TEXT:  
  1
  Created at: 
  Senior officer Mikael van Atta 
   
  Cyberwares of the World 
  A completely unofficial guide to various forms of cyberware around the globe 
  (and high above) 
   
   
   
   
   
   
   
   
   
  Edition 1.5, updated 
   
  
   
  2
  Credits: 
  I would like to thank those who 
  helped me in creating the 
  Cyberwares 
  of 
  the 
  World 
  material, both the original set of 
  rules and update rules: 
   
  Snowtiger 
  Companero 
  Webby 
  Snowguard 
  Malek77 
  Wisdom000 
  CitizenX 
  Shakalina 
  Hobgoblin 
  Stray Catalyst 
   
  And the rest of great community 
  called „Views from the Edge” 
  - senior oficer Mikael van Atta
  Contents: 
  Introduction ………………………………………………….… 3 
  General Guide ………………………………………………… 4 
  Technological Advance ………………………….…………… 5 
  Cyberlimbs ………………………..…………………………… 6 
  Cyberoptics ………………………….………..……………… 13 
  Cyberaudios ………………………………………………… 15 
  Vocoboxes ……………………………..…………………… 17 
  Armors …………………………………….…………..……… 19 
  Neuralware …………………………………..………..……… 21 
  Cyberweapons of the World …………………………………23 
  - Melee cyberweapons ………………….………………………….23 
  - Cyberarm Blades – how do I see it? ……………………………. 25 
  - Ranged Cyberweapons ………………………………………….. 27 
  - Popup guns ……………………………………………………….. 29 
  - Exotic ranged weapons as popup guns …………………..……  34 
  Neuralware analogs for Audio / Video options …………… 35 
  Nanotech of the World …………………………………..….  35 
  Universal Effectiveness’  Rule ……………………………… 36  
  EMP hardening …………………………………………..….. 37 
  Special cases ………………………………………………... 37 
  Power sources ……………………………………………..… 38 
  Taking damage …………………………………………….... 39 
  Cyberware and Ageing …………………………………..…. 39 
  Cyberware brand names ……………..………..…………… 42 
  
   
  3
   
  Full Body Conversions 
  A new view 
  This is the material with which my quest 
  has begun – a sourcebook detailing the 
  problems of Full Body Conversions in 
  Cyberpunk 2020. In Cyberwares of the 
  World I present solutions I came to, when I 
  had to face the questions of full ‘borgs. 
  This sourcebook is also known under it’s 
  unofficial name, “CheapFBC”, and is 
  available on the Net – probably at the 
  same source where you’ve grabbed CotW. 
  Some parts of the CheapFBC have been 
  directly implemented into CotW. 
  Note: the current version is edition 2.8. 
  However, previous ones can be still in 
  circulation. 
  Introduction 
  In the beginning there was only one kind of 
  cyberware. One type of leg, one type of arm, one type of 
  eye… you got the point. And for a time, it was good. 
  However, as additional sourcebooks for Cyberpunk 
  2020 were issued, new types of cyberwares began to 
  emerge. Never as complete systems, but merely hints of 
  such. Orbital Cyberarm in Chromebook 1. Russian arms, 
  legs, eyes and ears in Solo of Fortune (re-made and 
  published again in Chromebook 4). And for a time, it was 
  good. 
  But I came to wonder. We had Russian stuff, we had 
  hints of Orbital stuff, soon we had some outdated (Enabled-
  series in Chromebook 3) stuff as well. We had some ideas on 
  top of that – we knew that European cyberwares caused 
  lower Humanity Loss. That out there, somewhere, was 
  bleeding edge Japanese cybertechnology (who haven’t heard 
  about Chiba black clinics?). Some guys on the Net (kudos to 
  Hound and his excellent Blackhammer Datafort) began 
  inventing even more bizarre trends – NuTek, Skeletal 
  cyberware, Chinese cyberware. Still, there was no coherent 
  system. 
  When I began thinking about how Full Body 
  Conversions should be ran, this problem was what jumped 
  into my mind. At that moment, I wasn’t able to do more than 
  just cyberlimbs in various technologies. However, I kept 
  collecting the ideas, and, with help from the great bunch of 
  VftE members, I’ve finally managed to fill some niches. Also, 
  CheapFBC – which, in the meantime, has grown from a 
  scratch into a mighty, 130-page long, fully illustrated netbook 
  – has provided me with a handful of useful bits. 
  And thus here we go. As for now, the Cyberwares of 
  the World covers cyberlimbs, optics, audio systems, voice 
  systems (vocoboxes), implanted body armor and neuralware. 
  While I’m still thinking about covering more areas, it’s proving 
  to be more and more difficult. Still, I hope to do it somewhen, 
  so this sourcebook will probably grow in size. In the mean 
  time, enjoy what has already been done. 
  Master tables – you’ll 
  find a “master table” in the 
  beginning 
  of 
  every 
  chapter 
  devoted to specific cyberware 
  type. It contains the usual kinds 
  of this cyberware that can be 
  encountered. For example, we 
  have standard cybereyes, Bug 
  eyes, monovisors, and several 
  other types. Most of them are 
  listed in that table for easier 
  reference. 
  However, 
  some, 
  less-popular types (or those that 
  were not as universal) were 
  omitted. Also, I wasn’t able to 
  list 
  every 
  idea 
  people 
  did 
  published on the Net. But, 
  having the typical ones for 
  reference, you should be able to 
  deal with any un-standard piece 
  you might wish to have made in 
  some obscure technology… 
  Cyberware compatibility 
  So you have an IEC Cyberarm Advanced limb module, Arasaka Neotech 
  ToolHand attached to it, with Tritech built-in TV, and cheap, no-name plastic 
  cover, and you want it to work flawless? 
  Sure, no problem. And easier than someone could think. All the cybertech use 
  the same standards and basic technology. Much like PC computers of the 
  early 2000s – it doesn’t matter what parts your computer did have inside. You 
  could use parts made by a dozens of producers around the world, put together 
  in a place you never heard about, and have a working computer. You don’t 
  have to install only Dell parts, or only IBM parts. And, because the technology 
  used, and common standards, all that works together. Sure, some parts are 
  better, others are not so brilliant, and some can be a complete waste of money. 
  Good parts will give you better performance. They may be also less damage-
  prone, or last longer. But still, it works, and you can use the computer to do 
  what you need it for – write texts, surf the Net, play games.  
  Simply, it worked together, because it was designed to. 
  And with cyberware, it goes along the same lines. 
   
  Including some unexplainable glitches, like the ones that used to ruin a day 
  worth of your text writing in the early 2000s. 
  - senior officer Mikael van Atta
  
   
  4
  Problems in CyberParadise – these boxes point out possible and – if you give it a thought – 
  pretty obvious problems with various kinds of cyberware in typical life and RPG situations. Things you 
  usually hadn’t thought about… 
   
  General guide  
  to the different cyberware design philosophies around the world: 
   
  Standard cyberware - That’s what we are used to, typical 2020-era cyberware, right out of 
  the Cyberpunk 2020 handbook. This is what everyone does compare other styles to. Standard 
  cyberware is being produced around the world. 
  Skeletal cyberware - This form of cyberware is very basic and robotic in appearance, all 
  servos and mechanics are clearly visible (for an example, a skeletal cybereye will clearly have a 
  camera-type look). It's clearly obvious that the cyberware is not human in appearance. 
  Brazilian cyberware - Brazilian cybernetics are conceptually close to European: they try to 
  appear as human as possible. However, they do not keep up the raw power output of standard and 
  European style cybernetics (this originates from the fact that in Brazil, superhuman-strength 
  cyberlimbs are outlawed), and not as durable. Still, for everyday use they’re absolutely okay. They’re 
  replacements, not replace-and-upgrade technology, and if you accept this idea, they’ll suit you just 
  fine. And they come with a nice price tag, making them quite popular around the world.  
  Chinese cyberwares - “Chinese cybertech” became a synonym of cheap, unreliable 
  cyberware. Not that it comes only from China (Malaysia, Indonesia, India and some other countries 
  have their share in this sector of market as well) or that Chinese can’t manufacture quality stuff (they 
  do). But the proverbial “Chinese take-away” suffers from the effects of inferior materials, 
  manufacturing, and lack of adequate quality control, when trying to match performance of the standard 
  cyberware with a much lower price tag. These tend to be always flawed with some problems. But hey, 
  they’re cheap, and you get what you’ve paid for. 
  NuTek cyberware - This is a completely new idea. NuTek is something in-between cyberware 
  and bioware: implants build of carefully blended cloned flesh and nano-build electronics. Whereas not 
  necessary the best of both worlds, it does combine a number of advantages, including easier 
  implantation, lower Humanity Loss, and the real feel of living tissue. Note: NuTek can’t be used for 
  FBC construction. 
  Russian cyberware - This is a generic term – most of these cyberwares does come from 
  Russia (and post-Soviet republics), but also from Eastern Europe, and there’s at least one company in 
  North America (Mexican Metals) that makes cyberware classified as “Russian”. These cyberwares see 
  to be quite primitive compared to Western standards, but if you can see past their brutish look, they’re 
  marvels of technology. Behind the former Iron Curtain, they do not jump to the newest materials, and 
  they do not peel off safety margins to squeeze out a bit of extra performance. Instead, they do 
  miracles with what they already know. Sure, this gives out crude cybernetics, and optional equipment 
  may be limited, but Russian cyberwares are like AK-47: they do not fail. No matter what you do and 
  where, they remain as tough and reliable, if somewhat clumsy. 
  Outdated 
  technology 
  - 
  These 
  cyberwares are pre-2013 era replacements and 
  augmentations. Big, obvious and clumsy, they 
  tend to combine flaws of several modern styles. 
  However, they are quite tough, and can 
  sometimes have various interesting solutions and 
  ideas utilized, that weren’t however used in later 
  models. They’re generally not produced any 
  longer, and most of these are available only 
  thorough 
  second-hand 
  market. 
  Of 
  course, 
  custom manufacturing can make a difference, but 
  then you should expect sky-high prices. 
  Orbital cyberware - The pinnacle of modern cybertech. Using exotic and durable materials 
  developed solely on orbital installations, the durability and sensory data quality of these masterpieces 
  is staggering but the downside is that the costs are tripled. Only available on special order, but you 
  tend to get what you paid for (now you know where that spoiled corporate brat got his totally chilly 
  orbital crystal plated cyberoptics). Can be made almost indistinguishable from a normal human body 
  part, but usually plated with materials not normally available on the open market. Also, several other 
  types of cyberware can be made in Orbital technology, linking great design with superior materials. 
  Also, orbital cyberwares are quite often equipped with EMP shielding, for safety reasons when in orbit. 
  „Early” cyberware 
  In some descriptions of the Outdated technology, there 
  comes a description „only the most basic options”. While 
  it is to reflect the Outdated cybertech can work only with 
  options that were available at the time of its creation, it 
  may be understood in various means. 
  Therefore I explain: if it isn’t in the CP2020 core book, it 
  wasn’t around in that time. And thus Outdated cyberware 
  won’t work with it. Clear? 
  - Mike van Atta
  
   
  5
  EuroCyberware - It is, generally, perfectly suited for hiding as a part of real body, 
  undistinguishable from it. Generally, it requires 1 level higher Awareness to spot it with a naked eye, 
  and as they are so non-obvious, Humanity Loss is lower – so it comes with a healthy price tag. Most of 
  these are German, Swiss or Scandinavian models 
  renowed for their durability, although French, Spanish 
  and Italian have gained popularity thanks to better prices 
  and clever marketing. 
  Japanese cyberware - This cybernetics are 
  marvels of micromachine engineering. Whatever you do, 
  Japanese can make more advanced and smaller. And 
  the processors in their cyberwares are much more 
  advanced, allowing them to handle more peripheral 
  equipment. It differs from series to series, but most 
  Japanese cyberwares can handle 25% more options, 
  and some even 50% more than their Western 
  equivalents. Of course, said peripherals and options have 
  to be Japanese tech as well, and are priced accordingly. 
  They do come mostly from Japan, but the term is as 
  generic as any – there are Korean companies that make 
  this type of stuff as well, and at least one Chinese producer keeps within these standards. 
   
  Technological advance 
  Borrowed from CheapFBC 
  Let’s face it: no piece of gear is the bleeding edge forever. The Murphy’s Law for Computers 
  says that the best, fastest, most powerful machine ever made becomes obsolete just in the moment 
  you pay for it. And so it is with cybernetics. The technological advance is a problem often neglected in 
  Role-Playing Games, and while within the fantasy genre it isn’t much of a problem. But in cyberpunk, 
  when the new, revolutionary tech is one of the things it’s all about, it becomes an issue. And then, it’s 
  supposed to go much faster than what I can see from my window. 
  Yesterday’s bleeding edge is today’s everyday use. Tomorrow it’ll become so common you 
  won’t be able to imagine yourself living without it. In two days, a new, more advanced version will 
  appear to take the market, and yesterday’s marvel will become so cheap and common that they’ll 
  almost start adding it as a freebie to cornflakes. And in three days, you’ll be able to find it only in a 
  pawn shop, and nobody will be interested in buying it.  
  Sure, it doesn’t go literally that fast, but that’s the idea. We can’t predict what will appear next 
  on the cyberware market. What revolutionary changes will come, or when they will come. However, 
  here you’ll find a quick guideline. Use it as you prefer. 
  Wave 
  Description 
  Pricing 
  Anything before First Wave 
  Prototype created by start-up company 
  400% 
  First Wave product 
  Major corporate release until first major sales 
  300% 
  6 months after First Wave: Second Wave  
  Competition begins to emerge 
  200% 
  18 months after First Wave: Third Wave  
  Multiple, equally efficient brands on market 
  100% 
  3 years after the First Wave: Fourth Wave  More advanced modules on the pocket 
  75% 
  6 years after the First Wave: Fifth Wave  
  Company releases superior product to 
  supersede this one 
  25% 
   
  Option costs: 
  Unless otherwise noted, options do cost the 
  same amount of both cash and HL, no matter 
  which technology they are made in. The only 
  distinctive exception is Japanese and Japanese 
  High Tech – you need specially made, 
  miniature Japanese option packages to utilize 
  all these additional spaces and other goodies 
  (i.e. increased effectiveness of Japanese 
  neuralware). The cost modifier for such options 
  is the same as for the cyberware itself. When 
  used on other types, Japanese options provide 
  no superior performance. 
  - Mike van Atta
  Cyberwares of the World Rule #1: 
  1 space = 1 space 
  We assume that spaces in cyberware do not change with user’s BOD (contrary to CP2020 standard 
  rules, where you could for example put a bigger gun in the cyberleg holster, if the leg was bigger). Here, 
  a space is a set amount of volume in cubic centimeters, which, however, can be shaped as you need it.  
  
   
  6
  Cyberlimbs of the World 
  De facto this is what has started the whole 
  Cyberwares of the World idea. These rules & tables were 
  presented in CheapFBC as well, if in a slightly different form. 
  Usually players are not concerned about the wide 
  variety of market-available cyberlimbs. A cyberarm is a 
  cyberarm, and it doesn’t matter whether we’re talking about 
  Raven Microcyb model F-24, Arasaka Neotech Type 17, or 
  IEC Cyberarm Advanced (or whatever the brand name is). 
  But – as with modern day computers – cyberware is 
  produced in numerous styles and technologies, limited only 
  with prices and market demand on them. 
  By the way – didn’t you ever wonder that all 
  cyberlimbs do have the same damage resistance, and can 
  house the very same number of additional modules 
  (optionware)? Doesn’t matter whether we’re talking about a 
  sleek, thin arm for a tiny lady, or a huge and „muscular” arm 
  for a cybernetic body builder, all are alike... 
   And here we are. 
  Cyberlimb size: first, the rule is that anybody buys 
  him/herself a limb that matches his body type (BOD value). 
  You can use another size of a limb, but this is pretty obvious 
  for anyone observing you, and raises limb’s HL by 50%. 
  Superhuman-range (Body 11+) limbs are usually built on a 
  special request only. Remember to add whole body’s 
  damage bonus to hits caused by cyberlimbs – the damage 
  dealt is as well a 
  matter of the limb’s 
  strength, as the strength of whole body. 
  As you can clearly see, SDP and amount of option 
  slots do vary depending on arm’s size. A typical CP2020 
  value is listed as Average – sized cyberware, with book price 
  matching it. There’s also an additional column with ‘ware 
  prices, listed as „Cheap cybertech”. Well, as these tables 
  and rules come from CheapFBC, a sourcebook was meant 
  to help creating more affordable FBCs, the prices for parts 
  have been to be seriously reduced. However, a BOD 12 part 
  will cost as much as a standard such piece of cyberware 
  right from the main book (please remember that, according 
  to CP2020 supplements, cyberlimbs are equivalent of BOD 
  12). 
  Limbware interfaces are something many people 
  forget about. You have to remember that a cyberlimb 
  module (arm, leg, partial arm / leg or independent hand) isn’t 
  just bolted onto your flesh and bone shoulder, hip, knee, and 
  so on. It has to be bolted into a special socket for such 
  appliance. Whether such a socket is installed on a live flesh 
  or on another part of cyberware, this is another kettle of fish. 
  More – your typical cyberarm has two points with such 
  interface sockets / links: one at shoulder (to allow the arm to 
  be linked to the rest of the body, cyborg or flesh) and at the 
  wrist, to allow a cyberhand to be installed.  
  These interface sockets do not have any apparent 
  Humanity Loss assigned, as this relies on what would you 
  attach to them. They have no apparent cost also, as this is 
  included into an implantation cost of your metal limb.  But 
  nevertheless, they are there. Your arm can be disconnected and 
  taken away in a matter of minutes, by a skilled cybertechnican (or in 
  seconds by anyone, if you have quick change mounts), but that does not 
  mean your bones and nerves do lay there bare and unprotected – the 
  How do built-in options emerge from a 
  limb, without damaging the cover? 
  First, not all of the built-ins have 
  to be easily accessible. Quite a number of 
  them need to be reached for maintenance 
  purposes only, which isn't a problem, if you 
  consider specialized tools cybertechnicans 
  do use. 
  A number of options, however, 
  need to emerge from the limb - built-in 
  weapons are one of the most classical 
  examples. 
  These 
  are 
  placed 
  within 
  appropriately-prepared chambers, which 
  keep the required environmental rigors, 
  thorough access panels in the cover. 
  Whereas access panels in most 
  covers are easy to imagine (however, 
  please remember they are usually made to 
  not be visible when not in use), it goes 
  more difficult when there are Realskinned 
  limbs on the agenda (not to mention more 
  advanced Skins). How is it done? By a 
  "flesh" seal, very similar to the one used in 
  subdermal pockets. However, unlike a 
  subdermal pocket, it doesn’t have to be 
  pressure-sensitive, and easily openable
  form the outside. The main book calls for 
  Diff 20 to detect a subdermal pocket - and 
  since cyberlimb popup accessory covers 
  are even better, I'd call for Diff 25 here... if 
  you know what you're looking for first! 
  - Mike van Atta
  Cyberlimb types presented in CP2020 
  sourcebooks, and how od we deal with 
  them in Cyberwares of the World: 
  Standard: not much to say, it’s standard. 
  Soviet / SovWear: it becomes Russian 
  technology / style.  
  Orbital Crystal: we do have Orbital 
  cyberwares of great durability, but the look 
  itself should be resolved by “superstyle” 
  rule, described in Romanova Cyberlegs 
  text box. 
  Romanova Cyberlegs: there’s a separate 
  text box on these, introducing the 
  “superstyle” concept. 
  SuperSized Arm: a paragraph here deals 
  with size of cyberlimbs, also - oversized 
  cyberlimbs. Not just arms… 
  Corvette Cyberlegs and Speeding Bullet
  system are described separately, in their 
  own text box. 
  Bioechanical Arm (from Interface) was an 
  experimental system anyway, but it is well 
  represented by NuTek cyberwares. 
  Wet Bar leg and tentacle arms have their 
  own boxes. 
  - Mike van Atta
  
   
  7
  socket core, built around your bone, is still in place covering them.  
  Pressure and heat sensors, responsible for 
  the sense of touch, are built into cyberlimbs and torso. 
  You can, of course, boost their sensitivity by installing 
  Tactile Booster, and analogical modules. 
  Clumsy limbs: some types of cyberlimb 
  technology create equipment that fails to meet 
  standards. However, modifiers caused by these are not 
  simply cumulative. E.g. If you have a Chinese 
  cyberarm, you are at –1 Ref and –3 tech to all actions 
  involving this arm. If you have a Chinese cyberbody, 
  you still are on –1 Ref and –3 Tech, just now this 
  applies to all actions performed with your body (driving 
  a 
  cyberlinked 
  vehicle, 
  for 
  example, 
  is 
  usually 
  unaffected). 
  Additional SDP: Within the limits of particular 
  technology, a cyberlimb can be produced with better 
  quality standards, using better grade (and thus more 
  resistant) materials, or just with sturdier construction. 
  An additional 10% SDP costs 20% of the part’s cost. 
  However, you cannot go for more than 50% SDP this 
  way. Cheap cybertech, made with poor quality control, and with your generic materials, is of course 
  cheaper – every 10% less SDP gives you 5% cost save. Again, it cannot be less than –50% SDP total 
  if the limb has to be working. Yup, even among Chinese cyberarms you can find sturdier models, and 
  really cheap trash... 
  Independent cyberhand: (wrist-down) can use 4 cyberfingers or a single cyberarm option (GM’s 
  call, most cyberweapons are too big). Almost any cyberhand variant is available (+50% price). Typical 
  1d10 crush damage (as it uses only its own myomars, not these of a full arm), 1d6 HL. 
  SDP 
  Price 
  BOD 
  Body type 
  To damage 
  To destroy 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  5 
  8 
  550e$ 
  225e$ 
  3-4 
  Weak 
  6 
  9 
  650e$ 
  265r$ 
  5-7 
  Average 
  7 
  10 
  750e$ 
  335e$ 
  8-9 
  Strong 
  8 
  11 
  850e$ 
  425e$ 
  10 
  v.strong 
  9 
  12 
  950e$ 
  550e$ 
  +150e$  
  +100e$ 
  11+ 
  Superhuman 
  +1 for every BOD point over 10  
  for every BOD point over 10 
   
  Cyberarm: Typical 1d6 punch, 2d6 crush damage, 2d6 HL, 
  SDP 
  Price 
  BOD 
  Body type 
  to damage 
  To destroy 
  spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  12 
  22 
  2 
  2000e$ 
  1000e$ 
  3-4 
  Weak 
  16 
  26 
  3 
  2500e$ 
  1250e$ 
  5-7 
  Average 
  20 
  30 
  4 
  3000e$ 
  1500e$ 
  8-9 
  Strong 
  24 
  34 
  5 
  3500e$ 
  1750e$ 
  10 
  v. strong 
  28 
  38 
  6 
  4000e$ 
  2000e$ 
  +700e$  
  +500e$ 
  11+ 
  Superhuman 
  +1 for every BOD point 
  over 10 
  +1 per every 2 
  BOD > 10 
  for every BOD point over 10 
   
  Cyberleg: same as for arm, but 2d6 kick damage. Note: a cyberleg has to be equipped with some 
  kind of a cyberfoot, which takes 1 slot (only very rare models use 2 slots). A foot option space is not 
  included in the following data (i.e. Average Body cyberleg has 3 free slots, and 1 reserved for 
  cyberfoot) 
  SDP 
  Price 
  BOD 
  Body Type 
  To damage To destroy 
  Spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  12 
  22 
  2 
  1200e$ 
  600e$ 
  3-4 
  Weak 
  16 
  26 
  2,5 
  1600e$ 
  750e$ 
  5-7 
  Average 
  20 
  30 
  3 
  2000e$ 
  900e$ 
  8-9 
  Strong 
  24 
  34 
  3,5 
  2400e$ 
  1050e$ 
  SDP rating for Cyberlimbs 
  The way I’ve dealt with cyberlimb SDP 
  in the CheapFBC 2.5 (and previous editions as 
  well) was simply a mechanical improvement of 
  the original CP2020 rules. However, it bears 
  several flaws – including the fact there’s always a 
  10 point difference between “disabled” and 
  “destroyed” status. It becomes especially visible 
  when we get into the realm of high-SDP 
  cyberlimbs. Thanks to the Taking Damage rules, 
  introduced in 2.5 ed., we can now rule that 
  Disabled level is 66% of the total SDP of a 
  cyberlimb. 
  So, just to be clear: the SDP ratings in 
  the tables below are according to original CP2020 
  rules. If you ant to use the CheapFBC 2.8 
  standard, 
  refer 
  to 
  the 
  “Taking 
  damage” 
  paragraph. 
  - Mikael van Atta
  
   
  8
  10 
  v. strong 
  28 
  38 
  4 
  2800e$ 
  1200e$ 
  +500e$  
  +400e$ 
  11+ 
  Superhuman 
  +1 for every BOD point 
  over 10 
  +0,5 per every 
  2 BOD > 10 
  for every BOD point over 10 
   
  Partial cyberarm (down elbow): crush 1d10, punch 1d6-2, HL 1d6+3 
  SDP 
  Price 
  Body type 
  To damage To destroy 
  Spaces 
  Regular CP2020 
  Cheap cybertech 
  v.weak 
  11 
  16 
  1 
  1000e$ 
  500e$ 
  Weak 
  13 
  18 
  1,5 
  1250e$ 
  625e$ 
  Average 
  15 
  20 
  2 
  1500e$ 
  750e$ 
  Strong 
  17 
  22 
  2,5 
  1750e$ 
  875e$ 
  v. strong 
  19 
  24 
  3 
  2000e$ 
  1000e$ 
  Superhuman 
  +1 for every 2 BOD 
  points over 10 
  +1 per every 4 
  BOD > 10 
  +350e$  
  +250e$ 
   
  Partial cyberleg (knee down) cannot use Movement Enhancing options, nor can’t it enhance Jump 
  value. Kick damage is as normal kick with meat leg +2, HL 1d6+3. Same as cyberleg, there’s always 
  1 extra slot for cyberfoot installation. 
  SDP 
  Price 
  BOD 
  Body Type 
  To damage To destroy 
  Spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  11 
  16 
  0 
  600e$ 
  300e$ 
  3-4 
  weak 
  13 
  18 
  0,5 
  800e$ 
  375e$ 
  5-7 
  average 
  15 
  20 
  1 
  1000e$ 
  450e$ 
  8-9 
  strong 
  17 
  22 
  1,5 
  1200e$ 
  525e$ 
  10 
  v. strong 
  19 
  24 
  2 
  1400e$ 
  600e$ 
  +250e$  
  +200e$ 
  11+ 
  superhuman 
  +1 for every 2 BOD 
  points over 10 
  +1 per every 4 
  BOD > 10 
  for every BOD point over 10 
   
  Cyborg replacement torso - Biopod, neural processor and a single set of interface plugs are built-in 
  (although neither not included in HL nor cash costs). Typical HL is 8d6. Please keep in mind that this 
  is useable only for creation of full borgs. 
  SDP 
  Price 
  BOD 
  Body type 
  To damage To destroy 
  spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  24 
  34 
  2 
  14’000e$ 
  7’000e$ 
  3-4 
  Weak 
  26 
  36 
  3 
  18’000e$ 
  8’700e$ 
  5-7 
  Average 
  30 
  40 
  4 
  20’000e$ 
  10’500e$ 
  8-9 
  Strong 
  34 
  44 
  5 
  24’000e$ 
  12,500e$ 
  10 
  v. strong 
  38 
  48 
  6 
  28’000e$ 
  14’000e$ 
  11 
  Superhuman 
  40 
  50 
  7 
  32’000e$ 
  17’000e$ 
  12 
  Superhuman 
  42 
  52 
  8 
  36’000e$ 
  20’000e$ 
  13+ 
  Superhuman 
  +2 per every BOD over 
  12 
  +1 per every 
  BOD over 12 
  +5’000e$  
  +2’000e$ 
   
   
  Cyberlimb variants and technologies 
   
  Standard cyberlimb: the plain vanilla from the basic book, exactly what we’re used to. 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Standard 
  100% 100% 
  100% 
  100% 
  100% 
   
  Skeletal technology: bare-boned look of the Terminator’s arm, this obviously, cannot be made to look 
  human-like. No realskinning, no superior myomars, but can use hydraulics without losing a space. 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Skeletal 
  100% +1 per die 
  100% 
  100% 
  66% 
  
   
  9
   
  Brazilian technology: Brazilian law limits the strength of 
  cyberlimbs to “what can be reasonably expected from an 
  unmodified human”. Brazilian constructors went along similar lines 
  as Europeans, creating limbs that do not differ much from organic 
  equivalents. Strength as meat limb of that BOD, and cannot be 
  upgraded. 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Brazilian 
  50% 
  50%, +1 per die 50% 
  100% 
  75% 
   
  Chinese cyberlimbs: known of poor precise movement control (-1 
  to ranged weapon attacks, -3 Tech). Only arms, according to 
  original idea (first found at Blackhammers Cyberpunk Project, a 
  great site). My suggestion: (and GM’s call): legs are –1 MA and –3 
  to attack rolls (in close combat). Still, the price tag makes them 
  somewhat interesting, compared to other styles, and if it’s your off-
  hand, it doesn’t hurt you that much. Also, popular among 
  boosterpunks. 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Chinese 
  100% 
  100% 
  100% 
  100% 
  50% 
   
  NuTek cyberlimbs: the new concept, “biomechanics”. The ultimate 
  of “cyborg” limbs – part alive, part machine. Cannot use cover (they 
  come in an equivalent of RealSkinn), neither use quick-change 
  mounts, extra arms, hydraulics nor advanced myomars. All surgery 
  costs are 1 level less serious. Please note that nerves are real, thus 
  pain can’t be ignored in the same way as with normal 
  cyberlimbs – NuTek limbs do bleed and feel pain. 
  However, they do not tire – the muscles, whereas not as 
  powerful as in the standard cyberlimb, are still myomar, 
  with some cloned muscle tissue planted on top, purely for 
  the effect. 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  NuTek 
  50% 
  75% 
  75% 
  75% 
  60% 
   
  Russian cyberlimbs: they are tough. They look like 
  something a drunk blacksmith could have made on his 
  anvil, but that’s not true. Russian cyberlimbs – as all 
  cyberwares from Central Europe – are rough, but rugged. 
  They do not have to be pretty, they have to be working, 
  no matter what. 5% failure when overstressed, and 
  comes equipped with hydraulics. Originally presented (in 
  different form) (Solo of Fortune 1 / Chromebook 4) 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Russian 
  133% 125% 
  150% 
  75% 
  40% 
   
  Outdated cybertech: this is generally the 2005-2011 AD 
  –era cybertech. Nowadays, it’s obsolete and hard to get, 
  not to mention – repair. It can’t work with modern option, 
  and is quite clumsy, yet sturdy. Arms are –1 REF, legs –1 
  REF and –1 MA (-2 MA if both legs). Originally presented 
  (in different form) in Chromebook 3. 
   
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Outdated 
  110% 150% 
  100% 
  100% 
  25% 
   
  Orbital technology: Orbital-made materials: composites, crystalline titanium, and others, give out 
  great endurance. For special orders, also European, Skeletal & Japanese models are made in this 
  technology (choose the better characteristic, add prices). (Chromebook 1) 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Orbital 
  250% 100% 
  100% 
  100% 
  300% 
  Stiletto Heel feet 
  Deicted in Chromebook 3 along 
  with Romanova Cyberlegs, Stiletto 
  Heel feet are often mistaken for an 
  original part of the Romanova 
  design. However, this is just a 
  specialized cyberfoot option, that 
  can be mounted on most cyberfeet 
  modules. It consists of a collapsing 
  stiletto heel, fixed to the foot, and 
  folding along and inside of it when 
  not in use (this takes only a 
  moment, and is done on a mental 
  command). Please note that style 
  of the foot should be taken into 
  consideration, 
  although 
  spare 
  heels can be bought and changed 
  easily to achieve desired effect. 
  Also, if heels are deployed, all 
  movement tests (running, fighting, 
  and the like) do suffer -3 penalty. If 
  the user has a gyrostabilizer 
  implanted, it does counter the 
  penalty. Please take in mind that 
  these are usually used in pairs. 
  Cost: +50e$, +0,5 HL to the cost of 
  existing cyberfoot module. GM’s 
  Wet Bar Leg 
  Described in Interface 1.3, it remains one of my 
  personal favorites. The detailed description 
  you’ll find in the book itself, however, here I’ll 
  describe how to use it in Cyberwares of the 
  World. 
  Wet Bar Leg (or Arm, as it can be used as well) 
  costs 1000e$ and takes 4 spaces (one of them 
  might be a specially designed foot or hand –
  originally, there was a foot – although this adds 
  200e$ to the cost). HL is 1d6. Please note that 
  the system isn’t likely to hold 3 liters of water 
  inside, as it is listed in the Interface (unless it 
  would use pressurized tanks, which I consider 
  more trouble than it’s worth) – my call is 1 liter, 
  plus all the extras provided by wet bar. Extra 
  liquid storage can be installed, 1 space per ½ 
  liter (50e$, 0,5 HL).. 
  Several components are well-armored (SP 20) 
  to prevent trouble, but it’s rather a matter of fail-
  safe 
  construction 
  than 
  of 
  intentional 
  bulletproofing, so it shouldn’t count as an armor 
  to the whole limb. For extra 100e$ an hookup 
  for external water supply can be installed. 
  - Mike van Atta
  
   
  10
  Romanova Cyberlegs aka 
  “Superstylish” cyberlimbs 
  These were originally presented in 
  Chromebook 3 – a pair of shapely 
  cyberlegs with stiletto-heel feet, 
  granting +1 to Wardrobe & Style. 
  Okay. Here we are. The Romanovas 
  are just a sample of what we call 
  “superstyle” cybernetics. Cyberwares 
  designed to look good, which implies 
  they are to look like cybernetics, not 
  natural body parts (however, this is 
  up to GM). How the designers do 
  achieve this – by some fancy 
  coloring, or maybe rather by elements 
  made of precious metals or gems 
  used to incrustate the cover –this 
  varies from piece to piece. Most 
  popular 
  are 
  semi-precious 
  gemstones, but if you really want a 
  diamond - incrusted cyberarm, it can 
  be done. 
  The basic cost is +25% for a +1 W&S 
  modifier (GM’s call whether multiple 
  levels of this bonus can be achieved). 
  There’s no extra HL nor any spaces 
  are taken. However, Realskinn and 
  it’s 
  variants 
  can’t 
  be 
  effective 
  (although they can be applied). 
  While this is simple by rules, it’s more 
  complicated in life. First, the bonus is 
  granted only if the “Superstylish” part 
  is visible. A single arm will pass on a 
  human, but not on a ‘borg – it should 
  have matching arms (not necessary 
  looking the same, but designed to fit 
  the style together) – most likely along 
  with the body. Legs are usually used 
  in pairs, even on fleshies. Also, since 
  this kind of jewellery can’t be easily 
  changed, it’s important to wear 
  appropriate clothing if you do not 
  want to spoil the effect… 
  - Mike van Atta
   
  European cyberlimbs: human-looking by the very conception, 
  European cyberlimbs are designed for realskinning, and they 
  have smooth control interfaces. As the Europeans say, if you can 
  forget that your arm is artificial, then it is a good arm. Most are 
  German or Swiss made. 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  European  
  100% -1 per die 100% 
  100% 
  150% 
   
  Japanese and Japanese High-Tech: whatever you do, we’ll do it 
  smaller. The very best, most technologically advanced design. 
  Thanks to wide use of nanotech and finest engineering allows for 
  extra options, but they need special, Japanese optionware (2x-3x 
  price) to utilise the extra spaces. Repairs are also more expensive 
  – and you may have to wait until they get the parts... 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces 
  price 
  Japanese 
  100% 
  100% 
  100%  
  125% 
  200% 
  Japanese  
  Hi-tech 
  100% 
  100% 
  100% 
  150% 
  300% 
   
  Changing limb’s Stength: 
  Basically, a cyberlimb comes in the strength of the recipient – 
  unless you want an oversized one. However, if you really think 
  you have an application for a stronger arm (or leg), there are three 
  general ways to achieve that: 
   
  Tighter myomars (total BOD stat bought as optional: 
  enhanced performance, 10% of the part’s cost per BOD point) will 
  do the job. You cannot, however, raise the strength this way more 
  than 8 points over your BODY. And this trick doesn’t use option 
  spaces.  
   
  Second generation myomars (strengthened myomars 
  from the main book) can be also used. However, they are much 
  bulkier (eat 25% spaces of the body part), and their cost is 40% of 
  the body part  This trick doubles part’s strength.  
   
  Hydraulics 
  can 
  be 
  used for the same price and 
  space requirements, but there's 
  no way such a body part could 
  be made to look human. The 
  part’s strength is tripled (sic!).  
   
  Cyberlimbs as a recoil 
  absorber 
  If you apply Recoil rules (from 
  Solo of Fortune 2 / Blackhand’s 
  Street 
  Weapons) 
  you 
  might 
  wonder how the cyborg arms work with that effect. 
  Superfast cyberlegs 
  There are two interesting sets of cyberware, boosting one’s 
  Movement Ability considerably: Speeding Bullet (Solo of Fortune 1) and 
  Corvette Cyberlegs  (Chromebook 4). 
  Speeding Bullet gives a flat MA of 16. Corvette comes in two 
  variants of +3 and +8 MA. 
  Both systems require a pair of specially modified cyberlegs, as well 
  as an additional CR level surgery to strengthen your pelvis, lower spine and 
  lower ribcage, as well as joints. I’ll deal with the modification here, as the 
  unmodified legs are standard models.  
  Speeding Bullet (aka RoadRunner) costs 500e$, and takes 75% 
  spaces in each legs (it is 75% of the total, including the space reserved for 
  cyberfoot). HL is 4d6, due to the fact the system is pretty invasive and user’s 
  interface somewhat primitive. Other parameters are unaffected, although with 
  the 10m jump ability, a flying kick is going to really hurt. Also, Speeding Bullet 
  can’t be used with legs that have boosted strength of any kind. 
  Corvette legs are a more advanced form of the Speeding Bullet. 
  They’re based on a variant of Advanced Myomars, which has to be installed 
  (for the normal cost) . Then, movement augmenting package and power flow 
  control system are installed, boosting the MA by +3 (500e$, HL 3d6) or +8 
  (upgrade pack, +500e$, +4 HL, requires the basic system). Also, 
  respectively, a +1 / +2 bonus to all movement rolls is applied.  
  - Mike van Atta
  
   
  11
  In original rules, cyberarm was 
  treated as an equivalent of a BOD 
  12., i.e. twice the BOD of an average 
  human. However, this was a bit out 
  of nowhere. So, keep the limit your 
  BOD shows (upping your arm’s 
  Strength comes handy here). After 
  all, maybe your arm is going to 
  absorb the recoil, but your meat still 
  will have to keep this damned 
  handcannon on target! 
   
  Covering the cyberlimbs 
  You 
  can 
  leave 
  your 
  cyberlimbs uncovered, but that’s not 
  a 
  wise 
  move. 
  They 
  would be 
  unprotected from elements. Would you want to electrocute yourself under a shower, because of your 
  cyberarm short-circuiting? True, I do exaggerate. Safety will jack in, and kill all the electricity in the 
  said arm. Still, it isn’t a welcomed solution. Better have it covered. The cover can be transparent if you 
  wish, so internal mechanisms will be visible. Some techno-freaks do like it. And don’t worry about 
  loosing the look of your skeletal cyberlimb. Covering of your chosen style will be applied to it, and it will 
  fit like second skin… or rather, like second layer of varnish. 
  Plastic cover – just plastic panels covering your cyberlimbs. For 1 e$, these are dull, pale 
  basic colours. Nothing interesting. More expensive variants are painted, sculpted, made in numerous 
  lifelike colours or transparent. Whatever you wish. As most simple covers, plastic cover does not take 
  option spaces, as it is simply bolted on the external part of the cyberlimb. It also, as all the covers, 
  provides basic waterproofing, so taking a shower won’t short-circuit you. However, don’t try swimming 
  pool (dynamic pressure during jumps or swimming can reach the level of a serious diving depth for a 
  split of a second) or sauna (loads of steam that can penetrate membranes, which are capable of 
  stopping liquid water) with a cheap model – it can hurt you. The more expensive ones don’t have such 
  flaws. 
  SP 20 ballistic nylon – the basic armour for cyberlimbs, known almost as long as the 
  cyberlimbs themselves. These are panels of rigid and elastic (on the joints) ballistic nylon, usually with 
  ceramic scales buried deep inside for added protection. It is usually black, but you could also get a 
  camo variant, if you’d really look for it.  
  Superchrome – cover made of light metal alloys, covered with chrome, nickel, or something 
  similar and shiny (bootleg editions use just shiny paint). Precious metals, like gold, silver, and platinum 
  and so on can also be used, although this causes price to go sky-high. Retro style is also fashionable 
  these times, using copper or brass covers. It offers you similar protection as plastic cover, but every 
  variant of Superchrome requires lot of work to keep it clean and shiny. 
  RealSkin 
  – 
  the 
  early 
  „skin” 
  technology, it was in 2013 already in the 
  streets. This imitates human skin, with small 
  scars, hair, discolourments, and so on. A 
  difficult awareness roll is required to tell it 
  from human skin on casual inspection. 
  However, a more detailed check always 
  unveils its nature. RealSkin has temperature 
  of surroundings, and if cut, it’s just a very, 
  very good latex imitation of skin. 
  ExoDerm 
  – 
  nicknamed 
  also 
  WarmSkin, this is a late first generation 
  upgrade of RealSkin, invented first for the 
  original Raven Microcyb’s „Gemini” FBC. 
  ExoDerm contains tiny wire mesh and its own 
  power source, thus it is heated up to around 
  36,6 degree Celsius (normal temperature of 
  the human body – on some body parts it’s a 
  bit lower). Thanks to this you not only look 
  Tentacle cyberarm 
  Okay, we’re here, and I’m to cover this abomination just for 
  completeness sake. It’s twisted, and what I would call “completely sick”, 
  but it is there in the books, and so it should be here. 
  A Tentacle limb (well, technologically speaking, legs are possible as 
  well) has following characteristics: 
  Model 
  SDP 
  HL 
  Damage 
  dealt 
  spaces 
  price 
  Tentacle  
  66% 
  250% 
  100% 
  none 
  133% 
  Extendable Tentacle 
  66 
  250% 
  100% 
  none 
  200% 
  Although they lack option spaces, they can still be equipped with Ripper 
  blades in the tips, and 2nd Generation Myomers. A typical limb consists 
  of 8 tentacles, that have combined strength equal to the listed. Individual 
  tentacles have strength of 1/8 listed, minimum 2. 
  - Mike van Atta 
  Cyborg body cover and realism 
  You’ve probably noticed that an “unit” of covering 
  material does cost the same money, whether it’s used to 
  cover a BOD 2, or BOD 12 limb. I admit - it’s not overtly 
  realistic. But on the other hand, a model makes sense only as 
  long as it’s less detailed than the thing it is to represent. After 
  all, ACPA covers (see Maximum Metal) do cost for the SP 
  value, not for the size of the ACPA that uses them. So let’s 
  give it a break. 
  However, if someone’s so obsessed with realism, 
  I’d suggest dividing the price of a cover by 6 (average BOD of 
  a human), then multiplying it by the actual BOD of whatever 
  body part you’re going to apply it on. The effect should be 
  pretty realistic… 
  Myself, I won’t trouble my mind with it: the system 
  that exists so far is detailed enough for my needs. 
  - Mikael van Atta
  
   
  12
  human, but are as well warm as human (RealSkin has the temperature of surroundings, so on longer 
  contact or when checked via some form of thermovision it will surely unveil it’s nature). 
  TrueSkin – this is definitely second generation technology (and some may consider it’s even 
  more advanced, third generation tech), TrueSkin is just a step behind a real (or cloned) human skin. 
  First, it is warm like real skin (similar effect as with ExoDerm). Each limb contains also a nanoid tank. 
  The nanoids make the skin grow hair (a default setting is all the hair growing in the places where a live 
  human has them, but this is often tuned into custom settings if you don't want to shave yourself every 
  day for example. The colour and type of hair can be set also). They are artificial, acrylic fibres, but they 
  look like real, and feel like real. And yes, you still have to visit a barber. Unless you set it otherwise 
  (the hair are woven from stocks of raw acrylic material by specialised nanomachines replacing normal 
  human's hair growing cells). They also carry synthetic pheromones and sweat to the places where 
  such should emerge from your skin (again, these uses replenished storages, and can be used for 
  various custom settings). Your fingernails also grow and have to be regularly cut. 
  They act as blood if your skin is punctured / cut / torn (purely for aesthetic reasons, but the 
  nanoid mix looks, smells and tastes like blood. However, a simple optical microscope - or cybereye 
  with microvision ability - is enough to identify it as artificial. Same goes for hair, sweat and so on). And 
  also "heal" punctured skin as well as your natural body heals itself (no, it cannot restore internal SDP 
  of a limb. Only the skin heals!). 
  You have to visit a licensed cybertechnican to replenish material stocks and tune up nanoids 
  (if you want to change your hair colour for example). This costs 100e$ per limb (twice for torso) and 
  should be done once a month. However, if you 
  use this system a lot (like heavy sweating or 
  losing significant amounts of "blood" due to 
  injuries) it has to be performed more often, 
  usually once a week (such maintenance takes 
  one hour). 
  And 
  you 
  have 
  to 
  comfort 
  your 
  TrueSkin's need for one more element: water. 
  The supplies are heavily concentrated, and 
  need loads of water to dissolute and function 
  properly. If you have just a TrueSkinned limb, 
  this is not a problem - the system will filter the 
  necessary water out of your organism, so the 
  only difference is that you might be drinking a 
  bit more liquids. 
  However, quick-change mounts for 
  limbs cannot be used, and pop-up accessories 
  do not work perfectly well with TrueSkin. 
  Cyberlimb Coverings 
  Cover 
  HL 
  Spaces 
  Cost 
  Plastic cover 
  1 
  0 
  1-200e$ 
  SP 20 ballistic nylon 
  2 
  0 
  200e$ 
  Superchrome 
  3 
  0 
  200e$ 
  RealSkin 
  -25% 
  0 
  300e$ 
  ExoDerm 
  -30% 
  0,5 
  500e$ 
  TrueSkin 
  -40% 
  1 
  1000e$ 
  Notes: all data are for single limb. A torso and head 
  will need 250% of the given cash, HL, and space requirements, 
  a partial limb 75%, and an independent cyberhand 50%. The 
  only exception is heavy armour, which is bought as a single 
  homogenous shell, and thus the values for it are for complete 
  body cover (but see the description anyway). 
  All covers, except for Ballistic Nylon can be 
  armoured, using a derivative Graded SkinWeave technology, 
  with the same cost and HL values as Graded SkinWeave itself. 
  
   
  13
  Cyberoptics of the world 
  Cyberoptic master table: 
  Model 
  HL 
  Options 
  Price 
  Source: 
  Notes: 
  Standard cybereye 
  2d6 
  4 
  500e$ 
  CP2020 
   
  Remote eye 
  2d6+2 
  1 
  1500e$ 
  Chr3 
  Can be removed, 100m feed 
  BugEye 
  3d6 
  6 
  750e$ 
  Chr3 
  -1 Attr each 
  Monovisor 
  3d6 
  6 
  650e$ 
  Chr4 
  Replaces both eyes 
  QuickChange optic 
  2d6+3 
  3 
  1000e$ 
  P1 
   
  Optical Interface 
  2d6+2 
  0 
  600e$ 
  Chr3 
  Interface socket inside 
  OptiShield* 
  1d6+2 
  2 
  300e$ 
  Chr1 
  SP8 
   
  * Please keep in mind that whereas Optishield gives you several advantages of a cyberoptic, it isn’t a 
  cybereye. It is not connected directly to your optical nerve, so some other options requiring use of 
  cyberoptic won’t work with it. For example, Ambidexterity Chip (advanced variant) or Speedreading 
  Chip won’t work. Optishield is more like an implanted pair of smartgoggles or a HUD than cybereye: 
  while it will display things you could see only thorough cybereyes (or smartgoggles), beneath it you’ll 
  still have a pair of fleh and blood eyes. Of course, you can go for it and replace them with cybereyes 
  too… 
  Note: ThirdEye option is a socket for additional eye, not a cyberoptic itself. Under these rules, Third 
  Eye causes an additional +1d6 HL, and -1 ATTR each. You can’t have more than two of these in your 
  forehead, but it is not impossible to have more eyes in other places on your head... 
   
  Cyberoptic technologies: 
   
  Note: some technologies won’t go well with particular types of optics. For example, NuTek eyes are 
  too fragile to be safely removable. Also, OptiShields aren’t available in this technology. 
   
  Standard Technology: just that, it’s the stuff described In the Cyberpunk main handbook. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Standard 
  100% 
  100% 
  100% 
  Plain vanilla from the basic book 
   
  Skeletal Technology: bare camera for that skeletal look of the Terminator. Cheaper than 
  standard, but causes greater Humanity loss (since it doesn’t even try to mimic human body parts). 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Skeletal 
  +1 per die 
  100% 
  66% 
   
   
  Brazilian Technology: this is pretty close to European in general idea, but less durable, and not likely 
  to acheive superhuman performance. However, this resembles natural body parts pretty well. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Brazilian 
  50%,+1 per die 
  100% 
  75% 
   
   
  Chinese Technology: it’s cheap. Tends to have various problems caused by not up-to-standard 
  materials, or inferior quality, but hey, it’s cheap. -1 to all visual awareness rolls (this may, at GM’s 
  discretion, apply to attack rolls, vehicle driving rolls – unless interfaced with the vehicle - etc), since 
  these tend to have poor resolution, depth perception glitches, and can sometimes go color-blind. Note: 
  if only one cyber-eye is used, there’s a 50% chance you won’t be affected in given situation. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Chinese 
  100% 
  100% 
  50% 
   
   
  NuTek: cutting edge of modern technology and conceptualism, NuTek implants are a masterful blend 
  of cloned tissue and mechanical cybernetics. Thanks to this, all surgical codes are 1 level less severe, 
  and the implants can use both cybernetic options and nanotech upgrades. Please note that such eyes 
  are as fragile for irritants and damage as your original ones! 
  Model 
  HL 
  spaces 
  price 
  Notes 
  NuTek 
  75% 
  50% 
  100% 
   
   
  Russian Technology: ugly, clumsy... and surprisingly reliable. Sure, you won’t win a beauty contest, 
  but your eyes will work in the Siberian winter, or dusty summer in Caucasus. No matter that you’ve 
  missed your regular maintenance – they’ll keep going. 
  
   
  14
  Model 
  HL 
  spaces 
  price 
  Notes 
  Russian 
  125% 
  25% 
  20% 
  (Chromebook 4) 
   
  Outdated Technology: the cybertech of pre-2013 era, these are big, and somewhat clumsy (all 
  surgery codes are +1 level more serious, not above CR, of course), and somewhat obvious as well. 
  They can work with only the most basic options. However, they do often utilize various interesting 
  ideas that haven’t caught up in more modern models (like the “frog eye” look of the early Revelation 
  cyberoptic, giving +1 Awareness due to excellent side vision). Note: price for used parts, factory – new 
  samples tend to be 400% more expensive than modern equivalents. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Outdated 
  150% 
  50% 
  140% 
  -1 ATTR per eye 
   
  Orbital Technology: there’s nothing special about Orbital cyberoptics (except their price tag), 
  although most of them comes with EMP shielding standard. Orbital-made materials: composites, 
  crystalline titanium, of superb endurance. For special orders, also European, Skeletal & Japanese 
  models are made in this technology (choose the better characteristic, add prices).(Chromebook 1). For 
  +20%, can be made vacuum-proof (for use with Vacweave) 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Orbital 
  100% 
  100% 
  290% 
  +20% Vacuum proof 
  EMP shielding Grade 2 included. 
   
  European Technology: tends to keep versatility of Standard cybertech, but put extra effort into as 
  human-like feel as possible. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  European  
  -1 per die 
  100% 
  150% 
   
   
  Japanese technology / Japanese high-tech: whatever you do, we’ll make it too, but much smaller! 
  Yet another way of cyberware development, trying to maximize the amount of option spaces. 
  Naturally, it uses specially – designed optionware that has the same price modifier as the optics itself 
  to utilize these extra spaces. Outside of Japan, the parts tend to be available on special order only. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Japanese 
  100% 
  125% 
  200% 
   
  Japanese Hi-tech 
  100% 
  150% 
  300% 
   
   
   
  Problems in CyberParadise: Optishield 
  Since optishield does hermetically cover your eyes with an SP8 protection, there’s no way to access your eyes without 
  cybertech’s assistance. 
  This is good as long as you have to deal with folks trying to stick their fingers into your eyes, or simply airborne dust / 
  insects (if you ever tried to remove such a foreign body from your eye, you know what I mean). 
  However, your tear ducts have to be redirected to your mouth, so should you cry, the OptiShield wouldn’t fill with tears. 
  The problem is, there are other glands that, for example, moisturize the eyeball, and residue from their excretions have 
  to be periodically removed (i.e. you just wipe your eyes – impossible with OptiShield on). Protection against chemicals 
  prevents you also from applying drugs onto your eyeball, should you need medication there. 
  Sure, none of the abovementioned problems apply, if you have a pair of cybereyes. 
  Right. Now try to get to them for maintenance purposes, for example refilling the silicon lubricant reservoir that helps the 
  ball move smoothly within you eye socket… 
  - Mike van Atta
  
   
  15
  Cyberaudios of the World 
  So far, we have only a single type of cyberaudio: the standard model (Soviet and Spectrum models 
  are variant technologies). 
  Cyberaudio master table: 
  Model 
  HL 
  Options 
  Price 
  Source: 
  Notes: 
  Standard audio 
  2d6 
  6 
  500e$ 
  CP2020 
   
   
  Standard Technology: just that, it’s the stuff described In the Cyberpunk main handbook. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Standard 
  100% 
  100% 
  100% 
  Plain vanilla from the basic book 
   
  Skeletal Technology: external microphones for that skeletal look of the Terminator. Cheaper  but 
  causes bigger Humanity loss (since it doesn’t even try to mimic human body parts). 
  Model 
  HL 
  spaces 
  price 
  Skeletal 
  +1 per die 
  100% 
  66% 
   
  Brazilian Technology: this is pretty close to European in general idea, but less durable, and not likely 
  to achieve superhuman performance. However, this resembles natural body parts pretty well. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Brazilian 
  50%, 
  +1 per die 
  75% 
  75% 
   
  Chinese Technology: it’s cheap. Tends to have various problems caused by not up-to-standard 
  materials, or inferior quality, but hey, it’s cheap. -1 to all audio awareness rolls (this may, at GM’s 
  discretion, apply to other rolls, like understanding a conversation), since these tend to have poor 
  sound quality and a lot of white noise in background. 
  Model 
  HL 
  spaces 
  price 
  Chinese 
  100% 
  100% 
  50% 
   
  NuTek: cutting edge of modern technology and conceptualism, NuTek implants are a masterful blend 
  of cloned tissue and mechanical cybernetics. Thanks to this, all surgical codes are 1 level less severe, 
  and the implants can use both cybernetic options and nanotech upgrades.  
  Model 
  HL 
  spaces 
  price 
  NuTek 
  75% 
  50% 
  100% 
   
  Russian Technology: ugly, clumsy... and surprisingly reliable. Sure, you won’t win a beauty contest 
  (still, the outer ear is usually kept where it belongs... unless the doc had a bad day!), but your audio 
  will work in the Siberian winter, or dusty summer in Caucasus. No matter that you’ve missed your 
  regular maintenance – they’ll keep going. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Russian 
  125% 
  33% 
  20% 
  (Chromebook 4) 
   
  Outdated Technology: the cybertech of pre-2013 era, these are big, somewhat clumsy (all surgery 
  codes are +1 level more serious, not above CR, of course), and somewhat obvious as well. They can 
  work with only the most basic options. However, they do often utilize various interesting ideas that 
  haven’t caught up in more modern models (like the “omnidirectional microphones” of the early 
  Spectrum cyberaudio, giving +2 Awareness due to omnidirectional hearing). Note: price for used parts, 
  factory – new samples tend to be 400% more expensive than modern equivalents. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Outdated 
  150% 
  50% 
  140% 
  -1 to balance-affected rolls 
   
   
   
   
   
   
  
   
  16
   
  Orbital Technology: there’s nothing special about Orbital cyberaudio (except their price tag), 
  although most of them comes with EMP shielding standard. Orbital-made materials: composites, 
  crystalline titanium, of superb endurance. For special orders, 
  also European, Skeletal & Japanese models are made in this 
  technology 
  (choose 
  the 
  better 
  characteristic, 
  add 
  prices).(Chromebook 1).  
  Model 
  HL 
  spaces 
  price 
  Notes 
  Orbital 
  100% 
  100% 
  290% 
  EMP shielding 
  Grade 2 included 
   
  European Technology: tends to keep versatility of Standard 
  cybertech, but puts extra effort into as human-like feel as 
  possible. 
  Model 
  HL 
  spaces 
  price 
  European  
  -1 per die 
  100% 
  150% 
   
  Japanese technology / Japanese high-tech: whatever you 
  do, we’ll make it too, but much smaller! Yet another way of 
  cyberware development, trying to maximize the amount of 
  option spaces. Naturally, it uses specially – designed 
  optionware that has the same price modifier as the optics itself 
  to utilize these extra spaces. Outside of Japan, the parts tend 
  to be available on special order only. 
  Model 
  HL 
  spaces 
  price 
  Japanese 
  100% 
  125% 
  200% 
  Japanese Hi-tech 
  100% 
  150% 
  300% 
   
   
  Special case: “Rabbit ear” sensory extension 
  Containing 4 optic spaces and 2 audio spaces, sensory 
  extension is both a Cyberoptic and cyberaudio. Therefore, if you’re planning to buy a foreign rabbit 
  ear, the modifiers from both chapters are applied, respectively. If they are not identical, apply an 
  average value. Please note that “rabbit ears” can’t be vacuum-proofed (nor they need to) 
  Rabbit Ear 
  Model 
  HL 
  Options 
  Price 
  Source: 
  Notes: 
  Standard sensory extension 
  3d6 
  4 optical, 
  2 audio 
  500e$ 
  CP2020 
   
   
  Char 1: (whispering) Be quiet. 
  Char 2: (with chinese audio) Huh? 
  C1: (a little louder) Be quiet. 
  C2: Be what? 
  C1: Be quiet. 
  C2: What?! I still cannot hear you! 
  C1: (speaking loudly) BE QUIET! 
  C2: (audio squeals) Aggh! DON'T 
  SHOUT! You know my audio goes wild 
  when you shout. 
  C1: (writes on a piece of paper) Be 
  quiet! Shut up! Zip your mouth! 
  Comprendé?! 
  C2: (Reads paper) Oh, you could've 
  said that, I'm not deaf, you know, its my 
  audio that goes out of whack. 
  C1: (slapping forehead, groaning) I 
  tried, but you didn't hear me. 
  C2: What? 
  C1: The next time we get paid, we go to 
  see a nice european cyberdoc, and get 
  you a decent set of ears. 
  C2: What? 
  C1: Nothing. Never mind, just mumbling 
  to myself. 
  C2: Oh, okay. 
  - Snowtiger
  Problems in CyberParadise: Cyberaudios and vocoboxes 
  These have a nasty habit of causing feedback in audio equipment - microphones, loud-speakers and such. The effect is 
  painful to hear ... for everybody, if you were using a vocobox, or for yourself (cyberaudio). The effect is so bad it has 
  been known to stun people for a moment, and - since the problem is audible for the user only, as there's no sound in 
  the outside - level damper doesn't help at all (pain editor does, however). 
  - Mike van Atta
  
   
  17
  Vocoboxes of the world 
   
  In the basic CP2020 book, there was only Audiovox. Good then there came Interface 1.3 and 
  Chromebook 3, and taught us what cybernetic voiceboxes were. 
  Vocobox master table: 
  Model 
  HL 
  Options 
  Price 
  Source: 
  Notes: 
  BoxAlter 
  1d6+2 
  1 
  400e$ 
  Interface 1.3 
   
  NewThroat 
  2d6 
  3 
  850e$ 
  Chr4 
   
   
  Standard Technology: just that, it’s the stuff described in the Interface 1.3 / Chromebook 3. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Standard 
  100% 
  100% 
  100% 
  Plain vanilla from the basic book 
   
  Skeletal Technology: metal and plastic for that artificial look of the Terminator. Simpler variants may 
  have a loudspeaker on the outer surface. Cheaper but causes bigger Humanity loss (since it doesn’t 
  even try to mimic human body parts). Skeletal vocoboxes sound like computer speech of old. 
  Model 
  HL 
  spaces 
  price 
  Skeletal 
  +1 per die 
  100% 
  66% 
   
  Brazilian Technology: this is pretty close to European in general idea, but less durable, and not likely 
  to achieve superhuman performance. However, this resembles natural body parts pretty well. 
  Model 
  HL 
  spaces 
  price 
  Brazilian 
  50%,+1 per die 
  66% 
  75% 
   
  Chinese Technology: it’s cheap. Tends to have various problems caused by not up-to-standard 
  materials, or inferior quality, but hey, it’s cheap. -1 to all communications rolls, since these tend to 
  have poor sound quality and a lot of white noise in background, and side effects like stuttering are also 
  possible. 
  Model 
  HL 
  spaces 
  price 
  Chinese 
  100% 
  100% 
  50% 
   
  NuTek: cutting edge of modern technology and conceptualism, NuTek implants are a masterful blend 
  of cloned tissue and mechanical cybernetics. Thanks to this, all surgical codes are 1 level less severe, 
  and the implants can use both cybernetic options and nanotech upgrades.  
  Model 
  HL 
  spaces 
  price 
  NuTek 
  75% 
  50% 
  100% 
   
  Russian Technology: ugly, clumsy... and surprisingly reliable. Sure, you won’t win a beauty contest, 
  but your vocobox will work in the Siberian winter, or dusty summer in Caucas. No matter that you’ve 
  missed your regular maintenance – they’ll keep going. Of course don’t mind that your voice can get a 
  deeper tone than you’re used to, with that artificial echo.. 
  Model 
  HL 
  spaces 
  price 
  Notes 
  Russian 
  125% 
  33% 
  20% 
  (Chromebook 4) 
   
  Outdated Technology: the cybertech of pre-2013 era, these are big, somewhat clumsy (all surgery 
  codes are +1 level more serious, not above CR, of course), and somewhat obvious as well. However, 
  they do often utilize various interesting ideas that haven’t caught up in more modern models. 
  However, these do sound somewhat artificial, voice being flat like a computer’s. Contrary to Chinese 
  vocoboxes, quality is good, but you can’t express emotions by the tone of your voice (which translates 
  as -1 to communication rolls when emotions are involved, usually EMP – based skills) Note: price for 
  used parts, factory – new samples tend to be 400% more expensive than modern equivalents. 
  Model 
  HL 
  spaces 
  price 
  Outdated 
  150% 
  50% 
  140% 
   
  Orbital Technology: there’s nothing special about Orbital vocoboxes (except their price tag), although 
  most of them comes with EMP shielding, standard. Orbital-made materials: composites, crystalline 
  titanium, of superb endurance. For special orders, also European, Skeletal & Japanese models are 
  made in this technology (choose the better characteristic, add prices).(Chromebook 1).  
  Model 
  HL 
  spaces 
  price 
  Notes 
  
   
  18
  Orbital 
  100% 
  100% 
  290% 
  EMP shielding Grade 2 included. 
   
  European Technology: tends to keep versatility of Standard cybertech, but put extra effort into as 
  human-like feel as possible. 
  Model 
  HL 
  spaces 
  price 
  European  
  -1 per die 
  100% 
  150% 
   
  Japanese technology / Japanese high-tech: whatever you do, we’ll make it too, but much smaller! 
  Yet another way of cyberware development, trying to maximize the amount of option spaces. 
  Naturally, it uses specially – designed optionware that has the same price modifier as the optics itself 
  to utilize these extra spaces. Outside of Japan, the parts tend to be available on special order only. 
  Model 
  HL 
  spaces 
  price 
  Japanese 
  100% 
  125% 
  200% 
  Japanese Hi-tech 
  100% 
  150% 
  300% 
   
   
  
   
  19
  Cyberarmors of the World 
  Please note that most other armors are Nanotech / Biotech implementations, thus can’t be dealt with 
  using these cyberware rules. 
  Armour master table: 
  Model 
  HL 
  SP 
  Notice 
  REF 
  ATTR 
  Price 
  Source: 
  Gradied subdermal cowl 
  1d6/3 
  4 
  35 
  none 
  none 
  300e$ 
  Chr2 
  Gradied subdermal cowl 
  1d6/2 
  6 
  30 
  none 
  none 
  550e$ 
  Chr2 
  Gradied subdermal cowl 
  1d6 
  8 
  25 
  none 
  none 
  750e$ 
  Chr2 
  Gradied subdermal cowl 
  1d6+2 
  10 
  20 
  none 
  none 
  1000e$ 
  Chr2 
  Gradied subdermal cowl 
  1d6+3 
  12 
  15 
  none 
  -1 (50%) 
  1200e$ 
  Chr2 
  Gradied subdermal cowl 
  2d6 
  14 
  10 
  none 
  -1 
  1400e$ 
  Chr2 
  Gradied subdermal torso 
  1d6+3 
  6 
  35 
  none 
  none 
  350e$ 
  Chr2 
  Gradied subdermal torso 
  1d6+2 
  8 
  32 
  none 
  none 
  500e$ 
  Chr2 
  Gradied subdermal torso 
  1d6/2+1 
  10 
  30 
  none 
  none 
  650e$ 
  Chr2 
  Gradied subdermal torso 
  1d6 
  12 
  25 
  none 
  none 
  800e$ 
  Chr2 
  Gradied subdermal torso 
  1d6+2 
  14 
  25 
  none 
  none 
  1000e$ 
  Chr2 
  Gradied subdermal torso 
  1d6+3 
  16 
  20 
  none 
  none 
  1100e$ 
  Chr2 
  Gradied subdermal torso 
  2d6 
  18 
  20 
  none 
  -1 (50%) 
  1200e$ 
  Chr2 
  Gradied subdermal torso 
  2d6+2 
  20 
  15 
  -1 
  -1 
  1450e$ 
  Chr2 
  Gradied subdermal torso 
  3d6 
  22 
  10 
  -2 
  -2 
  1750e$ 
  Chr2 
  Torso plate 
  3d6 
  25 
  auto 
  -3 
  -2* 
  2000e$ 
  CP2020 
  Cowl plate 
  1d6 
  25 
  auto 
  none 
  -2* 
  200e$ 
  CP2020 
  Face plate 
  4d6 
  25 
  auto 
  none 
  -2* 
  400e$ 
  CP2020 
  Total body plating 
  8d6 
  20 
  auto 
  -3 
  50% loss 
  6800e$ 
  Chr2 
  EvilEye facial remount 
  1d6 
  6 
  auto 
  none 
  -1 
  150e$ 
  Chr3** 
  Jigsaw facial remount 
  2d6 
  12 
  auto 
  none 
  -1 
  250e$ 
  Chr3** 
  TwoFace facial remount 
  3d6 
  18 
  auto 
  none 
  -2 
  350e$ 
  Chr3** 
  * original rules (made well before Chromebook 2 and it’s graded armors) do not mention any Attr loss 
  caused by these implants. However, I found it wrong – if all these subdermal tricks and cyberfacial 
  goodies affect your Attr, then faceplate and cowl (as well as torso plate) should do as well. I 
  guesstimated Attr loss after similar Subdermal stuff. Use it, or lose it. 
   
  ** Cyberfacial Remounts seem to be an idea from someone with a weird taste for inhuman cyberware. 
  My first idea was to treat them as Skeletal tech at the very start, no variants available. Yet even these 
  can be made uglier and more blatantly inhuman. And applying some tech principles here could lead to 
  nonsense results. Use with care! 
   
  Note: some cybertech will be offering modifiers to Notice Difficulty. These should be applied where 
  there is any Notice Difficulty. A Difficulty of 0 means automatic notice. However, if an Automatically 
  noticeable gear gets some levels in notice Difficulty, you may opt to make it “not instantly recognizable 
  as armor”. GM’s call here! 
   
  Standard Technology: just that, it’s the stuff described In the Cyberpunk sourcebooks. 
  Model 
  HL 
  Notice diff. 
  Ref penalty 
  Attr penalty 
  price 
  Standard 
  100% 
  100% 
  100% 
  100% 
  100% 
   
  Skeletal Technology: in cyberarmors, this trend (not a fully-developed technology) can be observed 
  in some rare external armor designs. The producers do put extra effort into making the armor 
  elements as robotic as possible. 
  Model 
  HL 
  Notice diff. 
  Ref penalty 
  Attr penalty 
  price 
  Skeletal 
  +1 per die 
  +5 
  100% 
  Boosted by+1 
  100% 
   
  Brazilian Technology: Brazilian cyberarmors do not distinguish themselves in any way. 
   
  Chinese Technology: Chinese cyberarmors do not distinguish themselves in any way. 
   
  NuTek: there are no cyberarmours made in this technology. 
   
  Russian Technology: Russian cyberarmors are surprisingly good. They do keep all Western 
  standards when it comes to ballistic resistance, and aren’t noticeably uglier that Standard models 
  
   
  20
  Problems in 
  CyberParadise: 
  Cyberarmors 
  First, keep in mind 
  that these armors are 
  worn under your 
  clothes, which means 
  the clothes will get 
  ruined by the attack, 
  even if it was stopped 
  by the armor. With 
  subdermal armor, this 
  also means there’s 
  some skin over it, 
  including blood 
  vessels, and the attack 
  is likely to damage 
  these. While it poses 
  no danger to one’s life 
  and health (no more 
  than a shaving cut), 
  the blood is going to 
  stain one’s clothes. 
  Second, a 
  microwave emitter’s 
  effect isn’t going to be 
  stopped by a 
  cyberarmor. It heats 
  and harms you, if the 
  microwaves 
  themselves weren’t 
  able to boil your flesh. 
  If you’re wearing a 
  cheap model, chance 
  is that metal inserts 
  have been used in it, 
  and they’ll heat even 
  better, aggravating the 
  damage (damage x2, 
  GM call).  
  (continued next box) 
  (although more obvious). However, the former Eastern Bloc puts faith in titanium 
  inserts blended in, rather than ballistic nylon only. In the effect, any radar or metal 
  detector scan on the user will give the presence of an armor.  
  Curious enough, the most popular model in this category isn’t Russian, but the 
  Deepshield™ series from Polish HSW company. 
  Model 
  HL 
  Notice diff. 
  Ref penalty 
  Attr penalty 
  price 
  Russian 
  125% 
  -10 
  100% 
  100% 
  60% 
   
  Outdated Technology: the early cyberarmors were a real pain in the ass. Sure, 
  implanting a bulletproof vest sounded like a great idea, until someone noticed it’s 
  going to be uncomfortable like hell... Note: price for used only. Brand new 
  specimen in this technology is going to cost as much as 400% of the Standard 
  price. 
  Model 
  HL 
  Notice diff. 
  Ref penalty 
  Attr penalty 
  price 
  Outdated 
  150% 
  +10 
  Boosted by+1 
  Boosted by+1 
  25% 
   
  Orbital Technology: as mentioned in Chromebook 2, Orbital cyberarmors utilize 
  the wonders of Zero-G machining and high-tech materials to create armors with 
  much more elastic junctions, thus reducing mobility penalties.  
  Model 
  HL 
  Notice diff. 
  Ref penalty 
  Attr penalty 
  price 
  Orbital 
  100% 
  100% 
  Reduced by 1 
  100% 
  800% 
  Orbital 
  100% 
  100% 
  Reduced by 2 
  100% 
  1600% 
   
  European Technology: European external cyberarmours aren’t harder to notice 
  than standard ones, but they pretend to negate the Attr penalty by making armors 
  stylish. So, I have armor, and what about it? Thus, they tend to be styled as either 
  antic “athletic cuirasses” (torso plates) or sculptures (European cowl plate can 
  look like hair, sculpted out of marble). Internal variants tend to make impression of 
  muscular body shapes. Note: it’s up to GM whether European designers can 
  squeeze even more style off their technology, reducing Attr penalties even further 
  (if so, -2 penalty should cost 300%, and so on). After all, they are the guys who 
  can persuade the whole world it’s en vogue to wear a waste bin this season... 
  Model 
  HL 
  Notice diff. 
  Ref penalty 
  Attr penalty 
  price 
  European 
  -1 per die 
  100% 
  100% 
  Reduced by 1 
  150% 
   
  Japanese technology / Japanese high-tech: in Armourware, Japanese show 
  their microminiaturization talent again (that’s why Sony’s MrStudd never seen 
  good sales) – using the bleeding edge of modern material science and stretched 
  calculations to make cyberarmors that are as tough, but far less noticeable.  
  Model 
  HL 
  Notice diff. 
  Ref penalty 
  Attr penalty 
  price 
  Japanese 
  100% 
  +5 
  100% 
  100% 
  200% 
  Japanese Hi-tech 
  100% 
  +10 
  100% 
  100% 
  300% 
   
  Contact poisons will also work their way – either to the skin, under which the armor is hidden, or, in case of external armor / 
  body plating, thorough the plate itself. After all, it has to stop bullets & blades, yet allowing skin to breathe (the material is
  microporous… and that is enough for a toxin to work. These things usually do have great penetrating ability). Keep in mind 
  that, however, this applies only to toxins that are sprayed onto the target (e.g. with a paintball gun). If the method of delivery is 
  a dart or other projectile, it still has to penetrate external armor. Subdermal armors are ineffective. 
  Third, if any surgery has to be performed on a person with an implanted armor, the implant has to be at least partially 
  removed. No scalpel is able to penetrate armor plating (although monofilament ones can deal with thin Skinweaves), at least 
  not without using a lot of strength – and thus loosing precision. This means that first aid on an armored body part will be 
  limited to applying a basic wound dressing on the outside. Under field conditions, there will be no way to do anything with 
  internal damage, and even a fully-equipped surgical ward will need to lose precious time removing the armor. 
  Fourth, it hasn’t been said in the books, whether the implanted armors cover both front and rear of the torso. If these are 
  just breastplates, then your back is unprotected. Also, a high-energy projectile attack with good penetration has a nice chance 
  of penetrating the first layer, passing thorough your body and bouncing off the second layer on your back, to pass thorough 
  your body once again, causing a whole lot of mess. A similar problem was observed by troops wearing personal armors in 
  1990s.  
  Fifth, remember that should your body drastically change it’s size (due to implants like Muscle Grafts, pregnancy, or 
  perhaps just getting fat), your armor has to be removed and resized. Otherwise you have a chance of becoming too big in an 
  armor too small. Sounds fun, but can kill you. 
  - Mike van Atta
  
   
  21
  Neuralwares of the World 
  Neuralware was a particularly tough nut to crack. It consists of many elements that do different things, 
  and the only ones that can’t be pointed at and said simply “options” aren’t doing much in the 
  mechanical part of the game – they have no option spaces, no SDP, no skill modifiers.  
  But hey- it took me quite a while to deal with this problem, however, I finally made it. 
   
  Effectiveness – in some early stage, this was intended to be a catch-all, universal rule for all 
  cyberware. I went for the simpler rules, but Effectiveness finally made it back it this section. How does 
  it work?  
  Let’s say you have an implant that provides you +2 to some skill. So, +2 is the nominal, 100% 
  effectiveness. So, a cheap copy of your implant would have only 50% effectiveness – it would grant +1 
  to the said skill. 
  Okay, but what about the situations when the number isn’t even? How to define 50% effectiveness of 
  a +1 implant? There are two ways. Either there’s 50% chance the thing would work, every time it is 
  used, or you may roll once, upon installation, to check whether the character will get the +1 bonus, or 
  not. In both cases, we assume the implant is working… it’s just a matter of determining whether the 
  boost is significant enough to provide that +1 boost, or it’s too weak for that. 
  Neuralware MasterTable 
  Model 
  HL 
  cost 
  Processor 
  1d6 
  1000e$ 
  Interface socket 
  1d6 
  200e$ 
  Mag-Duct Spots 
  1d6/2 
  220e$ 
  Chipware socket 
  1d6/2 
  200e$ 
   
  Standard – do I need to say anything? 
  Model 
  HL 
  Cost 
  Effectiveness 
  Standard 
  100% 
  100% 
  100% 
   
  Japanese technology / Japanese High-Tech – Once again, Japanese prove to be masters of 
  miniaturization: they were able to equip their neuralware with much more powerful processors than 
  anyone in the West thought to be possible. Those machines are much faster and smarter than their 
  Western counterparts. However, to show all their bells and whistles, they need matching input / output 
  ports, and peripheral equipment (This means that if a regular smartgun gives you +2 to hit, a bleeding 
  edge Japanese one would be +3.Of course, you'll need Japanese processor, Japanese interface 
  plugs and Japanese smartgun link, otherwise you get nothing special... did I mentioned all those bits 
  are 300% priced? Oh, and Japanese smartgun modules for your gun, too!) 
  Model 
  HL 
  Cost 
  Effectiveness 
  Japanese 
  100% 
  200% 
  125% 
  Japanese High-Tech 
  100% 
  300% 
  150% 
   
  Chinese: Poor Quality Control – does it sound familiar? The signal comes fuzzy, with loads of 
  interference, the interface sockets have problems with connecting, and all the usual jazz. Of course, 1 
  piece of Chinese junk is enough to waste half of the system. Still, with a little extra care, a Chinese set 
  of plugs is going to be a good investment for the money paid – provided you want to use it for basic 
  computer linkup, not any fancy optionware (you can pack a Chinese processor with whatever you 
  want, it would still be only 50% effective... OTOH, a Chinese smartgun link in a regular processor 
  would affect only smartgun operating).  
  Model 
  HL 
  Cost 
  Effectiveness 
  Chinese 
  100% 
  50% 
  50% 
   
  Outdated: it can't work with any neuralware option that wasn't listed in CP 2020. It will be substantially 
  cheaper thus (but hey, after all, these haven't changed that much).It is also crude, which means it’s a 
  mixed blessing – these things are unhealthy for one’s psyche, but they also can take more abuse than 
  modern parts. If attacked by Black Ice, Outdated Neuralware adds +2 to defense rolls – modern attack 
  programs are made to subtly alter the ways victim’s nerves work, whereas versus Outdated ‘wares a 
  crowbar would be more appropriate. 
  Model 
  HL 
  Cost 
  Effectiveness 
  Outdated 
  150% 
  25% 
  50% 
  
   
  22
   
  Orbital: Most of the orbital neuralware isn’t distinctive, however, many models do come with EMP 
  protection, Grade 2 (very handy thing in the environment where they are used…)  
  Model 
  HL 
  Cost 
  Effectiveness 
  Orbiral 
  100% 
  390% 
  100% 
   
  European: as usual, smooth, and well-hidden, European neuralwares are also said to be much more 
  user-friendly when it comes to the interface protocols.  
  Model 
  HL 
  Cost 
  Effectiveness 
  European 
  -1 per die 
  150% 
  100e$ 
   
  Skeleton – There’s no neuralware being produced in this particular style. Author’s note: it wouldn’t be 
  a problem to just apply typical rules here (HL +1 per die, 100% price, 100% Effectiveness). However, 
  there’s no reason for this. Simply, I see no way how neuralware can be made more “skeletal” and 
  “robot-like”… Same goes with Russian and Brazilian. 
   
  Russian – whereas Russian neuralwares might look like something a knife-happy surgeon got from 
  an do-it-yourself shop, they match world standards. 
   
  Brazillian – there is no distinctive Brazilian style in neuralwares, and processors produced there do 
  match world standard in any aspect. 
   
  NuTek – there’s no neuralware being produced in NuTek technology. 
   
  
   
  23
  Cyberweapons of the world 
   
  Melee Cyberweapons Master Table 
   
  Since the original rules were a bit inconsistent, I’ve changed a few stats. Mainly, the HL for 
  some cyberweapons was reduced to make it proportional. Please note that according to Chromebook 
  2, in the Exotic chapter, there’s a possibility to install Scratchers & Rippers (apart form regular Natural 
  Claws, which implies those are standard, cybernetic versions) for 1d6 HL less than listed in the 
  CP2020 main book. This is explained as “Low HL due to implantation in a hospital”. Which, simply 
  speaking, implies that cyberweapon’s HL isn’t all that high, just a matter of the usual way of getting 
  these in a ripperdoc’s clinic. 
  Type 
  HL 
  Notice** Diff. 
  Damage 
  Spaces* 
  Cost 
  Stinger 
  1d6+3 
  25 
  Drug, 4 doses 
  1 finger 
  400 
  Air Hypo 
  1 
  20 
  Drug, 3 doses 
  1 finger 
  200 
  Tazer Grip 
  2d6-2 
  25 
  Stun -2 
  1 
  180 
  Lightning Fist 
  2d6 
  25 
  Stun -2 / 2d6+1 
  1 hand 
  900 
  Power Jaw 
  1-2 
  - 
  +2 all bite damage 
  - 
  100 
  Gang Jazzler 
  2d6+3 
  25 
  Special 
  0,5 
  600 
  Scratchers 
  1d6 
  30 
  1d6/3 (1/5 per finger) 
  none 
  100 
  Wirecutters 
  1 
  20 
  1d6/3 
  2 fingers 
  50 
  Sharkweave 
  1d6+ 
  obvious 
  1d6/3 
  cover 
  4’000 
  Venom Hand 
  2d6 
  20 
  1d6-1 or poison 
  1 hand 
  750 
  Web Hand 
  2 
  20 
  1d6 
  1 hand 
  250 
  Natural claws (retractable) 
  2d6 
  20 
  1d6 
  5 fingers 
  1’000 
  Natural claws (non-
  retractable) 
  1d6+1 
  15 g / 10 o 
  1d6 
  5 fingers 
  1’000 
  Big Knucks 
  2d6 
  15 
  1d6+2 
  1 hand (fingers 
  still allowed) 
  500 
  Rippers 
  2d6 
  20 
  1d6+3 (1/5 per finger) 
  5 fingers 
  400 
  BigRipp 
  3d6*** 
  20 
  2d6 
  1 
  1’850 
  Retractable blade 
  1d6 
  20 
  1d6+3 
  1 
  500 
  Spike hand 
  2d6 
  20 
  1d6+3 
  1 hand 
  500 
  Bonespike 
  2d6 
  25 
  1d6+4 
  Flesh only 
  1’000 
  Buzz hand 
  2d6 
  20 
  2d6+2 
  1 hand 
  600 
  Gouge master 
  2d6 
  20 
  2d6+3 / 2d6 
  1 hand 
  550 
  Retractable monoblade 
  1d6+2 
  20 
  2d6+3 
  1 
  800 
  Wolvers 
  2d6+1 
  20 
  3x1d6 
  1 
  600 
  Drill hand 
  3 
  20 
  3d6 
  1 hand 
  700 
  ChainRipp 
  2d6+4 
  15 
  3d6 
  2 
  1250 
  High Five Palm Bomb 
  1d6+3 
  20 search / 30 g 
  Per ammo 
  0,5 
  355 
  Hammer Hand 
  2d6 
  20 
  1d10 
  1 hand 
  600 
  Mace Hand 
  3 
  15 
  1d10-2 / 2d6+1 
  1 hand 
  300 
  Talon Foot 
  2d6 
  20 
  1d6 
  1 foot 
  600 
  Spike Heel Foot 
  2d6 
  20 
  2d6 
  1 foot 
  500 
  NewTeeth 
  1d6/2 
  Lab only 
  1-2 
  mouth 
  200 
  Vampires 
  2d6 
  15 o / 25 g 
  1d6/3 
  mouth 
  200 
  Retractable Vampires 
  1d6+2 
  20 o / 30 g 
  1d6/3 
  mouth 
  500 
  Sharkgrin Special 
  2d6+2 
  10 o / 20 g 
  1d6/2 
  mouth 
  400 
  Retractable Sharkgrin 
  1d6+4 
  15 o / 25 g 
  1d6/2 
  mouth 
  500 
  Horns 
  1d6+2 
  obvious 
  1d6/2 
  none 
  300 
  Extended Canines 
  3d6+2 
  15 o / 25 g 
  1d6/2+1 
  mouth 
  1’000 
  Spyke Body Plating 
  1-3 
  Obvious 
  1d3+1 to 1d6+1 
  Body cover 
  400-600 
  Spiked Limb Cover 
  2 
  obvious 
  +1d6 if grappling 
  Limb cover 
  200 
  Extended Sharkgrin 
  4d6 
  10 o / 20 g 
  1d6 
  mouth 
  1’400 
  Cyberjaw K9 
  3d6+2 
  obvious 
  1d6 
  mouth 
  2’750 
  Mandibles, bio 
  3d6 
  25 
  1d6 
  mouth 
  4’000 
  Manibles, cyber 
  5d6 
  25 
  2d6 
  mouth 
  1’200 
  
   
  24
  Natural fangs 
  2d6 
  15 o / 25 g 
  1d6 
  mouth 
  500 
  Cyberjaw Cobra 
  3d6+2 
  obvious 
  1d6+2 
  mouth 
  2’770 
  Cyberjaw Needler 
  3d6+2 
  obvious 
  1d6+3 
  mouth 
  2’800 
  Cyberjaw Pitbull 
  3d6+2 
  obvious 
  2d6 
  mouth 
  2’870 
  Cyberjaw Shark Maw 
  3d6+2 
  obvious 
  2d6+1 
  mouth 
  2’930 
  Cyberjaw T-Rex 
  3d6+2 
  obvious 
  3d6 
  mouth 
  3’000 
  Cyberjaw ‘skinning 
  As per 
  skin 
  20 for 
  RealSkinned 
  - 
  - 
  1 Skin unit 
  Whip 
  2d6 
  15 
  1d6/2 , 1d6 
  1 
  475 
  Slice & Dice 
  3d6 
  20 
  2d6 
  1 finger 
  700 
  Cybersnake 
  4d6 
  Lab only 
  1d6 
  1 
  1’200 
  Cybersnake Mk.2 
  4d6 
  Lab only 
  1d6 or 2d6 
  1 
  1’600 
  Hollow teeth adaptation 
  - 
  Lab only 
  For poison application 
  Teeth mod. 
  +50 per set 
  Hollow claws adaptation 
  - 
  Lab only 
  For poison application 
  Claw mod. 
  +50 per set 
  Poison Sac 
  2d6 
  Lab only 
  Drug, 4 doses 
  - 
  500 
  Poison Gland - hands 
  2d6+3 
  Lab only 
  Drug (sleep) 
  - 
  500 e$  
  Poison Gland - teeth 
  3d6 
  Lab only 
  Drug (sleep) 
  - 
  500 e$ 
  * Spaces apply only if mounted in a cyberlimb.  
  ** Notice: most weapons are obvious once deployed. This applies to the hidden mode only. 
  *** BigRipp HL is only 50% if mounted on a cyberlimb 
   
  Note – I’ve added a few new bits here, to straighten things out.  
  Hollow Teeth Adaptation allows any teeth implant (from natural fangs to the most bizarre cyberjaw) to 
  inject poison / drug. Generally only canines have the ducts for poison. Can be used on natural teeth. 
  Hollow Claw Adaptation does mostly the same for bladed bodyweapon. 
  Poison Sac is a reservoir holding 4 doses of a drug / poison to be applied by the means of hollow 
  tooth / claw they are linked to.  
  Poison Gland – has to be implanted into living flesh – does the same, but is able to produce the drug / 
  poison. Two variants: one is linked to the hollow teeth, the other excretes it’s content on hand blades 
  (rippers, scratchers etc). 
  Cost for poison glands varies by drug: Sleep, nausea or somatic glands cost 500e$, Hallucinogen is 
  800e$ hands / 500e$ teeth, and Biotoxin type 1 is 1’000e$ teeth / 1’100e$ hands. 
   
  Searching for cyberweapons: 
  Most of the time, you want these to remain concealed. It is assumed that the primary method of 
  detection is visual observation. If the weapon is under the cover of a Skinned limb, use Skin’s 
  detection value if it’s higher. Keep in mind that those values – except for a few actually listed in the 
  books – were simply guesstimated.  
  Lab only – this cyberware cannot be identified with bare eyes & hands, even if closely inspected – 
  metal detectors, microscopes and such are needed to recognize it. 
  Observation / glance (o/g) – this is the difficulty of spotting the cyberware during a search / prolonged 
  observation and as a result of accidental / momentary observation. 
   
  Standard Cyberweapons – no comments. 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  Standard  
  100% 
  100% 
  100% 
  0 
  100% 
  100% 
   
  Skeletal – if you don’t care who will learn about your combat implants, these bare-bones Skeletal 
  variants are for you. Ruthless efficiency is the style. 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  Skeletal  
  +1 per die 
  -5 
  100% 
  0 
  100% 
  66% 
   
  Brazilian – cyberweapons as such are illegal in Brazil. Those few that are allowed and produced there 
  (fashion statements, like vampires and scratchers) do not differ from Standard models, so it seems 
  there’s no cyberweapon produced in this technology. 
   
  Chinese – some people are desperate enough to get some form of bodyweapon, to try and buy a 
  Chinese cyberweaponary. As usual, it has one advantage – it is cheap. But the quality control – well, 
  let’s better skip this part. The blades are made of substandard material ,so they don’t retain the 
  
   
  25
  sharpness, and sometimes bend in use. Same with spikes. Have you ever broken a Sharkgrin Special 
  on someone’s neck? You know that you pay for what you get. 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  Chinese  
  100/% 
  100% 
  66% 
  -1 
  100% 
  50% 
   
  NuTek – there is no cyberweapon produced in this technology. 
   
  Russian – Eastern Europe makes quite a lot of cyberweapons, and makes them pretty nice, 
  especially the simpler ones, like blades and basic mechanical devices. Sure, it’s rather good ol’ 
  machine-grade steel than composites and carboglass, so showing with such a toy in an airport is 
  going to make it sound like Independence Day… but this is a well-known problem with Russian toys. 
  And if you want Wolvers that look like thay came from a mechanical plough, that’s the thing to buy 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  Russian  
  125% 
  -10% 
  100% 
  0 
  100% 
  40% 
   
  Outdated – the classics never fall out of fashion. Even, if they are easy to spot, they make kinda 
  fashion statement. 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  Outdated  
  150% 
  -10% 
  100% 
  0 
  100% 
  30% 
   
  Orbital – orbital cyberweaponary uses state-of-the-art materials to make weapons very, very hard to 
  detect. While physically they aren’t noticeably harder to spot than standard ones, they tend to not 
  show on scanners. An useful ability, if you consider penalties for illegal cyberwaepons possessing. 
  * +10 notice diff. vs scanning only. 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  Orbital  
  100% 
  +10* 
  100% 
  0 
  100% 
  200% 
   
  European – as usual ,Euro cyberweapons tend to blend in and look perfectly right fitting. More than 
  like a glove.  
  * +10 notice diff. vs non-scanning search only. 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  European  
  -1 per die 
  +10%* 
  100% 
  0 
  100% 
  300% 
   
  Japanese – the only distinctive trend in Japanese cyberweapons is to make things smaller, to fit them 
  into cutting-edge Japanese cyberlimbs. To utilize extra spaces in a Japanese cyberlimb, all options 
  (including weapons) must be Japanese of the same (or better) grade, which means the same price 
  modifier is used. 
  Model 
  HL 
  Notice Diff. 
  Damage 
  To Hit 
  Spaces 
  Cost 
  Japanese  
  100% 
  100% 
  100% 
  0 
  100%* 
  200% 
  Japanese High-Tech  
  100% 
  100% 
  100% 
  0 
  100%* 
  300% 
   
  Cyberarm Blades 
  How do I see it 
  This is an old problem. What you can see in the Book of Forgotten Tech of the CheapFBC, is 
  merely accepting the status quo. However, it needed a more serious approach. Many of the 
  cyberweapons in Cyberpunk came there because they “looked cool”, without any regards for realism. 
  The “wolvers” are a good example of it: they were literally stolen from the X-Men comic books. Sure, 
  these are cool. But first, they’re not going to deal 3d6 damage. They’re thin, thinner than knives, and 
  not much longer. Sure, we could agree that each of these blades equals a knife, and since there are 3 
  of them… Whoops, wrong point. See, if you shoot 3 bullets, each worth 1d6 (.22) damage, you do not 
  roll 3d6 versus the armor. You check each of the bullets separately. And the same it goes with 
  wolvers. Suddenly, it’s not that lethal, right? Still, if they hit someone unarmored, they’re going to make 
  real mess… 
  Not to mention the way these are implanted, housed, and deployed. For example, wolvers are 
  usually shown reaching circa 30 cm from their access points in the back of the hand. Now, make a 
  simple exercise: take a ruler, and check how you’re going to hide these 30 cm in your forearm. Unless 
  you’re really big, this is impossible. Not to mention you wouldn’t have more than 3-5 cm of the blade 
  still in the housing on the back of your hand. What does this mean? Circa a 15:1 leverage ratio when 
  you hit anything with a slash of your wolvers. Now, if these are housed in a flesh arm, this is pretty 
  
   
  26
  likely to tear them out and apart. A real pain, not to mention screwing your blades… and leaving a lot 
  of your blood spilled around the scene. 
  Rippers. Sure, that’s cool, having blades springing out from your fingertips. But 5-7cm length 
  depicted in the rulebook would require taking place within the finger, up to a second joint. Whether the 
  finger would be replaced with artificial one or left biological, it would have to be stiff. Simply, with a 5 
  cm blade inside it won’t be flexible at all. So no bending your fingers any longer. And this is damn 
  uncomfortable. 
  The only option is to have rippers like Molly had – small, flat, double-edged blades under your 
  fingernails. Taking my hand as an example (I’m 182 cm / almost 6’ tall, on my better days), this would 
  mean no more than 2 cm blades, and that’s the best assumption. I’d guesstimate that 50% of the 
  blade’s length would have to stay inside of the finger, anchored 
  there and acting as counter-lever. What we are left with, are 
  essentially scratchers. Not that you can’t kill someone with them, 
  but this wouldn’t be so easy. 
  But then there are cyberarms. You can use a much more 
  space in these, since you don’t have to worry about veins, bones, 
  muscles and nerves – their cybernetic equivalents can be arranged 
  as you wish to allow installing whatever-you-wish inside. Still, the 
  blade can’t be longer than the part it is housed in.  
  But then why not make it fold? A typical folding knife 
  consists of a blade, and a handle that covers the blade when 
  folded. But change the handle for a twin-blade set that would cover 
  the primary blade when folded, maybe add a third such a segment 
  to house these two, and attach the butt-end of the whole assembly 
  to the cyberarm’s wrist. It’s all nice and dandy when folded – it 
  hides within the forearm. When deployed, the segments unfold, and 
  the hand (useless for the time) is moved out of the way, usually to 
  the underarm. In a moment, you have a blade that is almost 2, 
  sometimes 3 times as long as your forearm. 
  Sure, it has its weak points: the joints. But still, it’s an 
  impressive blade, which can rival proper melee weapons.  
  Since the way they are linked to the arm, such blades can’t 
  be used for proper fencing – you lack the wrist mobility needed for those fancy movements. Also, due 
  to their length, everything larger than a knife-length (well, maybe short-sword, in a pinch) are too 
  unwieldy to be effective as thrusting weapon. Still, as cutting (or rather cleaving…) blades, these work 
  pretty well. They have the proper length, and although the lower parts of the blade tend to be 
  sharpened as well, you usually use only up to top 1/3 part of the blade to actually hit the target the rest 
  is mainly to provide the reach and leverage. 
  The rules below will allow you to create cyberlimb blades under the abovementioned 
  mechanics. Please note that damage listings are my guesstimations, and they do not equal damage 
  listings given in CP2020 official rules. Use them, or lose them – I needed them mainly to reflect the 
  scale. Take in mind that this takes different approach to conceal ability: blades tend to be flat, long 
  objects, so one that could be strapped to a shin or forearm and hidden in a sleeve of one’s cloth (P 
  conceal ability) won’t necessarily fit into a pocket (also P conceal ability) – CP conceal ability rules 
  were invented for guns. 
  Blade master table: 
  Blade length 
  Damage 
  Concealability of equivalent 
  Equivalent carried blade 
  Up to 4” / 10cm 
  1d6/2 
  P 
  Pocket knife, Swiss Army Knife 
  Up to 12” / 25cm 
  1d6 
  J 
  Survival / combat knife, bayonet 
  Up to 24” / 50cm 
  2d6 
  L 
  Short sword, machete, wakizashi 
  Up to 36” / 80cm 
  3d6 
  L/N (GM call) 
  Long sword, scimitar, katana 
  Up to 48” / 100cm 
  4d6 
  N 
  Bastard sword 
  Up to 72” / 160cm 
  6d6 
  N 
  Two-handed sword, no-dachi 
   
  Now, using the master table for bladed weapons, we can determine Humanity Loss: 1d6HL, 
  +1d6 per every damage die of a blade. 
  Spaces used: 1 per damage die. However, the blade can’t take more than 50% of a 
  cyberlimb’s total spaces. So, under CheapFBC rules, an Average-sized (Bod 5-7) cyberarm, that can 
  hold 4 spaces, can’t house anything bigger than a machete-sized (2d6 damage, 3d6 HL) blade. 
  Cost: 50e$, +100e$ / damage die. The abovementioned machete would thus cost 250e$.  
  Votum separatum on cutting 
  weapons damage 
  What I'm saying is that a 
  broadsword does about as much 
  damage as a .22LR (which is 
  under-rated in CP2020) and a 2-
  handed weapon like a greatsword/ 
  axe/ polearm hits about the 
  damage of a 9mm. One thing to 
  remember about "damage" in an 
  RPG is that it's not about cutting 
  power; it's about the chances 
  target X will be dropped by an 
  attack with this weapon in one 
  shot. If I hack off a limb with one 
  hit with a broadsword is the 
  immediate result any different than 
  shattering the bone with a 9mm 
  round? 
  - Psychophipps
  
   
  27
  Optionally, the top part of the blade (the one you use to 
  cut) can be made out of monocrystal, giving it +1d6 damage 
  extra. It costs +300% of the system (not +500% as in typical 
  rules, because the monocrystal blade makes only a part of the 
  whole assembly). 
   
  Ranged 
  Cyberweapons Master table 
   
  Type 
  HL 
  Notice** 
  Diff. 
  Type 
  WA 
  Damage 
  Shots 
  ROF 
  Rel. 
  Range 
  Spaces* 
  Cost 
  Weapon 
  mount & link 
  3 
  See separate rules 
  1 
  100 
  Finger Mace 
  Sprayer 
  2 
  20 
  P 
  0 
  Gas 
  2 
  1 
  ST 
  1m 
  1 Finger 
  150 
  Gas Jet 
  1d6+3 
  20 
  P 
  0 
  Gas 
  6 
  1 
  ST 
  2m 
  1 
  250 
  Finger 
  Dartgun 
  2 
  20 
  P 
  -1 
  Poison 
  1 
  1 
  ST 
  3m 
  1 Finger 
  100 
  Flashbulb 
  1d6/2 
  20 
  P 
  0 
  Blinds, 
  1d6 min. 
  - 
  1 
  ST 
  6m 
  1 
  250 
  TriDart 
  Launcher 
  1d6/2 
  20 
  P 
  0 
  1d6/2 
  3 
  3 
  ST 
  3m 
  1 hand 
  300 
  Derringer 
  1d6 
  20 
  P 
  -1 
  5mm 
  round 
  2 
  1 
  ST 
  50m 
  1 hand 
  220 
  One Shot 
  Special 
  2 
  20 
  P 
  -2 
  5mm 
  round 
  1 
  1 
  ST 
  10m 
  1 finger 
  250 
  Dainamax 
  Grapplefist 
  2d6 
  20 
  P 
  -1 
  1d6+2 / 
  2d6+2 
  crush 
  1 
  1 
  ST 
  50m 
  1 hand 
  1050 
  Gouge 
  Master 
  2d6 
  20 
  P 
  -1 / 
  5m 
  1d6+3/1d6 
  - 
  - 
  ST 
  10m 
  1 hand 
  550 
  Popup Sliver 
  Gun 
  1d6+2 
  20 
  P 
  0 
  2d6x1d6/2 
  7 
  2 
  UR 
  40m 
  1 
  550 
  Popup gun 
  See separate rules 
  2 Shot 
  Capacipator 
  Laser 
  2d6 
  20 
  RIF 
  +3 
  3d6 
  2 
  2 
  ST 
  10m 
  1 
  800 
  Flamethrower 
  2d6 
  20 
  HVY 
  0 
  2d6, 1d6/2 
  x2 rds 
  4 
  1 
  ST 
  1m 
  1 
  600 
  Finger: Self-
  propelled 
  Grenade 
  2 
  20 
  HVY 
  0 
  2d6, 2m 
  1 
  1 
  ST 
  7m 
  1 finger 
  200 
  Finger Bomb 
  2 
  20 
  HVY 
  0 
  2d6+3, 3m 
  1 
  1 
  ST 
  thrown 
  1 finger 
  150 
  Grenade 
  Launcher 
  2d6 
  20 
  HVY 
  0 
  Per ammo 
  See separate rules 
  Micro-Missile 
  Launcher 
  2d6 
  20 
  HVY 
  +2 
  Per ammo 
  See separate rules 
  Micro-
  Torpedo 
  launcher 
  2d6 
  20 
  HVY 
  +2 
  Per ammo 
  See separate rules 
  Optic teargas 
  sprayer 
  2 
  25 
  EX 
  0 
  gas 
  1 
  1 
  ST 
  1m 
  2 optic 
  200 
  Optic dartgun 
  2 
  25 
  EX 
  0 
  poison 
  1 
  1 
  ST 
  1m 
  3 optic 
  200 
  Novel Tech 
  Spitfire 
  flamer 
  4d6 
   
  EX 
  0 
  Varies 
  4 
  1 
  ST 
  4m 
  1 
  1000 
  Flasher 
  1 
  20 
  EX 
  0 
  20+ REF, 
  blind min 
  1 
  1 
  ST 
  2m 
  1 finger 
  250 
  Psiberserker’s rule: 
  When dealing with wounds 
  from bladed weapons, apply 1 extra 
  damage per turn per 1d6 of the 
  weapon’s damage, due to bloodloss. 
  A successful dressing of the 
  wound stops it. 
  - Psiberserker
  
   
  28
  Extra battery for 
  energy weapons 
  Energy-based weapons 
  can be equipped with 
  additional batteries (or 
  rather, capacitors banks) 
  to increase their „ammo 
  capacity”.  
  A battery allowing for as 
  much 
  shots 
  as 
  the 
  weapon 
  does 
  have 
  standard takes 50% as 
  much 
  space 
  as 
  the 
  weapon, costs 20% of 
  the weapon’s cost, and 
  has HL 0,5. 
  -Mike van Atta
  Spitting 
  Cobra * 
  4d6 
  15 
  observation 
  / 25 glance 
  EX 
  0 
  1d6 (Acid) 
  20 
  1 
  ST 
  2m 
  mouth 
  400+ 
  Retractable 
  Spitting 
  Cobra 
  4d6 
  20 
  observation 
  / 30 glance 
  EX 
  0 
  1d6 (Acid) 
  20 
  1 
  ST 
  2m 
  mouth 
  400+ 
  Optical 
  Capacipator 
  Laser 
  3 
  25 
  EX 
  0 
  2d6 
  1 
  1 
  ST 
  0,5m 
  3 optic 
  800 
  Blitzkrieg 
  Arc-Thrower 
  2d6 
  20 
  EX 
  0 
  3d6, 50% 
  real, 50% 
  stun 
  4 
  1 
  ST 
  10m 
  4 
  1050 
  Strobe 
  1,5 
  20 
  EX 
  0 
  10/15 
  blind 1d6 
  hours 
  - 
  1/2 
  ST 
  2m 
  1 
  150 
  Popup Hand 
  Crossbow 
  2d6 
  20 
  BOW 
  -2 
  1d6+2 
  6 
  2 
  VR 
  25m 
  4 
  300 
  * Spitting Cobra is a variant of the Vampires, and is a subject to Melee Cyberweapon rules. 
   
  Standard Cyberweapons – no comments. 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  Standard  
  100% 
  100% 
  0 
  0 
  100% 
  100% 
   
  Skeletal – if you don’t care who will learn about your combat implants, 
  these bare-bones Skeletal variants are for you. Ruthless efficiency is the 
  style. 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  Skeletal  
  +1 per die 
  -5 
  0 
  0 
  100% 
  66% 
   
  Brazilian – cyberweapons as such are illegal in Brazil. Those few that are 
  produced there do not differ from Standard models, so it seems there’s no 
  cyberweapon produced in this technology. 
   
  Chinese – some people are desperate enough to get some form of 
  cyberweapon, to try and buy a Chinese cyberweaponary. As usual, it has 
  one advantage – it is cheap. But the quality control – well, let’s better skip 
  this part. Have you ever thought about building a fully-automatic, caseless 
  firearm with explosive-tipped rounds into your arm… and yet let it be a 
  polymer one-shot? Welcome into the realm of Chinese popup huns… 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  Chinese  
  100/% 
  100% 
  -1 
  -1 
  100% 
  50% 
   
  NuTek – there is no cyberweapon produced in this technology. 
   
  Russian – Eastern Europe makes quite a lot of cyberweapons, and makes them pretty nice, 
  especially the simpler ones, like blades and basic mechanical devices. Sure, it’s rather good ol’ 
  machine-grade steel than composites and carboglass, so showing with such a toy in an airport is 
  going to make it sound like Independence Day… but this is a well-known problem with Russian toys. 
  Rostovic / Kalashnikov does make a few interesting models. 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  Russian  
  125% 
  -10% 
  0 
  0 
  100% 
  40% 
   
  Outdated – the classics never fall out of fashion. Even, if they are easy to spot, they make kinda 
  fashion statement. 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  Outdated  
  150% 
  -10% 
  0 
  0 
  100% 
  30% 
   
  
   
  29
  Orbital – orbital cyberweaponary uses state-of-the-art materials to make weapons very, very hard to 
  detect. While physically they aren’t noticeably harder to spot than standard ones, they tend to not 
  show on scanners. An useful ability, if you consider penalties for illegal cyberweapons possessing. 
  * +10 notice diff. vs scanning only. 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  Orbital  
  100% 
  +10* 
  0 
  0 
  100% 
  200% 
   
  European – as usual, Euro cyberweapons tend to blend in and look perfectly 
  right fitting. More than like a glove.  
  * +10 notice diff. vs non-scanning search only. 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  European  
  -1 per die 
  +10%* 
  0 
  0 
  100% 
  300% 
   
  Japanese – the only distinctive trend in Japanese cyberweapons is to make 
  things smaller, to fit them into cutting-edge Japanese cyberlimbs. To utilize 
  extra spaces in a Japanese cyberlimb, all options (including weapons) must 
  be Japanese of the same (or better) grade, which means the same price 
  modifier is used. 
  Model 
  HL 
  Notice Diff. 
  Rel. 
  To Hit 
  Spaces 
  Cost 
  Japanese  
  100% 
  100% 
  0 
  0 
  100%* 
  200% 
  Japanese High-Tech  
  100% 
  100% 
  0 
  0 
  100%* 
  300% 
   
  Popup Guns 
   
  The name is misleading – most of these weapons do not “pop up” 
  from a cyberlimb. To have the action, a scissor-lift mechanism and hide-
  away doors would cost you too much money and make the design 
  overcomplicated. KISS the problem. 
  Keep It Simple, Stupid.  
   
  First of all, this kind of weaponry has the primary principle of being hidden. It is either an 
  assassin’s tool, or a last-ditch defense weapon. Either way, it’s meant rather to be used on a minimum 
  distance, with a surprise advantage.  
  In most cases a gun does not “pop up” from a forearm – rather, a part of the forearm folds 
  down and away, showing the barrel and other access points if required.  
  Note: you can apply the same style modifiers as for other cyberweapons, just keep a GM’s 
  watchful eye to keep away from obviously nonsense results. 
   
  Micromissile / Microtorpedo 
  These two differ only by the means of environment they are to be used in. Both are fired using 
  compressed air “cold launch”, with motor engaging about 1 meter from the user. There is a number of 
  variants of these homing weapons, and they are usually implanted in “batteries”. Their advantage, 
  compared to more typical guns, is that you can mount a pretty big one, as there’s no need for a barrel, 
  action or magazine. There’s no recoil as well. In the effect, the launcher is often little more than a 
  transport canister, which opens up to allow the launch. 
  The most typical is the 20mm micro, but it has bigger cousins – 30mm and 40mm micros. 
  Type: 
  Basic damage 
  Missile range 
  Spaces per 
  tube 
  Spare round, 
  base cost* 
  Cost per tube 
  20mm Micro 
  4d6, 2m 
  200m 
  1/4 
  25e$ 
  225e$ 
  30mm Micro 
  5d6, 3m 
  250m 
  1/2 
  40e$ 
  450e$ 
  40mm Micro 
  6d6, 5m 
  300m 
  1 
  60e$ 
  900e$ 
   
  *I’m using FID micromissiles cost here. The cost given is a “Dumb Rocket”, HE warhead, standard 
  range. The standard micromissiles, described in Cyberpunk 2020 are WA +2 Heatseekers, HE, 
  Standard range (basic cost x2). 30mm micros were originally described as Rostovic Wirst Rakate, and 
  the only ammo available in this caliber was Dumb Rocket (200e$ per a 6-pack). 40mm’s are D-Roc’s 
  invention. 
  Humanity Loss for micromissile launchers is 2d6 for a battery that takes up to 1 space. Bigger 
  batteries are treated as multiple batteries, and smaller have the same HL as full-space ones. 
   
  Easily removable 
  cyberlimb guns 
  For a +50% space and 
  +25% cost increase, a 
  popup weapon can be 
  made in a quickchange 
  configuration. While 
  quickchange weapons 
  are not interchangeable 
  (except for the very same 
  model), this allows you to 
  remove your cybergun as 
  fast and easy as it would 
  take to get rid of a holster 
  with a regular handgun. 
  Pretty useful, if you have 
  to enter a well-secured 
  facility where guns aren't 
  allowed. 
  Especially popular in the 
  areas where popup guns 
  are in fact legal. 
  - Mike van Atta
  
   
  30
  Grenade Launcher 
  Why one would want a GL as a cyberarm weapon, is beyond me. Obviously, the first of these 
  were deployed during the 2nd SouthAm conflict, as test samples. Somehow, it did catch up among the 
  people who claim that “Bigger is always better”, mostly gang members. This explains why modern 
  cyberarm GLs are often of such a poor quality – they’re made for gang members by illegal gunsmiths. 
  There are two classic GL calibers, 40x46mm NATO (the Western standard) and 30mm 
  Plamya (the Cold War – era Soviet standard, still popular beyond the Iron Curtain) often chosen for it’s 
  compact size, since the damage potential is comparable with 40x46mm. Keep in mind that, however, 
  30mm Plamya are difficult to obtain, even on black market, outside of Russia and a handful other 
  countries that do use them. 
  Then there’s the 25mm Tsunami, high-pressure GL, and Militech 25mm low-pressure GL (the 
  ammo used for U-55 Cowboy launcher). 
   
  There’s also the new Militech standard, so called “25mm microgrenade”. However, since 
  “25mm’s” are interchangeable with 10 GA shotgun shells (that is, any weapon capable of using 
  “microgrenades” can use 10 GA shotgun shells, there are also known examples of 10 GA shotguns 
  adapted to fire “microgrenades”), which are of circa 20mm caliber, the “25mm” denominator should be 
  seen more as a part of Militech’s marketing strategy. Militech Microgrenade launchers are therefore 
  treated as shotguns with GA of 10. 
   
  The caseless, muzzle-loaded 40mm Russian grenades (originally made for GP-25 and GP-30 
  grenade launchers) are virtually unknown outside of Russia. However, they are one of the best 
  choices, if you really must have a cyberlimb GL. 
  Note: due to their short barrel, the range of a built-in GL is always 1/3 of the listed for a full-sized 
  variant, and accuracy is -3. If the GL’s size is doubled (+50% cost), the longer barrel provides 50% of 
  the regular range and accuracy of -2. 
   
  No GL may take more than 50% spaces in a cyberlimb. All these are break-open designs, and 
  there’s no space for separate ammo. Loading is manual, taking double the time in case of the 40mm 
  “caseless” muzzleloader, since it has to be literally screwed into the rifling at the base of it’s barrel.  
   
  Recoil factor: the grenade launchers do pack a punch, and they do pack a kick back as well. 
  Therefore, to keep things somewhat close to realism, a recoil factor has been taken into account. It 
  may look surprisingly high, but remember that regular grenade launchers are universally shoulder 
  arms or even stationary, whereas a cyberarm mount calls for a single-handed equivalent. Some 
  grenade types, meant for automatic GLs, have a stronger propellant charge (meant to provide the 
  weapon with the extra energy required). They are often referred to as “high pressure” grenades 
  (marked with an “#” in the table below). Note: there are high pressure rounds in 40x46mm caliber 
  (meant for NATO – standard automatic GLs), however these are not used in hand-held GL, and 
  shouldn’t be pressed into use with a cyberlimb GL (even if technically possible). 
   
  Type: 
  Spaces  
  Cost  
  Recoil factor / BOD minimum 
  Militech Microgrenade 
  As 10 GA shotgun 
  12 
  25mm Militech 
  0,75 
  400 e$ 
  15 
  # 25mm Tsunami 
  1 
  500e$ 
  22,5 
  # 30mm Plamya 
  1 
  600e$ 
  27 
  40mm “caseless” 
  1 
  750e$ 
  24 
  40mm NATO 
  1,5 
  500 e$ 
  24 / 36 (#) 
   
  Note: there are other GL calibers, like the obsolete Polish 40x47mm “Pallad” system, Russian 43mm 
  “GM-94”, Chinese 35x32mm SR “QLB / QLZ” (hi-pressure) and South African 20x42mm “PAW” 
  system. However, they never reached the popularity of the above-mentioned calibers, and thus any 
  cyberlimb GL in any of these calibers must be a one-off construction. 
   
   
  Weapon mount & link 
  Another piece of hardware introduced during 2nd SouthAm Conflict, this one allows the user to 
  interface a purpose-built cyberlimb “popup” gun (anything from a one-shot Finger Special, to a 40mm 
  GL) – price is the same as for a cyberlimb weapon. It counts as a built-in for game purpose. 
  What is different is that it can be disconnected and re-connected in a moment. The mount itself is 
  usually non-regulated by law (the weapon modules are another story), and when not in use, it can be 
  covered by a special shield of cyberlimb cover material (diff. 20 to identify what’s on). Of course, when 
  a gun is attached, everything is obvious. Due to the same reason, HL is so low. 
  
   
  31
  Volume space? Length space? What the heck? 
  I know – I stated in the beginning that 1 space = 1 
  space. 375 cubic centimeters, mold them as you 
  wish. The problem is, the guns can’t be molded 
  much. The barrel has to be straight metal pipe, 
  otherwise it would be better to not have it, period. But 
  if we put a 10mm pipe thorough our standard 5x5x15 
  cm cylinder “space”, there’s a lot of empty space left. 
  Therefore the concept of length space – it eats a lot 
  of length, but not much volume. Some of it is left for 
  other applications (a magazine, for example).  
  - Mike van Atta
   
  Firearms 
  Like with the cyberarm blades, no gun can take more than 50% spaces in a cyberlimb (i.e. no gun 
  bigger than 2 spaces can be installed in an average, 4-space, BOD 6 Cyberarm), including the barrel, 
  action, magazine and whatever else. 
   
  The calculations are made for handgun rounds. Rifle cartridges are considered to be 2x as big as a 
  handgun round of the same caliber. Shotgun cartridges - except for .410 GA - are considered to be 
  rifle cartridges (and big ones!), they also produce more recoil, thus enforcing a more durable 
  construction. .410 GA are 50% bigger, and enforce 
  150% cost increase. Thus, if considering a rifle (or 
  shotgun) - caliber cyberarm gun, double the space 
  and triple the cost requirements. 
  Heavy weapon calibers, like .50 BMG, aren’t even 
  taken into account. 
  Keep in mind that the length of the round doesn’t 
  matter when barrel size is discussed, only for action 
  size. 
   
  Types of action 
  These do include minimal barrel length possible for 
  holdout weapons. The cost is calculated in 
  comparison to the ammo price in that caliber. 
   
  Barrel size: 
  You can’t cram a barrel into your arm that has caliber 
  bigger than your BODx2 in millimeters. It’s not only the 
  volume, you have to take into account other factors as 
  well (recoil absorption, heat dispersion, material stress) 
  in the problem of adapting the volume to such a long, 
  straight pipe. 
  Barrel takes 0,5 volume space per every space of length 
  in both handgun and rifle calibers (including the .410 
  GA). Shotgun calibers call for a 1 volume space per 
  every space of length. 
  Suppressed barrel (that is, one equipped with a muffling 
  shroud) takes twice as much volume spaces per every 
  space of length as normal. 
   
  Barrel costs 20% of the action’s price per every 0,5 
  length space, 60% if suppressed. 
   
  Action size: 
  Break-open / derringer. Takes 0,25 space (mulitiple 
  barrels are possible, but should be treated as separate 
  guns). Basically, a firing chamber and pin. Reliability is 
  VR. The cost is equal to 5 ammo boxes.  
   
  Revolver. 0,5 space base. In fact, it consists only of the 
  ammo cylinder and firing pin. Cycled (i.e. drum rotated) 
  by electric motor, or myomer muscle flex. Although it 
  would be possible to make a bigger diameter drum, it is 
  considered to be highly impractical. Reliability is VR. 
  Cost is 15 ammo boxes. Revolver action has the merit 
  (and flaw) of not requiring additional ammo space. 
   
  Autoloader, 0,5 space. Take note that this is the only type capable of fully-automatic fire, if designed 
  to do so. It fires from a closed bolt (like most modern SMGs), and is cycled not by it's own blowback / 
  recoil, but built-in electric motor. Reliability is ST, UR if autofire capable. The cost is 20 ammo boxes 
  for an autoloader, 60 for an autofire – capable weapon (ROF 20). 
  Aiming with cyberlmb guns 
  First of all – you can’t aim with them. Remember 
  that cyberarm weapons lack iron (or any other, in 
  fact) sights.  
  This can be easily countered by installing a laser 
  sight or a smartgun rig (normal cost). 
  If you don’t have a neural processor for 
  smartgunning, you can use the LimbLink option –
  it’s basically a stripped down smartgun module to 
  be used with cyberlimb guns (+2 accuracy – a 
  correction to the original Chromebook specs). 
  - Mike van Atta
   
  On the lasersight, it could be equipped with an 
  insert that allows you to switch target patterns for 
  different weapons(Red dot, dot with a halo, 
  crosshairs, brackets, ring sight(for shotguns), 
  etc.), more expensive ones could have color 
  patterns(red, green, blue, inside out or outside in) 
  and perhaps different colors(purple, yellow, coral, 
  could also have multiple colors that shift), just to 
  get the "style" aspect. Also, for stealth sniping, 
  you could have non-visible-light lasers(infrared, 
  ultraviolet), although you would have to be careful, 
  if your target has IR or UV in their goggles/optics, 
  because they'd give your position away, like a 
  common lasersight in fog or smoke. 
  - Snowtiger
  
   
  32
   
  Barrel length: 
  When you buy Action only, you get action only – i.e. no barrel. Unless you want your own variant of 
  High Five Palm Bomb (action only, no barrel) you need some barrel. The longer the barrel, the better 
  range and accuracy you will get. 
   
  For extra accuracy and range, a longer barrel can be installed (since it's the barrel only, it takes less 
  space, but for the purpose of determining how big the gun is, double these values). Barrel cost: +20% 
  gun cost per 0,5 space length of the barrel 60%, if suppressed). 
   
  Barrel lengths (in length spaces): 
  0,25 is holdout barrel (somewhat shorter than 2”). 
  0,5 is short handgun barrel (about 3”) 
  0,75 is long handgun barrel (about 4½”) 
  1 is Dirty Harry’s 6”.  
  1,5 goes for a SMG-sized barrel. This is the longest one you could cram in if you don’t have 
  abnormally long limbs. 
  2 is a sub-carbine barrel, 
   
   
  +0,5 space to get a proper-length handgun barrel (+15 cm). Suitable for machine pistols and short 
  shotguns as well. Keep in mind it would count as full 1 space for calculating weapon's overall size. 
  +1 space to get a barrel of a mid-sized SMG (+30 cm). 
  A carbine barrel would need +1,5 space. 
  Assault rifle-sized barrel calls for +2 spaces. 
   
  Any cyberarm gun (except for shotguns) can be equipped with a 
  silencer. It doubles space requirements for the barrel (i.e. a 1-space 
  worth of barrel is going to take 1 full space, not 0,5 as without it) and 
  triples the cost. Keep in mind that most barrels are too short to 
  effectively suppress a rifle round! 
   
  Feeding the ammo: 
  Autoloaders do use box magazines:  
  • 
  External - no space or cash cost, the gun is equipped with a conventional magazine well. A 
  magazine well can be made to accept any commercially available magazine type (e.g. have a 
  10mm autoloader, fed from Minami 10's mags) You stick a box magazine into it (or even a belt 
  canister, if you're really crazy). Advantage: doesn't take spaces, easy to reload, can be made 
  to accept any one commercially available magazine type. Disadvantage: can't be hidden (how 
  you hide a 30 -round box sticking out of your arm?). Unwieldy when in use. Belt-fed guns fall 
  into this category. 
  • 
  Internal magazine: number of bullets = 150/ caliber in millimeters per space taken, round the 
  result down. If the magazine is integral, this is the exact result. If it is detachable, reduce the 
  capacity by 10%. Integral magazines have to be refilled, whereas detachable ones can be 
  swapped for full ones (which is much quicker). Only handgun rounds can be used this way 
  (rifle 
  rounds 
  are 
  too 
  long!). 
  The 
  magazine is placed parallel to the barrel, 
  like in P90 SMG, and the bullet is 
  rotated 90 degrees just before it enters 
  the lock. Note that you can take a mag 
  that is several spaces big. The really 
  large, integral mags are usually helical 
  design, with barrel through their core. 
  Magazine rig costs 20% gun price per 
  space if integral, 25% if detachable. 
  According 
  to 
  SoF 
  2, 
  detachable 
  magazines 
  for 
  personal 
  weapons 
  (handguns, rifles, shotguns etc) are 0,5 
  e$ / round if caseless, 1e$ / round if 
  cased ammo. 
  Magazine quick calculation: 
  Derringer: no magazine at all. 
  Autoloader, external feed: no magazine. 
  Autoloader, internal feed, integral: 150 / caliber (mm) = 
  ammo capacity, round down. 
  Autoloader, internal feed, detachable: 
  [150 / caliber (mm)] -10% = ammo capacity, round down. 
  Revolver: 
  [BOD / caliber (mm)] x5 = ammo capacity, round down. 
  If the result <3, revolver feed is impossible. 
   
  For rifle calibers, halve the capacity due to big, bottle-
  necked casings. 
  - Mike van Atta
  Shotgun bores by gauge 
  Approximate values: 
   
  10 GA = 19,5mm  
  12 GA = 18,5mm 
  16 GA = 17mm 
  20 GA = 15,5mm 
  .410 GA = 10mm 
  - Mike van Atta
  
   
  33
  Revolver ammo capacity: 
  • 
  The cylinder is going to be the most limiting factor. Whereas there is a number of cubic 
  centimeters that can be fiddled with, the cylinder has to be small enough to fit into the arm. 
  Take the BOD of the limb and divide it by the caliber of the round in millimeters. Then multiply 
  the result by 5. What you get is the maximum number of bullets in the given caliber you can fit 
  in such an arm (since you can't stuff in a 6 and a half of a bullet, discard any fractions when 
  you get here). If the result was less than 3 bullets, the arm can't accept a revolver in that 
  caliber - go for a derringer. Note that obscure calibers are often used to max out ammo 
  capacity. 
   
  Range: 
  Range depends on the type of ammo used as well as barrel length. Below are general guidelines 
  (GM’s call on fine details). Keep in mind that this is the range on which you can count to hit something 
  – the projectile remains lethal on much longer range. 
  Barrel length / Ammo type 
  Handgun 
  Rifle 
  Shotgun 
  Holdout 
  15 
  20 
  10 
  Handgun, short 
  40 
  75 
  15 
  Handgun, long 
  50 
  100 
  20 
  Handgun, king-size 
  65 
  150 
  25 
  Submachinegun 
  150 
  250 
  30 
  Sub-Carbine 
  200 
  300 
  40 
   
  Accuracy 
  Due to the lack of sights, and general prevalence of concealablility over combat performance, popup 
  guns aren’t usually very accurate. Typical Accuracy is 0, -1 per every barrel length below optimum 
  (Handgun for non-autofire hangun caliber weapons, Submachinegun for autofire capable, Assault Rifle 
  for rifle and shotgun calibers), down to maximum -3. 
  A longer than required barrel gives out +1 accuracy (but no matter how much longer it is, it won’t be 
  more than +1). 
  You can add another +1 if the gun is precision made (double the overall cost). 
   
  Humanity Loss 
  Standard is 2d6 HL, my call is to add +1d6 if the weapon is autofire-capable, +1d6 if rifle / shotgun 
  caliber. 
   
  Notice 
  Standard Awareness score required to find a popup gun is 20. 
   
  Limiting factors: 
  There are two technical problems that do limit gun’s size: 
  1. Length. Barrel length (in length options) plus action’s size can’t be more than the limb’s 50% 
  space capacity. 
  2. Recoil. You’ll find the rules for recoil in Blackhand’s Street Weapons, but the general rule of 
  thumb is to not have a gun with recoil bigger than your limb can handle. Keep in mind that all 
  cyberlimb guns are, by their very nature, 1-handed firearms as per Street Weapons’ rules. 
  
   
  34
  Exotic ranged weapons as popup guns 
  While there were rules for installing firearms in your artificial shoulders in CP2020, there was a good 
  list of exotic weaponry that could prove useful in such a situation. Some of them being not even illegal. 
  But how to implement them? 
  There are two general categories: projectile weapons, and non-projectile (usually, energy) weapons. 
  Projectile ones work in a fashion similar to ordinary guns – there’s a mechanism, usually some type of 
  a barrel, and some action. It needs a magazine. However, all that stuff usually can be smaller and 
  lighter than in a regular gun, and doesn’t put as much stress on the construction (recoil, propellant 
  residue, hot gases). 
  Non-projectile are even easier to convert – no conventional action, often no barrel (just some kind of 
  an emitter) and a minimum amount of moving pieces. 
   
  Model 
  HL 
  Notice Diff. 
  Spaces 
  Cost 
  Projectile exotic weapon  
  1d6 
  20 
  0,75 for a P conc, 1,5 for a J  
  150% of the weapon listed cost 
  Non-projectile exotic weapon  
  1d6 
  25 
  0,5 for a P conc, 1 for a J conc 
  110% of the weapon listed cost 
  Note: space requirement  can be cut down by 25% by reducing ammo capacity by 50% (or 
  equivalent). 
  Note: HL can is reduced by 25% if the weapon is of non-lethal nature only (stuns / immobilizes, but 
  causes no real damage – if the weapon is capable of firing various types of ammo, assume it is of a 
  potentially lethal nature) 
   
  Some CP2020 exotic weapons I find well-suited to the use as cyberlimb weapons. Non-lethal are 
  marked with an asterisk (*): 
   
  Non-projectile 
  - HF jammer (if we consider it to be a weapon) 
  - Techtronica Microwaver I & II 
   
   
   
   
   
   
   
   
   
   
  Projectile 
  - Arasaka restraint caster* 
  - Avante needle gun, 
  - Entrex power squirt 
  - Militech taser* 
  - Mitsubishi taser* 
  - Nelspot Wombat (and other paintball guns) 
  - Pursuit beanbag gun* 
  - Pursuit stundart pistol (actually a firearm, a 
  .45 break-open...)* 
  - StreetTech Burst (a firearm) 
  - Tsunami Airhammer  
  
   
  35
   
  Neuralware Analogs of Audio / Video Options 
  I did wonder since quite a while: why you have to install yourself a cyberaudio set to get an 
  implanted walkie-talkie, i.e. Radio Communicator? Sure, for augmented hearing you need cyberaudio 
  – your Mk.1 ears aren’t capable of hearing ultrasounds, nor of dampening a level of a sound too loud. 
  But radio? If your nerves are wired (thanks to Neural Processor), all you need is to add a radio to it. It 
  will feed off your nerves… and to your nerves. No need for bulky, HL-consuming cyberaudios / optics. 
  Still, you have to remember, not all options can be made equivalent. Infrared, for example, can not: it 
  is a specialized sensor / receptor that sees spectrum normally nor accessible for a human eye. You 
  don’t have it, you don’t have the IR vision. 
  Some options are capable of feeding data from audio / optics (recorders, cameras, and the 
  like). Those are a tricky business. While they have no problem with registering the info from your 
  nerves, your eyes and ears may be giving data of inferior quality. For example, if you are near-sighted, 
  all images of distant objects are going to be blurred. Why? Because the cameras (your eyes) are 
  faulty, and they give out bad vision! Of course, in 2020+ getting your eyes / ears repaired and brought 
  to more or less perfect state is something medical science is capable of. Of course, even if you are 
  going to let a scalpel- (or rather, laser) wielding, knife-happy medic meddle with your eyes (eeeck!), it 
  isn’t guaranteed that you’ll receive a 20/20 vision (remember Tiger’s problem in “Burning Chrome”? He 
  finally gave up and bought a pair of cheap cybereyes…). 
  The Rules: First, since we’re well used to the idea that you need Cybeoptics / Cyberaudio to 
  get any of these options, I suggest to make it a song of the future. In 2020 it isn’t invented / available 
  yet, but I think it’ll become popular in the future, so you can begin to slowly introduce such tricks in 
  time. 
  You need a neural processor to have any audio / video analog installed. The recorder options 
  (cameras, voice recorders, etc) will need an chipware socket or interface socket to hold a chip they’ll 
  be recording onto. The rest of the stuff is being built into the processor itself, much like Linkages or 
  Pain Editor, or Tactile Boost – mere coprocessors. The number of co-processors you can have built 
  into your processor isn’t limited. 
  Cost is 200% of the equivalent option’s listed cost, HL is the same as listed (after all, you get 
  the same ability, just in a different way). So, a Radio Link (100e$, 1 HL in a cyberaudio version) will be 
  200e$ and 1 HL (Neuralware version). 
  Below, you will find a list of possible Neuralware Analogs of Audio / Video options. Those 
  marked with an asterisk can be hampered by poor hearing or bad eyesight. Remember that a 
  Wearman will require a chipware socket / interface socket to house the music chip! 
   
  Audio: 
  Radio Link 
  Phone Splice 
  Scrambler 
  Bug detector 
  * Voice Stress Analyzer 
  Wearman 
  Radar detector 
  Homing tracer 
  Tight beam radio link 
  Wide band radio scanner 
  * Micro-recorder link 
  * Digital recording link 
  Optics: 
  * Targeting Scope 
  Times Square Marquee 
  Times Square Plus 
  Video Imager 
  * MicroVideo 
  * Digital Camera 
  * Dodgeball 
  * VideoCam / Transmitter 
  Time/Date Display 
  Cyberoptic Compass 
  * Live Feed optic 
   
  Nanotech of the world 
  Nano’s from the various places in the world can’t be dealt with using these rules – you could 
  apply the typical modifiers, but that wouldn’t be making any sense.  
  The only difference mentioned by the sourcebooks is in price – nanotech in the orbit is at least 
  10% cheaper than groundside. Also, in the orbit new nano’s are more likely to be available. 
  To make more differences and add flavor to the nanotechnology, use the Universal 
  Effectiveness’ Rule described in the next chapter. 
  
   
  36
  Universal Effectiveness’ Rule 
   
  Every increase of effectiveness by 1% raises the cost by 2%. 
  Every decrease by 1% lowers the cost by 1% 
   
  Okay… What is Effectiveness Rule? 
  It is a catch-all, simple (and thus lacking the finer points) rule for creating modified cyberware in 
  CP2020. Originally, I meant it as a universal principle for Cyberwares of the World. But I found it to be 
  too generic, too blunt (as I said, it lacks finer points) and completely not fitting into pre-established 
  practice for local variants of cyberware. So I present it here as an optional, supplemental rule that will 
  allow you twitching and fiddling with all kinds of cyberware, including those – like Implants or Biotech 
  (and Nanotech) that I hadn’t dealt with. 
   
  What is effectiveness? Well, it is the bonus that a particular cyberware does provide. That’s the basic 
  understanding. However, all specifications listed are subject to the rule. 
  For example, if we have a Toxin Binder (+4 vs. toxins, 1d6/2 HL, 3000e$), it has also money cost and 
  Humanity cost. We can alter the Humanity cost, and / or the bonus added to BOD in case of 
  poisoning. This would be affecting two different types of effectiveness. And it will affect the money 
  cost. 
  We can make either superior Toxin Binders (+6 vs. toxins, that is +50% effectiveness in that area) or 
  inferior ones (+2 vs. toxins, i.e. -50% effectiveness in that area). 
  Why I am speaking about Areas? Because all listed characteristics of cyberware have to be taken into 
  account (apart from price, which is treated separately). So, we have Effect (+2) and HL (1d6/2) here, 
  each counting as 100% of their initial value, for a total of 200% (a cyberarm would have much more 
  characteristics: BOD, SDP, Spaces, Damage dealt, Humanity – a total of 5x100% to be potentially 
  altered). But since we change only one of these, by 50%, it means a ¼ change on the whole biotech 
  (+25%). Since 1% increase of overall effectiveness requires 2% increase of price, our sample Toxin 
  Binders will be 50% more expensive.  
  Effect: Toxin Binders II, +6 vs. poison, 1d6/2 HL, 4500e$. 
   
  Humanity can be a little tricky. When the HL has a fixed value, it isn’t a problem. If it is rolled, a +/-1 on 
  a d6 roll becomes a potentially 16,5% difference. I suggest that a following scale should be used:  
  +/-1 (16,5% alteration), then +/-2 (33% alteration) then +/-1d6/2 (50% alteration). Of course, if we have 
  an implant with a 2d6 HL and we want to knock 1 point off the total, it becomes an 8,25% alteration. 
  Pay attention to that! 
  Minimal HL is 0. Under no circumstances should a cyberware allow regaining Humanity thanks to a 
  negative value of a roll! 
  Also, I suggest to not allow changes bigger than +/-50% in any characteristic of a cyberware. 
   
  Warning: as I wrote above, these rules are crude, heavy-handed guidelines. Use them with caution. 
  The guidelines I applied to general Cyberwares of the World could have been used to create (as a 
  logical result of an application) things like NuTek neuralwares, for example, or Brazilian cyberarmors. 
  The reason why they weren’t is that I couldn’t find a rational explanation to how such an interface or 
  torso plate would look like, and work like.  
  You could easily create dozens of cyberware variants using Effectiveness. But before you do, you 
  have to think about whether they would be realistic! 
  Designing Cybertech in game 
  Sometimes, a player character with Cybertech skill high enough would like to upgrade or even build 
  something from scratch. While it is difficult, it is also possible. Here, I give some sample Difficulty 
  values effectiveness. Note that reducing effectiveness is still a problem – you want to tune the implant 
  down so it will be cheaper (or you could stress other abilities up, later), but still working! 
  Difficulty: 
  Modification: 
  Easy 
  +1% / -2% 
  Average 
  +3% / -6% 
  Difficult 
  +5% / -10% 
  Very Difficult 
  +10% / -20% 
  Almost impossible 
  more than +10% / -20% 
   
  
   
  37
  EMP hardening 
  Standard cyberware is not shielded against EMP, microwaves and similar unpleasantness. Such 
  shielding can be obtained and included into the wares, although this is expensive. I'm going to use 
  FID's EMP rules here: 
   
  Level 0 is just that: no hardening. And this is free. 
  Level 1 are electronics hardened for use in heavy EMP environments, loads of radio transmissions, 
  and such (industrial grade or expensive cybertech can be provided with this upgrade built in). It costs 
  about +100% of the cyberware (or equipment, as this applies there too) cost, no spaces. It stops up to 
  200 rads. 
  Level 2 are LEO-certified cybernetics (they can be safely used in space). Cost is about +200%, and 
  this can stop up to 500 rads. 
  Level 3 is military grade, EMP-hardened cyberware. The cost is +800%, or even more - and it 
  depends on where exactly did you managed to get it. It can stop even up to 1000 rads (the 
  technologies used there were invented during the Cold War, to save own electronics in times of 
  nuclear world war). 
  Note: level 4 hardening exists as well, but it’s not presented here, since it’s too bulky to be used on 
  cyberlimbs 
   
  Special Cases 
   
  There are some types of cyberware that aren’t widely used… well, it’s questionable whether they’re 
  available at all. Whether they exist, in fact. As for now, there are two such types: Biomechanical 
  cybernetics (from When Gravity Fails sourcebook) and Modular cybernetics (from King of Concrete 
  Jungle adventure book). Both these types are more technologically advanced than what we’re used to 
  in 2020, so it’s up to GM whether to introduce them, or not. 
  There are also two types of cyberware (optical chip systems and NOFAR compression systems) from 
  Cybergeneration: MediaFront. These shouldn’t even exist in 2020, but are presented here too, if just 
  for completeness sake. Note: IMHO, both NOFAR and optical chips should be treated as +100% 
  effectiveness boost, these are just the tech-talk to justify the bonus. 
   
  Biomechanical cyberwares: limbs, optics, audios and vocoboxes are available in this technology. 
  Also, linear frames in this technology do exist (however, linear frames are not covered in Cyberwares 
  of the World). For full dscription of what biomechanicals can and cannot do, read When Gravity Fails 
  sourcebook. Here, I’ll only say they are far superior to standard ones, and whether they might seem 
  similar to NuTek technology, biomechanicals outclass these too. Note that HL s always the minimal 
  amount that could be rolled out (i.e. a 2d6 HL biomechanical arm will always have HL of 2). 
  Type 
  SDP 
  HL 
  Damage 
  Spaces 
  Price 
  Biomechanical limbs 
  special 
  minimal 
  100% 
  1 
  200% 
  Biomechanical sensory organs 
  NA 
  minimal 
  NA 
  50% 
  200% 
   
  Optical chip systems: optical and audio cyberware (as well as some data-processing options, 
  including computers, but no cyberspace decks) can be made in this technology. Optical chips are 
  faster than silicon-based standard ones, and thus provide +1 to all actions involving their use. Keep in 
  mind, however, that they are also more fragile, and if treated roughly there’s 50% chance of 
  malfunction (but that’s hard to meet with sensory cyber…) 
  Type 
  HL 
  spaces 
  price 
  Notes 
  Optical chip-based sensory 
  organs  
  +1 per die 
  100% 
  200% 
   
   
  NOFAR compression systems (for No-fault Fuzzy Analog Replication) – the new standard of audio / 
  video compression, NOFAR can be used in cyberoptics, cyberaudio and computers, as well as cyber 
  A/V equipment (still cameras, movie cameras, etc) for a +1 bonus. This can be combined with Optical 
  chip technology for a cumulative bonus of +2, with a total cost of 300%. 
  Type 
  HL 
  spaces 
  price 
  Notes 
  NOFAR Compression sensory 
  organs  
  +1 per die 
  100% 
  200% 
   
   
  
   
  38
  Modularware (modular cybernetics, from King of the Concrete Jungle adventure) – this stuff has been 
  developed in Canada, and is illegal in the US, EU (except for France). Modularware is completely 
  made of electro-mnemonic ceramics and plastic, and it is well-suited to operate in the freezing cold of 
  the North, not to mention it is almost undetectable by regular means of cyberware detection (although 
  Arasaka Scanway detectors are often reprogrammed to point it out). Modularware can reshape in 
  response to a proper control signal, coming from an option package (subprocessor). Modularware 
  cannot be used to construct Full Body Conversions. 
  Note: surgery is CR in every case, and failure costs the subject 1d6 REF and BOD. 
  Note: IMHO, it is an overpowered, munchkin piece of gear, without any real basing in the C-punk tech 
  level. I wouldn’t allow it in my games. 
  Type 
  SDP 
  HL 
  Damage 
  Spaces 
  Price 
  Notes: 
  modular limbs 
  100% 
  75% 
  100% 
  50% 
  133% 
  SP 25 
  Modular torso 
  100% 
  25% 
  - 
  25% 
  20% 
  SP 21 
  Ceramic Jaw & Skull module 
  - 
  1d6+1 
  - 
  1 
  1500e$ 
  SP 12 
   
   
  Power supply: 
  Let’s face it: cybernetics isn’t going to run on wishful thinking. It needs electric power. And a lot 
  of it. Calculate battery or fuel cell 1 per cyberlimb, or 2 partial limbs, or 4 independent hands / feet. 
  Four are needed to power an internal skeleton, but most other cybernetics are going to run on a 
  single, common battery All the limbs come with space for 1 power source (torso with two) of one given 
  type (if you bought hydrogen-powered arm, you cannot use batteries). Additional power cells can be 
  built in, each taking ½ space and no HL cost. Those additional energy sources can be of different type  
  Note that the lasting power time for the power cells is given with normal amounts of activity, 
  which is medicorely active life in city limits, with a rather low amounts of intensive movement (like 
  sports). Some times of activity use a lot of energy (fighting, running) and can wear down the power 
  source much quicker (often to as low as 25% normal activity time). On the other hand, if you do almost 
  nothing except lying down in your bed and reading books, your batteries will last much longer (often to 
  as much as 200% normal activity time).  
  There are two main ways of dealing with the problem: 
  1. Compressed hydrogen fuel cells used as energy source. Theoretically, they last for a month, 
  although if the cybernetics in question sees a lot of activity, it can wear sooner. In military applications 
  it is used to change these weekly. When the hydrogen runs off, there is no longer electricity to power 
  the implant, and it falls like a marionette with cut strings. This method of powering is also quite 
  expensive, with 100e$ /cell. A side effect of using hydrogen fuel cells is that they produce water 
  vapour. However, the amounts of the vapour from such small cells are negligible. 
  2. Rechargeable, advanced Nickel-metal hydride batteries, heavy-duty models (only the very old 
  cyberware uses now-obsolete Lithium-ion batteries), they have almost no „memory effect”. Their cost 
  is comparable to fuel cells, but don't need replacing so often. As they wear down, they should be 
  replaced once a year, but some people use theirs for 2-3 
  years and feel okay (although they're known to have "short 
  breath", i.e. low amounts of energy available, as the 
  battery’s capacity eventually degrades). However, they are 
  reloadable - one hooks up to power line, and recharges his 
  batteries. It takes 4 hours with 220V current (6 with 110V) A full load in the batteries is enough for 72 
  hours of normal activity. Next 72 hours the cybernetics in question remains active, but gradually losing 
  power, which leads to loosing performance Used mostly in civilian models. Each one costs 100 e$ as 
  well. 
  3. Nuclear batteries (or N-cells, from hereon). These old-fashioned microminiaturised 
  thermonuclear power cores are about the size of a normal D-Cell battery, but are known to keep in 
  functional condition for several years on end. Because of a built-in radiation shielding (a thin layer of 
  lead-and-gold sheets just under the outer shell of the cell, with an RSP of 25*), they have a minimal 
  radiation signature even in normal usage, yet the dosage of radiation in this case is not powerful 
  enough to cause any actual damage to neither organic or any kind of electronic systems. However, if 
  an N-Cell is damaged enough for the shielding to be punctured, a 10 millirad (1/1000th of a rad, 
  according to Deep Space a human can safely cope up to 50 rads without adverse effects) radiation 
  dosage per minute is inflicted to any being within one meter of the punctured N-cell. This damage 
  stops as soon as the N-Cell is disposed of or removed from the vicinity of the affected beings.. These 
  do cost 2500e$ apiece, and are usually replaced every 5 years. 
   
  Batteries lose about 14,5% capacity per 
  year, or about 1,2% per month. However, it 
  is not likely to affect gameplay. 
  - Mike van Atta
  
   
  39
  * Radiation rules in Deep Space, have been used there so an RSP 25 means that the shielding will cut 
  down 25 rads per turn, which is well enough to protect even an unshielded person from radiation 
  effects, when working with N-Cells. If the cell becomes punctured, the shielding will not work.  
  Note: as there was a long dispute about nuclear – powered ‘borgs, and most of opinions 
  stated that such things are well above of what is usually considered reasonable tech level for 2020 
  (or even 2030) campaign. The N-Cells are presented here only for completeness ‘ sake, and as 
  such are absolutely optional thing. 
   
  Taking damage 
  Cyborgs don't feel pain, do they? 
   
  The answer is: "no, 
  they don't". Or at least – 
  their cybernetic parts do 
  not. You can disconnect the 
  pain receptor interface. You 
  will feel hits, pressure, and 
  so on, but it wouldn't cause 
  pain. 
  However, it doesn't 
  mean your cyberlimb can 
  take hits without adverse 
  effects until it shuts down. 
  No. On your flesh parts, 
  wounds can incapacitate 
  you because of pain, shock, and blood loss. But even if you're really hard (or simply drugged), tough-
  as-nails, and you laugh at pain, you will be affected with wounds. Shattered muscles can't flex very 
  well. Cut strings will immobilize whole limbs. Cut nerves won't transmit impulses further. 
  And the same is with cybernetics. Bullets and blades do penetrate the hide, but in reality they 
  don't do abstract "damage points". They sever neural transmission 
  wires, cut the metal/plastic/composite strings and shatter hydraulic 
  pistons / myomar muscles. Which means you can't use the damaged 
  body parts as well as if they weren't damaged... The system provides 
  us with the threshold point where a cyberlimb becomes non-
  operational – 2/3 of its total SDP value. However, it’s not like it works 
  perfect until that point, and shuts down after it has been reached. The 
  efficiency loss is a gradual process. 
  To make it easier, think of it as an equivalent to human wound 
  levels. Simply, there are more “wound boxes” on a cybernetic body 
  part and there are no such things as pain, shock, and blood loss 
  (however, put a damaged cyberlimb in water, and a short circuit is 
  quite likely…).  
   
  Cybernetics and Ageing 
   
  How can cybertech be used to elongate a person’s living, and reduce ageing effects? We 
  have loads of cyber, made for combat, lots of performance enhancements, but what about cyber-
  geriatrics? 
   
  Somebody could say that we do not have ageing rules. Wrong: there are such, thanks to Vim van 
  Gruisen’s point-based character generation system, available from Blackhammer’s Datafort: 
  Characters have to check for aging effects at years 25, 28, 31, 33, 35, and for every year thereafter, 
  twice for each year over 40. For each test they had to pick a physical stat (REF, MA or BODY - you 
  can add STR if you use that). Then roll a D10, if you roll equal to or lower than that stat, lower it by 
  one point. 
   
  Ageing is a complex process, and I’m not a gerontologist. However, as you can surely 
  observe, the point is that the people become less and less fit – not as strong, as dexterous, as fast as 
  they used to be. Their joints aren’t that flexible, their muscles that strong, their hearts can’t pump blood 
  How do we determine “wound” levels?  
  We do divide the "still working" SDP into 3 parts. 
  Part one (up to 1/3 "working" SDP lost) - "warning!". No adverse effects - backup 
  lines do compensate the damage. Equivalent to a light wound on a human being. 
  Part two (up to 2/3 "working" SDP lost) - "malfunction...". -1 to all actions with this 
  limb (not -2, since pain is not a factor here). Equivalent to a serious wound. 
  Part three: (between 2/3 and "disabled") - "system critical". 50% reduction of all the 
  stats for tasks performed with this body part. Equivalent to a critical wound. 
  Part four: "disabled" level achieved - "system shutdown..." – equivalent to a mortal 
  wound. 
  Fractions are rounded up - first in "warning", than in "critical" levels, if 
  needed - in favor of the cyborg. 
  - Mikael van Atta
  Example: your standard-issue 
  cyberarm SDP 20/30. So, we 
  have the "disabled" level made 
  at 20 (21 damage and you 
  have it disabled). 
  Divide the remaining 20 by 3 = 
  6,66(etc). Not good... but round 
  up, and we have 7 "scratch", 7 
  "damaged" and 6 "critical" 
  points of SDP. Clear? 
  
   
  40
  so well, etc. But “metal is better than meat” – a 
  cybernetic heart is not going to degrade the 
  same way as a meat one would.  
  Something else to keep in mind - a lot of 
  aging is in the brain, not simply the body. As 
  those receptors get older and change (due to 
  changes in the neurochemistry) the person may 
  need their cyberware adjusted, or in some cases 
  adjustment might not even be enough. More 
  importantly - if Grandpa has Parkinson's, having 
  musculature and reflexes that make him faster 
  and stronger will be WORSE, not better. If his 
  nervous system is better but his brain (myelin sheathes, etc) is sending out bad signals, that just 
  means that when he twitches, things (including his body) are more likely to get broken. Of course, a 
  co-processor that prevents or at least reduces the twitches would likely be useful. Perhaps an another 
  chip for Gramps’ neural processor. 
  I'm not sure how many problems of aging 
  would be solved or helped by standard cyberware, but I 
  suspect there will be a whole new category of 
  cybernetics dedicated to holding at bay the ravages of 
  time for the lucky few that can afford it. Cyber-livers, 
  kidneys, hearts, stomachs, and lungs will be commonly 
  used to replace failing organs of those who want 
  something better than a stock replacement when the 
  old part wears out. MBL will probably be used to 
  combat osteoporosis - or exoskeletons for the more 
  extreme nano will probably be developed (or at least 
  tried) to remove accumulated poisons, undo wear and 
  tear, and fortify joints, ligaments, and other soft tissues 
  that degenerate with the years and miles on an old, old 
  chassis. The question then becomes, once a person 
  has spent a fortune on keeping the body intact (and 
  biosculpt to look the part) how long before the brain 
  itself (the most complicated, delicate, and poorly-
  understood component) stops being able to interface 
  with all those fancy modifications? 
   
  Them Rules 
  There are two general categories of ageing-affecting cybernetics: 
  - stuff that reduces ageing, that means – loss of performance. For example, loss of dexterity, physical 
  fitness, and so on. This gives you bonus on ageing rolls. 
  - Stuff that delays ageing, i.e. you don’t have to make these ageing rolls that soon, just like you were 
  younger than you are. 
   
  Cyberware that reduces ageing: 
  Note: you test against your flat, natural stat. The boost itself isn’t 
  going to “age” and therefore be lost.  
  - REF: ref boost (Deep Space): every time you test your Ageing 
  Effect on REF, add the boost level (usually +2) to the roll result. 
  Improved neural pathways will keep your coordination higher than 
  for other people of your age. 
  - BOD: muscle & bone lace: every time you test your Ageing Effect 
  on BOD, add the boost level to the roll result. As described in 
  Listen Up You Primitive Screwheads, this does not only enhance 
  your muscle, but also cover your bones and joints with a layer of Kevlar fabric, preventing breaking 
  and joint degeneration (no arthritis, yuppee!). 
  - MA. It’s basically due to degradation of your muscles and overall fitness – therefore I’d say Muscle & 
  Bone Lace should apply here as well.  
  - Euro BioEngineering Permanent Stat Increase: work in analogical way. 
   
  I work in a nursing home I see the effects on the 
  elderly. I would really hate to see an elderly 
  person who has dementia, that has cyberlimbs, go 
  crazy. I have seen people go for days without 
  sleeping and these are people who are like 90 
  years old. Yes they get given drugs but they shrug 
  them off like it was nothing. and when they go 
  crazy, I tell you they get some amazing strength 
  from somewhere. 
  - 
  Shakalina
   
  In 2020, such a person would have performance 
  inhibitors (hardware or software) installed in their 
  cyberware. Therefore they wouldn't be any 
  stronger than ordinary people with meat limbs. 
  Remote disablers aren’t a good option – a sudden 
  switch-off could lead to a possibly dangerous 
  injury. 
  - Mike van Atta
  Is metal better than meat? 
   A problem that isn't talked about much (a shameful 
  secret of some nursing homes) is the fact that (for 
  example) silicone outlasts flesh. When Grandma is in the 
  advanced stages of dementia but still has DD teenage 
  breasts, you'd better hope you put her in a home where 
  she'll be treated well... this problem has resulted in 
  lawsuits already, I don't expect it'll get better in the "brave 
  new world" of CP2020. 
  - Stray Catalyst
  Pretty likely what we see as 
  “performance enhancing” in the 
  game, are basically treatment 
  cyber for different age related 
  illnesses that someone found to 
  have a enhancing effect on healthy 
  adults. 
  - Hobgoblin
  
   
  41
  Cyberware that delays ageing: 
  This stuff makes your body to skip some years. For example, if a cyber is listed to substract 1 year 
  from your age, you count as being one year younger for the purpose of ageing rolls (e.g. roll in year 
  26, instead of 25, 29 instead of 28, etc). 
   
  Artificial limbs. If you have some limbs replaced with cyberware, your metabolism has less burden to 
  bear, and thus your body is likely to last longer. 
  - 
  Full cyberlimbs: -1 year for each 2 (or equivalent). 
  - 
  Partial limbs: -1 year for each 3 
  Independent arms / feet: -1 year for 4 pieces. 
   
  - 
  · Artificial organs (applies only to cybertech, not biotech): these do not age and weaken with 
  your body. A properly maintained cyberheart is going to work perfectly much, much longer 
  than a biological one, and isn’t prone to heart attacks. There’s no risk of cancer in these 
  organs as well. 
  - 
  Artificial heart, lungs, liver: -1 year each. 
   
  Nanotech: these work for the whole organism, not only acting in emergency situations, but also 
  keeping the organism healthy. 
  - 
  Hemological replacement: -1 year 
  - 
  Anti-plague nanotech: -1 year 
  - 
  Diet-mite: -2 years 
  - 
  Enhanced antibodies: -2 years 
  - 
  Toxin binders: -2 years 
  - 
  Nanosurgeons: -3 years 
  - 
  Nomad full-spectrum booster: counts as nanosurgeons, toxin 
  binders, enhanced antibodies and anti-plague nanotech all in 
  one, i.e. –8 years. 
   
  Note: 
  There are some types of cyberware that should aggravate ageing 
  effects, since they push the body beyond it’s limits without providing 
  extra means. These can have a reverse effect: 
  - 
  Kerenzikov Boost, increases ageing effect on REF, so does 
  Boostmaster. 
  - 
  Adrenal Booster accelerates ageing by +1 year (a normal 
  human experiences adrenaline rush pretty rarely, whereas one 
  with Adrenal Booster can call in his/her all-out 3x a day). 
  - 
  Any type of boosted metabolism (like the Sabre Serum from 
  Interface, or Boosted / Overdrive Metabolism from Hound’s 
  Blackhammer Datafort). Refer to each of these item’s specific 
  rules. 
   
  So, when it starts to affect me? 
  Pretty simple: as soon as you get it. If you got Nanosurgeons at the age of 18, it will delay your ageing 
  rolls from then on. It’s a little troublesome when we deal with character generation. First of all, there 
  are dates in Cyberpunk Chronology, pointing when the stuff became generally available (eg.  
  No nanotech was commercially available before 2013). My general rule of thumb says also that 
  something isn’t listed in the main book, it wasn’t available before, let’s say, 2018. 
  Of course, this is the GM’s decision on when exactly the cyber in question became available, and then 
  when the character had a chance to get it. 
  Ageing and drug abuse 
  Since we’re at it… 
  Some drugs (or other factors) 
  can cause a permanent stat 
  reduction. If such a person lives 
  to the point where their organism 
  begins to show the effects of 
  ageing, things are going to get 
  messy: you test against your 
  original stat value (i.e the one 
  not reduced by drugs / other 
  factors, although reduced by age 
  if that already had place), but 
  should a reduction occur, you 
  reduce both your original value, 
  and the one you currently do 
  have 
  (including 
  reductions 
  caused by drugs). 
  - Mike van Atta
  
   
  42
   
  Cyberware brand names 
  Below, you’ll find several sample names of 
  various manufacturers, divided into categories. Note, 
  however, that “technology” isn’t tied to a 
  geographical location. While Russian cyberwares 
  are produced mainly in Russia (and former Eastern 
  Bloc), they’re just big, tough, somewhat primitive 
  cyber. And cyber matching these guidelines is 
  produced in many places of the world. 
  If you don’t like the table (can be used as a 
  random table with a d10) given below, invent your 
  own. After all, it’s meant only as a method of adding 
  some flavor. A cherry on a cake. 
   
  Standard 
  1. 
  IEC (International 
  Electric Corporation) 
  2. 
  Raven 
  Microcybernetics 
  3. 
  Arasaka Neotech 
  4. 
  Militech Cybernetics 
  5. 
  Motorola 
  6. 
  Modernbody 
  7. 
  Hillard Corporation 
  8. 
  Daimler-Benz 
  9. 
  Ericsson 
  10. Panasonic 
   
  Soviet 
  1. 
  Rostovic 
  2. 
  Sukhoi CyberWares 
  3. 
  Lomo 
  4. 
  PCT (Polish Cyber 
  Technologies) 
  5. 
  Mexican Metals 
  6. 
  HSW (Huta Stalowa 
  Wola) Poland 
  7. 
  CZ (Ceska Zbrojovka) 
  8. 
  SRC (Soviet Resale 
  Cyberware) 
  9. 
  IRE NASU 
  10. Tyco Electronics 
   
  Chinese 
  1. 
  CCMIC 
  2. 
  Yang Ming 
  3. 
  Radio Shack 
  4. 
  Ono-sendai 
  5. 
  Bintang 
  6. 
  KraftMatrix 
  7. 
  Samsung 
  8. 
  HKC Electronic 
  9. 
  Coby International 
  10. Shenzen L*Time 
   
  Japanese 
  1. 
  Mitsubishi 
  2. 
  Sony 
  3. 
  Samsung 
  4. 
  Hitachi 
  5. 
  Microtech 
  6. 
  Nikkon 
  7. 
  Kiroshi 
  8. 
  StrykerTech 
  9. 
  Hosaka 
  10. Hyundai 
   
  European 
  1. Daimler-Benz 
  2. Telefunken 
  3. Blaupunkt  
  4. Saab-Bofors 
  5. Thomson 
  6. Nokia 
  7. Electrolux 
  8. EBM (European 
  Business Machines) 
  9. Phillips 
  10. Zeiss 
   
  Brazilian 
  1. 
  Belo Horizonte 
  2. 
  Cyphire 
  3. 
  Bodyweight  
  4. 
  Cobretti Cybernetics 
  5. 
  Sons of Alessi 
  6. 
  ANS (Advanced Neural 
  Systems) 
  7. 
  Stryker 
  8. 
  Actaris LTDA 
  9. 
  Girardi & Cia 
  10. Spider Tecnologia 
   
  Outdated  
  1. Biodyne 
  2. IEC 
  3. Modernbody 
  4. DermaTech Inc. 
  5. General Products 
  6. AuraSound 
  7. Medtronics 
  8. Synthes Switzerland 
  9. J&J (Johnson & 
  Johnson) 
  10. Life Vision 
   
  Skeletal 
  1. Storm Tech 
  2. Adrek Robotics 
  3. SyCust 
  4. Nexus Robotics 
  5. Lead's 
  6. Life Vision 
  7. Cyberdyne 
  8. O.R.Marco 
  9. X-treme Technologies 
  10. Hyperion 
   
  Orbital 
  1. Utopia 
  2. Replitech 
  3. Mitsubishi 
  4. Kiroshi  
  5. Paradigm Robotics 
  6. Biomarine 
  7. TerraNova 
  8. StellarFox 
  9. Hyperion 
  10. Gestalt GMBH 
   
  NuTek 
  1. mindWire 
  2. Modernbody 
  3. In Finty Technologies 
  4. RGA (Revolution  
  Genetics of Antarctica) 
  5. Wyzard Technologies 
  6. Cyclops International  
  7. Fox Industrial 
  8. SyCust 
  9. Pacesetter 
  10. Maas Biolabs 
  Man: "Oh, you have a Ferrari cyberarm. I thought I 
  recognized that shade of red not to mention that logo 
  it has near the elbow. How much did you pay for it?" 
  Woman: "I'd rather not talk about that, but I can say it 
  was rather Expensive."  
  -Snowtiger
  
   
  43
  Come! We have them all: 
   
  The Cyberwares of the World 
   
  Japanese cybereyes, Russian 
  cyberarms, Orbital cyberlegs… 
  Also, outdated wares (right from 
  our bargain bin!), cheap Chinese 
  stuff, and a few other ideas! 
   
  “We have it all. 
   It’s a modern city.” 
   
  This long-promised companion booklet for 
  CheapFBC covers regional variants for 
  cyberlimbs, cyberoptics, cyberaudio, 
  vocoboxes, implanted armor and neural 
  cybernetics, along with hints on how to 
  make almost any regional variant to 
  existing cyberware… 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Cybernetics - Cyberwares of the World 1.5 by Van Atta.pdf