
2
Rating
2/2
Weight
2
Availability
6/12 hrs
Cost
250¥
Street Index
1.2
Portable Electropack (p. 13)
Legal
No changes.
Conceal
3
Rating
—
Weight
2
Availability
always
Cost
100¥
Street Index
1
Kiroshi Optics Remote CyberCam 20 (p. 13)
Legal
Note that this is a normal camera, and not what Shadowbeat calls a cybercam.
Conceal
—
Rating
—
Weight
1
Availability
2/48 hrs
Cost
1,350¥
Street Index
1
SecSystems Detention Collar (p. 13)
5P-E2(V)
The collar can deliver a 6S Stun electrical shock against which armor does not defend. The drug causes 6D Stun damage.
Conceal
4
Rating
—
Weight
.5
Availability
8/10 days
Cost
260¥
Street Index
3
DDI Prayerware (p. 13)
Legal
No changes.
Conceal
7
Rating
—
Weight
—
Availability
on payment
Cost
120¥
Street Index
—
SecSystems Maglock (p. 13)
Legal
A rating 3 maglock. Add 80¥ for the camera.
Conceal
3
Rating
3
Weight
1
Availability
4/72 hrs
Cost
300¥
51
Street Index
1
CHROMEBOOK 2
COMPUTERS & PERIPHALS
Zetatech “E-Book” Microcomp (p. 14)
Legal
Basically, this is a wrist computer with 12 Mp memory with no frills. It has a chipslot for standard chips, and it can accept
other attachments. The cyber model adds a –1 target number to any Technical skill test that can be computer-assisted.
E-Book
Cyber model
Conceal
4
4
Memory
12 Mp
12 Mp
Weight
—
—
Availability
always
3/36 hrs
Cost
4,800¥
6,720¥
Street Index
1.5
2
EBM “PCX” Minicomp (p. 14)
Legal
A pocket computer with 25 Mp memory. The CPU does not have an Intelligence stat. The Cyber-PCX adds a –1 target
number to any Technical skill roll that can be computer-assisted.
PCX
Cyber-PCX
Conceal
3
3
Memory
25 Mp
25 Mp
Weight
1
1
Availability
always
3/24 hrs
Cost
2,500¥
3,500¥
Street Index
1
1.5
Microtech IIKL-4 WorkStation (p. 15)
Legal
A table-top computer with 40 Mp memory. The cybernetic version offers no special benefits.
IIKL-4
Cyber model
Conceal
—
—
Memory
40 Mp
40 Mp
Weight
10
10
Availability
always
3/36 hrs
Cost
800¥
1,120¥
Street Index
.75
1
Telectronics “Black Book” Microcomp (p. 15)
Legal
A wrist computer with 12 Mp memory, but also with a built-in hand-held phone with booster pack (which can be used by
the computer to access other computer systems). It is normally controlled through a datajack, though it can be used without
due to the small keyboard.
Conceal
4
Rating
—
Weight
—
Availability
always
Cost
5,750¥
Street Index
1.6
Language Processors (p. 15)
Legal
These processors are considered to have a skill rating of 4 in the chosen language. They do not allow the computer to
speak (they do have voice-recognition ability), but text entered into the machine can be translated at a rate of (rating) words
per second. Installing one takes a base time of 5 hours, and a Computer (B/R) skill test with target number 5.
Conceal
—
Rating
4
Weight
—
Availability
always
Cost
+40%
Street Index
1
WorldSat Communications Flopscreen™ (p. 16)
Legal
No changes.
Per square meter:
Conceal
Rating
—
—
Weight
1
Availability
always
Cost
4,500¥
Street Index
1.1
Direct Dataware EXPERT Series Computer Skill Programs (p. 15)
Not available.
Datatel “Treasurer” Datawatch (p. 16)
Legal
Has 1 Mp of memory.
Conceal
12
Memory
1 Mp
Weight
—
Availability
always
Cost
55¥
52
Street Index
1.5
CHROMEBOOK 2
Tritech Datashielding (p. 17)
Legal
Installing this requires an Electronics (B/R) skill test with target number 4, and a base time of 5 hours.
Conceal
—
Rating
—
Weight
+1
Availability
5/48 hrs
Cost
+20%
Street Index
1.2
Kiroshi Optics Heads-Up Display (p. 17)
Legal
Spotting the wire of the mirrorshades requires a Perception (10) test. Note that none of the HUDs has internal memory.
Goggles
Monocle
Mirrorshades
Conceal
—
—
—
Rating
—
—
—
Weight
1
—
—
Availability
8/7 days
8/7 days
8/7 days
Cost
150¥
200¥
300¥
Street Index
3.5
3.5
3.5
Datatel Modem Units (p. 17)
Not available.
 Zetatech CompuMods™ (p. 18)
a) Voice Stress Analyzer Package
Legal
b) Lie Detector Package
Legal
Requires (rating2 × 3) Mp memory. In SRII, this gives the user one extra die per rating point to roll on Interrogation skill
tests; in SR3, it functions as a complimentary skill to the user’s Interrogation skill (p. 97, SR3).
As Voice Stress Analyzer (effects are cumulative).
c) Bug Detector Package
Legal
d) Bug Jammer Package
4P-E1
Requires (rating2 × 2) Mp memory, and functions as a rating bug scanner of its rating (p. 258, SRII/p. 292, SR3).
2
Requires (rating ) Mp memory, and functions as a jammer of its rating (p. 258, SRII/p. 292, SR3).
e) Radar Detector Package
Legal
f) Signal Tracker Package
Legal
g) Medscanner Package
Legal
h) Techscanner Package
Legal
Requires (rating2 × 2) Mp memory, and rolls a number of dice equal to its rating, against a target number 5, to detect radar
signals.
Requires (rating2 × 2) Mp memory, and functions as a standard signal locator of its rating (p. 258, SRII/p. 292, SR3).
Requires (rating2 × 5) Mp memory. In SRII it gives the user a number of extra dice equal to its rating, to roll on Biotech
(First Aid) skill tests; in SR3, it functions as a complimentary skill to the user’s Biotech skill (see p. 97, SR3).
As Medscanner Package, but for all B/R-skills (each skill requires a separate program).
i) Drug Analyzer
Legal
Requires (rating × 4) Mp memory, and can analyze unknown substances or determine the purity of known substances on a
successful test, rolling a number of dice equal to its rating, against a target number set by the gamemaster.
2
j) Credit Transactor Package
Legal
Requires 1 Mp memory.
53
CHROMEBOOK 2
Voice Stress Analyzer
Lie Detector
Bug Detector
Bug Jammer
Radar Detector
Signal Tracker
Medscanner
Techscanner
Drug Analyzer
Credit Transactor
Rating
1-3
1-3
1-10
1-10
1-10
1-10
1-4
1-4
1-4
—
Availability
(rating × 2)/48 hrs
(rating × 3)/48 hrs
rating/48 hrs
rating/72 hrs
rating/72 hrs
rating/48 hrs
rating/24 hrs
rating/24 hrs
rating/48 hrs
2/24 hrs
Cost
rating × 300¥
rating × 600¥
rating × 600¥
rating × 600¥
rating × 450¥
rating × 900¥
rating × 750¥
rating × 750¥
rating × 225¥
750¥
Street Index
2
2
1.5
1.5
1.5
1.5
1.5
1.5
2
1
Hybrid™ Wearable Computer (p. 19)
Legal
The computer built into this suit has 25 Mp memory. The MedicWear model functions as a medkit (p. 263, SRII/p. 304,
SR3) in addition to the normal functions.
Hybrid™
MedicWare
Conceal Rating
Ballistic
6
—
0
6
Biotech: 3
0
Impact
0
0
Weight
2
2
Availability
10/8 days
10/8 days
Cost
3,000¥
3,500¥
Street Index
2
2
MedicGear Combat Medical Armor (p. 19)
6P-K(L)
This armor has a medkit (p. 263, SRII/p. 304, SR3) built-in, as well as a rating 2 drug analyzer and rating 2 techscanner (see
page 53 of this book for both; skill for techscanner must be selected on purchase). The suit also has a drug injector with 5
doses of 10 different injected drugs, a respirator with pressure regulator (p. 258, SRII/p. 295, SR3), and the gloves can be electrified. If this is used as a taser, a melee attack is needed, with a +1 modifier to the target number, doing 6S Stun + Shock
Weapon rules (p. 103, SRII/p. 124, SR3). There is enough charge for 3 attempts/attacks.
Conceal
5
Rating
see above
Ballistic
3
Impact
1
Weight
4
Availability
10/14 days
Cost
3,400¥
Street Index
2
SECURITY SCANNERS & EQUIPMENT
Telectronics Tattletale® Voice Stress Analyzer (p. 20)
Legal
Gives the user a –1 target number modifier for Interrogation skill tests.
Conceal
Rating
Weight
8
–1
.5
* The interfaced version costs 500¥
Availability
3/48 hrs
Cost
400¥*
Street Index
1.8
CCI BRl-3014 Window Trembler (p. 20)
Legal
Subtract this device’s rating from that of a laser microphone (p. 258, SRII/p. 292, SR3) aimed at the surface to which the
window trembler is attached. If the microphone’s rating is reduced below 1 by this means, it is unable to “hear” what is going
on.
Conceal
9
Rating
1-10
Weight
—
Availability
Cost
Street Index
(rating+1)/4 daysrating x 120¥
2.5
 Bug Detector (p. 20)
5P-E1(V)
A rating 2 bug scanner (p. 258, SRII/p. 292, SR3).
Conceal
3
Rating
2
Weight
1
Availability
2/48 hrs
Cost
1,000¥
Street Index
1.5
Bug Jammer (p. 20)
3P-E1(U)
A rating 2 jammer (p. 258, SRII/p. 292, SR3).
Conceal
2
Rating
2
Weight
5
Availability
2/72 hrs
Cost
2,000¥
54
Street Index
1.5
CHROMEBOOK 2
Arasaka “Komaku” Laser Mikes (p. 20)
6P-E1(U)
A rating 4 laser microphone (p. 258, SRII/p. 292, SR3). No version for cybercams exists.
Conceal
Rating
Weight
5
4
1
* 7,500¥ for fixed version
Availability
4/48 hrs
Cost
6,000¥*
Street Index
1.5
Omega Phone Tap By Tritech (p. 21)
6P-E2(V)
A rating 6 dataline tap (p. 258, SRII/p. 292, SR3), which can monitor up to 10 lines at the same time.
Conceal
5
Rating
6
Weight
.5
Availability
10/10 days
Cost
35,000¥
Street Index
2
 Arasaka OmniTec Radar Detector (p. 21)
Legal
Roll a number of dice equal to the rating of the detector, against a target number equal to 8 minus the radar’s Flux rating to
detect radar signals. If three or more successes are rolled, it indicates the direction from which the signals come as well.
Conceal
7
Rating
4
Weight
1
Availability
4/72 hrs
Cost
2,000¥
Street Index
1.5
Telectronics “Scout” Signal Tracker (p. 21)
Legal
A rating 3 signal locator (p. 258, SRII).
Conceal
3
Rating
3
Weight
2
Availability
3/48 hrs
Cost
3,000¥
Street Index
1.5
Arasaka JetSetter Executive Briefcase (p. 21)
Legal
The briefcase has armor Ballistic 3 and Impact 3, which may be added to the wearer’s normal armor (from his clothing), if
the gamemaster agrees that the briefcase is in a position to absorb attacks. A rating 5 keypad maglock (p. 86, Neo-Anarchists’
Guide to Real Life/p. 235, SR3) is fitted to the briefcase. For 200¥ extra, a silent alarm and NachtJager gastrap can be installed
(see below for NachtJager gas).
Conceal
—
Rating
—
Weight
4.5
Availability
4/36 hrs
Cost
2,000¥
Street Index
1.2
NachtJager Gas (p. 21)
6P-M1(X)
Normally delivered by air, anyone breathing in this gas takes 8D Stun damage immediately.
Rating
8D Stun
Speed
Immediate
Vector
Air
Availability
4/12 hrs
Cost/dose
100¥
Street Index
2
WorldSat Communications Linear Beam Commlink (p. 22)
Legal
Allows untappable, eavesdrop-proof communication for up to 1,500 meters, as long as both parties are within sight of each
other and are not blocked by any object with a Barrier Rating 4 or higher. Installation has a base time of half an hour and requires an Electronics (B/R) test, with target number 6.
Conceal
—
Rating
—
Weight
—
Availability
6/72 hrs
Cost
2,000¥
Street Index
2.5
Arasaka ECM Comm-Scrambler (p. 22)
Legal
Functions as a level 6 crypto circuit HD (p. 77, Street Samurai Catalog).
Conceal
4
Rating
6
Weight
1
Availability
6/36 hrs
Cost
30,000¥
Street Index
1.2
 Tritech “Mumbler” White Noise Generator (p. 22)
A rating 4 white noise generator (p. 258, SRII/p. , SR3).
Conceal
3
Rating
4
Weight
1
Availability
4/72 hrs
Cost
6,000¥
55
Street Index
1.5
8P-E1(U)
CHROMEBOOK 2
Telectronics ScanMan™ Full Indentity Scanner (p. 22)
4-E2(V)
Rolls a number of dice equal to its rating against a target number 4 (this target number increases to 6 if the subject has undergone body sculpting).
Conceal
4
Rating
5
Weight
2.5
Availability
14/14 days
Cost
21,000¥
Street Index
5
 Arasaka “Scanway” Scanner Gates (p. 23)
8P-E1(U)
Weapons Detector: a rating 5 automatic weapons detection system (p. 92, Neo-Anarchists’ Guide to Real Life/p. 237, SR3).
Cyberware Detector: a rating 5 cyberware detector (p. 237, SR3). This device does not detect weaponry.
Chemicals and Explosives Detector: a rating 5 chemical detection system (p. 93, Neo-Anarchists’ Guide to Real Life).
For combinations of the above, add up the costs of each separate detector. A large screen costs 500¥.
Weapons
Cyberware
Chemicals
Conceal
—
—
—
Rating
5
5
5
Weight
—
—
—
Availability
6/7 days
8/7 days
9/7 days
Cost
25,000¥
50,000¥
350,000¥
Street Index
1
1
1
CYBERDECKS & N ET-S TUFF
Raven Microcyb Net-Vision™ IG-Algorithm Glasses (p. 24)
Not available.
Zetatech Deckmate (p. 24)
Not available.
 Zetatech D2-3000 Armdeck (p. 25)
4P-CD(S)
A cyberdeck with the stats listed below. It comes with the netrunner flip switch (p. 9, Chromebook) and also functions as a
wrist computer, though in that mode it uses the deck’s Storage memory to stash its data. Comes with a vidscreen.
SRII STATS
Persona
3
Hardening
1
Memory
45
Storage
70
Load
15
I/O
10
MPCP
Hardening
4/3/0/0/3
0
Active
Memory
600
Storage
Memory
1,200
ASIST
Cool
ICCM
No
Availability
4/7 days
Cost
22,200¥
Street Index
1
SR3 STATS
I/O Response
150
1
Availability
4/7 days
Cost
Street Index
67,465¥
1
MUSIC-T ECH & I NSTRUMENTA TION
DPI “Black Box” Backup Synthamp (p. 25)
Legal
Datachips are 100¥ each.
Conceal
4
Rating
—
Weight
3
Availability
6/48 hrs
Cost
8,000¥
Street Index
1.3
DPI Body Rythm™ Dance Bracelets (p. 26)
Legal
To use these, the character needs a synthlink.
Conceal
Rating
Weight
Availability
—
—
—
always
* Per pair; for amps see p. 94, Shadowbeat
Cost
400¥*
Street Index
1
Washburn Soundmachine Guitar (p. 26)
Legal
Increases the Impact Rating of a single player (not of a band) by +1.
Conceal
—
Rating
+1
Weight
3.5
Availability
5/60 hrs
Cost
1,000¥
56
Street Index
1
CHROMEBOOK 2
CHAMELEON CLOTHING
AND
STEALTH ARMOR
Militech M96 “Ghostsuit” Chameleon Clothing (p. 27)
Legal
Functions as a suit treated with ruthenium polymers (p. 94, Shadowtech), giving a +4 modifier to Perception Test target
numbers when the wearer is standing still, +2 if he is moving.
Conceal
+4
—
“Ghostsuit”
Helmet
Ballistic
2
+1
Impact
1
+0
Weight
3
1.5
Availability
6/14 days
8/14 days
Cost
53,000¥
6,000¥
Street Index
8
8
Gibson Battlegear “Sneak Suit” (p. 28)
Legal
Gives a +4 modifier to the target number for an observer’s Perception Test (visual or thermographic) to spot anyone wearing a sneaksuit in darkness, shadows, or low light conditions. Any hit doing Serious or Deadly damage to the wearer overheats
the suit, making it inoperative. If more than one piece of this set is worn, add up the armor ratings, but only use the highest
Concealability modifier.
Sneak Suit
Flak Vest
Combat Helmet
Space Suit
Diving Suit
Conceal
+4
+2
—
+4
+4
Ballistic
1
2
+1
1
0
Impact
0
1
+0
1
0
Weight
1
1.5
1.5
10
2
Availability
8/5 days
8/5 days
10/5 days
14/7 days
12/7 days
Cost
1,560¥
1,375¥
1,185¥
25,000¥
35,000¥
Street Index
3
2
2.5
4.5
3.5
Militech M73 “Mirage Gear” Environmental Assimilation System (p. 28) Legal
If the wearer is standing still, observers get a +2 modifier to all target numbers to spot him, +1 if he is moving.
“Mirage Gear”
Combat Helmet
Flak Vest
Conceal
+2
—
—
Ballistic
1
+1
2
Impact
0
+0
1
Weight
1.5
1
1.5
Availability
5/48 hrs
9/4 days
7/4 days
Cost
1,050¥
700¥
1,275¥
Street Index
3
2.5
2.5
Armored Stockings (p. 28)
Legal
Add the stockings’ armor rating to that of other armor present.
Armored Stockings
Conceal
15
Ballistic
+1
Impact
0
Weight
—
Availability
6/72 hrs
Cost
110¥
Street Index
1.1
HOLOGRAPHY
Holoscreen Holographic Viewers (p. 29)
Not available.
DataTel Holotanks (p. 29)
Legal
No changes.
Conceal
—
—
—
Tabletop
Desktop
Holotank
Rating
—
—
—
Weight
5
15
100
Availability
4/48 hrs
4/48 hrs
5/48 hrs
Cost
500¥
1,000¥
5,000¥
Eastman KodaGraphix Holographic Cameras (p. 30)
No changes.
Conceal
normal
Rating
—
Weight
normal
Availability
always
Cost
2× normal
57
Street Index
+1
Street Index
1.2
1.2
1.2
Legal
CHROMEBOOK 2
Eastman Arts Mindscape® Cyberholo Art Imager (p. 30)
Gives an extra die to roll for painting or drawing skills. Requires the artist to jack into the device.
Conceal
—
Rating
+1
Weight
—
Availability
always
Cost
6,000¥
Street Index
1
REMOTES & DRONES
Remote Control Systems (p. 30)
See the Rigger Black Book, SRII, Rigger 2, and/or SR3 for details on remote control decks.
 Bell “Bumblebee” Remote Rotocraft (p. 31)
No changes.
SRII STATS
Handling
Speed
Bumblebee
5
80/160
Operational Duration: Fuel-limited
Store: 6 CF
Economy: 10 km per PF
Sensors: Standard (1)
B/A
1/1
Sig
4
Apilot
Cost
2
8,000¥
Set-up/Breakdown Time: 5 minutes
Landing/Take-off Profile: VTOL/VTOL
Fuel: 40 PF
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4
107
7
1
1
7
Autonav
Pilot
Sensor
Cargo
Load
—
2
1
0
10
Seating: None
Setup/Breakdown: 5 minutes
Entry Points: None
Landing/Takeoff: VTOL
Fuel: Electric (160 PF)
Economy: 2.5 km/PF
Point Value: 1,068
Cost: 27,000¥
Template: Small rotary-wing UAV
Reference: Chromebook 2
Other Features: Engine customization (Speed, level 1, already
factored in)
 Mitsubishi “Rover” Wheeled Remote (p. 31)
No changes.
SRII STATS
Handling
Speed
Rover
6/9
20/60
Operational Duration: Fuel-limited
Store: 10 CF
Economy: 10 km per liter
Sensors: Enhanced (2)
B/A
2/2
Sig
3
Apilot
Cost
2
9,000¥
Set-up/Breakdown Time: 2 minutes
Cargo/Storage: 1 CF storage
Fuel: MultiF/30 liters
Accessories: Micro-turret
SR3 STATS
Handling
Speed Acceleration
Body
3/6
40
2
2
Autonav
Pilot
Sensor
Cargo
—
2
2
0
Seating: None
Entry Points: None
Fuel: Methane (150 bars)
Point Value: 890
Template: Wheeled remote patrol vehicle
Other Features: Mini-turret
Armor
2
Load
22
Signature
5
Setup/Breakdown: 2 minutes
Landing/Takeoff: NA
Economy: 2 km/bar
Cost: 22,250¥
Reference: Chromebook 2
58
Legal
CHROMEBOOK 2
 Militech RPV-400 Light Combat Tiltrotor Remote (p. 31)
SRII STATS
Has one centerline Hardpoint (2 CF dedicated ammo storage) and one Firmpoint, both firing forward. The Hardpoint is
normally fitted with a 2-barrel HMG Chaingun (see below).
Handling
Speed
B/A
Sig
RPV-400
4
140/280
3/3
4
Operational Duration: Fuel-limited
Store: 40 CF
Economy: 2.5 km per liter
Sensors: Advanced (3)
Accessories: centerline Firmpoint, centerline Hardpoint (all
forward-firing)
Apilot
Cost
4
150,000¥
Set-up/Breakdown Time: 10 minutes
Cargo/Storage: 4 CF storage
Fuel: IC/300 liters
Landing/Take-off Profile: VTOL/VTOL
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4
187
6
3
3
4
Autonav
Pilot
Sensor
Cargo
Load
—
4
3
4
32
Seating: None
Setup/Breakdown: 10 minutes
Entry Points: None
Landing/Takeoff: VTOL
Fuel: Jet (800 liters)
Economy: 0.9 km/liter
Point Value: 4,248
Cost: 265,500¥
Template: Large tilt-wing UAV
Reference: Chromebook 2
Other Features: centerline Firmpoint, centerline Hardpoint (all
forward-firing)
 2-barrel HMG Chaingun (p. 31)
1-H(H)
This weapon fires at minigun rates (p. 81, Fields of Fire). It can be loaded with two ammunition belts, and the gunner can
switch between them by spending a Simple Action (a Free Action for a smartlinked weapon).
Type
HMG
Conceal
—
Ammo
2× belt
Mode
FA
Damage
10S
Weight
20
Availability
26/21 days
Cost
6,500¥
Street Index
2
RC
—
 Light Armor-Piercing/High Explosive ammo (LAPHE) (p. 31)
2-L(M)
Treat this ammo as APDS, but give it +1 Power Level like Explosive ammo. It can also misfire like Explosive. It is only available for heavy machine guns.
Per 10 rounds:
Conceal
Damage
8
see above
Weight
.75
Availability
16/14 days
Cost
100¥
Street Index
2.5
 Arasaka RDAK Spy & Assassination Remote (p. 32)
A Hold-out or Light Pistol can be fitted in the rear of the vehicle, but ammo capacity and ranges are halved (round down).
Comes with a 5-dose “stinger.”
SRII STATS
Armor is not hardened.
Handling
Speed
RDAK
4
12/36
Operational Duration: 5 hours
Store: 1 CF (or in your pocket)
Economy: .5 km/PF
Sensors: Standard (1)
B/A
1/1
Sig
18
Apilot
Cost
1
12,000¥
Set-up/Breakdown Time: none
Fuel: ImpElec/40 PF
59
CHROMEBOOK 2
SR3 STATS
Handling
Speed Acceleration
4
12
1
Autonav
Pilot
Sensor
—
1
1
Seating: None
Entry Points: None
Fuel: Electric (40 PF)
Point Value: 295
Template: Micro Walker
Other Features: none
Body
0
Cargo
0
Armor
0
Load
5
Signature
8
Setup/Breakdown: None
Landing/Takeoff: NA
Economy: .5 km/PF (idle: 2 min/PF)
Cost: 2,950¥
Reference: Chromebook 2
CONSUMER ELECTRONICS
Autotanner (p. 33)
Legal
Gives no advantages or disadvantages.
Conceal
3
Rating
—
Weight
1
Availability
always
Cost
200¥
Street Index
.9
Phone Upgrades (p. 33)
Legal
Availability = always and Street Index = 1 for all these items except as noted below.
a) Voicemail (40¥/month)
No changes.
b) Fax Interface (150¥)
No changes.
c) Digital Recorder (150¥)
Records on optical chips, and requires 1 Mp per minute of sound. See p. 99, Shadowbeat.
d) ECM Scrambler (2500¥, Availability 6/36 hrs)
Functions as a rating 1 crypto circuit HD (p. 77, Street Samurai Catalog).
e) Video Option (450¥)
Not available for ear-plug phones.
f) Emergency Autodialer (25¥)
No changes.
g) Conference Calling (50¥/month)
No changes.
h) Split Line (100¥)
No changes.
i) Cybermodem Interface
Not available.
j) Privacy Plus™ (3,000¥)
The ECM and the bug detector are both rating 1. The 20-number memory costs 50¥.
Rush® Virtual Entertainment System (p. 34)
Legal
Datajack required for use.
Conceal
3
Rating
—
Weight
4.5
Availability
always
Cost
500¥
60
Street Index
.8
CHROMEBOOK 2
Total Environment™ (p. 34)
Legal
No changes.
Conceal
—
Rating
—
Weight
.75
Availability
always
Cost
1,000¥
Street Index
.8
Multi-Player Adaptor (p. 34)
Legal
No changes.
Conceal
—
Rating
—
Weight
—
Availability
always
Cost
100¥
Street Index
.6
Video Wall™ (p. 34)
Legal
Requires at least a 2m × 2m space of wall to be effective.
Conceal
—
Rating
—
Weight
5
Availability
always
Cost
3,500¥
Street Index
1
SegAtari Virtual Villains (p. 34)
Legal
No changes.
Conceal
—
Rating
—
Weight
—
Availability
always
Cost
150¥
Street Index
.9
Scholar™ Home Learning System (p. 34)
Not available.
W
EAPONS
Tsunami Arms Ramjet Rifle (p. 36)
1-J(K)
Can only fire its own special ammo (see below). The weapon comes equipped with a bipod (under-barrel mount), rating 1
recoil compensation by the free-floating barrel, magnification 3 telescope sight (top mount) and an internal smartlink II (p. 57,
Fields of Fire). Damage is 10S at short range, 12S at medium range, 14S at long range, and 16S at extreme range.
Type
Conceal
Ammo
Sniper Rifle
—
9 (c)
* Can fire one burst per Complex Action
Mode
SA/BF*
Damage
see above
Weight
5
Availability
16/14 days
Cost
7,380¥
Street Index
4
Ramjet ammo (p. 36)
RC
1
As Weapon
Can only be fired by the Tsunami Arms Ramjet Rifle (above). Use Ballistic armor value to defend against this round, but if
any damage remains after the Body Resistance Test, one extra box of damage is taken by the target (no Resistance Tests for
this extra damage).
Per 10 rounds:
Conceal
Damage
8
normal
Weight
.5
Availability
8/72 hrs
Cost
100¥
Street Index
2
Polymer One-Shot Cannon (p. 36)
5P-F(F)
Holds a single HEP round (see Chromebook, p. 54; already figured into Damage Code), and can not be reloaded. If the Rule
of One is invoked, the weapon explodes, doing 6M damage to the firer (no armor resists). It is a Heavy Pistol, but uses Shotgun ranges.
Type
Heavy Pistol
Conceal
5
Ammo
1
Mode
SS
Damage
5S
Weight
1.5
61
Availability
3/12 hrs
Cost
190¥
Street Index
.6
RC
—
CHROMEBOOK 2
Militech Cyborg Rifle (p. 36)
3-J(K)
This weapon fires LMG ammo, but uses assault rifle ranges. It includes a rating 2 gas vent on the barrel.
Type
Assault Rifle
Conceal
2
Ammo
30 (c)
Mode
SA
Damage
6S
Weight
7.5
Availability
10/7 days
Cost
800¥
Street Index
2.5
Stein & Wasserman “Tri-Star” Revolver (p. 37)
RC
2
5P-E(E)
This weapon comes with a top-mounted laser sight.
Type
Heavy Pistol
Conceal
3
Ammo
6 (cy)
Mode
SS
Damage
10M
Weight
2.5
Availability
6/24 hrs
Cost
375¥
Street Index
1.5
RC
—
#000 Triplex ammo (p. 37)
As Weapon
These rounds are only available for Heavy Pistols. They fire three pellets in a shotgun pattern with a choke of 5 (p. 95, SRII).
Roll 1D6÷2 to find how many pellets hit a target, then treat the shot as a burst of the number of pellets that hit. Each pellet
does 6L damage. For example, a hit with 2 pellets causes 8L damage, while all three cause 9M.
Per 10 rounds:
Conceal
Damage
8
6L/pellet
Weight
.5
Availability
4/60 hrs
Cost
50¥
Street Index
1.25
Pursuit Security Incorporated Webgun (p. 37)
Legal
Treat as a netgun using large nets (p. 72, Street Samurai Catalog). Adapting the weapon for carbosteel wire nets costs 100¥.
Type
Heavy Pistol
Conceal
3
Ammo
1 (m)
Mode
SS
Damage
as net
Weight
3.5
Availability
6/3 days
Cost
500¥
Street Index
2.5
RC
—
Carbosteel Wire Net (p. 37)
5P-E2(V)
Anyone hit by this net takes 10S Stun damage, per the Shock Weapons rules (p. 103, SRII/p. 124, SR3), in addition to being entangled.
Per net:
Conceal
5
Damage
10S Stun
Weight
1
Availability
6/48 hrs
Cost
100¥
Street Index
2
FEN Dz-55 Det-Web (p. 37)
4-I(J)
This web contains 2 kilograms of rating 6 explosive, delivering an 8D explosion to the target.
Conceal
5
Damage
8D
Power Level
–1 per meter
Weight
2
Availability
10/72 hrs
Cost
450¥
Street Index
3
 Rhinemetall EMG-85 Kinetic Energy Railgun (p. 38)
1-J(K)
Use the following ranges: short 0-150 m, medium 151-500 m, long 501-1,000 m, extreme 1,001-2,000 m. The weapon
has a built-in gyro mount (rating 5, plus providing (3/1) armor) and internal smartlink II (p. 57, Fields of Fire). A minimum Body
of 5 is needed to fire the weapon, otherwise increase all target numbers by +((5 – Body) × 2). When not using the gyro
mount, add +4 to all target numbers, regardless of the user’s Body Attribute.
The ammo unit costs 1,200¥, Availability —, Street Index —. After each shot, the rifle may not be fired until after the end
of the next turn, in order for it to recharge.
Type
Conceal
Assault Cannon
—
Ammo
5 (m)
Mode
SS
Damage
25D
Weight
35
Availability
Cost
Street Index
—
113,700¥
—
Luigi Franchi “King Buck” Multi-Magnum (p. 38)
RC
5
6-F(F)
Each barrel can be fired separately (requiring a Simple Action per barrel), or all can be fired at once (requiring a Complex
Action). There is no need to switch between modes. When firing multiple barrels, treat it as a burst of the appropriate number
of rounds.
Type
Shotgun
Conceal
1
Ammo
4 (m)
Mode
SA
Damage
9S
Weight
7
62
Availability
12/4 days
Cost
800¥
Street Index
2.1
CHROMEBOOK 2
Underbarrel Capacitor Laser (p. 39)
2-J(K)
Clips to the under-barrel mount of another weapon. It uses the Light Pistol ranges, but has its Power Level decreased by 2
for every step beyond short range (medium –2, long –4, extreme –6). Use one-half Impact armor to defend against the laser.
Smoke reduces the laser’s Power Level by –1 for every meter the beam passes through. The laser has no recoil.
The laser normally uses a battery as power pack. This battery provides 2 charges, costs 250¥, Availability 12/8 days, Street
Index 4. The power pack provides 20 shots, weighs 4 kg, and costs 2,500¥ (Availability 16/14 days, Street Index 2.5).
No Microwaver exists.
Type
Light Pistol
Conceal
–2
Ammo
2 or 20
Mode
SA
Damage
10M
Weight
5
Availability
24/21 days
Cost
Street Index
95,000¥
3.5
 Techtronica M40 “Pulse Rifle” (p. 39)
RC
—
3P-J(K)
Use the Shotgun ranges for this weapon. When it is fired, the firer rolls a normal Firearms skill test against the rangedetermined target number. If it hits an electronical device, the weapon rolls 5 dice against the base target number for the
range (4 for short, 5 for medium, etc.). The device being fired at rolls
a number of dice equal to the M40’s target number against a target
number 5. If the M40 has more successes, the electronics are damRange
Damage
No. of cyberware
aged or destroyed (gamemaster’s discretion). If the target is alive,
systems damaged
Short (1-10m)
8D Physical
all present
the M40 delivers an attack, with the damage depending on the
Medium (11-20m)
6D Stun
2D6–5
range to the target, in addition to the other listed effects (in all cases,
Long (21-50m)
4D Stun
1D6–2
Alpha and Beta-grade cyberware are allowed a damage resistance
Extreme (51-100m)
4S Stun
1D6–4
test, see p. 98-99, Street Samurai Catalog). For cyberware damage,
see pages 93 to 96 of the Street Samurai Catalog and pages 39 and
40 of Shadowtech.
The M40 uses a 6-shot battery for “ammunition.” This costs 50¥, Availability 10/7 days, Street Index 3.
Type
Assault Rifle
Conceal
1
Ammo
6 (c)
Mode
SS
Damage
special
Weight
8.5
Availability
—
Cost
3,500¥
Street Index
—
RC
—
Nova .338 Citygun (p. 40)
6P-E(E)
Comes with two clips of Regular ammo. It cannot use barrel-mounted accessories, since the gas porting on the barrel prevents this. The gas porting gives it a firing rate of SA, instead of SS.
Type
Heavy Pistol
Conceal
5
Ammo
7 (c)
Mode
SA
Damage
10M
Weight
2.5
Availability
4/24 hrs
Cost
460¥
Street Index
1
RC
—
Colt-Mauser M2X Cannon (p. 40)
2-H
If the target is missed (i.e. no successes are rolled on the Gunnery skill test to fire this weapon), the firer must resist 6L Stun
damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is dropped. The M2X has a
magnification 2 telescope sight (top mount) and shock pads (stock mount).
Though this is an assault cannon, it uses HMG ranges.
Type
Conceal
Assault Cannon
—
Ammo
8 (c)
Mode
SS
Damage
18D
Weight
23
Availability
20/14 days
Extra High Impact ammunition (p. 40)
Cost
6,100¥
Street Index
2
RC
1
As Weapon
Use one-half (round up) the armor’s Ballistic rating to defend against these rounds. If the total armor rating is greater than
one-quarter the Power Level of the attacking weapon, add +2 to the Power to determine the target number for the target’s
Resistance Test. Take this example: Joe is shot by an assault cannon (18D) firing EHI ammo. He is wearing a light security
armor (Ballistic 5), so this provides him with 5 ÷ 2 = 3 points of armor, making his Resistance Test target number a pretty hard
15. But because the armor rating of 5 is greater that one-quarter of 18 (18 ÷ 4 = 4.5), he gets another +2 to his target number,
setting it at 17… If the armor rating is greater than one-half the Power Level of the weapon, do not add the +2 Power Level.
This ammo is only available for assault cannons.
Conceal
3
Damage
see above
Weight
1.5
Availability
8/4 days
Cost
1,000¥
63
Street Index
2.25
CHROMEBOOK 2
Militech AM-3 “Anti-Matter Rifle” (p. 41)
1-J(K)
If the target is missed (i.e., no successes are rolled on the Gunnery skill test to fire this weapon), the firer must resist 6L
Stun damage with his Body, using one-half Impact armor. If all ones are rolled on this test, the weapon is dropped.
If the firer is standing up during firing, he must roll a Body test, target number 6, to avoid being knocked over. If knocked
over, the target is automatically missed, and the firer must resist 6M Stun, in addition to the 6L Stun for missing the target.
The AM-3 has a magnification 3 telescope sight (top mount), shock pads (stock mount), internal smartlink, and a gas vent
rating 2 (barrel mount). It uses Missile Launcher ranges, though the weapon is an assault cannon.
Type
Conceal
Assault Cannon
—
Ammo
5 (c)
Mode
SS
Damage
20D
Weight
26
Availability
20/14 days
Cost
8,000¥
Street Index
3
Militech Urban Missile Launcher (p. 41)
RC
3
3-H(H)
Fires only Micromissiles (p. 49, Chromebook 2).
Type
Assault Rifle
Conceal
3
Ammo
12 (c)
Mode
SA
Damage
missile
Weight
3.5
Availability
10/7 days
Cost
4,500¥
Street Index
2
Micro-Missile Pod (p. 41)
RC
—
3-H(H)
Fires only Micromissiles (p. 49, Chromebook 2), and must be clipped to the under-barrel mount of another weapon. A
modification to the weapon is needed, costing 50¥, after which the under-barrel mount can only be used for the micro-missile
pod.
Type
Assault Rifle
Conceal
–2
Ammo
1 (m)
Mode
SS
Damage
missile
Weight
.75
Availability
8/5 days
Cost
2,000¥
Street Index
1.9
Militech PDU-3 Multi-Purpose Perimeter Defense Unit (p. 42)
4-I(J)
This device is equipped with passive thermal sensor, a magnetic door contact, a tripwire, and a normal time delay (2 seconds to 2 minutes). The thermal sensor is rating 4, while the tripwire is rating 1 (see Remote Sensors, page 79 of Tech Specs,
for details).
Conceal
8
Damage
10S
Power Level
–2 per .5 meter
Weight
.25
Availability
10/7 days
Cost
150¥
Street Index
2.5
Tsunami Arms “Airhammer” 5.3mm Air Pistol (p. 42)
9P-E(E)
The weapon has three modes: Target, Combat, and Overload. Switching between them costs a Simple Action (a Free Action for a smartgun). The damage done depends on the modes: 6L in Target mode, 7M in Combat mode, and 10M in Overload mode. The air reservoir is treated as a clip for changing purposes, the rounds are contained in a cylinder. The weapon can
only use its own ammunition, described below.
Two models exist: the normal model has a five-shot cylinder, an under-barrel laser sight, and a 10-shot camera on the top
mount (this camera takes a picture every time a shot is fired). The second model (the Mark 2) has a seven-shot cylinder, and
an internal smartlink.
Mark 1:
Type
Heavy Pistol
Conceal
5
Ammo
5 (cy)
Mode
SA
Damage
see above
Weight
1.5
Availability
11/14 days
Cost
325¥
Street Index
2.5
RC
—
Mark 2:
Type
Heavy Pistol
Conceal
6
Ammo
7 (cy)
Mode
SA
Damage
see above
Weight
1.5
Availability
12/14 days
Cost
400¥
Street Index
3
RC
—
Kendachi Fragmentation Flechette (p. 42)
As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2). Treat as needle ammo (p. 30, Neo-Anarchists’ Guide to
Real Life), but gives +1 Power because it is also an explosive round (and can misfire as such; see p. 93, SRII/p. 116, SR3).
Per 10 rounds:
Conceal
Damage
9
+1 Power
Weight
.15
Availability
6/48 hrs
Cost
15¥
64
Street Index
2
CHROMEBOOK 2
Flechette (p. 42)
As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2). Shatters if fired at hard cover (i.e. does no damage in such
a case), and Ballistic armor is only one-fourth (round up) effective against it. It should not be confused with the normal Shadowrun flechette ammunition.
Per 10 rounds:
Conceal
Damage
9
normal
Weight
.15
Availability
6/48 hrs
Cost
15¥
Street Index
2
JellSluggs (p. 42)
As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2); treat as gel rounds, but these rounds will not penetrate
hard cover or hardened armors.
Per 10 rounds:
Conceal
Damage
9
–2 Power,
Stun damage
Weight
.25
Availability
8/60 hrs
Cost
20¥
Street Index
1.5
Gas (p. 42)
As Weapon
Only available for the Airhammer pistol (p. 42, Chromebook 2). This round creates a cloud of gas, 4 meters in diameter.
The gas must be selected before purchase of the round. Roll for the availability of the gas separately.
Per 10 rounds:
Conceal
Damage
9
special
Weight
.25
Availability
8/4 days
Cost
40¥
Street Index
2
Practice (p. 42)
As Weapon
Only available for the “Airhammer” pistol (p. 42, Chromebook 2). Treat as regular ammo, except for the reduced damage.
Per 10 rounds:
Conceal
Damage
9
3L
Weight
.15
Availability
4/24 hrs
Cost
15¥
Street Index
1.5
 Techtronica Model 009 Volt Pistol (p. 43)
5P-F(F)
This weapon uses the Shock Weapons rules (p. 103, SRII/p. 124, SR3). The energy pack costs 25¥, Availability 5/24 hrs,
Street Index 1. The Power Level is reduced by –1 at medium range, long –3, and extreme –6, and by –1 per meter of smoke
the beam passes through.
Type
Heavy
Conceal
3
Ammo
6 (c)
Mode
SS
Damage
10S Stun
Weight
3.5
Availability
8/72 hrs
Cost
1,950¥
Street Index
2.5
RC
—
Arasaka “Nauseator” Riot Control Device™ (p. 43)
Legal
This device affects an area as if it were a shotgun with a choke of 2. The device rolls 6 dice against a target number 4, everyone within 25 meters of the device must roll a Body(6) test (use natural Body, without cyberware modifiers). The number of
successes rolled are compared. If the device has more, consult the following table for the effects:
Net successes
1
2 or 3
4+
Effects on target
+2 penalty to all target numbers for 1D6 turns after leaving affected area
+4 penalty to all target numbers, Quickness and Strength reduced by 1, all for 2D6 turns after leaving affected area
unconscious for 1D6 minutes (no actual damage taken)
Creatures with wide-band hearing get a +2 modifier to the Body Test target number. Targets equipped with hearing
improvements also get modifiers to the Body test, per the next table:
Cyberware
High Level Hearing
Low Level Hearing
Hearing Amplification
Damper
Select Sound Filter
Conceal
—
Rating
6
Modifier
+2
+1
+2
–4
–rating (if switched on)
Weight
25
Availability
14/7 days
Cost
19,000¥
65
Street Index
4
CHROMEBOOK 2
IMI “ChainKnife” (p. 44)
3P-B(B)
Use one-half Impact armor rating against this knife.
Conceal
6
Reach
0
Damage
(str+5)L
Weight
.75
Availability
6/48 hrs
Cost
120¥
Street Index
1.2
 Slamdance Inc. Spawnblade (p. 44)
5-B(B)
If used to stab normally, it does normal damage for a knife (i.e. (str)L). If a target has been hit successfully (he must have
taken damage from the attack), the user may trigger the blade. This does an additional Light wound, which may not be resisted. Once opened, removing the knife requires a Biotech test with a target number 5. Any other means of removal, or if the
Biotech roll is failed, causes another Light wound. Using the knife to stab while in its extended form makes its Damage Code
(str–1)L.
Conceal
8
Reach
0
Damage
(str)L
Weight
.5
Availability
4/72 hrs
Cost
100¥
Street Index
1.1
Kendachi Monowhip (p. 44)
1-J(K)
This weapon uses the rules for monofilament whips (p. 103, SRII/p. 121, SR3).
Conceal
9
Reach
3
Damage
10S
Weight
—
Availability
26/14 days
Cost
3,500¥
Street Index
3
Kendachi Monowire (p. 44)
Legal
See p. 89, Neo-Anarchists’ Guide to Real Life. The data below is per meter of wire.
Conceal
—
Rating
—
Weight
—
Availability
8/7 days
Cost
60¥
Street Index
2.5
Taser Wallet (p. 45)
Legal
Beyond 2 meters the thief must roll a Body or Willpower test (whichever is higher) with target number 10, each turn. One
success if sufficient to hold on to the item. A Willpower (4) test is needed to avoid crying out.
Conceal
Rating
Weight
Availability
Cost
Street Index
10*
—
—
5/48 hrs
165¥
1.5
* this is the target number to spot (from the outside) that the wallet contains a taser-device.
Mystic Technologies Spring Knife (p. 45)
6P-D
When used to stab, the knife does (str+2)L damage. It can be launched in a Simple Action, and uses the following ranges:
short 0-1, medium 2, Long 3, Extreme 4-5. When launched, it does 5L damage.
When used to stab:
Conceal
Reach
8
0
When used to shoot:
Type
Ammo
special
1 (m)
Damage
(str+2)L
Weight
.75
Mode
SA
Damage
5L
Availability
4/12 hrs
Cost
125¥
Street Index
1.2
RC
—
Drug-a-Thug™ (p. 45)
As Drug
Hitting an unwilling opponent requires a melee attack. If the attack hits, the drug is delivered, and the target must resist its
effects.
Conceal
6
Reach
0
Damage
drug
Weight
.5
Availability
3/8 hrs
Cost
150¥
Street Index
2
Taser II™ (p. 45)
6-C(C)
Uses the Shock Weapons rules (p. 103, SRII/p. 124, SR3).
Conceal
7
Reach
0
Damage
5S Stun
Weight
.5
Availability
4/24 hrs
66
Cost
300¥
Street Index
1
CHROMEBOOK 2
Skunker (p. 45)
As Gas
Functions much like a toxin exhaler (p. 42, Shadowtech), but a melee attack is needed to deliver the gas on the target. For
5-10¥, the gas can be mixed with odiferous chemicals creating additional effect equal to the stench bomb (p. 49, Chromebook
2).
Conceal
7
Rating
—
Weight
.25
Availability
5/60 hrs
Cost
70¥
Street Index
1.3
AMMUNITION
Dual-Purpose Rounds (p. 46)
3-L(M)
Ballistic armor is only one-half (round up) effective, but the rounds do normal damage. If an unarmored target is hit and
damage is done (i.e., the target does not remove all damage), an additional box of damage is taken by the target.
Per 10 rounds:
Conceal
Damage
8
see above
Weight
.5
Availability
16/14 days
Cost
80¥
Street Index
4
API – Armor-Piercing Incendiary (p. 46)
2-L(M)
This ammunition uses the normal rules for APDS ammo (p. 63, Street Samurai Catalog/p. 277, SRII/p. 116, SR3), but also
have a Firesetting rating of 2. If a burst is fired, add +1 to this rating per round fired (three rounds have a Firesetting rating of 5,
etc.). See page 72, Tech Specs for details.
Note: this ammo is exactly the same as the API ammo in the Chromebook, page 54.
Per 10 rounds:
Conceal
Damage
8
see above
Weight
.25
Availability
16/14 days
Cost
80¥
Street Index
4.5
Kendachi Fragmentation Flechettes (p. 46)
As Weapon
Treat these as needle ammo (p. 30, Neo-Anarchists’ Guide to Real Life), not as flechette, and also give a +1 to the Power
Level of the weapon. They can misfire in the same way as explosive rounds (p. 93, SRII/p. 116, SR3).
Per 10 rounds:
Conceal
Damage
8
+1 Power
Weight
.5
Availability
12/10 days
Cost
100¥
Street Index
4.5
Rubber Bullets (p. 47)
As Weapon
At ranges over 3 meters, the round does normal damage, but all damage is Stun (a 6M round becomes 6M Stun, etc.), and
is resisted using Impact armor. At ranges up to 3 meters, one-half (round up) the damage is Physical, the other half is Stun.
Per 10 rounds:
Conceal
Damage
8
Stun
Weight
.5
Availability
3/12 hrs
Cost
10¥
Street Index
.75
Stinger Shotgun Shells (p. 47)
As Weapon
Only available for Shotguns. Beyond 3 meters ranges, damage is Stun, as with rubber bullets (above). Up to 3 meters, use
the normal Damage Code for the shotgun.
Per 10 rounds:
Conceal
Damage
8
Stun
Weight
.5
Availability
4/18 hrs
Cost
30¥
Street Index
1
Gas Shotgun Shells (p. 47)
As Weapon
Only available for Shotguns. This round does no damage, but delivers a cloud of gas (4 meters diameter around the impact
point). The type of gas must be chosen before purchase.
Per 10 rounds:
Conceal
Damage
8
gas
Weight
.5
Availability
6/48 hrs
Cost
50¥
67
Street Index
1.1
CHROMEBOOK 2
Flare Shotgun Shells (p. 47)
As Weapon
Only available for Shotguns. Works like a micro flare (p. 46, Street Samurai Catalog/p. 295, SR3). Damage is 6M if fired
against a living target. The flare also has a Firesetting Rating 5 (see p. 72, Tech Specs).
Per 10 rounds:
Conceal
Damage
8
6M
Weight
.5
Availability
4/24 hrs
Cost
50¥
Street Index
1
Smoke Shotgun Shells (p. 47)
Legal
Only available for Shotguns. Does no damage, but fills an area 6 meters in diameter around the point of impact with heavy
smoke (p. 89, SRII/p. 112, SR3).
Per 10 rounds:
Conceal
Damage
8
none
Weight
.5
Availability
3/12 hrs
Cost
40¥
Street Index
.8
Flash Shotgun Shells (p. 47)
Legal
Only available for Shotguns. Does no damage, but produces a flash on impact, similar to that of a flash pak (p. 45, Street
Samurai Catalog).
Per 10 rounds:
Conceal
Damage
8
none
Weight
.5
Availability
4/24 hrs
Cost
60¥
Street Index
1
PROPELLED/HAND GRENADE TYPES
Urban Technologies Slasher (p. 47)
3-L(M)
Only available for Shotguns, MMGs, HMGs, and Grenade Launchers. The slugs are considered to have spread out at the
muzzle of the barrel. The length of the wire depends on the weapon type: Shotgun 1 m, MMG 2 m, HMG and Grenade
Launcher 2.5 m. The rounds travel only 50 meters for Grenade Launchers, and only 10 meters for all other weapons.
Determine a target number for anyone in the path of the wire, adding a +2 for everyone standing in front of each new target. The firer rolls only one Success Test, and the successes are compared to the target number for each target separately.
Anyone in the path of the wire takes 11S damage (not staged for the firer’s successes), using one-half (round down) Impact
Armor to resist.
Per round:
Conceal
8
Damage
11S
Weight
.1
Availability
14/10 days
Cost
75¥
Street Index
2.5
Splatshell (p. 47)
As Weapon
Only available for grenade launchers. Each shell contains 20 balls, each of which can contain any sort of liquid. These are
fired in a shotgun pattern with a choke of 4 (page 95, SRII/p. 117, SR3).
Per round:
Conceal
Damage
8
splatballs
* plus cost of splatballs
Weight
.1
Availability
6/48 hrs
Cost
10¥*
Street Index
1
Militech Muzzle Adaptor (p. 48)
Legal
This device is required to fire Militech 25 mm pistol-grenades (p. 48, Chromebook 2); having it fitted costs about 50¥.
Mount
Barrel
Conceal
—
Weight
—
Availability
4/48 hrs
Cost
200¥
68
Street Index
.9
CHROMEBOOK 2
Militech 25mm Pistol-Grenades (p. 48)
These grenades require the Militech muzzle adaptor (above). The range to which the grenade can be fired depends on the
Power Level of the firing weapon: a Power Level of 6 or less means that the grenade uses the Light Pistol ranges, while Power
Level 7 or higher uses Shotgun ranges. All stats below are for a single round.
a) HEP (Cratering)
4-I(J)
One-half (round up) of the damage is Physical, while the remaining half is Stun. Armor is only one-half effective (use Ballistic and round down).
b) Incendiary
3-I(J)
Has a Firesetting Rating of 6.
c) Offensive Frag
4-I(J)
No changes
d) Defensive Frag
4-I(J)
No changes
e) Smoke/Tear Gas
Legal
Fills a 3 meter radius area around the point of impact with Dense Smoke (p. 89, SRII) or tear gas. Tear gas counts as Light
Smoke for visibility purposes, and adds +4 to all target numbers of anyone inside it. If the eyes are shielded, reduce this modifier to +2. If the whole face is shielded (by using a gas mask, for instance), there is no modifier.
f) Concussion
4-I(J)
No changes.
g) Flash Bomb
4-I(J)
The base target number modification for all those looking in direction of flash is +4, reduced by 1 for every 5 meters away
from the point of ignition. Flare Compensation reduces the modifier by 50% (round down).
Type
HEP (Cratering)
Incendiary
Offensive Frag
Defensive Frag
Smoke/Tear Gas
Concussion
Flash Bomb
Conceal
8
8
8
8
8
8
8
Damage
4S
6M
6S
6M
gas
8M Stun
4L
Power Level
—
–6 per meter
–3 per meter
–3 per meter
—
–2 per meter
–1 per meter
Weight
.1
.1
.1
.1
.1
.1
.1
Availability
4/6 days
8/7 days
5/7 days
5/7 days
6/7 days
5/6 days
4/72 hrs
Cost
30¥
30¥
25¥
20¥
20¥
15¥
15¥
Street Index
1.5
2
2
2
2.5
2
1.2
Micromissiles (p. 49)
1-J
Use the rules for missiles (p. 99, SRII/p. 120, SR3); they can target persons as well as vehicles. For HEP-missiles, one-half
the damage (round up) is Physical, the other half is Stun, using one-half Ballistic armor.
Use the Assault Rifle range table, but with a minimum range of 10 m. All stats below are for single missiles.
Normal
Anti-Armor
HEP
Conceal
10
10
10
Intelligence
2
2
2
Damage
12M
12M
14M
Power Level
–6 per meter
–12 per meter
—
Weight
.25
.25
.25
Availability
14/14 days
16/14 days
12/14 days
Scatter Grenade (p. 49)
Cost
500¥
750¥
200¥
Street Index
2
2
2
Legal
This grenade has a six-second (two turn) delay, which can not be changed. After ignition, it fills an area of 5 meters radius
around the ignition point with thermographic smoke (p. 89, SRII/p. 112, SR3). The cloud lasts for 5 turns (15 seconds) in calm
winds.
Conceal
6
Damage
—
Power Level
—
Weight
.25
Availability
3/48 hrs
69
Cost
70¥
Street Index
1.5
CHROMEBOOK 2
Stench Bomb (p. 49)
Legal
Anyone in the area must roll a Willpower (8) test every turn. If no successes are rolled, the person must leave the area on
his next action. Characters with a switched-on olfactory booster (p. 62, Shadowtech) add the booster’s rating to the target
number, while characters with some sort of filter mask may have a lower target number (gamemaster’s discretion).
Conceal
6
Damage
—
Power Level
—
Weight
.25
Availability
3/48 hrs
Cost
20¥
Street Index
.8
Flashbang Grenade (p. 49)
1-I(J)
This grenade emits a bright flash, and a concussion effect. The flash gives a +5 modifier to all target numbers of all people
looking at the detonation; this modifier is reduced by 1 for every 5 meters distance from the grenade. Flare compensation
reduces the modifies by 50% (round down).
Conceal
6
Damage
12M Stun
Power Level
–2 per meter
Weight
.25
Availability
8/6 days
Cost
80¥
Street Index
2.25
Spraypaint Grenade (p. 49)
Legal
No changes.
Conceal
6
Damage
—
Power Level
—
Weight
.25
Availability
2/3 days
Cost
20¥
Street Index
.9
WEAPON MODIFICATIONS
Nine-Eleven Chip (p. 50)
Legal
This device is a PANICBUTTON™, which alerts the local police force. Response times depend on the part of town.
Mount
Top or Under
Conceal
–1
Rating
—
Weight
—
Availability
call Lone Star
Cost
1,750¥
Street Index
—
 Security Chipping (p. 50)
Legal
An Electronics B/R (10) test is needed to break the lock, with a base time of 15 minutes.
Mount
Top or Under
Conceal
—
Rating
10
Weight
—
Availability
4/72 hrs
Cost
1,250¥
Street Index
1
Gun-Cam (p. 50)
Legal
No changes.
Mount
Top or Under
Conceal
-1
Rating
—
Weight
.25
Availability
3/36 hrs
Electrothermal Ammo Enhancement (p. 50)
Cost
100¥
Street Index
1.2
1-J
This modification to the weapon adds a 100-shot battery inside the weapon (battery cost 150¥, Availability 6/48 hrs, Street
Index 1). Only weapons using cased ammo can use this modification, and only if the weapon fires at Single-Shot or SemiAutomatic mode. If a Burst-Fire or Full-Automatic weapon is rebuilt to ET, roll 1D6 every Combat Phase the weapon is fired. If
the roll is less than, or equal to, the number of rounds fired in that Combat Phase, the gun explodes, exposing the firer to an
attack by all remaining ammo (treat as a Burst of the number of rounds left in the weapon).
Weapons with this modification have their Power Level and all ranges increased by 50% (round up). Apply Power Level
modifiers (like the +1 from Explosive rounds) to the new Power Level. For example, rebuilding an Ares Predator to ET costs
450¥ for the weapon, plus 675¥ for the modification. Damage would become 14M, while ranges become short 1-8, medium
9-30, long 31-50, extreme 51-90.
As an added bonus, the weapon is insulated from electrical shocks: any electrical attack on the weapon will not harm it.
Against magical electrical effects, the gun counts as a Highly Processed Object (target number 10 or higher).
The cost of the modification is usually equal to 150% of the new-price of the weapon, and has an Availability of 10/7 days,
and Street Index of 2.
70
CHROMEBOOK 2
T
EAMS
Convert all prices from eurodollar (eb) to nuyen (¥) on a one-to-one ratio. Stats for NPCs are
for humans; apply metahuman Attribute modifiers as appropriate.
The BI and In Attributes stand for Body Index and Initiative Dice, respectively. If an “H” appears behind the NPC’s armor ratings, the armor is Hardened—that is, attacks with a Power
Level less than or equal to the armor’s rating will cause no damage to the wearer at all.
Sphere (p. 52)
Codelock Safeboxes™ have a Barrier Rating 8.
Sphere Driver/Representative
B
Q
S
C
I
W
E
M
R
BI
In
Armor
4
4
4
3
3
3 3.4 —
3
— 3+1D6 3/2
Skills: Athletics 4, Car 6, Etiquette (Corporate) 2, Firearms 3, Unarmed Combat 2, Winged 2
Cyberware: Chipjack, Cybereyes with Flare Compensation and Low-light, Datajack, Vehicle Control Rig (1)
Gear: Light Armor Jacket (3/2), Pocket Computer (50 Mp), Sternmeyer Stakeout 10 [Shotgun, 10 (m), SA, 9S, 10/20/50/100, 50
Regular rounds], Vehicle (type and model vary)
Threat/Professional Rating: 2/3
Lifetime Escort Service (p. 53)
Average Escort
B
Q
S
C
I
W
E
M
R
BI
In
Armor
4
4
4
4
3
3 5.8 —
3
.6 3+1D6 4/2
Skills: Biotech (First Aid) 2, Car 4, Etiquette (Corporate) 3, Etiquette (Street) 5, Firearms 3, Stealth 3, Unarmed Combat 4
Cyberware: Chipjack, Cybereyes with TimeSquare Plus
Bioware: Tracheal Filter (3)
Gear: Colt Alpha-Omega [HP, 10 (c), SA, 9M, 5/20/40/60, Internal Smartlink, Laser Sight, Silencer, 3 clips Regular ammo], Concealable Holster (Pistol), Concealable Holster (SMG), HK MP-2013 [SMG, 35 (c), SA/BF/FA, 6M, Laser Sight, Sound Suppresser, 5 clips
Regular ammo], Knife [4L], Lined Coat (4/2)
Threat/Professional Rating: 3/3
C-Team (p. 54)
Air-mobile units have a standard Hughes WK-2 Stallion (p. 53, Rigger Black Book or p. 159, Rigger 2).
Standard C-Team Leader
B
Q
S
C
I
W
E
M
R
BI
In
Armor
4(6) 4(5) 4(5) 2
3
3 .45 — 3(6) .8 6+2D6 6/5 Hardened
Skills: Athletics 4, Cybertechnology 2, Firearms 4, Gunnery 1, Leadership 3, Military Theory 4, Unarmed Combat 3
Cyberware: Chipjack, Cyberarms (both arms), Cyberears with Damper, Cyber-eyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Smartlink, Wired Reflexes (1)
Bioware: Muscle Augmentation (1)
Gear: Assault Rifle with 15 clips Regular, Heavy Pistol with 5 clips Regular, MetalGear (6/5 Hardened)
Threat/Professional Rating: 5/3
Heavy Weapon/Demo Trooper
B
Q
S
C
I
W
E
M
R
BI
In
Armor
5
5 5(6) 2
3
4 1.75 — 4(6) 2.65 6+2D6 6/5 Hardened
Skills: Athletics 3, Demolitions 4, Firearms 4, Gunnery 5, Military Theory 2, Stealth 1, Unarmed Combat 3
Cyberware: Chipjack, Cyberarm (right or left) with Increased Strength (1) and Smartlink, Cyberears with Damper, Cybereyes with Flare
Compensation, Low-light and Thermographic, 2× Datajack, Wired Reflexes (1)
Bioware: Adrenal Pump (1), Muscle Augmentation (1), Tracheal Filter (3)
Gear: LMG with 800-round belt Regular or Grenade Launcher with 25 assorted grenades, MetalGear (6/5 Hardened), Plastic Explosives, Radio Detonator, Submachine Gun with 7 clips
Threat/Professional Rating: 5/3
71
CHROMEBOOK 2
Commo/ECM Trooper
B
Q
S
C
I
W
E
M
R
BI
In
Armor
4 4(5) 4(5) 2
4
3 1.55 — 4(6) .8 6+2D6 6/5 Hardened
Skills: Cybertechnology 2, Electronics 4, Electronics (B/R) 5, Firearms (B/R) 1, one Vehicle skill (conc. Remote Operations) 3
Cyberware: Chipjack, Cyberears with Damper, Cybereyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal
Plating (1), Radio with Commlink-VIII and Crypto Circuit HD (7), Smartlink, Wired Reflexes (1)
Bioware: Muscle Augmentation (1)
Gear: Assault Rifle with 10 clips Regular, Electronics Toolkit, Head-up Display (50 Mp), MetalGear (6/5 Hardened), Remote Control
Deck (2), Weapons Toolkit, Wrist Computer (100 Mp)
Threat/Professional Rating: 3/3
Common Trooper
B
Q
S
C
I
W
E
M
R
BI
In
Armor
4
4
4
2
5
3 .45 — 4(6) 0 6+2D6 6/5 Hardened
Skills: Armed Combat 4, Athletics 4, Demolitions 4, Firearms 4, Gunnery 4, Military Theory 2, Stealth 4, Unarmed Combat 4
Cyberware: Chipjack, Cyberarms (both arms), Cyberears with Damper, Cyber-eyes with Flare Compensation, Low-light and Thermographic, Datajack, Dermal Plating (1), Smartlink, Wired Reflexes (1)
Gear: Assault Rifle with 20 clips Regular, Knife [4L], 4 Offensive Grenades, MetalGear (6/5 Hardened), Ration Bars (20 days), 3 Smoke
or Gas Grenades, Survival Kit
Threat/Professional Rating: 5/3
Cybernetic Intervention Services (p. 57)
Team makeup is the same as a standard C-TEAM (above), but with the extra equipment below:
EMP grenade (p. 47, Chromebook), Biotech-Askari motion restraint bombs (p. 48, Chromebook), Sharpwire net underbarrel
mount (p. 58, Chromebook 2), Pursuit Security, Inc. webgun (p. 37, Chromebook 2), Techtronica M-40 pulse rifle (p. 39,
Chromebook 2)
Sharpwire Net Under-Barrel Mount (p. 58)
Legal
Clips to the under-barrel mount of a weapon, and is a one-shot net gun (treat as a normal net, p. 72, Street Samurai Catalog), which can not be reloaded. This weapon uses Taser ranges.
Mount
Under
Conceal
–2
Weight
2
Availability
5/4 days
Cost
450¥
Street Index
2
Gauss Field Projector EX (p. 58)
Not available.
Orion (p. 58)
Team Leader
B
Q
S
C
I
W
E
M
R
BI
In
Armor
5(6) 5(6) 5(6) 3
5
5
.7 —
5 1.6 5+2D6 6/5 Hardened
Skills: Armed Combat 5, Athletics 6, Etiquette (Corporate) 4, Etiquette (Street) 5, Firearms 6, Leadership 6, Military Theory 4, Stealth
7, Unarmed Combat 5
Cyberware: Boosted Reflexes (1), Bone Lacing (1), Chipjack, 2× Datajack, Muscle Replacement (1), Olfactory Booster (4), Smartlink,
Vehicle Control Rig (1)
Bioware: Orthoskin (2), Pain Editor
Gear: Arasaka WSA [Heavy Pistol, 15 (c), SA, 9M, 5/15/30/50, Internal Smartlink, Silencer, 3 clips Regular ammo], MetalGear (6/5
Hardened), Militech Bulldog [Shotgun, 21 (c), SS/BF/FA, 9S, 10/20/50/100, Internal Smartlink, 5 clips APDS]
Pocket Computer (50 Mp), Smartgoggles with Low-light, Tanaka *Exec* Line suit (0/0), Wrist-Model Phone with Flip-Up Screen
Threat/Professional Rating: 4/3
MedTech
B
Q
S
C
I
W
E
M
R
BI
In
Armor
4
4
4
3 4(5) 4 4.3 —
4
0 4+1D6 3/1
Skills: Biology 5, Biotech 7, Cybertechnology 6
Cyberware: Cyberhand with Air Hypo, 2x Datajack, Encephalon (1), Skillwires (3), Softlink (2)
Gear: Malorian Arms Sub-Flechette Gun [SMG, 10/30 (c), BF/FA, 6S(f), Improved Gas Vent (3), 5 clips Flechette], MedicGear Combat
Medical Armor, Medkit, Medkit Supplies, Skillsofts [Firearms 3, Unarmed Combat 3, Stealth 3], Smartgoggles with Low-light and
Thermographic, Stabilization Unit (2)
Threat/Professionality Rating: 3/3
72
CHROMEBOOK 2
Basic Operative
B
Q
S
C
I
W
E
M
R
BI
In
Armor
5
5
5
3
4
4 4.3 —
4
0 4+1D6 6/5 Hardened
Skills: Armed Combat 4, Athletics 5, Etiquette (Street) 4, Firearms 4, Stealth 6, Unarmed Combat 5
Cyberware: Chipjack, Datajack, Muscle Replacement (1), Retractable Spurs
Gear: 4× AFR-7 Flash Grenade, 4× Defensive Grenade, 2× EMP Grenade, Federated Arms Light Assault 15 [AR, 30 (c), SA/BF, 8M,
15/40/100/250, Internal Smartlink, 10 clips APDS], MetalGear (6/5 H)
Threat/Professional Rating: 4/3
Netrunner
B
Q
S
C
I
W
E
M
R
BI
In
Armor
4
4
3
4
5
4 4.1 —
4
.6 4+1D6 3/0
Skills: Computer 8, Computer (B/R) 7, Cybertechnology 5, Electronics 6
Skillsofts: Firearms (SMG) 3, Stealth 4
Cyberware: 3× Datajack, Encephalon (1), Skillwires (4)
Bioware: Pain Editor
Gear: Armor Clothing (3/0), Fuchi Cyber-6 Cyberdeck [Bod-5, Evasion-5, Masking-5, Sensors-5, Analyze-4, Attack-6, Deception-6,
Sleaze-6, Slow-5], Militech Viper [SMG, 40 (c), SA/BF/FA, 6M, 10/40/80/150, 5 clips Regular]
Threat/Professionality Rating: 4/3
Autojoks (p. 61)
A Typical Autojok
B
Q
S
C
I
W
E
M
R
BI
In
Armor
3
3
2
4
5
4 5.2 —
4
0 4+1D6 5/3
Skills: Computer (Software) 6, Computer (B/R) 7, Electronics 6, Etiquette (Street) 4, Firearms (Pistol) 4, Unarmed Combat 3
Cyberware: Chipjack, 3× Datajack
Gear: Arasaka WSA [Heavy Pistol, 15 (c), SA, 9M, 5/15/30/50, Internal Smartlink, Silencer, 3 clips Regular ammo], Concealable Holster, Fuchi Cyber-4 Cyberdeck [Response Increase (2), Bod-6, Evasion-6, Masking-8, Sensors-7, Analyze-5, Attack-6, Browse-8, Deception-6, Medic-5, Mirrors-4, Sift-3, Sleaze-6]
Threat/Professional Rating: 4/3

F
ULL
BODY
REPLACEMENT
Full borgs are described adequately on pp. 63-65 of
Chromebook 2, but the following additions need to be
made for their use in Shadowrun.
Full ’borgs can only be created by clinics capable of cybermancy. Since there are about 5 or 6 of these in the
world, don’t expect to see ’borgs on every street corner
just yet… Even if, due to the character taking custom-grade
cyberware, the Essence cost drops to or below 6, cybermancy is still required.
Body, Quickness, and Strength are those listed in the
’borg’s stats; these figures totally replace those of the original character (hey, you are replacing almost all of your
meat…). The character’s Mental Attributes remain as they
were.
If the character had any bioware or cyberware before being transformed into a full borg, the gamemaster decides
for each item whether or not it can stay. Mostly, things that
don’t affect the brain and/or digestive system must be removed while others can be left in place, though the doctors
may simply decide to remove everything. Instead of each
’borg having a rating that indicates for how many Body and
Essence points of bioware and cyberware can be installed,
the ’borg has been given an Essence cost, very simple. You
can install as much extra cyberware and bioware as you
want (up to gamemaster’s discretion, as always) but must
pay the normal Body or Essence costs for it, getting yourself
further in trouble as far as cybermancy is concerned…
All full ’borgs come equipped as standard with an
automatic-medication system and an invoked memory
stimulator (see Cybertechnology page 80 for both). These
are not listed in their descriptions but you can bet your ass
they’re included in the overall product. Yes, even if the
’borg’s Essence cost is less than 6.
Although all full ’borgs have a nuyen price listed in their
description, ignore this. FASA has given no prices for cybermancy because it’s so damn expensive that no runner
can pay for it anyway, and anyone foolish enough to pay for
a shadowrunner getting a full body conversion can pay the
bill for the ’ware involved easily.
The Essence costs given below have been calculated by
adding up all the cyberware fitted into the ’borg in question. Each ’borg is assumed to have four cyberlimbs, a cybertorso, a cyberskull, a datajack, and an invoked memory
stimulator (a total cost of 6.7 Essence), onto which the
other bits are added. Essence cost is for standard-grade
cyberware; if you want alpha, beta, or delta grade simply
multiply the entire ’borg’s Essence cost by the appropriate
73
CHROMEBOOK 2
multiplier for that cyberware. Most full ’borgs would be
built at least as beta-grade, to cut down on the Essence
loss, and thereby making he surgeon’s task easier. Full
’borgs are not available as second-hand models.)
Spotlights: 500 m range, varies depending on conditions.
When used at close ranges, can function the same way
as a flash grenade (p. 44, Street Samurai Catalog). Essence cost: .4
Other Options
Dual-Purpose Limbs: These can act just like arms, but at a
+2 modifier to all target numbers due to their inferior
dexterity. Essence cost: 1 per limb
Electromagnetic Shielding: Hardened surface and heatreflective surface. Essence cost 1
Grapple Line: 20 m range, otherwise treat as grapple gun
(p. 43, Street Samurai Catalog/p. 195, SR3). Essence
cost: .7
Gyroscope: Gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after taking damage (Stopping and
Knockdown, p. 91, SRII or Knockdown, p. 124, SR3).
Essence cost: .1
Maneuver Verniers and Back Thruster: This system gives –
2 modifier to the target number of any test made to
maneuver in zero-G, and allows acceleration of 5 m/s2.
There are 20 seconds of burn for the thruster, and 12
hours of maneuvering for the verniers. Refuelling pods
cost 5,000¥ each. Essence cost: 2
Magnetic Hands & Feet: Essence cost: .2
Toolhand: Contains a powerful screwdriver, a vacsolderer, a micro-probe, and a small wirecutter. Essence cost: .3
Alpha Class (p. 66)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 10.7
Unarmed Combat Damage: (str+1)M Stun
Armor (B/I): 3/3
Aquarius (p. 67)
Body: 8
Quickness: 7 ×3 (underwater: 7 ×4)
Strength: 12
Essence Cost: 14.75
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Sensor Options
Sonar: 1 km range. If a full-power sonar pulse (“ping”) is
directed at a human at close range (20 m), the person
must resist 10L Stun damage. Essence cost: .3
Spotlights: 100 m range, varies depending on conditions.
When used at close ranges, can function the same way
as a flash grenade (p. 44, Street Samurai Catalog). This
only works above water. Essence cost: .4
Weapon Options
Electrified Hull: Use requires a successful melee attack.
Damage is 10S Stun + Shock Weapon rules (p. 103,
SRII/p. 124, SR3). This electrifies the entire surface of
the borg. Essence cost: .6
Other Options
Caterpillar Drive: Maximum speed is approx. 45 km/h
(equivalent to Quickness 35, counts as running) underwater. Essence cost: 1.2
Long-Range Radio: Range 50 km, with 10 channels. Essence cost: .75
Eclipse (p. 71)
Body: 6
Quickness: 9 ×3
Strength: 10
Essence Cost: 17.6
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Sensor Options
Damper: p. 260, SRII/p. 299, SR3. Essence cost: .1
Hearing Amplification: p. 78, Street Samurai Catalog. Essence cost: .2
Homing Tracer: A standard signal locator, p. 258, SRII/p.
292, SR3. Essence cost: .2
Radio with level 4 Crypto Circuit HD: p. 260, SRII/p. 298,
SR3 and p. 77, Street Samurai Catalog. Essence cost:
.75 for radio, .1 for Crypto Circuit HD
Weapon Options
Dartgun, Finger-Bomb, Gas Sprayer, and Lock-Pick Fingers: see p. 32, Chromebook. Essence cost: —
Retractable Monoblade: A retractable hand blade, p. 36,
Cybertechnology/p. 302, SR3. Essence cost: .25
Silenced Pop-Up Gun: A Light Pistol cybergun (p. 86,
Street Samurai Catalog) with silencer and smartlink.
Essence cost: .35 for pistol, .1 for silencer, .25 for
smartlink
Venomhand: Not available.
Other Options
Chameleon Covering: The whole body is covered in ruthenium polymers (p. 94, Shadowtech) giving observers a +4 modifier to target numbers to spot the
Eclipse. Essence cost: —
Copernicus (p. 69)
The dual-purpose limbs can act just like arms, but at a
+2 modifier to all target numbers due to inferior dexterity.
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 17.9
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Sensor Options
Flare Compensation: Essence cost: .1
Radar Sensor: 2 km range. Essence cost: .3
Radio Beacon: 100 km range. Essence cost: 1
74
CHROMEBOOK 2
ECM Generator: Gives the Eclipse an ECM/ECCM rating of
4 (p. 184, SRII/p. 289, SR3). Essence cost: .7
Gyro-Balancer: Gives the user an additional die for all Athletics-based skill tests, and also an additional die to
remain standing after taking damage (Stopping and
Knockdown, p. 91, SRII or Knockdown, p. 124, SR3).
Essence cost: .1
Grip Foot: Gives the user an extra die for Athletics (Climbing) skill tests. Essence cost: .6
IR Thermal Dam: Gives all observers using Thermographic
vision a +5 modifier to all target numbers to spot the
Eclipse. Essence cost: .5
Pain Editor: p. 26, Shadowtech. Body cost: .6
Secret Spaces: 5 cm × 15 cm × 5 cm large, one in each
leg. Essence cost: —
Sound Canceller: Gives all listeners a +3 modifier to all
target numbers to hear the Eclipse. Essence cost: .5
Stealth Foot: Gives the user an extra die for Stealth skill
tests in order to move silently. Essence cost: .2
Wired Reflexes level 1: p. 261, SRII/p. 302, SR3. Essence
cost 2
Brimstone (p. 74)
Body: 7
Quickness: 7 ×3
Strength: 11
Essence Cost: 16.15
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Sensor Options
Hearing Amplification with Damper and level 5 Select
Sound Filter: pp. 78 and 82, Street Samurai Catalog
and p. 260, SRII/p. 299, SR3. Essence cost: .2 for
Hearing Amplification, .1 for Damper, .2 for Select
Sound Filter.
Radar Sensor: 100 m range. Essence cost: 1
Radio: p. 260, SRII/p. 298, SR3. Essence cost: .75
Other Options
CO2 Fire Extinguisher: If used as a weapon, target must
roll a Quickness (6) test to avoid being blinded for
1D6÷2 turns. Essence cost: .7
Light Bars: These can not be used to blind, just as signals.
Essence cost: .2
Pain Editor: p. 26, Shadowtech. Body Cost: .6
Waterhose System: See water cannon, p. 253, SRII/p.
307, SR3. Essence cost: 1.3
Enforcer (p. 73)
Body: 6
Quickness: 10 ×4
Strength: 10
Essence Cost: 15.6
Unarmed Combat Damage: (str+2)M Stun
Armor (B/I): 3/3
Gemini (p. 76)
To notice that this is not a real human requires a Perception (10) test. If using thermographic vision or a Scanman,
or other such sensors, the target number drops to 3. Astral
perception immediately reveals the Gemini to be a ‘borg.
The actual Body and armor ratings can not be increased.
OPTIONS PACKAGES
Sensor Options
Thermographic, Low-light, and Flare Compensation: p.
260, SRII/p. 300, SR3. Essence cost: .2
Vision Magnification level 1: p. 85, Street Samurai Catalog/p. 300, SR3. Essence cost: .1
Video Recorder: A Video Link, p. 84, Street Samurai Catalog. Essence cost: .5
Weapon Options
Grenade Storage: Can hold 3 hand grenades or bombs of
any type. Essence cost: .3
Leg Holster: Can hold any type of pistol or small SMG
(gamemaster’s decision), as well as a spare clip of
ammo. Essence cost: .4
Taser Grips: Cyberarm Tasers, p. 36, Cybertechnology. Essence cost: 0
Other Options
Black Book Micro-Computer: See p. 15, Chromebook 2.
Essence cost: .4
Boosted Reflexes level 1: p. 87, Street Samurai Catalog/pp. 302-303, SR3. Essence cost: .5
Headware Memory: 120 Mp headware memory, to store
video images. Essence cost: 1.2
Light Bars: Cannot be used as blinders, just as signals. Essence cost: .2
Striptape Dispenser: Holds 12 plastic restraints (p. 258,
SRII/p. 294, SR3). Essence cost: .2
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 11.7
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Other Options
“Disguise” Option: This allows the cyborg to alter its skin
tone and facial features, effectively giving the borg 2
extra dice to roll on a skill test to disguise itself. This is
not a standard feature, but costs 10,000¥. Essence
cost: .5
Sexual Implant: No changes. Essence cost: .5
75
CHROMEBOOK 2
Toolhands: No changes. Essence cost: .3 per hand
Wingman (p. 77)
Dragoon (p. 81)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 16.8
Unarmed Combat Damage: (str–1)M Stun
Armor (B/I): 3/3
Use the full Impact armor value against lasers, instead of
halving it. The Behavioral Inhibitor Program does what is
described on p. 82 of the Chromebook 2, but also effectively halves the Borg’s Intelligence stat (rounding up).
Body: 10
Quickness: 17 ×4
Strength: 16
Essence Cost: 19.9
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 4/4 (Hardened)
OPTIONS PACKAGES
Sensor Options
Flare Compensation: p. 260, SRII/p. 300, SR3. Essence
cost: .1
Locator Beacon: A radio signal with 100 km range. Essence cost: .3
Optical Magnification level 3: p. 85, Street Samurai Catalog/p. 300, SR3. Essence cost: .2
TimeSquare Plus: p. 38, Chromebook. Essence cost: .3
Weapon Options
Leg Holster: Can hold any pistol or small SMG, plus one
clip of ammo. Essence cost: .4
Survival Blade: A retractable spur, p. 261, SRII/p. 302,
SR3. Essence cost: .3
Other Options
Datajacks: Two extra datajacks, p. 260, SRII/p. 298, SR3.
Essence cost: .2 per datajack
Gyroscope: Gives the user an additional die for all Athletics-based skill tests, and also an additional die to remain standing after taking damage (Stopping and
Knockdown, p. 91, SRII or Knockdown, p. 124, SR3).
Essence cost: .1
Parachute: Cannot work under 70 m. Essence cost: 1
Vehicle Control Rig level 2: p. 261, SRII/p. 302, SR3. Essence cost: 3
OPTIONS PACKAGES
Sensor Options
Cyberaudio: has the following audio installed (cannot be
changed): hearing amplification, damper, eadio, crypto
circuit HD (9), commlink (6). Total Essence cost: 1.45
Front Optic Mount: has the following optics installed
(cannot be changed): low-light, thermographic, electronic magnification (3), flare compensation, TimeSquare Plus. Total Essence cost: .9
Twin Sensory Booms: No changes. Essence cost: —
Weapon Options
none installed, but all four limbs have quick-change
mounts.
Other Options
Ambidexterity Subprocessor No changes. Essence cost: .1
Ammo Hopper: No changes. Essence cost: —
Autoinjector: No changes. Essence cost: .1
Black Box Recorder Every minute of recording requires 1
Mp; comes with 60 Mp memory. Essence cost: 1
Chipware Socket: Level 4 skillwires with built-in chipjack
(p. 261, SRII/pp. 298 and 302, SR3). Total Essence
cost: .8
Combat Crystal: +1 to Initiative and 1 extra die for Perception tests. Essence cost: .4
Chronometer: No changes. Essence cost: —
Environmental Assimilation System: If the Dragoon is
standing still, observers get a +2 modifier to all target
numbers to spot it, +1 if it is moving. Essence cost:
1.1
IFF Transponder: No changes. Essence cost: .15
Interchangable Biopod: No changes. Essence cost: 2
IR Thermal Dam: Gives all observers using Thermographic
vision a +5 modifier to all target numbers to spot the
Dragoon. Essence cost: .5
Locator Beacon: A rating 5 standard tracking signal (p.
258, SRII/p. 292, SR3). Essence cost: .05
Micro-Computer: No changes. Essence cost: .4
Pain Editor: p. 26, Shadowtech. Body cost: .6
Satellite Link: No changes. Essence cost: .5
Shielding: No changes. Essence cost: —
Samson (p. 79)
Body: 9
Quickness: 7 ×3
Strength: 14
Essence Cost: 15.8
Unarmed Combat Damage: (str+2)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Sensor Options
Flare Compensation: p. 260, SRII/p. 300, SR3. Essence
cost: .1
Radiation Detector: No changes. Essence cost: .7
TimeSquare Plus: p. 38, Chromebook. Essence cost: .3
Other Options
Arc Welder: Can cut through Barrier Rating 12, and does
8D damage if used as a weapon (use one-half Impact
armor). Has a Firesetting rating of 6. Essence cost: 1.2
Radiation Shielding: No changes. Essence cost: —
Techscanner: Allows the user to roll 1 extra die for any
Build/Repair skill. Essence cost: .6
76
OPTIONS
FOR
FULL B ODY CONVERSIONS
Stylization (p. 84)
A monstrous appearance can give a –1 or –2 modifier to tests made to intimidate people (p. 90, Shadowrun Companion/pp. 93-94, SR3). Price varies.
Increased SP (p. 84)
Each point of Ballistic armor costs 2,000¥, each point of Impact armor costs 1,500¥.
Increased SDP (p. 84)
Not available.
Increased Stats (p. 85)
Attribute increases have costs as shown below. These increases are in addition to any other cyber or bioware increases that may be fitted to the ’borg. Essence Cost is per +1 increase; Quickness increase carries over to Reaction as
normal.
Attribute
Body
Quickness
Reaction
Max increase
+4
+5
+3
Essence Cost
.5
.5
.5
Availability
—
—
—
Cost
10,000¥
15,000¥
20,000¥
Street Index
—
—
—
Shielding (p. 85)
No changes. Essence cost: —; price: 20,000¥.
Quick-Change Mounts (p. 85)
Weapons do not take up “spaces.” 2,000¥, Essence cost: —.
Interchangable Biopod (p. 85)
No changes. Essence cost: 2; price: 200,000¥.
Longevity Module (p. 85)
No changes. Essence cost: 1.4; price: 150,000¥.
V
EHICLES
AERODYNES

All aerodynes are vectored thrust low-altitude vehicles, similar to T-birds but for civilian applications. They are extremely uncommon in Shadowrun, for this reason double their Availability target number and time, as well as their
Street Index.
CHASSIS AND ENGINES
To facilitate the design of many of the vehicles from the Chromebooks under the Rigger 2 rules, some new chassis
and engines need to be added.
Handling Body
Aerodyne (S)
4
3
Aerodyne (M)
5
4
Aerodyne (L)
5
5
Zeppelin (M)
6
11
Zeppelin (L)
8
15
Armor
0
0
0
0
0
Starting Max
CF
CF
3
25
5
40
7
150
750
7,500
1,250 30,000
Autonav
2
2
2
1
1
77
Sensor
0
0
0
1
1
Seating
2b
2b+1B
2b+2b+1B
2b
2b
Entry pts
2
2
2+2
2
2
Landing/
Takeoff
VSTOL
VSTOL
VSTOL
VTOL
VTOL
Design
Pts
950
1,650
2,000
3,000
6,000
CHROMEBOOK 2
SPEED
Starting Max
ACCEL
Starting Max
LOAD
Starting Max
Sig
ECONOMY
Starting Max
Fuel Size
(Starting)
(in km/l) (in km/l)
(in liters)
Design
Pts
JET PROPELLERS
Aerodyne (S) 45/150 45/600
Aerodyne (M) 50/150 50/570
Aerodyne (L) 50/160 50/500
Zeppelin (M)
60
250
Zeppelin (L)
40
200
14
12
9
6
3
21
19
16
23
16
250
350
500
5,000
5,000
800
1,000
1,300
15,000
40,000
5
4
3
2
2
0.5
0.35
0.25
0.75
0.5
1.1
1
0.75
2
1.5
500
650
750
2,000
2,000
600
850
1,100
500
750
JET TURBINES
Aerodyne (S) 80/200 80/650
Aerodyne (M) 100/225 100/700
Aerodyne (L) 100/200 100/650
Zeppelin (M)
105
375
Zeppelin (L)
70
350
28
25
20
8
5
70
65
55
23
17
3,000
5,000
7,500
7,000
7,000
10,000
15,000
22,500
20,000
50,000
2
1
1
1
1
0.2
0.1
0.1
0.25
0.10
0.3
0.3
0.25
0.5
0.25
700
1,000
1,200
2,000
2,000
1,000
1,500
2,200
750
1,000
 AV-3 “Aerocop” (p. 87)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Aerocop
4*
330/465*
4/2
4*
3
1,500,000¥
Seating: twin bucket seats (ejection) + twin bench
Access: 2 standard
Economy: .5 km per liter
Fuel: IC/1,200 liters
Cargo/Storage: 5 CF trunk
Accessories: crash cage, computer link to police HQ, loudspeaker,
police strobe lights, radio, spotlight
* when on the ground (using its wheels), the AV-3 has Handling 4/8, Speed 80/200, and Signature 7
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
5
100/310
65
4
2
1
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
0
4,670
Seating: 2 ejection bucket seats + 2 bench
Setup/Breakdown: NA
Entry Points: 2
Landing/Takeoff: VSTOL
Fuel: Jet (1,000 liters)
Economy: .1 km/liter
Point Value: 3,720
Cost: 1,860,000¥
Template: Aerodyne (M)
Reference: Chromebook 2
Other Features: Concealed armor, crash cages (front seats only),
electronics port, remote mini turret (excl. weapon)
 Family Flier (p. 88)
No changes.
SRII STATS
Handling
Speed
Family Flier
5
100/200
Seating: twin + quad bucket seats
Economy: 1 km per liter
Cargo/Storage: 4 CF trunk
B/A
3/1
Sig
0
Apilot
Cost
2
500,000¥
Access: 2 standard + double-size rear
Fuel: IC/400 liters
Accessories: APPS™
SR3 STATS
Handling
Speed Acceleration
Body
5
100/225
33
4
Autonav
Pilot
Sensor
Cargo
2
—
0
4
Seating: 2 bucket + 2 bucket + 2 bucket
Entry Points: 2 doors + 2 double-sized
Fuel: Jet (1,070 liters)
Point Value: 3,738
Template: Aerodyne (M)
Other Features: APPS™, concealed armor
Armor
1
Load
4,320
Signature
1
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .3 km/liter
Cost: 935,000¥
Reference: Chromebook 2
78
CHROMEBOOK 2
 Nissan Ford FanMaster (p. 89)
No changes.
SRII STATS
The FanMaster can not float if more than 100 CF of cargo is loaded. The enclosed-van model costs 20,000¥ extra.
Handling
Speed
B/A
FanMaster
5*
35/135*
3/2
Seating: triple bucket seats
Economy: 8 km per liter
Cargo/Storage: 300 CF storage
* in water, Handling is 6, and Speed is 3/7.
Sig
4
Apilot
Cost
2
200,000¥
Access: 2 standard
Fuel: IC/100 liters
Accessories: boat hull modification
SR3 STATS
The FanMaster can not float if more than 250 kg of cargo is loaded. The enclosed-van model costs 20,000¥ extra.
Handling
Speed Acceleration
Body
Armor
4
90
10
4
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
100
750
Seating: 3 bucket seats
Entry Points: 2 doors
Fuel: Diesel (400 liters)
Point Value: 866
Template: Medium Hovercraft
Other Features: Concealed armor, hovercraft water seals
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2 km/liter
Cost: 220,000¥
Reference: Chromebook 2
 Mach (p. 89)
No changes.
SRII STATS
Handling
Speed
Mach
3
265/665
Seating: twin bucket seats
Economy: .5 km per liter
Cargo/Storage: 2 CF trunk
B/A
2/1
Sig
2
Apilot
Cost
3
1,300,000¥
Access: 2 standard
Fuel: IC/1,200 liters
Accessories: audio and video entertainment system
SR3 STATS
Handling
Speed Acceleration
Body
Armor
5
100/445
65
4
1
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
5
5,020
Seating: 2 bucket seats
Entry Points: 2 doors
Fuel: Jet (1,200 liters)
Point Value: 3,990
Template: Aerodyne (M)
Other Features: Audio and video entertainment system,
concealed armor
Signature
1
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .3 km/liter
Cost: 1,500,000¥
Reference: Chromebook 2
 Swan (p. 90)
No changes.
SRII STATS
Handling
Speed
Swan
5
135/265
Seating: twin + single bucket seats
Economy: .6 km per liter
Cargo/Storage: 5 CF trunk
B/A
3/2
Sig
4
Apilot
Cost
3
800,000¥
Access: 2 standard
Fuel: IC/1,200 liters
Accessories: APPS™, crash cage
79
CHROMEBOOK 2
SR3 STATS
Handling
Speed Acceleration
5
100/265
45
Autonav
Pilot
Sensor
3
—
0
Seating: 2 bucket seats + 1 bucket seat
Entry Points: 2 doors
Fuel: Jet (1,200 liters)
Point Value: 3,810
Template: Aerodyne (M)
Other Features: APPS™, crash cage
Body
4
Cargo
5
Armor
2
Load
4,830
Signature
1
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .3 km/liter
Cost: 1,450,000¥
Reference: Chromebook 2
GROUND CARS
 Crowder (p. 91)
No changes.
SRII STATS
Handling
Crowder
5/10
Seating: twin bucket seats
Economy: 2 PF per km
Cargo/Storage: 2 CF trunk
Speed
25/55
B/A
1/1
Sig
6
Body
3
Cargo
2
Armor
0
Load
40
Apilot
Cost
1
9,000¥
Access: 2 standard
Fuel: Elec/250 PF
SR3 STATS
Handling
Speed Acceleration
4/8
75
4
Autonav
Pilot
Sensor
0
—
0
Seating: 2 bucket seats
Entry Points: 2 doors
Fuel: Electric (320 PF)
Point Value: 255
Template: Commuter/Subcompact
Other Features: none
Signature
5
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1 km/PF
Cost: 25,500¥
Reference: Chromebook 2
 The Max Interceptor (p. 92)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Max Interceptor 3/8
65/240
2/2
2
2
140,000¥
Seating: twin bucket seats + bench
Access: 2 standard
Economy: 8 km per liter
Fuel: MultiF/160 liters
Cargo/Storage: 2 CF trunk
Accessories: both bucket seats have Armor 2, fire extinguisher,
loudspeaker, police radio, police strobe light, satellite uplink for
onboard computer, spotlight
80
CHROMEBOOK 2
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3/8
160
12
3
1
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
—
2
5
Seating: 2 bucket seats + 1 bench
Setup/Breakdown: NA
Entry Points: 2 standard
Landing/Takeoff: NA
Fuel: Gasoline (160 liters)
Economy: 8.1 km/liter
Point Value: 514
Cost: 51,500¥
Template: Sportscar
Reference: Chromebook 2
Other Features: Armored bucket seats (armor 2), fire extinguisher,
loudspeaker, police radio, police strobe light, satellite uplink for
onboard computer, spotlight
 The Toyo-Chevrolet ’17 Chevy (p. 92)
Note that this vehicle is now called the ’51 Chevy.
SRII STATS
Handling
Speed
’51 Chevy
3/7
40/120
Seating: twin bucket seats + twin bench
Economy: 12 km per liter
Cargo/Storage: 6 CF trunk
B/A
2/0
Sig
5
Body
3
Cargo
6
Armor
0
Load
60
Apilot
Cost
1
35,000¥
Access: 2 + 2 standard
Fuel: MultiF/40 liters
SR3 STATS
Handling
Speed Acceleration
3/7
120
6
Autonav
Pilot
Sensor
1
—
0
Seating: 2 bucket seats + 2 bench
Entry Points: 2+2 doors
Fuel: Methane (500 bars)
Point Value: 165
Template: Sedan
Other Features: none
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1 km/bar
Cost: 16,500¥
Reference: Chromebook 2
M OTORCYCLES
 The Ashigaru (p. 93)
No changes.
SRII STATS
Handling
Ashigaru
3/8
Seating: 1 front + 1 rear
Economy: 1 PF per km
Speed
40/95
B/A
1/0
Sig
6
Body
2
Cargo
1
Armor
0
Load
25
Apilot
Cost
1
3,500¥
Cargo/Storage: 1 CF underseat
Fuel: ImpElec/280 PF
SR3 STATS
Handling
Speed
3/6
63
Autonav
Pilot
1
—
Seating: 1 bench
Entry Points: open
Fuel: Electric (115 PF)
Point Value: 70
Template: Scooter
Other Features: none
Acceleration
4
Sensor
0
Signature
5
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: .5 km/PF
Cost: 3,500¥
Reference: Chromebook 2
81
CHROMEBOOK 2
 The Bermuda (p. 94)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Bermuda
3/5
60/205
2/0
2
1
15,000¥
Seating: 1*
Cargo/Storage: 0 CF*
Economy: 25 km per liter
Fuel: MultiF/20 liters
Accessories: off-road suspension (1)
* the standard model can carry only one passenger. For 1,000¥ extra, the bike can be fitted with a special seat which allows
carrying another passenger or 4 CF of cargo.
SR3 STATS
Handling
Speed Acceleration
3/5
137
10
Autonav
Pilot
Sensor
1
—
0
Seating: 1 bucket
Entry Points: open
Fuel: Gasoline (30 liters)
Point Value: 209
Template: Racing Cycle
Other Features: none
Body
2
Cargo
0
Armor
0
Load
50
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 16 km/liter
Cost: 10,500¥
Reference: Chromebook 2
 The Darkwing (p. 94)
No changes.
Handling
Darkwing
4/4
Seating: 1
Economy: 30 km per liter
Speed
40/135
B/A
2/1
Sig
3
Apilot
Cost
1
9,000¥
Cargo/Storage: 1 CF underseat
Fuel: MultiF/20 liters
SR3 STATS
Handling
Speed Acceleration
Body
Armor
4/4
90
4
2
1
Autonav
Pilot
Sensor
Cargo
Load
1
—
0
1
40
Seating: 1 bucket
Entry Points: open
Fuel: Methane (300 bars)
Point Value: 254
Template: Off-Road Bike
Other Features: Concealed armor, off-road suspension (1)
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2 km/bar
Cost: 12,500¥
Reference: Chromebook 2
82
CHROMEBOOK 2
AIRCRAFT
AND
M INI-JETS
 GD F-36 Comet (p. 95)
If a Comet takes Serious damage or higher, roll 2D6 each turn. If the roll is 4 or less, the computers lose control and
the Comet crashes.
SRII STATS
The aircraft carries a centerline hardpoint and one firmpoint on each wing. All are mounted forward. The hardpoint
has 3 CF of dedicated ammo storage, and is normally fitted with a Victory rotary assault cannon (p. 124, Rigger Black
Book). Each firmpoint has 1 CF of dedicated ammo storage.
Handling
Speed
B/A
Sig
Apilot
Cost
F-36
1
830/1,860
7/2
5
3
4,500,000¥
Seating: single bucket seat (ejection)
Access: 1 canopy
Economy: .5 km per liter
Fuel: 2,000 liters
Cargo/Storage: 1 CF underseat
Landing/Take-off Profile: STOL/STOL
Sensors: Military I (6)
ECM: Military I (4)
Accessories: centerline Hardpoint (forward), fly-by-wire system,
2 wing-mounted Firmpoints (forward)
SR3 STATS
The aircraft carries a centerline hardpoint and one firmpoint on each wing. All are mounted forward. The hardpoint
has 3 CF of dedicated ammo storage, and is normally fitted with a Victory rotary assault cannon (p. 92, Rigger 2) with
1,000 rounds of ammunition.
Handling
Speed Acceleration
Body
Armor
2
150/1,865
55
7
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
6
1
1,190
Seating: 1 bucket seat (ejection)
Entry Points: canopy
Fuel: Jet (2,500 liters)
Point Value: 14,845
Template: Jumpjet Fighter
Other Features: Drive-by-wire (increases Acceleration), 2×
external firmpoint, internal hardpoint
Signature
5
Setup/Breakdown: NA
Landing/Takeoff: STOL
Economy: .3 km/liter
Cost: 16,500,000¥
Reference: Chromebook 2
 MDD F-33 Wasp (p. 96)
No changes.
SRII STATS
Comes with a forward-mounted centerline Hardpoint (with 3 CF of dedicated ammo storage), as well as two firmpoints (with 1 CF of ammo storage each) on each wing. All fire forward. The hardpoint normally mounts a Vigilant rotary
autocannon (p. 124, Rigger Black Book).
Handling
Speed
F-33
2
730/1,660
Seating: single bucket seat (ejection)
Economy: .5 km per liter
Cargo/Storage: 2 CF underseat
Sensors: Military I (6)
B/A
8/2
Sig
3
Apilot
Cost
3
3,500,000¥
Access: 1 canopy
Fuel: 2,500 liters
Landing/Take-off Profile: STOL/Normal
ECM: Military II (5)
83
CHROMEBOOK 2
SR3 STATS
Comes with a forward-mounted internal hardpoint mounting a Vigilant rotary autocannon (p. 92, Rigger 2) with 500
rounds of ammo, as well as two firmpoints on each wing.
Handling
Speed Acceleration
Body
Armor
3
150/1,105
55
7
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
6
2
1,205
Seating: 1 bucket seat (ejection)
Entry Points: canopy
Fuel: Jet (3,350 liters)
Point Value: 12,005
Template: Jumpjet Fighter
Other Features: 4× external firmpoint, internal hardpoint
Signature
5
Setup/Breakdown: NA
Landing/Takeoff: STOL
Economy: .3 km/liter
Cost: 12,500,000¥
Reference: Chromebook 2
 Fed-Boeing Falcon (p. 96)
No changes.
SRII STATS
Handling
Speed
Falcon
4
135/400
Seating: twin buckets seats + 6 bench
Economy: 2 km per liter
Cargo/Storage: 50 CF cargo
Sensors: Enhanced (2)
B/A
4/1
Sig
4
Apilot
Cost
2
2,500,000¥
Access: 2 standard + double size rear
Fuel: 600 liters
Landing/Take-off Profile: VSTOL/VSTOL
SR3 STATS
Handling
Speed Acceleration
Body
4
135/280
20
6
Autonav
Pilot
Sensor
Cargo
2
—
2
50
Seating: 2 bucket seats + 6 folding benches
Entry Points: 2 doors + 1 double-sized
Fuel: Jet (600 liters)
Point Value: 1,391
Template: Twin Engine (Jet Propeller)
Other Features: Concealed armor
Armor
1
Load
495
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: 2 km/liter
Cost: 350,000¥
Reference: Chromebook 2
 GD Hummingbird (p. 97)
Taking off from a skyscraper requires a Handling Test, with a +4 modifier to the target number. Failure means a crash
(either into the ground or into the skyscraper).
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Hummingbird
3
400/800
4/2
2
3
1,500,000¥
Seating: twin + eight bucket seats
Access: 2 standard
Economy: .25 km per liter
Fuel: 4,000 liters
Cargo/Storage: 5 CF storage
Landing/Take-off Profile: VTOL/VSTOL
Sensors: Enhanced (2)
ECM: Security II (2)
Accessories: EnviroSeal™, fire extinguisher, Life Support System
(100 man-hours), telecom with 100 Mp, wet-bar
84
CHROMEBOOK 2
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3
535
30
6
2
3
Autonav
Pilot
Sensor
Cargo
Load
3
—
2
4
400
Seating: 2 bucket seats + 8 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors
Landing/Takeoff: VSTOL
Fuel: Jet (2,400 liters)
Economy: .5 km/liter
Point Value: 2,968
Cost: 1,113,000
Template: Twin Engine (Turbine)
Reference: Chromebook 2
Other Features: Concealed armor, EnviroSeal™, fire extinguisher,
life support system (100 man-hours), telecom with 100 Mp, wet-bar
 Lockheed-Cessna Pinto (p. 98)
No changes.
SII STATS
Has two forward-mounted hardpoints in the fuselage, and carries two firmpoints under each wing, also forwardfiring. Each hardpoint and each firmpoint has 2 CF of dedicated ammo storage. Each hardpoint is normally fitted with a
Victory rotary assault cannon (p. 124, Rigger Black Book).
Handling
Speed
B/A
Sig
Apilot
Cost
Pinto
3
265/600
6/2
4
2
10,500,000¥
Seating: twin + twin bucket seats (ejection)
Access: 2 canopies
Economy: 1.25 km per liter
Fuel: 2,000 liters
Cargo/Storage: 4 CF underseat
Landing/Take-off Profile: STOL/STOL
Sensors: Military II (7)
ECM/ECCM: Military I (4)/Military I (4)
Accessories: all bucket seats have Armor 2, Integrated Controls
SR3 STATS
Has two forward-mounted hardpoints in the fuselage, and carries one firmpoint under each wing, also forward-firing.
Each hardpoint is fitted with a Victory rotary assault cannon (p. 92, Rigger 2) with 2,000 rounds of ammunition.
Handling
Speed Acceleration
Body
Armor Signature
3
135/400
20
6
2
4
Autonav
Pilot
Sensor
Cargo
Load
2
—
7
4
1,400
Seating: 2 ejection bucket seats + 2 ejection bucket seats
Setup/Breakdown: NA
Entry Points: 2 canopies
Landing/Takeoff: STOL
Fuel: Jet (2,000 liters)
Economy: 1.25 km/liter
Point Value: 6,387
Cost: 6,400,000¥
Template: Twin Engine (Jet Propeller)
Reference: Chromebook 2
Other Features: Armored bucket seats (level 2), ECCM (4), ECM
(4), 2× firmpoint, 2× hardpoint
AIRSHIPS
 India Sky-Barge (p. 99)
SRII STATS
Can carry up to 6,000 CF worth of cargo, strung underneath the ship, without speed loss. Speed is decreased to
30/60 when carrying up to 10,000 CF underneath the ship.
Handling
Speed
India
6
40/80
Seating: twin + quad bucket seats
Economy: 1 km per liter
Cargo/Storage: 2 CF underseat
B/A
6/6
Sig
7
Apilot
Cost
2
10,000,000¥
Access: 2 standard
Fuel: MultiF/12,000 liters
Landing/Take-off Profile: VTOL/VTOL
85
CHROMEBOOK 2
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
6
80
6
11
6
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
1
338
11,270
Seating: 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors
Landing/Takeoff: VTOL
Fuel: Jet (12,000 liters)
Economy: 1 km/liter
Point Value: 6,170
Cost: 925,500¥
Template: Jet Propeller Medium Zeppelin
Reference: Chromebook 2
Other Features: concealed armor, living amenities (improved,
6 people)
 “Madison Avenue” Blimp (p. 100)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Madison Avenue 6
20/45
5/1
9*
3
2,500,000¥
Seating: 1 bench
Access: 1 hatch
Economy: .5 km per liter
Fuel: IC/2,000 liters
Accessories: 6 m × 12 m electronic projection screens,
spotlights, video cameras
* Signature drops to 2 when the projection screens are turned on.
SR3 STATS
Handling
Speed Acceleration
Body
6
45
8
8
Autonav
Pilot
Sensor
Cargo
1
—
1
52
Seating: 1 bench
Entry Points: hatch
Fuel: Jet (2,000 liters)
Point Value: 1,835
Template: Jet Propeller Zeppelin
Other Features: Concealed armor, electronic port
Armor
1
Load
830
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: VTOL
Economy: .5 km/liter
Cost: 183,500¥
Reference: Chromebook 2
 Sky Queen Cruise-Liner (p. 100)
No changes.
SRII STATS
Handling
Speed
Sky Queen
5
55/135
Seating: twin + twin bucket seats
Economy: .1 km per liter
Cargo/Storage: 50 CF
B/A
10/9
Sig
7
Apilot
Cost
4
20,000,000¥
Access: 2 + 4 standard
Fuel: 32,000 liters
Accessories: 3 bars, crew compartment for 20 people,
sleeping accommodations for 150 people, 2 restaurants
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
5
135
5
15
9
1
Autonav
Pilot
Sensor
Cargo
Load
4
—
1
215
37,500
Seating: 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 4 doors
Landing/Takeoff: VTOL
Fuel: Jet (32,000 liters)
Economy: .1 km/liter
Point Value: 22,981
Cost: 5,745,000¥
Template: Turbine Large Zeppelin
Reference: Chromebook 2
Other Features: Concealed armor, ECM (3), internal rocket
mounts (6), living amenities (basic, 20 people; high, 150 people)
86
CHROMEBOOK 2

E
XOTICS
Cyberpunk
2020 uses different names for
surgery, so use
the following conversion chart to change them over to
Shadowrun terms. See page 53 of Cybertechnology and
page 114 of SRII for details about these types of surgery.
(Unfortunately, SR3 doesn’t include details for elective surgery, so you’ll have to refer to one of the other books.)
Cyberpunk
Negligible (N)
Minor (M)
Major (MA)
Critical (CR)
J: Heavy Scales: gives Ballistic and Impact armor ratings
of 1, cumulative with worn armor.
K: Exoskeleton: gives Ballistic and Impact armor ratings
of 2, cumulative with worn armor, and reduces Quickness
by 2 (never below 1).
M: Behavior Chip: removing a chip requires a Willpower(6) test; each new attempt gets a +1 to the Target
Number, with a maximum of +6. The chips have the following ratings (see p. 87, Shadowtech): Addiction 6M, Tolerance 1, Strength 10. These things are almost BTLs, and are
not so very legal in most places.
N: ArmorWeave: an addition to orthoskin (p. 17, Shadowtech) and bone lacing (p. 42, Shadowtech), this gives
the user +1 Body, +1 Impact armor, and –1 Quickness. The
subject must already have orthoskin and bone lacing (both
of any level) to buy armorweave.
O: Speed Grafts: Increases the Movement Multiplier for
running by +1.
Shadowrun
Minor Cosmetic
Minor Invasive
Major Invasive
Drastic Invasive
As far as therapy is concerned, use the rules given on
pp. 101-102 of Chromebook 2, but convert the Eurodollar
(eb) prices to nuyen on a 1:1 ratio. The “Humanity Points
Regained” part of the Therapy Costs And Effects table is not
used.
MINOR EXOTIC PACKAGE
DEALS
The table for exotic cyberware (p. 102 of Chromebook 2)
remains in use, but convert the prices as listed above. The
“HL” section of the table is converted as follows: divide the
maximum that can be rolled on the listed dice by 20 to find
the Body or Essence cost of the item (HL = 3D6, for instance, gives a Body or Essence cost of (3 × 6) ÷ 20 = .9).
All items are considered to be bioware (thus having a Body
cost), except for natural fangs and claws, retractable claws,
digitigrade legs, exoskeleton, frame alteration, behavior
chip, and speed grafts. These therefore have an Essence
cost.
The surgery type and cost is determined according to
the rules on p. 114, SRII, and p. 6, Shadowtech). Availability is 6/7 days, and Street Index is 1 for all conversions.
The notes remain large unchanged, though some need
minor adjustments:
Me-Yow (p. 104)
Surgeries: Minor Cosmetic, 2× Major Invasive
Total surgery cost: 51,000¥
Body cost: 1.95
Essence cost: —
Price: 13500¥
Hickory, dicoky, dock (p. 104)
Surgeries: Minor Cosmetic, Major Invasive
Total surgery cost: 26,000¥
Body cost: 1.05
Essence cost: —
Price: 11,000¥
Do the Bunney Hop (p. 105)
B: Mandibles: do (str)L damage in melee combat, but
have –1 Reach.
C: Natural Fangs: do no damage.
D: Natural Claws: +2 to all Target Numbers requiring
use of fingertips.
G: Combat Tail: does (str)M Stun damage in melee
combat, with a +1 Reach. Tails with poison stingers do
(str)L for the stingers, plus the poison damage. A stinger
tail costs 500¥ more than a regular tail.
H: Digitigrade Legs: if acquired without a tail, reduces
the number of meters that may be moved per turn by half
(though actual Quickness and Movement Multiplier remain
the same) whenever the user is on his feet. If acquired with
a tail, the legs allow one extra meter of movement. Digitigrade Legs cost 100,000¥, not 4,000¥.
I: Fur/Scales/Skinchange: if 3 or less is rolled on 2D6,
the subject develops cancer. Curing takes 1D6 months and
costs 2,000¥ to 12,000¥.
The bunny tail has a Body Cost of .1, cost 250¥)
Surgeries: 2× Minor Cosmetic
Total surgery cost: 2,000¥
Body cost: .25
Essence cost: —
Price: 1,200¥
Hiss-s-s-s-s (p. 105)
The olfactory boost is a level 3 olfactory booster (p. 62,
Shadowtech) installed separately, and not included in the
minor facial modification.
Surgeries: Minor Cosmetic, Minor Invasive, Drastic Invasive
Total surgery cost: 256,000¥
Body cost: 1.05
Essence cost: .8
Price: 14,500¥
87
CHROMEBOOK 2
FANTASY PACKAGES
M A J O R E XO T I C P A C K A G E S
Some races will need frame alteration in addition to anything listed below; use common sense: a troll converted
into a dwarf…?
The Bear Necissities (p. 106)
Includes muscle augmentation level 2.
Surgeries: 3× Drastic Invasive
Total surgery cost: 750,000¥
Body cost: 3.1
Essence cost: 1.8
Price: 113,500¥
Elf (p. 105)
Surgeries: Minor Cosmetic
Total surgery cost: 1,000¥
Body cost: .15
Essence cost: —
Price: 1,000¥
The Superman (p. 107)
–1 Quickness due to shorter legs, and Movement Multiplier becomes 2.
Surgeries: Minor Cosmetic, Major Invasive
Total surgery cost: 26,000¥
Body cost: .15
Essence cost: .6
Price: 9,000¥
Includes muscle augmentation (2), bone lacing (2),
boosted reflexes (1), pain editor, Pacesetter 2000 heart,
rebreather lungs, Lifesaver SinkWeave, speedgrafts, and
retinal modifications (low-light and thermographic).
Surgeries: 6× Drastic Invasive
Total surgery cost: 1,500,000¥
Body cost: 6.25
Essence cost: 2.05
Price: 426,750¥
Ork/Goblin (p. 106)
Hold That Tiger! (p. 107)
Dwarf or Halfling (p. 105)
–1 Charisma.
Surgeries: Minor Invasive, Major Invasive, Drastic Invasive
Total surgery cost: 276,000¥
Body cost: 1.2
Essence cost: 1.2
Price: 20,500¥
Bug Out! (p. 108)
Troll/Ogre (p. 106)
Slightly Buggy
Surgeries: Minor Invasive, 3× Drastic Invasive
Total surgery cost: 755,000¥
Body cost: 2.1
Essence cost: 3
Price: 115,000¥
–1 Charisma.
Includes muscle replacement (1) and dermal plating (1),
p. 261, SRII.
Surgeries: Minor Cosmetic, Major Invasive, 2× Drastic
Invasive
Total surgery cost: 526,000¥
Body cost: .15
Essence cost: 2.7
Price: 35,500¥
Includes cybereyes.
Surgeries: Minor Invasive, 2× Major Invasive
Total surgery cost: 55,000¥
Body cost: 1.2
Essence cost: .2
Price: 17,000¥
Bughouse
Includes boosted reflexes (1), olfactory booster (3), cybereyes with low-light, and cyberears.
Surgeries: 4× Drastic Invasive
Total surgery cost: 1,000,000¥
Body cost: 1.5
Essence cost: 3
Price: 64,500¥
Fishman
(p. 106)
Includes a rating 6 artificial gill (a variant of the air filtration system, p. 261, SRII/p. 302, SR3).
Surgeries: 2× Minor Cosmetic, Drastic Invasive
Total surgery cost: 252,000¥
Body cost: 1.05
Essence cost: .6
Price: 101,000¥
Aquaforms
Graftables (p. 106)
(p. 108)
Merman
includes orthoskin (1), bone lacing (1), and wolvers
(Tech Specs p. 17)
Surgeries: 2× Major Invasive, Drastic Invasive
Total surgery cost: 300,000¥
Body cost: 1.4
Essence cost: 1.4
Price: 104,250¥
The gill is a rating 6 artificial gill (a variant of the air filtration system, p. 261, SRII/p. 302, SR3).
Surgeries: 2× Drastic Invasive
Total surgery cost: 500,000¥
Body cost: .9
Essence cost: 1.8
Price: 116,000¥
88
CHROMEBOOK 2
Sharkman
The gill is a rating 6 artifical gill(a variant of the air filtration system, p. 261, SRII/p. 302, SR3). Includes orthoskin
(2).
Surgeries: Major Invasive, 2× Drastic Invasive
Total surgery cost: 525,000¥
Body cost: 2.8
Essence cost: 1.2
Price: 187,500¥
The Faithful Dog (p.109)
Minor
No changes.
Surgeries: Minor Cosmetic, Drastic Invasive
Total surgery cost: 501,000¥
Body cost: 1.05
Essence cost: .6
Price: 11,500¥
Major
No changes.
Surgeries: Minor Invasive, Major Invasive, 2× Drastic
Invasive
Total surgery cost: 530,000¥
Body cost: 2.1 (2.4 with Long Muzzle)
Essence cost: 2.4
Price: 117,000¥ (117,500¥ with Long Muzzle)
Here There Be Dragons (p. 109)
No changes.
Surgeries: Minor Invasive, Major Invasive, Drastic Invasive
Total surgery cost: 530,000¥
Body cost: 2.1
Essence cost: .6
Price: 16,000¥
Playbeing
(p. 110)
Playbeings usually have a Charisma of 5 or higher.
Surgeries: Minor Invasive, Major Invasive
Total surgery cost: 30,000¥
Body cost: 0
Essence cost: .6
Price: 30,000¥
89
Chromebook 3
E
QUIPMENT,
ITEMS, AND
STUFF
Midnight Arms Smartgoggle Mirrorshades (p. 3)
4P-CA(N)
Can hold two vision-enhancing options such as low-light or thermographic, each option costing the same as for goggles, as
on page 257 of SRII or p. 290, SR3. Only available in smartlink level 1 technology (p. 261, SRII/p. 282, SR3).
Conceal*
Rating
Weight
Availability
Cost
Street Index
5
—
—
3/36 hrs
4,500¥
1
* Concealability indicates how easy it is to notice that this is a set of smart goggles and not simply mirror shades.
Utopian “Small Wonders” NanoAgents (p. 4)
Legal
No changes.
Conceal
—
Rating
—
Weight
—
Availability
4/60 hrs
Cost
500¥
Street Index
2
Arc Furnace (p. 4)
Legal
Consumes about 300¥ worth of power per day.
Conceal
—
Rating
—
Weight
—
Availability
6/7 days
Cost
10,000¥
Street Index
1
Communications Accessories (p. 4)
Legal
Fibre-Optic Cable
Costs about 0.10¥ per meter for normal-quality cable. High-quality cable gives +1 Reaction to all deckers and IC, as long as
the entire cable route consists of this type of cable, which costs 1¥ per meter.
Conceal
—
Rating
—
Weight
—
Availability
always
Cost
0.10¥
Street Index
1
 Repeaters
SRII STATS
This is a dedicated data line junction (p. 12, Virtual Realities), and is used purely for signal amplification. The “right glitch”
requires a successful Computer (10) test in the repeater’s node.
SR3 STATS
Not available.
Junctions
Not available (in Virtual Realities, use a dataline junction instead).
90
CHROMEBOOK 3
Raven® Interface Monitor (p. 5)
Legal
Gives a –1 target number modifier while repairing cyberware.
Conceal
5
Rating
–1
Weight
1
Availability
6/48 hrs
Cost
8,000¥
Street Index
1
Telectronics® Micromanipulator Rig (p. 5)
Legal
Requires a datajack and encephalon (p. 49, Shadowtech) to use. It eliminates “Bad Working Conditions” and “Inadequate
Tools” penalties for all Build/Repair tasks except vehicle- and magical-related ones (see page 183, SRII/p. 95, SR3).
Conceal
—
Rating
—
Weight
—
Availability
8/72 hrs
Cost
3,000¥
Street Index
3
MEDTECH
 Archaesthetic (p. 6)
Legal
Lowers the doctor’s target numbers for surgery by 1 once correctly connected, which requires a Biotech (5) test.
Conceal
—
Rating
–1
Weight
1
Availability
6/7 days
Cost
10,000¥
Street Index
4
RapiDetox (p. 6)
Legal
The user must roll a Biotech skill test, with a target number equal to the poison’s Power Level or Strength Rating. Once test
may be made per turn, with the substance being neutralized three turns after a successful roll.
Conceal
—
Rating
—
Weight
5
Availability
5/4 days
Cost
1,500¥
Street Index
3
Blood Substitute (p. 6)
Not available: assume this is always used when needed. If used on a magician, it counts as high-tech treatment, so the +2
modifier for treating a magician is not used, meaning a check for Magic loss must be rolled.
LPTU™ Limb Preservation and Transport Unit (p. 6)
As for blood substitute, it’s easiest to assume such things are always used.
Bodyweight Portable Intern Unit (p. 7)
Legal
If coupled to a medkit (p. 263, SRII/p. 304, SR3), this device increases the medkit’s skill rating by 1. By itself, it has a Biotech skill of 1, working in the same way as a medkit.
Conceal
2
Rating
1
Weight
2
Availability
3/24 hrs
Cost
120¥
Street Index
1.5
Aesculapius Incorporated Cybercast (p. 7)
Legal
Gives a +2 modifier to all actions carried out with the limb, but days spent wearing it count as resting, and therefore healing. Hospitals rent them out at around 200¥ a day.
Conceal
3
Rating
+2
Weight
1.5
Availability
3/12 hrs
Cost
3,000¥
Street Index
2
MASETTO T ECH CLOTHING
‘Alessio’ Coveralls (p. 7)
Legal
No changes.
‘Alessio’ Coveralls
Conceal
—
Ballistic
—
Impact
—
Weight
—
Availability
always
91
Cost
200¥
Street Index
1
CHROMEBOOK 3
‘Lano’ Armour Coveralls (p. 7)
Legal
No changes.
‘Lano’ Coveralls
Conceal
6
Ballistic
3
Impact
2
Weight
1
Availability
always
Cost
1,600¥
Street Index
1
‘Guercio’ Helmet (p. 8)
Legal
Comes with a flare-compensating visor and built-in respirator.
‘Guercio’ Helmet
Conceal
—
Ballistic
—
Impact
+1
Weight
1
Availability
3/48 hrs
Cost
600¥
Street Index
2
‘Gianni’ Helmet (p. 8)
4P-CA(N)
Has built-in smart goggles (level I).
‘Gianni’ Helmet
Conceal
—
Ballistic
—
Impact
+1
Weight
1
Availability
4/48 hrs
Cost
3,500¥
Street Index
2
‘Pinamonte’ Boots (p. 8)
Legal
No armor values.
‘Pinamonte’ Boots
Conceal
—
Ballistic
—
Impact
—
Weight
—
Availability
always
Cost
50¥
Street Index
1
‘Ciampolo’ Gloves (p. 8)
Legal
No changes.
‘Ciampolo’ Gloves
Conceal
—
Ballistic
—
Impact
—
Weight
—
Availability
always
Cost
40¥
‘Francesca’ Tech Scanner (p. 8)
Street Index
1
Legal
No modifiers to Wardrobe & Style or Reputation-like things. It simply counts as a Computer toolkit (p. 259, SRII/p. 288,
SR3), even though tech-minded people will probably think you’re really cool if you use one of these.
Conceal
3
Rating
—
Weight
5
Availability
5/48 hrs
Cost
1,200¥
Street Index
2
‘Farinata’ Tech Tool Kit (p. 9)
Legal
Again no modifiers to Wardrobe & Style or Reputation-like things. This one is a Vehicle toolkit (p. 259, SRII/p. 288, SR3).
Conceal
3
Rating
—
Weight
5
Availability
5/48 hrs
Cost
350¥
Street Index
2
‘Venedico’ Electronics Tool Kit (p. 9)
Legal
Once more, no modifiers to Wardrobe & Style or Reputation-like things. It is an Electronics toolkit (p. 259, SRII/p. 288,
SR3).
Conceal
3
Rating
—
Weight
5
Availability
5/48 hrs
Cost
1,350¥
Street Index
2
Raven® “Tripod” Waldo Set (p. 10)
Legal
The user must jack into the waldo, and can then effectively perform work requiring two people. No modifiers or anything.
Conceal
—
Rating
—
Weight
25
Availability
10/7 days
Cost
8,000¥
92
Street Index
3.5
CHROMEBOOK 3
Raven® “Spider” MicroWaldo Bracer (p. 11)
Legal
The user must jack into this waldo as well, and it basically provides another pair of hands. A cyberarm version is also available.
Normal version:
Conceal
Rating
—
—
Weight
2
Availability
6/72 hrs
Cost
7,000¥
Street Index
3
Cyberarm version:
Conceal
Rating
—
—
Weight
2
Availability
8/72 hrs
Cost
8,000¥
Street Index
3.25
Techtronica “Mite” Diagnostic Remote (p. 11)
Legal
No changes.
Normal version:
Conceal
Rating
—
—
Weight
1
Availability
6/72 hrs
Cost
4,000¥
Street Index
3
Cyberarm version:
Conceal
Rating
—
—
Weight
1
Availability
8/72 hrs
Cost
5,000¥
Street Index
3.25
CTS, plc ‘Pembroke’ Techscanner (p. 12)
Legal
An Electronics toolkit (p. 259, SRII/p. 288, SR3) that gives a –1 to the target number of any task involving fixing something
that came out before the update chip became available.
Conceal
Rating
Weight
—
–1
5
* +100¥ per month subscription update
Availability
9/72 hrs
Cost
1,500¥
Street Index
3.5
Tool Kits by Buchsterhude Gmbh (p. 12)
Legal
No modifiers to skills or target numbers in any way. It is a simple toolkit.
Conceal
Rating
Weight
Availability
Cost
Street Index
—
—
5
6/48 hrs
1,000¥*
2
* 1,500¥ for high-style. Multiply prices by 2 for vehicle toolkit, or by 3 for electronic, computer, or cyberware toolkit.
Fax Plus 1000™ Fax Machine (p. 12)
Legal
No changes.
Conceal
6
Rating
—
Weight
.5
Availability
always
Cost
300¥
Street Index
1
ThunderArc Industries Three-D Holophone (p. 13)
Legal
The Matrix-style icon (persona) chips cost 500¥ apiece.
Conceal
—
Rating
—
Weight
1
Availability
3/24 hrs
Cost
9,000¥
Street Index
1.25
More Cell Phone Options! (p. 13)
Legal
Tight Beam
This has a range of about 1.5 kilometers. (In SR3, it has a Flux Rating of 2.)
Call Waiting
No changes.
Call Forwarding
No changes.
93
CHROMEBOOK 3
Tight Beam
Call Waiting
Call Forwarding
* per month
Weight
3
—
—
Availability
2/12 hrs
always
always
Cost
200¥
50¥*
50¥*
Street Index
2
—
—
Miniature Copier (p. 13)
Legal
Has a 1 Mp memory for storing images.
Conceal
3
Rating
—
Weight
.5
Availability
2/12 hrs
Cost
230¥
Street Index
.8
Datatel Rotowrighter (p. 13)
Legal
No changes.
Conceal
8
Rating
—
Weight
.25
Availability
always
Cost
20¥
Street Index
1
Telectronics® Modulation Chip (p. 13)
Not available.
Yamaha RX4000 “Hurricane” Ultrasynth (p. 14)
Legal
This synthesizer adds +4 the Impact (see Shadowbeat), but every extra element controlled gives a cumulative –2 to Impact
(three effects give a +0 to Impact, five elements give –4). If the user tries to control more elements than twice his or her Intelligence Attribute Rating, roll a Willpower (4) test to avoid passing out under the strain. This fine quality-rated synthesizer has 8
voices built in.
Conceal
—
Rating
+4
Weight
—
Availability
always
Cost
9,380¥
Street Index
1
Midnight Arms Smart Glove (p. 14)
Not available.
Arasaka R-101 Lie Detector (p. 15)
3P-E1(U)
This machine makes an opposed test between its rating and the subject’s Willpower. In SRII, the number of net successes
on the machine’s part reduce the target number for Interrogation skill tests on a one-to-one basis. In SR3, the R-101 functions
as a complimentary skill to the user’s Interrogation skill (p. 97, SR3).
Conceal
2
Rating
6
Weight
3
Availability
14/20 days
Cost
5,000¥
Street Index
4
THE GREAT OUTDOORS
Everest VentureWare Grapple Line (p. 15)
Legal
The line can support a weight of 500 kg. It uses Shotgun ranges when fired.
Conceal
2
Rating
—
Weight
3
Availability
always
Cost
240¥
Street Index
1
Everest VentureWare Climbing Spikes (p. 15)
Legal
These spikes lower the target number for climbing tests by 1 (see p. 75, Fields of Fire). If used as a weapon, the spikes do
(str+1)L damage.
Conceal
Rating
Weight
3
–1
—
* 140¥ total cost for interface control
Availability
2/24 hrs
Cost*
75¥
94
Street Index
1
CHROMEBOOK 3
Esporma Environment Suit (p. 16)
Legal
The suit provides a Barrier Rating of 6 to corrosive chemicals. Closing one “breathing” panel costs a Simple Action. The
sealed suit has a wearing time of 45 minutes, plus 15 minutes per two panels kept open. Every 15 minutes over the duration,
the wearer must roll a Body (4) test, otherwise all his or her Physical Attributes are halved for as long as he or she continues to
wear the suit.
Esporma
Conceal
1
Ballistic
2
Impact
1
Weight
5
Availability
6/4 days
Cost
7,250¥
Street Index
3
The Automapper™ by ThunderArc (p. 16)
Legal
The interface port (60¥) can be used by anyone with a datajack.
Conceal
7
Rating
—
Weight
.5
Availability
6/48 hrs
Cost
600¥
Street Index
1
Geotech Enviroscanner (p. 16)
Legal
Use the rules for gas detection systems (p. 88, Neo-Anarchists’ Guide to Real Life), but this scanner detects only biological
and radioactive contamination within 7 meters.
Conceal
5
Rating
3
Weight
1
Availability
8/7 days
Cost
45,000¥
Street Index
3
PHARMACEUTICALS
Militech Combat Drugs (p. 17)
Prime
3-M1(X)
Addiction Tolerance Strength
Speed
Vector
Duration
Availability
Cost/dose
Street Index
2M
4
6
1 turn
injection
1D6+1 hours
14/7 days
500¥
3
Effects: +2 Intelligence, +1 Willpower
Crash Effects: distractions, concentration difficulties, +2 target numbers for all skill use, –1 Willpower [resist all with one Willpower
(4) test] for 1D6÷2 hours
Timewarp
3-M1(X)
Addiction Tolerance Strength
Speed
Vector
Duration
4P
3
5
1 turn ingestion, injection1D6+1 minutes
Effects: +2 Initiative
Crash Effects: 6L Stun damage [resist with Willpower]
Availability
14/7 days
Cost/dose
300¥
Availability
14/7 days
Cost/dose
400¥
Duration
1D6+1 minutes
Availability
4/6 hrs
Cost/dose
40¥
Addiction Tolerance Strength
Speed
Vector
Duration
—
—
—
1 turn
injection
1D6+1 minutes
Effects: negates injury modifiers to target numbers only, not to initiative
Crash Effects: Light Stun wound
Availability
4/6 hrs
Cost/dose
50¥
Berserker
Street Index
3
3-M1(X)
Addiction Tolerance Strength
Speed
Vector
Duration
6P
3
3
immediate
injection
1D6+1 minutes
Effects: +1 Body, +1 Strength, +1 Willpower, +1 Reaction
Crash Effects: 6L damage [resist with Body]
Permanent Effects: Essence reduced by 1D6÷20 [resist with Willpower (6) test]
Street Index
3
Trauma Drugs (p. 17)
Sedative
Addiction Tolerance Strength
Speed
—
—
—
1 turn
Effects: 8D Stun damage [resist with Willpower]
4P-M1(X)
Vector
injection
Stim
Street Index
2
4P-M1(X)
95
Street Index
2
CHROMEBOOK 3
Surge
4P-M1(X)
Addiction Tolerance Strength
Speed
Vector
Duration
Availability
2P
4
5
1D6 minutes
injection
1D6+1 hours
4/6 hrs
Effects: ignore food and sleeping needs, –1 target number to resist any Stun damage.
Crash Effects: all Attributes are halved [sleep 5 hours to get rid of this reduction]
Trauma I
Cost/dose
75
Street Index
2
4P-M1(X)
Addiction Tolerance Strength
4P
2
10
Effects: as Trauma Patch
Speed
immediate
Vector
injection
Duration
1D6+1 turns
Availability
4/6 hrs
Cost/dose
60¥
Surveillance Kit (p. 18)
Street Index
2
4P-E1(U)
This kit contains the following equipment (all p. 258, SRII/p. 290, SR3 unless otherwise noted):
a) 20 micro-transceivers, 10 micro-camcorders, 10 micro-recorders, and multi-band receiver with chip recorder (not listed
in SRII).
b) 20 tracking signals (rating 3, conceal 5) and a signal locator (rating 5)
c) A shotgun microphone (rating 3) and a laser microphone (rating 3)
d) A portacam (p. 88, Shadowbeat/p. 292, SR3) with 20 Mp memory to store images
Conceal
—
Rating
—
Weight
6.5
Availability
6/5 days
Cost
98,000¥
Street Index
2
Visual Adaptor (p. 18)
Not available: most portacams can have such options installed anyway.
SecSystems Detection Wand (p. 18)
Legal
See the rules for weapon detection on page 92 of the Neo-Anarchists’ Guide to Real Life or p. 237, SR3.
Conceal
4
Rating
2
Weight
.5
Availability
2/12 hrs
Cost
10,000¥
Street Index
1
Optitech MagViewer (p. 18)
Legal
No changes.
Conceal
Rating
Weight
Availability
Cost*
Street Index
4
20x
1
always
375¥
.8
* +100¥ for IR, +125¥ for low-light, +75¥ for digital camera with 5 Mp memory
IEC Domitic System (p. 19)
Legal
Cost is 2D6×50¥ per square meter. Most systems are linked to the Matrix, but are almost completely Blue systems.
Availability
Cost
Street Index
2/48 hrs
2D6x50¥
—
Virtual Ventures, Ltd. (p. 19)
This company puts the user into a Matrix system scuplted to represent the history being portrayed. The customer can either
jack into their system from his home (provided he has some sort of cyberdeck), or from Virtual Ventures’ offices.
Prices given on the table on page 19 of Chromebook 3 are in nuyen for 3, 6, and 12 hour trips.
Royo Bodyfree Masks (p. 20)
Legal
Gives no modifiers to skills or Attributes. Filter masks are 50¥ extra.
Conceal
Rating
Weight
Availability
8*
—
—
always
* this is to spot that the character is wearing a mask
Cost
600¥
Street Index
1
Optical Remote (p. 20)
Legal
No changes.
Conceal
—
Rating
—
Weight
—
Availability
4/12 hrs
Cost
100¥
96
Street Index
.7
CHROMEBOOK 3
IEC Solodrinker (p. 20)
Legal
Convert all prices from eb to nuyen at a 1:1 ratio. Availability for all is Always, Street Index is .75.
C
YBERWARE
Note: For various systems, the Essence costs is in parentheses; in such a case, the Essence loss only apply when the system is installed in a natural limb; when placed in a cyberlimb, Essence cost is 0.
 Sycust “FleshWeave” (p. 21)
Legal
Instead of being a retro-fit, this is a complete limb. Repairs cost 50% more than normal, and the limb counts as both
bioware and cyberware, so it has both an Essence and a Body Cost. In case of the user taking a Deadly wound, check twice for
damage to the limb—once for the cyberware part and once for the bioware part.
Essence Cost Body Cost
.5
.5
Availability
6/36 hrs
Cost
120,000¥
Street Index
1.5
Dynalar Technologies “Digits®” Cyberfingers (p. 22)
Cyberfinger Probe Link
per finger
Legal
A datajack with data flow rate of 30 (p. 45, Shadowtech) mounted in your finger.
 Parabolic Microphone
6P-E1(U)
Has a rating 1 shotgun microphone (p. 258, SRII/p. 292, SR3) built into the finger.
Flasher
Legal
Functions as a flash pak (p. 45, Street Samurai Catalog/p. 283, SR3). Replacement bulbs are 25¥.
IR/UV Flashlight
Legal
No changes.
Flare
Legal
Functions as a micro flare (p. 46, Street Samurai Catalog/p. 295, SR3). Replacement flares cost 75¥. Ranges are Short 1-2m,
Medium 3-15m, Long 16-40m, Extreme 41-80m.
Storage Compartment
Legal
No changes.
Laser Pointer
Legal
Effective to 20 meters during the day, 200 meters at night.
Probe Link
Microphone
Flasher
Flashlight
Flare
Storage
Laser Pointer
Essence Cost
(.15)
(.15)
(.15)
(.15)
(.15)
(.15)
(.15)
Availability
2/12 hrs
2/48 hrs
4/36 hrs
4/36 hrs
6/48 hrs
4/48 hrs
5/36 hrs
Cost
1,500¥
3,500¥
750¥
200¥
200¥
150¥
750¥
Street Index
1
1.5
1
1
1.5
1
1.25
Cyclops International “Bug Eye” (p. 23)
This set of eyes can hold up to .6 points of extra vision enhancements without additional Essence loss.
Essence Cost
.25
Availability
2/24 hrs
Cost
7,500¥
Street Index
1
97
Legal
CHROMEBOOK 3
Raven Microcyb Supercompact Braindance Recorder (p. 23)
Legal
A full-X simsense rig (p. 97, Shadowbeat/p. 302, SR3), which needs to be connected to external memory (recording 2
hours of wet record simsense requires 21,600 Mp of memory, which would cost 72 Essence points…!). It does come with its
own specialized datajack, though.
Essence Cost
1.8
Availability
8/12 days
Cost
Street Index
600,000¥
3
Smartgun 2® SmartPlate Weapons Link (p. 23)
Not available: all normal smartlinks in Shadowrun work this way already.
Leg Boosters (p. 24)
Legal
Adds three meters to the distance the character can jump (see p. 76, Fields of Fire).
Essence Cost
—
Availability
6/6 days
Cost
5,000¥
Street Index
1
Cyberoptic Compass (p. 24)
Legal
Can be integrated into a cybereye. The information the compass provides is projected onto the user’s retina, so a
TimesSquare is not required. Available in two models: normal and logcompass. The latter is a programmable inertial compass
that keeps track of the user’s changes in direction from a fixed bearing or point.
Normal model:
Essence Cost
.1
Availability
4/24 hrs
Cost
3,000¥
Street Index
.9
Logcompass:
Essence Cost
.2
Availability
6/24 hrs
Cost
3,000¥
Street Index
.9
Mediaware Cellular Phone (p. 24)
Legal
A headware telephone, p. 260, SRII/p. 298, SR3
Essence Cost
.5
Availability
3/24 hrs
Cost
5,000¥
Street Index
.9
Kiroshi® Laser-Comm Optic (p. 24)
Legal
To successfully send a message, a Quickness test is required, using Light Pistol ranges to find the base target number. To
understand the message, the user must have TimesSquare, subdermal screen, or cyberears. Replacement chips cost 175¥. This
device can be fitted into a cybereye.
Essence Cost
.3
Availability
6/60 hrs
Cost
4,250¥
Street Index
1.5
LiveWires (p. 24)
Legal
Essentially, this is a datajack with a data flow rate of 50 (p. 45, Shadowtech) mounted on a user-controllable cable.
Essence Cost
.35
Availability
3/48 hrs
Cost
4,000¥
Street Index
.9
SuperSized Arms (p. 25)
Legal
These arms give a –1 target number modifier to intimidate opponents, but all reflex-based actions with the arms have a +2
target number. Unarmed combat damage is (str+2)M Stun.
Essence Cost
1
Availability
made to order
Cost
120,000¥ to 150,000¥
Street Index
—
The Bonespike (p. 25)
3-B
Inflicts (str–1)M damage, and has a concealability of 9 when retracted.
Body Cost
.3
Availability
5/72 hrs
Cost
Street Index
10,000¥
1.5
98
CHROMEBOOK 3
Bodyweight AutoInjector (p. 25)
As Drug
For and additional 200¥, the AutoInjector can be wired to a Biomonitor. The reservoir can be refilled by making a successful
Biotech (3) skill test.
Essence Cost
.1
Availability
2/6 hrs
Cost
750¥
Street Index
.9
Bodyweight Pacemaker Coprocessor (p. 26)
Legal
Allows the character to make a second natural Body test to see if his or her condition stabilizes after taking a Deadly wound
(p. 115, SRII/p. 129, SR3).
Essence Cost
.2
Availability
6/24 hrs
Cost
1,500¥
Street Index
2
Dynalar Web Hand (p. 26)
Legal
Characters get +1 die for Athletics (Swimming) skill tests for every pair of limbs equipped with a web hand. It can only be
mounted on a cyberarm or cyberhand.
Essence Cost
—
Availability
4/36 hrs
Cost
Street Index
10,000¥
1
 Fresco’s Personal Nano-Groomers (p. 26)
Legal
The first package gives two dice to roll, with an additional die per extra package bought (max. 4 dice). Whenever someone
makes a skill test in an attempt to improve a character’s appearance, roll these dice and halve their number of successes. (In
SR3, this make them essentially a complimentary skill, as per the rules on page 97 of SR3.)
Body Cost
.2 per package
Availability
3/12 hrs
Cost
4,000¥
Street Index
.8
CapsuleCo CyberPillow™ (p. 26)
Legal
No changes.
Essence Cost
—
Availability
always
Cost
800¥
Street Index
.75
CyberPillow Cases by KraftMatrix (p. 26)
Legal
No changes.
Essence Cost
—
Availability
always
Cost
100¥
Street Index
.75
Cyphire “Spitting Cobra” (p. 27)
4-CA(N)
Effective range is 2 meters. If fitted into retractable Vampires (p. 9, Chromebook 2), cost is 7,000¥.
Essence Cost
.1
Availability
3/36 hrs
Cost
4,000¥
Street Index
2
Optical Interface (p. 27)
Legal
A set of two cybereyes with a datajack (with a data flow rate of 60; see p. 45, Shadowtech) built into one of the eyes. The
eyes cannot accept additional vision enhancements without extra Essence loss.
Essence Cost
.2
Availability
3/36 hrs
Cost
6,000¥
Street Index
1
Kiroshi Optics Cyberoptic Interferomerty System (p. 27)
Must be fitted into cybereyes, and functions as rating 1 optical magnification.
Essence Cost
.1
Availability
5/48 hrs
Cost
3,000¥
Street Index
1
99
Legal
CHROMEBOOK 3
Kiroshi Optics “Tricloptics™” Third Eye Cyberoptic Implant (p. 28)
Legal
One or more cybereyes in your forehead. Each eye can accommodate up to .25 points of Essence in additional vision enhancements.
Per eye:
Essence Cost
.1
Availability
2/24 hrs
Cost
5,000¥
Street Index
.9
Dynalar Technologies “Endo-Frame” CyberSkeletal Enhancement (p. 28) Legal
Apart from setting off all metal detectors, the character gets +2 Body. The design does not come in sections, instead the
whole body is done at once. This stuff is only available in Alpha (or higher) grade cyberware; the stats below are for Alphagrade, but you will have to roll for Availability as normal even after locating the clinic (see p. 98, Street Samurai Catalog).
Essence Cost
1.25
Availability
6/14 days
Cost
Street Index
100,000¥ alpha clinics
 Husqvarna ChainRipp® (p. 29)
1-B(B) + CA(N)
Damage is (str)S, using one-half Ballistic armor to resist.
Essence Cost
(.6)
Availability
8/72 hrs
Cost
Street Index
12,500¥
1.5
Dermatech Cam-O-Skin (p. 30)
Legal
Use the rules for camouflage clothing from page 77 of Fields of Fire or pp. 283-284 of SR3.
Body Cost
1.5
Availability
6/72 hrs
Cost
8,500¥
Street Index
2
 Slamdance Spyke!™ Furniture (p. 30)
2-A(A)
Can only be added to dermal plating, dermal sheathing, cyberlimbs, or other types of cyberware that either add armor
plates to the skin or replace a major part of the anatomy by metal. If there are spikes on the arms or legs, add +1 to the Power
Level of unarmed melee attacks per pair of limbs.
The spike plates add Ballistic 1, Impact 1 armor to the area they are installed in, cumulative with other armor, but this is
only applicable to called shots made against that part of the body; they do not add that armor rating against attacks made
against the whole of the target.
Head
Shoulders & Upper Chest
Arms (both)
Legs (both)
Essence Cost
—
—
—
—
Availability
6/48 hrs
6/48 hrs
6/48 hrs
6/48 hrs
Cost
4,000¥
5,000¥
4,500¥
6,000¥
Street Index
1
1
1
1
Wyzard Technologies “Romanova” Cyberlegs (p. 31)
Legal
These add 10 to 15 centimeters to your height, and don’t give any penalties for running in spiked heels.
For two legs:
Essence Cost
2
Availability
6/7 days
Cost
Street Index
250,000¥
1
Wyzard Technologies Verbal-Eyes™ series “Windows of the Soul” (p. 32)
Legal
Basic Option
Simply cybereyes. If the character already has cybereyes, this is a retrofit at the same cost (but no extra Essence loss).
Video Imager Option
A video camera mounted in the eyes. Requires headware memory to store images.
Customised Images Option
A set of cybereyes with built-in TimesSquare Plus™ (p. 38, Chromebook) and customizable images; otherwise it is as the
Basic option, above.
100
CHROMEBOOK 3
Basic
Video Imager
Customized
Essence Cost
.2
.5
.5
Availability
3/24 hrs
4/48 hrs
4/48 hrs
Cost
Street Index
7,500¥
.9
22,000¥
1
24,000¥
.9
Cyberfacial Remounts (p. 33)
Legal
Evileye can accept vision enhancements up to .25 points of Essence for that eye only (each enhancement is at half its normal Essence cost, because it is fitted into only one eye).
Jigsaw can accept up to .25 Essence points of vision enhancements (again, each enhancement is at half its normal Essence
cost) and up to .25 points of Essence worth of other headware.
Twoface can accept up to .5 Essence points of vision enhancements (each enhancement is at its normal Essence cost because both eyes are covered), up to .2 points of hearing enhancements, and up to .5 points of Essence worth of other headware.
All three models also provide armor, like helmets, though a helmet can be worn over the cyberware.
Evileye
Jigsaw
Twoface
Essence Cost
.15
.25
.5
Ballistic
+0
+1
+1
Impact
+1
+1
+1
Availability
6/48 hrs
6/48 hrs
8/48 hrs
Cost
Street Index
15,000¥
1
25,000¥
1
35,000¥
1
RETRO CYBERWARE
Though Shadowrun doesn’t mention any actual dates from which cyberware became common, it is suggested to add approximately 25 years to all dates mentioned in this section of the Chromebook 3.
Kiroshi Model 100 Interface Plugs (p. 33)
Legal
These have a data flow rate of only 10 (see page 45, Shadowtech).
Essence Cost
.25
Availability
3/24 hrs
Cost
1,000¥
Street Index
1
BioDyne Systems “Enable” cyberlimbs (p. 34)
Legal
The user’s Reaction is reduced by 1 per limb implanted.
Essence Cost
1
Availability
6/7 days
Cost
Street Index
100,000¥
1
General Products Exoskeleton Series (p. 34)
Legal
Quickness for movement purposes is set at 4, no matter what the user’s actual Quickness is, with the movement multiplier
for running being ×2. Each model has its own Strength (which replaces the user’s Strength Attribute), and also armors the
wearer: Series-A has Strength 9 and armor Ballistic 1/Impact 2; Series-B has Strength 11 and armor 1/3.
Series-A
Series-B
Essence Cost
2
2.5
Availability
6/14 days
8/14 days
Cost
Street Index
240,000¥
2
300,000¥
2
AuraSound “Spectrum” cyberaudio implant (p. 35)
Legal
Any Attribute/skill roll involving balance has a +1 target number modifier for a character with a Spectrum implant. Using an
enlarged ear gives a –1 modifier to the target number for any audio-based Perception test; omnidirectional audio scalp implants give a –2 modifier.
Enlarged ear
Omnidirectional
Essence Cost
.3
+.5
Availability
4/24 hrs
+1/normal
Cost
Street Index
4,500¥
1
+1,500¥
normal
Gene-Teck’s See-It™ transparent skin (p. 35)
Legal
Reduce Charisma by –2 if the face is transparent, but only for dealings with other people who have visual contact with the
character; this does not affect magical abilities. Also gives the user a Severe Sunlight Allergy.
Essence Cost
.5 per m2
Availability
Cost
Street Index
4/24 hrs
1,000¥ per m2
.9
101
CHROMEBOOK 3
 Dermatech Mood Skin (p. 35)
Legal
Reduce Body by –1 every 4 months for a year. It will not drop lower than 1, but if it would, reduce the character’s Racial
Maximum for Body instead.
Essence Cost
.25 per m2
Availability
Cost
Street Index
4/36 hrs
200¥ per m2
.8
Life Vision “Revelation” cyberoptic implant (p. 36)
Legal
Characters with Revelation eyes get a –1 modifier to visual-based Perception tests.
Essence Cost
.25
Availability
3/24 hrs
Cost
6,000¥
Street Index
.8
Lead’s Turn-On Nails (p. 36)
Legal
No changes.
Per pair of limbs:
Essence Cost
Availability
Cost
Street Index
.05
always
*
.75
* 25¥ per nail, 200¥ for set of 10; 50¥ for coloring pen
Lead’s Show-Off Nails (p. 36)
Legal
No changes.
Per pair of limbs:
Essence Cost
Availability
Cost
Street Index
.1
always
*
.75
* 45¥ per nail, 425¥ for set of 10; 90¥ for coloring pen
BioTec Σ “SomaWare” Sleep Induction Chip (p. 37)
Legal
This chip is addictive, in the same way as a drug is. One chip can be used over and over again.
Addiction Tolerance Strength
Speed
4M
15
10
25 seconds
Effects: user falls asleep for duration of chip
Addiction Effects: user can’t sleep without chip
Vector
chip
Duration
8 hours
Availability
2/6 hrs
Cost/dose
400¥
Street Index
1
Direct Dataware Navigation/Orientation Chip (p. 37)
Not available.
Direct Dataware Crypto Chips (p. 37)
Legal
This is an extra for language chips. It cannot be used separately, but must be encoded in the same chip as the language.
Prices are per chip; naturally, both people must use chips with the same encoding to understand each other.
Type
Lingua
Rating
any
Memory
+10 Mp
Availability
+1/normal
Cost
+600¥
Street Index
normal
 DataEdge Inc. Stutter Chipping (p. 38)
6P-CA(U)
To use this thing, you must have a cyberware smartlink of any level; designating someone as a “friendly” requires a Complex Action. The chip must be slotted into a chipjack or softlink. The chip requires 1 Mp of the user’s headware memory to
store each friendly. The 20 Mp size of the chip is for the program that handles the designation and storing of friendlies.
Type
Know
Rating
—
Memory
20 Mp
Availability
4/48 hrs
Cost
3,100¥
Street Index
1.5
New Martial Arts Forms (p. 38)
See Tech Specs for details about unarmed combat using the rules below. Costs are as for normal Activesofts.
Arasake-Te
Thamoc
Block
+1
+1
Choke
+2
Dodge
+1
+2
Escape
+1
+2
Grapple
+1
+1
102
Hold
+1
Kick
+1
Strike
+1
Sweep
+1
Throw
+1
CHROMEBOOK 3
 Auditory Recognition Chips (p. 39)
Legal
See the Visual Recognition Chips on page 43 of this book and page 76 of the Chromebook for details on these chips’ usage. The only difference is that these are used to recognize sounds instead of pictures.
Type
Know
Rating
1-10
Memory
normal
V
Availability
7/4 days
Cost
normal
Street Index
1.5
EHICLES
 Bensen Violator Hovercycle (p. 40)
No minimum skill required.
SRII STATS
Handling
Speed
Violator
4
65/200
Seating: 1 front + 1 rear
Economy: 2 km per liter
Accessories: Datajack link, radio
B/A
1/0
Sig
2
Apilot
Cost
2
100,000¥
Cargo/Storage: 4 CF storage
Fuel: IC/320 liters
SR3 STATS
Handling
Speed Acceleration
Body
3
200
9
3
Autonav
Pilot
Sensor
Cargo
1
—
0
5
Seating: 1+1 bucket seats
Entry Points:
Fuel: Methane (2,560 bars)
Point Value: 368
Template: Small Hovercraft
Other Features: Datajack port, electronics port
Armor
0
Load
390
Signature
3
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 0.25 km/bar
Cost: 100,000¥
Reference: Chromebook 3
Takaya Daimyo (p. 41)
No changes.
SRII STATS
Handling
Speed
B/A
Daimyo
3/8
65/200
2/0
Seating: front + rear twin bucket seats
Economy: 40 km per liter
Cargo/Storage: 2 CF underseat + 5 CF trunk
Sig
4
Apilot
Cost
3
44,000¥
Access: 2 standard + open top
Fuel: IC/12 liters
Accessories: Anti-theft system (2), cellular phone, crash cage,
entertainment system
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3/8
137
10
3
0
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
6
50
Seating: 2 bucket seats + 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + open top
Landing/Takeoff: NA
Fuel: Gasoline (60 liters)
Economy: 8 km/liter
Point Value: 280
Cost: 28,000¥
Template: Sedan
Reference: Chromebook 3
Other Features: Anti-theft system (2), crash cage, electronics port
103
CHROMEBOOK 3
 Cadence Industries Wanderer (p. 42)
No changes.
SRII STATS
Handling
Speed
Wanderer
6/10
35/105
Seating: twin bucket seats + 3 bench
Economy: 25 km per liter
Cargo/Storage: 25 CF storage
B/A
2/2
Sig
3
Apilot
Cost
3
50,000¥
Access: 2 + 1 standard
Fuel: MultiF/30 liters
Accessories: Anti-theft system (4), cellular phone, crash cage,
environmental control system, fold-down bed (sleeps two), radio
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/10
107
4
4
2
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
232
430
Seating: 2 bucket seats + 3 bench
Setup/Breakdown: NA
Entry Points: 2 doors + 1 door
Landing/Takeoff: NA
Fuel: Diesel (250 liters)
Economy: 4 km/liter
Point Value: 517
Cost: 52,000¥
Template: Van
Reference: Chromebook 3
Other Features: Anti-theft system (4) with shock option,
concealed armor, crash cage, electronics port, EnviroSeal™ (gas),
living amenities (basic, 2 people)
 Mitsubishi Portabike (p. 42)
No changes.
SRII STATS
Handling
Portabike
3/9
Seating: 1
Economy: 1 PF per km
Speed
10/35
B/A
1/0
Sig
7
Apilot
0
Cost
250¥
Power: Elec/215 PF
SR3 STATS
Handling
Speed
3/6
22
Autonav
Pilot
0
—
Seating: 1
Entry Points: open
Fuel: Electric (125 PF)
Point Value: ?
Template: none
Other Features: none
Acceleration
3
Sensor
0
Body
1
Cargo
0
Armor
0
Load
10
Signature
5
Setup/Breakdown: 1 minute
Landing/Takeoff: NA
Economy: 2 km/PF
Cost: 250¥
Reference: Chromebook 3
 New American Autoworks Roadcar (p. 42)
No changes.
SRII STATS
Handling
Roadcar
4/8
Seating: twin bucket seats
Economy: 35 km per liter
Cargo/Storage: 3 CF trunk
Speed
35/105
B/A
1/0
Sig
3
Apilot
Cost
1
11,000¥
Access: 2 standard
Fuel: MultiF/30 liters
Accessories: Crash cage
104
CHROMEBOOK 3
SR3 STATS
Handling
Speed Acceleration
4/8
71
6
Autonav
Pilot
Sensor
1
—
0
Seating: 2 bucket seats
Entry Points: 2 doors
Fuel: Methane (450 bars)
Point Value: 179
Template: Commuter/Subcompact
Other Features: Crash cage
Body
3
Cargo
3
Armor
0
Load
0
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2.125 km/bar
Cost: 18,000¥
Reference: Chromebook 3
 Scion Technologies Dunemaster (p. 43)
No changes.
SRII STATS
Handling
Speed
Dunemaster
4/3
45/135
Seating: twin bucket seats
Economy: 25 km per liter
Accessories: Long-range radio, roll bars
B/A
2/1
Sig
1
Apilot
Cost
1
40,000¥
Cargo/Storage: 2 CF cargo
Fuel: IC/40 liters
Handling
Speed
Dust Devil
5/4
35/105
Seating: twin buckets seats
Economy: 20 km per liter
Sensors: Standard (1)
B/A
2/2
Sig
1
Apilot
Cost
1
46,000¥
Cargo/Storage: 2 CF cargo
Fuel: IC/40 liters
Accessories: Long-range radio, pintle mount, roll bars
SR3 STATS
Dunemaster
Handling
Speed Acceleration
Body
4/3
90
10
3
Autonav
Pilot
Sensor
Cargo
1
—
0
13
Seating: 2 bucket seats
Entry Points: open
Fuel: Gasoline (80 liters)
Point Value: 269
Template: Sand Buggy
Other Features: Concealed armor, roll bars
Armor
1
Load
255
Dust Devil
Handling
Speed Acceleration
Body
Armor
4/3
71
9
3
2
Autonav
Pilot
Sensor
Cargo
Load
1
—
1
11
98
Seating: 2 bucket seats
Entry Points: open
Fuel: Gasoline (80 liters)
Point Value: 368
Template: Sand Buggy
Other Features: Concealed armor, pintle mount, roll bars
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 12 km/liter
Cost: 32,500¥
Reference: Chromebook 3
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 12 km/liter
Cost: 92,000¥
Reference: Chromebook 3
105
CHROMEBOOK 3
 GMI HovTransport (p. 44)
Normal weaponry consists of two pintle-mounted Vindicator miniguns (p. 58, Street Samurai Catalog), one firing to the left
and one to the right, and a turret-mounted Vengeance minigun (p. 124, Rigger Black Book/p. 92, Rigger 2).
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
HovTransport
5
65/200
4/4
4
2
720,000¥
Seating: twin bucket seats + 10 bench
Access: 2 standard
Economy: 0.5 km per liter
Fuel: IC/1,280 liters
Sensors: Advanced (3)
ECM: Security I (1)
Accessories: Crash cage, datajack link, EnviroSeal™, life support Cargo/Storage: 10 CF storage
system (10 man-hours), micro-turret, rigger control gear
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
5
133
5
5
4
1
Autonav
Pilot
Sensor
Cargo
Load
2
—
3
32
198
Seating: 2 bucket seats + 6 bench seats
Setup/Breakdown: NA
Entry Points: 2 doors
Landing/Takeoff: NA
Fuel: Diesel (1,280 liters)
Economy: .5 km/liter
Point Value: 3,377
Cost: 2,120,000¥
Template: Large Hovercraft
Reference: Chromebook 3
Other Features: Crash cage, datajack port, EnviroSeal™ (gas), life
support (10 man-hours), 2× pintle mount with Vindicator minigun,
rigger adaptation, small turret with Vengeance minigun
 Tetracorp Fei Lien 100 Aerodyne (p. 45)
A vectored-thrust vehicle.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Fei Lien 100
4
300/600
2/3
1
3
1,290,000¥
Seating: front + rear twin bucket seats
Access: 2 + 2 standard
Economy: 1 km per liter
Fuel: IC/1,250 liters
Cargo/Storage: 5 CF trunk
Landing/Take-off Profile: VTOL/VTOL
Accessories: Anti-theft system (4), cellular phone, crash cage,
datajack link, ejection seats, EnvrioSeal™, seat massagers, VR
holosystem
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
5
400
25
4
3
1
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
5
4,590
Seating: 2 bucket seats (ejection) + 2 bucket seats (ejection)
Setup/Breakdown: NA
Entry Points: 2+2 doors
Landing/Takeoff: VSTOL
Fuel: Jet (1,250 liters)
Economy: .2 km/liter
Point Value: 4,176
Cost: 1,044,000¥
Template: Aerodyne (M)
Reference: Chromebook 3
Other Features: Anti-theft system (4) with shock option,
concealed armor, crash cage, datajack port, electronics port,
EnviroSeal™ (gas)
106
CHROMEBOOK 3
 Hyundai Minicopter (p. 46)
No changes.
SRII STATS
Handling
Speed
Minicopter
4
70/160
Seating: single bucket seat
Economy: 4 km per liter
Cargo/Storage: 2 CF storage
Sensors: Standard (1)
* Armor is not Hardened.
B/A
1/1*
Sig
2
Apilot
Cost
1
155,000¥
Access: full canopy
Fuel: MultiF/80 liters
Landing/Take-off Profile: VTOL/VTOL
SR3 STATS
Handling
Speed Acceleration
Body
4
107
15
3
Autonav
Pilot
Sensor
Cargo
1
—
1
2
Seating: 1 bucket seat
Entry Points: canopy
Fuel: Jet (250 liters)
Point Value: 340
Template: Autogyro
Other Features: Concealed armor (not hardened)
Armor
1
Load
18
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: VTOL
Economy: .4 km/liter
Cost: 85,000¥
Reference: Chromebook 3
 New American Motors Nautilus Mini Road-Home (p. 46)
No changes.
SRII STATS
Handling
Speed
Nautilus
6/10
35/105
Seating: twin bucket seats + bench
Economy: 30 km per liter
Cargo/Storage: 5 CF storage
B/A
2/1
Sig
1
Apilot
Cost
0
32,000¥
Access: 2 standard
Fuel: MultiF/20 liters
Accessories: Fold-down bed, one-person/week water supply,
radio, refrigerator, small bathroom, trideo
SR3 STATS
Handling
Speed Acceleration
Body
Armor
4/10
71
2
4
1
Autonav
Pilot
Sensor
Cargo
Load
0
—
0
240
600
Seating: 2 bucket seats + 2 bench
Entry Points: 2 doors
Fuel: Methane (1,000 bars)
Point Value: 280
Template: Van
Other Features: Concealed armor, electronics port, living
amenities (Basic, 1 person)
Signature
3
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: .6 km/bar
Cost: 28,000¥
Reference: Chromebook 3
 Kundalini Roadworks “Dart” (p. 46)
SRII STATS
Normal Handling is 4/8, but for Handling tests involving stability, it is 3/6.
Handling
Speed
Dart
4/8 (3/6)
55/160
Seating: 1 front + 1 rear
Economy: 50 km per liter
Cargo/Storage: 1 CF storage
B/A
1/1
Sig
3
Apilot
Cost
1
10,000¥
Access: full canopy
Fuel: IC/9 liters
107
CHROMEBOOK 3
SR3 STATS
Normal Handling is 4/6, but for Handling tests involving stability, it is 3/6.
Handling
Speed Acceleration
4/6 (3/6)
105
10
Autonav
Pilot
Sensor
0
—
0
Seating: 1 + 1 bucket seats
Entry Points: canopy
Fuel: Gasoline (36 liters)
Point Value: 234
Template: Chopper
Other Features: none
Body
2
Cargo
1
Armor
1
Load
60
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 12 km/l
Cost: 16,500¥
Reference: Chromebook 3
 Kundalini “Torpedo” Police Interceptor Cycle (p. 47)
Normal Handling is 4/6, but for Handling tests involving stability, it is 3/5.
SRII STATS
Handling
Torpedo
4/6 (3/6)
Seating: 1
Economy: 45 km per liter
Sensors: Standard (1)
Speed
65/190
B/A
1/2
Sig
3
Body
2
Cargo
0
Armor
2
Load
118
Apilot
Cost
2
36,000¥
Access: full canopy
Fuel: IC/10 liters
Accessories: 2 forward-firing Firmpoints (no weapons installed),
long-range radio
SR3 STATS
Handling
Speed Acceleration
4/6 (3/6)
128
10
Autonav
Pilot
Sensor
1
—
1
Seating: 1 bucket seat
Entry Points: canopy
Fuel: Gasoline (36 liters)
Point Value: 395
Template: Chopper
Other Features: 2× firmpoint
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 12 km/liter
Cost: 70,000¥
Reference: Chromebook 3
 ATF-37B Thunderhawk (p. 48)
Comes with 2 Victory rotary assault cannons, one on each of the forward-firing hardpoints.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
ATF-37B
3
600/1385
8/2
5
5
12,500,000¥
Seating: single bucket seat
Access: full canopy
Economy: .5 km per liter
Fuel: 8,500 liters
Sensors: Military II (7)
ECM/ECCM: Military III (6)/Military II (5)
Landing/Take-off Profile: Normal/Normal
Accessories: crash cage, datajack link, ejection seat, EnviroSeal™,
4 forward-firing Firmpoints, 2 forward-firing Hardpoints (one
Victory cannon with 1 CF dedicated ammo storage each), life
support system (10 man-hours), rigger control gear
108
CHROMEBOOK 3
SR3 STATS
Handling
Speed Acceleration
Body
Armor
3
925
80
7
2
Autonav
Pilot
Sensor
Cargo
Load
5
—
5
0
6,825
Seating: ejection seat
Entry Points: canopy
Fuel: Jet (8,850 liters)
Point Value: 5,340
Template: Jet Fighter
Other Features: Crash cage, datajack port, EnviroSeal™
(overpressure), ECCM (5), ECM (7), 3× external firmpoint
(forward-firing), 2× external hardpoint (forward-firing), life
support system (10 man-hours), rigger adaptation
Signature
5
Setup/Breakdown: NA
Landing/Takeoff: Standard
Economy: .3 km/liter
Cost: 3,337,500¥
Reference: Chromebook 3
 New American Motors “Armadillo” Armored Road-Home (p. 49)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Armadillo
6/10
35/105
4/3
1
Seating: triple + twin bucket seats
Economy: 30 km per liter
Cargo/Storage: 10 CF storage
Accessories: Anti-theft system (2), 2 fold-down beds, galley,
radio, six-person/week water supply, small bathroom, trideo
with satellite dish
Apilot
Cost
1
85,000¥
Access: 2 standard
Fuel: IC/25 liters
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/10
71
4
4
3
2
Autonav
Pilot
Sensor
Cargo
Load
1
—
0
230
210
Seating: 3 bucket seats + 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors
Landing/Takeoff: NA
Fuel: Diesel (250 liters)
Economy: 4 km/liter
Point Value: 354
Cost: 35,500¥
Template: Van
Reference: Chromebook 3
Other Features: Anti-theft system (2), living amenities (Basic,
2 people)
 New American Autoworks “Vulture” Heavy Tow Truck (p. 50)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Vulture
6/11
35/105
5/4
2
0
215,000¥
Seating: twin bucket seats
Access: 2 standard
Economy: 20 km per liter
Fuel: IC/40 liters
Accessories: Heavy winch, long-range radio, micro-turret (comes
without weapons), remote-controlled tow connector
109
CHROMEBOOK 3
SR3 STATS
Handling
Speed Acceleration
Body
5/12
71
3
5
Autonav
Pilot
Sensor
Cargo
0
—
0
0
Seating: 2 bucket seats
Entry Points: 2 doors
Fuel: Diesel (750 liters)
Point Value: 5,567
Template: Tractor
Other Features: Concealed armor, internal firmpoint
micro turret), winch (5)
Armor
4
Load
6,967
Signature
1
Setup/Breakdown:
Landing/Takeoff:
Economy: 3 km/liter
Cost: 557,000¥
Reference: Chromebook 3
(remote
 Sport Eurasia “Microbike” (p. 50)
No changes.
SRII STATS
Handling
Microbike
4/12
Seating: 1
Economy: 50 km per liter
Speed
35/105
B/A
1/0
Sig
5
Apilot
0
Cost
1,000¥
Fuel: MultiF/4.5 liters
SR3 STATS
Handling
Speed Acceleration
3/6
71
8
Autonav
Pilot
Sensor
0
—
0
Seating: bucket seat
Entry Points: open
Fuel: Methane (175 bars)
Point Value: 55
Template: Scooter
Other Features: none
Body
2
Cargo
0
Armor
0
Load
60
Signature
4
Setup/Breakdown: 1 minute
Landing/Takeoff: NA
Economy: 1.25 km/bar
Cost: 2,750¥
Reference: Chromebook 3
 Brennan “Hermes” Courier Motorcycle (p. 50)
The 1 CF cargo is contained in a detachable courier case. The case has a rating 4 keypad maglock (p. 86, Neo-Anarchists’
Guide to Real Life/p. 235, SR3), and has a Barrier Rating of 5. The case types available are hot/cold (100¥), med transport
(200¥), high security (with rating 5 cardreader maglock and Barrier Rating 7, 300¥), and a biohazard transport case (400¥).
SRII STATS
Handling
Speed
Hermes
3/6
30/95
Seating: 1
Economy: 90 km per liter
Accessories: Cellular phone, radio
B/A
1/0
Sig
2
Apilot
Cost
0
12,500¥
Cargo/Storage: 1 CF cargo (see above)
Fuel: MultiF/5 liters
SR3 STATS
Handling
Speed Acceleration
Body
Armor
3/6
64
8
2
0
Autonav
Pilot
Sensor
Cargo
Load
0
—
0
1
60
Seating: bucket seat
Entry Points: open
Fuel: Methane (300 bars)
Point Value: 121
Template: Scooter
Other Features: Cellular phone, electronics port, radio
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1.44 km/bar
Cost: 6,500¥
Reference: Chromebook 3
110
CHROMEBOOK 3
 M-62 “Volcano” SAM Launcher (p. 51)
This vehicle has two 5-shot missile launchers, which are normally loaded with SAMs (p. 59, Street Samurai Catalog). They
can, however, also fire other missiles. Each missile can be aimed at a different target if required. Each launcher can fire all its
missiles in one Combat Phase, with no recoil.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Volcano
3/4
20/55
6/4
5
2
9,500,000¥
Seating: 1 + 2 bucket seats
Access: 1 front hatch, 1 double-size rear hatch
Economy: 2 km per liter
Fuel: IC/240 liters
Sensors: Security II (5)
Accessories: Amphibious operations package (1), EnviroSeal™,
fire extinguisher, life support system (10 man-hours), small turret
with twin 5-barrel missile launcher, vehicle smoke generator
(6-shot model)
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3/4
36
5
7
4
1
Autonav
Pilot
Sensor
Cargo
Load
2
—
2
0
2,530
Seating: 3 bucket seats
Setup/Breakdown: NA
Entry Points: 1 hatch + 1 double-size
Landing/Takeoff: NA
Fuel: Diesel (800 liters)
Economy: 2 km/liter
Point Value: 1,481
Cost: 460,000¥
Template: Tracked APC
Reference: Chromebook 3
Other Features: Amphibious operations package (1), EnviroSeal™
(gas), fire extinguisher, life support system (10 man-hours), small
turret with twin 5-barrel missile launcher, vehicle smoke generator
(6-shot model)
 Bell UH-10 PAPC (p. 52)
Designed for the CAS Army.
SRII STATS
Handling
Speed
UH-10
5
90/180
Seating: twin bucket seats
Economy: .5 km per liter
Sensors: Military I (6)
Landing/Take-off Profile: VTOL/VTOL
B/A
8/4
Sig
5
Body
7
Cargo
30
Armor
4
Load
5,000
Apilot
Cost
4
1.85M¥
Access: Full canopy
Fuel: 3,200 liters
ECM: Military I (4)
Accessories: Ejection seats
SR3 STATS
Handling
Speed Acceleration
5
120
10
Autonav
Pilot
Sensor
4
—
6
Seating: 2 ejection bucket seats
Entry Points: canopy
Fuel: Jet (6,400 liters)
Point Value: 6,329
Template: Cargo Helicopter
Other Features: ECM (4)
Signature
3
Setup/Breakdown: NA
Landing/Takeoff: VTOL
Economy: .25 km/liter
Cost: 4,000,000¥
Reference: Chromebook 3
111
CHROMEBOOK 3
 Spinelli Autotech “Nomad” (p. 53)
No changes.
SRII STATS
Handling
Nomad
4/2
Seating: twin bucket seats
Economy: 25 km per liter
Cargo/Storage: 80 CF rear
Speed
45/135
B/A
2/1
Sig
3
Apilot
Cost
2
55,000¥
Access: 2 standard
Fuel: MultiF/30 liters
Accessories: Amphibious operations package (1), crash cage,
EnviroSeal™, long-range radio
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/2
89
5
4
1
3
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
17
530
Seating: 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors
Landing/Takeoff: NA
Fuel: Methane (1,230 bars)
Economy: .65 km/bar
Point Value: 670
Cost: 67,000¥
Template: Pickup
Reference: Chromebook 3
Other Features: Amphibious operations package, concealed
armor, crash cage, EnviroSeal™ (gas), off-road suspension (1)
 Brennan Cycles “Ares” Combat Bike (p. 54)
The cannon is a fully-automatic Assault Cannon (p. 255, SRII).
SRII STATS
Handling
Speed
B/A
Ares
3/7
40/125
1/1
Seating: 1
Economy: 40 km per liter
Options: without cannon, the bike costs 17,500¥
Sig
1
Apilot
Cost
1
21,000¥
Cargo/Storage: 1 CF storage
Fuel: IC/5 liters
Accessories: Hardpoint (forward-firing) with automatic assault
cannon and 1 CF of dedicated ammunition storage
SR3 STATS
Without cannon, the bike costs 29,250¥.
Handling
Speed Acceleration
Body
Armor Signature
3/6
84
7
2
1
2
Autonav
Pilot
Sensor
Cargo
Load
1
—
0
2
50
Seating: 1 bucket seat
Setup/Breakdown: NA
Entry Points: open
Landing/Takeoff: NA
Fuel: Gasoline (20 liters)
Economy: 10.35 km/liter
Point Value: 234
Cost: 35,750¥
Template: Off-Road Motorcycle
Reference: Chromebook 3
Other Features: Concealed armor, hardpoint (forward-firing with
full-automatic assault cannon), sidecar (small)
 BMW Burowagen HSR (p. 55)
This vehicle was manufactured from 2044 to 2051, and this is the model 2047.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Burowagen HSR 3/10
50/145
3/1
2
4
900,000¥
Seating: twin + quad bucket seats
Access: 2 + 2 standard
Economy: 30 km per liter
Fuel: MultiF/10 liters
Cargo/Storage: 5 CF trunk
Accessories: Anti-theft system (4), APPS™, datajack link,
EnviroSeal™, entertainment system, satellite uplink, video display
system, rigger control gear
112
CHROMEBOOK 3
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3/8
100
11
4
1
2
Autonav
Pilot
Sensor
Cargo
Load
4
—
0
5
310
Seating: 2 bucket seats + 4 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors
Landing/Takeoff: NA
Fuel: Gasoline (60 liters)
Economy: 8 km/liter
Point Value: 1,213
Cost: 184,000¥
Template: Limousine
Reference: Chromebook 3
Other Features: Anti-theft system (4), APPS™, concealed armor,
datajack port, electronics port, EnviroSeal™ (gas), entertainment
system, satellite uplink, video display system, rigger adaptation
VEHICULAR OPTIONS
Civilian Navigation System (p. 56)
Not available (treat this as a rating 1 navigation system).
Puncture-Proof Tires (p. 56)
See Runflat Tires, p. 118, Rigger Black Book and p. 146, Rigger 2.
 Bulletproof Glass (p. 56)
Not available.
Mini-Comp (p. 56)
Not available (just chuck in a normal computer).
 Winch System (p. 56)
SRII STATS
No changes.
SR3 STATS
See page 146 of Rigger 2.
Base Time: 2 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Parts Cost: 1,500¥
Equipment Needed: Vehicle Shop
CF: 2
 External Vidcam (p. 56)
The camera stores its images on any chip you care to plug into it. See p. 99, Shadowbeat for memory requirements of
video systems.
SRII STATS
SR3 STATS
SR3 STATS
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 3
Parts Cost: 500¥
Equipment Needed: Vehicle Toolkit
CF: None
DESIGN SPECIFICATIONS
Design Cost: 1 point
Maximum Rating: NA
CF Consumed: 0
Load Reduction: 0 kg
CUSTOMIZATION SPECIFICATIONS
Parts Cost: 500¥
Parts Availability: 4/48 hrs
Street Index: 1
Maximum Rating: NA
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 3
Equipment Needed: Vehicle Toolkit
CF Consumed: 0
Load Reduction: 0 kg
113
CHROMEBOOK 3
 Chute (p. 56)
SRII STATS
When deployed, the vehicle loses
100 off its current speed per turn, until it
stops. A Handling test is required to
prevent crashing in the Combat Phase
the chute is deployed. Deploying the
chute is a Simple Action, or a Free Action for a jacked-in rigger. Repacking the
chute takes 4 turns (12 to 20 seconds).
Base Time: 2 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Parts Cost: 2,000¥
Equipment Needed: Vehicle Shop
CF: 3
SR3 STATS
When deployed, the vehicle has its
Acceleration stat increased by 100, but
for deceleration purposes only; it cannot
gain speed when the chute is deployed.
A Handling test is required to prevent
crashing in the Combat Phase the chute
is deployed. Deploying the chute is a
Simple Action, or a Free Action for a
jacked-in rigger. Repacking the chute
takes 4 turns (12 to 20 seconds).
SR3 STATS
CUSTOMIZATION SPECIFICATIONS
Parts Cost: 2,000¥
Parts Availability: 8/7 days
Street Index: 2.25
Maximum Rating: NA
Base Time: 2 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Equipment Needed: Vehicle Facility
CF Consumed: 4
Load Reduction: Body × 25 kg
DESIGN SPECIFICATIONS
Design Cost: 8 points
Maximum Rating: NA
CF Consumed: 3
Load Reduction: Body × 25 kg
 Loudspeaker (p. 56)
No changes.
SRII STATS
SR3 STATS
SR3 STATS
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 2
Parts Cost: 150¥
Equipment Needed: Vehicle Toolkit
CF: None
DESIGN SPECIFICATIONS
Design Cost: 0 points
Maximum Rating: NA
CF Consumed: 0
Load Reduction: 0 kg
CUSTOMIZATION SPECIFICATIONS
Parts Cost: 150¥
Parts Availability: 2/12 hrs
Street Index: .75
Maximum Rating: NA
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 2
Equipment Needed: Vehicle Toolkit
CF Consumed: 0
Load Reduction: 0 kg
 Ram (p. 56)
A vehicle that is being rammed by another vehicle equipped with a ram gets a +1 modifier to the target number in its Resistance Test (see Ramming, p. 107, SRII, p. 47, Rigger 2, or p. 145, SR3).
SRII STATS
SR3 STATS
Base Time: 3 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: 1,000¥
Equipment Needed: Vehicle Facility
CF: 2
DESIGN SPECIFICATIONS
Design Cost: 2 points
Maximum Rating: NA
CF Consumed: 2
Load Reduction: 100 kg
114
CUSTOMIZATION SPECIFICATIONS
Parts Cost: 1,000¥
Parts Availability: 5/36 hrs
Street Index: 1
Maximum Rating: NA
Base Time: 3 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Equipment Needed: Vehicle Facility
CF Consumed: 2
Load Reduction: 100 kg
CHROMEBOOK 3
Gas Spectrometer (p. 57)
This device uses the rules for the cyberware gas spectrometer (p. 61, Shadowtech). Maximum level is 6. It can be linked to
a life support system (p. 117, Rigger Black Book or p. 128, Rigger 2).
SRII STATS
SR3 STATS
SR3 STATS
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: level × 1,000¥
Equipment Needed: Vehicle Toolkit
CF: 1
DESIGN SPECIFICATIONS
Design Cost: 1 point per level
Maximum Rating: 6
CF Consumed: 0
Load Reduction: 5 kg
CUSTOMIZATION SPECIFICATIONS
Parts Cost: level × 1,000¥
Parts Availability: rating/36 hrs
Street Index: 1
Maximum Rating: 6
Base Time: 2 hours
Skill: Electronics B/R Skill
Target Number: 4
Equipment Needed: Electronics Toolkit
CF Consumed: 1
Load Reduction: 5 kg
Radiation Detector (p. 57)
As for the gas spectrometer (p. 61, Shadowtech), but this one detects radiation. It is available in ratings 1 through 6.
SRII STATS
SR3 STATS
SR3 STATS
Base Time: 1 day
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: level x 250¥
Equipment Needed: Vehicle Toolkit
CF: 1
DESIGN SPECIFICATIONS
Design Cost: 1 point per level
Maximum Rating: 6
CF Consumed: 0
Load Reduction: 5 kg
CUSTOMIZATION SPECIFICATIONS
Parts Cost: level × 250¥
Parts Availability: rating/36 hrs
Street Index: 1
Maximum Rating: 6
Base Time: 2 hours
Skill: Electronics B/R Skill
Target Number: 4
Equipment Needed: Electronics Toolkit
CF Consumed: 1
Load Reduction: 5 kg
 Homing Beacon/Tracer (p. 57)
Functions as a standard tracking signal (p. 258, SRII/p. 292, SR3), using the cost, Availability, and Street Index figures for
that. Installation time and costs are negligible.
 Firing Port (p. 57)
Any weapon up to LMG size can use such a firing port. It is possible to shoot through the firing port from the outside, but
at a +8 modifier to the target number. Anyone firing a weapon from a firing port receives the Running Attacker modifier, regardless of the actual speed the vehicle moves with, and in addition to any other movement modifiers incurred by the vehicle.
SRII STATS
SR3 STATS
SR3 STATS
Base Time: 1 day per port
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Parts Cost: 50¥
Equipment Needed: Vehicle Shop
CF: None
DESIGN SPECIFICATIONS
Design Cost: 1 point
Maximum Rating: NA
CF Consumed: 0
Load Reduction: 0 kg
CUSTOMIZATION SPECIFICATIONS
Parts Cost: 50¥
Parts Availability: 4/4 days
Street Index: 1.5
Maximum Rating: NA
Base Time: 24 hours
Skill: Appropriate Vehicle B/R Skill
Target Number: 4
Equipment Needed: Vehicle Shop
CF Consumed: 0
Load Reduction: 1 kg
115
CHROMEBOOK 3
Mine Layer (p. 57)
To determine the scatter of each mine, roll a number of D6s equal to the vehicle’s current speed divided by 10. Detecting
these mines requires the detection gear to make a roll against a target number equal to the number of meters it is from the
mine, divided by 10. They’re also visible to the naked eye on a Perception (4) test. The dispenser always deploys all mines it
holds in one Complex Action.
SRII STATS
SR3 STATS
SR3 STATS
Base Time: 5 days
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Parts Cost: 3,000¥ for the dispenser,
+1,000¥ per CF devoted to mine storage
Equipment Needed: Vehicle Facility
CF: 2 for the mine dispenser, add 1 CF for
every 5 mines stored. The mine dispenser
itself holds no mines.
DESIGN SPECIFICATIONS
Design Cost: 250
Maximum Rating: NA
CF Consumed: 2 CF for the mine dispenser, add 1 CF for every 5 mines stored.
The mine dispenser itself holds no mines.
Load Reduction: 500 kg
CUSTOMIZATION SPECIFICATIONS
Parts Cost: 250,000¥
Parts Availability: 28/30 days
Street Index: 4
Maximum Rating: NA
Base Time: 2 hours
Skill: Appropriate Vehicle B/R Skill
Target Number: 5
Equipment Needed: Vehicle Toolkit
CF Consumed: 2 CF for the mine dispenser, add 1 CF for every 5 mines stored.
The mine dispenser itself holds no mines.
Load Reduction: 750 kg
Minelayer Munitions Options (p. 57)
2-I
 Anti-Personnel Mine
Concealability is 16 or higher when buried. For a character stepping directly on the mine, armor does not resist the damage, but it does for anyone else in the blast radius.
Conceal
4/16
Damage
7D(f)
Power Level
–1 per meter
Weight
.1
Availability
10/7 days
Cost
350¥
Street Index
3
 Antitank Mine
This mine has an armor-piercing anti-vehicle warhead. Concealability is 16 when buried.
Conceal
4
Damage
14D
Power Level
–7 per meter
Weight
15
Availability
10/7 days
Cost
400¥
Street Index
3
Directional A-P Mine
This mine has two Damage Codes: the first is in a 30° cone in the direction it is deployed in, the second is a normal sphereshaped blast radius.
Conceal
4
Damage
Power Level
cone: 8D(f) –1 per 4 meters
sphere: 8S –1 per 2 meters
C
Weight
.5
Availability
10/7 days
Cost
100¥
Street Index
3
OMPUTERS,
CYBERDECKS,
SOFTWARE AND
PERIPHERALS
 Daemon Netrunning (p. 58)
Disguise
This option can be made in any required rating, from 1
upward. It adds (rating × 3)% to a frame’s size, and also
adds one-half its rating (round up) to the target number to
program the frame. It allows the frame to take on the identity of another program, including codes, passwords, and
appearance of the imitated program.
This nothing more than using a smart frame (p. 44, Virtual Realities/p. 107, Virtual Realities 2.0) to infiltrate a
system. This normally involves making the frame appear
like it belongs there, so you’ll need two new options,
available only to frames: Disguise and Doppleganger.
116
CHROMEBOOK 3
In Virtual Realities, to do this requires the frame to
make a test using its Analyze or Sensor rating (as appropriate to the thing being imitated, IC or decker) against a
target number equal to the IC’s rating or the decker’s Evasion. If the test succeeds, the frame looks like what it tries
to resemble. Keep track of the number of successes rolled
by the frame.
In Virtual Realities 2.0, the frame uses its DINAB rating
to make the same test.
For IC to spot that the frame is not what it appears to
be requires an Opposed Test between the Disguise rating
and the IC rating. If the IC has more net successes than the
number rolled by the frame on its Analyze or Sensor test, it
recognizes the frame for what it is. Deckers use their Sensor rating to make the same test.
Doppleganger
As for Disguise, Doppleganger can be made in any rating required. It adds (rating × 5)% to the frame’s size, and
increases the target number for programming the frame by
its rating. It functions in the same way as Disguise, but a
frame with Doppleganger not only looks like something
else, but can also act like it, albeit at a rating equal to the
number of successes rolled on the imitation test, and never
at a higher rating than the item being imitated.
NEW PERSONAL COMPUTERS
Zetatech® PS-4040 Portastation (p. 61)
Legal
A table-top computer with 30 Mp memory, 10 slots for extra memory chips, a printer, a scanner, a 4-hour internal power
supply, and 3 option slots (see p. 70, Chromebook 3). It comes in a solid briefcase (has armor Ballistic/Impact 2/2).
Conceal
—
Memory
30 Mp
Weight
3
Availability
always
Cost
1,600¥
Street Index
.75
Zetatech® PDA+ (p. 62)
Legal
A pocket computer with 20 Mp memory and a rating 4 voice recognition scanner (p. 87, Neo-Anarchists’ Guide to Real
Life/p. 236, SR3) so it can recognize its owner.
Conceal
4
Memory
20 Mp
Weight
1.1
Availability
always
Cost
3,000¥
Street Index
1
Microtech “PCZ Super” Laptop (p. 62)
Legal
A table-top computer with 30 Mp memory, 5 clots for extra memory chips, a scanner, a printer, and 2½-hour power supply. It has one empty option slot.
Conceal
1
Memory
30 Mp
Weight
3
Availability
always
Cost
750¥
Street Index
.75
Wyzard Electronics “HandBox” Personal Comp (p. 63)
Legal
A pocket computer without on-board memory; instead you plug in a memory chip as needed. None of the extras on page
63 of Chromebook 3 are available. The computer is, however, cyber-controlled if you plug it into a datajack.
Conceal
3
Memory
—
Weight
1
Availability
2/6 hrs
Cost
6,700¥
Street Index
1.25
NEW CYBERDECKS
 EBM PNI 210 (p. 63)
4P-CD(S)
No changes.
SRII STATS
Persona
2
Hardening
0
Memory
20
Storage
20
Load
8
I/O
3
MPCP
Hardening
2/1/0/0/1
0
Active
Memory
200
Storage
Memory
200
ASIST
Tortoise
ICCM
No
Availability
4/7 days
Cost
7,590¥
Street Index
1
SR3 STATS
117
I/O
0
Response
0
Availability
4/7 days
Cost
7,400¥
Street Index
1
CHROMEBOOK 3
 Zetatech Parraline 5700 (p. 63)
4P-CD(S)
Comes with a vidscreen.
SRII STATS
Persona
2
Hardening
1
Memory
20
Storage
20
Load
8
I/O
3
MPCP
Hardening
3/2/0/0/2
0
Active
Memory
300
Storage
Memory
450
ASIST
Cool
ICCM
No
Availability
4/7 days
Cost
8,200¥
Street Index
1
SR3 STATS
I/O
50
Response
0
Availability
4/7 days
Cost
Street Index
17,890¥
1
 Raven Microcyb Rook (p. 64)
4P-CD(S)
Comes with satlink gear installed (p. 33, Virtual Realities/p. 88, Virtual Realities 2.0) and has a level 1 casing.
SRII STATS
Persona
2
Hardening
1
Memory
20
Storage
20
Load
8
I/O
3
MPCP
Hardening
3/2/0/0/2
0
Active
Memory
300
Storage
Memory
450
ASIST
Cool
ICCM
No
Availability
4/7 days
Cost
11,500¥
Street Index
1
SR3 STATS
I/O
50
Response
0
Availability
4/7 days
Cost
Street Index
20,555¥
1
 Lang Conpro-II Masterdeck (p. 64)
4P-CD(S)
SRII STATS
When trying to control a slave module, this deck gives a –1 to the decker’s target number. This deck also has a satlink as
standard.
Persona
8
Hardening
3
Memory
120
Storage
480
Load
8
I/O
3
Availability
6/7 days
Cost
328,500¥
Street Index
1
SR3 STATS
Has casing level 1, satlink interface, system-control rig emulator (Internal, p. 78, Corporate Security Handbook), and provides a –1 target number modifier when making Slave tests
MPCP
Hardening
10/6/6/0/6
3
Active
Memory
1,500
Storage
Memory
7,500
ASIST
Hot
ICCM
Yes
I/O Response
200
0
Availability
24/7 days
Cost
Street Index
1,972,940¥
1
 Zetatech Parraline 5800 (p. 64)
4P-CD(S)
Comes with a vidscreen and level 1 response increase. It can also move independently through the Matrix in “tour” more,
but can only go through Blue nodes (or hosts) and datalines, and even then only moves in random directions.
SRII STATS
Persona
5
Hardening
2
Memory
75
Storage
190
Load
15
I/O
5
MPCP
Hardening
6/4/0/0/4
1
Active
Memory
900
Storage
Memory
5,400
ASIST
Cool
ICCM
Yes
Availability
4/7 days
Cost
58,500¥
Street Index
1
SR3 STATS
118
I/O Response
100
1
Availability
4/7 days
Cost
Street Index
153,795¥
1
CHROMEBOOK 3
 EBM PNI 412 (p. 65)
4-CD(S)
Comes with a vidscreen, printer, and a rating 4 thumbprint scanner (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3).
For an extra 400¥ this deck has moving, abstract designs on the outer panels.
SRII STATS
Persona
3
Hardening
1
Memory
30
Storage
45
Load
15
I/O
5
MPCP
Hardening
4/2/0/0/2
0
Active
Memory
400
Storage
Memory
800
ASIST
Hot
ICCM
No
Availability
4/7 days
Cost
18,000¥
Street Index
1
SR3 STATS
I/O Response
100
0
Availability
4/7 days
Cost
Street Index
49,590¥
1
 Omnibus Cyberspace Explorer One (p. 65)
4P-CD(S)
SRII STATS
Not available.
SR3 STATS
Originals cost about 150,000 nuyen.
MPCP
Hardening
2/1/0/0/1
0
Active
Memory
200
Storage
Memory
200
ASIST
Tortoise
ICCM
No
I/O
25
Response
0
Availability
4/7 days
Cost
8,250¥
 PCT Danzig (p. 65)
Street Index
1
4-CD(S)
If you ever roll a all ones while in the Matrix, roll 1D6: 4-5 = you are immediately dumped; 2-3 = you are dumped and
your deck is burned beyond repair; 1 = take a Light Physical wound immediately (no Resistance test!), you’re dumped, and
your deck is burned. If the deck is moved around carelessly, roll 3D6. If the roll is 4 or less, the deck falls apart. If you move it
urgently, this happens on a 3D6 roll lower than 7.
SRII STATS
Persona
2
Hardening
1
Memory
20
Storage
20
Load
8
I/O
3
Availability
4/7 days
Cost
7,625¥
Street Index
1
SR3 STATS
Actual price is 19,720¥, but listed cost is because this is a cheap deck.
MPCP
Hardening
3/2/0/0/2
1
Active
Memory
300
Storage
Memory
450
ASIST
Cool
ICCM
No
I/O
30
Response
0
Availability
4/7 days
Cost
Street Index
17,748¥
1
 Raven Microcyb Eagle (p. 66)
4-CD(S)
The deck does (str+2)L damage if used as a melee weapon. It also has level 1 response increase, a rating 5 thumbprint
scanner (p. 86, Neo-Anarchists’ Guide to Real Life/p. 235, SR3) and satlink gear.
SRII STATS
The deck is armored to ballistic/impact ratings 3/3
Persona
5
Hardening
1
Memory
100
SR3 STATS
This deck has a casing level 3.
MPCP
Hardening
5/3/3/0/3
2
Active
Memory
1,000
Storage
250
Load
15
I/O
5
Storage
Memory
2,500
ASIST
Cool
ICCM
No
119
Availability
4/7 days
Cost
90,135¥
I/O Response
100
1
Street Index
1
Availability
4/7 days
Cost
Street Index
143,970¥
1
CHROMEBOOK 3
 Zetatech Virocana (p. 66)
4P-CD(S)
This is both a cyberdeck and a conventional (table-top) computer. The computer uses the cyberdeck’s memory as it needs
to, and has a printer and a scanner. The whole assembly is locked by a rating 4 thumbprint scanner (p. 86, Neo-Anarchists’
Guide to Real Life/p. 235, SR3), and the deck has level 1 response increase and a vidscreen built-in.
SRII STATS
Persona
6
Hardening
2
Memory
120
Storage
360
Load
8
I/O
3
MPCP
Hardening
8/6/0/0/6
0
Active
Memory
1,600
Storage
Memory
12,800
ASIST
Cool
ICCM
No
Availability
4/7 days
Cost
94,700¥
Street Index
1
SR3 STATS
I/O Response
250
0
Availability
10/7 days
Cost
Street Index
441,330¥
1
 Raven Microcyb Kestrel (p. 66)
4P-CD(S)
The thumbprint scanner is rating 6, and the deck has satlink gear as standard.
SRII STATS
Persona
3
Hardening
1
Memory
30
Storage
45
Load
30
I/O
10
Active
Memory
400
Storage
Memory
800
ASIST
Cool
ICCM
No
Availability
4/7 days
Cost
30,000¥
Street Index
1
SR3 STATS
The casing is level 1.
MPCP
Hardening
4/2/0/0/2
1
I/O Response
150
1
Availability
4/7 days
Cost
Street Index
61,465¥
1
 EBM PNI 724π (p. 67)
4-CD(S)
For 200¥ extra, the coating is ColorChange™. The palm lock is a handprint scanner, rating 6 (p. 86, Neo-Anarchists’ Guide
to Real Life/p. 235, SR3), and the deck has level 1 response increase.
SRII STATS
Persona
5
Hardening
2
Memory
100
SR3 STATS
This deck has a level 2 casing.
MPCP
Hardening
7/4/4/0/4
2
Active
Memory
1,400
Storage
250
Load
23
I/O
8
Storage
Memory
4,900
ASIST
Hot
ICCM
No
Availability
4/7 days
Cost
65,400¥
I/O Response
150
1
Street Index
1
Availability
10/7 days
Cost
Street Index
378,460¥
1
 Jeweldecks (p. 67)
4-CD(S)
The minimum price is half a million nuyen, with average price so far being 2.7 million… These decks are not really upgradable.
SRII STATS
Just because you might like to know, the construction cost of this deck in Virtual Realities is 5,692¥. The model listed here
has level 1 response increase.
Persona
4
Hardening
1
Memory
60
Storage
120
Load
8
I/O
3
MPCP
Hardening
5/3/0/0/3
0
Active
Memory
750
Storage
Memory
1,875
ASIST
Hot
ICCM
No
Availability
—
Cost
see above
Street Index
—
SR3 STATS
120
I/O Response
100
0
Availability
Cost
Street Index
—
half a million nuyen and UP!
CHROMEBOOK 3
 Raven Microcyb Owl (p. 67)
3P-CD(S)
The coating is made of ruthenium polymers (p. 94, Shadowtech). The deck’s beeper uses an encrypted signal, which can be
duplicated on an Electronics B/R (4) test. Add +2 to the target numbers of any tests made to upgrade this deck.
SRII STATS
The deck comes with satlink gear, and always has a Sleaze-3 program running, hardwired into the deck, and as such taking
up no memory of any kind.
Persona
3
Hardening
1
Memory
30
Storage
45
Load
8
I/O
3
Availability
4/7 days
Cost
25,550¥
Street Index
1
SR3 STATS
The deck comes with satlink interface, and always has a Sleaze-4 (not 3) program running, hardwired into the deck, and as
such taking up no memory of any kind.
MPCP
Hardening
4/2/0/2/2
1
Active
Memory
400
Storage
Memory
800
ASIST
Hot
ICCM
No
I/O
50
Response
0
Availability
4/7 days
Cost
Street Index
67,700¥
1
 Dantech Cacciaguida (p. 68)
4P-CD(S)
Has a vidscreen, and has a baked-in reality filter (p. 52, Virtual Realities/pp. 69, 72 and 82 of Virtual Realities 2.0) that transforms everything into classical images. The filter can be switched on and off, though.
SRII STATS
Persona
4
Hardening
1
Memory
40
Storage
80
Load
8
I/O
3
MPCP
Hardening
5/3/0/0/3
0
Active
Memory
500
Storage
Memory
1,250
ASIST
Cool
ICCM
No
Availability
4/7 days
Cost
29,100¥
Street Index
1
SR3 STATS
I/O
50
Response
0
Availability
4/7 days
Cost
Street Index
91,650¥
1
 Aztec 600 Assault Programmer (p. 69)
4P-CD(S)
SRII STATS
This deck does not have the Deckmate system, but does have the other options described. It also has a vidscreen, level 1
response increase, and the outer casing has armor ratings Ballistic/Impact 4/4.
Persona
4
Hardening
1
Memory
100
Storage
200
Load
8
I/O
3
Availability
4/7 days
Cost
37,400¥
Street Index
1
SR3 STATS
Has a level 3 casing, a satlink interface, and a vidscreen.
MPCP
Hardening
5/3/3/3/3
2
Active
Memory
1,250
Storage
Memory
3,125
ASIST
Hot
ICCM
Yes
I/O Response
100
1
Availability
4/7 days
Cost
Street Index
157,795¥
1
 Lang presents “The Green Knight” (p. 69)
4P-CD(S)
No immunity is provided against any programs. The deck has a vidscreen.
SRII STATS
Persona
6
Hardening
3
Memory
60
Storage
180
Load
8
I/O
3
MPCP
Hardening
8/6/0/0/6
2
Active
Memory
800
Storage
Memory
3,200
ASIST
Cool
ICCM
Yes
Availability
4/7 days
Cost
95,000¥
Street Index
1
SR3 STATS
121
I/O
50
Response
0
Availability
12/7 days
Cost
Street Index
511,290¥
1
CHROMEBOOK 3
COMPUTER IMPROVEMENTS
SOFTWARE TASK
Rating: Power Strip Rating
Multiplier: 5
COOK TASK
Time: Power Strip Rating × 3 days
Test: Avg. Computer B/R and Biotech (Power Strip Rating)
Test
Parts: OCC @ Power Strip program size
Tools: Personal Computer (Memory: Power Strip size); Microtronics Shop; Optical Chip Encoder
INSTALLATION TASK
Time: Power Strip rating × 2 days
Test: Avg. Computer B/R and Biotech (Power Strip rating) Test
Parts: PLC @ Program Rating2; DTC @ Program Rating2
Tools: Microtronics Kit
Off-The-Shelf Cost: Power Strip Rating2 × [(4 × PF) + 120]¥;
PF Basis: Power Strip rating
 Protective/Utility Items (p. 69)
Power Strip 2020
As Deck
This protects the user from Black IC by dumping him.
The device rolls an opposed test against the IC’s rating
each time Black IC attacks the decker, using 4 dice for the
Power Strip. If the Strip wins, the decker is dumped and
takes no damage, but if the IC wins it can damage the
decker as normal.
SRII STATS
Conceal
—
Availability
6/7 days
Rating
4
Cost
5,000¥
Weight
—
Street Index
1
SR3 STATS
This is much like an ICCM filter as far as function is concerned. The difference is that Power Strip 2020 has it own
rating, independent of MPCP or any other components in
the deck. When the decker comes under attack by Black
IC, it rolls a test using its rating in dice, against the Ice’s
rating as the target number. If the test succeeds, the
decker is dumped and suffers from dump shock (page 124,
Virtual Realities 2.0/p. 227, SR3) but is subject to none of
the effects of the Black IC. Note that the Power Strip even
attempts to dump the decker if the IC did not attack successfully. The device can be switched on and off by the
decker spending a Free Action; however if it is not
switched on in a Combat Phase before the Ice attacks, the
decker does not receive the benefits.
The maximum rating Power Strip that can be installed is
equal to the MPCP rating, and Power Strip counts against
the same limit as Persona programs. For instance, take an
MPCP 6/3/4/3/3 deck—the Persona programs add up to
13 points, with the limit of their total rating being 18, so a
Power Strip of a maximum rating of 5 can be installed in
this deck. Decks equipped with a Power Strip cannot be
run in “Power Strip Mode.”
Smartstrip
Not available.
Hardware Options (p. 70)
Not available.
Option Slot Items (p. 70)
Modems
Not available.
Memory Upgrades
Legal
Every memory board adds 10 Mp to the computer’s
memory.
External Memory Modules
Legal
See Memory Upgrades, above. Weight is 0.25 kg.
Dataports
Legal
No changes.
Chipreader
Not available (standard on most Shadowrun computers).
Databases
Not available.
Memory Upgrades
External Memory
Dataports
122
Availability
Cost
always
always
always
200¥
200¥
100¥
Street
Index
.75
.75
.75
CHROMEBOOK 3
CYBERMODEM ENHANCEMENTS
Parts: OCC @ program size
Tools: Personal Computer (Memory: Dead Man’s Handle
program size); Microtronics Shop; Optical Chip Encoder
INSTALLATION TASK
Time: 1 day
Test: Computer B/R (MPCP Rating) Test
Parts: PLC @ MPCP Rating; DTC @ MPCP Rating
Tools: Microtronics Kit
Off-The-Shelf Cost: MPCP Rating × 1,000¥
Tight-Beam Radio Relay (p. 71)
Not available; use the rules for satellite linkup from p.
33 of Virtual Realities or p. 30 of Virtual Realities 2.0 if the
need for such a device arises.
Batteries (p. 71)
Not available.
Zetatech Diagnet™ (p. 71)
EBM 99080 “Muse” (p. 71)
Gives a –1 target number to the skill test required to
design a utility, as long as the utility’s rating is less than or
equal to Diagnet™’s. It must be run on a computer with
enough memory to store both Diagnet™ and the utility
being written.
The MUSE memory functions as a second set of Storage
memory. The decker can store files here as normal, but to
open or close it costs a Simple Action. If closed, IC that
affects the deck’s memory (Hog, Tar Pit, etc.) cannot affect
the MUSE.
Size: (rating2) × 6 Mp
Cost: Size × 5,000¥
SRII STATS
 Dead Man’s Handle (p. 71)
Base Time: Mp ÷ 75 (round down)
Cook Time: None required
Appropriate Skill: Computer B/R
Skill Target:4
Cost: 3¥ per Mp
Required Tools: Mictrotronics Tool Kit
Upgrade Procedure: Replacement: Full Value (Full memory
replacement)
Limits: None
The decker’s Initiative is reduced by –3 (but never below 1). If the user gets hit by Black IC, normally preventing
him from jacking out, he may now roll a Quickness test
with a target number 6. If this test achieves at least one
success, the decker can jack out before the IC actually hits
him.
SRII STATS
Base Time: 1 day
Cook Time: None required
Appropriate Skill: Computer B/R
Skill Target: 6
Cost: MPCP × 1,000¥
Required Tools: Mictrotronics Tool Kit
Upgrade Procedure: Install new unit
Limits: None
SR3 STATS
SOFTWARE TASK
None
COOK TASK
None
INSTALLATION TASK
Time: Memory Size ÷ 75 days (round up)
Test: Computer B/R (Memory Size ÷ 75, round up) Test
Parts: OMC @ Memory Size; DTC @ Memory Size ÷ 7.5
(round up)
Tools: Microtronics Kit
Off-The-Shelf Cost: Mp × 8¥
SR3 STATS
SOFTWARE TASK
Rating: MPCP Rating
Multiplier: 4
COOK TASK
Time: MPCP Rating × 1 day
Test: Computer B/R (MPCP Rating) Test
Datawalls & Code Gates (p. 72)
Not available.
SOFTWARE
Flip Switch 2.0 (p. 72)
SR3 STATS
Also see the Flip Switch on page 9 of Chromebook 1
(and p. 17 of this book).
Multiplier: none (see below)
Options: none
To use this program, the flipswitch hardware must be
installed in the cyberdeck. It then functions as described on
page 72 of Chromebook 3; executing Flip Switch 2.0 requires a Complex Action, but no tests. Flip Switch 2.0 has
no real rating, but uses up 30 Mp of memory. When Flip
Switch 2.0 is active, the decker receives a +2 modifier to
all Perception tests (whether made in the Matrix or outside
it), and subtracts 1D6 from his or her Matrix initiative
dice—should this take the decker to 0D6 initiative, halve
SRII STATS
The decker has a +2 penalty to all visual Perception
tests for real-world things, and –5 Initiative. Roll for all
Initiative using Matrix Reaction, rather than physical-world
Reaction.
Options: one-shot
Size: rating2 Mp
123
CHROMEBOOK 3
the decker’s Reaction rating and roll 1D6 for initiative as
normal.
SR3 STATS
Multiplier: 25
Options: one-shot, targeting
Dummy (p. 72)
This utility looks like nother utility when activated. The
decker rolls a Control test, subtracting the Dummy utility’s
rating from the target number. For other deckers to spot
that Dummy is not what it appears to be, they need more
successes on their Analyze Icon test than were rolled for
the dummy utility.
HellBurner works against hosts in much the same way
Blaster IC does against deckers (or their cyberdecks, to be
more accurate). Make a Control Test using HellBurner’s
rating; if successful the host’s hardware will take damage,
starting at Light but staged up according to the number of
successes rolled—use a condition monitor to keep track of
this, and add the normal target number modifiers to all
tests made by the host or the IC in it. If damage reaches
Deadly level, the host shuts down immediately, and cannot be restarted until some of the hardware has been replaced (taking 2D6 hours at least).
HellBurner is very uncommon on the street, but has
been reported in use by a number of hot-shot corporate
deckers.
Multinetter (p. 72)
Thug (p. 74)
SRII STATS
Not available.
SR3 STATS
Multiplier: 4
Options: DINAB, limit, one-shot
Not available.
SRII STATS
This is an Attack program that always comes with the
Mobility option.
Cascade (p. 73)
Options: area-effect, one-shot, penetration, staging
Size: rating2 × 3 MP
SRII STATS
This program functions like Attack, but instead of damaging the opposing decker, it erases 1D6 Mp from the
opponent’s Active memory per extra success. If used
against data in a Datastore, it erases 1D6 Mp of the attacked file per extra success; it cannot be used against IC.
SR3 STATS
Multiplier: 8
Target: deckers, frames, IC, SKs
Options: none
Options: area-effect, link, mobility, one-shot, penetration
Size: rating2 × 2 Mp
This functions like an Attack-S program (p 98, Virtual
Realities 2.0/p. 221, SR3) with Chaser and DINAB (at the
same rating as the Thug utility) built into it as standard.
SR3 STATS
Multiplier: 4
Target: deckers, files
Options: area, chaser, DINAB, limit, one-shot, optimization,
penetration, stealth, targeting
George (p. 74)
Relocate under another name, so see page 176 of SRII,
page 97 of Virtual Realities 2.0, and/or page 220 of SR3.
An offensive utility that attacks like an Attack program
when used, but erases 1D6 Mp out of the decker’s active
memory per net success. If used against files, it erases 1D6
Mp from the file.
Looking Glass (p. 74)
Not available.
Dazzler (p. 75)
π in the Face (p. 73)
SRII STATS
Not available.
SRII STATS
Not available.
SR3 STATS
This black IC attacks like Killer, causing only damage to
the deck and not the decker, but when it causes the deck’s
condition monitor to reach or exceed Deadly damage, it
generates what appears like an entirely new host for the
decker. This will usually appear very similar to the one the
decker was just in, but everything that happens in it is
illusionary and does not affect the real host—any damage
taken in this “host,” for instance, is gone as soon as the
decker jacks out. On its first action after the decker gets
hung up in this host, Dazzler triggers a built-in Trace to
find the decker’s physical location.
To see through the fake host requires the decker to roll
an Intelligence test (no utilities help) against the Dazzler
IC’s rating, +3 (because of the damage suffered by the
cyberdeck). One success is sufficient to realize the “host” is
SR3 STATS
Multiplier: 3
Options: one-shot, squeeze
Make a Control Test, subtracting π In The Face’s rating
from the target number. If the test succeeds, the host will
start calculating pi, adding a modifier to all its target numbers equal to one-half the number of net successes rolled
by the decker on the Control Test.
Clairvoyance (SeeYa 3.0)
(p. 73)
Not available.
Hellburner (p. 74)
SRII STATS
Not available.
124
CHROMEBOOK 3
not real, but the decker can only leave the host by jacking
out.
SR3 STATS
Multiplier: 1
Options: none
Pile Driver (p. 75)
This utility functions like Decrypt (p. 96, Virtual Realities
2.0/p. 220, SR3), except that every time it has made a
successful Decrypt Access, Dcrypt File, or Decrypt Slave
system operation it gets a –1 modifier to its target number
to use the same operation on that same host, up to a
maximum of –8. Add the host’s Access rating to the size
the utility occupies in the cyberdeck’s memory after each
successful test.
Note: Dupré requires the decker and/or gamemaster to
keep track of which modifier applies to which host. A major revision of the host’s security would negate the modifier, and deckers can erase the modifier for a host by
spending a Simple Action per host.
SRII STATS
An Attack program with the Penetration and Serious
staging options built into it as standard.
Options: area-effect, link, mobility, one-shot
Size: (rating+5)2 × 3 Mp
SR3 STATS
Multiplier: 4
Options: none
An Attack-S program with the Penetration option built
into it as standard. Add +1 to the utility’s rating before
adding the multiplier.
Cry Baby (p. 76)
Sledgehammer (p. 75)
SRII STATS
This white IC pretends to be data, but once downloaded it will set off any Trace-type IC in any nodes the
decker passes through if it rolls at least one success on a
test (using its rating for the number of dice) against the
decker’s MPCP rating. In order to dump it from the deck,
the decker must kill it or reboot the deck. This IC has a size
of (rating2) MP when in a cyberdeck.
SRII STATS
An Attack program with the Moderate staging option
built in.
Options: area-effect, link, mobility, one-shot, penetration
Size: (rating+2)2 × 2 Mp
SR3 STATS
Not available (use Attack-Moderate instead).
Load Rating: 1/2 rating (round down).
Flare Gun (p. 75)
Executing Flare Gun requires a Files Test, modified by
the Flare Gun’s rating. The decker must have a message
composed (which is done by buffering messages, as explained under Speak A Word, page 121, Virtual Realities
2.0/p. 224, SR3). This message is sent to all deckers in the
same host if the Files Test is successful.
SR3 STATS
Make a Cry Baby Test against the decker’s Detection
Factor every time he makes a System Test. If successful,
Cry Baby installs itself in the deck’s active memory, taking
up memory equal to its rating, squared. Once there it
decreases the deck’s Trace Factor by its rating. Removing
Cry Baby from memory requires a Computer (Software)
Test against Cry Baby’s rating; this costs a Complex Action.
At the gamemaster’s discretion, Cry Baby can be programmed to only work in systems belonging to certain
companies or organizations—for example, a Cry Baby that
will only work if it is in a Mitsuhama system. This feature
adds 1 to the effective rating to determine the size it takes
up in the cyberdeck’s memory.
Ball and Chain (p. 75)
Evil Twin (p. 76) and Shadow (p. 77)
SRII STATS
Not available.
SR3 STATS
Multiplier: 3
Options: none
Not available.
SRII STATS
Similar to Slow, this utility affects only other deckers.
Options: area-effect, link, mobility, one-shot
Target: Evasion
Size: rating2 × 4 Mp
SR3 STATS
Multiplier: 5
Targets: deckers
Options: area, DINAB, one-shot
Similar to Slow, this utility affects only other deckers.
Dupré (p. 76)
SRII STATS
Not available.
125
CHROMEBOOK 3
Typhoid Mary (p. 77)
Threat (p. 79)
SRII STATS
Typhoid Mary is gray IC that attacks like a Killer-M (p.
171, SRII), and will dump the decker as normal if it inflicts
Deadly damage to the deck.
However, if Typhoid Mary is successfully attacked by
the decker, but less than Deadly damage is caused to it,
Typhoid Mary “crashes,” appearing as if it has taken
Deadly damage. At this point, roll a test using Typhoid
Mary’s rating against the deck’s MPCP rating plus its Hardening rating. Each success allows Typhoid Mary to delete
one utility from the deck’s active memory, chosen randomly.
SRII & SR3 STATS
This black IC does no damage, but gives the decker a
nagging feeling that his meat body is in danger. Roll for
damage as normal, and let the player apply it to the
decker’s Stun Condition Monitor; this damage is removed
as soon as the decker jacks out, or when the Threat IC is
destroyed or shut down. Once the decker has taken “damage” from the Threat, he must roll a Willpower test to
avoid jacking out.
Knevil (p. 79)
Target: Bod
Load Rating: 1.5 × rating
SRII STATS
Not available.
SR3 STATS
Typhoid Mary is white IC that attacks like a Killer (p. 41,
Virtual Realities 2.0/p. 228, SR3), and will dump the decker
as normal if it inflicts Deadly damage to the deck.
However, if Typhoid Mary is successfully attacked by
the decker, but less than Deadly damage is caused to it,
Typhoid Mary “crashes,” appearing as if it has taken
Deadly damage. At this point, roll a test using Typhoid
Mary’s rating against the deck’s MPCP rating plus its Hardening rating. Each success allows Typhoid Mary to delete
one utility from the deck’s active memory, chosen randomly.
SR3 STATS
Possessor (p. 77)
Terminator (p. 79) to Black Sky (p. 80)
Multiplier: 4
Options: none
A variant of the Rigger Protocol Control Emulation; to
use this utility, the decker must have a System-Control Rig
Emulator installed in his deck (see page 78, Corporate
Security Handbook). When executed, the decker can jack
into a rigged vehicle, but must use the rules on page 105
of the Corporate Security Handbook to battle it out with
any rigger who might already be plugged into the same
vehicle. When the decker in actual control of the vehicle,
use the same rules.
Not available.
SRII STATS
Not available.
Cartographer (p. 80)
SR3 STATS
SRII STATS
This program has the Mobility option built in, and once
activated, it seeks out the CPU and asks it for a system
map. Treat this exactly as a Trace program with regards to
the time taken to retrieve the map.
Multiplier: 15
Target: IC
Options: chaser, DINAB, limit, one-shot, optimization, sensitive
A special offensive utility, that attacks as normal, but
once it crashes IC, that IC comes under control of the
decker, who can let it perform its normal functions as if he
were the host. Any damage done by Possessor to the IC is
gone, and remains gone when Possessor is released from
the IC. Each Possessor can only control one piece of IC,
and once the IC is released, it will start performing its
normal functions again. If an attack is made against either
Possessor or the Ice it controls, roll 1D6; 1-3 = IC gets hit,
4-6 = Possessor gets hit.
Possessor is reportedly in use by combat deckers from
major corporations.
Options: one-shot
Size: rating2 × 4 Mp
SR3 STATS
Multiplier: 6
Options: one-shot
Use of this utility requires an Access test in a Complex
Action, subtracting Cartographer’s rating from the target
number. On a successful test, the decker knows a number
of steps in the security sheaf equal to the number of successes rolled; for example, with four successes the decker
would receive information about the first four steps. This
information consists only of the trigger points, not the IC or
other measures taken at those steps.
Before making the test, the decker may choose to assign successes to discovering the action taken at each
step, in which case that data is also given for a number of
steps equal to the successes allocated, provided they were
less than or equal to the number of steps about which the
decker gets information. For example, if a decker decides
to allocate 3 successes to getting IC data, and then rolls 5
successes, he will get data for only two steps because he
Exorcist (p. 77) to Stationary (p. 78)
Not available.
126
CHROMEBOOK 3
only has two successes assigned to the trigger points of
the security sheaf.
Subsequent successful tests add to the original number
of successes.
Dogcatcher
SR3 STATS
Multiplier: 6
Options: none
This program must be loaded into active memory in
order to work, and rolls a test using its rating for the number of dice each time the decker takes Physical damage.
The target number is 10 minus the number of boxes of
damage taken by the decker. If the test succeeds, the
decker is automatically jacked out. OutJack will not work if
the damage is illusionary, such as might be caused by
certain Illusion spells, and it will not unplug the decker he
is being held in the Matrix by Black IC. A decker dumped
from the Matrix by OutJack still suffers from dump shock,
but subtracts OutJack’s rating from the Power Level.
(p. 80)
Not available.
Outjack (p. 80)
SRII STATS
Not available.
C
YBERPETS
Animal Stats (p. 82)
Many of the animals in the Chromebook 3 don’t appear in any Shadowrun book, so stats for these are in the table below.
ANIMAL
B
Q
S
Baboon
4
3×3
4
Cheetah
3
12×5
3
Chimp
4
4×3
6
Dog, Medium
2
4×4
2
Dolphin
5
4×4
4
Gorilla
8
3×3
10
Lion
8
5×4
7
Otter
2
4×4
1
Note: Running multiplier on land is 2
Rabbit
1
3×3
0
Raptor
1
6×5
2
Note: Running multiplier on land is 2
Raptor, Large
2
5×5
2
Note: Running multiplier on land is 2
Rodent, Small
1
3×3
0
Squirrel
1
5×3
0
C
—
—
—
—
3
—
—
—
I
3/4
2/4
4/4
2/4
4
4/4
3/4
2/4
W
2
2
3
2
3
3
2
2
E
6
6
6
6
6
6
6
6
R
5
6
5
4
4
5
6
5
Initiative
5+2D6
6+3D6
5+2D6
4+1D6
4+3D6
5+1D6
6+3D6
5+2D6
Attacks
6M
8M
8M
4M
7M
8S, +1 Reach
10S, +1 Reach
5L, –1 Reach
—
—
1/4
2/6
2
2
6
6
4
5
4+1D6
5+3D6
3L, –1 Reach
5L, –1 Reach
—
2/6
2
6
4
4+3D6
5M
—
—
1/3
1/4
2
2
6
6
5
4
5+1D6
4+1D6
2L, –2 Reach
4L, –1 Reach
Animal Cyberware (p. 83)
Follow the rules for fitting cyberware into critters on page 220 of SRII and/or page 6 of Critters (which comes with the
Shadowrun Gamemaster Screen, Third Edition). For this reason, animals are usually modified by putting bioware into them,
even though this costs more in monetary terms.
The Animal Cyberware table on pages 84-85 of Chromebook 3 is not used. If you want to put cyberware into a critter, use
any normal cyberware you want to put into the animal. Following are some of the special kinds of cyberware that Chromebook
3 gives for animals; these can only be used for animals, not for (meta)humans. Things not listed below are not available.
Animals can use skill chips in exactly the same way (meta)humans can.
 Berserk Chip (p. 84)
Legal
This chip gives the animal a –2 modifier to its target numbers to make attacks, and also gives it +1 Power for those attacks.
The animal’s Professionality Rating is automatically set to 4, and the test to see if the animal turns on its handler (SRII p.
220/Critters p. 6) gets a +3 modifier to the die roll. The chip can also be used by (meta)humans, but in this case make an opposed test between the user’s Willpower and the chip’s rating. If the chip gets more successes, the character can use the chip.
Type
Active
Rating
2
Memory
20 Mp
Availability
6/4 days
Cost
2,000¥
127
Street Index
1.25
CHROMEBOOK 3
IFF Chip (p. 84)
Legal
To successfully recognize someone requires a Perception test on the animal’s part, adding the chip’s rating to the number
of dice rolled. It can also be used by (meta)humans. The memory requirements are as for normal skillsofts (p. 248, SRII).
Type
Know
Rating
1 to 10
Memory
standard
Availability
5/4 days
Cost
Mp x150¥
Street Index
1.25
Watchdog Chip (p. 84)
Legal
No changes.
Type
Know
Rating
3
Memory
30 Mp
Availability
6/4 days
Cost
4,500¥
Street Index
1.25
External Weapon Harness (p. 84)
As Weapon
The animal’s Body must be at least 2 to be able to use this. The weapon size is limited by the next table:
Body
2-3
4-5
6-7
8-9
10+
Essence Cost
.5
Max. weapon size
Light pistol
Heavy pistol
SMG
LMG
any
Availability
6/36 hrs
Cost
2,000¥
Street Index
1.25
Sample Animals
Below follow the sample animals from Chromebook 3. Costs are including surgery, healing costs, training, you name it, except for the animal it is to be put into.
The Digital Watchdog (p. 85)
This package involves a softlink (1), a Watchdog chip (usually plugged into the softlink), and cyberears. This costs the animal .35 Essence points and Major Invasive Surgery. Training includes Identity 3 and Loyalty 6 skills, while total cost is
50,000¥.
Perfect Pets (p. 86)
The animal gets a softlink (1), a tailored behavorial chip, and Loyalty 3 skill. Essence cost is .15, nuyen cost is 13,000¥.
The Cyberpred (p. 86)
Modifications normally consist of muscle augmentation (2), orthoskin (2), and pain editor bioware, with cyberware being retractable hand razors, cybereyes (with low-light, thermographic, and flare compensation), softlink (2), and olfactory boost (6).
Body cost is 3.2, Essence loss is .9, while cost is 510,000¥.
Animal Eyes (p. 87)
This package has cybereyes with low-light and video link with internal transmitter, datajack (1), and cyberears. Essence cost
is .9, money cost is 70,000¥.
128
CHROMEBOOK 3
R
OBOTS,
CYBERFORMS,
FULL ’BORGS AND
POWERED ARMOR
None of these are common in any sense of the word in Shadowrun.
BOTS
 Brandt-Neumann Washbot (p. 88)
Legal
No changes.
Conceal
—
Rating
—
Weight
1.5
Availability
12/7 days
Cost
4,250¥
Street Index
2
 Carolli M-bot (p. 88)
Legal
No changes.
Conceal
—
Rating
—
Weight
12
Availability
14/10 days
Cost
11,500¥
Street Index
2
 Carolli V-bot (p. 89)
Legal
No changes.
Conceal
—
Rating
—
Weight
6
Availability
12/7 days
Cost
6,500¥
Street Index
2
M INI- C YBERFORMS
 Mini-Cyberform Model A-2 “Tarantula” (p. 90)
The injector can hold any liquid substance, and can penetrate Impact armor with a maximum rating of 4. The Tarantula can
be controlled by any normal remote control deck, and has a high Autopilot rating because of the ceretronic core (see p. 89,
Chromebook 3).
SRII STATS
Handling
Speed
Tarantula
3/4
10/20
Operational Duration: 8 hours
Store: 1 CF
B/A
1/0
Sig
7
Apilot
Cost
3
14,000¥
Set-up/Breakdown Time: none
Sensors: Standard (1)
SR3 STATS
Handling
Speed Acceleration
Body
Armor
3/4
13
1
0
0
Autonav
Pilot
Sensor
Cargo
Load
—
3
1
0
5
Seating: none
Entry Points: none
Fuel: Electric (40 PF)
Point Value: 622
Template: Micro Walker
Other Features: Remote-control interface, rigger adaptation
Signature
8
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: .75 km/PF
Cost: 6,220¥
Reference: Chromebook 3
129
CHROMEBOOK 3
 Mini-Cyberform Model B-2 “Centipede” (p. 91)
The mandibles inflict 4M damage (versus Impact armor) on a successful hit, but have a –1 Reach. The airgun’s rounds are
treated as needle ammunition (p. 30, Neo-Anarchists’ Guide to Real Life), and refer to p. 59, Chromebook 2 for information on
the micro missiles. The Centipede’s outer coating gives a +3 penalty to sound, vision, or thermal-based Perception tests to
spot the Centipede.
SRII STATS
Adapting the Centipede for zero-G operations costs 12,500¥, after which it can move at speed 10/25 through space.
Handling
Speed
Centipede
4/4
8/15
Operational Duration: 30 days
Store: 3 CF
B/A
1/0
Sig
6
Apilot
Cost
3
25,000¥
Set-up/Breakdown Time: none
Sensors: Enhanced (1)
SR3 STATS
Adapting the Centipede for zero-G operations costs 12,500¥, after which it can move at speed 17 through space.
Handling
Speed Acceleration
Body
Armor
4/4
10
1
0
0
Autonav
Pilot
Sensor
Cargo
Load
—
3
1
0
5
Seating: none
Entry Points: none
Fuel: Electric (3,000 PF)
Point Value: 1,825
Template: Micro Walker
Other Features: Remote-control interface, rigger adaptation
Advanced Air Gun:
Type
Conceal
Light Pistol
—
Ammo
0 (c)
Mode
SS
Damage
4L
Missile launcher:
Type
Conceal
Assault Rifle
—
Ammo
(m)
Mode
SS
Damage
missile
Signature
8
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1 km/PF
Cost: 18,250¥
Reference: Chromebook 3
 Mini-Cyberform Model A-3 “Beetle” (p. 92)
The buzzsaws do 6L damage, going against one-half Impact armor. The Beetle’s outer coating gives a +2 penalty to sound
or thermal-based Perception tests to spot the Beetle. The Beetle’s ablative armor gives it an armor rating of 3 (vehicle armor)
against laser attacks only. Adapting it for zero-G is similar to doing the same for a Centipede.
SRII STATS
Handling
Speed
Beetle
4/5
5/10
Operational Duration: 30 days
Store: 2 CF
B/A
1/0
Sig
7
Apilot
Cost
3
25,000¥
Set-up/Breakdown Time: none
Sensors: Standard (1)
SR3 STATS
Handling
Speed Acceleration
Body
Armor
4/4
7
1
0
0
Autonav
Pilot
Sensor
Cargo
Load
—
3
1
0
5
Seating: none
Entry Points: none
Fuel: Electric (3,000 PF)
Point Value: 1,819
Template: Micro Walker
Other Features: Remote-control interface, rigger adaptation
Laser:
Type
Light Pistol
Conceal
—
Ammo
2
Mode
SA
Signature
8
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1 km/PF
Cost: 18,190¥
Reference: Chromebook 3
Damage
8M
130
CHROMEBOOK 3
FULL B ODY CONVERSIONS
Refer to the adaptations on page 73 of this book for details on what’s what with these.
Other Options
Stim System: no changes. Body Cost: .5
Medical Shielding: no changes. Essence Cost: —
Left and Right Medical Hands: the laser scalpel does (str)L
when used as a weapon, the standard scalpel does
(str÷2)L, while the buzz saw does (str–1)L. Essence
Cost: .3 per hand
Injector Reservoir: no changes. Essence Cost: .1 per reservoir
Blood/IV Supply: no changes. Essence Cost: .1 per reservoir
Moore Technologies “Sheol”
Hazardous Operations Full
Conversion (p. 93)
Body: 9
Quickness: 7 ×3
Strength: 14
Essence Cost: 12.9
Unarmed Combat Damage: (str+1)M Stun
Armor (B/I): 3/3
Adrek Robotics “Burroughs” Mars
Operations Standard Full
Conversion (p. 97)
OPTIONS PACKAGES
Sensor Options
Times Square Plus: p. 38, Chromebook. Essence Cost: .3
Radiation Detector: 10 meters range. Essence Cost: .4
Toxin Scanner: a Chemical Analyzer (p. 60, Shadowtech).
Essence Cost: .2
Other Options
Radiation Shielding: provides almost complete protection
against radiation. Essence Cost: —
Toxin Shielding: provides a complete EnviroSeal™ system.
Essence Cost: —
Acid Shielding: provides almost complete protection from
all known acids. Essence Cost: —
Squirters: these use the following ranges: Short 1-2, Medium 3, Long 4, Extreme 5 meters, and have a 5-shot
“magazine.” Essence Cost: —
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 11.75
Unarmed Combat Damage: (str+1)M Stun
Armor (B/I): 4/4
OPTIONS PACKAGES
Sensor Options
Radio Beacon/Detector: a headware radio (p. 260, SRII/p.
298, SR3) combined with a rating 4 tracking signal (p.
258, SRII/p. 292, SR3). Essence Cost: .8
Other Options
Goop Ball Launcher: each shot can seal up to a 5 cm hole,
but does no damage. It holds 1 shot, and uses Taser
ranges. Essence Cost: .25
Radiation Shielding: provides almost complete protection
against radiation. Essence Cost: —
Sand Feet: No changes. Essence Cost: —
Temperature Control: this system gives the Burroughs +1
Impact armor to resist heat-based weapons and spells.
Essence Cost: —
Increased SP: not available.
MD Tech, Inc. “Kildare” Medical
Full Conversion (p. 95)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 15.45
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 2/2
Militech Cybernetics International
“Spyder” Reconnaissance Duty Full
Conversion (p. 99)
OPTIONS PACKAGES
Sensor Options
Medical Scanner: a built-in medkit (p. 263, SRII/p. 304,
SR3). Essence Cost: .3
Times Square Plus: p. 38, Chromebook. Essence Cost: .3
Micro-Optics: no changes. Essence Cost: .1
Enhanced Thermographic Sensor: gives the Kildare cybernetic thermographic vision (p. 89, SRII/p. 112, SR3).
Essence Cost: .2
Phone Splice: a headware telephone (p. 260, SRII/p. 300,
SR3). Essence Cost: .5
Radio Link: a headware radio (p. 260, SRII/p. 298, SR3).
Essence Cost: .75
Image Enhancement: Electronic magnification level 2 (p.
85, Street Samurai Catalog/p. 300, SR3). Essence Cost:
.1
Amplified Hearing: Hearing amplification (p. 78, Street
Samurai Catalog/p. 299, SR3). Essence Cost: .2
Body: 6
Quickness: 13 ×3
Strength: 10
Essence Cost: 21.2
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Sensor Options
Front Optic Mount: a set of cybereyes, with the following
options: flare compensation, low-light, optical magnification (3), smartlink, thermographic (all p. 260,
SRII/pp. 298-302, SR3), and Times Square Plus (p. 38,
Chromebook). Essence Cost: 1.1
131
CHROMEBOOK 3
Right Head Sensory Extension: mounts a single cybereye,
a single cyberear (p. 260, SRII/pp. 299-300, SR3), and
a video link with internal transmitter (p. 84, Street
Samurai Catalog). Essence Cost: .85
Left Head Sensory Extension: mounts a single cybereye
with low-light, a single cyberear (p. 260, SRII/pp. 299300, SR3), and a video link (p. 84, Street Samurai
Catalog). Essence Cost: .55
Right Shoulder Sensory Extension: mounts a single cybereye with flare compensation and low-light, and a
single cyberear (p. 260, SRII/pp. 299-300, SR3). Essence Cost: .2
Left Shoulder Sensory Extension: mounts a single cybereye, a single cyberear (p. 260, SRII/pp. 299-300,
SR3), and a LOS tight-beam laser communicator. Essence Cost: .4
Acoustic Alarm System: a rating 3 select sound filter (p.
82, Street Samurai Catalog/p. 299, SR3), hearing amplification (p. 78, Street Samurai Catalog/p. 299, SR3),
and damper (p. 260, SRII/p. 299, SR3). Essence Cost:
.7
Military Radio: a headware radio (p. 260, SRII/p. 298,
SR3) with crypto circuit HD level 6 (p. 77, Street
Samurai Catalog) and commlink-VIII (p. 76, Street
Samurai Catalog). Essence Cost: .9
Parabolic Microphone: a rating 5 shotgun microphone (p.
258, SRII/p. 292, SR3). Essence Cost: .2
Cellular Phone: a headware telephone (p. 260, SRII/p.
298, SR3). Essence Cost: .5
Satellite Uplink: no changes. Essence Cost: —
Raser™ Scanner: negates all camouflage modifiers. Essence Cost: .2
A/V Recorder: a level 2 softlink (p. 46, Shadowtech). Essence Cost: .2
Sniffer: a rating 4 olfactory booster (p. 62, Shadowtech).
Essence Cost: .2
Radiation Detector: rating 3. Essence Cost: .2
Remote Targeting Link: no changes. Essence Cost: .25
Motion Detectors: rating 4. Essence Cost: .3
Magnetometer: a rating 2 MAD. Essence Cost: .4
Radar Suite: rating 3. Essence Cost: .4
Laser Detector: rating 3. Essence Cost: .25
Weapon Options
Quick-Change Mount: this pod holds one Militech M31a1
rifle with grenade launcher (p. 45, Chromebook). Essence Cost: —
Other Options
Variable Spectrum Spotlight: has a 1-5 on 1D6 chance of
blinding unshielded organic eyes. Essence Cost: —
EMP Shielding: level 4 shielding against electrical shocks.
Essence Cost: .5
Gyro-Balancer: –2 target number to any test made involving balance. Essence Cost: .3
Parasail: cannot work under 60 meters. Essence Cost: —
Climbers: -2 target number for climbing tests. They do
(str)M damage in melee combat. Essence Cost: .3
Grappling/Rapelling Cable: no changes. Essence Cost: —
IR Thermal Dam: +4 target number to spot the Spyder by
thermographic vision only. Essence Cost: —
Environmental Assimilation System: Allows the Spyder to
camouflage itself in almost any terrain. See p. 77,
Fields of Fire. Essence Cost: .1
Expert System: not available.
Raven Microcybernetics
“Wiseman” Cyberspace Commando
Full Conversion (p. 104)
Body: 6
Quickness: 7 ×3
Strength: 10
Essence Cost: 22.1
Unarmed Combat Damage: (str)M Stun
Armor (B/I): 3/3
OPTIONS PACKAGES
Sensor Options
Video Imager: p. 39, Chromebook. Essence Cost: .25
Net-Vision: not available.
Times Square Plus: p. 38, Chromebook. Essence Cost: .3
Micro Video Optic: a video link (p. 84, Street Samurai
Catalog). Definitely not unlimited recording time. Essence Cost: .5
Micro Recorder Link: included in the micro video optic’s
system.
Phone Splice: a headware telephone (p. 260, SRII/p. 298,
SR3). Essence Cost: .5
Scrambler: a rating 4 crypto circuit HD (p. 77, Street
Samurai Catalog). Essence Cost: —
Tight Beam Radio Link: a headware radio (p. 260, SRII/p.
298, SR3). Essence Cost: .75
Other Options
INT-3 Computer: p. 8, Chromebook 2. Essence Cost: .5
DataShielding: p. 17, Chromebook 2. Essence Cost: .4
Wet Drive Access Link: a level 1 encephalon (p. 49,
Shadowtech). Essence Cost: .5
TechScanner & CTD CompuMods: allows the Wiseman to
read (and write) credsticks and keycards. Essence Cost:
.3
Chip Ports: A rating 4 softlink (p. 46, Shadowtech). Essence Cost: .3
Chronometer: no changes. Essence Cost: .05
Cybermodem Link: a level 4 datajack (p. 45, Shadowtech). Essence Cost: .25
Cellular Cybermodem: not cellular, but this is a C2 deck
(pp. 54-59, Shadowtech) with the following stats. This
deck comes with a level 6 persona module (p. 55,
Shadowtech).
Persona
6
Load
23
Hardening
2
I/O
8
Memory
Storage
240
1440
Response Essence Cost
1
7.4
Extra Databanks: these extra 720 Mp are already figured
into the Storage of the deck.
Auto Punchout Option: p. 8, Chromebook. Essence Cost:
.2
Flip Switch: p. 9, Chromebook. Essence Cost: .2
132
NEW FULL-’B ORG OPTIONS
Eelskin (p. 107)
This system works like a taser.
Conceal
—
Reach
—
Damage
10S Stun
Weight
—
Availability
6/7 days
Cost
1,400¥
Street Index
2
CyberSteroids (p. 107)
Not available.
POWERED ARMOR
Powered armors are full-body, powered suits that are worn by combat soldiers, and are a step up from the military
armors presented in Fields of Fire (p. 54) Someone must sit inside one, and most are made in “human” size, so dwarves
and trolls will not normally fit into them.
For game purposes, powered armors are treated like normal clothing, except that they can give modifiers to Attributes, and have lots of things—such as weapons—built into them. The suit’s weight is not a burden to the person inside
it, but it will be to anyone trying to lift the suit up. All powered armors have Hardened armor.
If a weapon has belted ammunition stored anywhere on the armor, it can use that ammo at all times; otherwise, the
weapon uses normal clips.
Arasaka Mfg. Type-17k “Guardian” Assisted Combat Personal Armor (p.
108)
This suit adds +5 to the wearer’s Strength.
Head
HUD (150 Mp)
Thermographic
Laser detector (4)
Radio
Searchlight
Conceal
—
Right arm
Grapple gun
Ingram Valiant LMG
Volt Pistol
Fire Extinguisher
Ballistic
3
Impact
3
Left arm
Heavy Machine Gun
Ares Viper pistol
Retina Scanner (3)
Flash Pak
Weight
138
Right leg
Left leg
Black Book
10 clips Flechette
100 rounds LMG
ammo for Viper
ammo
Smoke grenade
10 Plastic Restraints
Availability
30/2 months
Cost
76,260¥
Torso
Life-sign monitor
Cellular phone
Mapmaker + GPS
Street Index
4
Militech & Trauma Team Tb/0 “Lifeline” Assisted Combat Personal
Armor (p. 110)
This suit adds +6 to the wearer’s Strength. The climbing claws add -1 target number for climbing tests. The Lifeline is
equipped with EnviroSeal™ and 10 man-hours of life support.
Head
HUD (300 Mp)
Crypto Circuit (4)
Radio
Ares Viper pistol
Searchlight
Conceal
—
Right arm
Militech M-31 rifle
Fire extinguisher
Medkit
Basic toolkit
Climber claws
Ballistic
4
Impact
4
Left arm
Grapple gun
Mini Comp 10
Power saw [6S]
Climber claws
Weight
158
Right leg
Flask Pak
Climber claws
Availability
30/2 months
133
Cost
99,000¥
Left leg
Smoke grenade
Climber claws
Street Index
4
Torso
Medkit
CHROMEBOOK 3
WADS (WORKING ASSISTANT DROIDS)
WADS are treated like any other drone. Construction of them, as given in Chromebook 3, is not possible. All come
with remote contol gear installed.
Duroi/Janvier “Frelon” (p. 113/116)
Head
Radio
Crypto Circuit (4)
Searchlight (white)
Searchlight (IR)
Right arm
Tool suite
Left arm
Right leg
Tool suite
Fire extinguisher
Emergency breather Grapple gun
supplies (2× halfhour units)
Left leg
Torso
Goop-ball dispenser Envrionmental/
Slap-patch
Tech scanner
dispenser
Grapple gun
Tool suite
Left arm
Left leg
Grapple gun
Torso
Right leg
Left leg
Torso
Fire extinguisher
Maintenance
computer
Phone
Right leg
Climber claws
Left leg
Climber claws
Torso
Cost: 67,280¥
Fiat “Nova” (p. 113/117)
Head
Radio
Crypto Circuit (3)
Sonar rangefinder
Searchlight
(armor 1/1)
Cost: 78,390¥
Right arm
Right leg
Grapple gun
International Electric “Newport Mk. II” (p. 114/118)
Head
Cellular phone
Camera
Searchlight (white)
Searchlight (UV)
Cost: 56,440¥
Right arm
Tool suite
Left arm
Tool suite
Duroi/Janvier “Scarabee” (p. 115/119)
Head
Camera
Radio
Searchlight
(armor 1/1)
Cost: 76,640¥
Right arm
Fire extinguisher
Tool suite
Left arm
Grapple gun
Tool suite
134
Chromebook 4
C
YBERWARE&
CHIPWARE
Extra Twist™ Joint Addition (p. 3)
Legal
The user gets a +4 penalty to all target numbers with the limb for one week after installation; reduce the penalty by 1 for
every success on a Reaction (6) test. If a Reaction, Quickness (and, in SR3, a test using a skill based on one of these attributes),
or Athletics test ever rolls all ones, the character loses use of the limb for 1D6 turns (apply the Rule of Six to this roll).
Per limb, the character gets a –1/2 target number (rounded against the character: –0 with one limb, –1 with two or three
limbs, and –2 with four limbs) for all Athletics skill tests except for running, and also for making grapples and escapes from
being held in unarmed melee combat.
Essence Cost
—
Availability
Cost
Street Index
6/6 days
+30% of limb
1
Dynalar Technologies “Digits” Cyberfingers (p. 4)
A) Flesh Mount
Legal
Cyberfingers can only be installed in a meat hand by also installing the flesh mount in the hand; one mount is required per
finger. With the flesh mount installed, use the listed Essence Cost for the finger; the mount itself costs no Essence as this is
calculated into that of the finger.
B) One-Shot Special
6-CC(R)
A one-shot Hold-Out pistol. Halve all ranges for the weapon, and use the average of the character’s Quickness Attribute
Rating and Firearms Skill Rating to fire it. Reloading takes one Complex Action.
C) Ballpoint Finger
Legal
Refills are 2¥.
Flesh Mount
One-Shot Special
Ballpoint Finger
Essence Cost
—
.15
.15
Availability
+1/normal
8/5 days
3/24 hrs
Cost
100¥
500¥
250¥
Street Index
1
2
.8
NovelTech Corvette Cyberlegs (p. 5)
Legal
A set of two cyberlimbs. Both systems add +2 to the Power Level of any kick made by the character. The Basic system adds
3 to the character’s Quickness for movement purposes only, the Advanced system adds 3 to Quickness and +1 to the Running
Multiplier. Upgrading from Basic to Advanced costs 25,000¥.
Basic System
Advanced System
Essence Cost
2
2.2
Availability
6/6 days
8/6 days
Cost
Street Index
225,000¥
1.5
250,000¥
1.5
135
CHROMEBOOK 4
Donner Savage Medical Modular Hand (p. 5)
Legal
Using this hand negates the +4 modifier for not having a medkit handy during first aid.
Essence Cost
.35
Availability
5/4 days
Cost
Street Index
58,500¥
2
Catspaw™ Stealth Foot (p. 5)
Legal
Must be installed in both feet, and adds 1 die to Stealth skill tests to remain unnoticed while walking.
Essence Cost
—
Availability
4/7 days
Cost
7,500¥
Street Index
1.5
Sycust Extending Leg Units (p. 6)
Legal
When extended, Quickness is increased by +1 for determining walking speed only. Cannot be used with legs/options mentioned, nor with hydraulic jacks (p. 43, Shadowtech).
Essence Cost
—
Availability
9/14 days
Cost
Street Index
40,000¥
1.25
Sycust Joint Options (p. 6)
Legal
Per two limbs so equipped, double-jointed gives the character a –1 target number modifier when making grapple melee
attacks, and a –1 target number to escape from them. Moving a locked joint requires a successful Strength (10) test; this is not
an opposed test—the character whose joint is locked does not actually do anything. Reaction is reduced by –1 for every
locked joint. 360° rotating joints give a –1 target number to escape from bindings.
Double Joints*
Locking Joint
360° Rotating Joint
* Per two limbs
Essence Cost
—
—
—
Availability
6/6 days
6/6 days
6/6 days
Cost
Street Index
100,000¥*
1.25
5,000¥
1.25
6,000¥
1.25
Soviet Cyberware (p. 7)
Varies
All normal cyberware (except specific brand names) is available from Russia; divide the nuyen cost by 1D6, and there is a
1–3 on 1D6 chance of a 10% extra Essence cost. Roll for each piece of cyberware individually.
Dynalar NewTeeth (p. 7)
Legal
Damage from a successful bite attack is (Str)L.
Essence Cost
.05
Availability
3/24 hrs
Cost
2,000¥
Street Index
1
Dynalar PowerJaw (p. 7)
Legal
Increase the Power Level of bite damage by +2.
Essence Cost
.1
Availability
3/24 hrs
Cost
1,000¥
Street Index
1
Dakai Soundsystems NewThroat (p. 8)
Legal
Can hold up to .5 Essence points of voice-related pieces of cyberware (not bioware) without additional Essence cost. The
throat area is considered to have a Barrier Rating of 4.
Essence Cost
.25
Availability
6/10 days
Cost
8,500¥
Street Index
2
Dakai Soundsystems Scramble (p. 8)
Legal
Works as an internal voice mask, but at a rating of 3D6.
Essence Cost
.1
Availability
6/60 hrs
Cost
Street Index
10,000¥
1
136
CHROMEBOOK 4
Kiroshi Monovision (p. 9)
Legal
Gives a –1 target number for Perception and surprise tests to notice something in the character’s peripheral vision. It can
accept up to .3 Essence points of vision improvements without extra Essence loss to the user.
Essence Cost
.3
Availability
4/48 hrs
Cost
6,500¥
Street Index
1
Bodyweight Variable-Chamber Heart Option (p. 9)
As heart
Can be installed in a natural heart. Gives +1 Body for stamina tests; using the Pacesetter® heart’s (p. 37, Chromebook)
overdrive when this option is in use automatically causes a heart attack (10 boxes of Physical and Stun damage).
Body Cost
1
Availability
10/10 days
Cost
Street Index
45,000¥
3
Nikkon America Double-Split Pupil (p. 10)
Legal
No changes.
Essence Cost
.05
Availability
5/36 hrs
Cost
2,000¥
Street Index
1
Bodyweight Vein Clips (p. 10)
Legal
Add one extra minute to the time between taking overflow damage boxes (from 10 to 11 minutes per box).
Body Cost
.75
Availability
8/7 days
Cost
7,000¥
Street Index
1.75
Stinger (p. 10)
5P-CA(N)
No changes.
Essence Cost
.1
Availability
6/60 hrs
Cost
2,000¥
Street Index
1.35
BigRipp (p. 11)
2-B(B)
Damage is (Str+2)M; if mounted along the forearm it has –1 Reach. Cyberarm mounting costs 8,500¥.
Essence Cost
.4
Availability
3/72 hrs
Cost
Street Index
12,000¥
1
High Five, AKA The Palm Bomb (p. 11)
1-E(E)
To use this weapon, make a melee attack. The device can be found in a model that fires shotgun shells (9S damage) and
one that uses heavy pistol rounds (9M damage); either has a 1-shot internal magazine. When used as a ranged weapon, either
uses Taser ranges and adds +1 to the target number at Short, +2 at Medium, +4 at Long, and +6 at Extreme range; Concealability is 11 and this weapon must be fitted to a cyberhand or cyberarm.
Heavy Pistol model
Shotgun model
Essence Cost
—
—
Availability
12/14 days
14/14 days
Cost
3,550¥
3,550¥
Street Index
2
2.5
Radine Laboratories Blitzkrieg™ Arc Thrower (p. 12)
3P-CC(R)
Must be installed in a cyberlimb. Use taser ranges, doing 10S Stun damage on a successful hit; use the shock weapons
rules, SRII p. 103/p. 124, SR3, and the Cyberware And Shock Weapons rules, Tech Specs p. 72.
Essence Cost
—
Availability
6/4 days
Cost
2,100¥
Street Index
1.5
Dermatech Logo-Line™ Tattoos (p. 13)
Legal
No changes.
Essence Cost
.05
Availability
2/4 hrs
Cost
Street Index
100-2,000¥
.75
137
CHROMEBOOK 4
Techtronica Echolocation System Coprocessor (p. 13)
Legal
Requires cybereyes with video imager (Chromebook 1), voice modulator with tonal shift, and cyberears; the coprocessor’s
Essence cost cannot be taken from the “free” Essence space provided by the eyes and ears. Once installed, it works like an
ultrasound sight (p. 36, Street Samurai Catalog/p. 282, SR3).
Essence Cost
.1
Availability
3/36 hrs
Cost
1,800¥
Street Index
1
Nu-Tek TVSkin (p. 14)
Legal
A battery costs 20¥.
Essence Cost
.5
Availability
2/60 hrs
Cost
6,000¥
Street Index
.9
Militech Cyber-Detection Computer (MCDC) (p. 14)
4-CB(Q)
Identification requires a test using the computer’s level against the Signature of the target; modify the target number as for
vehicle sensors trying to acquire a target (see SRII p. 104 to 109, Fields of Fire p. 83, Rigger Black Book p. 106, Rigger 2 p. 28,
and/or SR3 p. 135). The number of successes determines the information the user receives about the targets, using the Perception Success Table on page 186 of SRII or p. 232 of SR3. Every sensory cyberware enhancement adds +1 to the computer’s
level, as for a tactical computer (p.53, Shadowtech).
Level 1
Level 2
Level 3
Essence Cost
1
1.5
2
Availability
8/7 days
9/7 days
10/10 days
Cost
Street Index
300,000¥
3
400,000¥
3
575,000¥
3.5
Taste Boost (p. 15)
Legal
Intelligence tests must be rolled to identify substances (target number at gamemaster’s discretion); any kind of olfactory
boost reduces the target number by one-half its rating (round the final target number up). This device is not as capable as the
chemical analyzer (p. 60, Shadowtech), but when both are implanted used together, the taste boost lowers the chemical analyzer’s target number by 1.
Essence Cost
.2
Availability
4/6 days
Cost
1,000¥
Street Index
1
Lockdown (p. 15)
2P-CB(Q)
Requires an Intelligence (10) test to locate the shooter’s position; every two shots fired reduce the target number by 1. A
display link can be used in place of the Times Square, and hearing amplification or select sound filter in place of enhanced
hearing. A tactical computer adds its effective rating to the number of dice rolled, and a full Lockdown system gives the tactical computer two extra dice (although these are not added when the tactical computer aids the Lockdown system).
Essence Cost
—
Availability
16/21 days
Cost
Street Index
30,000¥
3
Shape Recognition Chipware (p. 15)
Legal
The character must have a display link, Times Square Plus, or encephalon to use this system. Recording an item on a blank
chip takes up 1D6×50 Mp per item.
Essence Cost
.25
Availability
8/72 hrs
Cost
5,000¥
Street Index
1.75
ChipLok (p. 15)
Legal
No changes.
Essence Cost
—
Availability
4/24 hrs
Cost
150¥
Street Index
1.25
138
CHROMEBOOK 4
Facedown Chip (p. 16)
Legal
This Knowsoft adds an extra die to the character’s Charisma or Willpower for making facedown tests (p. 90, Shadowrun
Companion).
Type
Knowsoft
Rating
+1
Memory
50 Mp
Availability
5/4 days
Cost
7,500¥
Street Index
1.5
Speedreading Chip (p. 16)
Legal
Requires cybereyes and skillwires, and divides reading time by its rating. Maximum rating is equal to the character’s Intelligence.
Type
Activesoft
Rating
1-10
Memory
normal
Availability
6/4 days
Cost
normal
Street Index
1.25
Home Chip (p. 16)
Legal
Resisting the chip requires a successful Willpower test using the chip’s rating as the target number.
Type
special
Rating
1-10
Memory
normal
Availability
5/5 days
Cost
normal
Street Index
1.5
Dream Suppressant Chip
For every two weeks of use, the character loses one point of Charisma temporarily, which can be regained by sleeping
normal for one night.
Type
special
Rating
—
Memory
—
B
Availability
8/7 days
Cost
3,000¥
IOWARE
Street Index
2
& NANOTECH
Otec Nitrogen Binders (p. 17)
Legal
Adds 2 to the character’s Body for purposes of resisting shaking off nitrogen narcosis (p. 159, Cyberpirates) when diving,
and also reduces decompression time for decompression sickness (p. 158, Cyberpirates) by 50% . The user must undergo upkeep every 3 months, at a cost of 4,000¥.
Body Cost
.6
Availability
6/4 days
Cost
Street Index
32,000¥
1.5
Advanced Muscle and Bone Lace (p. 17)
See below
Adds its level to the user’s Body. Unlike the bone lacing in Shadowtech (p. 42), this is bioware and does not add to the
user’s armor rating. Cybernetic and bioware bone lacing cannot be combined.
Level
1
2
3
Body Cost
.5
1.5
2.5
Availability
6/14 days
7/14 days
8/14 days
Cost
Street Index
10,000¥
1.5
15,000¥
1.5
30,000¥
1.75
Legality
6P-BA(N)
6P-BB(Q)
5P-BC(R)
Replitech “TuffBone” Skeletal Enhancement and Bodyweight, Inc.
“Metaheme” Hemological Replacement (p. 18)
See Genetek “TuffBone” skeletal enhancement and Clavisware “Metaheme” hemological replacement on pages 40 and 38
of Paranoid Animals of North America.1
1
Hey, can we help it that Talsorian picked up on Morninman’s bioware net.supplement after Plastic Warriors did the
Shadowrun conversions? :)
139
CHROMEBOOK 4
Biotechnica NeoAppendix (p. 19)
Legal
Gives an extra die to roll for finding food when using Survival skill.
Body Cost
.3
Availability
5/7 days
Cost
Street Index
15,000¥
2
NanoAuditory Rebuild (p. 20)
Legal
Equivalent to hearing amplification and damper cyberware (Street Samurai Catalog p. 78, SRII p. 247, and/or p. 299, SR3).
Body Cost
.3
Availability
6/72 hrs
Cost
9,000¥
Street Index
1.5
Biotechnica “Sunblocker” Sunscreen (p. 20)
See Biomod, Inc. “Sunblocker” sunscreen on page 41 of Paranoid Animals of North America.
Biotechnica NeoLung (p. 21)
See extended volume on page 31 of Shadowtech.
Dornier-Bauer Biotechnische Neural Bridge and Circulatory Sphincters (p. 22)
See ConGen neural bridge and circulatory sphincters on pages 35 and 38 of Paranoid Animals of North America.
Revolution Genetics Poison Glands (p. 23)
3-BB(Q)
The poisons have the following effects:
Hallucinogens: adds +4 to all of target’s target numbers for 10 turns; the target is allowed a Body (6) test, every success
reduces the intoxication time by 1 turn.
Nausea: adds +4 to all of target’s target numbers for 10 turns and gives a Light Stun wound; the target is allowed a Body
(6) test, every success reduces the intoxication time by 1 turn.
Somatic: the target must resist 5M Stun damage every turn for 5 turns.
Biotoxin: the target must resist 5S Physical damage.
Type
Body Cost
Availability
Cost
Street Index
Teeth
.3
8/10 days
5,000¥*
1.5
Hands
.5
8/10 days
5,000¥**
1.5
*10,000¥ for Biotoxin I
**8,000¥ for hallucinogen, 11,000¥ for Biotoxin I
Revolution Genetics Tailored Pheromones (p. 23)
Legal
These work like the tailored pheromones on page 18 of Shadowtech, but they only give extra dice in their particular “field”:
Love adds dice for seducing other people, while Gullibility adds dice for Negotiation tests and similar persuasion attempts.
Confusion pheromones are a special case in that it subtracts its level from the Intelligence and Reaction of anyone within 1
meter of the user. Cultured versions have their effectiveness doubled.
Level
1
2
Body Cost
.2
.3
Availability
12/14 days
12/14 days
Cost
Street Index
10,000¥
2
22,500¥
2
N-A C “Kaloric” Secondary Gut, “Freezeban” Bioconstruct and “QuickClot”
Hemofribrinic Nodes (p. 24-25)
See Myogi SK “Kaloric” secondary gut, Shukutei Biomed “Freezeban” bioconstruct and “QuickClot” hemofribrinic nodes on
pages 39, 45 and 38 of Paranoid Animals of North America.
Revolution Genetics Flashlite Implant (p. 26)
No changes.
Body Cost
.1
Availability
6/4 days
Cost
2,900¥
Street Index
1.5
Replitech Toxin Screen and T-MAXX Ileocecal Siphon (p. 27-28)
See Genetek toxin screen and ConGen ileocecal siphon on pages 39 and 45 of Paranoid Animals of North America.
140
Legal
CHROMEBOOK 4
Physiology Tailoring and Adaptations (p. 29)
See below
This stuff comes from Japan, not Europe. It is only available in beta-grade and higher clinics, and is always custom bioware
(already factored into the Body and nuyen costs). The +1 Racial Body Maximum adds 1 to the maximum Body the character
can have (normally 6 for humans, it would become 7 by this “bioware”), but does not add 1 to the character’s actual Body—
that requires the normal expenditure of Good Karma to achieve. Each of these enhancements may be taken only once.
Type
Body Cost
+1 Reaction
.3
+1 Racial Body Maximum 0
+1 Attractiveness
+1 Quickness
.3
Reduce Oxygen Lungs
.3
UV Resistance
.2
Skin Armor (Ballistic 2)
.75
Availability
Cost
Street Index
16/30 days
200,000¥
4
16/30 days
300,000¥
4
—not available—
16/30 days
200,000¥
4
16/30 days
200,000¥
4
16/30 days
175,000¥
4
16/30 days
250,000¥
4
Legality
6P-BC(R)
Legal
5P-BC(R)
Legal
Legal
5P-BA(N)
Bioenhancement Tablets (p. 29)
4P-M1(X)
Effects are as follows:
Endurance: ignore Stun wounds for 12 hours (the damage is there, but you don’t feel it until it reaches Deadly Stun), but
double your food and water needs. At the end of the 12 hours, resist 5M physical damage with the lesser of Body or Willpower. The Stun damage taken is also applied at that time, and “healing” time for it is tripled.
Ignore Pain: gives 2 extra dice to resist Stun damage for 12 hours, but also reduces the number of dice for tactile Perception tests by 1.
Anti-Trauma: for 12 hours, adds 1 die to Body tests made for healing and to resist permanent damage after taking a
Deadly wound.
All these drugs are addictive: Addiction 4P, Tolerance 3, Strength 4. Costs and Availability are at the gamemaster’s discretion.
Neurochemical Memory Tabs (p. 29)
Not available.
V
EHICLES
CYCLES
Mitsuzuki C21 Kenada (p. 30)
No changes.
SRII STATS
Handling
Speed
C21 Kenada
2/6
69/205
Seating: 1
Economy: 85 km per liter
Options: Datajack link (3,000¥)
B/A
1/0
Sig
1
Apilot
Cost
0
15,100¥
Storage: 1 CF underseat
Fuel: IC/10 liters
141
CHROMEBOOK 4
SR3 STATS
Handling
Speed Acceleration
2/6
138
16
Autonav
Pilot
Sensor
0
—
0
Seating: bucket seat
Entry Points: open
Fuel: Gasoline (53 liters)
Point Value: 269
Template: Racing Cycle
Other Features: none
Body
2
Cargo
1
Armor
0
Load
50
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 16 km/liter
Cost: 13,500¥
Reference: Chromebook 4
Mitsuzuki MSX900 “Bakushin” (p. 31)
No changes.
SRII STATS
Handling
Speed
MSX900
3/6
85/255
Seating: 1
Economy: 75 km per liter
Options: Datajack link (2,600¥)
B/A
1/0
Sig
1
Body
2
Cargo
1
Armor
0
Load
50
Apilot
Cost
0
13,200¥
Storage: 1 CF underseat
Fuel: IC/8.5 liters
SR3 STATS
Handling
Speed Acceleration
3/6
170
13
Autonav
Pilot
Sensor
0
—
0
Seating: bucket seat
Entry Points: open
Fuel: Gasoline (42 liters)
Point Value: 270
Template: Racing Cycle
Other Features: none
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 15.2 km/liter
Cost: 13,500¥
Reference: Chromebook 4
Honda R400 Trail (p. 32)
Available in electric and multifuel (methane) models.
SRII STATS
Handling
Speed
R400 Electric
4/2
53/160*
Seating: 1
Economy: 1 PF per km
Accessories: Off-road suspension (1)
* Off-road speed 43/130
B/A
1/0
Sig
5
Apilot
Cost
0
6,000¥
Storage: 1 CF underseat
Fuel: ImpElec/250 PF
Handling
Speed
R400 MultiF
4/2
53/160*
Seating: 1
Economy: 80 km per liter
Accessories: Off-road suspension (1)
* Off-road speed 43/130
B/A
1/0
Sig
5
Apilot
Cost
0
6,000¥
Storage: 1 CF underseat
Fuel: MultiF/8 liters
SR3 STATS
Handling
Speed Acceleration
Body
4/3
90
6
2
Autonav
Pilot
Sensor
Cargo
0
—
0
1
Seating: bucket seat
Entry Points: open
Fuel: Electric (320 PF)
Point Value: 493
Template: Off-Road Motorcycle
Other Features: Off-road suspension (2)
Armor
0
Load
15
Signature
5
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2 km/PF
Cost: 25,000¥
Reference: Chromebook 4
142
CHROMEBOOK 4
Methane Variant
Handling
Speed Acceleration
Body
4/3
90
6
2
Autonav
Pilot
Sensor
Cargo
0
—
0
1
Seating: bucket seat
Entry Points: open
Fuel: Methane (320 bars)
Point Value: 266
Template: Off-Road Motorcycle
Other Features: Off-road suspension (2)
Armor
0
Load
60
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2 km/bar
Cost: 13,500¥
Reference: Chromebook 4
VMW “Volksrad” (p. 32)
No changes.
SRII STATS
Handling
Speed
Volksrad
5/3
27/80*
Seating: 1
Economy: 90 km per liter
Accessories: Off-road suspension (1)
* Off-road speed 17/50
B/A
1/0
Sig
3
Apilot
Cost
0
2,300¥
Storage: 1 CF underseat
Fuel: MultiF/7 liters
SR3 STATS
Handling
Speed Acceleration
Body
5/3
53
5
2
Autonav
Pilot
Sensor
Cargo
0
—
0
0
Seating: bucket seat
Entry Points: open
Fuel: Methane (310 bars)
Point Value: 190
Template: Scooter
Other Features: Off-road suspension (2)
Armor
0
Load
60
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2 km/bar
Cost: 9,500¥
Reference: Chromebook 4
Kundalina Roadworks GSR1200 Tetsuo (p. 33)
No changes
SRII STATS
Handling
GSR1200
2/8
Seating: 1
Economy: 95 km per liter
Sensors: Standard (1)
Speed
91/272
B/A
1/1
Sig
1
Body
2
Cargo
1
Armor
0
Load
38
Apilot
Cost
1
25,000¥
Storage: 2 CF underseat
Fuel: IC/9 liters
SR3 STATS
Handling
Speed Acceleration
2/6
181
17
Autonav
Pilot
Sensor
1
—
1
Seating: bucket seat
Entry Points: open
Fuel: Gasoline (61 liters)
Point Value: 403
Template: Racing Cycle
Other Features: none
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 14 km/liter
Cost: 20,500¥
Reference: Chromebook 4
143
CHROMEBOOK 4
CARS, V ANS, T RUCKS
Toyo-Chevrolet Hopper (p. 33)
No changes.
SRII STATS
Handling
Speed
B/A
Hopper
4/8
22/66
1/0
Seating: twin bucket seats + folding bench
Economy: 60 km per liter
Storage: 3 CF (5 CF with bench folded down) trunk
Sig
3
Apilot
Cost
1
16,250¥
Access: 2 + 2 standard
Fuel: MultiF/8 liters
SR3 STATS
Handling
Speed Acceleration
4/8
100
6
Autonav
Pilot
Sensor
1
—
0
Seating: 2 bucket seats + folding bench
Entry Points: 2 + 2 doors
Fuel: Methane (500 bars)
Point Value: 75
Template: Sedan
Other Features: none
Body
3
Cargo
6
Armor
0
Load
60
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1 km/bar
Cost: 7,500¥
Reference: Chromebook 4
VMW Cohort (p. 33)
No changes.
SRII STATS
Handling
Speed
B/A
Cohort
4/8
35/105
1/0
Seating: twin bucket seats + folding bench
Economy: 40 km per liter
Storage: 5 CF (7 CF with bench folded down) trunk
Sig
2
Apilot
Cost
1
22,000¥
Access: 2 standard + hatchback
Fuel: IC/12 liters
SR3 STATS
Handling
Speed Acceleration
Body
4/8
105
8
2
Autonav
Pilot
Sensor
Cargo
1
—
0
6
Seating: 2 bucket seats + folding bench
Entry Points: 2 doors + double-sized trunk door
Fuel: Gasoline (60 liters)
Point Value: 90
Template: Sedan
Other Features: non
Armor
0
Load
60
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 8 km/liter
Cost: 9,000¥
Reference: Chromebook 4
GMI Sierra Hatch (p. 34)
No changes.
SRII STATS
Handling
Speed
B/A
Sierra Hatch
4/8
35/105
1/1
Seating: twin bucket seats + folding bench
Economy: 40 km per liter
Storage: 5 CF (7 CF with bench folded down) trunk
Options: Datajack link (2,500¥)
Sig
2
Apilot
Cost
2
27,900¥
Access: 2 + 2 standard + hatchback
Fuel: MultiF/12 liters
Accessories: anti-theft system (2), APPS™
144
CHROMEBOOK 4
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/8
105
6
2
1
4
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
4
145
Seating: 2 bucket seats + folding bench
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors + double-sized trunk door
Landing/Takeoff: NA
Fuel: Methane (500 bars)
Economy: 1 km/bar
Point Value: 186
Cost: 19,000¥
Template: Sedan
Reference: Chromebook 4
Other Features: Anti-theft system (2), APPS™ (driver’s seat only),
concealed armor
GMI Sierra GL (p. 34)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Sierra GL
5/9
35/105
1/1
2
Seating: twin bucket seats + folding bench
Economy: 40 km per liter
Storage: 5 CF (7 CF with bench folded down) trunk
Accessories: anti-theft system (2), APPS™, datajack link
Apilot
Cost
2
40,700¥
Access: 2 + 2 standard
Fuel: MultiF/12 liters
Sensors: 1
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/8
105
6
2
1
4
Autonav
Pilot
Sensor
Cargo
Load
2
—
1
4
133
Seating: 2 bucket seats + folding bench
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors
Landing/Takeoff: NA
Fuel: Methane (500 bars)
Economy: 1 km/bar
Point Value: 261
Cost: 26,500¥
Template: Sedan
Reference: Chromebook 4
Other Features: Anti-theft system (2), APPS™ (driver’s seat only),
concealed armor, datajack port
Mitsuzuki Fuji (p. 34)
No changes.
SRII STATS
Handling
Speed
Fuji
4/8
33/100
Seating: front/rear twin bucket seats
Economy: 50 km per liter
Storage: 6 CF trunk
B/A
2/1
Sig
3
Apilot
Cost
2
17,450¥
Access: 2 + 2 standard
Fuel: IC/10 liters
Accessories: Anti-theft system (2), crash cage for all four seats
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/8
100
8
3
1
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
4
245
Seating: 2 bucket seats + 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors
Landing/Takeoff: NA
Fuel: Gasoline (60 liters)
Economy: 8 km/liter
Point Value: 201
Cost: 20,500¥
Template: Sedan
Reference: Chromebook 4
Other Features: Anti-theft system (2), concealed armor, crash cage
145
CHROMEBOOK 4
Mitsuzuki Bushi (p. 35)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Bushi
4/8
27/80
2/2
2
1
27,000¥
Seating: twin front + triple rear bucket seats
Access: 2 + 2 standard
Economy: 55 km per liter
Fuel: IC/9 liters
Accessories: Anti-theft system (2), crash cage for front two seats Options: Datajack link (6,000¥)
SR3 STATS
A datajack port costs 2,500¥.
Handling
Speed Acceleration
Body
Armor Signature
4/8
80
8
3
2
2
Autonav
Pilot
Sensor
Cargo
Load
1
—
1
2
38
Seating: 2 bucket seats + 2 bench
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors
Landing/Takeoff: NA
Fuel: Gasoline (60 liters)
Economy: 8 km/liter
Point Value: 326
Cost: 33,000¥
Template: Sedan
Reference: Chromebook 4
Other Features: Anti-theft system (2), concealed armor, crash cage
Gaz/Lada Cossack (p. 36)
No changes.
SRII STATS
Handling
Speed
Cossack
5/4
33/100*
Seating: twin bucket seats + twin bench
Economy: 30 km per liter
Sensors: 1
Cargo: 40 CF rear
*Off-road speed 23/70
B/A
3/2
Sig
1
Apilot
Cost
0
34,000¥
Access: 2 + 2 standard
Fuel: MultiF/25 liters
Accessories: Off-road suspension (1)
SR3 STATS
Handling
Speed Acceleration
Body
Armor
5/4
67
6
3
2
Autonav
Pilot
Sensor
Cargo
Load
0
—
1
26
98
Seating: 2 bucket seats + 2 bench
Entry Points: 2 doors + 2 doors
Fuel: Methane (500 bars)
Point Value: 458
Template: Sedan
Other Features: Concealed armor, off-road suspension (1)
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1.61 km/bar
Cost: 46,000¥
Reference: Chromebook 4
Toy-Chevrolet Corpora (p. 36)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Corpora
4/8
35/105
2/2
1
Seating: front/rear twin bucket seats
Economy: 40 km per liter
Storage: 5 CF trunk
Accessories: Anti-theft system (2), datajack link, radio
Apilot
Cost
2
41,000¥
Access: 2 + 2 standard
Fuel: IC/8 liters
Sensors: 1
146
CHROMEBOOK 4
Handling
Speed
B/A
Sig
Apilot
Cost
Corpora Sport
4/8
35/105
2/2
1
2
46,000¥
Seating: front/rear twin bucket seats
Access: 2 standard
Economy: 40 km per liter
Fuel: IC/8 liters
Storage: 5 CF trunk
Sensors: 1
Accessories: Anti-theft system (2), APPS™, datajack link, radio
SR3 STATS
Corpora
Handling
Speed Acceleration
Body
Armor Signature
4/8
71
8
3
2
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
1
5
138
Seating: 2 bucket seats + 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 standard
Landing/Takeoff: NA
Fuel: Gasoline (40 liters)
Economy: 8 km/liter
Point Value: 208
Cost: 31,500¥
Template: Sedan
Reference: Chromebook 4
Other Features: Anti-theft system (2), concealed armor, datajack
port, electronics port
Corpora Sport
Handling
Speed Acceleration
Body
Armor
4/8
71
12
3
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
1
5
138
Seating: 2 bucket seats + 2 bucket seats
Entry Points: 2 standard
Fuel: Gasoline (40 liters)
Point Value: 276
Template: Sedan
Other Features: Anti-theft system (2), APPS™ (front seats),
concealed armor, datajack port, electronics port
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 8 km/liter
Cost: 41,500¥
Reference: Chromebook 4
MAC-Deux “Monster” (p. 37)
Originally produced in 2056, and has a pintle mount (normally unarmed) on the roof hatch.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Monster
4/8
44/133
7/2
1
3
240,000¥
Seating: triple bucket seats + folding bench
Access: 2 standard + roof hatch
Economy: 8 km per liter
Fuel: IC/160 liters
Storage: 4 CF storage
Sensors: Standard (1)
Accessories: Anti-theft system (3), APPS™, EnviroSeal™, pintle
Options: Rigger control gear (17,000¥)
mount
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/8
89
3
6
2
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
1
304
5,228
Seating: 3 bucket seats + folding bench
Setup/Breakdown: NA
Entry Points: 2 doors + hatch
Landing/Takeoff: NA
Fuel: Diesel (425 liters)
Economy: 3 km/liter
Point Value: 905
Cost: 226,500¥
Template: Heavy Transport
Reference: Chromebook 4
Other Features: Anti-theft system (3), APPS™ (all seats),
EnviroSeal™ (gas), concealed armor, living amenities (basic),
pintle mount (without weapon)
147
CHROMEBOOK 4
Kundalina Roadworks “Bedouin” Truck (p. 38)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Bedouin
6/2
27/80
4/2
1
Seating: twin + quad bucket seats
Economy: 20 km per liter
Cargo/Storage: 60 CF cargo/2 CF storage
Accessories: Anti-theft system (5), off-road suspension (2),
pintle mount with LMG
Apilot
Cost
3
105,000¥
Access: 2 + 1 standard
Fuel: MultiF/40 liters
Sensors: Enhanced (2)
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
6/2
53
5
4
2
4
Autonav
Pilot
Sensor
Cargo
Load
3
—
2
19
565
Seating: 2 bucket seats + 4 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 1 door
Landing/Takeoff: NA
Fuel: Methane (1,000 bars)
Economy: .81 km/bar
Point Value: 1,236
Cost: 124,000¥
Template: RV
Reference: Chromebook 4
Other Features: Anti-theft system (5), concealed armor,
electronics port, off-road suspension (2), pintle mount with LMG
Imperial Metropolitan Agriculture Nomad (p. 38)
No changes.
SRII STATS
Handling
Speed
Nomad
6/2
33/100
Seating: triple bucket seats
Economy: 25 km per liter
Cargo: 40 CF cargo
B/A
3/2
Sig
1
Apilot
Cost
2
51,000¥
Access: 2 + 1 standard + double-size rear
Fuel: MultiF/20 liters
Accessories: off-road suspension (2)
SR3 STATS
Handling
Speed Acceleration
Body
Armor
6/2
67
4
4
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
40
1,060
Seating: 3 bucket seats
Entry Points: 2 doors + 1 door + 1 gate
Fuel: Methane (835 bars)
Point Value: 786
Template: RV
Other Features: concealed armor, living amenities (basic,
2 people), off-road suspension (2)
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: .58 km/bar
Cost: 79,000¥
Reference: Chromebook 4
Spinelli Autotech Shiltron Twin Cab (p. 38)
No changes.
SRII STATS
Handling
Speed
Shiltron
6/9
31/93
Seating: front/rear twin bucket seats
Economy: 25 km per liter
Cargo: 40 CF cargo
B/A
3/1
Sig
1
Apilot
Cost
2
40,000¥
Access: 2 standard + 1 double-sized
Fuel: IC/20 liters
Options: (total cost of vehicle rises to 55,000¥) Anti-theft system
(3), autopilot (2), datajack link, sensors (1)
148
CHROMEBOOK 4
SR3 STATS
A version without the anti-theft system, autonav, datajack port, and sensors costs 26,500¥ (262 points), and has Load
1,080 kg.
Handling
Speed Acceleration
Body
Armor Signature
4/10
62
6
4
1
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
1
40
1,058
Seating: 2 bucket seats + 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 1 gate
Landing/Takeoff: NA
Fuel: Gasoline (96 liters)
Economy: 5 km/liter
Point Value: 347
Cost: 35,000¥
Template: Van
Reference: Chromebook 4
Other Features: Anti-theft system (3), concealed armor, datajack
port
MacLaren/Jaguar XJ220C-P Police Interceptor (p. 39)
The passenger area is Barrier Rating 6.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
XJ220C-P
3/6
75/225
4/3
3
2
165,000¥
Seating: twin crash cage bucket + bucket seat
Access: full canopy
Economy: 55 km per liter
Fuel: IC/10 liters
Storage: 10 CF trunk
Sensors: Advanced (3)
Accessories: Anti-theft system (3), crash cages for front seats,
rigger control gear
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3/6
151
12
3
3
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
3
10
130
Seating: 2 bucket seats + 1 bucket seat
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: NA
Fuel: Gasoline (65 liters)
Economy: 8.8 km/liter
Point Value: 848
Cost: 85,000¥
Template: Sedan
Reference: Chromebook 4
Other Features: Anti-theft system (3), concealed armor, crash
cages (front seats), datajack port, electronics port, rigger adaptation
Spinelli Autotech Spirit (p. 40)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Spirit
3/6
44/133
4/4
4
Seating: twin bucket + quad crash cage bucket seats
Economy: 20 km per liter
Cargo/Storage: 6 CF trunk
Sensors: Advanced (3)
Options: Datajack link, hardpoint with full-automatic grenade
launcher with 30 rounds
Apilot
Cost
3
235,000¥
Access: 2 + 2 standard
Fuel: IC/21 liters
Accessories: Crash cage for four rear seats, EnviroSeal™
ECM: Security I (1)
149
CHROMEBOOK 4
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3/6
89
11
4
4
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
3
6
13
Seating: 2 bucket seats + 4 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors
Landing/Takeoff: NA
Fuel: Gasoline (53 liters)
Economy: 8 km/liter
Point Value: 1,666
Cost: 416,500¥
Template: Limousine
Reference: Chromebook 4
Other Features: Concealed armor, crash cages (rear seats),
datajack port, ECM (1), EnviroSeal™ (gas), internal hardpoint
(full-automatic grenade launcher with 30 rounds)
Tetracorp DR2100 Multi-fuel Longnose (p. 40)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
DR2100
6/10
45/135
6/4
2
Seating: twin bucket seats
Economy: 5 km per liter
Standard Load: 1,500 CF
Accessories: EnviroSeal™, life-support (20 man-hours)
Apilot
Cost
2
200,000¥
Access: 2 standard + roof hatch
Fuel: MultiF/415 liters
Sensors: Enhanced (2)
Options: Pintle mount (500¥ + weapon cost), rigger control gear
(14,000¥)
SR3 STATS
A pintle mount costs 500¥, a datajack port plus rigger adaptation is 6,000¥ and reduces Load to 11,095 kg.
Handling
Speed Acceleration
Body
Armor Signature
5/10
90
3
5
4
2
Autonav
Pilot
Sensor
Cargo
Load
2
—
2
305
11,105
Seating: 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 standard + hatch
Landing/Takeoff: NA
Fuel: Diesel (695 liters)
Economy: 3 km/liter
Point Value: 2,003
Cost: 200,500¥
Template: Heavy Transport
Reference: Chromebook 4
Other Features: Concealed armor, EnviroSeal™ (gas), life support
(20 man-hours), living amenities (basic, 1 person)
M ILITARY V EHICLES
Paneurope VBL APC (p. 41)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
VBL
4/4
31/93
3/4
4
3
1,450,000¥
Seating: twin bucket seats + bench
Access: 2 standard + double-sized rear
Economy: 5 km per liter
Fuel: IC/140 liters
Cargo: 200 CF rear
Sensors: Security I (4)
ECM: Military I (4)
Accessories: Ablative vehicle armor (1), amphibious operations Options: Pintle mount with grenade launcher (5,000¥), heavy
package (1), datajack link, off-road suspension (1), 8 smoke
machine gun (5,000¥), or medium machine gun (1,700¥)
dischargers
* Off-road speed is 26/68, water speed is 21/63
150
CHROMEBOOK 4
SR3 STATS
Handling
Speed Acceleration
Body
Armor
4/4
62
7
7
4
Autonav
Pilot
Sensor
Cargo
Load
3
—
4
3
2,180
Seating: 2 bucket seats + bench
Entry Points: 2 doors + gate
Fuel: Diesel (350 liters)
Point Value: 3,059
Template: Wheeled APC
Other Features: Ablative armor (1), amphibious operations
package (1), datajack port, ECM (4), pintle mount, thermal
baffling (1), 8× smoke discharger
Signature
2(3)
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2 km/liter
Cost: 765,000¥
Reference: Chromebook 4
Paneurope Zobel (EuroLAV II) (p. 41)
This is not a low-altitude vehicle (the “LAV” in the name actually stands for Light Armored Vehicle), but a normal, wheeled
APC.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
EuroLAV II
4/4
27/80*
3/4
5
3
1,050,000¥
Seating: twin bucket seats + bench
Access: 2 standard + double-sized rear
Economy: 5 km per liter
Fuel: IC/140 liters
Cargo: 200 CF rear
Sensors: Security II (5)
ECM: Military I (4)
Accessories: Ablative vehicle armor (1), amphibious operations Options: Pintle mount with grenade launcher (5,000¥), heavy
package (1), datajack link, off-road suspension (1), 8 smoke
machine gun (5,000¥), or medium machine gun (1,700¥)
dischargers
* Off-road speed is 22/65, water speed is 17/50
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4/4
53
5
7
4
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
5
12
2,395
Seating: 2 bucket seats + bench
Setup/Breakdown: NA
Entry Points: 2 doors + gate
Landing/Takeoff: NA
Fuel: Diesel (250 liters)
Economy: 2.8 km/liter
Point Value: 2,916
Cost: 730,000¥
Template: Wheeled APC
Reference: Chromebook 4
Other Features: Ablative armor (1), amphibious operations
package (1), datajack port, ECM (4), off-road suspension, 8×
smoke discharger
HOVERS/GEVS
Kundalina Roadworks Gevhog (p. 42)
No changes.
SRII STATS
Handling
Speed
Gevhog
5
40/120
Seating: 1 front + 3 rear
Economy: 3 km per liter
Options: Datajack link (6,240¥)
B/A
1/0
Sig
1
Apilot
Cost
0
16,100¥
Storage: 10 CF rear
Fuel: IC/215 liters
151
CHROMEBOOK 4
SR3 STATS
Handling
Speed Acceleration
3
80
5
Autonav
Pilot
Sensor
0
—
0
Seating: 1 bucket seat + 3 bucket seats
Entry Points: open
Fuel: Gasoline (400 liters)
Point Value: 375
Template: Small Hovercraft
Other Features: none
Body
3
Cargo
10
Armor
0
Load
300
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1.625 km/liter
Cost: 93,750¥
Reference: Chromebook 4
Cadence Industries HoverVan (p. 42)
No changes.
SRII STATS
Handling
Speed
HoverVan
5
33/100
Seating: front/rear twin bucket seats
Economy: 2 km per liter
Cargo: 55 CF rear
B/A
2/2
Sig
1
Apilot
Cost
2
105,000¥
Access: 2 standard + double-sized rear
Fuel: IC/320 liters
SR3 STATS
Handling
Speed Acceleration
Body
4
67
5
4
Autonav
Pilot
Sensor
Cargo
2
—
0
55
Seating: 2 bucket seats + 2 bucket seats
Entry Points: 2 doors + gate
Fuel: Diesel (400 liters)
Point Value: 598
Template: Medium Hovercraft
Other Features: Concealed armor, electronics port
Armor
2
Load
1,330
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 1.6 km/liter
Cost: 150,000¥
Reference: Chromebook 4
AERODYNES
Bell-Boeing Aircar (p. 43)
No changes.
SRII STATS
Handling
Speed
B/A
Aircar
3
240/480
2/1
Seating: twin + quad crash cage bucket seats
Economy: .75 km per liter
Cargo/Storage: 0 CF
Sensors: Advanced (2)
Sig
1
Apilot
Cost
4
3,000,000¥
Access: 2 double-sized
Fuel: 2,850 liters
Landing/Take-off Profile: VTOL/VTOL
Accessories: EnviroSeal™
SR3 STATS
Handling
Speed Acceleration
Body
Armor
3
320
9
5
1
Autonav
Pilot
Sensor
Cargo
Load
4
—
2
0
180
Seating: 2 bucket seats + 4 bucket seats
Entry Points: 2 double-sized
Fuel: Jet (2,850 liters)
Point Value: 4,870
Template: Aerodyne (L)
Other Features: Concealed armor, crash cages for all seats,
EnviroSeal™ (overpressurization)
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .75 km/liter
Cost: 1,217,500¥
Reference: Chromebook 4
152
CHROMEBOOK 4
British Aerospace AV FAB (p. 44)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
AV FAB
4
150/300
10/3
1
4
8,400,000¥
Seating: twin crash cage ejection seats + quad bucket seats
Access: 2 standard
Economy: .5 km per liter
Fuel: 5,100 liters
Standard Load: one 500 CF cargo container
Landing/Take-off Profile: VTOL/VTOL
Sensors: Enhanced (3)
ECM: Security III (3)
Accessories: Crash cage for ejection seats, EnviroSeal™, life
Options: rigger control gear (42,000¥)
support (16 man-hours), small turret with Victory rotary assault
cannon (1,100 rounds)
Handling
Speed
B/A
Sig
Apilot
Cost
AV FAB military
4
180/360
10/4
1
4
13,500,000¥
Seating: twin crash cage ejection seats + quad bucket seats
Access: 2 standard
Economy: .5 km per liter
Fuel: 5,100 liters
Standard Load: one 250 CF cargo container
Landing/Take-off Profile: VTOL/VTOL
Sensors: Military I (6)
ECM: Military I (4)
Accessories: Crash cage for ejection seats, EnviroSeal™, life
support (16 man-hours), small turret with Victory rotary assault
cannon (1,100 rounds), rigger control gear, 8× smoke discharger
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
4
200
20
5
3
0
Autonav
Pilot
Sensor
Cargo
Load
4
—
3
0
6,745
Seating: 2 ejection bucket seats + 4 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors
Landing/Takeoff: VSTOL
Fuel: Jet (6,400 liters)
Economy: .25 km/liter
Point Value: 7,661
Cost: 4,800,000¥
Template: Aerodyne (L)
Reference: Chromebook 4
Other Features: Concealed armor, crash cage for ejection seats,
ECM (3), EnviroSeal™ (gas), life support (16 man-hours), small
turret with Victory rotary assault cannon (1,100 rounds)
Military Version
Handling
Speed Acceleration
Body
Armor Signature
4
240
20
5
4
0
Autonav
Pilot
Sensor
Cargo
Load
4
—
6
3
6,555
Seating: 2 ejection bucket seats + 4 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors
Landing/Takeoff: VSTOL
Fuel: Jet (6,400 liters)
Economy: .25 km/liter
Point Value: 9,151
Cost: 6,000,000¥
Template: Aerodyne (L)
Reference: Chromebook 4
Other Features: Concealed armor, crash cage for ejection seats,
datajack port, ECM (4), EnviroSeal™ (gas), life support (16 manhours), rigger adaptation, small turret with Victory rotary assault
cannon (1,100 rounds), 8× smoke discharger
Mexican Metals Llama (p. 45)
This company would perhaps best be renamed “Aztlan Metals.”
SRII STATS
Handling
Speed
B/A
Llama
4
60/133
1/0
Seating: front ejection seat + rear bucket seat
Economy: .75 km per liter
Storage: 7 CF storage
Accessories: Datajack link
Sig
3
Apilot
Cost
1
330,000¥
Access: full canopy
Fuel: 1,700 liters
Landing/Take-off Profile: VTOL/VTOL
153
CHROMEBOOK 4
SR3 STATS
Handling
Speed Acceleration
Body
4
89
21
3
Autonav
Pilot
Sensor
Cargo
1
—
0
1
Seating: ejection bucket seat + bucket seat
Entry Points: canopy
Fuel: Jet (1,700 liters)
Point Value: 1,742
Template: Aerodyne (S)
Other Features: Datajack port
Armor
0
Load
240
Signature
5
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .75 km/liter
Cost: 435,500¥
MacLaren/Jaguar Sports Aerodyne (p. 45)
No changes.
SRII STATS
Handling
Speed
B/A
Sig
Apilot
Cost
Sports Aero.
3
500/1,080
2/1
3
5
15,000,000¥
Seating: twin crash cage ejection seats
Access: full canopy
Economy: .5 km per liter
Fuel: 2,400 liters
Sensors: Enhanced (3)
Landing/Take-off Profile: VTOL/VTOL
Accessories: Anti-theft system (8), crash cage for both ejection
seats, datajack link
SR3 STATS
Handling
Speed Acceleration
Body
Armor Signature
3
720
65
5
1
1
Autonav
Pilot
Sensor
Cargo
Load
5
—
3
0
4,875
Seating: 2 ejection bucket seats
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: VSTOL
Fuel: Jet (2,800 liters)
Economy: .3 km/liter
Point Value: 7,115
Cost: 1,800,000¥
Template: Aerodyne (M)
Reference: Chromebook 4
Other Features: Anti-theft system (8) with shock option,
concealed armor, crash cages, datajack port, engine customization
(speed, level 1, already factored in)
N
ETGEAR
Shadowdeck to Microtech
Residence (p. 46-48)
& SOFTWARE
New Programming Modifier: Code
Optimization (p. 48)
In Shadowrun, Second Edition and Virtual Realities,
Code Optimization means that the rating of the program is
increased by 50% for design purposes, but the actual
memory taken up by the program is only one-half the
actual rating. Also see Options on page 42 of Virtual Realities.
In Virtual Realities 2.0, this option already exists; see
the Optimization option on page 104 of that book.
Not available.
PROGRAMS
Program costs are calculated per Virtual Realities 2.0,
by multiplying the square of the program’s rating by the
Multiplier listed to find the program’s size in megapulses,
and then using the Program Prices Table on page 107 to
find the Availability, Cost, and Street Index.
Mirror (p. 49)
When an attack hits the decker’s persona while Mirror
is in active memory, the decker may roll a test using Mirror’s rating against the rating of the attacking utility or IC.
Reduce the attacker’s successes by those achieved on the
154
CHROMEBOOK 4
Mirror Test; if there are any excess successes in favor of
Mirror, the original attacker suffers an attack from his or her
own program, with a number of successes equal to onehalf (round down) the excess successes on the Mirror Test.
Mirror loses 1 Rating Point every time it is used,
whether successfully or unsuccessfully. A decker may load
a fresh copy in memory in the normal way.
Note: Do not confuse Mirror with the Mirrors utility that
already exists in Shadowrun.
SR3 STATS
Type: Offensive
Multiplier: 4
Target: Deckers, frames, IC, SKs
Options: area, chaser, DINAB, limit, one-shot, optimization,
penetration, targeting
Ninja is an Attack (Serious) utility with the Skulk option
at a level equal to one-half (round up) Ninja’s rating. For
this reason, multiply the utility’s rating by 1.5 and round
up before calculating the program’s cost.
SRII STATS
Red-Out (p. 49)
Options: one-shot
Size: Rating2 × 5 Mp
Treat as Restrict, p. 37 of Virtual Realities or p. 99 of
Virtual Realities 2.0.
SR3 STATS
The Audio Virus (p. 50)
Type: Defensive
Multiplier: 5
Options: one-shot, optimization
When a decker makes a successful attack using The
Audio Virus, it plays an old tune. The exact effects are up
to the gamemaster, though –1 Intelligence and the loss of
one initiative die is recommended, as well as losing 1
point off Reaction for every 2 successes rolled for the virus.
The song to be played can be selected by the decker,
and the list of available songs can be modified. Every minute of music adds 1 megapulse to the program’s memory
requirement.
Weed (p. 49)
SRII STATS
To use Weed, the decker must roll a test using Weed’s
rating against a target number equal to the System Rating
of the node it is used in. Every two successes reduce the
initiative of all IC in that node by –1. If used in the CPU,
the initiative of all IC in the system is reduced in this way,
not just the IC in the CPU.
SRII STATS
Options: mobility, one-shot
Size: Rating2 × 3 Mp
Options: area-effect, one-shot
Target: Evasion
Size: Rating2 × 9 Mp
SR3 STATS
SR3 STATS
Type: Offensive (special)
Multiplier: 3
Target: Hosts
Options: DINAB, one-shot, optimization
Type: Offensive
Multiplier: 9
Target: Deckers
Options: area, one-shot, optimization, targeting
Deckers use Weed to attack the host’s ability to control
IC. The decker rolls a Control test, using Weed to reduce
the target number. Every 2 net successes on this test reduce the initiative of all IC in the host by –1; this is cumulative with previous successful Weed attacks. However,
every 2 successes also add 1 to the Security Tally, in addition to the tally’s normal increase.
System operators or deckers may delete Weed from a
system by performing a Disinfect operation against the
host’s Control rating.
Translator 2000 (p. 50)
Not available.
DeckShield One (p. 50)
Against attacks by Blaster, and other IC or utilities that
attempt to destroy the decker’s cyberdeck, add DeckShield
One’s rating to the target number for the IC’s effects. For
example, Blaster’s target number is the deck’s MPCP; on a
deck with DeckShield One in active memory, the target
number is the MPCP rating plus DeckShield One’s rating.
Every time DeckShield One helps defend against IC, its
rating is reduced by 1. This can be restored to full by loading a new copy into active memory.
Ninja (p. 49)
SRII STATS
Ninja is an Attack utility that works against the lower of
the target’s Bod and Evasion ratings, or the node’s Security
Rating for IC. It always has the Serious-staging option
added in. (See Virtual Realities p. 43. For SRII users, the
program always causes at least Serious damage to its target when it hits; extra successes add one box per success
as normal.)
SRII STATS
Options: none
Size: Rating2 × 5 Mp
SR3 STATS
Type: Offensive
Multiplier: 5
Options: none
Options: area-effect, mobility, one-shot, penetration
Target: Bod or Evasion (against deckers), Security Rating
(against IC)
Size: (Rating+3)2 × 3 Mp
Igor (p. 51)
Not available.
155
CHROMEBOOK 4
Guest Book (p. 51)
Grid Wave (p. 53)
Not available.
SRII STATS
To use Grid Wave, roll an Open Test (Shadowbeat p.
11) using its rating. Any decker present in the node (including the character who activated Grid Wave) now rolls
an Open Test using his deck’s Evasion; all active IC rolls its
rating in a similar test, and the node itself rolls its System
Rating.
Anything that fails to achieve a result equal to or higher
than Grid Wave’s result is crashed—deckers are dumped
from the Matrix, while IC disappears and must be reloaded
by the system operator. Should the node fail its test, it
instantly goes offline in its entirety (without the normal
warnings and safe shut-down period) and takes 1D6+4
minutes to reboot; every decker in the node is automatically dumped.
After the initial node, Grid Wave moves out to the next
node(s), where the above repeats itself, then to the nodes
after that, and so on. For every “step,” it loses 1 off its
rating; once its rating reaches 0, it will not continue further.
For example, rating 4 Grid Wave is activated in a node. In
all nodes linked to the first node, it is rating 3; in all nodes
that can be reached from these, it is rating 2, and so on.
A Picture’s Worth (p. 52)
Not available.
Superballs (p. 52)
SRII STATS
Roll a Superballs Test against a target number equal to
the target’s Sensors rating (if the target is a deckers) or the
node’s Security Rating (when targeting IC). Every two
successes add +1 to the target numbers and –1 to the
initiative for the target for as long as Superballs remains
active.
Deckers may make a Sensor Test, with a target number
equal to Superballs’ rating. Every success cancels one of
Superballs’ successes, and thus the target number and
initiative penalties.
Options: mobility
Size: Rating2 × 3 Mp
SR3 STATS
Roll a Superballs Test against a target number equal to
the target’s Sensors rating (if the target is a deckers) or the
host’s Control rating (when targeting IC). Every two successes add +1 to the target numbers and –1 to the initiative for the target for as long as Superballs remains active.
Deckers may make a Sensor Test, with a target number
equal to Superballs’ rating. Every success cancels one of
Superballs’ successes, and thus the target number and
initiative penalties.
Options: none
Target: Node’s Security Rating
Size: Rating2 × 30 Mp
SR3 STATS
To use Grid Wave, roll an Open Test using its rating.
Any decker present in the host (including the character
who activated Grid Wave) now rolls an Open Test using
his deck’s Evasion; all active IC rolls its rating in a similar
test, and the host itself rolls its Control rating.
Anything that fails to achieve a result equal to or higher
than Grid Wave’s result is crashed—deckers are dumped
from the Matrix, while IC disappears and must be reloaded
by the system operator. Should the host fail its test, it
instantly goes offline in its entirety (without the normal
warnings and safe shut-down period) and takes 1D6+4
minutes to reboot; every decker in the host is automatically dumped.
Type: Defensive
Multiplier: 3
Options: area, DINAB, one-shot, optimization
Swarm (p. 52)
Treat as Hog (p. 36, Virtual Realities/p. 98, Virtual Realities 2.0).
Type: Offensive
Multiplier: 30
Target: anything and everything
Options: DINAB, one-shot, optimization
Scribe (p. 53)
Not available.
156
CHROMEBOOK 4
F
ASHION
In this section, convert eurodollar (eb) to nuyen (¥) prices by multiplying them by 2.
Availability is Always for all items and Street Index is 1. Armor ratings can be found by dividing the SP (Stopping Power) value by 10 and rounding to the nearest whole number; this is
the value for both the Ballistic and Impact ratings of the armor. For example, an SP 15 armor
costing 200 eb would have Ballistic 2/Impact 2, and cost 400¥.
Leisurewear (p. 56)
RecreaTech Powerblades
Legal
Give a –1 modifier to the target number of Athletics (Skating) tests, while the power-assisted roller action adds 2 to the
character’s Running Multiplier.
Concealability
—
Rating
—
Weight
2.5
Availability
3/48 hrs
Cost
400¥
Street Index
1
Shock Touch™ Personal Protection Gloves
5-B(B)
Use the Shock Weapon rules, SRII page 103 or SR3 page 124, for these gloves.
Conceal
Reach
9*
0
* to spot the taser
Damage
6S Stun
E
Weight
—
Availability
5/48 hrs
Cost
720¥
Street Index
2
QUIPMENT
Tritech Echolocation Goggles (p. 68)
Legal
Treat as ultrasound goggles with a built-in ultrasound sight. The goggles cannot be linked to a weapon, but a character
does get the ultrasound visibility bonuses while wearing them.
Concealability
—
Rating
—
Weight
.5
Availability
3/36 hrs
Cost
2,500¥
Street Index
1
Pressure Trigger (p. 69)
Legal
Cost is per square meter.
Concealability
8
Rating
—
Weight
—
Availability
6/4 days
Cost
150¥
Street Index
3
Protective Headgear Insert (p. 69)
Legal
Functions as a helmet.
Concealability
9
Ballistic
+1
Impact
+1
Weight
.25
Availability
8/7 days
157
Cost
50¥
Street Index
1.75
CHROMEBOOK 4
TechJager Anti-Pursuit Liquids (p. 69)
3-M2(Y)
Effects are as follows:
Stickum: characters stepping in the liquid must make a Strength (8) test to get free.
BadFumes: characters must make a Body or Willpower (whichever is higher) test to avoid nausea.
FireFun: the fire causes 6M damage for 10 turns.
Type
Stickum
BadFumes
FireFun
Availability
6/72 hrs
6/72 hrs
8/72 hrs
Cost/Liter
400¥
500¥
700¥
Street Index
2
2
3
Stephenson Technologies Sound Optimization System (p. 70)
Legal
If the speakers are positioned for maximum effect, add +2 to the band’s Impact Rating. Positioning them takes a Musical
Production (8) skill test.
Concealability
—
Rating
+2
Weight
—
Availability
8/7 days
Cost
10,000¥
Street Index
1
Nano-Paper (p. 70)
Paper
Light
Concealability
—
8
Legal
Weight
—
—
Availability
Cost
Street Index
8/14 days 30¥ per sheet
3
5/72 hrs
10¥
1.5
Wutani Sensors Motion Tracker (p. 71)
Legal
See the rules for motion sensors on page 99 of the Corporate Security Handbook and/or page 234 of SR3.
Concealability
6
Rating
2
Weight
4
Availability
4/72 hrs
Cost
770¥
Street Index
3
EnduroDrink (p. 71)
Legal
Gives a +1 Body and Willpower bonus for two hours after consumption, but only to resist fatigue, not against other kinds of
damage.
Availability
2/3 hrs
Cost
8¥ per can
Street Index
.75
Wall Speakers (p. 72)
Legal
No changes.
Concealability
12
Rating
—
Weight
—
Availability
Always
Cost
250¥
Street Index
1
ArmorSaver Drink (p. 72)
Legal
Functions like a one-shot dermal armor repair kit (see Dermal Plating on page 47 of Cybertechnology).
Availability
6/72 hrs
Cost
Street Index
50¥ per can
2
Thermite-in-a-Tube (p. 72)
4P-M1(X)
Cuts through metal or stone barriers with a maximum of Barrier Rating 20, at a rate of 2 points per turn. Causes 8M damage for 10 turns to organic targets.
Availability
Cost
Street Index
5/7 days
90¥ per tube
3.5
158
CHROMEBOOK 4
TechJager Plug-in Air Foulers (p. 73)
2-M2(Y)
No changes.
Burnt Almond Scent (700¥): the target must resist 5S Physical damage.
Wintergreen (550¥): adds +4 to all of target’s target numbers for 7D6 minutes; the target is allowed a Body (6) test, every
success reduces the intoxication time by 1 minute.
Potpourri (550¥): the target must resist 5M Stun damage every turn for 5 turns.
Spring Breeze (650¥): adds +2 to the character’s target number to resist Interrogation tests for 2D6 hours, minus 1 hour for
every success on a Willpower test.
Hickory Smoke (575¥): adds +4 to all of target’s target numbers after 1D6 hours, and also gives a Light Stun wound at that
time; the target is allowed a Body (6) test, every success reduces the intoxication time by 1 turn.
Concealability
4
Rating
—
Weight
—
Availability
8/10 days
Cost
see above
Street Index
3
Kevlar Backpacks (p. 73)
Legal
Protects only against attacks from behind; the backpack does not ease encumbrance.
Type
Conceal
W/out inserts
—
With inserts
—
Ballistic
1
3
Impact
0
2
Weight
.5
2
Availability
5/72 hrs
5/72 hrs
Cost
50¥
100¥
Street Index
1.5
1.5
Bodyweight InterFlex™ Cybergenics Machine (p. 74)
Legal
No changes.
Concealability
—
Rating
—
Weight
—
Availability
6/7 days
Cost
2,800¥
Street Index
.9
Bodyweight InterFlex Prime™ (p. 75)
Legal
No changes.
Concealability
—
Rating
—
Weight
—
Availability
6/7 days
Cost
4,400¥
159
Street Index
.9
Sourcebook Updates
This section provides updated game statistics for vehicles, cyberdecks, and programs published in earlier Plastic
Warriors books. They are listed in the same order as in the book they originally appeared in.
RUNNING GEAR
Chrysler-Nissan Python Turbo (p. 31)
Handling
Speed Acceleration
Body
Armor
3/8
195
18
3
0
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
2
40
Seating: 2 bucket seats
Entry Points: 2 doors
Fuel: Gasoline (130 liters)
Point Value: 499
Template: Sports Car
Other Features: Roll bars, turbocharging (level 1, already
factored in)
Signature
1
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 8.55 km/liter
Cost: 75,000¥
Reference: Running Gear
Eurocar 3000 (p. 31)
The 3000 Convertible has Entry Points 2 doors + open, and costs 67,000¥.
Handling
Speed Acceleration
3/8
180
10
Autonav
Pilot
Sensor
3
—
0
Seating: 2 bucket seats + bench
Entry Points: 2 doors
Fuel: Gasoline (155 liters)
Point Value: 619
Template: Sports Car
Other Features: APPS™ for all seats
Body
3
Cargo
4
Armor
0
Load
30
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 9 km/liter
Cost: 62,000¥
Reference: Running Gear
Fledermaus PKF40 Ausf. B (p. 32)
Handling
Speed Acceleration
Body
Armor Signature
3
880
50
7
1
5
Autonav
Pilot
Sensor
Cargo
Load
4
—
6
1
1,564
Seating: 1 ejection bucket seat
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: VTOL
Fuel: Jet (2,500 liters)
Economy: .25 km/liter
Point Value: 11,655
Cost: 7,300,000¥
Template: Jump Jet Fighter
Reference: Running Gear
Other Features: Drive-by-wire system (level 2, already factored
in), ECCM (3), ECM (4), 3× firmpoint (forward-firing), hardpoint
(forward-firing, with Vanquisher minigun with 1,000 rounds)
160
CHROMEBOOK 4
McDonnell Douglas C111 (p. 33)
Handling
Speed Acceleration
Body
4
120
10
7
Autonav
Pilot
Sensor
Cargo
Commuter
3
—
1
9
Executive
3
—
1
45
Security
3
—
1
16
Seating: Commuter: 2 bucket seats + 12 bucket seats
Executive: 2 bucket seats + 6 bucket seats
Security: 2 bucket seats + 10 bench
Entry Points: door + gate
Fuel: Jet (1,000 liters)
Point Value: 1,755/1,755/1,966
Template: Cargo Helicopter
Other Features: Security variant has 2× firmpoint (forward-firing),
pintle mount (firing to the left), remote mini-turret
All variants:
Armor Signature
4
3
Load
570
1,470
825
Setup/Breakdown: NA
Landing/Takeoff: VTOL
Economy: .35 km/liter
Cost: 440,000¥/660,000¥/1,230,000¥
Reference: Running Gear
Bell Boeing V-22B Osprey (p. 50)
Handling
Speed Acceleration
5
340
13
Autonav
Pilot
Sensor
Cargo
3
—
1
Commuter
3
—
1
Executive
3
—
1
Seating: Cargo: 2 bucket seats + 15 folding bench
Commuter: 2 bucket seats + 14 bucket seats
Executive: 2 bucket seats + 10 bucket seats
Entry Points: 2 doors + gate
Fuel: Jet (900 liters)
Point Value: all variants: 1,376
Template: Tilt-Wing
Other Features: none
All variants:
Body
5
Cargo
3
9
33
Armor Signature
0
4
Load
250
400
1,000
Setup/Breakdown: NA
Landing/Takeoff: VTOL
Economy: 1 km/liter
Cost: 344,000¥/344,000¥/516,000¥
Reference: Cyberpunk 2020/Running Gear
Bell F-152 Autogyro (p. 50)
F-152
Handling
Speed Acceleration
Body
Armor Signature
4
320
10
3
0
4
Autonav
Pilot
Sensor
Cargo
Load
1
—
4
1
15
Seating: 1 bucket seat
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: VTOL
Fuel: Jet (200 liters)
Economy: .4 km/liter
Point Value: 990
Cost: 620,000¥
Template: Autogyro
Reference: Cyberpunk 2020/Running Gear
Other Features: Engine customization (level 4, already factored
in), firmpoint (forward-firing)
Bell-15
Handling
Speed Acceleration
Body
Armor Signature
4
320
10
3
0
4
Autonav
Pilot
Sensor
Cargo
Load
1
—
0
1
15
Seating: 1 bucket seat
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: VTOL
Fuel: Jet (200 liters)
Economy: .4 km/liter
Point Value: 454
Cost: 113,500¥
Template: Autogyro
Reference: Cyberpunk 2020/Running Gear
Other Features: Engine customization (level 4, already factored in)
161
CHROMEBOOK 4
Honda Metrocar (p. 51)
Handling
Speed Acceleration
4/8
40
6
Autonav
Pilot
Sensor
0
—
0
Seating: bench
Entry Points: canopy
Fuel: Methane (500 bars)
Point Value: 60
Template: Commuter/Subcompact
Other Features: none
Body
3
Cargo
2
Armor
0
Load
40
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2 km/bar
Cost: 6,000¥
Reference: Cyberpunk 2020/Running Gear
McDonnell-Douglas AV-4 Tactical Urban Assault Vehicle (p. 51)
Can be fitted with up to three additional bucket or bench seats.
Handling
Speed Acceleration
5
300
35
Autonav
Pilot
Sensor
2
—
0
Seating: 2 bucket seats
Entry Points: 2 doors + 2 doors + gate
Fuel: Jet (2,000 liters)
Point Value: 4,120
Template: Aerodyne (M)
Other Features: none
Body
4
Cargo
20
Armor
6
Load
4,520
Signature
1
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .3 km/liter
Cost: 1,030,000¥
Reference: Cyberpunk 2020/Running Gear
Military/Security Variant
Handling
Speed Acceleration
Body
5
300
35
4
Autonav
Pilot
Sensor
Cargo
2
—
0
19
Seating: 2 bucket seats
Entry Points: 2 doors + 2 doors + gate
Fuel: Jet (2,000 liters)
Point Value: 4,130
Template: Aerodyne (M)
Other Features: 2× firmpoint (forward-firing)
Armor
6
Load
4,500
Signature
1
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .3 km/liter
Cost: 2,600,000¥
Reference: Cyberpunk 2020/Running Gear
AV-6 Combat Assault Vehicle (p. 51)
Handling
Speed Acceleration
Body
Armor
5
420
30
4
9
Autonav
Pilot
Sensor
Cargo
Load
3
—
2
50
6,605
Seating: 2 bucket seats
Entry Points: 2 doors + 2 doors + gate
Fuel: Jet (3,800 liters)
Point Value: 6,290
Template: Aerodyne (L)
Other Features: Datajack port, 2× firmpoint (forward-firing),
remote mini-turret (chin), rigger adaptation
Signature
0
Setup/Breakdown: NA
Landing/Takeoff: VSTOL
Economy: .25 km/liter
Cost: 3,950,000¥
Reference: Cyberpunk 2020/Running Gear
Toyo-Chrysler Omega (p. 52)
Handling
Speed Acceleration
4/8
100
6
Autonav
Pilot
Sensor
1
—
0
Seating: 2 bucket seats + bench
Entry Points: 4 doors + trunk
Fuel: Methane (825 bars)
Point Value: 435
Template: Sedan
Other Features: none
Body
3
Cargo
3
Armor
0
Load
160
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 2.1 km/bar
Cost: 43,500¥
Reference: Cyberpunk 2020/Running Gear
162
CHROMEBOOK 4
Toyota Avante (p. 52)
Handling
Speed Acceleration
Body
3/8
190
16
3
Autonav
Pilot
Sensor
Cargo
1
—
0
5
Seating: 2 bucket seats
Entry Points: 2 doors
Fuel: Gasoline (125 liters)
Point Value: 473
Template: Sportscar
Other Features: Concealed armor, datajack port
Armor
1
Load
45
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 7.2 km/liter
Cost: 120,000¥
Reference: Cyberpunk 2020/Running Gear
TECH SPECS
UH-90 Utility/Squad Helicopter (p. 20)
Handling
Speed Acceleration
Body
Armor Signature
4
180
16
4
3
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
3
10
470
Seating: 2 bucket seats + 6 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 2 double-sized
Landing/Takeoff: VTOL
Fuel: Jet (1,000 liters)
Economy: .2 km/liter
Point Value: 2,054
Cost: 1,300,000¥
Template: Utility Helicopter
Reference: Cyberpunk 2020/Tech Specs
Other Features: ECM (1), EnviroSeal™ (gas, overpressurization),
2× firmpoint (forward-firing), life support system (60 man-hours),
remote mini-turret (under-nose)
Yakurichi-Ural BR70 Heavy Transporter (p. 20)
Use the normal rules for nitrous oxide injectors (p. 121, Rigger 2) instead of the text on page 20 of Tech Specs.
Handling
Speed Acceleration
Body
Armor Signature
3/6
100
3
6
4
2
Autonav
Pilot
Sensor
Cargo
Load
4
—
3
5
5,155
Seating: 2 ejection bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + roof hatch
Landing/Takeoff: NA
Fuel: Diesel (1,200 liters)
Economy: 3 km/liter
Point Value: 3,646
Cost: 365,000¥
Template: Heavy Transport
Reference: Cyberpunk 2020/Tech Specs
Other Features: Concealed armor, datajack port, improved
suspension (1), living amenities (basic, 2 people), nitrous oxide
injectors (6), rigger adaptation
All-Terrain Bike (p. 35)
Handling
Speed Acceleration
Body
Armor Signature
3
*
**
1
0
6
Autonav
Pilot
Sensor
Cargo
Load
0
—
0
1
20
Seating: 1 bucket seat
Setup/Breakdown: NA
Entry Points: open
Landing/Takeoff: NA
Fuel: none
Economy: NA
Point Value: special
Cost: 650¥
Template: special
Reference: Tech Specs
Other Features: none
* Speed is equal to three times the rider’s Quickness Attribute Rating.
** Acceleration is equal to the rider’s Strength Attribute Rating.
163
CHROMEBOOK 4
PROJECT 3
Ares Coyote Attack Helicopter (p. 19)
Handling
Speed Acceleration
Body
Armor Signature
5
267
30
5
12
2
Autonav
Pilot
Sensor
Cargo
Load
5
—
7
2
975
Seating: 1 bucket seat + 1 bucket seat
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: VTOL
Fuel: Jet (4,000 liters)
Economy: .3 km/liter
Point Value: 9,124
Cost: 5,702,500¥
Template: Attack Helicopter
Reference: Project 3 (Aaron Wigley)
Other Features: Datajack port, ECCM (4), ECM (4), electronics
port (1), EnviroSeal™ (overpressurization), life support (40 manhours), remote micro turret (rear), remote small turret (chin),
rigger adaptation
Aztechnology GCR-50 (p. 19)
Handling
Speed Acceleration
4/4
15
2
Autonav
Pilot
Sensor
—
1
1
Seating: None
Entry Points: None
Fuel: Electric (70 PF)
Point Value: 392
Template: Large tracked crawler
Other Features: none
Body
2
Cargo
2
Armor
3
Load
20
Signature
7
Setup/Breakdown: 5 minutes
Landing/Takeoff: NA
Economy: .75 km/PF
Cost: 3,920¥
Reference: Project 3 (Aaron Wigley)
Beechcraft Model 2400 Starship 10 (p. 20)
Handling
Speed Acceleration
Body
5
135/390
24
6
Autonav
Pilot
Sensor
Cargo
4
—
1
0
Seating: 2 bucket seats + 9 bucket seats
Entry Points: 1 door + 1 emergency door
Fuel: Jet (2,000 liters)
Point Value: 1,396
Template: Twin engine propeller
Other Features: Concealed armor
Armor
1
Load
100
Signature
4
Setup/Breakdown: NA
Landing/Takeoff: STOL
Economy: 2.5 km/liter
Cost: 349,000¥
Reference: Project 3 (Aaron Wigley)
Dune Buggy (p. 20)
Handling
Speed Acceleration
Body
Armor Signature
5/4
120
14
3
0
0
Autonav
Pilot
Sensor
Cargo
Load
1
—
0
18
260
Seating: 2 bucket seats
Setup/Breakdown: NA
Entry Points: open
Landing/Takeoff: NA
Fuel: Gasoline (60 liters)
Economy: 10.4 km/liter
Point Value: 329
Cost: 33,000¥
Template: Sedan
Reference: Project 3
Other Features: off-road suspension (2), off-road tires, roll bars,
turbocharging (2)
GMC-Beachcraft Striker (p. 20)
Handling
Speed Acceleration
4
130
8
Autonav
Pilot
Sensor
3
—
3
Seating: 1 ejection bucket seat
Entry Points: canopy
Fuel: Gasoline (750 liters)
Point Value: 1,810
Template: Small hovercraft
Body
3
Cargo
4
Armor
6
Load
350
Signature
1
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: .5 km/liter
Cost: 1,132,000¥
Reference: Project 3
164
CHROMEBOOK 4
Other Features: Armored seat (2), datajack port, hovercraft water
seals, rigger adaptation, remote mini-turret, roll bars
Mil-62 (p. 21)
Handling
Speed Acceleration
Body
Armor Signature
4
320
20
5
8
3
Autonav
Pilot
Sensor
Cargo
Load
3
—
6
0
358
Seating: 1 bucket seat + 1 bucket seat
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: VTOL
Fuel: Jet (4,500 liters)
Economy: .25 km/liter
Point Value: 5,270
Cost: 3,300,000¥
Template: Attack helicopter
Reference: Project 3
Other Features: Datajack port, ECCM (1), ECM (4), 2× firmpoint
(forward-firing), remote micro-turret (chin), rigger adaptation
Mostrans KVT-2 (p. 21)
This vehicle uses the rules for large ships in Cyberpirates, pages 162 through 167.
Handling
Speed Acceleration
Hull
Bulwark Signature
5
105
3
5
4
2/2
Autonav
Pilot
Sensor
Sonar
Cargo
Load
3
—
4
0
2,500
7,000
Accommodation: 8
Setup/Breakdown: NA
Entry Points: front ramp, 4 standard entry points, rear ramp
Landing/Takeoff: NA
Fuel: Gas Turbine (10 kiloliters)
Economy: 100 km/kiloliter
Other Features: Datajack port, EnviroSeal™ (overpressurization), Reference: Project 3
hovercraft water seals, life support (1,500 man-hours), rigger
adaptation
Patrol Vehicle (p. 22)
See the Generic Surveillance Drone on page 156 of Rigger 2.
Piper Montebank (p. 22)
Handling
Speed Acceleration
Body
Armor Signature
2
60/333
21
3
0
2(4)
Autonav
Pilot
Sensor
Cargo
Load
2
—
0
11
275
Seating: 2 bucket seats
Setup/Breakdown: NA
Entry Points: canopy
Landing/Takeoff: STOL
Fuel: Jet (450 liters)
Economy: 3 km/liter
Point Value: 1,390
Cost: 350,000¥
Template: Single-engine propeller
Reference: Project 3 (Aaron Wigley)
Other Features: Datajack port, drive-by-wire (2, already factored
in), electronics port, thermal baffles (2)
Suzuki 500ET (p. 22)
Handling
Speed Acceleration
Body
3/6
180
17
2
Autonav
Pilot
Sensor
Cargo
3
—
0
1
Seating: 1 bucket seat
Entry Points: canopy
Fuel: Gasoline (30 liters)
Point Value: 359
Template: Racing Cycle
Other Features: performance tires, roll bars
Armor
2
Load
10
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 10 km/liter
Cost: 18,000¥
Reference: Project 3
165
CHROMEBOOK 4
PARANOID ANIMALS
OF
NORTH AMERICA
Aston Martin “Whisper” G12P (p. 10)
Handling
Speed Acceleration
Body
4/8
250
18
3
Autonav
Pilot
Sensor
Cargo
3
—
0
4
Seating: 2 bucket seats
Entry Points: 2 doors
Fuel: Gasoline (130 liters)
Point Value: 867
Template: Luxury sportscar
Other Features: APPS™, concealed armor
Armor
3
Load
65
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 9.9 km/liter
Cost: 130,000¥
Reference: Paranoid Animals of North America (Steamer)
BMW “VIP” 9000L (p. 10)
Handling
Speed Acceleration
Body
Armor Signature
4/8
160
12
3
3
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
5
85
Seating: 2 bucket seats + 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors
Landing/Takeoff: NA
Fuel: Gasoline (70 liters)
Economy: 9.6 km/liter
Point Value: 625
Cost: 94,000¥
Template: Luxury sedan
Reference: Paranoid Animals of North America (Steamer)
Other Features: Anti-theft system (4), APPS™, concealed armor
Ferrari “Ghost” 679 (p. 10)
Handling
Speed Acceleration
Body
Armor Signature
3/5
270
18
3
1
2
Autonav
Pilot
Sensor
Cargo
Load
4
—
0
2
45
Seating: 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + open
Landing/Takeoff: NA
Fuel: Gasoline (105 liters)
Economy: 9 km/liter
Point Value: 1,362
Cost: 205,000¥
Template: Luxury sportscar
Reference: Paranoid Animals of North America (Steamer)
Other Features: Anti-theft system (10), APPS™, EnviroSeal™
(gas), improved suspension, roll bars
Jaguar XXJ10 (p. 11)
Handling
Speed Acceleration
Body
Armor Signature
4/8
160
11
3
6
2
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
6
30
Seating: 2 bucket seats + 2 bucket seats
Setup/Breakdown: NA
Entry Points: 2 doors + 2 doors
Landing/Takeoff: NA
Fuel: Gasoline (50 liters)
Economy: 10 km/liter
Point Value: 769
Cost: 120,000¥
Template: Luxury sedan
Reference: Paranoid Animals of North America (Steamer)
Other Features: APPS™, concealed armor, EnviroSeal™ (gas)
Mazda “Commando” XV (p. 11)
Handling
Speed Acceleration
Body
Armor
4/7
133
10
3
3
Autonav
Pilot
Sensor
Cargo
Load
3
—
0
4
125
Seating: 2 bucket seats + bench
Entry Points: 2 doors + double-sized
Fuel: Gasoline (120 liters)
Point Value: 680
Template: Luxury sedan
Other Features: APPS™, concealed armor, roll bars
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 12 km/liter
Cost: 110,000¥
Reference: Paranoid Animals of North America (Steamer)
166
CHROMEBOOK 4
Mercedes “Mirage” Limousine (p. 11)
Handling
Speed Acceleration
Body
4/6
160
10
4
Autonav
Pilot
Sensor
Cargo
4
—
0
10
Seating: 2 bucket seats + 4 bucket seats
Entry Points: 2 doors + 2 double-sized
Fuel: Gasoline (300 liters)
Point Value: 1,699
Template: Luxury limousine
Other Features: APPS™
Armor
1
Load
100
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 12.4 km/liter
Cost: 350,000¥
Reference: Paranoid Animals of North America (Steamer)
Porsche “Cannon Ball” 971 (p. 11)
Handling
Speed Acceleration
4/8
270
18
Autonav
Pilot
Sensor
3
—
0
Seating: 2 bucket seats + bench
Entry Points: 2 doors + open
Fuel: Gasoline (100 liters)
Point Value: 642
Template: Luxury sportscar
Other Features: APPS™, roll bars
Body
3
Cargo
2
Armor
0
Load
50
Signature
2
Setup/Breakdown: NA
Landing/Takeoff: NA
Economy: 7.5 km/liter
Cost: 120,000¥
Reference: Paranoid Animals of North America (Steamer)
167
Sample Characters
Some sample charactes, all of them making use of the Chromebooks for equipment, cyberware, vehicles, and so on, as well as using some things from regular Shadowrun sourcebooks.
All characters were created using Shadowrun, Third Edition character generation rules, and will
need some adjusting for use with second edition rules.
Goncz-Taurus Pistol, selective-fire version (with 3× 30round clip and 100 rounds Multi-Flechette ammunition)
2× GPz-78 Mini-grenade
Militech Crusher SSG (with 5 clips and 50 rounds Regular
ammunition)
Militech Military/Police Shotgun 12 gauge model (with
20 rounds Flare ammunition and 50 rounds Regular
ammunition)
Optitech MagViewer
Polymer One-Shot Cannon
Slamdance Inc. Spawnblade
Telectronics “Scout” Signal Tracker
CYBERPIRATE
RACE (D)
Dwarf
ATTRIBUTES (A)
Body: 6
Quickness: 6
Strength: 7
Charisma: 4
Intelligence: 5
Willpower: 6
Body Index: 0.6
Essence: 5.45
Magic: —
Reaction: 5
Initiative: 5+1D6
ACTIVE SKILLS (B)
Cyber-Implant Weapons: 4
Diving: 5
Etiquette (Maritime): 3(5)
Heavy Weapons: 4
Intimidation: 4
Motorboat: 6
Ship: 3
Shotguns: 5
Throwing: 4
DICE POOLS
Combat: 8
LIFESTYLES
Low (12 months)
STARTING CASH
1,822¥ + (3D6x100¥)
PLAYING A CYBERPIRATE
Cyberpirates can be found all over the world, stealing
cargo from ships—or simply the ships themselves—to
stay alive. They’re in it for the money, and because it’s the
only way they know to make a living.
(See Cyberpirates for more information.)
KNOWLEDGE SKILLS
Famous Pirates: 4
Motorboat Background: 3
Navigation: 3
Pirate Bars: 3
Pirate Identification: 4
Politics: 2
Sea Monsters: 2
Smuggling Routes: 4
CYBERWARE
Mace Hand
Nikkon America Double-Split Pupil
BIOWARE
Otec Nitrogen Binders
CONTACTS
3 other Cyberpirates
Fence
Fixer
Mafia Boss
Mechanic
Snitch
GEAR
Arasaka OmniTec Radar Detector
3× Biotech-Askari Motion Restraints
DDI Prayerware
Everest VentureWare Grapple Line
10× FEN Dz 22 “Saucer Grenades”
168
SAMPLE CHARACTERS
PLAYING A FORMER SIMSENSE STAR
The Former Simsense Star used to be on top of the
world. She played in a number of well-known simsense
recordings, and she is still often recognized by fans of her
work. Unfortunately, something caused her to lose her
job—perhaps she said or did something she shouldn’t
have, or maybe the studio found someone else they liked
better than her. Whatever the case, she ended up out of
work and with a grudge against her former employer. As
a result, she took to the shadows in an attempt to pay
them back for dumping her like garbage.
Former Simsense Stars often have access to some
people they knew when they were in “the business,” and
usually have enough money to make up for their relative
lack of shadowrunning skills. While it is true that money
can’t buy everything, it can buy equipment needed to
keep you alive until you learn how to do that without that
gear to fall back on. The Former Simsense Star is now
learning how to do just that.
FORMER SIMSENSE
STAR
RACE (C)
Elf
ATTRIBUTES (D)
DICE POOLS
ACTIVE SKILLS (B)
KNOWLEDGE SKILLS
Body: 3
Quickness: 6
Strength: 3
Charisma: 6
Intelligence: 4
Willpower: 5
Body Index: 0.2
Essence: 3.33
Magic: —
Reaction: 5
Initiative: 5+1D6
Combat: 6
Athletics: 5
Bike: 3
Car: 3
Computer: 2
Diving: 3
Electronics (Simsense): 1(3)
Etiquette (Corporate): 1(3)
Etiquette (Media): 3(5)
Etiquette (Street): 1(3)
Pistols: 2
Submachine Guns: 1
Unarmed Combat: 1
Special Skills
Acting (Simsense): 5(7)
Dancing: 4
BTL Dealers: 1
English: 6
English Read/Write: 3
Electronics Background: 3
Legendary Simsense Stars: 4
Media Personalities: 5
Simsense Production: 5
CYBERWARE
Color Control Gland
Mediaware Cellular Phone
Raven Microcyb Supercompact Braindance Recorder
Voice Pattern (3)
Wearman Mark II
BIOWARE
Fresco’s Personal Nano-Groomers (Hollywood Hair™)
CONTACTS
Bodyguard (level 1)
Club Owner (level 1)
Decker (level 1)
Media Producer (level 1)
Street Mage (level 1)
GEAR
Armor Jacket (Designer-quality)
Bodyweight InterFlex Prime™
Budgetarms Laser-Niner (with 3, 15-round clips and 50
regular rounds)
DocWagon™ Contract (Platinum)
Kundalini Roadworks “Dart”
Tres Chic Clothing
Truman Paradiso simsense deck
LIFESTYLES
High (6 months)
Low (12 months)
STARTING CASH
8,896¥ + (3D6x100¥)
169
SAMPLE CHARACTERS
PLAYING A FREE TRADER
Free Traders are a vital part of the shadow community,
supplying it with everything that is either not legally
available, or costs too much on the normal market. If
somewhere there’s a need for something, there will be at
least one Free Trader risking life and limb to get it there
and sell it to the local fences and fixers.
A Free Trader needs to be well-connected in all the areas he plans to smuggle contraband between, in order to
first of all know what is wanted and what is offered for
sale, as well as to stay one step ahead of the law enforcement and border guards trying to prevent him from
delivering the goods.
Since border security can be tight in North America,
many Free Traders use low-altitude vehicles (LAVs) to
make their runs. Often they are highly modified, with
rigger controls, weapon mounts, and uprated engines to
increase the chances of survival when (it’s usually not “if”)
the Free Trader gets spotted. The Free Traders doing the
best business can afford T-birds like the GMC Banshee, but
many have to make do with modified commercial vehicles, which do have the advantage that they do not attract as much attention in cities.
FREE TRADER
RACE (D)
Ork
ATTRIBUTES (B)
DICE POOLS
ACTIVE SKILLS (C)
KNOWLEDGE SKILLS
Body: 7
Combat: 7
Quickness: 6
Control: 9
Strength: 5
Charisma: 3
Intelligence: 4
Willpower: 5
Body Index: 0
Essence: 3.55
Magic: —
Reaction: 5
Initiative: 5+1D6 (9+3D6 when rigging)
Car: 5
Car Build/Repair: 3
Gunnery: 4
Launch Weapons: 3
Negotiation: 4
Stealth (Hiding): 4(6)
Submachine Guns: 4
Vector Thrust Aircraft: 5
Border Guard Procedures: 3
Mafia Territory: 3
Smuggling Routes: 5
Yakuza Territory: 3
Who Wants What: 4
CYBERWARE
Datajack
Tazer Grip
Vehicle Control Rig (2)
CONTACTS
Corporate Official (level 1)
Fence (level 2, in home town)
Fence (level 1, in different city)
Mafia Boss (level 1)
Yakuza Boss (level 1)
GEAR
Bell-Boeing Aircar (second-hand; with datajack port, rigger adaptation, and standard armor (3); minus 4 bucket
seats. CF: 24, Load: 405 kg)
Contraband (100,000¥ worth in whatever form you like)
DataTel’s Mapmaker® (with Navstar satellite link system)
ID Badgemaker
Militech-10 SMG (with 5 clips, 60 rounds regular ammunition, 90 rounds HEP ammunition, and 10 fragmentation grenades)
Nova .338 Citygun (with 6 clips and 54 rounds regular
ammunition)
Spinelli Autotech “Nomad” (with datajack port and rigger
adaptation)
ThunderArc Automapper™
Travel Kit (with 10 extra pajamas)
LIFESTYLES
Low (6 months)
Middle (4 months)
STARTING CASH
21,683¥ + (3D6x100¥)
170
SAMPLE CHARACTERS
PLAYING A TECHNOMANCER
Unlike many magicians, the Technomancer makes active use of all the latest technology; most magicians do
use modern technology—it is hard not to when living in
the Sixth World—but Technomancers try to integrate
magic and technology as far as possible. They use electronic items as fetishes and foci, learn spells that affect, or
can be used with, technological devices, and many even
have cyberware implanted into their bodies.
However, they are not burnouts, and try to keep a
careful balance between invasive technology and their
magical capabilities, so as to avoid losing their abilities
altogether. Still, this does not stop them from using any
non-implant technology they feel is necessary to accomplish their goals. Some even attempt to learn decking or
rigging skills, with varying success.
Technomancers are relatively rare in the shadows, and
in the world in general in fact, but many believe they are
the wave of the future—after all, they reason, technology
will march on and magic will have to somehow integrate
with it if it is to survive as well.
TECHNOMANCER
RACE (E)
MAGIC (A)
ATTRIBUTES (C)
DICE POOLS
ACTIVE SKILLS (D)
KNOWLEDGE SKILLS
Human
Body: 3 (4)
Quickness: 5
Strength: 4
Charisma: 3
Intelligence: 4
Willpower: 5
Body Index: 0
Essence: 5.15
Magic: 5
Reaction: 4
Initiative: 4+1D6
Assault Rifles: 4
Aura Reading: 3
Conjuring: 6
Cyber-Implant Weapons: 3
Etiquette (Street): 1(3)
Interrogation (MachineAided): 3(4)
Pistols: 3
Sorcery: 5
Full Magician
Combat: 7
Spell: 7
English: 6
English Read/Write: 3
Electronics Background: 3
Magic Background: 4
Math: 5
Modern Technology: 3
Psychology: 2
Spirit Types: 3
CYBERWARE
Gradiated Subdermal Armor (level 3)
Kiroshi® OptiShields® (with Low-Light, Magnification (3),
and TinesSquare Plus)
Psiberstuff® Independant Cyberhand (with Wolvers)
SPELLS
Analyze Device: 6
Chaos: 4
Combat Sense: 4
Lightning Bolt: 5
Magic Fingers: 5
Stealth: 4
CONTACTS
Fixer (level 1)
Street Mage (level 2)
Talismonger (level 1)
GEAR
Arasaka JetSetter Executive Briefcase (with silent alarm
and NachtJager gas trap)
Darra-Polytechnic M-9 Assault Rifle (with laser sight and 3
clips and 120 rounds hollow-point ammunition)
2× Elemental Conjuring Materials (6)
2× Expendable Spell Focus (Detection Spells, Force 5)
2× Expendable Spell Focus (Illusion Spells, Force 4)
Hermetic Library (Conjuring, rating 6)
Hermetic Library (Sorcery, rating 6)
Miniature Copier
Mitsuzuki Bushi
Optitech MagViewer (with Digital Camera, IR, and LowLight)
Ordinary Clothing
SecSystems Protection Field
Sleep Inducer
Stein & Wasserman “Tri-Star” Revolver (with 50 rounds
#000 Triplex ammunition and Speedholster)
Telectronics “Black Book” Microcomp
Telectronics Tattletale® Voice Stress Analyzer
ThunderArc Industries Three-D Holophone
LIFESTYLE
Middle (3 months)
STARTING CASH
4,427¥ + (3D6x100¥)
171
Equipment Tables
Following are the game stats for all items from the four Chromebooks, plus those from the other Plastic Warriors releases,
updated to include Paranoid Animals of North America and the conversions for Blackhand’s Street Weapons. The Book notation gives the book in which the item can be found, together with the relevant page number in that book: BSW = Blackhand’s
Street Weapons 2057, CB1 = Chromebook 1, CB2 = Chromebook 2, and CB3 = Chromebook 3, CB4 = Chromebook 4, P3 =
Project 3, PA = Paranoid Animals of North America, RG = Running Gear; TS = Tech Specs. (For items that appear in multiple
books, only one is listed.)
Firearm names often have a code following them to indicate any accessories that come standard with the weapon. This
code is as follows: b = bipod, c = caseless ammo, et = electro-thermal ammo enhancement, g# = gas vent level #, l = laser
sight, ll = low-light, m# = magnification level #, p = shock pads, r# = internal recoil compensation level #, rf = rangefinder, rg
= rangefinder grenade link, ss = silencer/suppresser, s# = smartlink level #, t = thermographic. Codes are separated by commas to avoid confusion between similar ones.
LIFESTYLE
General Items
Concealability
Armament Suitcases
Armament Briefcase
—
Computer Case
—
Guitar Case
—
Keyboard Case
—
Large Suitcase
—
Small Suitcase
—
Tool Case
—
Violin Case
—
ArmorSaver Drink
—
Autotanner
3
Bar-In-A-Briefcase
3
Biotech Nutrisupplement
—
Biotech Nymph Perfume
—
Bodyweight InterFlex™ Cybergenics Machine —
Bodyweight InterFlex Prime™
—
Boyo Bodyfree Masks
8
Filter mask
DDI PrayerWare
7
EnduroDrink
—
Everest VentureWare Climbing Spikes
3
Everest VentureWare Grapple Line
2
Flavored Cigarettes
—
Folding Pocket Optical Binoculars
8
Image Fasionware
Heat-sensitive Color Changers
—
Stars & Shapes
—
Trademarks & Logos
—
Life/Support®
4
Nano-Paper
—
Light
8
RadTech Rechargeable Battery Pack
11
RadTech SmartWheel
—
RadTech Surface Imaging Sonar/SmartLogic —
RecreaTech Powerblades
—
Shower-In-A-Can
8
Skunker
7
Sleep Inducer
6
Slosh Bag
2
Sonic-II SkateBoard
2
Spider-IX SkateBoot
2
Swiss Army Kife
—
Taser Wallet
10
TechJager Anti-Pursuit Liquids
BadFumes
—
FireFun
—
Stickum
—
Rating
Weight
amor 0/2
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
1.5
1.5
3.5
3
3
2.5
1
2
—
1
5
.5
—
—
—
—
4/36 hrs
4/36 hrs
5/36 hrs
6/36 hrs
6/36 hrs
5/36 hrs
4/36 hrs
6/36 hrs
6/72 hrs
always
6/36 hrs
always
always
6/7 days
6/7 days
—
—
—
–1
—
—
7×
—
—
—
3
—
—
on payment
2/3 hrs
2/24 hrs
always
always
always
—
—
—
—
—
—
—
+1
–2
—
—
—
4
—
—
—
—
—
—
—
—
1.5
—
—
.1
—
.1
2.5
.5
.25
.5
2
2
2
—
—
3/24 hrs
2/24 hrs
4/24 hrs
5/36 hrs
8/14 days
5/72 hrs
2/36 hrs
6/36 hrs
6/36 hrs
3/48 hrs
2/12 hrs
5/60 hrs
6/4 days
4/72 hrs
8/48 hrs
9/60 hrs
always
5/48 hrs
—
—
—
—
—
—
6/72 hrs
8/72 hrs
6/72 hrs
172
Availability
Cost
Street Index
Book
500¥
450¥
700¥
700¥
600¥
500¥
400¥
650¥
50¥ per can
200¥
100¥
10¥
200¥
2,800¥
4,400¥
600¥
+50¥
120¥
8¥ per can
75¥
240¥
2¥ per pack
50¥
2
2
2
2
2
2
2
2
2
.9
.75
.8
.9
.9
.9
1
RG p.28
TS p.29
TS p.29
TS p.29
TS p.29
TS p.29
TS p.29
TS p.29
CB4 p.72
CB2 p.33
CB1 p.16
CB2 p.11
CB2 p.11
CB4 p.74
CB4 p.75
CB3 p.20
—
.75
1
1
.8
1
CB2 p.13
CB4 p.71
CB3 p.15
CB3 p.15
CB1 p.16
P3 p.17
120¥
50¥
100¥
500¥
30¥ per sheet
10¥
50¥
90¥
210¥
400¥
3¥
70¥
85¥
65¥
750¥
1,900¥
30¥
165¥
1
1
1
.9
3
1.5
.8
1.2
1.2
1
1
1.3
2
1
2
2.1
1
1.5
CB1 p.60
CB1 p.60
CB1 p.60
CB1 p.6
CB4 p.70
CB4 p.70
RG p.94
RG p.95
RG p.95
CB4 p.56
CB1 p.16
CB2 p.45
CB1 p.11
CB1 p.16
RG p.95
RG p.95
P3 p.17
CB2 p.45
500¥
700¥
400¥
2
3
2
CB4 p.69
CB4 p.69
CB4 p.69
EQUIPMENT TABLES
LIFESTYLE (continued)
General Items
Concealability
TechJager Plug-in Air Foulers
Burnt Almond Scent
4
Hickory Smoke
4
Potpourri
4
Spring Breeze
4
Wintergreen
4
Temperfoam Furniture
—
Thermite-in-a-Tube
—
Travel Kit
3
Utopian “Small Wonders” NanoAgents
—
Rating
Weight
—
—
—
—
—
—
—
—
—
—
—
—
—
—
varies
—
5
—
ENTERTAINMENT
Concealability
DataTel Holotanks
Desktop
—
Holotank
—
Tabletop
—
Eastman Arts Mindscape® Cyberholo Art Imager—
Eastman KodaGraphix Holograpgic Camera normal
Newsviewer
4
Rush® Virtual Entertainment System
3
Multi-player Adaptor
—
Total Environment
—
Video Wall™
—
Virtual Villains
—
Stephenson Technologies Sound
Optimization System
—
Wall Speakers
12
Rating
Weight
Availability
—
—
—
+1
—
—
—
—
—
—
—
15
100
5
—
normal
.1
4.5
—
.75
5
—
+2
—
—
—
ELECTRONICS (memory capacity
Concealability
In parentheses where applicable)
Advanced Communications Suitcase
3
Cab Hailer
10
Computer Upgrades
Dataports
—
External Memory
—
Memory Upgrades (+10 Mp)
—
DataTel RotoWrighter
8
DataTel “Treasurer” Datawatch (1 Mp)
12
EBM Carfaxx® 2002
—
EBM “PCX” Minicomp
Cyber-PCX (25 Mp)
3
PCX (25 Mp)
3
Enhanced Sunglasses
Flare Compensation
12
Smartgun
12
Thermographic
12
Fax Plus 1000™ Fax Machine
6
Hybrid™ Wearable Computer (25 Mp)
6
MedicWare
6
IEC Domitic System
—
Image Wallet
8
Kiroshi Optics Heads-Up Display
Goggles
—
Mirrorshades
—
Monocle
—
Language Processors
—
Mastoid Commo
8
Mead Electronic Notebook (30 Mp)
4
Microtech IIKL-4 Workstation
Cyber model (40 Mp)
—
IIKL-4 (40 Mp)
—
Microtech “PCZ Super” Laptop (30 Mp)
1
Miniature Copier
3
Mini-Printer
3
Office Communications Suite
—
Optical Remote
—
Orientation Unit
6
Paper Shredder
—
Rating
Weight
—
—
6
—
8/48 hrs
upon payment
—
—
—
—
—
—
—
.25
—
.25
—
—
always
always
always
always
always
—
—
—
1
1
3/24 hrs
always
—
—
—
—
—
Biotech: 3
—
1
.1
.1
.1
.5
2
2
—
.1
—
—
—
4
—
—
—
—
—
—
—
—
—
—
—
173
Availability
Cost
Street Index
Book
700¥
575¥
550¥
650¥
550¥
80¥ to 140¥
90¥ per tube
500¥
500¥
3
3
3
3
3
.5
3.5
1
2
CB4
CB4
CB4
CB4
CB4
CB1
CB4
CB1
CB3
Cost
Street Index
Book
4/48 hrs
5/48 hrs
4/48 hrs
always
always
3/36 hrs
always
always
always
always
always
1,000¥
5,000¥
500¥
6,000¥
2x normal
100¥
500¥
100¥
1,000¥
3,500¥
150¥
1.2
1.2
1.2
1
+1
1
.8
.6
.8
1
.9
CB2
CB2
CB2
CB2
CB2
CB1
CB2
CB2
CB2
CB2
CB2
8/7 days
Always
10,000¥
250¥
1
1
Cost
Street Index
8,000¥
150¥
1.5
1
CB1 p.4
CB1 p.5
100¥
200¥
200¥
20¥
55¥
500¥
.75
.75
.75
1
1.5
—
CB3 p.70
CB3 p.70
CB3 p.70
CB3 p.13
CP2 p.16
CB1 p. 8
3,500¥
2,500¥
1.5
1
CB2 p.14
CB2 p.14
5/24 hrs
2,000¥
4/24 hrs
1,950¥
4/24 hrs
2,600¥
always
300¥
10/8 days
3,000¥
10/8 days
3,500¥
2/48 hrs 2D6x50¥/sq. meter
4/36 hrs
250¥
1.5
1
1.25
1
2
2
—
1
P3 p.13
P3 p.13
P3 p.13
CB3 p.12
CB2 p.19
CB2 p.19
CB3 p.19
CB1 p.10
1
—
—
—
—
1
8/7 days
8/7 days
8/7 days
always
2/12 hrs
always
150¥
300¥
200¥
+40%
1,000¥
3,000¥
3.5
3.5
3.5
1
.6
1
CB2 p.17
CB2 p.17
CB2 p.17
CB2 p.15
RG p.49
CB2 p.12
10
10
3
.5
.5
—
—
.5
2.5
3/36 hrs
always
always
2/12 hrs
always
10/10 days
4/12 hrs
5/4 days
always
1,120¥
800¥
750¥
230¥
125¥
10,000¥
100¥
1,500¥
500¥
1
.75
.75
.8
1
2.5
.7
1
1
CB2 p.15
CB2 p.15
CB3 p.62
CB3 p.13
CB1 p.8
CB1 p.5
CB3 p.20
P3 p.13
CB1 p.8
8/10 days
8/10 days
8/10 days
8/10 days
8/10 days
2/24 hrs
5/7 days
always
4/60 hrs
Availability
p.73
p.73
p.73
p.73
p.73
p.13
p.72
p.16
p.4
p.29
p.29
p.29
p.30
p.30
p.10
p.34
p.34
p.34
p.34
p.34
CB4 p.70
CB4 p.72
Book
EQUIPMENT TABLES
LIFESTYLE (continued)
ELECTRONICS (memory capacity
Concealability
In parentheses where applicable)
Phone Upgrades
Call Forwarding
—
Call Waiting
—
Conference Calling
—
Digital Recorder
—
ECM Scrambler
—
Emergency Dialer
—
Fax Interface
—
Privacy Plus™
—
Split Line
—
Tight Beam
—
Video Option
—
Voicemail
—
Pocket Commo
7
Power Grid® Solar-Electric Panel
2
Pressure Trigger
8
Techtronics “Black Book” Microcomp (12 Mp) 4
ThunderArc Industries Three-D Holophone
—
Tritech Datashielding
—
Tritech Echolocation Goggles
—
Wutani Sensors Motion Tracker
6
Wyzard Electronics “Handbox” Computer
3
Zetatech “E-Book” Microcomp
Cyber model (12 Mp)
4
E-Book (12 Mp)
4
Zetatech CompuMods™
Bug Detector
—
Bug Jammer
—
Credit Transactor
—
Drug Analyzer
—
Lie Detector
—
Medscanner
—
Radar Detector
—
Signal Tracker
—
Techscanner
—
Voice Stress Analyzer
—
Zetatech® PDA+ (20 Mp)
—
Zetatech® PS-4040 Portastation (30 Mp)
—
Rating
Weight
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
2
—
—
—
—
—
—
—
—
—
—
3
—
—
.1
1
—
—
1
+1
.5
4
1
—
—
WORKING GEAR
Concealability
Arc Furnace
—
Barbed Wire (per 100 meters)
—
Buchsterhude GmbH Tool Kits
—
CTS, PLC ‘Pembroke’ Techscanner
—
Duct Tape
—
‘Farinata’ Tech Tool Kit
3
‘Francesca’ Tech Scanner
3
Frostech Portable Cryogenic Case
2
Geotech Enviroscanner
5
Geotech Enviroscanner
6
Kendachi Monowire
—
Microtech Virtual Reality BBS
—
Monowire (per meter)
—
Portable Electropack
3
Portable Fire Extinguisher
2
Raven® Interface Monitor
5
Raven® “Spider” Microwaldo Bracer
Cyberarm version
—
Normal version
—
Raven® “Tripod” Waldo Set
—
Razor Wire (per 100 meters)
—
Swiss Army Chronograph
—
Techtronica “Mite” Diagnostic Remote
Cyberarm version
—
Normal version
—
Telectronics® Micromanipulator Rig
—
‘Venedico’ Electronics Tool Kit
3
Cost
Street Index
always
always
always
6/36 hrs
always
always
always
always
always
2/12 hrs
always
always
always
4/36 hrs
6/4 days
always
3/24 hrs
5/48 hrs
3/36 hrs
4/72 hrs
2/6 hrs
50¥/month
50¥/month
50¥/month
2,500¥
25¥
150¥
150¥
3,000¥
100¥
200¥
450¥
40¥/month
500¥
100¥
150¥
5,750¥
9,000¥
+20%
2,500¥
770¥
6,700¥
—
—
1
1
1
1
1
1
1
2
1
1
.5
1.1
3
1.6
1.25
1.2
1
3
1.25
CB3 p.13
CB3 p.13
CB2 p.33
CB2 p.33
CB2 p.33
CB2 p.33
CB2 p.33
CB2 p.33
CB2 p.33
CB3 p.13
CB2 p.33
CB2 p.33
RG p.50
CB1 p.16
CB4 p.69
CB2 p.15
CB3 p.13
CB2 p.17
CB4 p.68
CB4 p.71
CB3 p.63
—
—
3/36 hrs
always
6,720¥
4,800¥
2
1.5
Cb2 p.14
CB2 p.14
1-10
1-10
—
1-4
1-3
1-4
1-10
1-10
1-4
1-3
—
—
—
—
—
—
—
—
—
—
—
—
1.1
3
rating/48 hrs rating x600¥
rating/72 hrs rating x600¥
2/24 hrs
750¥
rating/48 hrs rating x225¥
(rating x3)/48 hrsrating x600¥
rating/24 hrs rating x750¥
rating/72 hrs rating x450¥
rating/48 hrs rating x900¥
rating/24 hrs rating x750¥
(rating x2)/48 hrsrating x300¥
always
3,000¥
always
1,600¥
1.5
1.5
1
2
2
1.5
1.5
1.5
1.5
2
1
.75
CB2
CB2
CB2
CB2
CB2
CB2
CB2
CB2
CB2
CB2
CB3
CB3
Rating
—
3L
—
–1
—
—
—
armor 2/2
3
4
—
–1
—
—
4
–1
Weight
—
20
5
5
—
5
5
2
1
1
—
—
—
2
9
1
—
—
—
3M
—
—
—
—
—
174
Availability
Book
p.18
p.18
p.18
p.18
p.18
p.18
p.18
p.18
p.18
p.18
p.62
p.61
Availability
Cost
Street Index
6/7 days
10,000¥
1
always
25¥
.75
6/48 hrs
1,000¥
2
9/72 hrs
1,500¥
3.5
always
10¥ per 35 meters
1
5/48 hrs
350¥
2
5/48 hrs
1,200¥
2
6/12 hrs
250¥
1.2
8/7 days
45,000¥
3
4/24 hrs
1,400¥
1.2
8/7 days
60¥ per meter
2.5
6/7 days
10,000¥
1
always
2¥
1
always
100¥
1
2/12 hrs
150¥
.8
6/48 hrs
8,000¥
1
Book
CB3 p.4
P3 p.53
CB3 p.12
CB3 p.12
P3 p.17
CB3 p.9
CB3 p.8
CB2 p.13
CB3 p.16
CB2 p.11
CB2 p.44
CB2 p.12
P3 p.17
CB2 p.13
P3 p.74
CB3 p.5
2
2
25
25
—
8/72 hrs
6/72 hrs
10/7 days
3/48 hrs
always
8,000¥
7,000¥
8,000¥
75¥
120¥
3.25
3
3.5
1
1
CB3 p.11
CB3 p.11
CB3 p.10
P3 p.53
P3 p.18
1
1
—
5
8/72
6/72
8/72
5/48
5,000¥
4,000¥
3,000¥
1,350¥
3.25
3
3
2
CB3
CB3
CB3
CB3
hrs
hrs
hrs
hrs
p.11
p.11
p.5
p.9
EQUIPMENT TABLES
LIFESTYLE (continued)
MEDIA EQUIPMENT
Concealability
Digital Recording Studio
—
Fibre-Optic Cable
—
Kiroshi Optics Remote Cybercam 20
—
Nikkon America Campod
—
WorldSat Communications Flopscreen™
—
Rating
—
—
—
—
—
Weight
—
—
1
2
1
Availability
Cost
Street Index
8/14 days
12,000¥
1.1
always
0.10¥ per meter
1
2/48 hrs
1,350¥
1
4/72 hrs
2,000¥
1
always
4,500¥
1.1
Book
CB1 p.12
CB3 p.4
CB2 p.13
CB2 p.11
CB2 p.16
MUSICAL INSTRUMENTS
Concealability
DPI “Black Box” Backup Synthamp
4
Datachips
—
DPI Body Rythm™ Dance Bracelets (per pair) —
DPI Drumsticks
4
Washburn Soundmachine Guitar
—
Yamaha RX4000 “Hurricane” Ultrasynth
—
Rating
—
—
—
—
+1
+4
Weight
3
—
—
.25
3.5
—
Availability
6/48 hrs
6/48 hrs
always
3/36 hrs
5/60 hrs
always
Book
CB2 p.25
CB2 p.25
CB2 p.26
CB1 p.11
CB2 p.26
CB3 p.14
Cost
8,000¥
100¥
400¥
800¥
1,000¥
9,380¥
Street Index
1.3
1.3
1
1
1
1
BIOTECH
DRUGS
Alcohol
Amphetamines
Barbiturates
Benzodiazepines
Bioenhancement Tablets
Brown Study
Butaqualide
Caffeine
Chloral Hydrate
Cocaine
Diamond-Four
Ecstacy
Addiction Tolerance
Strength
2M
5P
4M,3P
2M,2P
4P
1M
5M
1M
4M,3P
6P
2P
4M
3
3
3
5
3
4
3
3
3
3
2
4
50
6
5
5
4
10
10
50
5
5
10
20
4P
5P
2M
4
2
5
5
10
20
3M,4P
5M,5P
4M,4P
1M
1M
4
3
5
1
2
3
3
7
50
4
3M
3
10
MDA, MDMA
Meperidine
2M
4M,4P
2
5
6
4
Mescaline
Methadone
Methaqualone
Methylphenidate
2M
2M,3P
4M,4P
3P
2
3
4
5
4
5
2
4
Morphine
Musk
Nicotine
4M,4P
3M
3M
4
3
1
10
20
20
NuYou
Opium
Paxium
Phencyclidine
Phenmetrazine
6M
4M,4P
2M
5M
5P
3
3
4
4
4
10
15
20
2
5
8P
6P
5M
4M
5P
2M
5M
2
4
2
3
1
4
3
2
5
5
5
5
5
10
Endorphins
FoolKiller
Genesios Three
Glutethimide
Heroin
Hydromorphone
J
LSD
Marijuana
Ribopropylmethionine
Schwarzeneine
Shades
Sonniene
Spaz
Triphetamines
Zen
Speed
Vector
1D6 min. ingestion
5 min.
ingestion
10 min.
ingestion
10 min.
ingestion
immediate ingestion
30 min.
ingestion
1D6 min. ingestion
30 min.
ingestion
30 sec.
injection
immediate inhalation
immediate injection
2 min.
inhalation
2 min.
injection
30 min.
ingestion
1D6 min.
injection
immediate inhalation
1D6 turns injection,
ingestion
10 min.
ingestion
1 turn
injection
1 min.
injection
1 min.
ingestion
20 min.
ingestion
2D6 min.
1D6 min.
20 min.
1 min.
inhalation
ingestion
ingestion
injection,
ingestion
5 min.
air
1 min.
inhalation
10 min.
ingestion
5 min. or ingestion,
1 min.
inhalation,
injection
1 min.
injection
2D6 hrs
injection
immediate inhalation,
dermal,
ingestion
3D6 hrs
injection
10 min.
inhalation
2D6 min. ingestion
2 min.
injection
5 min.
ingestion
1 min.
injection
3 min.
injection
1D6 min.
injection
30 min.
ingestion
2D6 min. ingestion
immediate air, ingestion
1 min.
ingestion
10 min.
inhalation
175
Availability
Cost
Street
(dose)
Index
Always
1-10¥
.8
4/3 hrs
75¥/50 tablets
1.5
4/3 hrs
1¥
.8
4/3 hrs
1¥
.9
— gamemaster’s discretion —
6/6 hrs
35¥
3
5/1 hr
20¥
2.5
Always
5¥/100 tablets
1
5/4 hrs
2¥
1
4/1 hr
10¥
2
10/48 hrs
1,500¥
3.5
5/7 hrs
150¥
4
Book
6/3 hrs
8/3 hrs
14/14 days
RG p.71
RG p.79
RG p.71
RG p.71
CB4 p.29
RG p.79
RG p.71
RG p.79
RG p.71
RG p.79
RG p.74
RG p.75
30¥
35¥
1,000¥
3
2.5
8.5
RG p.79
RG p.74
RG p.75
3¥
20¥
250¥
600¥
5¥/dose or
200¥/100 tablets
4¥
20¥
10¥
500¥
1
2.5
1.5
4
1.5
RG p.72
RG p.77
RG p.77
RG p.80
RG p.75
.5
RG p.72
1.7
2.5
RG p.76
RG p.78
80¥
50¥
3¥
25¥
2
2
1.2
1.8
RG p.76
RG p.78
RG p.72
RG p.80
4/3 hrs
3/1 hr
Always
150¥
250¥
2¥/pack
1.25
2
.8
RG p.78
RG p.74
RG p.72
4/2 hrs
6/2 hrs
3/1 hr
8/14 hrs
5/3 hrs
350¥
50¥
5¥
25¥
75¥/10 tablets
3
1.25
2.5
2.5
1.5
RG p.74
RG p.78
RG p.73
RG p.76
RG p.80
10/7 hrs
8/3 hrs
4/1 hr
4/1 hr
8/24 hrs
5/3 hrs
5/10 hrs
100¥
45¥
30¥
80¥
10¥
25¥/50 tablets
120¥
3
3.5
2
3
1.5
1.5
3
RG p.76
RG p.73
RG p.73
RG p.73
RG p.80
RG p.81
RG p.77
5/4 hrs
5/2 hrs
5/6 hrs
10/3 hrs
4/7 hrs
6/1 hr
4/7 hrs
6/56 hrs
4/5
5/6
4/3
4/3
hrs
hrs
hrs
hrs
EQUIPMENT TABLES
BIOTECH (continued)
Miscellaneous
Aesculapus Incorporated Cybercast
Archaesthetic
Bodyweight Portable Intern Unit
RapiDetox
Concealability
3
—
2
—
Rating
+2
–1
1
—
Weight
1.5
1
2
5
Availability
3/12 hrs
6/7 days
3/24 hrs
5/4 days
Cost
3,000¥
10,000¥
120¥
1,500¥
Street Index
2
4
1.5
3
Book
CB3 p.7
CB3 p.6
CB3 p.7
CB3 p.6
MELEE WEAPONS
Conceal
2
8
8
3
8
8
6
10
16/4
4
8
2
2
5
5
—
—
—
8
6
7
3
5
Reach
1
0
0
0
0
0
0
0
0
1
2
1
1
2
1
1
2
2
0
0
0
0
1
—
3
6
2
8
2
6
3
4
3
7
2
2/10
0
2
2
1
0
2
0
1
1
1
0
1
0
3
5
9
—
1
0
3
0
Lance
Long Spear
Longsword
Mace
Mace
Mersch MX-23 Stunlance
—
2
4
2
4
2
2
2
1
1
1
2
Militech Electronics Taser II™
Mjolnir warhammer
Morning Star
Mystic Technologies Spring Knife
Mystic Technologies Nunchaku/Blade
Nunchaku
Sword
Naginata
Nomad Smartwhip
Nunchaku/Tonfa
Powell Knife Pistol
Rapier
7
—
2
8
4
0
2
1
0
1
Axe
Bayonet
Bayonet/Survival Knife
Bear-Knife
Bio-Injector
Bio-Injector
Bowie Knife
Brass Knuckles
Brass Knuckles
Broadsword
Bullwhip
Cane Knife
Cane Sword
Cat With Nine Tails
Club
Chainsaw
Decapitator battleaxe
Devil’s Star mace
DinaTech F5C
Drug-A-Thug™
Dynatech Industries Hand Taser
Entrenching Tool
Excalibur Nightstick
Basic-type
Mace-type
Taser-type
Fashion Gloves
Flail
Flogger whip
Gasher battleaxe
Gutter dagger
Halberd
IMI “Chainknife”
Katana
Kendachi M-33 Powersword
Kendachi MonoKatana®
Kendachi Monoknife®
Kendachi Mononaginata
Kendachi Monosword Cane
Kendachi Mono-Two
Long Sword
Short Sword
Kendachi Monowhip
Kitchen Sink
2
6
7
8
5
1
2
1
0
1
Damage
Weight
(str)S
2.5
(str)L
.25
(str)L
.25
(str+2)M
1
5L
—
5L + drug
.5
(str+2)L
1
(str+1)M Stun
.2
(str+1)M Stun
.2
(str+1)M
2
(str)L
1
(str+1)M
1
(str+1)M
1
(str+2)M
3
(str+1)M Stun
1.5
6S
4
(str+4)S
11
(str)S
10
(str÷2)L or (str)L —
drug
.5
9S Stun
.5
(str)M
.75
1
(str+1)M Stun
mace
8S Stun
(str+1)M Stun
.2
(str+1)M Stun
.75
(str)M
1
(str)S
2
(str)M
.5
(str)S
6
(str+5)L
.75
(str+3)M
2
(str+1)S
3
(str+4)M
1
(str+1)L
.5
(str+2)L
.5
(str+1)M
.75
(str+3)M
(str+1)M
10S
((2× Strength)–6)S
Stun
(kph÷5)M
(str)S
(str+2)M
(str)M
(str+1)M Stun
point: (str+2)L
taser: 9S Stun
5S Stun
(str+4)D
(str+1)M
(str+2)L
(str+2)M Stun
(str+3)M
(str+1)L
(str+3)L
(str+2)M Stun
(str)L
(str+2)M
Cost
60¥
35¥
35¥
2,000¥
15,000¥
15,000¥
50¥
20¥
20¥
1,000¥
100¥
600¥
600¥
1,000¥
10¥
500¥
2,000¥
1,500¥
350¥
150¥
500¥
50¥
1,800¥
Street Index
1
.8
.8
1
3
1
.8
.75
.75
3
1
2
2
3
1
1
3
3
3
2
2
1
2
Book
BSW p.2
TS p.22
BSW p.2
P3 p.44
TS p.29
PP3 p.9
P3 p.74
BSW p.2
P3 p.9
P3 p.47
P3 p.46
P3 p.10
P3 p.10
P3 p.46
P3 p.44
BSW p.2
P3 p.43
P3 p.44
P3 p.56
CB2 p.45
BSW p.6
BSW p.2
BSW p.2
4/36 hrs
4/12 hrs
6/48 hrs
6/48 hrs
6/48 hrs
6/48 hrs
6/48 hrs
6/48 hrs
8/14 days
8/5 days
6/60 hrs
6/60 hrs
8/72 hrs
5/48 hrs
350¥
50¥
500¥
1,000¥
1,000¥
1,000¥
120¥
2,000¥
1,860¥
1,200¥
200¥
300¥
1,020¥
1,650¥
1
1
3
3
1
3
1.2
3
3
2.5
1
1
1
2.1
P3 p.16
P3 p.10
P3 p.46
P3 p.43
P3 p.44
P3 p.46
CB2 p.44
P3 p.47
CB1 p.55
RG p.52
RG p.52
RG p.52
BSW p.3
CB1 p.55
26/14 days
always
3,500¥
100¥
3
1
CB2 p.44
P3 p.57
2
4
2
5
1
3
4/12 hrs
6/48 hrs
6/48 hrs
6/48 hrs
2/6 hrs
5/48 hrs
60¥
1,000¥
1,000¥
700¥
40¥
2,500¥
1
3
1
3
1
1
P3 p.10
P3 p.46
P3 p.47
P3 p.44
P3 p.10
RG p.22
.5
15
7
.75
.5
4/24 hrs
6/48 hrs
6/48 hrs
4/12 hrs
3/8 hrs
300¥
2,000¥
1,000¥
125¥
800¥
1
3
3
1.2
.75
BSW p.7
P3 p.45
P3 p.44
CB2 p.45
BSW p.3
1.5
1
.5
.5
2
4/12 hrs
6/72 hrs
3/8 hrs
5/48 hrs
6/48 hrs
50¥
600¥
40¥
250¥
1,000¥
1
1
.75
1
3
BSW p.2
BSW p.3
BSW p.2
P3 p.10
P3 p.47
1
.75
—
10
176
Availability
2/4 hrs
2/8 hrs
2/8 hrs
6/48 hrs
14/7 days
10/96 hrs
3/24 hrs
2/24 hrs
2/24 hrs
6/48 hrs
6/48 hrs
10/7 days
10/7 days
6/48 hrs
2/6 hrs
3/6 hrs
6/48 hrs
6/48 hrs
10/14 days
3/8 hrs
5/36 hrs
3/16 hrs
4/48 hrs
EQUIPMENT TABLES
MELEE WEAPONS (continued)
Rippers cyberweapons
Scimitar
Scratchers cyberweapons
Scythe
Shock Touch™ Personal Protection
Gloves
Shortsword
Skull Crusher warhammer
SlamDance, Inc. Hyper-Hammer
Slamdance Inc. Spawnblade
Sledgehammer
SPM-1 Battleglove
Staff
Stiletto
Stiletto
Switchblade
Taser II™
Techtronica Black-Zap Glove
Tetsubo
Two-Handed Sword
Utility Sword/Machete
Whip
Conceal
6
4
—
—
Reach
0
1
0
2
Damage
(str÷2)M
(str+2)M
(str+1)L
(str+1)S
Weight
—
1.5
—
7
Availability
5/3 days
6/48 hrs
4/3 days
6/48 hrs
Cost
8,000¥
1,000¥
5,000¥
1,000¥
Street Index
1
3
1
3
Book
TS p.16
P3 p.47
TS p.17
P3 p.46
9
5
2
1
8
1
—
2
10
14
9
7
4
—
2
4
6
0
1
1
1
0
1
0
2
0
0
0
0
0
2
1
1
2
6S Stun
(str)M
(str)S
(str+2)D
(str)L
(str+2)S Stun
(str+3)M
(str+3)M Stun
(str)L
(str–1)L
(str–1)L
5S Stun
9S Stun
(str+3)S
(str+3)S
(str+2)M
(skill÷2)L
—
2
5
8
.5
3
1.5
2
.3
.1
.1
.5
1
3
5
.75
.5
5/48 hrs
6/48 hrs
6/48 hrs
20/21 days
4/72 hrs
2/4 hrs
10/7 days
3/24 hrs
6/48 hrs
2/24 hrs
2/6 hrs
4/24 hrs
6/48 hrs
5/24 hrs
6/48 hrs
4/24 hrs
5/24 hrs
720¥
1,000¥
1,000¥
2,000¥
100¥
50¥
900¥
100¥
1,000¥
10¥
25¥
300¥
1,200¥
500¥
3,000¥
60¥
200¥
2
3
3
2.5
1.1
1
2
1
1
.5
.75
1
2.2
1
3
1
1
CB4 p.56
P3 p.47
P3 p.45
BSW p.38
CB2 p.44
BSW p.2
BSW p.4
P3 p.46
P3 p.44
P3 p.9
BSW p.2
CB2 p.45
CB1 p.49
P3 p.11
P3 p.47
BSW p.4
P3 p.11
PROJECTILE WEAPONS
BOWS
Conceal
Arasaka Arms Half-Bow
3/6/10
Eagletech “Bearcat” Self Bow
2/4
Eagletech “Tigercat” Comp. Bow
1
Eagletech “Tomcat” Comp. Bow
2
Eagletech “Wildcat” Sport Bow
4
Str. Min.
3
5
5
5
3
Damage
6M
9M
8M
9M
5M
Weight
1.25
1.25
1.5
1.5
1
Availability
6/7 days
6/72 hrs
6/72 hrs
6/48 hrs
3/36 hrs
Cost
300¥
500¥
500¥
750¥
350¥
Street Index
1.5
1.75
1.75
1
1
Book
BSW p.4
BSW p.4
BSW p.4
BSW p.4
BSW p.4
LIGHT CROSSBOWS
Conceal
Eagletech Handbow
5
Cyberarm model (12-shot)
5
Nomad Hand Crossbow
—
Str. Min.
1
1
1
Damage
3M
3M
3M
Weight
.5
.5
.5
Availability
2/24 hrs
2/24 hrs
10/7 days
Cost
75¥
3,000¥
100¥
Street Index
1
1
1
Book
BSW p.5
BSW p.5
BSW p.5
MEDIUM CROSSBOWS
Eagletech “Arbelest”
Eagletech “Stryker”
Conceal
2
2
Str. Min.
5
2
Damage
7M
4M
Weight
3
3.25
Availability
8/7 days
6/48 hrs
Cost
500¥
440¥
Street Index
1
1
Book
BSW p.5
BSW p.5
HEAVY CROSSBOWS
Eagletech “Scorpion”
Conceal
—
Str. Min.
5
Damage
8S
Weight
5
Availability
8/7 days
Cost
1,500¥
Street Index
1
Book
BSW p.5
THROWN WEAPONS
Nomad Boomerang
Nomad Sling
Conceal
5
12
Str. Min.
—
1
Damage
(str)M
(str ÷ 2)L
Weight
.25
—
Availability
3/36 hrs
6/5 days
Cost
30¥
10¥
Street Index
2
1
Book
BSW p.7
BSW p.8
FIREARMS
HOLD-OUT PISTOLS
Conceal
Astra Style-6
9
BudgetArms C-13
8
Ceska Diplomat
8
Colt Take-Down
8
Dai Lung Cybermag 15
7
Federated Arms X-22
7
Hämmerli Model 520 [r1]
4
Militech Silver Shadow Flechette Pistol5
North Industries Firing Knife
6
Star Model DWT
7
LIGHT PISTOLS
Ares AMP [g2]
Ares Black Widow
Ares Hornet
Ares Scorpion
Beretta M97P [c,l]
BudgetArms Laser-Niner [c,l]
CCMMC Goaxing Xiuxi CM-3
Colt Protector
Dai Lung Streetmaster
Derringer cybergun
Conceal
6
6
8
8
4
5 (4)
5
8
6
12
Ammo
6
8 (c)
6 (cy)
2 (b)
10 (c)
10 (c)
6 (c)
10 (c)
5 (cy)
6 (c)
Ammo
40 (c)
21 (c)
7 (cy)
7 (cy)
18 (c)
15/35 (c)
8 (c)
6 (cy)
12 (c)
2 (m)
Mode
SA
SA
SS
SA
SA
SA
SA
SA
SA
SA
Damage
4L
4L
4L
7M
4L
4L
4L
4M(f)
4L
5L
Weight
.5
.5
.5
.5
.5
.5
1.25
1
.5
.5
Availability
3/12 hrs
2/8 hrs
3/12 hrs
4/12 hrs
3/12 hrs
2/12 hrs
8/4 days
5/72 hrs
5/12 hrs
3/18 hrs
Cost
75¥
150¥
250¥
150¥
100¥
300¥
1,000¥
300¥
250¥
300¥
Street Index
.75
.75
1
.8
.7
.8
1
2
1
.8
Book
BSW p.10
RG p.53
RG p.34
RG p.5
RG p.53
RG p.53
RG p.6
BSW p.12
RG p.6
RG p.7
Mode Damage
SA/BF/FA
6L
SA/BF
6L
DAR
7L
DAR
7L
SA
7L
SA/BF/FA
6L
SA
6L
SS
6L
SA
6L
SA
6L
Weight
2.75
1
2
2.25
1.75
1.5
1
.75
1
.5
Availability
8/36 hrs
14/7 days
4/48 hrs
4/48 hrs
3/24 hrs
4/36 hrs
—
2/12 hrs
3/12 hrs
8/7 days
Cost
1,000¥
1,500¥
250¥
275¥
480¥
675¥
75¥
300¥
325¥
220¥
Street Index
2
3
.8
1
1.25
1.2
—
.7
.8
2
Book
RG p.7
P3 p.54
P3 p.52
P3 p.52
BSW p.11
CB1 p.42
BSW p.11
P3 p.55
RG p.54
CB1 p.36
177
EQUIPMENT TABLES
FIREARMS (continued)
LIGHT PISTOLS
Conceal
Fashion Gun 9
7
Federated Arms X-9mm
5
Glock 19 Mk. IV
5
H&K P7S15
6
H&K P11M8
8
H&K P11M13
8
H&K VP80Z
6
Micro Uzi III [l]
6
Militech Arms Avenger
6
Militech Black Widow Flechette Pistol 5
Powell Knife Pistol
8
Ruger P-4
4
Ruger P-8
8
S&W Model 6739
8
Sci Fi Starrior 4 [l]
4
Seco Quickfire [l]
5
Thumper
6
Towa Manufacturing Type-12
Police Pistol
5
Towa Manufacturing Type-12
Police Pistol [s1]
5
Towa Manufacturing Type-14
Police Pistol
5
Towa Manufacturing Type-14
Police Pistol [s1]
5
Tsunami Express Racegun [et,g1] 3
Wondernines
5
HEAVY PISTOLS
Conceal
454 Magnum Disposable
7
Ameritech Magnum
4
Arasaka WSA Autopistol
5
Ares Constrictor
6
Ares Jaguar
5
Ares Predator III
4
Ares Stingray
4
Armalite 44
4
Beretta Model 95S [g2,s2]
5
Beretta Model 95S-B [g2,s2]
5
Beretta 100S [l]
5
Beretta 100S [s1]
5
Beretta Model 110-T [l]
5
Bond & Carrington MP-11 [g2,l]
4
Bond & Carrington MP-11 [g2,s1] 4
Browning Defender 10
5
Browning Defender 10 [s1]
5
BudgetArms Auto 3
5
BudgetArms C-41 [g1,s1]
5
Colt Alpha-Omega [g1,s1]
4
Colt AMT Model 2000
5
Colt Enforcement 10 Sidearm
5
Colt Enforcement 10 Sidearm [s1] 5
Colt Manhunter S
5
Colt Manhunter S+
5
Colt Peacemaker
4
Colt Penetrator
5
Constitution Arms MultiAmmunition Pistol
4
Dai Lung Magnum
6
DinaTech F5A
10
DinaTech F5B
10
Espinoza One Shot
5
Federated Arms 454 DA
3
Fichetti Hurricane
5
Fichetti Military XI [g1,l]
4
Fichetti Military XI [g1,s1]
4
FN Browning “3-Spot” MP [c]
4
Glock 22 Mk. III
4
Glock Thirty Machine Pistol [g2] 6 (5)
Goncz-Taurus Pistol
6 (5)
Goncz-Taurus Pistol (Select.)
6 (5)
H&K “Blaster”
4
H&K OHWS [l]
5
Ammo
7 (c)
12 (c)
17 (c)
15 (c)
8 (c)
13 (c)
21 (c)
16 (c)
10 (c)
10 (c)
1 (b)
100 (c)
10 (c)
5 (cy)
12 (c)
18 (c)
10 (c)
Mode Damage
SA
6L
SA
6L
SA
6L
SA
6L
SA
6L
SA
6L
SA/BF
6L
BF
6L
SA
6L
SA
6M(f)
SS
6L
BF
7L
SA
7L
SS
6L
SA
6L
SA/BF/FA
6L
SA
5L Stun
Weight
1
1
1
1
1
1
1.25
1.5
1
1
.5
1.25
.75
.75
1.5
1.5
1.25
Availability
2/18 hrs
3/12 hrs
8/24 hrs
4/24 hrs
5/36 hrs
5/36 hrs
6/48 hrs
6/36 hrs
3/12 hrs
6/72 hrs
5/48 hrs
8/48 hrs
4/24 hrs
3/36 hrs
3/36 hrs
5/24 hrs
3/12 hrs
Cost
160¥
450¥
750¥
400¥
600¥
650¥
1,200¥
750¥
325¥
400¥
250¥
1,350¥
395¥
250¥
640¥
750¥
120¥
Street Index
1
.75
2
1
1.25
1.25
3
1
.8
1.5
1
2.25
1
.9
1
2
.75
Book
BSW p.11
RG p.54
P3 p.56
P3 p.57
RG p.7
RG p.7
P3 p.57
RG p.8
RG p.54
BSW p.12
P3 p.10
TS p.22
TS p.22
RG p.8
BSW p.13
RG p.35
TS p.23
6 (cy)
SS
6L
.75
4/24 hrs
450¥
1
BSW p.10
6 (cy)
SS
6L
.75
4/24 hrs
810¥
1
BSW p.10
16 (c)
BF/FA
6L
1.5
6/48 hrs
520¥
2.75
BSW p.13
16 (c)
24 (c)
1D6+14 (c)
BF/FA
SA
SA
6L
9L
6L
1.5
1.25
1
6/48 hrs
8/7 days
2/24 hrs
820¥
5,300¥
(1D6×10)+240¥
2.75
3
.8
BSW p.13
BSW p.14
BSW p.14
Ammo
2
5 (cy)
15 (c)
6 (cy)
6 (cy)
15 (c)
6 (cy)
8 (c)
15 (c)
15 (c)
15 (c)
15 (c)
16 (c)
15/30 (c)
15/30 (c)
15 (c)
15 (c)
8 (c)
10 (c)
10 (c)
8 (c)
14 (c)
14 (c)
16 (c)
16 (c)
6 (cy)
12 (c)
Mode
SS
SS
SA
DAR
DAR
SA
DAR
SA
SA
SA/BF
SA
SA
SA
SA/BF
SA/BF
SA/BF
SA/BF
SA
SA/BF
SA
SA
SA
SA
SA
SA
SS
SA
Damage
10M
10M
9M
10M
10M
9M
10M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
9M
10M
9M
Weight
.75
2.75
2
2.5
2.5
2.5
2.75
2.25
2.5
2.5
2.5
2.5
2
3
3
2
2
2.25
1
2.5
2.5
2
2
2.25
2.25
2.75
2
Availability
8/4 days
—
4/24 hrs
7/7 days
5/4 days
6/36 hrs
7/7 days
4/24 hrs
3/24 hrs
6/72 hrs
5/36 hrs
5/36 hrs
3/24 hrs
8/36 hrs
8/36 hrs
5/36 hrs
5/36 hrs
4/12 hrs
6/36 hrs
5/24 hrs
5/24 hrs
6/48 hrs
6/48 hrs
4/24 hrs
6/48 hrs
3/24 hrs
4/24 hrs
Cost
100¥
1,000¥
400¥
400¥
300¥
700¥
500¥
450¥
500¥
750¥
650¥
1,300¥
400¥
1,200¥
2,000¥
900¥
1,800¥
350¥
500¥
500¥
500¥
550¥
1,050¥
600¥
800¥
350¥
600¥
Street Index
1.5
—
.9
2
1
1
3
1
1
1.75
1.5
1.5
1
2
2
2
2
.7
1
1
1
1.5
1.5
1
1
.9
1.5
Book
BSW p.16
BSW p.16
BSW p.10
P3 p.52
P3 p.52
P3 p.54
P3 p.52
RG p.54
RG p.9
RG p.9
RG p.35
RG p.35
RG p.9
RG p.36
RG p.36
RG p.36
RG p.36
RG p.55
BSW p.11
CB1 p.43
RG p.55
BSW p.11
BSW p.11
P3 p.55
P3 p.55
P3 p.55
RG p.37
5 (cy)
10 (c)
1
1
1
5 (cy)
14/30 (c)
18 (c)
18 (c)
24 (c)
15 (c)
20/30 (c)
15/30 (c)
15/30 (c)
6 (m)
12 (c)
SS
SA
SS
SS
SS
SS
SA/BF
SA/BF
SA/BF
BF
SA
SA/BF
SA
SA/FA
SS
SA
9M
9M
10M
7S
10M
11M
9S(f)
9M
9M
9M
9M
9M
9M
9M
12M
9M
2.25
2
—
—
2.5
3.5
2
2.25
2.25
2
2.5
2.5
2
2
3
1.2
6/60 hrs
2/12 hrs
10/14 days
12/14 days
2/24 hrs
5/36 hrs
3/48 hrs
5/36 hrs
5/36 hrs
8/60 hrs
6/24 hrs
6/36 hrs
4/48 hrs
8/72 hrs
—
18/14 days
525¥
240¥
500¥
700¥
75¥
1,375¥
600¥
900¥
1,800¥
425¥
600¥
705¥
500¥
700¥
—
2,500¥
2
.8
3
3
1
1.25
1
2
2
2
1.5
2
1
1.75
—
2
BSW p.16
BSW p.14
P3 p.55
P3 p.55
BSW p.14
CB1 p.52
RG p.37
RG p.37
RG p.37
BSW p.11
P3 p.56
CB1 p.43
CB1 p.44
CB1 p.44
P3 p.56
RG p.38
178
EQUIPMENT TABLES
FIREARMS (continued)
HEAVY PISTOLS
Conceal
IMI Gamad [l]
6
IMI Gamad [s1]
6
Ingram Mk IV [g3]
4
Kang Tao Type 97
6
LeRoi Maxi-10
4
Malorian Arms 3516 [s2]
4
Malorian Arms Heavy Flechette
Pistol [s1]
5
Malorian Arms Sliver Gun
4
Mustang Arms “Mark II” [g1]
4 (3)
Nomad .357 Magnum Autoloader 4
Nomad .357 Magnum Revolver
4
Nomad .44 Magnum Revolver
4
Nova .338 City Gun
5
Nova Model 757 Cityhunter
3
Nova Arms Plasmatic™ Revolvers
“Arno” .454 [et]
3
“Bronson” .41 [et]
4
“Eastwood” .44 [et]
3
“Stallone” .357 [et]
4
Phoenix Gyroc
3
Polymer One-Shot Cannon
5
Riot Gun
8
Royal Enfield Ordnance Spitfire
4
Royal Enfield Ordnance Spitfire [s1] 4
Ruger M45
6
Ruger P-105
4
Ruger Warhawk
5
S&W Bi-Power Handcannon
2
Barrel 1
Barrel 2
S&W “Tri-Star” [l]
3
Sig Sauer P300 [c,l,ss]
4
SMF ‘Interdictor’
3
SternMeyer Type 35
5
Sternmeyer P-41 Autoloading Pistol 5
Stolbovoy St-2 Pistol
5
Stolbovoy St-2 Pistol [s1]
5
SuperEagle
4
Surprising Stranger [l]
4
Teen Dreem
6
Towa Manufacturing Type-13
Police Pistol
5
Towa Manufacturing Type-13
Police Pistol [s1]
5
Tsunami Arms “Raimei” Ramjet
Pistol [m2]
3
Tsunami Arms “Raimei” Ramjet
Pistol [s1]
3
Wolf™
5
Zastava Magnum Mod.2054
5
SPECIAL WEAPONS
Conceal
Apex Mobile Point Defense System —
Arasaka Restraint Caster
5
Arasaka WXA Computer-Aimed
Weapon [r6]
—
Avante P-1135 Needlegun
5
Colt TP-6A taser
7
Enerts AKM Power Squirt
5
Flamethrower cyberweapon
—
Hammer M-11 Bolt Pistol
5
Highway-Hawk Mark-II PoonGlove 7
Hughes Rocket Rifle
—
Kendachi Dragon flamethrower
3
M-99 EVAW
—
Grenade Launcher
Micromissile Launcher
cyberweapon
—
Micro-Missile Pod
(–2)
Militech Urban Missile Launcher
3
Miltech Electronics Taser
6
Mitsubishi Taser
6
Ammo
7/15 (c)
7/15 (c)
16 (c)
10 (c)
10 (c)
6 (c)
Mode
SA
SA
SA/BF
SA
SA
SS
Damage
8M
8M
10M
9M
9M
12M
Weight
1.25
1.25
3
2.25
2
3
Availability
8/7 days
8/7 days
18/14 days
3/24 hrs
4/24 hrs
—
Cost
575¥
575¥
2,500¥
280¥
150¥
4,525¥
Street Index
2
2
3
.9
1
—
Book
BSW p.12
BSW p.12
RG p.38
BSW p.12
BSW p.12
CB1 p.52
special
7 (c)
12/20 (c)
8 (c)
6 (cy)
6 (cy)
7 (c)
18 (m)
SA
SA
SA
SA
SS
SS
SA
SS
9M
6S(f)
9M
9M
9M
10M
10M
9M
2.5
2.5
1.75
1.75
1.75
2.5
2.5
2.75
9/48 hrs
6/72 hrs
6/48 hrs
5/36 hrs
5/36 hrs
6/48 hrs
4/24 hrs
6/4 days
1,595¥
1,375¥
425¥
300¥
250¥
375¥
460¥
480¥
2
3
1.25
1
1
1
1
2
CB1 p.45
CB1 p.42
BSW p.15
BSW p.12
BSW p.13
BSW p.17
CB2 p.40
BSW p.15
6 (c)
6 (c)
6 (c)
6 (c)
3 (b)
1
3 (c)
12 (c)
12 (c)
18 (c)
10 (c)
6 (cy)
SS
SS
SS
SS
SA
SS
SA
SA
SA
SA/FA
SA
SS
16M
15M
15M
14M
ammo
5S
9S(f)
10M
10M
9M
10M
9M
3
2.5
2.5
2.25
3
1.5
2
2.5
2.5
2
2.5
2
3
10/7 days
8/7 days
9/7 days
8/7 days
8/7 days
3/12 hrs
4/48 hrs
6/60 hrs
6/60 hrs
8/60 hrs
4/24 hrs
3/24 hrs
8/5 days
1,799¥
1,199¥
1,499¥
999¥
10,000¥
190¥
500¥
550¥
700¥
860¥
600¥
250¥
850¥
2
2
2
2
2
.6
1
2.5
2.5
3
1
1
1.5
BSW p.17
BSW p.17
BSW p.17
BSW p.17
TS p.23
CB2 p.36
P3 p.36
BSW p.17
BSW p.17
P3 p.60
RG p.39
RG p.10
BSW p.15
6 (cy)
10 (c)
6 (cy)
18 (c)
5 (cy)
8 (c)
12 (c)
14 (c)
14 (c)
7 (c)
4 (b)
10 (c)
SS
SA
SS
SA
SS
SA
SA
SA
SA
SA
SA
SA/FA
10M
8M
10M
9M
11M
9M
9M
9M
9M
11M
9M
9M
2.5
3.25
3.5
2.5
2
2.25
2.25
2.75
2.5
2.5
6/24 hrs
8/48 hrs
10/7 days
4/36 hrs
5/36 hrs
8/7 days
8/7 days
6/48 hrs
3/24 hrs
4/48 hrs
375¥
800¥
950¥
400¥
275¥
450¥
850¥
600¥
180¥
290¥
1.5
2
2
1
1.25
1.5
1.5
1.5
.9
1.5
CB2 p.37
RG p.10
P3 p.41
RG p.55
BSW p.13
BSW p.13
BSW p.13
RG p.10
BSW p.13
BSW p.13
12 (c)
SA
9M
1.5
6/48 hrs
500¥
1.75
BSW p.13
12 (c)
SA
9M
1.5
6/48 hrs
800¥
1.75
BSW p.13
6 (c)
SA
see above
2
16/14 days
2,150¥
4
BSW p.16
2
2.5
1.75
16/14 days
5/48 hrs
4/36 hrs
2,150¥
800¥
350¥
4
1.5
.9
BSW p.16
P3 p.59
RG p.11
6 (c)
17 (c)
7 (cy)
SA
see above
SA/BF
9M
SS
9M
Ammo
400 (belt)
4 (m)
Mode
FA
SS
Damage
8M
special
Weight
20
1
Availability
11/21 days
6/72 hrs
Cost
25,000¥
200¥
Street Index
4
2
Book
CB1 p.53
BSW p.6
500 (belt)
15 (c)
6 (m)
50 (m)
4
10 (c)
1 (m)
3 (m)
4 (m)
30 (c)
10 (c)
FA
SA
SS
SS
SS
SA
SS
SS
SS
SA
SS
7S
5L
8S
drugs
10M
9L
6L
12S
10M
7S
grenade
50
1
.75
1
3
1.5
1
5.5
4.25
7
12/21 days
2/12 hrs
6/24 hrs
always
10/7 days
12/14 days
10/5 days
16/21 days
10/5 days
—
30,000¥
200¥
550¥
15¥
1,200¥
320¥
1,680¥
750¥
1,660¥
5,000¥
4
.75
1
1
2
3
3.75
5
4.5
—
BSW p.6
TS p.21
RG p.11
TS p.21
TS p.15
BSW p.12
RG p.96
BSW p.31
CB1 p.48
BSW p.31
4 (m)
1 (m)
12 (c)
10 (m)
12 (c)
SA
SS
SA
SS
SS
micromissile
micromissile
micromissile
8S Stun
8S Stun
.5
.75
3.5
1.5
1.5
10/7 days
8/5 days
10/7 days
5/36 hrs
6/4 days
4,500¥
2,000¥
4,500¥
600¥
1,000¥
1.1
1.9
2
1.4
1
TS p.16
CB2 p.41
CB2 p.41
RG p.55
BSW p.7
179
EQUIPMENT TABLES
FIREARMS (continued)
SPECIAL WEAPONS
Conceal
Mystic Technologies Arrow Gun
2
Nelspot “Wombat” Airpistol
4
Nomad Pneumatic Bolt Gun
—
Pursuit Security Webgun
3
Pursuit Security Beanbag Gun
4
Rostovic Wrist Racate
6
Sonic Stunner
6
StreetMaster PoonGun
3
Streettech “Burst”
8
Stundart Pistol
3
Techtronica Model 009 Volt Pistol 3
Techtronica M40 “Pulse Rifle”
1
Texas Arms Model-351 Gyrojet Pistol 5
Tsunami Arms “Airhammer”
Mark 1 [l]
5
Mark 2 [s1]
5
UrbanTech “Lance” Mini-Missile
5
Underbarrel Capacitor Laser
(–2)
Ammo
8 (m)
20 (c)
4 (m)
1 (m)
1 (m)
6 (m)
10
1 (m)
1
2 (b)
6 (c)
6 (c)
8 (c)
SUBMACHINE GUNS
Conceal
Arasaka Minami 10
6
Arasaka Minami 10 [ss]
4
Beretta M-24 Advanced
4
Beretta M-24 Advanced [s1]
4
Buzzsaw
4
CCMMC Tuzi-7
4
Ceres Tri-Barrel
2
Chadran Arms City Reaper
2
Shotgun section
SMG section
Constitution Arms Deluge Crowd
Control Weapon
—
Defiance AT-900 [g2,l]
4
Defiance AT-900 [g2,s1]
4
Defiance AT-900 fold. stock [g2,l] 4
Defiance AT-900 fold. stock [g2,s1] 4
Eagle™
4
Federated Arms Tech-Assault
4
Federated Arms Tech Assault II
5
FN P55 [g2,m2]
5
FN P55 [g2,s1]
5
H&K MP-9 [g3,s1]
4
H&K MP-2013
3
H&K MPK9
5
H&K MPK-11
4
Ingram MAC-14
6
Ingram MAC-20
5
Heavy Pistol ammo
SMG ammo
IMI “Gamdaii”
—
Grenade Launcher
Malorian Arms Sub-Flechette
Gun [c,g3]
3 (2)
Militech-10 [m1,ss]
2
Grenade Launcher
Militech Mini-Gat Machine Carbine [c] 1
Militech Viper Submachinegun
5
Mustang Arms ARS-5C
3
Mustang Arms ARS-5C [l]
3
Mustang Arms ARS-5C [m1]
3
Mustang Arms ARS-5C [s1]
3
Mustang Arms ARS-5C [ss]
3
Nomad “Personal Weapon” Derivatives
Heavy Pistol ammo variant
4
SMG ammo variant
4
Sandler Model II [l,g2]
3
Setsuko-Arasaka “PMS” [c,ss]
4
Setsuko-Arasaka “PMS” [c,s1,ss]
4
Suranam Machine Pistol
5 (3)
“Sten”
3
Sternmeyer SMG 21
4
Steyr MP i 25 [g1,l]
4
Stolbovoy StS Submachinegun
4
Ammo
40 (c)
40 (c)
50 (c)
50 (c)
1,000 (c)
30 (c)
36 (c)/belt
5 (cy)
7 (cy)
1
2/20
10 (c)
40 (c)
400 (c)
30 (c)
30 (c)
30 (c)
30 (c)
50 (c)
30 (c)
50 (c)
50 (c)
50 (c)
25 (c)
35 (c)
35 (c)
30 (c)
20 (c)
Mode
SS
SA
SS
SS
SS
SA/BF
SA
SS
SS
SS
SS
SS
SA
Damage
8M
4L Stun
9M
as net
special
9S
15M
6L
5S
10S Stun
10S Stun
special
6L
SA
special
SA
special
SS 6S (–6/meter)
SA
10M
Mode Damage
SA/BF/FA
7M
SA/BF/FA
7M
BF/FA
7M
BF/FA
7M
FA
7L
SA/FA
7M
BF/FA
6L
SA
SA/FA
Weight
2
1.5
3.5
3.5
.5
2.5
2
3.5
.1
3.5
3.5
8.5
1
Availability
4/48 hrs
2/24 hrs
10/7 days
6/3 days
2/12 hrs
18/20 days
6/36 hrs
8/72 hrs
2/24 hrs
8/4 days
8/72 hrs
—
8/5 days
Cost
1,000¥
200¥
350¥
500¥
100¥
3,800¥
1,000¥
980¥
33¥
1,090¥
1,950¥
3,500¥
420¥
Street Index
1.5
.75
1
2.5
.75
3.5
1.5
2.2
1.5
2
2.5
—
2
Book
BSW p.7
TS p.21
BSW p.7
CB2 p.37
BSW p.8
CB1 p.49
RG p.22
RG p.96
BSW p.8
CB1 p.49
CB2 p.43
CB2 p.39
BSW p.13
1.5
1.5
.5
5
11/14 days
12/14 days
5/48 hrs
24/21 days
325¥
400¥
1,000¥
95,000¥
2.5
3
3
3.5
CB2 p.42
CB2 p.42
BSW p.10
CB2 p.39
Weight
3.25
3.75
3.5
3.5
5.5
3.25
4.5
5.75
Availability
3/24 hrs
5/48 hrs
6/4 days
6/4 days
12/14 days
—
9/60 hrs
8/10 days
Cost
1,000¥
1,400¥
950¥
1,250¥
215¥
125¥
1,000¥
950¥
Street Index
.9
.9
1.25
1.25
1
—
3
2
Book
RG p.56
BSW p.18
CB1 p.46
CB1 p.46
TS p.24
BSW p.20
TS p.24
BSW p.20
9/14 days
5/36 hrs
5/36 hrs
5/36 hrs
5/36 hrs
5/3 days
4/36 hrs
4/36 hrs
8/4 days
9/4 days
5/36 hrs
5/48 hrs
5/36 hrs
5/48 hrs
4/36 hrs
6/48 hrs
8,000¥
900¥
1,800¥
1,000¥
1,900¥
900¥
640¥
600¥
650¥
900¥
900¥
900¥
1,040¥
1,400¥
650¥
700¥
2.5
1
1
1
1
1
1
1
2.5
2.75
1
1.1
.8
1.2
1
1.5
BSW p.33
RG p.39
RG p.39
RG p.39
RG p.39
P3 p.60
BSW p.17
RG p.56
RG p.12
RG p.12
RG p.40
RG p.56
RG p.57
RG p.57
RG p.57
RG p.13
8S
7M
12
3.75
3.75
3.75
3.75
3
3.5
2.5
3.5
3.75
3.75
2.75
3
3.5
3
20 (c)
16/32 (c)
2× 35 (c)
1 (m)
FA
5D Stun
SA/BF/FA
6M
SA/BF/FA
6M
SA/BF/FA
6M
SA/BF/FA
6M
SA/FA
6M
SA/FA
6L
SA/FA
6L
SA/BF/FA
8M
SA/BF/FA
8M
SA/BF
7M
SA/BF/FA
6M
SA/BF
7M
SA/FA
7M
SA/FA
7M
SA/FA
9M
7M
SA/FA
6M
SS
grenade
3.75
3.5
4.5
5/60 hrs
950¥
3
BSW p.19
10/30 (c)
30 (c)
4 (m)
120 (c)
40 (c)
40 (c)
40 (c)
40 (c)
40 (c)
40 (c)
BF/FA
6M
BF/FA
6M
SA
grenade
BF/FA
6L
SA/BF/FA
6M
SA/BF/FA
7M
SA/BF/FA
7M
SA/BF/FA
7M
SA/BF/FA
7M
SA/BF/FA
7M
4
7
4/24 hrs
5/72 hrs
795¥
3,455¥
1
3
CB1 p.48
CB1 p.51
5.75
2.5
3.75
3.75
3.75
3.75
3.75
20/14 days
6/5 days
6/72 hrs
6/72 hrs
6/72 hrs
6/72 hrs
6/72 hrs
2,695¥
600¥
600¥
700¥
700¥
1,200¥
650¥
5
3
1.75
1.75
1.75
1.75
1.75
CB1 p.50
BSW p.19
BSW p.19
BSW p.19
BSW p.19
BSW p.19
BSW p.19
50 (c)
50 (c)
30 (c)
40 (c)
40 (c)
25/50 (c)
30 (c)
30 (c)
35 (c)
35 (c)
SA/BF
SA/BF
BF/FA
SA/BF
SA/BF
SA/FA
SA/FA
SA.BF/FA
SA/BF/FA
SA/FA
3.5
3.5
3.75
3.5
3.5
2
3.5
3.25
3.75
3
8/7 days
8/7 days
4/24 hrs
4/72 hrs
4/72 hrs
4/4 days
3/24 hrs
4/36 hrs
5/60 hrs
8/7 days
500¥
500¥
700¥
950¥
1,150¥
375¥
200¥
1,000¥
725¥
600¥
1
1
1
1
1
1.5
1
1.1
2
2
BSW p.31
BSW p.31
RG p.40
CB1 p.44
CB1 p.44
BSW p.18
BSW p.19
RG p.58
RG p.12
BSW p.20
9M
7M
6M
6M
6M
8L
varies
7M
6M
7M
180
EQUIPMENT TABLES
FIREARMS (continued)
SUBMACHINE GUNS
Conceal
Stolbovoy StS Submachinegun [s1] 4
Uzi 3S
5
Uzi IV [g2,l]
4
Uzi IV [g2,s1]
5
Uzi Miniauto 9
5
Walther S900 [g2,l]
4
Ammo
35 (c)
24 (c)
30 (c)
30 (c)
30 (c)
30 (c)
ASSAULT RIFLES
Conceal
Ammo
AKR-20 [g1,l]
3
30 (c)
Anti-Vehicular Rifle
3
10 (c)
Arasaka WAA Bullpup Assault
Weapon [m2,s2]
2
5/15/30 (c)
CCMMC Jinhua M-9
1
35 (c)
Chadran Arms Jungle Reaper
—
60 (c)
Grenade Launcher
6 (m)
Colt M18 Assault Weapon
2
35 (c)
Darra-Polytechnic M-9 [c,m1]
3
40 (c)
Fábrica de Armes M-2012 [c,l,m1] 3
30 (c)
Fábrica de Armes M-2012HB SAW 2
30/100 (c)
FA Light Assault 15 [c,m1]
3
30 (c)
FA Light Assault 15 [c,m1,s1]
3
30 (c)
FN AGRL [g2,l,m2]
—
40 (c)
Grenade Launcher
6 (m)
FN RAL [m1]
3
30 (c)
H&K HK 70 [g2]
2 (1)
20/45 (c)
H&K HK 70 K [g2]
3 (2)
20/45 (c)
Heckler & Koch HK77UK
3
30/45 (c)
Heckler & Koch HK77UK [s1]
3
30/45 (c)
Heckler & Koch HK77UK [s1,ss]
3
30/45 (c)
Heckler & Koch HK77UK [ss]
3
30/45 (c)
Honda AR-1 [m1]
3
28 (c)
Kalashnikov A-80
1
35 (c)
Kalishnikov AK-100 [g2]
—
30 (c)
Kalishnikov AK-100 [g2,s1]
—
30 (c)
Kalishnikov AK-101 [g2,l]
2
30 (m)
Kalishnikov AK-101 [g2,s1]
2
30 (m)
Maramont LR
3
36 (c)
Militech Cyborg Rifle [g2]
2
30 (c)
Militech Dragon Light Assault
Weapon [g2]
4
35 (c)
Militech High Power 15
1
180 (c)/belt
Militech M-31a1 AICW
1
150 (c)
Grenade Launcher
4 (m)
Militech M-232 Squad Assault/
Automatic Weapon [b]
2
35 (c)/belt
Militech Mk IV Assault Weapon
(Revised) [g2]
2
35 (c)
Militech Ninja [c,ss]
1
30 (c)
Militech Renegade SAW [b,g3]
—
35 (c)/belt
Militech Ronin Light Assault [l]
1
35 (c)
Mossberg M-712 [m2,s1]
3
Assault rifle section [g2]
35 (c)
Shotgun section
15 (c)
Nomad .357 Magnum Automatic
Carbine
3
30 (c)
Nomad .357 Magnum LeverAction Carbine
3
9 (m)
Nomad .44 Magnum Lever-Action
Carbine
3
8 (m)
Nomad 7.62mm Bolt-Action Rifle 1
6 (m)
Panther™
1
Assault rifle section
40 (c)
Shotgun section
25 (c)
Royal Enfield Ordnance Liquid
Propellant Assault Rifle [r1]
—
2× 45 (c)
S&W Model F “Cyborg Assault”
4
8 (c)
SIG 88x-series
880 [g2,l]
2
30 (c)
882 [g2,l]
3
30 (c)
883 [b,g3,l,p]
1
30/50 (c)
883 SP [m2,p]
2
5/30 (c)
Seco M-995 [g3,l,rf,rg]
—
30 (c)
Grenade Launcher
6 (m)
Mode Damage
SA/FA
7M
SA/BF
6M
SA/BF/FA
6M
SA/BF/FA
6M
BF/FA
6M
SA/BF
6M
Weight
3
2.5
3
3.25
3
3
Availability
8/7 days
10/36 hrs
6/60 hrs
8/60 hrs
4/36 hrs
5/36 hrs
Cost
1,200¥
900¥
1,000¥
1,200¥
700¥
900¥
Street Index
2
2
1
1.25
1
1
Book
BSW p.20
P3 p.8
RG p.12
RG p.12
RG p.58
RG p.40
Mode Damage
SA/BF/FA
8M
SA/BF
8S
Weight
4
5.3
Availability
5/48 hrs
14/16 days
Cost
1,000¥
6,000¥
Street Index
2
3.2
Book
RG p.59
P3 p.74
BF/FA
8M
SA/FA
8M
SA/FA
6M
SA
grenade
SA/BF/FA
8M
SA/FA
8M
SA/BF
8M
SA/BF/FA
8M
BF/FA
8M
BF/FA
8M
SA/BF/FA
8M
SS
grenade
SA/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
BF/FA
8M
SA/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
SA/BF/FA
8M
BF/FA
8M
SA
6S
4.25
4
5.75
6/72 hrs
—
12/14 days
1,600¥
250¥
3,100¥
2.25
—
3
BSW p.27
BSW p.27
BSW p.27
3.5
3.75
5
5.2
3.5
3.5
5
4/48 hrs
3/36 hrs
4/60 hrs
6/3 days
4/36 hrs
4/36 hrs
5/36 hrs
1,500¥
1,300¥
1,400¥
1,700¥
400¥
400¥
2,000¥
2
.9
2
2.25
1.25
1.25
2
BSW p.27
CB1 p.50
BSW p.28
BSW p.33
CB1 p.54
CB1 p.54
RG p.44
5
3.75
4
4
4
4
4
4.25
4.5
5.75
5.75
5.5
5.5
4.25
7.5
5/60 hrs
8/7 days
8/7 days
6/72 hrs
6/72 hrs
6/72 hrs
6/72 hrs
9/6 days
4/36 hrs
5/36 hrs
5/36 hrs
8/4 days
8/4 days
6/4 days
10/7 days
1,200¥
950¥
950¥
750¥
1,350¥
1,550¥
950¥
1,000¥
1,100¥
1,000¥
2,000¥
1,600¥
3,200¥
1,400¥
800¥
2
2
2.25
1.75
1.75
1.75
1.75
2
2.5
2
2
2
2
2.5
2.5
RG p.59
RG p.17
RG p.17
BSW p.30
BSW p.30
BSW p.30
BSW p.30
RG p.18
RG p.60
RG p.43
RG p.43
RG p.43
RG p.43
P3 p.58
CB2 p.36
SA/FA
7M
SA/BF/FA
6M
SA/BF/FA
6M
SA
grenade
3
5.5
6.5
12/14 days
15/8 days
20/28 days
700¥
3,200¥
1,695¥
3.5
4.25
4.5
BSW p.28
BSW p.33
CB1 p.45
FA
8M
7.25
6/72 hrs
2,000¥
2.5
BSW p.34
SA/FA
SA/BF/FA
SA/FA
SA/BF/FA
8M
5L
9M
8M
4
4.5
6.5
3.5
6
12/14 days
12/7 days
16/14 days
4/48 hrs
12/7 days
800¥
2,100¥
2,200¥
900¥
4,000¥
3
3.75
3.5
2
3
BSW p.28
BSW p.31
BSW p.34
RG p.60
RG p.42
SA/BF/FA
SA
8M
10S
SA/BF
9M
3
5/48 hrs
400¥
1
BSW p.31
SS
9M
3
5/48 hrs
300¥
1
BSW p.31
SS
BA
10M
7S
3
6.5
5.25
5/48 hrs
6/48 hrs
8/7 days
650¥
500¥
4,000¥
1
1
3
BSW p.31
BSW p.31
P3 p.59
SA/FA
SA/BF
8M
8S
5
4
18/1 mth
10/5 days
1,800¥
1,650¥
6
2.5
BSW p.29
CB1 p.54
4/36
5/36
6/48
3/36
10/4
850¥
850¥
1,000¥
950¥
3,000¥
2
2
2.5
1.5
3
RG p.18
RG p.18
RG p.18
RG p.18
RG p.44
SA/BF/FA 6L/6M/9M
SS
8S
SA/BF
8M
SA/BF
8M
SA/FA
9M
SA
9M
SA/BF/FA
8M
SS
grenade
181
4
4
6.5
4.25
5.75
hrs
hrs
hrs
hrs
days
EQUIPMENT TABLES
FIREARMS (continued)
ASSAULT RIFLES
Conceal
Seco M-995 [g3,rf,rg,s1]
—
Grenade Launcher
Sternmeyer M95A4 (CG-13B) [m1] 2
Sternmeyer M95A4 [m1,l]
2
Stolbovoy St-5 Assault Rifle
2
Stolbovoy St-5 Assault Rifle [s1]
2
Stolbovoy St-5 Assault Rifle (short) 3
Towa Manufacturing Type-20
AICW [b,s2]
1
Grenade Launcher
Towa Manufacturing Type-99 [b,s2] 3
Ammo
30 (c)
6 (m)
90 (c)
90 (c)
30 (c)
30 (c)
30 (c)
Mode Damage
SA/BF/FA
8M
SS
grenade
SA/BF/FA
6M
SA/BF/FA
6M
SA/FA
8M
SA/FA
8M
SA/FA
7M
100 (c)
4 (m)
35 (c)
BF/FA
SA
BF/FA
SNIPER RIFLES
Conceal
Arasaka WSSA Sniper
System [ll,m3,rf,s2,ss]
—
Barrett M-90 Sniper Rifle
—
Barrett M-90 Sniper Rifle [s1]
—
FR-F6 [b,l,m2,ss]
—
H&K PSG-65 [g2,ll,m3,s1,t]
—
Nomad 15mm “Long Rifle” [b,ll,m3] —
RAI Model 1050 [l,ll,m3,p]
—
Remington Gyro-Sniper Rifle [ll,s2,t] —
SMF K6
—
Towa Manufacturing Type-00-Kai
[et,s1]
—
Tsunami Arms Ramjet Rifle
[b,m3,r1,s2]
—
Ammo
Weight
5.75
Availability
10/4 days
Cost
6,000¥
Street Index
3
3.7
3.7
4.25
4.25
4.25
14/9
14/9
10/7
10/7
10/7
3,000¥
3,150¥
900¥
1,800¥
900¥
4
4
3
3
3
BSW p.29
BSW p.29
BSW p.29
BSW p.29
BSW p.29
7M
grenade
8M
4.75
12/14 days
4,200¥
3.5
BSW p.29
3.75
10/14 days
1,500¥
1.75
BSW p.29
Mode
Damage
Weight
Availability
Cost
Street Index
40 (c)
10 (c)
10 (c)
10 (c)
20 (m)
9 (c)
5 (c)
6 (m)
30 (c)
SA
SS
SS
SA
SA
SS
SA
SS
SA/FA
14S
12D
12D
14S
14S
14D
15S
10S/14S
10S
3.8
7.5
7.5
5
6
12
5.25
7
5
16/14 days
14/10 days
14/10 days
12/7 days
12/7 days
14/30 days
14/10 days
12/10 days
14/21 days
9,600¥
3,000¥
5,000¥
4,400¥
7,000¥
3,000¥
6,000¥
5,000¥
2,000¥
4.5
5
5
4
4
5
4
4.75
3
BSW p.29
BSW p.30
BSW p.30
BSW p.30
RG p.40
BSW p.30
RG p.14
BSW p.30
P3 p.41
6 (c)
SS
21S
6.25
15/7 days
6,000¥
4.5
BSW p.30
9 (c)
SA/BF
special
5
16/14 days
7,380¥
4
CB2 p.36
SHOTGUNS
Conceal
Arasaka Rapid Assault Shot 12
1
Ares Wippet
4
Ammo
20 (c)
6 (m)
Mode
SA/FA
SA
Weight
5.5
2
Availability
8/10 days
5/36 hrs
Cost
1,800¥
1,500¥
Street Index
2.25
1.5
Book
RG p.58
RG p.41
Autoshot Riot Gun
2
Chandler Capture 100 [g2,p]
3
Chandler Capture 100 [g2,p,s1]
3
CCMMC Qi-15
—
Cobra™
2 (4)
Constitution Arms Hurricane
Assault Weapon [r1]
—
Enfield-Ubichi LastChance
5
Holland & Holland .600 NE
—
Kimatsuhama Under-Barrel Shotguns
UBS-5
(–2)
UBS-6
(–2)
UBS-7
(–3)
Luigi Franchi P.16
4
Luigi Franchi “King Buck” Magnum 1
MetaCorp Warhammer™
—
Military M-12 Close Assault
Weapon
—
Militech .477 Boomer Buster
4
Militech Bulldog Compact
Assault Shotgun [g1,l]
2
Militech Bulldog Compact
Assault Shotgun [g1,s1]
2
Militech Crusher SSG
5
Militech Military/Police Shotgun
10 gauge
2
12 gauge
2
Mustang Arms Close-Control 20
3
Mustang Arms “Raider” Riot Shotgun 1
Polymer One-Shot Cannon
3
Ranger Arms Security 12 [g2,l]
3
Remington 1628
4
Remington Rapid Assault 12 [s1]
3
Sandler “Mad Max”
5
Sternmeyer Stakeout 10
4
Tsunami Arms “Ragnarok” Close
Assault Weapon [et]
—
Vehicular Shotgun
1
Wristbreaker I
2 (3)
Wristbreaker II
3 (4)
20 (c)
10 (m)
10 (m)
15 (c)
10 (c)
SA/FA
SA
SA
SA/FA
SA
Damage
8S
shot 6M
slug 9M
9S
10S
10S
9S
10S
4.5
4
4
4.5
4.5
10/7
4/24
4/24
—
4/60
1,500¥
1,500¥
2,200¥
150¥
1,200¥
2
2
2
—
1
P3 p.35
RG p.41
RG p.41
BSW p.21
P3 p.60
40 (c)
1
2 (b)
SA/FA
SS
SA
8S
10S
12S
5
.5
4.5
14/21 days
4/48 hrs
call H&H
1,000¥
60¥
10,000¥
4
1
—
BSW p.21
BSW p.21
RG p.15
4 (m)
6 (m)
2× 4 (m)
20 (c)
4 (m)
16 (c)
SS
SA
2× SS
SA/FA
SA
SA/BF
7S
7S
7S
8S
9S
10S
2.25
2.5
3.5
3.75
7
3.25
5/48 hrs
6/48 hrs
10/7 days
8/12 days
12/4 days
8/72 hrs
500¥
750¥
1,700¥
980¥
800¥
700¥
1.1
1.1
1.25
2.5
2.1
2.75
RG p.16
RG p.16
RG p.16
BSW p.21
CB2 p.38
BSW p.21
days
days
days
days
days
days
hrs
hrs
hrs
Book
RG p.44
Book
20 (c)
4 (m)
SA/BF/FA
9S
SS
see above
4.25
3
6/7 days
6/48 hrs
950¥
450¥
3
2
BSW p.22
BSW p.17
21 (c)
SS/BF/FA
9S
6.5
12/9 days
1,000¥
3
BSW p.22
21 (c)
6 (c)
SS/BF/FA
SA
9S
6S/8M
6.5
3
12/9 days
6/48 hrs
1,500¥
1,450¥
3
1.5
BSW p.22
CB1 p.42
6 (m)
SA
8 (m)
SA
15 (c)
SA
5(c) or 9(m)
SA
1
SS
15 (c)
SA/BF/FA
8 (m)
SS
15 (c)
SA/BF
2 (b)
SA
10 (m)
SA
10S
8S
8S
8S/9S
5S
10S
8S
10S
6S
9S
4.5
4.5
4
3.75
1.5
4.5
3
4.5
2.25
3.75
4/60 hrs
4/60 hrs
9/7 days
5/60 hrs
3/12 hrs
10/8 days
3/24 hrs
12/8 days
4/48 hrs
8/7 days
800¥
800¥
350¥
400¥
190¥
2,000¥
500¥
2,000¥
400¥
900¥
1
1
1.25
1
.6
2
1
2
1
1.5
CB1 p.48
CB1 p.48
BSW p.22
BSW p.22
BSW p.32
RG p.41
RG p.42
RG p.42
RG p.17
RG p.58
12S
9S
8S
8S
4.75
8.5
4.25
2.75
16/21 days
8/72 hrs
14/14 days
8/10 days
4,500¥
2,500¥
1,450¥
1,450¥
5
1.75
3
1.5
BSW p.22
P3 p.62
TS p.25
TS p.25
40 (c)
10 (c)
2× 10 (m)
2× 5 (m)
SA/FA
SA
2x SA/FA
2x SA
182
EQUIPMENT TABLES
FIREARMS (continued)
LIGHT MACHINE GUNS
Conceal
Constitution Arms Cyclone
Squad Support Weapon [b,c] —
H&K G-6 ASA [c,m2,s2,t]
—
IWS Mini-5 [l]
—
IWS Mini-5 [s1]
—
Sternmeyer M-5A SAW [b]
—
Tiger™
—
HEAVY WEAPONS
Conceal
2-Barrel HMG Chaingun
—
60mm Light Mortar
—
Ares MP Maser
—
Barrett-Arasaka Light 20mm
—
Colt-Mauser M2X Cannon [m2,p] —
Dover GA-1112 Autogun [s1]
—
Vehicle-mounted variant [s1] —
Flechette Gun
—
FN MG-6 “One-on-One”
—
Gauss Gun
—
General Products Rocket Launchers
7.62cm 10-Barrel
—
7.62cm Single Barrel
—
12.7cm 10-Barrel
—
12.7cm Single Barrel
—
Hellblazer Mk.II Flamethrower
—
Infrared Laser
normal
IWS Assault 20 [g4,p]
—
Kenshiri-Adachi F-253 Flamethrower —
Laser LAW
2
Laser VLAW
4
Light Anti-tank Weapons
HLAW
—
LAW
2
M2A5 Browning .50cal HMG
—
M10A Light Recoilless Rifle
—
M-60D Medium Machine Gun
—
M400 HMG [g3]
—
M400 HMG [g3,s2]
—
Militech 20L Autocannon
—
Militech AM-3 [g2,m3,p,s1]
—
Militech Electronics LaserCannon —
Militech Hotshot L-ATGM
—
Militech Rocket-Grenade Launcher —
NR-10 Multi-Barrel HMG
—
Panther Heavy Recoilless Rifle
—
Rhinemetall EMG-85 Railgun [s2] —
Royal Enfield Ordnance 25mm
Cockerill Assault Cannon
—
Scorpion 16 Missile Launcher
—
Towa Manufacturing Type-8 [c]
—
Tsunami Arms Type-17 AntiArmor Rifle [b,s2]
—
Twin Laser
—
Whitney-Morgan Caseless MMG —
GRENADE LAUNCHERS
Conceal
Ares Suppressor
—
Ares Suppressor [rf,rg]
—
Ares Suppressor [s1]
—
Ares Suppressor [rf,rg,s1]
—
Grenade Launcher
(–2)
Grenade Launcher cybergun
—
Hand-Held Grenade Launcher
2
M-32 Auto Grenade Launcher
—
M-205
3/(–2)
M-212
—
Militech “Cowboy” U-55
—
Militech Mini-Grenade Launcher
Drum variant
1 (–4)
Pump variant
3 (–2)
Rockwell AGL-113
—
Towa Manufacturing Type-9
—
Tsunami Arms Type-18
—
Ammo
Mode
Damage
Weight
Availability
Cost
Street Index
Book
100 (c)
100 (c)
belt
belt
belt
40 (c)/belt
FA
FA
FA
FA
FA
SA/FA
7S
7S
7S
7S
7S
7S
8
7
14
14
8.75
8.25
8/7 days
14/21 days
24/14 days
24/14 days
6/6 days
7/7 days
1,200¥
2,050¥
13,000¥
26,000¥
2,000¥
3,000¥
2
3.5
2
2
2
2
BSW p.32
CB1 p.51
RG p.45
RG p.45
BSW p.34
P3 p.59
Cost
6,500¥
1,500¥
750,000¥
6,000¥
6,100¥
11,100¥
17,600¥
17,000¥
1,800¥
500,000¥
Street Index
2
2
—
2
2
4
4
1.5
2.5
—
Book
CB2 p.31
BSW p.34
RG p.19
RG p.61
CB2 p.40
BSW p.33
BSW p.33
P3 p.62
BSW p.33
P3 p.62
Ammo
belt
1
20
10 (c)
8 (c)
400 (c)
400 (c)
20 (c)
100 (c)
10 (c)
Mode Damage
Weight
FA
9S
20
SS mortar round
15
SA 10M + special
25
SS
18D
19
SS
18D
23
FA ×2
9S
15
FA ×2
9S
15
SA/FA
9D(f)
45
FA ×2
8M
8.5
SS
11S
135
Availability
26/21 days
12/14 days
—
15/14 days
20/14 days
25/1 mth
25/1 mth
14/14 days
6/7 days
—
10 (m)
1 (m)
10 (m)
1 (m)
4 (cy)
normal
20 (m)
10
1 (m)
1 (m)
FA 7.62cm rocket
30
SA 7.62cm rocket
2.5
FA 12.7cm rocket
35
SA 12.7 cm rocket
3
SS/FA
10M
9.5
normal normal
normal
SA
18D
16
SS
6S/9L
15
SS
12M
5
SS
10M
3.5
22/14 days
9,500¥
10/10 days
1,000¥
24/14 days
12,000¥
11/10 days
1,250¥
18/14 days
6,500¥
+4/+7 days double normal
16/14 days
7,200¥
—
4,500¥
24/21 days
75,000¥
24/21 days
60,000¥
4
1.75
4
1.75
4
+1
2
—
3
3
TS p.25
TS p.25
TS p.25
TS p.25
1
1
belt
1(b
belt
2× belt
2× belt
belt
5 (c)
special
1
1 (m)
35 (c)/belt
1 (b)
5 (m)
P3 p.63
RG p.46
BSW p.34
P3 p.74
P3 p.74
SS 16D (–4/m)
SS 12D (–6/m)
FA
10S
SS lt. rcl. grenade
FA
9S
FA
10S
FA
10S
FA
18D
SS
20D
SA 3M to 15M
SS 20D (–5/m)
SS
missile
FA
10S
SS hvy. rcl. grenade
SS
25D
5
2
20
6.5
9.5
18.5
19
60
26
25
3
4.5
41
10
35
8/48 hrs
6/48 hrs
17/14 days
12/14 days
16/14 days
22/21 days
24/21 days
—
20/14 days
26/21 days
8/48 hrs
9/14 days
28/30 days
14/14 days
—
1,600¥
600¥
4,000¥
2,000¥
2,000¥
5,500¥
7,500¥
90,000¥
8,000¥
130,000¥
2,500¥
4,500¥
75,000¥
4,000¥
113,700¥
2
2
2
2
2
2
2.5
—
3
3.25
2
2.5
3
3
—
BSW p.35
BSW p.35
BSW p.33
TS p.26
BSW p.33
RG p.20
RG p.20
BSW p.34
CB2 p.41
TS p.21
BSW p.35
RG p.61
P3 p.58
TS p.26
CB2 p.38
12 (c)
1 (b)
100 (c)
SS
SS
FA
18D
missile
9S
20
5
12.5
18/14 days
10/14 days
18/14 days
7,400¥
6,000¥
5,000¥
2
2
3
BSW p.36
RG p.61
BSW p.34
12 (c)
special
belt
SS
SA
FA
18D
18S
9S
20
340
35
18/14 days
—
26/30 days
7,500¥
700,000¥
25,000¥
2
—
4
BSW p.37
P3 p.63
RG p.21
Ammo
12 (c)
12 (c)
12 (c)
12 (c)
1 (m)
1 (m)
5 (c)
belt
1 (b)
8 (cy)
12 (m)
Mode
SA/BF
SA/BF
SA/BF
SA/BF
SS
SS
SS
FA
SS
SA
SA/BF
Damage
grenade
grenade
grenade
grenade
grenade
grenade
grenade
grenade
grenade
grenade
grenade
Weight
7
7
7
7
1
.25
2.5
12
1
3
3.25
Availability
18/14 days
18/14 days
18/14 days
18/14 days
6/4 days
10/7 days
9/5 days
18/21 days
6/4 days
10/5 days
8/48 hrs
Cost
3,400¥
4,300¥
6,800¥
7,700¥
1,250¥
2,500¥
2,300¥
5,000¥
500¥
2,000¥
1,600¥
Street Index
3
3
3
3
2.75
2
3
3.5
2
2.5
3
Book
RG p.45
RG p.45
RG p.45
RG p.45
RG p.61
TS p.16
P3 p.73
BSW p.35
BSW p.35
BSW p.35
BSW p.35
16 (c)
4 (m)
20 (c)/belt
8 (cy)
30 (m)
SA
SA
FA
SA
FA
grenade
grenade
grenade
grenade
grenade
5
3.5
50
3.5
25
24/12 days
10/6 days
24/21 days
9/7 days
12/7 days
4,750¥
2,550¥
15,000¥
1,750¥
4,000¥
5
3
4
2
3.5
CB1 p.46
CB1 p.46
RG p.19
BSW p.37
BSW p.37
183
EQUIPMENT TABLES
FIREARMS (continued)
FULL ’BORG WEAPONS
Conceal
Ammo
Mode Damage
12.7mm “Assault Rifle”
—
50 (c)
SA/BF/FA
9S
14.5mm “Assault Rifle”
—
50 (c)
SA/BF/FA
10S
Arasaka “Pocket Tsunami”
Grenade Launcher
—
6 (cy)
SS
grenade
Arasaka “Rage” Submachinegun
2
10/20/50 (c) SA/FA
6S
Caseless “SMG”
2
50 (c)
SA/FA
8M
HiVel Caseless Auto-GL
—
25 (c)
SA/FA grenade
Magnum Opus “Big Government” 4
13 (c)
SA
13M
Magnum Opus “Hellbringer”
2
3 (m)
SS
7S
Malorian 3600 Super-SMG
3
20 (c)
SS/BF
7S
“Pistol”
3
9 (c)
SA
8S
Tsunami Arms Helix [l,r6]
—
60 (c)
FA
10S
United Armaments CLAW
—
28 (c)
FA
9D
Weight
10
15
Availability
16/21 days
18/21 days
Cost
2,000¥
2,500¥
Street Index
5
5
8
8
4
12.5
3
4.25
5.75
3.25
15
16
14/14 days
14/14 days
14/14 days
17/21 days
10/14 days
15/14 days
16/14 days
11/14 days
30/30 days
28/1 mth
1,250¥
4,500¥
1,200¥
2,000¥
2,000¥
4,000¥
3,000¥
1,000¥
9,000¥
1,600¥
4
4
4
5
3
3.5
4
3.5
4
8
Book
BSW p.38
BSW p.38
BSW
BSW
BSW
BSW
BSW
BSW
BSW
BSW
BSW
BSW
p.37
p.37
p.37
p.38
p.38
p.38
p.38
p.38
p.38
p.39
WEAPON ACCESORIES
Mount
22mm Muzzle Adaptor
Barrel
Ares MirrorSmarts
—
Composite Clip
—
Digital Weapon Uplink
Top or Under
DUD Smartgun Controller
Top or Under
Electrothermal Ammo Enhance.
—
Finishes
Camouflage
—
Chrome/Pearl/Gloss
—
Hypo-Allergenic
—
Natural Colors
—
Neon-Glow
—
Oil-Resistant
—
Printless
—
Wood Furniture
—
Flashlight
Top or Under
Flashlight + Smart Focus
Top or Under
Flash Suppressor
Barrel
Gun Cam
Top or Under
Gun Camera
Top or Under
Infrared
Top
IR Laser Sight
Top or Under
LaserEdge®
melee weapons
Luminous Sight Inserts
—
Midnight Arms Smartgoggle
Mirrorshades
—
Militech Muzzle Adaptor
Barrel
Modifications
Alternative Feed
—
Barrel Re-bore
—
Barrel Replacement
—
BF Macroplast Casing
—
FA Macroplast Casing
—
Caliber Modifications
Ceramic Casing
—
Electric Feed
—
Battery Pak
—
Battery Clip
—
Extra-Heavy Bolt
—
Fire Rate
Alternative ROF
—
Floating Breech
—
Locking Bolt
—
Selective ROF
—
Short-Burst
—
Heavy Bolt
—
Long Barrel
—
Short Barrel
—
Selective Feed
—
Snap-Down, Normal
—
Snap-Down, Rugged
—
Solenoid Trigger
—
Nikkon COT
Top
Nine-Eleven Chip
Top or Under
Optical Infrared
Top
Optical Low-Lite
Top
Conceal
—
10
—
–1
–1
—
Rating
—
—
—
—
3
—
Weight
—
—
.25
.5
.25
.5
Availability
6/48 hrs
6/60 hrs
6/72 hrs
6/6 days
8/6 days
10/7 days
Cost
100¥
6,500¥
50¥
500¥
5,000¥
+150%
Street Index
3
2
2
2
2.5
2
Book
CB1 p.47
TS p.28
PA p.24
CB1 p.12
CB1 p.12
CB2 p.50
—
—
—
—
—
—
—
—
–1
–1
–1
–1
–1
–2
–1
–1
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
–1
+1 Damage
–1
—
—
—
—
—
.1
—
—
.25
.25
.2
.25
.25
.25
.25
.25
—
+1/normal
+1/normal
+2/×2
+1/normal
+2/×1.5
8/7 days
+4/×2
normal/×2
2/24 hrs
4/24 hrs
6/48 hrs
3/36 hrs
2/24 hrs
8/4 days
6/48 hrs
6/5 days
2/24 hrs
+100%
+100%
+100%
+10%
+150%
+200%
+200%
2000¥+
50¥
100¥
250¥
100¥
300¥
1,800¥
1,000¥
700¥
50¥
normal
normal
normal
normal
normal
2
normal
normal
.9
2
1
1.2
.5
1
1
2
1
PA p.24
PA p.24
PA p.25
PA p.25
PA p.25
PA p.25
PA p.25
PA p.25
PA p.21
PA p.21
PA p.22
CB2 p.50
RG p.23
PA p.21
PA p.21
P3 p.61
PA p.21
5
—
—
—
—
—
3/36 hrs
4/48 hrs
4,500¥
200¥
1
.9
CB3 p.3
CB2 p.48
1.5
1
1
2
2
3
2
2
2
1
PA
PA
PA
PA
PA
PA
PA
PA
PA
PA
PA
1
2
1
1
1
1
1
1
2
2
3
1
2
—
1
1
PA p.25
PA p.25
PA p.25
PA p.25
PA p.25
PA p.24
PA p.24
PA p.24
PA p.24
PA p.25
PA p.25
PA p.25
PA p.21
CB2 p.50
PA p.21
PA p.21
—
—
—
—
—
—
—
–1
—
—
—
—
—
—
—
—
–1
+1
—
—
—
—
–2
–1
–3
–3
—
.25
—
—
—
—
—
—
—
—
— Gamemaster’s discretion, both
—
—
—
—
—
.25
—
.25
—
.25
—
—
—
—
—
—
—
—
—
—
—
—
3
—
—
—
—
—
—
.1
—
—
.2
–.2
.25
—
—
—
1
—
.5
.5
184
6/72 hrs
500¥
2/24 hrs
100¥
3/36 hrs 50% of weapon cost
+6/×2
+100%
+4/×1.5
+75%
up and down —
+12/×3
+200%
6/72 hrs
500¥
6/72 hrs
500¥
6/72 hrs
50¥
6/48 hrs
500¥
4/48 hrs
8/7 days
6/36 hrs
4/48 hrs
4/36 hrs
3/36 hrs
6/36 hrs
6/36 hrs
6/72 hrs
+6/×2
+12/×3
6/72 hrs
8/4 days
call Lone Star
4/48 hrs
4/48 hrs
400¥
1,000¥
500¥
500¥
500¥
250¥
+50%
+50%
1,000¥
+100%
+200%
+100%
8,000¥
1,750¥
4,000¥
3,000¥
p.24
p.24
p.24
p.24
p.24
p.24
p.24
p.24
p.24
p.24
p.24
EQUIPMENT TABLES
WEAPON ACCESORIES (continued)
Mount
Optical Ultra-Violet
Top
Revolver Silencer
Barrel
Security Chipping
Top or Under
Sharpwire Net Mount
Under
Sighting Band
Top
Silencers/Sound Suppressors
Improved Silencer
Barrel
Improved Sound Suppressor Barrel
Mini
Barrel
Shhh 7000 Sound Suppressor Barrel
Short Silencer
Barrel
Short Suprpessor
Barrel
Slimline
Barrel
Smartscope
No magnification
Top
Magnification 1
Top
Magnification 2
Top
Magnification 3
Top
Speedholster
—
Speedloader
—
SumnerTech Gyro-Mount 1S
Under
Ultra-Violet
Top
UV Laser Sight
Top or Under
Xenon Projector
Top or Under
Xenon Proj. + Smart Focus
Top or Under
Conceal
–3
–3
—
–2
—
Rating
—
—
10
—
–1
Weight
.5
1
—
2
.25
Availability
4/48 hrs
6/60 hrs
4/72 hrs
5/4 days
4/24 hrs
Cost
4,000¥
700¥
1,250¥
450¥
20¥
Street Index
1
3
1
2
1
Book
PA p.21
RG p.23
CB2 p.50
CB2 p.58
P3 p.61
–2
–2
—
–3
–1
–1
–1
+1
+1
–1
+2
—
—
—
.2
.5
.1
1
.1
.3
.2
8/72
8/72
6/48
9/72
6/72
6/48
6/48
5,000¥
7,500¥
2,500¥
11,250¥
750¥
1,000¥
2,500¥
2
2
1
2.5
2
2
2
P3 p.8/9
P3 p.8/9
P3 p.8/9
P3 p.9
PA p.22
PA p.22
P3 p.8/9
–2
–2
–2
–2
+2
8
–3
–2
–1
–1
–1
–1/0
–1/1
–1/2
–1/3
—
—
3
—
–1
—
—
1
1
1
1
.25
.5
2.5
.25
.25
.25
.25
5/60 hrs
5/60 hrs
5/60 hrs
5/60 hrs
4/24 hrs
2/24 hrs
6/48 hrs
8/4 days
6/48 hrs
8/7 days
10/7 days
3,250¥
3,500¥
3,750¥
4,250¥
200¥
10¥
2,000¥
1,800¥
1,000¥
1,500¥
1,600¥
1
1
1.1
1.1
1.25
.75
1
1
1
2
2
RG p.24
RG p.24
RG p.24
RG p.24
CB1 p.13
P3 p.9
RG p.24
PA p.21
PA p.21
PA p.21
PA p.21
Availability
4/60 hrs
6/36 hrs
4/24 hrs
4/24 hrs
14/8 days
12/10 days
16/14 days
14/14 days
6/72 hrs
4/4 days
16/14 days
6/48 hrs
14/14 days
6/48 hrs
16/14 days
5/36 hrs
10/72 hrs
3/36 hrs
—
16/14 days
5/36 hrs
18/14 days
4/24 hrs
6/48 hrs
Cost
50¥
100¥
40¥
40¥
100¥
100¥
300¥
100¥
60¥
50¥
80¥
100¥
100¥
20¥
80¥
90¥
450¥
35¥
300¥
100¥
60¥
200¥
25¥
30¥
Street Index
1.25
1.5
1
1
4
3.5
4
4
2
2
4.5
2
6
.5
4
1
3
.75
—
4
1.1
3
.8
2
Book
CB2 p.37
TS p.35
TS p.35
TS p.35
CB1 p.54
P3 p.68
P3 p.68
P3 p.48
BSW p.6
BSW p.44
CB1 p.54
CB2 p.37
P3 p.41
CB1 p.32
CB2 p.46
RG p.26
CB2 p.37
RG p.26
P3 p.62
RG p.27
CB1 p.54
RG p.47
CB1 p.50
P3 p.68
6/48 hrs
6/48 hrs
8/4 days
8/60 hrs
4/24 hrs
12/10 days
16/14 days
5/48 hrs
6/72 hrs
8/72 hrs
3/12 hrs
10/10 days
6/72 hrs
2/24 hrs
8/36 hrs
8/36 hrs
15¥
15¥
40¥
20¥
15¥
100¥
100¥
100¥
80¥
100¥
10¥
120¥
80¥
30¥
100¥
80¥
2
2
2
1.5
1.5
4.5
2.5
1
1
2
.75
3
2
1
2
2
CB2 p.42
CB2 p.42
CB2 p.42
CB2 p.42
CB2 p.42
CB2 p.46
CB2 p.31
CB1 p.48
PA p.31
CB2 p.36
CB2 p.47
BSW p.45
CB1 p.49
P3 p.9
TS p.36
TS p.36
hrs
hrs
hrs
hrs
hrs
hrs
hrs
AMMUNITION AND EXPLOSIVES
AMMUNITION (per 10 rounds)
Conceal
#000 Triplex (for Heavy Pistols)
9
30mm-Explosiv
8
30mm-massiv
8
30mm-Schrot
8
Acid
8
Anti-Personnel
8
Anti-Vehicular
8
APDS Flechette
8
Arasaka Restraint Caster Capsules (20 rnds) 8
Armor-Piercing
8
Armor-Piercing Incendiary
8
Carbosteel Wire Net (per net)
5
Crawler
8
Dartgun Cyberfinger Darts
10
Dual-Purpose
8
Duplex
8
FEN Dz-55 Det-Web (per web)
5
Firepower™ (for Heavy Pistols)
8
Gauss Gun ammo (for Gauss Guns)
6
Glaser™
8
HEP (High-Explosive Cratering)
8
HESH (High Explosive Squash Head)
8
Hollow-Point
8
Incendiary
8
Kendachi “Airhammer” ammo
Fragmentation Flechette
9
Flechette
9
Gas
9
JellSluggs
9
Practice
9
Kendachi Fragmentation Flechettes
8
Light Armor-Piercing/High Explosive
8
Multi-Flechette
8
Plastic Bullet Rounds
8
Ramjet (for Ramjet Rifle)
8
Rubber
8
Safety Rounds
8
Stundart (for Heavy Pistol)
8
Tracer
8
Wirtz-Betäubung (for Wirtz “DemoControl)
6
Wirtz-Schrot (for Wirtz “DemoControl”)
8
Damage
Weight
6L per pellet, 3 pellets
.5
+1 Power
1
normal
1
–1 Damage, Flechette
1
as weapon
.5
+2 Power, +1 Damage
.75
special
.25
+1 Damage, 1/2 Ballistic .25
as normal net gun
—
–2 Ballistic
.75
1/2 Ballistic
.25
10S Stun
1
as flechette
.5
3L
.1
1/2 Ballistic + special
.5
two bullets
.75
8D (–1/m)
2
+1 Power
.5
normal
1.5
+2 Damage, 2× Ballistic .75
+1 Power, 1/2 is Stun
.75
special
.75
+1 Damage, +2 Ballistic
.5
normal
.25
+1 Power
normal
special
–2 Power, Stun
3L
+1 Power
+1 Power, 1/2 Ballistic
special
see rules
normal
Stun
+1 Damage Level
10S Stun
as weapon
12M Stun
11S(f)
185
.15
.15
.25
.25
.15
.5
.75
.5
.25
.5
.5
.5
.75
.5
1.5
1.25
EQUIPMENT TABLES
AMMUNITION AND EXPLOSIVES (continued)
SHOTGUN AMMO (per 10 rounds)
Dragon’s Breath
Flare
Flash/Flash-Bang
Gas
HE
HEAT
Smoke
Stinger
Stundart
Thermite
Conceal
8
8
8
8
8
8
8
8
8
8
PRE-LOADED CLIPS (per round in clip) Conceal
Hermetically Sealed Disposable Macroplast Clips
Explosive ammo
normal
Flechette ammo
normal
Gel ammo
normal
Needle ammo
normal
Standard ammo
normal
Stun ammo
normal
Tracer ammo
normal
Damage
fire
6M
none
gas
8S (–16/m)
8S(–16/m)
none
Stun
10S Stun + shock
see above
Weight
.75
.5
.5
.5
.75
.75
.5
.5
.75
.5
Availability
12/7 days
4/24 hrs
4/24 hrs
6/48 hrs
12/14 days
14/14 days
3/12 hrs
4/18 hrs
6/72 hrs
8/7 days
Cost
90¥
50¥
60¥
50¥
100¥
200¥
40¥
30¥
80¥
300¥
Street Index
3
1
1
1.1
2
4
.8
1
2
3
Book
TS p.26
CB2 p.47
CB2 p.47
CB2 p.47
BSW p.45
BSW p.45
CB2 p.47
CB2 p.47
BSW p.45
BSW p.45
Damage
Weight
Availability
Cost
Street Index
Book
normal
normal
normal
normal
normal
normal
normal
normal
normal
normal
normal
normal
normal
normal
5/4
5/4
6/4
6/3
4/3
6/4
6/3
12¥
22¥
8¥
10¥
6¥
22¥
8¥
1
1
1.5
1.5
1
1.5
1
days
days
days
days
days
days
days
P3
P3
P3
P3
P3
P3
P3
p.10
p.10
p.10
p.10
p.10
p.10
p.10
ARROWS (per arrow)
Broadhead
Spinner
Stun
Warhead
Conceal
3
3
3
1
Damage
Weight
+1 Damage
.1
+2 Power, +1 Damage
.1
Stun
.1
as pistol grenade
.2
Availability
4/36 hrs
4/48 hrs
3/36 hrs
6/7 days
Cost
15¥
15¥
10¥
35¥
Street Index
1
1
1
2
Book
BSW p.46
BSW p.46
BSW p.46
BSW p.46
CROSSBOW BOLTS (per BOLT)
Broadhead
Spinner
Stun
Warhead
Conceal
3
3
3
1
Damage
Weight
+1 Damage
.05
+2 Power, +1 Damage
.05
Stun
.05
as pistol grenade
.1
Availability
6/36 hrs
6/48 hrs
5/36 hrs
8/7 days
Cost
8¥
8¥
5¥
30¥
Street Index
1
1
1
2
Book
BSW p.46
BSW p.46
BSW p.46
BSW p.46
ASSAULT CANNON (per 10 rounds)
Armor-Piercing
Armor-Piercing Discarding Sabot
AP Fin-Stablized Discarding Sabot
Chemical (C = chemical’s stats)
Extra High Impact
High-Explosive Anti-Tank
Shot
Conceal
3
3
3
3
3
3
3
Damage
Weight
3/4 armor
1.5
1/2 armor
1
1/3 armor
1
–2 Damage
.75
special
1.5
1/2 armor (–4 per m) 1.25
normal, use Shotgun rules 1.25
Availability
12/7 days
24/21 days
30/30 days
C+2/C×2
8/4 days
24/21 days
6/4 days
Cost
1,000¥
1,500¥
2,750¥
C+250¥
1,000¥
1,750¥
500¥
Street Index
3
5.5
9
C+.25
2.25
5.5
2
Book
PA p.28
PA p.28
PA p.30
PA p.30
CB2 p.40
PA p.30
PA p.30
Availability
8/5 days
9/14 days
6/4 days
Cost
125¥
100¥
100
Street Index
3.5
3.5
2
Book
RG p.25
CB1 p.46
BSW p.42
LAUNCHED GRENADES (per grenade)
Conceal
Anti-Armor Grenade
8
Anti-Personnel Flechette
8
Bean Bag
8
Classic Rifle Grenades
Chemical
3
HE
3
HEAT
3
DCR Rifle Grenade
Anti-Tank
4
Concussion
4
Defensive
4
Offensive
4
Flash-Bang
8
Heavy Recoilless Rifle Grenades
Anti-Armor
5
Anti-Personnel
5
High Explosive
5
Smoke
5
HEP
8
Illumination
7
Light Recoilless Rifle Grenades
Anti-Armor
5
Anti-Personnel
5
High Explosive
5
Smoke
5
Mikrogranate (for Wirtz “DemoControl” only)
Defensive
9
Offensive
9
Schock
9
Damage
10S (–5/m)
10D(f)
12S Stun
Weight
.1
.1
.1
—
10S (–1/.5 m)
14D (–14/m)
.5
.5
.5
6/8 days
6/8 days
6/8 days
50¥
50¥
50¥
2
2
2
BSW p.41
BSW p.41
BSW p.41
16D (–8/m)
12M Stun (–1/m)
10S (–1/.5 m)
10S (–1/m)
12M Stun (–2/m)
.5
.5
.5
.5
.1
8/8 days
8/8 days
8/8 days
8/8 days
10/6 days
100¥
50¥
50¥
50¥
160¥
2
2
2
2
3.25
CB1 p.47
CB1 p.47
CB1 p.47
CB1 p.47
BSW p.42
18D (–6/m)
18D(f) (–1/.5 m)
18S (–1/.5 m)
—
8S
6M
3
3
3
2.5
.1
.1
5/36 hrs
5/36 hrs
5/36 hrs
4/36 hrs
6/6 days
7/36 hrs
200¥
150¥
150¥
125¥
60¥
150¥
3
3
3
2.5
2.5
2
TS p.28
TS p.28
TS p.28
TS p.28
BSW p.42
BSW p.42
12D (–6/m)
12S(f) (–1/.5 m)
12S (–1/.5 m)
—
3
3
3
2.5
5/36
5/36
5/36
4/36
200¥
150¥
150¥
125¥
3
3
3
2.5
TS p.28
TS p.28
TS p.28
TS p.28
10S (–5/m)
10S (–3/m)
12M Stun (–2/m)
.1
.1
.1
6/36 hrs
6/36 hrs
8/36 hrs
80¥
80¥
80¥
1.5
1.5
1.5
TS p.36
TS p.36
TS p.36
186
hrs
hrs
hrs
hrs
EQUIPMENT TABLES
AMMUNITION AND EXPLOSIVES (continued)
LAUNCHED GRENADES (per grenade)
Conceal
Militech 25mm Launched Grenades
Chemical
6
Flechette
6
Fragmentation
6
HEP
6
Militech 25mm Pistol-Grenades
Concussion
8
Defensive Frag
8
Flash Bomb
8
HEP (Cratering)
8
Incendiary
8
Offensive Frag
8
Smoke/Tear Gas
8
Net
6
Rostovic Wrist Racate Ammo (per 6 rounds) 5
Shotgun Minigrenades (for Shotguns only)
Concussion
8
Defensive
8
Offensive
8
SplatShell
8
Tränengas-Minigranate
8
Urban Technologies Slasher (for Shotguns,
MMGs, HMGs, and Grenade Launchers) 8
THROWN GRENADES (per grenade)
Conceal
Anti-Tank
4
Biotech-Askari Motion Restraints
6
Concussion Grenade
7
Crawler Grenade
6
CS Grenade
5
EMP Grenade
6
Explosive Grenade
7
FEN Dz 22 “Saucer Grenades”
7
Finger Bomb
10
Flashbang Grenade
6
Foam Grenade
6
Fragmentation mini-grenade
8
Gas Grenade
5
GPz-78 Grenade
8
Green Ring 4
6
HEP (High-Explosive Cratering) mini-grenade 8
Incendiary Grenade
6
Mace XII
Militech PDU-3
Mini gas (any but Green Ring 4)
Mini Green Ring 4
Mini smoke
Neurostun IX
Neurostun-Minigranate
Ninja Smoke Pellets
Niref D
Paint Grenade
Scatter Grenade
Scatter Grenade
Concussion charge
High Explosive charge
Smoke
Smoke
Sonics
Spraypaint Grenade
Stench Bomb
Thermal Smoke
COMMERCIAL EXPLOSIVES
Detcord (per 10 meters)
FEN Dz 25 “Det Card”
Shaped Charge
6
8
8
8
8
6
8
10
6
6
6
5
6
6
6
6
6
Conceal
6
10
4
Damage
Weight
Availability
Cost
Street Index
Book
—
(2D6)S(f)
8S(f) (–1/1.5 m)
8S
.25
.25
.25
.25
8/8
8/8
8/8
8/8
30¥
30¥
30¥
30¥
2.5
2.5
2.5
2.5
BSW
BSW
BSW
BSW
8M Stun (–2/m)
6M (–3/m)
4L (–1/m)
4S, 1/2 is Stun
6M (–6/m)
6S (–3/m)
gas
—
9S (–3/m)
.1
.1
.1
.1
.1
.1
.1
.25
1.25
5/6 days
5/7 days
4/72 hrs
4/6 days
8/7 days
5/7 days
6/7 days
8/48 hrs
14/20 days
15¥
20¥
15¥
30¥
30¥
25¥
20¥
300¥
200¥
2
2
1.2
1.5
2
2
2.5
3
3.5
CB2 p.48
CB2 p.48
CB2 p.48
CB2 p.48
CB2 p.48
CB2 p.48
CB2 p.48
BSW p.42
CB1 p.49
10M (–1/m)
8S (–1/.5 m)
8S (–1/m)
splatballs
8M
.2
.2
.2
.1
.15
7/4 days
6/4 days
6/4 days
6/48 hrs
4/24 hrs
600¥
600¥
600¥
10¥
50¥
3
3
3
1
1.5
RG p.47
RG p.47
RG p.47
CB2 p.47
TS p.36
11S
.1
14/10 days
75¥
2.5
CB2 p.47
Availability
6/7 days
6/48 hrs
6/72 hrs
20/14 days
6/4 days
10/10 days
6/72 hrs
6/10 days
6/6 days
8/6 days
3/48 hrs
8/4 days
5/4 days
4/60 hrs
10/6 days
9/5 days
10/8 days
Cost
120¥
60¥
40¥
150¥
75¥
400¥
25¥
65¥
35¥
80¥
30¥
50¥
60¥
40¥
80¥
60¥
100¥
Street Index
3.5
2
1.2
6
2.5
4
1.5
3
1.5
2.25
.9
3
2
1.5
2.5
2.5
3
Book
BSW p.39
CB1 p.48
P3 p.68
P3 p.41
RG p.25
CB1 p.47
P3 p.68
CB1 p.47
CB1 p.32
CB2 p.49
P3 p.69
CB1 p.46
RG p.26
CB1 p.48
P3 p.11
CB1 p.46
P3 p.49
Damage
Weight
15S (–3/m)
1
—
.5
10M Stun (–2/m)
.25
as normal
.25
tear gas
.5
special
.3
6M (–1/m)
.25
8S (–1/m)
.25
8M (–1/m)
.1
12M Stun (–2/m)
.25
—
.25
10D(f) (–1/.5 m)
.1
Neuro-Stun VIII
.5
8M (–1/.5 m)
.1
gas
.25
10S (–1/m), 1/2 is Stun
.1
10M (–1/.5 m) +
.25
10L per turn
gas
.25
10S (–2/.5 m)
.25
gas
.1
gas
.1
—
.1
gas
.25
8M + gas
.15
—
.1
gas
.25
—
.25
—
.25
3 charges
.5
8M Stun (–1/m)
7S (–1/m)
—
—
.25
special
.5
—
.25
—
.25
—
.25
Rating
6
4
15D (–5/m)
187
Weight
5
.02
1
days
days
days
days
8/6 days
50¥
10/7 days
150¥
10/6 days
100¥
14/6 days
120¥
10/6 days
50¥
6/6 days
50¥
12/4 days
200¥
4/48 hrs 25¥ per 5 pellets
10/6 days
80¥
3/48 hrs
20¥
3/48 hrs
70¥
6/5 days
100¥
p.41
p.41
p.41
p.41
2
2.5
2
3
2
2
3
1
2
2
1.5
2.25
P3 p.11
CB2 p.42
P3 p.11
P3 p.11
P3 p.11
P3 p.11
TS p.36
BSW p.40
P3 p.11
P3 p.69
CB2 p.49
RG p.27
4/4 days
8/72 hrs
2/3 days
3/48 hrs
5/4 days
30¥
80¥
20¥
20¥
40¥
2
2
.9
.8
2
P3 p.11
BSW p.39
CB2 p.49
CB2 p.49
P3 p.11
Availability
10/48 hrs
8/5 days
12/48 hrs
Cost
900¥
120¥
500¥
Street Index
1.5
4
2.5
Book
CB1 p.13
CB1 p.47
RG p.28
EQUIPMENT TABLES
AMMUNITION AND EXPLOSIVES (continued)
MISSILES
Anti-Power-Plant Rocket
Armor-Piercing Missile
Armor-Piercing Rocket
Baffler
Fireball Special Missile
Fireball Special Rocket
Micromissiles
Anti-Armor (Intelligence 2)
HEP
Normal (Intelligence 2)
Puff Dragon Missile
Puff Dragon Rocket
Smoking Jenny
Conceal
—
—
—
—
—
—
Damage
12M
16D (–8/m)
16D (–8/m)
8M Stun
12D (–6/m)
12D (–6/m)
Weight
2
2.5
3
2.5
2.5
2.5
Availability
6/48 hrs
10/6 days
12/6 days
6/3 days
12/7 days
10/4 days
Cost
2,500¥
4,500¥
3,500¥
3,000¥
4,500¥
3,500¥
Street Index
1.3
3
2.5
2
2.5
2.3
10
10
10
—
—
—
12M (–12/m)
14M, 1/2 is Stun
12M (–6/m)
8M Stun
8M Stun
8M Stun
.25
.25
.25
2.5
2
2
16/14 days
12/14 days
14/14 days
10/72 hrs
9/72 hrs
8/72 hrs
750¥
200¥
500¥
3,200¥
2,200¥
2,000¥
2
2
2
2
2
1.8
CB2 p.49
CB2 p.49
CB2 p.49
P3 p.67
P3 p.67
P3 p.67
MINES
Anti-Personnel Mine
Anti-Personnel Mine
Antitank Mine
Claymore
Conceal
4/16
6/18
4/16
4
Availability
10/7 days
14/10 days
10/7 days
8/6 days
Cost
350¥
50¥
400¥
175¥
Street Index
3
4
3
3
Book
CB3 p.57
P3 p.48
CB3 p.57
RG p.25
Directional A-P Mine
4
10/7 days
100¥
3
Explosive-Tipped Spikes
Thermite Limpet Mine
10
8
Damage
Weight
7D(f) (–1/m)
.1
6D (–3/m)
.25
14D (–7/m)
15
cone: 10D (–1/5 m)
1.5
sphere: 10S (–1/3 m)
cone: 8D(f) (–1/4 m)
.5
sphere: 8S (–1/2 m)
2D
.1
10S (–5/m)
.25
8/10 days
9/7 days
5¥
80¥
2
2.5
Conceal
6
—
Damage
Weight
as rating 8 explosive
1
6S (–1/.5 m)
45
Availability
8/48 hrs
10/7 days
Cost
100¥
1,000¥
Street Index
1.25
4
Book
BSW p.43
P3 p.63
Availability
Cost
Street Index
Book
OTHER EXPLOSIVES
C-6 “Flatfire” Plastic Explosive
Cloud Bomb
Book
P3 p.66
P3 p.66
P3 p.66
P3 p.67
P3 p.67
P3 p.67
P3 p.66
P3 p.75
CLOTHING AND ARMOR
Animal Armor
Light
Medium
Heavy
Arasaka Jetsetter Executive Briefcase
Armanté “Tokyo” Business Suit
Armored Stockings
Armor Street Clothes
Type 1
Type 2
Battle Vest
Combat Biker Body Armor
Light
Heavy
Helmet
Diving Suit
Doorgunner’s Vest
Eji of Japan
Armored Cloak
Designer’s Jeans
Lamb’s Wool Sweater
Esporma Environment Suit
Fireproof Clothing
Coat
Jacket
Shirt
Hat
Skirt
Pants
Overcoat
Fireproof Suit
Fire-Resistant Coveralls
Flack Vest
Gibson Battlegear
Acid-washed Jeans
Denim Jacket
T-Shirt
Conceal
Ballistic
Impact
Weight
—
—
—
—
13
15
2
3
4
3
2
+1
1
2
2
3
1
0
Body × .5
Body
Body × 1.25
4.5
1
—
5/7 days
5/7 days
5/7 days
4/36 hrs
3/48 hrs
6/72 hrs
600¥
750¥
1,000¥
2,000¥
1,000¥
110¥
1.5
1.5
1.5
1.2
.75
1.1
PA p.31
PA p.31
PA p.31
CB2 p.21
TS p.32
CB2 p.28
12
12
7
3
2
0
1
2
0
1.5
1.5
1
3/24 hrs
3/24 hrs
5/3 days
500¥
500¥
750¥
.8
.8
1.75
P3 p.15
P3 p.15
P3 p.74
—
—
—
—
—
3
6
+1
2
6
2
5
+1
1
4
1.25
2.75
.5
10
12
4/48 hrs
4/48 hrs
5/48 hrs
10/10 days
9/8 days
900¥
1,200¥
600¥
6,000¥
7,500¥
1
1
2
3
1.9
P3 p.35
P3 p.35
P3 p.35
CB1 p.15
RG p.49
14
—
—
1
2
0
0
2
1
0
0
1
1.5
1
1
5
always
always
always
6/4 days
500¥
50¥
60¥
7,250¥
.75
.75
.75
3
CB1
CB1
CB1
CB3
8
8
8
8
8
8
8
4
10
—
0
0
0
0
0
0
0
special
0
4
2
2
1
1
1
2
2
special
3
4
1
1
.5
—
1
1.5
2
3
3.5
2
4/48 hrs
4/48 hrs
4/48 hrs
4/48 hrs
4/48 hrs
4/48 hrs
4/48 hrs
6/72 hrs
10/48 hrs
6/4 days
220¥
200¥
130¥
130¥
150¥
150¥
500¥
500¥
2,000¥
1,000¥
2
2
2
2
2
2
2
2.5
1
1
CB1 p.11
CB1 p.11
CB1 p.11
CB1 p.11
CB1 p.11
CB1 p.11
CB1 p.11
P3 p.73
RG p.29
RG p.49
10
9
10
2
2
1
1
1
0
1
1
.5
4/48 hrs
4/48 hrs
4/48 hrs
300¥
1,500¥
100¥
1
1
1
CB1 p.62
CB1 p.62
CB1 p.62
188
p.64
p.64
p.64
p.16
EQUIPMENT TABLES
CLOTHING AND ARMOR (continued)
Conceal
Ballistic
Gibson Battlegear “Sneak Suit”
Combat Helmet
—
+1
Diving Suit
+4
0
Flak Vest
+2
2
Sneak Suit
+4
1
Space Suit
+4
1
Heavy Leather (Jacket or Pants)
—
0
Helmet
Nylon
—
+1
Steel
—
+1
ICON America
Bomber Jacket
—
0
Boots
—
0
Gun Belt
—
0
“Gunfighter” Hat
—
0
Half Boots
—
0
Long Duster
—
0
Long Skirt
—
0
Miniskirt
—
0
Pants
—
0
Tunic
—
0
IR Combat Cloak
+4/+2
0
Kelmar Police Armor (Hardened)
Light
2
3
Heavy
1
5
Helmet
—
+0
Kevlar Armor Jacket
Light
8
3
Medium
6
4
Heavy
5
5
Kevlar Backpack
With inserts
—
3
Without inserts
—
1
Kevlar Blanket
—
2
Kevlar T-Shirt/Vest
11
2
Masetto Tech Clothing
‘Alessio’ Coveralls
—
—
‘Ciampolo’ Gloves
—
—
‘Gianni’ Helmet
—
—
‘Guercio’ Helmet
—
—
‘Lano’ Armour Coveralls
6
3
‘Pinamonte’ Boots
—
—
MedicGear Combat Medical Armor
5
3
Medieval Armor (Maximillian)
—
3
Medieval Armor (Standard)
—
2
MetalGear™ (Hardened; add ratings of components together)
Arm
2
1.5
Helmet
—
1
Leg
2
1.5
Torso
3
2
Military Chemsuit
—
—
Militech M73 “Mirage Gear” Environmental
Assimilation System
Combat Helmet
—
+1
Flak Vest
—
2
“Mirage Gear”
+2
1
Militech M96 “Ghostsuit” Chameleon Clothing
“Ghostsuit”
+4
2
Helmet
—
+1
Nu-Tek Wearman Series
Jacket
—
0
Skirt
—
0
Protective Headgear Insert
9
+1
Ruthenium Clothing
—
—
Shadow Suit
Sneak Suit
Spidersilk Armor
Jumpsuit
Under-clothing
Impact
Weight
+0
0
1
0
1
2
1.5
2
1.5
1
10
1
+1
+2
Availability
Cost
Street Index
10/5 days
12/7 days
8/5 days
8/5 days
14/7 days
always
1,185¥
35,000¥
1,375¥
1,560¥
25,000¥
750¥
2.5
3.5
2
3
4.5
.75
CB2 p.28
CB2 p.28
CB2 p.28
CB2 p.28
CB2 p.28
RG p.48
—
—
12/14 days
14/14 days
200¥
250¥
1.5
1.75
RG p.49
RG p.49
2
0
0
0
0
1
0
0
0
1
0
1.5
1
.25
.5
.75
1.5
1
.5
1
1
2
always
always
3/24 hrs
always
always
always
always
always
always
always
6/48 hrs
900¥
450¥
180¥
300¥
300¥
1,500¥
600¥
300¥
750¥
660¥
450¥
.9
.8
.9
.8
.8
.8
.8
.8
.8
.8
2
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
5
7
+1
2.5
4
.75
20/14 days
24/20 days
20/14 days
10,000¥
12,500¥
2,000¥
3
3.5
3.5
RG p.29
RG p.29
RG p.29
2
3
4
1
1.5
2
2/36 hrs
3/36 hrs
3/36 hrs
600¥
800¥
1,000¥
.8
.8
.8
RG p.48
RG p.48
RG p.48
2
0
0
0
2
.5
—
1
5/72 hrs
5/72 hrs
always
4/48 hrs
100¥
50¥
500¥
220¥
1.5
1.5
1
2
CB4 p.73
CB4 p.73
P3 p.18
RG p.48
—
—
+1
+1
2
—
1
4
3
—
—
1
1
1
—
4
14
10
always
always
4/48 hrs
3/48 hrs
always
always
10/14 days
10/4 days
8/48 hrs
200¥
40¥
3,500¥
600¥
1,600¥
50¥
3,400¥
10,600¥
3,500¥
1
1
2
2
1
1
2
1
1
CB3
CB3
CB3
CB3
CB3
CB3
CB2
CB1
CB1
1.25
1
1.25
1.5
—
2
1.5
3
4
Body × 1.5
10/7 days
10/7 days
10/7 days
10/7 days
18/14 days
2,000¥
2,000¥
2,000¥
2,000¥
15,000¥
3
3
3
3
2
RG p.49
RG p.49
RG p.49
RG p.49
P3 p.16
+0
1
0
1
1.5
1.5
9/4 days
7/4 days
5/48 hrs
700¥
1,275¥
1,050¥
2.5
2.5
3
CB2 p.28
CB2 p.28
CB2 p.28
1
+0
3
1.5
6/14 days
8/14 days
53,000¥
6,000¥
8
8
CB2 p.27
CB2 p.27
0
0
+1
—
1
.75
.25
—
3/48 hrs
3/48 hrs
8/7 days
5/48 hrs
300¥
200¥
50¥
30,000¥
CB1 p.58
CB1 p.58
CB4 p.69
PA p.32
12
+4
4
0
1
0
1.5
2
6/48 hrs
8/14 days
800¥
50,000¥
.9
.9
1.75
you’re kidding,
right?
1
7.5
—
12
7
4
5
1
Body ÷ 3
Body ÷ 4
18/1 mth
14/14 days
Body x 750¥
Body x 500¥
3
3
189
Book
p.61
p.61
p.61
p.61
p.61
p.61
p.61
p.61
p.61
p.61
p.15
p.7
p.8
p.8
p.8
p.7
p.8
p.19
p.16
p.16
P3 P.16
RG p.29
TS p.32
TS p.32
EQUIPMENT TABLES
CLOTHING AND ARMOR (continued)
Takanaka Exec Line
Briefcase
Cape
Cologne
Cravat
Full Armored Topcoat
Jacket
Monogram Shirt
Opera Cloak
Pants
Scarf
Sword Case
Tie
Top Coat
Vest
Thermal Regulation Suit
Uniware
Armored Jacket
Armored Trenchcoat
Blouse/Shirt
Boots
Dress
Jumpsuit
Legpads
Pants
Skirt
Torso Armor
Utility Belt
Vest
Urban Brawl Body Armor
Light
Medium
Heavy
Helmet
Conceal
Ballistic
Impact
Weight
Availability
—
—
—
—
10
—
—
10
—
—
—
—
—
—
14
0
0
—
0
4
0
0
3
0
0
—
0
0
0
—
0
0
—
0
1
0
0
1
0
0
—
0
0
0
—
1.5
1.5
—
.5
2.5
1
.75
2.5
1
.25
.5
—
1.5
.75
2
5/72
6/72
6/72
6/72
8/72
6/72
7/72
8/72
6/72
6/72
8/72
6/72
6/72
6/72
6/48
7
7
—
—
—
—
8
—
—
8
—
—
3
4
0
0
0
0
2
0
0
2
0
0
2
3
0
0
0
0
2
0
0
2
0
0
1.5
2
.75
1
1.5
1.5
1.5
1
.75
2
.5
.5
10/4 days
10/4 days
8/4 days
4/4 days
6/4 days
8/4 days
9/4 days
8/4 days
8/4 days
10/4 days
5/4 days
8/4 days
—
—
—
—
3
4
6
+1
2
3
4
+1
1.25
1.5
2.5
.5
4/48
4/48
4/48
5/48
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
hrs
Cost
Street Index
Book
600¥
900¥
150¥
100¥
2,000¥
800¥
200¥
1,200¥
700¥
75¥
300¥
100¥
1,000¥
500¥
8,000¥
.8
.9
.9
.9
.9
.9
1.1
.9
.9
.9
1
.9
.9
.9
2
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
CB1 p.63
P3 p.15
800¥
900¥
40¥
60¥
100¥
150¥
300¥
70¥
70¥
300¥
30¥
50¥
1.3
1.3
1.2
1.2
1.2
1.2
1.3
1.2
1.2
1.3
1.1
1.2
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
CB1
700¥
750¥
1,000¥
600¥
1
1
1
1
P3
P3
P3
P3
CYBERWARE
Essence Cost
Anchoring Cyberfeet
—
Ares Duo-Smart
—
Aurasound “Spectrum” Cyberaudio Implant
.3
Omnidirectional
+.5
Balance Tail
.5
BigKnucks
.15
BigRipp
.4
Biodyne Systems “Enable” Cyberlimb
.5 (Body Cost: .5)
Biomonitor
.1
Biomonitor
.5
Bodyweight Autoinjector
.1
Bodyweight Pacemaker Coprocessor
.2
Bomb Implant
.5
Bug Detector (ratings 1 to 6)
.05 + (rating÷20)
Buzz Hand
—
Capsuleco CyberPillow™
—
Cyberpillow cases
—
Catspaw™ Stealth Foot
—
ChemSkins
.5
ChipLok
—
Clock Radio
.5
Color Control Gland
.02
Color Shift cybereyes
.25
Contraceptive Implant
.05
Cordless Smartlinking
Level 1
+.1
Level 2
+.1
Cutting Torch
.4
Cyberarm Add-In Options
Bio-Injector
—
Shock Inducer
—
Taser Touch
—
Availability
3/4 days
8/48 hrs
4/24 hrs
+1/normal
5/36 hrs
4/48 hrs
3/72 hrs
6/7 days
always
4/36 hrs
2/6 hrs
6/24 hrs
20/14 days
(rating+1)/12 days
8/6 days
always
always
4/7 days
3/24 hrs
4/24 hrs
2/24 hrs
4/36 hrs
3/24 hrs
6/4 days
Cost
4,000¥
+200%
4,500¥
+1,500¥
3,000¥
5,000¥
12,000¥
100,000¥
1,000¥
40,000¥
750¥
1,500¥
500,000¥
rating × 12,500¥
24,000¥
800¥
100¥
7,500¥
6,000¥
150¥
3,000¥
2,500¥
6,000¥
1,000¥
Street Index
2
2
1
1
1
1
1
1
1
1
.9
2
1
1.75
1
.75
.75
1.5
1.1
1.25
.8
1
.9
1.25
Book
CB2 p.5
PA p.26
CB3 p.35
CB3 p.35
PA p.31
TS p.15
CB4 p.11
CB3 p.34
TS p.5
P3 p.16
CB3 p.25
CB3 p.26
TS p.34
TS p.13
TS p.10
CB3 p.26
CB3 p.26
CB4 p.6
TS p.5
CB4 p15
P3 p.51
CB2 p.6
TS p.14
TS p.6
6/48 hrs
8/72 hrs
6/48 hrs
+200%
+200%
3,500¥
2
2
2
PA p.26
PA p.26
CB1 p.36
14/96 hrs
8/48 hrs
8/4 days
30,000¥
2,000¥
2,000¥
1
1
2
P3 p.16
P3 p.16
P3 p.16
190
p.59
p.59
p.59
p.59
p.59
p.59
p.59
p.59
p.59
p.59
p.59
p.59
p.36
p.36
p.36
p.36
EQUIPMENT TABLES
CYBERWARE (continued)
Cyberfacial Remounts
Evileye (armor +0/+1)
Jigsaw (armor +1/+1)
Twoface
Cyberlimb Coverings
Plastic
RealSkinn™
Superchrome®
Cyberoptic Compass
Logcompass
Normal model
Cyberoptic Teargas Sprayer
Cyclops International “Bug Eye”
Cyphire Remote Eye
Cyphire “Spitting Cobra”
Cyphire Tri-Dart Launcher
Cytech Custom Cyberhands
Dakai Soundsystems NewThroat
Dakai Soundsystems Scramble
Dermatech Logo-Line™ Tattoos
Dermatech Mood Skin (per m2)
Derringer
Dodgeball™
Donner Savage Medical Modular Hand
Dynalar Digits® Cyberfingers
Air Hypo
Ballpoint Finger
Dartgun
Finger Bomb
Flare
Flasher
Flesh Mount
IR/UV Flashlight
Laser Pointer
Light Pen
Lighter
Lockpick
Mace Sprayer
Mini Light
One-Shot Special
Parabolic Microphone
Probe Link
Quick-Change Mount
Scissors/Wire Cutters
Self-Propelled Grenade
Storage
Tracking Device
Vidcam
Dynalar “Endo-Frame” Cyberskeletal
Enhancement
Dynalar NewTeeth
Dynalar PowerJaw
Dynalar Web Hand
E-Monitor
Extension Hand
Extra Twist™ Joint Addition
Flamethrower
Flashbulb
Frequency Changer
Gang Jazzler
Gas Jet
General Products Exoskeletons
Series-A
Series-B
Gene-Teck’s See-It™ Transparent
Skin (per square meter)
Essence Cost
Availability
Cost
Street Index
Book
.15
.25
.5
6/48 hrs
6/48 hrs
8/48 hrs
15,000¥
25,000¥
35,000¥
1
1
1
—
—
—
2/24 hrs
5/7 days
4/5 days
40¥ to 8,000¥
8,000¥
8,000¥
.8
1.5
1.2
TS p.9
TS p.9
TS p.9
.2
.1
.2
.25
.15
.1
.5
—
.25
.1
.05
.25
.2
.3
.35
6/24 hrs
4/24 hrs
6/24 hrs
2/24 hrs
6/48 hrs
3/36 hrs
10/60 hrs
5/4 days
6/10 days
6/60 hrs
2/4 hrs
4/36 hrs
8/7 days
6/72 hrs
5/4 days
3,000¥
3,000¥
2,000¥
7,500¥
15,000¥
4,000¥
3,000¥
9,000¥
8,500¥
10,000¥
100-2,000¥
200¥
220¥
14,500¥
58,500¥
.9
.9
1
1
2
2
3
1
2
1
.75
.8
2
1.5
2
CB3
CB3
CB1
CB3
CB2
CB3
CB2
CB2
CB4
CB4
CB4
CB3
CB1
CB1
CB4
p.24
p.24
p.39
p.23
p.9
p.27
p.6
p.5
p.8
p.8
p.13
p.35
p.36
p.39
p.5
.15
.15
.15
.15
.15
.15
—
.15
.15
.15
.15
.15
.15
.15
.15
.15
.15
—
.3
.15
.15
.15
.15
3/24 hrs
3/24 hrs
8/48 hrs
10/7 days
6/48 hrs
4/36 hrs
+1/normal
4/36 hrs
5/36 hrs
4/36 hrs
2/12 hrs
6/48 hrs
8/6 days
4/36 hrs
6/5 days
2/48 hrs
2/12 hrs
2/12 hrs
6/48 hrs
12/8 days
4/48 hrs
9/7 days
5/10 days
600¥
250¥
1,000¥
1,500¥
200¥
750¥
100¥
200¥
750¥
450¥
250¥
500¥
1,500¥
250¥
500¥
3,500¥
1,500¥
150¥
500¥
2,000¥
150¥
1,500¥
8,000¥
1.25
.8
2.5
3
1.5
1
1
1
1.25
.9
.9
1.5
2.5
.9
2
1.5
1
1
1.25
3.5
1
2.5
1.5
CB2
CB4
CB1
CB1
CB3
CB3
CB4
CB3
CB3
CB1
CB2
CB1
CB1
CB1
CB4
CB3
CB3
CB2
CB1
CB2
CB3
CB2
CB2
p.4
p.4
p.32
p.32
p.22
p.22
p.4
p.22
p.22
p.32
p.4
p.32
p.32
p.32
p.4
p.22
p.22
p.4
p.32
p.4
p.22
p.4
p.4
1.25
.05
.1
—
.2
—
—
.9
.3
.25
.2
.5
6/14 days
3/24 hrs
3/24 hrs
4/36 hrs
4/5 days
5/6 days
6/6 days
10/7 days
6/72 hrs
4/48 hrs
10/24 days
8/6 days
100,000¥
2,000¥
1,000¥
10,000¥
level × 2,000¥
14,000¥
+30% of limb cost
1,200¥
2,500¥
30,000¥
6,000¥
3,000¥
alpha clinics
1
1
1
1
1
1
2
2
1.35
1
2.5
CB3 p.28
CB4 p.7
CB4 p.7
CB3 p.26
CB1 p.38
TS p.10
CB4 p.3
TS p.15
CB1 p.35
CB1 p.39
CB1 p.40
CB1 p.34
2
2.5
6/14 days
8/14 days
240,000¥
300,000¥
2
2
CB3 p.34
CB3 p.34
.5
4/24 hrs
1,000¥
.9
CB3 p.35
191
CB3 p.33
CB3 p.33
CB3 p.33
EQUIPMENT TABLES
CYBERWARE (continued)
Gradiated Subdermal Armor
level 1 (+0 Body; 0/1 armor)
level 2 (+0 Body; 1/1 armor)
level 3 (+1 Body; 1/1 armor)
level 4 (+1 Body; 1/2 armor)
level 5 (+2 Body; 1/2 armor)
level 6 (+2 Body; 2/2 armor)
level 7 (+2 Body; 2/3 armor)
level 8 (+3 Body; 2/3 armor)
level 9 (+3 Body; 3/3 armor)
Grapple Hand
Grenade Launcher
Grip Foot
Gyro-Stabilizer
Hammer Hand
Headware Pocket Secretary
High Five, AKA The Palm Bomb
Husqvarna Chainripp®
Hydraulic Rams (level 1 to 5)
Icer™
Image Enhancements
Kerenzikov Boosterware
Level 1
Level 2
Kill Display
Kiroshi Laser-Comm Optic
Kiroshi Model 100 Interface Plugs
Kiroshi Monovision
Kiroshi Optics Cyberoptic
Interferometry System
Kiroshi Optics “Tricloptics™”
Third Eye Cyberoptic Implant
Kiroshi® Optishield®
Infrared
Low-light
Magnification (1)
Magnification (2)
Magnification (3)
Time/Day Display
TimesSquare
TimesSquare Plus
Lead’s Show-Off Nails
Lead’s Turn-On Nails
Leg Boosters
Life Vision “Revelation” Cyberoptics
Light Tattoos
LimbLink
LiveWires
Lockdown
Mace Hand
Mag-Duct™ Spots
Magnetic Feet/Hands
Mediaware Cellular Phone
Micromissile Launcher
Militech Cyber-Detection Computer
Level 1
Level 2
Level 3
Modular Hand
Mr. Studd/Midnight Lady
Nasal Filters (level 1 to 4)
Nikkon America Double-Split Pupil
NovelTech Corvette Cyberlegs
Advanced System
Basic System
Nu-Tek TVSkin
Optical Interface
Pain Editor
Program Carrier
Psiberstuff Cyberarm
Psiberstuff® Independent Cyberhand
Quick-change Mount
Quickdraw Armholster
Essence Cost
Availability
Cost
Street Index
.1
.3
.5
.8
1
1.2
1.4
1.6
1.9
—
.5
—
.1
—
.6
—
.6
.25
.4
.15
3/10 days
3/10 days
4/12 days
4/12 days
4/12 days
5/12 days
5/12 days
6/12 days
8/12 days
6/6 days
10/7 days
4/4 days
5/48 hrs
8/6 days
4/48 hrs
12/14 days
8/72 hrs
5/6 days
4/24 hrs
6/48 hrs
3,500¥
5,000¥
6,500¥
8,000¥
10,000¥
11,000¥
12,000¥
14,500¥
17,500¥
14,000¥
2,500¥
20,000¥
10,000¥
24,000¥
10,000¥
3,550¥
12,500¥
level × 4,500¥
2,000¥
3,000¥
.9
1
1
1.1
1.1
1.2
1.3
1.4
1.5
1.1
2
1
1.2
1
1
1
1.5
1
1.25
1.5
CB2 p.7
CB2 p.7
CB2 p.7
CB2 p.7
CB2 p.7
CB2 p.7
CB2 p.7
CB2 p.7
CB2 p.7
TS p.10
TS p.16
TS p.12
CB1 p.38
TS p.11
PA p.32
CB4 p.11
CB3 p.29
TS p.10
CB1 p.36
TS p.14
.6
1.15
.3
.3
.25
.3
5/48
6/60
5/60
6/60
3/24
4/48
hrs
hrs
hrs
hrs
hrs
hrs
15,000¥
25,000¥
1,000¥
4,250¥
1,000¥
6,500¥
1
1.25
.9
1.5
1
1
TS p.8
TS p.8
CB2 p.6
CB3 p.24
CB3 p.33
CB4 p.9
5/48 hrs
3,000¥
1
CB3 p.27
.1
Book
.1
.05
.1
.1
.1
.1
.1
.05
.05
.15
.1 per pair of limbs
.05 per pair of limbs
—
.25
.05
.15
.35
—
.5
.2
.4
.5
1.1
2/24 hrs
5/48 hrs
6/36 hrs
6/36 hrs
6/48 hrs
6/48 hrs
8/48 hrs
4/24 hrs
5/36 hrs
8/72 hrs
always
always
6/6 days
3/24 hrs
always
5/4 days
3/48 hrs
16/21 days
8/5 days
2/6 hrs
6/48 hrs
3/24 hrs
10/7 days
5,000¥
1,000¥
3,000¥
3,000¥
2,500¥
4,000¥
6,000¥
1,000¥
3,000¥
15,000¥
45¥ per nail, 425¥ per 10
25¥ per nail, 200¥ per 10
5,000¥
6,000¥
10¥ to 200¥
1,000¥
4,000¥
30,000¥
10,000¥
2,200¥
500¥
5,000¥
4,500¥
.9
1
1.25
1.25
1
1
1
.9
1
1.5
.75
.75
1
.8
.6
1
.9
3
3
1
1
.9
CB3 p.28
CB1 p.31
CB2 p.5
CB2 p.5
CB2 p.5
CB2 p.5
CB2 p.5
CB2 p.5
CB2 p.5
CB2 p.5
CB3 p.36
CB3 p.36
CB3 p.24
CB3 p.36
TS p.6
CB1 p.34
CB3 p.24
CB4 p.15
CB1 p.36
CB1 p.38
CB1 p.34
CB3 p.24
TS p.16
1
1.5
2
—
.35
.1 × level
.05
8/7 days
9/7 days
10/10 days
6/5 days
3/48 hrs
4/4 days
5/36 hrs
300,000¥
400,000¥
575,000¥
24,000¥
3,000¥
level × 600¥
2,000¥
3
3
3.5
1
2
1
1
CB4 p.14
CB4 p.14
CB4 p.14
TS p.11
TS p.6
TS p.13
CB4 p.10
250,000¥
225,000¥
6,000¥
6,000¥
60,000¥
25,000¥
170,000¥
10,000¥
8,000¥
400¥
1.5
1.5
.9
1
1.2
1
1
1
1
1.3
CB4 p.5
CB4 p.5
CB4 p.14
CB3 p.27
TS p.14
TS p.34
CB1 p.57
CB1 p.31
TS p.10
CB2 p.6
2.2
2
.5
.2
.6
.2
1
.3
—
—
8/6 days
6/6 days
2/60 hrs
3/36 hrs
5/6 days
4/48 hrs
6/72 hrs
3/4 days
3/24 hrs
6/72 hrs
192
EQUIPMENT TABLES
CYBERWARE (continued)
Radine Labs Blitzkrieg™ Arc Thrower
Raven Microcyb Supercompact
Braindance Recorder
Retractable Vampires
Extended Canines
Sharkgrin
Sharkgrin Special
Ripper Hand
Rippers
Saeder-Krupp Smart-Ware
Headware Level 1
Headware Level 2
Palmlink Level 1
Palmlink Level 2
Sandevistan Reflexes
Level 1
Level 2
Level 3
Scratchers
Shape Recognition Chipware
Shift-tacts
Skate Foot®
Skinwatch
Smartball System
Speedware
Spike Hand
Spike Heel
Standard Hand
Stinger
Subdermal Armor
Subdermal Viewscreen
SuperSized Arms
Sycust Extending Leg Units
Sycust “FleshWeave”
Sycust Joint Options
360° Rotating Joint
Double Joints (per two limbs)
Locking Joint
Synthskins
Tactile Boost (level 1 to 6)
Talon Foot
Taste Boost
Tazer Grip
Techhair
Techtronica Echolocation Coprocessor
TimesSquare™ Marquee
TimesSquare Plus™
Tool Foot
Tool Hand
Total Body Plating
Ultrasound Vision Modification
Ultra Violet
Vampires
Canines
Sharkgrin
Video Cam/Transmitter
Video Imager
Voice Pattern
Rating 1
Rating 2
Rating 3
Rating 4
Rating 5
Voice Synthesizer
Watch-Man®
Wearman Mark II
Web Foot
Whip
Winch
Wolvers
Wyzard Technologies “Romanova”
Cyberlegs (per pair)
Essence Cost
—
Availability
6/4 days
Cost
2,100¥
Street Index
1.5
Book
CB4 p.12
450,000¥
500¥
1,000¥
500¥
1,400¥
24,000¥
8,000¥
3
1
1
1
1
1
1
CB3 p.23
CB2 p.9
CB2 p.9
CB2 p.9
CB2 p.9
TS p.11
TS p.16
PA
PA
PA
PA
2
.2
.1
.1
.2
—
.2
8/12 days
5/48 hrs
5/48 hrs
5/48 hrs
5/48 hrs
6/4 days
5/3 days
.25
.25
.25
.25
4/36
7/48
4/36
7/48
hrs
hrs
hrs
hrs
1,500¥
2,100¥
1,000¥
1,100¥
1
1
1
1
1.8
2.7
4.5
.1
.25
.05
—
.1
.5
1.7
—
—
—
.1
.5
.25
1
—
—
5/8 days
6/8 days
10/14 days
4/3 days
8/72 hrs
2/6 hrs
4/24 hrs
always
4/48 hrs
4/8 days
5/3 days
6/4 days
4/4 days
6/60 hrs
6/7 days
3/24 hrs
made to order
9/14 days
6/36 hrs
53,000¥
157,000¥
475,000¥
5,000¥
5,000¥
10¥ to 200¥
10,000¥
500¥
4,000¥
50,000¥
20,000¥
20,000¥
6,000¥
2,000¥
12,000¥
500¥
120,000¥ to 150,000¥
40,000¥
2,000¥ + 20% of limb cost
1
1
1
1
1.75
.8
1
.9
1
1
1
1
1
1.35
1.5
1
—
1.25
1.5
PA p.25
PA p.25
PA p.25
TS p.17
CB4 p.15
TS p.6
CB1 p.33
TS p.6
P3 p.35
TS p.9
TS p.11
TS p.12
TS p.12
CB4 p.10
TS p.7
CB2 p.8
CB3 p.25
CB4 p.6
CB3 p.21
—
—
—
.8
.2
—
.2
.25
.1
.1
.1
.3
—
—
3
.8
.2
6/6 days
6/6 days
6/6 days
5/48 hrs
5/6 days
5/4 days
4/6 days
8/8 days
2/12 hrs
3/36 hrs
5/36 hrs
6/72 hrs
3/4 days
3/4 days
6/14 days
14/7 days
4/36 hrs
6,000¥
100,000¥*
5,000¥
12,000¥
level x 1,500¥
24,000¥
1,000¥
3,000¥
10¥ to 200¥
1,800¥
3,000¥
15,000¥
12,000¥
8,000¥
68,000¥
25,000¥
3,000¥
1.25
1.25
1.25
1.2
1
1
1
2
.75
1
1
1.5
1
1.25
1.1
1.5
1.25
CB4 p.6
CB4 p.6
CB4 p.6
TS p.7
T p.15
TS p.12
CB4 p.15
CB1 p.38
TS p,7
CB4 p.13
TS p.15
CB1 p.38
TS p.13
TS p.12
CB2 p.9
P3 p.17
TS p.15
.05
.1
.8
.25
2/12
3/12
6/48
4/48
200¥
300¥
33,000¥
3,500¥
1
1
1
1.5
TS p.8
TS p.8
CB1 p.39
CB1 p.39
.25
.3
.35
.45
.6
.15
3/36 hrs
4/48 hrs
5/60 hrs
6/72 hrs
8/6 days
(rating+2)/24 hrs
1.1
1.1
1.25
1.5
1.75
1+(rating ÷ 6)
CB1 p.35
CB1 p.35
CB1 p.35
CB1 p.35
CB1 p.35
TS p.8
—
—
—
.25
—
.3
3/36 hrs
2/12 hrs
4/5 days
12/7 days
4/60 hrs
5/3 days
35,000¥
50,000¥
65,000¥
85,000¥
110,000¥
40,000+
(rating x15,000)¥
1,800¥
200¥
20,000¥
4,000¥
5,000¥
8,000¥
1
.75
1
2
1.1
1
CB1 p.33
CB1 p.38
TS p.13
CB1 p.34
CB2 p.5
TS p.17
2
6/7 days
250,000¥
1
CB3 p.31
hrs
hrs
hrs
hrs
193
p.25
p.25
p.25
p.25
EQUIPMENT TABLES
CYBERWARE (continued)
Wyzard Technologies Verbal Eyes™
Series “Windows of the Soul”
Basic
Customized Images
Video Imager
Zetatech BodyComp
Essence Cost
.2
.5
.5
.8
Availability
Cost
Street Index
Book
7,500¥
24,000¥
22,000¥
9,000¥
.9
.9
1
2
CB3
CB3
CB3
CB2
Availability
Cost
Street Index
Book
6/14 days
7/14 days
8/14 days
6/7 days
6/7 days
3/5 days
5/7 days
8/7 days
10/10 days
5/72 hrs
6/4 days
6/60 hrs
6/60 hrs
4/4 days
4/4 days
6/7 days
10,000¥
15,000¥
30,000¥
17,500¥
6,800¥
20,000¥
15,000¥
7,000¥
45,000¥
10,000¥
13,000¥
3,000¥/level
+4,500¥
13,000¥
15,000¥
32,000¥
1.5
1.5
1.75
1.5
1.5
.8
2
1.75
3
1.5
1
1.25
1.25
1
1
2
CB4 p.17
CB4 p.17
CB4 p.17
CB1 p.39
PA p.37
PA p.41
CB4 p.19
CB4 p.10
CB4 p.9
CB3 p.25
PA p.38
TS p.33
TS p.33
PA p.43
PA p.43
PA p.38
4/7 days
6/7 days
8/7 days
6/6 days
6/6 days
10/7 days
10/6 days
3,000¥
15,000¥
120,000¥
10,000¥
11,000¥
30,000¥
15,000¥/level
1
1.25
3
1
1
2
3
PA
PA
PA
PA
PA
PA
PA
5/7 days
6/7 days
40,000¥
93,000¥
1
1
PA p.40
PA p.40
36,000¥
69,000¥
15,000¥
16,000¥
30,000¥
30,000¥
130,000¥
8,500¥
2,500¥/levek
12,500¥
4,000¥
4,000¥
7,000¥
400,000¥
34,000¥/level
1
1
1
1
1
1.25
4
2
1
2
.8
1.25
1.5
4
.9
PA p.40
PA p.40
PA p.43
PA p.43
PA p.42
PA p.44
CB1 p.37
CB3 p.30
P3 p.50
CB1 p.35
CB3 p.26
PA p.39
PA p.35
PA p.45
PA p.39
6/14 days
6/14 days
12,000¥
23,000¥
1
1
PA p.40
PA p.40
6/10 days
6/10 days
normal
8/14 days
4/7 days
12/10 days
5/36 hrs
6/4 days
4/6 days
6/72 hrs
6/48 hrs
6/4 days
14/10 days
10/10 days
2,000¥
3,000¥
+100¥
100,000¥
50,000¥
45,000¥
4,500¥
2,200¥
3,000¥
9,000¥
7,500¥
32,000¥
98,500¥
90,000¥
1
1
normal
1.25
1
2
1.25
1.75
1
1.5
1.25
1.5
3.5
3
PA p.44
PA p.44
PA p.44
TS p.17
TS p.17
CB1 p.39
TS p.33
PA p.45
PA p.39
CB4 p.20
CB2 p.8
CB4 p.17
CB1 p.37
CB1 p.37
3/24
4/48
4/48
3/24
hrs
hrs
hrs
hrs
p.32
p.32
p.32
p.8
BIOWARE
Body Cost
Advanced Muscle and Bone Lace
Level 1
.5
Level 2
1.5
Level 3
2.5
Anti-Plague Nanotech
.4
Arcane Biological “Enduro” Arterial Pumps
.25
Biomod, Inc. “Sunblocker” Sunscreen
.9
Biotechnica NeoAppendix
.3
Bodyweight Vein Clips
.75
Bodyweight Variable-Chamber Heart Option
1
Bonespike
.3
Claviswate “Metaheme” Hemological Replacement .4
Compound Eyes (level 1-5)
.3
Ultra-Violet
—
ConGen “Bodyblade” Spur
.1
Hollow version (for use with Venom Glands)
.1
ConGen Circulatory Sphincters
.8
ConGen “Exotica” Tail
Level 1
.2
Level 2
.7
ConGen Ileocecal Siphon
1.25
GonGen ‘Intimidator” Incisors
.1
Hollow version (for use with Venom Glands)
.1
ConGen “Kiten” Dermal Plating
1.25
ConGen Neural Bridge
.2/level
ConGen “PowerAct” Muscle Tissue
Level 1
.7
Level 2
1.3
ConGen “PowerMax” Exoskeletal Rebuild
Level 1
.7
Level 2
1.4
ConGen “Raptor” Claws
.2
Hollow version (for use with Venom Glands)
.2
ConGen “Seabreath” Secondary Gills
2
ConGen “Viper” Retractable Fangs
.2
Decentralized Heart
2
Dermatech Cam-O-Skin
1.5
Fluid Rerouter
.2/level
Forked Tongue
.35
Fresco’s Personal Nano-Groomers
.1
Genetek “Afterburner” Symbiotic Digester
.4
Genetek Neo-Myelin
.4
Genetek Optimmunal Nodes
1.75
Genetek Toxin Screen
.1/level
Genetek “TuffBone” Skeletal Enhancement
Level 1
.5
Level 2
1
Gohisuro Genetics “Needleskin” Quills
Level 1
.15
Level 2
.25
Every quill after the first
+0.05
Grafted Muscle
1
Independant Air Supply
.7
Lifesaver™ Skinweave
2
Low-Light
.2
Morris Biosystems “Optitect” Eye Shield
.2
Myogi SK “Kaloric” Secondary Gut
.75
NanoAuditory Rebuild
.3
Nanooptical Upgrade
.2
Otec Nitrogen Binders
.6
Pacesetter 2000™ Overdrive Heart
1.6
Pacesetter® Sport Heart
1.3
5/7 days
6/7 days
6/4 days
6/4 days
8/8 days
8/7 days
14/24 days
6/72 hrs
6/48 hrs
5/72 hrs
3/12 hrs
4/3 days
4/5 days
10/14 days
(2+level)/5 days
194
p.42
p.42
p.45
p.43
p.43
p.41
p.35
EQUIPMENT TABLES
BIOWARE (continued)
Body Cost
Physiology Tailoring and Adaptations
+1 Quickness
.3
+1 Racial Body Maximum
0
+1 Reaction
.3
Reduce Oxygen Lungs
.3
Skin Armor (Ballistic 2)
.75
UV Resistance
.2
Rebreathers
.75
Regal Biotract “Love Lure” Pheromone Glands
Level 1
.25
Level 2
.45
Same-sex Effectiveness
normal
Revolution Genetics Flashlite Implant
.1
Revolution Genetics Poison Glands
Hands
.5
Hands with Biotoxin I
.5
Hands with Hallucinogen
.5
Teeth
.3
Teeth with Biotoxin I
.3
Revolution Genetics Tailored Pheromones
Level 1
.2
Level 2
.3
Shukutei Biomed “FastPath” Neural Replacement
Level 1
.3
Level 2
.45
Shukutei Biomed “Freezeban” Bioconstruct
.7
Shukutei Biomed “HiMem” Memory Utility
Level 1
1
Level 2
2
Shukutei Biomed “Kickstart” Adrenal Maximizer
1.1
Shukutei Biomed “Mentor” Cerebral Enhancement
Level 1
.3
Level 2
.6
Level 3
.9
Shukutei Biomed “Phibia” Aquatic Webbing
Level 1
.6
Level 2
1.2
Shukutei Biomed “QuickClot” Hemofibrinic Nodes .5
Shukutei Biomed Torso Endoarmor
Level 1
1
Level 2
1.75
Level 3
2.5
Shukutei Biomed Venom Gland
.3
Availability
Cost
Street Index
Book
16/30 days
16/30 days
16/30 days
16/30 days
16/30 days
16/30 days
5/4 days
200,000¥
300,000¥
200,000¥
200,000¥
250,000¥
175,000¥
95,000¥
4
4
4
4
4
4
1
CB4
CB4
CB4
CB4
CB4
CB4
CB1
10/14 days
11/14 days
normal
6/4 days
18,000¥
24,000¥
+1,000¥
2,900¥
2
2
normal
1.5
8/10
8/10
8/10
8/10
8/10
5,000¥
11,000¥
8,000¥
5,000¥
10,000¥
1.5
1.5
1.5
1.5
1.5
12/14 days
12/14 days
10,000¥
22,500¥
2
2
CB4 p.23
CB4 p.23
4/4 days
5/4 days
6/6 days
8,000¥
15,000¥
35,000¥
1.25
1.25
1
PA p.35
PA p.35
PA p.45
18/14 days
24/18 days
10/14 days
240,000¥
440,000¥
56,000¥
4
4
2.75
PA p.36
PA p.36
PA p.46
6/14 days
6/14 days
10.20 days
30,000¥
55,000¥
100,000¥(?)
2
2
3(?)
PA p.37
PA p.37
PA p.37
4/5 days
5/5 days
4/7 days
5,000¥
8,000¥
25,000¥
1
1.25
2
PA p.43
PA p.43
PA p.38
8/8 days
9/8 days
10/9 days
10/4 days
.8
.9
1
3
PA
PA
PA
PA
Skin Weave
T-MAXX “Cyberliver”
T-MAXX II
Upgraded Skinweave
Level 1 (1/0 armor)
Level 2 (1/1 armor)
Level 3 (2/1 armor)
Level 4 (2/2 armor)
Level 5 (3/2 armor)
Level 6 (3/3 armor)
8/8 days
6/4 days
6/4 days
50,000¥
80,000¥
120,000¥
22,000¥ + (20× cost
of 1 dose of toxin)
60,000¥
60,000¥/level
120,000¥/level
.8
1.1
1.1
TS p.18
CB1 p.37
CB1 p.37
25,000¥
60,000¥
100,000¥
150,000¥
225,000¥
300,000¥
.8
.8
.9
1
1.2
1.5
CB2
CB2
CB2
CB2
CB2
CB2
.5
.1 + (.1 × level)
.1 + (.15 × level)
.5
1
1.5
2
2.5
3
days
days
days
days
days
8/8 days
8/8 days
8/8 days
9/8 days
10/10 days
12/14 days
p.29
p.29
p.29
p.29
p.29
p.29
p.36
PA p.42
PA p.42
PA p.42
CB4 p.26
CB4
CB4
CB4
CB4
CB4
p.23
p.23
p.23
p.23
p.23
p.41
p.41
p.41
p.44
p.9
p.9
p.9
p.9
p.9
p.9
CHIPS
Adrenalin/Endorphin Surge
Type
special
Ambidexterity Chip
Rating 1
Active
Rating 2
Active
Rating 3
Active
Rating 4
Active
Rating 5
Active
Auditory Recognition Chips
Know
Business Trip
Active/Lingua
DataEdge Inc. Stutter
Chipping
Know
DeathTrance
Active
Digi-Tone ID
Know
Direct Dataware Crypto Chips
Lingua
Rating
1-6
Memory
rating × 150 Mp
Availability
(rating+5)/
73 hrs
1
2
3
4
5
1-4
4
10 Mp
20 Mp
30 Mp
200 Mp
250 Mp
rating × 50 Mp
424 Mp
6/4 days
6/4 days
6/4 days
6/4 days
6/4 days
7/4 days
4/24 hrs
—
1
1-6
any
20 Mp
50 Mp
rating × 2 Mp
+10 Mp
4/48 hrs
3,100¥
20/10 days
5,000¥
rating/4 days rating × 70¥
+1/normal
+600¥
195
Cost
rating
× 12,500¥
Street Index
2
1,000¥
2,000¥
3,000¥
20,000¥
25,000¥
memory × 150¥
42,500¥
Book
CB1 p.75
1.25
1.25
1.25
1.25
1.25
1.5
1
CB1
CB1
CB1
CB1
CB1
CB3
CB1
p.75
p.75
p.75
p.75
p.75
p.39
p.74
1.5
.9
1
normal
CB3
CB1
CB1
CB3
p.38
p.75
p.73
p.37
EQUIPMENT TABLES
CHIPS (continued)
Type
Rating
Dream Suppressant Chip
special
—
Facedown Chip
Know
+1
“Fish N’ Chips”
special
—
Home Chip
special
1-10
Increased Neural Feedback
Option
any
1-10
Memory Compression
any
—
Mind Games®
Know
—
Mister Lover
Active
1-3
M.O.
Know
—
PhotoMemory RAM
Data
“–2”
Poser Impersonation
With Habits skill
Active
4 and 6
Without Habits skill
Active
4 and 6
Redundancy Loop
any
1-10
Security
Type I
Type II
Special Operative
Active/Know/Lingua 4
Speedreading Chip
Active
1-10
Stress
special
—
Tourism
Active/Lingua
4
Visual Recognition Chips
Corporate Officer
Know
1-4
Military
Know
1-4
Police
Know
1-4
Rocker
Know
1-4
Secretarial
Know
1-4
Techie
Know
1-4
Memory
—
50 Mp
20 Mp
normal
Availability
8/7 days
5/4 days
4/4 days
5/5 days
Cost
3,000¥
7,500¥
1,000¥
normal
Street Index
2
1.5
1
1.5
as normal
–25%
depends on game
rating × 5 Mp
300 Mp
—
as normal
half normal
+2/×2
+3,000¥
always
500¥ to 1,000¥
5/48 hrs
rating × 100¥
10/14 days
12,000¥
6/72 hrs
16,000¥
1.1
+.5
.6
.9
10
1.25
440 Mp
320 Mp
as normal
24/20 days
40,000¥
20/20 days
30,000¥
as normal
75% of normal
1
1
.9
500 Mp
normal
20 Mp
344 Mp
+1/×1.5
+1/×1.5
8/6 days
6/4 days
4/36 hrs
4/24 hrs
rating × 40 Mp
rating × 100 Mp
rating × 65 Mp
rating × 50 Mp
rating × 50 Mp
rating × 50 Mp
10/4 days
12/6 days
10/4 days
5/4 days
8/4 days
6/4 days
+50¥
+75¥
60,000¥
normal
3,500¥
42,500¥
memory
memory
memory
memory
memory
memory
× 150¥
× 150¥
× 250¥
× 150¥
× 150¥
X 150¥
Book
CB4 p.16
CB4 p.16
CB1 p.75
CB4 p.16
CB1
CB1
CB1
CB1
CB1
CB1
p.75
p.74
p.74
p.74
p.73
p.74
CB1 p.73
CB1 p.73
CB1 p.75
+.25
+.25
2
1.25
1
1
CB1
CB1
CB1
CB4
CB1
CB1
p.73
p.73
p.73
p.16
p.75
p.74
1.5
2.5
2.5
1.5
1.5
1.5
CB1
CB1
CB1
CB1
CB1
CB1
p.76
p.76
p.76
p.76
p.76
p.76
SECURITY AND COUNTERMEASURES
Conceal
2
4
4
5
5
7
2
Rating
—
3
6
4
4
4
6
—
—
—
—
3
2
9
5
5
5
—
2
2
1-10
—
—
—
—
1
5
—
Chemical Analyzer
5
1-6
.5
Chemical Detection System
Corrosives
Compound 1
Compound 4
DataScope®
DataTel’s Mapmaker®
Gas Detector
3
1-3
1
4
4
8
4
4
1
4
—
—
1-6
.4
.4
.25
1
.5
Gas Spectrometer
5
1-6
.5
Hearing Amplifiers
Micro
Standard
ID badgemaker
Keypad Sequencer
12–rating
12–(2× rating)
3
—
1-8
1-8
3
1-6
.1 × rating
.2 × rating
1
.5
6
—
8
7
5
6
1-6
—
–1
1
—
1
.3
—
—
—
.75
—
Advanced Alarm Removal Kit
ANQ 3/22 Remote Seismic Sensor
Arasaka ECM Comm-Scrambler
Arasaka “Komaku” Laser Mike
Fixed version
Arasaka Omnitec Radar Detector
Arasaka R-101 Lie Detector
Arasaka “Scanway” Scanner Gates
Chemicals and Explosives
Cyberware
Weapon Detector
Large screen
Bug Detector
Bug Jammer
CCI BRL-3014 Window Trembler
Laser Detector
LaserTrack™ Aerosol
Limpet Beacon
Line Tap Detector
Linozap™
M-0116 Tripwire Sensor
Weight
3
1
1
1
1
1
3
196
Availability
8/12 hrs
6/48 hrs
6/36 hrs
4/48 hrs
4/48hsr
4/72 hrs
14/20 days
Cost
2,900¥
1,000¥
30,000¥
6,000¥
7,500¥
2,000¥
5,000¥
Street Index
5
2.5
1.2
1.5
1.5
1.5
4
9/7 days
350,000¥
8/7 days
50,000¥
6/7 days
25,000¥
as detector
500¥
2/48 hrs
1,000¥
2/72 hrs
2,000¥
(rating+1)/
rating
4 days
×120¥
4/5 days
7,500¥ + (level
× 2,500¥)
12/6 days rating × 70,000¥
5/48 hrs
1,000¥
8/7 days
4,000¥
4/36 hrs
5,000¥
4/4 days
500¥
(rating ×3)/
rating2
7 days
× 5,000¥
4/5 days
7,500¥ + (level
× 2,500¥)
6/36 hrs
4/24 hrs
5/48 hrs
(rating/2)/
10 days
8/72 hrs
4/24 hrs
8/6 days
4/24 hrs
6/4 days
3/24 hrs
rating × 500¥
rating × 200¥
500¥
rating2
× 500¥
rating × 5,000¥
50¥
250¥
60¥
350¥
20¥
1
1
1
1
1.5
1.5
2.5
Book
CB1 p.14
TS p.28
CB2 p.22
CB2 p.20
CB2 p.20
CB2 p.21
CB3 p.15
CB2
CB2
CB2
CB2
CB2
CB2
CB2
p.23
p.23
p.23
p.23
p.20
p.20
p20
1
P3 p.15
1.25
P3 p.14
2
4
1
1
2
P3 p.17
P3 p.17
TS p.29
CB1 p.9
P3 p.15
1
P3 p.15
1.5
1
2
1
P3 p.13
P3 p.13
CB1 p.13
P3 p.14
1.75
1
1.2
.8
2
1
P3 p.18
P3 p.75
CB1 p.4
CB1 p.4
TS p.30
EQUIPMENT TABLES
SECURITY AND COUNTERMEASURES (continued)
Magnetic Anomaly Detector
MS 1803 Panoramic Motion Sensor
Omega Phone Tap
Optitech MagViewer
Digital Camera with 5 Mp memory
Infrared
Low-light
PanicButton™ Jammer
Personal Body Alarm
Portable Motion Detector
Portacom Jammer
Radio Jammer
Radio Transmission Scrambler
Level 1-4
Level 5-7
Level 8-9
Level 10
Retinal Pattern Duplicator
Retinal Pattern Input Device
S91KA Remote Heat Sensor
Scramble Breaker
Level 1-4
Level 5-7
Level 8-9
Level 10
SecSystems Detection Wand
SecSystems Detention Collar
SecSystems Maglock
SecSystems Protection Field
See Through Paper Spray
Smartlock Door Security System
Sonar Scanner
Superball (per meter)
Conceal
3
2
5
4
Rating
1-4
5
6
20×
Weight
1
2.5
.5
1
Book
P3 p.14
TS p.31
CB2 p.21
CB3 p.18
—
—
2
—
—
Availability
Cost
Street Index
8/4 days
rating × 5,000¥
1
8/48 hrs
1,000¥
2
10/10 days
35,000¥
2
always
375¥
.8
+75¥
+100¥
+125¥
8/48 hrs
200¥
1
on payment
varies
—
4/24 hrs
rating × 200¥
1.25
4/24 hrs
20¥
1
5/36 hrs
100¥
1
—
—
—
—
—
—
—
1-5
—
—
—
—
—
—
3
4
4
1-4
5-7
8-9
10
1-10
1-9
8
—
—
—
—
1
.5
.5
5/24 hrs
5/24 hrs
6/36 hrs
8/36 hrs
14/10 days
10/6 days
4/48 hrs
level × 1,000¥
level × 2,000¥
level × 3,000¥
50,000¥
rating × 60,000¥
rating × 1,000¥
2,000¥
1
1.25
1.5
1.25
1
4
1.5
P3 p.12
P3 p.12
P3 p.12
P3 p.12
P3 p.11
P3 p.11
TS p.32
—
—
—
—
4
4
3
8
—
—
4
—
1-4
5-7
8-9
10
2
—
3
6L Stun
—
1-8
3
1-10
—
—
—
—
.5
.5
1
1.5
—
—
.2
—
level × 2,000¥
level × 4,000¥
level × 5,000¥
60,000¥
10,000¥
260¥
300¥
750¥
15¥ per can
rating × 250¥
50¥
rating × 50¥
1.5
1.75
1.75
1.7
1
3
1
1.5
1
1.5
1.2
3
P3 p.13
P3 p.13
P3 p.13
P3 p.13
CB3 p.18
CB2 p.13
CB2 p.13
CB2 p.12
P3 p.18
CB1 p.8
CB1 p.8
RG p.30
—
—
1-4
4
5
3
–1
–1
+4
—
—
1-5
—
6.5
—
—
1
2.5
2
.5
.5
—
.5
.2
5
—
5/36 hrs
5/36 hrs
6/36 hrs
9/36 hrs
2/12 hrs
8/10 days
4/72 hrs
6/36 hrs
always
5/72 hrs
5/48 hrs
(rating ×2)/
48 hrs
6/5 days
4/12 hrs
412 hrs
4/72 hrs
14/14 days
3/48 hrs
3/48 hrs
3/48 hrs
6/24 hrs
6/48 hrs
8/48 hrs
6/48 hrs
6/72 hrs
98,000¥
500¥
rating × 200¥
6,000¥
21,000¥
3,000¥
400¥
500¥
20¥ per dose
600¥
1,500¥
rating × 75¥
2,000¥
2
1
1
1.5
5
1.5
1.8
1.8
1
1
1.5
2
2.5
CB3 p.18
P3 p.17
P3 p.17
CB2 p.22
CB2 p.22
CB2 p.21
CB2 p.20
CB2 p.20
RG p.30
CB3 p.16
P3 p.12
P3 p.54
CB2 p.22
Surveillance Kit
—
Synthetic Print Duplcation Equipment
—
Supplies
—
Telectronics “Mumbler” White Noise Generator3
Telectronics Scanman™ Full Identity Scanner 4
Telectronics “Scout” Signal Tracker
3
Telectronics Tattletale® Voice Stress Analyzer 8
Interfaced version
8
Thermographic Camouflage Dye
—
ThunderArc Automapper™
7
Ultrasound Detector/Distorter
8
U-Open-It®
2
WorldSat Communications Linear Beam Commlink —
P3 p.12
CB1 p.14
P3 p.13
P3 p.12
P3 p.12
CYBERDECKS AND PROGRAMS — Data for Shadowrun, Second Edition & Virtual Realities
Allegiance Beta
Allegiance Epsilon
Aztec 600 Assault Programmer
Dantech Cacciaguida
EBM PNI 210
EBM PNI 412
EBM PNI 724π
Fairlight Interface Nova
Fairlight Tempest
Fuchi Cyber-9
Headgear™ Cybermodem Helmet
Jeweldecks
Kirama LPD-12
Lang Conpro-II Masterdeck
Lang “Green Knight”
MCT 672
Mitsuhama Dragon
Mitsuhama Phoenix
Mitsuhama Tiger
Net-Runner™ Cybermodem
Utility Suit
PCT Danzig
Persona
3
4
4
4
2
3
5
14
10
11
2
4
1
8
6
4
7
8
5
Hardening
1
1
1
1
0
1
2
6
5
4
1
1
0
3
3
1
2
3
2
Memory
50
75
100
40
20
30
100
700
350
300
20
60
20
120
60
70
130
150
80
Storage
100
155
200
80
20
45
250
1,500
1,000
1,400
20
120
20
480
180
400
250
500
175
Load
10
25
8
8
8
15
23
125
80
70
15
8
10
8
8
15
30
40
30
I/O
5
10
3
3
3
5
8
60
50
45
5
3
5
3
3
10
25
30
20
2
2
1
1
40
20
40
20
8
8
5
3
197
Availability
Cost
Street Index
5/7 days
29,500¥
1
7/7 days
44,200¥
1
4/7 days
37,400¥
1
4/7 days
29,100¥
1
4/7 days
7,590¥
1
4/7 days
18,000¥
1
4/7 days
65,400¥
1
29/7 days
14,587,500¥
1
17/7 days
3,875,500¥
1
15/7 days
2,315,000¥
1
6/8 days
9,000¥
1.1
—
half a million and UP —
4/7 days
4,815¥
1
6/7 days
328,500¥
1
4/7 days
95,000¥
1
4/7 days
17,800¥
1
7/7 days
122,300¥
1
8/7 days
256,000¥
1
5/7 days
94,000¥
1
Book
PA p.48
PA p.48
CB3 p.68
CB3 p.68
CB3 p.63
CB3 p.65
CB3 p.67
PA p.48
PA p.48
PA p.48
CB1 p.6
CB3 p.67
TS p.18
CB3 p.64
CB3 p.69
P3 p.50
PA p.48
PA p.48
PA p.48
5/14 days
4/7 days
CB1 p.7
CB3 p.65
10,000¥
7,625¥
1
1
EQUIPMENT TABLES
CYBERDECKS AND PROGRAMS — Data for Shadowrun, Second Edition & Virtual Realities (continued)
CYBERDECKS
Radio Shack Tandy TRX
Raven Microcyb Eagle
Raven Microcyb Kestrel
Raven Microcyb Owl
Raven Microcyb Rook
Renraku LRX-34
Renraku LRX-66
Renraku LRX-89
Renraku LRX-110
Renraku LRX-155
SGI Technologies “Elysia”
Sony CTY-340
Texas Instruments TI-4500
Texas Instruments TI-4550
Texas Instruments TI-5700
Texas Instruments TI-5770
Texas Instruments TI-8280
Texas Instruments TI-9400
Zetatech D2-3000 Armdeck
Zetatech Parraline 5700
Zetatech Parraline 5750
Zetatech Parraline 5800
Zetatech Virocana
Persona
3
5
3
3
2
4
6
7
8
9
4
4
3
3
4
4
5
6
3
2
3
5
6
DECK OPTIONS
Auto Punchout
Deck Security System
Retinal
Thumbprint
Netrunner Fip Switch
Power Strip 2020
UTILITIES
Audio Virus
Ball and Chain
Cartographer
Cascade
DeckShield One
Flip Switch 2.0
Grid Wave
Mirror
Size (in Mp)
Rating2 × 9
Rating2 × 4
Rating2 × 4
Rating2 × 2
Rating2 × 5
Rating2
Rating2 × 30
Rating2 × 5
Hardening
0
1
1
1
1
1
2
2
3
4
1
2
0
1
0
1
2
2
1
1
1
2
2
Memory
50
100
30
30
20
75
100
100
125
150
80
35
30
45
50
75
125
150
45
20
30
75
120
Storage
120
250
45
45
20
150
200
300
400
600
160
75
65
100
100
150
250
350
70
20
45
190
360
Load
15
15
30
8
8
30
40
50
55
60
15
15
10
15
20
25
30
40
15
8
15
15
8
Concealability
—
Rating
—
Weight
.1
—
—
—
—
1
2
—
4
—
—
—
—
Book
CB4 p.50
CB3 p.75
CB3 p.80
CB3 p.73
CB4 p.50
CB3 p.72
CB4 p.53
CB4 p.49
UTILITIES
Ninja
Pile Driver
Sledgehammer
Superballs
Termite
Thug
Weed
I/O
5
5
10
3
3
20
25
30
30
35
10
10
10
10
12
15
20
25
10
3
10
5
3
Availability
4/7 days
4/7 days
4/7 days
4/7 days
4/7 days
4/7 days
5/7 days
6/7 days
8/7 days
11/7 days
4/7 days
4/7 days
4/7 days
4/7 days
4/7 days
5/7 days
6/7 days
6/7 days
4/7 days
4/7 days
4/7 days
4/7 days
4/7 days
Cost
Street Index
22,000¥
1
90,135¥
1
30,000¥
1
25,500¥
1
11,500¥
1
94,000¥
1
88,600¥
1
174,600¥
1
275,600¥
1
831,700¥
1
38,675¥
1
71,400¥
1
15,000¥
1
22,525¥
1
32,000¥
1
38,500¥
1
81,400¥
1
96,300¥
1
22,200¥
1
8,200¥
1
19,230¥
1
58,500¥
1
94,700¥
1
Book
PA p.48
CB3 66
CB3 p.66
CB3 p.67
CB3 p.64
PA p.48
PA p.48
PA p.48
PA p.48
PA p.48
TS p.18
PA p.48
PA p.48
PA p.48
PA p.48
PA p.48
PA p.48
PA p.48
CB2 p.25
CB3 p.63
TS p.18
CB3 p.64
CB3 p.66
Cost
330¥
Street Index
5
Book
CB1 p.8
6/4 days
4/4 days
4/24 hrs
6/7 days
1,000¥
400¥
1,350¥
5000¥
1.6
1.5
.9
1
Size (in Mp)
Rating2 × 3
(Rating+5)2 × 3
(Rating+2)2 × 2
Rating2 × 3
Rating2
Rating2 × 3
Rating2 × 3
Book
CB4 p.49
CB3 p.75
CB3 p.75
CB4 p.50
CB1 p.91
CB3 p.74
CB4 p.49
Availability
8/14 days
CB1
CB1
CB1
CB3
p.9
p.9
p.9
p.69
CYBERDECKS AND PROGRAMS — Data for Shadowrun, Third Edition & Virtual Realities 2.0
MPCP Hardening
Aztec 600 Assault Programmer 5/3/3/3/3
2
Dantech Cacciaguida
5/3/0/0/3
0
EBM PNI 210
2/1/0/0/1
0
EBM PNI 412
4/2/0/0/2
0
EBM PNI 724π
7/4/4/0/4
2
Headgear™ Cybermodem
Helmet
2/1/1/0/1
1
Jeweldecks
5/3/0/0/3
0
Lang Conpro-II Masterdeck
10/6/6/0/6
3
Lang “Green Knight”
8/6/0/0/6
2
Net-Runner™ Cybermodem Utility Suit
3/2/2/0/2
1
Cellular version
3/2/2/0/2
1
Omnibus Cyberspace Explorer
One
2/1/0/0/1
0
PCT Danzig
3/2/0/0/2
1
Raven Microcyb Eagle
5/3/3/0/3
2
Raven Microcyb Kestrel
4/2/0/0/2
1
Raven Microcyb Owl
4/2/0/2/2
1
Raven Microcyb Rook
3/2/0/0/2
0
Zetatech D2-3000 Armdeck 4/3/0/0/3
0
Zetatech Parraline 5700
3/2/0/0/2
0
Zetatech Parraline 5800
6/4/0/0/4
1
Zetatech Virocana
8/6/0/0/6
0
Active Storage
1,250 3,125
500
1,250
200
200
400
800
1,400 4,900
ASIST ICCM
Hot
Yes
Cool
No
Tortoise No
Hot
No
Hot
No
I/O Response Availability Cost
100
1
4/7 days 157,795¥
50
0
4/7 days
91,650¥
0
0
4/7 days
7,400¥
100
0
4/7 days
49,590¥
150
1
10/7 days 378,460¥
St. Index
1
1
1
1
1
Book
CB3 p.69
CB3 p.68
CB3 p.63
CB3 p.65
CB3 p.67
200
750
1,500
800
200
1,875
7,500
3,200
Cool
Hot
Hot
Cool
No
No
Yes
Yes
100
100
200
50
0
0
0
0
4/7 days
12,855¥
1
— half a million nuyen and UP!
24/7 days 1,972,940¥
1
12/7 days 511,290¥
1
CB1 p.6
CB3 p.67
CB3 p.64
CB3 p.69
600
600
900
900
Hot
Hot
No
No
50
50
0
0
4/7 days
4/7 days
28,005¥
30,270¥
1
1
CB1 p.7
CB1 p.7
Tortoise
Cool
Cool
Cool
Hot
Cool
Cool
Cool
Cool
Cool
No
No
No
No
No
No
No
No
Yes
No
25
30
100
150
50
50
150
50
100
250
0
0
1
1
0
0
1
0
1
0
4/7 days
8,250¥
4/7 days
17,748¥
4/7 days 143,970¥
4/7 days
61,465¥
4/7 days
67,700¥
4/7 days
20,555¥
4/7 days
67,465¥
4/7 days
17,890¥
4/7 days 153,795¥
10/7 days 441,330¥
1
1
1
1
1
1
1
1
1
1
CB3 p.65
CB3 p.65
CB3 p.66
CB3 p.66
CB3 p.67
CB3 p.64
CB2 p.25
CB3 p,.63
CB3 p.64
CB3 p.66
200
200
300
450
1,000 2,500
400
800
400
800
300
450
600
1,200
300
450
900
5,400
1,600 12,800
198
EQUIPMENT TABLES
CYBERDECKS AND PROGRAMS — Data for Shadowrun, Third Edition & Virtual Realities 2.0 (continued)
UTILITIES
Audio Virus
Ball and Chain
Cartographer
Cascade
DeckShield One
Dummy
Dupré
Flare Gun
Flip Switch 2.0
Grid Wave
Hellburner
Multiplier
9
5
6
4
5
4
1
3
—
30
25
Book
CB4 p.50
CB3 p.75
CB3 p.80
CB3 p.73
CB4 p.50
CB3 p.72
CB3 p.76
CB3 p.75
CB3 p.72
CB4 p.53
CB3 p.74
UTILITIES
Knevil
Mirror
Ninja
Outjack
π in the Face
Pile Driver
Possessor
Superballs
Termite
Thug
Weed
Multiplier
4
5
4
6
3
4
15
3
1
8
3
Book
CB3 p.79
CB4 p.49
CB4 p.49
CB3 p.80
CB3 p.73
CB3 p.75
CB3 p.77
CB4 p.52
CB1 p.91
CB3 p.74
CB4 p.49
VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book
CARS
Ashton Martin “Whisper” G12P
BMW 9018s
BMW Burowagen HSR
BMW “VIP” 9000L
Cadence Industries Wanderer
Crowder
Chrysler-Nissan Python Turbo
Dune Buggy
Eurocar 3000
Ferrari “Ghost” 679
Gaz-Lada Cossack
GMI Sierra GL
GMI Sierra Hatch
Honda Metrocar
Jaguar XXJ10
Mazda “Commando” XV
Mercedes “Mirage” Limousine
Mitsuzuki Bushi
Mitsuzuki Fuji
New American Autoworks Roadcar
New American Motor’s Drifter
New American Motors “Armadillo”
New American Motors Nautilus
Porsche “Cannon Ball” 971
Spinelli Autotech Spirit
Takaya Daimyo
Toyo-Chevrolet ’51 Chevy
Toyo-Chevrolet Corpora
Toyo-Chevrolet Corpora Sport
Toyo-Chevrolet Hopper
Toyo-Chrysler Omega
Toyota Avante
VMW Cohort
Handling
4/8
3/8
3/10
4/8
6/10
5/10
3/8
5/4
3/8
3/5
5/4
5/9
4/8
4/10
4/8
4/7
4/6
4/8
4/8
4/8
4/8
6/10
6/10
4/8
3/6
3/8
3/7
4/8
4/8
4/8
4/8
3/8
4/8
Speed
80/250
90/280
50/145
65/180
35/105
25/55
65/195
40/120
60/180
110/300
33/100
35/105
35/105
20/60
70/180
80/200
55/160
27/80
33/100
35/105
35/105
35/105
35/105
90/270
44/133
65/200
40/120
35/105
35/105
22/66
50/150
95/285
35/105
Body
2
4
3
2
2
1
2
3
2
3
3
1
1
1
3
3
4
2
2
1
3
4
2
2
4
2
2
2
2
1
2
2
1
Armor
3
2
1
3
2
1
0
0
0
1
2
1
1
0
6
3
1
2
1
0
1
3
1
0
4
0
0
2
2
0
0
1
0
Signature
2
2
2
1
3
6
3
1
3
3
1
2
2
5
1
2
3
2
3
3
2
1
1
1
4
4
5
1
1
3
2
1
2
APilot
3
3
4
3
3
1
2
1
3
4
0
2
2
0
3
3
4
1
2
1
2
1
0
3
3
3
1
3
3
1
1
3
1
Cost
250,000¥
500,000¥
900,000¥
130,000¥
50,000¥
9,000¥
85,000¥
15,000¥
75,000¥
650,000¥
34,000¥
40,700¥
27,900¥
7,000¥
260,000¥
110,000¥
350,000¥
27,000¥
17,450¥
11,000¥
90,000¥
85,000¥
32,000¥
120,000¥
235,000¥
44,000¥
35,000¥
41,000¥
46,000¥
16,250¥
20,000¥
480,000¥
22,000¥
Book
PA p.10
CB1 p.19
CB3 p.55
PA p.10
CB3 p.42
CB2 p.91
RG p.31
P3 p.20
RG p.31
PA p.10
CB4 p.36
CB4 p.34
CB4 p.34
RG p.51
PA p.11
PA p.11
PA p.11
CB4 p.35
CB4 p.34
CB3 p.42
CB1 p.88
CB3 p.49
CB3 p.46
PA p.11
CB4 p.40
CB3 p.41
CB2 p.92
CB4 p.36
CB4 p.36
CB4 p.33
RG p.52
RG p.52
CB4 p.33
BIKES
All-Terrain Bike (bicycle)
Ashigaru
Bermuda
Brennan Cycles “Ares”
Brennan “Hermes”
Darkwing
Harley-Davidson Brawler
Harley-Davidson Thundergod
Honda R400 Trail (electric)
Honda R400 Trail (multifuel)
Kundalina Roadworks “Dart”
Kundalina Roadworks GSR1200 Tetsuo
Kundalina Roadworks Shiva®
Mitsubishi Portabike
Mitsuzuki C21 Kenada
Mitsuzuki MSX900 “Bakushin”
Pedicab
Scion Technologies Dunemaster
Dust Devil
Sport Eurasia “Microbike”
Suzuki 500ET
VMW “Volksrad”
Handling
3
3/8
3/5
3/7
3/6
4/4
5/7
4/5
4/2
4/2
4/8 (3/6)
2/8
2/6
3/9
2/6
3/6
3/7
4/3
5/4
4/12
3/6
5/3
Speed
special
40/95
60/205
40/125
30/95
40/135
64/192
50/150
53/160
53/160
55/160
91/272
70/210
10/35
69/205
85/255
10/30
45/135
35/105
35/105
90/270
27/80
Body
1
1
2
1
1
2
4
1
1
1
1
1
1
1
1
1
1
2
2
1
1
1
Armor
0
0
0
1
0
1
6
0
0
0
1
1
1
0
0
0
0
1
2
0
2
0
Signature
6
6
2
1
2
3
1
3
5
5
3
1
2
7
1
1
10
1
1
5
2
3
APilot
—
1
1
1
0
1
2
2
0
0
1
1
2
0
0
0
0
1
1
0
3
0
Cost
650¥
3,500¥
15,000¥
21,000¥
12,500¥
9,000¥
26,000¥
15,000¥
6,000¥
6,000¥
10,000¥
25,000¥
12,000¥
250¥
15,000¥
13,200¥
1,200¥
40,000¥
46,000¥
1,000¥
25,000¥
2,300¥
Book
TS p.35
CB2 p.93
CB2 p.94
CB3 p.54
CB3 p.50
CB2 p.94
P3 p.37
CB1 p.20
CB4 p.32
CB4 p.32
CB3 p.46
CB4 p.33
CB1 p.21
CB3 p.42
CB4 p.30
CB4 p.31
CB1 p.22
CB3 p.43
CB3 p.43
CB3 p.50
P3 p.22
CB4 p.32
199
EQUIPMENT TABLES
VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book (continued)
TRUCKS
Ambunaught
GM/Hyundai Worker Bee
Imperial Metropolitan Agriculture Nomad
Kundalina Roadworks “Bedouin”
MAC-Deux “Monster”
New American Motors “Vulture”
Spinelli Autotech “Nomad”
Spinelli Autotech Shiltron Twin Cab
Tetracorp DR2100 Multi-fuel Longnose
Yakurichi-Ural BR70
Handling
4/8
4/10
6/2
6/2
4/8
6/11
4/2
6/9
6/10
3/6
Speed
30/95
10/30
33/100
27/80
44/133
35/105
45/135
31/93
45/135
50/150
Body
5
2
3
4
7
5
2
3
6
4
Armor
4
2
2
2
2
4
1
1
4
4
Signature
1
1
1
1
1
2
3
1
2
2
APilot
2
3
2
3
3
0
2
1
2
4
Cost
200,000¥
150,000¥
51,000¥
105,000¥
240,000¥
215,000¥
55,000¥
40,000¥
200,000¥
120,000¥
Book
CB1 p.23
CB1 p.25
CB4 p.38
CB4 p.38
CB4 p.37
CB3 p.50
CB3 p.53
CB4 p.38
CB4 p.40
TS p.20
HOVERCRAFT
Bensen Cascade
Bensen Violator Hovercycle
Cadence Industries HoverVan
Kundalina Roadworks Gevhog
MosTrans KVT-2
Nissan Ford FanMaster
in water
Handling
7
4
5
5
5
5
6
Speed
115/350
65/200
33/100
40/120
35/105
35/135
3/7
Body
2
1
2
1
14
3
Armor
1
0
2
0
30
2
Signature
2
2
1
1
3
4
APilot
2
2
2
0
4
2
Cost
200,000¥
100,000¥
105,000¥
16,100¥
90M¥
200,000¥
Book
CB1 p.18
CB3 p.40
CB4 p.42
CB4 p.42
P3 p.21
CB2 p.89
WINGED PLANES
Beechcraft 2400 Starship 10
Fed-Boeing Falcon
GD Hummingbird
Piper Montebank
Handling
5
4
3
2
Speed
460/585
135/400
400/800
300/500
Body
6
4
4
3
Armor
1(3)
1
2
0
Signature
4
4
2
3
APilot
4
2
3
2
Cost
?
2,500,000¥
1,500,000¥
50,000¥
Book
P3 p.20
CB2 p.96
CB2 p.97
P3 p.22
VECTORED THRUST
AV-4
Aztlan Metals Llama
Bell-Boeing Aircar
British Aerospace AV FAB
Family Flier
Mach
MacLaren/Jaguar Sports Aerodyne
Swan
Tetracorp Fei Lien 100
Handling
5
4
3
4
5
3
3
5
4
Speed
150/450
60/133
240/480
150/300
100/200
265/665
500/1080
135/265
300/600
Body
5
1
2
10
3
2
2
3
2
Armor
6
0
1
3
1
1
1
2
3
Signature
3
3
1
1
0
2
3
4
1
APilot
2
1
4
4
2
3
5
3
3
Cost
1,500,000¥
330,000¥
3,000,000¥
8,400,000¥
500,000¥
1,300,000¥
15,000,000¥
800,000¥
1,290,000¥
Book
RG p.51
CB4 p.45
CB4 p.43
CB4 p.44
CB2 p.88
CB2 p.89
CB4 p.45
CB2 p.90
CB3 p.45
ROTORCRAFT
Bell Boeing V-22B Osprey
Bell F-152 Aerogyro
Bell Spy-Eye 18
Hyundai Minicopter
Handling
5
4
2
4
Speed
170/510
160/480
185/370
70/160
Body
4
2
3
1
Armor
0
0
1
1
Signature
3
4
4
2
APilot
3
1
2
1
Cost
900,000¥
300,000¥
500,000¥
155,000¥
Book
RG p.50
RG p.50
CB1 p.26
CB3 p.46
AIRSHIPS
India Sky-Barge
“Madison Avenue” Blimp
Sky Queen
Handling
6
6
5
Speed
40/80
20/45
55/135
Body
6
5
10
Armor
6
1
9
Signature
7
9
7
APilot
2
3
4
Cost
10,000,000¥
2,500,000¥
20,000,000¥
Book
CB2 p.99
CB2 p.100
CB2 p.100
MILITARY/SECURITY
Ground Vehicles
Arasaka Riot-VIII
Kundalina “Torpedo” Motorcycle
M-62 “Volcano” SAM Launcher
MacLaren/Jaguar XJ220C-P Interceptor
Max Interceptor
Paneurope VBL APC
Paneurope Zobel (EuroLAV II)
Handling
Speed
Body
Armor
Signature
APilot
Cost
Book
4/9
4/6 (3/5)
3/4
3/6
3/8
4/4
4/4
55/160
65/190
20/55
75/225
65/240
31/93
27/80
8
1
6
4
2
3
3
3
2
4
3
2
4
4
1
3
5
3
2
4
5
3
2
2
2
2
3
3
250,000¥
36,000¥
9,500,000¥
165,000¥
140,000¥
1,450,000¥
1,050,000¥
CB1
CB3
CB3
CB4
CB2
CB4
CB4
4
5
80/200
65/200
4
4
6
4
5
4
2
2
500,000¥
720,000¥
P3 p.20
CB3 p.44
5
3
4
4/8
5
5
5
4
3
1
200/400
600/1385
330/465
80/200
210/630
270/530
90/180
180/360
440/880
830/1860
5
8
4
12
2
2
5
5
3
?
12,500,000¥
1,500,000¥
P3 p.19
CB3 p.48
CB2 p.87
6
7
8
10
3
7
9
5
4
4
1
2
5(2)
5
4
7
3
2
5
1
4
5
3
4
4
4
4
3
3,500,000¥
30,000,000¥
1,850,000¥
31,500,000¥
2,500,000¥
4,500,000¥
RG p.51
CB1 p.28
CB3 p.52
CB4 p.44
RG p.32
CB2 p.95
Hovercraft
GMC-Beachcraft Striker
GMI HovTransport
Aircraft
Ares Coyote Attack Helicopter
ATF-37B Thunderhawk
AV-3 “Aerocop”
ground mode
AV-6
AV-9
Bell UH-10 PAPC
British Aerospace AV FAB military
Fledermaus PKF-40 Ausf. B
GF F-36 Comet
200
p.24
p.47
p.51
p.39
p.92
p.41
p.41
EQUIPMENT TABLES
VEHICLES — Data for Shadowrun, Second Edition & Rigger Black Book (continued)
MILITARY/SECURITY (Aircraft)
Lockheed-Cessna Pinto
McDonnell Douglas C111
MDD F-33 Wasp
Mil-62
Sikorsky-Mitsubishi Dragon
UH-90 Utility/Squad Helicopter
Handling
3
4
2
4
4
4
Speed
265/600
120/275
730/1660
240/480
280/560
230/270
Body
6
3
8
4
8
4
Armor
2
4
2
8
9
3
Signature
4
3
3
4
2
3
APilot
2
3
3
3
4
3
Cost
10,500,000¥
750,000¥
3,500,000¥
1,900,000¥
5,000,000¥
1,000,000¥
Book
CB2 p.98
RG p.33
CB2 p.96
P3 p.21
CB1 p.27
TS p.20
DRONES
Arasaka RDAK
Aztechnology GCR-50
Bell “Bumblebee” Rotorcraft
Militech RPV-400 Tiltrotor
Mitsubishi “Rover” Wheeled Remote
Handling
4
4/4
5
4
6/9
Speed
12/36
5/15
80/160
140/280
20/60
Body
1
3
1
3
2
Armor
1
3
1
3
2
Signature
18
3
4
4
3
APilot
1
—
2
4
1
Cost
12,000¥
?
8,000¥
150,000¥
9,000¥
Book
CB2 p.32
P3 p.19
CB2 p.31
CB2 p.31
CB2 p.31
VEHICLES — Data for Shadowrun, Third Edition & Rigger 2
CARS
Ashton Martin “Whisper” G12P
BMW 9018s
BMW Burowagen HSR
BMW “VIP” 9000L
Cadence Industries Wanderer
Crowder
Chrysler-Nissan Python Turbo
Dune Buggy
Eurocar 3000
Ferrari “Ghost” 679
Gaz-Lada Cossack
GMI Sierra GL
GMI Sierra Hatch
Honda Metrocar
Jaguar XXJ10
Mazda “Commando” XV
Mercedes “Mirage” Limousine
Mitsuzuki Bushi
Mitsuzuki Fuji
New American Autoworks Roadcar
New American Motor’s Drifter
New American Motors “Armadillo”
New American Motors Nautilus
Porsche “Cannon Ball” 971
Spinelli Autotech Spirit
Takaya Daimyo
Toyo-Chevrolet ’51 Chevy
Toyo-Chevrolet Corpora
Toyo-Chevrolet Corpora Sport
Toyo-Chevrolet Hopper
Toyo-Chrysler Omega
Toyota Avante
VMW Cohort
Handling Speed Accel
4/8
250
18
3/8
190
14
3/8
100
11
4/8
160
12
4/10
107
4
4/8
75
4
3/8
195
18
5/4
120
14
3/8
180
10
3/5
270
18
5/4
67
6
4/8
105
6
4/8
105
6
4/8
40
6
4/8
160
11
4/7
133
10
4/6
160
10
4/8
80
8
4/8
100
8
4/8
71
6
4/10
71
2
4/10
71
4
4/10
71
2
4/8
270
18
3/6
89
11
3/8
137
10
3/7
120
6
4/8
71
8
4/8
71
12
4/8
100
6
4/8
100
6
3/8
190
16
4/8
105
8
Body Armor
3
3
4
2
4
1
3
3
4
2
3
0
3
0
3
0
3
0
3
1
3
2
2
1
2
1
3
0
3
6
3
3
4
1
3
2
3
1
3
0
4
1
4
3
4
1
3
0
4
4
3
0
3
0
3
2
3
2
3
0
3
0
3
1
2
0
Sig
2
0
2
2
2
5
1
0
2
2
4
4
4
4
2
2
2
2
2
4
3
2
3
2
2
2
4
2
2
4
4
2
2
Autonav
3
3
4
3
3
0
2
1
3
4
0
2
2
0
3
3
4
1
2
1
0
1
0
3
3
3
1
2
2
1
1
1
1
Pilot
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
Sensor
0
0
0
0
0
0
0
0
0
0
1
1
0
0
0
0
0
1
0
0
0
0
0
0
3
0
0
1
1
0
0
0
0
Cost
130,000¥
121,200¥
184,000¥
94,000¥
52,000¥
25,500¥
75,000¥
33,000¥
62,000¥
205,000¥
46,000¥
26,500¥
19,000¥
6,000¥
120,000¥
110,000¥
350,000¥
33,000¥
20,500¥
18,000¥
28,000¥
35,500¥
28,000¥
120,000¥
416,500¥
28,000¥
16,500¥
31,500¥
41,500¥
7,500¥
43,500¥
120,000¥
9,000¥
Book
PA p.10
CB1 p.19
CB3 p.55
PA p.10
CB3 p.42
CB2 p.91
RG p.31
P3 p.20
RG p.31
PA p.10
CB4 p.36
CB4 p.34
CB4 p.34
RG p.51
PA p.11
PA p.11
PA p.11
CB4 p.35
CB4 p.34
CB3 p.42
CB3 p.46
CB3 p.49
CB3 p.46
PA p.11
CB4 p.40
CB3 p.41
CB2 p.92
CB4 p.36
CB4 p.36
CB4 p.33
RG p.52
RG p.52
CB4 p.33
BIKES
All-Terrain Bike (bicycle)
Ashigaru
Bermuda
Brennan Cycles “Ares”
Brennan “Hermes”
Darkwing
Harley-Davidson Thundergod
Honda R400 Trail (electric)
Honda R400 Trail (methane)
Kundalina Roadworks “Dart”
Kundalina Roadworks GSR1200 Tetsuo
Kundalina Roadworks Shiva®
Mitsubishi Portabike
Mitsuzuki C21 Kenada
Mitsuzuki MSX900 “Bakushin”
Pedicab
Scion Technologies Dunemaster
Dust Devil
Sport Eurasia “Microbike”
Suzuki 500ET
VMW “Volksrad”
Handling Speed Accel Body Armor
3
special special
1
0
3/6
63
4
2
0
3/5
137
10
2
0
3/6
84
7
2
1
3/6
64
8
2
0
4/4
90
4
2
1
4/5
100
4
2
0
4/3
90
6
2
0
4/3
90
6
2
0
4/6 (3/6)
105
10
2
1
2/6
181
17
2
0
2/6
140
16
2
0
3/6
22
3
1
0
2/6
138
16
2
0
3/6
170
13
2
0
3/7
20*
1
1
0
4/3
90
10
3
1
4/3
71
9
3
2
3/6
71
8
2
0
3/6
180
17
2
2
5/3
53
5
2
0
Sig
6
5
2
2
4
4
2
5
4
2
2
2
5
2
2
10
2
2
4
2
4
Autonav
0
1
1
1
0
1
0
0
0
0
1
1
0
0
0
0
1
1
0
3
0
Pilot
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
Sensor
0
0
0
0
0
0
0
0
0
0
1
0
0
0
0
0
0
1
0
0
0
Cost
650¥
3,500¥
10,500¥
35,750¥
6,500¥
12,500¥
15,000¥
25,000¥
13,500¥
16,500¥
20,500¥
12,000¥
250¥
13,500¥
13,500¥
1,200¥
32,500¥
92,000¥
2,750¥
18,000¥
9,500¥
Book
TS p.35
CB2 p.93
CB2 p.94
CB3 p.54
CB3 p.50
CB2 p.94
CB1 p.20
CB4 p.32
CB4 p.32
CB3 p.46
CB4 p.33
CB1 p.21
CB3 p.42
CB4 p.30
CB4 p.31
CB1 p.22
CB3 p.43
CB3 p.43
CB3 p.50
P3 p.22
CB4 p.32
201
EQUIPMENT TABLES
VEHICLES — Data for Shadowrun, Third Edition & Rigger 2 (continued)
TRUCKS
Ambunaught
GM/Hyundai Worker Bee
Imperial Metropolitan Agriculture Nomad
Kundalina Roadworks “Bedouin”
MAC-Deux “Monster”
New American Motors “Vulture”
Spinelli Autotech “Nomad”
Spinelli Autotech Shiltron Twin Cab
Tetracorp DR2100 Multi-fuel Longnose
Yakurichi-Ural BR70
Handling Speed Accel
4/6
64
6
4/12
20
3
6/2
67
4
6/2
53
5
4/8
89
3
5/12
71
3
4/2
89
5
4/10
62
6
5/10
90
3
3/6
100
3
Body Armor
7
8
3
0
4
2
4
2
6
2
5
4
4
1
4
1
5
4
6
4
Sig
2
2
4
4
2
1
3
2
2
2
Autonav
2
2
2
3
3
0
2
2
2
4
Pilot
—
3
—
—
—
—
—
—
—
—
Sensor
0
1
0
2
1
0
0
1
2
3
Cost
200,000¥
150,000¥
79,000¥
124,000¥
226,500¥
557,000¥
67,000¥
35,000¥
200,500¥
365,000¥
Book
CB1 p.23
CB1 p.25
CB4 p.38
CB4 p.38
CB4 p.37
CB3 p.50
CB3 p.53
CB4 p.38
CB4 p.40
TS p.20
HOVERCRAFT
Bensen Cascade
Bensen Violator Hovercycle
Cadence Industries HoverVan
Kundalina Roadworks Gevhog
MosTrans KVT-2
Nissan Ford FanMaster
Handling Speed Accel
4
180
10
3
200
9
4
67
5
3
80
5
Body Armor
4
1
3
0
4
2
3
0
Sig
0
3
2
2
Autonav
2
1
2
0
Pilot
—
—
—
—
Sensor
Cost
0
145,000¥
0
100,000¥
0
150,000¥
0
93,750¥
Book
CB1 p.18
CB3 p.40
CB4 p.42
CB4 p.42
2
2
—
0
220,000¥
CB2 p.89
WINGED PLANES
Beechcraft 2400 Starship 10
Fed-Boeing Falcon
GD Hummingbird
Piper Montebank
Handling
5
4
3
2
Speed Accel
135/390 24
135/280 20
535
30
60/333 21
Body Armor
6
1
6
1
6
2
3
0
Sig Autonav
4
4
4
2
3
3
2(4)
2
Pilot
—
—
—
—
Sensor
1
2
2
0
Cost
349,000¥
350,000¥
1,113,000¥
350,000¥
Book
P3 p.20
CB2 p.96
CB2 p.97
P3 p.22
VECTORED THRUST
AV-4
Aztlan Metals Llama
Bell-Boeing Aircar
British Aerospace AV FAB
Family Flier
Mach
MacLaren/Jaguar Sports Aerodyne
Swan
Tetracorp Fei Lien 100 Aerodyne
Handling
5
4
3
4
5
5
3
5
5
Speed Accel
300
35
89
21
320
9
200
20
100/225 33
100/445 65
720
65
100/265 45
400
25
Body Armor
4
6
3
0
5
1
5
3
4
1
4
1
5
1
4
2
4
3
Sig
1
5
2
0
1
1
1
1
1
Autonav
2
1
4
4
2
3
5
3
3
Pilot
—
—
—
—
—
—
—
—
—
Sensor
0
0
2
3
0
0
3
0
0
Cost
1,030,000¥
435,500¥
1,217,500¥
4,800,000¥
935,000¥
1,500,000¥
1,800,000¥
1,450,000¥
1,044,000¥
Book
RG p.51
CB4 p.45
CB4 p.43
CB4 p.44
CB2 p.88
CB2 p.89
CB4 p.45
CB2 p.90
CB3 p.45
ROTORCRAFT
Bell-15
Bell Boeing V-22B Osprey
Bell Spy-Eye 18
Hyundai Minicopter
Handling Speed Accel
4
320
10
5
340
13
4
245
10
4
107
15
Body Armor
3
0
5
0
4
1
3
1
Sig
4
4
3
4
Autonav
1
3
2
1
Pilot
—
—
—
—
Sensor
Cost
0
113,500¥
1
344,000¥+
4
850,000¥
1
85,000¥
Book
RG p.50
RG p.50
CB1 p.26
CB3 p.46
AIRSHIPS
India Sky-Barge
“Madison Avenue” Blimp
Sky Queen
Handling Speed Accel
6
80
6
6
45
8
5
135
5
Body Armor
11
6
8
1
15
9
Sig
2
2
1
Autonav
2
1
4
Pilot
—
—
—
Sensor
Cost
1
925,500¥
1
183,500¥
1
5,745,000¥
Book
CB2 p.99
CB2 p.100
CB2 p.100
MILITARY/SECURITY VEHICLES
Ground Vehicles
Arasaka Riot-VIII
Kundalina “Torpedo” Motorcycle
M-62 “Volcano” SAM Launcher
MacLaren/Jaguar XJ220C-P Interceptor
Max Interceptor
Paneurope VBL APC
Paneurope Zobel (EuroLAV II)
Handling Speed Accel
Body Armor
Sig
Autonav
Pilot
Sensor
Cost
Book
CB1
CB3
CB3
CB4
CB2
CB4
CB4
4
90
10
4
2
4/6
4/6 (3/6)
3/4
3/6
3/8
4/4
4/4
85
128
36
151
160
62
53
8
10
5
12
12
7
5
7
2
7
3
3
7
7
6
2
4
3
1
4
4
0
2
1
2
2
2(3)
2
3
1
2
2
2
3
3
—
—
—
—
—
—
—
1
1
2
3
—
4
5
335,000¥
70,000¥
460,000¥
85,000¥
51,500¥
765,000¥
730,000¥
Hovercraft
GMC-Beachcraft Striker
GMI HovTransport
4
5
130
133
8
5
3
5
6
4
1
1
3
2
—
—
3
3
1,132,000¥
2,120,000¥
P3 p.20
CB3 p.44
Aircraft
Ares Coyote Attack Helicopter
ATF-37B Thunderhawk
AV-3 “Aerocop”
AV-4 Military/Security Variant
AV-6
AV-9
Bell F-152 Aerogyro
Bell UH-10 PAPC
British Aerospace AV FAB military
Fledermaus PKF-40 Ausf. B
GF F-36 Comet
5
3
5
5
5
5
4
5
4
3
2
267
925
100/310
300
420
530
320
120
240
880
150/1,865
30
80
65
35
30
35
10
10
20
50
55
5
7
4
4
4
6
3
7
5
7
7
12
2
2
6
9
5
0
4
4
1
2
2
5
1
1
0
1
4
3
0
5
5
5
5
3
2
3
4
1
4
4
4
3
—
—
—
—
—
—
—
—
—
—
—
7
5
0
0
2
7
4
6
6
6
6
5,702,500¥
3,337,500¥
1,860,000¥
2,600,000¥
3,950,000¥
30,000,000¥
620,000¥
4,000,000¥
6,000,000¥
7,300,000¥
16,500,000¥
P3 p.19
CB3 p.48
CB2 p.87
RG p.51
RG p.51
CB1 p.28
RG p.50
CB3 p.52
CB4 p.44
RG p.32
CB2 p.95
202
p.24
p.47
p.51
p.39
p.92
p.41
p.41
EQUIPMENT TABLES
VEHICLES — Data for Shadowrun, Third Edition & Rigger 2 (continued)
MILITARY?SECURITY (Aircraft)
Lockheed-Cessna Pinto
McDonnell Douglas C111
MDD F-33 Wasp
Mil-62
Sikorsky-Mitsubishi Dragon
UH-90 Utility/Squad Helicopter
Handling Speed Accel
3
135/400 20
4
120
10
3
150/1,105 55
4
320
20
4
350
13
4
180
16
Body Armor
6
2
7
4
7
2
5
8
7
9
4
3
Sig
4
3
5
3
3
2
Autonav
2
3
3
3
4
3
Pilot
—
—
—
—
—
—
Sensor
Cost
7
6,400,000¥
1
440,000¥+
6 12,500,000¥
6
3,300,000¥
5
5,000,000¥
3
1,300,000¥
Book
CB2 p.98
RG p.33
CB2 p.96
P3 p.21
CB1 p.27
TS p.20
DRONES
Arasaka RDAK
Aztechnology GCR-50
Bell “Bumblebee” Rotorcraft
Militech RPV-400 Tiltrotor
Mitsubishi “Rover” Wheeled Remote
Handling Speed Accel
4
12
1
4/4
15
2
4
107
7
4
187
6
3/6
40
2
Body Armor
0
0
2
3
1
1
3
3
2
2
Sig
8
7
7
4
5
Autonav
—
—
—
—
—
Pilot
1
1
2
4
2
Sensor
Cost
1
2,950¥
1
3,920¥
1
27,000¥
3
265,500¥
2
22,250¥
Book
CB2 p.32
P3 p.19
CB2 p.31
CB2 p.31
CB2 p.31
NAVAL VEHICLES
Mostrans KVT-2
Handling Speed Accel
5
105
3
Hull Bulwark Sig Autonav
5
4
2/2
3
Pilot
—
Sensor
4
Book
P3 p.21
Sonar
0
the
END
(for now)
203
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