TEXT: TASK/ATTACK TO HIT NUMBERS
  DIFFICULTY OF TASK, SHOT OR OPPONENT
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  5
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  6
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  7
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  8
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  10
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  12
  14
  15
  16
  17
  18
  19
  20
  11
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  12
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  13
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  14
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  15
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  17
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  18
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  19
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  EASY
  P. BLNK
  AVERAGE
  CLOSE
  DIFFIC.
  MEDIUM
  V. DIFF.
  LONG
  N. IMPOSS
  EXTREME
  The Task/Attack Table can be used to speed up  
  combat or actions for NPC’s or player characters.
  For NPC’s:
  1) Decide the level of NPC’s Stat in the required area of 
  expertise (see Opponent Rating Table).
  2) Decide the NPC’s level of Skill. (O.R. Table)
  3) Add the total together and compare this value to 
  the left side of the table. Use the top of the table to                
  determine the range or level of task difficulty. The cross 
  indexed number is the 1D10 roll needed to succeed.
  For Players:
  1) Write down major Skill/Stat combinations (Awareness, 
  weapon skills, etc.) for all players in the game. Use the 
  table to tell players the 1D10 roll needed to succeed.
  Using the Task/Attack Table
  GRENADE MISS TABLE
  ROLL 1D10 IF GRENADE THROW MISSES, THEN ROLL 
  A SECOND 1D10 FOR METERS FROM TARGET SPACE.
  10
  7
  8
  9
  5
  TARGET
  6
  2
  3
  4
  1
  Copyright © R. Talsorian Games 2018. All Rights Reserved
  OPPONENT RATING 
  TABLE
  DIFFICULTY
  MODIFIERS
  DRUGS & POISON
  MICROWAVE EFFECTS
  ADD TO DAMAGE
  Type
  Effect
  Damage
  Hallucinogen
  Confusion
  -4 INT
  Nausea
  Illness
  -4 REF
  Teargas
  Tearing
  -2 REF
  Sleep Drugs
  Sleep†
  None
  Biotoxin 1
  Death
  4D6
  Biotoxin II
  Death
  8D6
  Nerve Gas
  Death
  8D10
        †Half effect is drowsiness, -2 to all stats
  MICROWAVER SIDE EFFECTS
  1
  Cyberoptics short for 1D6 turns
  2
  Neural pulse! If character has interface 
  plugs, reflex boosts or other hardwiring, 
  REF stat reduced by 1D6/2 permanently 
  until repaired.
  3
  Cyberaudio shorts for 1D6 turns
  4
  Cyberlimb malfunction: Lose all use of 
  cyberlimb for 1D10 turns. Roll 1D6 for 
  limb, rerolling if no limb present.
  1-2....Right Arm
  3........Left Leg
  4........Right Leg
  5-6....Left Arm
  5
  Total Neural breakdown! Character 
  reduced to twitching, epileptic fit for 
  1D6/3 turns.
  6
  No Effect
  Strength 
         Add to Damage
  Very Weak ........................................ -2
  Average ........................................... +0
  Strong ............................................... +1
  Very Strong ......................................+2
  Body Type 11-12 ..............................+4
  Body Type 13-14 .............................+6
  Body Type 15+ ................................+8
  Complex Repair ................................. +2
  Very Complex Repair ........................+4
  “It’s Never Been Done Before.” ......+5
  Don’t have the right parts ................ +2
  Don’t have the right tools ................ +3
  Unfamiliar tools,  
  weapon or vehicle .............................+4
  Under stress ........................................ +3
  Under attack .............................+3 to +4
  Wounded ...................................+2 to +6
  Drunk, drugged or tired ...................+4
  Hostile Environment .........................+4
  Very Hostile Environment ...............+6
  Lack of instructions for task ........... +2
  All the other characters  
  are “kibitzing” while you’re 
  trying to do the task .......................... +3
  Has never performed 
  this task before....................................+1
  Difficulty Acrobatics involved ........ +3
  Very Difficulty Acrobatics
  involved ...............................................+4
  Impossible Acrobatics involved.....+5
  Information hidden,  
  secret or obscure ............................... +3
  Well-hidden clue secret door,  
  panel, etc. ............................................ +3
  Complex program ............................. +3
  Very complex program ....................+5
  Complex lock ...................................... +3
  Very complex lock .............................+5
  Target on guard or alerted.............. +3
  Brightly lit area ................................... +3
  Insufficient light ................................. +3
  Pitch Blackness ..................................+4
  Trying to perform secretive task  
  while under observation .................+4
  LEVEL OF STAT
  Level 
  Stat
  1-2 
  Poor
  3-4 
  Below Average
  5-6 
  Average
  7-9 
  Above Average
  9-10 
  Exceptional
  LEVEL OF SKILL
  Level 
  Skill Rating
  1-2 .......................................Novice
  3-4 .................................Unskilled
  5-6 .................................... Trained
  7-8 ...........................Professional
  9-10 ...................................Master
  
  Name
  Type
  WA
  Con.
  Avail. Damage/Ammo
  #Shots
  ROF
  Rel.
  Range
  Cost
  LIGHT AUTOPISTOLS
  BudgetArms C-13
  P
  -1
  P
  E
  1D6(5mm)
  8
  2
  ST
  50m
  75.00
  Dai Lung Cybermag 15
  P
  -1
  P
  C
  1D6+1(6mm)
  10
  2
  UR
  50m
  50.00
  Federated Arms X-22
  P
  0
  J
  E
  1D6+1(6mm)
  10
  2
  ST
  50m
  150.00
  MEDIUM AUTOPISTOLS
  Militech Arms Avenger
  P
  0
  J
  E
  2D6+1(9mm)
  10
  2
  VR
  50m
  250.00
  Dai Lung Streetmaster
  P
  0
  J
  E
  2d6+3(10mm)
  12
  2
  UR
  50m
  250.00
  Federated Arms X-9mm
  P
  0
  J
  E
  2d6+1(9mm)
  12
  2
  ST
  50m
  300.00
  HEAVY AUTOPISTOLS
  BudgetArms Auto 3
  P
  -1
  J
  E
  3D6(11mm)
  8
  2
  UR
  50m
  350.00
  Sternmeyer Type 35
  P
  0
  J
  C
  3D6(11mm)
  8
  2
  VR
  50m
  400.00
  VERY HEAVY AUTOPISTOLS
  Armalite 44
  P
  0
  J
  E
  4D5+1(12mm)
  8
  1
  ST
  50m
  450.00
  Colt AMT Model 2000
  P
  0
  J
  C
  4D6+1(12mm)
  8
  1
  VR
  50m
  500.00
  LIGHT SUBMACHINEGUNS
  Uzi Miniauto 9
  SMG
  +1
  J
  E
  2D6(9mm)
  30
  35
  VR
  150m
  475.00
  H&K MP-2013
  SMG
  +1
  J
  C
  2D6+3(10mm)
  35
  32
  ST
  150m
  450.00
  Fed. Arms Tech Assault
  SMG
  +1
  J
  C
  1D6+1(6mm)
  50
  25
  ST
  150m
  400.00
  MEDIUM SMGS
  Arasaka Minami 10
  SMG
  0
  J
  R
  2D6+2(10mm)
  40
  20
  VR
  200m
  500.00
  H&K MPK-9
  SMG
  +1
  J
  C
  2D6+1 (9mm)
  35
  25
  ST
  200m
  520.00
  HEAVY SMGS
  Sternmeyer SMG 21
  SMG
  -1
  L
  E
  3D6(11mm)
  30
  15
  CR
  200m
  500.00
  H&K MPK-11
  SMG
  0
  L
  C
  4D6(12mm)
  30
  20
  ST
  200m
  700.00
  Ingram MAC 14
  SMG
  -2
  L
  E
  4D6(12mm)
  20
  10
  ST
  200m
  650.00
  ASSAULT RIFLES
  Militech Ronin Light Assault
  RIF
  +1
  N
  C
  5D6(5.56)
  35
  30
  VR
  400m
  450.00
  AKR-16 Medium Assault
  RIF
  0
  N
  C
  5D6(5.56)
  30
  30
  ST
  400m
  500.00
  FN-CAL Heavy Assault Rifle
  RIF
  -1
  N
  C
  6D6+2(7.62)
  30
  30
  VR
  400m
  600.00
  Kalishnikov A-80 Hvy. Rifle
  RIF
  -1
  N
  E
  6D6+2(7.62)
  35
  25
  ST
  400m
  550.00
  SHOTGUNS
  Arasaka Rapid Assault 12
  SHT
  -1
  N
  C
  4d6(00)
  20
  10
  ST
  50m
  900.00
  Sternmeyer Stakeout 10
  SHT
  -2
  N
  R
  4d6(00)
  10
  2
  ST
  50m
  450.00
  HEAVY WEAPONS
  Barret-Arasaka Light 20mm
  HVY
  0
  N
  R
  4D10(20mm)
  10
  1
  VR
  450m
  2,000.00
  HellKat 16 Missile Launcher
  HVY
  -1
  N
  R
  7D10
  1
  1
  VR
  1km
  3,000.00
  Militech Arms RPG-A
  HVY
  -2
  N
  R
  6D10
  1
  1
  VR
  1000m
  1,500.00
  Frag Grenade
  HVY
  0
  P
  P
  7D6
  1
  1
  VR
  Throw
  30.00
  Stun Grenade
  HVY
  0
  P
  P
  -5 to Stun Roll
  1
  1
  VR
  Throw
  30.00
  Incendiary Grenade
  HVY
  0
  P
  P
  4D6 for 3 turns
  1
  1
  VR
  Throw
  30.00
  Sonic or Dazzle Grenade
  HVY
  0
  P
  P
  Deaf/blind 3 turns
  1
  1
  VR
  Throw
  30.00
  Gas Grenade
  HVY
  0
  P
  P
  See Drug/Poison
  1
  1
  VR
  Throw
  30.00
  C-6 Plastic Explosive
  HVY
  0
  P
  P
  8D10 per kg.
  1
  1
  VR
  NA
  100.00/kg
  Mine (all types)
  HVY
  0
  J
  P
  4D10
  1
  1
  VR
  NA
  350.00
  K-A F-253 Flamethrower
  HVY
  -2
  N
  R
  2D10
  10
  1
  ST
  50m
  1,500.00
  EXOTICS
  Techtronica 15 Microwaver
  P
  0
  J
  P
  1D6
  10
  2
  VR
  20m
  400.00
  Militech Elect. LaserCannon
  RIF
  0
  N
  R
  1-5D6
  10
  2
  UR
  200m
  8,000.00
  Avante P-1135 Needlegun
  P
  0
  P
  P
  Drugs
  15
  2
  ST
  40m
  200.00
  Enertex AKM Power Squirt
  P
  -2
  J
  C
  Drugs
  50
  1
  VR
  10m
  15.00
  Nelspot “Wombat”
  P
  -1
  J
  C
  Drugs
  20
  2
  UR
  40m
  200.00
  Militech Electronics Taser
  P
  -1
  P
  E
  1D6(5mm)
  5
  2
  ST
  10m
  60.00
  EagleTech “Tomcat” C-Bow
  EX
  0
  N
  C
  4D6
  12
  1
  VR
  150m
  150.00
  EagleTech “Stryker” X-Bow
  EX
  -1
  N
  C
  3D6+3
  12
  1
  VR
  50m
  220.00
  MELEE WEAPONS
  Note: Most melee weapons are available on the open market and have a ROF of 1, a WA of 0, and no reloads
  Kendachi Monoknife®
  MEL
  +1
  N
  P
  2D6
  NA
  NA
  VR
  1m
  200.00
  Kendachi MonoKatana®
  MEL
  +1
  P
  R
  4D6
  NA
  NA
  UR
  1m
  600.00
  SPM-1 Battleglove™
  MEL
  -2
  N
  P
  3D6/2D6
  NA
  NA
  VR
  1m
  900.00
  Club
  Melee
  0
  M
  C
  1D6
  NA
  NA
  NA
  1m
  Free
  Knife
  Melee
  0
  P
  C
  1D6
  NA
  NA
  NA
  1m
  1-20.00
  Sword
  Melee
  0
  N
  C
  2D6+2
  NA
  NA
  NA
  1m
  20.00
  Axe
  Melee
  -1
  N
  C
  2D6+3
  NA
  NA
  NA
  1m
  15.00
  Nunchaku/Tonfa
  Melee
  0
  L
  C
  3D6
  NA
  NA
  NA
  1m
  15.00
  Naginata
  Melee
  0
  N
  P
  3D6
  NA
  NA
  NA
  2m
  100.00
  Shiriken
  Melee
  0
  P
  C
  1D6/3
  NA
  NA
  NA
  Throw
  2-3.00
  Switchblade
  Melee
  0
  P
  C
  1D6/2
  NA
  NA
  NA
  1m
  15.00
  Brass knuckles
  Melee
  0
  P
  C
  1D6+2
  NA
  NA
  NA
  1m
  10.00
  Sledgehammer
  Melee
  -1
  N
  C
  4D6
  NA
  NA
  NA
  1m
  20.00
  Chainsaw
  Melee
  -3
  N
  C
  4D6
  NA
  NA
  NA
  2m
  80.00
  WEAPONS LIST
  ARMOR TABLE
  Type of Armor
  Covers
  SP*
  EV†
  Cost
  Cloth, leather√
  Arms, torso, possibly legs
  0
  +0
  Varies
  Heavy Leather
  Arms, torso, possibly legs
  4
  +0
  50eb
  Kevlar T-Shirt, Vest√
  Torso
  10
  +0
  90eb
  Steel helmet
  Head
  14
  +0
  20eb
  Light Armor Jacket√
  Torso, Arms
  14
  +0
  150eb
  Med Armor Jacket√
  Torso, Arms
  18
  +1
  200eb
  Flack vest√
  Torso
  20
  +1
  200eb
  Flack Pants√
  Legs
  20
  +1
  200eb
  Nylon Helmet
  Head
  20
  +0
  100eb
  Heavy Armor Jacket
  Torso, Arms
  20
  +2
  250eb
  Doors Gunner’s Vest
  Torso
  25
  +3
  250eb
  MetalGear™
  Whole Body
  25
  +2
  600eb
  *AP rounds: Treat Armor as if half SP  √=Edged weapons treat SP as half
  † (EV) Encumberance values should be added together and subtracted from character’s total REF stat.
  WEAPON RANGES
  Handguns ...........................................50m
  Submachineguns ...........................150m
  Shotguns ............................................50m
  Rifles .................................................400m
  Thrown Objects ..........10m x Body Stat
  TO HIT NUMBERS
  Point Blank (Touching) ........................ 10
  Close (1/4 Long range) ........................15
  Medium (1/2 Long range) ..................20
  Long (Full range) ..................................25
  Extreme (2x Long range) ....................30
  MODIFIERS (ADD TO ATTACKER’S ROLL)
  Target immobile ...................................+4
  Target dodging (melee only) ..............-2
  Moving Target REF > 10 .......................-3
  Moving Target REF > 12 ...................... -4
  Moving Target REF > 14 ...................... -5
  Snapshop.................................................-3
  Ambush ...................................................+5
  Aimed shot at body location ............. -4
  Ricochet or indirect fire ...................... -5
  Blinded by light or dust .......................-3
  Target silhouetted ................................ +2
  Turning to Face Target .........................-2
  Using two weapons .................. -3 on both
  Firing while running ..............................-3
  Firing shoulder arm from hip .............-2
  Turret mounted weapon .................... +2
  Vehicle mounted, no turret ............... -4
  Large target ...........................................+4
  Small target ........................................... -4
  Tiny target .............................................. -6
  Aiming ...................(+1 each turn, up to 3 turns)
  Laser Sight ..............................................+1
  Telescopic Sight .............+2 Ext., +1 Med
  Targeting scope .....................................+1
  Smartgun ................................................ +2
  Smartgoggles ........................................ +2
  Three Round Burst  
  (Close/Medium only) .......................... +3
  Full Auto, Close ............. +1 for every 10 rnds
  Full Auto, all other .........-1 for every 10 rnds
  AREA EFFECT TABLE
  Type 
  Area
  Grenades ...............................................5m
  Molotovs ..................................... 2m p/liter
  Flamethrower ......................................2m
  Cyberclimb flamethrower.................1m
  Mine ........................................................2m
  Claymore .......6m line from center of explosion
  C-6 ................................................5m p/kg
  RPG ........................................................ 4m
  Missile ................................................... 6m
  Shotgun (Close) ...................................1m
  Shotgun (Med) .....................................2m
  Shotgun (Lng/Ext) ...............................3m
  ATTACK MODIFIERS
  
  NETRUNNING PROGRAMS
  Name
  Class
  Function
  Strength MU
  Cost
  INTRUSION
  Hammer
  Intrusion
  Knocks down data walls (2D6 per attack to data wall Strength)
  4
  1
  400
  Jackhammer
  Intrusion
  Knocks down data walls (1D6 per attack to data wall Strength)
  2
  2
  360
  Worm
  Intrusion
  Infiltrates and breaks down data walls silently in 2 turns
  2
  5
  660
  DECRYPTION
  Code Cracker
  Decryptor
  Breaks down code gates and file locks
  3
  2
  380
  Wizard’s Book
  Decryptor
  Deciphers code gates (STR 6) & file locks
  4/6
  2
  400
  Raffles
  Decryptor
  Deciphers code gates & file locks
  5
  3
  560
  DETECTION/ALARM
  Watchdog
  Detect/Alarm Detects entry and alerts owner
  4
  5
  610
  Bloodhound
  Detect/Alarm Detect entry and traces signal, then alerts master
  3
  5
  700
  Pit Bull
  Detect/Alarm Detects entry, traces signal and cuts intruder’s line until killed
  2
  6
  780
  SeeYa
  Detect/Alarm Detects “invisible” ICONS
  3
  1
  280
  Hidden Virtue
  Detect/Alarm Detects “real” things in virtual realities
  3
  1
  280
  Speedtrap
  Detect/Alarm Detects hidden programming within 10 spaces
  4
  4
  600
  ANTI SYSTEM
  Flatline
  Anti System
  Kills operating CPU
  3
  2
  570
  Poison Flatline
  Anti System
  Kills all system Memory
  2
  2
  540
  Krash
  Anti System
  Crashes system CPU for 1D6 turns
  3
  2
  570
  DecKrash
  Anti System
  Crashes deck CPU for 1D6 turns. Drops opponent out of Netspace
  4
  2
  600
  Virizz
  Anti System
  Ties up 1 action of system till deck is turned off
  4
  2
  600
  VIRAL 15
  Anti System
  Erases one file to randomly each turn
  4
  2
  590
  Murphy
  Anti System
  Causes system to randomly launch programs
  3
  2
  600
  EVASION/STEALTH
  Invisibility
  Evasion
  Hides cybersignal, making you appear “invisible”
  3
  1
  300
  Stealth
  Evasion
  Mutes cybersignal, making it harder to detect
  4
  3
  480
  Replicator
  Evasion
  Confuses attacking IC by creating millions of deck signals
  ¾
  2
  320
  PROTECTION
  Shield
  Protection
  Stops attacks to Netrunner
  3
  1
  150
  Force Shield
  Protection
  Stops stronger attacks to Netrunner
  4
  2
  160
  Reflector
  Protection
  Reflects and stops Stun, Hellbolt, Knockout attacks
  5
  2
  160
  Armor
  Protection
  Reduce Stun, Hellbolt, Brainwipe, Zombie, Hellhound attacks by -3 pts.
  4
  3
  480
  Flack
  Protection
  Creates static walls to blind attacks. STR 2 vs DOG series programs
  4/2
  2
  180
  ANTI-IC
  Killer II
  Anti IC
  Attacks all types, 1D6 damage to target STR. Mobile
  2
  5
  1320
  Killer IV
  Anti IC
  Attacks all types, 1D6 damage to target STR. Mobile
  4
  5
  1400
  Killer VI
  Anti IC
  Attacks all types, 1D6 damage to target STR. Mobile
  6
  5
  1480
  Manticore
  Anti IC
  Attacks Demons, de-rezzing instantly
  2
  3
  880
  Hydra
  Anti IC
  Attacks Demons, de-rezzing instantly
  3
  3
  920
  Dragon
  Anti IC
  Attacks Demons, derezzing instantly
  4
  3
  960
  Aardvark
  Anti IC
  Detects and attacks Worms, de-rezzing instantly
  4
  3
  1000
  ANTI-PERSONNEL
  Stun
  Anti-Person.
  Freezes Netrunner for 1D6 turns
  3
  3
  6000
  Hellbolt
  Anti-Person.
  Cause 1D10 physical damage to Netrunner
  4
  4
  6250
  Sword
  Anti-Person.
  Hellbolt variant, causes 1D6 physical damage to Netrunner
  3
  4
  6750
  Brainwipe
  Anti-Person.
  Reduce INT by 1D6 each turn, killing Netrunner
  3
  4
  6500
  Zombie
  Anti-Person.
  Reduce INT by 1D6 each turn, leaving Netrunner mindless
  5
  4
  7500
  Liche
  Anti-Person.
  Erases memory, replacing with pseudo-personality
  4
  4
  7250
  Firestarter
  Anti-Person.
  Causes power surge, starting fire in Netrunner’s deck.
  4
  4
  6250
  Hellhound
  Anti-Person.
  Tracks Netrunner, waits, then causes 3D10 damage/turn
  6
  6
  10,000
  Spazz
  Anti-Person.
  Reduces Netrunner RED for 1D6 turns
  4
  3
  6250
  Glue
  Anti-Person.
  Locks Netrunner in place for 1D10 turns
  5
  4
  6240
  Knockout
  Anti-Person.
  Causes coma for 1D6 hours
  4
  3
  6250
  JackAttack
  Anti-Person.
  Prevents Netrunner from logging off
  3
  3
  6000
  CONTROLLERS
  Viddy Master
  Controller
  Video board controller
  4
  1
  140
  Soundmachine
  Controller
  Microphone/voxbox controller
  4
  1
  140
  Open Sesamé
  Controller
  Electronic door controller
  3
  1
  130
  Genie
  Controller
  More powerful door, elevator controller
  5
  1
  150
  Hotwire™
  Controller
  Vehicle controller
  3
  1
  130
  Dee-2®
  Controller
  Robot controller
  3
  1
  130
  Crystal Ball
  Controller
  Video/camera controller
  4
  1
  140
  News at 8
  Controller
  Screamsheet box controller
  4
  1
  140
  Phone Home
  Controller
  Send & receive cellular calls, intercepts calls at STR. 2
  5
  1
  150
  UTILITIES
  Databaser
  Utility
  Stores up to 10,000 pages per file of information/text
  8
  2
  180
  Alias
  Utility
  Replaces file name with false one
  6
  2
  160
  ReRezz
  Utility
  Recompiles and restores destroyed programs
  3
  1
  130
  Instant Replay
  Utility
  Records coordinates of current Netrun for replay later
  8
  2
  180
  Gatemaster
  Utility
  Detects and destroys Virizz, Viral 15 programs
  5
  1
  150
  PadLock
  Utility
  Refuses to allow log on through deck unless code is given
  4
  2
  160
  Electrolock
  Utility
  Locks files as is a STR. 3 code gate.
  7
  2
  170
  Filelocker®
  Utility
  Locks files, requiring code word (runner’s choice) to open
  4
  1
  140
  NetMap
  Utility
  Provides accurate maps of most well-known Net locations
  4
  1
  140
  Packer
  Utility
  Reduces programs by ½ size. Take 2 turns to unpack
  4
  1
  140
  Backup
  Utility
  Creates copies of most programs on chip
  4
  1
  140
  DEMON SERIES
  Imp II
  Demon
  Carries 2 programs
  3
  3
  1000
  Afreet II
  Demon
  Carries 3 programs
  3
  4
  1160
  Succubus II
  Demon
  Caries 4 programs
  4
  4
  1200
  Balron II
  Demon
  Carries 4 programs
  5
  5
  1240
  NETRUNNER
  COMBAT 
  FORMULAS
  INITIATIVE
  COMPUTER INT + 1D10
  VS NETRUNNER REF +  
  DECK SPEED + 1D10
  UTILITIES &  
  CONTROLLERS
  ROLL EQUAL TO OR LOWER 
  THAN STR ON 1D10
  ANTISYSTEM
  PROGRAM STR + 1D10  
  VS DATA WALL STR + 1D10
  DECRYPTION
  PROGRAM STR + 1D10  
  VS CODE GATE  
  OR FILE LOCK STR + 1D10
  ANTI-PERSONNEL,  
  ANTI-IC, EVASION,  
  DETECTION
  DEFENDER’S INT + PROGRAM 
  STR + INTERFACE + 1D10  
  VS ATTACKER’S INT +  
  PROGRAM STR + INTERFACE 
  + 1D10
  
  WEAPONS LIST
  Name
  Type
  WA
  Con.
  Avail.
  Damage/Ammo
  #Shots
  ROF
  Rel.
  Range
  Cost
  LIGHT AUTOPISTOLS
  BudgetArms C-13
  P
  -1
  P
  E
  1D6(5mm)
  8
  2
  ST
  50m
  75.00
  Dai Lung Cybermag 15
  P
  -1
  P
  C
  1D6+1(6mm)
  10
  2
  UR
  50m
  50.00
  Federated Arms X-22
  P
  0
  J
  E
  1D6+1(6mm)
  10
  2
  ST
  50m
  150.00
  MEDIUM AUTOPISTOLS
  Militech Arms Avenger
  P
  0
  J
  E
  2D6+1(9mm)
  10
  2
  VR
  50m
  250.00
  Dai Lung Streetmaster
  P
  0
  J
  E
  2d6+3(10mm)
  12
  2
  UR
  50m
  250.00
  Federated Arms X-9mm
  P
  0
  J
  E
  2d6+1(9mm)
  12
  2
  ST
  50m
  300.00
  HEAVY AUTOPISTOLS
  BudgetArms Auto 3
  P
  -1
  J
  E
  3D6(11mm)
  8
  2
  UR
  50m
  350.00
  Sternmeyer Type 35
  P
  0
  J
  C
  3D6(11mm)
  8
  2
  VR
  50m
  400.00
  VERY HEAVY AUTOPISTOLS
  Armalite 44
  P
  0
  J
  E
  4D5+1(12mm)
  8
  1
  ST
  50m
  450.00
  Colt AMT Model 2000
  P
  0
  J
  C
  4D6+1(12mm)
  8
  1
  VR
  50m
  500.00
  LIGHT SUBMACHINEGUNS
  Uzi Miniauto 9
  SMG
  +1
  J
  E
  2D6(9mm)
  30
  35
  VR
  150m
  475.00
  H&K MP-2013
  SMG
  +1
  J
  C
  2D6+3(10mm)
  35
  32
  ST
  150m
  450.00
  Fed. Arms Tech Assault
  SMG
  +1
  J
  C
  1D6+1(6mm)
  50
  25
  ST
  150m
  400.00
  MEDIUM SMGS
  Arasaka Minami 10
  SMG
  0
  J
  R
  2D6+2(10mm)
  40
  20
  VR
  200m
  500.00
  H&K MPK-9
  SMG
  +1
  J
  C
  2D6+1 (9mm)
  35
  25
  ST
  200m
  520.00
  HEAVY SMGS
  Sternmeyer SMG 21
  SMG
  -1
  L
  E
  3D6(11mm)
  30
  15
  CR
  200m
  500.00
  H&K MPK-11
  SMG
  0
  L
  C
  4D6(12mm)
  30
  20
  ST
  200m
  700.00
  Ingram MAC 14
  SMG
  -2
  L
  E
  4D6(12mm)
  20
  10
  ST
  200m
  650.00
  ASSAULT RIFLES
  Militech Ronin Light Assault
  RIF
  +1
  N
  C
  5D6(5.56)
  35
  30
  VR
  400m
  450.00
  AKR-16 Medium Assault
  RIF
  0
  N
  C
  5D6(5.56)
  30
  30
  ST
  400m
  500.00
  FN-CAL Heavy Assault Rifle
  RIF
  -1
  N
  C
  6D6+2(7.62)
  30
  30
  VR
  400m
  600.00
  Kalishnikov A-80 Hvy. Rifle
  RIF
  -1
  N
  E
  6D6+2(7.62)
  35
  25
  ST
  400m
  550.00
  SHOTGUNS
  Arasaka Rapid Assault 12
  SHT
  -1
  N
  C
  4d6(00)
  20
  10
  ST
  50m
  900.00
  Sternmeyer Stakeout 10
  SHT
  -2
  N
  R
  4d6(00)
  10
  2
  ST
  50m
  450.00
  HEAVY WEAPONS
  Barret-Arasaka Light 20mm
  HVY
  0
  N
  R
  4D10(20mm)
  10
  1
  VR
  450m
  2,000.00
  HellKat 16 Missile Launcher
  HVY
  -1
  N
  R
  7D10
  1
  1
  VR
  1km
  3,000.00
  Militech Arms RPG-A
  HVY
  -2
  N
  R
  6D10
  1
  1
  VR
  1000m
  1,500.00
  Frag Grenade
  HVY
  0
  P
  P
  7D6
  1
  1
  VR
  Throw
  30.00
  Stun Grenade
  HVY
  0
  P
  P
  -5 to Stun Roll
  1
  1
  VR
  Throw
  30.00
  Incendiary Grenade
  HVY
  0
  P
  P
  4D6 for 3 turns
  1
  1
  VR
  Throw
  30.00
  Sonic or Dazzle Grenade
  HVY
  0
  P
  P
  Deaf/blind 3 turns
  1
  1
  VR
  Throw
  30.00
  Gas Grenade
  HVY
  0
  P
  P
  See Drug/Poison
  1
  1
  VR
  Throw
  30.00
  C-6 Plastic Explosive
  HVY
  0
  P
  P
  8D10 per kg.
  1
  1
  VR
  NA
  100.00/kg
  Mine (all types)
  HVY
  0
  J
  P
  4D10
  1
  1
  VR
  NA
  350.00
  K-A F-253 Flamethrower
  HVY
  -2
  N
  R
  2D10
  10
  1
  ST
  50m
  1,500.00
  EXOTICS
  Techtronica 15 Microwaver
  P
  0
  J
  P
  1D6
  10
  2
  VR
  20m
  400.00
  Militech Elect. LaserCannon
  RIF
  0
  N
  R
  1-5D6
  10
  2
  UR
  200m
  8,000.00
  Avante P-1135 Needlegun
  P
  0
  P
  P
  Drugs
  15
  2
  ST
  40m
  200.00
  Enertex AKM Power Squirt
  P
  -2
  J
  C
  Drugs
  50
  1
  VR
  10m
  15.00
  Nelspot “Wombat”
  P
  -1
  J
  C
  Drugs
  20
  2
  UR
  40m
  200.00
  Militech Electronics Taser
  P
  -1
  P
  E
  1D6(5mm)
  5
  2
  ST
  10m
  60.00
  EagleTech “Tomcat” C-Bow
  EX
  0
  N
  C
  4D6
  12
  1
  VR
  150m
  150.00
  EagleTech “Stryker” X-Bow
  EX
  -1
  N
  C
  3D6+3
  12
  1
  VR
  50m
  220.00
  MELEE WEAPONS
  Note: Most melee weapons are available on the open market and have a ROF of 1, a WA of 0, and no reloads
  Kendachi Monoknife®
  MEL
  +1
  N
  P
  2D6
  NA
  NA
  VR
  1m
  200.00
  Kendachi MonoKatana®
  MEL
  +1
  P
  R
  4D6
  NA
  NA
  UR
  1m
  600.00
  SPM-1 Battleglove™
  MEL
  -2
  N
  P
  3D6/2D6
  NA
  NA
  VR
  1m
  900.00
  Club
  Melee
  0
  M
  C
  1D6
  NA
  NA
  NA
  1m
  Free
  Knife
  Melee
  0
  P
  C
  1D6
  NA
  NA
  NA
  1m
  1-20.00
  Sword
  Melee
  0
  N
  C
  2D6+2
  NA
  NA
  NA
  1m
  20.00
  Axe
  Melee
  -1
  N
  C
  2D6+3
  NA
  NA
  NA
  1m
  15.00
  Nunchaku/Tonfa
  Melee
  0
  L
  C
  3D6
  NA
  NA
  NA
  1m
  15.00
  Naginata
  Melee
  0
  N
  P
  3D6
  NA
  NA
  NA
  2m
  100.00
  Shiriken
  Melee
  0
  P
  C
  1D6/3
  NA
  NA
  NA
  Throw
  2-3.00
  Switchblade
  Melee
  0
  P
  C
  1D6/2
  NA
  NA
  NA
  1m
  15.00
  Brass knuckles
  Melee
  0
  P
  C
  1D6+2
  NA
  NA
  NA
  1m
  10.00
  Sledgehammer
  Melee
  -1
  N
  C
  4D6
  NA
  NA
  NA
  1m
  20.00
  Chainsaw
  Melee
  -3
  N
  C
  4D6
  NA
  NA
  NA
  2m
  80.00
  
  When you’re getting down to the Meat and the Metal, you don’t have time 
  to dig through stacks of hardcopy. That’s why you need to interface with 
  the Data Screen. All the information you need, in one place and at your  
  fingertips, including new tables to make FNFF combat and Netrunning even 
  faster. Plus: WHEN THE CHIPS ARE DOWN; a 32 page Cyberpunk® adventure! 
  Data Screen: your personal downlink to Cyberpunk® 2020
  2
  2
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  0
  T
  H
  E
   
  S
  E
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  O
  N
  D
   
  E
  D
  I
  T
  I
  O
  N
  Copyright © R. Talsorian Games 2018. All Rights Reserved
  
  THE ROLE PLAYING GAME OF THE DARK FUTURE
  DATA SCREEN 2.0.2.0.
  CP 3801 ISBN 0-937-279-14-5
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk 2020/Cyberpunk 2020 Data Screen/Cyberpunk2020DataScreenRemastered.pdf