TEXT:   
  REVISION 3.0 
   
  REQUIRES THE USE OF THE D20 MODERN™ ROLEPLAYING GAME, PUB-
  LISHED BY WIZARDS OF THE COAST, INC. 
  
  2 
  The CYD20 Project 
  Ecosystems collapse - deadly new viruses plague humanity – offworld colonies provide a refuge to the wealthy – 
  megacorporations handle the real power in the world – the Internet virtual reality extends across the globe and the 
  colonies – man fuses with machine, using cybernetic implants and genetic modifications to become superhuman and 
  achieve immortality. 
   
  This is cyberpunk, science fiction at its best and darkest. Pioneered by writers like William Gibson and Philip 
  Dick and by cult movies like Blade Runner, the cyberpunk genre is about a dark future – a future not as far away as we 
  would like to believe. 
   
  The CYD20 project is a giant sourcebook intending to bridge the cyberpunk genre with the d20 system, effec-
  tively allowing you to stage cyberpunk campaigns using your favorite game system. It attempts to deal with all differ-
  ent aspects of cyberpunk: characters, equipment, hacking and computers, cyberware and bioware etc. No game world 
  details are provided in CYD20; the book is a collection of rules and mechanics to be used in your own campaigns. 
  Rather than limiting you within the borders of the author’s fantasy, it allows you to stage any cyberpunk campaign you 
  want, from Blade Runner to the Neuromancer. 
   
  Layout and Formatting 
  The book uses a formatting system of bracketed text to provide you with game information, while the description on 
  which the rules are based is usually presented above the brackets. Descriptions are important for you to realize the 
  logic upon which the rules are based and also because a book full of rules and rules only would be very boring. To 
  understand the concept of the bracketed text, let’s examine the following short section, which presents shotguns. 
   
  Shotguns are smooth-bore weapons made for close range mayhem. Originally, shotguns could only fire buckshot, a 
  load of numerous small pellets which disperse after leaving, thereby greatly increasing the chances of a hit (at least 
  in close range). At close range buckshot is deadly against a soft target, able to carve a hole through a man, but the 
  pellets are especially ineffective against armor or hard targets and they rapidly lose lethality as range increases. 
  Modern shot guns are also able to fire slugs. Slugs are solid projectiles resembling the bullets fired by conventional 
  firearms. They are large and powerful but rather inaccurate as the shotgun’s barrel lacks any rifling. 
   
  [Shotguns require the personal firearms proficiency feat. A shotgun firing buckshot has critical range 17-20. 
  Buckshot gives a +1 circumstance bonus to attack rolls, but loses 1 point of damage per full range increment. Buckshot 
  inflicts 50% secondary damage but triples the ballistic resistance of an armor and doubles the hardness of an ob-
  ject.] 
   
  [A shotgun firing slugs has critical range 20. Slugs don’t get any of the advantages or disadvantages of buck-
  shot.] 
   
  In this example, the first paragraph provides a general description of shotguns without any game rules. The following 
  two paragraphs contain text inside brackets that describes the rules for shotguns. The justification for these rules 
  can be found in the description provided in the beginning of the section. 
  INTRODUCTION 
  
  3 
  Designed and realized by George Chatzipetros at Ground Twenty. Visit Ground Twenty at http://www.geocities.com/groundtwenty. Contact me at 
  groundtwenty@yahoo.gr. I’m sorry if I insult anyone with my language; please consider that I only speak English as a second language. If you 
  read any of my games, please send me some feedback at the aforementioned mail address. Thank you! 
  CONTENTS 
  Section One: Lock and Load··4 
  Combat Rules ··············································5 
  Armor Resistance and  
  Non-Proficiency Penalty······························5 
  Equipment Templates··································5 
  Extra Damage and  
  Hard Targets (Optional)······························5 
  Firearm Recoil·············································6 
  Recoil: The Easy Way·································6 
  Longarms in Close Combat·························7 
  Greater Lethality (Optional) ·······················7 
  Secondary Damage······································7 
  The Importance of Helmets························8 
  Weapon Templates······································9 
  Specific Weapons·······································21 
  Armor Templates·······································29 
  Specific Armors··········································32 
  Ammunition···············································35 
  Special Ammunition···································35 
  Standard Ammunition ·······························37 
  Grenades····················································39 
  Mini-Rockets ··············································42 
  Mortar Shells·············································44 
  Rockets······················································44 
  Weapon Add-ons  
  and Modifications······································47 
  Rocket Targeting Systems·························52 
  Battle Software··········································55 
   
  Section Two: Beyond Flesh····57 
  Biotechnology············································58 
  Cyberware··················································58 
  Bioware······················································59 
  Tolerance···················································59 
  Cyberware··················································61 
  Bioware ·····················································70 
   
  Section Three:  
  Silicon Wizardry····················75 
  Hardware···················································76 
  Components···············································76 
  Processors··················································77 
  Active Memory Cards ································78 
  Storage Media ···········································78 
  Nanocomputers··········································79 
  Ports··························································80 
  Co-Processors·············································81 
  Misc. Hardware··········································82 
  User Interface············································83 
  One Skill, Many Uses································84 
  The Hivenet···············································85 
  Bandwidth ·················································85 
  Hivenet Combat·········································87 
  Hacking······················································90 
  Security······················································90 
  The Basics ·················································90 
  Computer Actions······································93 
  Programming·············································99 
  Software···················································100 
  Artificial Intelligence ·······························106 
   
  Section Four: Mach Five ·····109 
  Vehicle Rules ···········································110 
  Accessory and Modification Size·············110 
  Off-road Movement ·································110 
  Vehicle Weapons·····································110 
  Motorcycles··············································111 
  Cars··························································113 
  Trucks and Vans······································116 
  Armored Vehicles·····································117 
  Rotorcrafts···············································119 
  Jets ··························································121 
  Accessories and Modifications·················122 
  Vehicular Weaponry································128 
   
  Section Five: Hi-Tek·············129 
  Tools of the Trade··································130 
  Addiction ·················································133 
   
  Section Six: What it Takes··142 
  New Talents·············································143 
  Strong Hero Talents································143 
  Fast Hero Talents····································143 
  Tough Hero Talents·································144 
  Why Not advanced Classes?···················144 
  Smart Hero Talents·································145 
  Dedicated Hero Talents···························145 
  Charismatic Hero Talents························146 
  New Feats················································147 
  A Few New Kinds of Feats·····················148 
  Strong Hero Bonus Feats························149 
  Fast Hero Bonus Feats···························150 
  Tough Hero Bonus Feats························151 
  Smart Hero Bonus Feats·························152 
  Dedicated Hero Bonus Feats··················153 
  Charismatic Hero Bonus Feats················154 
  
  4 
  SECTION ONE 
   
  LOCK AND LOAD 
  
  5 
  Armor Resistance and 
  Non-proficiency Pen-
  alty 
  Armor in CYD20  doesn’t make you harder to be hit, but it 
  absorbs damage from the attacks which hit you, even to 
  the point where no harm is done (that’s actually how ar-
  mor is supposed to work). Most types of armor are good 
  for protecting against some attacks but useless against 
  others; rare is the armor which defends against any dam-
  age the user can possibly receive. 
  [An armor doesn’t give a bonus to Defense, but has at 
  least one (and possibly more) resistance level. An armor’s 
  resistance is the amount of damage the wearer ignores 
  from an attack (much like hardness). Each type of resis-
  tance works only against one type of damage , so there is 
  ballistic resistance, fire resistance, slashing resistance 
  etc. Many armors have more than one type of resistance, 
  possibly at different levels, for example ballistic resis-
  tance 4 and piercing resistance 2.] 
   
  [Some attacks, like explosions or flamers, give the 
  target a chance to take half damage with a successful 
  saving throw (most often a Reflex save). In this case, ar-
  mor resistance applies first and then the remaining dam-
  age is halved. For example, someone wearing an armor 
  with concussion resistance 5 taking 15 points of damage 
  from a concussion grenade would only lose (15-5):2=5 hit 
  points with a successful saving throw.] 
   
  [Armor resistance isn’t affected by the lack of 
  armor proficiency. However, someone who dons armor 
  without having the appropriate armor proficiency feat 
  doubles the usual armor penalty. Even armors that don’t 
  usually have an armor penalty give at least a –2 penalty 
  to a non-proficient character.] 
   
  Equipment Templates 
  Many of the weapons and armor found in this sourcebook 
  are based on templates. A template is a set of rules and 
  statistics defining something rather common, for example 
  the concept of a heavy autoloading pistol or a light ar-
  mored vest. Specific weapons and armor are based on a 
  template, perhaps with some slight variations. For exam-
  ple, the Desert Eagle and the Colt Slammer are both heavy 
  handguns, so they are both based on the Heavy Auto-
  loader template. The difference between these weapons 
  can be found in slight variations with the template’s sta-
  tistics or in some add-on accessories they have, but in 
  general choosing one or the other is mostly a matter of 
  style. 
   
  Templates serve the following purposes: 
  • 
  They keep information tidy and concentrated in 
  one section rather than repeating it over and over 
  again for different weapons. You know that all 
  shotguns follow the rules presented for the shot-
  gun template. Imagine if it was necessary to re-
  peat the same rules for every different shotgun 
  model! 
  • 
  They can be used to easily design your own weap-
  ons, if you like so. Simply select a template and 
  make the adjustments  or add the extra accesso-
  ries you want your weapon to have and, voila! 
  • 
  They can be used to quickly equip NPC characters. 
  Instead of pondering over whether to give a secu-
  rity guard a Beretta 2K22F or a Glock 17, simply 
  give him a medium autoloader! 
  Equipment that is based on a template usually follows 
  all rules for the template, unless otherwise noted in 
  the equipment’s detailed description. 
   
   
  Extra Damage and 
  Hard Targets 
  (Optional) 
  [This optional rule is intended for those who wish to add a 
  little more realism to special attacks that allow for a 
  weapon to deal extra damage. Such cases include critical 
  hits, burst fire, use of the double tap feat and the gun-
  slinger’s bullseye ability among others. The problem with 
  extra damage is that they allow light weapons to pene-
  trate tough objects and heavy armor. A 9mm submachine 
  gun for example, cannot penetrate a tank’s armor 
  (hardness 20) with a single bullet, but on burst fire (4d6 
  COMBAT RULES 
  
  6 
  damage) it might be able to do so, thus being capable of 
  destroying a tank if enough bursts are fired (something 
  completely absurd). Armor is effective against any num-
  ber of bullets fired (within reasonable limits); if it can stop 
  one bullet it can certainly stop three as well.] 
   
  [Instead of increasing the hardness of objects or 
  the resistance of armors, something that penalizes single 
  shot weapons without a good reason, you can use the 
  following simple rule: Whenever a case where extra dam-
  age is dealt is brought up, roll first that weapon’s normal 
  damage. If this damage manages to penetrate the target’s 
  hardness or armor resistance (inflicting even a single 
  point of damage), add the extra damage. If the initial dam-
  age is stopped, the extra damage is negated as well.] 
   
  [Example 1: A submachine gun (damage 2d6) fires 
  a burst against an armored limo (hardness 10). A 2d6 
  damage roll is made with a result of 8; the attack doesn’t 
  result in any damage and the extra burst damage is ne-
  gated.] 
  [Example 2: The same submachine gun fires another burst 
  at the same limo. A 2d6 damage roll results in 11. One 
  point of damage gets past the limo’s hardness, but this is 
  enough to allow for the extra burst damage (another 2d6) 
  to be rolled. The second damage roll results in 8, so the 
  limo suffers 8+1=9 points of damage.] 
   
  Firearm Recoil 
  Every action has a reaction. As the bullet fired from a gun 
  leaves the muzzle at high velocities, the gun is pushed 
  backwards with an equal force. This basic principle, along 
  with some factors based on the mechanical action of the 
  weapon, produces what is known as recoil: the kickback 
  experienced by the user and the tendency of the muzzle to 
  “climb up” after each shot. Apart from the discomfort 
  heavy recoil causes, it is also responsible for the need to 
  re-align the gun with its target after each shot. The recoil 
  of a weapon depends on its mass and the type of ammuni-
  tion fired. Small weapons firing heavy rounds produce the 
  greatest recoil. Although recoil is mostly experienced 
  when firing automatic weapons, it can also become a fac-
  tor when taking quick shots with semi-automatic fire-
  arms, as the gun tends to lose its alignment with the tar-
  get after each successive shot, requiring the user to 
  spend some time realigning it (time he might not have in 
  the thick of a firefight). Recoil can be countered by using 
  devices like muzzle brakes, bipods or tripods; strong per-
  sons are also more adept at handling recoil than others. 
  [Every firearm in which recoil might present a problem 
  has a Recoil level, which typically gives a penalty to the 
  attack roll. During a firefight, such weapons also have a 
  Recoil pool, which shows how adversely recoil affects the 
  weapon’s accuracy and depends on how you use the 
  weapon. This pool gives a penalty to all attack rolls made 
  with the weapon, so if there are 3 points in the Recoil pool 
  you have a –3 penalty to all attack rolls with the weapon. 
  Note that each weapon has its own Recoil pool; do not add 
  the Recoil pool for different weapons together. The Recoil 
  pool of a weapon is affected in the following ways:] 
  [1. At the beginning of a combat, the Recoil pool for all 
  weapons is always 0.] 
  [2. If you fire one shot from the weapon, you make an 
  attack roll and then add a number of points equal to its 
  Recoil level to the Recoil pool. In other words, your next 
  shot becomes more difficult to hit with.] 
  [3. If you fire a weapon in burst fire or autofire, you im-
  mediately add a number of points equal to twice its Recoil 
  level to the Recoil pool before making the attack roll (so 
  that your attack roll is affected by the new total).] 
  [4. Just before your first action in a new round, the Recoil 
  pools of all your weapons are reset to zero, as it is as-
  sumed that you spend some time realigning the guns.] 
  [5. You can also reset the Recoil pool of a weapon to zero 
  by taking some time to realign it with the target. This re-
  quires either a move action or forfeiting one of your at-
  tacks for that round (if you have multiple attacks, you can 
  forfeit one of them to reset the Recoil pool), although you 
  can’t forfeit an attack with a weapon in your off-hand to 
  reset the pool of your primary weapon and vice versa.] 
   
  [The attack penalty resulting from the Recoil pool 
  is always reduced by your Strength bonus, although a 
  Strength penalty will not increase it. The use of equip-
  ment, like muzzle brakes or bipods, and some feats can 
  Recoil: The Easy Way 
  [If the rules about recoil require too much bookkeeping 
  for your sake, you can simply ditch the Recoil pool sys-
  tem and just inflict a penalty equal to the weapon’s Recoil 
  Level whenever someone takes a single shot with it, or 
  twice the Recoil Level when used for burst fire or auto-
  fire. This system is more generous towards those relying 
  on firearms, since it will not result in as great penalties 
  and the loss of actions, but it is also far simpler and 
  faster.] 
  
  7 
  also reduce this penalty. All factors reducing recoil penal-
  ties are cumulative with one another, unless otherwise 
  stated.] 
   
  [If a weapon is small enough to be wielded with 
  one hand but the user wields it two-handed, recoil penal-
  ties are reduced by 1 point. Vehicle-mounted weapons do 
  not suffer from recoil penalties, since the vehicle absorbs 
  all recoil stresses.] 
   
  [Note that these rules for recoil replace the –4 
  penalty for making burst fire attacks using the burst fire 
  feat.] 
   
  [Example of how recoil works: Let’s take the case 
  of a character with Strength 14 (+2 modifier) using a 
  heavy submachine gun (recoil 2) equipped with a muzzle 
  brake (which reduces recoil penalties by 1) and a light 
  machine pistol (recoil 1) in his off-hand. Our hero is of 
  sufficient level to be able to make 4 attacks per round 
  with his primary weapon and also has the two-weapong 
  fighting and improved two-weapon fighting feats (giving 
  him 2 attacks with the off-hand weapon). When his turn to 
  act in the round comes, he takes a full-attack action to 
  make use of all of his available attacks. His first set of 
  attacks consists of a burst from the SMG and a single 
  shot from the machine pistol. The Recoil pool of his SMG 
  immediately receives 4 points (twice the gun’s recoil) and 
  he suffers a –1 penalty to the attack roll (his Strength and 
  the muzzle brake reduce the recoil penalty by 3). His ma-
  chine pistol attack doesn’t suffer any penalty, but after-
  wards he adds 1 point to its Recoil pool. His second set of 
  attacks is a single shot with the SMG and autofire with the 
  machine pistol. The SMG continues to suffer the –1 penalty 
  and after the attack roll 2 more points are added to the 
  Recoil pool. His machine pistol’s pool increases to 3; this 
  gives him a –1 penalty (his Strength reduces the –3 pen-
  alty to 2). Now that he has exhausted his machine pistol 
  attacks, he can only use the SMG for the remaining 2 at-
  tacks in the round. He wants to use the SMG for autofire, 
  but notes that this would result in a –7 penalty (the Recoil 
  pool was 6 and it will be increased by 4 more points). He 
  prefers to forfeit this attack, resetting the pool to 0 and 
  make his last attack for the round with a –1 penalty.] 
   
  Longarms in Close 
  Combat 
  Longarms have not been made for use in close combat 
  and, because of their size, are difficult to use when sur-
  rounded by opponents. 
  [Ranged weapons of Large size or larger take a –4 pen-
  alty to attack rolls when used to fire at an adjacent oppo-
  nent.] 
   
  Greater Lethality 
  (Optional) 
  A cyberpunk setting is less heroic than, say, an action 
  adventure sage. Characters are more ordinary people 
  and less heroes, and this means that they can easily die 
  during a firefight. In fact, cyberpunk is not hack and slash 
  with guns instead of swords and rockets instead of fire-
  balls. Even though this section is about weapons, it is as-
  sumed that the equipment described here will only be 
  used by the players if there is no other option available. If 
  you want your players to explore all possible options in-
  stead of just rushing in with guns blazing, one way is to 
  make combat more lethal (both for them and their oppo-
  nents). In this way, they will prefer to outsmart their op-
  ponents rather than outgun them. 
  [There are some ways to increase the lethality in a low-
  heroism cyberpunk setting. One of them is to take the 
  Massive Damage Threshold down to 10 for all characters 
  regardless of Constitution. This will increase the chances 
  that a character is threatened by massive damage. Char-
  acters with high Constitution will still have an advantage 
  because of the Fortitude bonus that will allow them not to 
  be dropped. Another way (which can be combined with the 
  previous mechanism) is to scale the Fortitude save DC for 
  massive damage. You could rule that for every 5 points of 
  damage a character suffers over his Massive Damage 
  Threshold, the DC is increased by 2. Thus, a character 
  with Constitution 15 suffering 30 points of damage would 
  have to save against DC 21 instead of 15. Suddenly, 
  those .50 caliber heavy machine guns seem so much dan-
  gerous…] 
   
  Secondary Damage 
  Some weapons, including among others shotguns firing 
  buckshot, needlers, flechettes grenades etc, cause mas-
  sive trauma against “soft” targets (ie targets without 
  armor protection or soft objects) but are lousy at pene-
  trating hard materials and thus are very ineffective 
  against “hard” targets (targets with armor or hard ob-
  jects). 
  
  8 
  [Such weapons cause a percentage of secondary damage. 
  The exact percentage varies from weapon to weapon, but 
  the effects are the same: after armor resistance or an 
  object’s hardness is applied, any remaining damage is 
  increased by the listed percentage. Weapons inflicting 
  secondary damage will typically boost an armor’s resis-
  tance or an object’s hardness, becoming very hard to 
  penetrate them. The following examples should help un-
  derstand the concept of secondary damage.] 
   
  [Example 1: A civilian wearing no armor is hit by a 
  shotgun firing buckshot for 15 points of damage. Buckshot 
  deals 50% secondary damage but triples an armor’s bal-
  listic resistance. As the character wears no armor, the 
  takes 15x1.5=22 points of damage.] 
   
  [Example 2: A thug wearing an armored jacket 
  (giving ballistic resistance 3), is hit by buckshot for the 
  same amount of damage (15 points). Buckshot triples the 
  armor’s ballistic resistance to level 9, so that the damage 
  that remains is 15-9=6 points. Rhis damage is increased 
  by 50%, so the thug finally loses 6x1.5=9 hit points. Note 
  that if the thug was hit by a shotgun slug (which doesn’t 
  have secondary damage and doesn’t increase ballistic 
  resistance) he would have lost 15-3=12 hit points.] 
   
  [Example 3: A security officer wearing a fiber vest 
  (giving ballistic resistance 6) is hit by buckshot for 15 
  points of damage. The armor’ resistance triples to 18, 
  absorbing all the buckshot damage. Because there is no 
  damage remaining after ballistic resistance applies, there 
  is also no secondary damage. If the officer was hit by a 
  slug doing 15 points of damage, he would have lost 15-6=9 
  hit points.] 
  The Importance of  
  Helmets 
  Armor generally aims at protecting vital areas, so all ar-
  mor cover the torso and abdomen. Helmets are used to 
  protect the head. However, some concealable armors 
  don’t provide a helmet or someone may not wish to wear 
  an armor’s helmet for some reason. In this case, the head 
  remains unprotected to any attack. Furthermore, helmets 
  are essential for the protection some armors offer 
  against fire, concussion waves or acid, as the armor  
  must fully cover the body to protect against such attacks. 
  [If an armor doesn’t provide a helmet or if the helmet 
  simply isn’t worn, there is a 50% chance that the armor 
  doesn’t provide any protection against a critical hit (it is 
  assumed that such a hit strikes the head and not the 
  chest vitals). An armor without a helmet always protects 
  against normal hits. Conversely, if only the helmet is worn 
  without the rest of the armor, there is a 50% chance that 
  it protects against a critical hit but it doesn’t offer any 
  protection against normal hits. A full body armor along 
  with a helmet provides protection against the damage of a 
  coup de grace attack (unless of course the attacker re-
  moves the helmet first), while an armor without a helmet 
  doesn’t provide any protection (because the attacker can 
  always choose to hit the head.)] 
   
  [If the helmet of an armor isn’t worn, any acid, 
  concussion, fire or sonic resistance the armor provides is 
  negated.] 
  
  9 
  WEAPON TEMPLATES 
  Assault Rifles 
  The workhorses of  modern infantry, assault rifles com-
  bine the accuracy of a rifle with the firepower of a ma-
  chine gun. Since the end of the 20th century, the light 
  assault rifle has dominated the battlefield with its light-
  weight versatility. The heavy assault rifle is all but obso-
  lete; those that are still around are old models out of pro-
  duction. Reduced assault rifles are shortened rifles that 
  prove more handy in closed spaces without sacrificing 
  firepower; they equip special groups operating in urban 
  environments. 
  [Assault rifles require the personal firearms proficiency 
  feat. All assault rifles have a 3-round burst setting. When 
  used with the burst fire feat to perform burst fire attacks, 
  they fire 3 rounds and can be used with only 3 rounds in 
  the weapon.] 
   
  Compressor Guns 
  These short-range weapons fire waves of compressed air 
  that cause nasty bruises and may knock someone down. 
  Most of them are used to subdue an opponent, but some 
  fire waves powerful enough to shatter bones. Their short 
  range is compensated by their ability to affected armored 
  opponents. 
  [Compressor guns require the personal firearms profi-
  ciency feat. They do non-lethal damage unless noted oth-
  erwise. Anyone hit by a compressor gun must make a 
  Strength check (DC 10+damage taken) to remain on his 
  feet; if he fails he is knocked prone and needs a move 
  action to stand on his feet again. This Strength check 
  must be made even if no damage is taken from the attack. 
  The maximum range of a compressor gun is equal to its 
  range increment.] 
   
  [Compressor guns take a compressed air canister 
  as their magazine. Replacing an empty canister with a full 
  Assault Rifle Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Damage
  Damage
  Damage
  Damage 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Light 
  2d8 
  19-20 
  Ballistic 
  100 ft 
  S, A 
  30 box 
  Large 
  7 lbs 
  19 
  Res 
  Heavy 
  2d10 
  19-20 
  Ballistic 
  100 ft 
  S, A 
  20 box 
  Large 
  8 lbs 
  19 
  Res 
  Re-
  duced* 
  2d8 
  19-20 
  Ballistic 
  100 ft 
  S, A 
  30 box 
  Large 
  6 lbs 
  19 
  Res 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  1 
  2 
  2 
  [*Reduced: a reduced assault rifle halves the attack penalty of longarms when used against adjacent targets (from -4 to -2).] 
  Compressor Gun Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Stan-
  dard 
  2d6 
  20 
  Concussion (non-
  lethal) 
  20 ft 
  S 
  10 
  Me-
  dium 
  4 lbs 
  14 
  Lic 
  Power-
  ful 
  2d8 
  20 
  Concussion (non-
  lethal) 
  30 ft 
  S 
  7 
  Me-
  dium 
  4 lbs 
  15 
  Lic 
  Lethal 
  d6 
  20 
  Concussion (lethal) 
  30 ft 
  S 
  5 
  Me-
  dium 
  5 lbs 
  16 
  Res 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  0 
  Dart Gun Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Hand-
  gun 
  d4 
  20 
  Piercing 
  10 ft 
  Single 
  3 box 
  Small 
  2 lbs 
  10 
  Lic 
  Rifle 
  d6 
  20 
  Piercing 
  15 ft 
  Single 
  5 int 
  Larg
  e 
  5 lbs 
  14 
  Lic 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  
  10 
  one is a move action.] 
   
  Dart Guns 
  Dart guns fire small, aerodynamic darts designed to in-
  troduce a chemical substance into the target’s circula-
  tion. Dart gun ammunition is mostly filled with tranquilizer 
  drugs, although any kind of liquid substance may be 
  loaded. 
  [Dart guns require the personal firearms proficiency feat. 
  They don’t do any damage; their damage rating is only 
  used to determine if they penetrate armor. If the damage 
  rolled is greater than the target’s armor’s piercing resis-
  tance, then the loaded substance has been successfully 
  introduced into the target’s body.] 
   
  Filament Blades 
  These fearsome weapons are called blades but in reality 
  they are more akin to whips. A filament blade resembles a 
  small handle. With the press of a button, it extends a 5 ft 
  long extremely thin but also very durable tungsten wire. 
  The filament is so thin as to be invisible, but a constant 
  electrical charge run through it causes it to emit sparks 
  so that the user can see it (this also causes a character-
  istic humming sound). A filament blade can slice through 
  most materials easily and cause massive damage, loping 
  off hands or even slicing someone in half. However, the 
  filament is very unwieldy and the user must show extra 
  carefulness lest he injures himself. 
  [A filament blade requires the exotic weapon proficiency 
  (filament blades) feat. An armor’s slashing resistance or 
  an object’s hardness is halved against a filament blade. A 
  [*Mini: A mini gatling has a helical clip, hence its large magazine capacity for a weapon of its size.] 
  [*Portable: A portable gatling accepts a 200-round cassette as a magazine, but it can also accept linked belts.] 
  [*Point-defense: A point-defense gatling must be placed on a tripod or mounted on a vehicle.] 
  [*Cannon: A gatling cannon must be mounted on a vehicle capable of accepting it.] 
  Filament Blade Templates 
  Template
  Template
  Template
  Template 
  Damage
  Damage
  Damage
  Damage 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Magazine
  Magazine
  Magazine
  Magazine 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Filament 
  blade 
  2d8 
  17-
  20 
  Slashing 
  -- 
  -- 
  -- 
  Medium 
  -- 
  20 
  Mil 
  Flamer Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Heavy* 
  3d6 
  -- 
  Fire 
  30 ft 
  1 
  10 
  Large 
  24 lbs 
  17 
  Mil 
  Hand* 
  3d6 
  -- 
  Fire 
  15 ft 
  1 
  5 
  Me-
  dium 
  6 lbs 
  16 
  Mil 
  Underbar-
  rel* 
  3d6 
  -- 
  Fire 
  15 ft 
  1 
  3 
  Me-
  dium 
  4 lbs 
  16 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  0 
  [*Heavy: A heavy flamer’s fuel tank is worn as a backpack.] 
  [*Hand: A hand flamner’s stream of fire is only 3 ft wide.] 
  [*Underbarrel: An underbarrel flamer must be mounted under the barrel of an assault rifle. Its stream of fire is only 3 ft wide.] 
  Gatling Gun Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Mini* 
  2d4 
  19-
  20 
  Ballistic 
  20 ft 
  A 
  100 
  box 
  Me-
  dium 
  6 lbs 
  22 
  Mil 
  Portable* 
  2d8 
  19-
  20 
  Ballistic 
  50 ft 
  A 
  200 
  box 
  Large 
  18 lbs 
  24 
  Mil 
  Point-
  defense* 
  2d10 
  19-
  20 
  Ballistic 
  100 ft 
  A 
  Linked 
  Huge 
  40 lbs 
  24 
  Mil 
  Cannon* 
  4d12 
  19-
  20 
  Ballistic 
  150 ft 
  A 
  Linked 
  Gargan 
  250 
  lbs 
  35 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  2 
  2 
  3 
  6 
  
  11 
  filament blade that scores a critical hit multiplies its dam-
  age by 4.However, the user’s Strength modifier doesn’t 
  apply when making an attack roll or damage roll with a 
  filament blade. Instead, apply his Dexterity modifier to the 
  attack roll (the damage roll is unaffected by Dexterity).] 
   
  Flamers 
  Flamers are powerful, intimidating weapons spraying op-
  ponents with jets of chemical fire. Although they have an 
  extremely short effective range, they are very effective in 
  closed spaces. Modern flamers use a relatively inert fuel 
  which is ignited by an electronic catalyst as it exits the 
  muzzle; this prevents being incinerated by your own 
  weapon if a lucky shot hits the fuel tank. Apart from the 
  cumbersome heavy flamer (with the fuel tank worn as a 
  backpack), there are also hand flamers (resembling over-
  sized handguns) and special flamers for mounting under 
  the barrel of rifles. 
  [Flamers don’t require any weapon proficiency feat. A 
  flamer fires a stream of flames in a path 5 ft wide and as 
  long as the weapon’s range increment. No attack roll is 
  necessary; everyone in the path can make a Reflex save 
  (DC 15) to take half damage. Anyone taking damage from a 
  flamer’s attack automatically catches on fire. Refilling a 
  flamer’s fuel tank takes one round per “shot” in its maga-
  zine capacity. Replacing an empty tank with a full one 
  takes a full-round action. Flamers can only be fired once 
  per round.] 
   
  Gatling Guns 
  Gatling guns, sometimes called miniguns, are multi-
  barreled weapons with usually six barrels rotated by an 
  electric motor. Each barrel, as it rotates, enters a differ-
  ent stage of loading, firing and extracting the ammunition. 
  As a result, gatling guns achieve a phenomenal rate of 
  fire, sometimes over 10,000 rounds per minute. They exist 
  in many versions, from the truly portable to the mon-
  strous gatling cannon (with calibers over 20 mm). 
  Because of their high rates of ammo consumption, they’re 
  best suited as vehicle weapons in a vehicle capable of 
  carrying lots of ammo. 
  [Gatling guns require the exotic weapon proficiency 
  (gatling guns) feat. Gatling guns used for autofire fire 20 
  rounds (and need at least 20 rounds in the weapon) and 
  increase the Reflex save DC for an autofire attack by 5. 
  When used with the burst fire feat to make a burst fire 
  attack, they fire 10 rounds (and need at least 10 rounds in 
  the weapon) and give 3 extra damage dice instead of only 
  2.] 
   
  Graser 
  Graser is an acronym for Gamma Ray Amplification by 
  Stimulated Emission of Radiation. It is the legendary 
  “cancer gun”, a weapon that is rumored to be in use by 
  amoral secret agencies (this may well mean all secret 
  agencies), but no one is certain it exists (except of course 
  form those who have used it). Theoretically, a graser is 
  akin to a laser but fires bursts of intense gamma radia-
  tion that are highly carcinogenic. Invisible, silent and le-
  thal, the greaser is the perfect weapon for assassina-
  tions; the target will develop leukemia or cancer some 
  time after the weapon is used on him and will die seem-
  ingly of natural causes. The gamma radiation used by the 
  graser penetrated most materials easily, although it can’t 
  get past any EM shielding. 
  [A graser requires the exotic weapons proficiency 
  (grasers) feat. It fires a beam of gamma radiation that is 
  5 times the weapon’s range increment long (afterwards 
  losing its potency). Anyone in the beam’s path has a 
  chance to get hit; make a single attack roll and compare it 
  to the Defense pf each potential target (grasers cannot 
  score critical hits).] 
   
  [Armors protect against gamma radiation with the 
  highest of ballistic, bludgeoning, piercing or slashing re-
  sistance divide by 4; the hardness of an object is also 
  divided by 4. Objects are not affected in any way by 
  gamma radiation, but someone hiding behind one can be 
  affected. All cover bonuses are negated by a graser, but 
  when attacking someone you can’t see behind an obstacle 
  Graser Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Graser* 
  2d4 
  -- 
  Gamma 
  300 ft 
  1 
  4 box 
  Larg
  e 
  14 lbs 
  ? 
  ? 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  [*Graser: A graser takes the same batteries as a pulse laser.] 
  
  12 
  he is considered to have total concealment.] 
   
  [Grasers do not cause hit point loss. Their damage 
  only determines how and when its targets are affected by 
  the carcinogenic properties of gamma radiation. Armor 
  and hardness offer some limited protection, as noted, but 
  each target accumulates the protection of all obstacles 
  the beam encountered before striking him. For example, 
  let’s assume that someone wearing an armor offering 2 
  points of resistance against gamma radiation is hit by a 
  graser’s beam. Before striking the character the beam 
  has passed through a wall with hardness 10 (protecting 
  with 2 points against gamma radiation), a door with hard-
  ness 5 (protecting with 1 point against gamma radiation) 
  and another person wearing armor offering 1 point of 
  protection. The character receives the protection of his 
  armor plus the accumulated protection of all previous 
  obstacles, for a total of 6 points.] 
   
  [Anyone “taking damage” from a graser has to 
  make a Fortitude save (DC 15+damage taken). On a suc-
  cessful save, the radiation fails to affect him in any way. 
  On a failure however, he will develop a deadly, aggressive 
  cancer or leukemia within a period depending on the dam-
  age taken: 1-4 points/6 months, 5-8 points/3 months, 9+ 
  points/1 month. Damage from a greaser will not be felt by 
  the target until the malignancy is diagnosed.] 
   
  [A graser’s beam is both completely invisible and 
  silent. It is not disrupted by rain or smoke, as lasers are. 
  However, shielding against electromagnetic attacks will 
  completely stop the beam (any armor or object designed 
  to be protected by pulsers forms a barrier a graser can-
  not penetrate).] 
   
  [A graser has an adjustable setting determining 
  its power output that can be modified according to how 
  much and how quickly you want to affect the target. The 
  damage listed is for the low setting. At the moderate set-
  ting add one extra damage die, but each shot expends 2 
  charges from the weapon’s batteries. At the high setting 
  add two extra damage dice, but each shot expends 4 
  charges from the weapon’s batteries. The graser’s setting 
  may be altered once per round as a free action (any addi-
  tional alteration within the same round requires a move 
  action to be taken).] 
   
  [Grasers work on batteries; their magazine capac-
  ity determines how many shots a battery can power be-
  fore being drained. A graser can only be fired once per 
  round.] 
   
  [No Purchase DC or Restriction is given for a 
  graser, as it might not even exist! If you decide to include 
  Grenade Launchers Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Stand-alone 
  ? 
  ? 
  ? 
  100 ft 
  Single 
  4 int 
  Me-
  dium 
  8 lbs 
  15 
  Mil 
  Underbarrel* 
  ? 
  ? 
  ? 
  100 ft 
  1 
  1 int 
  Me-
  dium 
  4 lbs 
  14 
  Mil 
  Machine 
  gun* 
  ? 
  ? 
  ? 
  100 ft 
  A 
  Linked 
  Huge 
  50 lbs 
  23 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  3 
  3 
  3 
  [*Underbarrel: This launcher must be mounted under the barrel of an assault rifle.] 
  [*Machine gun: The grenade machine gun doesn’t follow the standard rules for autofire. Each time it is fired, it will launch 3 grenades at the same 
  target. Use the same attack roll for all 3 grenades; If they scatter, all 3 of them end up at the same point. Each grenade is treated as a separate 
  attack; targets get a saving throw against each one and their damage is rolled separately. A grenade machine gun must be placed on a tripod or 
  mounted on a vehicle.]  
  Gyrojet  Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Handgun 
  ? 
  ? 
  ? 
  100 ft 
  1 
  3 box 
  Me-
  dium 
  8 lbs 
  18 
  Mil 
  Rifle 
  ? 
  ? 
  ? 
  200 ft 
  1 
  6 box 
  Large 
  12 lbs 
  20 
  Mil 
  Underbar-
  rel* 
  ? 
  ? 
  ? 
  200 ft 
  1 
  1 int 
  Me-
  dium 
  6 lbs 
  18 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  4 
  3 
  3 
  [*Underbarrel: An underbarrel gyrojet launcher must be mounted under the barrel of an assault rifle.]  
  
  13 
  it in your game, the Purchase DC would theoretically be 
  around 26-28, assuming of course a player finds someone 
  willing to sell such a weapons (or at least the blueprints 
  for it), and the Restriction should be Illegal.] 
   
  Grenade Launchers 
  Grenade launchers are weapons designed to make 
  grenades more effective. They accept 40 mm grenades as 
  their ammo, smaller versions of the ordinary hand 
  grenades, and can launch them much further than any 
  human can. They’re also essential for using the more 
  technologically advanced grenades, like airbursts and 
  cluster grenades. They exist in many versions, from 
  stand-alone weapons to barrel-mounted launchers to 
  grenade machine guns. 
  [Grenade launchers require the exotic weapon proficiency 
  (grenade launchers) feat. They can only fire 40 mm gre-
  nades, not hand or rifled grenades. 40 mm grenades fol-
  low all the rules for hand grenades. The launcher’s maxi-
  mum range is 5 times its range increment. Its damage, 
  critical and damage type depend on the type of grenades 
  fired.] 
   
  Handgun Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
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  zine
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  DCDCDCDC 
  Restric-
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  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Light auto-
  loader 
  2d4 
  19-
  20 
  Ballistic 
  20 ft 
  S 
  8 box 
  Tiny 
  1 lb 
  14 
  Lic 
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  30 ft 
  S 
  15 box 
  Smal
  l 
  2 lbs 
  15 
  Lic 
  Heavy auto-
  loader 
  2d8 
  19-
  20 
  Ballistic 
  30 ft 
  S 
  8 box 
  Smal
  l 
  4 lbs 
  16 
  Lic 
  Light revolver 
  2d4 
  19-
  20 
  Ballistic 
  15 ft 
  S 
  6 cylin 
  Tiny 
  1 lb 
  13 
  Lic 
  Medium re-
  volver 
  2d6 
  19-
  20 
  Ballistic 
  25 ft 
  S 
  6 cylin 
  Smal
  l 
  2 lbs 
  14 
  Lic 
  Heavy revolver 
  2d8 
  19-
  20 
  Ballistic 
  25 ft 
  S 
  6 cylin 
  Smal
  l 
  4 lbs 
  15 
  Lic 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  1 
  1 
  2 
  1 
  1 
  2 
  Laser Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
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  Maga-
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  zine 
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  DCDCDCDC 
  Restric-
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  Restric-
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  tion
  tion
  tion
  tion 
  Handgun 
  2d4 
  20 
  Laser 
  80 ft 
  S 
  10 box 
  Smal
  l 
  5 lbs 
  21 
  Res 
  Rifle 
  2d6 
  20 
  Laser 
  200 ft 
  S 
  10 box 
  Larg
  e 
  10 lbs 
  22 
  Res 
  Pulse rifle 
  2d6 
  20 
  Laser 
  200 ft 
  S, A 
  20 box 
  Larg
  e 
  10 lbs 
  23 
  Mil 
  Heavy rifle 
  2d8 
  20 
  Laser 
  250 ft 
  S 
  8 box 
  Larg
  e 
  15 lbs 
  23 
  Mil 
  Heavy pulse* 
  2d8 
  20 
  Laser 
  250 ft 
  S, A 
  50 box 
  Hug
  e 
  50 lbs 
  25 
  Mil 
  Cannon* 
  5d8 
  20 
  Laser 
  250 ft 
  1 
  -- 
  Garg 
  500 
  lbs 
  38 
  Mil 
  Pulse can-
  non* 
  3d8 
  20 
  Laser 
  250 ft 
  S, A 
  -- 
  Garg 
  300 
  lbs 
  37 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  [*Heavy pulse: A heavy pulse laser must be placed on a tripod or mounted on a vehicle.] 
  [*Cannon: A laser cannon must be mounted on a vehicle capable of taking it and hooked to its power plant. It can produce unlimited shots as 
  long as the vehicle’s power plant is operating. A laser cannon can only be fired once per round.] 
  [*Pulse cannon: A pulse laser cannon must be mounted on a vehicle capable of taking it and hooked to its power plant. It can produce unlimited 
  shots as long as the vehicle’s power plant is operating.] 
  
  14 
  Gyrojet Weapons 
  These weapons resemble large handguns or small rifles 
  and fire the revolutionary mini-rockets. They slowly begin 
  to replace grenade launchers, since mini-rockets have 
  more range and efficiency than grenades. 
  [Gyrojet weapons require the exotic weapons proficiency 
  (rocket launchers) feat. They can only fire mini-rockets 
  and cannot accept any of the available targeting systems 
  for rocket launchers. Mini-rockets scatter like thrown 
  explosives if they miss. Gyrojet weapons can only be fired 
  once per round. Their damage, critical and damage type 
  depend on the type of mini-rocket fired.] 
   
  Handguns 
  Although handguns lack in range, accuracy and stopping 
  power when compared to rifles and are considered 
  backup weapons by the military, they are among the most 
  common firearms today, prized for their small size, con-
  cealability and ease of use. The great majority of modern 
  handguns are semi-automatic autoloaders, coming out in 
  a great variety of calibers and sizes. Some revolvers still 
  exist today, but are seen as inferior weapons of a past 
  era, suitable only for romantics. 
  [Handguns require the personal firearms proficiency 
  feat.] 
   
  Lasers 
  Since their appearance, lasers have revolutionized ranged 
  combat. Although still expensive and somewhat unwieldy, 
  they provide any distinct advantages over traditional fire-
  arms. The greatest is their superior armor penetration 
  capability; few armors can withstand the concentrated 
  energy of a laser beam. Moreover, lasers are completely 
  silent and recoilless (actually, there is a backwards mo-
  mentum but it is negligible). On the downside, they have 
  poor accuracy in smoke or rain, which deflect and dis-
  perse the laser beam. Weapons of finesse and accuracy, 
  they lack the brutal power of firearms and allow for sur-
  gical strikes. Combat lasers today are infrared ones, us-
  Machine Gun Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
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  Fire
  Fire
  Fire 
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  DCDCDCDC 
  Restric-
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  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Light* 
  2d8 
  19-
  20 
  Ballistic 
  100 ft 
  A 
  100 box 
  Larg
  e 
  12 lbs 
  21 
  Mil 
  Medium 
  2d10 
  19-
  20 
  Ballistic 
  100 ft 
  A 
  Linked 
  Larg
  e 
  16 lbs 
  21 
  Mil 
  Heavy* 
  2d12 
  19-
  20 
  Ballistic 
  100 ft 
  A 
  linked 
  Huge 
  50 lbs 
  21 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  1 
  2 
  4 
  [*Light: a light machine gun takes a 100-round saddle drum as a magazine, but can also take linked belts as well.] 
  [*Heavy: a heavy machine gun must be placed on a tripod or mounted on a vehicle.]  
  Machine Pistol Templates 
  Tem-
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  Tem-
  plate
  plate
  plate
  plate 
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  age
  age 
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  Crit
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  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
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  Rate of 
  Rate of 
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  Fire
  Fire
  Fire 
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  DCDCDCDC 
  Restric-
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  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Light 
  2d4 
  19-
  20 
  Ballistic 
  20 ft 
  S, A 
  30 box 
  Smal
  l 
  2 lbs 
  16 
  Res 
  Heavy 
  2d6 
  19-
  20 
  Ballistic 
  30 ft 
  S, A 
  20 box 
  Smal
  l 
  4 lbs 
  16 
  Res 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  1 
  1 
  Mortar Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
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  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
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  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range Incr
  Range Incr
  Range Incr
  Range Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
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  DCDCDCDC 
  Restric-
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  Restric-
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  tion
  tion
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  Light* 
  ? 
  ? 
  ? 
  250 ft 
  1 
  — 
  Larg
  e 
   20 
  lbs 
  19 
  Mil 
  Heavy* 
  ? 
  ? 
  ? 
  500 ft 
  1 
  — 
  Huge 
   40 
  lbs 
  21 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  [*Light: A light mortar fires 50 mm explosive shells.] 
  [*Heavy: A heavy mortar fires 80 mm explosive shells.] 
  
  15 
  ing a low-powered visible light beam to assist targeting. 
  The visible beam can be deactivated to make truly invisi-
  ble shots, although this undermines the laser’s accuracy.] 
  [Lasers require the exotic weapons proficiency (lasers) 
  feat. To determine how much an armor protects against a 
  laser’s beam use the highest of ballistic, bludgeoning, 
  piercing or slashing resistance but halve it before apply-
  ing the laser’s damage (eg an armor with ballistic resis-
  tance 4, bludgeoning resistance 4 and slashing resistance 
  6 will protect as if it had 3 points of laser resistance). 
  Lasers also halve the hardness of any object they strike. 
  Lasers suffer a –4 attack penalty when firing through 
  light rain and a –8 attack penalty when firing through 
  heavy rain or smoke. If the targeting beam is turned off, 
  attack rolls suffer a –1 penalty but the laser beam is only 
  visible in infrared vision.] 
   
  [Lasers operate on batteries. Their magazine ca-
  pacity determines how many shots their batteries can 
  power before being drained. If mounted on a vehicle with 
  a potent energy source or hooked to a generator, they 
  can produce unlimited shots.] 
   
  Machine Guns 
  Machine guns have revolutionized infantry combat since 
  WW I, when they were extensively used, and they still re-
  main the best way to defend a position against the ad-
  vance of infantry or to support a small squad. Three types 
  of machine guns exist today. The light machine gun, also 
  known as a squad automatic weapon, is best suited as a 
  portable support weapon for infantry squads. The medium 
  machine gun is a hybrid that is fully portable but can be 
  set as a point-defense gun as well. The heavy machine gun 
  is essentially a vehicle weapon and used against lightly 
  armored vehicles; its use against personnel is overkill. 
  [Machine guns require the exotic weapon proficiency 
  (machine guns) feat. They are designed to be placed on 
  some kind of mount, usually a bipod or tripod. If a machine 
  gun isn’t fired from such a mount, the attack roll suffers a 
  –2 penalty even if the character is capable of carrying the 
  weapon on his own.] 
   
  Machine Pistols 
  Machine pistols belong to the same category of personal 
  automatic weapons as submachine guns, but are gener-
  ally smaller, utilizing the frame of handguns, and more 
  concealable. These traits have made them the favorite 
  weapons of criminals and terrorists. 
  [Machine pistols require the personal firearms profi-
  ciency feat. All machine pistols feature a 3-round burst 
  setting. When used with the burst fire feat to make burst 
  fire attacks, they fire 3 rounds and can be used with only 
  3 rounds in the weapon.] 
   
  Mortars 
  Mortars can be thought of as large grenade launchers 
  which toss explosive shells over large distances using a 
  parabolic arc. They are usually small enough to be carried 
  and manned by a small squad. Simple weapons, the basic 
  mortar is a tube with a firing pin at its bottom; when a 
  mortar shell dropped in the tube hits the pin, its propel-
  ling charge is detonated and the shell is launched. Mor-
  tars work best when an observer that notes the misses 
  Needler Templates 
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  plate
  plate
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  plate 
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  age
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  age 
  Crit
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  Crit
  Crit 
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  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
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  Fire
  Fire
  Fire
  Fire 
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  Hand-
  gun 
  2d4 
  17-
  20 
  Ballistic 
  15 ft 
  S 
  30 box 
  Small 
  4 lbs 
  15 
  Lic 
  SMG 
  2d4 
  17-
  20 
  Ballistic 
  20 ft 
  S, A 
  50 box 
  Me-
  dium 
  6 lbs 
  17 
  Res 
  Rifle 
  2d6 
  17-
  20 
  Ballistic 
  30 ft 
  S, A 
  50 box 
  Large 
  8 lbs 
  19 
  Res 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  1 
  1 
  1 
  Pulser Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
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  DCDCDCDC 
  Restric-
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  Stan-
  dard 
  2d6 
  -- 
  Magnetic 
  50 ft 
  1 
  10 box 
  Me-
  dium 
  4 lbs 
  20 
  Res 
  Power-
  ful 
  4d6 
  -- 
  Magnetic 
  100 ft 
  1 
  5 box 
  Large 
  6 lbs 
  23 
  Res 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  
  16 
  and gives correcting feedback is available. 
  [Mortars require the exotic weapon proficiency (mortars) 
  feat. Before a mortar can be used, it must be set on a 
  bipod. Firing a mortar is a full-round action (this includes 
  loading a shell). Being rather inaccurate (at least during 
  the initial shots), mortars inflict a –4 penalty on the at-
  tack roll. An observer that is able to see both the target 
  and the point where a missed shell lands, can give cor-
  recting information with a successful Intelligence check 
  (DC 12). Each piece of correcting information gives a +1 
  bonus to the attack roll that accumulates, although this 
  bonus resets to 0 if the mortar or its target is moved. 
  Once the mortar successfully hits a targeted square (note 
  that a square has effective Defense 10), it can automati-
  cally hit that square on following rounds unless the mor-
  tar is moved. Note that a fire observer need not be close 
  to the mortar or even within sight of it, but he has to have 
  a way of communicating with the mortar’s firing crew.] 
   
  [Because a mortar launches its shells on a para-
  bolic arc, it is able to hit targets concealed behind obsta-
  cles. A mortar will ignore any cover bonus to Defense, as 
  long as the targeted area can be reached by a shell fol-
  lowing a parabolic arc. A mortar can even hit targets its 
  firing crew can’t see (like a target behind a hill), although 
  in this case the attack roll suffers a –10 penalty. An ob-
  server in a forward position is very useful in these 
  cases.] 
   
  [A mortar’s maximum range is 5 times its range 
  increment. Its damage, critical and damage type depend 
  on the type of shells fired.] 
   
  Needlers 
  Needlers are weapons using a compressed gas canister 
  to propel thin, needle-like projectiles called flechettes. 
  Even non-automatic needlers fire lots of flechettes with 
  each press of the trigger, creating a deadly shower that 
  can tear an unprotected target apart at close range. In a 
  way, needlers are very similar to shotguns firing buck-
  shot: they are especially accurate at close ranges and 
  lethal against targets without protection, but lose lethality 
  at longer ranges and even light armor can stop them. 
  [Needlers require the personal firearms proficiency feat. 
  They gain a +1 circumstance bonus to attack rolls, but lose 
  one point of damage per full range increment. They inflict 
  50% secondary damage but triple the ballistic resistance 
  Railgun Templates 
  Template
  Template
  Template
  Template 
  Dam-
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  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
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  Maga-
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  zine 
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  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Handgun 
  2d10 
  20 
  Ballistic 
  40 ft 
  S 
  12 box 
  Smal
  l 
  6 lbs 
  20 
  Mil 
  Rifle 
  2d12 
  20 
  Ballistic 
  150 ft 
  S 
  15 box 
  Larg
  e 
  12 lbs 
  24 
  Mil 
  Machine 
  gun* 
  2d12 
  20 
  Ballistic 
  150 ft 
  S, A 
  linked 
  Larg
  e 
  20 lbs 
  27 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  3 
  3 
  3 
  [*Machine gun: A rail machine gun fired without first being placed on a bipod, tripod or mounted on a vehicle suffers a -4 penalty to the attack 
  roll even if the character is normally able to carry it.]  
  Rocket Launcher Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
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  Damage 
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  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
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  DCDCDCDC 
  Restric-
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  tion
  tion
  tion
  tion 
  Dispos-
  able* 
  ? 
  ? 
  ? 
  150 ft 
  1 
  -- 
  Larg
  e 
  12 lbs 
  18 
  Mil 
  Light* 
  ? 
  ? 
  ? 
  150 ft 
  1 
  1 int 
  Larg
  e 
  10 lbs 
  20 
  Mil 
  Heavy* 
  ? 
  ? 
  ? 
  150 ft 
  1 
  1 int 
  Larg
  e 
  15 lbs 
  22 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  0 
  [*Disposable: A disposable rocket launcher comes along with a single light rocket (not figured in the Purchase DC but figured in the weight). It is 
  a one-shot weapon, becoming useless after it fires the rocket. It can not accept a targeting system.] 
  [*Light: A light rocket launcher can only fire light rockets.] 
  [*Heavy: A heavy rocket launcher can only fire heavy rockets.]  
  
  17 
  of an armor and double the hardness of an object.] 
   
  [All needlers have an adjustable setting determin-
  ing how many flechettes are fired simultaneously with 
  each press of the trigger. By increasing this amount, the 
  user can increase the damage dealt by a needler. At the 
  lowest setting, a needler inflicts the listed damage. At the 
  moderate setting, a needler’s damage die is upgraded by 
  one type (a d4 becomes a d6 and a d6 becomes a d8, so 
  that a needler handgun inflicts 2d6 damage), but ammo 
  consumption is doubled (eg a burst requiring 5 rounds 
  now requires 10 rounds). At the high setting, a needler’s 
  damage die is upgraded by two types (a d4 becomes a d8 
  and a d6 becomes a d10), but ammo consumption is quad-
  rupled. Changing a needler’s setting is a free action once 
  per round (it takes a move action for each additional 
  change in the same round).] 
   
  Pulsers 
  Pulsers are specialized weapons producing an electro-
  magnetic pulse that doesn’t harm living targets but is 
  effective against electronic equipment, temporarily dis-
  abling or even destroying it. They can become very dan-
  gerous when used against someone with extensive cyber-
  ware in his body. 
  [Pulsers don’t require any weapon proficiency feat. They 
  emit an electromagnetic pulse in a cone with length and 
  width equal to their range increment. No attack roll is 
  necessary; any electronic device within the cone is af-
  fected by the pulse. A pulser’s damage doesn’t decrease a 
  device’s hit points. Instead, the device is disabled and will 
  fail to function for 1 round per damage point rolled. If any 
  of the damage dice scores its maximum result (eg for a 
  pulser doing 2d6 damage, if any of the d6s comes up as 
  6), sensitive circuits of a device are fried and the device 
  is disabled until repairs can be made. A pulser will ignore 
  any type of cover, even total cover, but it cannot pene-
  trate certain heavy materials (like lead). Pulsers can only 
  be fired once per round.] 
   
  [Regardless of the result of the damage roll, any 
  magnetic storage media affected by a pulser’s attack are 
  always erased.] 
   
  [If someone having cyberware in his body is within 
  a pulser’s cone, all of his cyberware are affected.] 
   
  [Because of the sensitive electronics located 
  within modern vehicles, vehicles are susceptible to the 
  attack of a pulser and can be disabled by one.] 
   
  [Pulsers operate on batteries. Their magazine 
  Screamer Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Standard 
  d12 
  -- 
  Sonic (non-
  lethal) 
  30 ft 
  1 
  20 box 
  Small 
  2 lbs 
  10 
  Lic 
  Power-
  ful* 
  2d8 
  -- 
  Sonic (non-
  lethal) 
  45 ft 
  1 
  10 box 
  Me-
  dium 
  4 lbs 
  11 
  Lic 
  Lethal* 
  d8 
  -- 
  Sonic (lethal) 
  45 ft 
  1 
  5 box 
  Me-
  dium 
  4 lbs 
  15 
  Res 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  0 
  0 
  0 
  Shotgun Templates 
  Template
  Template
  Template
  Template 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  CriCriCriCri
  tttt 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  12g pump 
  2d10 
  ? 
  Ballistic 
  30 ft 
  S 
  6 int 
  Large 
  8 lbs 
  15 
  Lic 
  16g pump 
  2d8 
  ? 
  Ballistic 
  30 ft 
  S 
  6 int 
  Large 
  7 lbs 
  14 
  Lic 
  10g pump 
  2d12 
  ? 
  Ballistic 
  30 ft 
  S 
  3 int 
  Large 
  10 lbs 
  16 
  Lic 
  12g auto* 
  2d10 
  ? 
  Ballistic 
  30 ft 
  S, A 
  12 box 
  Large 
  9 lbs 
  17 
  Mil 
  12g sawed-
  off 
  2d10 
  ? 
  Ballistic 
  15 ft 
  S 
  6 int 
  Me-
  dium 
  5 lbs 
  15 
  Ill 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  2 
  2 
  3 
  2 
  2 
  [*Powerful: The Fortitude save DC for a powerful screamer is 18.] 
  [*Lethal: A lethal screamer can be set to inflict non-lethal damage.]  
  [*12g auto: The 12-gauge automatic shotgun has a 3-round burst setting. When used with the burst fire feat to make a burst fire attack, it fires 
  3 rounds and can be used with only 3 rounds in the weapon.]  
  
  18 
  capacity determines how many “shots” they’re able to 
  produce before their batteries are drained and require 
  replacement.] 
   
  Railguns 
  Railguns follow a radical approach towards projectile 
  propelling, doing away with any propellant charge and 
  using an electromagnetic accelerator. Because of the 
  phenomenal velocities their projectiles achieve, railguns 
  are considered to be the ultimate armor-piercing weap-
  ons and work better with armor-piercing rounds, enhanc-
  ing their properties.  
  [Railguns require the exotic weapon proficiency (railguns) 
  feat. Even standard bullets fired from a railgun receive 
  some armor-piercing properties, becoming able to ignore 
  up to 2 points of ballistic resistance or hardness (but 
  inflicting 25% less damage after ballistic resistance or 
  hardness is applied). A railgun shows its true potential 
  when used with a round that already has armor-piercing 
  properties, since it doubles the amount of ballistic resis-
  tance or hardness the round can ignore (without affecting 
  any reduction in damage afterwards). 
   
  Rocket Launchers 
  Rocket launchers are essentially tubes used to launch 
  self-propelled projectiles. They have advanced much since 
  the days of the WW II bazooka, using composite fibers to 
  reduce their weight and having the option to accept a 
  wide variety of targeting systems. 
  [Rocket launchers require the exotic weapons proficiency 
  (rocket launchers) feat. They fire rockets, which scatter 
  as thrown explosives if they miss. Rocket launchers can 
  accept a wide variety of targeting systems (detailed in 
  another section), which provide a fire control bonus to 
  the attack roll when used in conjunction with smart rock-
  ets. When a rocket is fired, its gases are vented back-
  wards, creating a backblast. A backblast extends in a path 
  5 ft wide and 10 ft (for a light rocket) or 15 ft (for a heavy 
  rocket) long. Anyone in this area takes 3d6 fire damage 
  and may make a Reflex save (DC 12) to take only half dam-
  age. A launcher’s damage, critical and damage type de-
  pend on the type of rocket fired.] 
   
  Screamers 
  Screamers are weapons using focused sound to inflict 
  temporary deafness and disorientation. Screamers are 
  usually non-lethal weapons, although some models that 
  use ultrasonics to produce lethal resonances do exist. 
  They are preferred by the police against rioting crowds 
  and are prized for their ability to affect multiple targets 
  at once. 
  [Screamers don’t require any weapon proficiency feat. 
  They produce a cone of sound that can be configured by 
  the user to have a length up to the screamer’s range in-
  crement and a width also up to its range increment 
  (changing the setting is a free action once per round; 
  each additional change in the same round takes a move 
  action). No attack roll is necessary; everyone within the 
  cone must make a Fortitude save (DC 15). On a failure, a 
  target is deafened for 2 rounds per damage point rolled. 
  The damage delivered by screamers is non-lethal unless 
  otherwise stated. Noise suppression or a soundproof hel-
  Sniper Rifle Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Light 
  2d8 
  18-
  20 
  Ballistic 
  150 ft 
  S 
  6 int 
  Larg
  e 
  12 lbs 
  20 
  Mil 
  Medium 
  2d10 
  18-
  20 
  Ballistic 
  200 ft 
  S 
  6 int 
  Larg
  e 
  14 lbs 
  21 
  Mil 
  Heavy 
  2d12 
  19-
  20 
  Ballistic 
  200 ft 
  S 
  4 int 
  Larg
  e 
  18 lbs 
  22 
  Mil 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  1 
  2 
  3 
  Submachine Gun Templates 
  Tem-
  Tem-
  Tem-
  Tem-
  plate
  plate
  plate
  plate 
  Dam-
  Dam-
  Dam-
  Dam-
  age
  age
  age
  age 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Maga-
  Maga-
  Maga-
  Maga-
  zine
  zine
  zine
  zine 
  Size
  Size
  Size
  Size 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Light 
  2d6 
  19-
  20 
  Ballistic 
  40 ft 
  S, A 
  35 box 
  Me-
  dium 
  6 lbs 
  17 
  Res 
  Heavy 
  2d8 
  19-
  20 
  Ballistic 
  40 ft 
  S, A 
  30 box 
  Me-
  dium 
  7 lbs 
  19 
  Res 
  Recoil 
  Recoil 
  Recoil 
  Recoil 
  Level
  Level
  Level
  Level    
  1 
  2 
  
  19 
  met will completely protect against the damage and deaf-
  ness effect of non-lethal screamers, but are useless 
  against lethal screamer damage (although they will still 
  protect against the deafness). Good ear-plugs will provide 
  a +4 equipment bonus on Fortitude saves against non-
  lethal screamers, but are of no use against lethal ones. 
  Screamers can be fired only once per round.] 
   
  [Screamers work on batteries. Their magazine 
  capacity determines how many “shots” a battery can 
  power.] 
   
  Shotguns 
  Shotguns are smooth bore weapons made for close range 
  mayhem. Originally, shotguns could only fire buckshot, a 
  load of numerous small pellets which disperse after leav-
  ing the barrel, thereby greatly increasing the chances of 
  a hit (at least in close range). At close range buckshot is 
  deadly against a soft target, able to carve a hole through 
  a man, but the pellets are especially ineffective against 
  armor or hard targets and they rapidly lose lethality as 
  range increases. Modern shotguns are also able to fire 
  slugs. Slugs are solid projectiles resembling the bullets 
  fired by conventional firearms. They are large and power-
  ful but rather inaccurate, as the shotgun’s barrel lacks 
  any rifling. 
  [Shotguns require the personal firearms proficiency feat. 
  A shotgun firing buckshot has critical range 17-20. Buck-
  shot gives a +1 circumstance bonus to attack rolls, but 
  loses 1 point of damage per full range increment. Buck-
  shot inflicts 50% secondary damage, but triples the bal-
  listic resistance of an armor and doubles the hardness of 
  an object.] 
   
  [A shotgun firing slugs has critical range 20. Slugs 
  don’t get any of the advantages or disadvantages of buck-
  shot.] 
   
  Sniper Rifles 
  These semi-automatic weapons fire powerful shots and 
  are extremely accurate over long distances. They are the 
  preferred weapons of police snipers and professional 
  assassins, able to take out a target from a long distance. 
  Sniper rifles are weapons of finesse and not suited for 
  Taser Templates 
  Template
  Template
  Template
  Template 
  Damage
  Damage
  Damage
  Damage 
  Crit
  Crit
  Crit
  Crit 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Magazine
  Magazine
  Magazine
  Magazine 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Standard hand 
  2d8 
  -- 
  Electrical (non-
  lethal) 
  -- 
  -- 
  10 
  Small 
  0.5 lbs 
  6 
  -- 
  Powerful hand* 
  4d6 
  -- 
  Electrical (non-
  lethal) 
  -- 
  -- 
  5 
  Medium 
  2 lbs 
  8 
  Lic 
  Lethal hand* 
  d8 
  -- 
  Electrical (lethal) 
  -- 
  -- 
  5 
  Medium 
  2 lbs 
  10 
  Res 
  Standard projec-
  tile 
  2d6 
  -- 
  Electrical (non-
  lethal) 
  20 ft 
  S 
  4 box 
  Small 
  1 lb 
  8 
  Lic 
  Powerful projec-
  tile* 
  2d10 
  -- 
  Electrical (non-
  lethal) 
  20 ft 
  S 
  4 box 
  Small 
  1 lb 
  10 
  Lic 
  Lethal projec-
  tile* 
  d6 
  -- 
  Electrical (lethal) 
  20 ft 
  S 
  4 box 
  Small 
  1 lb 
  12 
  Res 
  [*Powerful hand: The Fortitude save DC for a powerful hand taser’s attack is 18.] 
  [*Lethal hand: A lethal hand taser can be set to inflict non-lethal damage.] 
  [*Powerful projectile: The Fortitude save DC for a powerful projectile taser’s attack is 18.] 
  [*Lethal projectile: A lethal projectile taser can be set to inflict non-lethal damage.] 
  Vibroweapon Templates 
  Template
  Template
  Template
  Template 
  Damage
  Damage
  Damage
  Damage 
  Crit
  Crit
  Crit
  Crit 
  Damage 
  Damage 
  Damage 
  Damage 
  Type
  Type
  Type
  Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Magazine
  Magazine
  Magazine
  Magazine 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Vibrodagger 
  2d4/1d4 
  19-
  20 
  Piercing 
  -- 
  -- 
  -- 
  Tiny 
  1 lb 
  14 
  -- 
  Vibrosword 
  2d8/1d8 
  19-
  20 
  Slashing 
  -- 
  -- 
  -- 
  Medium 
  4 lbs 
  16 
  Res 
  Vibroaxe 
  2d10/1d10 
  20 
  Slashing 
  -- 
  -- 
  -- 
  Large 
  6 lbs 
  17 
  Res 
  
  20 
  close action. 
  [Sniper rifles require the personal firearms proficiency 
  feat. All sniper rifles come with a standard scope, which 
  may be upgraded at the expense of the user. They have 
  double the usual penalty of longarms for firing against 
  adjacent targets (-8 instead of –4). 
   
  Submachine Guns 
  These small assault weapons are well suited for an urban 
  environment, where the ballistics of a large automatic 
  weapon would be undesirable. They are extensively used 
  by security forces and military groups operating in closed 
  spaces. 
  [Submachine guns require the personal firearms profi-
  ciency feat. Firing a submachine gun one-handed inflicts a 
  –2 penalty to the attack roll. All submachine guns have a 
  3-round burst setting. When used with the burst fire feat 
  to make burst fire attacks, they fire 3 rounds and can be 
  used with only 3 rounds in the weapon.] 
   
  Tasers 
  Tasers are weapons relying on an electrical charge to 
  incapacitate the target. Most tasers are subdual weapons, 
  temporarily disabling the target, although there are some 
  models using a lethal charge. Tasers are either hand 
  models, functioning as melee weapons, or projectile 
  weapons firing a flechettes carrying the electrical charge. 
  [Hand tasers require the simple melee weapons profi-
  ciency feat. Projectile tasers require the personal fire-
  arms proficiency feat. Tasers inflict non-lethal damage 
  unless noted otherwise. The target of a taser’s attack has 
  to make a Fortitude save (DC 15). On a failed save, he is 
  paralysed for one round per point of damage rolled. 
  Tasers, even lethal ones, cannot damage objects. A taser 
  can’t score critical hits.  
   
  [Damage for hand tasers isn’t modified by the 
  user’s Strength modifier.] 
   
  [Hand tasers operate on batteries. Their magazine 
  capacity determines how many charges their batteries 
  can power before being drained (a charge is only ex-
  pended on a successful hit). Projectile tasers accept a 
  clip holding the charged flechettes they fire.] 
   
   
  Vibroweapons 
  These edged weapons contain within their blades an ultra-
  sonic generator that, when activated, will cause the blade 
  to rapidly vibrate, maximizing its penetrating ability and 
  damage potential. The rapid vibration of the blade will also 
  produce a distinct ringing sound. 
  [Vibroweapons have two different damage ratings. The 
  first is the damage they inflict when they vibrate, while 
  the second is the damage they inflict when the vibrogen-
  erator is turned off. Vibroweapons function on batteries. 
  Each battery set will power the weapon for 6 hours of 
  continuous operation. New batteries have a Purchase DC 
  of 3.] 
  
  21 
  SPECIFIC WEAPONS 
  [All specific weapons are based on one of the weapon 
  templates found in this book. Some of them are distinct 
  because they differ in one or more statistics from the 
  basic template, while others have integral add-ons and 
  modifications, usually at a smaller cost than adding them 
  separately. All specific weapons however, follow the tem-
  plate rules unless stated otherwise. Integral add-ons and 
  modifications are already figured in the Purchase DC of 
  the weapon.] 
  
  22 
  Model 
  Notes 
  Template 
  Dam-
  age 
  Crit 
  Damage 
  Type 
  Re-
  coil 
  Level 
  Rang
  e 
  Incr 
  Rate 
  of 
  Fire 
  Maga
  z 
  Size 
  Weigh
  t 
  Pur-
  chase 
  DC 
  Rest
  r 
  Browning Invector 
  Stalker 
    
  10g pump shotgun 
  2d12 
  ? 
  Ballistic 
  3 
  30 ft 
  S 
  3 int 
  Large 
  10 
  16 
  Lic 
  Franchi SPAS-15 
    
  12g auto shotgun 
  2d10 
  ? 
  Ballistic 
  2 
  30 ft 
  S, A 
  12 box 
  Large 
  9 
  17 
  Res 
  H&K CAWS 
  Integral muzzle brake. 
  12g auto shotgun 
  2d10 
  ? 
  Ballistic 
  2 
  30 ft 
  S, A 
  15 box 
  Large 
  9 
  19 
  Res 
  Pancor Jackham-
  mer 
  Integral 20-round drum magazine. 
  12g auto shotgun 
  2d10 
  ? 
  Ballistic 
  2 
  30 ft 
  S, A 
  20 box 
  Large 
  9 
  18 
  Res 
  Ithaca M760 
  Due to its “pistol grip” configuration, it halves penalties 
  for firing at adjacent targets (from -2 to -4). 
  12g pump shotgun 
  2d10 
  ? 
  Ballistic 
  2 
  30 ft 
  S 
  5 int 
  Large 
  7 
  14 
  Lic 
  Mossberg 5-550 
    
  12g pump shotgun 
  2d10 
  ? 
  Ballistic 
  2 
  30 ft 
  S 
  6 int 
  Large 
  7 
  14 
  Lic 
  FN P6c 
    
  Dart handgun 
  d4 
  20 
  Piercing 
  0 
  10 ft 
  Single 
  3 box 
  Small 
  2 
  10 
  Lic 
  FN P8c 
    
  Dart rifle 
  d6 
  20 
  Piercing 
  0 
  15 ft 
  Single 
  5 int 
  Large 
  5 
  14 
  Lic 
  M330 Mankiller 
  Carries a light anti-personnel rocket (already figured in 
  the Purchase DC). 
  Disposable rocket 
  launcher 
  6d6 
  -- 
  Slashing 
  0 
  150 ft 
  1 
  -- 
  Large 
  12 
  22 
  Mil 
  M336 Firestorm 
  Carries a light incendiary rocket (already figured in the 
  Purchase DC). 
  Disposable rocket 
  launcher 
  6d6 
  -- 
  Fire 
  0 
  150 ft 
  1 
  -- 
  Large 
  12 
  22 
  Mil 
  M339 Decimator 
  Carries a light high explosive rocket (already figured in 
  the Purchase DC). 
  Disposable rocket 
  launcher 
  8d6 
  -- 
  Concus-
  sion 
  0 
  150 ft 
  1 
  -- 
  Large 
  12 
  24 
  Mil 
  M79 LAW 
  Carries a light anti-vehicle rocket (already figured in 
  the Purchase DC). 
  Disposable rocket 
  launcher 
  10d6 
  -- 
  Concus-
  sion 
  0 
  150 ft 
  1 
  -- 
  Large 
  12 
  24 
  Mil 
  GE M180 Charon 
    
  Gatling cannon 
  4d12 
  19-
  20 
  Ballistic 
  6 
  150 ft 
  A 
  linked 
  Gar-
  gan 
  250 
  35 
  Mil 
  Mark 19 Model 5 
    
  Grenade machine 
  gun 
  ? 
  ? 
  ? 
  3 
  100 ft 
  A 
  linked 
  Huge 
  50 
  23 
  Mil 
  H&K 75 Spitting 
  Cobra 
    
  Gyrojet handgun 
  ? 
  ? 
  ? 
  4 
  100 ft 
  1 
  3 box 
  Me-
  dium 
  8 
  18 
  Mil 
  H&K 71 Rocketeer 
    
  Gyrojet rifle 
  ? 
  ? 
  ? 
  3 
  200 ft 
  1 
  6 box 
  Large 
  12 
  20 
  Mil 
  H&K 73 Hammer-
  head 
    
  Gyrojet underbar-
  rel launcher 
  ? 
  ? 
  ? 
  3 
  200 ft 
  1 
  1 int 
  Me-
  dium 
  6 
  18 
  Mil 
  FN Mephisto 
    
  Hand flamer 
  3d6 
  -- 
  Fire 
  0 
  15 ft 
  1 
  5 
  Me-
  dium 
  6 
  16 
  Mil 
  FN FAL 
    
  Heavy assault rifle 
  2d10 
  19-
  20 
  Ballistic 
  2 
  100 ft 
  S, A 
  20 box 
  Large 
  8.5 
  19 
  Res 
  H&K G3 
    
  Heavy assault rifle 
  2d10 
  19-
  20 
  Ballistic 
  2 
  100 ft 
  S, A 
  20 box 
  Large 
  8 
  19 
  Res 
  Colt Peacemaker 
    
  Heavy autoloader 
  2d8 
  19-
  20 
  Ballistic 
  2 
  30 ft 
  S 
  8 box 
  Small 
  3.2 
  16 
  Lic 
  
  23 
  Model 
  Notes 
  Template 
  Dam-
  age 
  Crit 
  Dam-
  age 
  Type 
  Re-
  coil 
  Level 
  Rang
  e 
  Incr 
  Rate 
  of 
  Fire 
  Maga
  z 
  Size 
  Weigh
  t 
  Pur-
  chase 
  DC 
  Rest
  r 
  FN Tempest 
  Integral muzzle brake, electrothermal modification. 
  Heavy auto-
  loader 
  2d8 
  19-
  20 
  Ballistic 
  2 
  30 ft 
  S 
  10 box 
  Smal
  l 
  4.5 
  21 
  Lic 
  IMI Desert Eagle 
    
  Heavy auto-
  loader 
  2d8 
  19-
  20 
  Ballistic 
  2 
  30 ft 
  S 
  9 box 
  Smal
  l 
  3.5 
  16 
  Lic 
  Browning M5A1-7 
  Phoenix 
    
  Heavy flamer 
  3d6 
  -- 
  Fire 
  0 
  30 ft 
  1 
  10 
  Larg
  e 
  24 
  17 
  Mil 
  Rheinmetal FL5 
  Diablo 
  Takes a 10-shot heavy flamer fuel tank, but consumes 2 
  shots each time it fires, hence its magazine capacity is 5. 
  Heavy flamer 
  3d6 
  -- 
  Fire 
  0 
  45 ft 
  1 
  5 
  Larg
  e 
  24 
  19 
  Mil 
  Colt Starcommand 
    
  Heavy laser 
  rifle 
  3d8 
  20 
  Laser 
  0 
  250 ft 
  S 
  4 box 
  Larg
  e 
  10 
  25 
  Mil 
  H&K PSG-25L 
  Integral standard scope, bipod. 
  Heavy laser 
  rifle 
  2d8 
  20 
  Laser 
  0 
  300 ft 
  S 
  8 box 
  Larg
  e 
  15 
  25 
  Mil 
  Rheinmetal Sun-
  scorcher 
    
  Heavy laser 
  rifle 
  2d8 
  20 
  Laser 
  0 
  250 ft 
  S 
  8 box 
  Larg
  e 
  15 
  23 
  Mil 
  Browning M5HB 
    
  Heavy machine 
  gun 
  2d12 
  19-
  20 
  Ballistic 
  4 
  120 ft 
  A 
  linked 
  Hug
  e 
  50 
  22 
  Mil 
  Glock 18 
  Integral muzzle brake. 
  Heavy machine 
  pistol 
  2d6 
  19-
  20 
  Ballistic 
  1 
  35 ft 
  S, A 
  33 box 
  Smal
  l 
  1.4 
  18 
  Res 
  IMI Micro-Uzi 
    
  Heavy machine 
  pistol 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S, A 
  20 box 
  Smal
  l 
  3 
  16 
  Res 
  Steyr Tactical Ma-
  chine Pistol 
    
  Heavy machine 
  pistol 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S, A 
  30 box 
  Smal
  l 
  2.6 
  16 
  Res 
  Royal Ordnance 
  L25A1 
    
  Heavy mortar 
  ? 
  ? 
  ? 
  0 
  500 ft 
  1 
  -- 
  Hug
  e 
  40 
  21 
  Mil 
  H&K G35 Las-Support 
    
  Heavy pulse 
  laser 
  2d8 
  20 
  Laser 
  0 
  250 ft 
  S, A 
  50 box 
  Hug
  e 
  50 
  25 
  Mil 
  Colt Anaconda 
    
  Heavy revolver 
  2d8 
  19-
  20 
  Ballistic 
  2 
  25 ft 
  S 
  6 cyl 
  Smal
  l 
  3.2 
  15 
  Lic 
  Colt Python 
    
  Heavy revolver 
  2d6+2 
  19-
  20 
  Ballistic 
  2 
  25 ft 
  S 
  6 cyl 
  Smal
  l 
  2.7 
  15 
  Lic 
  Ruger Super 
  Redhawk 
  Integral standard scope. 
  Heavy revolver 
  2d8 
  19-
  20 
  Ballistic 
  2 
  25 ft 
  S 
  6 cyl 
  Smal
  l 
  2.9 
  15 
  Lic 
  S&W L Frame 
    
  Heavy revolver 
  2d6+2 
  19-
  20 
  Ballistic 
  2 
  25 ft 
  S 
  6 cyl 
  Smal
  l 
  3 
  14 
  Lic 
  Browning Heavy 
  Multi-Launcher 
    
  Heavy rocket 
  launcher 
  ? 
  ? 
  ? 
  0 
  150 ft 
  1 
  1 int 
  Larg
  e 
  15 
  22 
  Mil 
  
  24 
  Model 
  Notes 
  Template 
  Dam-
  age 
  Cri
  t 
  Damage 
  Type 
  Re-
  coil 
  Level 
  Rang
  e 
  Incr 
  Rate 
  of 
  Fire 
  Maga
  z 
  Size 
  Weigh
  t 
  Pur-
  chase 
  DC 
  Rest
  r 
  Eryx 
  Integral laser tracking system. Can only fire a heavy anti-
  vehicle rocket using a similar system. Laser designator 
  included in Purchase DC. 
  Heavy rocket 
  launcher 
  15d6 
  -- 
  Concussion 
  0 
  150 ft 
  1 
  1 int 
  Large 
  15 
  25 
  Mil 
  Javelin 
  Integral semi-automatic targeting system. Can only fire a 
  heavy anti-vehicle rocket using a similar system. 
  Heavy rocket 
  launcher 
  15d6 
  -- 
  Concussion 
  0 
  150 ft 
  1 
  1 int 
  Large 
  15 
  24 
  Mil 
  FN P90 MkV 
  Integral muzzle brake, 50-round helical clip. 
  Heavy SMG 
  2d8 
  19-
  20 
  Ballistic 
  2 
  60 ft 
  S, A 
  50 box 
  Me-
  dium 
  5.2 
  22 
  Res 
  Soviet Arms AKSU-
  2K 
    
  Heavy SMG 
  2d8 
  19-
  20 
  Ballistic 
  2 
  40 ft 
  S, A 
  30 box 
  Me-
  dium 
  5.4 
  19 
  Res 
  Barrett M92 Dae-
  mon 
  Integral bipod, standard scope. 
  Heavy sniper 
  rifle 
  2d12 
  18-
  20 
  Ballistic 
  4 
  200 ft 
  S 
  5 int 
  Large 
  18 
  23 
  Mil 
  Rheinmetal Mach3 
  Integral bipod, standard scope, muzzle brake, electrother-
  mal modification. 
  Heavy sniper 
  rifle 
  2d12 
  18-
  20 
  Ballistic 
  4 
  200 ft 
  S 
  4 box 
  Large 
  19 
  28 
  Mil 
  Rheinmetal Eclipse 
    
  Laser cannon 
  5d8 
  20 
  Laser 
  0 
  250 ft 
  1 
  -- 
  Garg 
  500 
  38 
  Mil 
  Colt Startrooper 
  Integral optical targeting module. 
  Laser handgun 
  2d4 
  20 
  Laser 
  0 
  80 ft 
  S 
  10 box 
  Small 
  5 
  23 
  Res 
  OptiArms LP3 
  Apollo 
    
  Laser handgun 
  2d4 
  20 
  Laser 
  0 
  80 ft 
  S 
  10 box 
  Small 
  5 
  21 
  Res 
  OptiArms LP5 
  Chariot 
    
  Laser handgun 
  2d6 
  20 
  Laser 
  0 
  80 ft 
  S 
  5 box 
  Small 
  7 
  22 
  Res 
  OptiArms LR5 Sol 
    
  Laser rifle 
  2d6 
  20 
  Laser 
  0 
  200 ft 
  S 
  10 box 
  Large 
  10 
  22 
  Res 
  Centurion Arms 
  Mjolnir 
    
  Lethal com-
  pressor gun 
  d6 
  20 
  Concussion 
  (lethal)) 
  0 
  30 ft 
  S 
  5 
  Me-
  dium 
  5 
  16 
  Res 
  Centurion Arms 
  Supershock Baton 
    
  Lethal hand 
  taser 
  d8 
  -- 
  Electrical 
  0 
  -- 
  -- 
  5 
  Me-
  dium 
  2 
  10 
  Res 
  SecuriTek EL15T 
    
  Lethal projec-
  tile taser 
  d6 
  -- 
  Electrical 
  0 
  20 ft 
  S 
  4 box 
  Small 
  1 
  12 
  Res 
  Centurion Arms 
  Harpy Xtreme 
    
  Lethal 
  screamer 
  d8 
  -- 
  Sonic (lethal) 
  0 
  45 ft 
  1 
  5 box 
  Me-
  dium 
  4 
  15 
  Mil 
  Colt M27A1 Long-
  bow 
    
  Light assault 
  rifle 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  S, A 
  30 box 
  Large 
  7 
  19 
  Res 
  Colt M27A2 Long-
  bow 
  Integral M207 underbarrel grenade launcher. 
  Light assault 
  rifle 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  S, A 
  30 box 
  Large 
  7 
  21 
  Res 
  
  25 
  Model 
  Notes 
  Template 
  Dam-
  age 
  Crit 
  Dam-
  age 
  Type 
  Re-
  coil 
  Level 
  Rang
  e 
  Incr 
  Rate 
  of 
  Fire 
  Maga
  z 
  Size 
  Weigh
  t 
  Pur-
  chase 
  DC 
  Rest
  r 
  Colt M42 Night-
  stalker 
  Integral optical targeting module, silencer, standard+starlite 
  scope, electrothermal modification, propellant chip. 
  Light assault 
  rifle 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  S, A 
  35 box 
  Larg
  e 
  8 
  30 
  Res 
  Soviet Arms 
  AK2K 
    
  Light assault 
  rifle 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  S, A 
  30 box 
  Larg
  e 
  7.5 
  19 
  Res 
  Steyr AUG Multi-
  Weapon 
  Integral standard scope. Can be converted into a submachine gun 
  (use the light SMG template statistics) within one minute. 
  Light assault 
  rifle 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  S, A 
  35 box 
  Larg
  e 
  7 
  22 
  Res 
  Astra A-100 
    
  Light auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S 
  17 box 
  Smal
  l 
  2 
  15 
  Lic 
  Astra A-60 
  Recoil level is 0 when firing in semi-automatic mode. 
  Light auto-
  loader 
  2d4 
  19-
  20 
  Ballistic 
  1 
  20 ft 
  S 
  12 box 
  Smal
  l 
  1.5 
  14 
  Lic 
  Astra A-70 
    
  Light auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  20 ft 
  S 
  8 box 
  Smal
  l 
  1.6 
  14 
  Lic 
  Beretta M950 
  Jetfire 
    
  Light auto-
  loader 
  2d4 
  19-
  20 
  Ballistic 
  1 
  20 ft 
  S 
  8 box 
  Smal
  l 
  0.5 
  14 
  Lic 
  Colt Mini-45 
    
  Light auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  2 
  20 ft 
  S 
  6 box 
  Tiny 
  1.5 
  15 
  Lic 
  Glock M98 Pock-
  etguard 
    
  Light auto-
  loader 
  2d4 
  19-
  20 
  Ballistic 
  1 
  20 ft 
  S 
  8 box 
  Tiny 
  0.4 
  14 
  Lic 
  S&W Mangusta 
    
  Light auto-
  loader 
  2d6+2 
  19-
  20 
  Ballistic 
  3 
  20 ft 
  S 
  6 box 
  Tiny 
  1 
  14 
  Lic 
  Sig-Sauer P230 
  Recoil level is 0 when firing in semi-automatic mode. 
  Light auto-
  loader 
  2d4 
  19-
  20 
  Ballistic 
  1 
  25 ft 
  S 
  8 box 
  Tiny 
  1 
  14 
  Lic 
  FN Minimi-3 
  Integral bipod. 
  Light machine 
  gun 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  A 
  100 
  box 
  Larg
  e 
  12 
  22 
  Mil 
  H&K G26 Jupiter 
  Integral muzzle brake, bipod, electrothermal modification. 
  Light machine 
  gun 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  A 
  100 
  box 
  Larg
  e 
  12 
  26 
  Mil 
  Steyr AUG/L5W 
  Integral standard scope, bipod. 
  Light machine 
  gun 
  2d8 
  19-
  20 
  Ballistic 
  1 
  100 ft 
  A 
  100 
  box 
  Larg
  e 
  12 
  23 
  Mil 
  CZ Skorpion M82 
  Recoil level is 0 when firing in semi-automatic mode. 
  Light machine 
  pistol 
  2d4 
  19-
  20 
  Ballistic 
  1 
  20 ft 
  S, A 
  20 box 
  Smal
  l 
  3.2 
  16 
  Res 
  Rheimetal Man-
  Howitzer 
    
  Light mortar 
  ? 
  ? 
  ? 
  0 
  250 ft 
  1 
  -- 
  Larg
  e 
  20 
  19 
  Mil 
  
  26 
  Model 
  Notes 
  Template 
  Dam-
  age 
  Crit 
  Dam-
  age 
  Type 
  Re-
  coil 
  Level 
  Rang
  e 
  Incr 
  Rate 
  of 
  Fire 
  Maga
  z 
  Size 
  Weigh
  t 
  Pur-
  chase 
  DC 
  Rest
  r 
  S&W J Frame 
    
  Light revolver 
  2d6+1 
  19-
  20 
  Ballistic 
  1 
  15 ft 
  S 
  6 cyl 
  Tiny 
  1.4 
  13 
  Lic 
  Browning Multi-
  Launcher 
    
  Light rocket 
  launcher 
  ? 
  ? 
  ? 
  0 
  150 ft 
  1 
  3 int 
  Large 
  10 
  20 
  Mil 
  Beretta Auto-250 
    
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  40 ft 
  S, A 
  40 box 
  Me-
  dium 
  6.4 
  17 
  Res 
  Calico 550 Helios 
  Integral 50-rund helical clip. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  35 ft 
  S, A 
  50 box 
  Me-
  dium 
  4.4 
  18 
  Res 
  Colt Nighthawk Mk1 
  Integral silencer, laser sight. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  40 ft 
  S, A 
  35 box 
  Me-
  dium 
  5 
  19 
  Res 
  Colt Nighthawk Mk2 
  Integral silencer, optical targeting link. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  40 ft 
  S, A 
  35 box 
  Me-
  dium 
  5 
  21 
  Res 
  H&K MP2020 
  Integral muzzle brake. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  45 ft 
  S, A 
  30 box 
  Me-
  dium 
  5 
  19 
  Res 
  H&K MP2020K 
  Integral muzzle brake. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S, A 
  30 box 
  Small 
  3 
  18 
  Res 
  H&K MP2020SD 
  Integral silencer. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  45 ft 
  S, A 
  30 box 
  Me-
  dium 
  5 
  18 
  Res 
  H&K MP2020SM 
  Integral muzzle brake, optical targeting link. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  45 ft 
  S, A 
  30 box 
  Me-
  dium 
  5 
  22 
  Res 
  IMI Uzi Assault 2020 
    
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  40 ft 
  S, A 
  32 box 
  Me-
  dium 
  7.4 
  17 
  Res 
  Spectre M-8 
  Despite its large magazine capacity, it uses a stan-
  dard clip. 
  Light SMG 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S, A 
  50 box 
  Me-
  dium 
  5.8 
  17 
  Res 
  Sig 550 Sniper 
  Integral bipod, standard scope. 
  Light sniper rifle 
  2d8 
  18-
  20 
  Ballistic 
  1 
  150 ft 
  S 
  6 int 
  Large 
  12 
  21 
  Mil 
  Beretta 2K22F 
    
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S 
  15 box 
  Small 
  2 
  15 
  Lic 
  Calico 470 Helios 
  Integral 50-round helical clip. 
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  25 ft 
  S 
  50 box 
  Small 
  2 
  16 
  Lic 
  CZ150 
  Integral laser sight. 
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S 
  13 box 
  Small 
  1.4 
  17 
  Lic 
  FN Browning BDM 
    
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S 
  15 box 
  Small 
  1.7 
  15 
  Lic 
  FN SHS 
  Integral standard scope. 
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  60 ft 
  S 
  10 box 
  Small 
  2.5 
  19 
  Lic 
  
  27 
  Model 
  Notes 
  Template 
  Dam-
  age 
  Crit 
  Dam-
  age 
  Type 
  Re-
  coil 
  Level 
  Rang
  e 
  Incr 
  Rate 
  of 
  Fire 
  Maga
  z 
  Size 
  Weigh
  t 
  Pur-
  chase 
  DC 
  Rest
  r 
  Glock 17 
    
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  35 ft 
  S 
  17 box 
  Small 
  1.2 
  15 
  Lic 
  Glock 17L 
    
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  45 ft 
  S 
  17 box 
  Small 
  1.4 
  15 
  Lic 
  H&K P9 
    
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S 
  13 box 
  Small 
  1.6 
  15 
  Lic 
  H&K USP-15 
  Match 
  Has a unique recoil dampening system that reduces recoil 
  penalties by 1. 
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  40 ft 
  S 
  15 box 
  Small 
  1.5 
  16 
  Lic 
  H&K USP-15 
  SpecOps 
  Has a unique recoil dampening system that reduces recoil 
  penalties by 1. Integral laser sight, silencer. 
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  40 ft 
  S 
  15 box 
  Small 
  1.5 
  16 
  Lic 
  S&W Sigma 
  Seven 
    
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S 
  17 box 
  Small 
  2 
  15 
  Lic 
  Sig-Sauer P226 
    
  Medium auto-
  loader 
  2d6 
  19-
  20 
  Ballistic 
  1 
  30 ft 
  S 
  15 box 
  Small 
  1.5 
  15 
  Lic 
  FN MAG-3 
  Integral bipod. 
  Medium ma-
  chine gun 
  2d10 
  19-
  20 
  Ballistic 
  2 
  100 ft 
  A 
  linked 
  Large 
  14 
  21 
  Mil 
  H&K G20 Squad 
  Support 
  Integral muzzle brake, bipod. 
  Medium ma-
  chine gun 
  2d10 
  19-
  20 
  Ballistic 
  2 
  100 ft 
  A 
  linked 
  Large 
  16 
  23 
  Mil 
  Astra M960 
    
  Medium re-
  volver 
  2d6+1 
  19-
  20 
  Ballistic 
  1 
  25 ft 
  S 
  6 cyl 
  Small 
  2.3 
  14 
  Lic 
  H&K PSG-2 
  Integral bipod, standard scope. 
  Medium sniper 
  rifle 
  2d10 
  18-
  20 
  Ballistic 
  2 
  200 ft 
  S 
  6 int 
  Large 
  14 
  22 
  Mil 
  H&K PSG-4 
  Quicksilver 
  Integral bipod, standard scope, electrothermal modification, 
  propellant chip. 
  Medium sniper 
  rifle 
  2d10 
  18-
  20 
  Ballistic 
  2 
  200 ft 
  S 
  6 box 
  Large 
  15 
  28 
  Mil 
  Colt-Calico Mini-
  Gatling 
  Integral helical clip. 
  Mini gatling 
  2d4 
  19-
  20 
  Ballistic 
  2 
  30 ft 
  A 
  100 
  box 
  Me-
  dium 
  6 
  22 
  Mil 
  Colt X42 Super 
  Shredder 
    
  Needler hand-
  gun 
  2d4 
  17-
  20 
  Ballistic 
  1 
  15 ft 
  S 
  30 box 
  Small 
  4 
  15 
  Lic 
  FN Velvet Shade 
    
  Needler rifle 
  2d6 
  17-
  20 
  Ballistic 
  1 
  30 ft 
  S, A 
  50 box 
  Large 
  8 
  19 
  Res 
  H&K MPF2020 
    
  Needler SMG 
  2d4 
  17-
  20 
  Ballistic 
  1 
  20 ft 
  S, A 
  50 box 
  Me-
  dium 
  6 
  17 
  Res 
  GE M160 Tornado 
    
  Point-defense 
  gatling 
  2d10 
  19-
  20 
  Ballistic 
  3 
  100 ft 
  A 
  linked 
  Huge 
  40 
  24 
  Mil 
  
  28 
  Model 
  Notes 
  Template 
  Dam-
  age 
  Crit 
  Damage 
  Type 
  Re-
  coil 
  Level 
  Rang
  e 
  Incr 
  Rate 
  of 
  Fire 
  Maga
  z 
  Size 
  Weigh
  t 
  Pur-
  chase 
  DC 
  Rest
  r 
  GE M143 Cyclone 
    
  Portable gatling 
  2d8 
  19-
  20 
  Ballistic 
  2 
  50 ft 
  A 
  200 
  box 
  Large 
  18 
  24 
  Mil 
  SecuriTek King Ram 
    
  Powerful compressor 
  gun 
  d8 
  20 
  Concussion (non-
  lethal) 
  0 
  30 ft 
  S 
  7 
  Me-
  dium 
  4 
  15 
  Lic 
  Centurion Arms Super-
  stun Baton 
    
  Powerful hand taser 
  2d6 
  -- 
  Electrical 
  0 
  -- 
  -- 
  5 
  Me-
  dium 
  2 
  8 
  Lic 
  SecuriTek EL12T 
    
  Powerful projectile 
  taser 
  d10 
  -- 
  Electrical 
  0 
  20 ft 
  S 
  4 box 
  Small 
  1 
  10 
  Lic 
  OptiArms MagBurst 20 
    
  Powerful pulser 
  4d6 
  -- 
  Magnetic 
  0 
  100 ft 
  1 
  5 box 
  Large 
  6 
  23 
  Res 
  H&K Sonique 
    
  Powerful screamer 
  2d6 
  -- 
  Sonic (non-lethal) 
  0 
  45 ft 
  1 
  10 box 
  Me-
  dium 
  2 
  10 
  Lic 
  Royal Ordnance L60A3 
    
  Pulse laser cannon 
  3d8 
  20 
  Laser 
  0 
  250 ft 
  S, A 
  -- 
  Garg 
  300 
  37 
  Mil 
  FN LSA1 
  Integral laser sight. 
  Pulse laser rifle 
  2d6 
  20 
  Laser 
  0 
  200 ft 
  S, A 
  20 box 
  Large 
  10 
  24 
  Mil 
  FN LSA2 
  Integral laser sight, M207 underbarrel 
  grenade launcher. 
  Pulse laser rifle 
  2d6 
  20 
  Laser 
  0 
  200 ft 
  S, A 
  20 box 
  Large 
  10 
  25 
  Mil 
  H&K G33 Las-Assault 
  Integral optical targeting module. 
  Pulse laser rifle 
  2d6 
  20 
  Laser 
  0 
  200 ft 
  S, A 
  20 box 
  Large 
  10 
  25 
  Mil 
  OptiArms LAR2 
    
  Pulse laser rifle 
  2d6 
  20 
  Laser 
  0 
  200 ft 
  S, A 
  20 box 
  Large 
  10 
  23 
  Mil 
  FN Mag Pistol 
    
  Rail handgun 
  2d10 
  20 
  Ballistic 
  3 
  40 ft 
  S 
  12 box 
  Small 
  6 
  20 
  Mil 
  FN Smart Mag 
  Integral optical targeting module. 
  Rail handgun 
  2d10 
  20 
  Ballistic 
  3 
  40 ft 
  S 
  12 box 
  Small 
  6 
  22 
  Mil 
  Rheinmetal S6 Penetra-
  tor 
    
  Rail machine gun 
  2d12 
  20 
  Ballistic 
  3 
  150 ft 
  A 
  linked 
  Large 
  20 
  27 
  Mil 
  FN Mag Cannon 
    
  Rail rifle 
  2d12 
  20 
  Ballistic 
  3 
  150 ft 
  S 
  15 box 
  Large 
  12 
  24 
  Mil 
  H&K G11 SWAT Edition 
  Integral muzzle brake, laser sight. 
  Reduced assault rifle 
  2d8 
  19-
  20 
  Ballistic 
  2 
  70 ft 
  S, A 
  30 box 
  Large 
  6 
  22 
  Res 
  Browning Frag Cannon 
    
  Stand-alone grenade 
  launcher 
  ? 
  ? 
  ? 
  3 
  100 ft 
  Single 
  4 int 
  Me-
  dium 
  8 
  15 
  Mil 
  Centurion Arms War-
  hammer 
    
  Standard compressor 
  gun 
  d6 
  20 
  Concussion (non-
  lethal) 
  0 
  20 ft 
  S 
  10 
  Me-
  dium 
  4 
  14 
  Lic 
  SecuriTek EL4H 
    
  Standard hand taser 
  d8 
  -- 
  Electrical 
  0 
  -- 
  -- 
  10 
  Small 
  0.5 
  6 
  -- 
  Centurion Arms Stun 
  Needler 
    
  Standard projectile 
  taser 
  d6 
  -- 
  Electrical 
  0 
  20 ft 
  S 
  4 box 
  Small 
  1 
  8 
  Lic 
  OptiArms MagBurst 10 
    
  Standard pulser 
  2d6 
  -- 
  Magnetic 
  0 
  50 ft 
  1 
  10 box 
  Me-
  dium 
  4 
  20 
  Res 
  Centurion Arms Harpy 
  Light 
    
  Standard screamer 
  d10 
  -- 
  Sonic (non-lethal) 
  0 
  30 ft 
  1 
  20 box 
  Small 
  4 
  11 
  Lic 
  H&K 83 Dragon 
    
  Underbarrel flamer 
  3d6 
  -- 
  Fire 
  0 
  15 ft 
  1 
  3 
  Me-
  dium 
  4 
  16 
  Mil 
  Colt M207 
    
  Underbarrel grenade 
  launcher 
  ? 
  ? 
  ? 
  3 
  100 ft 
  1 
  1 int 
  Me-
  dium 
  4 
  14 
  Mil 
  
  29 
  ARMOR TEMPLATES 
  Ballistic Clothing 
  Ballistic clothing is the lightest form of armor available 
  today. It is composed of ballistic-resistant fibers woven 
  into normal clothing, effectively being impossible to de-
  tect. Ballistic clothing is favored by normal people who 
  want something subtle, comfortable and stylish. Many 
  fashion designers produce lines of clothing with ballistic-
  resistant fibers woven into them, Ballistic clothing will not 
  protect much against high-power firearms or other sort 
  of weapons (even a dagger can go through them), but they 
  can save lives from the occasional handgun shot. The 
  lightest form of ballistic clothing (the one with the fewer 
  anti-ballistic fibers) can be made into clothes as thin as t-
  shirts. Heavier protection is made into bulkier clothes 
  (jackets, overcoats etc). 
  [All forms of ballistic clothing are light armors. Since 
  ballistic clothing isn’t heavier or bulkier than normal 
  clothing, it never inflicts an armor penalty on its user, 
  even if he doesn’t have the armor proficiency (light) feat. 
  Ballistic clothing can be distinguished from normal cloth-
  ing only through a chemical analysis of the fibers.] 
   
  Full Suits 
  This category includes armors that provide full body cov-
  erage, from head to toe. They are combat armors and 
  only worn by those expecting heavy confrontations. Full 
  suits use a combination of rigid and flexible materials, like 
  ceramics, dense alloys and synthetic fibers, and concen-
  trate their protective values in the torso and head. Be-
  cause they cover the body completely, they provide effec-
  tive protection against fire and concussion waves, and 
  some protection against corrosives and sound-based 
  attacks. 
  [All full suits are medium armors. They cannot be con-
  cealed. All of them come with helmets. 
   
  Polymer Bodysuits 
  The polymer bodysuit offers slightly better protection 
  than ballistic clothing while retaining its concealability. 
  Since it fits tightly over the body, it can be easily con-
  cealed under normal clothing. It isn’t nearly as comfort-
  able as ballistic clothing: a bodysuit is known to promote 
  sweating and sometimes causes a persistent abdominal 
  Ballistic Clothing Templates 
  Template
  Template
  Template
  Template 
  Resistance
  Resistance
  Resistance
  Resistance 
  Maximum Dex Bonus
  Maximum Dex Bonus
  Maximum Dex Bonus
  Maximum Dex Bonus 
  Armor Penalty
  Armor Penalty
  Armor Penalty
  Armor Penalty 
  Speed
  Speed
  Speed
  Speed 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Light* 
  Ballistic 2 
  Unlimited 
  0 
  30 
  0.1 lbs 
  14 
  -- 
  Moderate* 
  Ballistic 3 
  Unlimited 
  0 
  30 
  0.5 lbs 
  15 
  -- 
  Heavy* 
  Ballistic 4 
  +8 
  0 
  30 
  1 lb 
  16 
  -- 
  [*Light: Light ballistic clothing can be made into any form of clothing.] 
  [*Moderate: Moderate ballistic clothing is made into a jacket or suit.] 
  [*Heavy: Heavy ballistic clothing is made into an overcoat.] 
  Full Suit Templates 
  Template
  Template
  Template
  Template 
  Resistance
  Resistance
  Resistance
  Resistance 
  Maximum Dex 
  Maximum Dex 
  Maximum Dex 
  Maximum Dex 
  Bonus
  Bonus
  Bonus
  Bonus 
  Armor 
  Armor 
  Armor 
  Armor 
  Penalty
  Penalty
  Penalty
  Penalty 
  Speed
  Speed
  Speed
  Speed Weight
  Weight
  Weight
  Weight 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Semimetallic 
  Acid 1, Ballistic 9, Bludgeoning 8, Concussion 4, Fire 2, 
  Piercing 8, Slashing 8, Sonic 1 
  +3 
  -4 
  25 
  13 lbs 
  22 
  Mil 
  Ceramic 
  Acid 2, Ballistic 10, Bludgeoning 9, Concussion 6, Electrical 
  6, Fire 4, Piercing 9, Slashing 9, Sonic 2 
  +3 
  -4 
  25 
  15 lbs 
  24 
  Mil 
  Superalloy 
  Acid 3, Ballistic 11, Concussion 8, Fire 6, Piercing 10, 
  Slashing 10, Sonic 2 
  +2 
  -5 
  20 
  20 lbs 
  26 
  Mil 
  
  30 
  itching. 
  [All bodysuits are light armors. They cannot be detected if 
  they’re concealed under clothes.] 
   
  Servo-Assisted Ar-
  mored Suits 
  The pinnacle of modern armor technology, SAAS are full 
  body suits made from superhard materials, mostly a mix 
  of dense ceramics and tungsten carbide. They would be 
  too heavy for a man to move in them if they didn’t incor-
  porate hydraulic servomotors which increase the user’s 
  strength tenfold. Although they are extremely expensive, a 
  person encased in a SAAS is all but immune to personal 
  weapons and many other forms of attack. SAAS are 
  shielded from electromagnetic attacks and often contain 
  useful add-ons like air filters or targeting systems. 
  [All SAAS are heavy armors. They are completely pro-
  tected by electromagnetic attacks (pulsers, pulse gre-
  nades and anything else with the magnetic damage type) 
  as is their wearer. A SAAS will provide its user with a 
  Strength score, usable when he’s wearing it. This 
  Strength isn’t affected by the user’s Strength or by any 
  cyberware, bioware or other equipment he has. If the 
  user has a greater Strength score (unlikely), he uses his 
  own Strength instead. A SAAS’ weight is ignored for pur-
  poses of determining the load a character carries, be-
  cause it is handled exclusively by the servomotors. All 
  SAAS operate on small power generators which provide 
  power to the suit’s systems for one day of continuous 
  operation. When power runs out, the servos are immobi-
  lized and the user finds himself trapped in an armor he 
  can’t possibly move on his own.] 
   
  [All SAAS feature a helmet with tactical HUD, light 
  amplification (as starlight goggles), flare suppression, 
  built-in radio comm. And a filtered air supply (protecting 
  against gases and airborne biological agents). SAAS are 
  sealed armors, meaning that they are airtight and water-
  tight, sealing the user from the exterior environment 
  (except perhaps from the air supply). They also have ther-
  mal insulation and full temperature control (internal heat-
  ing and cooling system), providing a +5 equipment bonus 
  to Fortitude saves against cold and heat.] 
   
  [Each SAAS will have one or more mounts for 
  heavy weapons. A SAAS is able to mount up to a Huge 
  weapon under one of its arms; such a weapon is consid-
  ered securely mounted, cannot be disarmed and frees up 
  the user’s arm for other tasks. It will reduce recoil penal-
  ties as a tripod does (by 6 points).] 
   
  Vests 
  Vests are heavier than ballistic clothing or polymer body-
  Polymer Bodysuit Templates 
  Template
  Template
  Template
  Template 
  Resistance
  Resistance
  Resistance
  Resistance 
  Maximum Dex Bonus
  Maximum Dex Bonus
  Maximum Dex Bonus
  Maximum Dex Bonus 
  Armor Penalty
  Armor Penalty
  Armor Penalty
  Armor Penalty 
  Speed
  Speed
  Speed
  Speed 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Light 
  Ballistic 3, Piercing 1 
  +8 
  0 
  30 
  1 lb 
  13 
  -- 
  Moderate 
  Ballistic 4, Electrical 1, Piercing 2 
  +8 
  0 
  30 
  2 lbs 
  14 
  -- 
  Heavy 
  Ballistic 5, Electrical 2, Piercing 3 
  +6 
  -1 
  30 
  3 lbs 
  15 
  -- 
  SAAS Templates 
  Template
  Template
  Template
  Template 
  Resistance
  Resistance
  Resistance
  Resistance 
  Maximum Dex 
  Maximum Dex 
  Maximum Dex 
  Maximum Dex 
  Bonus
  Bonus
  Bonus
  Bonus 
  Armor 
  Armor 
  Armor 
  Armor 
  Penalty
  Penalty
  Penalty
  Penalty 
  Speed
  Speed
  Speed
  Speed Weight
  Weight
  Weight
  Weight 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Recon* 
  Acid 8, Ballistic 12, Bludgeoning 14, Concussion 10, Electrical 
  6, Fire 8, Piercing 12, Slashing 12, Sonic 4 
  +1 
  -6 
  20 
  150 lbs 
  36 
  Mil 
  Assault* Acid 10, Ballistic 13, Bludgeoning 14, Concussion 14, Electrical 
  8, Fire 10, Piercing 12, Slashing 12, Sonic 6 
  +0 
  -7 
  20 
  200 lbs 
  38 
  Mil 
  Support* Acid 10, Ballistic 15, Bludgeoning 16, Concussion 16, Electrical 
  8, Fire 12, Piercing 14, Slashing 16, Sonic 8 
  +0 
  -8 
  20 
  300 lbs 
  42 
  Mil 
  [*Recon: A reconnaissance SAAS has effective Strength 22 and can mount one heavy weapon.] 
  [*Assault: An assault SAAS has effective Strength 25 and can mount one heavy weapon.] 
  [*Support: A support SAAS has effective Strength 28 and can mount two heavy weapons (one under each arm). 
  
  31 
  suits and not as easily concealable, but they compensate 
  for these drawbacks with better protection against a va-
  riety of attacks. They cover the torso and abdomen, 
  sometimes accompanied by a helmet. They’re extensively 
  used by security personnel, the police and everyone else 
  who doesn’t mind advertising his use of armor. 
  [All vests are light armors. The thinnest of them can be 
  concealed under bulky clothing, but can be detected by 
  someone succeeding in a Spot check (the DC is noted in 
  the template’s statistics). The Purchase DC noted in the 
  parenthesis applies if you want to buy a helmet along with 
  the vest; wearing a helmet of course negates any attempt 
  to conceal the armor.] 
  Vest Templates 
  Template
  Template
  Template
  Template 
  Resistance
  Resistance
  Resistance
  Resistance 
  Maximum Dex 
  Maximum Dex 
  Maximum Dex 
  Maximum Dex 
  Bonus
  Bonus
  Bonus
  Bonus 
  Armor Pen-
  Armor Pen-
  Armor Pen-
  Armor Pen-
  alty
  alty
  alty
  alty 
  Speed
  Speed
  Speed
  Speed Weight
  Weight
  Weight
  Weight Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC Restriction
  Restriction
  Restriction
  Restriction 
  Fiber* 
  Ballistic 6, Electrical 2, Piercing 3, Slashing 3 
  +6 
  -1 
  30 
  4 lbs 
  16 (17) 
  -- 
  Hybrid* 
  Ballistic 7, Bludgeoning 2, Piercing 4, Slashing 4 
  +6 
  -2 
  30 
  8 lbs 
  17 (18) 
  Lic 
  Ceramic* 
  Ballistic 8, Bludgeoning 4, Electrical 4, Piercing 6, 
  Slashing 6 
  +5 
  -2 
  30 
  10 lbs 
  19 (20) 
  Res 
  [*Fiber: Spot DC 20 to detect under clothing.] 
  [*Hybrid: Spot DC 15 to detect under clothing] 
  [*Ceramic: Cannot be concealed under clothing.] 
  
  32 
  SPECIFIC ARMORS 
  [All specific armors are based on one of the weapon tem-
  plates found in this book. Some of them are distinct be-
  cause they differ in one or more statistics from the basic 
  template, while others have integral add-ons and modifi-
  cations, usually at a smaller cost than adding them sepa-
  rately. All specific armors however, follow the template 
  rules unless stated otherwise. Integral add-ons and modi-
  fications are already figured in the Purchase DC of the 
  armor.] 
  
  33 
  Model
  Model
  Model
  Model 
  Notes
  Notes
  Notes
  Notes 
  Template
  Template
  Template
  Template 
  Resistance
  Resistance
  Resistance
  Resistance 
  Maximum 
  Maximum 
  Maximum 
  Maximum 
  Dex Bonus
  Dex Bonus
  Dex Bonus
  Dex Bonus 
  Armor 
  Armor 
  Armor 
  Armor 
  Penalty
  Penalty
  Penalty
  Penalty 
  Spee
  Spee
  Spee
  Spee
  dddd 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  TraumaTek 
  Juggernaut 
    
  Assault SAAS 
  Acid 10, Ballistic 13, Bludgeoning 14, 
  Concussion 14, Electrical 8, Fire 10, 
  Piercing 12, Slashing 14, Sonic 6 
  +0 
  -7 
  20 
  200 
  38 
  Mil 
  CombaTech 
  BlastShield 
    
  Ceramic full 
  suit 
  Acid 3, Ballistic 10, Bludgeoning 9, 
  Concussion 8, Fire 6, Piercing 9, Slashing 
  9, Sonic 2 
  +3 
  -4 
  25 
  15 
  24 
  Mil 
  CombaTech 
  PolarShield 
  Thermal insulation (+5 equipment bonus to Fortitude saves vs cold). 
  Ceramic full 
  suit 
  Acid 3, Ballistic 10, Bludgeoning 9, 
  Concussion 8, Fire 12,, Piercing 9, 
  Slashing 9, Sonic 2 
  +3 
  -4 
  25 
  15 
  26 
  Mil 
  CombaTech 
  PyroShield 
    
  Ceramic full 
  suit 
  Acid 3, Ballistic 10, Bludgeoning 9, 
  Concussion 8, Fire 12, Piercing 9, Slash-
  ing 9, Sonic 2 
  +3 
  -4 
  25 
  15 
  26 
  Mil 
  Vikron Hi-
  Ceram 
  Includes helmet. 
  Ceramic vest 
  Ballistic 8, Bludgeoning 4, Electrical 4, 
  Piercing 6, Slashing 6 
  +5 
  -2 
  30 
  10 
  20 
  Res 
  CombaTech 
  SecureShield 
  Includes helmet. 
  Fiber vest 
  Ballistic 6, Electrical 2, Piercing 3, 
  Slashing 3 
  +6 
  -1 
  30 
  4 
  17 
  -- 
  Vikron Coat 
  Plus 
  Shaped as an overcoat. 
  Heavy ballistic 
  clothing 
  Ballistic 4 
  +8 
  0 
  30 
  1 
  16 
  -- 
  Vikron Uni 
  Plus 
    
  Heavy bodysuit 
  Ballistic 5, Electrical 2, Piercing 3 
  +6 
  0 
  30 
  3 
  15 
  -- 
  TraumaTek 
  Thorax 
  Includes helmet. 
  Hybrid vest 
  Ballistic 7, Bludgeoning 2, Electrical 4, 
  Piercing 4, Slashing 4 
  +6 
  -2 
  30 
  8 
  18 
  Lic 
  TraumaTek 
  Impact Shirt 
  Shaped as a shirt. 
  Light ballistic 
  clothing 
  Ballistic 2 
  Unlimited 
  0 
  30 
  0.1 
  14 
  -- 
  CombaTech 
  UrbanShield 
    
  Light bodysuit 
  Ballistic 3, Piercing 1 
  +8 
  0 
  30 
  1 
  13 
  -- 
  TraumaTek 
  Impact Suit 
  Shaped as a business suit. 
  Moderate 
  ballistic cloth-
  ing 
  Ballistic 3 
  Unlimited 
  0 
  30 
  0.5 
  15 
  -- 
  TrumaTek 
  Impact Suit 
  Plus 
  Shaped as an evening suit (or dress for the ladies) with the signa-
  ture of a major fashion designer. 
  Moderate 
  ballistic cloth-
  ing 
  Ballistic 3 
  Unlimited 
  0 
  30 
  0.5 
  17 
  -- 
  CombaTech 
  StreetShield 
    
  Moderate 
  bodysuit 
  Ballistic 4, Electrical 1,  Piercing 2 
  +8 
  0 
  30 
  2 
  14 
  -- 
  
  34 
  Model
  Model
  Model
  Model 
  Notes
  Notes
  Notes
  Notes 
  Template
  Template
  Template
  Template 
  Resistance
  Resistance
  Resistance
  Resistance 
  Maximum 
  Maximum 
  Maximum 
  Maximum 
  Dex Bonus
  Dex Bonus
  Dex Bonus
  Dex Bonus 
  Armor 
  Armor 
  Armor 
  Armor 
  Penalty
  Penalty
  Penalty
  Penalty 
  Spee
  Spee
  Spee
  Spee
  dddd 
  Weigh
  Weigh
  Weigh
  Weigh
  tttt 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  TrumaTek SEAL 
  Edition 
  Divers’ suit with thermal insulation (+5 equipment bonus to Forti-
  tude saves vs cold). 
  Moderate 
  bodysuit 
  Ballistic 4, Electrical 1, Piercing 2 
  +8 
  0 
  30 
  2 
  16 
  -- 
  TraumaTek 
  Jaguar 
    
  Recon SAAS 
  Acid 8, Ballistic 12, Bludgeoning 12, 
  Concussion 10, Electrical 6, Fire 8, 
  Piercing 11, Slashing 12, Sonic 4 
  +1 
  -6 
  20 
  150 
  36 
  Mil 
  Vikron Orca 
  Has an independent air supply that can last for 2 hours and a 
  hydromagnetic turbine that, when deployed, provides a speed of 45 
  ft per round in water. It can descend to a 500 yards depth. 
  Recon SAAS 
  Acid 8, Ballistic 12, Bludgeoning 12, 
  Concussion 10, Electrical 6, Fire 8, 
  Piercing 11, Slashing 12, Sonic 4 
  +1 
  -6 
  20 
  150 
  40 
  Mil 
  TraumaTek 
  Cavalier 
    
  Semimetallic 
  full suit 
  Acid 1, Ballistic 9, Bludgeoning 8, Con-
  cussion 4, Electrical 4, Fire 2, Piercing 
  8, Slashing 8, Sonic 1 
  +3 
  -4 
  25 
  13 
  22 
  Mil 
  CombaTech 
  ThreatShield 
    
  Superalloy full 
  suit 
  Acid 3, Ballistic 11, Bludgeoning 10, 
  Concussion 8, Fire 6, Piercing 10, Slash-
  ing 10, Sonic 2 
  +2 
  -5 
  20 
  20 
  26 
  Mil 
  TraumaTek 
  Desert Warrior 
  Internal cooling system (+5 equipment bonus to Fortitude saves vs 
  heat). 
  Superalloy full 
  suit 
  Acid 3, Ballistic 11, Bludgeoning 10, 
  Concussion 8, Fire 6, Piercing 10, Slash-
  ing 10, Sonic 2 
  +2 
  -5 
  20 
  20 
  28 
  Mil 
  Vikron Behe-
  moth 
    
  Support SAAS 
  Acid 10, Ballistic 15, Bludgeoning 16, 
  Concussion 16, Electrical 8, Fire 12, 
  Piercing 14, Slashing 16, Sonic 8 
  +0 
  -8 
  20 
  300 
  42 
  Mil 
  
  35 
  AMMUNITION 
  Special Ammunition 
   
  Ceramic Bullets 
  Ceramic bullets function normally against soft targets, 
  but they shatter upon impact with a hard surface. They’re 
  used in cases when collateral damage is more dangerous 
  than active opponents, for example inside nuclear facili-
  ties or orbital stations. 
  [Ceramic bullets are available for assault rifles, autoload-
  ers, machine pistols, revolvers, sniper rifles and subma-
  chine guns. Double the ballistic resistance of an armor or 
  hardness of an object against ceramic bullets. All damage 
  is negated if the ballistic resistance or hardness is 
  greater than 4 (the original value, not the doubled one).] 
   
  Dragonbreath Shells 
  These are probably the nastiest shells one can load a 
  shotgun with. A dragonbreath shell is essentially a load of 
  thermite that burns at 4,000 oC, turning a shotgun into a 
  mini-flamer. However, the high temperature developed 
  may prove disastrous for the shotgun. 
  [Dragonbreath shells are available for shotguns. A shot-
  gun firing such shells doesn’t use the usual shotgun rules. 
  Instead, it produces a 3dt wide, 15 ft long stream of 
  flames. No attack roll is necessary; anyone in that stream 
  takes 3d6 fire damage and may make a Reflex save (DC 
  15) for half damage. Anyone taking damage is automati-
  cally set on fire. After the attack, make a d% roll. On a 01-
  20 the shotgun’s barrel is warped from the heat and de-
  stroyed. 
   
  Dual-Purpose Bullets 
  These bullets are called dual-purpose because they per-
  form well against both armored and unarmored targets. 
  Each has a soft case designed to fragment, as well as a 
  steel rod at its core. When striking an unarmored target, 
  the bullet’s case breaks inside the wound maximizing the 
  damage caused. On the other hand, against armor the soft 
  core deforms while the steel rod slides free and acts as 
  an armor-piercing round. 
  [Dual-purpose bullets are available for autoloaders, re-
  volvers, machine pistols, submachine guns, assault rifles, 
  sniper rifles and railguns. Against a target without ballis-
  tic resistance or hardness, they are treated as hollow-
  points. Against a target with ballistic resistance or hard-
  ness, they are treated as steel penetrators.] 
   
  Explosive Bullets 
  These bullets contain a stable explosive charge at their 
  tips, designed to detonate milliseconds after impact, giv-
  ing them some time to penetrate armor. 
  [Explosive bullets are available for medium and heavy 
  autoloaders, medium and heavy revolvers, heavy machine 
  pistols, submachine guns, assault rifles, sniper rifles, 
  gatling guns (except from the mini-gatling) and railguns. 
  They inflict 25% secondary damage but do not modify 
  ballistic resistance or hardness.] 
   
  Full Metal Jacket Bullets 
  These bullets have a hard metal jacket that doesn’t break 
  as easily inside the body. Being slightly heavier, they 
  carry more kinetic energy, but don’t cause massive tissue 
  trauma. They are considered more humane than bullets 
  that fragment inside the wound and are used by most 
  militaries. 
  [Full metal jacket bullets are available for assault rifles, 
  autoloaders, gatling guns, machine pistols, machine guns, 
  sniper rifles and submachine guns. They inflict +1 damage, 
  but their critical range is smaller by 1 number (eg 20 in-
  stead of 19-20), although it can’t be less than 20.] 
   
  Glaser Safety Bullets and 
  Slugs 
  Possibly the deadliest small arms ammunition in exis-
  tence, a glaser round has a ceramic seal containing buck-
  shot pellets behind it. When it hits a target the seal 
  breaks, releasing the pellets in a semi-spherical shape. 
  Glasers cause massive tissue trauma and many people 
  have died from shock after taking a hit in a non-vital area. 
  Glasers are next to useless against even light armor, as 
  the seal breaks on impact with a hard surface and the 
  pellets are expended before penetrating into the body. The 
  “safety” part comes from the fact that a glaser is impos-
  
  36 
  sible to overpenetrate (ie it will not shoot through a tar-
  get to someone standing behind him). 
  [Glasers are available for heavy autoloaders and revolv-
  ers and as shotgun slugs. They do 100% secondary dam-
  age but an armor’s ballistic resistance is multiplied by 8 
  and an object’s hardness by 5). 
   
  HEAP Bullets 
  High-explosive armor-piercing bullets are less expensive 
  than tungsten penetrators and more capable of piercing 
  armor, but they have low lethality. A HEAP bullet resem-
  bles an explosive bullet, but the explosive payload is a 
  shaped charge that, upon detonating, transforms the 
  metal tip of the bullet into a pencil-thin jet of liquid metal 
  with speed that equals 25 times that of sound. This liquid 
  metal jet penetrates almost any armor very effectively, 
  but doesn’t have great lethality because of its thinness. 
  [HEAP bullets are available for assault rifles, autoloaders, 
  gatling guns, machine guns, machine pistols, railguns, 
  sniper rifles and submachine guns. They ignore up to 10 
  points of ballistic resistance or hardness the target has. 
  After ballistic resistance or hardness applies, halve the 
  remaining damage.] 
   
  Hollowpoint Bullets 
  These bullets have a hollow space behind their tip and 
  because of that fragment inside the body, causing mas-
  sive wounds (it’s common to see a small entry wound and 
  a huge exit wound). They perform very poorly against 
  armored or hard targets, since they tend to shatter when 
  they encounter resistance without actually penetrating. 
  Someone who knows what he’s doing can easily craft 
  home-made hollowpoints by using a sharp knife to cut a 
  cross-shaped notch at the bullet’s tip until the soft lead 
  core is exposed (this is called a dum-dum round). Hollow-
  points have been known to cause jams when firing on 
  autofire, so they’re not commonly used in automatic 
  weapons. 
  [Hollowpoints are normally available for autoloaders and 
  revolvers, although with a Craft (mechanical) check (DC 
  10) you can turn any standard bullet into a hollowpoint 
  one. Hollowpoints inflict 50% secondary damage but triple 
  an armor’s ballistic resistance or an object’s hardness. 
  When making an autofire or burst fire attack, roll a d% 
  before the attack roll; there is a 20% chance of a jam 
  occurring (a jam needs a full-round action to repair be-
  fore the weapon can be fired again).] 
  Jacketed Hollowpoint Bul-
  lets 
  These are hollowpoint bullets with a hard metal jacket that 
  keeps together better when going through hard materials. 
  They don’t fragment as much as regular hollowpoints, but 
  are more effective against armor. They’re also less prone 
  to malfunctions when used in automatic weapons. 
  [Jacketed hollowpoints are available for assault rifles, 
  autoloaders, machine pistols, revolvers, sniper rifles and 
  submachine guns. They can’t be simply crafted like hol-
  lowpoints can. They inflict 25% secondary damage, but 
  multiply an armor’s ballistic resistance or an object’s 
  hardness by 1.5. When making an autofire or burst fire 
  attack, roll a d% before the attack roll; there is a 10% 
  chance of a jam occurring (a jam needs a full-round ac-
  tion to repair before the weapon can be fired again.)] 
   
  Narrow Shot 
  These buckshot shells have their pellets arranged in such 
  a shape as to decrease their dispersal after they leave 
  the muzzle. They don’t have great accuracy but they’re 
  more deadly at long range than normal buckshot. 
  [Narrow shot is available for shotguns. It follows the rules 
  for buckshot, except that it doesn’t give any bonus to the 
  attack roll and only loses 1 point of damage per 2 full 
  range increments.] 
   
  Plastic Bullets 
  These soft bullets transfer their kinetic energy to the 
  target, but do not penetrate into the body. They are exten-
  sively used by the police against rioting crowds. Techni-
  cally non-lethal, they can be deadly if they score a head or 
  neck hit. 
  [Plastic bullets are available for assault rifles, autoload-
  ers, machine pistols, revolvers, submachine guns and 
  sniper rifles. They inflict non-lethal damage, except if they 
  score a critical hit in which they do lethal damage. An 
  object’s hardness is doubled against plastic bullets. If an 
  armor has bludgeoning resistance, use twice its level to 
  resist damage by a plastic bullet if it’s higher than the 
  armor’s ballistic resistance. An armor or object with 
  bludgeoning resistance or hardness greater than 4 (the 
  original value, not the doubled one) negates all damage by 
  a plastic bullet.] 
   
  
  37 
  Standard Ammunition 
  Type
  Type
  Type
  Type 
  Quantity
  Quantity
  Quantity
  Quantity 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  10-gause shotgun slugs 
  10 
  5 
  10-guage shotgun buckshot 
  10 
  5 
  12-gauge shotgun buckshot 
  10 
  4 
  12-gauge shotgun slugs 
  10 
  4 
  16-gauge shotgun buckshot 
  10 
  4 
  16-gauge shotgun slugs 
  10 
  4 
  Gatling cannon shells 
  20 
  7 
  Hand flamer fuel tank 
  1 
  5 
  Hand taser battery 
  1 
  4 
  Heavy assault rifle bullets 
  20 
  4 
  Heavy autoloader bullets 
  50 
  6 
  Heavy flamer fuel tank 
  1 
  7 
  Heavy laser rifle battery 
  1 
  8 
  Heavy machine gun bullets 
  20 
  6 
  Heavy machine pistol bullets 
  50 
  5 
  Heavy pulse laser battery 
  1 
  9 
  Heavy revolver bullets 
  50 
  6 
  Heavy sniper rifle bullets 
  20 
  6 
  Heavy submachine gun bullets 
  20 
  4 
  Laser handgun battery 
  1 
  6 
  Laser rifle battery 
  1 
  7 
  Lethal compressor gun 5-shot canister 
  1 
  6 
  Light assault rifle bullets 
  20 
  4 
  Light autoloader bullets 
  50 
  4 
  Light machine gun bullets 
  20 
  4 
  Type
  Type
  Type
  Type 
  Quantity
  Quantity
  Quantity
  Quantity 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Light machine pistol bullets 
  50 
  4 
  Light revolver bullets 
  50 
  4 
  Light sniper rifle bullets 
  20 
  4 
  Light submachine gun bullets 
  50 
  5 
  Medium autoloader bullets 
  50 
  5 
  Medium machine gun bullets 
  20 
  4 
  Medium revolver bullets 
  50 
  5 
  Medium sniper rifle bullets 
  20 
  4 
  Mini gatling bullets 
  50 
  4 
  Needler handgun flechettes 
  50 
  4 
  Needler rifle flechettes 
  50 
  4 
  Needler SMG flechettes 
  50 
  4 
  Point-defense gatling bullets 
  20 
  4 
  Portable gatling bullets 
  20 
  4 
  Powerful compressor gun 7-shot canister 
  1 
  5 
  Projectile taser capacitor flechettes 
  5 
  7 
  Pulse laser rifle battery 
  1 
  8 
  Pulser battery 
  1 
  6 
  Rail handgun rounds 
  20 
  3 
  Rail machine gun rounds 
  20 
  4 
  Rail rifle rounds 
  20 
  3 
  Reduced assault rifle bullets 
  20 
  4 
  Screamer battery 
  1 
  3 
  Standard compressor gun 10-shot canister 
  1 
  5 
  Underbarrel flamer fuel tank 
  1 
  4 
  Plastic Shot 
  This is buckshot containing plastic pellets that hurt like 
  hell but do no lasting damage in most cases. 
  [Plastic shot is available for shotguns and follows the 
  rules for buckshot. It inflicts non-lethal damage, except if 
  it scores a critical hit in which case it does lethal damage. 
  Plastic shot has a 19-20 critical range. An object’s hard-
  ness is quadrupled instead of just doubled against plastic 
  shot. If an armor has bludgeoning resistance, quadruple it 
  and use it instead of thrice the ballistic resistance if it’s 
  higher. An armor or object with bludgeoning resistance or 
  hardness greater than 4 (the original value, not the in-
  creased one) negates all plastic shot damage.] 
   
  Shok-Lok Slugs 
  These special metal-ceramic shotguns slugs turn into a 
  fine powder when impacting anything hard. They are used 
  by the police to shoot locks and hinges off doors without 
  harming those on the other side. 
  [Shok-lok slugs are only available for shotguns. Halve the 
  hardness of a door when used against its hinges or lock.] 
   
  Spider Shells 
  These fragile capsule shells break upon impact with the 
  target to splash him with their content: a special foam 
  which hardens when exposed to air, similar to that used in 
  spider grenades. Designed to immobilize rather than kill, 
  each box of spider shells comes with a bottle of catalyst 
  capable of dissolving the foam within half a minute. 
  [Spider shells are only available for shotguns. Someone 
  hit by a spider shell takes no damage but has to make a 
  Reflex save (DC 13 for a 16-gauge shotgun, 15 for a 12-
  gauge shotgun or 17 for a 10-gauge shotgun). On a failure, 
  he is trapped by the foam and paralysed. Even if he suc-
  ceeds, the foam still restricts his movements (halving his 
  speed and giving –4 Dexterity) until it is removed. The 
  foam has hardness 5 and 10 hit points; if it’s attacked 
  directly the target suffers one point of damage himself 
  
  38 
  for every point of damage rolled over the foam’s hard-
  ness. The safe way to free a trapped character is by using 
  the catalyst, which takes a full-round action to apply and 
  will dissolve the foam in 5 rounds.] 
   
  Starflash Shells 
  These low-velocity shotgun shells have an effect similar to 
  flash-bang grenades. 
  [Starflash shells are only available for 12-gauge and 10-
  gauge shotguns. A shotgun firing starflash shells is con-
  sidered to have range increment 70 ft and maximum 
  range 300 ft; the shell is targeted at a square like a 
  thrown explosive and scatters if it misses. A starflash 
  shell doesn’t cause any damage but anyone within 20 ft 
  facing its impact point must make a Fortitude save (DC 15) 
  to avoid being blinded for d4+2 rounds. A character with 
  flare suppression is immune to this effect. Furthermore, 
  anyone within 20 ft regardless of his facing must make a 
  Fortitude save (DC 15) or be deafened for d6+6 minutes. A 
  character with noise suppression or a soundproof helmet 
  is immune to this effect; good ear plugs give a +4 bonus to 
  the Fortitude saving throw.] 
   
  Steel Penetrator Bullets and 
  Slugs 
  These rounds have a steel core that is hard enough to go 
  through most personal armors. They have superior ar-
  mor-piercing capabilities, but they tend to pass through a 
  target cleanly without tumbling or deforming, minimizing 
  the trauma caused. 
  [Steel penetrators are available for assault rifles, auto-
  loaders, gatling guns, machine guns, machine pistols, rail-
  guns, sniper rifles and submachine guns, and as slugs for 
  shotguns. They ignore up to 4 points of ballistic resistance 
  or hardness the target has. After ballistic resistance or 
  hardness is applied, further reduce the remaining damage 
  by 25%. 
   
  Subsonic Bullets 
  Special Ammunition 
  Type
  Type
  Type
  Type 
  Quantity
  Quantity
  Quantity
  Quantity 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Ceramic bullets 
  As standard 
  Standard + 0 
  Lic 
  Dragonbreath shells 
  1 
  15 
  Res 
  Dual-purpose bullets 
  As standard 
  Standard + 7 
  Res 
  Explosive bullets 
  As standard 
  Standard + 4 
  Mil 
  Full metal jacket bullets 
  As standard 
  Standard + 0 
  Lic 
  Glaser safety bullets 
  As standard 
  Standard + 3 
  Lic 
  Glaser safety slugs 
  As standard 
  Standard + 3 
  Lic 
  HEAP bullets 
  As standard 
  Standard + 7 
  Mil 
  Hollowpoint bullets 
  As standard 
  Standard + 0 
  Lic 
  Jacketed hollowpoint bullets 
  As standard 
  Standard + 1 
  Lic 
  Narrow shot 
  As standard 
  Standard + 0 
  Lic 
  Plastic bullets 
  As standard 
  Standard + 0 
  Lic 
  Plastic shot 
  As standard 
  Standard + 0 
  Lic 
  Shok-lok slugs 
  As standard 
  Standard + 1 
  Lic 
  Spider shells 
  1 
  15 
  Lic 
  Starflash shells 
  1 
  12 
  Lic 
  Steel penetrator bullets 
  As standard 
  Standard + 5 
  Res 
  Steel penetrator slugs 
  As standard 
  Standard + 5 
  Res 
  Subsonic shells 
  As standard 
  Standard + 0 
  Res 
  Tear gas shells 
  1 
  11 
  Lic 
  Tracer bullets 
  As standard 
  Standard + 1 
  Lic 
  Tracer bullets, dim 
  As standard 
  Standard + 2 
  Res 
  Tungsten penetrator bullets 
  As standard 
  Standard + 9 
  Mil 
  Tungsten penetrator slugs 
  As standard 
  Standard + 9 
  Mil 
  Wide shot 
  As standard 
  Standard + 0 
  Lic 
  
  39 
  These bullets have a reduced charge so as to attain sub-
  sonic speeds and void the supersonic crack that is the 
  second largest source of gunfire noise after the muzzle 
  bang. Subsonic bullets have been developed to work along 
  with a sound suppressor, reducing gunfire noise to a 
  barely audible sound, although their lower velocity makes 
  them less powerful. 
  [Subsonic bullets are available for autoloaders, revolvers, 
  machine pistols, submachine guns, sniper rifles and as-
  sault rifles. After the ballistic resistance or the hardness 
  of the target applies, reduce the remaining damage by 
  25%. Increase the Listen DC to detect a shot from a 
  weapon equipped with a sound suppressor by 5.] 
   
  Tear Gas Shell 
  This is a low-velocity shotgun shell containing tear gas. It 
  is often used by the police. 
  [Tear gas shells are available only for 12-gauge and 10-
  gauge shotguns. A shotgun firing tear gas shells is con-
  sidered to have range increment 70 ft and maximum 
  range 300 ft; the shell is targeted at a square like a 
  thrown explosive and scatters if it misses. A tear gas 
  shell doesn’t cause any damage but on the round ir im-
  pacts it fills a 5 ft radius area around it with tear gas. On 
  the following round, it fills a 10 ft radius with tear gas. The 
  tear gas cloud disperses in 10 rounds, but a moderate 
  wind (11-21 mph) will disperse it in 4 rounds and a strong 
  wind (21+ mph) will disperse it in 1 round. The effects of 
  tear gas are described in a later section.] 
   
  Tracer Bullets 
  Commonly used in military automatic weapons, where 
  they are mixed with other kinds of ammunition, tracers 
  have an incendiary substance at their base that leaves a 
  fiery trail when they’re fired, assisting in guiding a burst 
  to the target. The so-called dim tracers use an incendiary 
  that leaves a trail only visible in the infrared, useful for 
  when you don’t want to reveal your position to the target. 
  Tracers are most effective in the dark, where their trail 
  can be seen far away. 
  [Tracers are available for machine guns, rail machine 
  guns and gatling guns. They can be mixed with other types 
  of ammunition at the rate of 1 tracer for every 4 other 
  rounds. If this is the case, use the effects of the other 
  rounds when an attack with the weapon is successful. 
  Tracers give a +1 fire control bonus to attack rolls for 
  autofire or burst fire made against a target that is up to 
  100 ft away in broad daylight, 300 ft away in lowlight or up 
  to 1,000 ft away in darkness. Dim tracers can only be seen 
  by those with infrared vision; the firer needs to have in-
  frared vision himself to take advantage of them.] 
   
  Tungsten Penetrator Bullets 
  and Slugs 
  These rounds have a core made from tungsten carbide, 
  which is one of the hardest materials known. Although 
  expensive, they are among the most efficient armor-
  piercing rounds available. Like steel penetrators, they 
  cause minimal tissue trauma. 
  [Tungsten penetrators are treated like steel penetrators, 
  but ignore up to 7 points of ballistic resistance or hard-
  ness.] 
   
  Wide Shot 
  These buckshot shells have their pellets arranged in such 
  a shape as to increase their dispersal after they leave the 
  muzzle. They increase accuracy at close range but rapidly 
  lose lethality. 
  [Wide shot is available for shotguns. It follows all rules for 
  buckshot, except that it gives a +2 circumstance bonus to 
  the attack roll and loses 2 points of damage per full range 
  increment.] 
   
  Grenades 
  Grenades are personal explosives which come in three 
  main forms: hand, 40 mm and rifled grenades. Hand gre-
  nades are designed to be thrown by the user. 40 mm gre-
  nades are designed to be used by a grenade launcher and 
  are smaller than hand ones. Rifled grenades are used in 
  conjunction with an assault rifle: the grenade fits over the 
  rifle’s muzzle and is launched when the rifle is fired, 
  “trapping” the bullet in its bore. Advancement in weapon 
  technology has also produced two additional subgroups, 
  airburst and cluster grenades. Airbursts use a range-
  finder to determine distance to the target and explode in 
  their air above it, minimizing available cover. Cluster gre-
  nades work similarly to airbursts, but they contain small 
  explosive charges which spread over an extended area. 
  [Hand grenades: Hand grenades don’t require any feat to 
  be thrown; any character is considered proficient in their 
  use. They have a range increment of 10 ft and cannot be 
  airbursts or cluster grenades.] 
  
  40 
   
  [40 mm grenades: 40 mm grenades can only be 
  fired by a grenade launcher. They arm after traveling at 
  least 30 ft, so they can’t be used at a target closer than 
  30 ft. They can be used in conjunction with a rangefinder 
  to determine their arming distance more accurately.] 
   
  [Rifled grenades: Rifled grenades can only be fired 
  by an assault rifle. You need to take a move action to fit 
  the grenade on the rifle’s muzzle prior to firing it. Rifled 
  grenades arm after traveling at least 30 ft, so they can’t 
  be used at a target closer than 30 ft. They can be used in 
  conjunction with a rangefinder to determine their arming 
  distance more accurately.] 
   
  [Airburst grenades: Airbursts are either 40 mm or 
  rifled grenades and need a rangefinder to work properly. 
  Before firing an airburst, you have to calculate range to 
  the target using the rangefinder (this takes a move ac-
  tion). If the targeted area doesn’t have cover from above 
  (like a roof), an airburst will negate all cover bonuses to 
  Defense or Reflex saves. If it misses its intended target an 
  airburst will not detonate, so don’t bother determining 
  scatter.] 
   
  [Cluster grenades: Cluster grenades function ex-
  actly like airbursts, but they have 50% more burst radius 
  because of the numerous charges they deploy.] 
   
  Canister 
  Canister grenades are only available for grenade launch-
  ers. A canister grenade is essentially a load of pellets, 
  turning a grenade launcher into a shotgun for when com-
  bat becomes up, close and personal. 
  [A canister grenade doesn’t follow any of the usual rules 
  for grenades and explosives. The spray of pellets it pro-
  duces must be aimed directly at one target (using his 
  Defense), who doesn’t get a saving throw to halve dam-
  age. A grenade launcher firing a canister round is consid-
  ered to have 30 ft range increment and 17-20 critical 
  range. A canister gives a +1 circumstance bonus to the 
  attack roll, but loses one point of damage per full range 
  increment. It deals 50% secondary damage, but triples 
  the ballistic resistance of armor and doubles an object’s 
  hardness.] 
   
  [Canister grenades cannot be airbursts or cluster 
  grenades and don’t have a minimum arming distance (ie 
  they can be fired on a target closer than 30 ft away.] 
   
  Concussion 
  This grenade only carries an explosive charge without any 
  fragmentation. It is also called an “offensive” grenade, 
  because the user can throw it during a charge without 
  having to worry about fragments hitting him. 
   
  Dual-Purpose 
  A dual-purpose grenade resembles a usual fragmentation 
  hand grenade, until a pin is removed in which case the 
  hard outer shell breaks away in pieces and all that re-
  mains is the soft inner shell and the explosive case, thus 
  turning the grenade into a concussion one. The fragmen-
  tation shell can be reassembled back in its position, al-
  though this takes more time than removing it. 
  [A dual-purpose grenade is only available as a hand gre-
  nade. It normally deals 4d6 slashing damage. By taking a 
  move action to remove the outer shell, it inflicts 4d4 con-
  cussion damage. Putting the shell back into place takes 3 
  rounds.] 
   
  Flash-Bang 
  These non-lethal grenades explode with a bright flash and 
  a loud bang, temporarily blinding and deafening. They are 
  a favorite of security forces and special police squads in 
  hostage situations. 
  [A flash-bang grenade is available as a hand grenade or 
  as a 40 mm grenade. When it detonates, everyone within 
  its burst radius facing its impact point must make a Forti-
  tude save (DC 15) or be blinded for d4+2 rounds. A char-
  acter with flare suppression is immune to this effect. 
  Furthermore, everyone within its blast radius, regardless 
  of their facing, must make a Fortitude save (DC 15) or be 
  deafened for d6+6 minutes. A character with noise sup-
  pression or a soundproof helmet is immune to this effect; 
  good ear plugs give a +4 bonus to the Fortitude saving 
  throw.] 
   
  Flechette 
  A flechettes grenade uses a small explosive charge to 
  shower the area with the deadly needle-like flechettes it 
  carries. It is very lethal against unprotected targets but 
  can’t penetrate hard materials. 
  [A flechette grenade inflicts 50% secondary damage but 
  triples the ballistic resistance of an armor and doubles an 
  object’s hardness.] 
   
  Fragmentation 
  This grenade has a pre-fractured case that shatters in 
  
  41 
  multiple deadly fragments when it explodes. It is also 
  called a “defensive” grenade, because it is assumed that 
  the user will throw it from cover to avoid getting hit by 
  the fragments. 
   
  Gas 
  A gas grenade is used to deliver a gaseous chemical 
  agent. Most often than not, this is tear gas and in this 
  form these grenades are extensively used by police 
  forces, but gas grenades can also be used in conjunction 
  with deadlier chemicals. 
  [On the round it impacts, a gas grenade fills a 5 ft radius 
  area around it with the gas it contains. On the following 
  round, it fills a 10 ft radius and on the third round a 15 ft 
  radius (a 40 mm gas grenade can only fill a 10 ft radius). 
  The gas cloud disperses after 10 rounds, although a mod-
  erate wind (11+ mph) disperses the gas in 4 rounds and a 
  strong wind (21+ mph) disperses it in one round. Gas gre-
  nades cannot be airbursts or cluster grenades.] 
   
  HEAP 
  A high-explosive armor-piercing grenade is only available 
  in 40 mm or rifled form and uses a shaped charge to 
  penetrate through armor. It is very effective at defeating 
  armored targets, but the shaped charge produces very 
  little sideblast. 
  [A HEAP grenade ignores up to 10 points of concussion 
  resistance or hardness from the target it strikes directly. 
  Other targets within the burst radius are unaffected by 
  this. A HEAP grenade cannot be a cluster grenade (but it 
  can be an airburst).] 
   
  High Explosive 
  A concussion grenade carrying a more potent explosive 
  charge. 
  Grenade
  Grenade
  Grenade
  Grenade 
  Damage
  Damage
  Damage
  Damage 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Burst 
  Burst 
  Burst 
  Burst 
  Radius
  Radius
  Radius
  Radius 
  Reflex 
  Reflex 
  Reflex 
  Reflex 
  DCDCDCDC 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Canister, 40 mm 
  3d10 
  Ballistic 
  -- 
  -- 
  Tiny 
  1 lb 
  12 
  Res 
  Concussion, 40 mm 
  3d4 
  Concussion 
  15 ft 
  15 
  Tiny 
  1 lb 
  15 
  Res 
  Concussion, hand or rifled 
  4d4 
  Concussion 
  20 ft 
  15 
  Tiny 
  2 lbs 
  15 
  Res 
  Dual-purpose, hand 
  4d6 or 
  4d4 
  Slashing or Concus-
  sion 
  20 ft 
  -- 
  Tiny 
  2 lbs 
  16 
  Res 
  Flash-bang, hand or 40 mm 
  -- 
  -- 
  30 ft 
  -- 
  Tiny 
  1 lb 
  13 
  Res 
  Flechette, 40 mm 
  3d6 
  Ballistic 
  15 ft 
  15 
  Tiny 
  1 lb 
  16 
  Res 
  Flechette, hand or rifled 
  4d6 
  Ballistic 
  20 ft 
  15 
  Tiny 
  2 lbs 
  16 
  Res 
  Fragmentation, 40 mm 
  3d6 
  Slashing 
  15 ft 
  15 
  Tiny 
  1 lb 
  15 
  Res 
  Fragmentation, hand or rifled 
  4d6 
  Slashing 
  20 ft 
  15 
  Tiny 
  2 lbs 
  15 
  Res 
  Gas, 40 mm 
  -- 
  -- 
  -- 
  -- 
  Tiny 
  1 lb 
  12 
  Lic 
  Gas, hand or rifled 
  -- 
  -- 
  -- 
  -- 
  Tiny 
  2 lbs 
  12 
  Lic 
  HEAP, 40 mm 
  4d6 
  Concussion 
  5 ft 
  15 
  Tiny 
  1 lb 
  18 
  Mil 
  HEAP, rifled 
  5d6 
  Concussion 
  5 ft 
  15 
  Tiny 
  2 lbs 
  18 
  Mil 
  High explosive, 40 mm 
  4d4 
  Concussion 
  20 ft 
  15 
  Tiny 
  1 lb 
  17 
  Mil 
  High explosive, hand or rifled 
  5d4 
  Concussion 
  25 ft 
  15 
  Tiny 
  2 lbs 
  17 
  Mil 
  Pulse, 40 mm 
  2d6 
  Magnetic 
  20 ft 
  -- 
  Tiny 
  1 lb 
  18 
  Mil 
  Pulse, hand or rifled 
  3d6 
  Magnetic 
  30 ft 
  -- 
  Tiny 
  2 lbs 
  18 
  Mil 
  Smoke, 40 mm 
  -- 
  -- 
  -- 
  -- 
  Tiny 
  1 lb 
  11 
  Lic 
  Smoke, hand or rifled 
  -- 
  -- 
  -- 
  -- 
  Tiny 
  2 lbs 
  10 
  Lic 
  Spider, 40 mm 
  -- 
  -- 
  5 ft 
  -- 
  Tiny 
  1 lb 
  16 
  Lic 
  Spider, hand 
  -- 
  -- 
  10 ft 
  -- 
  Tiny 
  2 lbs 
  16 
  Lic 
  Stingball, 40 mm 
  3d6 
  Bludgeoning (non-
  lethal) 
  15 ft 
  15 
  Tiny 
  1 lb 
  11 
  Lic 
  Stingball, hand 
  4d6 
  Bludgeoning (non-
  lethal) 
  20 ft 
  15 
  Tiny 
  2 lbs 
  11 
  Lic 
  White Phosphorous, 40 mm 
  2d6 
  Fire 
  10 ft 
  12 
  Tiny 
  1 lb 
  15 
  Res 
  White Phosphorous, hand or 
  rifled 
  2d6 
  Fire 
  20 ft 
  12 
  Tiny 
  2 lbs 
  15 
  Res 
  
  42 
  Pulse 
  A pulse grenade doesn’t explode per se, but it releases a 
  powerful electromagnetic pulse that is harmless to living 
  creatures and most objects, but devastating against elec-
  tronic equipment. A pulse grenade’s capacitors burn out 
  as they produce the powerful pulse, hence it cannot be 
  recovered and used again. 
  [A pulse grenade’s damage is treated like damage from a 
  pulser.] 
   
  Smoke 
  A smoke grenade doesn’t explode, but it releases a cloud 
  of smoke quickly enveloping the surrounding area. Smoke 
  grenades are useful for creating temporary cover and 
  concealment, confusion or as a barrier against lasers 
  (which can’t penetrate smoke). The smoke they use con-
  tains “hot” particles, so as to block infrared vision. 
  [On the round it impacts, a smoke grenade fills a 5 ft ra-
  dius around it with smoke. On the following round it fills a 
  10 ft radius and on the third round a 15 ft radius (a 40 mm 
  smoke grenade can only fill a 10 ft radius). The smoke 
  obscures all sight, including infrared vision, and harm-
  lessly disperses any laser beam attempting to pass 
  through it (laser sights and laser designators are also 
  useless inside the cloud). Anyone within the cloud has 
  total concealment. The cloud disperses after 10 rounds, 
  although a moderate wind (11+ mph) disperses the smoke 
  in 4 rounds and a strong wind (21+ mph) disperses it in 
  one round. Smoke grenades cannot be airbursts or clus-
  ter grenades.] 
   
  Spider 
  Spider grenades are designed to capture an opponent 
  rather than kill him. They explode by releasing a special 
  concentrated foam that hardens within moments when 
  exposed to air. The foam becomes so hard as to success-
  fully immobilize anyone within the grenade’s area of ef-
  fect. Each grenade comes with a bottle of catalyst which 
  can be used to dissolve the foam, freeing those trapped 
  by it. 
  [Anyone within a spider grenade’s burst radius must 
  make a Reflex save (DC 15) or be rendered paralyzed by 
  the foam. Someone who succeeds in his saving throw 
  avoids immobilization, but the foam still restricts his 
  movements (halving his speed and giving –4 Dexterity) 
  until it is removed. The foam has hardness 5 and 10 hit 
  points any attack directed on it will cause 1 points of dam-
  age to the trapped character for every point of damage 
  rolled above its hardness. The safe way to free as trapped 
  character is by using the catalyst, which takes a full-
  round action to apply and will dissolve the foam in 5 
  rounds.] 
   
  Stingball 
  Stingball grenades detonate by releasing hard rubber 
  pellets instead of fragments. They are non-lethal weapons 
  designed to disperse rioting crowds. 
  [Double the bludgeoning resistance of an armor or the 
  hardness of an object against a stingball grenade. Fur-
  thermore, a stingball’s damage is negated against an ar-
  mor with bludgeoning resistance or an object with hard-
  ness greater than 4 (the original value, not the doubled 
  one). 
   
  White Phosphorous 
  A white phosphorous is an incendiary explosive that show-
  ers an area with burning phosphorous fragments. Phos-
  phorous will almost certainly ignite any flammable mate-
  rial in the area, starting fires that may prove more dan-
  gerous than the explosion itself. 
  [Anyone taking damage from white phosphorous auto-
  matically catches on fire.] 
   
  Mini-Rockets 
  The revolutionary 20 mm mini-rockets are designed to be 
  launched from a gyrojet launcher. They have more effec-
  tive range than grenades and similar damage potential. 
  [Mini-rockets can only be fired from a gyrojet weapon. 
  They have a maximum range equal to 2,000 ft, regardless 
  of the gyrojet weapon used to launch them. If they miss 
  their intended target, they scatter as thrown explosives. 
  Mini-rockets can’t have any of the available targeting sys-
  tems for rockets, but they can be purchased as airbursts 
  or cluster mini-rockets (functioning similarly to the gre-
  nades of that type), requiring a rangefinder to operate.] 
   
  Concussion 
  A standard explosive mini-rocket without any fragmenta-
  tion. 
   
   
  
  43 
  Flash-Bang 
  This is a subdual munition, detonating with a bright flash 
  and a loud bang to temporarily blind and deafen. 
  [Everyone within the burst radius of a flash-bang mini-
  rocket facing its impact point must make a Fortitude save 
  (DC 15) or be blinded for d4+2 rounds. A character with 
  flare suppression is immune to this effect. Furthermore, 
  everyone within its burst radius, regardless of their fac-
  ing, must make a Fortitude save (DC 15) or be deafened 
  for d6+6 minutes. A character with noise suppression or 
  a soundproof helmet is immune to this effect; good ear 
  plugs give a +4 bonus to the saving throw.] 
   
  Flechette 
  This mini-rocket carries a load of flechettes that are le-
  thal to any unprotected target. 
  A flechette mini-rocket inflicts 50% secondary damage 
  but triples an armor’s ballistic resistance and doubles an 
  object’s hardness. 
   
  Fragmentation 
  A standard explosive mini-rocket with a heavy fragment-
  ing case. 
   
  Gas 
  A binary munition designed to deliver any dangerous 
  chemical agent. 
  [On the round it impacts, it fills a 5ft radius around it with 
  the gas it carries. On the following round it fills a 10 ft 
  radius and on the third round a 15 ft radius. The gas cloud 
  disperses in 10 rounds, although moderate wind (11+ mph) 
  will disperse it in 4 rounds and strong wind (21+ mph) will 
  disperse it in one round. A gas mini-rocket cannot be an 
  airburst or a cluster.] 
   
  HEAP 
  A high-explosive armor-piercing mini-rocket, with a 
  shaped charge payload designed to penetrate armor with-
  out much sideblast. 
  [A HEAP mini-rocket ignores up to 10 points of concussion 
  resistance or hardness from the target it strikes directly. 
  Other targets within the burst radius use their normal 
  concussion resistance or hardness. A HEAP mini-rocket 
  cannot be a cluster (but it can be an airburst).] 
   
  High Explosive 
  Akin to the standard explosive mini-rocket, this one car-
  ries a heavier payload. 
   
  Penetrator 
  This mini-rocket doesn’t have an explosive payload, but 
  breaks up just before striking the target, releasing a slen-
  der, aerodynamic, tungsten carbide dart that can go 
  through almost any armor. 
  [A penetrator mini-rocket must be aimed directly at a 
  target (use the target’s Defense) since it has no burst 
  radius. It will ignore up to 15 points of ballistic resistance 
  or hardness the target has. The target doesn’t get a Re-
  flex save to halve damage.] 
   
  Pulse 
  This mini rocket doesn’t explode, but releases a powerful 
  electromagnetic pulse to disable electronic equipment. It 
  is not reusable. 
  [A pulse mini-rocket’s damage is treated like damage 
  from a pulser.] 
   
  White Phosphorous 
  This is a standard incendiary mini-rocket that will set 
  everything flammable in the affected area on fire. 
  Mini
  Mini
  Mini
  Mini----Rocket
  Rocket
  Rocket
  Rocket 
  Damage
  Damage
  Damage
  Damage 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Burst Radius
  Burst Radius
  Burst Radius
  Burst Radius 
  Reflex DC
  Reflex DC
  Reflex DC
  Reflex DC 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Concussion 
  4d4 
  Concussion 
  15 ft 
  15 
  Small 
  2 lbs 
  17 
  Mil 
  Flash-bang 
  -- 
  -- 
  30 ft 
  -- 
  Small 
  2 lbs 
  15 
  Mil 
  Flechette 
  4d6 
  Ballistic 
  20 ft 
  15 
  Small 
  2 lbs 
  18 
  Mil 
  Fragmentation 
  4d6 
  Slashing 
  20 ft 
  15 
  Small 
  2 lbs 
  17 
  Mil 
  Gas 
  -- 
  -- 
  -- 
  -- 
  Small 
  2 lbs 
  14 
  Mil 
  HEAP 
  5d6 
  Concussion 
  5 ft 
  15 
  Small 
  2 lbs 
  20 
  Mil 
  High Explosive 
  5d4 
  Concussion 
  25 ft 
  15 
  Small 
  2 lbs 
  19 
  Mil 
  Penetrator 
  3d6 
  Ballistic 
  -- 
  -- 
  Small 
  2 lbs 
  20 
  Mil 
  Pulse 
  3d6 
  Magnetic 
  30 ft 
  -- 
  Small 
  2 lbs 
  20 
  Mil 
  White Phosphorous 
  2d6 
  Fire 
  20 ft 
  12 
  Small 
  2 lbs 
  17 
  Mil 
  
  44 
  [Anyone taking damage from a white phosphorous mini-
  rocket automatically catches on fire.] 
   
  Mortar Shells 
  [These shells are designed to be launched by mortars. 
  Light mortars can only fire the 50 mm version of the 
  shells. Heavy mortars can only fire the 80 mm versions.] 
   
  Anti-Personnel 
  These are high fragmentation shells, sending out hun-
  dreds of deadly shrapnel over an extended area. They can 
  decimate an entire infantry squad, but are notoriously 
  ineffective against heavily armored targets. 
   
  Explosive 
  A standard, commonly used shell with explosive filling but 
  little fragmentation. 
   
  Gas 
  A binary munition containing any debilitating or lethal 
  airborne chemical agent. 
  [On the round a gas shell impacts, it fills a 20 ft radius 
  area around it with the gas it contains. On each following 
  round, the radius of the area the gas fills increases by 20 
  ft, up to a maximum of 60 ft for a 50 mm shell or 100 ft 
  for a 80 mm shell. The gas cloud disperses after 10 
  rounds, although a moderate wind (1++ mph) disperses 
  the gas in 4 rounds and a strong wind (21+ mph) disperses 
  it in one round.] 
   
  High Explosive 
  A powerful shell with heavy explosive filling. 
  Incendiary 
  Incendiary shells contain a volatile mix of chemicals and 
  create a mini firestorm when they explode. 
  [Anyone taking damage from an incendiary shell automati-
  cally catches on fire.] 
   
  Smoke 
  Smoke shells are a terrific way to quickly set up a cover 
  of smoke. 
  [On the round a smoke shell impacts, it fills a 20 ft radius 
  area around it with smoke. On each following round, the 
  radius of the area the smoke fills increases by 20 ft, up to 
  a maximum of 60 ft for a 50 mm shell or 100 ft for a 80 
  mm shell. The smoke cloud disperses after 10 rounds, 
  although a moderate wind (1++ mph) disperses the smoke 
  in 4 rounds and a strong wind (21+ mph) disperses it in 
  one round. The smoke obscures all sight, including infra-
  red vision, and harmlessly disperses any laser beam at-
  tempting to pass through it (laser sights and laser desig-
  nators are also useless inside the cloud). Anyone within 
  the cloud has total concealment.] 
   
  Rockets 
  Rockets are powerful, self-propelled explosive projectiles, 
  somewhat slower than bullets but with greater range and 
  accuracy. The addition of a targeting system makes any 
  rocket a deadly weapon, able to strike a target from a 
  great distance. 
  [Rockets are launched from rocket launchers, but their 
  maximum range depends on their fuel capacity, not on the 
  range increment of the launcher. There are two general 
  types of rockets: light and heavy ones. Light rockets have 
  maximum range 5,000 ft, heavy rockets have maximum 
  Mortar Shell
  Mortar Shell
  Mortar Shell
  Mortar Shell 
  Damage
  Damage
  Damage
  Damage 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Burst Radius
  Burst Radius
  Burst Radius
  Burst Radius 
  Reflex DC
  Reflex DC
  Reflex DC
  Reflex DC 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Anti-personnel, 50 mm 
  6d6 
  Slashing 
  50 ft 
  15 
  Small 
  4 lbs 
  17 
  Mil 
  Anti-personnel, 80 mm 
  6d6 
  Slashing 
  75 ft 
  15 
  Medium 
  6 lbs 
  19 
  Mil 
  Explosive, 50 mm 
  8d6 
  Concussion 
  30 ft 
  15 
  Small 
  4 lbs 
  17 
  Mil 
  Explosive, 80 mm 
  12d6 
  Concussion 
  45 ft 
  15 
  Medium 
  6 lbs 
  19 
  Mil 
  Gas, 50 mm 
  -- 
  -- 
  -- 
  -- 
  Small 
  4 lbs 
  14 
  Mil 
  Gas, 80 mm 
  -- 
  -- 
  -- 
  -- 
  Medium 
  6 lbs 
  16 
  Mil 
  High explosive, 50 mm 
  10d6 
  Concussion 
  30 ft 
  15 
  Small 
  4 lbs 
  19 
  Mil 
  High explosive, 80 mm 
  14d6 
  Concussion 
  45 ft 
  15 
  Medium 
  6 lbs 
  21 
  Mil 
  Incendiary, 50 mm 
  6d6 
  Fire 
  15 ft 
  12 
  Small 
  4 lbs 
  17 
  Mil 
  Incendiary, 80 mm 
  8d6 
  Fire 
  30 ft 
  12 
  Medium 
  6 lbs 
  19 
  Mil 
  Smoke, 50 mm 
  -- 
  -- 
  -- 
  -- 
  Small 
  4 lbs 
  12 
  Mil 
  Smoke, 80 mm 
  -- 
  -- 
  -- 
  -- 
  Medium 
  6 lbs 
  14 
  Mil 
  
  45 
  range 15,000 ft. A rocket that misses its intended target 
  scatters as a thrown explosive weapon. Rockets arm only 
  after they have traveled for 50 ft, so that they can’t be 
  fired at a target closer than 50 ft away.] 
   
  [Targeting systems: Both the rocket and the 
  rocket launcher must be equipped with the same target-
  ing system for the user to take benefit of it. Details on 
  targeting system can be found in a later section.]  
   
  Anti-personnel 
  These rockets have been designed to take out a large 
  number of personnel, but they perform poorly against 
  hard targets. They rely on high fragmentation effects to 
  shower an extended area with deadly shrapnel. 
   
  Anti-vehicle 
  Anti-vehicle rockets use a powerful shaped charge to 
  penetrate armor. Most of them (especially the heaviest 
  ones) use tandem submunitions to defeat the reactive 
  armor of modern military vehicles, ie they use a small 
  charge designed to initiate the reactive armor, followed 
  by the main charge to pierce main armor. Because of the 
  shaped charge, they have little sideblast. 
  [An anti-vehicle rocket ignores up to 10 points of concus-
  sion resistance or hardness from the target it strikes 
  directly. Other targets within the burst radius use their 
  normal concussion resistance or hardness.] 
   
   
  Explosive 
  A standard explosive rocket with little to none fragmenta-
  tion. 
   
  Gas 
  This is a binary munition designed to deliver some lethal 
  chemical agent, which is mixed and evaporated on impact. 
  [On the round the gas rocket impacts, it fills a 20 ft radius 
  area with gas. On each following round, the radius of the 
  area the gas fills increases by 20 ft, up to a maximum of 
  60 ft for a light rocket or 100 ft for a heavy one. The gas 
  cloud disperses after 10 rounds, although a moderate 
  wind (11+ mph) disperses the gas in 4 rounds and a strong 
  wind (21+ mph) disperses it in one round.] 
   
  High Explosive 
  This rocket carries a more powerful payload than the 
  conventional explosive rocket. 
   
  Incendiary 
  This rocket showers the area surrounding its impact point 
  with deadly chemical fire. 
  [Anyone taking damage from an incendiary rocket auto-
  matically catches on fire.] 
   
  Penetrator 
  This is a non-explosive rocket that accelerates to high 
  velocities and breaks up just before striking the target to 
  Rocket
  Rocket
  Rocket
  Rocket 
  Damage
  Damage
  Damage
  Damage 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Burst Radius
  Burst Radius
  Burst Radius
  Burst Radius 
  Reflex DC
  Reflex DC
  Reflex DC
  Reflex DC 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Anti-personnel, heavy 
  6d6 
  Slashing 
  75 ft 
  15 
  Large 
  16 lbs 
  22 
  Mil 
  Anti-personnel, light 
  6d6 
  Slashing 
  50 ft 
  15 
  Medium 
  8 lbs 
  19 
  Mil 
  Anti-vehicle, heavy 
  15d6 
  Concussion 
  10 ft 
  15 
  Large 
  16 lbs 
  25 
  Mil 
  Anti-vehicle, light 
  10d6 
  Concussion 
  10 ft 
  15 
  Medium 
  8 lbs 
  22 
  Mil 
  Explosive, heavy 
  12d6 
  Concussion 
  45 ft 
  15 
  Large 
  16 lbs 
  22 
  Mil 
  Explosive, light 
  8d6 
  Concussion 
  30 ft 
  15 
  Medium 
  8 lbs 
  19 
  Mil 
  Gas, heavy 
  -- 
  -- 
  -- 
  -- 
  Large 
  16 lbs 
  20 
  Mil 
  Gas, light 
  -- 
  -- 
  -- 
  -- 
  Medium 
  8 lbs 
  17 
  Mil 
  High explosive, heavy 
  14d6 
  Concussion 
  45 ft 
  15 
  Large 
  16 lbs 
  24 
  Mil 
  High explosive, light 
  10d6 
  Concussion 
  30 ft 
  15 
  Medium 
  8 lbs 
  21 
  Mil 
  Incendiary, heavy 
  8d6 
  Fire 
  30 ft 
  12 
  Large 
  16 lbs 
  22 
  Mil 
  Incendiary, light 
  6d6 
  Fire 
  15 ft 
  12 
  Medium 
  8 lbs 
  19 
  Mil 
  Penetrator, heavy 
  12d6 
  Ballistic 
  -- 
  -- 
  Large 
  16 lbs 
  25 
  Mil 
  Penetrator, light 
  8d6 
  Ballistic 
  -- 
  -- 
  Medium 
  8 lbs 
  22 
  Mil 
  Pulse, heavy 
  4d6 
  Magnetic 
  75 ft 
  -- 
  Large 
  16 lbs 
  25 
  Mil 
  Pulse, light 
  4d6 
  Magnetic 
  50 ft 
  -- 
  Medium 
  8 lbs 
  22 
  Mil 
  
  46 
  release along, aerodynamic “dart” made from tungsten 
  carbide. At such velocities, the carbide dart can easily 
  pierce through any kind of armor. Although it lacks the 
  massive damage of explosives. A penetrator rocket has 
  superior armor-piercing capabilities. 
  [A penetrator rocket must be aimed directly at a target 
  (use the target’s Defense) since it has no burst radius. It 
  will ignore up to 25 points of ballistic resistance or hard-
  ness the target has. The target doesn’t get a Reflex save 
  to halve damage. 
  Pulse 
  A pulse rocket doesn’t explode but releases a powerful 
  electromagnetic pulse to disable electronic equipment. Its 
  capacitors are burnt out during the generation of the 
  pulse, so that the rocket cannot be retrieved and reused. 
  [A pulse rocket’s damage is treated like damage from a 
  pulser.] 
  
  47 
  WEAPON ADD-ONS AND 
  MODIFICATIONS 
  Auto Conversion 
  Nearly all semi-automatic firearms can be modified so as 
  to be capable of firing 3-round bursts or in full auto by a 
  professional gunsmith. 
  [This modification can be installed to any firearm firing 
  projectiles that has a “S” Rate of Fire, except from pump 
  shotguns, revolvers and railguns. The Rate of Fire be-
  comes “S, A” and the gun is capable of firing 3-round 
  bursts: it fires 3 bullets when used with the burst fire feat 
  to perform a burst fire attack and can be used with only 3 
  bullets in the weapon. If an expert performs the modifica-
  tion, the cost for it is the Purchase DC of the weapon mi-
  nus 4 (minimum 12). If you wish to install the modification 
  yourself, it is considered a task of moderate complexity 
  requiring the Craft (mechanical) skill and a cost equal to 
  the Purchase DC of the weapon minus 6 (minimum 10).] 
   
  Bipod 
  A bipod makes firing a gun from a prone position really 
  comfortable and its weight negates the tendency of the 
  muzzle to climb up after each shot and especially during 
  autofire. A bipod is a common feature of many machine 
  guns and sniper rifles. 
  [Bipods are available for assault rifles, laser rifles, ma-
  chine guns, rail machine guns, rail rifles and sniper rifles. 
  Each bipod will only fit weapons belonging to a specific 
  template. Attaching or removing a bipod to a weapon 
  takes a move action. A weapon with an attached bipod 
  reduces recoil penalties by 3 points when fired from a 
  prone position. However, when fired from another position 
  an attached bipod is unwieldy and inflicts a –1 penalty to 
  the attack roll.] 
   
  Drum Magazine 
  A “drum” is a large, circular magazine holding a large 
  number of ammunition. Its large capacity is balanced by 
  its non-existent concealability. 
  [Drums are available for assault rifles, machine guns 
  (those not using linked ammo) and submachine guns. A 
  drum magazine holds 50 rounds of ammunition. There are 
  also drums for auto shotguns that hold 20 shells. A 
  weapon with a drum magazine cannot be concealed under 
  clothing, regardless of its size. Replacing a drum maga-
  zine is a full-round action.] 
   
  Electrothermal Modification 
  This extensive modification can be installed on most fire-
  arms to allow them to take advantage of modern propel-
  lant technologies. An electrothermal weapon fires solid 
  projectiles without any propellant embedded in them. In-
  stead, the propellant is a liquid chemical mixture that is 
  injected into the chamber just prior to firing. An electrical 
  arc superheats the inert chemical into plasma that dilates 
  explosively, propelling the bullet to much greater veloci-
  ties than those achieved with conventional propellants. 
  [Any autoloader, machine pistol, submachine gun, assault 
  rifle, machine gun, gatling gun or sniper rifle can become 
  an electrothermal weapon. Such a weapon gets a +2 ve-
  locity bonus to damage but has its recoil level increased 
  by 1. The cost for making a weapon electrothermal is equal 
  to the weapon’s Purchase DC + 5.] 
   
  Emergency Link 
  An add-on used by many security conscious citizens, this 
  device incorporates a microscopic GPS module and a mini 
  cell phone. When the trigger of the weapon is pressed, the 
  cell phone pages the police with the location of the user. It 
  is possible to configure the cell phone to send the location 
  data to a number other than the police. Using a gun with 
  an active emergency link without a good reason is punish-
  able by a hefty fine (Purchase DC 10). 
  [Although the police receives the data within moments, 
  response time varies according to the user’s location.] 
   
  Extended Clip 
  This clip is longer and holds more rounds than regular 
  ones. 
  
  48 
  [Extended clips exist for all weapons with standard box 
  magazines (not helical clips or saddle drums, for exam-
  ple). An extended clip is purchased for a specific weapon 
  and only fits in that weapon. It holds 25% more rounds 
  than a standard clip.] 
   
  Gunlink 
  A gunlink is the ultimate accessory for those who want 
  total control of their weapon. It automates many of a 
  gun’s functions, like activating add-ons and changing set-
  tings, and slaves them to a nanocomputer via an input 
  plug that can be connected to a datajack, so that the user 
  can control them with his thought. 
  [A gunlink can be installed on any ranged weapon and 
  must be connected to a nanocomputer through a datajack 
  to work. It turns the following actions into free actions (no 
  matter how many times they’re taken in the same round): 
  1. Turning on/off a tactical flashlight, laser sight or a la-
  ser’s targeting beam, 2. Calculating distance to the target 
  with a range finder, 3. Changing the setting of a needler, 
  graser or screamer.] 
   
  Helical Clip 
  Helical clips are large, tubular magazines which can con-
  tain a great amount of ammunition arranged in a helical 
  pattern without being as bulky as drum magazines. They 
  are most often mounted on top of a weapon. Helical clips 
  exist in 50-round and 100-round capacity versions and 
  usually require modifications to be made to the weapon 
  before they can be used. 
  [A helical clip can be purchased for any Small or larger 
  autoloader, machine pistol, mini gatling, submachine gun, 
  assault rifle or machine gun (except from those using 
  linked ammo). The clip will only fit the weapon it was pur-
  chased for; Small weapons can only take the 50-round 
  version. Before a weapon can take a helical clip, it needs 
  to be modified by a professional gunsmith (a service with 
  Purchase DC 13 if you take it to an expert or a Craft 
  (mechanical) check of moderate complexity if you do it on 
  your own). Treat a gun with a helical clip as being one size 
  category larger for purposes of determining how well it 
  can be concealed. A helical clip needs a full-round action 
  to be replaced. 
   
  Laser Sight 
  This is a low-power laser device that mounts on a firearm 
  and projects a tiny red dot on the weapon’s target to as-
  sist in aiming. Its usefulness depends on how well you are 
  able to see the dot; thus, it is more useful in the dark and 
  than in broad daylight. 
  [A laser sight can be mounted on any Small or larger 
  weapon. Turning it on or off is a move action. In darkness, 
  it will provide a +1 fire control bonus on all attack rolls 
  made against targets no more than 60 ft away. This effec-
  tive range is reduced to 30 ft in lowlight conditions and to 
  only 15 ft in broad daylight. Laser sights cannot be used in 
  rain or smoke.] 
   
  Muzzle Brake 
  This accessory fits over one end of any firearms and 
  vents the gases produced by firing at such a vector so as 
  to counter the weapon’s recoil. Naturally, a muzzle brake 
  cannot be combined with a sound suppressor, which de-
  pends on absorbing the gases. 
  [A muzzle brake can be added to any firearm except from 
  grenade launchers, gyrojet weapons, railguns and rocket 
  launchers. It will not work along with a sound suppressor. 
  A standard muzzle brake reduces all recoil penalties by 1; 
  an improved version reduces recoil penalties by 2.] 
   
  Optical Targeting Module 
  Optical targeting is a high-tech targeting system for small 
  arms. This module can be installed on any weapon and 
  uses a link with HUD goggles or an optijack to display a 
  crosshair showing where the weapon is pointing at in the 
  user’s field of vision. 
  [An optical targeting module can be added to any ranged 
  weapon and needs HUD goggles or an optijack to work. It 
  provides a +2 fire control bonus to attack rolls.] 
   
  Printshield Finish 
  Highly illegal, this Teflon coating resists dirt and oil so 
  well that no set of prints can be taken from the weapon 
  even after years of use. A must for any criminal. 
   
  Propellant Chip 
  This is a minicomputer installed on a weapon having un-
  dergone the electrothermal modification to regulate the 
  dose of propellant used. The chip enables the user to se-
  lect a dose of propellant that will determine the bullet’s 
  velocity according to his needs. 
  [A propellant chip can be added to any weapon with the 
  
  49 
  electrothermal modification. The chip has 3 settings: low, 
  normal and hyper velocity. Low velocity shots are treated 
  as subsonic bullets (although the bullet fired retains its 
  properties if it’s special ammo), but they don’t get the 
  special +2 damage bonus from the electrothermal modifi-
  cation and the Recoil Level of the weapon is reduced by 1. 
  Normal velocity shots do normal damage (without the +2 
  bonus of the electrothermal modification). Hyper velocity 
  shots get the +2 damage bonus provided by the electro-
  thermal modification and the Recoil Level is increased by 
  1.] 
   
  Rangefinder 
  Installed on a rifle or grenade launcher, this device uses a 
  laser to accurately measure the distance to a target and 
  set the arming distance for the grenade’s warhead ac-
  cordingly. A grenade that misses the intended target and 
  scatters won’t detonate while controlled by this device. 
  Rangefinders are essential for the use of airbursts and 
  cluster rock grenades, which depend on the targeting 
  information to work properly. 
  [Rangefinders are available for assault rifles and grenade 
  launchers and work in conjunction with rifled or 400 mm 
  grenades. To use a grenade with a rangefinder you have 
  to calculate the distance to the target by taking a move 
  action prior to firing the grenade. A grenade controlled by 
  a rangefinder won’t detonate if it misses the intended 
  target and scatters.] 
   
  Saddle Drum 
  This type of magazine is popular in portable machine guns 
  and sometimes used in assault rifles as well. Also called a 
  “C Mag”, it has two drums with a bridge piece and the 
  bullets are fed one round from each drum alternatively. 
  [A saddle drum is available for assault rifles, light and 
  medium machine guns. It holds 100 rounds of ammunition. 
  A weapon with a saddle drum cannot be concealed under 
  clothing. Replacing a saddle drum takes a full-round ac-
  tion.] 
   
  Scangrip 
  This special electronic device can be installed to any fire-
  Add-on 
  Purchase DC 
  Restriction 
  Auto conversion 
  ? 
  Ill 
  Bipod 
  11 
  -- 
  Drum magazine 
  7 
  -- 
  Electrothermal modification 
  ? 
  Mil 
  Emergency link 
  14 
  -- 
  Extended clip 
  5 
  -- 
  Gunlink 
  15 
  -- 
  Helical cip, 50-round 
  10 
  -- 
  Helical clip, 100-round 
  12 
  -- 
  Laser sight 
  10 
  -- 
  Muzzle brake, improved 
  16 
  Res 
  Muzzle brake, standard 
  13 
  -- 
  Optical targeting module 
  17 
  -- 
  Printshield finish 
  17 
  Ill 
  Propellant chip 
  18 
  Mil 
  Rangefinder 
  13 
  -- 
  Saddle drum 
  8 
  -- 
  Scangrip, secure 
  17 
  -- 
  Scangrip, standard 
  14 
  -- 
  Scdope, flare suppression 
  13 
  -- 
  Scope, digital 
  16 
  -- 
  Scope, magnetic imaging 
  22 
  Res 
  Scope, standard 
  14 
  -- 
  Scope, starlite 
  17 
  -- 
  Scope, thermographic 
  18 
  -- 
  Sound suppressor 
  10 
  Res 
  Tactical flashlight, infrared 
  9 
  -- 
  Tactical flashlight, standard 
  6 
  -- 
  Tripod 
  13 
  -- 
  
  50 
  arms and uses a sensor placed in the weapon’s grip to 
  scan the palm print of the person holding the weapon. If 
  the print doesn’t match that of the rightful owner 
  (programmed in the device’s memory), the scangrip will 
  not release the safety lock. Scangrips are commonly used 
  by police officers, security personnel and anyone afraid 
  that his weapon may be used against him. Secure scan-
  grips use encryption to hamper any tampering attempts. 
  [Only the owner of  weapon equipped with a scangrip can 
  use it. Bypassing a scangrip’s protection requires the 
  Disable Device skill; a standard scangrip is considered an 
  average security device, a secure scangrip is considered 
  a high quality one.] 
   
  Scope 
  This sighting device mounts on top of a firearm and mag-
  nifies the target, making it easier to score a successful 
  hit at long range. However, its limited field of view makes 
  it difficult to use, especially in frantic situations. Apart 
  from the above standard scope, some other interesting 
  options can be added to a scope. These include: 
  • 
  Digital: A digital scope is essentially a camera that 
  captures anything the weapon is pointed at and 
  sends it to an output that may be connected to a 
  suitable recording device, HUD goggles or an opti-
  jack. If the user has access to the image captured 
  by his scope (through HUD goggles or an optijack), 
  he can use the scope to see what lies around cor-
  ners and even fire without exposing himself. 
  • 
  Flare suppression: This useful option adds a filter 
  than automatically adjusts the level of light re-
  ceived by the scope to protect the user from being 
  blinded by bright flashes of light. 
  • 
  Magnetic Imaging: Using advanced magnetic reso-
  nance technology, this scope is capable of piercing 
  solid obstacles, like doors or walls, to examine 
  what lies beyond them. This requires proximity to 
  the obstacle and the scope isn’t capable os seeing 
  through very thick or metallic objects, but it is 
  nevertheless a very useful feature. 
  • 
  Starlight: This scope amplifies the ambient lighting 
  to provide effective vision in darkness. It is how-
  ever, useless in total darkness. 
  • 
  Thermographic: This scope provides its user with 
  the ability to see in the infrared spectrum of light, 
  ie heat. It functions extremely well, even in total 
  darkness, although the user can only see sources 
  of heat (living creatures, vehicles with hot engines 
  etc). 
  [Scopes can be mounted on any Small or larger firearm. 
  To use a scope, you must first take a move action to ac-
  quire the target; if you decide to change targets you must 
  take a new move action to acquire another target. All 
  scopes are assumed to be standard scopes, although you 
  can add any number of options in a standard scope by 
  paying for each one separately. However, after a scope is 
  purchased no additional options may be added at a later 
  time. Options may only be added on a scope fitting a Me-
  dium or larger weapon; Small guns can only take standard 
  scopes.] 
   
  [Standard: Standard scopes double the range in-
  crement of the weapon, but only for the purpose of at-
  tacking the target acquired with the scope. Other factors, 
  like the weapon’s maximum range or a needler’s loss of 
  damage with range, are unaffected by the scope. A stan-
  dard scope will also reduce penalties for Spot checks to –
  1 per 50 feet of distance.] 
   
  [Digital: If you’ve linked a digital scope with HUD 
  goggles or an optijack, you can fire around corners with a 
  –4 penalty without exposing anything but your weapon and 
  arms (treat this as nine-tenths concealment).] 
   
  [Flare suppression: When looking through the 
  scope, the user has flare suppression.] 
   
  [Magnetic imaging: a magnetic imaging scope en-
  ables you to see through a non-metallic obstacle up to  
  one ft thick, if you are within 5 ft of it. You need to take a 
  move action to adjust the scope to the right settings to 
  see through an object. Such a thing negates any conceal-
  ment of the acquired target due to foliage. A magnetic 
  imaging scope doesn’t enhance your optical capabilities, 
  so you will still not be able to see through darkness. When 
  using such a scope to see through an obstacle, you can’t 
  use infrared vision or the light amplification properties of 
  starlight scopes or goggles.] 
   
  [Starlight: When looking through a starlight scope, 
  you can see in darkness three quarters as far as in day-
  light and the target acquired by the scope gets two de-
  grees of concealment due to darkness less (for example, 
  someone in near-total darkness will get only one-half and 
  someone in shadows won’t get any concealment). The 
  starlight scope doesn’t give any benefit in total darkness, 
  however. Seeing a bright flash (like that of a flash-bang 
  grenade) through a starlight scope gives a –2 penalty to 
  the Fortitude save made to avoid being blinded.] 
  
  51 
   
  [Thermographic: When looking through a thermo-
  graphic scope, you have infrared vision and are able to 
  see any sources of heat within your line of sight regard-
  less of the level of darkness, smoke, fog or foliage; the 
  scope doesn’t help you in seeing cold objects or hot tar-
  gets concealed by cold objects. A hot target acquired by 
  the scope will lose any concealment due to darkness, 
  smoke, fog or foliage. Note that the smoke generated by 
  smoke grenades and other such equipment is “hot” and 
  will thus block infrared vision.] 
   
  Sound Suppressor 
  A sound suppressor fits on the end of a firearm, capturing 
  the expanding gases traveling at supersonic speed during 
  gunfire and negating the noise of the muzzle bang. It is 
  especially effective when combined with subsonic rounds. 
  Suppressors are not common for automatic weapons, 
  since autofire quickly wears them out. 
  [Suppressors are available for assault rifles, autoloaders, 
  machine pistols, sniper rifles and submachine guns. A 
  suppressor will normally fit on all weapons of the same 
  template. Attaching or removing a suppressor takes a 
  move action. To detect the use of a suppressed firearm, 
  someone has to make a Listen check with DC 15; this is 
  increased to 20 if subsonic bullets are used. A suppressor 
  on an automatic weapons will be irrevocably damaged 
  after firing a total of 100 rounds in autofire or burst fire.] 
   
  Tripod 
  A tripod is a great mount used for receiving heavy weap-
  ons, like heavy machine guns., Never designed to be truly 
  portable, tripods are commonly used in fixed gun em-
  placements and provide unparalleled stability to any 
  weapon mounted on them. 
  [Tripods are available for grenade machine guns, medium 
  and heavy machine guns, portable and point-defense gat-
  ling guns, gatling cannons and heavy pulse lasers. Each 
  tripod will only fit weapons belonging to a specific tem-
  plate. Deploying a tripod and mounting a weapon on it 
  takes a full-round action; removing the weapon and pick-
  ing up the tripod is also a full-round action. A weapon 
  placed on a tripod must be fired from a sitting or kneeling 
  position. A tripod will reduce recoil penalties by 6.] 
   
  Tactical Flashlight 
  This is a small flashlight that mounts on most firearms 
  and provides illumination in dark environments. Its major 
  problem is that the enemy can spot you as well. This prob-
  lem is partially addressed by an infrared version that 
  provides illumination visible only to infrared vision 
  (thermographic score, goggles etc). 
  [A tactical flashlight can be mounted on top or under the 
  barrel of any Small or larger firearm and works as a 
  standard flashlight. In combat situations, you must take a 
  move action to turn it on or off. The infrared flashlight 
  provides illumination only if you have equipment or im-
  plants giving you infrared vision and will only be seen by 
  those with infrared vision as well. It will instantly activate 
  any heat scanner its beam falls on.] 
  
  52 
  ROCKET TARGETING SYS-
  TEMS 
  Modern targeting systems increase the accuracy, range 
  and effectiveness of rocket launchers and the ammunition 
  they carry by multitudes, enabling surgical strikes from a 
  great distance. There are many different targeting sys-
  tems; this diversity is made necessary by the fact that 
  there isn’t yet a targeting system that will perform at 
  peak efficiency against any kind of target or under every 
  possible condition. 
  [To make use of a targeting system, both the rocket 
  launcher and the rocket fired must contain equipment 
  necessary for the system’s functionality. This equipment 
  has a different Purchase DC for the launcher and the indi-
  vidual rockets. Some systems may require additional 
  equipment, detailed in their descriptions. Firing a guided 
  rocket means in most cases that you first have to acquire 
  a target, something which takes an attack action. A tar-
  geting system will typically negate any concealment due 
  to darkness, fog, smoke or foliage.] 
   
  Assisted Radar Tracking 
  This system resembles radar tracking, but the rocket 
  doesn’t have a radar of its own, instead receiving its tar-
  geting information from another nearby friendly radar. 
  This system is much less expensive than radar tracking 
  and allows the use of a more powerful radar, but is ren-
  dered useless if the targeting radar is destroyed or sim-
  ply too far away. 
  [This system works exactly like radar tracking, but the 
  target is detected by an independent radar that must lie 
  within 30 miles of the launcher.] 
   
  Infrared Tracking 
  Rockets with an infrared tracking system are heat-
  seeking, that is they detect emanations of heat and 
  change their course accordingly to hit their source. This 
  kind of targeting system is most commonly used in sur-
  face-to-air or air-to-air missiles, since airborne targets 
  have a clearer heat signature, especially if the missile can 
  lock on a jet’s exhaust. They’re much less effective 
  against surface targets, since the ground often masks 
  their heat signature.  
  [A rocket with an infrared tracking system has a range 
  increment of 2,000 ft (use this instead of the launcher’s 
  increment) and provides a +6 fire contro bonus to the 
  attack roll against airborne targets. Against ground tar-
  gets, the range increment drops to 1,000 ft and the fire 
  control bonus to +2. An infrared tracking system can only 
  acquire targets radiating heat, mainly vehicles on he 
  move (with “hot” engines). Although people are heat 
  sources theoretically, they’re radiate too little heat to be 
  tracked by this system. The “hot” smoke generated by 
  smoke grenades or smoke generators will provide effec-
  tive concealment against infrared tracking rockets.] 
   
  Laser Designator 
  A laser designator uses a low-power laser beam not 
  causing any harm to “paint” a target with laser radiation 
  in order to be tracked by a rocket with a laser tracking 
  system. 
  [Laser designators require the personal firearms profi-
  ciency feat and have a 200 ft range increment. They are 
  Medium-sized and are considered semi-automatic ranged 
  weapons. They can’t be used in rain or smoke.] 
   
  Laser Tracking 
  This system uses a sensor to detect the laser radiation 
  bounced off the target by a laser designator to guide to 
  rocket to it. The person using the laser designator need 
  not be the one operating the launcher, and indeed he usu-
  ally isn’t, nor must he be near to the launcher; in most 
  cases an observer in a forward position uses the designa-
  tor while the launcher fires the rocket from a safe dis-
  tance away. This tracking system is best suited for sur-
  face missiles, since it’s almost impossible to hold the des-
  ignator trained on a fast-moving airborne target. 
  [This system requires a laser designator. The person 
  operating the designator must take an attack action and 
  make a ranged attack roll to “paint” the target with the 
  laser radiation. This attack roll is penalized by –1 per 50 
  speed the target has. The person operating the launcher 
  
  53 
  simply takes an attack action to launch the rocket. A 
  rocket guided by laser tracking attack with the attack 
  bonus the designator’s operator has for the laser desig-
  nator plus a +5 fire control bonus, without being penalized 
  for range.] 
   
  Microwave Designator 
  A microwave designator “paints” a target with harmless 
  microwave radiation in order to be tracked by a rocket 
  with a microwave tracking system. 
  [Microwave designators require the personal firearms 
  proficiency feat and have a 200 ft range increment. They 
  are Medium-sized and are considered semi-automatic 
  ranged weapons.] 
   
  Microwave Tracking 
  This system uses a sensor to detect the microwave radia-
  tion bounced off the target by a microwave designator to 
  guide to rocket to it. The person using the microwave 
  designator need not be the one operating the launcher, 
  and indeed he usually isn’t, nor must he be near to the 
  launcher; in most cases an observer in a forward position 
  uses the designator while the launcher fires the rocket 
  from a safe distance away. This tracking system is best 
  suited for surface missiles, since it’s almost impossible to 
  hold the designator trained on a fast-moving airborne 
  target. 
  [This system requires a microwave designator. The per-
  son operating the designator must take an attack action 
  and make a ranged attack roll to “paint” the target with 
  the laser radiation. This attack roll is penalized by –1 per 
  50 speed the target has. The person operating the 
  launcher simply takes an attack action to launch the 
  rocket. A rocket guided by microwave tracking attack with 
  the attack bonus the designator’s operator has for the 
  laser designator plus a +5 fire control bonus, without 
  being penalized for range. Chaff are effective for provid-
  ing concealment against a rocket with microwave track-
  ing.] 
   
  Radar Radiation Tracking 
  This tracking system locks on an active radar used by an 
  enemy vehicle or base. Missiles with such targeting sys-
  tems have been designed to destroy enemy radar stations 
  or to suppress the use of radars by their mere presence, 
  “convincing” the enemy to turn them off instead of risking 
  a hit by one of these missiles. 
  [The launcher must be within the enemy radar’s effective 
  range. A rocket with such a targeting system has a 10,000 
  ft range increment (use this instead of the launcher’s 
  increment) and receives a +8 fire control bonus to the 
  attack roll. Only active, operating radar sources can be 
  tracked.] 
   
  Radar Tracking 
  This system uses a small radar device installed on the 
  rocket to track the target. It is an all-round effective sys-
  tem, but rather expensive and susceptible to electronic 
  countermeasures. 
  [A rocket with this system has either an air-search or 
  surface-search radar (depending on its role) of grade 1 to 
  grade 3 at beast. To fire such a rocket, the radar must 
  first detect the target (rules for radars are found in the 
  Mach Five section). If the target is successfully detected 
  by the radar, the rocket will have a 3,000 ft range incre-
  ment for airborne targets (use this instead of the 
  launcher’s increment) or a 1,500 ft range increment for 
  surface targets. In both cases, it receives a +5 fire con-
  trol bonus to the attack roll.] 
   
  Semi-automatic Tracking 
  Perhaps the simplest kind of targeting system available 
  Targeting System 
  Purchase DC 
  Restriction 
  Semi-automatic tracking 
  18 (launcher), 20 (rocket) 
  Mil 
  Infrared tracking 
  18 (launcher), 25 (rocket) 
  Mil 
  Assisted radar tracking 
  18 (launcher), 20 (rocket) 
  Mil 
  Laser tracking 
  18 (launcher), 25 (rocket) 
  Mil 
  Microwave tracking 
  18 (launcher), 25 (rocket) 
  Mil 
  Laser designator 
  12 
  Mil 
  Radar tracking, grade 1 
  18 (launcher), 28 (rocket) 
  Mil 
  Radar tracking, grade 2 
  18 (launcher), 30 (rocket) 
  Mil 
  Radar tracking, grade 3 
  18 (launcher), 32 (rocket) 
  Mil 
  Radar radiation tracking 
  18 (launcher), 25 (rocket) 
  Mil 
  Microwave designator 
  14 
  Mil 
  
  54 
  for rockets, semi-automatic tracking is nevertheless very 
  efficient in many cases and preferred in many anti-tank 
  guided missiles. As long as the firer keeps the target in-
  side the launcher’s sighting device, the rocket fired will 
  unerringly strike him; any corrections necessary are 
  made on flight. This system is almost always used for 
  ground-based missiles; airborne targets are usually too 
  fast for someone to manage to retain inside the 
  launcher’s sights for the whole duration of the missile’s 
  flight. 
  [Firing a rocket with semi-automatic tracking takes an 
  attack action without the user having to acquire the tar-
  get first. A rocket fired using this targeting system uses 
  twice the range increment of the launcher to determine 
  any range penalties and receives a +4 fire control bonus 
  to the attack roll. However, for every 50 speed the target 
  has, the attack roll receives a –1 penalty. Moreover, this 
  targeting system doesn’t negate any concealment due to 
  darkness, fog, smoke or foliage, unless the launcher or 
  the user has some specials sighting device (starlight or 
  thermographic).] 
  
  55 
  BATTLE SOFTWARE 
  Computers have revolutionized everything and the battle-
  field is no exception. For long army commanders have 
  used complex programs running on supercomputers to 
  test (at least in theory) various combat models, but now 
  software is also available for the lowly soldier to augment 
  his effectiveness in the battlefield. Most of the later soft-
  ware is designed to run on small, portable computers and 
  nanocomputers a soldier can carry without too much a 
  burden. 
  [This section uses some rules and statistics which are 
  fully explained in the Silicon Wizardry section.] 
   
  CombaTech Burst Control 
  Mk1 and Mk2 
  Burst Control uses a nanocomputer along with a cyber-
  arm to efficiently control the recoil of a weapon during 
  autofire. While the user fires an automatic weapon, the 
  program measures the recoil stresses produced by the 
  gun and makes fine adjustments to the cyberarm’s posi-
  tion to compensate and keep the weapon steady.  
  [Burst Control requires a nanocomputer and a cyberarm. 
  Version Mk1 reduces recoil penalties by 1, but only on 
  autofire or burst fire mode and only for one-handed fire-
  arms. Version Mk2 also works for two-handed firearms 
  (longarms) but requires two cyberarms.] 
   
  CombaTech TacOps 
  TacOps (Tactical Operations) is a program designed with 
  the squad leader in mind. Optimised to run on portable 
  computers and nanocomputers, it provides a small-unit 
  tactician with everything he might need: detailed maps of 
  the battlefield area, weather reports, troop deployment, 
  all with the press of a button! 
  [TacOps comes in grades. An active TacOps while provide 
  a software bonus equal to its grade to all Knowledge 
  (tactics) checks made during a battle.] 
   
  Phalanxware Cybertargeting 
  Mk1 and Mk2 
  Cybertargeting makes creative use of cybernetic implants 
  to provide the most effective small arms targeting system 
  known today. The program runs on a nanocomputer and it 
  also needs a cyberarm and a weapon equipped with an 
  optical link. Cybertargeting automates the aiming and 
  firing process almost completely. The user only needs to 
  give the nanocomputer a mental command to fire on a 
  target in his field of vision. Cybertargeting than assumes 
  control of the cyberarm and moves the weapon to bear on 
  the target. The data received from the weapon’s optical 
  link is used to make the final adjustments in the arm and 
  wrist position. As a safeguard, the user must press the 
  trigger himself; the program doesn’t do it for him. The end 
  result is a lightning-quick, almost perfect firing motion. 
  [Cybertargeting needs a nanocomputer and a cyberarm 
  to work. While active, it provides a +4 fire control bonus 
  to attack rolls with weapons it can handle. Version Mk1 can 
  only control sidearms (guns wielded with one hand), as 
  it’s not able to perform the complex calculations needed 
  to move and calibrate two arms. Version Mk2 is able to 
  control longarms (weapons requiring both hands), but 
  also needs two cyberarms. Both programs cannot fire 
  weapons from a prone position or weapons that are 
  placed on a bipod or tripod. ] 
   
  Phalanxware IFF 
  IFF stands for Interrogate Friend or Foe and is  great 
  Program 
  Programming DC 
  Speed 
  Slots 
  Active Slots 
  Storage Slots 
  Purchase DC 
  Restriction 
  CombaTech Burst Control Mk1 
  25 
  3 
  3 
  6 
  22 
  Res 
  CombaTech Burst Control Mk2 
  25 
  5 
  5 
  8 
  24 
  Res 
  CombaTech TacOps, grade 1 
  20 
  1 
  1 
  2 
  19 
  Res 
  CombaTech TacOps, grade 2 
  22 
  1 
  2 
  3 
  21 
  Res 
  CombaTech TacOps, grade 3 
  24 
  2 
  3 
  4 
  23 
  Res 
  Phalanxware Cybertargeting 
  Mk1 
  25 
  4 
  3 
  6 
  25 
  Res 
  Phalanxware Cybertargeting 
  Mk2 
  28 
  6 
  6 
  10 
  27 
  Res 
  Phalanxware IFF 
  25 
  4 
  3 
  6 
  22 
  Res 
  
  56 
  companion for any optical targeting system. To use it, the 
  character needs to have an installed nanocomputer along 
  with a datajack, an optijack or HUD goggles and of course 
  a weapon equipped with an optical link. What IFF basically 
  does is that it uses the nanocomputer to detect the user’s 
  autonomic responses as he fires and determines who he 
  considers a friend and who a foe. No effort on the user’s 
  part is required; the program does all the work automati-
  cally without distracting him. IFF uses the information it 
  receives to halt the weapon from firing if the optical link 
  is aimed on a friendly target. This means that the user 
  never has to worry about accidentally shooting an ally, 
  something very useful in frantic, close quarters firefights.  
  [IFF needs a nanocomputer and works in conjunction with 
  any weapon equipped with an optical targeting module. 
  The use of IFF negates the -4 penalty for shooting at a 
  target who is engaged in melee combat with a friend. 
  Moreover, if the user performs autofire with an automatic 
  weapon no one of his “friends” is going to be hit, since the 
  program halts the weapon from firing for as long as it is 
  needed to bypass a friendly target.] 
  
  57 
  SECTION TWO 
   
  BEYOND FLESH 
  
  58 
  Cyberware 
  Cyberware is a slang term referring to electronic im-
  plants installed in the human body and merged with or-
  ganic tissue to replace lost functions (like an artificial 
  limb in place of a severed one), enhance its capabilities 
  (like muscle replacements to increase physical strength) 
  or provide new abilities (like infrared vision). These im-
  plants are specially designed to merge with the host’s 
  tissues and interact with them. In short, they become 
  extensions of the host’s body. The main advantage of cy-
  berware is that they can be very powerful and versatile, 
  bringing the perfection of machines to the fragile human 
  body. Unfortunately, they are foreign bodies and take a 
  heavy toll on the body’s health and immune system. 
   
  Installation 
  Installing an implant requires extensive surgery and post-
  surgical treatment with immunity suppression medication 
  so that the body doesn’t reject the implant. To reduce the 
  cost of an implant, someone may use a friend of his to 
  perform the surgical operation provided he has the 
  proper skills and access to a medical facility. After the 
  operation, the recipient of the implant will typically be 
  incapacitated for a short period during which he is 
  treated with the immunity suppression drugs; he must 
  remain in a relatively sterile environment during this time 
  as even a common flu may be catastrophic for his health. 
  [The cost for surgery and drug treatment is included in an 
  implant’s Purchase DC. A friend of the character can per-
  form the operation himself if he has access to the proper 
  equipment; this will decrease the Purchase DC by 4, but 
  the person performing the operation must have the Sur-
  gery feat and succeed in a Treat Injury check with a DC 
  depending on the type of the implant being installed. Im-
  plant surgery takes d3 hours per point of Tolerance (or 
  fraction thereof) the implant has.] 
   
  [After the operation ends, the recipient of the 
  implant is fatigued for 2 days and has to begin receive the 
  immunity suppression drugs immediately. Treatment with 
  this medication lasts for one week per point of Tolerance 
  (or fraction thereof) the implant has. If this medication is 
  interrupted before the treatment concludes, the implant 
  is rejected by the body and the character loses 1 hit point 
  per day until the implant is removed (these hit points can-
  not be recovered if the rejected implant remains in the 
  body). While under treatment, a character is especially 
  vulnerable to disease: he suffers a –10 penalty to any 
  Fortitude save made against a disease and disease dam-
  age is doubled.] 
   
  Specialized Implants 
  Although implants provide several benefits, they cause a 
  deterioration in general health and they’re electronic 
  devices, meaning that they are vulnerable to the attacks 
  of pulsers and similar weapons. Indeed, someone with a 
  pulser can easily disable an implanted opponent by knock-
  ing out of order a cyberlimb, cybereye or nanocomputer. 
  To face these inherent disadvantages, two new types of 
  implants have been developed, although they are still too 
  expensive to be commonly available: biocompatible and 
  magshielded implants. 
   
  Biocompatible implants feature an exterior layer 
  of synthetic bone and pure titanium. These materials have 
  been known to produce a minimum level of inflammation 
  and rejection, so they dramatically decrease an implant’s 
  deteriorating influence on health. 
   
  Magshielded implants have their electronic com-
  ponents encased in protective shells made from heavy 
  materials, thus shielding them from electromagnetic at-
  tacks. 
  [The biocompatible and magshielded option can be added 
  to any implant prior to its installation (they can’t be added 
  after the implant is installed). Both of them may be added 
  to an implant, if so desired.] 
   
  [A biocompatible implant has its Purchase DC in-
  creased by 4, but only has half of the normal Tolerance 
  (keep any resulting fractions without rounding them up or 
  down).] 
   
  [A magshielded implant has its Purchase DC in-
  creased by 4, but is rendered immune to the attack of 
  pulsers, pulse grenades and any other weapon with the 
  magnetic damage type.] 
   
  BIOTECHNOLOGY 
  
  59 
  Bioware 
  Bioware is a slang term for genetic modifications. They 
  generally do the same job with cyberware, improving body 
  functions or adding new ones. However, whereas cyber-
  ware are based on artificial devices merging with living 
  tissue, bioware are made of living tissue themselves, pro-
  duced by alterations in the subject’s genetic code. This 
  makes bioware less potent, but also gives them distinct 
  advantages like subtlety. Also, being organic, they don’t 
  face any rejection problems and take a lighter toll on the 
  body. 
   
  Installation 
  Bioware do not require expensive electronic equipment to 
  be surgically installed and do not incapacitate the recipi-
  ent with post-surgical treatment. They are installed sim-
  ply by altering the recipient’s genetic code in a few key 
  parts of his body. This requires the recipient’s DNA to be 
  analyzed and then a tailored retrovirus to be constructed. 
  The recipient is then infected with the retrovirus, which 
  brings about the necessary alterations in his genetic 
  code, and all he has to do is wait until the changes made 
  in his DNA are expressed. Because changes are made in 
  the recipient’s mundane body cells rather than his genetic 
  cells, they are not hereditary. 
  [The cost for the DNA analysis of the recipient and the 
  construction of a tailored retrovirus is included in the 
  Purchase DC. Someone with the proper knowledge and 
  access to an equipped biolab could do these things by 
  himself and reduce the Purchase DC of a bioware by 5 
  points. This work requires a successful Craft 
  (pharmaceutical) check using the Construction DC for the 
  bioware and takes 3 days per 0.25 of Tolerance the bio-
  ware has. A retrovirus will only work on the character it 
  was constructed for.] 
   
  [Once the character is infected by the retrovirus, 
  the bioware will become operational after one week per 
  0.25 points of Tolerance it has. During this waiting period, 
  the recipient doesn’t suffer any adverse effects.] 
   
  Tolerance 
  Cybernetic implants take their toll on a character’s health 
  since they’re foreign bodies which face rejection by the 
  immune system. Bioware on the other hand are less inva-
  sive and rely on organic principles, so they don't cause as 
  many problems. They do, however, bring about changes in 
  the recipient’s DNA, a vast portion of which is still little 
  understood, and these changes may have unforeseen 
  long-term effects. Thus, both cyberware and bioware 
  cause a deterioration in someone’s health. This is the only 
  obstacle that stops some people from stacking cyberware 
  upon cyberware and bioware upon bioware. In some 
  cases, people with extensive body modifications have died 
  an ugly death as their immune system suddenly went hay-
  wire, killing them within mere hours from severe allergic 
  shock or multiple rampant infections. Others have died 
  slowly, as numerous tumors consumed their bodies from 
  within. 
  [Each cyberware and bioware has a Tolerance level. Tol-
  erance is a measure of how invasive a modification is and 
  how much it affects the health and bodily functions of the 
  recipient.] 
   
  [No man can have a total Tolerance (the sum of all 
  his modifications’ individual levels) equal to or greater 
  than his permanent Constitution score. If this ever hap-
  pens, he dies a gruesome and spectacular death as his 
  body turns against itself. Details are left to the Gamemas-
  ter, but there’s no salvation from this fate. Note that be-
  cause Tolerance is compared to permanent Constitution, 
  a character that has suffered temporary Constitution 
  damage from poison or disease will not have any prob-
  lems with his modifications. However, a character that 
  suffers permanent Constitution loss from a particularly 
  toxic poison or disease may quickly find himself in a des-
  perate situation.] 
   
  [Even if someone’s total Tolerance doesn’t exceed 
  the threshold placed by his Constitution, he will certainly 
  face health problems, especially when his body is defend-
  ing against threats like disease, poison, radiation, toxic 
  waste etc. Tolerance decreases the character’s Constitu-
  tion (to a minimum of 1) when making Fortitude saves 
  against the aforementioned health threats. For example, 
  let’s take a character with Constitution 16 who is infected 
  with a deadly virus. His Constitution score would have 
  given him a +3 bonus to the fortitude save against the 
  disease, but he happens to have extensive modifications 
  reaching a total of 12 Tolerance points. This means that 
  his Constitution is decreased to an effective score of 4, 
  thereby inflicting a –3 penalty to his saving throw.] 
   
  [When determining total Tolerance for a charac-
  ter, disregard any fractions without rounding them up or 
  down. For example, 3 implants each having 0.25 Tolerance 
  
  60 
  do not give any total Tolerance, by 4 such implants pro-
  duce Tolerance 1.] 
  
  61 
  Acoustic Jack 
  This implant connects directly to the user’s acoustic 
  nerve and can feed sound to the brain, originating from 
  other implants or external sources (via datajack). In es-
  sence, it is a personal audio device. 
  [An acoustic jack requires one control slot from a nano-
  computer. Receiving sound from an external source also 
  requires a datajack.] 
   
  Adrenal Chip 
  This small implant connects to the adrenal glands and is 
  controlled by a nanocomputer. Through the nanocom-
  puter, the user can activate the chip to trigger increased 
  production of adrenaline, increasing reflexes, reaction 
  speed and physical strength. This overall boost lasts for a 
  limited amount of time, because the adrenaline is quickly 
  metabolized and afterwards the user feels drained of 
  energy. This feeling of exhaustion only worsens with each 
  activation of the chip, so most users refrain from using it 
  occasionally, saving it for special occasions. 
  [An adrenal chip requires a nanocomputer. Activating the 
  chip is a free action and will provide a +2 adrenal bonus 
  to Strength, initiative, Defense and Reflex saves. These 
  benefits last for one minute and afterwards the user must 
  make a Fortitude save (DC 12) or become fatigued. The DC 
  of the saving throw is increased by one point each time 
  the chip is used, to a maximum of DC 20. The DC resets 
  back to 12 after the character has a full 8-hour rest.] 
   
  Air Tank 
  This small reservoir connects to the lungs and stores 
  highly compressed air for use in emergencies. A chemical 
  detector in the pulmonary vein measures the 
  concentration of oxygen in the blood and releases air 
  from the tank into the lungs when it drops low. The tank 
  automatically replenishes its supply by drawing air from 
  within the lungs when the user breaths normally. 
  [An air tank allows a character to breath for up to 15 min-
  utes in asphyxiating conditions. When it is not in use and 
  there is available air, the tank will regain one minute 
  worth of air for every 10 minutes passing.] 
  Bioscanner 
  A small but very useful implant, the bioscanner monitors 
  several body functions, like heart rate, blood pressure, 
  blood gases, white blood cells etc, and presents the infor-
  mation to the user through an optijack. 
  [A bioscanner requires an optijack. It confers a +2 cir-
  cumstance bonus to any checks made to diagnose a 
  health condition afflicting the user. It can also be used to 
  program a lifesaver with automatic responses.] 
   
  Body Plating 
  Body plating consists of subdermal layers of impact-
  resistant fibers which cover most of the recipient’s torso. 
  Although not as protective as most armors, the plating is 
  completely invisible and may be combined with armor for 
  maximum protection. The heaviest types of plating cannot 
  be supported by the body on their own and need to be 
  mounted on an endoskeleton. 
  [Body plating is available in several grades, each grade 
  providing its own resistance levels. The resistance of 
  body plating is fully cumulative with that of an armor. 
  Grades 4-6 require an endoskeleton.] 
  Concealed Compartment 
  Technically, this isn’t an implant but a hollow space de-
  signed into a cyberlimb to store small items. 
  [A concealed compartment can store one Tiny, two Di-
  minutive or four Fine objects.] 
   
  Concealed Firearm 
  This is actually a heavily modified firearm concealed in-
  side a cyberlimb. The weapon is fired through a port in the 
  CYBERWARE 
  Grade
  Grade
  Grade
  Grade 
  Resistance
  Resistance
  Resistance
  Resistance 
  1 
  Ballistic 1 
  2 
  Ballistic 2 
  3 
  Ballistic 2, Slashing 1, Piercing 1 
  4 
  Ballistic 2, Slashing 2, Piercing 2 
  5 
  Ballistic 3, Slashing 2, Piercing 2 
  6 
  Ballistic 3, Slashing 3, Piercing 3 
  
  62 
  palm, which closes when not needed, and its action is 
  controlled by a nanocomputer. There are several choices 
  of weapons that can be installed in a cyberarm. Although 
  the weapon cannot be effectively aimed and reloading it is 
  a difficult and time-consuming procedure, it compensates 
  with its incredible concealability. 
  [A concealed firearm needs a cyberarm and a nanocom-
  puter. The user can choose to install one of the following 
  weapons: light autoloader, medium autoloader, heavy 
  autoloader, light machine pistol, heavy machine pistol or a 
  needler handgun (use the templates for these weapons). A 
  concealed weapon cannot accept add-ons. Its range in-
  crement is reduced to 15 ft, but only for purpose of deter-
  mining range penalties. Reloading a concealed weapon 
  takes 3 rounds.] 
  Control Interface 
  This implant allows the user to control a properly config-
  ured vehicle (one that has an installed remote control 
  platform) with his thought through a nanocomputer, as 
  well as any accessories or weapons rigged to the plat-
  form. It’s very popular among pilots and race drivers 
  since control via thought is always faster and smoother 
  than manual control. 
  [A control interface requires one control slot from a 
  nanocomputer; communication with the remote control 
  platform is done through a datajack. Control interfaces 
  come in several grades. Each grade will give a +2 biotech 
  bonus to any rolls made to control the vehicle or perform 
  a maneuver with it, as well as a +1 biotech bonus to attack 
  rolls with any weapons mounted on the vehicle that are 
  also rigged to the remote control platform. The interface 
  cannot be used to control a vehicle without a remote con-
  trol platform or one for which the user doesn’t have the 
  access codes (unless he manages to bypass the security 
  protocols).] 
   
  Cranial Bomb 
  A rather radical means of ensuring someone’s loyalty, a 
  cranial bomb is a small explosive charge installed deep 
  inside the cranial cavity. It can be remotely detonated and 
  its explosive power is just enough to turn most of the 
  brain into a pulp, instantly killing the victim. 
  [Detonating a cranial bomb causes instant death without a 
  saving throw. Removing a bomb safely first requires gain-
  ing access to it (a surgical operation using the same DC 
  used to implant the bomb) and then disabling it using the 
  Demolitions skill.] 
  Cyberear 
  This implant is an artificial ear, made from flexible plas-
  tics and concealed by synthetic skin, that replaces the 
  user’s natural one. It is intended to restore hearing in 
  people who have lost an ear to disease or injury and can 
  receive upgrades like directional or parabolic hearing. 
  [A cyberear requires an acoustic jack and a control slot 
  from a nanocomputer. A second cyberear doesn’t require 
  an additional control slot. If the user has one cyberear 
  installed, the tolerance of the following cyberware is 
  halved (because half of their mechanism is installed in the 
  cyberear and only the other half comes in contact with 
  living tissue): directional hearing, parabolic hearing, sonic 
  compensator. If he has two cyberears installed, the toler-
  ance of the above cyberware does not apply.] 
   
  Cybereye 
  This implant is an artificial eye to replace the user’s natu-
  ral one. It connects to an optijack and is controlled by a 
  nanocomputer. Commonly used by those who have lost an 
  eye to disease or injury, the cybereye can accept many 
  upgrades like night or thermographic vision to improve its 
  functionality. 
  [A cybereye requires an optijack and a control slot from a 
  nanocomputer. Because cybereyes are controlled in uni-
  son, a second cybereye doesn't need an additional control 
  slot. If the user has one cybereye installed, the tolerance 
  of the following cyberware is halved (because half of their 
  mechanism is installed in the cybereye and only the other 
  half comes in contact with living tissue): flare compensa-
  tor, magscanner, microscopic vision, night vision, sonic 
  vision, thermographic vision, telescopic vision. If he has 
  two cybereyes installed, the tolerance of the above cyber-
  ware does not apply.] 
   
  Cyberlimb 
  Cyberlimbs (cyberarms and cyberlegs) use hydraulic 
  servomotors to greatly enhance the user’s physical 
  strength and can accept a variety of other accessories, 
  like concealed compartments and firearms. They are built 
  from ceramics, high-grade plastics and light alloys and 
  covered by synthetic skin which resembles natural one 
  almost perfectly. The heaviest cyberlimbs cannot be sup-
  ported by the natural skeleton and need to be mounted on 
  an endoskeleton. 
  [A cyberlimb requires a control slot from a nanocom-
  
  63 
  puter. Cyberlimbs come in several grades. Each grade has 
  an effective Strength score of 18 + 2 per grade that is 
  only used for tasks making exclusive use of it (eg wielding 
  an one-handed melee weapon). For tasks involving the 
  cyberlimb, but not exclusively (eg wielding a two-handed 
  melee weapon with a cyberarm and a natural arm), the 
  Strength score used is the average of the cyberlimb’s and 
  the natural one. For tasks not involving the cyberlimb in 
  any way, the user doesn't gain any benefit from its 
  Strength. Grades 4-6 require an endoskeleton.] 
   
  Datajack 
  A datajack connects a nanocomputer and the implants it 
  controls to the outside world. A nanocomputer without a 
  datajack is an isolated system useful only for controlling 
  other implants. With a datajack a nanocomputer can send 
  and receive data, and control external devices. 
   
  The basic datajack has one cable port, usually 
  located somewhere on the head, concealed by hair and 
  synthetic skin (although it’s very obvious while it’s in use). 
  It is able to interact and communicate with one device 
  through a cable. To improve a datajack’s functionality, the 
  user can add more ports, either cable ones or the follow-
  ing: 
  • 
  Infrared port: An infrared port can communicate 
  remotely with any other device having an infrared 
  port. Its range is rather limited, but it allows some 
  subtlety to the user, especially when working 
  around people who might be repulsed by the sight 
  of a cable running out of his head. 
  • 
  Remote port: A remote port uses a small but pow-
  erful radio to receive from and transmit data to a 
  device also equipped with a transmitter/receiver 
  (like another remote port). It has great range, but 
  the data transmissions may be intercepted or 
  disrupted by countermeasures. 
  • 
  Body port: This revolutionary port uses currents 
  of bioelectricity running through the user’s body 
  to communicate with another body port in contact. 
  It is considered the ultimate in secure information 
  exchange; transmission of data from one nano-
  computer to another may simply take the form of 
  a handshake between two people with body ports. 
  The body port is a very specialized item, since it 
  can’t be used to communicate with any device 
  other than a body port. 
  • 
  Induction port: The induction port takes the form 
  of a magnetic induction device hidden in the user’s 
  palm, just under the skin. Mostly considered an 
  espionage device, the induction port is able to 
  read any data passing through a cable the user 
  holds in his hands, as well as transmit data 
  through it. 
  [A datajack is required for any kind of communication or 
  interaction between a nanocomputer (or any implant it 
  controls) and an external device. Communication is done 
  through a port, so the number of available ports deter-
  mines the number of devices a nanocomputer is able to 
  simultaneously communicate with. Each port comes in 
  grades, with its grade determining the rate of data ex-
  change it can achieve (in storage memory slots per 
  round). The basic datajack comes with a grade 1 cable 
  port. Ports available for installation include:] 
   
  [Cable ports: A cable port requires a cable 
  plugged to the external device.] 
   
  [Infrared ports: An infrared port can communicate 
  with another infrared port up to 45 ft away without any 
  obstacles in the way.] 
   
  [Remote ports: A remote port can communicate 
  with any device having a remote port and has an effective 
  range of 20 miles.] 
   
  [Body ports: A body port can only communicate 
  with another body port it comes in contact with.] 
   
  [Induction ports: To use an induction port, the user 
  must hold a cable in his palm. He’s then able to read and 
  record any data passing through the cable as well as 
  transmit data through the cable. Induction ports do not 
  have a grade, since their rate of data exchange is only 
  limited by the cable they make use of. They can only inter-
  act with cable ports.] 
   
  Directional Hearing 
  This implant pinpoints the source of any sound reaching 
  Port
  Port
  Port
  Port 
  Data Exchange Rate
  Data Exchange Rate
  Data Exchange Rate
  Data Exchange Rate 
  Cable/Infrared/Remote. grade 1 
  3 slots per round 
  Cable/Infrared/Remote. grade 2 
  6 slots per round 
  Cable/Infrared/Remote. grade 3 
  9 slots per round 
  Body, grade 1 
  1 slot per round 
  Body, grade 2 
  2 slots per round 
  Body, grade 3 
  3 slots per round 
  Induction 
  Depends on the cable used 
  
  64 
  the user’s ears. 
  [Directional hearing requires an acoustic jack. The user is 
  able to determine the direction of any sound he can hear.] 
   
  Endoskeleton 
  Primarily used to mount other implants, such as cyber-
  limbs or body plating, an endoskeleton also offers consid-
  erable protection since it adds titanium alloy reinforce-
  ment to most bones in the recipient’s body, particularly to 
  vital areas like the chest and skull. 
  [Endoskeletons come in several grades. Each grade offers 
  +1 hit points per level of the character; these hit points 
  are permanent and if lost they are healed as normal hit 
  points. For example, a grade 1 endoskeleton will offer +1 
  hit point per level, so a 7th-level character will have +7 hit 
  points. This increase is applied whenever the character 
  advances in level, even after the endoskeleton is installed, 
  so that when the above mentioned character advances to 
  8th level he will gain another extra hit point.] 
   
  Filters 
  Filters are small lung implants filtering incoming air. They 
  provide adequate protection against dust particles, irri-
  tants, toxic gases and airborne diseases, although not as 
  good as gas masks. Still, they are invisible and constantly 
  functioning. 
  [Filters come in grades. Each grade will provide a +2 bio-
  tech bonus to Fortitude saves against inhaled poisons and 
  airborne diseases. Filters are useless against contact 
  gases.] 
   
  Flare Compensator 
  This implant monitors the level of light reaching the user’s 
  retina through a secondary lid and turns sudden changes 
  in intensity into gradual ones, preventing temporary or 
  permanent eye damage. 
  [A flare compensator provides flare suppression.] 
   
  GPS Pod 
  A GPS pod uses the Global Positioning System’s satellite 
  network to calculate the user’s position and coordinates 
  and display the data superimposed on a digital map also 
  received by the network. 
  [A GPS pod requires a nanocomputer and an optijack. It 
  grants a +4 equipment bonus on Navigate checks but the 
  user must be outdoors to receive a signal from the satel-
  lite.].] 
  Hyperactivity 
  This extensive modification over the central and autono-
  mous nervous system rewires entire nervous paths and 
  uses the optic fiber infrastructure of synaptic boost cy-
  berware to provide a burst of activity. A person under the 
  effects of hyperactivity becomes impossibly fast, in many 
  occasions faster than the eye. However, the hyperactivity 
  state takes a heavy toll on the body: neurotransmitters 
  are exhausted at an alarming rate, the physical energy 
  required to sustain this state is tremendous and the user 
  may suffer severe harm after spending too much time in 
  this state. 
  [Hyperactivity requires a nanocomputer and any grade of 
  synaptic boost, although its effects will be better with 
  higher grades. It can be activated or deactivated as a free 
  action. While activated, hyperactivity works in two ways. 
  Firstly, it doubles the biotech bonus to initiative provided 
  by the synaptic boost. Secondly, it increases all of the 
  user’s modes of movement by 30 ft (to a maximum of 
  double the user’s normal speed) and allows him to make 
  one extra attack with any weapon he’s holding (using his 
  full attack bonus) when making a full attack action. Each 
  round the user spends in hyperactivity state, he loses one 
  hit point because of the tremendous toll on his body. After 
  hyperactivity is turned off, the user needs to make a For-
  titude save (DC 15). On a failure, the user is exhausted and 
  can’t use hyperactivity again until he recovers from ex-
  haustion. If the saving throw  is failed by 5 or more points 
  (or is a natural 1), the user also suffers synapse collapse 
  and permanently loses d4 Intelligence and Wisdom points. 
  Every time hyperactivity is activated, the DC for the Forti-
  tude save goes up by one point, to a maximum of DC 25. 
  The DC is reset back to 15 after the user has a full 8-hour 
  rest.] 
   
  Lifesaver 
  A lifesaver is a small implant capable of holding up to ten 
  doses of various substances (most users load it with 
  emergency medication) and administering them to the 
  body when they’re needed. The implant is installed sub-
  dermally and substances are loaded into it via a small  
  tube exiting at the left arm. Medication is administered by 
  use of a nanocomputer, either through conscious will or, 
  if combined with a bioscanner, when certain pre-
  programmed conditions are met (like when the user falls 
  unconscious or his heart stops beating).] 
  
  65 
  [A lifesaver requires a nanocomputer. It can hold up to 10 
  doses of drugs; loading a substance into the lifesaver is a 
  full-round action. Activating a lifesaver is a free action. If 
  a bioscanner is available, the user can add as many pro-
  grammed responses he wants, but each response must 
  be based on a health factor the bioscanner is able to de-
  tect (common response triggers include the introduction 
  of poison into the body, dropping unconscious or dying, 
  falling under 50% of maximum hit points etc).] 
   
  Magscanner 
  A magscanner connects to an optijack and uses advanced 
  magnetic resonance technology to examine what lies be-
  yond solid obstacles, like walls and doors. This requires 
  proximity to the obstacle and the scanner isn’t capable of 
  seeing through very thick or metallic objects. 
  [A magscanner requires an optijack. The scanner enables 
  the user to see through a non-metallic object up to 1 ft 
  thick, if the user is within 5 ft of it. The scanner negates 
  any concealment due to foliage. It doesn’t enhance the 
  user’s optical capabilities, so he will still not be able to 
  see through darkness. When using the scanner to see 
  through an obstacle, the user can’t use infrared or star-
  light vision.] 
   
  Microscopic Vision 
  This implant uses a system of optical lenses to provide 
  the user with the magnifying capabilities of a microscope. 
  [Microscopic vision can magnify up to 1,000 times any 
  object within 15 cm of the eye. It requires a nanocomputer 
  to control zoom in and out.] 
   
  Mnemonic Jack 
  This complex device connects to a nanocomputer and 
  uses its links to the user’s mnemonic centers in order to 
  act as an interface between the user’s memory and spe-
  cialized data chips known as mnemochips. Mnemochips 
  are essentially high-density storage devices capable of 
  storing an incredible amount of data in “memory format”. 
  When the user connects a mnemochips to his datajack, he 
  can access the data it contains through a mnemonic jack 
  as if it was in his memory. 
   
  Mnemochips have many uses. People which suffer 
  from memory loss may find some relief in the use of 
  mnemochips, although a backup of an adult’s entire mem-
  ory takes up several chips. The most obvious and mar-
  keted use of mnemochips is to provide skills and knowl-
  edge the user doesn’t have. Someone who can’t add two 
  and two can plug in an algebra mnemochips and suddenly 
  be able to solve advanced equations. However, a mnemo-
  chips can only hold that much memory and how this infor-
  mation is interpreted and utilized depends on the user’s 
  mental facilities. 
  [A mnemonic jack requires a nanocomputer and a data-
  jack to function. Mnemonic jacks come in five grades; a 
  jack’s grade determines the amount of data it can proc-
  ess and make available to the user as memories. Mnemo-
  chips also come in five grades; to use a chip a jack must 
  have equal of higher grade. A mnemochips is used by con-
  necting it to the cable port of a datajack. It is a Tiny item.] 
   
  [Mnemochips are either blank of full (skill). Blank 
  mnemochips are used to reco0rd one’s memory, as a 
  form of backup. The equipment for this is horribly expen-
  sive (Purchase DC 15), but there are companies that pro-
  vide this as a service, costing 20 + the number of years 
  worth of memories you want to backup (the cost for the 
  mnemochips is included). The process takes one hour per 
  year of memories to be stored. A blank mnemochips can 
  store one year worth of memories per grade.] 
   
  [Skill mnemochips contain ready-to-use knowl-
  edge. When connected, they will give the benefit of 2 ranks 
  per grade in a specific skill. These ranks are not added to 
  the user’s current ranks; he can use either his own ranks 
  or the chip’s, but not both. The ranks provided by a 
  mnemochips are not limited by the user’s character level, 
  but can’t be used to meet the prerequisites for a feat or 
  advanced class. Mnemochips are available for the follow-
  ing skills: Computer Use, Craft (chemical, electronic, me-
  chanical, pharmaceutical, structural), Decipher Script, 
  Demolitions, Disable Device, Forgery, Knowledge 
  (behavioral sciences, business, civics, current events, 
  earth and life sciences, history, physical sciences, popular 
  culture, tactics, technology, theology and philosophy), 
  Navigate, Profession (anything theoretical), Read/Write 
  Language, Speak Language, Treat Injury.] 
   
  [A mnemonic jack can accept more than one chips 
  simultaneously (if the user’s datajack has enough cable 
  ports), as long as their total grade doesn’t exceed the 
  chip’s grade.] 
   
  Muscle Replacements 
  These are synthetic muscles made from strong carbon 
  fibers to provide a boost to the user’s physical strength. 
  
  66 
  [Muscle replacements come in several grades. Each 
  grade will give a +1 biotech bonus to the user’s Strength.] 
   
  Nanocomputer 
  One of the most basic implants, a nanocomputer’s job is 
  to control other implants, although it can also be used for 
  more mundane computer tasks. It is connected to most 
  major brain centers and this enables the user to control it 
  and any equipment connected to it with his thought. The 
  addition of a datajack makes a nanocomputer able to 
  communicate with external peripherals and devices lo-
  cated outside of the user’s body. There is a wide variety 
  of nanocomputer models to choose from. 
  [Nanocomputers are described in the Silicon Wizardry 
  section. Each model will have a number of control slots, 
  which are used to control other implants in the user’s 
  body. Some implants may require a control slot, others 
  will merely require the presence of a nanocomputer, 
  while others can function on their own without requiring a 
  nanocomputer to control them.] 
   
  Night Vision 
  This implant functions as a starlight scope, amplifying any 
  ambient light to provide effective lowlight vision. It doesn’t 
  provide any benefit in total darkness (as there is no light 
  to amplify), fog or smoke. 
  [Night vision requires an optijack. It allows the user to see 
  in darkness three quarters as far as in daylight. Any tar-
  get the user attacks gets two degrees of concealment due 
  to darkness less (for example, someone in near total 
  darkness will get only one-half concealment and someone 
  in shadows won’t get any concealment). Night vision will 
  not function in total darkness. Seeing any bright flash (like 
  that of a flash-bang grenade) through night vision inflicts 
  a –2 penalty to the Fortitude save made to avoid being 
  blinded.] 
   
  Optijack 
  An optijack is an implant which connects directly into the 
  optic nerve and can feed images to the brain, as well as 
  video coming through a datajack or info from any other 
  implant. In essence, it is a personal display monitor. 
  [An optijack requires a control slot from a nanocomputer. 
  Image and data from an external source must come 
  through a datajack.] 
   
  Pain Dampener 
  This implant hijacks the central nervous routes carrying 
  pain signals, reducing any stimulant to a logical amount of 
  discomfort. Although someone with a pain dampener may 
  seem impervious to physical pain, he is not able to realize 
  how much has he been hurt and a critical injury may seem 
  as a flesh wound until it’s too late. Fortunately, a pain 
  dampener can be slaved to a nanocomputer and activated 
  or deactivated at will. 
  [Pain dampeners come in several grades. Each grade will 
  provide the character with 2 points of damage reduction 
  that is only effective against non-lethal damage and cu-
  mulative with armor resistance. It will also give a +2 bio-
  tech bonus to any Fortitude save made to avoid being 
  stunned by an attack (or lessen its stunning effect). How-
  ever, a character with a pain dampener should not be 
  informed how many hit point he’s lost. The Gamemaster 
  should only inform the player when his character has lost 
  25%, 50% or 75% of his hit points, but not the exact 
  amount, keeping a secret count.] 
   
  [A pain dampener can be activated or deactivated 
  by a nanocomputer as a free action. When the dampener 
  is deactivated after the character has suffered any dam-
  age, the pain comes flooding in and the character must 
  make a Fortitude save (DC 12) or be stunned for d4 rounds 
  by the shock.] 
   
  Parabolic Hearing 
  Working like a parabolic mike, this implant connects to an 
  acoustic jack and enables the user to hear sounds origi-
  nating far away with great detail. Input sound is automati-
  cally reduced or amplified to a level enabling comfortable 
  hearing. 
  [Parabolic hearing requires an acoustic jack. It provides a 
  +5 biotech bonus to Listen checks. The user is also able to 
  hear a normal conversation from up to 1,500 ft away or a 
  whisper from up to 500 ft away (the presence of any solid 
  obstacle between divides these ranges by 4).] 
   
  Retractable Claws 
  This is an efficient surprise weapon, consisting of steel 
  claws that spring up and retreat into the knuckles when 
  not needed. A larger version of retractable claws can be 
  built into a cyberarm. 
  [Retractable claws come in two versions: light and heavy. 
  Heavy claws need a cyberarm. Both versions are used to 
  
  67 
  make unarmed attacks. They make the user’s unarmed 
  attacks inflict lethal slashing damage, give a damage bo-
  nus to unarmed attacks and improve their critical range 
  by one number (or give critical 20 if the user doesn’t nor-
  mally have a critical range for unarmed attacks). Un-
  armed attacks made with retractable claws are consid-
  ered armed.] 
  Retractable Spurs 
  Spurs are sharp, steel blades concealed within the user’s 
  ankles. When extended, they can be used by a martial art-
  ist to perform deadly kick attacks. A heavier version of 
  spurs can be built in a cyberleg. 
  [Retractable spurs come in two versions: light and heavy. 
  Heavy spurs require a cyberleg. Both versions require the 
  Combat Martial Arts feat and are used to make unarmed 
  attacks that deal lethal slashing damage. Spurs give a 
  damage bonus to unarmed attacks and improve their 
  critical range by one number (or give critical 20 if the 
  user’s unarmed attacks don’t normally have one).] 
  Sonic Compensator 
  This useful little implant hijacks the acoustic nerve and 
  blocks any incoming signal strong enough to cause loss of 
  hearing. 
  [A sonic compensator provides noise suppression.] 
   
  Sonic Vision 
  This cutting-edge implant requires an optijack to work and 
  gives the user a refined, highly detailed form of echoloca-
  tion. The user can literally see sound, functioning as a 
  high resolution sonar that can pierce darkness and any 
  other kind of visibility obstacles. The echolocation’s effec-
  tive range is unfortunately limited. 
  [Sonic vision requires an optijack and comes in grades; 
  each grade has an effective range at which sonic vision 
  functions. The user is able to see anything inside this 
  range regardless of darkness, fog or smoke, albeit in 
  monochrome. Opponents the user attacks lose any con-
  cealment due to these factors.] 
  Subdermal Comm Set 
  The subdermal comm. Set is a nice name for an implanted 
  cell phone that connects to an acoustic jack and has a 
  miniature microphone in the oral cavity. Speaking on a 
  whisper-level is generally enough to send a loud and clear 
  transmission—this gives someone all the privacy he’ll 
  ever need. The extended version of this implant adds a 
  broadband radio transmitter/receiver to the basic pack-
  age. The secure version adds real-time encryption for 
  those handling sensitive information. 
  [A subdermal comm set requires an acoustic jack and a 
  nanocomputer. The standard version functions as a stan-
  dard cell phone. The extended version adds a 25-mile 
  range broadband radio. The secure version will add en-
  cryption of level 2 to any outgoing communication.] 
   
  Synaptic Boost 
  This implant consists of optic fibers which transfer sig-
  nals from kinetic centers to muscles blindingly fast, im-
  proving quickness and reaction times. 
  [Synaptic boost comes in several grades. Each grade 
  provides a +2 biotech bonus to the user’s initiative 
  check.] 
   
  Telescopic Vision 
  Telescopic vision uses a system of lenses controlled by a 
  nanocomputer to zoom in on anything within the user’s 
  line of sight, functioning as a standard scope. It is very 
  popular with snipers and mercenaries. 
  [Telescopic vision can zoom in on an object up to 24 
  times. The zooming capability doubles the range incre-
  ment of any weapon, but only for the purpose of deter-
  mining range penalties. This increase is not cumulative 
  with that provided by a standard scope. Moreover, tele-
  scopic vision reduces the penalty for Spot checks to –1 
  Version
  Version
  Version
  Version 
  Unarmed Damage Bonus
  Unarmed Damage Bonus
  Unarmed Damage Bonus
  Unarmed Damage Bonus 
  Light 
  +2 
  Heavy 
  +4 
  Version
  Version
  Version
  Version 
  Unarmed Damage Bonus
  Unarmed Damage Bonus
  Unarmed Damage Bonus
  Unarmed Damage Bonus 
  Light 
  +3 
  Heavy 
  +5 
  Grade 
  Effective Range 
  1 
  100 ft 
  2 
  200 ft 
  3 
  300 ft 
  4 
  500 ft 
  5 
  1,000 ft 
  
  68 
  per 50 ft of distance.]] 
   
  Thermographic Vision 
  Using an infrared sensor and an optijack, this implant 
  provides infrared vision, enabling the user to see objects 
  and persons radiating heat. Thermographic vision is ef-
  fective in any degree of darkness, fog and smoke and will 
  even penetrate foliage. However, the user can only see 
  heat sources and the “hot” smoke of smoke grenades and 
  similar devices will blind thermographic vision. 
  [Thermographic vision requires an optijack. It provides 
  infrared vision and allows the user to see any sources of 
  heat within his line of sight regardless of the level of 
  darkness, fog, smoke or foliage. When attacking a hot 
  target, he loses any concealment due to these factors. 
  Thermographic vision doesn’t help the user in seeing cold 
  objects or hot targets concealed by cold objects and is 
  blocked by the smoke generated by smoke grenades and 
  other similar equipment.] 
   
  Voice Mask 
  This implant functions pretty much as an external voice 
  distortion device, making a user’s voice unrecognizable. 
  The user can select one of many pre-programmed masks 
  or “play” with the settings to create a mask of his own, 
  although the implant is not accurate enough to imitate 
  someone’s voice. The extended version, highly illegal, adds 
  voice recording, analyzing and reconstructing capabilities. 
  This version can be used to record the voice of someone 
  and, after analysis of the voice pattern concludes, imitate 
  it. 
  [A voice mask requires a nanocomputer. It will make the 
  user’s voice unrecognizable. The extended version can be 
  used to imitate the voice of someone else, although you 
  first have to record his voice. The quality of the imitation 
  depends on the length of voice you have recorded for 
  analysis. Ten seconds are usually enough to fool a voice 
  identification system, but fooling live persons having a 
  conversation with you is more difficult because of the 
  wealth of words and expressions used. For each minute of 
  recorded voice available for analysis, other people have a 
  –1 penalty (to a maximum of –4) to any check made to 
  realize the trickery.] 
  
  69 
  Master Cyberware Table 
  Implant 
  Tolerance 
  Surgery DC 
  Purchase DC 
  Restriction 
  Acoustic jack 
  1 
  25 
  25 
  -- 
  Adrenal chip 
  1 
  22 
  25 
  -- 
  Air tank 
  1 
  20 
  24 
  -- 
  Bioscanner 
  0.5 
  20 
  20 
  -- 
  Body plating, grade 1-6 
  0.5+0.5/grade 
  20 
  23+grade 
  -- 
  Concealed compartment 
  -- 
  -- 
  10 
  -- 
  Concealed firearm, heavy autoloader 
  -- 
  -- 
  20 
  Ill 
  Concealed firearm, heavy machine pistol 
  -- 
  -- 
  25 
  Ill 
  Concealed firearm, light autoloader 
  -- 
  -- 
  18 
  Ill 
  Concealed firearm, light machine pistol 
  -- 
  -- 
  25 
  Ill 
  Concealed firearm, medium autoloader 
  -- 
  -- 
  19 
  Ill 
  Concealed firearm, needler handgun 
  -- 
  -- 
  19 
  Ill 
  Control interface, grade 1-3 
  2 
  25 
  23+2/grade 
  -- 
  Cranial bomb 
  2 
  25 
  25 
  Ill 
  Cyberear 
  1.5 
  25 
  25 
  -- 
  Cybereye 
  1.5 
  25 
  25 
  -- 
  Cyberlimb, grade 1-6 
  3 
  25 
  26+2/grade 
  -- 
  Datajack, additional body port, grade 1-3 
  0.25 
  20 
  22+2/grade 
  -- 
  Datajack, additional cable port, grade 1-3 
  0.25 
  20 
  13+2/grade 
  -- 
  Datajack, additional infrared port, grade 1-3 
  0.25 
  20 
  15+2/grade 
  -- 
  Datajack, additional remote port, grade 1-3 
  0.25 
  20 
  16+2/grade 
  -- 
  Datajack, basic 
  1 
  25 
  23 
  -- 
  Directional hearing 
  0.5 
  20 
  23 
  -- 
  Endoskeleton, grade 1-3 
  2+1/grade 
  25 
  27+3/grade 
  -- 
  Filters, grade 1-3 
  1 
  20 
  22+grade 
  -- 
  Flare compensator 
  0.5 
  20 
  22 
  -- 
  GPS pod 
  0.5 
  20 
  20 
  -- 
  Hyperactivity 
  2 
  25 
  30 
  -- 
  Lifesaver 
  0.5 
  20 
  22 
  -- 
  Magscanner 
  0.5 
  20 
  29 
  Res 
  Microscopic vision 
  0.5 
  20 
  23 
  -- 
  Mnemochip, blank, grade 1-5 
  -- 
  -- 
  17+grade 
  -- 
  Mnemochip, skill, grade 1-5 
  -- 
  -- 
  20+2/grade 
  -- 
  Mnemonic jack, grade 1-5 
  2 
  25 
  26+2/grade 
  -- 
  Muscle replacements, grade 1-5 
  0.5+0.5/grade 
  20 
  23+2/grade 
  -- 
  Nanocomputer 
  2 
  25 
  ? 
  -- 
  Night vision 
  0.5 
  20 
  23 
  -- 
  Optijack 
  1 
  25 
  25 
  -- 
  Pain dampener, grade 1-3 
  0.5+0.5/grade 
  25 
  24+2/grade 
  -- 
  Parabolic hearing 
  0.5 
  22 
  24 
  Res 
  Retractable claws, heavy 
  -- 
  -- 
  21 
  Ill 
  Retractable claws, light 
  1 
  20 
  20 
  Ill 
  Retractable spurs, heavy 
  -- 
  -- 
  21 
  Ill 
  Retractable spurs, light 
  1 
  20 
  20 
  Ill 
  Sonic compensator 
  0.5 
  22 
  22 
  -- 
  Sonic vision, grade 1-5 
  0.5 
  20 
  25+grade 
  -- 
  Subdermal comm set, standard 
  0.5 
  20 
  23 
  -- 
  Subdermal comm. set, extended 
  0.5 
  20 
  25 
  -- 
  Subdermal comm. set, secure 
  0.5 
  20 
  26 
  -- 
  Synaptic boost, grade 1-5 
  1.5+0.5/grade 
  25 
  24+2/grade 
  -- 
  Telescopic vision 
  0.5 
  20 
  23 
  -- 
  Thermographic vision 
  0.5 
  20 
  24 
  -- 
  Voice mask, extended 
  0.5 
  20 
  24 
  Ill 
  Voice mask, standard 
  0.5 
  20 
  22 
  -- 
  
  70 
  Analytic Smell 
  This bioware enhances a human’s sense of scent so that 
  he becomes able to detect even traces of chemicals in the 
  vicinity (and identify known substances). There are ru-
  mors of those using analytic smell to track down someone 
  by scent. 
  [A character with analytic smell gains the Scent extraor-
  dinary ability. With a successful DC 15 Wisdom check he is 
  able to sniff any trace of chemical substances, such as 
  drugs and explosives (including bullet propellants), within 
  30 ft unless they are stored in airtight containers.] 
   
  Analytic Taste 
  This bioware enhances a human’s sense of taste so much 
  that he becomes able to detect even traces of chemicals 
  diluted in other substances. 
  [A character with analytic taste receives a +4 biotech 
  bonus to all Wisdom checks related to the sense of taste. 
  With a successful DC 15 check he is able to detect any 
  chemicals in anything he tastes (apart from tasteless 
  substances).] 
   
  Analytic Touch 
  This bioware enhances a human’s tactile sense, especially 
  in the fingertips. The increase is such that the recipient is 
  able to “read” printed books with his fingers. He also be-
  comes much more efficient in tasks requiring delicate 
  manual manipulation. 
  [Analytic touch provides a +4 biotech bonus to any check 
  involving fine manual manipulation, like crafting a minia-
  ture, picking a lock, disabling an intricate mechanical de-
  vice etc.] 
   
  Antidote 
  This bioware consists of a small gland able to detect a 
  specific toxin and produce the antidote for it (if an anti-
  dote exists of course). This renders the recipient immune 
  to the toxin. 
  [Antidote renders the character immune to a single, spe-
  cific poison.] 
   
  Arterial Pump 
  This bioware reinforces the muscular walls of major ar-
  teries to assist the pumping action of the heart. As a re-
  sult, oxygen is delivered more efficiently, even when the 
  recipient performs heavy physical exercise. 
  [The arterial pump’s recipient gains a +4 biotech bonus 
  on: 1) hourly Swim checks to avoid being fatigued, 2) Con-
  stitution checks to continue running and hold his breath, 
  3) Fortitude saves to resist suffocation or drowning.] 
   
  Balance Enhancer 
  Balance enhancer modifies the inner ear’s balance 
  mechanism to provide an unparalleled sense of stability. 
  [Balance enhancer provides a +4 biotech bonus to Bal-
  ance checks.] 
   
  Cateyes 
  This bioware modifies the recipient’s retinas to include 
  more lowlight-sensitive cells, thus increasing his ability to 
  see clearly in darkness. Cateyes is generally considered a 
  poor man’s version of night vision cyberware. While not as 
  good as an implant, it is less expensive and intrusive in 
  the body. 
  [Cateyes enable the recipient to see in darkness half as 
  far as in broad daylight. Any opponent the recipient at-
  tacks gets one degree of concealment due to darkness 
  less. Cateyes do not provide any benefit in total darkness. 
  Someone with cateyes is especially sensitive against 
  bright light (like that of a flash-bang grenade): he gets a –
  2 penalty to the Fortitude save made to avoid being 
  blinded by one.] 
   
   
  Chloroskin 
  Popular in areas of the world plagued by food shortages 
  or among space colonists, chloroskin enables the recipi-
  ent to photosynthesize hydrocarbons, using them to cover 
  a part of his daily dietary needs. Its only drawback is the 
  strange skin coloration. 
  [Chloroskin covers up to 20% of a person’s daily dietary 
  needs assuming that he is bathed by sunlight for at least 
  BIOWARE 
  
  71 
  6 hours per day.] 
   
  Coagulant Factory 
  This small gland produces improved blood coagulant fac-
  tors which speed up the closure of wounds, boosting 
  natural healing and possibly saving the recipient's life by 
  quickly halting internal bleeding.  
  [A coagulant factory comes in several grades. Each grade 
  will increase the recipient’s natural healing rate by 2 hit 
  points (eg a 2nd-level character with a grade 1 coagulant 
  factory will recover 4 hit points per evening of rest in-
  stead of only 2). Each grade will also confer a +1 biotech 
  bonus to Fortitude saves made to become stable while 
  dying.] 
   
  Combat Reflexes 
  This bioware accelerates instinctive reaction time and 
  natural alertness so that the recipient can effectively 
  avoid incoming attacks and other threats. 
  [Combat reflexes come in several grades. Each grade 
  provides a +1 dodge bonus to Defense and Reflex saving 
  throws.] 
   
  Deep Diver 
  This bioware adapts the body to high pressure environ-
  ments. A modified recipient with an oxygen source can 
  dive to great depths without any of the concerns plaguing 
  divers, like using special mixtures of breathable gases, 
  depth cramps or depressurization.  
  [This bioware allows the recipient to dive down to 1,000 ft 
  with only basic diving equipment without suffering any 
  adverse effects or requiring depressurization afterwards. 
  Deep diver doesn’t allow the recipient to breath underwa-
  ter; it merely compensates for high pressure.] 
  Desertborn 
  This bioware enhances the heat exchange system of the 
  recipient, allowing him to shed off heat more quickly and 
  effectively in hot climates. 
  [Desertborn confers a +5 biotech bonus to Fortitude 
  saves made to resist heat.] 
   
  Flexi-joints 
  This bioware is a heavy modification to the recipient’s 
  bone structure, granting him a flexible skeleton. The re-
  cipient can dislocate most of his joints with minimal dis-
  comfort, fit in tight spaces and escape conventional 
  bonds. The downside is that bones become much more 
  fragile. 
  [Flexi-joints give a +10 biotech bonus to any Escape Artist 
  checks. However, bludgeoning weapons inflict 50% secon-
  dary damage on the character (the concept of secondary 
  damage is explained in the Lock and Load section), the 
  character suffers double damage from falls and he can-
  not have an endoskeleton or a cyberlimb.] 
   
  Gills 
  This bioware equips the recipient with gill-like structures, 
  enabling him to breath underwater while using his mun-
  dane respiratory system on land. 
  [The recipient can breath underwater.] 
   
  Immunoglobulin Factory 
  This bioware is a gland that produces efficient, fast-acting 
  antibodies, enhancing the body’s resistance against any 
  disease. It comes with “pre-programmed” antibodies for 
  the most common diseases someone is likely to encoun-
  ter. 
  [Immunoglobulin factories come in several grades. Each 
  grade will provide a biotech bonus to Fortitude saves 
  made against diseases.] 
   
  Kinetic Network 
  This bioware increases the distribution of kinetic nerve 
  fibers to the limbs to augment movement precision and 
  manual dexterity.  
  [Kinetic networks come in grades. Each grades provides a 
  +1 biotech bonus to Dexterity.] 
   
   
  Learning Enhancer 
  This bioware modifies an adult's brain chemistry so as to 
  exhibit the learning potential of a child. It is commonly 
  known that children are able to make new knowledge 
  theirs faster than any adult and this bioware’s recipient 
  shows this accelerated learning rate.  
  [The recipient of a learning enhancer gains an extra skill 
  point whenever he advances in level.] 
   
  Mnemonic Enhancer 
  This bioware enhances and sharpens the recipient’s mne-
  
  72 
  monic capabilities, allowing him to instantly recall in detail 
  almost anything in his memory. Individuals with a mne-
  monic enhancer have been known to memorize up to 
  10,000-digit numbers and be able to recall them after 
  years in perfect detail. 
  [Someone with a mnemonic enhancer can memorize texts 
  up to 100,000 words and numbers up to 10,000 digits in 
  perfect detail. He is also able to recall the detailed de-
  scription of any person, object or place he has seen. A 
  player with a character having a mnemonic enhancer can 
  ask the Gamemaster to remind him of any important in-
  formation he forgot to take a note of.] 
   
  Neural Boost 
  This bioware affects the neurons of the central nervous 
  system and provides better processing of stimuli and 
  information, enhancing the ability to concentrate and 
  solve problems. 
  [Neural boost comes in several grades. Each one will pro-
  vide a +1 biotech bonus to Intelligence.] 
   
  Neural Bridge 
  This bioware creates new nerve fibers and new kinetic 
  synapses, making the recipient fully ambidextrous and 
  improving his ability to use both hands simultaneously, 
  without loss of coordination or competence. 
  [The recipient of neural bridge gains the ambidexterity 
  feat, even if he doesn’t meet the prerequisites. If he al-
  ready has this feat, there isn’t any gain from neural 
  bridge.] 
   
  Neuron Processor 
  A neuron processor is a group of neurons grown to per-
  form a specific function. It acts as a biological co-
  processor that can enhance the recipient’s ability in cer-
  tain mundane tasks. 
  [Each neuron processor is designed to augment a specific 
  skill, although skills that have Constitution, Wisdom or 
  Charisma as their key ability or that can’t be used un-
  trained cannot be augmented by a neuron processor. A 
  processor is available in several grades; each grade will 
  provide a +1 biotech bonus to all checks of the skill the 
  processor augments.] 
   
  Nictating Membranes 
  These are slim, transparent films protecting the recipi-
  ent’s retinas on somatic command (usually blinking hard). 
  They act as an extra eyelid protecting from dust, smoke 
  and liquids. 
  [Nictating membranes confer a +4 biotech bonus to Forti-
  tude saves against tear gas or other eye irritants.] 
   
  Owl 
  This bioware modifies the recipient so as to abolish the 
  need for sleep. Instead, the recipient replenishes his neu-
  rotransmitters and rests simply by meditating for a small 
  part of the day. 
  [The recipient of the owl bioware doesn’t need to sleep, 
  but he has to meditate for 4 hours per day. During medi-
  tation, his Spit and Listen DCs are increased by 5.] 
   
  Pheromone Control 
  This bioware modifies the recipient so as to exude subtle 
  but potent pheromones that are detected by those near 
  him, making him appear more attractive and charismatic. 
  [Pheromone control comes in grades. Each grade will 
  provide a +1 biotech bonus to Charisma, but only for those 
  within 10 ft of the recipient.] 
   
  Polarborn 
  The recipient of this bioware has his vital organs recon-
  figured to work at low body temperatures. He can survive 
  in temperatures much lower than those a normal human 
  is able to endure. Polarborn is popular among people liv-
  ing in arctic climates. 
  [Polarborn confers a +5 biotech bonus to Fortitude saves 
  made to resist cold temperatures.] 
   
  Resilience 
  Resilience fortifies the body with more fat and tougher 
  bones, to provide greater resistance against external 
  threats. 
  [Resilience comes in several grades; each grade will in-
  crease the recipient’s massive damage threshold by 1.] 
   
  Screech 
  The recipient’s voicebox is modified by this bioware in 
  such a way as to be capable of emitting a high-frequency 
  scream. This can break glass and cause temporary deaf-
  ness to those nearby, but frequent use of this ability can 
  result in temporary or permanent damage to the recipi-
  
  73 
  ent’s vocal chords. 
  [The recipient of screech can scream as an attack action. 
  An unleashed scream will temporary deafen for d4 min-
  utes everyone within 30 ft who fails a Fortitude save (DC 
  15). Noise suppression or a soundproof helmet protect 
  completely against a screech; good ear plugs will provide 
  a +4 equipment bonus to the Fortitude save. A scream can 
  be safely emitted once per hour. If used more frequently, 
  the character needs to make a Fortitude save (DC 15). On 
  a success, the scream is emitted as usual. On a failure, 
  the scream is emitted but the character can only whisper 
  for the next d4 days. If the saving throw is failed by 5+ 
  points, the character can only whisper until the damage in 
  his vocal chords is surgically repaired.] 
   
  Spring Motion 
  This bioware rewires the legs’ tendons so as to provide 
  greater force. It dramatically increases the jumping capa-
  bility of any man and trained users can better absorb the 
  impact of a fall. 
  [Spring motion provides a +10 biotech bonus on all Jump 
  checks and a +5 biotech bonus on Tumble checks made to 
  reduce damage from a fall.] 
   
  Tesla Shielding 
  This bioware modifies the composition of the skin so as to 
  increase the body’s resistance against electrical cur-
  rents. 
  [Tesla shielding comes in grades. Each grade will provide 1 
  + 1 per grade electrical resistance, which is cumulative 
  with any electrical resistance offered by the recipient’s 
  armor.] 
   
  Zero-G Adaptation 
  A must for anyone serious in making a living in space, this 
  bioware adapts the body to the absence of gravity. 
  [The recipient can spend a lifetime in zero-g, without suf-
  fering from muscle atrophy or bone loss.] 
  
  74 
   
  Master Bioware Table 
  Modification 
  Tolerance 
  Construction DC 
  Purchase DC 
  Restriction 
  Analytic smell 
  0.25 
  20 
  23 
  -- 
  Analytic taste 
  0.25 
  20 
  23 
  -- 
  Analytic touch 
  0.25 
  20 
  23 
  -- 
  Antidote 
  0.25 
  20 
  23 
  -- 
  Arterial pump 
  0.25 
  22 
  23 
  -- 
  Balance enhancer 
  0.25 
  22 
  24 
  -- 
  Cateyes 
  0.25 
  22 
  22 
  -- 
  Chloroskin 
  0.5 
  22 
  25 
  -- 
  Coagulant factory, grade 1-3 
  0.20+0.10/grade 
  22 
  21+2/grade 
  -- 
  Combat reflexes, grade 1-3 
  0.25+0.25/grade 
  25 
  22+2/grade 
  -- 
  Deep diver 
  0.5 
  25 
  26 
  -- 
  Desertborn 
  0.5 
  25 
  25 
  -- 
  Flexi-joints 
  0.75 
  25 
  25 
  -- 
  Gills 
  0.75 
  22 
  27 
  -- 
  Immunoglobulin factory, grade 1-3 
  0.25 
  22 
  21+2/grade 
  -- 
  Kinetic network, grade 1-5 
  0.4+0.1/grade 
  25 
  21+2/grade 
  -- 
  Learning enhancer 
  1 
  25 
  28 
  -- 
  Mnemonic enhancer 
  0.75 
  25 
  27 
  -- 
  Neural boost, grade 1-5 
  0.25+0.25/grade 
  25 
  25+2/grade 
  -- 
  Neural bridge 
  1 
  25 
  29 
  -- 
  Neuron processor, grade 1-5 
  0.25+0.25/grade 
  25 
  23+2/grade 
  -- 
  Nictating membranes 
  0.25 
  20 
  21 
  -- 
  Owl 
  0.25 
  22 
  24 
  -- 
  Pheromone control, grade 1-5 
  0.20+0.10/grade 
  22 
  21+2/grade 
  -- 
  Polarborn 
  0.5 
  25 
  25 
  -- 
  Resilience, grade 1-3 
  0.5+0.25/grade 
  22 
  22+3/grade 
  -- 
  Screech 
  0.25 
  20 
  22 
  Ill 
  Spring motion 
  0.25 
  20 
  22 
  -- 
  Tesla shielding, grade 1-3 
  0.5/grade 
  22 
  20+2/grade 
  -- 
  Zero-g adaptation 
  1 
  25 
  28 
  -- 
  
  75 
  SECTION THREE 
   
  SILICON WIZARDRY 
  
  76 
  Components 
  Modern computers are modular deices, meaning that they 
  are made of components that can be easily exchanged 
  with others or upgraded without affecting the rest of the 
  machine. Three of these components are essential for 
  every computer, forming its heart: the processor, the 
  active memory cards and the storage media. 
   
  The processor is the brain of a computer, control-
  ling and regulating other components, processing infor-
  mation and executing the commands given to it by the 
  user. The most important trait of a processor is its 
  processing power, ie the speed at which it processes 
  data. 
   
  The active memory cards are the short-term 
  memory of the processor. The processor uses the 
  memory they provide to load and run programs and 
  process data. Active memory cards are fast but 
  expensive and their memory isn’t permanent, being 
  erased after the power is turned off. 
   
  Storage media are the long-term memory of the 
  processor. They are used to permanently store and recall 
  data. Storage media contain all the programs run by the 
  computer, which are transferred to active memory to be 
  executed. Storage media are cheaper than active memory 
  cards, but they’re also much slower so that they’re only 
  used to store data, while active memory is used to proc-
  ess them. 
  [Each computer is basically made from three compo-
  nents: a processor, an active memory card and a storage 
  media. If a user links one device from each category to-
  gether, he is assumed to have a computer. Thus, there 
  are no true “computer models”, but each user creates his 
  own machine by selecting the components he likes or can 
  afford. Any component can be replaced by another at a 
  later time without affecting the computer’s function.] 
   
  [Processor: Each processor is rated for its proc-
  essing power by the number of Speed slots it has. Speed 
  slots are required to run programs. A processor also has 
  a Size trait, which is useful for determining the overall 
  size of a computer.] 
   
  [Active memory cards: All active memory cards 
  provide a number of Active Memory slots, which are use-
  ful for loading and running programs. Each active memory 
  card also has a Size trait, which is used in determining 
  the overall size of a computer.] 
   
  [Storage media: Each storage media device pro-
  vides a number of Storage Memory slots, which are used 
  for storing programs and data. Each Storage Memory slot 
  is considered the equivalent of 10 million Active Memory 
  slots in terms of data capacity. A storage device also has 
  a Size trait, which is useful for determining the overall 
  size of a computer.] 
   
  Combining Basic Compo-
  nents 
  There is always the need for more processing power, 
  more memory, more storage capacity. Due to their 
  modular nature, modern computers can easily satisfy 
  these needs by combining multiple devices, like multiple 
  processors or multiple active memory cards. 
  Theoretically, the only limit is set by the size of the 
  resulting machine. 
  [Active memory cards and storage media can be freely 
  added to a computer and their properties stack. For ex-
  ample, if you add an active memory card with 8 Active 
  Memory slots and one with 4 Active Memory slots, you 
  have 12 slots to use.] 
   
  [Processors are handled a little differently with 
  regards to their Speed slots, because processing power 
  can’t be easily quantified. A very fast processor has little 
  to gain by the addition of a slow one. Thereby, when deter-
  mining the total Speed slots available to a multi-
  processor computer follow this method:] 
  [1. Take the Speed slots of the faster processor.] 
  [2. Add the Speed slots of the next faster processor 
  (which may be of equal power if the user has added iden-
  tical processors.] 
  [3. Add the Speed slots of the next faster processor mi-
  nus one (to a minimum of 0).] 
  [4. Add the Speed slots of the next faster processor mi-
  nus two (to a minimum of 0).] 
  [5. Add the Speed slots of the next faster processor mi-
  nus three (to a minimum of 0).] 
  [6. Etc, etc....] 
  HARDWARE 
  
  77 
  [Examples:] 
  [4 Speed slots + 1 Speed slot = 5 Speed slots] 
  [4 Speed slots + 1 speed slot + 1 Speed slot = 5 Speed 
  slots] 
  [4 Speed slots + 4 Speed slots + 2 Speed slots = 9 Speed 
  slots] 
  [4 Speed slots + 4 Speed slots + 2 Speed slots + 2 Speed 
  slots = 9 Speed slots] 
  [6 Speed slots + 5 Speed slots + 4 Speed slots + 3 Speed 
  slots = 16 Speed slots] 
   
  Size 
  A computer’s size is important for its function. A nano-
  computer can not be too large as it must be implanted in 
  a limited space inside the cranial cavity. Someone who 
  needs a portable computer can not add any number of 
  devices and accessories. On the other hand, someone 
  with access to an empty warehouse can conceivably build 
  a supercomputer by combining tons of processors, mem-
  ory cards and storage media together. 
  [A computer’s size is determined by adding the Size traits 
  of all its components together and consulting the follow-
  ing table.] 
   
  Processors 
  The processor is the most essential part of a computer, 
  rightfully considered its heart and brain. Modern proces-
  sors are incredibly complex devices using miniaturization 
  technology to fit as many transistors as possible in a 
  limited space, but they can all fit in one of two categories. 
  The first and most common category is that of CISPs, 
  Complete Instruction Set Processors. These processors 
  have many different commands embedded that can be 
  used to create any algorithm possible. The other category 
  is that of RISPs, Reduced Instruction Set Processors. 
  RISPs contain only a few, basic commands embedded in 
  them that a programmer can combine to create a com-
  plex algorithm. The philosophy behind RISPs is that a set 
  of a few basic commands can be used in the most optimal 
  way in each individual case, thereby increasing speed 
  dramatically as no processing cycles are wasted. RISPs 
  never became popular because their programming is 
  difficult, although they are considerably faster than CISPs. 
  Processor 
  Speed Slots 
  Size 
  Purchase DC 
  CISP, 128-bit 
  1 
  1 
  10 
  CISP, 128-bit extended bus 
  2 
  1 
  12 
  CISP, 256-bit 
  3 
  1 
  14 
  CISP, 256-bit extended bus 
  4 
  1 
  16 
  CISP, 512-bit 
  5 
  2 
  18 
  CISP, 512-bit extended bus 
  6 
  2 
  20 
  CISP, 1024-bit 
  7 
  2 
  22 
  CISP, 1024-bit extended bus 
  8 
  2 
  24 
  CISP, 2048-bit 
  9 
  3 
  26 
  CISP, 2048-bit extended bus 
  10 
  3 
  28 
  RISP, 128-bit 
  2 
  1 
  10 
  RISP, 128-bit extended bus 
  3 
  1 
  12 
  RISP, 256-bit 
  4 
  1 
  14 
  RISP, 256-bit extended bus 
  5 
  1 
  16 
  RISP, 512-bit 
  7 
  2 
  18 
  RISP, 512-bit extended bus 
  8 
  2 
  20 
  RISP, 1024-bit 
  9 
  2 
  22 
  RISP, 1024-bit extended bus 
  10 
  2 
  24 
  RISP, 2048-bit 
  11 
  3 
  26 
  RISP, 2048-bit extended bus 
  12 
  3 
  28 
  Total Size
  Total Size
  Total Size
  Total Size 
  Computer Type
  Computer Type
  Computer Type
  Computer Type 
  1-5 
  Nanocomputer 
  6-9 
  Palm computer 
  10-14 
  Portable computer 
  15-25 
  Desktop computer 
  26-50 
  Mainframe (small room) 
  51-150 
  Mainframe (large room) 
  151-300 
  Mainframe (small apartment) 
  301-600 
  Mainframe (large apartment) 
  601-1200 
  Mainframe (warehouse) 
  1201+ 
  Mainframe (vast complex) 
  
  78 
  [RISPs can only run programs specifically designed for 
  them. Any program can be purchased as a RISP program 
  by increasing its Purchase DC by 2 points (its Program-
  ming DC is also increased by 3). CISPs and RISPs cannot 
  be combined in the same together.] 
   
  Active Memory Cards 
  Standard memory cards have been used for years to pro-
  vide computers with fast, readily accessible memory  for 
  running programs and processing data. There are also 
  two other kind of memory cards. Mini memory cards offer 
  expanded capacity in a reduced space; they are designed 
  to be used in nanocomputers and portable computers. 
  Ultraburst cards provide very fast memory access and 
  can actually accelerate a computer’s performance. How-
  ever, they are expensive and don’t cooperate with stan-
  dard memory cards very well. They’re best used in small 
  computers that can’t take multiple processors to provide 
  a boost in speed. 
  [Ultraburst memory cards will provide one extra Speed 
  slot if used exclusively. If they are mixed with standard 
  memory cards this benefit is lost.] 
   
  Storage Media 
  Modern storage media are either magnetic or optical 
  ones. Magnetic media use a ferromagnetic material, which 
  they magnetize using induction technology to store data. 
  The best magnetic mini-drives can magnetize extremely 
  small parts of the ferromagnetic material, almost on a 
  molecule to molecule basis. Magnetic storage devices 
  provide fast read and write access, making them the most 
  versatile storage media in existence. Optical storage de-
  vices include the old and trusted optical disc drives and 
  the relatively new holodrives.  Both types have the advan-
  tage of great capacity in a cheap, removable media; an 
  optical disc is a cheap piece of plastic that can store vast 
  amounts of data. However, while optical media provide 
  very good read speed they don’t have the readily available 
  record functions of magnetic media, since anything re-
  corded on them is more or less permanent and the re-
  cording process takes some time. Because of this, most 
  optical media are used for backup records or archives. 
  The difference between an optical disc drive and an holo-
  drive is mainly one of capacity. A disc drive uses a laser 
  beam to read the data recorded on the reflective surface 
  of a disc, while the holodrive uses the beam to read the 
  Memory Card 
  Active Memory Slots
  Active Memory Slots
  Active Memory Slots
  Active Memory Slots 
  Size
  Size
  Size
  Size 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Standard 512mb 
  1 
  1 
  8 
  Standard 1024mb 
  2 
  1 
  10 
  Standard 2048mb 
  4 
  2 
  12 
  Standard 4096mb 
  8 
  2 
  14 
  Standard 8192mb 
  16 
  3 
  16 
  Standard 16384mb 
  32 
  3 
  18 
  Standard 32768mb 
  64 
  4 
  20 
  Mini 2048mb 
  4 
  1 
  14 
  Mini 4096mb 
  8 
  1 
  16 
  Mini 8192mb 
  16 
  1 
  18 
  Mini 16384mb 
  32 
  2 
  20 
  Mini 32768mb 
  64 
  2 
  22 
  Ultraburst 512mb 
  1 
  1 
  9 
  Ultraburst 1024mb 
  2 
  1 
  11 
  Ultraburst 2048mb 
  4 
  2 
  13 
  Ultraburst 4096mb 
  8 
  2 
  15 
  Ultraburst 8192mb 
  16 
  3 
  17 
  Ultraburst 16384mb 
  32 
  3 
  19 
  Ultraburst 32768mb 
  64 
  4 
  21 
  Mini ultraburst 2048mb 
  4 
  1 
  15 
  Mini ultraburst 4096mb 
  8 
  1 
  17 
  Mini ultraburst 8192mb 
  16 
  1 
  19 
  Mini ultraburst 16384mb 
  32 
  2 
  21 
  Mini ultraburst 32768mb 
  64 
  2 
  23 
  
  79 
  data recorded as holograms in a special crystal. As a 
  holocube uses a 3-dimensional space to save data, its 
  storage capacity is much greater compared to the 2-
  domensional surface of an optical disc. 
  [Optical disc drives and holodrives cannot be used in 
  nanocomputers as they can’t be readily accessed due to 
  their removable nature.] 
   
  Nanocomputers 
  Nanocomputers are implanted in the cranial cavity and 
  act twofold, controlling other cybernetic implants and 
  providing the common services all computers offer. Be-
  cause of their unique function they have some special 
  issues. 
   
  Storage Device 
  Storage Memory Slots
  Storage Memory Slots
  Storage Memory Slots
  Storage Memory Slots 
  Size
  Size
  Size
  Size 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Magnetic drive 20tb 
  4 
  2 
  10 
  Magnetic drive 40tb 
  8 
  2 
  12 
  Magnetic drive 60tb 
  12 
  3 
  14 
  Magnetic drive 80tb 
  16 
  3 
  16 
  Magnetic drive 100tb 
  20 
  4 
  18 
  Magnetic drive 150tb 
  30 
  4 
  20 
  Magnetic drive 200tb 
  40 
  5 
  22 
  Magnetic drive 400tb 
  80 
  6 
  24 
  Magnetic mini-drive 20tb 
  4 
  1 
  12 
  Magnetic mini-drive 40tb 
  8 
  1 
  14 
  Magnetic mini-drive 60tb 
  12 
  1 
  16 
  Magnetic mini-drive 80tb 
  16 
  2 
  18 
  Magnetic mini-drive 100tb 
  20 
  2 
  20 
  Optical disc drive, read only* 
  ? 
  4 
  10 
  Optical disc drive, read/write standard* 
  ? 
  4 
  14 
  Optical disc drive, read/write high speed* 
  ? 
  4 
  16 
  Optical disc drive, read/write ultra speed* 
  ? 
  4 
  18 
  Holodrive, read only* 
  ? 
  4 
  15 
  Holodrive, read/write standard* 
  ? 
  4 
  20 
  Holodrive, read/write high speed* 
  ? 
  4 
  24 
  Holodrive, read/write ultra speed* 
  ? 
  4 
  28 
  Optical disc, low density* 
  1 
  -- 
  1 
  Optical disc, high density* 
  2 
  -- 
  2 
  Optical disc, ultra density* 
  4 
  -- 
  3 
  Holocube, low density* 
  8 
  -- 
  5 
  Holocube, high density* 
  16 
  -- 
  7 
  Holocube, ultra density* 
  24 
  -- 
  9 
  [*Optical disc drive, read only: This device accepts optical discs, which determine its Storage Memory slots, but it can only read the contents of an 
  optical disc, not write data to it or delete any information stored.] 
  [*Optical disc drive, read/write: This device accepts optical discs, which determine its Storage Memory slots. It can both read an optical disc and 
  write data to it (or delete data). Writing data isn’t instantaneous but takes some time depending on the size of the data and the disc drive used. 
  A standard disc drive writes or deletes data at the rate of one memory slot per round, a high speed drive at the rate of 2 memory slots per 
  round and an ultra speed drive at the rate of 3 memory slots per round.] 
  [*Holodrive, read only: This device accepts holocubes, which determine its Storage Memory slots, but it can only read the contents of an holocube, 
  not write data on it or delete data.] 
  [*Holodrive, read/write: This device accepts holocubes, which determine its Storage Memory slots. It can both read an holocube and write data to it 
  (or delete data). Writing data isn’t instantaneous but takes some time depending on the size of the data and the holodrive used. A standard drive 
  writes or deletes data at the rate of one memory slot per round, a high speed drive at the rate of 2 memory slots per round and an ultra speed 
  drive at the rate of 3 memory slots per round.] 
  [*Optical disc: These discs are made to be received by an optical disc drive.] 
  [*Holocubes: Holocubes are made to be received by a holodrive.] 
  
  80 
  Control Slots 
  Control slots are used by the nanocomputers to control 
  cybernetic implants that require a lot of processing 
  power. They take the form of specialized ports that are 
  configured prior to the surgical installation of the nano-
  computer. The decision over how many control slots to 
  install must not be taken lightly, because after the nano-
  computer is installed only through surgery is it possible 
  to configure or remove ports. 
  [When purchasing a nanocomputer, you can select one or 
  more of the processor’s Speed slots to be Control slots 
  usable for controlling implants. These Speed slots to be 
  Control slots cannot be used for running programs. After 
  the nanocomputer is installed, if you wish to alter the 
  configuration (convert Control slots back to Sped slots, or 
  devote more Speed slots to Control slots) the nanocom-
  puter must be surgically accessed, as for upgrading be-
  low (Purchase DC 16 if you hire a surgeon for the job). 
   
  Installing and Upgrading 
  As all cybernetic implants, nanocomputers need to be 
  surgically installed. Any future upgrade you want to make 
  (for example, adding a new processor or more memory) 
  also requires a surgical operation to access the nano-
  computer, making the upgrade process both discomfort-
  ing and expensive.) 
  [The surgical installation of a nanocomputer has a cost 
  equal to Purchase DC 20 (apart from the basic cost of the 
  nanocomputer itself). This cost can be forfeited if you 
  have access to the proper medical facilities and you get a 
  friend with the skills to do the job on you. Installing a 
  nanocomputer requires the Surgery feat and a successful 
  Treat Injury check at DC 25. The operation takes 2d3 
  hours. Afterwards, you are fatigued for 2 days and you 
  have to begin the immunity suppression treatment, as 
  described in the Beyond Flesh section.] 
   
  [Upgrading a nanocomputer also requires sur-
  gery, this time with Purchase DC 16. If you follow the 
  cheap way of getting a friend to do it, the surgery DC is 
  20 and the operation takes d3 hours. Afterwards, you are 
  fatigued for 2 days but you don’t have to be put under any 
  immunity suppression treatment.] 
   
  [Note that nanocomputers have a maximum Size 
  of 5. You can’t add any extra equipment beyond this Size 
  to a nanocomputer.] 
   
  Bioelectrical Interface 
  Nanocomputers are wired to the neurons of the central 
  nervous system. This enables them to receive the mental 
  commands of the user and translate them into electrical 
  currents understood by machines. In effect, the user is 
  able to control the nanocomputer (and therefore every-
  thing else the nanocomputer controls) with his thought. 
  This is the fastest and smoothest way of communication 
  between man and machine and is known as the bioelectri-
  cal interface. It is what makes nanocomputers so special 
  compared to other, mundane machines. 
  [When putting together a nanocomputer, you have to buy 
  a bioelectrical interface for it apart from the basics 
  (processor, active memory cards, storage media etc. A 
  bioelectrical interface has Purchase DC 24.] 
   
  Ports 
  Ports enable a computer to communicate with other de-
  vices, sending to or receiving data from them. Although in 
  this era this type of communication is mostly handled by 
  the hivenet, ports are still useful for fast, direct commu-
  nication between devices. There are generally three kinds 
  of ports: cable, infrared and remote ones. Cable ports 
  connect to a cable running between the two devices and 
  rely on it to transfer data, They’re fast and cheap, but 
  impractical when the devices are separated by a large 
  distance. Infrared ports use infrared beams to communi-
  cate remotely with other infrared ports. They don’t re-
  Port
  Port
  Port
  Port 
  Data Exchange Rate
  Data Exchange Rate
  Data Exchange Rate
  Data Exchange Rate 
  Size
  Size
  Size
  Size 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Cable, grade 1 
  3 memory slots per round 
  1 
  13 
  Cable, grade 2 
  6 memory slots per round 
  1 
  15 
  Cable, grade 3 
  9 memory slots per round 
  1 
  17 
  Infrared, grade 1 
  3 memory slots per round 
  1 
  15 
  Infrared, grade 2 
  6 memory slots per round 
  1 
  17 
  Infrared, grade 3 
  9 memory slots per round 
  1 
  19 
  Remote, grade 1 
  3 memory slots per round 
  1 
  16 
  Remote, grade 2 
  6 memory slots per round 
  1 
  18 
  Remote, grade 3 
  9 memory slots per round 
  1 
  20 
  
  81 
  quire any cable, but their range is rather limited. Remote 
  ports broadcast data to other remote ports using radio-
  waves. They have a great range but their data may be 
  intercepted or disrupted by countermeasures. 
  [Ports come in grades. Every computer comes with a 
  built-in grade 1 cable port at no additional cost or in-
  crease in size, but you can also add extra ports at your 
  expense. Nanocomputers don’t use ports; they use the 
  datajack ports described in the Beyond Flesh section.] 
   
  [Each port can connect to one other port of the 
  same type (eg a cable port can’t connect to a remote 
  port). The grade of a port determines the maximum 
  amount of data the connection can move in terms of stor-
  age memory slots per round; this functions like hivenet 
  bandwidth. The exact data exchange rate of a connection 
  is always determined by the slowest port. For example, if 
  a grade 3 port is connected to a grade 1 port, the connec-
  tion will function at the data exchange rate of the grade 1 
  port.] 
  [Cable ports: Cable ports require a cable running be-
  tween them.] 
  [Infrared ports: An infrared port can communicate with 
  another infrared port up to 45 ft away without any obsta-
  cles between.] 
  [Remote ports: A remote port has an effective range of 
  20 miles.] 
   
  Co-Processors 
  Coprocessors are designed to assist a computer’s main 
  processor in specialized tasks. Each coprocessor is built 
  with a specific function in mind, for example mathematical 
  analysis or graphical applications, and performs very well 
  in this field, freeing up the main processor to deal with 
  other tasks. 
  [Coprocessors are connected to a processor. In com-
  puters with multiple processors, at least half of them 
  must have linked coprocessors (of the same typ) to reap 
  their benefits.] 
   
   
  Bandwidth Regulating 
  This coprocessor uses advanced compression algorithms 
  and data package regulation to speed up data transmis-
  sion and reception over the hivenet. 
  [A bandwidth regulating coprocessor increases the avail-
  able bandwidth by 1 memory slot per round.] 
   
  Cryptographic 
  This coprocessor contains hardware support for cryptog-
  raphy algorithms, enhancing and boosting the speed of 
  both encryption and decryption procedures. Its use is 
  restricted to government agencies and large corpora-
  tions. Chips of these type falling into the hands of hackers 
  or spies is a nightmare to computer security personnel. 
  [Any encryptor or decryptor program run on a computer 
  equipped with a cryptographic processor is treated as 
  being one grade higher than it actually is (to a maximum 
  of grade 5). These programs also double the rate at which 
  they encrypt or decrypt data.] 
   
  Defensive 
  This coprocessor sets up filters analyzing incoming data 
  signals and disrupts the sequence of any harmful data, 
  lessening or even negating the effects of attack software. 
  [A defensive coprocessor inflicts a –3 penalty on the 
  damage roll of any attack program successfully hitting 
  the computer.] 
   
  Offensive 
  An offensive coprocessor scans a digital opponent’s de-
  fenses for weak points and guides offensive programs to 
  punch through them. 
  [An offensive coprocessor grants a +1 equipment bonus to 
  the attack and damage rolls made by the user in the hive-
  net.] 
   
  Software Booster 
  This dedicated coprocessor is designed to assist a spe-
  cific program, handling its functions and memory access 
  Coprocessor
  Coprocessor
  Coprocessor
  Coprocessor 
  Size
  Size
  Size
  Size 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Cryptographic 
  1 
  20 
  Res 
  Bandwidth regulating 
  1 
  13 
  -- 
  Defensive 
  1 
  16 
  Lic 
  Offensive 
  1 
  18 
  Mil 
  Software booster 
  1 
  16 
  -- 
  
  82 
  so that it runs faster and needs less memory. 
  [A software booster is purchased for a specific program; 
  it cannot assist any other program. The coprocessor 
  halves (rounding up) the requirements of the program in 
  speed and active memory slots.] 
   
  Misc. Hardware 
   
  Dataline Tap 
  This device is similar to the old phone taps, but can be 
  used to “read’ any kind of data being transferred through 
  a cable, be it voice, video, files etc. Dataline taps report 
  this data to a device connected to their output port, which 
  is either a cable or a remote port. Because they slightly 
  interfere with a cable’s signal, they can be detected by 
  someone suspecting their use. 
  [There are two versions of the dataline tap; one uses a 
  cable port, the other uses a remote port. When placed on 
  a cable, the tap reports all data transferred through it to 
  a device connected to its port. The presence of a dataline 
  tap can be detected by someone running a tap detector 
  program on a computer connected to the cable.] 
   
  Induction Jack 
  The induction jack resembles dataline taps in function but 
  has the great advantage of being completely undetectable 
  (short of visual detection). When secured around an optic 
  cable, it “reads” any data transferred through the cable 
  (voice, video, raw data etc) and sends them to an output 
  port that can be either a cable or a remote one. 
  [There are two versions of the induction jack; one uses a 
  cable port, the other uses a remote port. When placed 
  around a cable, the jack reports all data transferred 
  through the cable to a device connected to its port. Both 
  versions are completely undetectable, as they don’t inter-
  fere with the cable’s signal, unless of course someone 
  decides to visually inspect the cable.] 
   
  Quad-Processor Mount 
  This expensive device acts as a base receiving up to 4 
  processors and uses smart links between them as well as 
  a central coordinating unit to make better use of their 
  combined processing power. Quad-processor mounts are 
  commonly used in supercomputers, which combine tens, 
  hundreds or even thousands of separate processors. The 
  disadvantage of quad-processor mounts is that they’re 
  very vulnerable to destroyer or killer programs, because 
  the links transmit their destructive effects to all proces-
  sors in a mount. 
  [A quad-processor mount can receive up to 4 processors. 
  All quad-processor mounts installed in the same com-
  puter are treated as a single processor with speed slots 
  equal to the sum of their individual processors. For exam-
  ple, a quad mount having 3 processors with 6, 6 and 4 
  speed slots respectively, functions as a single processor 
  with 16 speed slots. Two quad mounts like the above func-
  tion as a single processor with 32 speed slots. If quad 
  mounts are mixed with processors not mounted, use the 
  regular system to determine how many speed slots the 
  computer has. For example, a quad mount with 12 slots 
  combined with a 4-slot and two 3-slot processors (not 
  mounted) will give 19 slots.] 
   
  [Against attack programs, each processor in-
  stalled in a quad mount is treated as a separate proces-
  sor. However, any damage result applied on a processor 
  installed in a quad mount also applies to all other proces-
  sors of the same mount. There is the temptation of treat-
  ing a quad mount as a single processor for damage pur-
  poses, in order to ease up calculations. This can be done 
  in systems that use only quad mounts, but in systems that 
  mix mounts with individual processors this would affect 
  the randomness of the attack (giving a whole mount and a 
  single processor the same chance to be affected).] 
  Hardware
  Hardware
  Hardware
  Hardware 
  Size
  Size
  Size
  Size 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Quad-processor mount 
  4 
  24 
  -- 
  Induction jack, cable 
  -- 
  16 
  Res 
  Induction jack, remote 
  -- 
  18 
  Res 
  Dataline tap, cable 
  -- 
  12 
  Res 
  Dataline tap, remote 
  -- 
  14 
  Res 
  
  83 
  Computers are not truly autonomous machines. They exe-
  cute the commands given by their users and sometimes 
  require their active input, hence they need a method of 
  communicating with them. This method is known as user 
  interface. Two types of user interface are available today. 
  The first, known as somatic interface, requires the user 
  to communicate with the computer through somatic com-
  mands. This interface has been used since the very first 
  days of computers. Although the somatic interface has 
  progressed far since the use of mouse & keyboard to 
  include virtual reality headgear and gloves, voice recogni-
  tion devices etc, it still requires the user to exercise 
  some sort of somatic control over the computer. The 
  second kind of user interface appeared along with nano-
  computers and is known as the neural interface. Using a 
  nanocomputer and a datajack, the user can control any 
  device with his thought by issuing mental commands. This 
  is considerably faster and smoother than the somatic 
  interface.  
   
  Somatic interfaces are more common because 
  many people still distrust the use of Cyberware and the 
  occasional hivenet user believes them to be safer. Neural 
  interfaces are considered cutting-edge and used by tech-
  nology gurus, power users and hackers. The fast control 
  they provide comes at a price: because the nanocomputer 
  is located inside his body, someone using a neural inter-
  face may suffer severe physical damage by offensive 
  programs targeting such interfaces. 
  [A neural interface requires a nanocomputer and a data-
  jack. The computer you control with a neural interface 
  doesn’t have to be your nanocomputer; it can be any com-
  puter your nanocomputer is linked to. This means that you 
  can use your nanocomputer to control a amore powerful 
  desktop computer to access the hivenet using a neural 
  interface; in this case you use the equipment and statis-
  tics of the computer you control, not the nanocomputer.] 
   
  [The difference between somatic and neural inter-
  faces is in the time required to complete a computer-
  related task. A neural interface will generally be faster, 
  allowing you to concentrate on the more important as-
  pects of your work. However, a neural interface can be 
  targeted by special offensive programs (this can happen 
  even if you use the nanocomputer to control another 
  computer.] 
  USER INTERFACE 
  
  84 
  [In CYD20, the Computer Use skill handles many things 
  that are often widely different from one another: pro-
  gramming, hacking, searching for data in the hivenet etc. 
  It would be illogical to assume that someone knows all 
  subjects covered by Computer Use equally well. For exam-
  ple, a corporate programmer may know everything there 
  is about programming but lack in hacking because he has 
  never practiced that field of computer operation. One way 
  to simulate this is to create several different skills, one 
  for each possible field of computer operation. However, 
  this would penalize characters wishing to make com-
  puters their business by forcing them to spend many skill 
  points among numerous skills. Instead, CYD20 uses a 
  specialties system.] 
   
  Specialties 
  [Computer Use has many specialties. When a character 
  purchases the 1st rank in the skill, he’s allowed to select 
  one specialty. At 5, 10, 15, 20 ranks and so on he can se-
  lect an additional specialty.] 
   
  [When the character attempts a computer-related 
  task, he uses his full ranks in the skill if he has the spe-
  cialty applying to the task. If he doesn’t, his skill ranks are 
  halved for that particular task.] 
  [Example: A character has Intelligence 14, 9 ranks in 
  Computer Use and the infiltration and network manipula-
  tion specialties. When he takes the bypass authentication 
  action to break into a secure system, which requires the 
  infiltration specialty, his bonus for the skill check is +11 
  (+2 from Intelligence, +9 from the ranks). If he wants to 
  delete a file from the secure system, something which 
  requires the file manipulation specialty he doesn’t have, 
  his skill bonus is only +6 (+2 from Intelligence, +4 from 
  one-half the ranks). 
   
  [The following specialties are available:] 
  [Cryptography: Applies to encrypting or decrypting 
  data.] 
  [Data search: Applies to searching for information in the 
  hivenet, locating a particular file or database entry etc.] 
  [Database manipulation: Applies to database operations, 
  like adding, changing or deleting records.] 
  [File manipulation: Applies to file operations, like copying 
  or deleting.] 
  [Infiltration: Applies to attempts made to access security 
  sites, bypass their security mechanisms, delete logs of 
  your actions etc.] 
  [Network assault: Applies to attacking in the hivenet 
  using combat software.] 
  [Network defense: Applies to defending against combat 
  software.] 
  [Network manipulation: Applies to network operations, 
  like locating a user or tracing him to his physical loca-
  tion.] 
  [Programming: Applies to creating new programs or 
  upgrading existing ones.] 
  ONE SKILL, MANY USES 
  
  85 
  What started as the ARPAnet near the end of the last cen-
  tury and gradually evolved into the globe-spanning com-
  puter network known as the Internet would eventually 
  take a completely different form, purpose and destination, 
  becoming a web of silicon strands covering the world. As 
  it grew, the Net assimilated conventional telephony, televi-
  sion, radio and most other traditional forms of communi-
  cation and information. It began controlling, categorizing 
  and regulating every kind of human activity and con-
  structs, from tax records to satellite orbits to distribution 
  of electrical power. At some point it became hard to find 
  someone who didn’t have access to the Net, retaining a 
  digital identity, at least in developed nations. The Net had 
  evolved in a giant hive where humanity met, discussed and 
  satisfied many of its needs. It was then that the term 
  “hivenet” first appeared. It has now become a standard in 
  describing the computer network spread across the 
  world. 
   
  The hivenet is a world which most people visit 
  occasionally and in which data traders, hackers, informa-
  tion couriers, wireheads and other by-products of the 
  Information Age make their living. Some consider it more 
  real than the real world. Others even consider it a living 
  organism that has developed a limited form of sentience. 
  Whatever the truth may be, everybody knows about the 
  way the hivenet is structured. 
   
  The hivenet isn’t controlled by a single computer 
  or group of computers. In fact, the hivenet isn’t controlled 
  by anyone. It’s a giant conglomeration of independent 
  computer systems linked together in one giant network 
  enabling them to share information. No system is more 
  “valuable” than the other, but all add together to the hive-
  net’s image as a place where you can find pretty much 
  anything you like. 
   
  Hivenet structure is based on nodes. Nodes are 
  central points in the grater structure which lead to other 
  points. Nodes lead to other nodes and these t other nodes, 
  until someone reaches his final destination. Some nodes 
  are greater than others, because they act as routes 
  which lead to smaller nodes. Nearly every major city has 
  its own great node. Each node represents a different 
  world in the virtual reality of the hivenet. Central nodes 
  are often built according to the host country’s culture. 
  The Athens node may include a virtual Parthenon, while 
  the New York node may be based around a magnificently 
  bright Statue of Liberty. Smaller nodes are designed ac-
  cording to their function. The node of a pharmaceutical 
  corporation may be designed as a medical laboratory. A 
  small node is usually ran by a single computer system, 
  while tens or hundreds of systems may cooperate to re-
  tain the illusion of a central node. 
   
  Bandwidth 
  Every computer connected to the hivenet links to its serv-
  ers through a line of communication, whether this is a 
  satellite, optic fibers or a combination of both. The quality 
  and speed of this connection doesn’t depend on the proc-
  essing power of the computer but on the speed of the 
  communication line used, its ability to move data from and 
  to the hivenet. This is commonly known as bandwidth. The 
  available bandwidth for a connection to the hivenet is 
  mainly a matter of how much you’re willing to pay to the 
  service provider offering the communication line. Band-
  width is very important for those who want to transfer 
  large amounts of data over the hivenet or use features 
  THE HIVENET 
  Comm Line 
  Bandwidth
  Bandwidth
  Bandwidth
  Bandwidth 
  Purchase DC (per month)
  Purchase DC (per month)
  Purchase DC (per month)
  Purchase DC (per month) 
  Optic fiber, lowband 
  1 memory slot/round 
  10 
  Optic fiber, highband 
  2 memory slots/round 
  15 
  Optic fiber, broadband 
  4 memory slots/round 
  20 
  Optic fiber, ultraband 
  8 memory slots/round 
  25 
  Satellite link, lowband 
  1 memory slot/round 
  15 
  Satellite link, highband 
  2 memory slots/round 
  20 
  Satellite link, broadband 
  4 memory slots/round 
  25 
  Satellite link, ultraband 
  8 memory slots/round 
  30 
  
  86 
  like real-time decryption. 
  [Bandwidth is mainly used for transferring data over the 
  hivenet and determines the maximum number of Storage 
  Memory slots your comm. line can move each round. 
  Bandwidth may be split between uploading tasks (sending 
  data over to another computer) and downloading tasks 
  (retrieving data from another computer) in anyway you 
  want. For example, if you have a maximum bandwidth of 5 
  memory slots/round, you can simultaneously upload a file 
  at the rate of 3 memory slots/round and download an-
  other file at 2 memory slots/round, download a file ay 2 
  slots/round and another at 3 slots/round etc.] 
   
  [Bandwidth is purchased by specialized service 
  provider companies. Service providers usually “hire” 
  comm. lines and their subscribers pay the listed Purchase 
  DC each month. There is the option of buying a permanent 
  comm. line, but such a thing is expensive: increase the 
  listed Purchase DC by 7 points.] 
   
  [Two types of comm. lines are available at the 
  moment for connecting to the hivenet. The first are the 
  widely used optic fiber lines. They are cheap, provide 
  great speed but they can only be used from a fixed loca-
  tion. Satellite links on the other hand, are more expensive 
  for the same bandwidth but can be used from anywhere, 
  Damage Rolled
  Damage Rolled
  Damage Rolled
  Damage Rolled    
  Disruptor
  Disruptor
  Disruptor
  Disruptor    
  Destroyer
  Destroyer
  Destroyer
  Destroyer    
  Killer
  Killer
  Killer
  Killer    
  1-2 
  Connection surge 
  Controls ionized 
  Controls ionized 
  3-4 
  Connection disrupted 
  Controls ionized (extended) 
  Controls ionized (extended) 
  5-6 
  Softwipe (d4) 
  Memory card disrupted 
  Memory card disrupted 
  7-8 
  Softwipe (d8) 
  Storage device disrupted 
  Storage device disrupted 
  9-10 
  Softwipe (d12) 
  Processor disrupted 
  Processor disrupted 
  11-12 
  Connection broken 
  Memory card damaged 
  Memory card damaged + burn 
  13-14 
  Hardwipe (d4) 
  Storage device damaged 
  Storage device damaged + burn (+2) 
  15+ 
  Hardwipe (d6) 
  Processor damaged 
  Processor damaged + burn (+4) 
  Hivenet Damage Table 
  [Burn
  Burn
  Burn
  Burn: If the target uses a neural interface, make a d20 roll and add the bonus in the parenthesis on the burn damage table.] 
  [Connection broken
  Connection broken
  Connection broken
  Connection broken: The target is disconnected from the hivenet.] 
  [Connection disrupted
  Connection disrupted
  Connection disrupted
  Connection disrupted: The target’s bandwidth is halved for d6 rounds. If more than half of he bandwidth was already in use, the target decides 
  how he assigns the remaining slots to current tasks. Extra results of this category don’t halve the bandwidth again, but they increase the dura-
  tion.] 
  [Connection surge:
  Connection surge:
  Connection surge:
  Connection surge: Any file transmission or reception currently in progress by the target is lost and has to be initiated again from the beginning.] 
  [Controls ionized
  Controls ionized
  Controls ionized
  Controls ionized: The target suffers a –2 penalty to Computer Use checks for one round. If an extended result is achieved. The penalty endures for 
  d4 rounds. Multiple results of this category don’t inflict an additional penalty but they increase the duration.] 
  [Hardwipe
  Hardwipe
  Hardwipe
  Hardwipe: A number of storage memory slots worth of data are deleted from the target’s computer. The target decides which programs or data 
  are deleted from storage memory; this data is unrecoverable. Active programs that are deleted from storage memory are also removed from active 
  memory. Note that even partial deletion of a program from active memory (eg one slot out of the 5 used by the program is deleted) destroys the 
  program. Data cannot be deleted from an optical disc or holocube loaded in a read-only optical drive or holodrive.] 
  [Memory card damaged
  Memory card damaged
  Memory card damaged
  Memory card damaged: As memory card disrupted, but the memory card ceases functioning until it is repaired.] 
  [Memory card disrupted
  Memory card disrupted
  Memory card disrupted
  Memory card disrupted: One of the target’s active memory cards (chosen randomly) stops functioning for d6 rounds. The resulting decrease in 
  active memory slots may force the target to deactivate some programs; in this case the target decides which programs to deactivate. Multiple 
  results of this category always prefer to affect different memory cards, if there are any available.] 
  [Processor damaged
  Processor damaged
  Processor damaged
  Processor damaged: As processor disrupted, but the processor stops functioning until repaired.] 
  [Processor disrupted
  Processor disrupted
  Processor disrupted
  Processor disrupted: One of the target’s processors (chosen randomly) stops functioning for d6 rounds. The resulting decrease in Speed slots may 
  force the target to deactivate some programs; in this case the target decides which programs to deactivate. Multiple results of this category always 
  prefer to affect different processors, if there are any available.] 
  [Softwipe
  Softwipe
  Softwipe
  Softwipe: A number of active memory slots currently in use by the target are deleted. The target decides which programs are deleted from active 
  memory; he has to load these programs again if he wants to continue using them. Note that even partial deletion of a program from active mem-
  ory (eg one slot out of the 5 used by the program is deleted) renders the program useless.] 
  [Storage device damaged
  Storage device damaged
  Storage device damaged
  Storage device damaged: As storage device disrupted, but the device ceases functioning until it’s repaired. A magnetic drive affected by this result 
  loses all data or programs stored in it permanently. Optical drives and holodrives won’t function, but the optical discs and holocubes used by them 
  are unaffected.] 
  [Storage device disrupted: 
  Storage device disrupted: 
  Storage device disrupted: 
  Storage device disrupted: One of the target’s storage devices (chosen randomly) ceases functioning for d6 rounds. During this time any data or 
  programs stored in the device are inaccessible. Active programs that are stored in the device are also removed from the active memory. Multiple 
  results of this category always prefer to affect different storage devices, if there are any available.] 
  
  87 
  even by someone on the move, with the help of a cell 
  phone (see the Hi Tek section).] 
   
  [Up to five comm lines may be linked together and 
  their bandwidth is cumulative.] 
   
  Hivenet Combat 
  Primitive attack programs for computer networks were 
  known since the late 20th century, but in the modern era 
  these programs have been developed and refined so that 
  they are able to destroy computers from a  distance and 
  even kill a user, giving a whole new meaning to the term 
  “digital crime”. With the development of offensive soft-
  ware, it was only a matter of time before programs which 
  defended against such attacks appeared. The result is 
  that today, some regions of the hivenet are as dangerous 
  as any rough neighborhood. 
  Combat Organization 
  [Hivenet combat is organized in rounds, as real-world 
  combat. Combatants have their usual action allowance 
  and make initiative and attack rolls.] 
   
  Hivenet Initiative 
  [Initiative in hivenet combat is figured differently. The 
  initiative check for someone using a somatic interface is 
  d20 + Int modifier. For someone using a neural interface 
  the initiative check is d20 + Int mod + 2 per grade of the 
  datajack port he uses (eg someone using a grade 2 cable 
  port to connect to the hivenet rolls d20 + Int modifier + 
  4).] 
   
  [A character’s Dexterity modifier or the improved 
  initiative feat doesn't modify his hivenet initiative.] 
   
   
  Awareness and the Digital 
  Roll
  Roll
  Roll
  Roll    
  Burn Damage
  Burn Damage
  Burn Damage
  Burn Damage    
  1-3 
  Shock 
  4-6 
  Kinetic center overload 
  7-9 
  Synapse overload 
  10-11 
  Vertigo 
  12-13 
  Sensory overload 
  14-15 
  Mindwipe 
  16 
  Language center collapse 
  17 
  Bioelectrical collapse 
  18 
  Kinetic center collapse 
  19 
  Massive brain hemorrhage 
  20+ 
  Coma 
  Burn Damage Table 
  [Bioelectrical collapse
  Bioelectrical collapse
  Bioelectrical collapse
  Bioelectrical collapse: The user’s synapse links with his nanocomputer are burnt out. His nanocomputer, as well as all implants requiring it to 
  work, stops functioning. The nanocomputer’s functioning can be restored by waiting for 4d6 weeks until the links heal and making a new surgical 
  operation to connect the computer to them.] 
  [Coma
  Coma
  Coma
  Coma: The user falls into a coma lasting for 4d6 months.] 
  [Kinetic center collapse
  Kinetic center collapse
  Kinetic center collapse
  Kinetic center collapse: The user suffers d4 permanent Dexterity drain.] 
  [Kinetic center overload
  Kinetic center overload
  Kinetic center overload
  Kinetic center overload: The user suffers d6 temporary Dexterity damage.] 
  [Language center collapse
  Language center collapse
  Language center collapse
  Language center collapse: The user immediately loses one of his language skills (it may be re-learnt). The lost language is determined randomly, 
  but the user’s native language is only affected if there are no other languages remaining. If the user’s language is affected, it is not erased, but 
  the user is unable to form coherent sentences with it (DC 12 Intelligence check to understand what he’s trying  to say).] 
  [Massive brain hemorrhage
  Massive brain hemorrhage
  Massive brain hemorrhage
  Massive brain hemorrhage: The user immediately loses 4d10 hit points.] 
  [Mindwipe
  Mindwipe
  Mindwipe
  Mindwipe: The user suffers from temporary amnesia for 4d6 weeks. He can’t use any skills which can’t be used untrained, except from language 
  skills, and all other skills function at half effective ranks.] 
  [Shock
  Shock
  Shock
  Shock: The user immediately loses d6 hit points.] 
  [Sensory overload
  Sensory overload
  Sensory overload
  Sensory overload: The user temporarily loses the use of one sense. Roll a d10 to determine the sense lost: 1-2 sight, 2-4 hearing, 5-6 scent, 7-8 
  taste, 9-10 touch. The loss lasts for d4 days.] 
  [Synapse overload
  Synapse overload
  Synapse overload
  Synapse overload: The user must succeed in a DC 15 Fortitude save or be rendered unconscious for d10 hours.] 
  [Vertigo
  Vertigo
  Vertigo
  Vertigo: Balance centers are temporarily overloaded. The user suffers from acute vertigo that inflicts a –6 penalty to Dexterity for d4 days.] 
  
  88 
  Battlefield 
  [Hivenet combat requires common ground. This means 
  that all participating combatants must be in the same 
  node (ie logged on the same system) and that fleeing is 
  simply a matter of logging off from a node. Someone who 
  is currently logged on the PharmaTek corporation net-
  work cannot attack another user located in the IRS cen-
  tral network, unless he logs off one node and logs on to 
  the other. The combatants need also to have access to the 
  node, either legitimate (having the proper access codes) 
  or illegitimate (bypassing the authorization mechanism).] 
   
  [Attacking another user also has another require-
  ment: you must be aware of his presence in the node. This 
  is automatic if the other user is in a public node and does-
  n’t care to conceal his presence, but the matter is compli-
  cated if he’s a hacker infiltrating the system. A user who 
  conceals his presence can only be found by running a 
  network scan (tasking the network scan action) or by 
  tracing him through his identification key (taking the lo-
  cate user action). Any user that attacks another user is 
  instantly made obvious from the incoming trail of data, so 
  it is impossible to surprise someone in hivenet combat. ] 
   
  [The hivenet is not a physical space and thus a 
  character can’t “move” through it. The only kind of move-
  ment is logging off a system. A character taking a full-
  round action in the hivenet can only take a 5 ft step in the 
  real world.] 
   
  Hivenet Attack Bonus 
  [The attack bonus for a hivenet attack is equal to the bo-
  nus a character has in the Computer Use (network as-
  sault) skill, including skill ranks, Intelligence modifier, 
  feats and other factors modifying the skill bonus. Nor-
  mally, a hivenet combatant is able to only make one attack 
  per round.] 
   
  [Splitting the attack bonus: A character using a 
  neural interface, having at least 5 ranks in Computer use 
  and possessing the network assault specialty, can take 
  the full network attack action to make multiple attacks in 
  a round by “splitting” his bonus among the attacks (eg if 
  he has a +7 bonus he can choose to make one attack with 
  a +4 bonus and one with a +3 bonus). When using this 
  option, a character can make up to one extra attack per 5 
  ranks in Computer Use. However, each attack programs 
  may be used to attack only once per round, so the char-
  acter must have multiple attack programs in active mem-
  ory to make use of this option.] 
   
  Hivenet Defense 
  [A character’s Defense in the hivenet is equal to 10 + his 
  bonus in the Computer Use (network defense) skill 
  (including skills ranks, Intelligence modifier, feats and 
  other factors modifying the skill bonus). Feats, equipment 
  and other factors modifying a character’s Defense in the 
  real world do not affect his Defense in the hivenet. The 
  use of defensive software increases Defense and is highly 
  recommended.] 
  [Full defense: If a combatant forfeits all attacks during a 
  round, he gains a +4 bonus to his Defense until the next 
  round.] 
  [Fight defensively: A combatant possessing the network 
  defense specialty of the Computer Use skill can choose to 
  fight defensively, taking a –2 penalty to all attack rolls he 
  makes during a round to gain a +2 bonus to his Defense 
  until the next round.] 
   
  Combat in a Secure System 
  [Someone who has infiltrated a secure system and has to 
  fend off its security measures finds himself in a serious 
  disadvantage when confronted by someone with legiti-
  mate access to the system (or one of the system’s drone 
  guardians). Attack rolls on part of the user do not have to 
  beat the system’s Security level to be successful and do 
  not bring repercussions if they fail, but they still suffer a 
  –1 penalty for every 10 points (or fraction thereof) of Se-
  curity the system has. Thus, a system with Security 25 
  will inflict a –3 penalty to the attack rolls of a hacker.] 
   
  Hivenet Combat Damage 
  [Attack programs are generally divided in three catego-
  ries: disruptor, destroyer and killer programs. All of them 
  have damage dice, as real-world weapons do, but they 
  don’t cause “real” damage. Instead, the result of the dam-
  age dice is compared to the appropriate damage table 
  (one for each program category) to determine the effect. 
  It is impossible to attack in the hivenet without using an 
  attack program.] 
   
  [Disruptor programs are considered the most 
  harmless of all. They usually disrupt the communication 
  lines of the target and may cause some software damage 
  by deleting files, blocking access to memory etc.] 
   
  [Destroyer programs target hardware by overrid-
  ing a computer’s control over its circuits and causing 
  
  89 
  catastrophic power surges. These programs can com-
  pletely destroy a remote computer.] 
   
  [Killer programs are the most dangerous of all. 
  They usually function as destroyer programs, but they 
  have the frightening potential to turn a nanocomputer 
  against its user, inflicting severe damage on his brain, 
  even killing the target. This can happen even if the target 
  simply uses a nanocomputer to control another computer 
  (in this case, both the nanocomputer and the other com-
  puter suffer any damage effect rolled). Killer programs 
  may produce a “burn” result, which means that the target 
  has suffered brain damage. A “burn” result only affects a 
  target with a neural interface and requires a d20 roll on a 
  separate table.] 
  
  90 
  In a world where information is power and computers are 
  weapons, hackers are the ultimate soldiers. Experts in 
  infiltrating secure remote systems and stealing the se-
  crets they hold, they are the heroes of modern fairy tales, 
  battling security drones instead of dragons and getting 
  away with a treasure of data instead of rescuing the prin-
  cess. Some are idealists, still believing in the “information 
  wants to be free” motto, while others are hired merce-
  naries in the world of data trading and corporate espio-
  nage. 
   
  Security 
  The paranoia typical of modern computer networks en-
  sures that even the most basic computer system has 
  some degree of security to defend against intruders. Im-
  portant systems typically have increased security meas-
  ures which can complicate a hacker’s job. In the language 
  of hackers, the security of a system is described using a 
  color code, from green (the most basic security) to black 
  (the highest level of security possible and the dream of 
  any dedicated hacker to one day crack. 
  [Every remote system has a Security level, which acts as 
  the DC for any Computer Use checks made by the hacker 
  while working in the system. The Security level of a sys-
  tem varies according to the function it serves and the 
  importance of the data stored in it. The Security levels 
  described here come with a Purchase DC; this is the cost 
  of the security equipment and software used to make a 
  system that secure.] 
   
  The Price of  Failure 
  The security mechanisms of a computer system can be 
  described as the antibodies and white blood cells of a 
  human organism. In this case, a hacker is the virus. Every 
  move he takes is countered by the system’s security. It is 
  possible that the god of hacking can infiltrate an ultrase-
  cure system, do his job and get out without being noticed 
  by any security measure, but most hackers are men and 
  they make mistakes. And while most people have a chance 
  to learn from their mistakes, in the hacker business there 
  is no place for them. 
  [The security measures of a computer system are acti-
  vated  every time the hacker fails a Computer Use check 
  by more than 5 points. In this case, roll a d12 on the secu-
  rity table corresponding with the security level of the 
  system to see what happens.] 
   
  The Basics 
   
  Gaining Access to a Remote 
  System 
  Hackers can have many tasks: steal data, delete files, 
  alter database entries etc. All these tasks however, only 
  describe the second part of the hacking process: what the 
  hacker needs to do once he is inside a remote system. 
  The first part of the process, ie getting inside the remote 
  system, remains the same regardless of the task at hand. 
  Invariably, the hacker must log on the remote system and 
  then successfully circumvent the authentication verifying 
  mechanism of it. 
  [To gain access to a remote system, the hacker must first 
  take a log on action, to establish a connection to the sys-
  tem, and then succeed in a bypass authentication action.] 
   
  Locating the Target Data 
  Many remote systems contain a huge amount of data and 
  the hacker is usually interested in only a very small por-
  HACKING 
  Color 
  Security
  Security
  Security
  Security 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Green 
  15 
  15 
  Yellow 
  20 
  22 
  Cyan 
  25 
  28 
  Indigo 
  30 
  37 
  Red 
  35 
  48 
  Black 
  40 
  60 
  
  91 
  Security Tables 
   
  Code Green 
  Code Yellow 
  Code Cyan 
  1 
  System sweep 
  System sweep 
  System sweep 
  2 
  System sweep 
  System sweep 
  System sweep + connection logged 
  3 
  System sweep 
  Connection logged 
  Connection logged + access denied 
  4 
  Connection logged 
  Connection logged 
  Authentication required 
  5 
  Connection logged 
  Access denied 
  Authentication required + connection logged 
  6 
  Access denied 
  Access denied 
  Trace initiated 
  7 
  Access denied 
  Authentication required 
  Trace initiated + connection logged 
  8 
  Authentication required 
  Trace initiated 
  Disruptor drone activated 
  9 
  Trace initiated 
  Authentication required + tracer initiated 
  Disruptor drone activated + trace initiated 
  10 
  Trace initiated 
  Disruptor drone activated 
  Administrator alert + trace initiated 
  11 
  Administrator alert 
  Administrator alert + trace initiated 
  Administrator alert + trace initiated 
  12 
  Disconnected 
  Disconnected 
  Disconnected 
   
  Code Indigo 
  Code Red 
  Code Black 
  1 
  System sweep + connection logged 
  System sweep + connection logged + access 
  denied 
  Retroactive tracer initiated + connection 
  logged + authentication required 
  2 
  Connection logged + access denied 
  Retroactive tracer initiated 
  Retroactive tracer initiated + connection 
  logged + authentication required 
  3 
  Access denied + authentication required 
  Disruptor drone activated + retroactive 
  tracer initiated 
  Retroactive tracer initiated + connection 
  logged + access denied + authentication 
  required 
  4 
  Retroactive tracer initiated 
  Destroyer drone activated + retroactive 
  tracer initiated 
  Retroactive tracer initiated + connection 
  logged + access denied + authentication 
  required 
  5 
  Disruptor drone activated + retroactive 
  tracer initiated 
  Destroyer drone activated + retroactive 
  tracer initiated 
  Destroyer drone activated + retroactive 
  tracer initiated + administrator alert 
  6 
  Disruptor drone activated + retroactive 
  tracer initiated 
  Retroactive tracer initiated + access denied 
  Destroyer drone activated + retroactive 
  tracer initiated + administrator alert 
  7 
  Destroyer drone activated + retroactive 
  tracer initiated 
  Retroactive tracer initiated + authentication 
  required 
  Destroyer drone activated + retroactive 
  tracer initiated + administrator alert 
  8 
  Destroyer drone activated + retroactive 
  tracer initiated 
  Administrator alert + retroactive tracer 
  initiated 
  Killer drone activated + retroactive tracer 
  initiated + administrator alert 
  9 
  Retroactive tracer initiated + access denied 
  Administrator alert + retroactive tracer 
  initiated 
  Killer drone activated + retroactive tracer 
  initiated + administrator alert 
  10 
  Administrator alert + retroactive tracer 
  initiated 
  Killer drone activated + retroactive tracer 
  initiated 
  Killer drone activated + retroactive tracer 
  initiated + administrator alert 
  11 
  Disconnected 
  Disconnected 
  Disconnected 
  12 
  Disconnected 
  Disconnected 
  Disconnected 
  [Access denied
  Access denied
  Access denied
  Access denied: The system temporarily blocks all access. The hacker cannot take any action in the system for d6 rounds.] 
  
  92 
  tion of them, so finding his target may be a time-
  consuming process. Knowledge of the name of the file 
  being sought or its contents can cut down the time re-
  quired to locate it. 
  [Locating the target data requires the hacker to take a 
  successful locate data action.] 
   
  Deleting Logs 
  Every action taken by a hacker in a remote system is 
  logged by the system and these logs are proof that some-
  one has trespassed in the system and can be used to 
  trace the hacker to his physical location. Good hackers 
  always take care to erase any signs of their infiltration by 
  deleting these logs. Sometimes however, a hacker doesn’t 
  have the time required to clear all logs produced by his 
  actions, either because of poor planning or due to an un-
  expected turn of events. In this case, the number of the 
  remaining logs is the main factor that determines the 
  quality and quantity of info a security expert gains by 
  analyzing them. 
  [Every action taken by the character in a remote system, 
  whether successful or not, creates one log, except from 
  the network attack, full network attack, log off and delete 
  log action which don’t create any logs. Logs can be erased 
  with the delete log action. If the hacker doesn’t erase all 
  logs he produced, then it will be clear to the system ad-
  ministrator that someone successfully infiltrated the sys-
  tem. The logs can be analyzed to gain further information 
  by taking the analyze logs action.] 
   
  Bouncing your Connection 
  One of the greatest fears all hackers have is to be traced 
  back to their physical location and have the police pay 
  them a social visit. A classical trick used to avoid being 
  traced or at least make the trace attempts more difficult 
  is to “bounce” the connection among multiple nodes be-
  fore connecting to the target system. For example, if your 
  target is the system of the PharmaTek corporation, you 
  can first bounce your connection to Colt Industries, then 
  to the National Library and finally to PharmaTek. Bouncing 
  your connection effectively inhibits tracers, but increases 
  the lag and the security monitors you have to cope with. 
  [An attempt to trace you is usually concluded within d6 
  rounds if you connect directly to the target system. For 
  each “bounce” you add, the time required for a trace in-
  creases by d6 rounds, but you suffer a –1 penalty to all 
  Computer Use checks. 
  [Access denied
  Access denied
  Access denied
  Access denied: The system temporarily blocks all access. The hacker cannot take any action in the system for d6 rounds.] 
  [Administrator alert
  Administrator alert
  Administrator alert
  Administrator alert: The system’s administrator is alerted to the presence of an intruder and coordinates security measures against him more 
  effectively. This has the following effects: 1. Halve the time required for any trace already in progress or any trace initiated in the future until the 
  hacker logs off or is disconnected, 2. Any system sweep inflicts a –10 penalty instead of –5, 3. Any drone activated gets a +2 bonus to its 
  attack roll.] 
  [Authentication required
  Authentication required
  Authentication required
  Authentication required: Access is denied to the hacker and the system requires him to verify his authentication again. This obstacle must be 
  overcome by taking a successful bypass authentication action before the hacker can proceed with his task.] 
  [Connection logged
  Connection logged
  Connection logged
  Connection logged: The hacker’s attempted action is logged twice instead of just once. This creates an additional log for him to cope with.] 
  [Destroyer drone activated
  Destroyer drone activated
  Destroyer drone activated
  Destroyer drone activated: A destroyer drone engages the hacker in hivenet combat. Destroyer drones are detailed in the software section.] 
  [Disconnected
  Disconnected
  Disconnected
  Disconnected: The hacker’s connection to the remote system is immediately terminated. If he still wants to have a try at infiltrating the system, he 
  has to begin again from the start.] 
  [Disruptor drone activated
  Disruptor drone activated
  Disruptor drone activated
  Disruptor drone activated: A disruptor drone engages the hacker in hivenet combat. Disruptor drones are detailed in the software section.] 
  [Killer drone activated
  Killer drone activated
  Killer drone activated
  Killer drone activated: A killer drone engages the hacker in hivenet combat. Killer drones are detailed in the software section.] 
  [Retroactive trace initiated
  Retroactive trace initiated
  Retroactive trace initiated
  Retroactive trace initiated: Retroactive traces have been designed to defeat hacking attempts made from a constantly changing location (ie by 
  hackers that are on the move using a satellite link to connect to the hivenet). This works exactly like a normal trace, but as soon as the trace is 
  complete the remote system sends a small file to be installed in the hacker’s computer. Thereafter, each time the hacker connects to the hivenet 
  (not necessarily logging on the same system), the installed tracer reports his location to the system administrator. The tracer file is minute in size 
  and doesn’t take up any memory, speed slots or bandwidth. A retroactive trace will be detected by a trace monitor as a normal trace. If the 
  hacker suspects that a retroactive tracer has been placed in his computer, he may find it by taking a system scan action.] 
  [System sweep
  System sweep
  System sweep
  System sweep: The system detects suspicious activity and initiates a full sweep. This makes the hacker’s job more difficult, inflicting a –5 penalty 
  on his next Computer Use check.] 
  [Trace initiated
  Trace initiated
  Trace initiated
  Trace initiated: The remote system attempts to trace the hacker’s connection back to his physical location. The hacker won’t be aware that he’s 
  being traced unless he uses an active trace monitor. Once a trace is initiated, it can’t be stopped unless the hacker disconnects from the hivenet. 
  Each new “trace initiated result” will decrease the time required for the trace to be completed by d6 rounds. A trace usually takes d6 rounds to 
  be completed, but if the hacker has “bounced” his connection, an additional d6 rounds per bounce are required. Once the trace concludes, the 
  system (and its administrators) becomes aware of the hacker’s physical location (ie the place from which he connects to the hivenet).] 
  
  93 
  Nearly anything important a character can attempt with a 
  computer can be described with one of these act6ions (or 
  a combination of them). 
   
  Alter Record 
  [This action is taken to alter the contents of a database 
  entry. It is a full-round action when using a somatic inter-
  face or a move action when using a neural interface. In a 
  system you have infiltrated you are required to succeed 
  in a Computer Use (database manipulation) check against 
  a DC equal to the system’s Security level.] 
   
  Analyze Logs 
  [This action is taken to analyze the logs left behind by a 
  careless hacker. A Computer Use (infiltration) check is 
  made, with the DC varying according to the number of 
  logs available for analysis. If you don’t have legitimate 
  access to the system where the logs are contained, your 
  check result must beat the system’s Security level else 
  the analysis fails.] 
  [With a successful check, you realize what the hacker was 
  trying  to do (eg what file was he seeking to copy or what 
  database entry he wanted to alter). If the check result 
  exceeds the DC by 10 or more points, the logs can be used 
  to trace the hacker back to his physical location (at least 
  at the time he performed the hack).] 
   
  [Log analysis takes 10 minutes per available log.] 
   
   
  Bypass Authentication 
  [This action is taken by a hacker to bypass the authenti-
  cation verification needed to access a secure system 
  after logging on to it. It requires a number of rounds (per 
  attempt made) equal to half the system’s Security level if 
  you are using a somatic interface or equal to Security 
  divided by 5 if you are using a neural interface (eg the 
  authentication of a system with Security level 25 takes 12 
  rounds to bypass using a somatic interface or 5 rounds 
  with a neural interface). A successful Computer Use 
  (infiltration) check is also needed (the DC is equal to the 
  system’s Security level).] 
   
  Control Slave 
  [This action is taken to do something with a device slaved 
  to the computer system you’re logged on. For example, 
  you can open or close an automatic door, deactivate a 
  security scanner or turn a camera the other way. If you 
  don’t have legitimate access to the system, you have to 
  succeed in a Computer Use (network manipulation) check 
  against a DC equal to the system’s Security level.] 
   
  [If you want to accomplish complex things with the 
  slaved device, like for example program coordinates in a 
  missile, launch it and override its self-destruct mecha-
  nism, you have to take multiple actions with each accom-
  plishing a small part of the greater action. The Gamemas-
  ter determines exactly how many separate actions are 
  required by breaking down the task in small identifiable 
  parts. The above example with the missile would most 
  likely require 2 separate actions.] 
   
  [Control slave is a move action with a neural in-
  terface or a full-round action with a somatic interface.] 
   
  Create Backdoor 
  [This action is taken to create a breach in the system’s 
  security that enables you to access the system at a later 
  time without proper authorization. Opening a backdoor 
  requires you to have already accessed the system and 
  takes a variable amount of time depending on the sys-
  COMPUTER ACTIONS 
  Available Logs
  Available Logs
  Available Logs
  Available Logs 
  Analysis DC
  Analysis DC
  Analysis DC
  Analysis DC 
  6+ 
  5 
  5 
  10 
  4 
  15 
  3 
  20 
  2 
  25 
  1 
  30 
  
  94 
  tem’s security. You also need to succeed in a Computer 
  Use (infiltration) check against a DC equal to the system’s 
  Security level. Once created, a backdoor enables you to 
  access the system at any later time without having to 
  take a bypass authentication action.] 
   
  [Secure systems usually run scans once in a while 
  to detect and remove backdoors. The frequency and effi-
  ciency of these scans depend on the quality of the sys-
  tem’s security. Usually, the system makes a scan check 
  (d20 + a scan bonus) and detects the backdoor if the re-
  sult exceeds your Computer Use check result. Backdoors 
  are automatically detected if you leave a system without 
  first deleting the logs of your actions. Any backdoor de-
  tected is removed.] 
   
  [If you want to search your computer for back-
  doors left there by others, you should take the system 
  scan action.] 
   
  Action
  Action
  Action
  Action 
  Effect
  Effect
  Effect
  Effect 
  Related Specialty
  Related Specialty
  Related Specialty
  Related Specialty 
  Time Required
  Time Required
  Time Required
  Time Required 
  Alter record 
  Alters the contents of a database entry 
  Database manipula-
  tion 
  Full-round (somatic) or Move (neural) 
  Analyze logs 
  Gains info on a hacker from logs of his actions 
  Infiltration 
  Varies 
  Bypass authentica-
  tion 
  Access a secure site 
  Infiltration 
  Security:2 rounds (somatic) or Security: 5 
  rounds (neural) 
  Control slave 
  Controls a device slaved to a computer system 
  Network manipula-
  tion 
  Full-round (somatic) or Move (neural) 
  Create backdoor 
  Leaves a backdoor in a remote system 
  Infiltration 
  Varies 
  Create record 
  Creates a new entry in a database 
  Database manipula-
  tion 
  Full-round (somatic) or Move (neural) 
  Decrypt file 
  Makes an encrypted file accessible without the pass-
  word 
  Cryptography 
  Varies 
  Delete file 
  Irrevocably deletes a file from a system 
  File manipulation 
  Move 
  Delete log 
  Deletes a security log from a remote system 
  Infiltration 
  Attack (somatic) or Move (neural) 
  Delete record 
  Deletes an entry from a database 
  Database manipula-
  tion 
  Attack (somatic) or Move (neural) 
  Encrypt file 
  Makes a file inaccessible without a password 
  -- 
  Varies 
  Full network 
  attack 
  Multiple attacks 
  Network assault 
  Full-round 
  Global search 
  Searches the hivenet for information 
  Datasearch 
  Varies 
  Load program 
  Makes a program active 
  -- 
  Move (somatic) or Free (neural) 
  Locate data 
  Locates a particular file or database entry in a 
  system 
  Datasearch 
  Varies 
  Locate user 
  Detects the id key of a user or locates him in the 
  hivenet 
  Network manipula-
  tion 
  Varies 
  Log off 
  Disconnects from a remote system 
  -- 
  Move (somatic) or Free (neural) 
  Log on 
  Connects to a remote system 
  -- 
  Move (somatic) or Free (neural) 
  Network attack 
  Attacks another user 
  Network assault 
  Attack 
  Network scan 
  Scans a system for logged-on users 
  Network manipula-
  tion 
  Varies 
  Receive file 
  Initiates the copying of a file from a remote system 
  to your computer 
  File manipulation 
  Move (somatic) or Free (neural) 
  Scan system 
  Detects dangerous files like backdoors, tracers or 
  viruses 
  File manipulation 
  Varies 
  Trace user 
  Initiates a trace 
  Network manipula-
  tion 
  Full-round (somatic) or Move (neural) 
  Transmit file 
  Initiates the copying of a file from your computer to 
  a remote system 
  File manipulation 
  Move (somatic) or Free (neural) 
  Unload program 
  Removes a program from active memory 
  -- 
  Move (somatic) or Free (neural) 
  Use program 
  Use an active program 
  -- 
  Varies 
  
  95 
  Create Record 
  [This action is taken to create a new entry in a database. 
  It is a full-round action when using a somatic interface or 
  a move action when using a neural interface. In a system 
  you have infiltrated you are required to succeed in a 
  Computer Use (database manipulation) check against a 
  DC equal to the system’s Security level.] 
   
  Decrypt File 
  [This action is taken to decrypt an encrypted file, making 
  its contents accessible even if you don’t know the proper 
  password. Because encryption algorithms are horribly 
  complicated, you need to use a decryption program. 
  Unlike encryption, which is done by the program, decryp-
  tion requires your active input and so you need to suc-
  ceed in a Computer Use (cryptography) check to success-
  fully decrypt a file. The DC and time required is found in 
  the details for decryptor programs.] 
   
  Delete File 
  [This action is taken to irrevocably delete a file from a 
  system. This isn’t as simple as it sounds. A file that is 
  simply deleted is very easy to recover. By taking this ac-
  tion however, you fill up the space assigned to the deleted 
  space with garbage data, thus making it unrecoverable. 
  This is not as fast as simple deletion and needs some time 
  to be completed. You can delete up to 5 storage memory 
  slots of files (or 5 slots from one large file) by taking a 
  move action with a somatic interface or 10 memory slots 
  of files with a neural interface.] 
   
  [You can freely delete files from your own com-
  puter or from a remote system you have legitimate ac-
  cess to. If you have infiltrated a remote system, you must 
  make a Computer Use (file manipulation) check against a 
  DC equal to the system’s Security level for your delete file 
  action to be successful.] 
   
  Delete Log 
  [This action is taken by a hacker to delete the logs of his 
  actions in a secure system he has infiltrated. Deleting a 
  log is an attack action if using a somatic interface or a 
  move action if using a neural interface and requires a 
  successful Computer Use (infiltration) check against a DC 
  equal to the system’s Security level. Usually one log is 
  deleted, but for every 5 points your check result exceeds 
  the DC you manage to delete an additional log.] 
   
  Delete Record 
  [This action is taken to delete a database entry. It is an 
  attack action when using somatic interface or a move 
  action when using a neural interface. In a system you 
  have infiltrated you are required to succeed in a Com-
  puter Use (database manipulation) check against a DC 
  equal to the system’s Security level.] 
   
  Encrypt File 
  [This action is taken to encrypt a file so that its contents 
  are impossible to access without knowledge of the proper 
  password. You need to use an encryption program (of any 
  grade). Encryption is done automatically by the program, 
  but usually requires some time (this is explained in the 
  details for encryption programs).] 
   
  Full Network Attack 
  [This action resembles network attack, but allows you to 
  make multiple attacks in the same round. To use it, you 
  must be using a neural interface, have 5 or more ranks in 
  Computer Use and own the network assault specialty. You 
  can then make up to one extra attack per 5 ranks in Com-
  puter Use by “splitting” your attack bonus between them. 
  This is always a full-round action.] 
   
  Global Search 
  [This action is taken to search the hivenet for information 
  on a particular topic. To find anything useful, you have to 
  succeed in a Computer Use (datasearch) check. The DC, 
  as well as the time required for the search, depends on 
  how narrow the search is, although using a neural inter-
  face halves the time needed.] 
  Security
  Security
  Security
  Security 
  Time Required
  Time Required
  Time Required
  Time Required 
  Frequency
  Frequency
  Frequency
  Frequency 
  Scan Bonus
  Scan Bonus
  Scan Bonus
  Scan Bonus 
  Green 
  d3 rounds 
  1 per month 
  +3 
  Yellow 
  d4+1 rounds 
  1 per 15 days 
  +5 
  Cyan 
  d6+1 rounds 
  1 per week 
  +8 
  Indigo 
  d8+2 rounds 
  1 per 3 days 
  +10 
  Red 
  d10+4 rounds 
  1 per day 
  +12 
  Black 
  2d6+6 rounds 
  2 per day 
  +15 
  
  96 
  Load Program 
  [This simple action is used to load a program from stor-
  age memory to active memory, making it active. It is a 
  move action with a somatic interface or a free action with 
  a neural interface. Your computer needs to have enough 
  free speed and active memory slots to meet the pro-
  gram’s requirements.] 
   
  Locate Data 
  [This action is used to locate a particular file or database 
  entry in your computer or a remote system you have 
  accessed. Although eventually any search will result in a 
  success, the time it requires depends on the amount of 
  data stored in the system and the information you have on 
  the target data (the more refined your search is, the fast-
  est it will be concluded). To calculate the time needed for 
  a search to result in success, first determine the base 
  time depending on the available information you have on 
  the target data. 
  [Then, multiply the base time by a number produced by 
  the estimated amount of data stored in the system. Using 
  a neural interface halves the required time (to a minimum 
  of one round). 
   
  [Example: A search to locate the personal journal 
  of the head researcher of the PharmaTek mega-
  corporation takes d3x4 rounds (the owner of the data is 
  known, the system holds all of a mega-corporation’s 
  data.] 
  [Success is guaranteed if the system you search is a 
  public one or you have legitimate access to it. If you want 
  to search a system you’ve infiltrated, you first have to 
  succeed in a Computer Use (data search) check against a 
  DC equal to the system’s Security level. If you fail, you 
  only waste one round and can try again.] 
   
  Locate User 
  [This action is taken to determine the identification key of 
  another user or to locate him in the hivenet by his identi-
  fication key. The identification key is a unique number 
  assigned by the hivenet to every machine connected to it, 
  in order to identify it as part of the world wide network. 
  Computers that are constantly connected to the hivenet 
  (like those of a corporation) are assigned a permanent 
  key. Computers that connect part-time (like most per-
  sonal computers) are assigned a random key each time 
  they connect to the hivenet.] 
   
  [Learning a user’s identification key: As a move 
  action (if using a somatic interface) or a free action (if 
  using a neural interface), you can learn the identification 
  key of another user. The other user must be connected to 
  the same system as you are and you must be aware of 
  him. You can then use the identification key to track his 
  location in the hivenet if he logs off from the system. Note 
  that if he disconnects from the hivenet, he will get a new 
  identification key the next time he connects.] 
   
  [Locating the user in the hivenet: If you know 
  the identification key currently used by someone, you can 
  find to which system he is currently logged on by engag-
  ing in a global search using his key to guide you. Although 
  this is simple and doesn’t require any skill check, it does 
  take some time—4d6 rounds, half when using a neural 
  interface. The search won’t reveal anything if the user has 
  disconnected from the hivenet.] 
   
   
  Subject
  Subject
  Subject
  Subject 
  DCDCDCDC 
  Time Required
  Time Required
  Time Required
  Time Required 
  Very broad 
  20 
  d10 turns 
  Broad 
  15 
  d3 turns 
  Narrow 
  15 
  d10 rounds 
  Very narrow 
  10 
  d3 rounds 
  Available Info 
  B a s e 
  B a s e 
  B a s e 
  B a s e 
  Time
  Time
  Time
  Time 
  Approximate file size; type of file or data 
  d
  8 
  rounds 
  Date file was created, last modified; part of the filename; 
  the group or project 
  d
  6 
  rounds 
  Specific file size; most of the filename; the owner of the 
  data 
  d
  3 
  rounds 
  Exact filename 
  1 
  round 
  Estimated Size 
  Multiplier
  Multiplier
  Multiplier
  Multiplier 
  Typical computer contents 
  x1 
  Small company data 
  x2 
  Large corporation data 
  x3 
  Megacorporation data 
  x4 
  Government agency data 
  x5 
  
  97 
  Log Off 
  [This simple action is taken to disconnect from a remote 
  system, canceling the hivenet connection between the 
  system and your computer (although you remain con-
  nected to the hivenet, unless of course you want to “pull 
  the plug” completely). Log off is a move action when using 
  a somatic interface or a free action when using a neural 
  interface. However, you can’t log off a system in the same 
  round you have logged on to it.] 
   
  Log On 
  [This simple action is taken to connect to a remote sys-
  tem through the hivenet. If the system is a public server, 
  you can browse its contents. Logging on a secure system 
  must be followed by a bypass authentication action to gain 
  access into the system. Log on is a move action when 
  using a somatic interface or a free action when using a 
  neural interface.] 
   
  Network Attack 
  [This action is taken to make a single attack against a 
  target in the same node as you are. You must be aware of 
  the target’s presence and use an active attack program. 
  Network attack is always an attack action.] 
   
  Network Scan 
  [This action is taken to search a system for any user pre-
  sent at the time. The time needed for a network scan de-
  pends on the size of the system scanned; use the following 
  table to determine the time needed based on an estimate 
  of the system. Using a neural interface halves the time 
  needed (to a minimum of one round).] 
  [Once concluded, a network scan will reveal all users 
  present in the system who don’t wish to conceal their 
  presence. Users who want to conceal their presence (like 
  hackers) are only revealed to you if they lose in an op-
  posed check (you roll Computer Use (network manipula-
  tion, they roll Computer Use (infiltration); you only roll 
  once then compare your check result with that of any 
  hidden user in the system. Once a user is revealed to you, 
  he remains that way until he logs off the system.] 
   
  [If you attempt to run a network scan on a system 
  you don’t have legitimate access to, your Computer Use 
  (network manipulation) check result needs to be equal to 
  or higher than the Security level of the system. If it isn’t, 
  the action fails and the system takes measures against 
  you as in the case of any failed Computer Use check.] 
   
  Receive File 
  [This action is taken to receive a file located in a com-
  puter linked to your own or in a remote system accessed 
  through the hivenet. It is a move action using a somatic 
  interface or a free action using a neural interface. The 
  action is taken only to initiate the transference. The time 
  required for the file to be transferred depends on the 
  bandwidth allocated to it (if receiving through the hivenet) 
  or the data exchange rate of the port used to link to an-
  other computer. Canceling the reception of a file in pro-
  gress or altering the bandwidth or data exchange rate 
  allocated to it requires you to take another transmit file 
  action.] 
   
  [You can freely receive files from non-secure 
  systems or from secure systems you have legitimate 
  access to. To receive from a secure system you have 
  infiltrated, you must succeed in a Computer Use (file ma-
  nipulation) check with DC equal to the system’s Security 
  level.] 
   
  System Scan 
  [This action is taken to detect dangerous files on your 
  computer, like viruses, tracers and backdoors. A system 
  scan takes some time to perform; for every speed slot 
  you assign to the scanning process you can scan one slot 
  of storage memory per 10 minutes. A system scan is com-
  pleted when all storage memory slots in use are scanned. 
  At that time, you make a Computer Use (file manipulation) 
  check to see how effective your scan has been. You only 
  make a single check, then compare its result to the DC 
  needed to detect every dangerous file on your computer.] 
   
  [Backdoors: The DC to detect a backdoor is equal 
  to the Computer Use (infiltration) check result of the per-
  son who placed the backdoor. A detected backdoor can be 
  automatically removed.] 
  System Size
  System Size
  System Size
  System Size 
  Time Required
  Time Required
  Time Required
  Time Required 
  Personal Computer 
  1 round 
  Small corporation network 
  d3 rounds 
  Large corporation network 
  d6 rounds 
  Megacorporation/government 
  agency network 
  d8 rounds 
  
  98 
   
  [Tracers: The DC to detect a retroactive tracer is 
  20. A detected tracer can be automatically removed.] 
   
  [Viruses: The DC to detect a virus is equal to its 
  Stealth level. A detected virus can be automatically re-
  moved, but some viruses may have inflicted irreversible 
  damage.] 
   
  Trace User 
  [This action is taken to trace a user to his physical loca-
  tion through his connection. The target user must be in 
  the same system as you are and you need to be aware of 
  his presence. The trace is initiated by taking a full-round 
  action (if using a somatic interface) or a move action (if 
  using a neural interface); it will proceed on its own from 
  there on. To initiate a trace, you also need to succeed in a 
  DC 20 Computer Use (network manipulation) check; if 
  your check result is over 30 you halve the time needed 
  for the trace to conclude.] 
   
  [Once a trace is initiated, the only way to be 
  stopped is for the target user to log off the system, al-
  though he will only know he’s being traced if he has an 
  active trace monitor. A trace will be completed in d5 
  rounds if the target has connected directly to the system; 
  if he has “bounced” his connection the time neede in-
  creases by d6 rounds per bounce. Once the trace is com-
  pleted, you learn the place from which the user connects 
  to the hivenet. Retroactive traces may be used against 
  those who use mobile connections (like satellite links).] 
   
  Transmit File 
  [This action is taken to transmit a file located in your 
  computer either to a linked computer or to a remote sys-
  tem through the hivenet. It is a move action using a so-
  matic interface or a free action using a neural interface. 
  The action is taken only to initiate the file’s transmission. 
  The time required for the file to be transmitted depends 
  on the bandwidth allocated to it (if transmitting through 
  the hivenet) or the data exchange rate of the port used to 
  link to another computer. Canceling a file transmission in 
  progress or altering the bandwidth or data exchange rate 
  allocated to it requires you to take another transmit file 
  action.] 
   
  [You can freely transmit files to non-secure sys-
  tems or to secure systems you have legitimate access to. 
  To transmit to a secure system you have infiltrated, you 
  must succeed in a Computer Use (file manipulation) check 
  with DC equal to the system’s Security level.] 
   
  Unload Program 
  [This simple action is used to remove a program from 
  active memory, making it inactive. It is a move action with 
  a somatic interface or a free action with a neural inter-
  face. The speed and active memory slots assigned to the 
  program are freed.] 
   
  Use Program 
  [This action is taken to use a program. The program must 
  already be active (loaded in active memory). The time it 
  requires depends on the program’s function. Alternatively, 
  this action can also be used to modify the speed or active 
  memory slots assigned to the program. This takes a move 
  action (using a somatic interface) or a free action (using 
  a neural interface). You cannot decrease the slots as-
  signed to a program beneath its minimum requirements.] 
   
  [Note that many programs function automatically 
  without requiring you to take this action.] 
  
  99 
  [Most of the programs detailed in this sourcebook can be 
  coded by a competent programmer, saving him from the 
  cost of purchasing them or the trouble of finding them in 
  the case of restricted or illegal programs. An already 
  existing program can also be upgraded to a better, more 
  efficient version. Both tasks make use of the Computer 
  Use (programming) skill.] 
   
  [Write a program: To create a program from 
  scratch, you must succeed in a Computer Use 
  (programming) skill check. The Programming DC is given 
  individually for each program. A successful skill check 
  enables you to complete the program in a number of pro-
  gramming hours equal to its Purchase DC x 10. If the skill 
  check is failed, you waste one-third of the time required 
  to complete the program before you realize you’re not 
  getting anywhere. When creating a program from scratch, 
  you always end up with a grade 1 program; you can then 
  improve it using the upgrade program task.] 
   
  [Upgrade program: By improving and streamlin-
  ing the code of an existing program, you can make it more 
  reliable, improve its performance, even add new features. 
  Upgrading a program usually takes less time than writing 
  it from scratch, but is also more difficult in many occa-
  sions. Upgrading a program is handled exactly like creat-
  ing one from scratch, except that the program’s current 
  grade is added to the Programming DC and the time re-
  quired is halved. If the skill check is successful, the pro-
  gram’s grade increases by one, up to the maximum avail-
  able for that kind of programs. You can take the upgrade 
  task as many times as you want, possibly bringing a pro-
  gram from grade 1 to the maximum available grade. Pro-
  grams without grades cannot be upgraded.] 
  PROGRAMMING 
  
  100 
  Backdoor 
  This highly illegal security crack program is used to set 
  up a backdoor tailored to the system a hacker has infil-
  trated. 
  [While active, a backdoor program will add its grade as a 
  software bonus to any skill check made for the create 
  backdoor action. Moreover, the time required to place the 
  backdoor is reduced by one round per grade (to a mini-
  mum of one round).] 
   
  Decryptor 
  A decryptor program is used to attack and break an en-
  cryption algorithm. Because there is no set method to 
  break modern encryption, the use of a decryptor is both 
  difficult and time-consuming, requiring a great deal of 
  input by the user. The availability of decryptor programs 
  is strictly regulated by the government; possession by 
  citizens is illegal since decryptors are classified as weap-
  ons. 
  [A decryptor is used with the decrypt file action to access 
  an encrypted file without knowledge of the password. A 
  decryptor first must be custom-programmed according 
  to the unique encoding pattern of the file to be decrypted. 
  This usually takes one day per grade of the encryptor 
  used to encode the file and requires a successful Com-
  puter Use (cryptography) check; if the check result ex-
  ceeds the DC by 5 or more points, the time required to 
  program the decryptor is halved. Once successfully pro-
  grammed, a decryptor works on its own.] 
   
  [The DC of the Computer Use (cryptography) 
  check and the rate at which the file is decrypted is found 
  by comparing the grade of the decryptor to the grade of 
  the encryptor on the related table. You can increase the 
  decryption rate by assigning more speed slots to the de-
  cryptor. For each extra speed slot, increase the rate by 
  one storage memory slot.] 
   
  Destroyer 
  Destroyers are attack programs that target hardware by 
  overriding a computer’s control over its circuits and 
  causing catastrophic power surges. 
  [Destroyers inflict damage using the destroyer damage 
  table. Their grade determines their damage dice.] 
  Dbase Tools 
  This set of tools makes the use of databases faster and 
  more efficient. 
  [While active, dbase tools add their grade as a software 
  bonus to any skill check made for the alter, create and 
  delete record actions.] 
   
   
   
  SOFTWARE 
    
  Encryptor, grade 1
  Encryptor, grade 1
  Encryptor, grade 1
  Encryptor, grade 1 
  Encryptor, grade 2
  Encryptor, grade 2
  Encryptor, grade 2
  Encryptor, grade 2 
  Encryptor, grade 3
  Encryptor, grade 3
  Encryptor, grade 3
  Encryptor, grade 3 
  Encryptor, grade 4
  Encryptor, grade 4
  Encryptor, grade 4
  Encryptor, grade 4 
  Encryptor, grade 5
  Encryptor, grade 5
  Encryptor, grade 5
  Encryptor, grade 5 
  Decryptor, grade 
  1 
  DC 20, 1 slot/day 
  DC 25, 1 slot/week 
  DC 30, 1 slot/15 
  days 
  DC 35, 1 slot/month 
  DC 40, 1 slot/3 
  months 
  Decryptor, grade 
  2 
  DC 15, 1 slot/6 hrs 
  DC 20, 1 slot/day 
  DC 25, 1 slot/week 
  DC 30, 1 slot/15 
  days 
  DC 35, 1 slot/month 
  Decryptor, grade 
  3 
  DC 10, 1 slot/hour 
  DC 15, 1 slot/6 hrs 
  DC 20, 1 slot/day 
  DC 25, 1 slot/week 
  DC 30, 1 slot/15 days 
  Decryptor, grade 
  4 
  DC 10, 1 slot/10 
  min 
  DC 10, 1 slot/hour 
  DC 15, 1 slot/6 hrs 
  DC 20, 1 slot/day 
  DC 25, 1 slot/week 
  Decryptor, grade 
  5 
  DC 10, 1 slot/min 
  DC 10, 1 slot/10 
  min 
  DC 10, 1 slot/hour 
  DC 15, 1 slot/6 hrs 
  DC 20, 1 slot/day 
  Grade
  Grade
  Grade
  Grade 
  Damage
  Damage
  Damage
  Damage 
  1 
  d8 
  2 
  d10 
  3 
  2d6 
  4 
  2d8 
  5 
  2d10 
  
  101 
  Digital Armor 
  This group of defensive programs use a variety of algo-
  rithms and screens to disrupt attack signals. Although 
  each functions in a different way, they all serve the same 
  purpose: protect the user from attack programs. 
  [While a digital program is active, its grade is added as a 
  software bonus to Defense in the hivenet.] 
   
  Discology 
  This program consists of several utilities handling file 
  tasks, including copying, deleting, renaming etc, which 
  free up the user’s hands and allows him to deal with more 
  important tasks. 
  [While active, a discology program will add its grade as a 
  software bonus to any skill check made for the delete, 
  receive and transmit file actions.] 
   
  Disruptor 
  Disruptors are attack programs that disrupt comm lines 
  and can delete files or block access to memory. 
  [Disruptors inflict damage using the disruptor damage 
  table. Their grade determines their damage dice.] 
   
   
  Drone 
  Drones are the fear of all hackers. These programs are 
  automated security & combat software platforms sent by 
  a security systems to attack infiltrators. They use the 
  same technology as attack programs, so they are divided 
  into disruptor, destroyer and killer drones. However, they 
  also incorporate intelligent coding to track and assault 
  intruders and defenses to resist their attacks, making 
  them truly sophisticated pieces of software. 
  [Drones are an integral part of many secure computer 
  systems and they appear to assault an intruder whenever 
  a “drone activated” result is rolled on a security table. 
  They are persistent and will attack an intruder until he 
  logs off the system or they are destroyed.] 
   
  [Each drone has its own attack bonus, initiative 
  modifier and Defense. They have a damage rating and use 
  the damage table appropriate to their type (disruptor, 
  destroyer or killer). They also have an Armor level, which 
  determines how well they resist attacks made against 
  them.] 
  d20 roll
  d20 roll
  d20 roll
  d20 roll 
  Drone (disruptor)
  Drone (disruptor)
  Drone (disruptor)
  Drone (disruptor) 
  1-4 
  Init +0, Atk +2, Def 14, Dmg d8, Armor 4 
  5-8 
  Init +2, Atk +4, Def 15, Dmg d10, Armor 5 
  9-12 
  Init +4, Atk +6, Def 18, Dmg 2d6, Armor 7 
  13-15 
  Init +6, Atk +8, Def 20, Dmg 2d8, Armor 8 
  16-18 
  Init +6, Atk +9, Def 21, Dmg 2d8, Armor 8 
  19-20 
  Init +8, Atk +12, Def 24, Dmg 2d10, Armor 10 
  d20 roll
  d20 roll
  d20 roll
  d20 roll 
  Drone (destroyer)
  Drone (destroyer)
  Drone (destroyer)
  Drone (destroyer) 
  1-4 
  Init +2, Atk +4, Def 16, Dmg, d8, Armor 5 
  5-8 
  Init +4, Atk +6, Def 18, Dmg d10, Armor 6 
  9-12 
  Init +6, Atk +8, Def 20, Dmg 2d6, Armor 8 
  13-15 
  Init +8, Atk +10, Def 22, Dmg 2d8, Armor 10 
  16-18 
  Init +8, Atk +11, Def 23, Dmg 2d8, Armor 10 
  19-20 
  Init +10, Atk +14, Def 26, Dmg 2d10, Armor 12 
  d20 roll
  d20 roll
  d20 roll
  d20 roll 
  Drone (killer)
  Drone (killer)
  Drone (killer)
  Drone (killer) 
  1-4 
  Init +4, Atk +6, Def 18, Dmg 2d6, Armor 5 
  5-8 
  Init +6, Atk +8, Def 20, Dmg 2d6+2, Armor 6 
  9-12 
  Init +8, Atk +10, Def 22, Dmg 2d8, Armor 8 
  13-15 
  Init +10, Atk +12, Def 24, Dmg 2d8+2, Armor 10 
  16-18 
  Init +10, Atk +13, Def 25, Dmg 2d8+2, Armor 10 
  19-20 
  Init +12, Atk +16, Def 28, Dmg 2d10, Armor 12 
  Grade
  Grade
  Grade
  Grade 
  Damage
  Damage
  Damage
  Damage 
  1 
  d8 
  2 
  d10 
  3 
  2d6 
  4 
  2d8 
  5 
  2d10 
  
  102 
   
  [Drones don’t suffer damage as computer sys-
  tems do. When an attack against a drone is successful, 
  make a damage roll adding +2 if using a destroyer or kil-
  ler program and compare the result to the drone’s Armor. 
  If it’s greater than the drone’s Armor, the drone is de-
  stroyed. In any other case the drone is unharmed.] 
   
  [Drones don’t have a Purchase DC and don’t take 
  up active memory, storage memory or speed slots, since 
  they are an integral part of a computer’s security system. 
  You can use the drones table to randomly generate a 
  drone each time an intruder activates one.] 
   
  Encryptor 
  An encryptor encodes files or other forms of data so that 
  they can’t be accessed without the proper password. 
  Modern encryption uses advanced cryptographic algo-
  rithms that are very hard to break, although even the best 
  encryption is in danger of being broken by someone 
  skilled in cryptography with access to fast computers and 
  efficient software. 
  [By taking the encrypt file action with an encryptor, you 
  can encrypt a file. The program works automatically, but 
  needs some time to complete the encryption of the data. 
  An encryptor can encode one storage memory slot worth 
  of data per round; for every additional speed slot as-
  signed to the program beyond its minimum requirements 
  this rate is increased by one slot per round. After the 
  encryption is complete, the data encrypted can only be 
  accessed by someone knowing the password you’ve set. 
  The grade of an encryptor determines the difficulty of any 
  attempt made to break the encryption.] 
   
  File Scanner 
  This program specializes in quick file scanning to locate 
  data matching the keywords inserted by the user. It is 
  “intelligent” enough to recover data similar but not identi-
  cal to the provided keywords, thus broadening the results 
  obtained. 
  [While active, a file scanner adds its grade as a software 
  bonus to all skill checks made for the locate data action. 
  Moreover, a file scanner will reduce the time required for 
  the search to be concluded by 2 rounds per grade (to a 
  minimum of one round).] 
   
   
  Houndbot 
  This simple program is sent to “hunt” information on the 
  hivenet, using intelligent search algorithms to find the 
  maximum possible results as well as sort them out ac-
  cording to their relevance. 
  [While a houndbot is active, it adds its grade as a soft-
  ware bonus to any skill check made for the global search 
  action. Moreover, the time required is reduced by one 
  round per grade (to a minimum of one round).] 
   
  ID Scanner 
  This program automates the process of extracting a 
  user’s ID key and using it to locate him in the hivenet. 
  [While active, an id scanner adds its grade as a software 
  bonus to any skill check made for the locate user action. 
  Furthermore, the time required to locate someone in the 
  hivenet using his id key is reduced by 2 rounds per grade 
  (to a minimum of one round).] 
   
  Killer 
  Killers are attack programs that mostly function like de-
  stroyers, but can also turn a nanocomputer against its 
  user, inflicting severe harm on his brain. 
  [Killers inflict damage using the killer damage table. Their 
  grade determines their damage dice.] 
  Lockpick 
  This highly illegal program is used to detect weak spots in 
  a remote system, assisting a hacker in the difficult task of 
  accessing it. 
  [While a lockpick is active, it adds its grade as a software 
  bonus to any skill check made for the bypass authentica-
  tion action. Moreover, the time required is reduced by one 
  round per grade (to a minimum of one round).] 
   
   
  Grade
  Grade
  Grade
  Grade 
  Damage
  Damage
  Damage
  Damage 
  1 
  2d6 
  2 
  2d6+2 
  3 
  2d8 
  4 
  2d8+2 
  5 
  2d10 
  
  103 
  Log Analyzer 
  This program assists a security expert to perform an 
  extensive analysis of the logs left behind by a hacker and 
  extract every tiny bit of information from them. 
  [While active, a log analyzer will add its grade as a soft-
  ware bonus to any skill check made for the analyze logs 
  action. Furthermore, the time required to process the 
  logs is divided by the program’s grade.] 
   
  Log Deleter 
  This program assists a hacker in erasing his trails after 
  he successfully hacks a remote system. 
  [While active, a log deleter will add its grade as a soft-
  ware bonus to all skill checks made for the delete log 
  action.] 
   
  Network Mask 
  This program, extensively utilized by hackers, is used to 
  mask someone’s connection signal, thus making him 
  harder to detect in a network. 
  [While active, a network mask adds its grade as a soft-
  ware bonus to any Computer Use (infiltration) check made 
  to resist being detected by a network scan action. Addi-
  tionally, the program adds d6 rounds to the time required 
  to locate you in the hivenet using the locate user action.] 
   
   
  Network Scanner 
  This program automates to a great extent the process of 
  scanning a computer system for logged-on users and 
  uses specialized algorithms to detect hidden users. 
  [While active, a network scanner adds its grade as a soft-
  ware bonus to any skill check made for the network scan 
  action.] 
   
  Retroactive Tracer 
  This specialized program is an advanced type of tracer 
  that can even defeat mobile hackers (those using a satel-
  lite link to make a hack while on the move). It does this by 
  embedding an extremely small, very difficult to detect, file 
  in the target’s computer, which sends a signal back to you 
  whenever the target is connected to the hivenet. 
  [A retroactive tracer works as a normal tracer program, 
  with the following additions. As soon as the trace is com-
  plete, a small file is installed in the target’s computer. 
  Thereafter, each time the target connects to the hivenet 
  (not necessary logging on the same system), the installed 
  tracer transmits his location to you. The tracer file is 
  minute in size and doesn’t take up any memory, speed 
  slots or bandwidth. A retroactive tracer will be detected 
  by a trace monitor as a normal trace. The target can only 
  detect and remove a retroactive tracer by taking the sys-
  tem scan action.] 
   
  Tap Detector 
  This program monitors the signal of a cable port or an 
  optic cable hivenet connection and can detect anomalies 
  caused by dataline taps placed to “eavesdrop” on the data 
  passing through the cable. It cannot, however, detect an 
  induction jack, as it doesn’t interfere with a cable’s signal. 
  [A tap detector must be used from a computer connected 
  to the cable where a tap has been placed. By taking the 
  use program action, you can detect any dataline tap 
  placed along the cable. This requires one turn of monitor-
  ing and succeeding in a Computer Use (network manipula-
  tion) check with DC 20. The tap detector’s grade is added 
  as a software bonus to this check.] 
   
  Threat Scanner 
  This program is used to scan a system for the existence 
  of dangerous files, like backdoors, retroactive tracers or 
  viruses. 
  [While a threat scanner is active, it adds its grade as a 
  software bonus to any skill check made for the system 
  scan action. Moreover, the time required for a system 
  scan to be completed is divided by the program’s grade 
  (to a minimum of one round).] 
   
  Trace Monitor 
  A must for any serious hacker, this extremely useful pro-
  gram informs the user if there is a trace on his location in 
  progress. Higher quality monitors can also give an esti-
  mate on the time remaining before a trace will be com-
  pleted. 
  [An active trace monitor will automatically detect any 
  trace initiated on you. A grade 1 monitor will only display 
  that a trace is in progress, but not the time remaining 
  before it is concluded. Higher grade monitors display the 
  time remaining before the trace is completed, but usually 
  
  104 
  have an error margin. To determine the deviation from 
  the true time remaining, roll a d10 and consult the follow-
  ing table. On an odd roll, add the deviation result to the 
  true time remaining. On an even roll, subtract the devia-
  tion result from the true time remaining (to a minimum of 
  one round).] 
  Tracer 
  This is a specialized security program designed to help a 
  user in tracking another user through his hivenet connec-
  tion to his physical location. 
  [While a tracer is active, it adds its grade as a software 
  bonus to any skill checks made for the trace user action.] 
   
  Virus 
  Viruses are tiny programs made for a single purpose: to 
  spread havoc in computer systems. Their name is derived 
  by the fact that they have many things in common with 
  biological viruses: they are hard to detect, they “multiply” 
  by copying themselves on other systems, thereby infect-
  ing them, and they “live” as parasites in a computer sys-
  tem, utilizing its resources until the whole system is 
  brought to its knees. Much like biological viruses, they 
  range from the relatively harmless (those that are more 
  of a nuisance than a real threat) to the deadly (those that 
  corrupt data or even destroy hardware). 
  [Each virus has a Stealth level, an Effect and an Incuba-
  tion. Its Stealth level is the DC of any system scan action 
  made to detect the virus. A virus’ Effect is the harmful 
  result it has on a computer system it has infected. Its 
  Incubation is the time required after the infection for the 
  virus’ Effect to appear.] 
   
  [A virus is so small that it doesn’t take up any 
  Virus
  Virus
  Virus
  Virus 
  Programming DC
  Programming DC
  Programming DC
  Programming DC 
  Incubation
  Incubation
  Incubation
  Incubation 
  Stealth
  Stealth
  Stealth
  Stealth 
  Effect(s)
  Effect(s)
  Effect(s)
  Effect(s) 
  6S5 
  25 
  d3 days 
  20 
  Hardware destruction d10 per 12 hours 
  6S8 
  27 
  2d10 hrs 
  20 
  Hardware destruction d10 per 12 hours 
  Agatha 
  20 
  d4 days 
  18 
  Disruption +5 
  Alphazoid 
  24 
  d3 days 
  25 
  Data corruption 1 memory slot per 12 hours, Disruption +5 
  Anderson’s 
  folly 
  31 
  2d10 hrs 
  24 
  Disruption +5, Hardware destruction 2d8 per day 
  Ballistax 
  26 
  d3 days 
  22 
  Data corruption 1 memory slot per 12 hours, Hardware destruction d10 per day 
  Betazoid 
  26 
  2d12 hrs 
  25 
  Data corruption 1 memory slot per 12 hours, Disruption +10 
  Black emperor 
  27 
  2d8 hrs 
  22 
  Hardware destruction d10 per day, Disruption +10 
  Cambridge flu 
  25 
  d2 days 
  24 
  Data corruption 1 memory slot per 12 hours, Disruption +5 
  Canceroid 
  25 
  d6 days 
  28 
  Data corruption 1 memory slot per 12 hours 
  Centurion 2 
  23 
  d3 days 
  22 
  Data corruption 1 memory slot per 12 hours 
  Corpbuster 
  26 
  d12 hrs 
  25 
  Data corruption 1 memory slot per 6 hours 
  Fireworm 
  21 
  d3 days 
  20 
  Disruption +10 
  Flavius 
  23 
  d2 days 
  20 
  Disruption +15 
  General ludd 
  34 
  d6 hrs 
  25 
  Hardware destruction 2d10 per 12 hours 
  Hayden 
  27 
  2d4 hrs 
  22 
  Hardware destruction d10 per day 
  Hiveflu 
  21 
  d6 days 
  20 
  Disruption +10 
  Krammick 
  26 
  d6 hrs 
  20 
  Data corruption 1 memory slot per day, Disruption +10 
  Predatorz 
  25 
  d2 days 
  24 
  Disruption +5, Hardware destruction d8 per day 
  Red emperor 
  26 
  2d8 hrs 
  22 
  Data corruption 1 memory slot per 12 hours, Disruption +10 
  Silent crawler 
  25 
  d4 days 
  28 
  Disruption +15 
  TRX6A 
  23 
  d4 days 
  24 
  Disruption +10 
  TRX8A 
  24 
  d4 days 
  24 
  Data corruption 1 memory slot per day, Disruption +10 
  W6V5Z 
  23 
  d2 days 
  20 
  Hardware destruction d8 per day 
  White snake 
  21 
  d3 days 
  20 
  Data corruption 1 memory slot per day 
  Yellow goblin 
  28 
  d8 hrs 
  30 
  Disruption +15 
  Trace Monitor Grade
  Trace Monitor Grade
  Trace Monitor Grade
  Trace Monitor Grade 
  Deviation
  Deviation
  Deviation
  Deviation 
  2 
  +/- 2d6 rounds 
  3 
  +/- d6 rounds 
  4 
  +/- d3 rounds 
  5 
  +/- 1 round 
  
  105 
  active memory, storage memory or speed slots. It mas-
  querades itself by hiding inside the code of other pro-
  grams and files in the computer. A computer is infected 
  by a virus when it receives a program or file containing 
  the virus. Thereafter, whenever this computer sends a file 
  to another system, that system is also infected by the 
  virus.] 
   
  [To remove a virus from a system, the user must 
  first detect the virus with the system scan action (DC 
  equal to the virus’ Stealth level). If the virus is detected, it 
  can then be easily removed. However, any software or 
  hardware damage the virus has already caused remains 
  after its removal. If the skill check for the system scan 
  action exceeds the DC by 5 or more points, the virus can 
  be isolated in an inactive form so that the character can 
  use it to indirectly attack other systems (by uploading it 
  to these systems).] 
   
  [The following Effects are commonly used by vi-
  ruses. Advanced, powerful viruses may combine two or 
  more effects together.] 
  [Data corruption: The virus corrupts files and programs 
  in storage memory, making them unusable. This corrup-
  tion progresses at a rate depending on the virus, eg 2 
  memory slots per day. Once a virus corrupts the entire 
  file, its data are unrecoverable even if the virus is re-
  moved from the system. Determine which file becomes 
  corrupted randomly; once the file is corrupted the virus 
  will proceed corrupting other files until all data in the 
  computer are rendered useless.] 
  [Disruption: The virus disrupts the function of the com-
  puter, increasing the DC of any computer-related task by 
  an amount usually between +5 to +15. This increase is not 
  applied to system scan actions performed to detect the 
  virus.] 
  [Hardware destruction: The virus use techniques similar 
  to those of destroyer attack programs (but usually much 
  simpler) to attack a system’s hardware. The damage roll 
  for the attack (using the destroyer damage table) and the 
  frequency of the attack depend on the virus. For example, 
  a virus may deal 2d6 damage once per day.] 
   
  [Viruses have no Purchase DC, since they’re illegal 
  programs without a market. They can easily be found in 
  the hivenet by a careless user. The virus table contains 
  the most well-known viruses to date.] 
  Program
  Program
  Program
  Program 
  Programming DC
  Programming DC
  Programming DC
  Programming DC 
  Speed Slots
  Speed Slots
  Speed Slots
  Speed Slots 
  Active/Storage Slots
  Active/Storage Slots
  Active/Storage Slots
  Active/Storage Slots 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Tap detector, grade 1-5 
  15 
  (1+grade):2 
  1+grade 
  13+2xgrade 
  -- 
  Encryptor, grade 1-5 
  22 
  (3+grade):2 
  3+grade 
  12+4xgrade 
  Res for grade 4-5 
  Decryptor, grade 1-5 
  25 
  (4+grade):2 
  4+grade 
  16+4xgrade 
  Res; Mil for grade 4-5 
  Threat scanner, grade 1-5 
  20 
  (1+grade):2 
  1+grade 
  12+2xgrade 
  -- 
  Houndbot, grade 1-5 
  15 
  (1+grade):2 
  1+grade 
  8+2xgrade 
  -- 
  Lockpick, grade 1-5 
  22 
  (2+grade):2 
  2+grade 
  14+2xgrade 
  Ill 
  Tracer, grade 1-5 
  18 
  (1+grade):2 
  1+grade 
  12+2xgrade 
  Res 
  Retroactive tracer, grade 1-5 
  22 
  (2+grade):2 
  2+grade 
  15+2xgrade 
  Res 
  Trace monitor, grade 1-5 
  18 
  (1+grade):2 
  1+grade 
  12+2xgrade 
  Res 
  Digital armor, grade 1-12 
  20 
  (5+grade):3 
  (10+grade):2 
  15+grade 
  Lic for grade 7-9, Res for grade 10-12 
  Disruptor, grade 1-5 
  22 
  (2+grade):2 
  2+grade 
  15+2xgrade 
  Res 
  Destroyer, grade 1-5 
  24 
  (4+grade):2 
  4+grade 
  20+2xgrade 
  Res 
  Killer, grade 1-5 
  28 
  (6+grade):2 
  6+grade 
  25+2xgrade 
  Res 
  File scanner, grade 1-5 
  20 
  (1+grade):2 
  1+grade 
  8+2xgrade 
  -- 
  Log deleter, grade 1-5 
  22 
  (2+grade):2 
  2+grade 
  15+2xgrade 
  Ill 
  Discology, grade 1-5 
  20 
  (1+grade):2 
  1+grade 
  10+2xgrade 
  -- 
  Dbase tools, grade 1-5 
  20 
  (3+grade):2 
  3+grade 
  14+2xgrade 
  -- 
  Network scanner, grade 1-5 
  22 
  (2+grade):2 
  2+grade 
  14+2xgrade 
  -- 
  ID scanner. Grade 1-5 
  15 
  (1+grade):2 
  1+grade 
  12+2xgrade 
  -- 
  Backdoor, grade 1-5 
  22 
  (2+grade):2 
  2+grade 
  15+2xgrade 
  Ill 
  Log analyzer, grade 1-5 
  20 
  (1+grade):2 
  1+grade 
  14+2xgrade 
  -- 
  Network mask, grade 1-5 
  22 
  (2+grade):2 
  2+grade 
  15+2xgrade 
  Ill 
  Virus 
  ? 
  -- 
  -- 
  -- 
  Ill 
  Drone 
  -- 
  -- 
  -- 
  -- 
  -- 
  
  106 
  True artificial intelligence is the pinnacle of computer 
  technology and some say the ultimate achievement of 
  human science. Whereas most supercomputers can run 
  expert systems and take fairly accurate decisions or 
  make predictions based on available information, they do 
  not question the logic behind their output and certainly 
  don’t develop any kind of awareness or consciousness. 
  True AIs are much like other sentient beings in that 
  they’re aware of their existence in the world. 
   
  AI technology has been around for a while but still 
  remains experimental and extremely expensive, so that 
  only a handful of AIs have been constructed. All AIs are 
  invariably vast machines stretching across entire build-
  ings and requiring an army of technicians to maintain 
  them. They are entrusted with important tasks like 
  weather prediction, economic forecasting and particle 
  collision analysis. Their structure is very different from 
  that of regular computers, resembling a human’s nervous 
  system. 
   
  Each AI is a sentient being with a different person-
  ality. Part of this personality is derived from the proce-
  dures pre-programmed in the AI system during its con-
  struction, but the AI’s training and first few years of “life” 
  also have a great impact on personality development. An 
  AI’s training usually takes a couple of years and is per-
  formed by an entire team of experts, including scientists 
  of various specialties under the supervision of psycholo-
  gists. 
   
  AI Stats 
  [Because AIs are sentient, self-aware entities they are 
  handled much like characters, rather than devices. An AI 
  has a level, ability scores, skills and feats like a character. 
  In the same time, it also has some of the characteristics 
  of computers since it is essentially a fusion of unloving 
  materials and sentience.] 
   
  Abilities 
  [An AI only has “mental” abilities: Intelligence, Wisdom and 
  Charisma. It has no Strength, Dexterity or Constitution 
  whatsoever since it lacks a physical body. Determine the 
  ability scores of an AI as those for any character, but 
  apply the following modifiers: Intelligence +15, Wisdom –2, 
  Charisma –4. AIs are supremely intelligent, combining 
  sentience with titanic processing power, but they lack life 
  experience, emotional growth and communicative ability.] 
   
  Class and Level 
  [Each AI has a character level and one or more classes 
  like any normal character. Because an AI doesn’t have 
  physical abilities, it can only gain levels as a charismatic, 
  dedicated or smart hero. An AI can also take an advanced 
  class, if it meets its prerequisites and if the class is men-
  tally rather than physically oriented (Gamemaster’s dis-
  cretion).] 
   
  [AI character levels vary widely, depending on 
  their primary task and side projects, but a level range can 
  be given based on the years an AI has been active.] 
  Skills 
  [An AI doesn’t acquire skills as humans do. Because it is 
  essentially a sentient computer, it can accept “skill mod-
  ules”, pre-programmed information and data recorded in 
  its memory. These modules range from 1-10 ranks and the 
  AI’s human designers usually include all skills necessary 
  for the job it’s made for. The AI can then improve on these 
  skills or even acquire new ones in the normal manner, ie 
  by spending skill points. Because of its vast storage ca-
  pacity and perfect memory, an AI’s limit in ranks is its 
  character level + 9 for class skills and half that much for 
  cross class skills. This means that even a low-level AI can 
  quickly amass a large number of ranks in important skills 
  and become an expert in the field, which is perhaps the 
  ARTIFICIAL INTELLIGENCE 
  Active Years
  Active Years
  Active Years
  Active Years 
  Character Level
  Character Level
  Character Level
  Character Level 
  0-1 
  1 
  2-5 
  2-6 
  6-10 
  4-13 
  11-15 
  6-16 
  16-20 
  8-18 
  21+ 
  10-20 
  
  107 
  trait that makes AIs valuable to humanity.] 
   
  [Because an AI lacks a physical body, it can only 
  gain ranks in “mental” skills, that is skills which have In-
  telligence, Wisdom or Charisma as their key ability.] 
   
  Feats 
  [An AI gains feats as normal characters do. However, its 
  non-physical existence precludes it from taking feats 
  based on physical activity. Thus, only the following feats 
  are available to an AI: Attentive, Builder, Cautious, Confi-
  dent, Creative, Deceptive, Educated, Gearhead, Guide, Iron 
  Will, Medical Expert, Meticulous, Studious and Trustwor-
  thy.] 
   
  Hit Points, Damage and 
  Death 
  [An AI gains hit points from its classes much like a char-
  acter, but adds its Intelligence modifier to the result of 
  the Hit Die instead of its Constitution modifier. These hit 
  points are not used to determine its resistance against 
  physical damage; they determine the AI’s resistance 
  against offensive software. Because an AI is such an ef-
  fective and superior computer, it has +20 bonus hit points 
  at 1st level.] 
   
  [There are three known ways to destroy an AI. The 
  first two require someone to invade the AI’s physical loca-
  tion, a difficult thing since most AI installations are heavily 
  guarded. If successful, he can use explosives to blow up 
  the machinery composing the AI; at least 60% of the AI’s 
  structure must be destroyed for the AI to become truly 
  unrecoverable, else it can be repaired and restarted with 
  some loss in memory and skills but with its personality 
  matrix largely intact. A slightly easier way is to knock out 
  the AI’s cooling installations. If the coolant (most often 
  liquid helium) is cut off, the AI’s circuits will quickly over-
  heat and melt down, leading to a thermal death within d6 
  minutes.] 
   
  [The third way to destroy an AI is to attack it in the 
  hivenet using offensive software. While theoretically pos-
  sible, it is practically suicidal because of its awesome 
  capabilities as a computer. Those who wish to try tackling 
  with an AI in the hivenet will soon discover than an AI 
  takes damage from offensive software differently than 
  characters or even drones do. The damage dice of an 
  offensive program directly reduce an AI’s hit points. As 
  the AI takes damage, its performance degrades: for every 
  10 hit points an AI is below its maximum it suffers a –1 
  penalty to Intelligence. If the AI drops to 0 or lower hit 
  points, it is destroyed. The AI’s self-repair mechanisms 
  enable him to recover 1 hit point per turn. Disruptor pro-
  grams only prove a temporary inconvenience for an AI: 
  they inflict half damage and cannot reduce the AI’s hit 
  points below half their maximum value. Destroyer and 
  killer programs deal normal damage.] 
   
  Hacking into an AI 
  Hacking into an AI system is handled like hacking into any 
  computer except that it’s a very difficult if not impossible 
  task. The hackers underground consider an AI to be the 
  ultimate data fortress. They are correct, because there 
  hasn’t yet been any known successful hack against an AI. 
  An AI hack requires superhuman capabilities and it may 
  well prove that only an AI can hope to hack into another 
  AI. 
  [All AIs are considered to have black-code security.] 
   
  AI Talents 
  [An AI receives talents from basic classes as all charac-
  ters. However, there are some talents unique to AIs, 
  simulating the extraordinary abilities they can develop 
  based on their superhuman intelligence and supercom-
  puter speed. An AI can take theses talents from any basic 
  class, selecting them instead of class talents.] 
   
  Digital Evasion Talent Tree 
  The AI is adept at avoiding hivenet attacks by presenting a 
  non-coherent target and concealing its presence. 
  [Digital Evasion: The AI’s hivenet Defense is increased by 
  2.] 
  [Improved Digital Evasion: The AI’s hivenet defense is 
  increased by another 2, for a total of +4.] 
  [Prerequisites: Digital Evasion.] 
  [Advanced Digital Evasion: The AI’s hivenet Defense is 
  increased by another 4, for a total of +8.] 
  [Prerequisites: Digital Evasion, Improved Digital Evasion.] 
   
  Digital Shield Talent Tree 
  The AI is adept at resisting digital attacks by shifting its 
  data round and  relying on backups. 
  [Digital Shield: The AI has damage reduction 1 against 
  offensive programs.] 
  [Improved Digital Shield: The AI has damage reduction 2 
  
  108 
  against offensive programs.] 
  [Prerequisites: Digital Shield.] 
  [Advanced Digital Shield: The AI has damage reduction 3 
  against offensive programs.] 
  [Prerequisites: Digital Shield, Improved Digital Shield.] 
   
  Multitasking Talent Tree 
  The AI is adept at performing several different tasks at 
  once. 
  [Multitasking: The Ai is capable of forming two personas 
  that can act separately from one another at the same 
  time. Each persona has the normal action allowance of a 
  character. For example, the AI can use one persona to 
  perform the latest economic analysis while using the 
  other to attack a hacker trying to infiltrate its system. 
  Nothing prohibits both personas to be occupied with the 
  same task at the same time. 
  [Improved Multitasking: As Multitasking, but the AI can 
  form three personas.] 
  [Prerequisites: Multitasking.] 
  [Advanced Multitasking: As Multitasking, but the AI can 
  form four personas.] 
  [Prerequisites: Multitasking, Improved Multitasking.] 
   
  Security Talent Tree 
  The AI is adept at protecting itself against infiltration. 
  [High Security: The AI’s Security level increases by 5.] 
  [Ultra Security: The AI’s Security level increases by an-
  other 5, for a total of +10.] 
  [Prerequisites: High Security.] 
  [Master Security: The AI’s Security level increases by 
  another 10, for a total of +20.] 
  [Prerequisites: High Security, Ultra Security.] 
   
  Speed, Active and Storage 
  Memory Slots 
  [An AI is so powerful as to have millions of speed, active 
  and storage memory slots. The exact number is irrele-
  vant; in game terms an AI can run any number of pro-
  grams simultaneously.] 
   
  Interface 
  [An AI functions as if using a neural interface.] 
   
   
  Self-Programming 
  [One of an AI’s most valuable traits is the ability to pro-
  gram itself. AIs don’t use programs as other computer do. 
  Instead, they create the code and algorithms of a pro-
  gram on-the-fly, when the need arises. What may seem as 
  a grueling task for a human programmer is actually a 
  very easy, almost instantaneous job for an AI.] 
   
  [When an AI has a need for a certain program, it 
  can create and run it by taking an attack action and suc-
  ceeding in a Computer Use (programming) check with DC 
  equal to the Programming DC. The desired program can 
  be of any grade. If the check fails, the AI can try again by 
  taking a new attack action. If the skill check is successful, 
  the program is created an becomes active. A successfully 
  created program is stored in the AI’s memory and can be 
  recalled as a free action, without a skill check being nec-
  essary.] 
  
  109 
  SECTION FOUR 
   
  MACH FIVE 
  
  110 
  Accessory and Modifi-
  cation Size 
  [Vehicles can accept a variety of accessories and modifi-
  cations, but all these take up space. Each of these has a 
  Size code. This is the minimum size a vehicle must have to 
  accept the accessory/modification (thus, an accessory 
  with size code L can be placed in Large or larger vehi-
  cles).] 
   
  Off-road Movement 
  The figures on speed, maneuverability and other technical 
  characteristics given by vehicle manufacturers usually 
  assume movement on good-quality asphalt roads. Many 
  people however, have the need to move across much 
  rougher terrain, especially those living in isolated areas. 
  In this case the typical automobile or motorcycle is a poor 
  choice, as its performance is severely affected by the 
  terrain. Special wheeled vehicles, like SUVs or dirt bikes, 
  or even better tracked vehicles, are a natural choice in 
  these cases. 
  [The following table presents the effects off-road move-
  ment has on ground vehicles based on the terrain type 
  and vehicle type (normal wheeled, all-terrain wheeled and 
  tracked). The first number is the modifier to the vehicle’s 
  Maneuver. The second number is the modifier to Top 
  Speed. The third is the damage the vehicle suffers for 
  each hour it travels off the road (this damage involves 
  particularly rough terrain and is not decreased by the 
  vehicle’s hardness). Traveling above street speed doubles 
  the damage suffered by the vehicle.] 
   
  Vehicle Weapons 
  [Each vehicle can mount a limited number of weapons. A 
  helicopter can take more weapons than a motorcycle and 
  military vehicles can generally take more weapons than 
  similar civilian vehicles.] 
   
  [The maximum Size of a weapon a vehicle is capa-
  ble of mounting is equal to the vehicle’s Size category. 
  Thus, a Huge vehicle can mount up to Huge weapons.] 
   
  [The number of weapons a vehicle can install is 
  determined by its available softpoints and hardpoints. A 
  Large or smaller weapon can use either a softpoint or a 
  hardpoint. Huge or larger weapons must use a hardpoint.] 
   
  [All vehicle weapons must be mounted on an ap-
  propriate weapon mount (fixed, swivel, turret etc). These 
  are detailed in the accessories section.] 
  VEHICLE RULES 
  Terrain
  Terrain
  Terrain
  Terrain 
  Normal wheeled
  Normal wheeled
  Normal wheeled
  Normal wheeled 
  AllAllAllAll----terrain wheeled
  terrain wheeled
  terrain wheeled
  terrain wheeled 
  Tracked
  Tracked
  Tracked
  Tracked 
  Sandy desert 
  -2/x½/0 
  -1/x¾/0 
  +0/x ¾ 
  Dirt road 
  -1/x1/0 
  +0/x1/0 
  +0/x1/0 
  Plains 
  -2/x¾/0 
  -1/x1/0 
  +0/x1/0 
  Mountain 
  -3/x½/d6 
  -1/x¾/0 
  +0/x¾/0 
  Marsh 
  -2/x½/d4 
  -1/x¾/0 
  -1/x¾/0 
  Forest 
  -2/x½/d3 
  -1/x¾/0 
  +0/x¾/0 
  Snow/ice 
  -4/x½/0 
  -3/x½/0 
  -2/x¾/0 
  
  111 
  Aprilia Xplorer 
  The Xplorer is generally considered one of the best dirt 
  bikes in the world. Made for the off-road racing enthusi-
  ast, it sacrifices some speed to provide unparalleled ma-
  neuverability in the harshest terrains. Aprilia has 
  equipped Xplorer with a GPS module as standard so that 
  would-be conquerors of mountains and moors should not 
  be afraid of getting lost. 
  [Dimensions: One square wide, two squares long.] 
  [Weapon mounts: One softpoint.] 
  [Special: Has an integral GPS receiver. Xplorer is consid-
  ered an all-terrain wheeled vehicle when determining off-
  road movement penalties.] 
   
  BMW Twin Lightning 
  Twin Lightning has the distinction of being the fastest 
  motorcycle in the world. BMW’s racing team has won 
  many cups and other awards running Twin Lightning and a 
  lesser but nevertheless powerful model is available for 
  sale. The bike has state-of-the-art features in many fields, 
  including suspensions, brakes and a microcomputer acti-
  vated in high speeds to keep the bike stable. 
  [Dimensions: One square wide, two squares long.] 
  [Weapon mounts: One softpoint.] 
  [Integral accessories: Emergency brakes, improved 
  handling grade 2, improved speed grade 3.] 
   
  Honda Cutlass 
  Marketed as a no-nonsense racing bike, Cutlass features 
  a sleek, aerodynamic design and is preferred by speed 
  junkies. 
  [Dimensions: One square wide, two squares long.] 
  [Weapon mounts: One softpoint.] 
  [Integral accessories: Improved handling grade 1, im-
  proved speed grade 1.] 
   
  Suzuki Thrillseeker 
  Suzuki has made quite a success with these cheap but 
  hardy dirt bikes. While Thrillseeker doesn’t offer any bells 
  or whistles common in more expensive models, it is af-
  fordable by most people who want to experience the thrill 
  of off-road racing. 
  [Dimensions: One square wide, two squares long.] 
  [Weapon mounts: One softpoint.] 
  [Special: Thrillseeker is considered an all-terrain 
  wheeled vehicle when determining off-road movement 
  penalties.] 
   
  Yamaha Lawpatrol 
  Yamaha makes these motorcycles on contract with vari-
  ous law enforcement agencies, to be used as urban patrol 
  vehicles. They feature a tough, armored chassis and a 
  dual engine that uses an economy electromotor in patrol 
  mode and switches to fuel cells to provide the horse-
  power needed in high speed chases. 
  [Dimensions: One square wide, two squares long.] 
  [Weapon mounts: One softpoint.] 
  [Armor: Concealed armor plating grade 3.] 
  [Integral accessories: Radio grade 1.] 
   
  Yamaha Silver Arrow 
  Silver Arrow is one of Yamaha’s most successful motor-
  cycle models. The idea of giving the traditional street bike 
  the air and look of a racing bike was a stroke of genius on 
  MOTORCYCLES 
  Motorcycle
  Motorcycle
  Motorcycle
  Motorcycle 
  Crew
  Crew
  Crew
  Crew 
  Pass
  Pass
  Pass
  Pass 
  Cargo
  Cargo
  Cargo
  Cargo 
  Init
  Init
  Init
  Init 
  Mnv
  Mnv
  Mnv
  Mnv 
  TopSpeed
  TopSpeed
  TopSpeed
  TopSpeed 
  Defense
  Defense
  Defense
  Defense 
  Hardness
  Hardness
  Hardness
  Hardness 
  HP
  HPHP
  HP 
  Size
  Size
  Size
  Size 
  Pur. DC
  Pur. DC
  Pur. DC
  Pur. DC 
  Restr
  Restr
  Restr
  Restr 
  Aprilia Xplorer 
  1 
  1 
  0 lb 
  +0 
  +0 
  220 (22) 
  10 
  5 
  18 
  M 
  25 
  Lic 
  Suzuki Thrillseeker 
  1 
  1 
  0 lb 
  +0 
  +0 
  200 (20) 
  10 
  5 
  18 
  M 
  24 
  Lic 
  BMW Twin Lightning 
  1 
  1 
  0 lb 
  +0 
  +2 
  340 (34) 
  10 
  5 
  18 
  M 
  33 
  Lic 
  Honda Cutlass 
  1 
  1 
  0 lb 
  +0 
  +1 
  280 (28) 
  10 
  5 
  18 
  M 
  28 
  Lic 
  Yamaha Silver Arrow 
  1 
  1 
  0 lb 
  +0 
  +0 
  180 (18) 
  10 
  5 
  22 
  M 
  23 
  Lic 
  Yamaha Lawpatrol 
  1 
  1 
  0 lb 
  +0 
  +0 
  180 (18) 
  10 
  8 
  22 
  M 
  24 
  Res 
  
  112 
  part of the designers and probably the main reason be-
  hind the model’s success. 
  [Dimensions: One square wide, two squares long.] 
  [Weapon mounts: One softpoint.] 
  
  113 
  [All cars provide three-quarters cover for crew and pas-
  sengers, unless otherwise stated in their description.] 
   
  Audi Ultima 
  Ultima is Audi’s luxury coupe. A sleek and stylish car, the 
  impression its appearance leaves behind is only sur-
  passed by its performance on the road. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
  [Integral accessories: Emergency brakes.] 
   
  BMW 8.22 Konvertor 
  This luxury sedan has a classic, streamlined appearance 
  attractive to the eye. Combining comfort with speed, it’s 
  one of the best choices in its category. 
  [Dimensions: Two squares wide, four squares long.] 
  [Weapon mounts: Two softpoints, one hardpoint.] 
  [Integral accessories: Emergency brakes, improved 
  handling grade 1.] 
   
   
   
   
  BMW 8.54 Konvertor 
  Coupe 
  This is the coupe edition of the Konvertor sedan. It is 
  based on the sedan version, but is more compact and 
  sports a faster engine. When compared to other coupes 
  its appearance may seem rather bland and strict, but it is 
  nevertheless a classic, timeless design from a manufac-
  turer with a long history. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
  [Integral accessories: Emergency brakes, improved 
  handling grade 1, improved speed.] 
   
  Chrysler Lawmaster 
  1000 
  This sedan is a patrol car sold by Chrysler to various law 
  enforcement agencies. It features a tough frame that can 
  withstand small arms fire pretty well and a tweaked hy-
  brid electromotor/fuel cell engine that provides economy 
  during patrols and speed during chases. 
  [Dimensions: Two squares wide, four squares long.] 
  [Weapon mounts: Two softpoints, one hardpoint.] 
  CARS 
  Car 
  Crew 
  Pass 
  Cargo 
  Init 
  Mnv 
  TopSpeed 
  Defense 
  Hardness 
  HP 
  Size 
  Pur. DC 
  Restr 
  Audi Ultima 
  1 
  4 
  250 lb 
  -2 
  -1 
  240 (24) 
  8 
  5 
  32 
  H 
  35 
  Lic 
  BMW 8.22 Konvertor 
  1 
  4 
  400 lb 
  -2 
  -1 
  240 (24) 
  8 
  5 
  35 
  H 
  33 
  Lic 
  BMW 8.54 Konvertor Coupe 
  1 
  4 
  250 lb 
  -2 
  +0 
  260 (26) 
  8 
  5 
  32 
  H 
  36 
  Lic 
  BMW MountainWagon 
  1 
  4 
  700 lb 
  -2 
  -2 
  220 (22) 
  8 
  5 
  38 
  H 
  35 
  Lic 
  Chrysler Lawmaster 1000 
  1 
  4 
  300 lb 
  -2 
  -2 
  200 (20) 
  8 
  10 
  35 
  H 
  32 
  Res 
  Daewoo Astrax 
  1 
  3 
  150 lb 
  -2 
  -1 
  140 (14) 
  9 
  5 
  30 
  L 
  27 
  Lic 
  Daewoo Metroplex 
  1 
  1 
  75 lb 
  -2 
  +0 
  120 (12) 
  9 
  5 
  28 
  L 
  25 
  Lic 
  Lamborghini Infernus 
  1 
  1 
  100 lb 
  -2 
  +2 
  450 (45) 
  8 
  5 
  32 
  H 
  40 
  Lic 
  Landrover Exciter 
  1 
  3 
  600 lb 
  -2 
  -2 
  180 (18) 
  8 
  5 
  38 
  H 
  32 
  Lic 
  Lotus Zeta 
  1 
  1 
  100 lb 
  -2 
  +0 
  320 (32) 
  8 
  5 
  32 
  H 
  37 
  Lic 
  Mercedes Magnitude 
  1 
  4 
  400 lb 
  -2 
  +0 
  260 (26) 
  8 
  5 
  35 
  H 
  34 
  Lic 
  Rolls Royce R7000 VIP 
  1 
  7 
  500 lb 
  -4 
  -4 
  200 (20) 
  6 
  15 
  38 
  G 
  38 
  Lic 
  Toyota Eclipse 
  1 
  3 
  200 lb 
  -2 
  -1 
  160 (16) 
  9 
  5 
  30 
  L 
  29 
  Lic 
  Toyota Exelcis 
  1 
  4 
  300 lb 
  -2 
  -2 
  180 (18) 
  8 
  5 
  35 
  H 
  30 
  Lic 
  Toyota Exelcis Coupe 
  1 
  4 
  200 lb 
  -2 
  -1 
  200 (20) 
  8 
  5 
  32 
  H 
  32 
  Lic 
  Toyota Piranha 
  1 
  1 
  100 lb 
  -2 
  -2 
  260 (26) 
  8 
  5 
  32 
  H 
  34 
  Lic 
  
  114 
  [Armor: Concealed armor plating grade 5.] 
  [Integral accessories: Armored glass panels, radio 
  grade 2, puncture-resistant tires.] 
   
  Daewoo Astrax 
  A common sight in modern metropolis, the Astrax is an 
  economy compact car running on an electromotor. Al-
  though having been accused of consuming too much 
  power to be truly economic in the long run, its low price 
  appeals to many people with a tight budget. 
  [Dimensions: Two squares wide, two squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
   
  Daewoo Metroplex 
  Metroplex is a true metrocar, a vehicle made for the mod-
  ern urban environment. It can seat no more than two in 
  comfort, has a very limited cargo space and is powered 
  by a small electromotor incapable of attaining high 
  speeds. Yet, its compact size, power efficiency and low 
  price make it ideal for those interested in a car for every-
  day life in the big city. 
  [Dimensions: Two squares wide, two squares long.] 
  [Weapon mounts: Two softpoints.] 
   
  Lamborghini Infernus 
  One of the most highly coveted automobiles, Infernus also 
  has the distinction of being the fastest car available in the 
  commercial market. With an aerodynamic, futuristic look, 
  two roaring engines and an army of accessories and op-
  tions, it has achieved a fetish status. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
  [Integral accessories: Emergency brakes, improved 
  handling grade 4, improved speed grade 5.] 
   
  Landrover Exciter 
  This is an economy SUV for those who want an all-terrain 
  vehicle without having to spend a small fortune. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
  [Special: Exciter is considered an all-terrain wheeled 
  vehicle when determining off-road movement penalties.] 
   
   
  Lotus Zeta 
  A sleek, fast and prestigious car, Zeta is what comes in 
  most peoples’ mind when they hear the words “sports 
  car”. It has more or less the classic appearance used in 
  Lotus’ models, making it an instant classic. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
  [Integral accessories: Emergency brakes, improved 
  handling grade 2, improved speed grade 4.] 
   
  Mercedes Magnitude 
  A status symbol anywhere in the world, this sedan offers 
  comfort, luxury, power and safety, all wrapped up in an 
  exquisite package bearing the name of a respected manu-
  facturer. 
  [Dimensions: Two squares wide, four squares long.] 
  [Weapon mounts: Two softpoints, one hardpoint.] 
  [Integral accessories: Emergency brakes, improved 
  handling grade 2, improved speed grade 1.] 
   
  Rolls Royce R7000 VIP 
  This large limo is based on a classic, timeless design but 
  this doesn’t stop it from offering many modern comforts, 
  like an onboard computer, audio and video system with 
  satellite link, mini-bar and full temperature control. De-
  signed with the intention of transporting important peo-
  ple, the R7000 features several layers of well-concealed 
  armor that offer protection without making the car look 
  like a tank on wheels. 
  [Dimensions: Two squares wide, five squares long.] 
  [Weapon mounts: Two softpoints, one hardpoint.] 
  [Armor: Concealed armor plating grade 10.] 
  [Integral accessories: Armored glass panels, puncture-
  resistant runflat tires.] 
   
  Toyota Eclipse 
  Eclipse is an all-purpose, comfortable compact car with 
  high quality standards. Offering comfortable seating, an 
  astonishingly large cargo space for a car of its category 
  and a hybrid electric/fuel cell engine, it is suitable for any 
  occasion in everyday city life. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
   
  
  115 
  Toyota Exelcis 
  Perhaps the best-selling automobile across the world, 
  this sedan combines quality production values with an 
  economic price. It doesn’t try to be anything more than a 
  car for the masses that can be afforded by the masses, 
  but it’s very good at its job. 
  [Dimensions: Two squares wide, four squares long.] 
  [Weapon mounts: Two softpoints, one hardpoint.] 
   
  Toyota Exelcis Coupe 
  This is the coupe edition of the Exelcis sedan. It has identi-
  cal production values with the sedan version and a slightly 
  more powerful engine. It has met wide success due to its 
  futuristic appearance, which is a great departure from 
  the sedan version. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
  [Integral accessories: Improved speed grade 1.] 
   
  Toyota Piranha 
  If there is such a thing as an economy sports car, it is the 
  Piranha. Although it can’t match the comfort or speed of 
  more expensive models, it delivers much more than it 
  costs. 
  [Dimensions: Two squares wide, three squares long.] 
  [Weapon mounts: One softpoint, one hardpoint.] 
  [Integral accessories: Improved speed grade 2.] 
  
  116 
  [All trucks and vans provide three-quarters cover for 
  crew and passengers unless stated other wise in their 
  description. Their cargo hold provides full cover, unless 
  the doors are open (in which case it only provides one-
  quarter cover).] 
   
  Audi Quadron 
  The Quadron is a minivan used to drive a small group in 
  relative comfort rather than transport goods. 
  [Dimensions: Two squares wide, four squares long.] 
  [Weapon mounts: Three softpoints, one hardpoint.] 
  [Special: The Quadron doesn’t have a cargo hold provid-
  ing full cover.] 
   
  Chrysler Lawmaster 
  2000 
  This is a heavily armored van used by law enforcement 
  agencies to transport prisoners or special squads to the 
  place they’re needed. 
  [Dimensions: Two squares wide, five squares long.] 
  [Weapon mounts: Two softpoints, two hardpoints.] 
  [Armor: Concealed armor plating grade 10.] 
  [Integral accessories: Armored glass panels, puncture-
  resistant tires, radio grade 2.] 
  [Special: Lawmaster’s cargo hold has been converted to 
  a seating space, that is why the vehicle has a large pas-
  senger and a low cargo rating.] 
   
   
  Mercedes Kamox 
  This huge semi-tractor is the king of the highways. It is 
  perfectly capable of transporting a heavy load of goods 
  and materials over long distances, although its speed is 
  heavily limited by its size and maneuverability. 
  [Dimensions: Two squares wide, nine squares long.] 
  [Weapon mounts: Five softpoints, four hardpoints.] 
   
  Toyota Transporter 
  Transporter is a rather typical van used for transporta-
  tions within a city. 
  [Dimensions: Two squares wide, five squares long.] 
  [Weapon mounts: Two softpoints, two hardpoints.] 
   
  VW Hauler 
  Hauler is a light truck commonly used for transporting 
  goods over relatively short distances. 
  [Dimensions: Two squares wide, six squares long.] 
  [Weapon mounts: Three softpoints, two hardpoints.] 
   
  VW Rhino 
  Rhino is a heavily armored truck based on the Hauler’s 
  frame. It is commonly used to transport cash or previous 
  goods. 
  [Dimensions: Two squares wide, six squares long.] 
  [Weapon mounts: Three softpoints, two hardpoints.] 
  [Armor: Armor plating grade 10.] 
  [Integral accessories: Armored glass panels, puncture-
  resistant runflat tires, radio grade 3.] 
  TRUCKS AND VANS 
  Truck/Van 
  Crew 
  Pass 
  Cargo 
  Init 
  Mnv 
  TopSpeed 
  Defense 
  Hardness 
  HP 
  Size 
  Pur. DC 
  Restr 
  Audi Quadron 
  1 
  10 
  300 lb 
  -2 
  -2 
  180 (18) 
  8 
  5 
  38 
  H 
  32 
  Lic 
  Chrysler Lawmaster 2000 
  1 
  12 
  400 lb 
  -4 
  -5 
  150 (15) 
  6 
  15 
  42 
  G 
  36 
  Res 
  Mercedes Kamox 
  1 
  2 
  50,000 lb 
  -4 
  -4 
  150 (15) 
  2 
  5 
  50 
  C 
  36 
  Lic 
  Toyota Transporter 
  1 
  4 
  1,500 lb 
  -4 
  -4 
  170 (17) 
  6 
  5 
  42 
  G 
  34 
  Lic 
  VW Hauler 
  1 
  2 
  15,000 lb 
  -4 
  -4 
  150 (15) 
  6 
  5 
  45 
  G 
  34 
  Lic 
  VW Rhino 
  1 
  2 
  15,000 lb 
  -4 
  -5 
  130 (13) 
  6 
  15 
  45 
  G 
  36 
  Res 
  
  117 
  All armored vehicles provide full cover for their crew and 
  passengers, unless stated otherwise in their description.] 
   
  Brightspear 
  Brightspear is an effective mobile anti-air platform using 
  the converted frame of a battle tank. Lightly armored and 
  inefficiently armed against ground threats, it relies on 
  mobility and friendly support for protection while engag-
  ing airborne targets. Brightspear is effective against both 
  high-altitude and low-altitude aircrafts, using a powerful 
  but compact radar to detect them and a battery of twin 
  autocannons and radar-guided missiles to destroy them. 
  [Dimensions: Three squares wide, six squares long.] 
  [Armament: Two fire-linked 25 mm autocannons on a full 
  turret, two forward-firing light missile pylons.] 
  [Armor: Armor plating grade 10.] 
  [Integral accessories: Air-search high-res imaging ra-
  dar grade 3, radio grade 3 with encryption module grade 
  3.] 
  [Special: Brightspear is considered a tracked vehicle 
  when determining off-road movement penalties. Starlight 
  imaging for the pilot and gunner. The autocannons are 
  linked to the radar so that they receive a +4 fire control 
  bonus to the attack roll against any airborne target de-
  tected by the radar.] 
   
  Lawmaster 3000 
  Lawmaster 3000 is an armored police vehicle used in riot 
  control and special operations. It can safely carry a spe-
  cial police squad, deliver tear gas grenades and disperse 
  rioting crowds using its water cannon. Against heavily 
  armed opponents, it can defend itself using its twin ma-
  chine guns. A heavy ram designed to break through block-
  ades is attached to its front. 
  [Dimensions: Three squares wide, five squares long.] 
  [Weapon mounts: Four softpoints, three hardpoints.] 
  [Armament: Water cannon and 2 fire-linked machine 
  guns on full turret, 2 grenade launchers on concealed 
  fixed mounts (one on each side).] 
  [Armor: Armor plating grade 10.] 
  [Integral accessories: Puncture-resistant runflat tires, 
  radio grade 2.] 
  [Special: When Lawmaster rams a target, the damage it 
  inflicts is multiplied by 1.5 while the damage it suffers is 
  halved.] 
   
  Morning Star 
  The Morning Star is a fine example of modern main battle 
  tanks: heavily armed to be able to crush nearly any oppo-
  sition in the battlefield and heavily armored so that it can 
  only be threatened by well-armed opponents. Powered by 
  dual methane engines, its main weapon is a 120 mm can-
  non that can pulverize targets many miles away. The 
  Morning Star also includes many other weapons and de-
  fenses. 
  [Dimensions: Three squares wide, six squares long.] 
  [Weapon mounts: Five softpoints, six hardpoints.] 
  [Armament: 120 mm cannon and medium machine gun on 
  full turret, 2 forward-firing heavy missile bays, swivel-
  mounted heavy machine gun on top of turret, 4 swivel-
  mounted grade 3 drone medium machine guns (two on 
  each side).] 
  [Armor: Armor plating grade 20.] 
  [Integral accessories: Fire suppression system, ground-
  search low-res imaging radar grade 3, radio grade 3 with 
  encryptor module grade 3, smoke generator.] 
  [Special: Morning Star is considered a tracked vehicle 
  when determining off-road movement penalties. Starlight 
  imaging for the pilot and the gunner. The 120 mm cannon 
  ARMORED VEHICLES 
  Armored Vehicle 
  Crew 
  Pass 
  Cargo 
  Init 
  Mnv 
  TopSpeed 
  Defense 
  Hardness 
  HP 
  Size 
  Pur. DC 
  Restr 
  Brightspear 
  4 
  0 
  425 lb 
  -4 
  -5 
  80 (8) 
  6 
  15 
  65 
  G 
  45 
  Mil 
  Lawmaster 3000 
  3 
  10 
  425 lb 
  -4 
  -5 
  100 (10) 
  6 
  15 
  55 
  G 
  40 
  Mil 
  Morning Star 
  4 
  0 
  425 lb 
  -4 
  -6 
  80 (8) 
  6 
  25 
  65 
  G 
  47 
  Mil 
  Orca 
  3 
  0 
  425 lb 
  -4 
  -5 
  100 (10) 
  6 
  20 
  55 
  G 
  45 
  Mil 
  Roamer 
  3 
  10 
  425 lb 
  -4 
  -5 
  100 (10) 
  6 
  20 
  55 
  G 
  42 
  Mil 
  
  118 
  has a rangefinder and a targeting system that provides a 
  +4 fire control bonus to attack rolls (assuming that the 
  rangefinder can be used to measure distance to the tar-
  get).] 
   
  Orca 
  This light tank serves as a reconnaissance and fire sup-
  port vehicle. Lightly armed and armored when compared 
  to main battle tanks, it relies on its speed to outmaneuver 
  larger opponents and is quite capable of taking on any 
  target except from the heaviest tanks. Apart from the 
  usual equipment, it features a powerful 30 mm autocan-
  non as its main weapon. 
  [Dimensions: Three squares wide, five squares long.] 
  [Weapon mounts: Five softpoints, five hardpoints.] 
  [Armament: 30 mm autocannon and medium machine 
  gun on full turret, forward-firing light missile bay, swivel-
  mounted heavy machine gun on top of the turret, 2 swivel-
  mounted grade 3 drone medium machine guns (one on 
  each side).] 
  [Armor: Armor plating grade 15.] 
  [Integral accessories: Fire suppression system, radio 
  grade 3 with encryptor module grade 3, smoke genera-
  tor.] 
  [Special: Orca is considered a tracked vehicle when de-
  termining off-road movement penalties. Starlight imaging 
  for the pilot and gunner. The 30 mm autocannon has a 
  rangefinder and a targeting system that provides a +4 
  fire control bonus to attack rolls (assuming that the 
  rangefinder can be used to measure distance to the tar-
  get).] 
   
  Roamer 
  Roamer is an armored personnel carrier, designed to 
  deliver infantry squads quickly and safely in the thick of 
  the action. 
  [Dimensions: Three squares wide, five squares long.] 
  [Weapon mounts: Four softpoints, four hardpoints.] 
  [Armament: 25 mm autocannon and medium machine gun 
  on full turret.] 
  [Armor: Armor plating grade 15.] 
  [Integral accessories: Fire suppression system, radio 
  grade 2 with encryptor module grade 3, smoke genera-
  tor.] 
  [Special: Roamer is considered a tracked vehicle when 
  determining off-road movement penalties. Starlight imag-
  ing for the pilot and gunner.] 
  
  119 
  [All rotorcrafts provide their crew and passengers with 
  three-quarters cover, unless otherwise stated in their 
  description.] 
   
  Falcon 
  This is an all-purpose helicopter used extensively for a 
  variety of tasks, like aerial photo shootings, VIP transpor-
  tation, even medical evacuations. 
  [Dimensions: Two squares wide, seven squares long.] 
  [Weapon mounts: Two softpoints, two hardpoints.] 
  [Integral accessories: Air-search radar grade 1, radio 
  grade 2.] 
  [Special: Passenger seating is in the back section which 
  has sided doors. If these doors are open, passengers only 
  get one-quarter cover.] 
   
  Gabriel 
  Gabriel is a monster of a rotorcraft, used to transport 
  heavy cargo. Aside from its large cargo space, it can be 
  used to lift extra cargo attached to it with steel cables. 
  Gabriel uses a twin rotor configuration to generate 
  enough lifting thrust. 
  [Dimensions: Two squares wide, ten squares long.] 
  [Weapon mounts: Five softpoints, three hardpoints.] 
  [Integral accessories: Air-search radar grade 1, radio 
  grade 3.] 
  [special: Gabriel’s cargo hold is accessed by side doors. 
  When these are open, anyone in the cargo hold only has 
  one-quarter cover. When the doors are closed, anyone in 
  the cargo hold has full cover. The Cargo rating given in 
  Gabriel’s statistics measures the total weight the craft 
  can lift; this can be split between the cargo hold and any 
  cargo lifted through steel cables. When Gabriel carries 
  attached cargo heavier than 2,000 lbs, its Maneuver level 
  gets a –2 penalty.] 
   
  Hornet 
  The Hornet is called a mini-heli, because it is a miniature 
  rotorcraft designed to transport only the pilot. It is mostly 
  intended to be used by hobbyists. 
  [Dimensions: One square wide, three squares long.] 
  [Weapon mounts: One softpoint.] 
  [Integral accessories: Air-search radar grade 1, radio 
  grade 1.] 
  [Special: Because of its design, it only provides one-
  quarter cover to the pilot.] 
   
  Mangusta 
  This specialized assault rotorcraft is a tank killer. It can 
  detect and track down armored vehicles even in thick 
  jungles using advanced sensors, and destroy them with its 
  potent 30 mm autocannon or anti-tank rockets. 
  [Dimensions: Two squares wide, seven squares long.] 
  [Weapon mounts: Four hardpoints.] 
  [Armament: Fixed-mount 30 mm autocannon, 2 heavy 
  missile pylons.] 
  [Armor: Armor plating grade 5.] 
  [Integral accessories: Heat scanner grade 4, multimode 
  high-res imaging radar grade 3, radio grade 2 with en-
  cryption module grade 3.] 
  [Special: Starlight and thermographic imaging for the 
  pilot and gunner. The gunner has a smart targeting HUD, 
  which provides a +2 fire control bonus to attack rolls with 
  the weapons.] 
  ROTORCRAFTS 
  Car
  Car
  Car
  Car 
  Crew
  Crew
  Crew
  Crew 
  Pass
  Pass
  Pass
  Pass 
  Cargo
  Cargo
  Cargo
  Cargo 
  Init
  Init
  Init
  Init 
  Mnv
  Mnv
  Mnv
  Mnv 
  TopSpeed
  TopSpeed
  TopSpeed
  TopSpeed 
  Defense
  Defense
  Defense
  Defense 
  Hardness
  Hardness
  Hardness
  Hardness 
  HP
  HPHP
  HP 
  Size
  Size
  Size
  Size 
  Pur. DC
  Pur. DC
  Pur. DC
  Pur. DC 
  Restr
  Restr
  Restr
  Restr 
  Falcon 
  1 
  4 
  500 lb 
  -4 
  -4 
  300 (30) 
  6 
  5 
  45 
  G 
  43 
  Lic 
  Gabriel 
  2 
  12 
  10,000 lb 
  -8 
  -8 
  300 (30) 
  2 
  5 
  65 
  C 
  45 
  Lic 
  Hornet 
  1 
  0 
  0 lb 
  -4 
  -4 
  200 (20) 
  9 
  5 
  20 
  L 
  40 
  Lic 
  Mangusta 
  2 
  0 
  0 lb 
  -4 
  -4 
  400 (40) 
  6 
  10 
  50 
  G 
  47 
  Mil 
  Rattlesnake 
  1 
  0 
  0 lb 
  -4 
  -4 
  450 (45) 
  6 
  10 
  40 
  G 
  45 
  Mil 
  Redgain 
  2 
  3 
  400 lb 
  -4 
  -4 
  300 (30) 
  6 
  10 
  45 
  G 
  44 
  Res 
  Yellowasp 
  3 
  5 
  200 lb 
  -4 
  -4 
  350 (35) 
  6 
  10 
  45 
  G 
  46 
  Mil 
  
  120 
  Rattlesnake 
  Rattlesnake is a one-man assault rotorcraft designed to 
  ambush and destroy infantry squads and lightly armored 
  vehicles. Its small size, speed and maneuverability enable 
  it to perform its duties very well and avoid confrontations 
  with superior opponents. During peace, Rattlesnakes are 
  commonly used for patrols. 
  [Dimensions: Two squares wide, five squares long.] 
  [Weapon mounts: Two softpoints, two hardpoints.] 
  [Armament: Two fixed-mounted fire-linked portable gat-
  ling guns and two fixed-mounted fire-linked grenade ma-
  chine guns. All are rigged to the pilot’s controls.] 
  [Armor: Armor plating grade 5.] 
  [Integral accessories: Air-search radar grade 2, radio 
  grade 2.] 
  [Special: Starlight imaging for the pilot. A smart targeting 
  HUD provides a +2 fire control bonus to attack rolls with 
  the weapons.] 
   
  Redgain 
  Redgain is a conventional rotorcraft adapted to the needs 
  of modern law enforcement agencies, including patrol, 
  surveillance, rapid response and rescue operations. 
  [Dimensions: Two squares wide, seven squares long.] 
  [Weapon mounts: Two softpoints, two hardpoints.] 
  [Armament: Swivel-mounted medium machine gun on the 
  right side of the back section.] 
  [Armor: Armor plating grade 5.] 
  [Integral accessories: Air-search radar grade 2, para-
  bolic mike, radio grade 2, telescopic video camera with 
  starlight imaging, telescopic video camera with thermo-
  graphic imaging.] 
   
  Yellowasp 
  Yellowasp is a military rotorcraft based on the hull of a 
  conventional helicopter and designed to transport and 
  support infantry squads. It performs these duties admira-
  bly well, although it is somewhat vulnerable against ar-
  mored vehicles and gun emplacements. 
  [Dimensions: Two squares wide, seven squares long.] 
  [Weapon mounts: Two softpoints, four hardpoints.] 
  [Armament: Two fixed-mounted fire-linked medium ma-
  chine guns rigged to the pilot’s controls, two light missile 
  pylons rigged to the pilot’s controls, two swivel-mounted 
  point-defense gatling guns in the back section (one on 
  each side).] 
  [Armor: Armor plating grade 5.] 
  [Integral accessories: Air-search radar grade 2, radio 
  grade 2 with encryption module grade 3.] 
  [Special: Starlight imaging for the pilot and gunner. Pas-
  senger seating is in the back section, which has side 
  doors. If those doors are open (a requirement for the 
  gatling guns to be fired) passengers and gunners receive 
  only one-quarter cover. A winch in the back section is 
  used to lower to and raise troops from the ground.] 
  
  121 
  [All jets provide three-quarters cover for crew and nine-
  tenths cover for passengers unless stated otherwise in 
  their description.] 
   
  EF2040 Efreet 
  The Efreet is a modern jet fighter/interceptor. It features 
  sophisticated detection and defensive electronic systems 
  as well as radar stealth technology. Its powerful jets can 
  propel it to mach 5, making it one of the world’s fastest 
  vehicles, and several weapon systems (mainly missiles 
  and bombs) can be carried by it.] 
  [Dimensions: Seven squares wide (including wings; fuse-
  lage is two squares wide), nine squares long.] 
  [Weapon mounts: Four softpoints, six hardpoints.] 
  [Armament: Twin fire-linked 20 mm autocannons on con-
  cealed fixed mounts, 4 heavy missiles bays.] 
  [Armor: Armor plating grade 5.] 
  [Integral accessories: ABC (chaff, flare), ECM grade 4,  
  low-res imaging radar grade 3, radio grade 5 with en-
  cryptor module grade 3, reflec shielding grade 4.] 
  [Special: Starlight and thermographic imaging for the 
  pilot. The pilot has a smart targeting HUD, which provides 
  a +2 fire control bonus to attack rolls with the weapons.] 
   
  Lockheed Silverhawk 
  This is a small passenger jet frequently used to carry VIPs 
  to their destination. Its luxury, spacious interior ensures 
  comfort during flight. 
  [Dimensions: Ten squares wide (including wings; fuselage 
  is two squares wide), twelve squares long.] 
  [Weapon mounts: Four softpoints, four hardpoints.] 
  [Integral accessories: Radar grade 2, radio grade 3.] 
  JETS 
  Car
  Car
  Car
  Car 
  Crew
  Crew
  Crew
  Crew 
  Pass
  Pass
  Pass
  Pass 
  Cargo
  Cargo
  Cargo
  Cargo 
  Init
  Init
  Init
  Init 
  Mnv
  Mnv
  Mnv
  Mnv 
  TopSpeed
  TopSpeed
  TopSpeed
  TopSpeed 
  Defense
  Defense
  Defense
  Defense 
  Hardness
  Hardness
  Hardness
  Hardness 
  HP
  HPHP
  HP 
  Size
  Size
  Size
  Size 
  Pur. DC
  Pur. DC
  Pur. DC
  Pur. DC 
  Restr
  Restr
  Restr
  Restr 
  EF2040 Efreet 
  1 
  0 
  0 lb 
  -4 
  -2 
  5000 (500) 
  6 
  10 
  45 
  G 
  52 
  Mil 
  Lockheed Silverhawk 
  2 
  20 
  1,000 lb 
  -4 
  -4 
  1700 (170) 
  6 
  5 
  45 
  G 
  49 
  Lic 
  
  122 
  Anti-Ballistic Counter-
  measures 
  These systems are designed to protect a vehicle from 
  guided missiles. They include chaff, flares and anti-
  ballistic missiles. 
  • 
  Chaff: This system detects an incoming radar, 
  radar radiation or microwave-tracking missile and 
  releases a cloud of aluminum  particles to fool it. 
  • 
  Flare: This system detects an incoming infrared-
  tracking missile and releases a bright flare to lure 
  the missile’s heat-seeking system towards it. 
  • 
  ABMs: Anti-ballistic missiles are smart missiles 
  with small warheads designed to intercept and 
  destroy incoming missiles before they hit the vehi-
  cle. All ABMs use radar tracking. 
  [Chaff: Chaff is effective against missiles using radar, 
  radar radiation or microwave tracking. An aluminum de-
  ployment is automatically released against any such 
  threat and will provide nine-tenths concealment for Huge 
  or smaller vehicles or three-quarters concealment for 
  Gargantuan or Colossal vehicles against such missiles for 
  one round. A chaff system holds 5 deployments; new ones 
  have Purchase DC 8 (per 5 deployments).] 
  [Flare: Flare works exactly like chaff, but is only effective 
  against infrared tracking missiles. A flare system holds 5 
  flares. New flares have Purchase DC 10 (per 5 flares).] 
  [ABMs: An ABM system consists of the targeting com-
  puter and the missiles. The targeting computer is linked to 
  a radar (probably the one used by the vehicle) and de-
  tects incoming missiles as well as launches and guides 
  the ABMs against them. The actual ABMs are light rockets 
  with standard explosive warheads and assisted radar 
  tracking systems (using the radar linked to the targeting 
  computer). If they succeed in an attack roll against an 
  incoming missiles (light missiles have Defense 14, heavy 
  missiles have Defense 13) they destroy it; ABMs are con-
  sidered to attack with a +5 base attack bonus (based on 
  the skill of the targeting computer, since the pilot isn’t 
  actively controlling them). ABMs need to be placed on 
  weapon mounts as all weapons.] 
   
  Armor Plating 
  This modification consists of armored plates placed on a 
  vehicle to increase its resistance against attacks. The 
  plates are either steel, ceramic or composite ones. Apart 
  from being quite obvious, they also reduce a vehicle’s 
  speed and handling due to their weight. The first problem 
  is addressed by concealed plates which can not be distin-
  guished from the rest of the vehicle, but are more expen-
  sive and difficult to install. 
  [Armor plating comes in grades. Each grade will increase 
  a vehicle’s hardness by 1. However, it will also decrease 
  top speed by 2% and for every 5 grades Maneuver drops 
  by 1 (so, grade 10 armor plating gives –20% top speed and 
  –2 Maneuver).] 
   
  [Standard armor plating is quite obvious to any 
  onlookers. Armor plating can also be concealed, which 
  can’t be detected visually, but is more expensive. After 
  armor plating is installed, it can’t be further upgraded; to 
  install heavier or lighter plating you have to first remove 
  the old one.] 
   
  Armored Glass Panels 
  These are made from impact-resistant polymers and will 
  protect from most small arms. They’re common in ar-
  mored cars. 
  [Armored glass panels have hardness 10 and 4 hit points.] 
   
   
  ACCESSORIES AND MODIFI-
  CATIONS 
  
  123 
  Drone Weapon System 
  A drone weapon system turns any automatic vehicular 
  weapon into a smart weapon capable of acting on its own. 
  Equipping the weapon with servomotors and rigging it to a 
  microcomputer, the drone is entirely capable of targeting 
  hostiles it detects through a motion scanner and engaging 
  them with autofire until they’re neutralized. It is most 
  commonly used by heavy military vehicles to set up an 
  anti-personnel perimeter defense, protecting against 
  grunts with anti-armor weapons. 
  [A drone system can be installed on any vehicle weapon 
  capable of automatic fire. Usually one system is required 
  for each weapon, but fire-linked weapons can be grouped 
  under the same system. A drone weapon comes in grades. 
  Accessory
  Accessory
  Accessory
  Accessory 
  Size
  Size
  Size
  Size 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  ABC, AB missile 
  -- 
  22 
  Mil 
  ABC, ABM targeting com-
  puter 
  Large 
  20 
  Mil 
  ABc, chaff 
  Large 
  18 
  Mil 
  ABc, flare 
  Large 
  18 
  Mil 
  Armor plating, concealed, 
  grade 1-15 
  Medium for grade 1-3, large for 4-6, huge 
  for 7-9, gargantuan for 10-12, colossal for 
  13-15 
  10+grade+1 per size cate-
  gory of the vehicle 
  Lic for grade 1-5, Res for 
  grade 6-10, Mil for grade 
  11+ 
  Armor plating, standard, 
  grade 1-25 
  Medium for grade 1-5, large for 6-10, huge 
  for 11-15, gargantuan for 16-20, colossal for 
  21-25 
  5+grade+1 per size cate-
  gory of the vehicle 
  Lic for grade 1-5, Res for 
  grade 6-10, Mil for grade 
  11+ 
  Armored glass panels 
  Medium 
  10 
  -- 
  Drone weapon system, grade 
  1-5 
  -- 
  17+grade 
  Mil 
  ECM, grade 1-5 
  Large for grade 1-2, huge for grade 3-4, 
  gargantuan for grade 5 
  20+gradex2 
  Mil 
  Fire link 
  -- 
  10 
  Mil 
  Fire suppression system 
  Large 
  12 
  -- 
  Gun port 
  Large 
  5 
  Res 
  Gyrostabilization 
  -- 
  10+1 per weapon size 
  category 
  Mil 
  Improved handling, grade 1-
  5 
  Medium 
  12+gradex2 
  -- 
  Improved spped, grade 1-5 
  Medium 
  15+gracex2 
  -- 
  Radar detector 
  Large 
  17 
  -- 
  Radar, grade 1-5 
  Large for grade 1, huge for 2, gargantuan 
  for 3, colossal for 4-5 
  18+gradex3 
  Res for grade 4, Mil for 
  grade 5 
  Radar, high-res imaging 
  -- 
  30 
  Mil 
  Radar, low-res imaging 
  -- 
  27 
  Mil 
  Radar, multimode 
  -- 
  24 
  -- 
  Radio, grade 1-5 
  Medium for grade 1, Large for grade 2-3, 
  Huge for grade 4-5 
  8+gradex2 
  -- 
  Reflec shielding, grade 1-5 
  Large 
  23+gradex2 
  Mil 
  Remote control platform, 
  additional cable port 
  -- 
  13 
  -- 
  Remote control platform, 
  additional control slot 
  -- 
  18 
  -- 
  Remote control platform, 
  additional infrared port 
  -- 
  15 
  -- 
  Remote control platform, 
  additional remote port 
  -- 
  16 
  -- 
  Remote control platform, 
  basic 
  Small 
  22 for ground vehicles, 26 
  for rotorcrafts, 30 for jets 
  -- 
  
  124 
  It detects targets using a motion scanner (see the Hi-Tek 
  section) of grade equal to its own. If a target is detected, 
  he is engaged until destroyed or repelled. A single target 
  is attacked by burst fire, while for multiple targets the 
  drone uses autofire. A drone has the following statistics: 
  Atk bonus +2 x grade, Init 1 + grade and is considered to 
  be proficient with any weapon it controls as well as have 
  the Advanced Firearms Proficiency, Burst Fire and Strafe 
  feats. 
   
  ECM 
  ECM  stands for Electronic Countermeasure. This elec-
  tronic set messes with communications and electronic 
  equipment based on radiowaves in an extended area, jam-
  ming radios and radars. 
  [An ECM comes in grades. It can be activated or deacti-
  vated as a move action. When activated, it inflicts a pen-
  alty to radar detection checks and attack rolls of missiles 
  using radar tracking, and disrupts all communications 
  made with radios of a certain grade or less (higher-grade 
  radios still function, although their effective range is 
  halved). Handheld radios and cell phones are also dis-
  rupted, regardless of their grade. These effects apply in 
  the immediate surrounding area; for every 5 miles of 
  distance the radar penalty is reduced by 2 and the af-
  fected radio grade by 1. Note that an ECM’s user is af-
  fected by it as much as his opponents are.] 
   
   
   
   
  Fire Link 
  This device connects two or more weapons together so as 
  to be able to fire simultaneously. 
  [A fire link can connect two or more weapons of the same 
  type. The weapons linked need not be on the same mount, 
  but they have to be able to fire in the same fire arcs. Fire-
  linked weapons fire together in the same attack action; 
  only one attack roll is made and if successful, all weapons 
  hit.] 
   
  Fire Suppression Sys-
  tem 
  A fully automatic system using inert gases to put out fires 
  in milliseconds. 
  [A fire suppression system will extinguish any fire in the 
  vehicle’s interior within one round, but the gases inflict a 
  –4 penalty to Drive or Pilot checks and attack rolls for all 
  crew and passengers for 4 rounds afterwards. After deal-
  ing with a fire, the system must be refilled with gas 
  (Purchase DC 5).] 
   
   
  Accessory
  Accessory
  Accessory
  Accessory 
  Size
  Size
  Size
  Size 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Smoke generator 
  Large 
  15 
  -- 
  Thermal shielding, grade 1-5 
  Large 
  25+gradex2 
  Mil 
  Tire, puncture-resistant runflat 
  -- 
  12 
  -- 
  Tire, puncture-resistant 
  -- 
  10 
  -- 
  Tire, runflat 
  -- 
  10 
  -- 
  Weapon mount, concealed fixed 
  Medium 
  12 
  Mil 
  Weapon mount, fixed 
  Medium 
  10 
  Res 
  Weapon mount, full turret 
  Gargantuan 
  20 
  Mil 
  Weapon mount, heavy missile pylon 
  Gargantuan 
  16 
  Mil 
  Weapon mount, light missile pylon 
  Huge 
  14 
  Mil 
  Weapon mount, missile bay 
  Gargantuan 
  As pylon+4 
  Mil 
  Weapon mount, partial turret 
  Gargantuan 
  18 
  Mil 
  Weapon mount, pop turret 
  Gargantuan 
  As turret+4 
  Mil 
  Weapon mount, swivel 
  Huge 
  12 
  Res 
  Grade
  Grade
  Grade
  Grade 
  Radar Penalty
  Radar Penalty
  Radar Penalty
  Radar Penalty 
  Disrupted Radio 
  Disrupted Radio 
  Disrupted Radio 
  Disrupted Radio 
  Grade
  Grade
  Grade
  Grade 
  1 
  -2 
  2 
  2 
  -4 
  3 
  3 
  -6 
  4 
  4 
  -8 
  5 
  5 
  -10 
  5 
  
  125 
  Gun Port 
  This simple modification installs a roughly muzzle-sized 
  port in the vehicle’s chassis into which someone can stick 
  his gun and fire outside without exposing himself. It’s usu-
  ally placed under an armored glass panel (to give the 
  shooter some visibility) and can be plugged when not 
  needed. 
  [Someone using the gun port can fire his weapon at the 
  firing arc the gun port covers while retaining all the cover 
  provided by the vehicle.] 
   
  Gyrostabilization 
  This modification is installed on vehicular weapons to 
  assist in keeping the weapon trained on the target. 
  [Gyrostabilization can be installed in any weapon, except 
  those on fixed mounts. It decreases attack penalties due 
  to speed by 2.] 
   
  Improved Handling 
  This term encompasses various modifications, such as 
  all-wheel steering, that improve handling and provide 
  smoother control over the vehicle. 
  [Improved handling comes in grades. Each grade grants a 
  +1 equipment bonus to the vehicle’s Maneuver rating.] 
   
  Improved Speed 
  This term encompasses various modifications, such as 
  performance engines, afterburners, NO2 boosters, that 
  improve a vehicle’s speed. 
  [Improved speed comes in grades. Each grade grants a 
  10% increase in top speed.] 
   
  Radar 
  Radars detect targets within an effective range, which 
  varies according to the radar’s power, projecting their 
  location as “blips” on a display screen. They can be gener-
  ally divided into surface or air search radars, with each 
  being optimized to detect different targets. Modern ra-
  dars can also host additional properties at an increased 
  cost. Among these are: 
  • 
  Low-res imaging: This type has a much higher 
  resolution than a common radar, revealing a tar-
  get’s general shape and size. 
  • 
  High-res imaging: An even higher resolution ra-
  dar, it is able to provide a fairly accurate black 
  and white image of the target. 
  • 
  Multimode: This type of radar is effective at de-
  tecting both airborne and ground targets. 
  [Radars come in grades. When purchasing a radar, you 
  must designate it as either an air search or surface 
  search one. To detect a target, a radar must succeed in a 
  detection check. This is a d20 roll, adding a +5 bonus per 
  grade. The DC is usually 5 per 15 miles of distance (for 
  airborne targets) or one mile of distance (for ground 
  targets). An air search radar trying to detect a ground 
  target or a surface search radar trying to detect an air-
  borne target has +10 DC. Only medium or larger targets 
  will be detected by a radar. A gargantuan target has its 
  DC decreased by 5; a Colossal target has its DC de-
  creased by 10. A Medium target has its DC increased by 5. 
  Because a radar constantly functions at an optimal level 
  of performance, it is always assumed to take 10 on its 
  detection check unless you tweak its settings (see be-
  low).] 
   
  [Radars make a detection check once per round 
  (at the beginning of a round); the result of this single 
  check is then compared to the DC of each possible target 
  to determine which of them are detected. By taking a 
  move action, you can tweak a radar’s settings to attempt 
  to detect targets far away or with special anti-radar pro-
  tection. Make a DC 15 Computer Use check. If you succeed, 
  the next detection check made by the radar gets a +1 
  competence bonus plus an extra +1 bonus for every 5 
  points the check result exceeds the DC by. However, when 
  you tweak its settings, a radar cannot take 10 on its roll.] 
   
  [The following radar options are available. They 
  can be added to any radar by paying the Purchase DC for 
  each one separately and can even be combined together, 
  but they can’t be added after the radar is installed.] 
  [Multimode: A multimode radar is considered both an air-
  search and surface-search at the same time.] 
  [Low-res imaging: This option will reveal a target’s gen-
  eral shape and size if the detection check result exceeds 
  the DC by 5 or more points.] 
  [High-res imaging: This option functions like low-res 
  imaging, but if the DC is exceeded by 10 or more points, it 
  provides a black and white image of the target.] 
   
   
   
   
   
  
  126 
  Remote Control Plat-
  form 
  This device is used to slave a vehicle’s systems to a con-
  trol interface implant, enabling someone to control the 
  vehicle with his thought. A basic remote platform only 
  allows control over basic functions, like acceleration, 
  deceleration and maneuvering, but at an additional cost 
  nearly any system or onboard weapon can be controlled 
  through it. Basic communication with the control interface 
  is made through a cable port (to be connected to the 
  user’s datajack), but advanced platforms can take advan-
  tage of infrared or remote ports. 
  [A remote control platform must be installed on any vehi-
  cle the user wants to control through a control interface 
  implant. The basic platform has one control slot and one 
  cable port. Additional control slots and other types of 
  ports (infrared or remote) can be added by paying their 
  cost separately.] 
   
  [Control slots are used to control the vehicle, its 
  systems and weapons. The first control slot is always 
  dedicated to controlling speed and maneuvering. Each 
  other system or weapon to be controlled requires an ad-
  ditional control slot (fire-linked weapons only require one 
  slot). Once a slot is dedicated to a system or weapon, it 
  can’t be re-assigned. The platform always overrides man-
  ual control.] 
   
  Radio 
  Broadband, two-way radios are a standard of communica-
  tion between vehicles. 
  [Radios come in grades. A radio’s effective range is 30 
  miles per grade. The size code of a radio depends on its 
  grade.] 
   
  Reflec Shielding 
  This modification adds a special coating on the vehicle’s 
  surface that is designed to absorb electromagnetic 
  waves, making the vehicle very hard to detect with ra-
  dars. 
  [Reflec shielding comes in grades. Each grade will in-
  crease the DC of a radar’s detection check by 5.] 
   
  Smoke Generator 
  This device produces a cloud of smoke to cloak the vehicle 
  and the surrounding area. 
  [When a smoke generator is used, it covers an area of 20 
  ft radius around the vehicle with a cloud of smoke. The 
  area covered increases by 10 ft radius per round, up to a 
  maximum of 60 ft. The smoke obscures all sight, including 
  infrared vision and provides anyone within the cloud with 
  total concealment. The cloud disperses after 10 rounds, 
  although a moderate wind (11+ mph) disperses it in 4 
  rounds and a strong wind (21+ mph) in one round. A smoke 
  generator can produce 10 deployments of smoke before it 
  needs to be refilled. New deployments have Purchase DC 
  5. 
   
  Thermal Shielding 
  This modification masks the heat signature of a vehicle 
  quite effectively. It is used to fool heat scanners, as well 
  as heat-seeking missiles. 
  [Thermal shielding can be installed in any vehicle except 
  from jets (their hot gases exhausts negates any shield-
  ing). Thermal shielding inflicts a penalty on guided mis-
  siles using an infrared tracking system and provides the 
  vehicle with concealment to those using infrared vision 
  (thermographic imaging). Twice the miss chance of the 
  concealment should be used to see if the vehicle passes 
  undetected by a heat scanner (eg if there is a 40% miss 
  chance, the vehicle has an 80% chance of not being de-
  tected by a heat scanner).] 
  Tires, Special 
  An important part of any wheeled vehicle, tires in a typical 
  cyberpunk scenario tend to get shot, ruptured and gener-
  ally abused a lot, so it’s always a good idea to invest some 
  money in them. Special tires include puncture-resistant 
  tires, hard enough to resist abuse, runflat tires, which 
  perform quite well even if deflated, and the combined 
  puncture-resistant runflat tires. 
  [Puncture-resistant tires have hardness 3 and 5 hit 
  points. Runflat tires don’t lose much functionality when 
  Grade
  Grade
  Grade
  Grade 
  Missile Penalty
  Missile Penalty
  Missile Penalty
  Missile Penalty 
  Infrared Conceal-
  Infrared Conceal-
  Infrared Conceal-
  Infrared Conceal-
  ment
  ment
  ment
  ment 
  1 
  -2 
  One-quarter 
  2 
  -4 
  One-half 
  3 
  -6 
  Three-quarters 
  4 
  -8 
  Nine-tenths 
  5 
  -10 
  Total 
  
  127 
  deflated; a vehicle with half or more flat tires will still be 
  able to move at highway speed and a vehicle with all tires 
  flat will still be able to move at street speed. Also, each 
  flat tire only imposes a –1 penalty to Drive checks. In or-
  der to enjoy these benefits, all tires on a vehicle must be 
  runflat ones.] 
   
  [Puncture-resistant runflat tires combine the 
  advantages of the two previous types.] 
   
  Weapon Mounts 
  Weapon mounts are the variable systems used for placing 
  weapons on vehicles. They include fixed and swivel 
  mounts, turrets that form a superstructure protecting 
  both weapon and gunner and pylons which hold missiles, 
  bombs and other heavy ordnance. Some of them are con-
  cealable until used, offering subtlety and an advantage 
  that may take the enemy by surprise. 
  [Each weapon to be placed on a vehicle must be placed on 
  a weapon mount. Each weapon mount needs a different 
  gunner to handle it, unless the weapons it contains are 
  rigged to the pilot’s controls, the gunner’s controls or to a 
  remote control platform. A weapon mount can hold multi-
  ple weapons, but they can’t be fired simultaneously unless 
  they’re fire-linked.] 
   
  [Fixed mount: The most basic type of weapon 
  mount, a fixed mount can only fire in one fire arc, selected 
  when the mount is installed.] 
   
  [Concealed fixed mount: This performs like a 
  fixed mount, but the weapon is built inside the vehicle and 
  fires through a small port which opens and closes. It is 
  entirely concealable until used, but takes up one softpoint 
  (in addition to those needed by the weapons it holds).] 
   
  [Swivel mount: A swivel mount is an improvement 
  over the fixed mount, since the weapon can be rotated to 
  cover more fire arcs. It is able to fire in 3 fire arcs, se-
  lected when it is placed.] 
   
  [Partial turret: Like a swivel mount, a partial 
  turret can fire in 3 fire arcs, but it also provides the gun-
  ner with total cover and the weapon with three-quarters 
  cover. However, installing a partial turret takes up one of 
  the vehicle’s hardpoints, in addition to those needed by 
  the weapons.] 
   
  [Full turret: A full turret performs like a partial 
  turret, but can fire in all 4 fire arcs.] 
   
  [Pop turret: A pop turret is an option that can be 
  added to a partial or full turret. A pop turret retracts into 
  the vehicle when not needed, thus it is entirely conceal-
  able. Its only disadvantage is that it takes up more space: 
  instead of one hardpoint, a pop turret takes up one hard-
  point and one softpoint or 2 hardpoints.] 
   
  [Missile pylon: Missile pylons are the only weapon 
  mounts that can accept rockets (apart from missile 
  bays). They must either be rigged to the pilot’s controls or 
  to a remote control platform and can fire in one arc. Py-
  lons can take rockets with any targeting system except 
  from semi-automatic tracking and do not require addi-
  tional equipment for these targeting systems to function. 
  After their rockets are fired, they can be loaded with new 
  ones (loading a rocket on a pylon takes one turn). A light 
  missile pylon takes up one hardpoint and can mount up to 
  4 light rockets (the rockets don’t take additional hard-
  points or softpoints). A heavy missile pylon also takes up 
  one hardpoint and can mount up to 2 heavy rockets.] 
   
  [Missile bay: Missile bays function like pylons, but 
  the rockets are stored inside the vehicle and are fired 
  through a port that opens and closes. A missile bay is 
  entirely concealable until used but takes up one hardpoint 
  and one softpoint or 2 hardpoints instead of only one 
  hardpoint.] 
  
  128 
  [Water Cannon: Anyone hit by a water cannon’s jet must 
  make a DC 15 Strength check or be knocked prone. Crea-
  tures of Huge or greater size are immune to this effect.] 
  [Cannon, 105 mm or 120 mm: because of their great 
  size, cannons require 2 hardpoints to be mounted on a 
  vehicle. They may fire high explosive, sabot or canister 
  rounds. High-explosive shells are not especially good 
  against armor, but they explode with a 50 ft burst radius, 
  inflicting concussion damage. Sabot shells are long, aero-
  dynamic darts made from tungsten carbide. While not 
  explosive, they have superior armor-penetrating capabili-
  ties. They inflict ballistic damage and will ignore up to 25 
  points of ballistic resistance or hardness the target has. 
  Canister shells are strictly anti-personnel. They contain 
  up to 10,000 nail-sized flechettes that travel in a wide 
  path, probably decimating entire platoons. When a canis-
  ter shell is fired, everyone in a cone that starts from the 
  cannon’s muzzle and extends 300 ft (with 100 ft diameter 
  at its end) takes 4d10 ballistic damage (half with a suc-
  cessful DC 15 Reflex save). A canister shell inflicts 50% 
  secondary damage but doubles the ballistic resistance of 
  an armor or the hardness of an object.] 
  [Autocannon, 20 mm, 25 mm or 30 mm: These multi-
  barreled weapons follow the rules for gatling guns. The 
  rounds they fire are not explosive, but they’re neverthe-
  less called cannons because of their large caliber.] 
  VEHICULAR WEAPONRY 
  Weapon
  Weapon
  Weapon
  Weapon 
  Damage
  Damage
  Damage
  Damage 
  Criti-
  Criti-
  Criti-
  Criti-
  cal
  calcal
  cal 
  Damage Type
  Damage Type
  Damage Type
  Damage Type 
  Range 
  Range 
  Range 
  Range 
  Incr
  Incr
  Incr
  Incr 
  Rate of 
  Rate of 
  Rate of 
  Rate of 
  Fire
  Fire
  Fire
  Fire 
  Magazine
  Magazine
  Magazine
  Magazine 
  SizSizSizSiz
  eeee 
  Purchase 
  Purchase 
  Purchase 
  Purchase 
  DCDCDCDC 
  Restric-
  Restric-
  Restric-
  Restric-
  tion
  tion
  tion
  tion 
  Water cannon 
  2d6 (non-
  lethal) 
  -- 
  Bludgeoning 
  15 ft 
  S, A 
  -- 
  H 
  15 
  -- 
  Autocannon, 
  20mm 
  4d10 
  19-20 
  Ballistic 
  150 ft 
  A 
  Linked 
  G 
  32 
  Mil 
  Autocannon, 
  25mm 
  4d12 
  19-20 
  Ballistic 
  150 ft 
  A 
  Linked 
  G 
  35 
  Mil 
  Autocannon, 
  30mm 
  5d12 
  19-20 
  Ballistic 
  150 ft 
  A 
  Linked 
  G 
  38 
  Mil 
  Cannon, 120mm 
  10d12 
  -- 
  Ballistic or Concus-
  sion 
  300 ft 
  S 
  1 inter-
  nal 
  G 
  38 
  Mil 
  Cannon, 105mm 
  8d12 
  -- 
  Ballistic or Concus-
  sion 
  300 ft 
  S 
  1 inter-
  nal 
  G 
  36 
  Mil 
  
  129 
  SECTION FIVE 
   
  HI-TEK 
  
  130 
  Antibiotics 
  Mankind's main weapons against bacterial diseases, anti-
  biotics come in many different forms and compositions. 
  Each of these substances is usually effective against cer-
  tain bacterial families only. Fortunately, the advancements 
  in genetic technology have allowed antibiotics to be syn-
  thesized according to the chemical structure of the bac-
  teria they are meant to combat, thus enabling mankind to 
  remain one step ahead of the ever present and mutating 
  bacteria. 
  [The appropriate antibiotic will provide a +5 chem. Bonus 
  to Fortitude saves against a bacterial disease for one day. 
  A character can even take the antibiotic beforehand as a 
  precaution if he believes he’ll be exposed to a disease. 
  Viral diseases are unaffected by antibiotics.] 
   
  Anti-intruder Laser 
  A common device in many high-security areas, this alarm 
  uses a low-power infrared laser beam to guard against 
  intruders. Invisible to the eye, the laser beam sounds the 
  alarm when it is interrupted by the passage of a person 
  or object through it. 
  [Anti-intruder lasers come in grades. Even the slightest 
  touch of the beam will set off the alarm. The laser beam is 
  only visible in infrared vision or by using a snoop spray. 
  Disabling the laser requires a successful Disable Device 
  check with DC 25 + 2 per grade.] 
   
  Authorization Scanners 
  These security devices are used to restrict access to 
  sensitive areas to authorized personnel only. This is ac-
  complished by establishing the identity of the individual 
  requesting access through analyzing a unique feature and 
  comparing it to an existing copy. The following types of 
  authorization scanners exist: 
  • 
  Biometric: Biometric scanners are the most ex-
  pensive but also the most secure, since they per-
  form a full body scan and it's impossible to create 
  a counterfeit. 
  • 
  Card: These devices require the person to prove 
  his authorization by inserting the appropriate key-
  card. Although quite secure on their own, they 
  have the innate flaw that a keycard can be stolen 
  from its rightful owner, so they’re usually found in 
  combination with another type of scanner. 
  • 
  Handprint: Handprint scanners analyze the prints 
  of the entire hand of the person requesting au-
  thorization. They are harder to fool than thumb-
  print scanners, but also more expensive. 
  • 
  Retinal: Retinal scanners use a low-power laser 
  beam to scan the retina of a person. They are 
  considered very secure because making a coun-
  terfeit is quite difficult. 
  • 
  Thumbprint: These devices scan a person’s 
  thumbprint. They are outdated and provide the 
  least security, but low-security sites prefer them 
  because they’re cheap. 
  • 
  Voice: Voice scanners are frequently used along 
  with other scanners to provide added security. 
  They are not very reliable because the advances in 
  voice analysis and reproduction technology can 
  easily provide means of bypassing them. 
  [Authorization scanners come in grades. Bypassing a 
  scanner by tampering with it requires a successful Dis-
  able Device check with DC 25 + 2 per grade. The other 
  option is to fool a scanner by using a counterfeit. Of 
  course, the quality of the counterfeit can not be checked 
  until the device actually confirms it.] 
   
  [Biometric: Biometric scanners cannot be fooled 
  by counterfeits.] 
   
  [Card: A card scanner may be fooled by using the 
  real keycard of an authorized individual or a copy. To 
  make a copy, you need access to the prototype and a suc-
  cessful Craft (electronic) check with DC 25 + 2 per grade 
  of the scanner. The process takes d6+2 hours.] 
   
  [Handprint: A handprint scanner may be fooled 
  TOOLS OF THE TRADE 
  
  131 
  much like a thumbprint one, but in this case the mem-
  brane needs to cover the entire hand. Such a counterfeit 
  is harder to create (DC 25 for the skill check, d6+2 hours 
  to complete) and a set of prints is harder to find. The po-
  lice holds no records on handprints and they can only be 
  taken from an object held by the entire palm (eg a large 
  cup, but not a pencil).] 
   
  [Retinal: A retinal scanner may be fooled by using 
  a contact lens that mimics the retina of an authorized 
  individual. To create such a lens, you need to know the 
  structure of that individual’s retina (either through a file 
  or by scanning his retina with a scanner of your own) and 
  make a successful DC 25 Craft (chemical) check. The con-
  struction process takes d6+4 hours.] 
   
  [Thumbprint: A thumbprint scanner may be fooled 
  by a thin cellulose membrane placed over one’s thumb 
  that mimics the prints of an authorized individual. To cre-
  ate such a membrane, you need that individual’s prints 
  Item
  Item
  Item
  Item 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Antibiotics 
  -- 
  -- 
  3 
  -- 
  Anti-intruder laser, grade 1-5 
  Small 
  1 lb 
  15+grade 
  -- 
  Authorization scanner, biometric, grade 1-5 
  Large 
  40 lb 
  20+gradex2 
  -- 
  Authorization scanner, card, grade 1-5 
  Small 
  2 lb 
  8+grade 
  -- 
  Authorization scanner, handprint, grade 1-5 
  Small 
  2 lb 
  14+grade 
  -- 
  Authorization scanner, retinal, grade 1-5 
  Medium 
  5 lb 
  17+gradex2 
  -- 
  Authorization scanner, thumbprint, grade 1-5 
  Small 
  2 lb 
  12+grade 
  -- 
  Authorization scanner, voice, grade 1-5 
  Small 
  2 lb 
  12+grade 
  -- 
  Binoculars 
  Tiny 
  1 lb 
  14 
  -- 
  Blix 
  -- 
  -- 
  4 
  Ill 
  Briefcase, bulletproof 
  -- 
  -- 
  13 
  -- 
  Briefcase, concealed firearm 
  -- 
  -- 
  As firearm+2 
  Res 
  Briefcase, incinerator 
  -- 
  -- 
  8 
  -- 
  Briefcase, secure 
  -- 
  -- 
  12 
  -- 
  Bug scanner 
  Tiny 
  1 lb 
  9 
  -- 
  Cell phone suit, grade 1-3 
  Tiny 
  0.5 lb 
  9+gradex3 
  -- 
  Cell phone, regular, grade 1-3 
  Diminutive 
  0.25 lb 
  8+grade 
  -- 
  Chemical detector 
  Medium 
  4 lb 
  12 
  -- 
  Clarity 
  -- 
  -- 
  6 
  Ill 
  Copy glove 
  Tiny 
  0.1 lb 
  22 
  Ill 
  Copy shades 
  Tiny 
  0.1 lb 
  24 
  Ill 
  Data gaultlet, Neptune 
  Small 
  2 lb 
  16 
  -- 
  Data gauntlet, Asclepius 
  Small 
  2 lb 
  21 
  -- 
  Data gauntlet, Jupiter 
  Small 
  2 lb 
  19 
  Mil 
  Data gauntlet, Vektron Engineering 
  Small 
  2 lb 
  18 
  -- 
  DMSO 
  -- 
  -- 
  4 
  -- 
  Encryptor module, grade 1-5 
  Tiny 
  0.1 lb 
  14+gradex4 
  Res for grade 4-5 
  Flexicam 
  Tiny 
  1 lb 
  11 
  -- 
  Heat scanner, grade 1-5 
  Tiny 
  1 lb 
  18+grade 
  -- 
  Imaging goggles 
  Tiny 
  0.5 lb 
  15 
  -- 
  Imaging shades 
  Tiny 
  0.1 lb 
  18 
  -- 
  Imaging, flare suppression 
  -- 
  -- 
  13 
  -- 
  Imaging, magnetic 
  -- 
  -- 
  22 
  Res 
  Imaging, sonic, grade 1-5 
  -- 
  -- 
  20+grade 
  -- 
  Imaging, starlight 
  -- 
  -- 
  17 
  -- 
  Imaging, telescopic 
  -- 
  -- 
  14 
  -- 
  Imaging, thermographic 
  -- 
  -- 
  18 
  -- 
  Implant scanner 
  Medium 
  5 lb 
  15 
  -- 
  
  132 
  (either from a file or from an object he’s held) and a suc-
  cessful DC 20 Craft (chemical) check. The construction 
  process takes d4 hours.] 
   
  [Voice: A voice scanner may be fooled by using a 
  voice reproducer.] 
   
  Binoculars 
  This set of binoculars digitally processes the image re-
  ceived and provides scaled magnification up to x24. They 
  have an output cable port that can send the processed 
  image to another device, like a video recorder. For an 
  additional cost, binoculars can take various imaging sys-
  tems. 
  [All binoculars have telescopic imaging. Up to two other 
  imaging systems (apart from flare suppression, which 
  doesn’t take any significant space) may be added by pay-
  ing separately for each one. However, after a set of bin-
  oculars is purchased no additional options may be added.] 
   
  Blix 
  One of the most addictive drugs ever developed, blix is a 
  synthetic opioid several times more powerful than mor-
  phine. It brings so great euphoria and pleasure as to be 
  incapacitating; blix users fall into a semi-comatose 
  euphoric state during which they don’t register other 
  stimuli, like pain, light or sound. Blix exists in two forms: a 
  solution for injections or a pill to be ingested. The injected 
  solution is faster-acting, but the end results are the same 
  for both forms. 
  [Blix comes as a solution or a pill. The solution can be 
  injected to someone as a full-round action and begins to 
  affect the recipient after 3 rounds. The pill can be swal-
  lowed as a move action and affects the recipient after 10 
  minutes. If the recipient has received blix contrary to his 
  will, he is allowed to make a DC 19 Fortitude save to resist 
  its effects. On a successful save, the intense euphoric 
  feelings inflict a –4 penalty on attack rolls, initiative 
  checks and skill checks, but the recipient also gains dam-
  age reduction 2 against non-lethal damage (cumulative 
  with an armor’s resistance) and a +2 chem. Bonus to For-
  titude saves made to avoid being stunned or knocked out 
  by an attack (or lessen its stunning effects). If the saving 
  throw fails or if the recipient doesn’t wish to resist the 
  drug, he is knocked out by the euphoria but gains damage 
  reduction 4 against non-lethal damage as well as the +2 
  Item
  Item
  Item
  Item 
  Size
  Size
  Size
  Size 
  Weight
  Weight
  Weight
  Weight 
  Purchase DC
  Purchase DC
  Purchase DC
  Purchase DC 
  Restriction
  Restriction
  Restriction
  Restriction 
  Laser mike 
  Small 
  2 lb 
  13 
  Res 
  Microcam 
  Diminutive 
  -- 
  14 
  Res 
  Microrecorder 
  Diminutive 
  -- 
  8 
  Res 
  Microtracker 
  Diminutive 
  -- 
  8 
  Res 
  Motion scanner, grade 1-5 
  Tiny 
  1 lb 
  15+grade 
  -- 
  Pressure panel 
  Medium 
  5 lb 
  10 
  -- 
  Redex 
  -- 
  -- 
  7 
  Mil 
  Shotgun mike 
  Small 
  2 lb 
  10 
  Res 
  Snoop spray 
  Tiny 
  0.5 lb 
  6 
  -- 
  Stabil-X, regular 
  -- 
  -- 
  6 
  -- 
  Stabil-X, super 
  -- 
  -- 
  10 
  -- 
  Stimpatch, regular 
  -- 
  -- 
  4 
  -- 
  Stimpatch, super 
  -- 
  -- 
  8 
  -- 
  Synthetic blood 
  -- 
  -- 
  4 
  -- 
  Tendorphin 
  -- 
  -- 
  5 
  Res 
  Thermashield cloak 
  Medium 
  1 lb 
  23 
  Res 
  Traumaject, regular 
  -- 
  -- 
  4 
  -- 
  Traumaject, super 
  -- 
  -- 
  8 
  -- 
  Ultrasound emitter, grade 1-5 
  Small 
  1 lb 
  13+grade 
  Res 
  Vectra 
  -- 
  -- 
  3 
  Res 
  Video feeder 
  Small 
  2 lb 
  11 
  Res 
  Vidphone 
  Small 
  2 lb 
  6 
  -- 
  Voice reproducer 
  Tiny 
  1 lb 
  20 
  Res 
  White noise jammer 
  Tiny 
  1 lb 
  7 
  -- 
  
  133 
  save bonus.] 
   
  The effects of blix last for d10+10 minutes. During 
  this period, the recipient should not be informed how 
  many hit points he’s lost. If his Fortitude save is success-
  ful, the Gamemaster should only inform the player when 
  his character has lost 25%, 50% or 75% of his hit points, 
  but not the exact amount, keeping a secret count.] 
   
  [Blix has addiction level 20 and those becoming 
  addicted to it lose 6 Wisdom and 2 Constitution points 
  until they overcome the addiction.] 
   
  Briefcase Options 
  The standard briefcase is a classic, useful tool for carry-
  ing documents or small objects. For an additional cost, it 
  can be modified in a number of interesting ways. 
  • 
  Bulletproof: This modification adds a harder me-
  tallic casing as well as an anti-ballistic liner. 
  • 
  Concealed firearm: A small firearm placed inside 
  the briefcase and operated by an external button. 
  The weapon fires through a port that slides open 
  when the button is pressed. Although a “weapon 
  briefcase” has poor accuracy, it is preferred by 
  people in need of subtle firepower; most select 
  automatic weapons. 
  • 
  Incinerator: This modification adds a small but 
  powerful magnesium torch that can incinerate 
  within moments any document and severely dam-
  age any object placed inside the briefcase. 
  • 
  Secure: A secure briefcase has a high-quality lock 
  that is very difficult to bypass as well as a vibra-
  tion detector which can be set to sound an alarm 
  if the briefcase is moved or if cutting instruments 
  are used on it. These system can be rigged to an 
  incinerator to destroy the briefcase’s contents if 
  its integrity is compromised. 
  [The following options can be added to a briefcase by 
  paying the Purchase DC for each one separately.] 
   
  [Bulletproof: A bulletproof briefcase has hard-
  ness 10, but its weight is increased by 2 lb. The owner can 
  also use the briefcase as a shield, receiving a +2 cover 
  bonus to Defense, but this requires the briefcase to be 
  held with both hands.] 
   
  [Concealed firearm: A briefcase can mount any 
  firearm or Medium or smaller size. The range increment 
  of the weapon is halved, but only for the purpose of deter-
  mining range penalties. Reloading the weapon requires 
  first opening the briefcase.] 
   
  [Incinerator: The incinerator is activated by 
  quickly turning the briefcase’s key three times counter-
  clockwise (a move action). It will instantly destroy paper, 
  melt plastics and scorch metallic items (which suffer d6 
  damage). The heat-proofed interior of the briefcase does-
  n’t suffer any harm from the thermal blast.] 
   
  [secure: A secure briefcase has a high-quality 
  lock and a vibration detector that can be activated by 
  turning the briefcase’s key counterclockwise. Both the 
  lock and the detector are DC 30 to disable. When acti-
  vated, the vibration detector will sound an alarm if the 
  briefcase is disturbed (picked up, moved, hit, pierced by 
  cutting instruments etc). If the briefcase also has an in-
  cinerator, it can be set to destroy its contents if someone 
  attempts to meddle with it. The incinerator is activated 
  when the vibration alarm is set off or when a skill check 
  to disable the lock or the detector fails by more than 5 
  Addiction 
  Some drugs affecting the nervous system cause addic-
  tion – a fairly dangerous adverse effect in the long run. 
  These substances have an Addiction Level (AL). This is 
  the DC of the Will save which must be rolled every time 
  the drug is taken. If the drug is taken regularly (at least 
  once a week), the DC increases by one point per week (to 
  a maximum of three times the original AL). If an entire 
  week passes without taking the substance the DC is de-
  creased by one (to a minimum of the original AL). 
   
  If any Will save is failed, the character becomes 
  addicted to the drug and will relish it, desiring at least 
  one dose each week whether it’s for his benefit or not. 
  An addicted character will generally go to great lengths 
  to secure his dose and this may have a serious impact on 
  his lifestyle. If he passes a week without a dose he suf-
  fers withdrawal: he loses one Wisdom point per 10 AL (or 
  fraction thereof) and suffers a -1 penalty per 10 AL (or 
  fraction thereof) to all skill checks until he can get a new 
  dose. An addicted character can also suffer other detri-
  mental effects whether he has a regular supply or not 
  (the exact effects depend on the drug). 
   
  An addicted character doesn’t make Will saves 
  while taking the drug; instead, he gets one chance each 
  week to overcome his addiction (this is also represented 
  by a Will save). A successful save means that the charac-
  ter manages to free himself from the drug’s insidious 
  influence.  
  
  134 
  points.] 
   
   
  Bug Scanner 
  Made for those valuing their privacy, a bug scanner is a 
  portable device able to detect microcams, microre-
  corders and any other device capable of transmitting 
  information. 
  [A bug scanner has an effective range of 30 ft.] 
   
  Cell Phone 
  A modern mobile phone is capable of receiving and trans-
  mitting sound and video, organize your professional and 
  personal life as well as connect to the hivenet. Cell phones 
  can interact with other electronic devices through cable, 
  infrared or remote ports and some are capable of func-
  tioning as simple computers. 
  [Cell phones come in three grades. A cell phone has one 
  cable, one infrared and one remote port of grade equal to 
  its own for connecting to other devices.] 
   
  [Cell phone suits are a combination of cell phone 
  and compact computer. Although they can’t match pure 
  computers in power, they are quite handy and useful. A 
  cell phone suit is treated as a computer with Speed, Ac-
  tive memory and Storage Memory slots equal to twice its 
  grade, but it can’t be upgraded with new processors, ac-
  tive memory cards or storage media.] 
   
  [A cell phone can be used to connect to the hive-
  net using satellite uplink bandwidth.] 
   
  Chemical Detector 
  This briefcase-sized device is used to detect traces of 
  drugs, explosives and other restricted chemical sub-
  stances. It is a common sight in airports, government 
  buildings and other high-security areas. 
  [A chemical detector discovers any trace of drugs and 
  explosives (including bullet propellants) within 30 ft, 
  unless the substance is in an airtight container.] 
   
  Clarity 
  Clarity is a complex intellect booster, illegal because of its 
  long-term adverse effects. It provides the recipient with a 
  feeling of emotional detachment, where cold reasoning is 
  amplified and emotions are suppressed. Frequent use of 
  clarity will lead to a permanent emotional dulling, turning 
  the user into a coldly logical being. Even so, clarity is fre-
  quently used by hackers, scientists and anyone needing to 
  reach a decision freed from emotional bias. 
  [Clarity comes in the form of a pill that can be swallowed 
  as a move action. It begins to affect the recipient 10 min-
  utes after it is imbibed and its effects endure for d6+8 
  hours. While effective, clarity will provide a +4 chem bo-
  nus to Intelligence. However, it also inflicts a –4 penalty to 
  Charisma and a –2 penalty to Sense Motive checks.] 
   
  [A clarity user needs to make a Will save each 
  time a pill is taken. The DC starts at 5 but increases by 1 
  every time a new pill is taken. If a saving throw fails, the 
  emotional detachment becomes more or less permanent 
  and the user suffers a permanent –2 penalty to Charisma 
  and a –1 penalty to Sense Motive checks. The DC for the 
  Will saves resets back to 5 if the user takes no clarity for 
  at least 2 months.] 
   
  Copy Gloves 
  This highly illegal device looks and feels like a normal 
  leather glove, but actually contains hundreds of sensors 
  which scan the prints of anyone shaking hands with the 
  wearer. The information retrieved can then be used to 
  create counterfeits for handprint or thumbprint scanners. 
   
  Copy Shades 
  Copy Shades resemble normal shades but contain a 
  miniaturized high-resolution digital camera designed to 
  take a picture of the retina of a person standing face-to-
  face with the user. The picture can then be used to create 
  a counterfeit for retinal scanners. 
  [To use copy shades, you must be standing face-to-face 
  with the target and within 1 ft of him. Eye contact is re-
  quired, but not for more than a fraction of a second. You 
  can’t copy the retina of someone wearing shades as well.] 
   
  Data Gauntlets 
  Data gauntlets or simply “gauntlets” are a specialized 
  category of devices taking their name from the medieval 
  armored gauntlets they resemble. Securely strapped on 
  the user’s forearm (and sometimes extending to the palm 
  and fingers, covering them), they provide easy and ready 
  access to their features. Each gauntlet is made to suit a 
  specific purpose and contains a simple, specialized com-
  puter along with the necessary software and devices for 
  
  135 
  accomplishing it. 
  [Data gauntlets can be worn over clothes, armored body-
  suits or vests, but not over armored full suits or SAAS. 
  Each contains a simple computer dedicated to performing 
  the function the gauntlet was designed for; the computer 
  cannot be used for other tasks, hence no statistics 
  (speed, active memory, storage memory) are given for it.] 
   
  Asclepius 
  The Asclepius data gauntlet is an invaluable tool for the 
  modern medical doctor, especially for those operating in 
  the field without access to much equipment. With its small 
  computer running medical diagnostics program, the As-
  clepius offers several tools to assist a doctor in his work. 
  The gauntlet extends to the user’s palm and covers it with 
  a soft, unrestricting glove containing sensors that can 
  measure blood pressure, heart rate and temperature with 
  only a touch on a patient. A small, retractable ultrasonic 
  scanner can be extended to provide an in-depth look on 
  the body’s internal cavities and organs (with the results 
  displayed on the gauntlet’s display screen). The gauntlet 
  also contains equipment for quick blood tests and a small 
  defibrillator that can work miracles in the hands of a 
  trained user. 
  [The Asclepius gauntlet provides a +4 equipment bonus on 
  all Treat Injury checks made by the user. The gauntlet’s 
  internal defibrillator increases this bonus to +6 when the 
  wearer uses the Emergency Medicine feat.] 
   
  Jupiter 
  The Jupiter data gauntlet is intended for combat opera-
  tives, often arming small special squads. Its dedicated 
  computer runs the TacOps tactical combat software on a 
  small display screen that can be connected to a HUD 
  screen or an optijack for better operation. Each gauntlet 
  contains a transponder emitting a constant signal at a 
  prearranged frequency. This signal is used to display on 
  the screen all friendly units in the vicinity and can also be 
  used along with “smart” firearms (equipped with an opti-
  cal targeting module) to prevent squad members from 
  being hit by friendly fire. A GPS receiver is standard to 
  the gauntlet; more advanced versions can take motion or 
  heat scanners to detect and monitor the enemy. 
  [A Jupiter gauntlet comes along with a dedicated com-
  puter running CombaTech TacOps grade 1 (see the Lock 
  and Load section) on a display screen that may be con-
  nected through a cable port with HUD goggles or an opti-
  jack. Higher grades of TacOps may also be used by the 
  computer, but have to be purchased separately. The 
  transponder on the gauntlets is used to display all friendly 
  units using gauntlets within one mile of the user as “blips” 
  on the display screen. If the user is armed with a firearm 
  equipped with an optical targeting module, the weapon will 
  refuse to fire against someone wearing another gauntlet 
  with a transponder using the same frequency (this fea-
  ture may be turned off by the user). This has two effects: 
  1) it negates the –4 attack penalty when firing at an oppo-
  nent engaged in melee with an ally wearing a gauntlet, 2) 
  if the user performs an autofire attack any friendlies 
  wearing gauntlets inside the covered area are not hit 
  (they automatically make their saving throws).] 
   
  [All Jupiter gauntlets have a GPS receiver. They 
  can also take motion and heat scanners of any grade 
  (with any targets detected displayed on the screen). 
  These must be purchased separately and can be added to 
  a gauntlet at a later time.] 
   
  Neptune 
  Made for the professional diver, the Neptune data gauntlet 
  constantly monitors depth, the strength of water cur-
  rents, temperature and has a diving computer that auto-
  matically calculates the gas mixtures required for safe 
  performance at teach different depth. A powerful flash-
  light is integrated in the gauntlet for emergency use and 
  more advanced versions can take a small sonar to moni-
  tor the diver’s surroundings. The greatest innovation of 
  the Neptune gauntlet is the built-in nitrogen extraction 
  system: an instrument in the form of a thin needle con-
  stantly extracts the excess nitrogen from the diver’s 
  blood, eliminating the need for depressurization and the 
  fear of depth cramps. 
  [A Neptune gauntlet contains a flashlight and eliminates 
  depth cramps and the need for depressurization after 
  diving to great depths. The gauntlet can also take a sonar 
  (treat as a motion scanner that only works underwater) 
  of any grade that displays any movement in the surround-
  ing area on a small display screen; through a cable port it 
  can be connected to HUD goggles or an optijack for easier 
  viewing. The sonar must be purchased separately and can 
  be added to the gauntlet at a later time.] 
   
   
   
   
  
  136 
  Vektron Engineering Gaunt-
  let 
  The Vektron gauntlet is a portable device intended to help 
  engineers assess the damage suffered by a structure or 
  to detect internal stresses and weak points, all thanks to 
  the high-resolution ultrasonic scanner it is equipped with. 
  [A character with a Vektron gauntlet must be within 30 ft 
  of an object to scan it. Scanning an object takes one round 
  per size category, for example a Huge object takes 6 
  rounds to be scanned. Scanning an object can reveal two 
  kinds of information. Firstly, it can reveal how much dam-
  age  the object has suffered (if it has taken any damage). 
  Although it cannot give an exact figure, it can inform the 
  user whether the object has lost 25%, 50% or 75% of its 
  hit points. Secondly, it can detect any weak points in the 
  internal structure of an object (almost all objects have at 
  least one weak point due to internal stresses or anoma-
  lies). These weak points can then be hit by weapons (they 
  usually have +8 Defense compared to that of the object) 
  or be affected by explosive charges. Any damage on a 
  weak point over the object’s hardness is doubled.] 
   
  DMSO 
  DMSO stands for dimethylsulfoxide and is a chemical used 
  for thrombolysis and to ease the pain of bone diseases. 
  Its most interesting property is that it will easily pass 
  through skin and muscle tissues, carrying with it what-
  ever can be included in its solution. This property has led 
  to its malicious use along with toxic agents, in order to 
  transfer them directly into the blood stream. 
  [A poison solved in DMSO becomes a contact one, while 
  retaining the same save DC. The mixture can be applied to 
  door handles, gloves or any other surface, although DMSO 
  will evaporate within one hour.] 
   
  Encryptor Module 
  This device can be added to any transmission device (cell 
  phones, vidphones, radios etc) and encrypts its transmis-
  sions to offer privacy and security. To be of use, the re-
  ceiving device must also have an encryptor module or at 
  least a decryptor program. 
  [An encryptor module comes in five grades and can be 
  installed in any device capable of transmitting data. Any 
  data transmitted by the device will be encrypted as if by 
  an encryptor program (see the Silicon Wizardry section) 
  of equal grade. 
   
  Flexicam 
  This is a miniature camera mounted on the end of a flexi-
  ble optical fiver “stalk”. It’s extremely useful for peeking 
  behind doors, inside briefcases or other containers etc. 
  [A flexicam has a cable port for sending its video output 
  to another device, like HUD goggles or an optijack. When 
  used to peek behind a door, those at the other side of the 
  door get a chance to spot the stalk by making a DC 20 
  Spot check. If a flexicam is used to examine the inner 
  workings of a lock, electronic device or explosive mecha-
  nism, it provides a +2 circumstance bonus to any Disable 
  Device or Demolitions check made to disable it.] 
   
  Heat Scanner 
  This device uses thermographic technology to detect heat 
  sources in the surrounding area, even those concealed by 
  cold obstacles. It can then display any heat sources de-
  tected as blips on a display screen or be rigged to an 
  alarm. 
  [Heat scanners come in grades. A heat scanner will de-
  tect anything radiating heat (fire, living creatures, vehi-
  cles with hot engines) within 50 ft per grade, unless it is 
  concealed behind an obstacle more than one t thick. Its 
  sensitivity level may be adjusted to ignore insignificant 
  heat sources (like vermin or small animals). Disabling a 
  heat scanner requires a successful Disable Device check 
  with DC 25 + 2 per grade.] 
   
  Imaging Goggles 
  Goggles are head-worn eyeware containing a number of 
  imaging systems that augment the user’s sight. Although 
  bulky and unattractive, they are invaluable to professional 
  soldiers and security personnel. All goggles feature a 
  heads-up display (HUD) that can project video and data 
  received from other devices and superimposed on the 
  user’s field of vision (a poor man’s alternative to an opti-
  jack implant). Goggles can also receive imaging systems 
  for an additional cost. 
  [All imaging goggles feature a HUD screen with a cable 
  port for connecting to external devices. Up to two imaging 
  systems (apart from flare suppression, which doesn’t 
  take any significant space) can be added to goggles by 
  paying for each one separately. However, after a set of 
  
  137 
  goggles are purchased no additional options may be in-
  stalled at a later time.] 
   
  Imaging Shades 
  Imaging shades serve the same function as goggles but 
  the use of miniaturization technology allows them to look 
  exactly like normal shades, being practical and subtle at 
  the expense of a higher cost. 
  [Imaging shades work like imaging goggles, but can have 
  only one imaging system (apart from flare suppression, 
  which doesn’t take any significant space). Any imaging 
  system added to shades has +4 to its Purchase DC.] 
   
  Imaging Systems 
  Imaging systems are mediums used by many devices, like 
  binoculars or imaging goggles, to extend the sensory 
  range of human vision to other modes or spectrums. 
  • 
  Flare suppression: This is essentially a filter that 
  automatically adjusts the level of light received to 
  protect the user from being blinded by bright 
  flashes of light. 
  • 
  Magnetic: Magnetic resonance imaging, currently 
  cutting-edge for portable applications, is able of 
  “piercing” solid obstacles, like doors or walls, to 
  reveal what lies beyond. This requires proximity to 
  the obstacle and the system isn’t capable of see-
  ing through very thick or metallic obstacles. 
  • 
  Sonic: Sonic imaging uses a refined, highly de-
  tailed form of echolocation. The user can literally 
  see sound, functioning as a sonar that can pierce 
  darkness and most other visibility obstacles. The 
  echolocation’s effective range is unfortunately 
  limited. 
  • 
  Starlight: Starlight imaging amplifies ambient 
  lighting to provide effective vision in darkness. It is 
  however, useless in absolute darkness. 
  • 
  Telescopic: This system can magnify the image 
  received up to 24 times. 
  • 
  Thermographic: This system provides the ability 
  to see in the infrared spectrum of light, ie heat. It 
  functions extremely well, even in total darkness, 
  although the user can only see sources of heat 
  (living creatures, vehicles with hot engines etc). 
  [Imaging systems can be installed to any device designed 
  to accept them by paying the Purchase DC for them.] 
   
  [Flare Suppression: This system provides flare 
  suppression.] 
   
  [Magnetic: magnetic imaging enables the user to 
  see through a non-metallic object up to 1 ft thick, if he is 
  within 5 ft of it. The user first needs to take a move action 
  to adjust the system to the proper settings to see through 
  an object. Such a thing negates any concealment due to 
  foliage. Magnetic imaging doesn’t enhance the user’s opti-
  cal capabilities, so he will still not be able to see through 
  darkness. When seeing through an obstacle, the user can’t 
  use infrared vision (thermographic imaging), sonic or 
  starlight imaging.] 
   
  [Starlight: The user can see in darkness three-
  quarters as far as in daylight. Starlight imaging will re-
  duce concealment due to darkness by two degrees (for 
  example, someone in neartotal darkness will get one-half 
  and someone in shadows won’t get any concealment). It 
  doesn’t give any benefit in total darkness, however. See-
  ing any bright flash (like that of a flash grenade) through 
  starlight imaging inflicts a –2 penalty to the Fortitude 
  save made to avoid being blinded.] 
   
  [Sonic: Sonic imaging systems come in grades; 
  each grade has an effective range at which sonic imaging 
  functions. The user is able to see anything inside this 
  range regardless of darkness, fog or smoke, albeit in 
  monochrome. Opponents the user attacks lose any con-
  cealment due to these factors.] 
   
  [Telescopic: The distance penalty to Spot checks 
  when using telescopic imaging to examine an item or per-
  son is reduced to –1 per 50 ft. Telescopic imaging doubles 
  the range increment of any weapon, but only for the pur-
  pose of determining range penalties.] 
   
  [Thermographic: Thermographic imaging pro-
  vides infrared vision and makes the user capable of see-
  ing any heat sources within his line of sight regardless of 
  the level of darkness, smoke, fog or foliage; the system 
  doesn’t help in seeing cold objects or hot targets con-
  cealed by cold objects. Thermographic imaging negates 
  any concealment due to darkness, smoke, fog or foliage 
  for the targets it can detect. The smoke generated by 
  smoke grenades and other such equipment is “hot” and 
  Grade
  Grade
  Grade
  Grade 
  Effective Range
  Effective Range
  Effective Range
  Effective Range 
  1 
  100 ft 
  2 
  200 ft 
  3 
  300 ft 
  4 
  500 ft 
  5 
  1,000 ft 
  
  138 
  will thus block infrared vision.] 
   
  Implant Scanner 
  This is a portable metal detector modified so as to be able 
  to detect and identify cybernetic implants. 
  [An implant scanner can detect implants in the body of 
  someone up to 30 ft away and identify them with 90% 
  accuracy. However, implants built into a cyberlimb, cyber-
  eye or cyberear cannot be detected and the presence of 
  an endoskeleton blocks the detection of any other implant 
  in the target’s body except from cyberlimbs.] 
   
  Laser Mike 
  This device is similar to a parabolic mike, but makes use 
  of an invisible laser beam that reads the minute vibrations 
  caused by sound over glass or plastics. 
  [A laser mike has an effective range of 5 miles, but you 
  have to be able to bounce the laser beam off a window, 
  mirror or similar glass surface within 30 ft of the conver-
  sation you want to spy on.] 
   
  Microcam 
  This is a miniature camera, smaller than a shirt button, 
  that adheres chemically to any surface. 
  [A microcam broadcasts image and sound up to 5 miles 
  away through a remote port. Its microbattery lasts for 2 
  days. Casually spotting a well-hidden microcam has DC 
  30. Searching for one has DC 20.] 
   
  Microrecorder 
  A microrecorder is a microscopic audio bug that adheres 
  chemically to any surface. Its microbattery lasts for long, 
  since the microrecorder is voice-activated and automati-
  cally switches off when there’s nothing to record. 
  [A microrecorder broadcasts audio up to 5 miles away 
  through a remote port. Its microbattery lasts for 20 days. 
  Casually spotting a microrecorder has DC 40. Searching 
  for one has DC 30.] 
   
  Microtracker 
  This minute transmitter adheres chemically to any sur-
  face and broadcasts a constant signal that can be used as 
  a homing beacon. 
  [A microtracker has an effective range of 5 miles. Its 
  microbattery lasts for 20 days. Casually spotting a micro-
  tracker has DC 40. Searching for one has DC 30.] 
   
  Motion Scanner 
  This device uses ultrasonic emissions to detect any move-
  ment in the vicinity, although it cannot penetrate walls and 
  other hard obstacles. Its sensitivity level can be set so as 
  to ignore small targets like vermin or household animals. 
  [Motion scanners come in grades. A motion scanner is 
  able to detect any movement made within 100 ft per 
  grade, although not behind any wall or other solid obsta-
  cle. The DC of the Disable Device check to disable a motion 
  scanner is 25 + 2 per grade.] 
   
  Pressure Panel 
  This resembles a normal floor panel (1x1 ft) but sets off an 
  alarm whenever anyone or anything weighting more than 1 
  lb steps or is placed on it. 
   
  Redex 
  Redex is one of the first successful combat drugs se-
  cretly developed by the military. Its serious adverse ef-
  fects prohibited its generalized use, but it performed 
  rather well when administered to small groups of elite 
  soldiers trained to handle it. A cocktail of substances 
  rather than a single one, redex triggers hysterical 
  strength and a burning rage exceeding reasoning. Sol-
  diers on redex exhibit increased strength and endurance 
  and, most importantly, an almost unbreakable moreale 
  since the rage effect makes the fight instead of flee. In 
  some cases, this effect is amplified and results in a psy-
  chotic state where the recipient is unable to distinguish 
  friend from foe; this is redex’s most serious seide-effect. 
  [A redex pill can be swallowed as a move action and be-
  gins to affect the recipient 10 minutes later. The recipient 
  receives a +2 chem bonus to Strength and Constitution 
  and a +8 chem bonus to Will saves against fear. While 
  under the effects of the drug, the recipient is unable to 
  retreat from a fight on his own will, battling to his death 
  or incapacitation. These effects last for 2d10+40 min-
  utes.] 
   
  [A character has to make a DC 10 Will save every 
  time he takes a redex pill. If this saving throw fails, he 
  becomes psychotic for the duration of the drug’s effects. 
  A psychotic redex user receives the usual benefits of the 
  
  139 
  drugs but is incapable of distinguishing friend from foe 
  and under the rage effect  will invariably attack the clos-
  est person with the intent of killing him.] 
   
  Shotgun Mike 
  This is a shotgun-shaped microphone that can pick up a 
  whisper at a large distance and enhance it to normal, 
  clear sound. 
  [To use a shotgun mike, you must point it towards the 
  sound source you want to enhance. The mike has an effec-
  tive range of 500 ft if no obstacle lies between you and 
  the sound source. Every 1 ft thickness of interfering ob-
  stacles halves this range. For example, a mike must be 
  within 62.5 ft to enhance a sound source located behind 
  three 1-ft thick walls or one wall with 3-ft thickness. It 
  cannot enhance a sound source located behind 5+ ft thick 
  obstacles.] 
   
  Snoop Spray 
  When sprayed in an area guarded by anti-intruder lasers, 
  the cloud of particles contained in a snoop spray will re-
  veal their beams to the eye for a short amount of time. 
  [A snoop spray canister contains 20 “shots”. Each shot 
  can reveal to the eye the beam of any anti-intruder laser 
  in a 3x3 ft section for one round.] 
   
  Stabil-X 
  Stabil-X is an injected solution designed to stabilize the 
  condition of a severely injured person until more helpful 
  treatment can be administered. The super stabil-x is usu-
  ally more effective but has serious adverse effects that 
  can lead to permanent damage, so it is reserved for des-
  perate situations. 
  [Stabil-X can be administered to a dying person by some-
  one taking a full-round action. The regular stabil-x will 
  grant a +2 chem. Bonus to Fortitude saves made by the 
  dying character to become stable for one turn. A super 
  stabil-x will provide a +4 chem. Bonus for the same dura-
  tion. However, the recipient of super stabil-x needs to 
  make a DC 15 Fortitude save one day later. If this saving 
  throw fails, he permanently loses a Constitution point.] 
   
  Stimpatch 
  A stimpatch is a small adhesive patch containing synthetic 
  stimulants absorbed through skin pores into circulation. It 
  is designed to banish fatigue and give the recipient that 
  little extra push he needs. However, fatigue usually re-
  turns augmented when the stimulants are metabolized, so 
  stimpatches are only a temporary relief and not a substi-
  tute for natural rest. 
  [Using a stimpatch is a move action and the effects ap-
  pear one round later.] 
   
  [The regular stimpatch removes the fatigued con-
  dition from the recipient or reduced the exhausted condi-
  tion to merely fatigued. Additionally, it provides a +1 chem. 
  Bonus to Strength and initiative for d6+10 rounds. After 
  this duration elapses, the recipient needs to succeed in a 
  DC 12 Fortitude save or become exhausted and take one 
  point of temporary Constitution damage.] 
   
  [The super stimpatch works like the regular one, 
  except that it completely removes both fatigued and ex-
  hausted conditions and the Strength and initiative bonus it 
  provides is +2. However, the DC for the Fortitude save is 
  15.] 
   
  Synthetic Blood 
  Genetically engineered blood has become a standard in 
  modern medicine, replacing natural human blood which 
  was hard to come by and ridden with diseases. Its admini-
  stration can save lives, but must be done carefully and 
  preferably in a hospital. 
  [Each pack of synthetic blood must be administered over 
  the course of one turn; this requires a DC 10 Treat Injury 
  check. A pack can restore d6 hit points (lost to an attack 
  causing blood loss), but synthetic blood isn’t capable of 
  healing more than 25% of a character’s lost hit points; 
  the rest must be recovered through other means or natu-
  ral healing. A dying character must first be stabilized 
  before he can benefit from synthetic blood.] 
   
  Tendorphin 
  This is a mixture of synthetic endorphins which act like 
  morphine, but without any serious side-effects or addic-
  tion. An excellent painkiller, tendorphin is sometimes used 
  by thugs to resist pain and shock from wounds, gaining a 
  seemingly superhuman ability to remain conscious and 
  standing despite injuries. 
  [Tendorphin can be injected into someone as a full-round 
  action and takes effect 3 rounds later. Tendorphin will 
  provide damage reduction 2 against non-lethal damage 
  
  140 
  (cumulative with an armor’s resistance) and a +2 chem. 
  Bonus to Fortitude saves made to avoid being stunned or 
  knocked out by an attack (or lessen its stunning effects). 
  However, a character under the effects of tendorphin 
  should not know how many hit points he’s lost. The Game-
  master should only inform the player when his character 
  has lost 25%, 50% or 75% of his hit points, but not the 
  exact amount, keeping a secret count. The effects of ten-
  dorphin last for d3 hours. The drug has addiction level 5 
  and those becoming addicted lose 4 Wisdom points until 
  they overcome the addiction.] 
   
  Thermashield Cloak 
  A thermashield cloak is a full bodysuit along with a mask, 
  designed with an exterior layer that provides complete 
  thermal insulation, masking the wearer’s heat signature, 
  and an internal layer of thermal-conducting fibers that 
  channel body heat towards a small chemical tank worn as 
  a backpack. A thermashield cloak makes the wearer in-
  visible under infrared vision and undetectable by heat 
  scanners. The cloak performs well for as long as the 
  chemical tank can function as a dump for the body heat 
  shed by the wearer. If the tank’s capacity is exhausted, it 
  must quickly be replaced or the cloak removed else the 
  wearer will suffer from the accumulated heat and eventu-
  ally die from apoplexy. 
  [When wearing a thermashield cloak, the wearer has total 
  concealment against anyone using infrared vision 
  (thermographic imaging) and cannot be detected by heat 
  scanners. A thermashield cloak can be combined with any 
  armor except from bodysuits. The chemical tank acting as 
  a dump for the wearer’s shed body heat can function for 2 
  hours of continuous use. A new tank costs Purchase DC 
  12. If the cloak is worn without a working tank, the wearer 
  is treated as if he’s under searing heat (although he can’t 
  use the Survival skill to modify his saving throw).] 
   
  Traumaject 
  This life-saving device comes in the form of an easy-to-
  use syringe with a pop-out needle operated with the press 
  of a button. It injects a mixture of drugs including syn-
  thetic coagulants and artificial blood, to assist in emer-
  gency treatment of injuries. 
  [A traumaject shot can be administered as a move action. 
  The chemicals take effects one turn after their admini-
  stration.] 
   
  [A regular traumaject shot restores d4+4 lost hit 
  points. A super traumaject shot restores d8+4 lost hit 
  points, but one hour after its administration the recipient 
  must make a DC 12 Fortitude save or take one point of 
  temporary Constitution damage.] 
   
  [A dying character receives no benefit from a 
  traumaject shot; no hit points are recovered. Moreover, a 
  character can only benefit from one traumaject shot 
  (either regular or super) per 24 hours.] 
   
  Ultrasound Emitter 
  A handheld device, the ultrasound emitter attempts to fool 
  a motion scanner by transmitting a similar signal. Even 
  with an emitter in hand, someone must be extra careful 
  when moving through a motion scanner field. 
  [Ultrasound emitters come in grades. A character at-
  tempting to move through a motion scanner field using an 
  ultrasound emitter must move at a rate of no more than 5 
  ft per round. A DC 20 Move Silently check must also be 
  made each round of movement; on a failure the motion 
  scanner detects the character. This check receives a +2 
  equipment bonus per grade of the emitter but also suffers 
  a –2 penalty per grade of the scanner. Attempting to 
  move at a speed of 10 ft per round increases the DC to 30; 
  moving any faster will certainly set off the scanner.] 
   
  Vectra 
  Vectra is the latest meta-amphetamine. It has mild anti-
  depressant qualities and acts as a powerful boost to 
  physical and mental endurance. 
  [Vectra can be swallowed as a move action. It takes effect 
  30 minutes after being imbibed and lasts for d6+15 hours. 
  While effective, Vectra provides the recipient with the 
  Endurance feat or doubles its benefits if he already has it. 
  Moreover, it provides a +1 chem. Bonus to Intelligence. 
  After its effects end, the recipient becomes exhausted.] 
   
  [Vectra has addiction level 10. Characters ad-
  dicted to this drug lose 2 Intelligence and 2 Strength 
  points until they overcome the addiction.] 
   
  Video Feeder 
  This small device can hijack a security camera, sending 
  through it a pre-recorded image instead of what the cam-
  era normally registers. 
  [To place a video feeder on a security camera, you need 
  
  141 
  to succeed in a DC 15 Craft (electronic) check. The cam-
  era will then display the pre-recorded image instead of 
  any suspicious activities.] 
   
  Vidphone 
  This is the standard modern phone equipped with a small 
  camera and display monitor and having a cable port that 
  can make use of larger display equipment. All transmis-
  sions are relayed through the hivenet to their destination. 
   
  Voice Reproducer 
  This device is commonly used to defeat voice authoriza-
  tion checks by imitating the voice of an authorized user. 
  Its voice reproduction capabilities can also be put to many 
  other uses. A voice reproducer is basically composed 
  from three parts or modules: the recording, the analysis 
  and the reproduction module. The device can record 
  someone’s voice, analyze the voice patterns used and 
  then successfully imitate it (although not flawlessly) to 
  say almost anything. 
  [A voice reproducer can be used to imitate the voice of 
  someone you have recorded. The quality of the imitation 
  depends on the length of the voice you have recorded for 
  analysis. Ten seconds are usually enough to fool a voice 
  authorization scanner, but fooling live persons during a 
  conversation is more difficult because of the wealth of 
  words and expressions used. For each minute of recorded 
  voice available for analysis, other people have a –1 penalty 
  (to a maximum of –5) to any check made to realize the 
  trickery.] 
   
  White Noise Jammer 
  A jammer is a small device generating random noise that 
  desensitizes any nearby audio recording equipment, of-
  fering privacy to a conversation. Because the noise is 
  generated according to random patterns, it cannot be 
  filtered. 
  [When activated, a jammer will offer privacy to any con-
  versation made within 15 ft of it, countering any microre-
  corder or microcam (at least its audio recording capabil-
  ity) as well as shotgun and laser mikes.] 
  
  142 
  SECTION SIX 
   
  WHAT IT TAKES 
  
  143 
  Strong Hero Talents 
   
  Combat Sense Talent Tree 
  The Strong Hero has a combat experience that enables 
  him to quickly evaluate dangerous situations and respond 
  to them. 
   
  Combat Sense: The Strong Hero has a Combat Sense 
  pool, containing points he can use to augment several 
  combat actions. He is able to expend a point from the pool 
  in order to: 1. Add a +1 insight bonus to an attack roll, 2. 
  Add a +1 insight bonus to his Defense against the next 
  attack, 3. Add a +1 insight bonus to a Reflex save. He can 
  use these points anytime during the round, even outside 
  his normal sequence of action, but always before the ac-
  tual die roll is made. The pool has 3 points and regener-
  ates at the beginning of each new combat round, but the 
  Strong Hero can’t spend more than one point per round. 
   
  Improved Combat Sense: The Strong Hero’s Combat 
  Sense pool has 5 points and he can spend up to 2 points 
  per round. 
  Prerequisites: Combat Sense. 
   
  Advanced Combat Sense: The Strong Hero’s Combat 
  Sense pool has 10 points and he can spend up to 3 points 
  per round. 
  Prerequisites: Combat Sense, Improved Combat Sense. 
   
  Strategic Mind: The Strong Hero is able to use points 
  from his Combat Sense pool to augment the attack rolls, 
  Defense or Reflex saves of an ally. The ally must be able to 
  see or at least hear the Strong Hero to receive any bene-
  fit. 
  Prerequisites: Combat Sense. 
   
  Penetration Talent Tree 
  The Strong Hero knows an armor’s weak points and how 
  to use them in order to penetrate its protection. 
   
  Penetration: By taking a –1 penalty to his attack roll, the 
  Strong Hero can ignore 1 point of resistance from the 
  armor his opponent is wearing. The Strong Hero ignores 
  the resistance that matches the damage type of the 
  weapon he’s using. This talent doesn’t work against an 
  object’s hardness. 
   
  Improved Penetration: By taking a –2 penalty to his at-
  tack roll, the Strong Hero can ignore 2 points of resis-
  tance from the armor his opponent is wearing. The Strong 
  Hero ignores the resistance that matches the damage 
  type of the weapon he’s using. This talent doesn’t work 
  against an object’s hardness. 
  Prerequisites: Penetration. 
   
  Advanced Penetration: By taking a –4 penalty to his at-
  tack roll, the Strong Hero can ignore 4 points of resis-
  tance from the armor his opponent is wearing. The Strong 
  Hero ignores the resistance that matches the damage 
  type of the weapon he’s using. This talent doesn’t work 
  against an object’s hardness. 
  Prerequisites: Penetration, Improved Penetration. 
   
  Fast Hero Talents 
   
  Armored Maneuvers Talent 
  Tree 
  The Fast Hero retains his natural grace and flexibility even 
  in restricting armor. 
   
  Armored maneuvers: Any light or medium armor worn 
  by the Fast Hero has its Maximum Dexterity bonus in-
  creased by 2 points and its Armor Penalty halved. 
   
  Improved Armor Maneuvers: Any heavy armor worn by 
  the Fast Hero has its Maximum Dexterity bonus increased 
  NEW TALENTS 
  
  144 
  by 2 points and its Armor Penalty halved. 
  Prerequisites: Armored Maneuvers. 
   
  Advanced Armored Maneuvers: The improvements 
  brought about by Armored Maneuvers and Improved Ar-
  mored Maneuvers are furthermore increased by 2 addi-
  tional points of Maximum Dexterity Bonus. 
  Prerequisites: Armored Maneuvers, Improved Armored 
  Maneuvers. 
   
  Tough Hero Talents 
   
  BioTek Resistance Talent 
  Tree 
  The Tough Hero is less vulnerable against the health-
  degrading effects of bioware and Cyberware. 
   
  BioTek Resistance: The total Tolerance of all bioware and 
  Cyberware installed in the Tough Hero’s body is reduced 
  by 1 point. 
   
  Improved BioTek Resistance: The total Tolerance of all 
  bioware and Cyberware installed in the Tough Hero’s body 
  is reduced by 1 point. This stacks with BioTek Resistance, 
  for a total reduction of 2 points. 
  Prerequisites: BioTek Resistance. 
   
  BioTek Resistance: The total Tolerance of all bioware and 
  Cyberware installed in the Tough Hero’s body is reduced 
  by 1 point. This stacks with BioTek Resistance and Im-
  proved BioTek Resistance, for a total reduction of 7 
  points. 
  Prerequisites: BioTek Resistance, Improved BioTek Resis-
  tance. 
   
  Iron Body Talent Tree 
  The Tough Hero is capable of overcoming most health 
  threats. 
   
  Chem Resistance: You get a +4 bonus on Will saves to 
  avoid or overcome an addiction. 
   
  Disease Resistance: You get a +4 bonus on Fortitude 
  saves against diseases. 
   
  Toxin Resistance: You get a +4 bonus on Fortitude saves 
  against poisons. 
   
  Supra Armor Talent Tree 
  The Tough Hero knows how to move and position himself 
  when wearing armor to increase its effectiveness. 
   
  Supra Armor: The Tough Hero increases by one point all 
  resistance levels of an armor he’s wearing. 
   
  Improved Supra Armor: The Tough Hero increases by 
  one point all resistance levels of an armor he’s wearing. 
  This stacks with Supra Armor, for a total increase of 2 
  points. 
  Prerequisites: Supra Armor. 
   
  Advanced Supra Armor: The Tough Hero increases by 
  one point all resistance levels of an armor he’s wearing. 
  This stacks with Supra Armor and Improved Supra Armor, 
  for a total increase of 3 points. 
  Prerequisites: Supra Armor, Improved Supra Armor. 
   
  Tireless Talent Tree 
  The Tough Hero overcomes his fatigue very fast. 
   
  Fatigue Recovery: The Tough Hero recovers from fatigue 
  after 4 hours of uninterrupted sleep. 
   
  Improved Fatigue Recovery: The Tough Hero recovers 
  from fatigue after 2 hours of uninterrupted sleep and 
  becomes fatigued after 30 minutes of being exhausted. 
  Why Not Advanced Classes? 
  This section provides a legion of new feats and talents that can be used 
  to customize a character, arming him with unique abilities that differen-
  tiate him from the common man and make him memorable. Some of 
  these feats and talents could be class features of an advanced class. For 
  example, the Gang Affiliation, Made Man and Godfather feats could 
  provide the outline for a Career Criminal advanced class. In fact, some 
  of the feats, like Weapon Specialization, are abilities of advanced classes 
  found in the core book, which are translated here into feats. Why is 
  this? And why doesn't CYD20 provide any advanced classes? 
   
  Actually, CYD20 doesn't like advanced classes very much. It is 
  suggested that you don't use them in your campaigns. What CYD20 
  does like is the concept of freeform, almost unlimited character evolu-
  tion the system of basic classes provides. Instead of putting labels on 
  characters, you can use the basic classes along with the extensive feats 
  and talents found here to create and evolve your character in exactly 
  the way you want. 
  
  145 
  Prerequisites: Fatigue Recovery. 
   
  Advanced Fatigue Recovery: The Tough Hero recovers 
  from fatigue after 1 hour of uninterrupted rest and be-
  comes fatigued after 15 minutes of being exhausted. 
  Prerequisites: Fatigue Recovery, Improved Fatigue Recov-
  ery. 
   
  Smart Hero Talents 
   
  Fast Learning Talent Tree 
  The Smart Hero learns new things very fast. 
   
  Fast Learning: You gain an extra skill point at each new 
  level you attain as a Smart Hero. 
   
  Improved Fast Learning: You gain an extra skill point at 
  each new level you attain as a Smart Hero. This stacks 
  with Fast Learning, for a total of two extra skill points. 
  Prerequisites: Fast Learning. 
   
  Advanced Fast Learning: You gain an extra skill point at 
  each new level you attain as a Smart Hero. This stacks 
  with Fast Learning and Improved Fast Learning, for a total 
  of three extra skill points. 
  Prerequisites: Fast Learning, Improved Fast Learning. 
   
  Logistics Talent Tree 
  The Smart Hero knows how to utilize his available re-
  sources in the best possible way, programming his pur-
  chases and shifting money around to cover his debts. 
   
  Logistics: The Smart Hero is able to expend an action 
  point in order to add the result of the action die plus one-
  half his Intelligence bonus (if he has a bonus) to a Wealth 
  check. 
   
  Improved Logistics: Anytime the Smart Hero success-
  fully makes a purchase that can reduce his Wealth bonus, 
  he is entitled to a Knowledge (business) check (DC equal 
  the Purchase DC) to halve the reduction to his Wealth 
  bonus (rounding up). 
  Prerequisites: Logistics. 
   
  Advanced Logistics: Anytime the Smart Hero success-
  fully uses Improved Logistics to halve the reduction in his 
  Wealth bonus brought about by a purchase he makes, he 
  can expend an action point in order to cancel the whole 
  reduction altogether. 
  Prerequisites: Logistics, Improved Logistics. 
   
  Skill Mastery Talent Tree 
  The Smart Hero is quick at learning and perfecting new 
  knowledge. 
   
  Jack of All Trades: The Smart Hero gains 2 ranks in 
  every Intelligence-based class skill that currently has a 
  number of ranks less than one-half his class skill max 
  ranks and 1 rank in every Intelligence-based cross-class 
  skill that currently has a number of ranks less than one-
  half his cross-class skill max ranks. This talent can be 
  taken up to 3 times. 
   
  Versatile Knowledge: The Smart Hero selects a number 
  of cross-class skills equal to his Intelligence bonus. These 
  skills become permanent class skills. This talent can be 
  taken up to 3 times. 
   
  Dedicated Hero Tal-
  ents 
   
  Perceptive Talent Tree 
  The Dedicated Hero is very perceptive and receives more 
  ad better information through observation. 
   
  Quick Scan: The Dedicated Hero knows how to seize up an 
  area and quickly detect and evaluate threats with a single 
  sweep of his eyes. As an attack action, the Dedicated Hero 
  can scan the rea that lies in front of him and up to 300 ft 
  away (unless his visibility is restricted or he’s using 
  equipment which augments his far vision) with a +4 cir-
  cumstance bonus on Spot checks. He is able to detect 
  enemies, alarms and surveillance devices, traps, escape 
  routes and other noteworthy features. Anything not con-
  cealed can be spotted with a successful DC 10 check. The 
  DC for concealed threats is equal to their Hide check re-
  sult. If his check result exceeds the DC by 5 or more 
  points, the Dedicated Hero can assess the relative 
  strength of the threat he detects: stronger (higher level 
  or HD), on par (same level or HD) or weaker (lower level 
  or HD). 
  
  146 
   
  Size Up: The Dedicated Hero has a quick eye for evaluat-
  ing people, being able to determine their strengths, tal-
  ents and inclinations from the way they act, move, speak 
  and generally handle themselves. By observing someone 
  for at least one round, the Dedicated Hero can make a DC 
  20 Wisdom check to size him up. If the check is success-
  ful, he learns the individual’s level and the basic class in 
  which he has progressed further. Observing someone for 
  one turn decreases the DC to 15. Each additional turn of 
  observation reduces the DC by 1, to a minimum of 12. 
   
  Charismatic Hero Tal-
  ents 
   
  Information Talent Tree 
  The Charismatic Hero often has extensive information-
  gathering resources which can provide him with valuable 
  data. 
   
  Research Individual: The Charismatic Hero can use his 
  contacts to uncover general but useful information about 
  someone. Pieces of personal information that can be un-
  covered include name, alias, home address, phone num-
  ber, vehicle license plate, social security or credit card 
  number, bank account balance etc. To begin with, the 
  Charismatic Hero needs to know at least one piece of 
  information about the individual he wants to research. If 
  he then succeeds in a Gather Information check, he un-
  covers one other piece of information about the individual 
  (chosen by the hero). For every 5 points the hero’s skill 
  check result exceeds the DC by, one additional piece of 
  info is uncovered. The type of information, which deter-
  mines the skill check DC and the Purchase DC, is consid-
  ered to be specific in most cases or restricted when the 
  individual actively seeks to conceal his personal informa-
  tion. 
   
  Track Individual: The Charismatic Hero’s extensive infor-
  mation-gathering resources allow him to locate an indi-
  vidual by combining several bits of info together, like calls 
  placed, purchases made with his credit card, pictures of 
  him on security cameras etc. To begin with, he needs to 
  know at least three separate trustworthy pieces of infor-
  mation about the individual. If the Charismatic Hero suc-
  ceeds in a Gather Information check, he can place the 
  individual’s current location to a city. If his skill check 
  result exceeds the DC by 5 points, he can track the indi-
  vidual to a specific neighborhood. If his skill check result 
  exceeds the DC by 10 or more points, he tracks the indi-
  vidual to a specific city block. The type of information, 
  which determines the skill check DC and the Purchase DC, 
  is usually restricted but can become protected if the indi-
  vidual takes measures to conceal his current where-
  abouts. 
  Prerequisites: Research Individual. 
   
  Social Invisibility: You can effectively use your knowl-
  edge in information-gathering techniques to deter others 
  looking for information about your person. Any Gather 
  Information check made to reveal information about you 
  has its DC increased by 10. 
  Prerequisites: Research Individual. 
   
  Info Web: You have developed a resourceful information 
  network, so that precious information reaches your ears 
  now and then. By expending an action point, you can ask 
  the Gamemaster to provide you with an important clue or 
  piece of info about a situation you’re currently facing. The 
  gaining of this knowledge is not instantaneous, but takes 
  the form of a phone call, an e-mail etc, delivered to you 
  within the hour. You cannot use this talent if you’re stuck 
  in a place with no means of communication. 
  Prerequisites: Research Individual, Track Individual. 
  
  147 
  Active Defense 
  When the bullets fill the air you know how to effectively 
  protect yourself. 
  Prerequisites: Dexterity 13, Dodge. 
  Benefit: You can spend an action point to add the result of 
  the action die to your Defense. This increase lasts for a 
  number of rounds equal to one-half your character level 
  (rounded up). 
   
   Adrenaline Junkie 
  You have adapted to the increased adrenaline produced 
  by an adrenal chip and know how to make the best use of 
  its effects. 
  Prerequisites: Installed adrenal chip implant. 
  Benefit: When your adrenal chip is active, you can choose 
  to take an extra move or attack action in a round, either 
  before or after your regular actions. However, each time 
  you do so the DC of the Fortitude save that needs to be 
  made after the effects of the adrenaline subside is in-
  creased by 1. This increase remains until you have a full 
  8-hour rest. 
   
   Advanced Charge 
  You know how to use your momentum during a charge to 
  perform powerful attacks. 
  Prerequisites: Dexterity 13, Improved Charge, Base At-
  tack Bonus +5. 
  Benefit: If you successfully hit after a charge, you add 1.5 
  your Strength bonus to damage with a one-handed melee 
  weapon or 2 times your Strength bonus with a two-
  handed melee weapon. 
   
   Advanced Critical 
  Choose a specific melee or ranged weapon, such as a 
  Steyr TMP. You are devastating when wielding this 
  weapon. You must select a weapon which has a threat 
  range. 
  Prerequisites: Proficient with weapon, Weapon Focus 
  (with selected weapon), Improved Critical (with selected 
  weapon), Weapon Specialization (with selected weapon), 
  Base Attack Bonus +10. 
  Benefit: The critical multiplier for the weapon is in-
  creased by one. For example, a revolver does x3 damage 
  on a critical hit instead of x2. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat you must select a different weapon. 
   
   Advanced Power Attack 
  You can make unbelievably powerful melee attacks. 
  Prerequisites: Strength 17, Power Attack, Improved 
  Power Attack, Base Attack Bonus +10. 
  Benefit: When using the Power Attack feat, your damage 
  bonus is multiplied by 2. For example, if you take -4 to 
  attack, you gain +8 to damage. 
   
   Advanced Recoil Control 
  Choose a specific firearm, such as a Steyr TMP. You have 
  almost perfect control over the recoil it produces. 
  Prerequisites: Proficient with selected weapon, Recoil 
  Control (with selected weapon), Improved Recoil Control 
  (with selected weapon), Base Attack Bonus +10. 
  Benefit: The recoil penalty for the weapon is reduced by 
  one point. This stacks with the Recoil Control and Im-
  proved Recoil Control feats, for a total reduction of 3 
  points. 
   
   Advanced Surprise Strike 
  You have mastered the art of striking unexpected at vital 
  spots. 
  Prerequisites: Dexterity 13, Surprise Strike, Improved 
  Surprise Strike, Base Attack Bonus +8. 
  Benefit: Whenever an opponent is in a situation where 
  he's denied his Dexterity bonus to Defense (whether he 
  actually has a bonus or not), your attack has its threat 
  range increased by one. This stacks with the Surprise 
  Strike and Improved Surprise Strike feats, for a total 
  increase of five. Advanced Surprise Strike may be used 
  along with a ranged attack only if the target lies within 
  NEW FEATS 
  
  148 
  one range increment of the weapon. 
   
   Advanced Vehicle Evasion 
  Your ability to evade threats with your vehicle is astonish-
  ing. 
  Prerequisites: dexterity 13, Drive 12 ranks or Pilot 12 
  ranks (for airborne vehicles), Vehicle Dodge, Vehicle Eva-
  sion, Vehicle Expert. 
  Benefit: Whenever your vehicle suffers damage by an 
  attack or collision, you can spend an action point to de-
  crease it. The damage suffered is decreased by twice the 
  result of the action die roll (eg if the action die comes up 
  as 4, damage is reduced by 8 points). To use this ability, 
  the vehicle must be moving with at least alley speed. 
   
   Advanced Weapon Focus 
  Choose a specific weapon, like a Steyr TMP. You have 
  mastered the use of this weapon in combat. You can 
  choose unarmed strike or grapple as your weapon for 
  purposes of this feat. 
  Prerequisites: Proficient with weapon, Weapon Focus 
  (with selected weapon), Improved Weapon Focus (with 
  selected weapon), Base Attack Bonus +8. 
  Benefit: You add +1 to all attack rolls you make using the 
  selected weapon. This bonus stacks with Weapon Focus 
  and Improved Weapon Focus, for a total of +2 to attack 
  rolls. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you must select a different weapon. 
   
   Advanced Weapon Specialization 
  Choose a specific melee or ranged weapon, such as a 
  Steyr TMP. You are feared for good reason when wielding 
  this weapon. 
  Prerequisites: Proficient with weapon, Weapon Focus 
  (with selected weapon), Weapon Specialization (with se-
  lected weapon), Improved Weapon Focus (with selected 
  weapon), Base Attack Bonus +15. 
  Benefit: You get a +2 bonus on damage rolls with the se-
  lected weapon. This stacks with the Weapon Specialization 
  and Improved Weapon Specialization feats, for a total of 
  +6 damage. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you must select a different weapon. 
   
   Architect 
  Choose a Craft skill. Your primary purpose in life is to 
  excel in the field of your craft and you gain great satisfac-
  tion whenever you manage to build something noteworthy. 
  Benefit: When you successfully use the selected Craft 
  skill to build an item with DC 20 or greater and your skill 
  check result exceeds the DC by 5 points, you gain 100 
  times your character level in experience points. 
  Special: As you always seek to improve your talent, you 
  have to accomplish greater and greater achievements to 
  receive experience. The next time you have to exceed the 
  DC by 10 points, then by 15 points etc. The threshold re-
  sets back to 5 when you haven't gained any experience 
  through this feat for 3 months. 
   
   Black Market Mogul 
  You have developed close ties with black marketeers, 
  allowing you to get restricted items and merchandise 
  faster and cheaper. 
  Prerequisites: Street Status, Knowledge (streetwise) 4 
  ranks. 
  Benefit: If you're in a city you have selected for the 
  Street Status feat, the time required to obtain any object 
  with a restriction level (licensed, restricted, military or 
  illegal) is halved (to a minimum of one day) and there is no 
  increase in the Purchase DC (ie you pay the listed com-
  mercial price). 
   
   Blink-Strike Style 
  You are able to make extremely fast unarmed strikes at 
  the loss of precision. 
  Prerequisites: Dexterity 13, Snake-Strike Style, Base 
  Attack Bonus +8. 
  Benefit: You can use the Snake-Strike Style feat with a 
  A Few New Kinds of  Feats 
  As you browse through the catalog of new feats, you might notice two 
  new “kinds” of feats: biotek and motivation feats. 
   
  Biotek feats have a bioware or Cyberware as a prerequisites. 
  These feats represent abilities provided by the bioware/Cyberware that c 
  character needs to train or ingenious uses a few have found for these 
  devices. In any case, these feats either expand the abilities already 
  provided by the bioware/Cyberware or offer completely new ones. 
   
  Motivation feats are based on what motivates a character, 
  what gives him satisfaction. One might say that they represent a char-
  acters drive in life. These feats offer substantial rewards in terms of 
  experience when the character manages to fulfill his motivations. How-
  ever, motivations can also become dangerous things; some of these feats 
  may also apply limitations on the character’s actions and way of think-
  ing. Apart from their benefits, motivation feats are likely to provide 
  many opportunities for intense role-playing. 
  
  149 
  simple attack action instead of a full attack action. 
   
   Born in Anarchy 
  You grew up with a blatant dislike for any kind of authority 
  and few things satisfy you more than opposing its forces 
  and tearing down its structures. 
  Benefit: Any encounter with forces of the law that results 
  in you defeating or fooling them is worth double the usual 
  amount of experience points to you. 
  Special: The drawback of being a devoted anarchist is 
  that you rarely miss a chance to hurt authority in any way 
  you can, often at the expense of more beneficial occupa-
  tions. Whenever you are presented with a good opportu-
  nity to hurt authority in some way (as determined by the 
  Gamemaster), you have to make a DC 15 Will save to resist 
  the temptation to follow it. If you fail this saving throw, 
  you have to pursue the opportunity for at least a day be-
  fore you receive another saving throw. Of course, being 
  an anarchist doesn't mean that you're a mindless killer or 
  that you have a death wish. While you won't randomly 
  attack the first police officer who crosses your path, 
  you'll find it hard not to intervene when you see one abus-
  ing a citizen, even when the smart move would be to walk 
  away. Also, you are assumed to automatically make your 
  saving throw against opportunities seemingly leading to 
  suicidal confrontations with the law. Cooperating with 
  figures of authority is something you dislike immensely; if 
  need arises, you have to succeed in a DC 20 Will save to 
  force yourself to cooperate. 
   
   Bouncy 
  You are accustomed to working with "bounced" connec-
  tions. 
  Prerequisites: Computer Use 8 ranks plus the infiltration 
  specialty. 
  Benefit: When you bounce your connection to make trace 
  attempts more difficult, you only suffer a -1 penalty to 
  your Computer Use checks per two bounces you make. 
  Normal: For every bounce you add to your connection, 
  you suffer a -1 penalty to your Computer Use checks. 
   
   Cleaving Charge 
  Your charge attacks are terrifying, cutting down oppo-
  nents as you run. 
  Prerequisites: Strength 13, Dexterity 13, Power Attack, 
  Cleave, Great Cleave, Base Attack Bonus +12. 
  Benefit: When you perform a charge, you are able to 
  make a number of melee attacks equal to your Dexterity 
  bonus against opponents standing within 5 ft of your path 
  in addition to the attack you make on the opponent you 
  charge. These attacks are made at your highest base 
  attack bonus and before the opponents make any attacks 
  of opportunity against you, but they suffer a -2 attack 
  penalty and do not gain any of the charge benefits (or of 
  any feat used to augment a charge attack, such as En-
  doassault or Advanced Charge). Only one attack may be 
  made against each opponent. 
  Special: To make a Cleaving Charge, you have to move on 
  a straight line, even if you have the Improved Charge feat. 
  Also, a Cleaving Charge cannot be combined with a Master 
  Charge. Lastly, you cannot make any cleave attacks during 
  a Cleaving Charge. 
   
   Code of  Honor 
  Although your actions may be questionable, you have a 
  highly developed code of honor and you consider yourself 
  a man of your word. 
  Benefit: Whenever you successfully complete your part of 
  a deal that involves danger (at least one high threat en-
  counter), you gain 250 times your character level in ex-
  perience points. 
  Strong Hero Bonus Feats 
  The following feats can be acquired by a Strong Hero as bonus feats: 
  Advanced Charge 
  Advanced Critical 
  Cleaving Charge 
  Improved Charge 
  Improved Critical 
  Improved Power Attack 
  Improved Recoil Control 
  Improved Weapon Specialization 
  Improved Weapon Focus 
  Iron Dragon Style 
  Iron Fist Style 
  Iron Grip 
  Living Weapon Style 
  Nonlethal Force 
  Onyx Bear Style 
  Power Critical 
  Power Melee 
  Recoil Control 
  Swift Strike 
  Thunderbird Style 
  Vital Strike 
  Weapon Specialization 
  Winged Tiger Style 
  
  150 
  Special: Your code of honor makes breaking a deal or 
  walking away from it very difficult. You have to make a DC 
  20 Will save to betray someone's trust; if this fails you 
  have to attempt to complete your part of the deal no mat-
  ter what. You are assumed to automatically make your 
  saving throw if the other side breaks or cancels the deal 
  first. 
   
   Combat Cautiousness 
  In combat, you prefer to land one well-aimed attack in-
  stead of several panicked ones. 
  Prerequisites: Base Attack Bonus +6. 
  Benefit: When using the full attack action you can forfeit 
  any number of secondary attacks you have because of 
  your high base attack bonus (this doesn't include extra 
  attacks gained through feats, equipment or the use of a 
  second or double weapon). If you do so, add a +2 bonus 
  per attack forfeited to your primary attack (the one at the 
  highest base attack bonus). 
   
   Combat Pilot 
  You are adept in the use of vehicular weapons while driv-
  ing or piloting. 
  Prerequisites: Dexterity 13, Drive 8 ranks or Pilot 8 
  ranks (for airborne vehicles), Vehicle Expert. 
  Benefit: You may substitute your base attack bonus with 
  your ranks in Pilot (for airborne vehicles) or Drive (for 
  ground vehicles) for one attack per round with a vehicular 
  weapon. If you're able to make multiple attacks per round, 
  only your highest base attack bonus may be substituted 
  with your skill ranks. To use this feat, you must be the one 
  controlling the vehicle and it must be on the move. 
   
   Computer Expertise 
  You are well trained in a certain field of computer sci-
  ence. 
  Prerequisites: Computer Use 4 ranks. 
  Benefit: Select one of the specialties of the Computer Use 
  skill you currently don't own. You immediately acquire 
  that specialty. This is in addition to specialties gained 
  normally through acquiring ranks in the Computer Use 
  skill. 
   
   Controlled Autofire 
  You have extreme control over your autofire attacks, 
  restraining from hitting your friends and allies. 
  Prerequisites: Personal Firearms Proficiency, Advanced 
  Firearms Proficiency, Point Blank Shot, Precise Shot. 
  Benefit: When making an autofire attack, you can select 
  up to 3 targets in the covered area to automatically make 
  their saving throws and receive no damage. 
   
   Defensive Position 
  You have learnt how to utilize cover to the maximum ad-
  vantage. 
  Prerequisites: Dexterity 13. 
  Benefit: Whenever you have one-quarter, one-half, three-
  quarters or nine-tenths cover, the cover bonus you get on 
  Defense and Reflex saves is increased by +2. 
   
   Destruction Derby Master 
  You have mastered the fine art of ramming and know how 
  to position your vehicle to inflict more and suffer less 
  damage. 
  Prerequisites: Drive or Pilot (for airborne vehicles) 8 
  ranks. 
  Benefit: On a successful ramming attack or a sideswipe 
  stunt, the damage your vehicle inflicts is multiplied by 1.5, 
  while the damage it suffers is halved. 
   
  Fast Hero Bonus Feats 
  The following feats can be acquired by a Fast Hero as bonus feats: 
  Active Defense 
  Combat Pilot 
  Controlled Autofire 
  Defensive Position 
  Evasive Maneuvering 
  Gun-Fu 
  Gut Shot 
  Hail of Fire 
  Improved Dodge 
  Improved Evasive Maneuvering 
  Improved Surprise Strike 
  Improved Weapon Specialization 
  Improved Weapon Finesse 
  Improved Weapon Focus 
  Infiltration Expert 
  Quick Jump 
  Rapid Shot 
  Speed Demon 
  Speed Gunnery 
  Surprise Strike 
  Speed Trigger 
  Steady Hands 
  Vehicle Evasion 
  Vital Strike 
  Weapon Specialization 
  
  151 
   Digital Havoc 
  You have learnt to use offensive disruptor programs with 
  frightening efficiency. 
  Prerequisites: Computer Use 8 ranks plus the network 
  assault specialty. 
  Benefit: When you score a softwipe or hardwipe damage 
  result with a disruptor program, you get to choose which 
  files are deleted rather than determine them randomly. 
   
   Digital Invisibility 
  You are very hard to find or trace in the hivenet. 
  Prerequisites: Computer Use 8 ranks plus the network 
  manipulation specialty. 
  Benefit: You have a +2 competence bonus on any Com-
  puter Use check made for the delete log action or to con-
  ceal your presence from someone taking a network scan 
  action. Other users have +10 DC to their checks made to 
  detect you through logs (with the analyze logs action), 
  determine your identification key or locate you in the 
  hivenet through it (with the locate user action). Tracers 
  add 2d6 rounds to the time required to locate you. 
   
   Emergency Medicine 
  Using advanced resuscitation methods, it is possible to 
  bring a dead person back to life, if you act quickly and luck 
  is on your side. 
  Prerequisites: Treat Injury 10 ranks, Surgery. 
  Benefit: You can save a character reduced to -10 hit 
  points or lower, if you are able to administer aid within 3 
  minutes of the character's death. Make a Treat Injury 
  check; you can't take 10 or 20. If the check succeeds, the 
  dead character can make a Fortitude save (DC 15) to sta-
  bilize and be restored to 0 hit points. If the skill checks 
  fails or the patient fails the save, the dead character can't 
  be saved. 
   
  The DC for the skill check is 30, with the following 
  modifications: +1 for every 2 hit points the character is 
  below -10 and +2 for every minute that has passed since 
  his death (the character is beyond any help after 3 min-
  utes have elapsed). Thus, someone who has been reduced 
  to -15 hit points and has remained in this state for two 
  minutes needs a skill check made against DC 36 to be 
  resuscitated. 
   
   Endoassault 
  You know how to effectively use the extra mass of an en-
  doskeleton in a charge or bull rush. 
  Prerequisites: Installed endoskeleton of any grade. 
  Benefit: The added momentum due to an endoskeleton's 
  mass enables you to add its grade to the damage roll 
  after a successful charge or the opposed Strength check 
  of a bull rush. 
   
   Evasive Maneuvering 
  You can perform intricate defensive maneuvers with a 
  vehicle. 
  Prerequisites: Dexterity 13, Drive 10 ranks or Pilot 10 
  ranks (for airborne vehicles), Vehicle Dodge, Vehicle Ex-
  pert 
  Benefit: By making a DC 20 stunt, you can add one-half 
  your class Defense bonus to the vehicle's Defense for one 
  round. If the check fails, the vehicle's Defense isn't in-
  creased and you have to make a DC 15 Drive check to re-
  tain control. To use this ability, the vehicle must be mov-
  ing with at least alley speed. 
   
   Evasive Surfing 
  You are adept at protecting yourself in the hivenet. 
  Prerequisites: Computer Use 4 ranks plus the network 
  defense specialty. 
  Benefit: During your action in the hivenet, you designate 
  an opponent and receive a +2 bonus to hivenet Defense 
  against any subsequent attacks from that opponent. You 
  can select a new opponent on any action. 
   
   Fastjack 
  You have learnt how to use synaptic boost implants to 
  augment your reflexive responses as well as your quick-
  Tough Hero Bonus Feats 
  The following feats can be acquired by a Tough Hero as bonus feats: 
  Advanced Charge 
  Combat Cautiousness 
  Destruction Derby Master 
  Focused Fire 
  Improved Critical 
  Improved Charge 
  Improved Power Attack 
  Iron Dragon Style 
  Iron Fist Style 
  Living Weapon Style 
  Nonlethal Force 
  Onyx Bear Style 
  Power Critical 
  Power Melee 
  Thunderbird Style 
  
  152 
  ness. 
  Prerequisites: Installed synaptic boost implant of any 
  grade. 
  Benefit: At the beginning of a combat, when you make the 
  initiative check, you can choose to forfeit some or all of 
  the biotech bonus provided by your synaptic boost. If you 
  do so, you gain a +1 biotech bonus to Reflex saves for the 
  duration of the combat for every +2 initiative bonus you 
  forfeit. For example, if you have a grade 3 synaptic boost 
  (+6 initiative bonus), you can only use a +2 bonus for the 
  initiative check in order to receive a +2 bonus (4:2=2) to 
  Reflex saves. 
   
   Fearless 
  Fear is a word not in your dictionary and you never back 
  down from any challenge unless out of a conscious 
  choice. 
  Benefit: You gain a +4 morale bonus on Will saves to re-
  sist fear effects and on level checks to oppose Intimidate 
  checks. 
   
   Field Medicine 
  You are adept at taking care injuries. 
  Prerequisites: Treat Injury 4 ranks. 
  Benefit: Your ability to restore hit points with a medical 
  or surgery kit and the Treat Injury skill improves. In addi-
  tion to the normal hit point recovery rate (1d4 for a medi-
  cal kit, 1d6 per patient's character level for surgery), you 
  restore 1 hit point for every 3 ranks you have in the Treat 
  Injury skill. 
   
   Focused Fire 
  You are most effective when focusing your fire on a single 
  target. 
  Prerequisites: Base Attack Bonus +6. 
  Benefit: When using a firearm with the full attack action, 
  you gain a +1 attack bonus for each previous attack you've 
  made (whether successful or not) with the same firearm 
  against the same target in the span of the same round. 
  For example, if you have a +15/+10/+5 attack bonus and 
  you make all three attacks on a single target, you will 
  have +15 for the first attack, +11 for the second attack and 
  +7 for the third attack. 
   
   Gang Affiliation 
  You are affiliated with a criminal organization, such as the 
  Mafia, Yakuza, Triads or Tongs. 
  Prerequisites: Membership in a criminal organization. 
  This requires that you're on good terms with the organi-
  zation and complete a task for it. The Gamemaster de-
  cides on the details, but it shouldn't be something beyond 
  your capabilities. 
  Benefit: You have +2 Reputation when dealing with crimi-
  nal elements or law officials (in most cases, law officials 
  will consider you infamous). You can also request small 
  favors from your parent organization, like simple informa-
  tion or limited protection. From time to time, the organi-
  zation will call on you to perform some job. The details are 
  up to the Gamemaster, but such jobs should be relatively 
  easy (the organization wouldn't trust a rookie with any-
  thing serious) and can provide the setting for a mini-
  adventure. 
  Special: If you are expelled from the organization for any 
  reason, you lose benefits of this feat, although you can 
  later take a new feat with another organization that ac-
  cepts you as a member. You cannot have two affiliations 
  with different organizations at the same time. 
   
   Ghost 
  You have created an alternate identity as a precaution in 
  case your current identity is compromised or becomes 
  unsafe. 
  Benefit: Your alternate identity comes complete with bank 
  accounts, credit cards, driver's license and a carefully 
  constructed record. It remains inactive until you decide to 
  switch to it, perhaps after becoming wanted by the police 
  or your enemies. Thereafter, any search based on your 
  old identity will come up with nothing, as if you've van-
  ished from sight. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you gain a new alternate identity you 
  Smart Hero Bonus Feats 
  The following feats can be acquired by a Smart Hero as bonus feats: 
  Bouncy 
  Computer Expertise 
  Digital Havoc 
  Digital Invisibility 
  Evasive Surfing 
  Ghost in the Machine 
  Hardware Wiz 
  Improved Evasive Surfing 
  Improvisation Expert 
  Improvisation Weaponsmaster 
  Mastercrafter 
  Pattern Reading 
  
  153 
  can use in the future. 
   
   Ghost in the Machine 
  You are accustomed in evading computer security meas-
  ures, but when you fail you fail big time. 
  Prerequisites: Computer Use 8 ranks plus the infiltration 
  specialty. 
  Benefit: When you fail a Computer Use check by more 
  than 5 points in a secure computer system you are at-
  tempting to infiltrate, you have the option to re-roll the 
  check. If you choose to do so and succeed in the new 
  check, the action is still a failure but the security meas-
  ures of the system are not activated against you. How-
  ever, if the new check also fails (even marginally), the 
  system responds with a +2 bonus to the roll on the secu-
  rity table. 
   
   Gifted 
  Choose an ability, such as Strength or Dexterity. You have 
  inner reserves you can call upon from time to time to 
  improve this ability. 
  Prerequisites: A score of 13 or higher in the selected 
  ability, Talented (with the selected ability). 
  Benefit: You can expend an action point to temporarily 
  increase the score of the selected ability by the result of 
  the action die roll. This increase lasts for a number of 
  turns equal to one-half your character level. No more 
  than one action point may be spent to increase an ability 
  at any given time. 
   
   Godfather 
  You are widely recognized as one of the columns of a 
  criminal organization. 
  Prerequisites: Gang Affiliation, Made Man, character level 
  8. 
  Benefit: You gain +2 Reputation, usable against anyone. 
  This stacks with the Gang Affiliation and Made Man feats, 
  for a total of +6 when dealing with criminal elements or 
  law officials. Your income increases dramatically; the +4 
  bonus on Profession checks provided by the Made Man 
  feat becomes +10. Most of the organization’s resources 
  are available to you; you can use its information network, 
  political and other contacts and manpower. 
   
  The authority of a godfather is such that when 
  recognized by someone as either famous or infamous, you 
  get an additional +2 bonus to Intimidate checks. This 
  stacks with the Made Man feat, for a total bonus of +4. The 
  organization no longer assigns tasks to you. Instead, it's 
  your responsibility to assign tasks to lesser members, 
  plan the organization’s movements and make important 
  decisions about its future. This could be used by the Ga-
  memaster to stage an entire campaign.  
  Special: As with the Gang Affiliation and Made Man feats, 
  you lose the Godfather benefits if you're no longer a 
  member of the organization. The Gamemaster should re-
  member however, that a man of such status and knowl-
  edge of sensitive information doesn't simply walk away 
  from an organization. If he messes things up or decides to 
  retire, his comrades are most likely to have him killed and 
  even if he survives and escapes they will hunt him down 
  relentlessly. 
   
  This feat requires constant monitoring and mod-
  eration by the Gamemaster. It is hard to describe its 
  benefits in game terms and at times it may seem too pow-
  erful; it is certainly easy for a player to abuse it. However, 
  both the Gamemaster and the player should not forget 
  that a godfather is supposed to use the resources and 
  power available to him for the good of his organization 
  and not solely for his own, and that such a powerful man 
  also has very powerful enemies (some of which may be-
  long to the same organization). 
   
   Grim Reaper 
  You are such a master of melee combat that you can walk 
  through the battlefield cutting down anyone who dares 
  stand against you. 
  Prerequisites: Strength 13, Dexterity 13, Power Attack, 
  Cleave, Great Cleave, Cleaving Charge, Base Attack Bonus 
  +15. 
  Benefit: You are able to take a 5-ft step between your 
  cleave attacks, as long as you don't exceed your normal 
  movement allowance for the round (5 ft if you've taken a 
  full-round action or equal to your Speed is you've taken an 
  attack action and have a move action left). 
   
   Gun-Fu 
  You are an expert in using small firearms in close combat 
  or confined spaces. 
  Dedicated Hero Bonus Feats 
  The following feats can be acquired by a Dedicated Hero as bonus feats: 
  Emergency Medicine 
  Fearless 
  Field Medicine 
  Inner Focus 
  
  154 
  Prerequisites: Dexterity 13, Base Attack Bonus +1. 
  Benefit: You can make ranged attacks with a Medium-
  sized or smaller firearm while in a threatened area with-
  out provoking an attack of opportunity. 
  Normal: Ranged attacks made in a threatened area pro-
  voke an attack of opportunity. 
   
   Gut Shot 
  You can focus your skill with a ranged weapon in a devas-
  tating shot. 
  Prerequisites: Dexterity 13, Point Blank Shot, Base Attack 
  Bonus +1. 
  Benefit: If you successfully hit with a ranged weapon, you 
  can expend an action point to increase the damage in-
  flicted. You can spend the action point after the damage 
  roll is made, but before the Gamemaster describes the 
  effects of damage. Spending an action point increases the 
  damage by twice the result of the action die. You cannot 
  attempt a gut shot with an autofire attack, but you can 
  attempt it with a burst fire attack. 
   
   Hail of  Fire 
  You can lay down extremely effective autofire attacks. 
  Prerequisites: Personal Firearms Proficiency, Advanced 
  Firearms Proficiency, Strafe, Base Attack Bonus +4. 
  Benefit: When you make an autofire attack, the DC for the 
  Reflex save everyone in the covered area makes is 20 
  instead of 15. 
   
   Hardware Wiz 
  You know how to set up and tweak a computer you get 
  your hands on so that it functions at peak performance. 
  Prerequisites: Computer Use 4 ranks. 
  Benefit: If you spend a minute tweaking a computer, you 
  can make a DC 20 Computer Use check to increase its 
  active memory, storage memory and speed slots by one. 
  This increase is not permanent; after one day you have to 
  perform new tweaks to retain the benefits. The tweaks 
  and tricks you use to increase performance always en-
  close some danger to the machine; if the skill check fails 
  by more than 5 points, the computer suffers permanent 
  damage, losing one slot of active memory, storage mem-
  ory and speed. 
   
   Headshot 
  Rivaling the best professional snipers, you consider your-
  self a failure if you hit a body part other than the head. 
  Prerequisites: Far Shot, Sniper, Improved Sniper, One 
  Shot One Kill, Base Attack Bonus +10. 
  Benefit: You can expend an action point in order to turn a 
  successful single-shot attack (not burst fire or autofire) 
  with a longarm into a headshot. The action point can be 
  expended after an attack roll, but before the damage roll 
  is made. A headshot is automatically a critical hit and the 
  target doesn't receive any protection from his armor 
  unless he's wearing a helmet. You are unable to use this 
  ability in cases where it would be impossible to hit the 
  target's head and the feat is useless against anything 
  other than living creatures. 
   
   Improved Charge 
  You don't have to move in a straight line during a charge 
  attack, 
  Prerequisites: Dexterity 13, Base Attack Bonus +3. 
  Benefit: You can alter your direction when making a 
  charge to avoid obstacles. 
  Normal: You can only move in a straight line when making 
  a charge. 
   
   Improved Critical 
  Choose a specific melee or ranged weapon, such as a 
  Steyr TMP. You are frighteningly effective when wielding 
  this weapon. You must select a weapon which has a threat 
  range. 
  Prerequisites: Proficient with selected weapon, Weapon 
  Focus (with selected weapon), Weapon Specialization (with 
  selected weapon), Base Attack Bonus +8. 
  Benefit: Your threat range with the weapon increases by 
  one. For example, a revolver threatening a critical hit on a 
  20 now threatens it on 19-20. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you must select a different weapon. 
   
   Improved Dodge 
  You are extremely adept at dodging attacks. 
  Prerequisites: Dexterity 13, Dodge. 
  Benefit: During your action, you designate an opponent 
  and receive a +1 dodge bonus to Defense against any sub-
  Charismatic Hero Bonus Feats 
  The following feats can be acquired by a Charismatic Hero as bonus 
  feats: 
  Black Market Mogul 
  Info Haven 
  Street Status 
  
  155 
  sequent attacks from that opponent. You can select a new 
  opponent on any action. This bonus stacks with the Dodge 
  feat if used against the same opponent (for a total of +2 
  Defense against that opponent) or it can be used against a 
  different opponent (thus, having +1 Defense against two 
  different opponents). 
   
   Improved Evasive Maneuvering 
  You can perform extremely complex defensive maneuvers 
  with a vehicle. 
  Prerequisites: Dexterity 13, Drive 12 ranks or Pilot 12 
  ranks (for airborne vehicles), Evasive Maneuvering, Vehi-
  cle Dodge, Vehicle Expert. 
  Benefit: As Evasive Maneuvering, except that you add your 
  full class Defense bonus to the vehicle's Defense.  
   
   Improved Evasive Surfing 
  You are extremely adept at protecting yourself in the 
  hivenet. 
  Prerequisites: Computer Use 8 ranks plus the network 
  defense specialty. 
  Benefit: During your action in the hivenet, you designate 
  an opponent and receive a +2 bonus to hivenet Defense 
  against any subsequent attacks from that opponent. You 
  can select a new opponent on any action. This bonus 
  stacks with the Evasive Surfing feat if used against the 
  same opponent (for a total of +4 Defense against that 
  opponent) or it can be used against a different opponent 
  (thus, having +2 Defense against two different opponents). 
   
   Improved Power Attack 
  You can make extremely powerful melee attacks. 
  Prerequisites: Strength 15, Power Attack, Base Attack 
  Bonus +5. 
  Benefit: When using the Power Attack feat, your damage 
  bonus is multiplied by 1.5. For example, if you take -4 to 
  attack, you gain +6 to damage. 
   
   Improved Rapid Shot 
  You are able to use a ranged weapon amazingly fast at the 
  loss of accuracy. 
  Prerequisites: Dexterity 13, Rapid Shot, Base Attack Bo-
  nus +8. 
  Benefit: You can use the Rapid Shot feat with a simple 
  attack action instead of a full attack action. 
   Improved Recoil Control 
  Choose a specific firearm, such as a Steyr TMP. You have 
  excellent control over the recoil it produces. 
  Prerequisites: Proficient with selected weapon, Recoil 
  Control (with selected weapon), Base Attack Bonus +6. 
  Benefit: The recoil penalty for the selected weapon is 
  reduced by one point. This stacks with Recoil Control, for 
  a total reduction of 2 points. 
   
   Improved Sniper 
  You are extremely accurate when firing single shots from 
  longarms. 
  Prerequisites: Far Shot, Sniper, Base Attack Bonus +6. 
  Benefit: The reduction in range penalties provided by the 
  Sniper Feat increases to 4 points. 
   
   Improved Swift Strike 
  You are able to use a melee weapon amazingly fast at the 
  loss of precision. 
  Prerequisites: Dexterity 13, Swift Strike, Base Attack 
  Bonus +8. 
  Benefit: You can use the Swift Strike feat with a simple 
  attack action instead of with a full attack action. 
   
   Improved Surprise Strike 
  You have nearly perfected the art of striking unexpected 
  at vital spots. 
  Prerequisites: Dexterity 13, Surprise Strike, Base Attack 
  Bonus +4. 
  Benefit: Whenever an opponent is in a situation where 
  he's denied his Dexterity bonus to Defense (whether he 
  actually has a bonus or not), your attack has its threat 
  range increased by two (eg 19-20 becomes 17-20).This 
  stacks with the Surprise Strike feat, for a total increase 
  of four. Improved Surprise Strike may be used along with 
  a ranged attack only if the target lies within one range 
  increment of the weapon. 
   
   Improved Weapon Finesse 
  Choose a melee weapon to which you have applied the 
  Weapon Finesse feat. You can rely on quick, precise 
  strikes rather than powerful blows to hurt your opponent. 
  Prerequisites: Proficient with weapon, Weapon Finesse 
  (with selected weapon), Base Attack Bonus +2. 
  Benefit: With the selected melee weapon, you can use 
  your Dexterity modifier instead of your Strength modifier 
  on damage rolls. 
   Improved Weapon Focus 
  Choose a specific weapon focus, such as a Steyr TMP. You 
  
  156 
  have perfected the use of this weapon in combat. You can 
  choose unarmed strike or grapple for your weapon for 
  purposes of this feat. 
  Prerequisites: Proficient with selected weapon, Weapon 
  Focus with selected weapon, Base Attack Bonus +5. 
  Benefit: You add +1 to all attack rolls you make using the 
  selected weapon. This bonus stacks with Weapon Focus, 
  for a total of +2 to attack rolls. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you must select a different weapon. 
   
   Improved Weapon Specialization 
  Choose a specific melee or ranged weapon, such as a 
  Steyr TMP. You are lethal when wielding this weapon. 
  Prerequisites: Proficient with selected weapon, Weapon 
  Focus (with selected weapon), Weapon Specialization (with 
  selected weapon), Base Attack Bonus +10. 
  Benefit: You get a +2 bonus on damage rolls with the se-
  lected weapon. This stacks with the Weapon Specialization 
  bonus, for a total of +4 damage. 
   
   Improvisation Expert 
  You are an expert at using improvised weapons and tools. 
  Prerequisites: Dexterity 13. 
  Benefit: You don't take any penalty when wielding an im-
  provised weapon or when using the Climb and Disable 
  Device skills without the proper tools. 
  Normal: You take a -4 penalty when wielding an impro-
  vised weapon or when using the Climb and Disable Device 
  skills without the proper tools. 
   
   Improvised Weaponsmaster 
  You are a master at using improvised weapons with great 
  effect. 
  Prerequisites: Dexterity 13, Improvisation Expert, Base 
  Attack Bonus +4. 
  Benefit: You treat an improvised weapon as one size 
  category larger than it is for the purpose of determining 
  the damage it deals. 
   
   Infiltration Expert 
  You are adept at concealing your activities. 
  Prerequisites: Dexterity 13, Hide 10 ranks, Move Silently 
  10 ranks. 
  Benefit: You almost leave no trace at all when using any 
  of the following skills: Balance, Climb, Disable Device, Es-
  cape Artist, Hide, Move Silently and Sleight of Hand. Those 
  using Investigate, Listen, Search or Spot to detect your 
  activity take a -4 penalty. 
   
   Info Haven 
  Choose a city, like New York or London. You have devel-
  oped a network of contacts and other information-
  gathering resource in this city that can provide you with 
  important data. 
  Prerequisites: Gather information 4 ranks. 
  Benefit: Any Gather Information check made in the se-
  lected city gains a +4 circumstance bonus and the Pur-
  chase DC for information is reduced by 5 (to a minimum 
  of 0). 
  Special: You can gain this feat multiple times. Each time 
  you take the feat you must select a different city, but ad-
  ditionally the skill bonus associated with previous cities 
  selected goes up by +2 (the Purchase DC reduction re-
  mains the same). For example, if you have taken Info Ha-
  ven (New York) and then take Info Haven (London), you'll 
  have a +6 bonus in New York and a +4 bonus in London. 
   
   Inner Focus 
  You can be extremely effective when you put your mind to 
  a task. 
  Prerequisites: Character level 8. 
  Benefit: You can spend 2 action points in a round. You can 
  spend an action point, see the result of the roll, and then 
  decide to spend a second point, as long as you do so be-
  fore the Gamemaster reveals the result of your action. 
   
   Iron Dragon Style 
  You are able to make blows at vital points that cripple the 
  opponent. 
  Prerequisites: Combat Martial Arts, Improved Combat 
  Martial Arts, Base Attack Bonus +8. 
  Benefit: You can make a crippling strike by taking a -4 
  penalty to your unarmed strike attack. If you successfully 
  deal damage, the opponent also suffers d4 points of tem-
  porary Strength damage. Only one crippling strike (either 
  with Iron Dragon Style or Steel Dragon style) may be 
  made each round. 
  Special: The Iron Dragon Style may be combined with the 
  Thunderbird Style or the Thunderhawk Style in the same 
  attack, but the attack penalty is cumulative (-6). 
   
   Iron Fist Style 
  You can focus your strength in devastating punches. 
  
  157 
  Prerequisites: Strength 13, Combat Martial Arts, Base 
  Attack Bonus +1. 
  Benefit: If you successfully hit with an unarmed strike, 
  you can expend an action point to increase the damage 
  inflicted. You can spend the action point after the damage 
  roll is made, but before the Gamemaster describes the 
  effects of damage. Spending an action point increases the 
  damage by twice the result of the action die. 
   
   Iron Grip 
  You can wield extremely large weapons. 
  Prerequisites: Strength 15. 
  Benefit: You are able to use a weapon two size categories 
  larger than you with two hands. However, you suffer a -4 
  penalty to attack rolls with such a weapon. 
  Normal: You can't use a weapon more than one size cate-
  gory larger than you unless it's placed on a tripod or 
  similar large weapon mount. 
   
   Ivory Spear Style 
  Possessing extensive knowledge in human anatomy, you 
  are able to use an opponent's skeleton as a weapon 
  against him. With carefully planned strikes, you can drive 
  a rib into his heart, the nose bone into his brain, and per-
  form similar deadly attacks. 
  Prerequisites: Combat Martial Arts, Improved Combat 
  Martial Arts, Advanced Combat Martial Arts, Iron Dragon 
  Style, Steel Dragon Style, Base Attack Bonus +12. 
  Benefit: You can make a deadly strike by taking a -6 pen-
  alty to your unarmed strike attack. If you successfully 
  deal damage, the Massive Damage Threshold of the oppo-
  nent is halved. Your unarmed strike must be able to deal 
  lethal damage for this ability to function and you can only 
  make one deadly strike per round. 
   
   Leaping Strike 
  Using spring motion bioware you can greatly add to the 
  momentum of your melee attacks. 
  Prerequisites: Installed spring motion bioware. 
  Benefit: If you're standing at least 10 ft away from an 
  opponent and succeed in a Jump check to reach him with 
  a leap, your attack is treated as a charge (but still re-
  mains a simple attack action, not a full-round one). You 
  are free to use any feat augmenting a charge attack (like 
  advanced charge). 
   Living Weapon Style 
  You are able to attack with either fist interchangeably, or 
  even with elbows, knees and feet, even when holding other 
  weapons. 
  Prerequisites: Combat Martial Arts, Improved Combat 
  Martial Arts, Base Attack Bonus +4. 
  Benefit: You can make unarmed strikes when your hands 
  are full, and you don't suffer any off-hand penalty for un-
  armed strikes. 
   
   Long Burst 
  You can fire bursts of longer duration that do more dam-
  age. 
  Prerequisites: Wisdom 13, Personal Firearms Proficiency, 
  Advanced Firearms Proficiency, Burst Fire, Base Attack 
  Bonus +4. 
  Benefit: When using an automatic firearm, you may fire a 
  long burst as a single attack against a single target. Your 
  attack deals +3 dice of damage, but the recoil pool of the 
  weapon is immediately increased by twice the weapon's 
  Recoil level (as for autofire). There is also an additional -2 
  attack penalty. For example, a firearm that deals 2d6 
  points of damage deals 5d6 instead. 
   
  Firing a long burst expends ten bullets and can 
  only be done if the weapon has ten bullets in it. 
  Special: If the firearm has a 3-round burst setting, firing 
  a long burst expends six bullets instead of ten and can be 
  used if the weapon has only six bullets in it. 
   
   Made Man 
  You are a fully recognized and respected member of a 
  criminal organization. 
  Prerequisites: Gang Affiliation, character level 4. 
  Benefit: You have +2 Reputation when dealing with crimi-
  nal elements or law officials (in most cases, law officials 
  will consider you infamous). This stacks with the Gang 
  Affiliation feat, for a total of +4 Reputation. You are able 
  to request greater favors from your parent organization 
  and the money coming with your position grant you a +4 
  bonus on Profession checks made to increase your Wealth 
  bonus when advancing in level. 
   
  By using the reputation and power of your organi-
  zation, you can increase the weight of your threats, pro-
  vided of course that those you threaten recognize you as 
  a member. When recognized by someone as either famous 
  or infamous, you get an additional +2 bonus to Intimidate 
  checks, although this is useless against higher-ranking 
  members of the organization. 
   
  The downside is that your responsibilities are also 
  
  158 
  increased and the organization will call on you more fre-
  quently and for harder tasks (which may evolve into full 
  stories).  
  Special: If you are expelled from the organization from 
  any reason, you lose benefits of this feat, although you 
  can later take a new feat with another organization that 
  accepts you. You cannot be a made man in more than one 
  organization at the same time. 
   
   Master Charge 
  You can follow a charge with a flurry of attacks. 
  Prerequisites: Dexterity 13, Improved Charge, Advanced 
  Charge, Base Attack Bonus +10. 
  Benefit: When you perform a charge, you may take all of 
  your attacks (just like the full attack action) instead of 
  only a single attack. However, only your first attack gains 
  the benefits of the charge (and of any feats used to aug-
  ment it, such as Endoassault or Advanced Charge); these 
  benefits are lost if the first attack fails. 
  Special: A Master Charge cannot be combined with a 
  Cleaving Charge. 
   
   Master Critical 
  Choose a specific melee or ranged weapon, such as a 
  Steyr TMP Few are the targets you cannot bring down 
  with a good hit. 
  Prerequisites: Proficient with weapon, Weapon Focus 
  (with selected weapon), Improved Weapon Focus (with 
  selected weapon), Weapon Specialization (with selected 
  weapon), Improved Critical, Advanced Critical, Base Attack 
  Bonus +14. 
  Benefit: When you score a critical hit with the weapon, 
  any bonus damage expressed as damage dice (eg from a 
  double tap) is also multiplied. 
  Normal: Bonus damage expressed as damage dice isn't 
  multiplied on a critical hit. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat you must select a different weapon. 
   
   Mastercrafter 
  Choose electronics or mechanics. You are adept at creat-
  ing mastercraft objects in that field. 
  Prerequisites: Craft (electronic) 10 ranks for electronic 
  items or Craft (mechanical) 10 ranks for mechanical 
  items. 
  Benefit: You can build mastercraft objects using the Craft 
  (electronic) or Craft (mechanical) skill. On average, it 
  takes twice as long to build a mastercraft object as it 
  does to build an ordinary object of the same type. The 
  cost to build a mastercraft object is equal to the Pur-
  chase DC for the components + the bonus provided by the 
  mastercraft feature. You can add the mastercraft feature 
  to an existing ordinary object by making the Wealth check 
  and then the Craft check as though you were constructing 
  the object from scratch. 
   
  In addition to the Wealth check, you must also pay 
  a cost in experience points equal to 25 x one-third your 
  character level x the bonus provided by the mastercraft 
  feature. The XP must be paid before making the Craft 
  check. If the expenditure of these XP would drop you be-
  low the minimum needed for your current level, then the 
  XP can't be paid and you can't use this feat until you gain 
  enough additional XP to remain at your current level after 
  the expenditure is made. 
   
  When successfully completed, a mastercraft ob-
  ject provides a +1 bonus to its quality compared to an 
  ordinary object of the same type. If you have 14 ranks in 
  the related Craft skill, your mastercraft objects provide a 
  +2 bonus. If you have 18 ranks, they provide a +3 bonus. 
   
  The Craft DC for a mastercraft object is the same 
  as for a normal object of the same type, with the following 
  modifications: For a +1 object add +3 to the Craft DC; for a 
  +2 object add +5 to the Craft DC; and for a +3 object add 
  +10 to the Craft DC. 
  Special: You may gain this feat twice, once for electronic 
  and once for mechanical objects. 
   
   Money Shark 
  Money governs your life and your primary purpose in life 
  is to earn as much as possible. 
  Benefit: Every time your Wealth bonus increases you gain 
  an amount of experience points equal to 250 times your 
  character level (regardless of how large the increase is). 
  Special: Your quest for material wealth often overshad-
  ows your morality and sometimes even your good sense. 
  Whenever you are presented with a good opportunity (as 
  determined by the Gamemaster) to make money, you have 
  to make a DC 15 Will save to resist the temptation to grasp 
  it. If you fail this saving throw, you have to pursue the 
  opportunity for at least a day before you receive another 
  saving throw, regardless of the repercussions your ac-
  tions may have on other people. You can always refuse to 
  undertake opportunities based on illegal activities (you 
  are assumed to automatically make you saving throw). 
  
  159 
   
   Murphy's Bane 
  You seem to be incredibly lucky, living a charmed life. 
  Benefit: You can spend an action point to re-roll a failed 
  ability check, attack roll, saving throw or skill check. You 
  must abide by the new result. 
   
   Nonlethal Force 
  You are adept at using non-lethal force to subdue an op-
  ponent. 
  Prerequisites: Base Attack Bonus +2. 
  Benefit: You can deal nonlethal damage with a weapon 
  that normally deals lethal damage if you so choose, with-
  out taking the normal -4 penalty on the attack roll. 
  Normal: You take a -4 penalty to the attack roll when 
  attempting to deal nonlethal damage with a weapon that 
  normally deals lethal damage. 
   
   One Shot, One Kill 
  When using a high-powered, accurate longarm, you usu-
  ally don't need more than one shot to bring your target 
  down. 
  Prerequisites: Far Shot, Sniper, Improved Sniper, Base 
  Attack Bonus +8. 
  Benefit: Once per round, you can improve the threat 
  range of an attack you make with a longarm by one (eg 19-
  20 becomes 18-20). The use of this ability must be de-
  clared before the attack roll is made and cannot augment 
  a burst fire or an autofire attack. 
   
   Onyx Bear Style 
  You are able to make expert grapples your opponents find 
  very hard to break. Your knowledge also makes you very 
  adept at escaping a grapple. 
  Prerequisites: Defensive Martial Arts, Combat Throw. 
  Benefit: When making a grapple check, you add a +4 bo-
  nus to your grapple modifier. 
   
   Overconfident 
  You have great faith on your abilities, often greater than 
  what common sense would dictate. You are satisfied when 
  your confidence is proved right, but in many cases it puts 
  you in extremely hazardous positions. 
  Benefit: If you successfully pull through a tough encoun-
  ter (one with an EL 4 or more points higher than your 
  character level), you receive twice the usual amount of 
  experience points. 
  Special: Your overconfidence makes you believe you can 
  survive nearly everything. Whenever faced with an over-
  whelming encounter that leaves even a marginal chance 
  for success (as determined by the Gamemaster) you have 
  to make a DC 10 Will save to flee. If you fail this saving 
  throw you have to remain and brave it for at least one 
  turn before you receive another saving throw. You are 
  assumed to automatically make your saving throw when 
  faced with an impossible encounter. 
   
   Quick Jump 
  You can bring yourself to your feet from any position in no 
  time. 
  Prerequisites: Dexterity 13, Jump 4 ranks. 
  Benefit: You can stand up from a prone position as a free 
  action. 
   
   Rapid Two-Weapon Fighting 
  You are extremely fast with two weapons or a double 
  weapon. 
  Prerequisites: Dexterity 13, Two-Weapon Fighting, Base 
  Attack Bonus +4. 
  Benefit: You are able to use an off-hand weapon or a dou-
  ble weapon to make an extra attack as a simple attack 
  action instead of a full-attack action. However, the extra 
  attack suffers a -2 penalty (in addition to the normal pen-
  alties for using a second weapon). Even if you have the 
  Improved Two-Weapon fighting or Advanced Two-Weapon 
  Fighting feats, you can only make one extra attack as a 
  simple attack action. 
   
   Rapid Shot 
  You are able to use a firearm extremely fast at the loss of 
  accuracy. 
  Prerequisites: Dexterity 13, Base Attack Bonus +5. 
  Benefit: When using a firearm you're able to make an 
  extra attack each round at your highest attack bonus. 
  However, all of your attacks must be made with a firearm 
  and they all suffer a -2 penalty. Rapid Shot must be used 
  with the full attack action. 
   
   Pattern Reading 
  You have figured out most of the patterns used by com-
  puter security drones to attack and defend and this 
  knowledge allows you to fool them most of the time. It's 
  too bad that human opponents don't follow any known 
  patterns. 
  
  160 
  Prerequisites: Intelligence 13, Computer Use 8 ranks plus 
  the network assault and network defense specialties. 
  Benefit: You gain a +2 competence bonus to your hivenet 
  Defense and damage rolls, but only against drones. 
   
   Power Critical 
  You can focus your combat skill in lethal strikes. 
  Prerequisites: Base Attack Bonus +4. 
  Benefit: If you successfully hit with one of your attacks, 
  you can expend an action point to increase its threat 
  range by two. The action point can be expended after the 
  attack roll to hit is made, but before the Gamemaster 
  announces its result. 
   
   Power Melee 
  You can focus your strength in devastating attacks with a 
  melee weapon. 
  Prerequisites: Strength 13, Power Attack, Base Attack 
  Bonus +1. 
  Benefit: If you successfully hit with a melee weapon, you 
  can expend an action point to increase the damage in-
  flicted. You can spend the action point after the damage 
  roll is made, but before the Gamemaster describes the 
  effects of damage. Spending an action point increases the 
  damage by twice the result of the action die. 
   
   Recoil Control 
  Choose a specific firearm, such as a Steyr TMP. You have 
  good control over the recoil it produces. 
  Prerequisites: Proficient with selected weapon, Base 
  Attack Bonus +1. 
  Benefit: The recoil penalty for the selected weapon is 
  reduced by one point. 
   
   Sharpshooting 
  You're able to pull off shots others would miss due to 
  cover. 
  Prerequisites: Wisdom 13, Far Shot, Sniper. 
  Benefit: When you use a personal firearm to attack a 
  target that has one-quarter, one-half, three-quarters or 
  nine-tenths cover, his cover bonus to Defense is reduced 
  by 2. 
   
   Snake-Strike Style 
  You are able to make extremely fast unarmed strikes at 
  the loss of precision. 
  Prerequisites: Dexterity 13, Base Attack Bonus +5. 
  Benefit: You are able to make an extra unarmed strike 
  attack each round at your highest base attack bonus. 
  However, all of your attacks must be unarmed strikes and 
  they all suffer a -2 penalty. Snake-Strike Style must be 
  used with the full attack action. 
   
   Sniper 
  You are very accurate when firing single shots from lon-
  garms. 
  Prerequisites: Far Shot. 
  Benefit: When using a longarm, you can reduce range 
  penalties by 2 points. This ability may be used once per 
  round and its use must be declared before the attack roll 
  is made. It cannot be used along with a burst fire or an 
  autofire attack. 
   
   Speed Demon 
  You retain smooth control over your vehicle even at high 
  speeds. 
  Prerequisites: Drive or Pilot (for airborne vehicles) 6 
  ranks. 
  Benefit: All check/roll modifiers due to speed are halved, 
  rounding down. 
   
   Speed Gunnery 
  You are able to control your vehicle's weapons both 
  quickly and effectively. 
  Prerequisites: Dexterity 13, Drive 10 ranks or Pilot 10 
  ranks (for airborne vehicles). 
  Benefit: You may make one free attack per round with a 
  vehicle weapon you're able to control. This attack is made 
  at your highest attack bonus but suffers a -2 penalty. To 
  use this feat, you must be the controlling the vehicle. 
   
   Speed Trigger 
  You can mimic an autofire attack with a semi-automatic 
  weapon, albeit with poor accuracy, by emptying its clip as 
  fast as you can. 
  Prerequisites: Dexterity 13, Point Blank Shot, Double Tap, 
  Base Attack Bonus +3. 
  Benefit: As a full-round action, you can make an autofire 
  attack with a ranged weapon that has Rate of Fire "S". 
  This attack expends 10 bullets and can only be done if the 
  weapon has ten bullets in it. It follows all rules for auto-
  fire, but has an additional -4 penalty (in addition to the 
  usual -4 penalty if you lack the Advanced Firearms Profi-
  ciency feat). 
  
  161 
   
  If you have the Burst Fire feat, Speed Trigger can 
  also be used to make burst fire attacks with a semi-auto 
  weapon. This is also a full-round action, expends five bul-
  lets and requires that the weapon has five bullets in it. It 
  follows all the usual rules for burst fire, but has an addi-
  tional -2 penalty. 
   
   Steady Hands 
  You rarely lose control of a vehicle. 
  Prerequisites: Vehicle Expert, Drive 4 ranks. 
  Benefit: You get a +2 bonus on checks made to avoid los-
  ing control or to regain control of a vehicle. Moreover, 
  you can simply expend an action point in order to auto-
  matically avoid losing or to regain control. 
   
   Steel Dragon Style 
  You are able to make blows at vital points that cripple the 
  opponent. 
  Prerequisites: Combat Martial Arts, Improved Combat 
  Martial Arts, Advanced Combat Martial Arts, Iron Dragon 
  Style, Base Attack Bonus +10. 
  Benefit: You can make a crippling strike by taking a -4 
  penalty to your unarmed strike attack. If you successfully 
  deal damage, the opponent also suffers d6 points of tem-
  porary Strength damage. Only one crippling strike @with 
  Iron Dragon Style or Steel Dragon Style) may be made 
  each round. 
  Special: The Steel Dragon Style may be combined with the 
  Thunderbird Style or the Thunderhawk Style in the same 
  attack, but the attack penalty is cumulative (-6). 
   
   Street Status 
  Choose a city, such as New York or London. It is a place 
  you know well, in which you've made a name for yourself. 
  Prerequisites: Knowledge (streetwise) 4 ranks. 
  Benefit: You gain a +4 circumstance bonus on any Knowl-
  edge (streetwise) check made in the selected city and you 
  have +2 Reputation when dealing with elements of the 
  city's underworld or law officials. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat you must select a different city, but ad-
  ditionally the skill bonus associated with cities you've 
  previously selected goes up by +2 (the Reputation bonus 
  remains the same). For example, if you've taken Street 
  Status (New York) and then take Street Status (London), 
  you'll have a +6 bonus in New York and a +4 bonus in Lon-
  don. 
   
   Surprise Strike 
  You are adept at striking unexpected at vital spots. 
  Prerequisites: Dexterity 13, base attack bonus +2. 
  Benefit: Whenever an opponent is in a situation where 
  he's denied his Dexterity bonus to Defense (whether he 
  actually has a bonus or not), your attack has its threat 
  range increased by two (eg 19-20 becomes 17-20). Sur-
  prise Strike may be used along with a ranged attack only 
  if the target lies within one range increment of the 
  weapon. 
   
   Swift Strike 
  You are able to use a melee weapon extremely fast at the 
  loss of precision. 
  Prerequisites: Dexterity 13, Base Attack Bonus +5. 
  Benefit: When using a melee weapon you're able to make 
  an extra attack each round at your highest base attack 
  bonus. However, all of your attacks must be made with a 
  melee weapon and they all suffer a -2 penalty. Swift Strike 
  must be used with the full attack action. 
   
   Talented 
  Choose an ability, such as Strength or Dexterity. You are 
  very talented in tasks where this ability applies. 
  Prerequisites: A score of 13 or higher in the selected 
  ability. 
  Benefit: Whenever you spend an action point to improve 
  an ability check, attack roll or saving throw where the 
  modifier of the selected ability applies, you roll an addi-
  tional die. For example, an 8th-level character would roll 
  3d6 instead of 2d6. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat you must select a different ability. 
   
   Thunderbird Style 
  You are able to make blows at sensitive points that can 
  stun the opponent from pain. 
  Prerequisites: Combat Martial Arts, Improved Combat 
  Martial Arts, Base Attack Bonus +5. 
  Benefit: You can make a stunning attack by taking a -2 
  penalty to your unarmed strike attack. If you successfully 
  deal damage, the opponent must make a DC 15 Fortitude 
  save to avoid being stunned for d2 rounds. Only one stun-
  ning strike (with Thunderbird Style or Thunderhawk Style) 
  may be made each round. 
  Special: The Thunderbird Style may be combined with the 
  
  162 
  Iron Dragon Style or Steel Dragon Style in the same at-
  tack, but the attack penalty is cumulative (-6). 
   
   Thunderhawk Style 
  You are able to make blows at sensitive points that can 
  stun the opponent from pain. 
  Prerequisites: Combat Martial Arts, Improved Combat 
  Martial Arts, Thunderbird Style, Base Attack Bonus +6. 
  Benefit: You can make a stunning strike by taking a -2 
  penalty to your unarmed strike attack. If you successfully 
  deal damage, the opponent must make a DC 15 Fortitude 
  save to avoid being stunned for d4 rounds. Only one stun-
  ning strike (with Thunderbird Style or Thunderhawk Style) 
  may be made each round. 
  Special: The Thunderhawk Style may be combined with 
  the Iron Dragon Style or the Steel Dragon Style in the 
  same attack, but the attack penalty is cumulative (-6). 
   
   Vehicle Evasion 
  With quick, reflexive maneuvers you are able to steer your 
  vehicle away from trouble. 
  Prerequisites: Dexterity 13, Drive 10 ranks or Pilot 10 
  ranks (for airborne vehicles), Vehicle Dodge, Vehicle Ex-
  pert. 
  Benefit: Every time your vehicle is threatened by an at-
  tack that normally allows a character to make a Reflex 
  save to take half damage, you are able to make a Reflex 
  save for the vehicle to suffer half damage. This saving 
  throw is penalized by twice the vehicle's Size modifier (eg 
  a Huge vehicle has a -4 penalty to save). To use this abil-
  ity, the vehicle must be moving with at least alley speed. 
   
   Vigilante 
  Choose a criminal organization, such as the Mafia, Tongs, 
  Triads or Yakuza. In the past, this organization has done a 
  grave harm to you, perhaps killing one of your beloved 
  ones, and you have sworn revenge against it on every 
  good opportunity that presents itself. 
  Benefit: Any encounter that results in an outcome which 
  harms the organization in one way or another is worth 
  double the usual amount of experience points to you. Such 
  encounters may include standoffs that result in the death 
  of organization members, disrupting their plans etc. 
  Special: The drawback of being a vigilante is that your 
  quest for vengeance often overshadows your other pur-
  sues and sometimes your good sense. Whenever a good 
  opportunity to harm the organization in some way pre-
  sents itself (as determined by the Gamemaster), you have 
  to make a DC 15 Will save to resist the temptation to fol-
  low it. If you fail this saving throw, you have to pursue the 
  opportunity for at least a day before you receive another 
  saving throw. Of course being a vigilante doesn't mean 
  that you have a death wish; you only pursue opportunities 
  for vengeance that have a good chance for success 
  (again, as determined by the Gamemaster). You are as-
  sumed to automatically make your saving throw against 
  opportunities which seem to lead into suicidal confronta-
  tions. 
   
  The Gamemaster is responsible for working this 
  feat into his stories. If he doesn't plan any confrontation 
  with the criminal organization for three consecutive sto-
  ries, you have the option to "cash in" the feat. If you do so, 
  you gain 500 times your character level in experience 
  points but you lose any further benefit of the feat. 
   
   Vital Strike 
  Choose a specific melee or ranged weapon, such as a 
  Steyr TMP. You have become an expert in using it to strike 
  vital spots. 
  Prerequisites: Proficient with selected weapon, Weapon 
  Focus (with selected weapon), Weapon Specialization with 
  (selected weapon), Improved Critical (with selected 
  weapon), Improved Weapon Specialization (with selected 
  weapon), base attack bonus +12. 
  Benefit: When attacking with the selected weapon, you 
  automatically confirm any threat as a critical hit without 
  having to make a roll. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you must select a different weapon. 
   
   Weapon Expertise 
  Choose a weapon template, such as heavy machine pis-
  tols. You are an expert with all weapons of that category. 
  Benefit: Any feat that applies to a weapon of the selected 
  template, also applies to any other weapon of the same 
  template. For example, if you have taken Weapon Focus 
  with a Steyr TMP (a heavy machine pistol), the effects of 
  Weapon Focus also apply to any other heavy machine pis-
  tol you pick up. 
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you must select a different weapon 
  template. 
   Weapon Specialization 
  Choose a specific melee or ranged weapon, such as a 
  
  163 
  Steyr TMP. You are deadly when wielding this weapon. 
  Prerequisites: Proficient with selected weapon, Weapon 
  Focus (with selected weapon), Base Attack Bonus +4. 
  Benefit: You get a +2 bonus on damage rolls with the se-
  lected weapon.  
  Special: You can gain this feat multiple times. Each time 
  you take the feat, you must select a different weapon. 
   
   Wide Burst 
  You can fire wider bursts that can hurt more than one 
  opponent. 
  Prerequisites: Wisdom 13, Personal Firearms Proficiency, 
  Advanced Firearms Proficiency, Burst Fire, Base Attack 
  Bonus +4. 
  Benefit: When you make a burst fire attack, you have the 
  option of affecting two opponents in adjacent squares 
  (although not someone standing behind of the other). If 
  you do so, you make a single attack roll (with an additional 
  -2 penalty) and compare the result to the Defense of each 
  opponent separately. A target hit by q wide burst only 
  takes +1 dice of damage. 
   
   Winged Tiger Style 
  You are able to make powerful flying kicks when charging 
  an opponent. 
  Prerequisites: Dexterity 13, Combat Martial Arts, Base 
  Attack Bonus +3. 
  Benefit: You are able to use a charge in order to deliver a 
  flying kick to the opponent. When you do so, multiply your 
  Dexterity bonus by 1.5 and add it to the damage your un-
  armed strike delivers, if successful. 
  
  164 
  Open Game License version 
  1.0a 
   
   The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
   1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
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  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
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  not embody the Product Identity and is an enhancement over the prior art and any addi-
  tional content clearly identified as Open Game Content by the Contributor, and means any 
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  translate and otherwise create Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 
   
   2. The License: This License applies to any Open Game Content that contains a notice 
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  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
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  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License. 
   
   14 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
   
   15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker. 
  CYD20 Copyright 2003 George Chatzipetros 
   
  Open Game Content 
  This publication is done under version 1.0 of the Open Game License, and the D20 System 
  Trademark License. The mention or reference to any company or product in these pages is 
  not a challenge to the trademark or copyright concerned.  
   
  My intent is to open up as much of this publication as possible to use as Open 
  Game Content (OGC), while maintaining Product Identity (PI) to certain specialized sections. I 
  would appreciate anyone using OGC material from this publication in other OGL works to 
  kindly reference this publication as the source of that material within the text of their work. 
  Designation of Open Game Content: Any text enclosed in brackets and any content in 
  charts or tables is designated Open Game Content. The entire text in Section Six (pages 142-
  163) is Open Game Content even if not enclosed in brackets. Portions of this text originate 
  from the Modern System Reference Document and are © 2002 Wizards of the Coast. The 
  remainder of the text is hereby added to Open Game Content and if so used should bear the 
  COPYRIGHT NOTICE “CYD20 © 2003 George Chatzipetros”.  
  Designation of Product Identity: The following items are hereby designated as Product 
  Identity in accordance with section 1(e) of the Open Game License version 1.0: Any text not 
  enclosed in brackets or contained in a chart or table, The “Ground Twenty” logo. The above 
  Product Identity is not Open Game Content. The entire text in Section Six (pages 142-163) is 
  not Product Identity even if it’s not enclosed is brackets. 
   
  Example of Open Game Content 
  In the following example, the first paragraph is Product Identity, as its text is not enclosed 
  in brackets, while the second paragraph is Open Game Content, since the text is enclosed in 
  brackets. 
   
  Some weapons, including among others shotguns firing buckshot, needlers, flechette 
  grenade and rockets, cause massive trauma against “soft” targets (ie targets without armor 
  protection or soft objects) but are lousy at penetrating hard materials and thus are very 
  ineffective against “hard” targets (targets with armor or hard objects). 
  [Such weapons cause a percentage of secondary damage. The exact percentage varies from 
  weapon to weapon, but the effects are the same: after armor resistance or an object’s 
  hardness is applied, any remaining damage is increased by the listed percentage. Weapons 
  inflicting secondary damage will typically boost an armor’s resistance or an object’s hard-
  ness, becoming very hard to penetrate them.] 
   
  Legalities 
  'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a 
  subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License 
  version 4.0.  A copy of this License can be found at www.wizards.com/d20. 
  “d20 Modern™  is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., 
  and is used with permission. 
  Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary 
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SOURCE: textdata/thevault/D20 system/D20 Modern/Ground Twenty/D20 Modern - Ground Twenty - Campaign Setting - CYD20.pdf