TEXT: Information Overload: The Cyberpunk 2020 Net.Book 
  compiled and edited by 
  Dan Bailey 
  Definition: 
  Information Overload -- A psychological condition, characterized by a dazed sort of catatonia, that occurs when the human brain 
  attempts to assimilate too much information at one time. 
   
  CYBERWARE 
  Dynalar Technologies Cyberfingers: 
  Flesh Mount 100eb 
  Allows a cyberfinger to be installed on non-cybered hands. Great for Yakuza members after atonement! May be combined with the 
  Quick-Change Mount from ChromeBook 2. HC=1. Surgery Code=(M)inor. 
   
  One-Shot Special 300eb 
  The final holdout! This cyberfinger holds a single 5mm round in the tip. It may use different types of ammo and may be made into a 
  smartgun. CAUTION: May be black-market cyberware in some areas! HC=1D6/2. SC=(N)egligble. Weapons stats are: 
  PIS -2 NA C 1D6 1 1 VR 10m 
   
  Ballpoint Finger 30eb 
  A great toy for executives or students. The leakproof pen in the fingertip holds enough ink to write a ten-mile line! It can even write in 
  zero-G or underwater! Refills are available in 
  a variety of colors and cost 2eb. HC=1. SC=N. 
   
   
  EmeraldTech Xr Ray Vision 2000eb 
  The latest option in cyberoptics, developed for our IRA medics in the field. Worried that your patient might have a broken bone? Just 
  flip on your Xr Ray vision and look for yourself. Xr Rays are actually r-neutrinos, a small particle that passes through all organic 
  materials. This has the same effect of X-Ray technology but without the need of a transmitter or any of the harmful radiation effects. 
  Xr ray vision allows the user to penetrate layers of any organic material, discerning what is inside to a limited effect. Unfortunately the 
  receptors for this are so complicated, that only a small number of them can be fit into the cyberoptic. This gives the Xr Ray vision a 
  range of only 1m (3 feet). So while you can look under someone's jacket if they're standing right next to you (and only if they are 
  wearing non-metallic laced armor), looking through walls is pretty much out of the question. This does give medics an advantage 
  when diagnosing or treating patients (+1 to each), which is more than worth the 2000 eb pricetag. Xr-ray vision takes up four 
  expansion slots in a normal cybereye. Order one today and a proceed of 5% of each sale will go to help sponsor your local I.R.A. 
  chapter. HC=1D6. 
   
   
  Partial Cyberlimbs 1500eb/1000eb 
  Lost only part of a limb? Are you in the market for a new limb replacement, but down on your luck? Cytech gives you a new line of 
  partial cyberlimbs - the same 'punk look at a price you can afford! Game notes: A partial cyberarm costs 1500eb, holds 2 options, and 
  has a HC=1D6+3. It replaces from the elbow downward and cannot be used to replace the upper arm. A partial cyberleg costs 1000eb, 
  holds 2 options, and may not be used to replace the upper leg. Partial cyberlimbs can take 15SDP before they are useless, and 20SDP 
  will destroy them. If a limb that is partially cybered is hit in combat, there is a 50% chance of the cybered portion being hit. Crushing 
  damage is only 1D10 and a punch does 1D6-2. A kick does 1D6. Leaping and jumping distances are unaffected by partial cyberlegs. 
  In addition, partial cyberlegs may not use speed-enhancing cyberleg options (Speeding Bullet and its various relatives). For all partial 
  cyberlimbs, the SC=(MA)jor. 
   
   
  Cyberblood Nanotechs 4000eb 
  Ever wish you had more endurance? Ever wish you could run a bit faster? When you get TechShack's Cyberblood Nanotech 
  treatment, we drain 2 pints of your blood, and replace them with our specially-designed oxygen-carrying nanotechs, and then suppress 
  the body's ability to replace that blood. The result: faster running and better endurance! Game notes: Cyberblood adds a +1 to the 
  recipient's Endurance skill (exceeding +10 is possible), and adds a +1 to MA. HC=1D6/2.  
  SC=N. 
   
   
  Enhanced Nervous System 10,000eb 
  Ever wish you could get boosterware and not have to spring for a neuralware processor? The new Enhanced Nervous System bio-
  upgrade from Raven Microcyb allows you to! An injection of synthetics and nanotechs is all it takes. After three days, all your major 
  
  nerve trunks are cross-wired allowing for faster reaction times. You can even combine it with all forms of boosterware! Games notes: 
  This nanotech treatment gives the character a permanent +1 bonus to their REF stat. A character with an enhanced nervous system 
  may use other types of boosterware, but they must have a neuralware processor and may use only one type (Sandevistan or 
  Kerenzikov) and may opt for a Boostmaster. Another advantage of an enhanced nervous system is that the only place a cut spinal cord 
  will paralyze the owner is above the shoulders. HC=1D6+1. SC=N. 
   
   
  Advanced Muscle and Bone Lace (price varies) 
  Want to get varying degrees of personal improvement instead of one big lump-treatment? Is the original Muscle and Bone Lace 
  too much? Not enough? InterTech introduces its new advanced version! Just tell the dealer how much you want done!  
  Game notes:  
  Cost 
  Body Type Modifier 
  HC 
  750 
  +1 
  1D6 
  1000 
  +2 
  2D6 
  1500 
  +3 
  3D6 
   
  This item is identical in all other respects to the item found in CP2020. SC=N. 
   
   
  Linear Frame: Alpha 11000eb 
  Boost your strength and intimidation factor with the newest class of Linear Frame from Militech! Not suitable for building ACPAs, 
  but still good enough to kick some tail in the Combat Zone. Game notes: This linear frame is only for boosting strength. ACPAs may 
  not be built around it. It's Strength=18. HC=3D6. 
   
   
  Cybertail 2000eb 
  Ever need a tail for a biosculpt job? Or do you just want some really unusual cyberware? The new CyberTail from Cytech is the cure 
  for your dementia! The CyberTail is under full control of the user and can even be equipped with a wide variety of options! Game 
  notes: A CyberTail is attached at the bottom of the spine and is under complete control of the owner. It can be used by itself as a 
  weapon of the following stats: 
  MEL -1 N C 1D6 - - VR 1m 
   
  A CyberTail can take 7SDP before being disabled and 10SDP will destroy it. When a character with a CyberTail is hit in a random 
  location and the result is either leg, a roll of 1-2 on a 10-sided die indicates that the tail was actually hit. There are several upgrades 
  available and a CyberTail has 2 option spaces. HC=3D6. SC=M. 
  Options: 
  Prehensile: 1000eb, HC=1D6, counts as 2 options. The character may hang by the tail and handle simple objects (GM's call). 
  Stinger: 500eb, HC=3pts. Counts as one option, does an extra 1D6 in melee combat and may have the tip treated with poison or drugs. 
  SuperChrome: 250eb, HC=1pt. 1 option. Looks cool. 
  Armor: 300eb, HC=2pts. One option. Armors the CyberTail to SP20. 
  Thickened Myomar: 200eb, HC=2pts. Doubles the damage done by a tail swipe (but not that of a stinger) and gives a +5 bonus to 
  SDP. 
   
   
  Soviet Cyberware price varies 
  Cyberarm: 669eb 
  Cyberleg: 875eb 
  Cyberoptic: 100eb 
  Cyberaudio: 100eb 
  From the Soviet Union, Transov Imports brings you Mother Russia's finest cyberware! Why pay astronomical prices? Get it from 
  behind the Iron Curtain! Get it cheap! Game notes: All the Hcs are the same as for Western cyberware. Soviet cyberoptics are pretty 
  poor quality and can only hold one option each. They have a low failure rate, but the image quality is quite poor. Soviet cyberaudio is 
  more or less up to Western standards in quality, but it may only have two options. All Soviet cyberlimbs are based around hydraulic 
  rams and may not be converted to myomar. They have a total SDP of 40. A kick does 3D10, a punch 3D6, and a crushing attack does 
  2D10. However, any time any excessive strain is put on a Soviet cyberlimb, there is a 5% failure rate. Soviet cyberlimbs have only 
  two option spaces. Note: These are a slight modification of the rules for Soviet cyberware that initially appeared in Solo of Fortune. 
   
   
  
  Mental Co-Processors (price varies) 
  Mental co-processors are a new technology where a biochip is planted in the brain and assists it with certain functions - like math, for 
  example. But, unlike chipped skills, a person with a mental co-processor can still learn and increase their skill. However, some co-
  processors actually alter your natural attributes. Below is a list that is by no means definitive. Ask your MicroTech Dealer about  
  others! 
   
  Math Co-processor: Gives the user a permanent +1 bonus to their Mathematics skill. 2000eb, HC=1D6-1. 
  Visual Cortex Co-processor: Give the user a +1 bonus to their Awareness skill when using visual cues. 3000eb, HC=1D6. 
  Empathy Co-processor: Gives the user a +1 bonus to their EMP rating, using an advanced biofeedbacking system. 6000eb, HC=0pts. 
  Coolness Co-processor: Gives the user a +1 bonus to their COOL rating, using a special biofeedback system. 5000eb, HC=1D6/2. 
  Spatial Awareness Co-Processor: Gives the user a +1 bonus to their Draw/Paint skill. 4000eb, HC=1D6-1. 
   
  All co-processors have an SC=CR for the reason that the biochips must be installed inside the skull physically and cannot be nano-
  constructed there because they are too complex. If you have a skill that is augmented by a co-processor, you may still learn and 
  increase in that skill. 
   
   
  MedCon Vein Clips 700eb 
  The greatest danger to any downed 'Punk on the street is dying before medical aid (even the famous Trauma Team) can arrive to try to 
  revive you. What does many people in is sudden shock brought on by massive blood loss. MedCon has been very successful in 
  remedying this situation by placing clips on major veins and arteries that can reduce or stop bloodflow when required. Specialized 
  sensors that (amongst other things) monitor pulse and respiration contract and expand the clips as necessary. Game Notes: +2 on all 
  death saves which are made only half as rapidly 
  as normal. HC=1d6. SC=MA. 
   
   
  NanoAuditory Rebuild 1500eb 
  Don't feel like having your skull cracked open to get cyberaudio crammed in there? Expertly designed nanosurgeons can rebuild 
  sections of your auditory canal to improve your hearing. Game notes: Gives the user enhanced hearing range and level damper as if he 
  had the two cyberaudio options. The process takes 4 days and the character is deaf for 3D10 hours after the injection (deafness begins 
  in 1D6 hours from the time of injection). HC=1D6/2. SC=N. 
   
   
  CyberVocal Systems  
  Boxalter 400eb  
  NewThroat 800eb 
  Dakai Soundsystems has come up with new innovations in recording and analyzing voice patterns. Their scientists have created 
  CyberVocal(tm) Modifications. Intensive surgery is required to implement CyberVocal mods, and there are two types: Boxalter and 
  NewThroat. 
  NewThroat involves extensive surgery in which the entire throat region is operated on and much of it is replaced with electronic sound 
  synthesis devices. It has an HC of 2d6. Left behind is a throat which can be chromed or left to look like flesh. The throat has an SDC 
  of 15. If damaged for more than 15 points, the subject becomes paralyzed; 25 points and the neck is completely severed. It also has a 
  new voicebox, but this one can have up to four voices at one time, and only opening a small covering is required to change those 
  voices already in it. It can have any two special features built in. It costs 800eb. 
  Boxalter is much simpler and cheaper. It involves removing the individual's voicebox and replacing it by an electronic device, with an 
  HC of 1d6+2. This device can have one voice in memory and one special feature. Changing the voice does not require surgery, merely 
  time. Boxalter can only use one voice at a time. It costs 400 euro. 
  Surgery Code for both options is (CR)itical.  
   
  Options: 
  Mimic - HC=1d6+3; 150eb. This device when linked to CyberAudio, allows the individual to copy other voices that he has heard 
  perfectly. The character can only slightly alter what he has heard, otherwise repeating verbatim what he has heard. Useful for an 
  assassin luring unsuspecting characters as if he were a friend. This is not the same as the Voice Pattern option. The user of this option 
  can only repeat what he has heard, he cannot extrapolate new words without having heard those words. 
  Volume - HC=1d6; 75eb. This device allows the individual to alter the volume of his voice radically, from the barely audible whisper 
  to a megaphone roar. The benefits are obvious, but also 
  shouting at top volume causes temporary deafness to all within 5m. 
  Scramble - HC=2; 50eb. This device electronically alters the individual's voice, making it completely unidentifiable, but also making 
  it sound so electronic that it cannot pass as a voice. It does keep Vocal Pattern Tracers from catching you though! 
  Armor - HC=1d6; 150eb. This is only possible with NewThroat, as it involves armoring the entire throat, giving it an SP of 20. This is 
  useful when dealing with cutthroats! 
  SubSonic - HC=1d6; 150eb. This device gives the individual the ability to speak in the subsonic and supersonic levels, allowing the 
  
  individual to call dogs as if with a dog whistle. It can be used to send signals to others, on otherwise impossible frequencies. 
  from: Interface, Volume 1, Issue 3, reprinted without permission 
   
   
  Echolocation System Processor 1000eb 
  Get the power of the bat! Low-lite still requires light! A thermograph is good for only heat! Now, use sound emissions to see! 
  Requires Kiroshi Video Imagers, a CyberVocal system with the SubSonic option, and cyberaudio with Enhanced Hearing Range, and 
  you will be able to see in pitch-blackness, regardless of the heat emissions. Game notes: This allows the individual's three 
  aforementioned systems to interface and create a visual image from the returned sonic data. The system works at near-real-time, but 
  not perfectly, thus the character is at -1 Awareness while using this item for visual data. A TriTech White Noise Generator will foil 
  this system. The processor is 1000eb and has a HC=1d6. It is neuralware and therefore requires a neuralware processor. 
   
   
  FaceMorph System 2500eb 
  Now you can change your appearance at a thought! Originally developed by the KGB, the FaceMorph system has been made available 
  outside the Soviet Union. It is upgraded from the old Soviet system, and now uses nanotechnology and simple bioware to change the 
  structure of your face. It won't make you look like Silverhand or Eurodyne, but it will make you less recognizable. 
  Game notes: Allows you to change you original ATTR by +1 or -1 at will. When the person's ATTR has been changed, it will be more 
  difficult for someone to recognize them. If the observer knows the user's appearance well, recognition is a Difficult (20) Awareness 
  check. If the observer has only seen the user a few times, it will be a Nearly Impossible (30) check. An ATTR change takes 30 
  seconds to implement. HC=2d6. SC=MA. 
   
   
  OldMovie Cyberoptic Option 120eb 
  Do you have a penchant for old movies? Just want a new perspective on real life? Another weird and fun product from StrangeTech 
  can make your life more fun! Try it with a hit of Purple Pause and watch what happens! Note: StrangeTech does not advocate the use 
  of illegal narcotics. Game notes: Fills half an option space in a cybereye. When this option is activated, all cybereye functions will 
  appear in black-and-white, just like an old 1950s television. This does lead to some problems with visual input, thus a -1 penalty to the 
  user's Awareness skill is applied when visual cues. However, all hallucinogenic drugs have their Strength rating cut by one point while 
  the option is active. SC=N. HC=2pts. 
   
   
  Elbow/Knee Spikes 200eb 
  Handy, helpful cyberweapons for use in a squeeze! Four-centimeter spikes can be packed into the elbow or knee of your cyberlimb so 
  that when extended, they are parallel to the lower leg or forearm. The spike is a Teflon-coated titanium alloy that can carve right 
  through most street armors! Warning: This item may be black-market cyber in some areas! Game notes: An elbow or knee spike 
  attacks armor as if it were armor-piercing. It takes one space in a cyberlimb. HC=1d6, SC=N. As a weapon, it has the following stats: 
  MEL 0 NA C 1d6 NA NA 1m VR 
   
   
  EQUIPMENT 
  SmartArmor (+100% to cost of new armor) 
  Tired of being weighted down by your armor? Have you blown a quick-draw because you felt like the Michelin Man? Militech's new 
  SmartArmors interface with your nervous system and move with your body to reduce their encumberance! Game notes: SmartArmor 
  is available for only a few types of armor. They are: Medium and Heavy Armor Jackets, Door Gunner's Vests, and MetalGear. The 
  user needs to have an interface plug and a neuralware processor. The SP of the armor is not reduced, but the Encumberance Value 
  (EV) is reduced by one, however. And it is possible to have an EV=0! SmartArmor cannot be retrofitted to old armor; it must be 
  purchased new. It also takes 24 hours to adapt to a new user, and until the initial 24-hour period is over, the armor has its standard EV 
  value applied to it. 
   
   
  Echolocation Goggles 1500eb 
  Now you don't have to go 'borg for echolocation gear! You can get the entire package in a small set of .5kg goggles! The front of the 
  goggles has a small set of emitters and microphones, and works exactly identical to the cybernetic system! Game notes: This gear 
  works exactly identical to a cybernetic echolocation processor system.  
   
   
  Healing Armor (price varies) 
  Tired of shelling out tons of euro to buy new armor after every firefight? Now you can get the technology that the Army just got! 
  
  Healing armor! A radical new innovation from Revolution Genetics of Antarctica! Healing armor is alive - a special bio-plastic 
  organism capable of stopping a bullet! 
  Type of Armor 
  Covers 
  SP 
  EV 
  Cost 
  T-Shirt 
  Torso 
  10 
  +0 
  350eb 
  Lt. Armor Jacket 
  Torso, Arms 
  14 
  +0 
  600eb 
  Med. Armor Jacket 
  Torso, Arms 
  18 
  +1 
  800eb 
  Helmet 
  Head 
  14 
  +0 
  150eb 
  Hvy. Armor Jacket 
  Torso, Arms 
  20 
  +2 
  1000eb 
  Door Gunner's Vest 
  Torso 
  25 
  +3 
  1000eb 
  BioPlastic Gear 
  Whole Body 
  25 
  +2 
  2500eb 
  ACPA Healing Armor: 30000eb, 200kg., SP35. 
  Full-Body Replacement Healing Armor: cost is FBR's overall  
  SP x 1000eb, adds no weight or HC. 
   
  Game notes: Healing Armor regrows 1 SP per hour. It may not be combined with SmartArmor (see previous entry). Damage from 
  lasers and microwavers is permanent, the GM should use their discretion as to the effects of fire, acids, and bio-weapons. 
   
   
  Dream Supressant Chip 300eb 
  Problems sleeping? Post-traumatic stress syndrome keeping you up all night? This new technology from MicroTech can give you a 
  restful night's sleep by repressing REM sleep. Game notes: A Dream Supressant Chip works as advertised, allowing the user a restful 
  night's sleep, dream-free. However, for every week of use, the user will temporarily lose a point of EMP. All lost EMP can be 
  regained through a night of normal sleep. 
   
   
  Accent Chip 250eb 
  Another handy gadget for operative/disguise work, an accent can put any type of accent on your native language. When ordering, 
  specify your native language and your desired accent. Inquire about special discounts on French with Russian accent and Japanese 
  with Portuguese accent. 
   
   
  SmartGlasses 150eb + option cost 
  They look like normal, everyday glasses, but are actually a state-of-the-art optics system! They have one option space for cyberoptic 
  options, which will give the user sight as if they had that option. Observers will not be able to tell the difference even when the option 
  is in use. Also available as helmet visors, windowpanes, automotive windsheilds, and aircraft canopies - contact Kiroshi for details. 
   
   
  Pressure Trigger 15eb per square foot 
  The ultimate in concealable switches, this high-tech new pressure trigger from DemoliTech is paper thin and comes in a wide variety 
  of colors, including camoflage patterns. It can be hooked to claymores, blasting caps, a radio switch for informing you of someone's 
  presence. Game notes: Trying to find a deliberately hidden pressure trigger is a Difficult(20) task. A "smart" processor in the trigger 
  will prevent inconsequential things, like rain, wind, rats, etc., from setting off the trigger. Large amounts of pressure, like a human 
  footstep, will set it off, however. 
   
   
  NiteBrite Skinstyle Logo Line Tattoos (price varies) 
  NiteBrite Skinstyle knows what YOU want! You've seen them on the vids, in the movies, even on the braindances. Tori Dansteele, 
  supermodel, has one. Kade Lorenzo, international singing sensation, has one. Even Lee Chapman of Net54 has one. Now you can 
  have one, too! Your very own, lisenced, logo light tattoo! Yes, NiteBrite has obtained lisencing rights to reproduce the logos of 
  AgriPak Natural Foods, Datatel Inc., Delta Motors, Kochi Micronetics, Palisades Athletic Apparel, Raven Microcybernetics and 
  Tritech as light tattoos for the general public! Imagine the reaction in your social circle when you take your jacket off and flash a true-
  blue Kochi trademark wave-in-motion on your arm. Uniqueness! Status! Mega-cool public appeal! Game notes: Prices vary from 100-
  500eb depending on size and placement. NiteBrite Skinstyle tattoos are available at all BodyShoppes and Art to Bare outlets across 
  the country as well as many other fine tatoo parlours. Make it bold. Make it sharp. Make it NiteBrite! 
   
  
   
  Hott Everwear Fashions Security Jackets 
  What is it that sets a person apart in the world? Clothing, that's what. And Hott knows it. Other companies produce adequate 
  protection in plain, boring packaging, making the wearer look like  
  just another streetie. Sure, you want to keep from getting shot, but do you have to look like a bag lady while doing it? NEVERMORE! 
  All Hott security jackets are available in a variety of styles, including athletic, business, and leisure looks. Never again be olive drab, 
  be Hott instead. 
   
  Products: 
  Athletic logo jacket - most national and some local teams (SP 16): 220eb 
  Faux military in jungle cammo, desert cammo, or urban cammo (SP 18): 250eb 
  Blazer or suit jacket - guaranteed match to your slacks (SP 14): 300eb 
  Swearshirt - comes in a variety of designs, inc. pop fashion (SP 12): 130eb 
  Warm-up jacket - major sports teams and vid show logos (SP 12): 175eb 
   
   
  911 Card (price varies) 
  Can't afford a Militech or Trauma Team account card? Need backup in a hurry? Now, some local police departments are offering a 
  911 card! You pay a flat-rate for the card and it works like this: depending on how much you pay, you can get a wide variety of 
  response times and backup! 
  Currently available in Night City, the Minneapolis-St. Paul Metroplex, Tokyo, Berlin, New York City, Houston, and Seattle! Coming 
  soon to Crystal Palace, Toronto, Phoenix, London, Warsaw, Moscow, and Sydney. 
  Game Notes: 
  Card Price 
  Response Team 
  Response Time 
  50eb 
  one patrol officer 
  20 minutes 
  80eb 
  two patrol officers 
  20 minutes 
  100eb 
  officer and cyberhound 
  15 minutes 
  250eb 
  four-man combat patrol 
  15 minutes 
  1500eb 
  air unit 
  10 minutes 
  5000eb 
  C-SWAT 
  10 minutes 
   
   
  DeathBat 100eb 
  The ultimate piece of baseball gear! This bat was used by EBM's corporate softball team to destroy 
  their competitors, Microtech, at the Corporate Olympics in 2020. A liquid-filled titanium bat results in light weight with a 
  substantially increased velocity! Game notes: It's a great softball bat! It can also be used as a melee weapon of the following stats: 
  MEL 0 J C 1d6+4 1 1 VR 1m 
   
   
  Protective Headgear Insert 50eb 
  Last chance! Okay, the bullet's torn through your helmet -- what's left to stop it from tearing through your brain? Your skull? Yeah, 
  right. Take yourself down to the nearest Militech store and get yourself a LastChance Protective Headgear Insert! A thin sheet of 
  Kevlar that will fit under any headgear and be completely concealed -- it could be the smartest decision you make this week! Game 
  notes: The LastChance is fully concealable under any form of full-headgear (helmets, hats, etc.) It has SP4 and EV+0. It may not be 
  made into Smart or Healing armor. 
   
   
  WEAPONS 
  EmeraldTech Collapsing Monokatana 1000eb 
  Built out of segmented parts of a Kendachi Monokatana, the boys in green have hollowed out each section with a fine crystal grinder 
  so each consecutive piece fits inside the other. We then laced the inner layer with PolySteel (TM) fibers. Magnetizing each piece in an 
  opposite polarity produces an astounding effect. When the magnetic field generator in the handle is activated, SNICK! the blade 
  extends to its full length. When the field is cut off, SNICK! the inherent magnetic fibers pull back together and collapse the blade into 
  the handle. The system is of average strength (shatters on a 4 or less on 1d10, and breaks on a 2 or less 1d10 if fumbled), and the 
  
  handle still has room for your 
  favorite neon glow. Due to the coating to protect internal parts from the monoblade edge, damage is slightly less that the original. 
  Game Notes: This allows the Monokatana to be a concealability factor of P when collapsed and N when extended. Damage however is 
  only 3d6 as compared to 4d6. Full stats are:  
  MEL +1 P/N R 3D6 ST 1m 
   
   
  Bayonets (price varies by type) 
  Bayonets! Weapon of the past, Weapon of the Future! Is your next Op going to involve heavy infighting? Worried about close 
  quarters combat? Get a Militech Bayonet and survive the fight! 
   
  Normal Steel Bayonet. Basically a survival knife you attach on the end of a rifle turning it into a spear. They tend to be unweildly, but 
  cause a great deal more damage than your average knife due to the extra weight of the rifle behind them. Unfortunately, you cannot 
  mount anything other than an UB microwaver in conjunction with a bladed bayonet. 
  MEL -2 U C 3d6 NA 1 VR 1m 15eb 
   
  Monobayonet. A mono version of the above. Causes ridiculous amounts of damage but is extremely prone to shattering, doing so on 
  any roll of a 2 or 1. However, on a parry the blow usually hits the rifle, sparing the monoblade (only shatters on 1 on a d10). 
  MEL -2 U P 5d6 NA 1 UR 1m 250eb 
   
  Chain Bayonet. A miniature chainsaw hooked to the front of your rifle. Good for a terror weapon or Space Marine wannabe. Makes an 
  annoying whirring sound when turned on, and the battery is only good for 2 hours. Turning on takes an action. 
  MEL -2 U R 5d6+2 NA 1 ST 1m 180eb 
   
  Spike Bayonet. This bayonet is a low profile design allowing one to mount the various other underbarrel things in addition to the 
  bayonet. However, it is not AP and does fairly low damage. But 
  hey, who cares when you can mount a under barrel rocket pod at the same time. 
  MEL -2 U P 2d6 NA 1 VR 1m 10eb 
   
  Taser Bayonet. Just a normal touch taser with a rifle mount. Impact triggered, and good for ten zaps. Changing the battery takes two 
  turns. The battery costs 5 eb and is the same one used 
  in the chainknife. 
  MEL -2 U P Stun 10 1 ST 1m 120eb 
   
  Airhypo Bayonet. Basically a standard airhypo with a rifle mount. It is impact triggered, and can hold twenty doses of any drug. All 
  twenty doses must be of the same drug. 
  MEL -2 U P by drug 20 1 ST 1m 200eb  
   
   
  Spawnblade Bayonet. The ultimate bayonet! At normal observation, this is a normal bayonet. Once the safety is disabled, however, the 
  Spawnblade's memory-metal edges can fan out. On any impact that does more than 4 points of damage and bypasses the opponent's 
  armor, the Spawnblade is triggered. It spreads into a razor-sharp 50-degree spatula inside the hapless victim's body. This 
  does an additional 1d6+3 damage (armor will not help). Once opened, a Spawnblade can only be removed with a Medtech roll of 20; 
  any other means will cause the victim another 1d6/2 damage. 
  MEL -2 U P 1d6+4 NA NA ST 
   
   
   
  NET-STUFF 
  New Program Modifier: 
  Code Optimization: Increases the Difficulty by +10, cuts the final MU of the program in half (round up). Tighter code-writing results 
  in the use of less storage space. 
   
   
  Healing DataWalls 3000eb plus 1500eb/STR point 
  Healing DataWalls are a new innovation in counter-intrusion systems. They can be breached normally, but only remain open for a 
  single turn before they close up again. This puts the invading 
  netrunner in a fix - either trapped inside or outside the datafortress. They start at STR 2 and have a maximum of 10. 
   
   
  
  Heavy DataWalls 3000eb plus 1500eb/STR point 
  Heavy DataWalls are readily available on the economy these days, and are slowly becoming more and more common. To get Heavy 
  DataWalls one must pay the specified amount, plus the extra 
  1500eb per STR point. The Heavy DataWalls begin with STR 2. Also, two successful intrusion rolls must be made to break through a 
  Heavy DataWalls. Heavy DataWalls have a maximum of  
  STR 14. 
   
   
  Scotty  
  Cost: 340eb 
  Class: Evasion  
  STR: 5  
  MU: 2 
  Options: Contextural Icon 
  Difficulty: 17 
  When activated, Scotty automatically shifts the netrunner's position in the Net at random by 10 grid squares. This can be helpful or 
  disastrous (GMs take note). It can be used to escape Glue or other restraining anti-personnel programs, however, the final location of 
  the netrunner can make for worse situations... If the 'runner ends up in a DataWall, he is affected as if hit by a Hellbolt, and 
  unceremoniously dumped to a grid square adjacent to the DataWall (God help him if he's surrounded by them on all sides). If he lands 
  in an LDL, it activates the LDL, sending him to wherever, and charging his Internet bill. If he lands in the same sqaure as an anti-
  personnel program, the program attacks him. The end location of the netrunner is up to the GM, who should note that this wonderfully 
  fun program can place the 'runner inside a datafortress. This lovely teleport ability comes with a drawback: immediately after the 
  jump, the netrunner will be disoriented for 1d6 turns (-2 INT, -2 REF). 
  ICON: A copy of the transporter effect from Star Trek that envelopes the 'runner as he disappears and reappears. 
   
   
  Jam  
  Cost: 1230eb 
  Class: Intrusion/Anti-System  
  STR: 4  
  MU: 7 
  Options: Auto Re-Rez, Endurance, Simple ICON 
  Difficulty: 41 
  When placed in a gridspace where a Healing DataWall section used to be, Jam will try to prevent the Healing DataWall from closing 
  up. It is a battle between two programs - the Healing DataWall's (STR + 1d10)-3 vs. Jam's STR + 1d10. Jam may also be used as an 
  intrusion program. 
  ICON: A jar of strawberry jam. 
   
   
  Mirror  
  Cost: 1200eb 
  Class: Anti-IC  
  STR: 5  
  MU: 4 
  Options: Superrealistic ICON 
  Difficulty: 30 
  Mirror is a defensive program that returns Hellbolts to their origin, be it Demon, netrunner, or AI. The source is then attacked by the 
  Hellbolt. 
  ICON: A large, square mirror floaring in front of the netrunner. 
   
   
  Scissors  
  Cost: 340eb 
  Class: Evasion  
  STR: 4  
  MU: 2 
  Options: Fractal ICON 
  Scissors "cuts" the netrunner's current grid-square location out of Netspace. To the protected 'runner, it will appear as if he is 
  surrounded by datawalls. To the rest of Netspace, it appears as if a single datawall block has appeared in that spot. To get to the 
  netrunner, you must first use intrusion software to knock the grid-square back into Netspace -- the "datawall" is STR 4. 
  ICON: A pair of scissors, cutting along the edges of the grid-quare.  
   
  
   
  Weed  
  Cost: 630eb 
  Class: Anti-System  
  STR: 2  
  MU: 3 
  Options: Endurance, Simple ICON 
  When a Weed program successfully attacks the target system, it will reduce that system's speed by 1 until the program is destroyed.  
  ICON: A crudely-rolled cigarette extending from one of the affected system's CPUs... 
   
   
  Rage  
  Cost: 7250eb 
  Class: Anti-Personnel  
  STR: 4  
  MU: 4 
  Options: Superrealistic ICON 
  Reduces victim's EMP to 0 for 1d6 hours -- the effect is like cyberpsychosis, except that it wears off. 
  ICON: An African tribal mask with chattering teeth. 
   
   
  Hurt  
  Cost: 5500eb 
  Class: Anti-Personnel  
  STR: 1  
  MU: 3 
  Options: Simple ICON 
  Hurt jolts the victim's pain centers -- it does 1d6/2 of actual physical damage and causes a -2 penalty to REF for 1d6 turns. 
  ICON: A cartoonish knife. 
   
   
  Generation  
  Cost: 10500eb 
  Class: Anti-Personnel  
  STR: 8  
  MU: 7 
  Options: Photorealistic ICON, Movement, Trace, Endurance 
  This is a rumored-to-exist Arasaka security program and a cousin of the Liche program. It is designed to be used against female 
  netrunners, specifically those that are pregnant. It programs an unborn fetus to kill their parent once they reach age 10. If this program 
  does actually exist, the first fetal victims of this program will start killing their parents in 2031. 
  ICON: A glowing red earthworm. 
   
   
  Acid  
  Cost: 2120eb 
  Class: Intrusion/Anti-IC  
  STR: 4  
  MU: 4 
  Options: Photorealistic ICON, Code Optimization 
  This intrusion program has an anti-IC subroutine for use against healing datawalls. Acid does 1d6+1 damage per attack. Healing 
  datawalls "heal" shut in two turns, instead of one, after being breached by this program. 
   
   
  Slow  
  Cost: 7000eb 
  Class: Anti-Personnel  
  STR: 4  
  MU: 4 
  Options: Photorealistic ICON 
  Slow prevents the attacked netrunner from employing his boosterware while in the Net. The cyberware affected is: Kerenzikov, 
  Sandevistan, and Boostmasters. Enhanced Nervous Systems are not affected.  
  ICON: A fanged turtle with red eyes. 
  
   
   
  Shift  
  Cost: 240eb 
  Class: Evasion  
  STR: 2  
  MU: 1 
  Options: -none- 
  This evasion prgrom from somewhere in Eastern Europe is a cheap, yet effective piece of evasion software. It shifts the netrunner's 
  ICON so that it is one grid-square away from his actual location. 
  ICON: The netrunner's ICON. 
   
   
  POWERED ARMOR 
  Arasaka Wraith Powered Armor  
  The ultimate in light combat equipment with stealth capabilities! The Wraith is not meant to be used against other ACPAs, but against 
  organic targets. Quiet and efficient, the ultimate killing machine! 
   
  Suit Name: Wraith Manufacturer: Arasaka 
  Total Weight: 491kg SIB/DFB: +3/+3 
  Chassis Type: Ninja, STR 20 Chassis Weight: 116kg 
  Punch: 2D10 Kick: 3D10 Chassis Cap./Carry: 900kg/300kg 
  Crush: 3D10 Total Cost: 756,250eb 
  Trooper Size: 115kg Toughness Mod.: -6 
   
  Head - SP40, SDP5 
  Militech VRI SDP15  
   
  Right Arm - SP40, SDP5 
  Retractable Mono PA Sword SDP15 
  Flechette Pistol SDP15 
  100-round Flechette Clip SDP10 
   
  Left Arm - SP40, SDP5 
  Retractable Mono PA Sword SDP15 
  LAW III (1 shot) SDP10 
   
  Right Leg - SP40, SDP10 
  Light Tool Suite SDP15 
  Smoke Cannister SDP15 
   
  Left Leg - SP40, SDP10 
  Ghost Cannister SDP10 
  Ghost Cannister SDP10 
  Extra Power Cell SDP15 
  Extra Power Cell SDP15 
   
  Torso - SP40, SDP15 
  Escape Hatch SDP30 
  RussianArms KwikFix SDP15 
  EMP Capacitor SDP10 
  EMP Sponge SDP30 
  EMP Sponge SDP30 
   
  Notes: All items are internal. Also has Low Boost and Stealthing. 
   
   
   
  Dynalar Atlas Powered Armor  
  The newest battlefield menace from Dynalar! Big, ugly, and tough, the Atlas can go anywhere! It contains state-of-the-art operator 
  
  interfaces and a wide variety of offensive and defensive 
  systems for almost any situation! 
   
  Suit Name: Atlas Manufacturer: Dynalar 
  Total Weight: 1024kg SIB/DFB: +4/+3 
  Chassis Type: Shogun, STR52 Chassis Weight: 250kg 
  Punch: 6D10 Kick: 9D10 Chassis Cap./Carry: 2600kg/780kg 
  Crush: 7D10 Total Cost: 216,570eb 
  Trooper Size: 115kg Toughness Mod.: -12 
   
  Head - SP80, SDP13 
  Internal: 
  Militech VRI SDP15 
  Orbital Air Prime SDP20 
  Flash Cannister SDP20 
  External: 
  Ribbon Cannister SP20/SDP20 
  Ghost Cannister SP20/SDP10 
  Ghost Cannister SP20/SDP10 
   
  Right Arm - SP80, SDP13 
  Internal: 
  Retractable Mono-PA Sword SDP15 
  14.5mm Heavy Machinegun SDP35 
  14.5mm HMG Mag. - 100rnds. SDP20 
  External: 
  14.5mm HMG Mag. - 100rnds. SP15/SDP20 
  14.5mm HMG Mag. - 100rnds. SP15/SDP20 
  14.5mm HMG Mag. - 100rnds. SP15/SDP20 
   
  Left Arm - SP80, SDP13 
  Internal: 
  EMP Grenadier SDP15 
  EMP Grenadier SDP15 
  Light Tool Suite SDP15 
  M-31PA Clip - 300rnds. SDP10 
  M-31PA Clip - 300rnds. SDP10 
  External: 
  IFAR 3-Pod SP20/SDP45 
   
  Right Leg - SP80, SDP26 
  Internal: 
  Extra Power Cell SDP15 
  Extra Power Cell SDP15 
  Smoke Cannister SDP15 
  Stardust Cannister SDP15 
  BOM Pack - facing rear SDP10 
  Powered Skate (SP20)/SDP20 
  External: 
  BRP Pack - facing right SP20/SDP20 
  BRP Pack - facing rear SP20/SDP20 
  BRP Pack - facing front SP20/SDP20 
   
  Left Leg - SP80, SDP26 
  Internal: 
  Extra Power Cell SDP15 
  Extra Power Cell SDP15 
  Smoke Cannister SDP15 
  Stardust Cannister SDP15 
  BOM Pack - facing rear SDP10 
  Powered Skate (SP20)/SDP20 
  External: 
  
  BRP Pack - facing left SP20/SDP20 
  BRP Pack - facing rear SP20/SDP20 
  BRP Pack - facing front SP20/SDP20 
   
  Torso - SP80, SDP39 
  Internal: 
  Escape Hatch SDP30 
  Food/Filtration SDP10 
  Commo Link SDP10 
  Military Radar SDP15 
  LATGM Reload SDP20 
  LATGM Reload SDP20 
  EMP Capacitor SDP10 
  External: 
  Reloadable LATGM SP20/SDP20 
  Scorpion Surface-to-Missile SP20/SDP15 
  BFC-4 Pack - facing rear SP20/SDP20 
   
  Carried Items: M-31PA Rifle (SP20/SDP10/6kg) 
  Notes: High Boost, C2 Computer 
   
   
  London Punknaught Powered Armor  
  Now you can own a replica of the armor that went bezerk in downtown London! Yes, with the original suit, Martin Leeds, a London 
  gang member, went crazy and killed 43 people before a EuroDefense Force squad took him down! Now you can own this suit, 
  currently being replicated by DeathTech Industries! 
   
  Suit Name: London Punknaught Manufacturer: Unknown 
  Total Weight: 468kg SIB/DFB: +1/+2 
  Chassis Type: Ninja, STR20 Chassis Weight: 116kg 
  Punch: 2D10 Kick: 3D10 Chassis Cap./Carry: 1000kg/300kg 
  Crush: 3D10 Total Cost: 51610kg 
  Trooper Size: 115kg Toughness Mod.: -6 
   
  Head - SP35, SDP5 
  Internal: 
  Full-HUD Wideband SDP10 
  RussianArms KwikFix SDP15 
   
  Right Arm - SP35, SDP5 
  Internal: 
  5.56mm Light Machinegun SDP25 
  5.56mm LMG Mag. - 100rnds. SDP10 
  Climbers SDP15 
  External: 
  5.56mm LMG Mag. - 100rnds. SP15/SDP10 
  5.56mm LMG Mag. - 100rnds. SP15/SDP10 
   
  Left Arm - SP35, SDP5 
  Internal: 
  BOM Wire Pack SDP10 
  ACPA Whip SDP20 
  Climbers SDP15 
   
  Right Leg - SP35, SDP10 
  Internal: 
  Extra Power Cell SDP15 
  External: 
  Unpowered Skate SP20/SDP20 
   
  Left Leg - SP35, SDP10 
  External: 
  
  Unpowered Skate SP20/SDP20 
   
  Torso - SP35, SDP15 
  Internal: 
  BFC-4 Pack - facing rear SDP20 
  BSP Pack - Rubber Pellets - 
  facing front SDP20 
   
  BSP Pack - Smoke Pellets - 
  facing front SDP20 
   
  External: 
  LAW III SP20/SDP10 
   
  Equipment Carried: Smart-chipped Federated Arms Light Assault 15 
  Kendachi M-33 Power-Sword 
  (see ChromeBook 1, page 54-55) 
  Notes: Low Boost, Std. Commo Link, see section on ACPA Gear for 
  more on ACPA Whips. 
   
   
  NASA/Zetatech/Militech Armstrong Powered Armor  
  The newest entry into the space battlefield, the Armstrong is the current favorite of the Militech Space Marine Corp! These suits were 
  used successfully in a Militech hired-out operation 
  against Biotechnica's Luna Facility, performing without a single casualty! 
   
  Suit Name: Armstrong  
  Manufacturer: NASA/Zetatech/Militech 
  Total Weight: 899kg SIB/DFB: +4/+3 
  Chassis Type: Highwayman, STR35 Chassis Weight: 180kg 
  Punch: 4D10 Kick: 6D10 Crush: 5D10  
  Chassis Cap./Carry: 1750kg/525kg 
  Total Cost: 231,100eb 
  Trooper Size: 115kg  
  Toughness Mod.: -9 
   
  Head - SP65, SDP9 
  Internal: 
  Militech VRI SDP15 
  Orbital Air Prime SDP20 
  External: 
  Stardust Cannister SP20/SDP15 
  Stardust Cannister SP20/SDP15 
   
  Right Arm - SP65, SDP9 
  Internal: 
  Photon Assault Cannon SDP10 
  External: 
  Super Rakate SP20/SDP20 
  EMP Grenadier SP20/SDP15 
   
  Left Arm - SP65, SDP9 
  Internal: 
  Retractable Mono-PA Sword SDP15 
  Mini-ROC6 SDP45 
  External: 
  Smoke Cannister SP20/SDP15 
  EMP Grenadier SP20/SDP15 
   
  Right Leg - SP65, SDP18 
  Internal: 
  Self-Seal Compression * 
  
  Ext. Life Support - 4hrs. SDP20 
  Extra Power Cell SDP15 
  Stardust Cannister SDP15 
  External: 
  M-31PA Clip - 300rnds. SP15/SDP10 
  M-31PA Clip - 300rnds. SP15/SDP10 
  BRP Pack - facing rear SP20/SDP20 
   
  Left Leg - SP65, SDP18 
  Internal: 
  Self-Seal Compression * 
  Ext. Life Support - 4hrs. SDP20 
  Extra Power Cell SDP15 
  Stardust Cannister SDP15 
  External: 
  M-31PA Clip - 300rnds. SP15/SDP10 
  M-31PA Clip - 300rnds. SP15/SDP10 
  BRP Pack - facing rear SP20/SDP20 
   
  Torso - SP65, SDP27 
  Internal: 
  Self-Seal Compression SDP50 
  Food/Filtration SDP10 
  Extra Power Cell SDP15 
  Electronics Package: SDP30 
  - Scrambler 
  - A/V Recorder 
  - Laser Detector 
  - Laser Comm 
  External: 
  Ext. Life Support - 4hrs. SP30/SDP20 
  Ext. Life Support - 4hrs. SP30/SDP20 
  Ext. Life Support - 4hrs. SP30/SDP20 
   
  Equipment Carried: M-31PA Rifle (SP20/SDP10/6kg) 
  Notes: High Boost, Std. Commo Link; Militech Space Marines like to put ChainBayonets on their M-31PAs. 
   
   
  Militech Downtowner Powered Armor  
  The suit designed with C-SWAT units in mind, the Downtowner, from Militech is the ultimate in 'borg-stoppers! A wide array of 
  weaponry, so that you will always have the firepower equivelent 
  to the situation!  
   
  Suit Name: Downtowner Manufacturer: Militech 
  Total Weight: 712kg SIB/DFB: +4/+3 
  Chassis Type: Bushi, STR32 Chassis Weight: 166kg 
  Punch: 3D10 Kick: 5D10 Chassis Cap./Carry: 1600kg/480kg 
  Crush: 4D10 Total Cost: 142780eb 
  Trooper Size: 114kg Toughness Mod.: -8 
   
  Head - SP50, SDP8 
  Internal: 
  Militech VRI SDP15 
  Orbital Air Prime SDP20 
  External: 
  Sensory Extensions SP15/SDP15 
  Stardust Cannister SP15/SDP15 
   
  Right Arm - SP50, SDP8 
  Internal: 
  Retractable Mono-PA Sword SDP15 
  5.56mm Minigun Mag.-1000rnds. SDP20 
  
  LAW III SDP10 
  External: 
  5.56mm Minigun SP25/SDP20 
   
  Left Arm - SP50, SDP8 
  Internal: 
  12.7mm Heavy Machinegun SDP30 
  12.7mm Mag. - 100rnds. SDP20 
  External: 
  12.7mm Mag. - 100rnds. SP15/SDP20 
   
  Right Leg - SP50, SDP16 
  Internal: 
  Light Tool Suite SDP15 
  M-31PA Clip - 300rnds. SDP10 
  M-31PA Clip - 300rnds. SDP10 
  BFC-3 Pack - facing front SDP20 
  External: 
  14mm Pistol SP20/SDP15 
  14mm Pistol Clip SP15/SDP10 
  14mm Pistol Clip SP15/SDP10 
  14mm Pistol Clip SP15/SDP10 
   
  Left Leg - SP50, SDP16 
  Internal: 
  EMP Sponge SDP30 
  EMP Sponge SDP30 
  M-31PA Clip - 300rnds. SDP10 
  M-31PA Clip - 300rnds. SDP10 
  BFC-3 Pack - facing front SDP20 
  External: 
  BIM Minelet Pack-facing rear SP20/SDP20 
  BPL Pack - facing rear SP20/SDP10 
  BOM Wire Pack - facing rear SP20/SDP10 
   
  Torso - SP50, SDP24 
  Internal: 
  Escape Hatch SDP30 
  Extra Power Cell SDP15 
  Radar SDP15 
  BOM Wire Pack - facing rear SDP10 
  BFC-4 Pack - facing rear SDP20 
  Electronic Suite: SDP30 
  - Scrambler 
  - Cell-Phone 
  - A/V Recorder 
  - Laser Comm 
  External: 
  Smoke Cannister SP20/SDP15 
  BFC-4 Pack - facing front SP20/SDP20 
  BSP Pack - rubber pellets - facing rear SP20/SDP20 
   
  Notes: High Boost, Commo Link 
  Equipment Carried: M-31PA Rifle 
   
   
  ACPA GEAR 
  New ACPA Armors (price varies) 
  More armor systems from a wide variety of manufacturers. More ways to make your ACPA into an unstoppable killing machine! Call 
  the Edgerunners' Guide Hotline for corporate service rep 
  
  points of contact. 
   
  Manufacturer Name SP Wt.(kg) Cost(eb) 
  Militech Aegis 60 300 15100 
  EuroArms DragonSkin 2 70 360 21200 
  IEC NewGranite 75 380 23600 
  Mexican Metals Endura 35 175 7600 
  NewSov Machines DuraSteel 3 100 450 90000 
  Militech Mono-Crystal 100 125 250000 
  Titanium 
   
  Note: MCT is a probable rumor; supposedly made in an orbital workshack, its existence has yet to be confirmed. Cannot be stealthed. 
   
   
  Technotronica M-40PA Pulse Rifle 4000eb 
  Technotronica has modified it's best-selling M-40 pulse rifle for use by ACPAs. Greater ammo capacity, better reliability, longer 
  range, faster rate of fire - and still the same devastating effects! 
   
  Kalashnikov AK-2020PA 2000eb 
  The new weapon of the Soviet Army has also been modified for use by their Powered Armor systems. It, too, is available for purchase 
  in the West. 
   
  Name WA Damage #Shots ROF Range Spc. SP SDP Wt. Rel. 
  M-40PA +1 EMP 100 1 100m 1 20 10 8kg VR 
  AK-2020PA +1 4D6+2 250 1/20 650m 1 20 10 7kg VR 
   
   
  Superframes price varies 
  The Arasaka Shogun used to be the biggest, baddest ACPA frame around. No longer! Zetatech's Overlord (STR55) and Militech's 
  Maverick (STR57) are the newest entries into the ACPA 
  frame market. 
   
  STR Toughness Dam. Mod. Lift/Cap. Carry Wt.(kg) Cost(eb) 
  55 -13 3D10 2750 830 265 92350 
  57 -13 3D10 2900 900 280 99100 
   
   
   
  SERVICES 
  Extreme Courier Service 
  Need to get something to your lawyers across town and worried about your Net security? Don't want to risk your data being 
  intercepted electronically? Send it physically! That's right! Physically! Skate and bike couriers have made a comeback! They can 
  move through the city faster than pedestrians or traffic, and their speed is their defense! And if your package gets intercepted, we'll do 
  everything in our power to get it back! Our couriers use the finest skating gear from RadTech and top-of-the-line urban bikes from 
  Specialized. 
  Game notes: Using a courier to physically transport information is becoming the rage among trendy executives in many large cities. It 
  is considered very chic to have your own personal courier on hireout from ECS. Their prices are fairly steep, but they are fairly 
  successful at what they do. They do not charge by the size of the package (which must fit into a briefcase), but by the mileage. 
  Safe Corp Zone: 10eb per mile 
  Standard City Zone: 25eb per mile 
  Free Fire/Combat Zone: 75eb per mile 
   
  ECS Office Locations: Night City, Minneapolis-St. Paul Metroplex, Moscow, Philadelphia, London, Bucharest, Tokyo, Pangaea 
  Arcology, Las Vegas, Atlanta, Paris, and Houston. 
  Opening in 2021: Sydney, Prague, Dallas, St. Louis, Crystal Palace L-1, O'Neill Colony 3 at L-4.  
   
  Typical Courier (Fixer) 
  INT 5 REF 8 TECH 4 COOL 10 ATTR ? LUCK 5 MA 7 BOD 5 EMP 6 
  Skills: Streetdeal+4, Awareness+3, Handgun+5, Athletics+7, Expert-Area Knowledge+8,Skate+8 or Bicycle+8. 
  Equipment: RadTech Courier Armor (see Equipment section), Monoknife, usually a small-caliber handgun, the best couriers usually 
  
  have a Trauma Team card. 
  Cyberware: varies 
   
  Typical ECS Security (Solo) 
  INT 6 REF 9 TECH 5 COOL 7 ATTR ? LUCK 5 MA 8 BOD 8 EMP 2 
  Skills: Combat Sense+7, Awareness+5, Handgun+4, SMG+4, Brawling+5, Melee+2, WeaponTech+3, Athletics+2, Rifle+5, 
  Stealth+4, CyberTech+1, Heavy Weapons+1 
  Equipment: Sternmeyer SMG21 (see CP2020 rulebook), Med. Armor Jacket, Monoknife, usually more "personal preference 
  weapons". 
  Cyberware: Varies, but at least one cyberlimb, and a cyberweapon of some type. 
   
   
  Einstein Service 
  NEW from the Swiss Clinics!!! 
  Based upon a Virtuality Interfaced system which stimulates the brain, this new therapy develops your mental abilities to allow you to 
  become as smart as Einstein!!! For only 10000eb and one month of your long life, become the new Superman of the mental! Game 
  Notes: The treatment takes 1 month (16 hours a day) and costs 10000eb. It can only be done once and may add 1 INT point. Simply 
  roll 1D10 and do less than (11-current PC's INT). In case of the dice showing a 10, reroll it again. ON 1-3, the brain has been injured 
  and the player suffers a permanent -1 REF. 
   
   
  BigWave Surf Monitor Service 
  Need to know where the biggest surf is? Need a surf forecast? If you're chill enough to risk surfing in today's oceans, you're chill 
  enough to use this service! A single phone call can tell you where the best places are for surfing in your area, and give you the 
  potential places over the next two days!  
  Catch a tube, gato! Call 1-900-BIG-WAVE 
  Game notes: Costs 10eb per call. 
   
   
  Smooth Operator Service 
  Going to be making a long haul? Remember that 90% of fatal, non-weapon involved accidents are caused by driver/pilot fatigue! This 
  new service, developed in Japan in the late 20th century, 
  involves a small biomonitor (either worn or implanted) with a transceiver on the body, that reports to a central computer. The 
  computer monitors your fatigue/alcohol/drug levels, and if you are unfit to drive, it requests that you pull over. For an extra fee, you 
  can have it automatically shut down your automobile, should you be too tired/inebriated to think clearly. The equipment to start is 
  relatively cheap and the monthly fee is very reasonable. The life you save may be your own! 
  Game notes: 
  S.O. Biomonitor Wristband: 200eb, available in a wide variety of styles and colors. 
  S.O. Biomonitor Implant: 250eb, SC=N, HC=1d6/2. 
  Monthly Base Fee: 25eb 
  Auto-Shutdown Fee: +10eb per month. The operator is responsible, however, for any accidents/damage when their vehicle shuts 
  down. 
   
   
   
  'Punkers Guide to the MSP Metroplex 
  "Believe or not, there's a jumpin' place in Minnesota, gato. The Minneapolis-St. Paul Metroplex has been takin' up the slack from 
  Chicago since it shut down. This place is getting hotter and hotter - you can get the chillest cyberware, the baddest commo protocols, 
  and high-tech weapons, if you know who to talk to..." 
   
  The MSP Metroplex is a hardcore place now. Used to be low in crime, peaceful little place, one of the safest places in the country to 
  live. Now, it's gotten a new makeover for the 2020s. 
   
  Places to Go 
  The WarZone Club: Located in the Mallplex of America, in the 'burb of Bloomington, the WarZone is a great place to meet and find 
  comrades-in-arms, or just to sit back and watch the Exotic Combat - perfectly legal, too! The drinks are good, the atmosphere chaotic, 
  and the contacts many. Highly recommended. 
   
  A Combat Football Game: The MSP Maulers are nothing like the Vikings of the old NFL. The Maulers are a highly vicious team, 
  with a lot of talent - they are the number-one favorite for a 
  
  Super Bowl appearance this year. If you're in town, and can catch a game, do it! 
   
  Cliff Road: The street to go to when looking for action, hot 'ware, a good ripperdoc, or a place to sell off those organs you just 
  cropped. Located in the once-sleepy 'burb of Eagan, Cliff Road is a seething mass of humanity with one desire in their collective 
  mind: your money. Anything can be found on Cliff Road. 
   
  The Library: Need to dig up the dirt on someone or something? The Library is the place to go. Located in the downtown Minneapolis 
  Corp Sector, the Library has got data in all formats 
  on the most inane things you can imagine! Info on Tibetian heavy metal stars of the late 1990s? You can actually find it! 
   
  Mystic Lake: This casino is still alive and kicking! They offer the best, hell, the only gambling in the state. When the Casino Wars 
  started in early 2014, they were the biggest of the group, and managed to not only survive, but grow as well! The extravegence of this 
  place rivals that of some of Vegas! Make sure you check this place out! Please note that security is provided by Arasaka, and cheaters 
  tend to "disappear" quietly. 
   
   
  Places Not to Go 
  Jail: The cops in the MSP Metroplex are not very nice individuals, as they are trained and reinforced by Arasaka. Yup, the boys in 
  black have their hand in this town too... So, watch your back. 
   
  Edina: Always an upscale, yuppie city, Edina was one of the first walled cities in the country. The security is very tight, and security 
  guards (from Militech) shoot first and ask questions later. Rumor has it that the security forces use ACPAs with heavy weaponry, but 
  this has yet to be confirmed. 
   
  Burnsville: The suburb of Burnsville, south of Eagan, is a the Combat Zone of the MSP Metroplex. The city was heavily damaged by 
  a large fire in 2004, and never rebuilt fully. The heavy snows and winds that winter did nothing to help the city, and it is now overrun 
  with vagrants and gutter-trash, who try to eke out a living on the remnants of the buildings and industry. 
   
   
  Things to Do 
  Listen to HHH: Happy Harry Hard-On is back! After his release from jail, he went right back to his pirate broadcasting! An 
  independent operator in MSP gets Harry's feed live via satellite from Arizona, and broadcasts on 98.5 FM and 990 AM. You can hear 
  Harry's anti-society, anti-corp, anti-everything diatribe every night at 11pm Central. Jamming is uncommon. 
   
  Hireout: The corporations here in MSP are very busy stabbing each other in the backs - a full-scale corporate war is on the verge of 
  erupting, and all sides are hiring at very reasonable pay! 
   
  Get Custom Chips: An important thing for Techies to do! Sunrise Microprocessors in the Minneapolis sector can build your custom 
  chip design in a matter of hours! And their prices are quite reasonable. They have a service rep in the Mallplex of America that is quite 
  helpful. 
   
   
  Things Not to Do 
  Carry A Concealed Weapon: This is a big no-no in MSP. The cops and Arasaka will be all over you like flies on shit. Seriously, 
  though, the police have an uncanny knack for spotting this and will bust you. You may carry any weapon out in the open, but anything 
  larger than a heavy autopistol will get you harassed. 
   
  Sleep in the Airport: Not a good idea. More than one traveller has disappeared after deciding to take a short nap. Rumor has it that 
  there are cannabalistic cyberpsychos living in the access tunnels beneath the complex. 
   
  Believe Anything in the Paper: The local paper is a load of corporate propoganda and drivel. If you believe a single word of it, you're 
  weak in the gray matter. The MSP area has a high amount of pirate media, most of which is not hard to get ahold of. Some of it has 
  corporate backing, ask the locals, they'll be more than happy to tell you what's real pirate and corporate pirate. 
   
  Pick Your Nose: But we shouldn't have to tell you that, gato. It isn't chill. 
   
   
  The Pigs 
  Ah, now we come to the most important part for you edgerunners. The pigs. MSP Metroplex's security forces. The indigenous security 
  forces are pretty well under-funded and poorly equipped, but they are still pretty numerous. A large Arasaka Security contingent 
  exists, as it is on hireout from a group of corporations in the area. They will not hesitate to use deadly force if they can get away with 
  it. They will also ticket anyone for any violation of the law. 
  
   
  Typical MSP Metroplex Police Officer (Cop) 
  INT 5 REF 7 TECH 4 COOL 6 ATTR ? LUCK 4 MA 6 BOD 5 EMP 6 
  Skills: Authority+4, Awareness+5, Handgun+4, Human Perception+4, Athletics+4, Education+7, Brawling+3, Melee+2, 
  Interrogation+3, Streetwise+4, First Aid+2 
  Equipment: Medium Armor Jacket, Excalibur Taser-type Nightstick (see Protect & Serve), Patrol Helmet (see Protect & Serve), 
  handcuffs, sidearm of personal preference (usually a heavy autopistol or SMG). 
  Cyberware: Cyberoptic with Low-Lite, plus personal preference. 
   
   
  How to Get Out of Town Quickly 
  There are multiple ways to get out of MSP quickly, which will probably be required of you at some point. There is a French TGV 
  bullet-train link to Duluth, and security is mediocre, so this is always an option. 
  Dirigible and AV services connect to Chicago Port, Des Moines, Fargo, St. Louis, New York, and Night City. In May of 2021, the 
  MagLev link to St. Louis will be completed, and in September of 2021, the spaceplane facilities at MSP International will be 
  activated, providing service to LEO. 
   
   
   
  NEW SKILLS 
  1) PHOTO ANALYSIS: Characters with this skill are trained in reading and interpreting reconnaissance photographs, particularly 
  aerial and satellite photographs. Things a good analyst can learn include camp layouts, ground features, approximate numbers and 
  locations of personnel, weapons and equipment present, and possible identifications of rank or identity. Large details 
  (buildings, vechicles) can be identified by an EASY skill check. Small details require, naturally, greater success. INT-based. 
   
  2) FORWARD OBSERVER: Characters with this skill are trained in spotting targets and adjusting fire for artillery of all types. 
  Provided they are in contact with the firing battery or its fire 
  control, a forward observer can attempt to adjust friendly fire. For each round of fire, the forward observer can report and adjust the 
  fire coordinates by making a successful skill check. Each round of fire that is successfully adjusted increases the accuracy of the 
  artillery fire by 1, up to the limit of the forward observer's skill level. If the skill check is failed, the artillery has fired off-target, and 
  all bonuses gained from the forward observer are lost and the process must begin again. A forward observer can also attempt to call 
  friendly fire on a position if he is able to observe that target point. A skill check must be made to successfully relay the target 
  coordinates. Once fire has arrived, the FO can attempt to adjust it normally. INT-based. 
   
  3) SMALL CRAFT HANDLING: While Driving/Boat allows a character to operate most types of motorized water vehicles, Small 
  Craft Handling gives the character the skills needed to use small muscle-powered boats. These include inflatable rafts, canoes, 
  collapsible kayaks, rowboats, and small landing or river crossing boats. Rapids, rough seas, darkness, rugged landing sites, and the 
  need for speed or silence all require skill checks. The character can also attempt to make small field repairs. REF-based. 
   
   
  CORPORATIONS 
  PTO Corp. 
   
  Author's Note: Here's an outline of a new corp. I figured in a world where information is power, the authority over who gets to use 
  which information would be an interesting addition to play. Possible 
  uses: PTO tries to stop your small-time drug-synthesizing enterprise on behalf of a major pharmaceuticals researcher; Team hired to 
  destroy records at PTO during corp war over patent 
  rights; party racing to patent a new product before bad guys steal it and patent it themselves, etc. 
   
  Patent and Trademark Office 
  Shortly before the fall of the U.S., it was decided to privatize most functions of the PTO. The databases improved as people began to 
  be charged for their use. Firms claiming patent violations in court had to pay the new PTO to provide the data to back them up. New 
  patents and copyrights had an accompanying fee. After the fall, the PTO began to take on the enforcement role as well. Initially 
  bolstered by a large capital outlay from a consortium of interested corporations, the concentration of 
  capital has been diluted over time. The PTO works for client companies. All the same, like NetWatch, it's almost universal. 
  Competing companies pay their dues, even while trying to skirt 
  the rules of the Office. 
  
   
  1st Division - Liscensing/Enforcement 
  Lawyers/Corps: 1000 
  Arbitrators: 1000 
  Techies: 1000 
  Netrunners: 500 
  Soldiers/Cops: 10000 
  Misc. Staff: 6000 
  Total Staff: 19500 
   
  2nd Division - Patent Exploitation 
  Corps: 1000 
  Techies: 200 
  Netrunners: 100 
  Soldiers/Cops: 1000 
  Misc. Staff: 2000 
  Total staff: 4300 
   
  On-call Researchers: 5000 
   
  They have compiled the records from all trademark offices around the world. In order for any new patent to be enforced, the holder 
  must register it with the PTO, which must then approve it. After this point, the PTO guarnatees to prevent violation of the patent, with 
  a staff of arbitrators to decided whether there has been a violation. If you do not register your patent with the PTO, you are responsible 
  for defending it yourself, including preventing someone else from registering it. 
   
  Payment to the PTO is based on the number of patents held, the types of restrictions required, the length of protection service, and the 
  revenue that each patent brings in. The PTO offers two payment options: 
  1> An exorbitant one-time fee, based upon the estimate of the value and enforcement challenges of a particular patent. This guarantees 
  protection for the entire term desired. 
  2> An annual contract, from which a percentage of the profits from a particular patent are paid to the PTO. Under this plan, the 
  customer signs a contract to the effect that, if ever they fail to pay, patent rights revert to the PTO itself. 
   
  The PTO makes a good percentage of its money liscensing rights to patents that haven been acquired from deliquent customers. 
   
   
   
  Sunrise Microprocessors 
   
  Overview: Sunrise is a small corporation based in the Minneapolis/St. Paul Megaplex, Minnesota, that produces microprocessors for a 
  wide variety of items. Its main division is dedicated to the 
  mass-production of microchips, and it has a smaller division to manufacture custom chip designs. 
   
  When: In 2016, a small group of discontent American engineers got together to form Sunrise Microprocesors in a small office outside 
  of Minneapolis. Their intention was to be a "cottage industry," but as their reputation and orders increased, they acquired better 
  fabrication facilities and increased their staff. 
   
  How much: 
  Revenue is in millions of eurodollars. 
   
  Year 2019 2020 
  Mass-Production 103.2 115.7 
  Custom 19.5 32.2 
  Totals 122.7 147.9 
   
  NYSE Symbol: SRM 
  Fiscal Year Ends: Oct. 1st 
   
  Who: 
  President/CEO: Jeff Stonewall (age 31) 
  Vice-President/Chairperson: Andrea Nelson (age 32) 
  V.P. of Finance: Edward Savage (age 63) 
  V.P. of Security: Emily Brochard (age 25) 
  
  Auditors: Friedman & Friedman (Bloomington, MN) 
  Employees: 1200 
  Troops: 150 
  Covert: 12 
   
  Where: 
  HQ: Sunrise Microprocessors, 
  230 Hennipen Ave. 
  Minneapolis, MN  
  Phone: 612-Sun-Rise 
  FAX: 612-FAX-Rise (Public Relations) 
  Net Access: Sunrise@sunrise.mn.com (Public Relations E-mail) 
   
  Sunrise is based solely in Minnesota, USA, and their reputation is so good, that people and companies come from as far away as the 
  Antarctic Collective to purchase and contract chip designs. 
   
  What: 
  Products: Custom and mass-quantity microchips are Sunrise's main staple. They have state-of-the-art facilities for manufacture and 
  design, and are keeping up with (if not ahead of) current 
  technologies. 
  Resources: One AV-9 assault aerodyne, four custom ACPAs, ten Grasshopper ACPAs (see Maximum Metal), and two Osprey IIs. 
  Their security forces have their weaponry and training provided by Militech. 
   
  Rankings: 
  798th in Fortune 1000 US Industrial Cos. 
   
  Competition: 
  Microtech 
  Revolution Genetics Inc. (biochip division) 
  Biotechnica (biochip division) 
  Intel 
  Motorola 
  EBM 
   
  Significant Contracts With: 
  MustangArms smartgun processor - up for re-negotiation on 9/1/2024. 
  United State Aerospace Force chipset for the MMU-III system - up for re-negotiation on 9/1/2026. 
  IEC biochip processor for HomeChef Toaster Oven Line - up for re-negotiation on 9/1/2026. 
   
   
   
  HighlanderPunk 
  >I was just wondering if anybody had any good rules on how to incorporate immortals into >CP2020. If anybody does I would 
  appreciate it if you could send it to me. Thanks-a-bunch!!! 
   
  I assume that you mean immortals a la Highlander? If so, I would use the following rules:  
  • 
  failed Death Saves result in a coma for 1d6 hours per Mortal level reached.  
  • 
  immortals heal 1d6 points of damage every four hours.  
  • 
  immortals can sense one another's presence within 10m, but only presence and general direction, this isn't a precision power. 
  Actually, make that 5m.  
  • 
  immortals can be slain if decapitated. This would result from more than 8 points of damage to the head from a cutting 
  weapon, or 24 from another type (knocking the head completely off another way).  
  • 
  immortals become immortals after failing their first Mortal check. They are stuck at that age forever on.  
  • 
  killing another immortal give you a +0.1 to a stat per power level of immortal slain.  
  • 
  immortals all start with a power level of 1 (this is only for dealing with immortals and otherwise has no relation to the game). 
  They gain 1 power level per power level of other immortal they slay.  
  • 
  the Quickening results in destruction of all glass within 50m x power level of immortal slain.  
  
   
   
  CYBERPUNK 2020 RESOURCES 
  On UseNet: 
  alt.cyberpunk 
  alt.cyberpunk.chatsubo 
  rec.games.frp.cyber 
   
  FTP site: 
  ftp.indirect.com 
  Login anonymously and go to the following directory 
  /pub/rpg/cyberpunk 
  GO NOW! 
   
  WWW site: 
  http://att2.cs.mankato.msus.edu/~superdan/ 
  It mirrors quite a bit of the material from the FTP site as well as having new material and links to other CP2020 sites.  
   
   
  There's good cyberpunk material everywhere. You just have to look for it. For example, I got the idea for two of my services in here 
  by watching "Beyond 2000". "NextStep" is another good one. They both broadcast on the Discovery Channel. Incorporating already 
  existing ideas from fiction is another alternative. Happy Harry Hard-On, the pirate radio operator, mentioned in the guide to the MSP 
  Metroplex was taken straight from "Pump Up the Volume", which is an excellent movie - nothing cyberpunk, except Harry's attitude 
  (see Interface magazine for the review). Also, I did not realize where the RadTech came from until after I had read Neal Stephenson's 
  "Snow Crash", which is an excellent novel. You don't ever need to be concrete with a game system. Half the fun is in making the 
  changes and fleshing out the world. Go out there, look for material, and adapt it to your system.  
   
   
   
  CYBERPUNK & MASS-MEDIA 
  This section is an update of the lists in the original version of CP2020: 
   
  Movies:  
  • 
  Fortress  
  • 
  No Escape  
  • 
  Judgement Night  
  • 
  Universal Soldier  
  • 
  Natural Born Killers  
   
  Books:  
  • 
  Snow Crash  
  • 
  The Diamond Age  
  • 
  Virtual Light  
   
  Music:  
  • 
  Onyx  
  • 
  Cypress Hill  
  • 
  Nine-Inch Nails  
  • 
  My Life with the Kill Thrill Kult  
  • 
  Overkill  
  
  • 
  Megadeth  
  • 
  Judgement Night Soundtrack  
  • 
  The Crow Soundtrack  
  • 
  Anthrax  
  • 
  Metallica  
  • 
  Natural Born Killers Soundtrack  
   
   
  CREDITS 
   
  Dan "SuperDan" Bailey (superdan@krypton.mankato.msus.edu):  
  • 
  All Cyberfinger Materials  
  • 
  Partial Cyberlimbs  
  • 
  Cyberblood Nanotech  
  • 
  Linear Frame: Alpha  
  • 
  Nano-Auditory Rebuild  
  • 
  Soviet Cyberware Rules Update  
  • 
  FaceMorph System  
  • 
  Advanced Muscle & Bone Lace  
  • 
  Elbow and Knee Spikes  
  • 
  Mental Co-Processors  
  • 
  Cybertail and Options  
  • 
  Enhanced Nervous System  
  • 
  Echolocation System Processor (with Mike McLaughlin)  
  • 
  SmartArmor  
  • 
  Echolocation Goggles (with Mike McLaughlin)  
  • 
  Healing Armor  
  • 
  Dream-Supressant Chip  
  • 
  Accent Chip  
  • 
  SmartGlasses  
  • 
  Pressure Trigger  
  • 
  911 Card  
  • 
  DeathBat  
  • 
  Protective Headgear Insert  
  • 
  Taser Bayonet  
  • 
  Airhypo Bayonet  
  • 
  Entire NetStuff Section  
  • 
  Entire Powered Armor Section  
  • 
  Entire ACPA Gear Section  
  • 
  Extreme Courier Services  
  • 
  BigWave Surf Monitor Service  
  • 
  Smooth Operator Service  
  • 
  'Punkers Guide to the MSP Metroplex  
  • 
  Sunrise Microprocessors  
  • 
  Sources  
  • 
  CP2020 and the Mass-Media  
   
  Britt Klein (tierna@agora.rdrop.com):  
  • 
  NiteBrite Skinstyle Logo Line Tattoos  
  • 
  Hott Everwear Fashions Security Jackets  
   
  Francois "Fu" Uldry (avi@io.com):  
  
  • 
  OldMovie Cybereyes  
  • 
  Einstein Service  
   
  Name Unavailable (FS337203@Sol.YorkU.CA):  
  • 
  MedCon Vein Clips  
   
  Name Unavailable (DF7568@conrad.appstate.edu):  
  • 
  EmeraldTech Xr-Ray vision  
  • 
  EmeraldTech Collapsing Monokatana  
   
  Interface Magazine (no known e-mail address):  
  • 
  CyberVocal Systems  
   
  J.D. Bastow (jdbastow@csupomona.edu):  
  • 
  Normal Steel Bayonet  
  • 
  Monobayonet  
  • 
  Chain Bayonet  
  • 
  Spike Bayonet  
   
  Name Unavailable (ACDAVI00@ukpr.uky.edu):  
  • 
  New Skills  
   
  Tim O'Neill (tim_oneill@arizona.edu):  
  • 
  PTO Corporation  
   
  Justin Schmid (uh681@freenet.victoria.BC.CA):  
  • 
  HighlanderPunk  
   
  Download! 
  Click here to download a text copy of Information Overload! 
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Catalog - Information Overload Original Version by Superdan.pdf