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  WEAPONS 
   
  Mossberg Tac-CAW 2020  
  SHT +2 N C 5D6+3 (10GA slug) L C 12 2/12 VR 
  50m 
  Credited - ohms 
  Born from the revival of a 20th century classic comes 
  the Mossberg Tac-CAW 2020, the bigger scarier model 
  of its little brother the Mossberg 590. The Tac-CAW 
  was initially designed for military use in urban combat 
  but due to the large size and limited ammo capacity 
  the gun was found undesirable for military use not to 
  mention the cost of mass production for this badboy. 
  Unlike the 590, the Tac-CAW sports 12 rounds of 10GA 
  ammo box magazine fed. The Tac-CAW comes factory 
  stock with a rail system, pistol grip, red dot scope, 500 
  lumen tactical light, and smartchipped. It is also 
  recommended by Mossberg and the guns creators to 
  take full advantage of this beast by modifying it with 
  Electrothermal ammo enhancement. 
   
  *NOTE - The pistol grip can be supplemented with an 
  undermount Militech 40mm grenade launcher 
  attaching to the rail system. 
  Cost 1600 eb 
   
  Suranam/Ryder "Drew" .177 Rifle  
  RIF +1 L  C 1/2D6+1 25/100 ST 7 5m 
  Credited - Kountzer0 & ohms 
  Where do I start with this sad piece of equipment? 
  After the abysmal failure that was Suranams .177 
  Explosive auto rifle, the plans were effectively 
  discarded and left for dead. Then 2 years later Ryder 
  comes along trying to reintroduce the BB gun to kids 
  everywhere, and goes and reinvents the wheel. 
  Thankfully, they replaced the explosive round with a 
  standard caliber BB, thus greatly improving reliability 
  and increasing magazine capacity. Sure the damage 
  isn't as good, but it's still ideal for rodent control and 
  practice shooting. Then they went and made it full 
  auto, which promptly made it illegal for kids and adults 
  everywhere except the sticks and Nevada. Granted, 
  your average cop shouldn't break into cold sweats in 
  his hardshell (especially since BBs can't be armor 
  piercing), but it's the technicality that will eventually 
  bury this model. Here's to hoping the next version is 
  semi-auto. On an unrelated note, this model lends 
  itself nicely to smartchipping at only 150eb. 
   
  "They say it stands for Damage Reduced Enhancable 
  Weapon. Thus Drew. Having shot one, all I can say is 
  the Drew blew. Excuse me, I've got to go kill the CEO 
  of Suranam now." 
  - Anonymous solo 
  Cost 225 eb 
   
   
   
   
  FN-SAF  
  RIF +1 (+2 in 3 rnd Burst)_N  C 5D6 1/3/30 VR 
  400m 
  Credited - Grim 
  Fabrique National introduces the weapon of the 
  future...Today! The FN-SAF provides all of the features 
  demanded by the modern soldier, with the 
  technological advancement required by the militaries 
  of the next generation! It's advanced design promises 
  decades of excellent service, providing soldiers with a 
  dependable, effective weapon system, at an affordable 
  price. 
  Among its features: Chambered in the NATO standard 
  5.56 caseless, with enhanced lethality, Advanced 
  polymer construction, Bullpup Layout, High capacity 
  magazine, Integral optical sight - illuminated for 
  day/night use, NATO standard rails on all four sides of 
  the handguards - perfect for any accesories, Integral 
  bipod, Easy dissasembly, Bayonette Mount , Flash 
  hider - designed for rifle grenades, Optimized for 
  three-round burst (full auto on request, only), Sling, 
  Cleaning Kit (F), I Luv my FN-SAF pin! 
   
  * Reliability drops one level for each round of autofire. 
  ** Magazines wear quickly, as they were originally 
  designed to be used once, and then thrown away. New 
  magazines are collectors items, Poor availabilty and 
  cost 40-60 eb. As an alternative, CG-13 magazines can 
  be adapted by a weapons tech for about 30 min of 
  work each (Weaponsmith 15). Otherwise reliability 
  drops one level. 
   
  *** The composites used in the actual production of 
  the guns was inferior to the prototypes made in 
  Belgium - therefore the gun wears poorly. After a few 
  thousand rounds some tollerances are lost. Reliability 
  falls one level but new receivers can be made, for 
  about 300 eb (Weaponsmith 20, with machine tools). 
  Non-worn guns are rare - most were ridden hard and 
  put away wet - and would be worth much more, for 
  collectors and such. 
   
  **** The gun needs to be cleaned more often than its 
  successors from Militech and Arasaka. Inadequate 
  maintenance (GM's decision) will reduce reliability by 
  one level. 
  Cost 450 eb 
   
   
   
   
   
  
  Miltech Arms Thumper 40mm Grenade Launcher 
  HVY +1/0 N/L P Varies 4 2 ST 175m 
  Credited - Kountzer0 & ohms 
  New to the market and fresh from its amazing trail run 
  at the 2020 Knob Creek Big Boom show is the 
  Thumper. This grenade launcher is unlike any other 
  currently on the market. The design, amazingly 
  resembling that of a pump action shotgun, is a boon to 
  solos that are looking to pack some extra firepower. 
  The folding stock allows for concealability under most 
  long coats, but accuracy is affected by folded stock. As 
  an added bonus, the multiple types of 40mm ammo 
  make for more variety during an op.  
   
  * Note - The shotgun configuration allows users to 
  substitute rifle skill for heavy weapons when using. 
  The configuration is also ideal for smartchipping. 
  Cost 350 eb 
   
  LeMat  
  +0 J P 3D6+1 (.357 hotload) 9 3 VR 50m / 3D6 
  (20 ga. buck) 1 1 VR 25m 
  Credited - Kountzer0 & Grim 
  * Note - The concealability on the LeMat is at GMs 
  discretion. 
  Due to the popular resurgence of revolvers, thanks to 
  ElectroThermal Enhancement Colt Firearms has 
  drudged up and old weapon with some new twists. 
  Knowing that the big drawbacks to revolvers are the 
  limited ammo capacity. LeMat is known for it's 9 shot 
  cylinder and 20 gauge round. Colt has redone the 
  chambering and added a new twist for you, the 
  consumer. Rather than the old loading, .41 and 20 ga. 
  blackpowder, the LeMat now uses a .357 cartridge 
  standard, as well as the modern 20 gauge shell, 
  bringing the gun up to today's standards.  
   
  Also of note, the ported barrel compensates for recoil 
  (at the cost of it no longer being a silenced weapon). 
  Revolvers can't usually be silenced, due to the gap 
  between the cylinder and the barrel. Common tactics 
  are to EAE the .357 and use a Thermite round in the 
  20 gauge (same as regular Thermite rounds, only 6d6 
  damage). Reloading the barrel should be a bitch, in 
  real life cartridge conversions of replicas of the original 
  (to .38) the shotgun barrel is left alone.  
  Cost 600 eb 
   
  Tsunami Arms Half Man Helix  
  RIF +2 N P 3D6 (or 3D6+1 AP slug) 60 30 ST 
  50m 
  Credited - ohms & Kountzer0 
  Originally conceived as a gag weapon by the heavy 
  weapons department of Tsunami, the Half Man Helix 
  came into production when it's use as a support 
  shotgun became popular. While the gauge is low for a 
  shotgun the fact that slug rounds are reasonably 
  similar in price and armor piercing makes this weapon 
  ideal against gangers, civilians, and other lightly 
  armored individuals. The minigun configuration makes 
  it so your weapons ROF is higher than just about any 
  shotgun on the market. While it is similiar to the 
  original Helix, consumers can note tells in the firearm 
  which will help elaborate it's identity. Rather than the 
  normal six barrels of the Helix, the Half Man only 
  possesses three. The barrels aren't quite as thick and 
  on average the weapon is lighter by about 3 kilos. The 
  configuration is similar in that it is still meant to be 
  fired from the hip, but to compensate, the Half Man 
  comes stock smartchipped. 
  Cost 1,200 eb 
   
  Militech Heavy Armor Eater  
  RIF +0 N R 2D6 x D6 flec. 30 30 VR 400m /3D6 
  acid 10 1 VR 200m 
  Credited - Kountzer0 
  This new badboy had just left the testing field no less 
  then a week before the Hotwar broke out in 2022. 
  Militech equipped these primarily in special units, Anti- 
  Power armor, etc... A bulker frame with a detachable 
  grenade launcher mount makes this the premiere 
  ARMOR DESTROYER!  
  Cost 1,400 eb 
   
  Magnum Opus Death Penalty  
  P +1 J/L P 7D6+3 7 2 ST 80m 
  Credited - Kountzer0 & ohms 
  We at Magnum Opus have heard the complaints that 
  have been directed at out Hellbringer class handguns. 
  We have taken note and now present our newest 
  creation. The Death Penalty is something for a borg to 
  be truly proud of. A barilium frame (16" long including 
  barrel), recoil compensated (sorry guys, no silencing), 
  .666 Cannon. Custom gripping, heat resistant barrel, 
  foward loading magazine, and standard laser sighting 
  comes stock. The mere rumors of this baby had Eran 
  Malour shaking in his boots. 
   
  * Jacket for Body conversion, Long coat for Meat boys.  
  * Uses Foward loading clip 
  Cost 4,500 eb 
   
  Malorian Arms Deluxe Flachette Pistol P +1 J C 
  1D6+1 25 1/3/25 ST 50m 
  Credited - Kountzer0 
  Eran Malour has out done himself yet again. The new 
  Deluxe Flachette pistol is JUST what the Solo ordered. 
  The regular flachette pistol just didn't do enough to 
  stop armed thugs, but now you can drop those scum " 
  rapid fire style" 
  Cost 1,000 eb 
   
  Militech Armor Eater  
  SMG +1 L R 1D6+1 x D6 30 10 VR 150m /1D6 
  acid 10 3 VR 75m 
  Credited - Kountzer0 
  New this season from Militech. This weapon is one part 
  acid shooter and one part heavy flechette gun. With an 
  over-under configuration and a selective switch that 
  lets you choose either ammo type, this makes for 
  maximum efficiency. 
  Cost 1,000 eb 
   
   
   
   
   
   
   
   
   
   
  
  Magnum Opus "Hellbringer ADV".88  
  Mag P +1 J/L R 10D6 (.88 mag) 3 1 VR 80m
  Credited - Grim 
  You know you want this! This is the ULTIMATE meat 
  stopper. And it's not bad against borg's and PA either.
  The ammo price for this "hand cannon" goes for 25 eb 
  each. Jacket concealability for BT 12+ or borgs. 
  Minimum BT to fire is 20. Oh and you can get it factor
  ET enhanced. Have fun! 
   
  "Finally just what I've always wanted, something to 
  deal with those girly fleshies with their faggie Malorian 
  3516's." 
   
  - Adam Smasher, Full borg Solo 
  Cost 8,500 eb 
   
   
  Prodigy Works Inc. Chiller  
  EX 0 N R 2D10 12 1 ST  25m 
  Credited - Kountzer0 & ohms 
  Ever watch and old war movie and see the terror 
  inspired by a flame thrower? Ever wish, once, just 
  once, you can instill that fear, without smelling roaste
  meatbags? We at Prodigy Works Inc. feel the same 
  way! Rather than waste time with something as 
  mundane as nasal filters, we went in a completely 
  different direction, while continuing on the same lin
  defense. Our solution? Liquid Nitrogen. This baby is 
  just as effective as a flame unit, without the chance of
  melting flesh, plastic, or clothing. Also highly useful 
  when working in potentially hazardous areas, where 
  combustibles are in abundance.  
   
  The weapon itself is very well crafted. The barrel is 
  rubber coated to prevent frost burn to the user, and 
  the weapon has a two trigger safety system. The fore 
  grip holds the safety trigger, which must be held down 
  before the main trigger is pulled for firing. Otherw
  the weapon is on safe. The fuel line is chemically 
  treated to prevent frost buildup (and thus protects the 
  user against jamming most of the time), and is fed 
  from a lower back mounted storage fridge. The storage 
  unit is smaller than a flame thrower backpack, which 
  makes it both lighter and more ideal to carry around,
  thanks to smaller chance of being hit. Also, as a 
  further concession to the safety of our clientele, the 
  pack is made of a lightweight polymer plastic, and 
  encased in a Kevlar pack, further protecting you (and 
  it) from firearms damage (SP14, any shot that 
  penetrates causes leakage, which is really bad for the 
  wearer). Furthermore, the straps are foam encased, 
  with a waist strap to evenly distrubute weight and 
  make for a comfortable a wear as possible.
  * Note - Damage ignores all but completely enclosed 
  and enviornmental armor (dataterms and the like). 
  One shot hits two locations, and cyberware is 
  temporarily shorted out for a d6 turns on a d10 roll
  8-10. If the tank is penetrated, there is a chance it wil
  explode, doing 4d10 dmg to everything in a 4 meter 
  radius. The chance of explosion is 5% per shot 
  remaining.  
  Cost 1100 eb 
   
   
   
  Mag P +1 J/L R 10D6 (.88 mag) 3 1 VR 80m 
  You know you want this! This is the ULTIMATE meat 
  stopper. And it's not bad against borg's and PA either. 
  e ammo price for this "hand cannon" goes for 25 eb 
  each. Jacket concealability for BT 12+ or borgs. 
  Minimum BT to fire is 20. Oh and you can get it factory 
  "Finally just what I've always wanted, something to 
  eshies with their faggie Malorian 
  Ever watch and old war movie and see the terror 
  inspired by a flame thrower? Ever wish, once, just 
  once, you can instill that fear, without smelling roasted 
  Prodigy Works Inc. feel the same 
  omething as 
  mundane as nasal filters, we went in a completely 
  different direction, while continuing on the same line of 
  Liquid Nitrogen. This baby is 
  just as effective as a flame unit, without the chance of 
  clothing. Also highly useful 
  when working in potentially hazardous areas, where 
  The weapon itself is very well crafted. The barrel is 
  rubber coated to prevent frost burn to the user, and 
  system. The fore 
  grip holds the safety trigger, which must be held down 
  before the main trigger is pulled for firing. Otherwise 
  the weapon is on safe. The fuel line is chemically 
  (and thus protects the 
  most of the time), and is fed 
  from a lower back mounted storage fridge. The storage 
  unit is smaller than a flame thrower backpack, which 
  makes it both lighter and more ideal to carry around, 
  thanks to smaller chance of being hit. Also, as a 
  sion to the safety of our clientele, the 
  pack is made of a lightweight polymer plastic, and 
  encased in a Kevlar pack, further protecting you (and 
  it) from firearms damage (SP14, any shot that 
  penetrates causes leakage, which is really bad for the 
  Furthermore, the straps are foam encased, 
  with a waist strap to evenly distrubute weight and 
  make for a comfortable a wear as possible. 
  Damage ignores all but completely enclosed 
  and enviornmental armor (dataterms and the like). 
  locations, and cyberware is 
  temporarily shorted out for a d6 turns on a d10 roll of 
  10. If the tank is penetrated, there is a chance it will 
  explode, doing 4d10 dmg to everything in a 4 meter 
  radius. The chance of explosion is 5% per shot 
  Prodigy Works Inc. Myomar Tonfa 
  Shock Tooth MEL 0 J P 3D6+Stun (20% chance 
  unless EMP shielded) 6 NA ST
  Hydraulic Ram –  
  MEL 0 J  P 3D6 / 2D10 AP 2 1 ST 
  Credited - ohms 
  This is the typical tonfa used by cops and security 
  personnel through out the world but now it has been 
  reinforced with Myomar for more lethality and 
  durability for those cyber-psychos who just don't want 
  to stay down (but who cares?? More of a reason to 
  smack that bitch up). Now, not only can you parry 
  those Vibroblades and Power melee weaponry with 
  more confidence, depending on the model you 
  purchase, it will come equipped with either a shock 
  tooth or a hydraulic ram on the long end for that ex
  UNF! 
   
  Model 1 Shock Tooth 
  * Note - The Shock tooth model can send a quick jolt 
  to a cyberlimb and has the possibility to short the 
  whole thing rendering it useless until repaired. See 
  CP2020 mainbook for details.
   
  Model 2 Hydraulic ram 
  * Note - All damage ignores Soft armor; Hard a
  counts as normal. The hydraulic ram only has 2 
  charges before it has to be refueled. (with CH00H
  ** Minimum body type to use is 6
  Cost 180 eb 
   
  Kendachi Zapper  
  MEL 0 J C 1D6+1 / 1D6 Stun for every round 
  exposed to the blade ST thrown
  Credited - Kountzer0 
  Don't be fooled by the name. The item in question is 
  actually a throwing knife. Created (oddly enough by 
  the Inquisitors boostergang) for the specific purpose of 
  silent takedown. It actually discharg
  shock when exposed to liquid. ( i.e. blood). A victim 
  that is hit by the weapon sustains a shock from the 
  blade. More offen than not this will result in the vi
  unconsciousness. 
  Cost 150 eb 
   
  Kendachi Flame  
  EX 0 palm C 1D6+3 (fire dmg)
  Credited - Kountzer0 
  For the more creative operative (or the dirtbag stree
  fighter enthusiast ) kendachi offers the next generati
  in the flame weapons. Rather than carrying your 
  weapon the flame is strapped to your wrist. The fuel is 
  in a small plastic tube that runs up your arm. The 
  trigger is a small (1" x .5") plate strapped to your 
  palm. The liquid ejects though the wrist port and 
  presto! your cooking extra crispy.
  Options : For an additional 100eb a fuel packet can be 
  inserted to the end of the tube allowing 16 addition
  shots(concealibility is J ). 
   
  WARNING : Kendachi is not responsible for personal 
  damage done to the wearer. 
   
  NOTE : On a fumble, there is a 60 % chance (if 
  applicable) to set your own clothes on fire.
  Cost 500 eb 
  Prodigy Works Inc. Myomar Tonfa  
  Shock Tooth MEL 0 J P 3D6+Stun (20% chance 
  shielded) 6 NA ST  NA 
  P 3D6 / 2D10 AP 2 1 ST  NA 
  tonfa used by cops and security 
  personnel through out the world but now it has been 
  reinforced with Myomar for more lethality and 
  psychos who just don't want 
  (but who cares?? More of a reason to 
  Now, not only can you parry 
  Vibroblades and Power melee weaponry with 
  more confidence, depending on the model you 
  purchase, it will come equipped with either a shock 
  tooth or a hydraulic ram on the long end for that extra 
  The Shock tooth model can send a quick jolt 
  to a cyberlimb and has the possibility to short the 
  whole thing rendering it useless until repaired. See 
  CP2020 mainbook for details. 
  All damage ignores Soft armor; Hard armor 
  counts as normal. The hydraulic ram only has 2 
  charges before it has to be refueled. (with CH00H2) 
  ** Minimum body type to use is 6 
  MEL 0 J C 1D6+1 / 1D6 Stun for every round 
  exposed to the blade ST thrown 
  Don't be fooled by the name. The item in question is 
  actually a throwing knife. Created (oddly enough by 
  the Inquisitors boostergang) for the specific purpose of 
  silent takedown. It actually discharges a non- lethal 
  shock when exposed to liquid. ( i.e. blood). A victim 
  that is hit by the weapon sustains a shock from the 
  blade. More offen than not this will result in the victims 
  EX 0 palm C 1D6+3 (fire dmg) 4 1 ST 5m 
  For the more creative operative (or the dirtbag street 
  fighter enthusiast ) kendachi offers the next generation 
  in the flame weapons. Rather than carrying your 
  ame is strapped to your wrist. The fuel is 
  in a small plastic tube that runs up your arm. The 
  trigger is a small (1" x .5") plate strapped to your 
  palm. The liquid ejects though the wrist port and 
  presto! your cooking extra crispy. 
  nal 100eb a fuel packet can be 
  inserted to the end of the tube allowing 16 additional 
  WARNING : Kendachi is not responsible for personal 
   
  NOTE : On a fumble, there is a 60 % chance (if 
  set your own clothes on fire. 
  
   
  Kendachi M-39 Powersword  
  MEL +0 L R 4D6+1 NA NA VR 
  Credited - Kountzer0 
  New from the makers the original Mono weapons 
  comes the new and improved powersword. Better than 
  the original M-33 model and more reliable. Kendachi - 
  The best melee weapons money can buy. 
   
  NOTE : Weapon weight is now 1.5 kg and breaks on a 
  parry roll of a 1. Sorry guys warm-up time still stays 
  the same. 
  Cost 1,100 eb 
   
  Prodigy Works Pimp Slapper  
  MEL +0 P C 1D6+1 NA NA VR 
  Credited - ohms 
  From Prodigy Works comes the ultimate weapon in 
  keeping your safety in check. For the elegant class of 
  the women of night who do not want to be harassed by 
  various thugs. This fine piece of craftsmanship is made 
  of hard leather and fastened with metal studs. 
   
  " Defense from thugs, HA.. I use this thing to keep 
  those damn whores in line! Works great and haven't 
  gotten a fatality yet. "  
   
  - Kathy the Whip, Madame. 
  NOTE : Damage is all stun 
  Cost 25 eb 
   
   
   
  Choke Collar 
  Credited - Kountzer0 
  Do you constantly worry about loyalty from your 
  subordinates? Are you not getting through to your 
  dense employee's? NO MORE! This option will alllow 
  you to put FEAR into your lackies. By replacing your 
  corps. normal clothing with our reacti-kev shirts your 
  will secure you loyalty. This option includes a 
  cybermonicle (complete with target scope and TSM) 
  and a reacti-choke smart glove. The system is simple. 
  A tiny impedimence cable runs from the cybermonicle 
  to the smart glove. A visual queue of the reacti-kev 
  shirt in the spotted by the employer and by pressing 
  the index finger an thumb together a signal is sent to 
  the collar of the reacti-kev shirt. A seperate piece of 
  Kevlar in the collar then contracts around the victims 
  throat. And SPLAT, the disloyal employee has then 
  been terminated (hopefully in front of your staff) and 
  you are now the most mystically feared boss in the 
  corporate world. 
   
  GAME NOTES : Effect is line of sight only. Shirts are 
  naturally armored to SP 8. Because of the shirts armor 
  it is a difficulty 30 awareness roll to notice the reactive 
  collar. Shirts can be made to look like business shirts. 
  Add +5 to Intimidate/Interrogate/(cool based 
  )Leadership rolls after use against one victim. Effect 
  wears off after employee's figure out the truth. 
  Also availiable : Reacti-kev ties and chains. And buys 
  in bulk, 100 shirts for 7000 eb (2000 eb off) 
  Cost 3,000 eb for monicle and glove / 90 eb per 
   
  AMMO 
  Tracer ammo 
  Credited - Kountzer0 
  A must for automatic weapons. The tracer round, when used in semi automatic weapons, give that cool laser blaster 
  look to bullets. But the real value lies in full auto fire. When using tracer rounds full auto fire rules are ignored. 
  Instead you receive a +1 for every 10 shots at ALL ranges.Ammo cost is 2x the cost of normal rounds and can be 
  used with other ammo types. ( i.e. you can have AP Tracers) 
   
  APRATTES rounds 
  Credited - Chow Yun Glock 
  Stands for "Armor Piercing Rocket Assisted Thermite Tipped Explosive Shell", for shotguns. This round is incredibly 
  lethal, incredibly expensive, and incredibly illegal. Except for Military and Law Enforcement. This round is shot at an 
  incredibly fast speed to target. The thermite tip, mixed with enhanced speed melts through armor and spreads into 
  flesh and explodes. And BOOM, your target is history. Cost is 8x the cost of the normal shell. Price is 3-5x that 
  illegally. In game terms treat soft armor as none exsistant and hard armor at 1/2 normal and is damaged 1d6 levels. 
  Damage is 6d6+2 and is not halved. Cannot be used in guns with ET enhancement, and range is increased 20 
  percent. 
   
  EQUIPMENT 
   
  Medline DX-Bio Monitor 
  Credited - ohms 
  The Medline is a must have for all Medtechs and 
  Doctors. The Medline is a versatile tool in that it 
  merged more then 4 different medical instruments into 
  1 saving space and the confusion of multiple screens. 
  It has a 19" screen which will display a patients: pulse 
  rate, blood pressure, respiration rate, SP02, EKG, EEG, 
  CT/MRI/X-Ray/Ultrasound scans, as well as the most 
  comprehensive medical library. 
  Options: 10MU, 19" video screen, 4 datalinks, 2x2 
  keyboard, printer, EEG/EKG scanner, SP02 probe, 
  portable x-ray, ultrasound, cellular link, chip reader, 
  most recent medical libraries (subscription needed for 
  updates - 150 EB / year). 
   
  +3 to all stabilization rolls, +1 any INT/TECH based 
  medical skills (only if you have recent medical 
  libraries) 
  Weight: 3 Kg 
  Cost 7000 eb 
  
  Auto-Intubator 
  Credited - ohms 
  This new tool conceived by our very own Combat Zone 
  MedTech, "Malpractice". This tool makes intubations 
  possible in even the roughest of situations. This tool is 
  the modified laryngoscope with 3 retracting legs that 
  stabilize onto the patients head. (The apex leg goes on 
  the forehead and the other 2 legs on the corners of the 
  jaw line.) This tool utilizes a small camera linked to a 
  sophisticated medical computer which analyzes the 
  depth and diameter of the trachea and inserts the tube 
  accordingly.  
   
  +3 to all airway stabilization rolls. 
  Cost 400 eb 
   
  Insta-Heplock 
  Credited - ohms 
  New from Combat Zone MedTech "Malpractice" is this 
  little gadget, it sets up an intravenous shunt 
  automatically with limited work from the MedTech. The 
  concept of this came about in the early 2000s when 
  unstable/critical patients would have heplocks setup so 
  medical staff were able to push IV medications, 
  transfuse blood, give IV fluids almost instantly in case 
  of emergencies. 
   
  The MedTech would have to find the vein then same 
  old fashioned way then push in the Insta-Heplock 
  about halfway and it will do the rest. Little claws will 
  retract from the Insta-Heplock and attach onto the 
  vein stablizing the Heplock, this will prevent any 
  accidental removal or hemorrhaging. Once an IV 
  needle or syringe is connected the valve opens up, and 
  once either is removed it closes. 
  *Note - One time use item. 
  Cost 75 eb 
   
  Lifesaver Medcase 
  Credited - ohms & Kountzer0 
  Built into a Durable Polymer plastic/Light weight 
  Myomar suitcase comes the Lifesaver Medcase. The 
  Medcase features new state of the art equipment such 
  as Automated Bag Valve Masks, 12 lead ECG/EKG 
  (Electrocardiogram), AED (Auto External Defibrillator), 
  Blood Analyzer, Auto Blood Infuser and various other 
  tools to help in diagnosis and stablization while you 
  wait for Evac. 
   
  Equipped with:  
  Automated Bag Valve Mask - regulate oxygen flow 
  delivered to a patient by automation rather then being 
  manually done by a MedTech to work in conjuction 
  with USP grade Supplemental Oxygen.  
   
  Advanced ECG/EKG - Displays electrical reportings of 
  the heart and is used in the investigation of heart 
  disease. Also has display for Blood Pressure, SP02, 
  Respitory Rate and heart rate. 
   
  Defibrillator - Used to administrater an electric shock 
  through the chest wall to the heart to correct life 
  threatening arhythemias.  
   
  Blood Analyzer - Does various blood test such as CBC, 
  Chem7, Type & Cross, Blood Sugar levels in a 3 minute 
  assessment. (Mind you the above test for the 
  exception of Blood Sugar levels take 45 minutes to 1 
  hour in our present day) 
   
  Rapid Blood Infuser - Infuses Blood substitute or Blood 
  into the body via intravenous at a rapid rate to keep 
  up systolic blood pressure. 
   
  Suctioning Unit - Provides an airflow of 30 Liters / min 
  at the end of the tube and a vacuum of 300 mm Hg 
  when the tube is clamped. 
   
  Datalink +2 to Diagnose Illness, +1 MedTech 
  Weight: 9 Kg 
  Cost 3500 eb 
   
  Nu Tek Mercury Rollerblades 
  Credited - Kountzer0 
  Mercury’s are quality rollerblades that appeal to many 
  sociopaths looking to enter into the realm of Combat 
  Hockey. Made of chrome and dura-shell matte black 
  polymer plastics, Mercury’s supplement substance with 
  a bit of style. Ideal for ganger, runner, regular Joe 
  alike. Extra internal padding provides more comfort 
  while rugged exterior stops up to large caliber 
  handguns! 
   
  *Notes: Provides +1 bonus to all athletic rolls on 
  skates. Also provides a +3 to MA. Plastic and Chrome 
  shell provide SP 16 protection on feet up to the shin. 
  Cost 150 eb 
   
  Coyote Ninja Rollerblades 
  Credited - Kountzer0 
  Official blades of Bobby Daring, Coyote Ninja’s are the 
  premiere blades on the market. Solid black (the metal 
  parts are all finished matte black, and the polymer 
  plastic shell is laser etched to darkest possible finish), 
  these babies are the want and desire of Runner and 
  Combat Hockey junkie alike. The wheels are custom 
  made for riding on pavement, tile, or metal (owners 
  preference). Spiked heals are then added for extra 
  punishing ability. If that weren’t enough, the inner 
  layer of the skates are then padded with reacti-mesh 
  padding, providing maximum comfort for your riding 
  pleasure. If you are a serious blader, you NEED Coyote 
  Ninja, the brand you know! 
   
  *Notes: Provides +1 bonus to all athletic rolls on 
  skates. Also provides +5 to MA. The plastic shell is 
  only armored to SP 14, but if wheels are used on 
  surface of choice, user gains +1 to stealth rolls. Spiked 
  heal does +1d6 AP.  
   
  **Note - If you were to try to buy this item on the 
  black market you must have a good connection with 
  someone  
  Cost 350 eb 
   
   
   
   
   
   
   
   
  
  Koshimitsu “Angel Foot” Roller-skates 
  Credited - Kountzer0 
  For the beginning Combat Hockey enthusiast comes 
  the highly recommended Angel Foot series of Roller-
  skate from Koshimitsu Sporting Apparel. While not as 
  fancy as the Mercurys, they do offer beginners more 
  stability while riding (often at the users ridicule). At 
  Koshimitsu, we want your first skating experience to 
  be a pleasant one.  
   
  *Game Notes: Provides +2 bonus to all athletic rolls on 
  skates. Also provides +2 to MA. The shell is only 
  armored to SP 10, but if your lucky, opponents will be 
  too busy making fun of your feet to actually stab them. 
  This is not the cool skate on the market, you’ve been 
  warned. Bone white is the standard color, but gangers 
  have been known to spray paint them neon pink when 
  the user isn’t paying attention.  
  Cost 80 eb 
   
  Armored Hockey Jerseys 
  Credited - Kountzer0 
  Thanks to micro manufacturing facilities, most generic 
  jerseys are produced in a basement somewhere in 
  Night City. However, there are a few that are produced 
  by noted companies. CCMtm most notably has risen to 
  the task of providing quality and comfort to its 
  customers. The most common site in an arena looks 
  like this: 
   
  Armored Hockey Jersey (SP 12, Leisurewear, Good 
  Quality, Reacti-mesh), cost 240 eb. Now, while this 
  may sound expensive, you are getting a quality shirt, 
  that stops most medium handgun rounds, and looks 
  damned good on you. So what’s a meager 240 eb 
  when it comes to your style and safety? 
   
  True, more advanced options are available upon 
  request (usually this must be done in batches of 12 or 
  more) other options include: increased SP (up to 16 
  without EV penalty), Fireproofing, off color patch looks 
  (for a more edgerunner type of feel). Consult Chrome 
  4 for costs for extras. 
   
  The “Reaper” Hockey Stick 
  Credited - Kountzer0 
  Many a stick has come and gone back in the days of 
  rink Hockey. However times have changed. Due to 
  wood shortages, Hockey sticks today are made of 
  lightweight metals, making them even more dangerous 
  in the hands of a pro. The Reaper is a generic stick 
  that is durable, intimidating, and fairly easily modified. 
  The one common feature that is on every Reaper stick 
  is the scythe end. The top of the puck handling part of 
  the stick is sharpened to a razors edge, allowing 
  creative users to turn a slashing into a literal killing. 
  But the real beauty in Reapers lies in the shaft itself. 
  The top part was of the shaft was deliberately hollowed 
  out to allow insertion of a weapon (some people, like 
  the Thrashers, add a mono knife to the end) or other 
  assorted device. Other teams have been known to add 
  mono wire, tazers, even a thermite dispenser. To the 
  properly violent mind, this isn’t a weapon, it’s an 
  instrument of destruction. 
  Cost 120 eb 
   
  Boba Fetts Jet Pack (standard & advanced 
  models) 
  Credited - Kountzer0  
  Standard Model 
  Designed by Imperial Engineers for the galaxies (and 
  Combat Zones) most feared bounty hunter. This fine 
  instrument of transportation boasts the ability to lift up 
  to 200 kilos (don’t factor the pack in with weight) with 
  relative ease. Its armored case (SP 20, fireproof) 
  protects the fuel line, and a small tank stores enough 
  Avgas for up to 600 meters of travel. It’s capable of 
  traveling vertically up to 50 meters and can be used 
  with Pilot: Vector Thrust Vehicle. However, it’s strongly 
  suggested the person who’s attached have Pilot: Jet 
  Pack as a way of better controlling the rig (rolls are 
  easier by four with Jet Pack Ops). There is no cost as it 
  is a one of a kind rig. You want one; pry it from Fetts’ 
  cold, dead back. 
   
  Advanced Model 
  For the more advanced campaign, and indeed, the 
  more advanced Boba Fett. This case sports better 
  armor (up SP to 30, and it’s RPA, see Corp Report 
  Book 2, armor piercing weapons do not half SP), more 
  range (up to 2 kilometers), and a better vertical thrust 
  (up to 75 meters). Also adding to its upgrades is its 
  carrying capacity, now up to 400 kilos (this baby rivals 
  some APCA jetpacks) and it’s Special Punch. This 
  special punch is a rocket launcher, built into the top 
  which fires off a HATGM with ease (-6 to hit, but man 
  it’s going to suck getting hit with it). Fett prefers to 
  use this on vehicles, as they are easier to hit, but he’s 
  not above using it on unsuspecting victims as well. 
  Again, there is no cost, and it’s going to be much 
  harder getting it from Fett. 
   
  Protectadeck 
  Credited - ohms 
  Getting tired of seeing the people you hire becoming 
  KFC extra crispy because of a slow and under 
  protected deck? Well no more, this piece of hardware 
  is a combat assault class deck with many goodies that 
  would make any netrunner wet their pants. It's also 
  good for covert hackers. 
  Equipped with : +10 data wall, +4 speed, 30 MU 
  (memory), Keyboard terminal, deck security system 
  (retinal scan), auto punchout, deckmate Neural 
  recognition system, tight beam radio relay, zetatech 
  diagnet, time lag buffer chipreader, 5 Sq. Ft. 
  Videoboard and Deadman's handles 
  Cost 14,000 eb 
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  Optical enhancement chipware 
  Credited - ohms 
  This particular piece of chipware is great, it plugs 
  into a chipware socket a BOOM! you have many 
  different optical features without lossing an arm 
  and a leg on space, money and a perfectly good 
  eye. A defienite for light carrying Solos, and an 
  alternative to the Cybereye and optical modules. 
   
  *To use this chip you must have a neural 
  processor. 
   
   Optical Features 
  Low light 
  500 eb 
  Thermographic 
  1000 eb 
  Infrared 
  900 eb 
  Telescopic 
  700 eb 
  Microscopic 
  800 eb 
  Ultraviolet 
  800 eb 
  All ranges of sight are half of Cyberoptic modules 
   
  *After insertion of the chip player loses sight for 
  d6 days while vision readjusts 
   
  Head Trauma causes 30% of complete visual 
  shutdown or erratic spectrum changes. 
  1-30 Complete visual shutdown 
  31-100 Erratic spectrum changes 
  Cost 500-1,000 eb (GMs Discretion) 
   
  1 Shot EMP full body shielding 
  Credited - ohms 
  This new toy takes one EMP hit before burning 
  out. The EMP "sponge" attaches to the neural 
  processor directly. It takes up 1 space. For you 
  cheap fuck's there is a 10% chance it will 
  function a second time, but a 90% of failure. Now 
  would you want to try to cheat fate to save a 
  100eb on a new EMP "sponge"? 
  No Humanity loss  
   
  Absorbs 1 shot of EMP before burning out 
  Availibility : C 
  Cost 100 eb 
   
   
   
   
   
   
   
   
   
   
  Borg Upgrades 
  Credited - Kountzer0 
  Do you borgs out there have the same problem as me? My 
  meat boy partner has a better reflex and body than i do, and i 
  have full metal on my side. Well the flesh weasels at Raven-
  Micro Cybernetics realize that this shouldn't be. Now that 
  pesky meat boy will see just how good full metal really is. 
  This option is full borgs only. 
   
  Upgraded Reflex 
  Credited - Kountzer0 
  Don't get me wrong,a reflex 15 is great , but 
  when your amigos keep passing you by you have 
  to take the next step in borg technology. This 
  option will further increase your reflex by 2 
  points above existing boost (now you can have a 
  reflex 17). You have to be modified slightly, 
  however (1000eb, 1 spaces). Then all you have 
  to do is insert the specially design battery into 
  special slot (the 2 spaces), it's that simple. The 
  battery lasts 1 day and can be recharged via wall 
  socket. 
  -3 humanity loss 
  Cost 8,000 eb per point 
   
  Upgraded Frame 
  Credited - Kountzer0 
  This is the motherload. The meat people won't 
  compare after this one. The frame enhancement 
  will grant thee +3 body and 10 more SDP. The 
  frame is fully compatible with CCPL (gives you a 
  69 body, lets see PA do that). No battery 
  required. Frame enhancement increases size by 
  5% (weight & height). 
  -6 humanity loss 
  Cost 20,000 eb 
   
  Hand extentions 
  Credited - Kountzer0 
  Defy human boundries; New from Raven-Micro 
  Cybernetics come the Exti-Hand. A Metal rod 
  built in to your cyberarm house all necessary 
  fuctions of cyberhand operations and extends a 
  full 2 meters (just think Inspector Gadget). A 
  rocket assisted hydrolic will add +2 to punch 
  damage and enables you to grapple out of reach 
  people. This option takes 2 cyberarm spaces. 
  1d6 humanity loss 
  Cost 600 eb 
   
  Real Skin Weave 
  Credited - Kountzer0 
  -Provides SP 12. Looks like real skin (difficulty 20 
  awareness) Covers entire cyberlimb, and uses no 
  options. 
  No Humanity loss 
  Cost 1,000 eb 
  
  Cyberarm external large weapon mount 
  Credited - Kountzer0 
  This item is quickly gaining popularity in the 
  military and securtiy community, this system 
  allows the enhanced individual to mount a lager 
  than normal weapon on their cyberarm. This 
  comes at a price, however. Two option spaces 
  are used, and the arm no longer has a forearm or 
  a hand. Weapon sizes are determinded by body 
  type. To determine the largest weapon you can 
  use, simply use the system found in Solo of 
  Fortune 2 (pg. 68), and find the highest recoil 
  weapon you can fire with two hands, unbraced. 
  No surgery, as this can only be done with a 
  cyberarm. Rifle or other weapon must be smart 
  chipped, -2 acc, +1 initiative. 
  1d6 humanity cost. 
  Cost 500 eb for modifications to the arm, 300 eb 
  for the weapon. 
   
  Enhanced Olgidendrocytes 
  Credited - ohms 
  Ever want that additional reflex boost to have 
  more of an edge during combat or just sick and 
  tired or having to turn on your Sandevistan 
  Speedware? Well do I have the solution for you! 
  EO’s are synthetic Myelin created by nanobots 
  which surround your nerve axon improving the 
  speed of impulse conduction even more working 
  in conjunction with natural Olgidendrocytes 
  produced by your body giving you an additional 
  +1 reflex. 
  Availability: P 
  2d6 humanity cost 
  *This is a permanent affect.  
  *It will stack with every kind of reflex boost 
  enhancement out there.  
  *It is administered by injections into spine via 
  Lumbar puncture, takes effect after 24 hours of 
  administration.  
  Cost 3,000 eb 
   
  Nano-neural controller system 
  Credited - Kountzer0 & Grim 
  This system is not available to the public. In fact 
  this system is not even known about by the 
  majority of the public out there - although there 
  are rumors. Even major corps have trouble 
  getting this incredible item. The system includes 
  a single shot launcher, one dart, and one 
  controller module. It works like this: the dart is 
  fired into a flesh part of the target. The 
  nanosurgeons are released into the blood stream 
  of the victim. Over the period of two weeks a 
  subtle change is made it the target's brain. The 
  change can be noticed with an awareness roll of 
  25 or greater (no combat sense added). At the 
  end or the two weeks the target is now under the 
  power of the the controller, which can be an AI 
  computer or a linked human. The target can be 
  given commands, and sees those commands as 
  their own wishes, even if the command would 
  cause personal harm. Despite this, the target 
  retains it's own intelligence, and is not an 
  automaton. 
   
  The system allows all senses to be felt by the 
  controller. The system is very difficult to remove 
  (surgery code 25), and the victim is often rigged 
  with a cortex bomb or other simmilar device. 
  There is a 5% chance that each one of these 
  stats are lowered by one point: REF, COOL, INT, 
  EMP, and TECH. It takes a streetdeal roll of 45 to 
  obtain - sorry players! 
   
  Cost (Price for legitiment buyers) 100,000 eb for 
  complete system, 75,000 eb for one dart, 500 eb 
  for launcher, 30,000 controller.  
  �
  Gemini Mk-II Full Body Conversion 
  Credited - Kountzer0 & Grim 
  Ladies and Gentlemen, 
  We at Raven-Micro Cybernetics are most pleased 
  with the performance of the Gemini model body 
  conversion. However as times change, needs 
  change. Due to the increased hostilities of the 
  Arasaka-Militech War, we present the Gemini 
  Mark-II. With RPA armor thats guaranteed to 
  negate armor piercing ballistics and upgraded 
  features such as CCPL "Cyber-Steroids", the 
  Gemini Mk-II protects above the beyond the 
  normal parameters of the original Gemini system. 
  As usual no detail has been spared in the 
  authenication of human detail. It's a dangerous 
  world but the Gemini Mk-II guarentees your 
  safety.  
  Attributes  
  REF 10, MA 10, BODY 15 (*45 - CCPL), ATTR 3-
  13 
  Physical Structure 
  Head SP 25 (SDP 25 to disable, 35 to destroy)  
  Torso SP 30 (SDP 35 to disable, 45 to destroy)  
  Arms SP 25 (SDP 25 to disable, 35 to destroy)  
  Legs SP 25 (SDP 25 to disable, 35 to destroy) 
  Other options 
  Sexual implant (Mister studd or Midnight Lady)  
  Disguise option 
  Auto-Tan (+1 ATTR) 
  Pheromones System (as per nymph perfume) 
  CCPL "Cyber-Steroids" (gives 45 STR for 30 
  minutes - uses all spaces) 
  *Note - As per standard Gemini but 95 Kilo 
  deviation as per normal person. 
  Cost 70000 eb 
   
  
   
  ARMOR 
   
  Gibson Urban Concealment Hybrid Suit - aka 
  "The Lars" 
  Credited - Kountzer0 & ohms 
  Specifications 
  SP: 16 (Hardshell vest and helmet) 
  SP: 10 (Soft arms and legs) 
  EV: 1 
  Equipment 
  Hybrid hardshell/soft suit (fire retardant) ,IR and 
  Thermal baffling (-3 awareness), is Radar 
  resistant (-3 awareness for radar), and comes 
  with full environmental assimilation system (-4 to 
  awareness in darkness, -1 for every 10 meters to 
  observers awareness). 
  Cost 3000 eb 
   
  Militech Stealth Armor 
  Credited - Kountzer0  
  Specifications 
  SP: 28 
  EV: 2 
  Equipment 
  Fully enclosed hardshell (protected from gases) 
  ,IR and Thermal baffling (-5 awareness), is Radar 
  resistant (-5 awareness for radar), and comes 
  with Full environmental system. 
  Cost 10000 eb 
   
   
   
   
   
   
   
   
   
  Gibson Battle Armor 
  Credited - ohms 
  The Gibson battle armor is a good way to keep 
  alive without looking like your everyday girly 
  flesh-weasel. Made of reinforced clothing and 
  Metal Gear combination, it gives the person(s) 
  wearing it a better look then someone walking 
  around with a full suit of Metal Gear. The armor 
  also comes with zippers at each joint to keep in 
  body heat under extreme cold weather, in a 
  sense turns into a jumpsuit.  
  Armor pieces 
  SP: 16 Pants 
  Edgerunner, Medium 
  Quality, Fire retardant  
  SP: 14 or SP: 25  
  Kevlar Battleclava or Metal 
  Gear Fire retardant  
  SP: 16 Jacket  
  Edgerunner, Leather, 
  Medium Quality, Fire 
  retardant  
  SP: 8 
  Optishields (chrome book 
  2) 
  SP: 16 Shirt  
  Edgerunner, Medium 
  Quality, Fire retardant  
  Fireproof Boots 
  Edgerunner, Medium 
  Quality, Fire retardant  
  SP: 25  
  Metal Gear Shoulder pads 
  Fireproof Gloves 
  Edgerunner, Medium 
  Quality, Fire retardant  
  SP: 25  
  Metal Gear Leg pads 
   
  *Note - Metal Gear Shoulder pads cover the 
  upper torso (15% chance of hitting it), Metal 
  Gear Leg pads cover the thigh area (20% chance 
  of hitting it). Optishields hit chart refer to 
  Chromebook 1 pg.31  
  Cost Refer to Chrome book 1 for Optishields, 
  Chrome book 4 for the Armor chart and use the 
  multipliers accordingly, and Metal Gear Shoulder 
  pads are half cost of Metal Gear torso, and Metal 
  Gear Leg pads are half cost of Metal Gear Pants. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  MAXIMUM METAL ADDITIONS 
  Space Efficiency 
  Credited - Kountzer0  
  In an ever changing technological world, more 
  often than not new tech comes in the form of 
  smaller tech. This idea is especially useful when 
  dealing with objects that have only limited 
  amounts of space, such as vehicles. As a result, 
  below are guidelines for decreasing space 
  requirements for objects in vehicles. Please note 
  that in some cases, space efficiency is more than 
  micro sizing an object. It could be as simple as 
  putting one object inside another.  
   
  The tech determined to micro size for game 
  purposes isn’t important. What is important is 
  price, and the new space taken. As a general 
  rule, some items can be space efficient down to 
  no spaces, but the GM should have final ruling as 
  to what can be both micro sized, and micro sized 
  down to zero spaces.  
   
  For each space micro sized down, the cost of an 
  object should be increased 10-15% depending on 
  item (GM discretion). If it is micro sized down to 
  zero spaces, the price should be 15%. For 
  example, the shocker security system is 500 eb 
  base price at one space. To micro size it to zero 
  spaces is 15% more, adding another 150 eb to 
  the cost, raising it to a total of 650 eb. Were it 
  two spaces, and reduced to one, the cost would 
  be only 10%, making it 600 eb and one space. 
  Certain items cannot adequately use space 
  efficiency. Weapons micro sized down should 
  have effects on performance per space removed. 
  For example, the 90mm cannon is 7 spaces at 
  150,000 eb. Removing one space would add 
  15,000 to the cost, but range or reliability should 
  suffer by one level as a result. Again, the item in 
  question should be subject to GM approval.  
  Carving out space. More often than not, even sub 
  compacts have wasted space inside. The key is to 
  strategically place certain items to minimize 
  space. For example, removing part of your 
  passenger seat (extra springs, some cushioning) 
  you may be able to cram an extra space out of 
  your vehicle for something like nitrus boosts (yes 
  I am aware it was done in the Fast and the 
  Furious, which is why it’s an example). Cost for 
  this should vary, depending on who’s doing the 
  work. Basically, the cost is mostly labor related, 
  but it can only be done so many times before you 
  really do squeeze every last bit of space out of it. 
  Again, this is solely at GMs discretion.  
   
  Multipliers and Micro sizing. Want a muscle car 
  engine without taking up enough space to hide a 
  family of dead bodies? We don’t either! So here’s 
  the short and skinny on taking that 350 big block 
  and cutting it down to something Porsche would 
  be proud of!  
   
  Take the cost of the engine itself. Because there 
  are no costs for the engines in Max Metal, we 
  keep the price of an engine at about 20% of the 
  Base SDP cost. So an 50 SDP car is 12,500 eb 
  stock. That’s a 2,500 eb engine. This engine tops 
  out at 100 mph. Big engine for a big car. But, say 
  the owner wants some armor on that baby. Now, 
  he adds 20 SP, which drops the speed of the 
  vehicle down to 60 mph. This is supposed to be a 
  muscle car, not a motor scooter. Now, if you like 
  that speed, the engine takes no space as it is. 
  But if you’re like me, you don’t want to see old 
  ladies and their robo-scooters passing you by on 
  the freeway. So you decide you need to up the 
  speed to 120 mph. At 60% of the base speed 
  increase, the base sdp cost goes to 31,250! An 
  obscene figure, yes, but I’m only working with 
  the figures I’m given people. You know what, I’m 
  going to one up the system here and rule that 
  the percent increase only affects the engine 
  itself! So instead, a 60% increase to speed 
  (setting the new speed at 120mph) puts the 
  engine at 4,000 eb with no increase to base SDP! 
  That’s a whopping 1,500 added thus far to the 
  vehicles base cost. However, the new engine 
  speed comes with a downside. Of the six spaces 
  available for your car, 2 are now taken up for this 
  upgraded engine. This is completely 
  unacceptable! Ok, since the engine should fit 
  nicely into its allotted space (thus taking up no 
  space); this is where space efficiency comes in. 
  Cutting that engine down to no spaces is 15% of 
  4,000. In effect it’s a mere 600 eb. So the final 
  cost of this new mod-ed engine is 4,600 eb. Not 
  bad, considering if you install it in a car with no 
  armor, the speed goes up to 160mph! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Crash Control Deluxe 
  Credited - Kountzer0  
  With the advent of Aerodynes, a realization 
  dawned on vehicle manufacturers that the 
  standard crash control system just might not be 
  enough. While SP 40 certainly isn’t bad, the odds 
  of it helping you survive a crash in excess of 100 
  mph aren’t good. Not to mention crash landings. 
  It is with this in mind that Crash Control Deluxe 
  came to be. Deluxe features the same options as 
  normal crash control, with the addition of side 
  impact airbags, a four point restraint system, 
  reinforced seat belt material (guaranteed to not 
  tear or your money back!), and extra seat welds 
  to ensure your seat doesn’t take you for a ride 
  during those sudden stops. In addition, extra 
  padding (consisting of a new model of dura-
  foam) is added to seats to ensure your crash is 
  as safe as humanly possible. 
   
  In game terms, Crash Control Deluxe increases 
  the protection to SP 60 against collision. 
  No spaces 
  Cost - 700 eb per passenger 
   
  Varying Degrees of Damage Control 
  Credited - Kountzer0  
  For those who want some protection, but don’t 
  want to pay the price. We offer new variants on 
  to your standard Damage Control package.  
  40% - costs 80% of vehicles base SDP cost. 
  Protects on a roll of 7-10. 1/10 of spaces, 
  rounded down.* 
  30% - costs 60% of vehicles base SDP cost. 
  Protects on a roll of 8-10. 1/15 of spaces, 
  rounded down.* 
  20% - costs 40% of vehicles base SDP cost. 
  Protects on a roll of 9-10. 2 spaces. 
  10% - costs 20% of vehicles base SDP cost. 
  Protects on a roll of 10. 1 space. 
  *Note - 2 spaces minimum 
   
  Damage Control Deluxe  
  60% - costs 120% of vehicles base SDP 
  cost. 
  This is the safest way to move, period! Insulated 
  copper wiring, improved fire extinguishers, 
  improved circuit breakers, and fireproof interior 
  are just some of the features included. Spaces 
  required are 1/8, round up. Protects on a roll of 
  5-10. 
   
   
   
   
   
   
   
   
  Improved Flight System 
  Credited - Kountzer0  
  New for option for Powered Armor this season is 
  the Upgraded frame from the U.S. “Sure Dead” 
  class Cruise Missile. The weight has been reduced 
  to 150 kilos, the number of external spaces 
  required is 6 and as nice as this system is, there 
  is a drawback. The sleek, lightweight design is 
  not armored as well (20 SP, 50 SDP). But, if you 
  dispense with the armor altogether, you can add 
  an additional 5% more speed out of it (up to MA 
  315, Vector Thrust roll to maintain). Maybe not 
  the smartest idea, but good if you have to go in a 
  hurry. Max range is 600 KM.  
  Cost 80,000 eb (78,000 eb without Armor) 
   
  Spiked Ram Plate 
  Credited - Kountzer0  
  Ever so much more then a snowplow on crack. 
  This nasty toy came about when a couple of 
  techies stumbled across the Rules for Car WarsTM. 
  They were intrigued by the ram rules so came up 
  with one of these for fun. By using scrap steel 
  and 2 hydrolic shock absorption pumps, they 
  created a streetwork of art. The end result was 
  strapped to a punknaught and killed 36 civilians 
  and caused countless property damage worse 
  then Carmaggedon style. The ram plate causes 
  double damage to all objects rammed and thanks 
  to the absorption pumps the damage to the 
  vehicle is reduced by half. Due to the plates 
  nasty nature of wrecking stuff (and the ability to 
  impale humans) it is illegal in most cities 
  (although the open road is another matter 
  entirely). The ram also stops bullets at SP20 
  *Note - The ram takes up 1 space and the 
  installation difficulty is 17 +2/4 hours basic tech 
  roll.  
  Cost Varies from 800 to 1200 or 400 and self 
  labor. 
   
  Silent Running and Flying 
  Credited - Kountzer0 
  Silent running option allows your vehicle silent 
  movement. The price is 1% base SDP cost per -1 
  to awareness checks (maximum silence is -10 
  awareness). 
  Silent flying is -5 awareness maximum for jets 
  and AVs. 
  Cost GMs discretion 
   
   
   
   
   
   
   
   
   
  
  Nitrus Boosters (land based vehicles) 
  Credited - Kountzer0 
  New for your land based vehicle, this option will 
  boost the acceleration and speed of your vehicle. 
  There are 3 types of Nitrus systems. 
   
  1. Nova Dynamics "Drag" - Boost used primarily 
  by modified police vehicles and street racers. The 
  reliabilityis good and the tank is small enough to 
  not be noticed by casual inspection. It takes up 1 
  space (adds 10 mph acceleration and 30 mph 
  speed increase for 1 turn) 
  Cost 300 eb + installation. 
   
  2. General Motors "Burst" - A more serious nitro 
  system intended for use by professional racers. 
  Not as small as the Drag and is definity louder, it 
  is just as reliable but takes up 2 spaces (adds 20 
  mph acceleration and 50 mph speed increase for 
  1 turn) 
  Cost 800 eb + installation. 
   
  3. Grand Prix "Road Runner" - Alright, i'm not 
  gonna lie to you guys out there, this thing ain't 
  safe. It was prematurely released and still has 
  some quarks. (when used, roll percentile, on a 1-
  5 nothing happens, 6-96 is ok, 97-00 KA-BOOM! 
  goodbye booster) But lets face it, if you wanna 
  go that fast, you probably don't care about safety 
  anyway. The tank takes up 3 spaces, its obvious 
  to anyone and has an energy output off the 
  scales! (adds 40 mph acceleration and 90 mph 
  speed increase for 1 turn) I hope you have a high 
  driving skill or it's your funeral. 
  Cost 2,000 eb + installation. 
   
  *Note - Boosters in 2020 are better then todays 
  standards. In fact only the Drag uses Nitrous 
  Oxide. The Burst and Road Runner are essentially 
  heavly modified engine add-ons. (installation cost 
  is determined by GM) Nitro is a term still used 
  out of habit (somethings just don't die). Each 
  tank has 4 charges before "fuel" runes out, while 
  using 2 charges consecutively has no negative 
  affect but it is not recommended. If 3 or more 
  consecutive charges have been spent there is 
  30% chance of blowing your engine, You have 
  been warned. Drive safety and keep the body 
  count of a minimum. 
  Extra charges can be added at the cost of 250 eb 
  for 2 charges and 1 space. 
   
  Full auto ET enhancement 
  Credited - Kountzer0  
  New from the genious of Antonio Luccessi comes 
  this option for your gun. Normal ET enhancement 
  is great but with semi-auto fire only, the target of 
  your aggression may survive long enough to 
  shoot back. So for a mere 3x the cost of your gun 
  (provided it's full auto already) you can increase 
  your guns damage and range emensely. The 
  process is simple. by adding a heat resistant 
  barrel and 3 micro collent systems to your gun, 
  this enables your gun to be fully automatic EAE. 
  ET enhancement is included in the price. 
  Difficulty 25 weaponsmith roll to install. 
   
  Lowered Acceleration 
  Credited - Kountzer0 
  In everyday terms a shitty engine, each 10% 
  taken away from acceleration loweres the SDP 
  cost by 5%. (Maximum acceleration lowereing 
  50%) 
  Lowered Decceleration 
  Credited - Kountzer0 
  Brakes?!? We don't need no stinkin' brakes, 
  besides real men don't use them anyway. Each 
  25% decceleration taken away lowers the DSP 
  cost by 5%. (Maximum lowered decceleration is 
  50%) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  DRUGS 
   
  *Note - Thanks to Ocelot for creating his great Drug Lab, 
  must give recognition where its due. For GMs wanting to find 
  out the addiction number of the drug, time to next dose and 
  time to withdrawl for certain drugs you can refer to Ocelots 
  Drug Lab 101 
   
  Rampage 
  Credited - ohms  
  And you thought Blacklace was some good shit! 
  Created by a disgruntled employee of Biotechnia 
  this drug makes Blacklace look like a sugar high. 
  Rampage will turn any good willing citizen into a 
  homicidal killing machine. A combination of 
  various uppers, UPPERS and more UPPERS you 
  are guarenteed a blood bath. I mean, sure... you 
  will look like a psycho with the blood shot eyes, 
  red skin and excessive drooling but if anyone 
  looks at you funny you have will have no 
  inhibitions to cut him down where he stands! 
  Duration: d6 x 10 minutes 
  Time for effect: 1d5 turns 
  Form: Injected (comes in its own disposable auto 
  injector) 
  Rampage (type a: illegal) 
  Stun reducer +10 
  Attribute increase +10 (+2 
  reflex / +2 Body) 
  Pain negation +10 
  Aggressive behavior -6 
  Cold sweats -2 
  Strength +2 
  Excessive salivation -2 
  Loss of inhibition -4 
  Strange skin pallor (red 
  skin) -2 
  Mildy addictive -8 
  Cost - 240eb a dose 
   
  Rollercoaster 
  Credited - ohms & Kountzer0 
  Rollercoaster is the new psychodelic drug on the 
  streets. Rather then paying for seperate highs for 
  uppers and downers we will give you the same 
  thing in one dose. When you first take the drug 
  you will go up, then come down, and go back up 
  again hence the name. For every 2 hours on the 
  drug there is a 50/50 shot of it being either a 
  euphoric or a depressant. What a wild ride! 
  Duration: 2d10 hours 
  Time for effect: Listed below 
  Form: Pill (2d6 x 10 minutes), Powder (1d2 
  minutes), Injected (1d5 turns) or Derm 
  (2d10+10 seconds). 
  Rollercoaster (type b: illegal) 
  Euphoric +5 
  Depressant +5 
  Longer Duration +10 
  Nightmares -6 
  Hallucinogen 10 
  Strength +3 
  Psychologically Addictive -4 Aggressive Behavior -6 
  Blood shot eyes -2 
  Cowardice -8 
  * Note - When the drug wears off depending on 
  the last effect the user will suffer either extreme 
  cowardice or aggressive behavior. Regardless of 
  the resulting behavior, nightmares will ensue for 
  a d6 nights afterwards. 
  Pill cost: 70eb 
  Derm cost: 270eb 
  Powdered/Snort cost: 135eb 
  Injected cost: 200eb 
  *Cost in doses 
   
  Reality Pill 
  Credited - Kountzer0 
  Reality is a recreation drug used primarily by 
  artists and people who just want to escape from 
  reality. The users escapes to his or her own 
  fantasy world for the duration of the drug. The 
  crash that ensues tends to make people sick 
  (hangover). The user(s) blame the crash on 
  reality. (Man that fucking hangover made me 
  come back to this dump). 
  Duration: d6 x10 minutes 
  Time for effect: 1d5 turns 
  Form: Pill or Derm 
  Reality Drug (type c: illegal) 
  Nausia -4 
  Headache -4 
  Loss of Appetite -2 
  Eurphoric 5 
  Hallucinogen 10 
  Strength +1b 
  Pill cost: 30eb 
  Derm cost: 120eb 
  *Cost in doses 
   
  D5W-B1-ASA Complex 
  Credited - ohms & Kountzer0 
  Ever get those fucked up hangovers? The ones 
  that really fuck up your day? The ones where 
  even a dog bark will gong your head like a bell 
  tolling? Well we've got the solution! This 
  compound formula sold over the counter like 
  Maalox removes hangovers GUARENTEED! (85% 
  chance - ok.. ok... so I lied, but its better than 
  nothing) Now when you go to the Bodega to buy 
  Smash you can pick up a bottle of this too. 
  Duration: d6 minutes 
  Time for effect: 1d5 turns 
  Form: Liquid ingested (250cc) oh and it's fucking 
  nasty tasting too. 
  Side effects may include dry mouth, constant 
  urination, dehydration and bad breath. 
  Cost 15 eb (1 dose/bottle) 
   
   
   
   
   
  
  Naloxicon 
  Credited - ohms & Kountzer0 
  Now for all you people who have been the vicitim 
  of a dangerous drug rampage. Here is the cure 
  all for that drugged out psycho. This drug is a 
  combination of Narcan, Rumazicon. Naloxicon 
  reverses the effects of the following drug types: 
  Any opioid (euphoric) or benzodiazepin 
  (downers). 
  Duration: d6 rounds 
  Time for effect: 1d5 turns 
  Form: Intravenous 20mg/ml 
  *Note - due to large dosage it will not fit in the 
  standard auto-injector. 
  Side effects may include Combativeness, Nausea, 
  Vomiting, loss of bowel functions, and Migranes. 
  Cost 90 eb (1 ampule/dose) 
  "Okay IB Bangin`, we're gonna bring you back 
  from the dead. Now, I want everybody here to 
  grab the hand of the person next you. Come on 
  now. We ain't got much time. And look up 
  towards the heavens. 
  Dear Lord, here I am again... asking one more 
  chance FORRRRR a sinner. Please Lord, bring 
  back IB Bangin`, Lord. You have the power 
  Jesus, you have the might. You have the super 
  light to spare this worthless man.  
  Rise up IB Bangin`... and a life anew. Thank you 
  Lord." 
  -Marcus (Ving Rhames) from Bringing out the 
  Dead. 
  Hemocrit 
  Credited - ohms  
  This is an over the counter drug originally 
  developed for Militech troops. Hemocrit is a 
  combination of blood clotting agents, Speed heal 
  (restores 1 point of damage) and Epinephrine to 
  stop severely bleeding wounds. The Epinephrine 
  portion of the drug will cause vasoconstriction to 
  slow down the bleeding while the clotting agents 
  take effect and the Speed heal to help heal. If 
  you are at mortal 1 and making death saves 
  because you got 4 rounds of 10mm shot into 
  your leg this can stop the bleeding and the player 
  will no longer have to make death saves for the 
  duration of the drug.  
  Duration: d6 x 10 minutes 
  Time for effect: 1d5 turns 
  Form: Contact 
  Cost 125 eb (1 dose/package) 
   
   
   
   
   
   
   
   
   
   
   
   
  CORPORATIONS 
  Xirtech Inc. 
  Credited - ohms  
  Headquarters: Oslo, Norway  
  Worldwide Offices: Night City, Dallas, Bonn, Tokyo, Brussels, Berlin 
  Majority Stock holder is Tor Norum located in Oslo, Norway holding 31.4% of total shares. 
  Employees: 
  Worldwide: 8,000 / Troops: 300 / Covert: 26 
  Background:  
  Xirtech is your everyday European computer technologies company that is riding the high demand for 
  personal and small business solutions. Xirtech still small is hoping to expand into the American & Asian 
  markets by introducing more micro personal computer solutions rather then business end of the market. 
  This company have survived more then it's fair share of hostile take over attempts by Zetatech (CP2020 
  main pg. 210) and wipeouts by Terrorist factions (Asian organizations). This company may seem small 
  and under equipped but can hold their own in heavy situations against companies in their ranks. The Asian 
  Terrorists see Xirtech as a threat to "their" industry (micro personal computing) and see Xirtech as a 
  pollution into their computer world. Their goal is to dominate the Micro personal computing industry 
  worldwide and to see people using Xirtech solutions to all their personal / household needs. 
  Equipment and resources: 
  (6) AV-4s, (2) Osprey, 2 Gulf streams (one based out of Oslo Norway @ Xirtechs` private airfield). Each 
  office in Europe has Surgical Infirmaries able to handle basic triage and minor surgeries. Xirtech has 
  access to a decent personal weapons and armor. All company troops are equipped with SP20 helmet, 
  SP16 Kevlar vest, Heckler & Koch MPK-9 (Blackhands pg. 17 and CP2020 main pg. 62) or Luigi Franchi 
  shotgun (Blackhands pg. 21 or Eurosource) , and a LeRoi Maxi-10 for their standard sidearm (Blackhands 
  Street Weapons pg. 12 and Eurotour). They do not have access to heavy man portable weapons (let me 
  stress the DO NOT part). 
  
   
   
  ORGANIZATIONS 
   
  Night City Thrashers (Combat Hockey Team) 
  Credited - Kountzer0  
  The Night City Thrashers are one of 10 teams in the Night City Combat Hockey Open League. While 
  anyone with a grudge is allowed to make a team, most don’t last, usually at the hands of the Thrashers. 
  Lead by Bobby Daring (stats in the NPC section), the Thrashers are currently the most dominant team in 
  Southern California.  
   
  The Thrashers are a twelve-man team, coached by Sgt. Gene Redmond, a long retired solder who’s block 
  was under the “protection” of the Blood Razors, of which all players are members of. The Sarge was made 
  an honorary member as well, after beating a particularly nasty EBM team for the lease of the Blood Razor 
  warehouse.  
   
  Each player on the Thrashers is heavily cybered, almost to the point of psychosis. Even Daring (an 
  admitted Black Lace addict) had a run with Cyberpsychosis. However, to ensure that no termination order 
  was issued, Net 54 sponsored his therapy. Now, all Thrashers hover that edge, and it’s made them a truly 
  dangerous team.  
   
  But worse than the drugs and cyber, the team is amazingly coordinated. On the rink, there is no doubt, 
  Daring is in charge. His team excels around him, and as a result they are a very close-knit group. The 
  Razors extend the Thrashers many courtesies in the zone as well. HackMan himself decreed that his team 
  gets first crack at new cyberware, and makes sure his fixer has Daring set up with Lace and Smash.  
  In addition to extra status and cyberware, each member is required to have an extra around them at all 
  times. This is a result of a gang hit in 2019 that killed two members and nearly killed Daring. Each extra is 
  heavily armed, cybered, and carries a really bad attitude. People are encouraged to stay away.  
   
  Your average Night City Thrasher 
  Int: 5, Ref: 9/11, Bod: 11, Tech: 3, MA: 7, Cool: 8, Attr: 5, Luck: 6, EMP: 7/1 
  Gang Rank: 5, Athletics: 6, Melee: 5, Brawl: 5, Awareness: 3, Intimidate: 5, Handgun: 4, Resist Torture: 
  3, any three personal skills at +3. 
  Cyberware: Basic Processor, Skinweave (sp12), Grafted Muscle, Korensikov Boosterware +2, Left 
  Cyberarm (w/THK, RJ, ARM, EMP, and Wolvers), Right Cyberarm (w/ THK, RJ, EMP, Chrome), Interface 
  Plugs, Cyberoptic (w/TA, IR, TH, Anti Dazzle) 
  Equipment: Sp 12 Armored Hockey Jersey (w/reacti-mesh fit, fireproof), Sp 8 Armored Pants, NuTek 
  Mercury Rollerblades (in equipment section), SP 16 helmet (w/ Face shield), Modified Reaper Hockey stick 
  (in equipment section), 1 dose Stim (Chrome 3), 1 six-pack Smash, Arasaka WSA pistol (2 clips API) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  GANGS 
  Imperials Poser gang 
  Credited - Kountzer0 & Grim 
  **GM’s note: There are currently 3 different versions of the Imperials Poser gang. The three are variants according to campaign levels. This is 
  important, as key NPC’s and equipment varies per level. Vehicles, EQ, Weapons and NPC(s) will be specified in their proper sections. 
   
  Straight from the Lucasfilm archives comes this new threat to everyday living. The Imperials were first 
  conceived in 2018 by Michael Stevens, a disgruntled logistics and accounting manager of the Arasaka 
  Night City office. Stevens, a film aficionado and closet psychopath, enlisted the aide of several disabled 
  Arasaka special operations members, as well as various washouts from the Arasaka training program.  
  The time was right for Stevens. Construction was officially completed on the towers during the year, and 
  Stevens had the foresight to embezzle proper funds during this time. Weapons lists were made to 
  manufacturing plants, only to be lost in red tape. Armor which was bought as a courtesy from a subsidy 
  company (makes it look better on the financial statements to have a big client) was just sitting in 
  storerooms waiting to be stolen.  
   
  It’s a known fact that Arasaka favors combat operatives over conventional employees. So when Arasaka 
  appointed a former special operations solo as head of the new office, Stevens had enough. He put his plan 
  into action. Recruiting David Coddington (a former Special Ops. team leader who was shelved after it was 
  discovered he was a diabetic), Stevens now had a troop leader who was skilled in operations as well as he 
  was in logistics. 
   
  Together, they set out to find others to bring in the fold. Using some corporate pull, Stevens pulled the 
  files on all Arasaka washouts currently residing in the Night City area. While Stevens went looking for 
  troops, Coddington went out looking for a suitable base of operations. Know that anything in the city is 
  unaffordable and obvious to say the least; he instead went into the heart of the combat zone. Finding 
  nothing but Boosters and lowlifes, he moved his search northward. That’s when he found his ideal 
  headquarters. On the edge of the zone, in an old abandoned hospital, Imperial Headquarters was born.  
  During 2018 the Brushfire Wars also started up in Europe, and Arasaka was one of the companies hired on 
  during the dispute. Not wanting to bring in outsiders, Arasaka was forced to use in theater talent, namely 
  one Augustus Heinlein. Heinlein was a German born solo recruited after being dismissed from GSG-9 for 
  disciplinary reasons. Arasaka saw an able soldier and competent team leader, and hired him on promptly 
  after his dismissal. That was 2016. Heinlein was recently expelled from Arasaka service after a failed op. 
  His team dead, himself in need of a pair of cyber legs, he was the victim of corporate infighting in the 
  Arasaka Hamburg offices. He handed in his resignation and fled to Night City to start anew. It was only a 
  matter of time before Stevens found him and recruited him.  
   
  With all the pieces in place, it was the time to show the players why they had been recruited. By the end 
  of 2018, the headquarters was up and running, the recruits were all ready to start, and the three main 
  players were ready to begin their new lives. Stevens had created it all, so he had the privilege of being the 
  Emperor of the New Order, and took the name Palpatine. Coddington, who opted for more cybernetics as 
  a means of keeping his diabetes in check, took the mantle of Darth Vader, Lord of the Sith. And Heinlein, 
  with his quiet demeanor and impressive skill was thus born again as Boba Fett.  
   
  Imperials in the Zone 
  It was only a matter of time before the new force on the block stumbled on someone’s toes. Due to its 
  location, Imperial headquarters was a little too close to Blood Razor turf for Hack Man (the Blood Razor 
  leader) likings. In the first two days of operation, the Blood Razors attempted to firebomb the Imperials 
  with several drive by incidents. Fett and Vader, now properly equipped, were dispatched to send a lesson 
  to all opposition in the zone. In a gangland blitzkrieg, Fett destroyed two gang hideouts and Vader was 
  responsible for the messy deaths of at least three Blood Razor Lieutenants. Hack Man himself barely 
  escaped Vader’s wrath.  This retaliation brought the Imperials some time to start training. Washouts who 
  were somewhat trained by Arasaka were now given the finishing touches by the supervision and tutelage 
  of Vader. The first group, consisting of 15 troops, was operations ready and out on the streets in less than 
  a month. Michaels, at the same time, started slowly searching net archives for fans of the holy trilogy, and 
  to recruit new techs and med techs. His success was so great; in about a month after setup, the Imperial 
  Engineers Corps were born.  
   
  
  Imperials in 2020 
  The Imperials today are currently a force to be reckoned with. With a membership that boasts over 250 
  heads, the Imperials are currently one of the most dangerous gangs in the city. To make matters worse, 
  thanks to the success of the Night City branch, the Imperials have splintered to San Diego, Los Angeles, 
  San Francisco, and as far out as Las Vegas. While the numbers of these satellite cities don’t rival Night 
  Cities numbers, growth in numbers has been improving, and the Imperials are now talking of setting up a 
  base of Operations in N.Y.C., as an east coast headquarters. In addition to the personnel numbers, the 
  Imperials have access to equipment that most gangs can dream of. Armor, weapons, AV’s (made up to 
  look like TIE Fighters), and scout bikes make the Imperials a worthy opponent.  
   
  The Imperial Economy & Force Breakdown 
  Emperor Palpatine knew keeping a force this large would require more than just Arasaka’s meager gang 
  budget. From the beginning, he was devising plans to keep the Imperials in the black financially. So he 
  drew up a set of plans for funding that could be secured and maintained for his Empires continued 
  success. The first and easiest was extortion. By having such a large group at his disposal, the Palpatine 
  demanded payment for protection against rival gangs for businesses located in his territory. In exchange, 
  local businesses aren’t treated nearly as badly as they might be by a local block gang extorting them. All 
  transactions are very professional, making it seem as if the Imperials are a legitimate security service. In 
  fact, the NCPD have even turned a blind eye to this, as it makes patrolling those areas inhabited by 
  Imperials that much easier. That’s not to say the Police and Imperials are chummy. But as understaffed as 
  they are, the Police see any sense of order as a necessary evil. Also supplementing Imperial income is 
  Boba Fett himself. Over the past two years he has established himself as a serious hunter, with a near 
  flawless record and knack for having the right equipment for the right job. His high-end bounties add to 
  Imperial prestige (thus bringing in some corporate sponsorship), and afford special privilege and fame to 
  the Imperial cause. Also, on the darker side, some Imperials have taken to dealing in drugs, weapons, and 
  cyberware to supplement income. While this is not common knowledge, certain people do suspect it, and 
  have pointed to it as a sign that the Imperials are not for the best interests of Night City.  
   
  As for the forces themselves, they can be broken down by uniform for unit of service. The most obvious 
  Imperials, Stormtroopers are highly visible due to the white hard-shell armor they wear. Stormtroopers in 
  Night City number around 80-90. They always operate in squads of 8, with at least one heavy weapons 
  trooper per squad. While they aren’t as well trained as edgerunners, their numbers and battle tactics are 
  quite threatening to most citizens. Also, while not the same, but similar in appearance are Scout troopers. 
  Scout troopers are the scouts and mobile force for Imperials. Scout troopers’ number about 16-20 and in 
  addition to their armor, they are known for their custom scout bikes. Scout troopers operate in squads of 
  4, but groups of 8 are not uncommon. Also known for their armor is the highly lethal forces known only as 
  Storm Commandos. Storm Commandos are one of the elite branches of Imperial service and are 
  noticeable by their Black hard-shell armor. While Storm Commandos are rare (only 1 squad of 8 has been 
  documented thus far), their skill is very competent, and their teamwork nearly unmatched in any non-
  military trained forces (to exclude Arasaka and Militech). Also on the Imperial elite units are the Imperial 
  Royal Guardsmen. The Royal Guardsmen are the most fanatically loyal to Palpatine, and for their loyalty 
  they are rewarded with the best training and equipment Palpatine can buy. There are 8 Royal Guardsmen 
  currently in existence, and six of them are always by the Emperors side. The two who are not are cycled 
  through with the regular forces to further hone their combat skills. Rounding out the assault forces of the 
  Imperials are the Imperial Army regulars. Imperial army troopers are numbered less than Stormtroopers 
  (only 60 suspected), this is due to the fact that they act more as a combat support role to Stormtroopers. 
  Their skills are not up to Stormtrooper level, and due to this they are usually regulated to a lesser 
  position. Imperial army regulars are the forces that are used to collect extortion money, deal with lesser 
  and more non-combatative gangs in the area. Some also post guard duty at Imperial Headquarters and 
  Imperial safe houses. Again, they operate in squads of 8. Serving in non-combat roles are the Imperial 
  Engineers Corps. Imperial Engineers are the forces that keep the technology going, and have been 
  expanded to include an Imperial Medical Corps. There are currently about 40 personnel filling these roles, 
  which consist of Mechanics, Doctors, Medics, Scientists, Netrunners and Pharmacists. Also of note is the 
  Imperial Navy. Not a Navy in the normal sense, the Imperial Navy consists of the assorted pilots of 
  various craft in Imperial use. TIE Fighters, Walkers (yes, they aren’t naval in a normal sense, but they 
  were merged due to the specialized skills involved in operating them), Trucks, and Autogyros, are 
  common among Imperials. To move these vehicles they have a force of approximately 20 personnel. They 
  are noticeable by their black uniforms.  
   
  
  The Immortal Circut 
  Credited - Kountzer0  
  Immortals in Cyberpunk? HA! Unless your GM has completely abandoned the concept of reality (if you 
  could call it that) its just isn't possible. But lets face it, we specialize in the impossible. When Immortals (a 
  la Highlander) don't exist a close alternative has been reached. A few years back, in 2005 to be exact, a 
  couple of students brought the theory of highlander to reality. However immortality eluded them, but 
  thanks to the wonders of technology, the came damn close. The end result is The Immortal Circuit. 
  Consisting of approximately 900 immortals, the circuit is the underground equivelent of LEOs Angels. 
   
  How Immortals work 
  Since the basics have been outlined in the movies and series, the process is simple. 
  1. Biosculpt & rejuvination therapy (when the immortal feels the affects of aging) 
  2. PWD - Personal Warning Device: Installed in the body, detects other immortals in a 5 meter area. 
  3. Tracking device - nothing major, just something so the Watchers to keep tabs. 
  4. Spinal Cortex - Used to gain "The Prize". When the head is lobbed off the vertebrae below the skull has 
  a 4 digit code used to gain the prize. The last immortal living is given the description code (of unknown 
  origin) th decypher what the prize is. 
   
  The Watchers 
  In the series the Watchers observed and did not interfere. The rules have changed. Since The Immortal 
  Circuit is essentially a tournament, the Watchers are referees. And Watchers do take steps to eliminate 
  cheaters. (I.E. gun users, holy ground slashers, and anyone who tampers with the Immortal 
  enhancements) The Watchers also assist the last immortal in receiving the prize. The job is pretty straight 
  foward. 
   
  The Prize 
  Only a hand full of people truly know what the Prize is. Rumors have ranged from the uncompairable 
  riches to actual immortality. I can possibly percieve the answer. The actual prize is determined by 
  individual GMs, but at the very least players should deserve it. 
   
  Immortal Updates 
  I know what you are saying "how can there only be one, if new players come into play?" The answer is 
  timing. One new immortal is brought into the ranks every 2 months. There is no limit, you must kill every 
  immortal exsisting before a new one is selected (screened and approved by the Watchers). If you can, no 
  more immortals will be selected and you gain the prize. 
   
  Your average Immortal 
  Your average Immortal is just not your average Joe Blow. Immortals are selected by scounting humans 
  who want to exist at all cost. The immortals are cunning, determined, and ruthless (somemore then 
  others). They are skilled with a blade and talented with many other skills. All immortals (except newer 
  ones) will have at least: 
   
  Attributes: 
  INT: 7+, REF: 8+, EMP: 5+, BODY: 7+ 
  Skills: 
  Fencing: +5, Dodge: +5, Athletics: +5, Awareness: +4 
  Basic Immortal package is:  
  Skinweave (varies), Cyber Optic (with IE, IR, Thermal, TSM) 
   
  Immortal Players 
  It's not that hard for a player to play in the Immortal Circuit. In fact it's pretty easy. Your average 
  Cyberpunk player should know enough to survive in the streets. If your GM allows it, your character 
  receives the basic Immortal Enhancements and a sword free of charge. However there is a downside, the 
  circuit is cladestine. You cannot mention your involvement, and fights must be concealed from public view. 
  Speaking of fights, prepare to fight to keep your head. 
   
   
   
   
  
  GM Logic 
  First and foremost this is for reference, use it of not. But having an Immortal PC should open up more 
  doors for your campaign. Now instead of running OPs for just money, your players must fight other 
  dangers for personal survival. It should add a new element to your game. If a player gets out of hand, up 
  the skill level of opponents. Please, this is supposed to be a chanllenge, don't let players cakewalk through 
  it. 
   
  Immolrtal Geography 
  Believe it or not, this is kind of important. Most Immortals then to stick to high crime areas, that way their 
  handy work goes unnoticed. However some Immortals tend to live the high life in Penthouses and such. 
  Night City due to its mix of both poor and rich has the highest Immortal population with New York City 
  running in second and detroit running third. Immortals tend to stay away from Europe, most see it as a 
  continen of tight-assed snobs, and the high police presense is a turn off too. 
   
  Immortal roles 
  Right about now, players should be thinking, "If I take a Solo, I'm a shoe-in to win" WRONG! The only 
  advantage a Solo has in a sword fight is the probability of acting first. Well guess what? People parry in 
  sword fights, and using your gun enough will guarentee your demise by a higher power. Remember, skill 
  wins the battle, not your role. There you have it, don't lose your head. 
   
  Less than Humane Society 
  Credited - Kountzer0  
  Members: 500 to a 1000 metalheads 
  Cities: Night City, New York City, St. Paul, Nashville, Las Vegas, Washington D.C. 
  The Less than Humane Society is a full borg organization for borgs who are shunned by socienty (which is 
  to say the most). The general purpose for this organization is for full borgs to come together and talk 
  about problems, exchange stories, sell secrets, call backup, and etc... Most borgs see this place as a home 
  away from home. Corporations use this place for potential employees. For borg PC's this means slightly 
  cheaper therapy cost (GMs discretion), contacts, job opportunities, functioning Panzerfaust dojos, and a 
  sense of belonging. If you are a part of the metal elite, then this is the place for you. 
  *Geminis` need not apply. 
   
  KNight Eyes 
  Credited - Kountzer0  
  Members: 25-75 KNights 
  Location: Night City 
  FYI: 
  KNight eyes is this wees latest odd ball gang and probably next weeks body bank special. The gank (or 
  ORDER as they like to call themselves) are your average nocturnal vigilante gang who goes around doing 
  various good thing and trying to help fight crime and the same time. Often referred to as "Castaways from 
  the darkages" these warriors are easily noticeable (they all carry swords and wear funky looking armor) 
  but are incredibly talented. while noble in intent, they are unfortunately out numbered by the various 
  gangs that take the right to be a live practicing criminal seriously. 
  Average KNight's stats: All stats are average except INT: 7, COOL: 10, REF: 9, BODY: 8, EMP 8 
  Skills: 
  Combat Sense: 3, Fencing: 5, Brawl: 4, Intimidate: 4, Social: 3, Awareness: 4, Athletics: 4, First Aid: 2, 
  Personal Weapon Skill: 3-5 
  KNights use other weapons, most prefer handguns and shotguns but Semi-automatic rifles are not 
  uncommon. 
  Symbols: eye over crossed rifle and sword or just an eye. 
   
   
   
   
   
   
   
   
  
   
  PLACES 
  �
  The 2600 
  Credited - ohms  
  Ever been sitting in your cube in front of your 
  mess of tech scanners, countless broken down 
  cyberware parts or half made tinkerings you have 
  never completed? You ever wish you had a place 
  where you can call a home away from home 
  where you can converse with other tech heads 
  like yourself? Share ideas, help each other 
  trouble shoot problems and feel welcome in a 
  crowd where feeling too smart is a bad quality? 
  Well no more of that! The 2600 is a tech lounge 
  for the technical, mechanical, cybernetic savvy 
  person like yourself. 
   
  The 2600 is located in East Midtown Manhattan in 
  the former Citicorp building (now run in the 
  underground levels). The 2600 was not always a 
  lounge; originally it was just hackers and 
  phreakers who gathered in secrecy on the ground 
  level of the building to share their whorl of 
  knowledge which was the “hacking scene” in the 
  1990’s. 
   
  The Citi Corp building is the one with the 
  triangular rooftop. 
   
  Here you will find almost any information related 
  to the technical field or equipment. 
   
  *Library search: diff. 20 
  *Streetwise: diff. 30 
   
  Rolls may only be made on subjects related to 
  the technical field. There is no sole owner of The 
  2600. It's more of a co-op where all members 
  put in an equal amount of work to keep things 
  flowing. The atmosphere is nothing to go 
  bragging to all your friends about, it's just a huge 
  underground parking lot which was modified to 
  be a huge room with a bar, lots of work benches 
  and terminals. The east wall covered in monitors 
  displaying current tech news and the Net output. 
  Lets just say the décor fits any techie perfectly. 
  The lounge also has a access door into 
  the abandoned Subway lines where the 
  BMT and IRT Subway gangs live and wage war 
  among each other.  
   
   
   
   
   
   
   
   
  Vigilante Records 
  Credited - Kountzer0  
  Located in an area known as “the Market” in Night 
  City, Vigilante Records is a low level record company 
  catering to up and comers on the indy circuit. The 
  basic set up is considered no frills, with only one 
  recording room. The décor is definitely rocker related, 
  with concert posters, ticket stubs, and bumper stickers 
  covering the walls. All this is a severe case of nostalgia 
  for the lady in charge. The owner, Jessica Vigilant, is a 
  decently established rocker herself, and will gladly add 
  backup or female vocals or piano to anyone in need 
  during recording. In addition, Mark McManus, the 
  resident programmer, can make just about anything 
  happen with a Synthesizer.  
   
  Thanks to the proximity of local bootleg havens, 
  records produced here can be made on the cheap, 
  often by the same people that will be bootlegging 
  everything when the star becomes famous. Songs can 
  be formatted to Compact Disk (for the truly primitive), 
  Mini Disk (for the mini primitive), or Digital Chip (for 
  the rest of humanity). Rates are pretty flexible, and 
  recording a demo here can be done for as little as 15 
  eb an hour (although that means the owner picks the 
  time).  
   
  If the group/individual has talent, Vigilante will help 
  cultivate it, providing they sign a developmental 
  contract. In addition to extra practice time in the 
  studio, Jessica will help promote, publicize, and get 
  gigs for emerging artists. Usually, once a band is 
  established, they will be given merchandise to resell at 
  venues (Tee’s, CDs, Chips, Buttons, etc etc.), to pay 
  off recording time and promotional fees. The kickback 
  is usually 1-3 eb a CD (they sell for 8eb packaged), 
  Chips are 2-5 eb (at 18 eb a chip packaged), Tee 
  Shirts kickback at 5 eb (sold at 15eb at shows), and 
  buttons are .5 eb (sold at 2eb per). 
   
  This may not seem like much, but in addition to the gig 
  fee itself (which usually is jack and shit); this bit of 
  supplemental income can really help a band that’s 
  struggling. How much of a kickback you get back from 
  sales depends on how good your streetwise is (it really 
  helps to have a fixer, who can also promote heavily on 
  the side). However these services are usually limited 
  to Night City and neighboring cities themselves. Rarely 
  will someone currently signed on to Vigilante Records 
  move out of Cali. In order for that to occur, you are 
  going to have to sell out. 
   
  Now, you can sell out on your own, join the faceless 
  gobs of generic wonder bread at the larger firms, or 
  you can do things the right way. If you’re looking to 
  move on to the next step of fame and stardom, and 
  want to part ways on good terms, Jessica will help you 
  cut a killer demo package, and do her damnedest to 
  get you in the door of a reasonable label. To this end 
  she has helped broker a few deals with Universal 
  Records, usually benefiting all sides amicably. 
  
  Smoke & Mirrors 
  Credited - Kountzer0  
  Tired of the same old scene in the city? Can’t 
  stand those thuggish night clubs with uncouth 
  booster clientele? Want to frequent a place that’s 
  socially upscale, yet laid back enough to unwind 
  after a hard days work? Here at Smoke & Mirrors, 
  we know how you feel. Our gentleman’s club is 
  the perfect way to relax after a hard day climbing 
  that corporate ladder. With many vintage wines 
  and brandies to choose from, all your drinking 
  needs will be met. Want to light up after a hard 
  day in a smoke free zone? Not a problem here. 
  We know you’re aces, and we want to treat you 
  like a king. 
   
  While you wait to be seated our luxurious waiting 
  area features a very well stocked bar for your 
  drinking pleasure, as well as several big screen 
  plasma TVs, usually viewing the various world 
  markets, sporting events, and local news (muted 
  of course). The quaint sound of classical music 
  echoes through the waiting area, and the 
  dimmed lighting makes for a nice contrast to the 
  bright lights of this never sleeping city.  
  For your dining and meeting pleasures we have 
  private booths and rooms available. Our servants 
  are very courteous and responsive, and our 
  meals are prepared by the finest chef staff Night 
  City has to offer. All of our booths are next to 
  mini fountains, adding a pleasant site to your 
  dinner (and acting as a deterrent to listening 
  devices as well). We at Smoke & Mirrors believe 
  your dinner conversation should be a pleasant 
  and private affair. 
   
  We are very conductive to your security needs, 
  and any bodyguard providing a license for 
  weapons will be allowed to keep his weapon, 
  however we ask that they show courtesy for our 
  staff and guests and keep all firearms concealed 
  unless absolutely necessary. Our own security 
  staff is overseen by Klaus and Miranda Dieter, 
  two very well respected European Solos. Both are 
  most cooperative when dealing with your security 
  needs.  
   
  At a modest price of 150 eb per person, this is 
  one night out you won’t soon forget. Also, we 
  offer package deals to corporations and select 
  individuals, as we value repeat clientele. This is 
  one fringe benefit that’s worth every penny. If 
  you want a truly memorable dining experience, 
  we are located in West Hill, right next to West Hill 
  Gardens residential area. Please call or fax 
  reservations no later than 8 hours in advance. 
   
  * Game notes: This place is swank, with a capital S. 
  This is the place that most edgerunners wish they 
  could get into, but would never admit to wanting to 
  see. The dress is business formal, and the décor is 
  something out of a classy 1930s speakeasy. The 
  waiting lounge usually has a live pianist covering old 
  Sinatra tunes (he’s even pretty good), which is sharp 
  contrast to anything on the radio at the moment. The 
  dimmed lighting old style setup makes this an ideal 
  location for corps looking for nostalgia and a different 
  experience. Local mobsters come here to be reminded 
  of times of gangland past. And upscale European types 
  come here seeing this place as a piece of Americana. 
   
  The Knitting Factory (Night City) 
  Credited - Kountzer0  
  Over the years much has been made of the 
  Knitting Factory in Los Angeles, and to a certain 
  extent, the one in N.Y.C. as well. However, given 
  the earthquake that sent L.A. into the ocean, and 
  certain events that occurred in N.Y.C. (Don’t 
  worry folks, Leonard Street is well downtown of 
  the blast, and we’re still open for business!), TKF 
  has upped shop to the new hotspot on the west 
  coast, Night City.  
   
  Located in the serene Old Downtown section of 
  the city, on the same street as Counter 
  Intelligence Associates, shop was opened up back 
  in 2016. While not as glitzy as Café Chrome or 
  Rainbow Nights, the Knitting Factory is more 
  utilitarian, offering a small stage that has seen 
  many a rockerboy on their rise to the top. Many 
  established stars have gotten their big break 
  here, and the memorabilia is very visible behind 
  the Plexiglas wall. It’s rumored that Jack Masters 
  actually owns this place, but such rumors are 
  viciously denied.  
   
  For those who are listening to the music, not 
  making it, the bar is fully stocked, the ‘tenders 
  are top notch (and damned good looking to 
  boot). Security is discrete and professional, and 
  the door check guarantees any weapon checked 
  will be returned, no questions asked. Given the 
  proximity to the Maelstroms headquarters, 
  guests of the club are in fact encouraged to come 
  armed, as hecklers outside may occasionally 
  ambush individuals less armed than themselves. 
  Hint, Inquisitors will not be welcome here.  
  Juvie Club-goers and goldenkids, this is not a 
  standard nightclub. We cater to a distinct 
  clientele (anyone but you freaks), and the staff 
  cannot guarantee your safety inside the club. 
  You’ve been warned. Everyone else, doors open 
  at 9, line forms to the right, and shitkickers and 
  an attitude are a must. 
   
  �
  �
  
   
  HOUSE RULES 
   
  Further Differetiating Roles in Cyberpunk 
  Credited - Kountzer0 & ohms 
  We all know that as great as an RPG is, it will 
  never fully cover every aspect of life.  Most of us 
  wouldn’t expect it to.  However, sometimes 
  delving a bit further into things is necessary to 
  add new twists, quarks, and characteristics to a 
  class or role.  Sometimes it also makes good 
  sense as well.  It’s with this in mind that Ohms 
  and I started brainstorming on variances in the 
  roles of Cyberpunk.  After all, Solo 1 broke Solos 
  down into several different professions in their 
  respective field.  So here’s what we’ve come up 
  with thus far: 
   
  Netrunner 
  Variant: Infiltrator 
  Using more of the hands on approach to data retreival, 
  information gathering, sabatoge, and hacking the 
  Inflitrator role is more of the conventional spy then the 
  Netrunner who sits at a terminal or jacked into a 
  cyberdeck 24/7/365. With expertise in subterfuge and 
  breaking & entering, the Infiltrator can get to 
  information on hard copy where a Netrunner will have 
  no success. Not only can he obtain hard copy data he 
  can also attempt to obtain valuable information only 
  passed from person to person by means of skills such 
  as disguise, forgery and persuasion & fast talk.  
  The following is the skills list for an Infiltrator: 
  Interface, Awareness/Notice, Hide/Evade, Stealth, Pick 
  lock, Electronic security, Programming, Library Search, 
  System Knowledge, Handgun 
  Common pickup skills may include: 
  Persuasion & fast talk, Disguise, Forgery, Pick pocket, 
  Shadow/Track, Basic Tech, Electronics 
   
  Medtech 
  One big problem I have noticed in the Medtech role 
  was that there was no detail when refering to pre/post 
  hospital care. Now you and I both know that Medtech's 
  can't both work in and out side the hospital. As skilled 
  as a physician may be he could never be a medic 
  because of the training for starters and the aspect of 
  the job differs. This is the same thought that a medic 
  could never be a physician because the training a 
  medic gets is not going to be in depth in the field of 
  practical in-hosptial medicine. 
   
   
   
   
  Variant: Medic 
  From a hospital to an ambulance the medic is versed in 
  the art of stabilizing a patient on the go, sometimes in 
  very hostile situations with limited resources. A medic 
  is very aware of his surroundings when going into a 
  potentially hostile situation to help someone. 
  Physicians and Medics are highly skilled in medicine 
  but work in different ways to help patients. Where a 
  physician is there to help the patient from the point 
  where he is already stabilized and having a calm 
  atmosphere to work with almost all medical resources 
  at his finger tips the medic is there for the patient 
  when they are at their possible worst. They are that 
  patients only life line to live working anywhere from 
  calm to a hostile conditions. 
  The following is the skill list for Medic: 
  Medtech, Diagnose illness, First aid, Basic tech, Human 
  perception, Handgun, Driving, Education & general 
  knowledge, Awareness/notice, Pharmaceuticals. 
  Common pickup skills may include: 
  Cryotank operations, Cybertech, Library search, 
  Chemistry, Streetwise. 
   
  Variant: Physician/Ripper Doc 
  The Physician and the Ripper Doc are one in the same. 
  They both have pretty much the same education but 
  somewhere along the lines the Ripper Doc in his 
  passed as a medical Student couldn't cut in school or 
  did not have the finances to continue paying for 
  school. They do the same job but in different 
  situations. 
  People who have money to obtain cyberware through 
  legitimate means would go to a physician to have them 
  installed. A vicitm of a gun shot would who is not 
  wanted by the law can be treated with no worries 
  about being put through the system in a hospital to be 
  treated by a physician. 
   
  On the flipside: 
  If you are wanted by the law you wouldn't want to be 
  run through the system and attract unwanted attention 
  to yourself, so you would go see the Ripper Doc in the 
  back alley. The Ripper Doc is also the man you want to 
  see if you want to fence off bodies - dead or alive i'm 
  sure he will be happy to take them off your hands. 
  Another reason you would goto a Ripper Doc would 
  be... let's give you another scenario; Can't afford those 
  new wolvers you want? Well the Ripper Doc just may 
  have a set for slightly "used" ones for sale at a 
  discounted price (depending on the roll, as stated in 
  Wildside). 
  The following is the skill list for a Physician: 
  Medtech, Diagnose illness, Human perception, Library 
  search, Awareness/notice, Cryotank operations, 
  Cybertech, Education & general 
  knowledge, Pharmaceuticals, Zoology. 
  Common pickup skills may include: 
  Personal Grooming, Wardrobe & style, Biology, Basic 
  tech, Chemistry, Teaching. 
   
   
  The following is the skill list for a Ripper Doc: 
  Medtech, Diagnose illness, Resist torture/drugs, 
  Streetwise, Pharmaceuticals, Handgun, 
  Awareness/notice, Cryotank operations, Cybertech, 
  Human perception. 
  Common pickup skills may include: 
  Brawling, Library search, Persuasion & fast talk, 
  Education & general knowledge, Chemistry, Botany. 
  
  Rockerboys 
  Variant: The Gangsta Rapper 
  Not one for an instrument or heavy metal riff, the 
  Gangsta Rapper trades flashy hair for even flashier 
  bling.  In these turbulent times, the Gangsta Rapper is 
  more than someone who sings about blunts, booze, 
  and beotches.  The Gangsta Rapper is a source of 
  hope.  A street-smart operator that found his way out 
  of the zone, and into the record studio, the Gangsta 
  Rapper is often more similar to his Rockerboy brethren 
  then either may care to admit.  Both work almost non 
  stop on their craft, not content to merely settle in life.  
  Both are highly aware of the situation on the streets, 
  and more often than not both work towards remedying 
  things, be it fighting corporate gentrification, settling 
  gang disputes, or raising social awareness.  Both 
  Rockers and Rappers have the potential to reach vast 
  amounts of people, as both genres have been 
  thoroughly imbedded in the cities and sprawls of 
  America, as well as the ‘burbs and arcologies of 
  corporate living. 
  The following is the skill list for Gangsta Rapper: 
  Charismatic leadership, Streetwise, Handgun, Perform, 
  Oratory, Intimidate, Composition, Brawling, 
  Awareness/notice, Expert: Music industry 
  Common pickup skills may include: 
  Resist toture/drugs, Wardrobe & style, Personal 
  grooming, Persuasion & Fast talk, Melee, Human 
  perception. 
   
  Professional Athlete 
  Credited - Kountzer0 
  As rare as they are, professional athletes still have an 
  important role in 2020 America. Athletes, through 
  physical prowess, charisma, and an almost unequal 
  determination to be the best, exemplify what’s best in 
  America. Athletes are more than just elite moneybags; 
  in 2020 even the meanest, most morally corrupt 
  athlete is a role model.  
   
  There are multiple variations of athletes, everything 
  from baseball player to combat hockey player to 
  minefield soccer player is fair game. While most major 
  sports are corporate sponsored, the more dangerous 
  ones are played with only a minimal interference from 
  corporations. So while the Night City Rangers (South 
  California’s hottest new Baseball team) are 
  overburdened with corporate sponsorship (complete 
  with TV spots, holo-ads in the outfield, other assorted 
  corporate propaganda EVERYWHERE), the Thrashers 
  (the Combat Zones meanest combat hockey team), 
  only airs via pirate broadcast, and is funded just 
  enough to keep the warehouse running and the team 
  equipped. However, both are revenue generators for 
  Media corps, so both get plugged heavily for viewing. 
   
  The special ability of the Professional Athlete is 
  dependant on their sport of choice. A combat hockey 
  player’s special ability thus is Hockey. The special 
  ability is more than just raw ability in exhibition 
  however. Professional Athletes also add half their level 
  to initiative when engaged in their sport. Professional 
  Athletes also add their special ability to tactics to 
  determine game plans for combating other teams (or 
  opposing players). In addition, for each level of special 
  ability, the professional athlete gains one point of 
  Reputation. Professional athletes also add Athletics to 
  skill roles during physical competition.  
   
  While more traditional sports roles may not have much 
  excitement and role-playing potential, a professional 
  athlete in a combat or death sport is a campaign unto 
  itself. Professional athletes should focus on Reflex, 
  Body and MA for attributes. However Cool and Int can 
  be important as well.  
   
  Here is the skill list for a professional athlete: 
  Special ability (sport of choice), Athletics, Brawl, 
  Melee, Dodge, Strength feat, Endurance, Awareness, 
  Resist torture/drugs, Persuasion & Fast 
  talk, Intimidate, or Seduction. 
  Common Pick-up skills include: 
  Leadership, Human perception, Social, Personal 
  grooming, Wardrobe & style. 
   
  For example, Bobby Daring is a Combat Hockey player 
  for the Thrashers. His skill list would look like this: 
  Hockey: 6, Athletics: 4, Brawl: 3, Melee: 5, Strength 
  feat: 3, Endurance: 4, Awareness/notice: 3, Resist 
  torture/drugs: 3, Intimidate: 4, Dodge: 5 
  His 16 Pickup points are spread out like this: 
  Leadership: 5, Human perception: 5, Wardrobe & 
  style: 2, Personal grooming: 2, Social: 2 
   
  Combat Hockey 
  Credited - Kountzer0 
  Combat Hockey is a sport that developed its 
  roots deep in the Combat Zone of Night City. At 
  the 28th St. Park, under the overpass of the 
  William Gibson Freeway, two block gangs, lacking 
  the heavy firepower to firebomb each other, 
  opted for a more physical way to settle a dispute. 
  The old basketball courts were cleared, and the 
  fence surrounding it was electrified. Both gangs 
  scrounged for equipment; roller blades, hockey 
  sticks, spiked gloves, and a 7 pound metal ball. 
  The premise was simple; the first team to score 3 
  goals wins. The resulting game was so brutal, it 
  drew gangers from the surrounding area to 
  watch, and before long, everyone was willing to 
  give it a go. 
   
  That was 2017. In the 3 years since, the game 
  has been somewhat refined. Hockey sticks have 
  been modified to be lethal melee weapons 
  (mono-knives added to the stick end, the other 
  end sharpened like a scythe), padding has been 
  heavily spiked, and battle gloves or cyber arms 
  are standard. Also, players have taken to using 
  mono-wire as well. Also of note, the addition of 
  ramps to the arena makes it more likely that a 
  body count will be established early on, and 
  continues throughout the night. Also, to make it 
  more structured, there are now 3 ten-minute 
  periods per game. Each team has five players 
  and a goalie. Usually, there are 5 or 6 backup 
  
  players per team. Although as many as ten 
  backups has been used during a match.  
   
  The arena itself is usually an old basketball park, 
  parking lot or warehouse that has been modified 
  to play the game. Anywhere were you can 
  allocate a total playing area of 100 foot by 50 
  foot will suffice. A fence is then electrocuted 
  (does anywhere from 1 to 3d6 of damage per 
  bump into it, with a 20% chance of shorting 
  exposed cyberware). The goal area is a 4-foot by 
  4 foot net that is protected by the goalie. The 
  players must adhere to the rules presented by 
  the 2 refs; otherwise they forfeit the game, and 
  lose the stakes involved. There are really only 
  two types of penalties. Too many players in the 
  arena (more than the six, goalie included) is a 
  one minute penalty. Killing a player is a two 
  minute penalty. Penalties require one player to 
  be off the rink, allowing an odd man advantage. 
  Excessive death does not stop play. Games that 
  have come down to 4 players total have 
  occurred.  
   
  During the first year of play, excessive death was 
  fairly common. Lately, the game has curbed the 
  fatal violence, often out of necessity. Teams 
  exactly bloody retribution for a fatality, often 
  singling out a player for 3 or sometimes 4 on 1, 
  with deliberate intent to kill. As a result, while 
  deaths are still fairly common, most aren’t 
  deliberate. Most teams are self-sponsored, but 
  after being videoed and played during a pirate 
  broadcast, its popularity has risen to the point 
  that corporations have limited sponsorship of 
  some of the teams. While they have also tried to 
  mass-produce this sport for their own ends, the 
  corporate brand is rather bland and not as 
  exciting. Also, of the original teams, certain 
  players have come to stand out in the public eye.  
   
  These players are celebrities in their own rights. 
  Others have attained such a level of skill that 
  they can no longer be considered gangers, but 
  rather professional athletes in the truest sense of 
  ability. This is especially important, as most 
  players aren’t professional athletes, but merely 
  gangers who are somewhat athletic and 
  extremely violent.  
   
  Wetwork pay scale rules 
  Credited - Kountzer0  
  This variation of normal pay scales for PC's NPC's 
  varies per operation as opposed to the standard 
  book pay scale per month. The base pay is 1000 
  eb per agent - per 3 days of operation. It's 
  broken down to 3 catagories listed below in a 
  conveninent chart. 
   
  *Note - multiplers are multiplied on top of each 
  other then divided by 2 to prevent excessive 
  cost. 
  Risk Assessment 
  (multiplier in cost) 
  Variables 
  Agent 
  Quality  
  No risk = x.5 
  Green/street thug = 
  x.25 
  Time table 
  = x2.0 - 
  x5.0 
  Possible risk = x1.0 
  "I've seen a gun 
  fight" = x.5 
  Out of city 
  = x2.0 
  Occasional risk = 
  x2.0 
  Average = x1.0900 
  eb 
  Out of 
  country 
  (not 
  cumulative) 
  = x4.0 
  Possible serious 
  damage = x3.0 
  Combat Veteran = 
  x2.0700 eb 
  High profile 
  = x2.0 - 
  x3.0 
  Serious damage = 
  x4.0 
  "My gun is my soul! 
  = x3.0800 eb 
   
  Agent might die (10-
  50% chance of 
  death) = x5.0-x10.0 
  "Walking weapons 
  platform" = x4.0800 
  eb 
   
  Agent Probable 
  death = x20.0 
  Cities top 3 = x5.0 
   
  Suicide run (95% 
  chance of death) = 
  x100.0 
  "Blackhand who?" = 
  x10.0 
   
  We have setup an example to help you out 
  Pantsman (a extremly heavily modified body 
  conversion) has been requested by Militech to 
  blow up some stuff in Europe. Pantsmans` pay 
  scale for the operation is: 
  Agent probable death = x20.0  
  Walking weapons platform = x4.0 
  Out of country = x4.0 
  High profile = x3.0 
  Base cost of 1000 eb 
  Divided final cost by 2 
  Grand total = 480,000 eb 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  �
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Catalogue - The Repository by Various.pdf