TEXT: Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.1
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  FASHIONWARE
  COSMETIC CYBERWARE
  Biomonitor
  N
  +2 to Resist Torture & Drugs
  100
  1
  CP20
  Advanced Biomonitor
  MA
  Includes ability broadcast information over 2km
  200
  (1d6/2)-1
  CB3
  Skinwatch
  N
  Subdermal timepiece
  50
  1
  CP20
  Light Tattoo
  N
  Decorative tattoo
  1-20
  .5
  CP20
  Dermatech Logo-Line Tattoo
  N
  Logo Tattoos
  10-200
  .5
  Chr4
  Shift-tacts
  N
  Color changing contact lenses
  1-200
  .5
  CP20
  ChemSkins
  N
  Color/pattern changing skin tints
  200
  1d6/2
  CP20
  Synthskins
  N
  Color/pattern changing artificial skin
  400
  1d6
  CP20
  Synthskin Tuning Chips
  N
  Stores different patterns/colors for Synthskin
  100
  0
  CP20
  Transparent Skin
  M
  ATTR -1, -4 for face
  1000/m
  3d6/m
  Chr3
  Mood Skin
  N
  Changes color based on mood
  200/m
  1d6/m
  Chr3
  Nu-Tek TVSkin
  M
  Your skin can become a vidscreen
  600
  1d6+4
  Chr4
  Techhair
  M
  Color/light emitting artificial hair
  1-200
  2
  CP20
  Kill Display
  N
  3 digit display
  100
  1
  Chr2
  Turn-On Nails
  N
  Color change nails
  25/200
  1
  Chr3
  Show-Off Nails
  N
  Pattern changing nails
  45/425
  2
  Chr3
  CUSTOMISATION
  OPTIONS FOR CYBERNETIC SYSTEMS
  Etched Design
  N
  -2000eb if done before installation
  20-3000
  0
  Chr1
  Unusual Colorations
  N
  +2000eb if already attached to body
  25/inch2
  0
  Chr1
  Unusual Optic Coloration
  N
  +2000eb if already attached to body
  50/Optic
  0
  Chr1
  Limblite
  N
  +Control Chip 700eb/Processor (1d6-1hc) 1000eb
  750
  1-2
  Chr1
  Custom Cyberware
  N
  Modified cyberware
  400%
  0
  Chr1
  Electromagnetic Shielding
  N
  -500 rads from radiation damage to cyberware
  50-200%
  0
  DS
  Waterproofing
  N
  100 meters, Streetwise 20 to find, +1EV to limbs
  200%
  0
  SF
  Wetwiring
  N
  200 meters, Streetwise 20/25 to find
  300%
  0
  SF
  NEURALWARE
  Neuralware Processor
  M
  Basic processor. Must have for all systems
  1000
  1d6
  CP20
  Advanced Processor (CIA)
  M
  INTx2 chips of +8 skill, -1 INT after 24 hrs, diff 35
  2000
  1d6
  RM
  Kerenzikov Boosterware
  N
  Adds +1 to Initiative for every level up to +2
  500
  1d6/2d6
  CP20
  Speedware (Sandevistan)
  N
  Adds +3 to Initiative for 5 turns
  1600
  1d6/2
  CP20
  Boostmaster
  N
  +1 REF with both types of boosterware
  650
  1d6/2
  SOF
  Ubermensch Speedware
  N
  Adds +2 to Initiative for 5 turns
  1600
  1d6/2
  ET
  Tactile Boost
  N
  Increased sensitivity. +2 to touch Awareness
  100
  2
  CP20
  Tactile Boost Linkage
  N
  Links Tactile Boost to Sexual Implant (addictive)
  150
  0
  Chr2
  Olfactory Boost
  N
  +2 Awareness/track via smell. Locate scent 50%
  100
  2
  CP20
  Taste Boost
  M
  Heightened sense of taste
  100
  2
  Chr4
  Pain Editor
  N
  Allows Endurance checks at 2 diff levels lower
  200
  2d6
  CP20
  Ubermensch Pain Editor
  N
  As Pain Editor, but only works 75% of the time
  200
  2d6
  ET
  Cybermodem Link
  N
  Allows direct connection to a cybermodem
  100
  1
  CP20
  Vehicle Link
  N
  +2 to direct cybercontrolled vehicle operation
  100
  3
  CP20
  Smartgun Link
  N
  +2 to Smartgun attacks
  100
  2
  CP20
  Machine/Tech Link
  N
  Allows control of autofactories, & machines
  100
  2
  CP20
  DataTerm Link
  N
  Allows downloading from DataTerms
  100
  2
  CP20
  Universal Link
  N
  Combined linkage
  400
  4
  I1.3
  Interface Plugs
  M
  Allows direct connection to smartguns, etc.
  200
  1d6
  CP20
  Mag-Duct Spots
  N
  As interface plugs, but only a +1 bonus
  220
  1d6/2
  Chr1
  LiveWires
  M
  Prehensile interface cables
  400/200
  2d6
  Chr3
  Model 100 Plugs
  MA
  +2 vs Black Ice, -2 for anything else
  100
  2d6
  Chr3
  Subdermal Smartgun Link
  M
  Weapon only version of Mag-Duct Spots (+1)
  220
  1d6/2
  UK
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.2
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Chipware Socket
  N
  Holds 10 chips. Can "run" number of chips =INT
  200
  1d6/2
  CP20
  ChipLok
  -
  Locks chips in place
  150
  -
  Chr4
  Braindance Adaptor
  N
  Allows chipware socket to run Braindance
  100
  0
  I2.1
  Super Compact Braindance
  CR
  Braindance recorder that fits on back of head
  15,000
  2d6
  Chr3
  Braindance Plugs
  M
  Allows connection to Braindance Recorder
  200
  1d6
  RB
  Pacemaker Coprocessor
  N
  Restarts heart when attacked by ICE
  150
  2
  Chr3
  Cyber-Detection Computer
  M
  Reconnaissance/Detection device, need M/T link
  3000
  1d6+3
  Chr4
  Echolocation System
  N
  Can see in complete darkness, -1 Awareness
  800
  1d6/2
  Chr4
  Lockdown
  N
  Uses cyberaudio to locate snipers
  300
  1d6
  Chr4
  Neural ULF Transceiver
  N
  Send and receive voice/data. Range 15km/unlim
  200
  1d6/2
  SF
  Positronic Enhancer
  MA
  +2 to INT, 10% chance of overload and fits
  2000
  1d6
  I1.3
  Wirehead Unit
  M
  Stimulates the pleasure centres of the brain
  1500
  0
  I2.1
  Feintware
  M
  Slows life signs for 1-6 hrs, 20+ Medtech to tell
  1000
  2d6
  RM
  IMPLANTS
  CYBERWARE PLACED IN THE BODY
  Nasal Filters
  M
  Stops gases, fumes. 70% effective
  60
  2
  CP20
  Gills (Fresh water)
  MA
  Water breathing system, good for 4 hours
  400
  3d6
  CP20
  Saltwater Gills
  MA
  Saltwater breathing system, good for 4 hours
  600
  3d6
  SF
  Gill Toxin Filters
  M
  Filters toxins for 1 & 1/2 hours
  200
  2
  SA
  Independent Air Supply
  MA
  Good for 10 to 25 minutes
  300
  2d6
  CP20
  Independent Air Supply +
  MA
  Air for 20 to 50 minutes
  600
  2d6
  SA
  Mr Studd Sexual Implant
  MA
  All night, every night. +1 to Seduction checks
  300
  2d6
  CP20
  Midnight Lady Implant
  MA
  Sexual implant. +1 to Seduction checks
  300
  2d6
  CP20
  Contraceptive Implant
  N
  Good for 5 years. 98% effective
  100
  .5
  CP20
  Subdermal Pocket
  M
  2"x4" space with Realskinn zipper. Diff to spot
  200
  2d6
  CP20
  Adrenal Booster
  M
  Boosts REF by +1 for 1d6+2 turns, 3x per day
  400
  2d6
  CP20
  Subdermal Armor
  CR
  Armors torso to SP 18. Diff Awareness to spot
  1200
  2d6
  CP20
  Subdermal Torso Armor
  CR
  6 / 8 SP, Diff 35+/32 to spot, no REF/ATTR loss
  350/500
  1d2 / 1d3
  Chr2
  Subdermal Torso Armor
  CR
  10 SP, Diff 30 to spot, no REF/ATTR loss
  650
  1d6/2+1
  Chr2
  Subdermal Torso Armor
  CR
  12 / 14 SP, Diff 25 to spot, no REF/ATTR loss
  800/1000
  1d6/1d6+2 Chr2
  Subdermal Torso Armor
  CR
  16 SP, Diff 20 to spot, no REF/ATTR loss
  1100
  1d6+3
  Chr2
  Subdermal Torso Armor
  CR
  18 SP, Diff 20 to spot, 50% chance -1 ATTR
  1200
  2d6
  Chr2
  Subdermal Torso Armor
  CR
  20 SP, Diff 15 to spot, -1 REF & ATTR
  1450
  2d6+2
  Chr2
  Subdermal Torso Armor
  CR
  22 SP, Diff 10 to spot, -2 REF & ATTR
  1750
  3d6
  Chr2
  Orbital Subderm Torso Armor CR
  20 SP, Diff 15 to spot, -1 ATTR, no REF loss
  11,600
  2d6+2
  Chr2
  Orbital Subderm Torso Armor CR
  22 SP, Diff 10 to spot, -2 ATTR, -1 REF
  14,000
  3d6
  Chr2
  Orbital Subderm Torso Armor CR
  22 SP, Diff 10 to spot, -2 ATTR, no REF loss
  28,000
  3d6
  Chr2
  Subdermal Skull Armor
  MA
  4 / 6 SP, Diff 35/30 to spot, 40% unprotected
  300/550
  1d2 / 1d3
  Chr2
  Subdermal Skull Armor
  MA
  8 / 10 SP, Diff 25/20 to spot, 40% unprotected
  750/1000
  1d6/1d6+2 Chr2
  Subdermal Skull Armor
  MA
  12 SP, Diff 15 to spot, 50% chance of -1 ATTR
  1200
  1d6+3
  Chr2
  Subdermal Skull Armor
  MA
  14 SP, Diff 10 to spot, -1 ATTR, 40% unprotected
  1400
  2d6
  Chr2
  Motion Detector
  M
  20sq/m area. 70% effectiveness.
  200
  2d6
  CP20
  Digital Recorder
  M
  2hrs storage from any digital source
  200
  2
  CP20
  Audio/Video Tape Recorder
  M
  2hrs storage from video, audio links
  300
  2
  CP20
  Radar Sensor
  M
  100m range. Needs cyberoptic. 70% effective
  200
  2
  CP20
  Sonar Implant
  M
  50m range. For water only. 70% effective
  300
  2
  CP20
  Military Sonar
  M
  50m range. For water only. 95% effective. P Avail
  700
  2
  SF
  Radiation Detector
  M
  10m range. 80% effective
  200
  2
  CP20
  Chemical Analyzer
  M
  5m range. 70% effective
  200
  2
  CP20
  T-Maxx Cyberliver
  MA
  +4 vs ingested drugs and poisons
  450
  1d6
  Chr1
  T-Maxx 2 Cyberliver
  MA
  As above but with fluid rerouting system
  850
  1d6
  Chr1
  Decentralized Heart
  CR
  +2 to Death Saves for Torso wounds
  1300
  1d6+4
  Chr1
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.3
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  E-Monitor
  N
  Detects changes in pressure and air
  185
  1
  Chr1
  Gyro-Stabilizer
  N
  +1 to balancing maneuvers
  1000
  1d6
  Chr1
  OptiShield
  M
  Anti-Dazzle, SP8, 2 spaces for optic options
  300
  1d6+2
  Chr1
  OptiShield Options
  N
  T2, T2+, TE, LL, IR, Time/day
  100+
  50% HC
  Chr2
  Cyberoptic Eyepatch
  M
  2 options. Diff. Awareness to spot what it is
  330
  2d6/3
  P3
  Pacesetter Heart
  MA
  MA and BODY +1 when on
  900
  1d6
  Chr1
  Pacesetter 2000 Heart
  MA
  MA and BODY +2 when on
  985
  1d6
  Chr1
  Variable-Chambered Heart
  N
  Cyberheart option, x2 hold breath, +1 Endurance
  +450
  +1d6/2
  Chr4
  Rebreather/Enhanced Lungs MA
  Can hold breath for 15 mins
  700
  1d6+1
  Chr1
  Wet Drive
  MA
  Holds 1MU of stored data
  320
  1d6
  Chr1
  Extra Memory
  M
  +1MU
  175
  0
  Chr1
  Super High Density RAM
  CR
  40MU, 1 CPU, download via plus 1MU/second
  I1.2
  Wetdrive Access Link
  M
  Internal link to wetdrive
  200
  1d6/2
  Chr2
  Wearman Mk.2
  N
  Usable without cyberaudio
  200
  0
  Chr1
  Subdermal Viewscreen
  M
  Similar to Times Square Marquee
  250
  1d6/2
  Chr2
  Zetatech Bodycomp
  MA
  Equal to E-Book
  1750
  1d6+4
  Chr2
  Eye Color Gland Control
  M
  Change eye color in 1d6 mins
  250
  1
  Chr2
  Autoinjector
  M
  Holds 5 doses, +200eb to wire to Biomonitor
  750
  1d6/2
  Chr3
  Cell-Phone Implant
  MA
  Implanted cell phone
  500
  3
  Chr3
  Cam-O-Skin
  N
  -1 Awareness/20m, 8 patterns, takes 1hr
  850
  1d6/2
  Chr3
  Endo-Frame (Basic)
  SCR
  BOD+3, +1 HH dam, 10 points/limb, EV +1
  12,000
  2d6+1
  Chr3
  Endo-Frame (Orbital)
  SCR
  BOD+3, +2 all dam, 12 points/limb
  25,000
  2d6+3
  Chr3
  Bodyweight Vein Clips
  MA
  +2 on all Death Saves
  700
  1d6
  Chr4
  Militech Cyberdoc
  MA
  Counteracts drugs, etc
  5000
  1d6-1
  CB2
  BoozeMaster
  M
  +1 to resist alcohol
  100/75
  1
  PAC
  GPS Module
  N
  Determine position to 17cm. Needs T2 or T2+
  450
  1
  SF
  GPS Module w/screen
  M
  As above but with subdermal viewscreen
  600
  1d6/2
  SF
  OTEC Ear Valve
  MA
  Pressure equalization system
  150
  1
  SF
  Enhanced Lungs Series 2
  CR
  Can hold breath for 5-30 mins. 200m depth
  5000
  1d6
  SF
  Enhanced Lungs Series 3
  CRx2
  Entire lungs replaced. Good down to 1000m
  7500
  1d6+2
  SF
  Feel Good Endorphin Trigger M
  1d10 if hurt, 8-10=+3 Stun/Death; 1=intoxicated
  500
  1d6
  SW
  Super High Density RAM
  CR
  40MU, 1 CPU, transfer 1MU/sec via plugs/trodes
  NA
  ?
  I1.2
  Flashlight Implant
  M
  Patch of synthskin, 3m range
  90
  1
  I1.4
  Strobe
  M
  Diff 10 - 15 to blind for 1d6 hours. ROF 1/2
  150
  1.5
  I1.4
  Life Scan Body Monitor
  M
  +1 COOL, +4 1st Aid, +1 to Death Saves
  4000
  1d6
  I1.4
  Self-Destruct
  MA
  Activates when dead and moved, 5m radius
  1250
  1d6
  P2
  VOICE BOX
  Dakai/Cyphire New Throat
  CR
  Hold 3 implants/options at 1/4 Eb, 0 HC, 15 SDP
  850
  2d6
  Chr4
  Cybervocal "BoxAlter"
  CR
  1 option, 1 voice
  400
  1d6+2
  I1.3
  Voice Synthesizer
  M
  Can mimic (60%) up to 10 recorded sounds
  600
  1d6
  CP20
  AudioVox
  M
  For special effects. +2 to Performance
  700
  2d6
  CP20
  Forked Tongue
  M
  A Vox/NT option, +1 to persuasion/seduction
  350
  2
  Chr1
  Voice Pattern
  M
  A Vox/NT option, allows voice pattern emulation
  350
  2
  Chr1
  Scramble
  N
  A Vox/NT options, scrambles voice
  50
  2
  Chr4
  Volume
  N
  Whisper to megaphone, deaf for 1d6 turns, 5m
  75
  2
  I1.3
  Armor
  N
  New Throat only, 20SP
  150
  1d6
  I1.3
  Subsonic
  N
  Only heard with subsonic hearing
  150
  1d6
  I1.3
  NANOTECH
  NANOTECHNOLOGY ENHANCEMENTS
  Muscle and Bone Lace
  N
  Raises BODY by +2
  1500
  1d6/2
  CP20
  Advanced M & B Lace
  N
  Increases BODY +1
  1000
  1-2
  Chr4
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.4
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Advanced M & B Lace
  N
  Increases BODY +3
  3000
  1d6+1
  Chr4
  Skinweave
  N
  Armors whole body to SP 12. Diff 20 to spot
  2000
  2d6
  CP20
  Upgraded Skinweave
  N
  6 / 8 SP, no ATTR loss, Diff 35+/30 to spot
  1000/1250
  1d6/1d6+1 Chr2
  Upgraded Skinweave
  N
  10 SP, no ATTR loss, Diff 25 to spot
  1600
  1d6+3
  Chr2
  Upgraded Skinweave
  N
  12 SP,  50% chance -1 ATTR loss, Diff 20 to spot
  2000
  2d6
  Chr2
  Upgraded Skinweave
  N
  14 SP, -1 ATTR loss, Diff 20 to spot
  2400
  2d6+2
  Chr2
  Upgraded Skinweave
  N
  16 SP, -2 ATTR loss, Diff 15 to spot
  2750
  2d6+4
  Chr2
  Lifesaver Skinweave
  N
  +1 healing per day
  4500
  1d6/2+1
  Chr1
  Weave Maintenance
  N
  Required after a Critical or higher wound is taken
  500
  0
  DS
  Chem Weave
  N
  +4 to Chemical Saves, pallid skin is 8SP vs acid
  2000
  1d6+3
  DS
  Thermal Weave
  N
  Silvery skin increases Heat resistance to 107oF
  1500
  1d6+3
  DS
  Rad Weave
  N
  Silvery skin provides radiation protection of 1 RSP
  1500
  2d6
  DS
  Vac Weave
  MA
  Protection against decompression, need optics
  5000
  1d6
  DS
  Vac Weave Filter Valves
  M
  Cavities fitted with valves for vacuum survival
  300
  8
  DS
  Vac Weave "Cyber-Lung"
  MA
  Provides 15 minutes of air for us in vacuum
  700
  1d6+1
  DS
  Shark Weave (Partial)
  N
  SP 12 to specified area, 1d6/3* damage
  4000
  1d6
  SA
  Shark Weave (Full Body)
  N
  SP 12 and can cause 1d6/3* damage
  12,000
  3d6
  SA
  Nanowear Ozoneshield
  N
  Modification of Skin Weave, protects against UV
  2000
  1
  TTB
  Thermaskin
  N
  Insulation to 0oC, sweats at 27oC
  2000
  1/2d6
  I2.2
  Thermal Insulation
  N
  Protects vs hot & cold weather, +5 SP flame/cold
  1000
  1d6
  KCJ
  Nanosurgeons
  N
  Doubles natural Healing rate
  6000
  1d6/2
  CP20
  Anti-Plague Nanotech
  N
  +3 vs diseases and biowar agents
  1750
  .5
  Chr1
  Nanooptical Upgrade
  N
  +2 night vision
  1500
  1d6/2
  Chr2
  Armor Weave
  N
  +1 BODY, SP 18, -1 REF+MA, need MBL,SKW
  4000
  1d6
  Chr2
  Nano-Groomers
  N
  +2 - +4 to Personal Grooming
  400
  0.5
  Chr3
  Nitrogen Binders
  N
  Reduces depressurization by up to 100%
  1400
  1-2
  Chr4
  Nitrogen Binders Upkeep
  N
  Needed once every 3 months
  400
  -
  Chr4
  NanoAuditory Rebuild
  N
  Enhanced Hearing Range & Level Damper
  1500
  1d6/2
  Chr4
  Diet-Mite
  N
  Screens what you eat passing on what's needed
  1000
  1d6/2
  LU
  Erased Fingerprints
  N
  Fingerprints erased
  100
  0
  WS
  Altered Fingerprints
  N
  Fingerprints are altered
  300
  0
  WS
  Alterable Prints
  M
  Programmable Nanotech altered prints (20 secs)
  550
  1
  WS
  Altered Retinas
  M
  Retinas altered
  800
  0.5
  WS
  Programmable Retinas
  M
  Project different pre-set patterns (1 min)
  1600
  1
  WS
  BIOWARE
  BIOLOGICAL BASED ENHANCEMENTS
  Grafted Muscle
  MA
  +1 increase to BODY, max increase is +2
  1000/+1
  2d6
  CP20
  Enhanced Antibodies
  N
  Improves Healing by +1 point per day
  3000
  1d6/2
  CP20
  Toxin Binders
  N
  +4 to Poison/Drug Saves
  3000
  1d6/2
  CP20
  Speed Grafts
  MA
  +2 MA
  750
  1d6
  Chr2
  Alpha TuffBone Skeletal Enh M
  BOD +1 for lift, carry, BTM vs HH/Melee
  1300
  1d6/2
  Chr4
  Beta TuffBone Skeletal Enh
  M
  BOD +2 for lift, carry, BTM vs HH/Melee, ATT -1
  2800
  1d6
  Chr4
  Hemological Replacement
  M
  +1 MA, Endurance,+4min breath, -1 poison/dis
  1300
  1d6/2
  Chr4
  NeoAppendix
  MA
  +2 to Wilderness Survival for food
  500
  1d6/2
  Chr4
  Sunblocker Sunscreen
  M
  Prevents sunburn, reduces skin cancer risk
  250
  1
  Chr4
  NeoLungs
  CR
  Hold breath twice as long as normal
  1000
  1d6
  Chr4
  Lung Weave
  N
  Toughens lungs for using LBM.
  4000
  1d6/2
  SA
  Neural Bridge
  MA
  Ambidexterity, no -3 penalty with off hand
  600
  1d6+2
  Chr4
  Circulatory Sphincters
  MA
  +2 to Stun/Shock Saves after a Serious+ wound
  3200
  1d6
  Chr4
  Poison Glands- Teeth
  MA
  Natural fangs that inject poison when you bite
  500/1000
  3d6
  Chr4
  Poison Glands- Hands
  MA
  Can be used to coat Rippers or Wolvers
  500-1100
  2d6+3
  Chr4
  Tailored Pheromones-Love
  M
  +1 to Seduction. Nasal filters 60% effective
  1000
  1d6/2
  Chr4
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.5
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Tailored Pheromones-Gullible M
  +1 to Persuasion. Nasal filters 60% effective
  2000
  1d6/2
  Chr4
  Tailored Pheromones-Confu
  M
  -1 INT & Initiative (1m). Nasal filters 60% effec
  2500
  1d6/2
  Chr4
  "Kaloric" Secondary Gut
  MA
  Stores 2 days worth of food
  750
  1d6/2
  Chr4
  "Freezeban" Bioconstruct
  MA
  +1 Wilderness Survival/Endurance in -10oC
  650
  1
  Chr4
  Quickclot Hemofibrinic Node MA
  Wound states treated as one less, 10% stroke
  3000
  1d6
  Chr4
  Flashlite Implant
  M
  Non-glare, semi-focused glow, 1m range
  290
  1-2
  Chr4
  Replitech Toxin Screen
  MA
  90% chance of vomiting if toxins are eaten
  3400
  1d6/2
  Chr4
  T-Maxx Ileocecal Siphon
  MA
  Function without water for 24 to 48hrs
  500
  1
  Chr4
  Altered DNA
  N
  DNA altered using a tailored retrovirus
  3000
  0
  WS
  Full-Spectrum Booster
  N
  +4 vs illness/infection/poison/drugs, +1 Healing
  7500
  1/2d6+1
  NEO
  Sabre Serum RNA Mod
  N
  +2 MA, +3 BOD, +2 REF, +1 Heal, 60 day wait
  NA
  Special
  I1.2
  Muscle Enhancement
  N
  +1 to BT, but not for BTM
  1000
  1d6/3
  DS
  Reflex Boost
  N
  +1 REF (max +2). 25% chance of -1 Stun/level
  3500
  1d6+3
  DS
  Enhanced Sight
  M
  2 max: IR, UV, LL, Tele, Image Enh, Color Shift
  1200
  2 each
  DS
  Enhanced Hearing
  M
  2 max: Amplified Hearing, or Enhanced Range
  1200
  2 each
  DS
  Enhanced Sense of Smell
  M
  Same effects as Olfactory Boost
  1200
  2
  DS
  IHAG Nictating Membrane
  N
  Can see in difficult conditions. Replace 6-8 mth
  300
  1d6/3
  SF
  Sinus Reconstruction
  CR
  Provides pressure equalization. 200m depth
  1500
  1d6/2
  SF
  BIOTECH
  BIOENGINEERING
  x2 if cyber
  Preparatory DNA Mapping
  N
  Required for all biotech
  2700
  0
  ES+
  Permanent REF Increase
  N
  Max +1
  5000
  1d6+3
  ES+
  Permanent BOD Increase
  N
  Max +2
  3400/+1
  0
  ES+
  Permanent ATT Increase
  N
  Max +3
  1600/+1
  1/+1
  ES+
  Permanent MA Increase
  N
  Max +4
  2700/+1
  1d6/2 /+1
  ES+
  Reduced Oxygen Demand
  N
  Can breathe smog
  5900
  1
  ES+
  UV Resistance
  N
  No sunscreen needed
  7600
  1d6
  ES+
  Toughened Skin
  N
  SP6 Soft Armor, can't be told from normal skin
  8300
  0
  ES+
  BIOENHANCEMENT TABS
  TAKE ONE A DAY MAX
  Endurance
  -
  Ignore fatigue 12 hrs, x2 food, 1d3-1d6 damage
  1200
  -
  ES+
  Ignore Pain
  -
  +4 to Stun Saves for 12 hours, -2 tactile sense
  1800
  -
  ES+
  Anti-Trauma
  -
  +2 to Death Saves for 12 hours
  4000
  -
  ES+
  RNA MEMORY TABS
  Over one/day = 80% lose 2d6 skill/amnesia
  Skill +1
  -
  Lasts for 3 hours, 1d10>1 or -1 in skill
  600
  -
  ES+
  Skill +2
  -
  Lasts for 3 hours, 1d10>2 or -1 in skill
  1800
  -
  ES+
  Skill +3
  -
  Lasts for 3 hours, 1d10>3 or -1 in skill
  5000
  -
  ES+
  BODYWEAPONS
  IMPLANTED BODY WEAPONS
  Scratchers
  N
  Hands. 1d6/3* damage. Near Impossible to spot
  100
  2d6
  CP20
  Rippers
  M
  Hands. 1d6+3* damage. Difficult to spot
  400
  3d6
  CP20
  Wolvers
  M
  Hands. 3d6* damage
  600
  3d6+1
  CP20
  Big Knucks
  M
  Hands. 1d6+2 damage
  500
  3d6
  CP20
  Slice N' Dice
  M
  Hands. 2d6# damage
  700
  3d6
  CP20
  Cybersnake
  MA
  Self controlling cyberweapon. 1d6* damage
  1,200
  4d6
  CP20
  Cybersnake Mk2
  MA
  2d6 eviscerate damage on critical hit or internal
  1,600
  4d6
  CP20
  Gang Jazzler
  M
  3 surges, immobilize for 1d10+1 mins
  600
  2d6+3
  Chr1
  Bonespike
  MA
  Pop up bone spike. 1d6+4* damage
  1,000
  2d6
  Chr3
  Stinger
  M
  Finger mounted Hypodermic needle (3 doses)
  400
  1d6+3
  Chr4
  BigRipp
  MA
  2d6* damage (break on 1 or 1-3 on a parry)
  1200
  3d6+1
  Chr4
  NovelTech Spitfire Flamer
  MA
  EX +0 - P Varies 4 1 ST 4m
  1000
  4d6
  ER
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.6
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Implanted Fangs (Vampires)
  N
  Mouth. Implanted canines, 1d6/3* damage
  200
  3d6
  CP20
  Sharkgrin Special
  N
  Mouth. Implanted carbo-glas teeth, 1d6/2* damage 200
  3d6
  CP20
  Poison Vampires
  N
  Mouth. 1d6/3* damage plus poison/drug injector
  400
  3d6
  CP20
  Retractable Vampires/Sgrin
  MA
  Mouth. 1d6/3* to 1d6* bite damage. Retractable
  500
  2d6+2
  Chr2
  Extended Canines
  CR
  Mouth. 1d6/2+1* damage. Retractable
  1000
  3d6+2
  Chr2
  Extended Sharkgrin Special
  CR
  Mouth. 1d6* damage. Retractable
  1400
  4d6
  Chr2
  Spitting Cobra
  M
  Vampires that spit chemicals 6ft, as airgun pellet
  400
  4d6
  Chr3
  Retractable Spitting Cobra
  MA
  Retractable vampires that spit chemicals 6ft
  700
  4d6
  Chr3
  NewTeeth
  M
  Ceramic teeth: MEL -1 NA C 1-2* NA 1 VR touch
  200
  1d6/2
  Chr4
  PowerJaw
  MA
  Myomer jaw muscles, +2 to bite damage
  100
  +1-2
  Chr4
  Mandibles
  MA
  2d6 damage bite, look normal except for eating
  1200
  5d6
  I2.2
  Cyberjaw - K9
  MA
  SP 6 metal jaw. 1d6* bite damage
  2750
  3d6+2
  P2
  Cyberjaw - Conga
  MA
  SP 6 metal jaw. 1d6+2* bite damage
  2770
  3d6+2
  P2
  Cyberjaw - Needler
  MA
  SP 6 metal jaw. 1d6+3* bite damage
  2800
  3d6+2
  P2
  Cyberjaw - Pit Bull
  MA
  SP 6 metal jaw. 2d6* bite damage
  2870
  3d6+2
  P2
  Cyberjaw - Shark Maw
  MA
  SP 6 metal jaw. 2d6+1* bite damage
  2930
  3d6+2
  P2
  Cyberjaw - T-Rex
  MA
  SP 6 metal jaw. 3d6* bite damage
  3000
  3d6+2
  P2
  RealSkinned Cyberjaw
  MA
  Jaw looks real, 70% effective (Diff Awareness)
  0
  -1d6
  P2
  CYBEROPTIC
  MA
  Basic eye module (4 option spaces per eye)
  500
  2d6
  CP20
  Remote Eye
  MA
  1 space left, 100m transmission
  1500
  3d6
  Chr2
  Optical Interface
  MA
  Interface plug behind the optic
  600
  2d6+2
  Chr3
  Bug Eye
  MA
  Can hold 6 Options
  750
  3d6
  Chr3
  Third Eye
  CR
  -1 ATTR/eye, max 2 extra
  750
  3d6+
  Chr3
  Revelation Cyberoptic
  MA
  Early model. +1 Notice, ATTR -1,-2
  700
  3d6-1
  Chr3
  Soviet Cyberoptic
  MA
  1 option space per eye, 50% chance of -1 ATTR
  100
  2-3d6
  Chr4
  Kiroshi MonoVision
  MA
  6 option spaces, +1 Notice, +Initiative vs Ambush
  650
  3d6
  Chr4
  Vacuum Proof Optic
  MA
  4 option spaces, used with Vac Weave
  600
  2d6
  DS
  Quick Change Optic
  MA
  Removable, but only 3 options
  1000
  2d6+3
  P1
  CYBEROPTIC OPTIONS
  Take 1 space unless noted otherwise
  Color Shift
  N
  Allows color changes, special fashion effects
  300
  .5
  CP20
  Image Enhancement
  N
  +2 Awareness when using visual search
  300
  1
  CP20
  Targeting Scope
  N
  +1 on all Smartgun attacks
  400
  2
  CP20
  Times Square Marquee
  N
  LED Screen in vision field for messages
  300
  1
  CP20
  Teleoptics
  N
  Telescope ability to 20x
  150
  .5
  CP20
  Micro-optics
  N
  Microscope
  150
  .5
  CP20
  Anti Dazzle
  N
  Immune to flash, laser blinding
  200
  .5
  CP20
  Low Lite
  N
  See in dim light, almost total darkness
  200
  .5
  CP20
  Thermograph Sensor
  N
  See heat patterns, temperature readings
  200
  1
  CP20
  Infrared
  N
  See in total darkness, using heat emissions
  200
  1
  CP20
  Ultraviolet
  N
  See in darkness, using UV flash
  200
  1
  CP20
  MicroVideo Optic
  N
  Video record up to 20 min (2 spaces)
  300
  .5
  CP20
  Digital Camera
  N
  Shoots up to 20 images (2  spaces)
  300
  .5
  CP20
  Dartgun
  N
  Holds 1 poison dart. Range 1m (3 spaces)
  200
  2
  CP20
  Dodgeball
  N
  +1 to Hand to Hand skill after 30 secs
  440
  1
  Chr1
  Tear Gas Sprayer
  N
  1m range (2 spaces)
  200
  2
  Chr1
  Times Square Plus
  N
  Allows visual information retrieval (3 spaces)
  500
  2
  Chr1
  Video Cam/Transmitter
  N
  Live feed 1m range (4 spaces)
  330
  1
  Chr1
  Video Imager
  N
  Receives vid images (2 spaces)
  350
  2
  Chr1
  Time/Day Display
  N
  Time and date, no spaces
  100
  1
  Chr2
  Cyberoptic Compass
  N
  1 space, 2 for logocompass
  300
  1
  Chr3
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.7
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Interferometry System
  M
  10x vision all the time
  400
  1
  Chr3
  Laser-Comm Optic
  M
  50m range, and can blind. Code chips are 175eb
  425
  1
  Chr3
  Verbal Eyes (Basic)
  M
  Displays images, -1 space
  750
  3
  Chr3
  Verbal Eyes (Vid Image)
  M
  3 spaces, + Video Imager
  1000
  5
  Chr3
  Verbal Eyes (Cust. image)
  M
  4 spaces, Times2 +
  1200
  5
  Chr3
  Double-Slit Pupils
  N
  Allows clear vision through air-water boundary (1)
  200
  .5
  Chr4
  Hydrosubsidium Aquagoggs
  N
  Synthetic nictitating membranes, good to 200m
  200
  1
  SF
  Live Feed Optic
  M
  2 mile range
  1000
  1
  I2.1
  Optical Capacitor Laser
  N
  2d6 damage, 1 shot, .5m range (3 spaces)
  800
  3
  P1
  CYBERAUDIO
  M
  Basic hearing module (6 option spaces)
  500
  2d6
  CP20
  Spectrum Cyberaudio
  MA
  Early model. -1 balance, +1/+2 Awareness
  650+
  3d6-2+
  Chr3
  Soviet Cyberaudio
  M
  Only 2 option spaces, 50% chance of -1 ATTR
  100
  2-3d6
  Chr4
  CYBERAUDIO OPTIONS
  Take 1 space unless otherwise noted
  Amplified Hearing
  N
  +1 Awareness using auditory cues. SWx2
  200
  1
  CP20
  Radio Link
  N
  Radio communication up to 1 mile
  100
  1
  CP20
  Phone Splice
  N
  Full cellular communication (large city only)
  150
  1
  CP20
  Scrambler
  N
  Cannot understand with out a descrambler
  100
  .5
  CP20
  Bug Detector
  N
  Detects taps, bugs up to 3m. 60% effective
  200
  .5
  CP20
  Voice Stress Analyzer
  N
  +2 to Human Perception, Interrogation skills
  200
  1
  CP20
  Sound Editing
  N
  +2 Awareness to overhear specific conversation
  150
  .5
  CP20
  Enhanced Hearing Range
  N
  Ability to hear super & subsonic ranges. SWx2
  150
  2
  CP20
  Wearman
  N
  Stereo music system
  100
  .5
  CP20
  Radar Detector
  N
  Beeps if radar encountered, fixes source (40%)
  150
  .5
  CP20
  Homing Tracer
  N
  Can follow tracer up to 1Km distant
  200
  .5
  CP20
  Tight Beam Radio Link
  N
  Allows untappable radio com within line of sight
  200
  1
  CP20
  Wide Band Radio Scanner
  N
  Picks up transmissions on all bands
  100
  2
  CP20
  Micro-recorder Link
  N
  Transmits to recorder in body or via plugs
  100
  .5
  CP20
  Digital Recording Link
  N
  Transmits sounds to a digital recorder
  100
  .5
  CP20
  Level Damper
  N
  Automatic noise compensation. -25% from SW
  300
  .5
  CP20
  Fax+ 1000 Alert
  N
  Alerts user to incoming faxes
  100
  0
  Chr3
  ShareChecker™ Link
  N
  Share information using T2, screen or audio
  100
  .5
  ET
  CYBERLIMBS
  Standard Cyberarm
  CR
  20/30 SDP, 4 option spaces, 1d6 punch
  3000
  2d6
  CP20
  Standard Cyberleg
  CR
  20/30 SDP, 3 option spaces, 2d6 kick
  2000
  2d6
  CP20
  Artificial Shoulder Mount
  CR
  Mount up to 2 extra arms. 25 SDP
  1500
  2d6
  CP20
  Orbital Crystal Cyberarm
  CR
  50/60 SDP, 4 option spaces, 1d6 punch
  7000
  2d6
  Chr1
  Orbital Crystal Cyberleg
  CR
  50/60 SDP, 3 option spaces, 2d6 kick
  6000
  2d6
  Chr1
  Independent Cyberhand
  MA
  1d10 crush, 7/10 SDP, 1 option space
  750
  1d6
  Chr1
  Romanova Cyberlegs
  CRx2
  +1 to Wardrobe & Style
  5000
  4d6
  Chr3
  SuperSized Arm
  CR
  SDP 30/40, -2 REF, +1EV, 2d10/3d6, SP 20
  4000+
  2d6
  Chr3
  Enable Cyberarm
  CR
  Early model. 23/33 SDP, REF -1
  500
  2d6+2
  Chr3
  Enable Cyberleg
  CR
  Early model. 28/35 SDP, REF -1, MA -2
  700
  3d6+3
  Chr3
  Soviet Cyberleg
  CR
  SDP 30/40, 3d10 kick, 5% failure, 2 spaces
  875
  2-3d6
  Chr4
  Soviet Cyberarm
  CR
  SDP 30/40, 3d6 punch, 2d10 crush, 5% failure
  669
  2-3d6
  Chr4
  Corvette Cyberlegs (basic)
  CR
  +3 MA, +1 on movement rolls
  4500
  3d6
  Chr4
  Corvette Cyberlegs (advan)
  CR/M
  +8 MA, +2 on movement rolls
  5000/500
  3d6+4
  Chr4
  Speeding Bullet Legs
  CRx2
  MA 16, leap 10m, 1 option space left per leg
  4500
  4d6
  SOF
  SovWear Cyberarm
  CR
  30/40 SDP, 3d6/6d6 damage, 3 spaces, UR
  1000
  2d6
  SOF
  SovWear Cyberleg
  CR
  30/40 SDP, 6d6 kick, 2 spaces, UR
  1500
  2d6
  SOF
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.8
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Biomechanical Arm
  CR
  10/15 SDP, 1d6 punch, 1d6 crush, 1/2 dam normal NA
  1d6
  I1.2
  Cyber Bar Leg
  CR
  Built in wet bar
  3000
  2d6
  I1.3
  Tentacle Arm
  CR
  8x70 cm tentacles, SDP 5 each. SDP 20 shoulder
  4000
  5d6
  I2.2
  Extendable Tentacle Arm
  CR
  Same as above plus can extend to 150 cm
  6000
  5d6
  I2.2
  CYBERLIMB OPTIONS
  Quick Change Mount
  N
  Allows 1 turn changing of cyberlimb
  200
  2
  CP20
  Hydraulic Rams
  N
  SDP 30/40, 3x normal damage (1 space)
  200
  3
  CP20
  Thickened Myomar
  N
  SDP 25/35, 2x normal damage (1 space)
  250
  2
  CP20
  Reinforced Joints
  N
  SDP +5
  200
  1
  CP20
  Microwave/EMP shielding
  N
  Limb not as susceptible to EMP, Microwaves
  300
  1
  CP20
  Plastic Covering
  N
  In colors, transparent, etc
  1-200
  1
  CP20
  RealSkinn
  N
  Limb looks real. 70% effective (Diff Awareness)
  200
  -1d6/2
  CP20
  Superchrome
  N
  Highgloss metallic covering
  200
  3
  CP20
  Armor
  N
  Armors cyberlimb to SP 20
  200
  2
  CP20
  Leg Boosters
  N
  +3m leaps (2 spaces)
  500
  1d6
  Chr3
  Fleshweave
  M
  Takes 1 option space. +50% repair costs
  200+20%
  0
  Chr3
  Extra Twist Joint Addition
  N
  +2 Athletic type rolls, MArt Grapples & Escapes
  30%,+10% 1
  Chr4
  Double-Jointed
  N
  +1 Grapple, Holds, Chokes, Escapes (.5 spaces)
  1000
  1d6/2
  Chr4
  Locking Joints
  N
  25+ Strength Feat to move (.5 spaces)
  100
  .5
  Chr4
  360 Rotating Joints
  N
  +1 to Escaping, some TECH repairs (.5 spaces)
  120
  2
  Chr4
  Extending Leg Units
  N
  Alters height -1 to +3 ft. +1MA (2 spaces)
  400
  4
  Chr4
  Spiked Limb Cover
  N
  +1d6 grapple/holding damage
  200
  2
  I1.4
  Tentacle Arm Sheath
  N
  Hides tentacles, resembles cyberarm, 2 openings
  800
  0
  I2.2
  CYBERHANDS
  ATTACH TO CYBERLIMBS (Use 1 space)
  Standard Hand
  N
  Resembles normal hand
  150
  0
  CP20
  Ripper Hand
  N
  Standard hand with Rippers. 1d6+3* damage
  600
  2d6
  CP20
  HammerHand
  N
  Hydraulic Ram fist does 1d10 damage
  600
  2d6
  CP20
  BuzzHand
  N
  Electric chainsaw. 2d6+2* damage
  600
  2d6
  CP20
  Tool Hand
  N
  Fingers contain screwdriver, wrench, drill, etc
  200
  2
  CP20
  Grapple Hand
  N
  Extends rocket-propelled grapple, 30m line
  350
  3
  CP20
  Extension Hand
  N
  Hand extends up to 1m
  350
  2
  CP20
  Spike Hand
  N
  Palm spike. 1d6+3AP damage
  500
  2d6
  CP20
  Modular Hand
  N
  Choose any 4 modular tools
  600
  2
  CP20
  Mace Hand
  N
  2d6+1/1d10-2 damage, 1m range
  300
  3
  Chr1
  Cyberhand Coverings
  N
  Same range as listed in for cyberlimbs
  100
  1/2 usual
  Chr1
  Custom Cyberhand
  N
  Varies
  900
  Varies
  Chr2
  Web Hand
  N
  +2 swim, +1-2m/turn, 1d6* damage
  250
  2
  Chr3
  IEC Venom Hand
  N
  4 needles, slash for 1d6-1 damage
  600
  2d6
  Chr3
  Medical Modular Cyberhand
  N/MA
  Mono scalpel, air-hypo, stapler, probe ,etc
  975
  1d6/2
  Chr4
  Dainamax Grapplefist
  N
  50m cable, 2 spaces, 2d6+2 crush
  1050
  2d6
  PAC
  Mini-Camera in Palm
  N
  It's a camera
  1000
  1d6
  I1.1
  Surveillance Hand
  N
  Remote cyberhand
  1500
  1d6
  I2.1
  CyberMaw Hand
  N/MA
  2-3" maw that does 1d6 damage/turn, -3 WA
  1200
  3d6
  I2.2
  CyberMaw Drool/Vomit Hand N/MA
  as above, with 10 shot Power Squirt
  1600
  4d6
  I2.2
  CyberMaw & Tongue Hand
  N/MA
  as CyberMaw, but with CP2020 Cybersnake
  2200
  5d6
  I2.2
  CyberMaw & Tongue Hand
  N
  as above, needs cyberarm, as HW Cybersnake
  3700
  6d6
  I2.2
  Drill Hand
  N
  3d6 damage, 1/2 hard, 1/4 soft SP
  700
  3
  P1
  Travel Hand
  N
  4 options in fingers
  500
  2
  P1
  Gouge Master
  N
  2d6+3AP, 2d6*, 2 spaces, 20m cable and reel
  550
  2d6
  P3
  Gounge Master Winch
  N
  High speed winch for reeling the cable in
  100
  2
  P3
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.9
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Lightning Fist
  N
  Electricity. Stun -1, or 2d6+1 damage
  900
  2d6
  RPI
  CYBERFEET
  ATTACH TO CYBERLIMBS (Use 1 space)
  Standard Foot
  N
  Resembles normal foot
  200
  0
  CP20
  Talon Foot
  N
  Extends toe blades. 1d6* damage
  600
  2d6
  CP20
  Tool Foot
  N
  Toes contain screwdriver, wrench, drill, etc
  300
  2
  CP20
  Web Foot
  N
  Doubles swimming speed, +3 to Swim skill
  500
  2
  CP20
  Grip Foot
  N
  For better gripping strength. +2 to Climb
  500
  2
  CP20
  Spike Heel Foot
  N
  Heel spike for lethal kicks. 2d6AP damage
  500
  2d6
  CP20
  Skate Foot
  N
  Allows an MA 20. Use Athletics or skate skill
  440
  1d6
  Chr1
  Anchoring Cyberfeet
  N
  Anchors use to ground. 4 uses (2 spaces each)
  400
  3
  Chr2
  Catspaw Stealth Foot
  N
  +1 to Stealth skill
  150
  1
  Chr4
  FINGERS
  ATTACH TO CYBERHANDS
  Dartgun
  N
  3m range
  100
  2
  Chr1
  Lockpick
  N
  Pick for mechanical locks
  50
  .5
  Chr1
  Mini Light
  N
  25m beam, batteries 1eb
  25
  .5
  Chr1
  Finger Bomb
  N
  2d6+3, 3m radius
  150
  2
  Chr1
  Wirecutters/Scissors
  N
  1d6/3 damage
  50
  1
  Chr1
  Mace Sprayer
  N
  2 bursts, -4 REF & Notice for 1d6 turns
  150
  2
  Chr1
  Quick Change Mount
  N
  Click and turn mount, mod =20eb
  150
  1
  Chr2
  VidCam (+ 1 option)
  N
  IR - 200eb, Teleoptic - 225eb, or Lowlite - 100eb
  400+
  2
  Chr2
  Self-Propelled Grenade
  N
  7m range, 2d6 over 2m (25eb)
  200
  2
  Chr2
  Aip Hypo
  N
  4 doses, air containers 3eb
  200
  1
  Chr2
  Tracking Device
  N
  3m range, 2 bugs, 3 km transmitter
  300
  .5
  Chr2
  Lighter
  N
  2 hours of fuel, 1 eb/refill
  25
  2
  Chr2
  Probe Link
  N
  Interface link
  150
  .5
  Chr3
  Parabolic Microphone
  N
  20x Microphone, for full arms
  350
  2
  Chr3
  Flasher
  N
  Diff REF to blind target for 1 min (25eb)
  250
  1
  Chr3
  IR/UV Flashlight
  N
  10m range
  200
  1
  Chr3
  Flare
  N
  150m altitude, 25m diameter (15eb)
  200
  2
  Chr3
  Storage Compartment
  N
  Small space
  75
  .5
  Chr3
  Laser Pointer
  N
  20m
  150
  .5
  Chr3
  Flesh Mount
  M
  Allows cyberfingers to be mounted on meat hand
  100
  1
  Chr4
  One-Shot Special
  N
  P -2 P E 1d6 (5mm) 1 1 ST 20m
  250
  2
  Chr4
  Ballpoint Finger
  N
  Leakproof pen
  25
  .5
  Chr4
  Cyberfinger Oxygen Tank
  N
  30 seconds of oxygen
  250
  .5
  SA
  Screwdriver
  N
  Powered screwdriver finger
  50
  .5
  I1.1
  Wrench
  N
  Adjustable wrench finger
  50
  .5
  I1.1
  Drill
  N
  Adjustable drill finger
  50
  .5
  I1.1
  Soldering Iron
  N
  Electric Soldering Iron finger
  50
  .5
  I1.1
  Socket Wrench
  N
  Adjustable powered socket wrench finger
  50
  .5
  I1.1
  Tentacle Finger
  N
  10 cm  long tentacle
  500
  1
  I2.2
  Extendable Tentacle
  N
  30 cm long tentacle, requires cyberhand
  750
  1
  I2.2
  BUILT INS
  BUILT INTO CYBERLIMBS (Use 1 space)
  Cybermodem
  N
  Built in cyberdeck
  3000
  1
  CP20
  Cellular Cybermodem
  N
  Built in cellular deck
  5000
  1
  CP20
  Digital Recorder
  N
  Digital chip recorder. Download or erase chip
  300
  1
  CP20
  Storage Space
  N
  2"x6" storage space. Can be locked
  50
  .5
  CP20
  MiniCam
  N
  Pop up Digital Camera (20 shots)
  200
  2
  CP20
  MiniVid
  N
  Pop up Mini video (30 minutes)
  400
  2
  CP20
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.10
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Hidden Holster
  N
  Weapon size based on Body Type
  100
  1
  CP20
  LCD Screen Readout
  N
  Can be linked to any output device
  200
  1
  CP20
  Techscanner
  N
  60% effective, -3 to repair difficulty
  400
  3
  CP20
  Cutting Torch
  N
  Can cut through SP20
  100
  1d6/2+1
  Chr1
  Icer
  N
  2m range
  200
  1d6/2
  Chr1
  Limb Link
  N
  Turns pop-up gun into smartgun +1
  100
  1
  Chr1
  Magnetic Hands/Feet
  N
  For easier Zero-Gee movement
  60
  0
  Chr1
  Watch-Man
  N
  Miniature TV
  180
  1
  Chr1
  Winch
  N
  15m cable, pulls up to 1 ton
  500
  1d6+3
  Chr2
  Quickdraw Holster
  N
  P class conc. +2 Initiative to fastdraw
  200
  0
  Chr2
  Laser Mike
  N
  60m range, Human Perception -5
  400
  1d6+2
  Chr2
  Radio/Cellular Boosterstation N
  Runs for 160 hrs, diff 25 encryption (2 spaces)
  2650
  2
  Chr2
  ECM Emitter
  N
  Electronic counter-measures emitter (2 spaces)
  2950
  2
  Chr2
  CyberPillow
  M
  A pillow in an arm
  80
  0.5
  Chr3
  Smartplate Link
  N
  Smartgun= 3x cost
  300
  2
  Chr3
  Microwaldo Bracer
  N
  +1 to TECH rolls
  800
  3
  Chr3
  "D-Tek" Targeting Network
  M
  Negates movement firing modifiers
  1300
  1d6+3
  SOF2
  ULF Antenna
  N
  100m reel antenna for transceiver
  -
  1
  SF
  Cyberlimb Light
  N
  Light built into palm, 3m range (0 spaces)
  90
  .5
  I1.4
  CYBERWEAPONS
  BUILT INTO CYBERLIMB (Use 1 space)
  Grenade Launcher
  N
  Carries 2 grenades of any type
  500
  2d6
  CP20
  Micro-Missile Launcher
  N
  Contains 4 mini-missiles, 4d6 damage each
  900
  2d6
  CP20
  Popup Gun
  N
  Gun size based on Body Type
  2-800
  2d6
  CP20
  Flame Thrower
  N
  Range 1m, 4 shots, Damage is 2d6, then 1d6/2
  600
  2d6
  CP20
  Weapon Mount & Link
  N
  Mounting plate plus neural link for 1 weapon
  100
  3
  CP20
  2 Shot Capacitor Laser
  N
  Shoulder mounted. +3  -  -  3d6  2  1  10m
  800
  2d6
  CP20
  Derringer
  N
  Pistol  -1  1d6 (5mm)  2  2  ST  50m
  220
  1d6
  Chr1
  Flashbulb
  N
  4m x 6m
  250
  1d6/2
  Chr1
  Gas Jet
  N
  6 shots, range 2m
  275
  1d6+3
  Chr1
  Tazer Grip
  N
  Effects equal to tazer, Stun -2
  180
  2d6-2
  Chr1
  Whip
  N
  1d6/2 or choke
  475
  2d6
  Chr1
  Popup Sliver Gun
  N
  P  +0  -  -  2d6x1d6/2*  7  2  UR  40m
  550
  1d6+2
  Chr1
  Tri-Dart Launcher
  N
  3 darts, 1d6/2 damage, 1/3 SP
  300
  1d6/2
  Chr2
  Retractable Monoblade
  N
  2d6+3# damage
  800
  1d6+2
  Chr2
  Survival Blade
  N
  1d6+3* damage
  500
  1d6
  Chr2
  ChainRipp
  N
  3d6AP
  1250
  2d6+4
  Chr3
  Blitzkrieg Arc-Thrower
  M
  EX 0 - R 3d6 (1/2 R 1/2 S) 4 1 ST 10m
  1050
  2d6
  Chr4
  BigRipp
  M
  Carbo-glass blade. 2d6, 1/2SP (break 1-3)
  850
  3d6+1
  Chr4
  High Five/The Palm Bomb
  N
  20-30 to detect. .477 or 12ga round, 1 shot
  355
  1d6+3
  Chr4
  Pop-Up Hand Crossbow
  N
  -2 J E 1d6+2 6 2 VR 25m (3 spaces)
  300
  2d6
  SOF2
  Strobe
  N
  Same as implant version (0 spacs)
  150
  1.5
  I1.4
  Micro-torpedo Launcher
  N
  Underwater version of mini-missiles, 4d6 damage
  900
  2d6
  SA
  LINEAR FRAMES
  IMPLANTED EXOSKELETON
  Sigma
  MA
  STR 12, +4 Damage mod
  6000
  2d6
  CP20
  Beta
  MA
  STR 14, +6 Damage mod
  8000
  2d6
  CP20
  Omega
  MA
  STR 16, +8 Damage mod
  10,000
  3d6
  CP20
  GP Exoskeleton (A)
  MA
  STR 18, SDP 15, SP 6, MA 4, REF 5
  12,000
  4d6
  Chr3
  GP Exoskeleton (B)
  MA
  STR 21, SDP 20, SP 8, MA 4, REF 5
  15,000
  6d6
  Chr3
  Underwater Gamma
  MA
  STR 12/10
  10,000
  2d6
  SA
  Underwater Delta
  MA
  STR 14/12
  12,000
  2d6
  SA
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.11
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Underwater Pi
  MA
  STR 16/14
  14,000
  3d6
  SA
  BODY PLATING
  EXOARMOR
  Cowl
  MA
  Skullcap, covers head in SP 25
  200
  1d6
  CP20
  Faceplate
  CR
  Protective facemask. SP 25
  400
  4d6
  CP20
  Torso Plate
  MA
  Torso protection. SP 25. -3 REF
  2000
  3d6
  CP20
  Front Optic Mount
  MA
  Allows up to 5 optics to be mounted. -1 ATTR
  1000
  4d6
  CP20
  Sense ext. ("Rabbit Ears")
  M
  Head mounted extensors for audio, optics, etc
  500
  3d6
  CP20
  Total Body Plating
  CRx2
  SP20, REF-3, ATTR/2, -1 Stealth
  6800
  8d6
  Chr2
  CyberFacial Remounts
  MA/CR SP 6-18, ATTR -1,-2, 15%-50% protect
  150-350
  1d6-3d6
  Chr3
  Spyke! Furniture
  N
  10SP, +10SDP, 1d3+1 to 1d6+1AP
  400-600
  1-3
  Chr3
  FULL 'BORGS
  FULL BODY REPLACEMENTS
  Alpha Class
  CRx2
  REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40
  40,000
  16d6
  Chr2
  Aquarius (Sub-Marine)
  CRx2
  REF 10, MA 10, BOD 15, SP 25, SDP 20/30/40
  50,000
  18d6+2
  Chr2
  Copernicus (Space-Use)
  CRx2
  REF 11, MA 10, BOD 12, SP 25, SDP 20/30/40
  60,000
  19d6
  Chr2
  Eclipse (Covert Ops)
  CRx2
  REF 13, MA 13, BOD 12, SP 25, SDP 20/30/40
  65,000
  21d6+3
  Chr2
  Enforcer (Security)
  CRx2
  REF 12, MA 15, BOD 12, SP 30, SDP 25/35/45
  55,000
  21d6-2
  Chr2
  Brimstone (Fire-Fighter)
  CRx2
  REF 11, MA 10, BOD 14, SP 30, SDP 20/30/40
  47,000
  19d6
  Chr2
  Gemini (Humanoid)
  CRx2
  REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40
  55,000
  16d6+2
  Chr2
  Wingman (Pilot)
  CRx2
  REF 15, MA 10, BOD 12, SP 25, SDP 20/30/40
  54,000
  20d6
  Chr2
  Samson (Industrial)
  CRx2
  REF 10, MA 10, BOD 18, SP 25, SDP 20/30/40
  50,000
  20d6+1
  Chr2
  Dragoon (Military)
  CRx2
  REF 15, MA 25, BOD 20, SP 40, SDP 40/50/60
  120,000
  42d6+3
  Chr2
  'Sheol' Hazardous Ops
  CRx2
  REF 10, MA 10, BOD 18, SP 30, SDP 20/30/40
  50,000
  18d6+8
  Chr3
  MD Tech 'kildare' Medical
  CRx2
  REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40
  46,000
  19d6
  Chr3
  Adrek 'Burroughs' Mars Ops
  CRx2
  REF 10, MA 10, BOD 12, SP 35, SDP 20/30/40
  42,000
  16d6+4
  Chr3
  Militech 'Spyder' Recon
  CRx2
  REF 12, MA 20, BOD 12, SP 30, SDP 20/30/40
  118,105
  39d6
  Chr3
  'Wiseman' Cyberspace Com
  CRx2
  REF 14, MA 10, BOD 12, SP 25, SDP 20/30/40
  91,381
  23d6+3*
  Chr3
  Arasaka 'Daioni' PA Convert
  CRx2
  REF 17, MA 20, BOD 52, SP 80, +6 Initiative
  810,000
  16d6+30
  SW
  FULL 'BORG OPTIONS
  OPTIONS FOR FULL CONVERSIONS
  Stylization
  N
  Customization, possible bonuses to some skills
  Varies
  0
  Chr2
  Increased SP
  N
  Max 40 SP, 10-50lbs weight increase
  2000/+5
  0
  Chr2
  Increased SDP
  N
  Max +20 SDP, +55lbs/+5 SDP
  1500/+5
  0
  Chr2
  Increased REF
  M
  Max 15
  2000/+1
  2/+1
  Chr2
  Increased MA
  M
  Max 25
  1500/+1
  2/+1
  Chr2
  Increased BODY
  M
  Max 20
  1000/+1
  2/+1
  Chr2
  Shielding
  MA
  Electronic shielding. 500 rads protection
  2000
  6
  Chr2
  Quick Change Mounts
  N
  Rifles (2), Hvy.Weapons (3) can be mounted
  200
  2
  Chr2
  Interchangeable Biopod
  CR
  Organs can be moved to different FBRs
  20,000
  18d6
  Chr2
  Longevity Module
  MA
  Theoretically triples 'borg's lifespan
  15,000
  1
  Chr2
  Eelskin
  MA
  1d6 to 2d6+3 Damage
  14,000
  1d6
  Chr3
  Cyber Steriods
  2xCR
  BODx3, +3kg/+1 BOD, runs off power unit below
  1500/+1
  6d6
  Chr3
  Back Mounted Power-unit
  N
  +5% weight, 10hrs, 20eb/recharge
  200
  0
  Chr3
  Variable Spectrum Light
  N
  No spaces
  200
  .5
  Chr3
  Enhanced Thermograph
  N
  Advanced thermograph. 1 space
  200
  1
  Chr3
  Blood/IV Supply
  N
  4 x 1/4 litre containers. 1 space
  300
  1
  Chr3
  Reactive Body Plating
  MA
  Detects laser & smart sights, REF>10 dodge
  6000
  1d6
  SOF2
  Dummy Facemasks
  N
  Detachable faceplates
  25-500
  0
  SOF2
  BODYSCULTPING
  SURGICAL BODY MODIFICATIONS
  Appearance Change - Minor
  M
  Look sort of like you wanted to, Notice 15+
  1200
  -
  CP20
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.12
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  Appearance Change - Major
  M
  Look very much like you wanted, Notice 20+
  2400
  -
  CP20
  Appearance Change - Expert M
  Look exactly like you wanted, Notice 25+
  3600
  -
  CP20
  Appearance Change - Top
  MA
  Top of the line, Notice 30+ to spot the sculpt
  5000
  -
  CP20
  Increased Attractiveness
  M
  +1 ATTR (maximum ATTR is 10)
  600
  -
  CP20
  Sex Change - Basic
  MA
  1 month therapy, 1 week hospital, diff 20 to spot
  4200
  0 to 1d6
  WGF
  Sex Change - Advanced
  CR
  Each +5 diff to spot doubles time and cost
  x2/+5 diff
  0 to 1d6
  WGF
  Ability To Bear Children
  MA
  Includes psychological counselling
  +5000
  0
  WGF
  Ability To Father Children
  MA
  Includes psychological counselling
  +1000
  0
  WGF
  EXOTIC MODIFICATIONS
  EXOTIC BODY MODIFICATIONS
  Minor Facial Modification
  M
  Alterations to eyes, ears, nose, etc
  1000
  1d6/2
  Chr2
  Major Facial Modification
  M
  Major alterations to features
  2000
  1d6
  Chr2
  Muzzle, Short
  M
  Like a bear's or tiger's muzzle
  2000
  1d6
  Chr2
  Muzzle, Long
  MA
  Like a dog's or horse's muzzle
  2500
  2d6
  Chr2
  Mandibles, Extended
  MA
  Semi-prehensile grasping "jaws". 1d6* damage
  4000
  3d6
  Chr2
  Natural Fangs
  N
  1d6* bite damage
  500
  2d6
  Chr2
  Natural Claws
  N
  -3 to manipulation rolls. 1d6* damage
  1000
  1d6+1
  Chr2
  Retractable Claws
  M
  1d6* damage
  1000
  2d6
  Chr2
  Scratchers
  N
  Low HL due to implantation in hospital
  500
  1d6
  Chr2
  Rippers
  M
  Low HL due to implantation in hospital
  750
  2d6
  Chr2
  Short Tail
  M
  Bunny tail, etc
  250
  2
  Chr2
  Tail
  MA
  Mobile but weak, exerts about 3lbs of force
  1500
  2d6
  Chr2
  Combat Tail
  MA
  Heavily muscled. 1d6+Damage Mod.
  2500
  3d6
  Chr2
  Stinger Tail
  MA
  Poison injecting stinger. 1d6*+Mod+drug/toxin
  3000
  3d6
  Chr2
  Digitgrade Legs
  CR
  3 joint legs. +1 MA with tail. -2 MA without tail
  4000
  6d6
  Chr2
  Fur/Scales/Skinchange
  N
  10% chance of cancer
  10,000
  3d6
  Chr2
  Heavy Scales
  N
  SP 12. 10% chance of cancer
  12,000
  3d6
  Chr2
  ExoSkeleton
  CR
  SP 18, MA & REF-2. 10% chance of cancer
  20,000
  4d6
  Chr2
  Frame Alteration
  CR
  25% size change from actual body size
  8000
  2d6
  Chr2
  Muscle Pouch
  MA
  Muscles on lower back for hidden tail or tentacles
  1500
  1d6
  SA
  Tentacles
  MA
  Weak, can be hidden in pouch, -1 MA in water
  1500
  2d6
  SA
  Singer Tentacles
  MA
  Bio-Toxin 1 (Death/4d6 damage), -1 MA in water
  3000
  3d6
  SA
  Black Ink
  MA
  Ink can cloud water, and can be toxic
  1200
  3d6
  SA
  EXOTICS PACKAGES
  EXOTIC PACKAGE DEALS
  KatNip - Feline
  MA+
  Slit-eyes, pointed ears, tail, synthskin, scratchers
  3400
  4½d6
  Chr2
  Rodent
  M+
  Enlarged ears and eyes, button nose, synthskin
  1400
  1½d6
  Chr2
  Rabbit
  Mx2
  Bunny ears & tail, button nose, whiskers
  1250
  1d6
  Chr2
  Reptile
  M+
  No ears, long tongue, olfactory, fangs, synthskin
  2000
  4d6
  Chr2
  Elf
  M
  Pointed ears, thin face, upturned eyebrows
  1000
  1d6/2
  Chr2
  Dwarf/Halfling
  CR+
  Shorter & stockier frame(MA-2), broader features
  9000
  2½d6
  Chr2
  Ork/Goblin
  CR+
  Broad features, longer arms, fangs, synthskin
  10,900
  6d6
  Chr2
  Troll/Ogre
  CR+
  Broad features, fangs, taller, grafted muscle, MBL
  12,000
  7d6
  Chr2
  Fishman
  MA+
  Gills, synthskin, webbing, custom contacts
  2000
  4½d6
  Chr2
  Zark Nartanq Graftable
  MA+
  Fangs, wolvers, tail, skinweave, MBL, etc
  12,350
  12½d6+1
  Chr2
  Bear Package
  CR+
  Muzzle, fangs, claws, fur, taller, grafted muscle
  24,500
  13d6
  Chr2
  The Superman
  CR+
  The future of humanity via nano and bioware
  19,735
  13d6
  Chr2
  BigKatt
  CR+
  Muzzle, fangs, claws, tail, digitigrade legs, fur
  21,000
  19d6
  Chr2
  Slight Buggy
  MA+
  Bug-eyes, antennae, scaly synthskin, cyberoptics
  3400
  6d6
  Chr2
  Franz Kafka Bughouse
  CR+
  as above, + mandibles, exoskeleton, scratchers
  35,500
  15d6
  Chr2
  Merman
  CR+
  Gills, skinchange, fishtail, cust. contacts, sonar
  18,900
  10½d6
  Chr2
  Sharkman
  MA+
  Gills, sonar, skinweave & change, muzzle, etc
  17,700
  12d6
  Chr2
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.13
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  LupaForm Minor Package
  M+
  Pointed ears, dog-nose & eyes, fangs, synthskin
  1900
  3½d6
  Chr2
  LupaForm Major Package
  CR+
  as above, + muzzle, tail, digitgrade legs, fur
  20,000
  15d6
  Chr2
  Humanisaurus Rex - Dragon
  MA+
  Short muzzle, fangs, tail, scales
  16,000
  9d6
  Chr2
  Playbeing Addition
  MA+
  Increased ATT, tactile boost, behavior chip, etc
  +3000
  3½d6
  Chr2
  BODYBANK PARTS
  Poor Quality 1/2, Excellent Quailty x2 price
  Arm
  CR
  Roll 1d10: 1-3 part unavailable, 4-5 minor problem
  1000
  -
  CP20
  Leg
  CR
  Roll 1d10: 1-3 part unavailable, 4-5 minor problem
  1200
  -
  CP20
  Eyes, Ears
  MA
  Roll 1d10: 1-3 part unavailable, 4-5 minor problem
  1000
  -
  CP20
  Heart, Lung
  MA
  Roll 1d10: 1-3 part unavailable, 4-5 minor problem
  1400
  -
  CP20
  Liver, Kidney
  MA
  Roll 1d10: 1-3 part unavailable, 4-5 minor problem
  400
  -
  CP20
  Other Organs
  MA
  Roll 1d10: 1-3 part unavailable, 4-5 minor problem
  400-600
  -
  CP20
  Limb/Organ Storage
  -
  20% chance of being sold before you reclaim it
  100/month
  -
  CP20
  Limb/Organ Storage
  -
  5% chance of being sold before you reclaim it
  200/month
  -
  CP20
  Vat Grown Limb/Organ
  CR/MA Can match any genotype, but takes time to grow
  x4
  -
  CP20
  MODULARWEAR
  VERY RARE ELECTRO-MNEMONIC CERAMIC
  Modular Arm
  CR
  25 SDP, 17 SP, 2 option spaces, 1d6 punch
  4000
  1d6+3
  KCJ
  Modular Leg
  CR
  30 SDP, 20 SP, 1 option space, 2d6 kick
  2200
  1d6+3
  KCJ
  Torso
  CR
  35 SDP, 21 SP, 1 option space
  4000
  2d6
  KCJ
  Ceramic Jaw & Skull
  CR
  12 SP head armor, 1 option space
  1500
  1d6+1
  KCJ
  JAW & SKULL MODULES
  TAKES 1D6+1 DAYS TO ADAPT
  Mimicry - Generic
  N
  Changes the bone structure
  1200
  1d6
  KCJ
  Mimicry - Specific
  N
  Difficult to detect with a casual look
  3000+
  1d6
  KCJ
  Animal Transformation
  N
  Lower jaw transforms into a hybrid animal face
  300
  1d6+2
  KCJ
  Vampires (Retractable)
  N
  1d6/3 damage, same as normal cyberware
  250
  2d6+2
  KCJ
  Horns
  N
  Protrude at will from head, 1d6/2 damage
  300
  1d6+2
  KCJ
  LIMB MODULES
  TAKES 1D6+1 DAYS TO ADAPT
  Scratchers
  N
  1d6/2 damage, Very Difficult to spot
  200
  1d6+1
  KCJ
  Rippers
  N
  2d6 damage, -10 SP to arm during use
  800
  2d6+2
  KCJ
  Tentacles
  N
  Splits into 4 tentacles, +5 to grapples, -10 SP
  600
  2d6
  KCJ
  Animal Legs
  N
  Transforms legs, +3 MA, 14m leaps, or 1d6 claw
  400/pair
  2d6
  KCJ
  Squat
  N
  Reduces limb to half original size, +10 SP
  300/limb
  2d6
  KCJ
  Elongation
  N
  Stretch up to 200% size, -15 SP
  300/limb
  2d6
  KCJ
  Hollow
  N
  100
  1d6/2
  KCJ
  Inflate
  N
  Gives apparent BOD 12, -10 SP, +2 Intimidation
  300
  1d6
  KCJ
  Spikes
  N
  Covers limb with spikes, +1d6 HTH damage
  400
  1d6+1
  KCJ
  Tougher
  N
  +5 SP and SDP, up to 2 levels can be added
  300/level
  4/level
  KCJ
  Undetectable
  N
  Mimics normal bone structure, can pass Scanway
  500/limb
  0
  KCJ
  Electricity Shielding
  M
  Compound shielded against electrical attacks
  400/limb
  1d6
  KCJ
  Different Covering
  N
  Same as Synth-skins, same chance of cancer
  400
  1d6
  KCJ
  Existing Cyberlimb Options
  N
  Except coverings & anything that affects SP/SDP
  normal
  normal
  KCJ
  WHEN GRAVITY FAILS
  ADVANCED CYBERWARE
  Corymbic Implant
  MA
  Accepts six daddys, allows equipment interfacing
  500
  2d6
  WGF
  Behind The Ear Cory Implant MA
  As above, but hidden behind ear
  1000
  2d6
  WGF
  Moddy Link
  N
  Enables cory implant to accept moddy chips
  100
  -
  WGF
  Subdermal Moddy Rack
  M
  Holds 3 Moddy and 10 Daddy, difficult to spot
  200
  1d6
  WGF
  Advanced Cortical Implant
  CR
  Experimental, Eidetic Memory +2. IP cost/2
  150,000
  3d6
  WGF
  Nictating Membrane
  M
  Eye protection, +4 to Saves vs eye irritants
  400
  1d6/2
  WGF
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.14
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  AntiDazzle Nict Membrane
  M
  Flash protection, +4 to Saves vs eye irritants
  500
  1d6/2
  WGF
  Poison Sac
  MA
  Holds 4 doses, refilled with special applicator
  500
  2d6
  WGF
  Poison Gland
  MA
  Holds 8 doses, produces new dose every hour
  1200
  3d6
  WGF
  Hollow Vampires
  N
  Linked to poison sac or gland
  +50
  1
  WGF
  Hollow Claw
  M
  Connected to poison sac/gland, 1d6/3* damage
  250
  2d6
  WGF
  Retractable Needle
  M
  Mounted in finger, connected to poison sac/gland
  650
  2d6
  WGF
  Water Refiltration System
  MA
  Triples length of survival time without water
  2500
  1d6/2
  WGF
  UV Blockers
  N
  UV/IR resistance
  1500
  1d6/2
  WGF
  Feature Alteration Implant
  N
  Facial change takes 3 hours, +4 to Disguise rolls
  3500
  1d6+1
  WGF
  Sectional Cybernetics Mount MA
  Cyberhand and cyberfoot only mount
  300
  3
  WGF
  Quick-Change Mount
  MA
  Cyberhand and cyberfoot only mount
  450
  3
  WGF
  Biomechanical Cyberoptic
  MA
  10% chance affected by EMP weapons, 2 options
  1000
  2
  WGF
  Biomechanical Cyberaudio
  M
  10% chance affected by EMP weapons, 3 options
  1000
  2
  WGF
  Biomechanical Cyberarm
  CR
  20% EMP, 1d6 punch, 8 flesh + 8 SDP, 1 option
  6000
  2
  WGF
  Biomechanical Cyberleg
  CR
  20% EMP, 2d6 kick, 8 flesh + 12 SDP, 1 option
  4000
  2
  WGF
  Biomechanical Frame Sigma MA
  Built into the body, BOD 12, BTM -5
  18,000
  3d6
  CP20
  Biomechanical Frame Beta
  MA
  Built into the body, BOD 14, BTM -6
  24,000
  3d6
  CP20
  Biomechanical Frame Omeg MA
  Built into the body, BOD 16, BTM -7
  30,000
  4d6
  CP20
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.15
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  CHIPWARE
  REQUIRE CHIPWARE SOCKET OR PLUGS
  Adrenaline/Endorphin Surge
  -
  Ignore Pain/Exhaustion, +1 BOD 3 times in 24hrs
  800
  -
  Chr1
  Ambidexterity Chip
  -
  Makes user ambidextrous
  800
  -
  Chr1
  APTR Reflex Chips
  -
  Chips reflex and tech based skills
  varies
  -
  CP20
  Auditory Recognition Chips
  -
  Require Amp Hearing and Sound Edit (max +2)
  150/level
  -
  Chr3
  Business Trip Chip
  -
  +1 Language, Culture, W/S or Business Law
  800
  -
  Chr1
  Courier Chip
  -
  Imprints data on users brain
  600
  -
  Chr1
  Crypto Chips
  -
  Randomly generated substitution word code
  600 per 2
  -
  Chr3
  DeathTrance
  -
  1-3 minutes to enter. Medtech 25+ to detect life
  1000
  -
  Chr1
  Digi-Tone ID
  -
  Used with cyberaudio to recognise phone no.
  70
  -
  Chr1
  Dream Suppressant Chip
  -
  Dream free sleep, lose 1 EMP every week of use
  300
  -
  Chr4
  Enduro Chip
  -
  +2 bonus to Endurance, ends sea sickness
  450
  -
  P3
  Facedown Chip
  -
  +1 bonus on Facedown rolls
  150
  -
  Chr4
  "Fish N' Chips"
  -
  Appetite control device
  85
  -
  Chr1
  Home Chip
  -
  Very Difficult Cool/Resist Torture roll to resist
  940
  -
  Chr4
  Increased Neural Feedback
  -
  1/2 time to "chip in", burns out in 24 hours
  +400
  -
  Chr1
  Independent Action Chip
  -
  Independent action for each arm. Amb+2 optics
  250
  -
  Chr1
  Major City Map
  -
  Contour map, needs Video Imager/Subd Screen
  110
  -
  Chr3
  Maximum Lover Chip
  -
  +2 Seduction
  1300
  -
  Chr1
  Memory Compression
  -
  3 skills, skill level +3 total
  +200-400
  -
  Chr1
  Mind Games
  -
  Over 300 games available
  40
  -
  Chr1
  M.O. Chips
  -
  One yes/no answer for INT 15+ roll
  1200 bm
  -
  Chr1
  MRAM Memory Chips
  -
  Chips INT and other cognitive skills
  varies
  -
  CP20
  Navigation/Orientation Chip
  -
  Requires Phone Splice/Radio Link, accurate 5m
  250
  -
  Chr3
  PhotoMemory RAM Chip
  -
  INT roll +2 [15+] to get a specific memory
  1600
  -
  Chr1
  Police Visual Rec Chip
  -
  Visual ID's on criminals and licenses
  200/level
  -
  Chr1
  Poser Impersonation Chip
  -
  Specific Know [subject] +2, Perform +1
  900-1100
  -
  Chr1
  Programmable Chipware
  -
  Provides basic knowledge of a procedure
  50
  -
  Chr1
  Redundancy Loop
  -
  Will screw up at a crucial moment
  50-75%
  -
  Chr1
  Security Chips
  -
  Eraseable/destroyable chips
  +50/75
  -
  Chr1
  Shape Recognition
  -
  Picks out chosen object, requires Time Square +
  500
  -
  Chr4
  "SomaWare" Sleep Chip
  -
  Normal sleep (after 15 uses COOL 15+ to sleep)
  400
  -
  Chr3
  Space Chip
  -
  Space Survival +2, Highrider Culture +1
  900
  -
  Chr1
  Special Operative Chip
  -
  +1 Language, Geography, and one other skill
  900
  -
  Chr1
  Speedreading Chip
  -
  Requires optic. Half to a third normal reading time
  250
  -
  Chr4
  Stress Chip
  -
  +1 COOL for morale, +1 EMP interaction
  350
  -
  Chr1
  Stutter Chipping
  -
  Won't shoot designated (1 turn) friendlies
  310
  -
  Chr3
  Tourism Chip
  -
  +1 Language, Culture, General Knowledge
  750
  -
  Chr1
  Visual Recognition Chips
  -
  INT+chip+1d10+Skill. Tech, Corp, Rocker, etc
  100/level
  -
  Chr1
  Weaponmasters MArt Chip
  -
  Arasaka Te, and Thamoc available (max +3)
  270/level
  -
  Chr3
  BEHAVIOUR CHIPS
  -
  15+ COOL roll to remove, +5/failed attempt
  1000+
  1d6/2
  Chr2
  Stronger Behaviour Chip
  -
  Lock subject into actions for specific stimuli
  2000+
  1d6/2
  Chr2
  Honey Pilar
  -
  Seductress supreme
  1000
  1d6/2
  WGF
  James Bond
  -
  COOL +1 (max 11), user is a top British agent
  1000
  1d6/2
  WGF
  Kick Ass
  -
  COOL +2 (11), EMP -2 (1), enhances aggression.
  2000
  1d6/2
  WGF
  Perfect Soldier
  -
  COOL +3 (11), EMP -2 (1), INT -2/+2 non-/combat
  2000
  1d6/2
  WGF
  Sunny Day
  -
  Feel happy, +4 vs Intimidation, +2 Resist Torture
  2000
  1d6/2
  WGF
  Xarghis Khan
  -
  EMP 1, COOL 10, user wants to torture and kill
  4000
  1d6/2
  WGF
  
  Cyberware
  Surg.
  Description
  Cost
  H.L
  Book
  8.16
  Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
  & Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
  CYBERPUNK 2020 CYBERWARE LISTING
  ANIMAL NEURALWARE
  STANDARD HUMAN OPTIONS AVAILABLE
  Basic Processor
  M
  Basic processor. Needed for all Neuralware
  500
  1d6
  Chr3
  Reflex Boost
  N
  Adds +1 to REF
  500
  2d6
  Chr3
  Sensory Boost (smell/audio) N
  Boosted signal from either olfactory or hearing
  250
  1d6/2
  Chr3
  Chipslot
  N
  Animal can use as many chips as their INT
  100
  1d6/2
  Chr3
  Input Plugs
  M
  As Interface Plugs, requires Link
  100
  1d6
  Chr3
  Weapon Link
  N
  +2 to Smartgun attacks
  100
  2
  Chr3
  ANIMAL CHIPWARE
  STANDARD HUMAN OPTIONS AVAILABLE
  Stress Chip
  -
  +1 COOL for morale, +1 EMP interaction
  100
  0
  Chr3
  Berserk Chip
  -
  +2 to hit, negates COOL rolls, +2 melee damage
  100
  0
  Chr3
  Skill Chip (per level)
  -
  Maximum +3
  100/level
  0
  Chr3
  Recording Chip
  -
  Records 4 hours of seneory perceptions
  1500
  0
  Chr3
  IFF Chip
  -
  Uses special scent, coded badge, or colour to ID
  4000
  0
  Chr3
  Watchdog Chip
  -
  Codeword/phrase to disarm/arm guard animal
  250
  0
  Chr3
  Behavior Chip
  -
  Perfect Pet - Loyalty +3
  500
  0
  Chr3
  ANIMAL CYBEROPTICS
  STANDARD HUMAN OPTIONS AVAILABLE
  Basic Eye
  MA
  Basic eye module (3 option spaces per eye)
  400
  1d6
  Chr3
  Infrared
  N
  See in total darkness, using heat emissions
  200
  2
  Chr3
  Microscopics
  N
  Microscope
  400
  3
  Chr3
  Telescopics
  N
  Telescope ability to 20x
  400
  3
  Chr3
  Anti-Dazzle
  N
  Immune to flash, laser blinding
  100
  1
  Chr3
  Low-lite
  N
  See in dim light, almost total darkness
  200
  2
  Chr3
  Thermograph
  N
  See heat patterns, temperature readings
  200
  3
  Chr3
  ANIMAL CYBERAUDIO
  STANDARD HUMAN OPTIONS AVAILABLE
  Basic Audio
  M
  Can have any options
  500
  1d6
  Chr3
  Scrambler
  N
  Cannot understand with out a descrambler
  100
  1
  Chr3
  Bug Detector
  N
  Detects bugs up to 3m. 60% effective
  150
  1
  Chr3
  ANIMAL CYBERLIMBS
  STANDARD HUMAN OPTIONS AVAILABLE
  Basic Limb
  CR
  Can have 2 options
  1000
  2d6
  Chr3
  RealSkinn Covering
  N
  Limb looks real. 70% effective (Diff Awareness)
  200
  -2
  Chr3
  Secret Compartment
  N
  2" x 2" x 4" hidden compartment
  100
  1
  Chr3
  Tape Recorder
  N
  Records from connected source
  200
  1
  Chr3
  Limb Armor
  N
  Armors cyberlimb to SP 20
  300
  1
  Chr3
  Added Cyberlimb Strength
  N
  +1d6 damage; +6 Strength Feat if on all limbs
  250
  3
  Chr3
  Popup Gun
  N
  Gun size based on Body Type
  200
  1d6
  Chr3
  Cyberweapon
  N
  As cyberweapon, but half Humanity Cost
  100% Eb
  50% HC
  Chr3
  ANIMAL CYBERWEAPONS
  STANDARD HUMAN OPTIONS AVAILABLE
  Cyberclaws
  Large+ felines, bears, raptors only, +1d6 damage
  300
  2d6
  Chr3
  Cyberfangs
  Not for small animals, +1d6 damage
  200
  1d6
  Chr3
  External Weapon Harness
  BODY 2 min, size limit as Pop-Up Weapons
  200
  1d6
  Chr3
  ANIMAL BIOWARE
  STANDARD HUMAN OPTIONS AVAILABLE
  Muscle and Bone Lace
  N
  +2 BODY
  750
  1d6/2
  Chr3
  SkinWeave
  N
  12 SP, Diff 20 to spot
  1000
  2d6
  Chr3
  Grafted Muscle
  MA
  +1 BODY, max increase +2
  1000/+1
  2d6
  Chr3
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk 2020/Node16 - Cyberpunk 2020 - Cyberware Listing (2002) [Q5].pdf