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 has all the cool stuff that’s sorely missing from right? No longer! This Plastic Warriors book converts 99.9% of all items in the four Chromebooks to Shadowrun! You can now equip your characters with loads more goodies than possible ever before! Ranging from must have to completely useless, the gear, cyberware, vehicles, chips, and whatever else you care to name that are in here are sure to give that extra touch to any Shadowrun character! Price: TOTALLY FRAGGING FREE!!! (and don’t even think about charging money for it) NBSI: 0-12345-678-9 Plastic Warriors 00042.0 Immediately usable in any Shadowrun campaign, though it is highly recommended that players buy the Chromebooks in order to use these conversions fully.
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