Cybernetic: Cyberarm Cyber Hands
Cybernetic: Cyberarm Cyber Hand Cyber fingers/toes
Cybernetic: Cyberlimb: Coverings
Cybernetic: External Cyberware
Cybernetic: Internal Cyberware Standard
Cybernetic: Neural Cyberware: Chipware
Netrunning
These are all created using: Electronic/Security Tech
Weapon: Ranged Weapons Attachments
All motorised vehicles are Legality: Legal (Category 1) unless specified otherwise
Vehicles Non Motorised upgrades
Materials for Fabrication/Upgrade/Synthesise
Server Master Item List
This is publicly available
This is publicly unavailable. These can be purchased at Character creation or can be invented and sold by individual Tech’s using Invention Expertise before being Fabricated by them. Some Fixers can also acquire some of these.
The Server Master Item List is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
▶ Agent: Poor Quality
Price: 50eb (Costly) • Skill: Electronics/Security Tech.
Legality: Legal (Category 1)
Description:
Effect: Poor Quality Agent, Capped at 10 Apps.
▶ Agent: Basic Quality
Price: 100eb (Premium) • Skill: Electronics/Security Tech.
Legality: Legal (Category 1)
Description:
Effect: Basic Quality Agent, capped at 20 Apps.
▶ Agent: Excellent Quality
Price: 500eb (Expensive) • Skill: Electronics/Security Tech.
Legality: Legal (Category 1)
Description:
Effect: EQ Agent that has holographic and speaker output. Unlimited amount of Apps.
▶ Agent: Excellent Quality, Fashion
Price: 1.000eb (Very Expensive) • Skill: Electronics/Security Tech.
Legality: Legal (Category 1)
Description:
Effect: EQ Agent that has holographic and speaker output. Unlimited amount of Apps, Grants +1 bonus to Wardrobe and style.
▶ Agent: Breacher: Agent
Price: 500eb (Expensive) • Skill: Electronics/Security Tech.
Legality: Highly Restricted(Category 4)
Description:
Effect: Breacher p. 7 All about agents
All the apps are Legality: Legal (Category 1). These cannot be transferred from Agent to Agent. These cannot be haggled.
These all have a Storage Capacity Usage: 0 Publically Available apps Can be purchased by anyone, regardless of price category.
▶ 4Tify
Price: 100eb (Premium) • Skill: Electronics/Security Tech.
App. See Blackchrome p. 13
▶ 8Tify
Price: 500eb (Expensive) • Skill: Electronics/Security Tech.
Effect: App, Does what 4tify was intended to do. With an action it can tell the Hitpoint of Cover, and thus if some sections are weaker than others. Requires 4tify. Can be purchased by anyone, regardless of price category.
▶ Ask Alesia
Price: 0eb (free)
Effect: App. Search function for citinet.
▶ Bag Carrier
Price: 10eb (Cheap) • Skill: Electronics/Security Tech.
App. Allows Money transfer between agents/Cash registers with this app.
▶ Crime Database: Basic
Price: 500eb (Premium) • Skill: Electronics/Security Tech.
Effect: See Blackchrome p. 13 “NCPD Crime Database” Takes 1 action to use. Can be purchased by anyone, regardless of price category. This gives access to more easily locating bounties.
▶ Crime Database: Advanced Lifetime
Price: 1.000eb (Very Expensive) • Skill: Electronics/Security Tech.
App. Upgrades the Crime Database: Basic to give you results within 9 seconds.
▶ Crime Database: Advanced Subscription
Price: 100eb (Premium) Per month. • Skill: Electronics/Security Tech.
App. Upgrades the Crime Database: Basic to give you results within 9 seconds.
▶ Crime Database: Elite Lifetime
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech.
App. Upgrades the Crime Database: Basic passive scan your surroundings, giving you the results without you needing to spend an action.
▶ Crime Database: Elite Subscription
Price: 500eb (Expensive) per month • Skill: Electronics/Security Tech.
App. Upgrades the Crime Database: Basic passive scan your surroundings, giving you the results without you needing to spend an action.
▶ Digital Gladiator
Price: 20eb (Everyday) • Skill: Electronics/Security Tech.
App. See Blackchrome p. 12
▶ Firewall: Basic
Price: 100eb (Premium) • Skill: Electronics/Security Tech.
App Increase the DV to Hack the agent by +2.
▶ Firewall: Advanced Subscription
Price: 50eb (Costly) per month • Skill: Electronics/Security Tech.
App Increase the Bonus from “Firewall: Basic” to +3. This requires Firewall: Basic
▶ Firewall: Advanced Lifetime
Price: 100eb (Premium) • Skill: Electronics/Security Tech.
App Increase the Bonus from “Firewall: Basic” to +3. This requires Firewall: Basic
▶ Firewall: Elite Subscription
Price: 100eb (Premium) per month • Skill: Electronics/Security Tech.
App Increase the Bonus from “Firewall: Basic” to +5. This requires Firewall: Basic
▶ Firewall: Elite Lifetime
Price: 500eb (Premium) • Skill: Electronics/Security Tech.
App Increase the Bonus from “Firewall: Basic” to +5. This requires Firewall: Basic
▶ Firewall: Custom Subscription
Price: 500eb (Expensive) per month • Skill: Electronics/Security Tech.
App Increase the Bonus from “Firewall: Basic” to +7. This requires Firewall: Basic
▶ Firewall: Custom Lifetime
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech.
App Increase the Bonus from “Firewall: Basic” to +7. This requires Firewall: Basic
▶ Message: Basic
Price: 0eb (free)
Effect: App. Instant Message chat only. Enables sending images if on Middle Class or better lifestyle.
▶ Message: Premium
Price: 100eb (Premium) • Skill: Electronics/Security Tech.
Effect: App. Allows user to send text messages and exchange instant messages, the user is also able to send images regardless of lifestyle. or video chats with other users if the user themself has if on Middle Class or better lifestyle.
▶ SAAI: Advanced: Subscription
Price: 20eb (Everyday) per month • Skill: Electronics/Security Tech.
App. Increases the Library search bonus to +3 from +2 from the agent
▶ SAAI: Advanced: Lifetime
Price: 500eb (Expensive) • Skill: Electronics/Security Tech.
App. Increases the Library search bonus to +3 from +2 from the agent
▶ SAAI: Elite Subscription
Price: 100eb (Premium) per month • Skill: Electronics/Security Tech.
App. Increases the Library search bonus to +4 from +3. Requires SAAI: Advanced.
▶ SAAI: Elite Lifetime
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech.
App. Increases the Library search bonus to +4 from +3. Requires SAAI: Advanced.
▶ The Garden
Price: 0eb (Free) • Skill: Electronics/Security Tech.
App. Grants the user access to Garden content. Users with Garden accounts can also comment, post, and edit their own content.
▶ Trauma Team Medscan: Basic
Price: 20eb (Everyday) • Skill: Electronics/Security Tech.
App. Requires CitiNet access. MedScan connects you to a Trauma Team Remote Specialist but their actual guidance costs extra. For 100eb, the specialist will stay connected for up to 1 hour after being paid and provide a +1 bonus to any First Aid or Paramedic Skill Check made to Stabilize a patient or perform a Quick Fix. For 500eb, a Trauma Team Remote Specialist can be paid through the app to guide the entire duration of a single 4-hour treatment, installation, bodysculpt, or surgery, providing a +1 bonus to the Medical Tech or Surgery Skill Check. A Trauma Team Executive subscriber can make use of this app at no additional cost once purchased, but access to the service may be terminated if misused.
▶ Trauma Team Medscan: Advanced Subscription
Price: 100eb (Premium) per month • Skill: Electronics/Security Tech.
App. Requires CitiNet access. MedScan connects you to a Trauma Team Remote Specialist but their actual guidance costs extra.
For 100eb, the specialist will stay connected for up to 1 hour after being paid and provide a +2 bonus to any First Aid or Paramedic Skill Check made to Stabilize a patient or perform a Quick Fix.
For 500eb, a Trauma Team Remote Specialist can be paid through the app to guide the entire duration of a single 4-hour treatment, installation, bodysculpt, or surgery, providing a +2 bonus to the Medical Tech or Surgery Skill Check. A Trauma Team Executive subscriber can make use of this app at no additional cost once purchased, but access to the service may be terminated if misused. This requires Trauma Team Medscan: Basic
▶ Trauma Team Medscan: Advanced Lifetime
Price: 1.000eb (Very Expensive) • Skill: Electronics/Security Tech.
App. Requires CitiNet access. MedScan connects you to a Trauma Team Remote Specialist but their actual guidance costs extra.
For 100eb, the specialist will stay connected for up to 1 hour after being paid and provide a +2 bonus to any First Aid or Paramedic Skill Check made to Stabilize a patient or perform a Quick Fix.
For 500eb, a Trauma Team Remote Specialist can be paid through the app to guide the entire duration of a single 4-hour treatment, installation, bodysculpt, or surgery, providing a +2 bonus to the Medical Tech or Surgery Skill Check. A Trauma Team Executive subscriber can make use of this app at no additional cost once purchased, but access to the service may be terminated if misused. This requires Trauma Team Medscan: Basic
▶ Various Game names
Price: 20eb (Everyday) • Skill: Electronics/Security Tech.
Multiple game apps. Use your imagination.
▶ Various Suggestive names: Subscription
Price: 10eb (cheap) per month • Skill: Electronics/Security Tech.
Multiple porn apps. Use your imagination.
▶ Various Suggestive names: Lifetime
Price: 100eb (Premium) • Skill: Electronics/Security Tech.
Multiple porn apps. Use your imagination.
▶ Watchbox: Basic
Price: 50eb (Costly)
App. When the user sets the Agent in the center of a room and activates WatchBox, it spends 5 minutes assessing the room, which must be no bigger than 20m/yds by 20m/yds (10 squares by 10 squares) in size. Afterward, so long as the Agent isn’t moved, any loud noise, flash of bright light, or movement by people not in the space during the assessment triggers a loud audio alarm. WatchBox doesn’t work on Internal Agents. Intruders who succeed at a DV13 Stealth Check do not trigger the alarm. Multiple fields do not stack, only one roll is made.
▶ Watchbox: Advanced Subscription.
Price: 50eb (Costly) per Month • Skill: Electronics/Security Tech.
App. Increase the DV of the Stealth Check prompted by Watchbox: Basic to 15.
▶ Watchbox: Advanced Lifetime.
Price: 500eb (Expensive) • Skill: Electronics/Security Tech.
App. Increase the DV of the Stealth Check prompted by Watchbox: Basic to 15.
▶ Watchbox: Elite Subscription.
Price: 100eb (Premium) per Month • Skill: Electronics/Security Tech.
App. Increase the DV of the Stealth Check prompted by Watchbox: Basic to 17.
▶ Watchbox: Elite Lifetime
Price: 1.000eb (Very Expensive) per Month • Skill: Electronics/Security Tech.
App. Increase the DV of the Stealth Check prompted by Watchbox: Basic to 17.
▶ Watchbox: Custom Subscription.
Price: 500eb (Expensive) per Month • Skill: Electronics/Security Tech.
App. Increase the DV of the Stealth Check prompted by Watchbox: Basic to 19. Can be purchased by anyone, regardless of price category.
▶ Watchbox: Custom Lifetime
Price: 5.000eb (Luxury) per Month • Skill: Electronics/Security Tech.
App. Increase the DV of the Stealth Check prompted by Watchbox: Basic to 19.
▶ Ziggurat City Database: Basic
Price: 100eb (Premium) • Skill: Electronics/Security Tech.
App. Owning a Ziggurat City Database for a given city gives the user a +1 bonus to all Local Expert Skill Checks related to the communities and neighbourhoods making up that city.
▶ Ziggurat City Database: Advanced Subscription
Price: 50eb (Costly) per month. • Skill: Electronics/Security Tech.
App. Increases the bonus from Ziggurat City Database: Basic to +2, requires Ziggurat City Database: Basic
▶ Ziggurat City Database: Advanced Lifetime
Price: 500eb (Expensive) • Skill: Electronics/Security Tech.
App. Increases the bonus from Ziggurat City Database: Basic to +2, requires Ziggurat City Database: Basic
▶ Ziggurat City Database: Elite Subscription
Price: 100eb (Premium) per month. • Skill: Electronics/Security Tech.
App. Increases the bonus from Ziggurat City Database: Basic to +3. Can be purchased by anyone, regardless of price category. Requires Ziggurat City Database: Advanced Lifetime/Subscription.
▶ Ziggurat City Database: Elite Lifetime
Price: 1.000eb (Very Expensive) • Skill: Electronics/Security Tech.
App. Increases the bonus from Ziggurat City Database: Basic to +3. Requires Ziggurat City Database: Advanced Lifetime/Subscription.
▶ Ziggurat City Database: Custom Subscription
Price: 500eb (Luxury) per month • Skill: Electronics/Security Tech.
App. Increases the bonus from Ziggurat City Database: Basic to +4. Can be purchased by anyone, regardless of price category. Requires Ziggurat City Database: Elite Lifetime/Subscription.
▶ Ziggurat City Database: Custom Lifetime
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech.
App. Increases the bonus from Ziggurat City Database: Basic to +4. Requires Ziggurat City Database: Elite Lifetime/Subscription.
▶ ZPost
Price: 0eb (Free)
App. Enables the user’s Agent to send, receive, read, and organize email and attached files.
▶ Bodyweight Autoinjector Controls
Price: 500eb (Expensive)
Description:
Effect: Requires pairing the Autoinjector with an Agent. This takes 5 minutes. Allows you to set Custom triggers for the Injector protocols instead of the standard ones. Can be purchased by anyone, regardless of price category.
▶ Handprint Scanner: Basic
Price: 50eb (Costly) • Skill: Electronics/Security Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: See Handprint Scanner. GoingQuietv1.1 P. 6
▶ Handprint Scanner: Advanced
Price: 50eb (Costly) • Skill: Electronics/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: See Handprint Scanner. GoingQuietv1.1 P. 6 Except the time is 6 seconds.
▶ Handprint Scanner: Elite
Price: 50eb (Costly) • Skill: Electronics/Security Tech
Legality: Highly Restricted (Category 4)
Description:
Effect: See Handprint Scanner. GoingQuietv1.1 P. 6 Except the time is 3 seconds.
▶ Retina Scanner: Basic
Price: 50eb (Costly) • Skill: Electronics/Security Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: See Retina Scanner. GoingQuietv1.1 P. 6
▶ Retina Scanner: Advanced
Price: 100eb (Premium) • Skill: Electronics/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: See Retina Scanner. GoingQuietv1.1 P. 6 Except the time is 9 seconds.
▶ Retina Scanner: Elite
Price: 500eb (Expensive) • Skill: Electronics/Security Tech
Legality: Highly Restricted (Category 4)
Description:
Effect: See Retina Scanner. GoingQuietv1.1 P. 6 Except the time is 6 seconds.
▶ Retina Scanner: Custom
Price: 1.000eb (Very Expensive) • Skill: Electronics/Security Tech
Legality: Restricted (Illegal) (Category 5)
Description:
Effect: See Retina Scanner. GoingQuietv1.1 P. 6 Except the time is 3 seconds.
You can only wear one set of armor. (not counting Subdermal/Dragoon Plating). Armor comes in “: Body” and “: Head” versions. Shields do not count as armor for these purposes. Shields cannot have linings. Armor: “Head” Cannot have Lining-
▶ Shield: Basic
Price: 100eb (Premium) • Skill: Basic Tech.
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Hitpoint: 10 • Armor Penalty: 0
A shield with 10 hit points.
▶ Shield: Medium
Price: 500eb (Expensive) • Skill: Basic Tech.
Legality: Legal (Category 1)
MCS: Medium
SCU: 3
Hitpoint: 15 • Armor Penalty: 1
A shield with 15 hit points. This cannot be placed into a Popup Shield.
▶ Shield: Heavy
Price: 500eb (Expensive) • Skill: Basic Tech.
Legality: Legal (Category 1)
MCS: Large
SCU: 6
Hitpoint: 20 • Armor Penalty: 2
A shield with 20 hit points. This cannot be placed into a Popup Shield
▶ Shield: Heavy Superior
Price: 500eb (Expensive) • Skill: Basic Tech
MCS: Extra Large
SCU: 12
Legality: Somewhat Restricted (Category 2)
Hitpoint: 30 • Armor Penalty: 3
A shield with 30 hit points. Without BODY 8 or higher, you take −1 to all rolls. This cannot be placed into a Popup Shield.
▶ Shield: Super Heavy
Price: 500eb (Expensive) • Skill: Basic Tech
MCS: N/A
SCU: N/A
Legality: Somewhat Restricted (Category 2)
Hitpoint: 40 • Armor Penalty: 4
A shield with 40 hit points. Without BODY 10 or higher, you take −1 to all rolls. This cannot be placed into a Popup Shield.
▶ Protective Clothing
Price: 10eb (Cheap) • Skill: Basic Tech.
Legality: Legal (Category 1)
MCS: Small
SCU: 3
Stopping power: 2 • Armor Penalty: 0
Clothing made with strengthened fibers, for the purpose of SP, how much it covers, this is generally. This is not identifiable as armor
▶ Thick Protective Clothing
Price: 20eb (Cheap) • Skill: Basic Tech.
Legality: Legal (Category 1)
MCS: Medium
SCU: 3
Stopping power: 4 • Armor Penalty: 0
Clothing made with strengthened fibers, in a more thick form. Often seen in the form of leathers. This is not identifiable as armor
▶ Professional Protective Clothing
Price: 50eb (Costly) • Skill: Basic Tech.
Legality: Legal (Category 1)
MCS: Medium
SCU: 3
Stopping power: 7 • Armor Penalty: 0
Clothing made with proper protective Kevlar fibers inlaid in it. This is not identifiable as armor
▶ Light Armor
Price: 100eb (Premium) • Skill: Basic Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 15
Stopping power: 11 • Armor Penalty: 0
Effect: See Light Armorjack, CPRED p. 350 Visibly armored.
▶ Medium Armor
Price: 100eb (Premium) • Skill: Basic Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 15
Visibly armored. Considered to be lightly armored. SP 12, Armor Penalty: 1
▶ Heavy Armor
Price: 500eb (Expensive) • Skill: Basic Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 20
Visibly armored. Considered to be Medium armored, SP 13, Armor Penalty: 2
▶ Flak Armor
Price: 500eb (Expensive) • Skill: Basic Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 25
Visibly armored. Considered to be Medium armored. SP 15, Armor Penalty: 3
▶ Flak Armor: Discount
Price: 100eb (Expensive) • Skill: Basic Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 25
Visibly armored. Considered to be Medium armored. SP 13, Armor Penalty: 3
▶ Metal Gear
Price: 5.000eb (Luxury) • Skill: Basic Tech.
Legality:Restricted (Category 3)
MCS: N/A
SCU: N/A
Stopping power: 18 • Armor Penalty: 4
Visibly armored. Considered to be Heavily armored
▶ Metal Gear: Discount
Price: 1.000eb (Very Expensive) • Skill: Basic Tech.
Legality:Restricted (Category 3)
MCS: N/A
SCU: N/A
Stopping power: 16 • Armor Penalty: 4
Visibly armored. Considered to be Heavily armored
▶ Bodyweight Suit: Basic
Price: 1.000eb (Very Expensive) • Skill: Basic Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 15
Stopping power: 11 • Armor Penalty: 0
See Bodyweight suit (see CPRED. P. 97) Visibly armored. Considered to be lightly armored
▶ Bodyweight Suit: Heavy
Price: 5.000eb (Luxury) • Skill: Basic Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 20
Stopping power: 13 • Armor Penalty: 2
Lotus netsuit, (See Blackchrome p. 31) Visibly armored. Considered to be Medium armored
▶ Tactical Smart Armor: Medium
Price: 1.000eb (Very Expensive) • Skill: Electronics/Security Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 25
Stopping power: 12 • Armor Penalty: 1
Count as Medium Armor, Unlike other armor, it isn’t bought in two pieces and must always be worn on both your body and head location. When repaired, both pieces are repaired at the same time. Count as Having 2 Cyberoptic Options and Built in level Dampeners. Visibly armored. Considered to be lightly armored. Cannot be used with Smart Glasses
▶ Tactical Smart Armor: Heavy
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech.
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 35
Stopping power: 13 • Armor Penalty: 2
Count as Heavy Armor, Unlike other armor, it isn’t bought in two pieces and must always be worn on both your body and head location. When repaired, both pieces are repaired at the same time. Count as Having 2 Cyberoptic Options and Built in level Dampeners. Visibly armored. Considered to be Medium armored. Cannot be used with Smart Glasses
▶ Esporma Environment Suit
Price: 5.000eb (Luxury) • Skill: Basic Tech.
Legality: Legal (Category 1)
MCS: Large
SCU: 25
Stopping power: 8 • Armor Penalty: 0
See 12 days of Gearmas p. 3. If reduced to 0 SP, it will no longer function.
▶ Light Armor: Scrap
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 15
Stopping power: 11 • Armor Penalty: 0
Clothing made with Armor plates built into it, this is visually armored.
SP 11. Once ablated, its SP cannot be restored. At 0 SP, it falls off the wearer. Visibly armored. Considered to be Lightly armored. -2 to Wardrobe and Style checks
▶ Medium Armor: Scrap
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 15
Stopping power: 12 • Armor Penalty: 1
Light Armor plating, this is visually armored.
SP 12. Once ablated, its SP cannot be restored. At 0 SP, it falls off the wearer. Visibly armored. Considered to be Lightly armored. -2 to Wardrobe and Style checks
▶ Heavy Armor: Scrap
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 20
Stopping power: 13 • Armor Penalty: 2
SP 13. Once ablated, its SP cannot be restored. At 0 SP, it falls off the wearer. Visibly armored. Considered to be Medium armored. -2 to Wardrobe and Style checks
▶ Flak Armor: Scrap
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 25
Stopping power: 15 • Armor Penalty: 3
SP 15. Once ablated, its SP cannot be restored. At 0 SP, it falls off the wearer. Visibly armored. Considered to be Medium armored. -2 to Wardrobe and Style checks
▶ Metal Gear: Scrap
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
MCS: N/A
SCU: N/A
Stopping power: 18 • Armor Penalty: 4
SP 18. Once ablated, its SP cannot be restored. At 0 SP, it falls off the wearer. Visibly armored. Considered to be Heavily armored. -2 to Wardrobe and Style checks
▶ Metal Gear: Heavy: Scrap
Price: 5.000eb (Luxury) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
MCS: N/A
SCU: N/A
Stopping power: 21 • Armor Penalty: 5
Without BODY 14 or higher, you take −1 to all rolls. Once ablated, its SP cannot be restored. At 0 SP, it falls off the wearer. Visibly armored. Considered to be Super Heavily armored -2 to Wardrobe and Style checks
▶ Titan Armor: Scrap
Price: 10.000eb (Super Luxury) • Skill: Basic Tech
Legality: Restricted (Category 3)
MCS: N/A
SCU: N/A
Stopping power: 24 • Armor Penalty: 6
Without BODY 16 or higher, you take −1 to all rolls. Once ablated, its SP cannot be restored. At 0 SP, it falls off the wearer. Visibly armored. Considered to be Super Heavily armored. -2 to Wardrobe and Style checks.
▶ Metal Gear: Heavy
Price: 10.000eb (Luxury) • Skill: Basic Tech
Legality: Restricted (Category 3)
MCS: N/A
SCU: N/A
Stopping power: 21 • Armor Penalty: 5
Without BODY 14 or higher, you take −1 to all rolls. Visibly armored. Considered to be Super Heavily armored
▶ Titan Armor
Price: 20.000eb (Super Luxury) • Skill: Basic Tech
Legality: Restricted (Category 3)
MCS: N/A
SCU: N/A
Stopping power: 24 • Armor Penalty: 6
Without BODY 16 or higher, you take −1 to all rolls. Visibly armored. Considered to be Super Heavily armored
If the SP of the armor is reduced to 0, the linings no longer function. These have SCU 0
You can have Multiple Armor Linings; Each lining after the first will add a Cumulative +1 Armor Penalty, this can bring armor that does not have armor penalty into the territory of having armor penalty. If both the Armor and the Armor linings have separate Armor Penalties, apply the highest armor Penalty.
Once a lining has been put into an armor, it is now part of the armor, and is impossible to remove.
Example 1: Professional Protective Clothing (PPC): 1 Lining. No increased armor Penalty
Putting a Fireproofing on PPC would make the PPC have an Armor Penalty of 0.
Example 2: PPC: 2 Lining, Increased Armor Penalty
Putting the Fireproofing and Shock Lining on a PPC would make it have an armor penalty of 1.
Example 3: Heavy Armor: 3 Lining. No increased armor Penalty
Heavy Armor: Putting the Fireproofing, Electric Proofing and an EMP proofing on a Heavy Armor Would see the Armor Penalty from the Linings being +2. The Heavy Armor has an Armor Penalty of +2, thus this would not alter the Armor Penalty.
Example 4: Heavy Armor: 4 Lining. Increased Armor Penalty
Heavy Armor: Putting the Fireproofing, Electric Proofing and an EMP proofing and Hazmat Proofing on a Heavy Armor Would see the Armor Penalty from the Linings being +3. The Heavy Armor has an Armor Penalty of +2, thus this would alter the Armor Penalty from +2, to +3.
Example 5: Heavy Armor: 3 Lining, TU’ed for Enhanced Agility Customization
Heavy Armor: Putting the Fireproofing, Electric Proofing and an EMP proofing on a Heavy Armor Would see the Armor Penalty from the Linings being +2. The Heavy Armor has an Armor Penalty of +2, thus this would not alter the Armor Penalty. However, in this example we have the Armor Techupgraded to reduce Armorpenalty by 2. The linings as mentioned are part of the armor, and thus the Techupgrade applies to both sides, thus the Armor Penalty from the 3 Linings, is reduced to from 2 to 0. The Armor Penalty of the Heavy Armor is reduced from 2 to 0.
Example 6: Heavy Armor: 4 Lining, TU’ed for Enhanced Agility Customization
Heavy Armor: Putting the Fireproofing, Electric Proofing and an EMP proofing as well as Hazmat Proofing on a Heavy Armor Would see the Armor Penalty from the Linings being +3. The Heavy Armor has an Armor Penalty of +2, thus this would alter the Armor Penalty. However, in this example we have the Armor Techupgraded to reduce Armorpenalty by 2. The linings as mentioned are part of the armor, and thus the Techupgrade applies to both sides, thus the Armor Penalty from the 4 Linings, is reduced from 3 to 1. The Armor Penalty of the Heavy Armor is reduced from 2 to 0.
These go into the Armor: Body part. Thus cannot be placed into Subdermal Armors.
▶ Armor Lining: Air Rider
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: legal (Category 1)
Effect: Can prevent the critical injury: Whiplash 1 time. Once that has been triggered it will need to have a 20eb(Everyday) cartridge to refill the function.
▶ Armor Lining: Bodyweight
Price: 1.000eb (Very Expensive) • Electronics/Security Tech
Legality: Restricted (Category 3)
Effect: Wearing an armor with the Bodyweight Lining adds one Hardware only Option Slot to a Cyberdeck connected to it. Hardware installed in the Bodyweight Lining cannot be accessed if the armor isn't worn and can only take up 1 Option Slot. Multiple installations of this stacks, each counting as a separate lining. (These can be tech upgraded individually)
▶ Armor Lining: Electric proof
Price: 1.000eb (Very Expensive) • Electronics/Security Tech
Legality: Somewhat Restricted (Category 2)
Effect: Makes the wearer immune to being Electrocuted.
▶ Armor Lining: EMP proof
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: legal (Category 1)
Effect: Makes the wearer immune to the effects of Disruption.
▶ Armor Lining: Fire proof
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: legal (Category 1)
Effect: Makes the wearer immune to being set on Fire.
▶ Armor Lining: Hazmat
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: legal (Category 1)
Effect: The lining comes with a popup helmet with a built-in gas mask they can choose to slide down and activate without an Action. If the gas mask is activated the user is immune to the effects of toxic gasses, fumes, Radiation and all similar dangers that must be inhaled or exposed to the skin. In addition, the armor comes with an oxygen tank hooked up to the gas mask, which contains 30 minutes of air, before the tank must be refilled from the ambient atmosphere, which takes 1 hour. Extra air tanks can be purchased for 50 EB each.
▶ Armor Lining: Shocking
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: legal (Category 1)
Effect: When you are the defender in a grapple, you can use an Action to send a pulse of electricity into the armor, forcing the attacker in the grapple to make a DV15 Resist Torture/ Drugs Check. If they fail, the grapple ends immediately
▶ Armor Lining: Variable Looks
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: legal (Category 1)
Effect: Change the armor to appear “With the Appearance of Any Fashion” (see Blackchrome p. 9) With an Action, a user can change between purchased colors/patterns/styles using a paired Agent. The chip comes preprogrammed with one color/pattern of the buyer’s choice. Additional colors/patterns cost 20eb (Everyday) each and can be purchased and downloaded from an Agent in as little as 1 minute.
▶ Armor Lining: Weaponry: Discount
Price: 20eb (Everyday) • Skill: Weaponstech
Legality: legal (Category 1)
Effect: Incorporates 2 Light Melee Weapons into the design. The weapons are always considered drawn without requiring the use of a Hand.
▶ Armor Lining: Weaponry: Basic
Price: 50eb (Costly) • Skill: Weaponstech
Legality: legal (Category 1)
Effect: Incorporates 2 Medium Melee Weapons into the design. The weapons are always considered drawn without requiring the use of a Hand.
▶ Armor Lining: Weaponry: Advanced
Price: 100eb (Premium) • Skill: Weaponstech
Legality: Somewhat Restricted (Category 2)
Effect: Incorporates 2 Heavy Melee Weapons into the design. The weapons are always considered drawn without requiring the use of a Hand.
▶ Armor Lining: Weaponry: Elite
Price: 1.000eb (Expensive) • Skill: Weaponstech
Legality: Restricted (Category 3)
Effect: Incorporates 2 Very Heavy Melee Weapons into the design. The weapons are always considered drawn without requiring the use of a Hand.
Fashion Type | Bottoms | Top | Jacket: SCU: 3 | Footwear: SCU :2 | JewelrySCU: 1 | Mirrorshades SCU: 0.5 | Glasses | Contact Lenses SCU:0.1 | Hats SCU: 2 |
Bag Lady Chic | 20 | 10 | 20 | 20 | 20 | 20 | 10 | 10 | 10 |
Gang Colours | 50 | 20 | 50 | 20 | 50 | 20 | 20 | 10 | 10 |
Generic Chic | 50 | 20 | 50 | 20 | 50 | 20 | 20 | 10 | 10 |
Bohemian | 50 | 20 | 50 | 50 | 100 | 50 | 50 | 10 | 10 |
Leisure Wear | 100 | 20 | 100 | 50 | 100 | 50 | 50 | 20 | 50 |
Nomad Leathers | 100 | 20 | 100 | 100 | 100 | 50 | 50 | 20 | 100 |
Asia Pop | 100 | 20 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Urban Flash | 100 | 20 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Businesswear | 500 | 50 | 500 | 500 | 5.000 | 500 | 500 | 100 | 500 |
High Fashion | 1.000 | 500 | 1.000 | 5.000 | 5.000 | 1.000 | 1.000 | 1.000 | 1.000 |
You can have multiple Linings in the same Jacket, Each lining after the first grants a -1 Penalty to All Wardrobe and Style Checks after the first. Linings cannot be taken out of clothing once they have been put in. For the purpose of repairing use the price category of the most expensive part (Clothing/lining) to determine how long it takes to repair.
These all have SCU 0
▶ Fashion Lining: Cold-Weather
Price: 500EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
A lining of insulated material you can apply to an existing jacket (CP:R page 356). It protects against extremely low temperatures. This counts as appropriate gear when dealing with Exposure (CP:R page 181).
▶ Fashion Lining: Hot-Weather: Basic
Price: 500EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Hot-Weather Jacket Lining: A lining you can apply to an existing jacket (CP:R page 356) that wicks sweat and vents heat using a low power ducted fan system. It protects against extremely high temperatures. This counts as appropriate gear when dealing with Exposure (CP:R page 181) and lowers the additional Armor Penalty due to hot temperatures or a Heat Wave by 1. This does not stack with other Hot-Weather Jacket Lining.
▶ Fashion Lining: Hot-Weather: Advanced
Price: 1.000EB (Very Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Hot-Weather Jacket Lining: A lining you can apply to an existing jacket (CP:R page 356) that wicks sweat and vents heat using a low power ducted fan system. It protects against extremely high temperatures. This counts as appropriate gear when dealing with Exposure (CP:R page 181) and removes the additional Armor Penalty due to hot temperatures or a Heat Wave. This does not stack with other Hot-Weather Jacket Lining.
▶ Fashion Lining: Laser Light: Basic
Price: 500EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
It counts as 1 installation of Light Tattoo Fashionware when worn, making it helpful for reaching the +2 Wardrobe and Style bonus for having 3 installations of Light Tattoo.
▶ Fashion Lining: Laser Light: Advanced
Price: 1.000EB (Very Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
It counts as 2 installations of Light Tattoo Fashionware when worn, making it helpful for reaching the +2 Wardrobe and Style bonus for having 3 installations of Light Tattoo.
▶ Fashion Lining: Laser Light: Elite
Price: 5.000EB (Luxury) • Skill: Basic Tech
Legality: Legal (Category 1)
It counts as 3 installations of Light Tattoo Fashionware when worn, thus giving the +2 Wardrobe and Style bonus for having 3 installations of Light Tattoo.
▶ Fashion Lining: Mimic Clothing Kit: Basic
Price: 100EB (Premium) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
Turn it into a piece of Light Armor Body Armor with the appearance of the appropriate Fashion. Once combined, removing the armor plates is impossible. Each kit can make one piece of Body Armor. A DV13 Wardrobe and Style Check or DV15 Perception Check. Applying this lining will make the jacket count as Armor, and the Mimic Clothing Kit: Basic can be upgraded with armor Upgrades, and can have Armor Linings applied as though it was regular armor.
▶ Fashion Lining: Mimic Clothing Kit: Advanced
Price: 500EB (Expensive) • Skill: Basic Tech
Legality: Restricted (Category 3)
Turn it into a piece of Heavy Armor Body Armor with the appearance of the appropriate Fashion. Once combined, removing the armor plates is impossible. Each kit can make one piece of Body Armor. A DV13 Wardrobe and Style Check or DV15 Perception Check. Applying this lining will make the jacket count as Armor, and the Mimic Clothing Kit: Heavy can be upgraded with armor Upgrades, and can have Armor Linings applied as though it was regular armor.
▶ Fashion Lining: Fashionable: Basic
Price: 100EB (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Grants a +1 to Wardrobe and Style. This does not count towards the limit of Clothing lining before penalties apply. You can only have 1 Fashionable Lining in a piece of clothing, these do not stack with other lining’s that give bonuses to Wardrobe and Style.
▶ Fashion Lining: Fashionable: Advanced
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Grants a +2 to Wardrobe and Style. This does not count towards the limit of Clothing lining before penalties apply. You can only have 1 Fashionable Lining in a piece of clothing, these do not stack with other lining’s that give bonuses to Wardrobe and Style.
▶ Fashion Lining: Fashionable: Elite
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Grants a +3 to Wardrobe and Style. This does not count towards the limit of Clothing lining before penalties apply. You can only have 1 Fashionable Lining in a piece of clothing, these do not stack with other lining’s that give bonuses to Wardrobe and Style.
▶ Fashion Lining: Fashionable: Custom
Price: 5.000eb (Luxury) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Grants a +4 to Wardrobe and Style. This does not count towards the limit of Clothing lining before penalties apply. You can only have 1 Fashionable Lining in a piece of clothing, these do not stack with other lining’s that give bonuses to Wardrobe and Style.
▶ Fashion Lining: SuperFlash
Price: 500EB (Expensive) • Skill: Electronics/Security Tech
Legality: Legal (Category 1)
As an Action, the wearer can destroy a replaceable 50eb (Costly) battery. Treat the effect like a Flashbang Grenade going off centered on the jacket without the temporary Damaged Ear Critical Injury. Batteries sold separately.
▶ Fashion Lining: Waterproof: Basic
Price: 500EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Waterproof Jacket Lining: A lining treated with special chemicals you can apply to an existing jacket (CP:R page 356). It protects against certain weather conditions. Waterproof Jacket Linings negate the armor ablating effects of Acid Rain and gives the wearer a +2 to Resist Torture/Drugs Checks made to resist the effects of Blood Rain. Despite the name, this jacket lining will not keep you dry if you are completely submerged in liquid. This does not stack with other Waterproof Jacket Lining.
▶ Fashion Lining: Waterproof: Advanced
Price: 1.000EB (Very Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Waterproof Jacket Lining: A lining treated with special chemicals you can apply to an existing jacket (CP:R page 356). It protects against certain weather conditions. Waterproof Jacket Linings negate the armor ablating effects of Acid Rain and makes the user immune to the effects of Blood Rain. Despite the name, this jacket lining will not keep you dry if you are completely submerged in liquid. This does not stack with other Waterproof Jacket Lining.
▶ Fashion Lining: Smuggling
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: legal (Category 1)
Effect: Two standard-size clips of ammunition can be concealed in the jacket without a check, or 1 Drum magazine.
▶ Fashion Lining: Cargo: Basic
Price: 100EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Adds a Container Type: Small to the Jacket. This is visibly the same as a Carryall: Small
▶ Fashion Lining: Cargo: Advanced
Price: 500EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Adds a Container Type: Medium to the Jacket. This is visibly the same as a Carryall: Medium
▶ Fashion Lining: Cargo: Elite
Price: 1.000EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Adds a Container Type: Large to the Jacket. This is visibly the same as a Carryall: Large
▶ Fashion Lining: Cargo: Custom
Price: 5.000EB (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Effect: Adds a Container Type: Extra Large to the Jacket. This is visibly the same as a Carryall: Extra Large
▶ Medical Grade Cybernetic
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: same as regular version • Humanity Loss: 0 (0d6)
Effect: Functions as meat counter part, except: Can be EMP’ed
Borgware Depresses your Maximum Humanity by 4 unless otherwise specified.
Having Visible Borgware has Consequences, and having an Internal Linear frame will make people view you as Extremely dangerous, and likely unstable.
▶ Artificial Shoulder Mount
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Effect: See “Artificial Shoulder mount” (See CPRED p. 367)
▶ Biosystem: Basic
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Biosystem, (See Interface Volume 3, p. 104)
▶ Biosystem: Advanced
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Biosystem, (See Interface Volume 3, p. 104). Except you count as having MOVE 1 while outside of an FBC. Increase SDP of the Biosystem to 30
▶ Biosystem: Elite
Price: 20.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Biosystem, (See Interface Volume 3, p. 104) Except you count as having MOVE 1 while outside of an FBC. And Your Biosystem counts as having SP 7, that regenerates at a rate of 1 per DT of healing. Increase SDP of the Biosystem to 35
▶ Biosystem: Custom
Price: 25.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Biosystem, (See Interface Volume 3, p. 104) Except you count as having MOVE 1 while outside of an FBC, and your Biosystem counts as having SP 7 which regenerates at a rate of 1 per DT of healing. If your FBC body is brought to Mortally Wounded then you do not need to make Death Saves each round. If you moved, took Actions, or were attacked successfully within the last round, you have to make Death Saves as normal. This does not reset your Death Counter. Increase SDP of the Biosystem to 50
▶ Cybernetic Tool: Borgware: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: Grants a +2 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Cybernetic Tool: Borgware: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Grants a +3 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Hardened Shielding: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: A single piece of Borgware already installed in the user’s body is hardened to military standards.
Once installed, both the Borgware Hardened Shielding and the Borgware cannot be rendered disabled, inoperable, or destroyed by electric shock, microwavers or Disruption pulse, or any NonBlack ICE program effect.
▶ Multi Optic Mount
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Multi Optic Mount(see CPRED p. 367)
▶ Sensor Array
Price: 1.000eb (Very Expensive) • Skill: Cybertech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Sensor Array(see CPRED p. 367)
▶ Stat Boost: COOL Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: The practical pick for the budget-conscious, offering a modest boost to the social Savyness. While it doesn't boast the luxuries of high-tier enhancements, it ensures you're never overlooked in social settings. Perfect for those seeking to polish their charisma without breaking the bank, it's your stepping stone to social mastery.
Effect: Increase COOL by +1, This cyberware can stack with itself and other things that increase COOL.
▶ Stat Boost: DEX Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: The thrifty contender's choice, providing a slight increase to Dexterity, yet capable of collaborating with others of the same line of products. Minimalist yet effective, it ensures you remain agile on a budget. While it may not dazzle, it guarantees you're always in the game. Ideal for those who prioritize function and affordability in the constant race for agility.
Effect: Increase DEX by +1, This cyberware can stack with itself and other things that increase DEX.
▶ Stat Boost: INT Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: An economical choice for the budget-minded, this enhancer offers a modest boost to intellect. While it lacks the frills of premium models, it provides a noticeable uplift in cognitive function. Perfect for those seeking a mental edge without the high cost, it's the smart choice for savvy learners.
Effect: Increase INT by +1, This cyberware can stack with itself and other things that increase INT.
▶ Stat Boost: MOVE Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: An affordable entry-point for improving MOVE, granting a boost to the users ability to move rapidly. Ideal for those looking to gain an edge in mobility without a hefty investment. It enhances quickness and agility, suitable for beginners or those improving their physical conditioning. A practical step towards faster, more dynamic movement.
Effect: Increase MOVE by +1, This cyberware can stack with itself and other things that increase MOVE.
▶ Stat Boost: REF Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: The budget-conscious warrior's pick, offering a modest boost to Reflex, surprisingly stackable. It's the no-frills boost that keeps you competitive without emptying your pockets. While it won't turn heads, it ensures you're never left behind. Perfect for those who value practicality over prestige in the struggle to stay ahead.
Effect: Increase REF by +1, This cyberware can stack with itself and other things that increase REF.
▶ Stat Boost: TECH Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: The economical solution for the aspiring technologist, offering a subtle boost to the Techniques. It lacks the sophistication of higher-end models but delivers a solid enhancement in tool usage and technical tasks. Ideal for those on a tight budget, it's the first step towards becoming more adept with technology.
Effect: Increase TECH by +1, This cyberware can stack with itself and other things that increase TECH.
▶ Stat Boost: WILL Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: A cost-effective solution for those looking to bolster their WILL, offering a modest increase to the tenacity of the user. While it lacks the sophistication of higher-tier options, it provides a noticeable improvement in mental stamina and grit. Perfect for anyone starting their journey to stronger willpower, it's an encouraging first step.
Effect: Increase WILL by +1, This cyberware can stack with itself and other things that increase WILL.
▶ Neural Link Adapter
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity loss: 4d6
Description:
Effect: Allows one to install an unlimited amount of Neural Links.
▶ Hardened Shielding: Advanced
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: 2 pieces of Borgware already installed in the user’s body are hardened to military standards.
•Once installed, both the Borgware Hardened Shielding and the Borgware cannot be rendered disabled, inoperable, or destroyed by electric shock, microwavers or Disruption pulse, or any NonBlack ICE program effect.
▶ Hardened Shielding: Elite
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: 4 pieces of Borgware already installed in the user’s body are hardened to military standards.
•Once installed, both the Borgware Hardened Shielding and the Borgware cannot be rendered disabled, inoperable, or destroyed by electric shock, microwavers or Disruption pulse, or any NonBlack ICE program effect.
▶ Hardened Shielding: Custom
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: All Borgware already installed in the user’s body is hardened to military standards.
•Once installed, both the Borgware Hardened Shielding and the Borgware cannot be rendered disabled, inoperable, or destroyed by electric shock, microwavers or Disruption pulse, or any NonBlack ICE program effect.
▶ Linear Frame: Fuma
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Fūma Kotarō Linear Frame. Blackchrome p. 52
▶ Linear Frame: SWAT
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: LF-001 SWAT Linear Frame Blackchrome p. 53
▶ Linear Frame: Vermilion
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Vermilion Linear Frame Blackchrome p. 54
▶ Linear Frame: Discount
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: An enhanced skeleton and support structure with hydraulic and myomar muscles.
Effect:
• User increases their BODY to 8 if it was lower.
• This increase in BODY does change a Character's HP and Death Save.
▶ Linear Frame: Basic
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Sigma Frame CPRED p. 367
▶ Linear Frame: Advanced
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Beta Frame CPRED p. 367
▶ Linear Frame: Elite
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
Install: Hospital • Humanity Loss: 28 (8d6)
Description:
Effect: Omega Frame Interface Volume 3 p. 108
▶ Linear Frame: Omega Superior
Price: 20.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 28 (8d6)
Description:
Effect: Omega Frame Interface (See Volume 3, p. 108) except that it counts as 1 Borgware for the purpose of Maximum Humanity Depression.
▶ Linear Frame: Warfare
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: An enhanced skeleton and support structure with hydraulic and myomar muscles.
• User increases their BODY to 12 if it was lower.
• This increase in BODY changes a Character's HP and Death Save.
• This cannot increase the user's BODY to 12 or higher.
• Installation requires BODY 6 and 2 Grafted Muscle and Bone Lace.
• The user can wield any weapons as though they were 1 Handed, so long as they meet any BODY requirements to wield the weapon in the first place.
▶ Linear Frame: Clairvoyance
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity loss: 4d6
Description:
Effect: This linear frame can only be purchased as internal. The user increases their body to 10, doubles the range on tactile boost, radar/sonar implant and radar detector cyberware. It doesn't require any Muscle Graft and Bone Lace installed. Requires 10+ WILL.
▶ Cyberaudio Suite: Discount
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: A Cyberaudio Suite with a large and obvious outer component installed around the user’s ears. It has 2 Option Slot for a Cyberaudio Option. User can only have one Cyberaudio Suite installed.
▶ Cyberaudio Suite: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Cyberaudio Suite is installed invisibly in the inner skull. System has 3 Option Slots for Cyberaudio Options. User can only have one Cyberaudio Suite installed.
▶ Cyberaudio Suite: Premium
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description: A symphony of technology, offering crystal-clear sound with immersive depth. Tailored for audiophiles and professionals, it enhances auditory experience, integrating advanced features like spatial audio and noise cancellation. The pinnacle of auditory enhancement, its music, and communication redefined.
Effect: An Excellent quality Cyberaudio Suite. It comes with 4 option slots for Cyberaudio options.
▶ Amplified Hearing: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: See Amplified Hearing (See CPRED p. 361) This does not stack with Amplified hearing: Advanced
▶ Amplified Hearing: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 14 (4d6)
Effect: See Amplified Hearing (See CPRED p. 361), but increase the bonus from +2 to +3. This does not stack with Amplified hearing: Basic
▶ Audio Recorder
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: See Audio Recorder (See CPRED p. 361). This does not depress Maximum Humanity.
▶ Bug Detector: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: See Bug Detector (See CPRED p. 361). This does not depress Maximum Humanity.
▶ Bug Detector: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 2)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Bug Detector CPRED p. 352. But increase the range to 4 meters Grants a +1 to find the bug(s), this does not stack with other Bug Detectors. This does not depress Maximum Humanity.
▶ Bug Detector: Elite
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 3)
Install: Mall • Humanity Loss: 7 (2d6)
Effect: Bug Detector CPRED p. 352. But increase the range to 8 meters Grants a +2 to find the bug(s), this does not stack with other Bug Detectors. This does not depress Maximum Humanity.
▶ Bug Detector: Custom
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Legal (Category 4)
Install: Mall • Humanity Loss: 10 (3d6)
Effect: Bug Detector CPRED p. 352. But increase the range to 16 meters Grants a +3 to find the bug(s), this does not stack with other Bug Detectors. This does not depress Maximum Humanity.
▶ Cybernetic Tool: Cyberaudio: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Grants a +2 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Cybernetic Tool: Cyberaudio: Advanced
Price: 1.000eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: Grants a +3 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Breacher: Internal
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: "Breacher" as a Cyber Audio option
▶ Homing Tracer: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: See Homing Tracer (See CPRED p. 361). This does not depress Maximum Humanity.
▶Homing Tracer: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Homing Tracer CPRED p. 354, but with a 5km range. This does not depress Maximum Humanity.
▶Homing Tracer: Elite
Price: 5.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Homing Tracer CPRED p. 354, but with a 25km range. This does not depress Maximum Humanity.
▶Homing Tracer: Custom
Price: 10.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Homing Tracer CPRED p. 354, but with a 100km range. This does not depress Maximum Humanity.
▶ Cyberaudio Internal: Agent: Discount
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Poor Quality Agent (See CPRED p. 362) Capped at 10 Apps.
▶ Cyberaudio Internal: Agent: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Internal Agent (See CPRED p. 362) Capped at 20 Apps.
▶ Cyberaudio Internal: Agent: Excellent Quality
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Excellent Quality Agent, Unlimited amount of Apps
▶ Cyberaudio: Internal: Agent: Neuron
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 3 (1d6)
Effect: Excellent Quality Agent, grants the effect of a Chyron without requiring a Cybereye. Unlimited amount of Apps.
▶ Cyberaudio: Internal Agent slot
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Agent permanently installed into the user's Cyberaudio Suite. An agent must be provided by the user at the time of installation. This is a permanent upgrade. Attempting to uninstall the Agent from the Cyberaudio: Internal Agent Slot breaks the agent beyond repair, but allows another agent to be placed in. This effectively turns an External Agent into an Internal one, with the limitations and benefits such provides.
▶ Cyberaudio: Internal Agent slot: Neuron
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 7 (2d6)
Effect: Agent permanently installed into the user's Cyberaudio Suite. An agent must be provided by the user at the time of installation. This is a permanent upgrade. Attempting to uninstall the Agent from the Cyberaudio: Internal Agent Slot: Neuron breaks the agent beyond repair, but allows another agent to be placed in. This effectively turns an External Agent into an Internal one, with the limitations and benefits such provides. Grants the effect of a Chyron without requiring a Cybereye.
▶ Level Damper: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Legality: Legal
Effect: See Level Damper (See CPRED p. 362). This does not depress Maximum Humanity.
▶ Level Damper: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Legality: Legal
Effect: See Level Damper (See CPRED p. 362). Causes the user to be immune to the "Damaged Ear" Critical Injury (Flashbang effects or otherwise). This does not depress Maximum Humanity.
▶ Cyberaudio option: Radio Communicator
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Radio Communicator (See CPRED p. 362). This does not depress Maximum Humanity.
▶ Radar Detector
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Radar Detector (See CPRED p. 362). This does not depress Maximum Humanity.
▶ Cyberaudio option: Radio Scanner/Music Player
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Radio Scanner/Music Player (See CPRED p. 362). This does not depress Maximum Humanity.
▶ Cyberaudio option: Scrambler/Descrambler
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Scrambler/Descrambler (See CPRED p. 362). This does not depress Maximum Humanity.
▶ Cyberaudio option: Signal Jammer: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16). The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶ Cyberaudio option: Signal Jammer: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16), Increase the affected area by up to 14m by 14m as chosen by the user upon activation. Increase the DV to 17. The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶ Cyberaudio option: Signal Jammer: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 10 (3d6)
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16), Increase the affected area by up to 26m by 26m as chosen by the user upon activation. Increase the DV to 21. The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶Cyberaudio option: Signal Jammer: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16), Increase the affected area by up to 50m by 50m as chosen by the user upon activation. Increase the DV to 24. The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶ Voice Stress Analyser: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Voice Stress Analyzer (See CPRED p. 362)
▶ Voice Stress Analyser: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Voice Stress Analyzer (See CPRED p. 362), but increase the Bonus from +2 to +3.
Slot: Cyberarm
▶ Cyberarm: Discount
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7(2d6)
Description:
Effect: Replacement arm. A poor quality Cybernetic Arm. Has 3 Option Slots in each arm. Comes installed with Basic Hand that doesn't cause Humanity Loss or take up an Option Slot. Without BODY 8 or higher, you take -1 to all rolls that require this arm. All options installed in the arm are always visible to the naked eye when uncovered due to its inefficient and bulging design. This includes weapon options that would be considered concealed in other Cyberarms. The Discount Cyberarm is always distinguishable as a Cyberarm, even if covered with Realskinn.
▶ Cyberarm: Basic Quality
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7(2d6)
Description:
Effect: Replacement arm. Has 4 Option Slots. Comes installed with Basic Hand that doesn't cause Humanity Loss or take up an Option Slot
▶ Cyberarm: Premium
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7(2d6)
Description: Engineered for unmatched dexterity and strength, this cyberarm integrates the latest in tactile feedback and motor control technology. Designed for precision tasks and heavy lifting alike, it offers users a versatile tool for intricate work or robust physical challenges, making it the ultimate arm for innovators and pioneers in their field
Effect: Replacement arm. Excellent Quality cyberarm. Has 5 Option Slots. Comes installed with Basic Hand that doesn't cause Humanity Loss or take up an Option Slot. For the purpose of Brawling/Martial Arts, this counts as EQ.
▶ Cyberarm: Grand
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14(4d6)
Description: A large oversized Cybernetic Arm
Effect: Replacement arm. Has 6 Option Slots. Comes installed with Basic Hand that doesn't cause Humanity Loss or take up an Option Slot. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Cyberarm: Paired: Discount
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14(4d6)
Description:
Effect: Replacement pair of arms. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries, repair, or upgrade. Has 3 Option Slots in each arm. Comes installed with Basic Hand that doesn't cause Humanity Loss or take up an Option Slot. Without BODY 8 or higher, you take -1 to all rolls that require this arm. All options installed in the arm are always visible to the naked eye when uncovered due to its inefficient and bulging design. This includes weapon options that would be considered concealed in other Cyberarms. The Discount Cyberarm is always distinguishable as a Cyberarm, even if covered with Realskinn.
▶ Cyberarm: Paired: Premium
Price: 5.000eb (Luxury) • Time required to Fabricate: 28 DT • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14(4d6)
Description: Engineered for unmatched dexterity and strength, this cyberarm integrates the latest in tactile feedback and motor control technology. Designed for precision tasks and heavy lifting alike, it offers users a versatile tool for intricate work or robust physical challenges, making it the ultimate arm for innovators and pioneers in their field
Effect: Replacement pair of arms. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries, repair, or upgrade. Excellent Quality cyberarm. Has 5 Option Slots each. Comes installed with Basic Hand that doesn't cause Humanity Loss or take up an Option Slot. For the purpose of Brawling/Martial Arts, this counts as EQ.
▶ Cyberarm: Paired: Grand
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 28(8d6)
Description:
Effect: Replacement arms. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries, repair, or upgrade. Has 6 Option Slots each. Comes installed with Basic Hand that doesn't cause Humanity Loss or take up an Option Slot. Count as Borgware for the purpose of Maximum Humanity Depression.
▶Active Protection System
Price: 10.000eb (Super luxury) • Time required to Fabricate: 56 DT • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity loss: 28(8d6)
Description: The APS is a shoulder mounted heavy laser spike with an active detection system for incoming explosives. Capable of firing rapidly and averting danger.
Effect: Cyberarm. Does not have to be paired. Has 0 Option slots for Cyberarm or Cyberlimb Options. Does not include a hand and thus cannot hold anything. This custom-built cyberarm is a One-Handed Exotic Shotgun. It can be used to automatically, without expending an action but declaring the intent, attempt to neutralize a grenade or rocket that would pass through or land in an 10 Meter radius around the wielder, Expending 1 charge when used as attack roll against the attack, rendering the explosive harmless on a success (The attack roll of the enemy is being considered a DV for this purpose). If this attempt is failed, the user may still attempt to evade. The weapon's battery can be ejected and reloaded as an Action even without a free hand. Whenever this weapon is fired it drains one of 5 charges from its easily rechargeable (1 hour) proprietary Radline MagnaSlot BatteryBrick (100eb). Cannot be Tech upgraded for other types of ammo. Count as Borgware for the purpose of humanity Depression.
▶Cyberarm: Stunner: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Cybermatrix Gang Jazzler: (12 days of Cybermas p. 3)
▶ Cyberarm: Stunner: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Cybermatrix Gang Jazzler: (12 days of Cybermas p. 3) except DV 15.
▶ Cyberarm: Stunner: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Cybermatrix Gang Jazzler: (12 days of Cybermas p. 3) except DV 17.
▶ Cyberarm: Stunner: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: Cybermatrix Gang Jazzler: (12 days of Cybermas p. 3) except DV 19.
▶ Cyberarm: Cybernetic Weapon: Light
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect:A Light Melee Weapon (1d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, the user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. Takes 1 Option Slot. This does not depress Maximum Humanity.
▶ Cyberarm: Cybernetic Weapon: Medium
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, the user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. Takes 1 Option Slot.
▶ Cyberarm: Cybernetic Weapon: Heavy
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: A Heavy Melee Weapon (3d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, the user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. Takes 1 Option Slot.
▶ Cyberarm: Cybernetic Weapon: Very Heavy
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: A Very Heavy Melee Weapon (4d6 damage, 1 ROF) that can be successfully concealed without a Check. When wielded as a weapon, the user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm. Takes 2 Option Slot.
▶ Cyberarm: Cyberpillow
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 0 (n/a)
Effect: Cyberpillow, See Must Have Cyberware Deals p. 2. This does not depress Maximum Humanity.
▶ Cyberarm: Cyberscanner, Integrated
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7 (2d6)
Effect: Effect: Cyberscanner 12 Days of Gearmas p. 2. Requires a Cyberarm and takes 1 Option Slots.
▶ Cyberarm: Gas Dispenser
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Cyberarm Option. An aerosol gas launcher loaded with 2 doses of a Street Drug, Pharmaceutical or Poison. A Gas Dispenser can be successfully concealed without a Check. Mechanically, it acts as a One Handed Exotic Shotgun with a 1 shot capacity that fires only using the Shotgun Shell alternate firing mode. Except instead of dealing damage, anyone breathing in the smoke must make an RTD DV (Insert Secondary DV of the Drug) check or be under the effects of the drugs. Items that nullify gas effects, such as Nasal Filters, can negate the attack. Each shot requires the Gas Dispenser to be fully loaded. (If Tech Upgraded for an Extended/Drum magazine, Each 2 Doses will count as 1 Ammunition). Requires a Cyberarm and takes 2 Option Slots.
▶ Cyberarm: Grapple Hand
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Grapple hand (See CPRED p. 115)
▶ Cyberarm: Holo Projector Palm
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Description:
Effect: A hologram projector built into the user’s palm. Can output an potentially interactive holographic projection roughly the size of a soda can when linked to an Agent. Can be installed as the only piece of Cyberware in a meat arm. Takes 1 option slot. This does not depress Maximum Humanity.
▶ MicroWaldo: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Raven Microcybernetic MicroWaldo. See Interface 3 p. 87 & 109. Does not stack with MicroWaldo: Advanced.
▶ MicroWaldo: Advanced
Price: 5.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Raven Microcybernetic MicroWaldo. See Interface 3 p. 87 & 109. But Grants a +2 instead of a +1, Does not stack with MicroWaldo: Basic.
▶ Subdermal Grip
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Subdermal Grip. See CPRED p. 366.
▶ Shoulder Cam
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Shoulder Cam. See CPRED p. 366.
▶PersonalPak Kibblewarmer
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Description:
Effect: Small cylindrical rotisserie oven installed in the forearm, sized to fit a PersonalPak Kibble cylinder and warm it to exactly the right toasty temperature for crispy enjoyment. Requires a Cyberarm and takes 1 option slot. This does not depress Maximum Humanity.
▶Popup: Grenade Launcher
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Popup Grenade Launcher (See CPRED p. 115), this is not compatible with nonstandard fabrication method” Cyberweapon: Mono-Edge (any)
▶Popup: Shotgun
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Popup Shotgun (See Blackchrome p. 21)
▶Popup: Net Launcher: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: An Exotic one-handed Shotgun is installed in the Cyberarm. The net launcher holds 1 net in its magazine, and fires at 1 ROF using the Shotgun Skill and the Shotgun Slug Range table, except that it cannot hit a target farther than 25 m/yds away. The net launcher can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is “popped up,” the user can’t hold anything in this arm’s hand. On a hit, the net grapples the target. Only one net can grapple a target at a time. While grappled by the net, the target cannot use their Move Action. The target in the net can’t make use of a weapon that requires two hands and takes a −2 to all physical Actions for as long as they remain in the net. Replacement nets are purchased separately (See Ammunition: Net) Requires a Cyberarm and takes 3 Option Slots. This is incompatible with any Magazine attachments.
▶ Popup: Net Launcher: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: An Exotic one-handed Shotgun is installed in the Cyberarm. The net launcher holds 1 net in its magazine, and fires at 1 ROF using the Shotgun Skill and the Shotgun Slug Range table, except that it cannot hit a target farther than 50 m/yds away. The net launcher can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is “popped up,” the user can’t hold anything in this arm’s hand. On a hit, the net grapples the target. Only one net can grapple a target at a time. While grappled by the net, the target cannot use their Move Action. The target in the net can’t make use of a weapon that requires two hands and takes a −2 to all physical Actions for as long as they remain in the net. Replacement nets are purchased separately (See Ammunition: Net) Requires a Cyberarm and takes 3 Option Slots. This is incompatible with any Magazine attachments.
▶ Popup: Net Launcher: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: An Exotic one-handed Shotgun is installed in the Cyberarm. The net launcher holds 1 net in its magazine, and fires at 1 ROF using the Shotgun Skill and the Shotgun Slug Range table, except that it cannot hit a target farther than 50 m/yds away. The net launcher can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is “popped up,” the user can’t hold anything in this arm’s hand. On a hit, the net grapples the target. Only one net can grapple a target at a time. While grappled by the net, the target cannot use their Move Action. The target in the net can’t make use of a weapon that requires two hands and takes a −2 to all physical Actions for as long as they remain in the net. Replacement nets are purchased separately (See Ammunition: Net) Increase the DV of the Contortionist/Brawl Check to get out of the net to DV15. Requires a Cyberarm and takes 3 Option Slots. This is incompatible with any Magazine attachments.
▶ Popup: Net Launcher: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: an Exotic one-handed Shotgun is installed in the Cyberarm. The net launcher holds 1 net in its magazine, and fires at 1 ROF using the Shotgun Skill and the Shotgun Slug Range table, except that it cannot hit a target farther than 50 m/yds away. The net launcher can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is “popped up,” the user can’t hold anything in this arm’s hand. On a hit, the net grapples the target. Only one net can grapple a target at a time. While grappled by the net, the target cannot use their Move Action. The target in the net can’t make use of a weapon that requires two hands and takes a −2 to all physical Actions for as long as they remain in the net. Replacement nets are purchased separately (See Ammunition: Net) Increase the DV of the Contortionist/Brawl Check to get out of the net to DV17. Requires a Cyberarm and takes 3 Option Slots. This is incompatible with any Magazine attachments.
▶Popup: Shield
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Popup Shield (See CPRED p. 115)
▶Popup: Weapon (Arm)
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3-4 depending on what is in it)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Cyberarm Option. A One-Handed Ranged Weapon, A One-Handed Light, Medium, or Heavy Melee Weapon (that need not be concealable before its installation) provided by the user is installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be successfully concealed without a Check, and can be drawn and stowed without an Action. While the weapon is "popped up," the user can't hold anything in this arm's hand. Switching the Weapon takes 1 hour. Requires a Cyberarm and takes 2 Option Slots.
▶Security Shredder
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Description:
Effect: Commercial grade cross cut shredder concealed within the cyberarm, complete with internal reservoir for storing shreds. Requires a Cyberarm and takes 1 option slot. This does not depress Maximum Humanity.
▶Tool Hand
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Tool hand (See CPRED p. 115)
▶Throwing Arm: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Increases the Distance you can throw to 30m
▶Throwing Arm: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Increases the Distance you can throw to 35m
▶Throwing Arm: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Increases the Distance you can throw to 40m
▶Throwing Arm: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: Increases the Distance you can throw to 50m
▶ Cyberarm Suite: Internal Agent slot
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Agent permanently installed into the user's Cyberarm Suite. An agent must be provided by the user at the time of installation. This is a permanent upgrade. Attempting to uninstall the Agent from the Cyberarm Suite: Internal Agent slot breaks the agent beyond repair, but allows another agent to be placed in. This effectively turns an External Agent into an Internal one, with the limitations and benefits such provides.
▶ Cyberarm Suite: Internal Agent slot: Neuron
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 7 (2d6)
Effect: Agent permanently installed into the user's Cyberarm Suite. An agent must be provided by the user at the time of installation. This is a permanent upgrade. Attempting to uninstall the Agent from the Cyberarm Suite: Internal Agent slot: Neuron breaks the agent beyond repair, but allows another agent to be placed in. This effectively turns an External Agent into an Internal one, with the limitations and benefits such provides Grants the effect of a Chyron without requiring a Cybereye.
▶ Weaponized Interrogation
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Grants a +2 to their interrogation skill check. Does not stack with the Weapon Attachment. Requires a Cyberarm and takes 1 Option Slots.
You can only have 1 Cyberhand/Meathand per arm.
▶ Cyberhand: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect: Standard Hand, (See CPRED p. 115). This does not depress Maximum Humanity. This does not take up an option slot.
▶ Cyberhand: Modular Cyberhand: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description: When you love your Cyberfingers, picking and choosing which to install can be agony. But don’t worry! With the latest in PowerLimb cybernetic technology you can bypass mortal limits and dial your cyberfingers straight up to 5 per hand.
Effect: Can be installed as the only piece of cyberware in a meat arm. A Cybernetic Hand, but with 5 Modular fingers. This does not depress Maximum Humanity.
▶ Cyberhand: Modular Cyberhand: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: When you love your Cyberfingers, picking and choosing which to install can be agony. But don’t worry! With the latest in PowerLimb cybernetic technology you can bypass mortal limits and dial your cyberfingers straight up to 8 per hand.
Effect: Can be installed as the only piece of cyberware in a meat arm. A Cybernetic Hand with 8 Modular Fingers. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Cyberhand: Modular Cyberhand: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 17 (5d6)
Description: When you love your Cyberfingers, picking and choosing which to install can be agony. But don’t worry! With the latest in PowerLimb cybernetic technology you can bypass mortal limits and dial your cyberfingers straight up to 12 per hand.
Effect: Can be installed as the only piece of cyberware in a meat arm. Contains space for up to 12 Cyberfingers. Each purchase comes with 12 Standard Cyberfingers. Additional Cyberfingers are sold separately. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Cyberhand: Modular Cyberhand: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 21 (6d6)
Description: When you love your Cyberfingers, picking and choosing which to install can be agony. But don’t worry! With the latest in PowerLimb cybernetic technology you can bypass mortal limits and dial your cyberfingers straight up to 16 per hand.
Effect: Can be installed as the only piece of cyberware in a meat arm. Contains space for up to 16 Cyberfingers. Each purchase comes with 16 Standard Cyberfingers. Additional Cyberfingers are sold separately. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Gunhand: Medium
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 7 (2d6)
Effect: Transforms the user’s hand into an Exotic Medium Pistol with a five-shot capacity (1 bullet per finger). Despite being Exotic, this weapon is still capable of firing Non-Basic Ammunition. Can be installed as the only piece of Cyberware in a meat arm. Cybertech DV 17 to recognize as being a Gunhand
▶ Gunhand: Heavy
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Effect: Transforms the user’s hand into an Exotic Heavy Pistol with a five-shot capacity (1 bullet per finger). Despite being Exotic, this weapon is still capable of firing Non-Basic Ammunition. Can be installed as the only piece of Cyberware in a meat arm. Cybertech DV 17 to recognize as being a Gunhand
▶ Gunhand: Very Heavy
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Transforms the user’s hand into an Exotic Very Heavy Pistol with a five-shot capacity (1 bullet per finger). Despite being Exotic, this weapon is still capable of firing Non-Basic Ammunition. Can be installed as the only piece of Cyberware in a meat arm. Cybertech DV 17 to recognize as being a Gunhand
▶ Modular: Cyberfinger/toe: Basic
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description: It is a Cyberfinger.
Effect: You have a cybernetic finger. This does not depress Maximum Humanity.
▶ Modular: Cyberfinger/toe: Airhypo
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Airhypo Cyberfinger, (See Blackchrome P. 24). This does not depress Maximum Humanity.
▶ Modular: Cyberfinger/toe: Airhypo: Precision
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Airhypo Cyberfinger, (See Blackchrome P. 24) but if used with an Aimed Shot and containing anything that requires an RTD Check, increase the RTD the target needs to make by +2. This does not depress Maximum Humanity.
▶ Modular: Cyberfinger/toe: Ballpoint
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: Ballpoint Cyberfinger, (See Blackchrome P. 24). This does not depress Maximum Humanity.
▶ Modular: Cyberfinger/toe: Bullet Storage
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Bullet Storage Cyberfinger, (See Blackchrome P. 24)
▶ Modular Cyberfinger/toe: Dart Mode
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 7 (2d6)
Effect: Cyberfinger. Requires a Modular Finger Cyberhand. An Exotic Very Heavy Pistol that can only load Non-Basic Dart Ammunition. Unlike other weapons that fire Darts, a Very Heavy Pistol: Dart Mode has a clip of 1 Non-Basic Dart and must be reloaded just like a typical Very Heavy Pistol.
▶ Modular Cyberfinger/toe: Flashlight
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Description:
Effect: Flashlight Cyberfinger, (See Blackchrome P. 24). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Homing Tracer: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Homing Tracer Cyberfinger (See Blackchrome P. 25). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Homing Tracer: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: See Homing Tracer (See CPRED p. 361). This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Laser Pointer: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Laser Pointer Cyberfinger (See Blackchrome P. 25). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Lighter
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Lighter Cyberfinger (See Blackchrome P. 25). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Lockpick
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Lockpick Cyberfinger (See Blackchrome P. 25). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Microphone
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat restricted (Category 2)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Microphone Cyberfinger (See Blackchrome P. 25). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Mini Air Supply
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2).
Effect: Mini Airsupply Cyberfinger (See Blackchrome P. 26). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Weapon: One Shot Special
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 7 (2d6)
Effect: One Shot Special Cyberfinger (See Blackchrome P. 26). This can be concealed without a check. This cannot be techupgraded to take attachments
▶ Modular Cyberfinger/toe: Spray Can
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Spraycan Cyberfinger (See Blackchrome P. 26). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Squirt
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Squirt Cyberfinger (See Blackchrome P. 26). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Wirecutter/Scissor
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Wirecutter/Scissor Cyberfinger (See Blackchrome P. 26). This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Homing Tracer: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Homing Tracer Cyberfinger (See Blackchrome P. 25), Range of 5 miles/8km. This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Homing Tracer: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Homing Tracer Cyberfinger (See Blackchrome P. 25), Range of 10 miles/16km. This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Homing Tracer: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Homing Tracer Cyberfinger (See Blackchrome P. 25), Range of 20 miles/32km. This can be concealed without a check. This does not depress Maximum Humanity.
▶ Modular Cyberfinger/toe: Cybernetic Tool: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Grants a +2 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat. This can be concealed without a check.
▶ Modular Cyberfinger/toe: Cybernetic Tool: Advanced
Price: 5.000eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: Grants a +3 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat. This can be concealed without a check.
▶ Cybereye: Sponsored
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Sponsored Cybereye (See Blackchrome p. 22), Surgery to get this installed comes for free, also past character creation.
▶ Cybereye: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Cybereye (See CPRED p.112)
▶ Cybereye: Premium
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Functions as Cybereye (See CPRED p.112) except that it has 4 option slots.
▶ Grand Eye
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Cyclops International Bug Eye (Interface 3 p. 85) Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Cybereye: MonoVision
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Kiroshi MonoVision (Interface 3 p. 85 & 108) Counts as Borgware for the purpose of Maximum Humanity Depression.
▶ Paired Cybereyes: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: A set of 2 eyes. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each Cybereye has 3 Option Slots.
▶ Paired Cybereyes: Premium
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 21 (6d6)
Description:
Effect: A set of 2 eyes. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each can have a pre-installed (Cybereye option) in each eye that does not depress Maximum Humanity or take up Cybereye Option Slots, these options do not cause humanity loss. The (Cybereye option) cannot be removed without destroying the Cybereyes beyond repair. The (Cybereye option) will need to be provided by the user upon surgery, but does not increase the time/difficulty of the surgery. Each Cybereye has 4 Option Slots.
▶ Paired Cybereyes: Grand
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 28 (8d6)
Description:
Effect: A set of 2 eyes. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each Cybereye has 5 Option Slots. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Quick Change Mount: Eye
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Quick Change Mount, see CPRED p. 365,
▶ Chipware Compartment: Discount
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Compartment can conceal up to 1 piece of chipware without a Check. Chipware can be easily removed as an Action by spinning the eye in its socket. Requires a Cybereye and takes 3 Option Slots.
▶ Chipware Compartment: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Compartment can conceal up to 4 pieces of chipware without a Check. Chipware can be easily removed as an Action by spinning the eye in its socket. Requires a Cybereye and takes 3 Option Slots.
▶ Chipware Compartment: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 10 (3d6)
Effect: Compartment can conceal up to 8 pieces of chipware without a Check. Chipware can be easily removed as an Action by spinning the eye in its socket. Requires a Cybereye and takes 3 Option Slots.
▶ Chipware Compartment: Elite
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: Compartment can conceal up to 16 pieces of chipware without a Check. Chipware can be easily removed as an Action by spinning the eye in its socket. Requires a Cybereye and takes 3 Option Slots.
▶ Chipware Compartment: Custom
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 17 (5d6)
Effect: Compartment can conceal up to 32 pieces of chipware without a Check. Chipware can be easily removed as an Action by spinning the eye in its socket. Requires a Cybereye and takes 3 Option Slots.
▶ Hardened Cybereye Casing
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Legality: Legal
Effect: Hardened Cybereye Casing (see Blackchrome p. 19)
▶Anti-Dazzle: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 2 (1d6/2)
Legality: Legal
Effect: Anti-Dazzle (See CPRED p. 112). This does not depress Maximum Humanity.
▶Anti-Dazzle: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Legality: Legal
Effect: Anti-Dazzle (See CPRED p. 112), Causes the user to be immune to the "Damaged Eye" Critical Injury. This does not depress Maximum Humanity.
▶Chyron
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Chyron (See CPRED p. 112). This does not depress Maximum Humanity.
▶Color Shift
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Effect: Colour Shift (See CPRED p. 112). This does not depress Maximum Humanity.
▶Dartgun
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: Very Heavy Pistol Dart Mode, except with a Clip size of 1, and can be concealed without a check (See CPRED p. 112). This cannot be techupgraded to take attachments.
▶Image Enhance: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Image Enhance (See CPRED p. 112)
▶Image Enhance: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Image Enhance (See CPRED p. 112) but increase the Bonus from +2 to +3.
▶Low Light/Infrared/UV
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Low Light/Infrared/UV (See CPRED p. 113)
▶MicroOptics
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: MicroOptics (See CPRED p. 113). This does not depress Maximum Humanity.
▶MicroVideo
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: MicroVideo (See CPRED p. 113). This does not depress Maximum Humanity.
▶Radiation Detector
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Radiation Detector (See CPRED p. 113)
▶Targeting Scope
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Targeting Scope (See CPRED p. 113)
▶TeleOptics
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: TeleOptics (See CPRED p. 113)
▶Virtuality
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: Virtuality (See CPRED p. 113). This does not depress Maximum Humanity.
▶ Digital Jammer: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Does not need to be paired. The Digital Jammer grants the user a +2 to Stealth Checks made against targets using only digital optics for detection purposes, including observation cameras and cybereyes (providing all the target’s eyes are cybernetic. Requires a Cybereye and takes 2 Option Slots.
▶ Digital Jammer: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Does not need to be paired. The Digital Jammer grants the user a +3 to Stealth Checks made against targets using only digital optics for detection purposes, including observation cameras and cybereyes (providing all the target’s eyes are cybernetic. Requires a Cybereye and takes 2 Option Slots.
▶ Digital Jammer: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Does not need to be paired. The Digital Jammer grants the user a +4 to Stealth Checks made against targets using only digital optics for detection purposes, including observation cameras and cybereyes (providing all the target’s eyes are cybernetic. Requires a Cybereye and takes 2 Option Slots.
▶ Digital Jammer: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: Does not need to be paired. The Digital Jammer grants the user a +5 to Stealth Checks made against targets using only digital optics for detection purposes, including observation cameras and cybereyes (providing all the target’s eyes are cybernetic.) Requires a Cybereye and takes 2 Option Slots.
▶ Retina Lens: Basic
Price: 100eb (Expensive) • Skill: Cybertech
Legality: Restricted (Illegal)(Category 5)
Install: Mall • Humanity Loss: 3 (1d6)
Description:
Effect: See Retina Lens. Going Quietv1.1 P. 7. This does not depress maximum humanity.
▶ Retina Lens: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cybertech
Legality: Restricted (Illegal)(Category 5)
Install: Mall • Humanity Loss: 7 (2d6)
Description:
Effect: See Retina Lens. Going Quietv1.1 P. 7 Except the Retina print can be altered with spending 1 minute. This does not depress maximum humanity.
▶ Retina Lens: Elite
Price: 5.000eb (Luxury) • Skill: Cybertech
Legality: Restricted (Illegal)(Category 5)
Install: Mall • Humanity Loss: 10 (3d6)
Description:
Effect: See Retina Lens. Going Quietv1.1 P. 7 Except the Retina print can be altered with spending 1 action. This does not depress maximum humanity.
▶ Cyberleg: Poor Quality
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 3 (1d6)
Effect: Replacement leg. A poor quality Cyberleg, Has 2 Option Slots. Comes installed with Basic Foot that doesn't cause Humanity Loss or take up an Option Slot. Most Cyberleg options must be paired (purchased twice and installed in two different Cyberlegs on a user. HL must be paid for each).
▶ Cyberleg: Basic Quality
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 3 (1d6)
Description:
Effect: Replacement leg. Has 3 Option Slots. Comes installed with Basic Foot that doesn't cause Humanity Loss or take up an Option Slot. Most Cyberleg options must be paired (purchased twice and installed in two different Cyberlegs on a user. HL must be paid for each).
▶ Cyberleg: Excellent
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 3 (1d6)
Description: Crafted for the ultimate in mobility and versatility, these premium cyberlegs are equipped with cutting-edge technology for smooth, effortless movement in any terrain. Ideal for explorers, adventurers, and professionals requiring superior support and endurance, they redefine the boundaries of human capability.
Effect: Replacement leg. Excellent Quality Cyberleg, Has 4 Option Slots. Comes installed with Basic Foot that doesn't cause Humanity Loss or take up an Option Slot.
▶ Cyberleg: Borg
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: A massively oversized cybernetic leg.
Replacement leg. Has 5 Option Slots. Comes installed with Basic Foot that doesn't cause Humanity Loss or take up an Option Slot. Count as Borgware for the purpose of Maximum Humanity Depression.
▶Paired Cyberlegs: Poor Quality
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: Poor Quality Paired Cyberlegs. Replaces legs. They must be installed together and count as a single item for the purposes of Cost and Humanity Loss but not Critical Injuries, repair, or upgrade. Each Cyberleg has 2 Option Slots for Cyberleg or Cyberlimb options. Each Cyberleg comes preinstalled with a Basic Foot that doesn’t cost any Humanity Loss or take up a Cyberleg Option Slot. Without BODY 8 or higher, your MOVE is reduced by 1. All options installed in the legs are always visible to the naked eye when uncovered due to their inefficient and bulging design. This includes weapon options that would be considered concealed in other Cyberlegs. The Cyberlegs are always distinguishable as a Cyberleg, even if covered with RealskinnTM]
▶ Paired Cyberlegs: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Paired Cyberlegs. They must be installed together and count as a single piece of cyberware for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each Cyberleg has 3 Option Slots for Cyberleg or Cyberlimb Options.
▶ Paired Cyberlegs: Basic + (1 Cyberleg/limb Option)
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Effect: Paired Cyberlegs. They must be installed together and count as a single piece of cyberware for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each Cyberleg has 3 Option Slots for Cyberleg or Cyberlimb Options. Each can have a pre-installed with (Cyberleg/limb option) in each leg that does not depress Maximum Humanity or take up a Cyberleg Option Slot, these options do not cause Maximum Humanity depression. The (Cyberleg/limb option) cannot be removed without destroying the Cyberlegs beyond repair. The (Cyberleg/limb option) will need to be provided by the user upon surgery, but does not increase the time/difficulty of the surgery.
▶ Paired Cyberlegs: Excellent Quality + (1 Cyberleg/limb Option)
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Paired Cyberlegs. They must be installed together and count as a single piece of cyberware for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each Cyberleg has 4 Option Slots for Cyberleg or Cyberlimb Options. Each can have a pre-installed with (Cyberleg/limb option) in each leg that does not depress Maximum Humanity or take up a Cyberleg Option Slot, these options do not cause Maximum Humanity depression. The (Cyberleg/limb option) cannot be removed without destroying the Cyberlegs beyond repair. The (Cyberleg/limb option) will need to be provided by the user upon surgery, but does not increase the time/difficulty of the surgery.
▶ Paired Cyberlegs: Borgware
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Paired Cyberlegs. They must be installed together and count as a single piece of borgware for the purposes of Cost and Humanity Loss but not Critical Injuries or repair. Each Cyberleg has 5 Option Slots for Cyberleg or Cyberlimb Options. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Grip foot
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description: Feet are coated with state-of-the-art traction material.
Effect: Grip foot (See CPRED p.116)
▶ Jump Booster
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Jump Booster (See CPRED p.116)
▶ PerfectFit Cyberfoot
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect: PerfectFit Cyberfoot (See Must Have Cyberware Deals p. 4). This does not depress Maximum Humanity.
▶ Prehensile Cyberfoot
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Prehensile Cyberfoot, (See Interface Volume 3 p. 108)
▶ Skate Foot
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Skate Foot (See CPRED p.116)
▶ Talon Foot
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Talon Foot (See CPRED p.116)
▶ Web Foot
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Web Foot (See CPRED p.116)
▶ Zero Gravity Thrusters: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Zero Gravity Thrusters (See Interface Volume 3 p. 108)
▶Impact Reduction System: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity loss: 7 (2d6)
Description: [Introducing the Impact Reduction System: a cyberleg enhancement allowing safe landings from triple the normal distance. Featuring advanced kinetic absorption, enhanced agility, and customizable aesthetics. Ideal for high-altitude pursuits and urban exploration. Elevate your mobility and descend with confidence]
Effect: Increase the distance before the effects of falling to 90m from the original 30m (Must be paired)
▶Impact Reduction System: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity loss: 10 (3d6)
Description: [Introducing the Impact Reduction System: a cyberleg enhancement allowing safe landings from any distance. Featuring advanced kinetic absorption, enhanced agility, and customizable aesthetics. Ideal for high-altitude pursuits and urban exploration. Elevate your mobility and descend with confidence]
Effect: Remove Fall damage entirely (Must be paired)
▶ Stealth Configuration: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description: Designed for the silent operative, this stealth leg option features advanced noise-cancellation technology and a low-profile silhouette, enabling movements to be virtually silent. Ideal for infiltration and espionage, it ensures the wearer's steps are undetectable, blending seamlessly into the shadows for the ultimate covert approach.
Effect: Grants +2 to Stealth and the user no longer makes any sound when moving unless choosing to do so. Requires Two Cyberlegs and must be paired. This does not stack with Stealth Configuration: Advanced
▶ Stealth Configuration: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Description: Designed for the silent operative, this stealth leg option features advanced noise-cancellation technology and a low-profile silhouette, enabling movements to be virtually silent. Ideal for infiltration and espionage, it ensures the wearer's steps are undetectable, blending seamlessly into the shadows for the ultimate covert approach.
Effect: Grants +3 to Stealth and the user no longer makes any sound when moving unless choosing to do so. Requires Two Cyberlegs and must be paired. This does not stack with Stealth Configuration: Basic
▶ Cyberfoot: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 2 (1d6/2)
Description:
Effect: Resembles a normal foot. If installed into a meat leg, a Basic foot doesn't count towards the number of pieces of cyberware installed in a meat leg. Doesn't take up a Cyberleg Option Slot. This does not depress Maximum Humanity.
▶Cyberfoot: Modular CyberFoot: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description: When you love your Cybertoes, picking and choosing which to install can be agony. But don’t worry! With the latest in StrideTek cybernetic technology you can bypass mortal limits and dial your cybertoes straight up to 5 per foot.
Effect: As a Basic Foot, but with 5 Modular toes. This does not depress Maximum Humanity.
▶Cyberfoot: Modular CyberFoot: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description: When you love your Cybertoes, picking and choosing which to install can be agony. But don’t worry! With the latest in StrideTek cybernetic technology you can bypass mortal limits and dial your cybertoes straight up to 8 per foot.
Effect: As a Basic Foot, but with 8 Modular toes. Count as Borgware for the purpose of Maximum Humanity Depression.
▶Cyberfoot: Modular CyberFoot: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 10 (3d6)
Description: When you love your Cybertoes, picking and choosing which to install can be agony. But don’t worry! With the latest in StrideTek cybernetic technology you can bypass mortal limits and dial your cybertoes straight up to 12 per foot.
Effect: As a Basic Foot, but with 12 Modular toes. Count as Borgware for the purpose of Maximum Humanity Depression.
▶Cyberfoot: Modular CyberFoot: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 14 (4d6)
Description: When you love your Cybertoes, picking and choosing which to install can be agony. But don’t worry! With the latest in StrideTek cybernetic technology you can bypass mortal limits and dial your cybertoes straight up to 16 per foot.
Effect: As a Basic Foot, but with 16 Modular toes. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Cyberdeck: Internal
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Cyberdeck permanently installed into the user's Cyberlimb. A Cyberdeck must be provided by the user at the time of installation. In addition to never accidentally misplacing your Cyberdeck, integration into a Cyberlimb gives any Cyberdeck 1 extra slot that can be used for either Programs or Hardware. This is a permanent upgrade. Attempting to uninstall the Cyberdeck from the Cyberlimb breaks it beyond repair, but any Programs or Hardware on it could be easily recovered. Requires a Cyberlimb and takes 3 Option Slots. Cyberdeck still requires Interface Plugs and Neural Link to be operated by the user.
▶ Cyberdeck: Integrated Upgrade
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Cyberlimb Option. Upgrades a user’s already integrated Cyberdeck with one extra slot that can be used for either Programs or Hardware. Can only upgrade an integrated Cyberdeck installed on the same Cyberlimb. This Stacks with itself.
▶ Cybernetic Tool: Cyberlimb: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Grants a +2 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Cybernetic Tool: Cyberlimb: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Grants a +3 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Enhancer: Brawl
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description: A menacing marvel of engineering, equipped with retractable spikes for maximum armor penetration. Designed for the aggressive combatant, it shreds through defences with lethal efficiency, combining raw power with the brutal elegance of its protrusions.
Effect: When ablating SP using Brawl attacks, ablate 2 SP instead of 1 SP. This does not depress Maximum Humanity.
▶ Enhancer: Brawl and Martial Arts
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description: A menacing marvel of engineering, equipped with retractable spikes for maximum armor penetration. Designed for the aggressive combatant, it shreds through defences with lethal efficiency, combining raw power with the brutal elegance of its protrusions.
Effect: When ablating SP using Brawl or Martial Arts attacks, ablate 2 SP instead of 1 SP. This does not apply to “Woo Technique” of Gun Fu. This does not depress Maximum Humanity.
▶ Scanner: Medical: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Grants +2 to First Aid, Paramedic and Medical Tech checks, Requires a Cyberlimb and takes up 2 Option Slots.
▶ Scanner: Medical: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat restricted (Category 2)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Grants +3 to First Aid, Paramedic and Medical Tech checks, Requires a Cyberlimb and takes up 2 Option Slots.
▶ Scanner: Tech: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Techscanner, (See CPRED p. 115) except, Requires a Cyberlimb and takes up 2 Option Slots.
▶ Scanner: Tech: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat restricted (Category 2)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Techscanner, (See CPRED p. 115) except, Requires a Cyberlimb and takes up 2 Option Slots and increases the bonus from +2, to +3.
▶ Extra-Jointed Cyberlimb Upgrade
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Extra-Jointed Cyberlimb Upgrade, (See Blackchrome p. 18)
▶ Reinforced Cyberlimb Upgrade: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Reinforced Cyberlimb (See Blackchrome p. 21) The GM decides which limb is targeted when a Character suffers a Critical Injury unless otherwise stated.
▶ Reinforced Cyberlimb Upgrade: Advanced
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: This limb is immune to the Broken Leg Critical Injury if it’s a Cyberleg, or the Broken Arm and Dismembered Hand Critical Injury if it’s a Cyberarm. The GM decides which limb is targeted when a Character suffers a Critical Injury unless otherwise stated.
▶ Reinforced Cyberlimb Upgrade: Elite
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 10 (3d6)
Effect: This limb is immune to the Broken Leg and Dismembered Leg Critical Injuries if it’s a Cyberleg, or the Broken Arm, Dismembered Hand and Dismembered Arm Critical Injury if it’s a Cyberarm. The GM decides which limb is targeted when a Character suffers a Critical Injury unless otherwise stated.
▶ Reinforced Cyberlimb Upgrade: Custom
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: Increased hydraulic redundancy and bracing added to the cyberlimb allows it to function even under extreme strain. This limb is immune to the Broken Leg and Dismembered Leg Critical Injuries if it’s a Cyberleg, or the Broken Arm, Dismembered Hand, Dismembered Arm and Crushed Fingers, Critical Injury if it’s a Cyberarm. The GM decides which limb is targeted when a Character suffers a Critical Injury unless otherwise stated.
▶ Quick Change Mount
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Quick Change Mount, see CPRED p. 365,
▶ Crowd Rattler: Discount
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: As an Action, a user can force a target with functional meat ears or cyberaudio suite within 25 m/yds to make a DV13 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Ear Critical Injury. Sufficient protection, such as Level Damper, protects against this effect. Requires 2 Option Slots.
▶ Crowd Rattler: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: As an Action, a user can force a target with functional meat ears or cyberaudio suite within 25 m/yds to make a DV15 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Ear Critical Injury. Sufficient protection, such as Level Damper, protects against this effect. Requires 2 Option Slots.
▶ CrowdRattler: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: As an Action, a user can force a target with functional meat ears or cyberaudio suite within 25 m/yds to make a DV17 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Ear Critical Injury. Sufficient protection, such as Level Damper, protects against this effect. Requires 2 Option Slots.
▶ Crowd Rattler: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: As an Action, a user can force a target with functional meat ears or cyberaudio suite within 25 m/yds to make a DV19 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Ear Critical Injury. Sufficient protection, such as Level Damper, protects against this effect. Requires 2 Option Slots.
▶ Crowd Rattler: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 21 (6d6)
Description:
Effect: As an Action, a user can force a target with functional meat ears or cyberaudio suite within 25 m/yds to make a DV21 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Ear Critical Injury. Sufficient protection, such as Level Damper, protects against this effect. Requires 2 Option Slots.
▶ Flashbulb: Discount
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: As an Action, a user can force a target with functional meat eyes or cybereyes within 25 m/yds to make a DV13 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Eye Critical Injury. Sufficient protection, such as an Anti-Dazzle, protects against this effect. Requires 2 Option Slots.
▶ Flashbulb: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat restricted (Category 2)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: As an Action, a user can force a target with functional meat eyes or cybereyes within 25 m/yds to make a DV15 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Eye Critical Injury. Sufficient protection, such as an Anti-Dazzle, protects against this effect. Requires 2 Option Slots.
▶ Flashbulb: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: As an Action, a user can force a target with functional meat eyes or cybereyes within 25 m/yds to make a DV17 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Eye Critical Injury. Sufficient protection, such as an Anti-Dazzle, protects against this effect. Requires 2 Option Slots.
▶ Flashbulb: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: As an Action, a user can force a target with functional meat eyes or cybereyes within 25 m/yds to make a DV19 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Eye Critical Injury. Sufficient protection, such as an Anti-Dazzle, protects against this effect. Requires 2 Option Slots.
▶ Flashbulb: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 21 (6d6)
Description:
Effect: As an Action, a user can force a target with functional meat eyes or cybereyes within 25 m/yds to make a DV21 Resist Torture/Drugs Check. No Check is required for this Action. If the target fails, they suffer the Damaged Eye Critical Injury. Sufficient protection, such as an Anti-Dazzle, protects against this effect. Requires 2 Option Slots.
▶Collapsing limb
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital• Humanity loss: 3 (1d6)
Description:
Effect: Allow the cyberlimb to collapse into the user's body allowing them to be concealed without a check, this does not take an action. This does not break a grapple.
You can have one Covering per limb.
▶ Hardened Shielding
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 7 (2d6)
Effect: Cyberlimb and installed options cannot be rendered inoperable outside of hacking them with Cybertech.
▶ Metal Covering
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: As Plastic covering, See CPRED p. 116 except “Metallic Coating”
▶ Plastic Covering
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: Plastic covering, See CPRED p. 116
▶ Realskinn
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: Realskinn covering, See CPRED p. 116
▶Sponsored Covering
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: Sponsored Covering, (See Must have Cyberware Deals p. 4) Surgery to get this installed comes for free, also past character creation.
▶ Superchrome Covering
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: Superchrome Covering, See CPRED p. 116
▶Body Heat Generator
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity loss: 7 (2d6)
Description: Induce a heat producing nanoweave to make others able to feel your body heat.
Effect: Able to produce heat equal to a regular person when desired. This can be turned on/off, it takes 60 seconds for the heat to reach a normal level, and 60 Seconds for the heat to bleed off. This does not depress Maximum Humanity.
▶ Cybernetic Weapon Tail: Light
Price: 50eb (Costly) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: User’s spine is extended to connect the nerves to a weaponized tail module. Requires Neural Link. The tail functions as a Light Melee Weapon. At the GM’s discretion, a Character may use their Combat Tail for a task other than bludgeoning an opponent with a -4 penalty. While being utilized in this way the Combat Tail cannot be used as a weapon. Requires 1 Option Slots.
▶ Cybernetic Weapon Tail: Medium
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: User’s spine is extended to connect the nerves to a weaponized tail module. Requires Neural Link. The tail functions as a Medium Melee Weapon. At the GM’s discretion, a Character may use their Combat Tail for a task other than bludgeoning an opponent with a -4 penalty. While being utilized in this way the Combat Tail cannot be used as a weapon. Requires 2 Option Slots.
▶ Cybernetic Weapon Tail: Heavy
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: User’s spine is extended to connect the nerves to a weaponized tail module. Requires Neural Link. The tail functions as a Heavy Melee Weapon. At the GM’s discretion, a Character may use their Combat Tail for a task other than bludgeoning an opponent with a -4 penalty. While being utilized in this way the Combat Tail cannot be used as a weapon. Requires 2 Option Slots.
▶ Cybernetic Weapon Tail: Very Heavy
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: User’s spine is extended to connect the nerves to a weaponized tail module. Requires Neural Link. The tail functions as a Very Heavy Melee Weapon. At the GM’s discretion, a Character may use their Combat Tail for a task other than bludgeoning an opponent with a -4 penalty. While being utilized in this way the Combat Tail cannot be used as a weapon. Requires 2 Option Slots.
▶ Cybernetic Weapon Tail: Super Heavy
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: User’s spine is extended to connect the nerves to a weaponized tail module. Requires Neural Link. The tail functions as a Very Heavy Melee Weapon Dealing 5d6. At the GM’s discretion, a Character may use their Combat Tail for a task other than bludgeoning an opponent with a -4 penalty. While being utilized in this way the Combat Tail cannot be used as a weapon. Requires BODY 12+ Requires 2 Option Slots.
▶ Cybernetic Weapon Mouth: Light Weapon
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: User’s mouth jaw is replaced with a cybernetic version with inbuilt Light Melee Weapon. Can be concealed without a check.
▶ Cybernetic Weapon Mouth: Light Weapon with storage
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: User’s mouth jaw is replaced with a cybernetic version with inbuilt Light Melee Weapon. Can be concealed without a check. A Vial of Poison (purchased separately, see Gear List on pg. 355) can be safely stored and concealed in a compartment in the roof of the mouth without a Check. The contents of the stored vial can then be applied to the weapon silently anytime without an Action. Each application uses an entire vial and lasts for 30 minutes. This can be concealed without a check.
▶ Cybernetic Weapon Mouth: Medium Weapon
Price: 100eb (Premium) • Skill: Cybertech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: User’s mouth jaw is replaced with a cybernetic version with inbuilt Medium Melee Weapon.
▶ Cybernetic Weapon Mouth: Heavy Weapon
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description
Effect: User’s mouth jaw is replaced with a cybernetic version with inbuilt Heavy Melee Weapon. Requires 2 Option Slots.
▶ Cybernetic Weapon Mouth: Very Heavy Weapon
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: External Body Cyberware. Requires 2 Option Slots. User’s mouth jaw is replaced with a cybernetic version with inbuilt Very Heavy Melee Weapon.
▶ Cybernetic Weapon Mouth: Super Heavy Weapon
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: User’s mouth jaw is replaced with a cybernetic version with inbuilt Very Heavy Melee Weapon that deals 5d6 damage, Requires BODY 12+. Cannot be tech upgraded to be concealable Requires 3 Option Slots.
▶ Dragoon Plating: Basic.
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Installation requires BODY 16 or higher unless the user is a Full Body Conversion. After installation, the user’s body and head are armored at SP 15, and the user takes an Armor Penalty of -2 to REF, DEX, and MOVE. As an Action, the user can jettison their Dragoon Plating, removing the provided SP and freeing them of the Armor Penalty. If the user is not equipped with a set of Dragoon Plating, they can activate the magnetic call system as an Action and summon a set of unattached plating within 6m/yds to them. The selected plating then flies through the air and attaches itself to the user. Dragoon Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Dragoon Plating can be purchased for 1,000eb (Very Expensive). Ordering custom designs and colors adds 100eb(Premium) to the cost. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Dragoon Plating: Metal Gear
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Stopping power: 18 • Armor Penalty: 3
External Body Cyberware. Installation requires BODY 16 or higher unless the user is a Full Body Conversion. After installation, the user’s body and head are armored at SP 18, and the user takes an Armor Penalty of -3 to REF, DEX, and MOVE. As an Action, the user can jettison their Metalgear Dragoon Plating, removing the provided SP and freeing them of the Armor Penalty. If the user is currently not equipped with a set of Metalgear Dragoon Plating, they can activate the magnetic call system as an Action and summon a set of unattached plating within 6m/yds to them. The selected plating then flies through the air and attaches itself to the user. Metalgear Dragoon Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Metalgear Dragoon Plating can be purchased for 5,000eb (Luxury), and are classified as SCU: 2. Ordering custom designs and colors adds 100eb(Premium) to the cost. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Dragoon Plating: Metal Gear Heavy
Price: 20.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Installation requires BODY 16 or higher unless the user is a Full Body Conversion. After installation, the user’s body and head are armored at SP 21, and the user takes an Armor Penalty of -4 to REF, DEX, and MOVE. As an Action, the user can jettison their Plating, removing the provided SP and freeing them of the Armor Penalty. If the user is currently not equipped with a set of Full Metallic Plating, they can activate the magnetic call system as an Action and summon a set of unattached plating within 6m/yds to them. The selected plating then flies through the air and attaches itself to the user. Full Metallic Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Full Metallic Dragoon Plating can be purchased for 10,000eb (Super Luxury), and are classified as MCS: Medium SCU: 4. Ordering custom designs and colors adds 100eb(Premium) to the cost. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Dragoon Plating: Titan
Price: 25.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Installation requires BODY 16 or higher unless the user is a Full Body Conversion. After installation, the user’s body and head are armored at SP 24, and the user takes an Armor Penalty of -5 to REF, DEX, and MOVE. As an Action, the user can jettison their Plating, removing the provided SP and freeing them of the Armor Penalty. If the user is currently not equipped with a set of Metal Gear Dragoon Plating, they can activate the magnetic call system as an Action and summon a set of unattached plating within 6m/yds to them. The selected plating then flies through the air and attaches itself to the user. Titan Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Titan Dragoon Plating can be purchased for 15,000eb (Super Luxury), and are classified as MCS: Medium SCU: 6. Ordering custom designs and colors adds 100eb(Premium) to the cost. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ External Vidscreen
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Effect: A flexible rectangular Nu-Tek Touch TV panel approximately the dimensions of the Cyberpunk RED core book is installed subcutaneously, turning any desired part of the user’s body into a screen that can be utilized by a linked Agent or Memory Chip inserted into a user’s Chipware Socket. This does not depress Maximum Humanity.
▶ FBC Brimstone Coating
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Effect: Makes you immune to the effects of being on fire.
▶ FBC Chameleon Coating
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: FBC Chameleon Coating (See interface Volume 3 p.106)
▶ FBC Disruption Coating
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: FBC EMP Coating (See interface Volume 3 p.106) Effects resets daily at midnight UTC.
▶ FBC Gemini Sculpt: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 0 (N/A)
Description:
Effect: FBC Gemini Sculpt (See interface Volume 3 p.106) This does not depress Maximum Humanity.
▶ FBC Gemini Sculpt: Advanced
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 0 (N/A)
Description:
Effect: FBC Gemini Sculpt (See interface Volume 106). Except with an action, the Gemini Sculpt is able to produce heat equal to a regular person when desired. It will continue to stay heated until it is turned off, taking 60 Seconds for the heat to bleed off. This does not depress Maximum Humanity.
▶ FBC Gemini Sculpt: Elite
Price: 10.000eb (Super Luxury) • Skill: Cybertech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: FBC Gemini Sculpt (See interface Volume 106). Except with an action, the Gemini Sculpt is able to produce heat equal to a regular person when desired. It will continue to stay heated until it is turned off, taking 60 Seconds for the heat to bleed off. This Gemini Sculpt can be added even to someone with a BODY 16 or higher despite normal limitations of Gemini Sculpts. This does not depress Maximum Humanity.
▶ FBC Gemini Sculpt: Custom
Price: 15.000eb (Super Luxury) • Skill: Cybertech
Legality: Restricted (Illegal) (Category 5)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: FBC Gemini Sculpt (See interface Volume 106). Except with an action, the Gemini Sculpt is able to produce heat equal to a regular person when desired. It will continue to stay heated until it is turned off, taking 60 Seconds for the heat to bleed off. This allows the cyborg to alter its appearance to the extent an Extreme biosculpt would allow, this takes a minute of focus. This Gemini Sculpt can be added even to someone with a BODY 16 or higher despite normal limitations of Gemini Sculpts. This does not depress Maximum Humanity.
▶ FBC Integrated Bodyweight Coating
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: FBC Integrated Bodyweight Coating(See interface Volume 3 p.107)
▶ Hidden Holster
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Effect: Holster inside the user's body can store a weapon already capable of concealment so that it can be successfully concealed without a roll. Weapon can be drawn from the hidden holster without an Action, as long as it is implanted in an easily accessible place on the user's body. You don't want one in your thigh unless you don't wear pants.
▶ Hidden Holster: Advanced
Price: 1.000eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 10 (3d6)
Effect: Holster inside the user's body can be used to conceal a 1 handed weapon that is not normally concealable so that it can be successfully concealed without a roll. Weapon can be drawn from the hidden holster without an Action, as long as it is implanted in an easily accessible place on the user's body. You don't want one in your thigh unless you don't wear pants.
▶ Optishield: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect: Kiroshi OptiShield (See The 12 days of Cybermas), While this is activated, the user cannot use Smart glasses, This does not depress Maximum Humanity.
▶ Optishield: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Kiroshi OptiShield (See The 12 days of Cybermas), While this is activated, the user cannot use Smart glasses, Grants 1 Cyberoptic Slot, options automatically count as paired, these options are only active while the Optishield is in use, these options do not Depress Maximum Humanity.
▶ Optishield: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Kiroshi OptiShield (See The 12 days of Cybermas), While this is activated, the user cannot use Smart glasses, Grants 2 Cyberoptic Slot, options automatically count as paired, these options are only active while the Optishield is in use, these options do not Depress Maximum Humanity.
▶ Optishield: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Kiroshi OptiShield (See The 12 days of Cybermas), While this is activated, the user cannot use Smart glasses, Grants 4 Cyberoptic Slot, options automatically count as paired, these options are only active while the Optishield is in use, these options do not Depress Maximum Humanity.
▶ Subdermal Pocket: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: See Carryall Bag: Small. Multiple Installations grants a separate space equal to one additional Carryall Bag: Small per installation. Contents can be successfully concealed without a Check.
▶ Subdermal Pocket: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: See Subdermal Pocket: Basic. With the exception of space equal to one additional Carryall bag: Medium.
▶ Subdermal Armor: Skinweave
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Skin Weave, (See CPRED p. 364) It is impossible to spot if someone has skinweave with the naked eye. Nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP per day.
▶ Subdermal Armor: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Subdermal Armor (See CPRED p. 364). It is a DV 24 perception/cybertech check to spot that someone has a Subdermal Armor: Basic.
▶ Subdermal Armor: Heavy
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Heavy Subdermal Plating (See Interface Volume 3 p. 107). Nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP per DT spent healing. It is a DV 21 perception/cybertech check to spot that someone has a Subdermal Armor: Heavy. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Subdermal Armor: Flak
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: User's body and head are armored at SP15. Nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP per DT spent healing. The user takes an Armor Penalty of 3 unless they have a BODY 14 or higher or are a Full Body Conversion in which case the Armor Penalty is reduced to 1. It is a DV 19 perception/cybertech check to spot that someone has a Subdermal Armor: Flak. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Subdermal Armor: Metal Gear
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 21 (6d6)
Description:
Effect: User's body and head are armored at SP18. Nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP per DT spent healing. The user takes an Armor Penalty of 4 unless they have a BODY 15 or higher or are a Full Body Conversion in which case the Armor Penalty is reduced to 2. It is a DV 19 perception/cybertech check to spot that someone has a Subdermal Armor: Metal Gear. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Subdermal Armor: Metal Gear Heavy
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 25 (7d6)
Description:
Effect: User's body and head are armored at SP 21. Nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP per DT spent Healing. The user takes an Armor Penalty of 5 unless they have a BODY 16 or higher or are a Full Body Conversion in which case the Armor Penalty is reduced to 3. It is a DV 17 perception/cybertech check to spot that someone has a Subdermal Armor: Metal Gear Heavy. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Subdermal Armor: Titan
Price: 20.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Clinic • Humanity Loss: 28 (8d6)
Description:
Effect: User's body and head are armored at SP 24. Nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP per DT spent healing. The user takes an Armor Penalty of 6 unless they have a BODY 17 or higher or are a Full Body Conversion in which case the Armor Penalty is reduced to 4. It is a DV 15 perception/cybertech check to spot that someone has a Subdermal Armor: Titan. Count as Borgware for the purpose of Maximum Humanity Depression.
▶ Foreign Repellent
Price: 1.000eb (Very Expensive) • Skill: Cybertech •
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Causes the user to be immune to the "Foreign Object" Critical Injury.
▶ Biomonitor: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description:
Effect: Biomonitor (see CPRED p. 111)
▶ Biomonitor: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description: Dedicated to fitness and health, you regularly engage in rigorous exercise and nutritional practices, investing in advanced cybernetic enhancements to maximize your physical condition. Your physique is a testament to your dedication, a shrine to well-being you devoutly maintain. To broadcast your superior health status, embrace the latest innovation in health tracking technology. This cutting-edge device seamlessly integrates with your existing biomonitor, consolidating complex health metrics into an easily understandable Healthiness Parameters(HP) score. Showcase your commitment to peak physical health with this unparalleled health monitoring solution, setting a new standard in wellness and personal achievement.
Effect: Counts as a Biomonitor and a Heuristic Health Monitor, (See Blackchrome p. 19) This does not depress Maximum Humanity.
▶ Chemskin: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A).
Description: Dyes and pigments infused into the skin to permanently change its hue, the applications of which can range from hiding blemishes to the desire for neon-green skin. Pigments can optionally be temperature-sensitive or reactant to hormone changes in the body.
Effect: Chemskin (See CPRED p. 111) This does not depress Maximum Humanity.
▶ Chemskin: Advanced
Price: 500eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A).
Description: Dyes and pigments infused into the skin to permanently change its hue, the applications of which can range from hiding blemishes to the desire for neon-green skin. Pigments can optionally be temperature-sensitive or reactant to hormone changes in the body.
Effect: Chemskin (See CPRED p. 111), but if combined with Advanced Techhair, increase the granted bonus to +3. This does not depress Maximum Humanity.
▶ Display
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Clinic • Humanity Loss: 0 (N/A)
Effect: 8 Bright and bold letters/Numbers illuminated from under the user’s skin. These can be any combination of letters/numbers. Attuning these to an agent takes 5 minutes, and allows one to change the numbers/letters. They can be turned on or off with an action. Counts as an installation of Light Tattoo fashionware, making it helpful for reaching the +2 Wardrobe and Style bonus for having three installations (see CP:R page 358). This does not depress Maximum Humanity.
▶ Divine Fashion
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 0 (N/A)
Description:
Effect: Increase the number of Fashion slots to 14. Requires being an FBC. This does not depress Maximum Humanity.
▶ EMP Threading
Price: 10eb (Cheap) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description: Popularized by the media sensation UR, these thin silver lines run in circuit-like patterns across the body. Many people believe they act as a "Faraday cage" to protect you from radiation and EMP effects but so far there’s no scientific backing to these claims. But they sure do look cool. Most people wear EMP Threading as a fashion statement.
Effect: The only mechanical effect this has is being a viable target for EMP effects. This does not depress Maximum Humanity.
▶ Lead’s Turn-On-Show-Off Nails
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: A full set of programmable lighted (toe and finger) nails allow the user to bring the nail art of their dreams to life. Each purchase comes with a set of light pens for creating new nail art presets. Presets can also also be downloaded from the CitiNet using a linked Agent. Counts as an installation of Light Tattoo fashionware, making it helpful for reaching the +2 Wardrobe and Style bonus for having three installations (see CPRED page 358). Can be installed on both meat and cyberware hands/feet. This does not depress Maximum Humanity.
▶ Light Tattoo: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description: Illuminate your skin with the future of fashion: our cutting-edge Subdermal Patches. These aren't just tattoos; they're a revolution under your skin, storing and projecting vibrant, colored designs that set you apart from the crowd. Whether you desire a subtle glow or an intricate masterpiece sprawling across your skin, our technology scales to your ambition. Each piece is a statement, a blend of art and innovation, requiring just the right number of installations to achieve your unique vision. Transform your body into a canvas of light with our Subdermal Patches—the brighter choice in personal expression.
Effect: Light Tattoo (See CPRED p. 111) They can be turned on or off with an action. This does not depress Maximum Humanity.
▶ Light Tattoo: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 0 (N/A)
Description:
Effect: Light Tattoo (See CPRED p. 111) They can be turned on or off with an action. They can be altered while installed by pairing them up with an agent (takes 5 minutes). This does not depress Maximum Humanity.
▶ Mood Eyes: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: Mood eyes (Interface 3, p. 47)This does not depress Maximum Humanity.
▶ Mood Eyes: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Effect: Mood eyes (Interface 3, p. 47) Except DV 13 Acting instead of 21. This does not depress Maximum Humanity.
▶ Shift Tacts
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description: Step into a world where your eyes redefine the meaning of personal style with our cutting-edge Color-Coded Lenses. Implant these marvels into your eyes and unlock the power to shift your gaze through a new pattern and hue at will. Choose from lenses that adapt to your body's temperature or respond to hormonal changes, ensuring your eyes not only captivate but also resonate with your every mood and moment. With our innovative lenses, the future of customizable beauty is not just in sight—it's in your eyes. Experience the evolution of expression.
Effect: Only one choice of color and pattern can be made, but the user can deactivate the color change at any time desired without an Action. This does not depress Maximum Humanity.
▶ Skinwatch
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description:
Effect: Skinwatch. See CPRED p. 358. This does not depress Maximum Humanity.
▶ Subdermal mini mag speakers
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 0 (0d6)
Effect: See Minimag Speakers (Interface Volume RED4 Pg.68), but installed somewhere in your body. Specific triggers can be set and changed by spending 1 minute setting them up with a DV 17 Cybertech/Electronics Security Tech. (This is done through your agent)
▶ Techhair: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description:
Effect: Techhair. See CPRED p. 358. This does not depress Maximum Humanity.
▶ Techhair: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 0 (N/A)
Description:
Effect: Techhair. See CPRED p. 358. Can over the course of 1 minute alter the look/length of the hair by up to 50cm. If combined with Chemskin: Advanced, increased the bonus to +3. This does not depress Maximum Humanity.
▶ Angel Eyes
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 0 (N/A)
Description: Real angels. The fucked up ones with beautifully horrid geometry and eyes all over the place.
Effect: Allows user to choose where on their body to put the extra cybereyes. Must be chosen at time of installation, changing places after would require removal and reinstallation. This does not depress Maximum Humanity. Requires Multioptic Mount.
▶ Appetite Controller
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 2 (1d6/2)
Description:
Effect: Allows the user to manage and ignore hunger at the touch of a button using their Biomonitor. This allows the user to ignore Humanity Loss from the Long-term Environmental Stress Factor, such as Housing quality or Lifestyle (see CP:R page 231) associated with it. You still follow the normal rules for starvation (See CPRED p. 377). Requires Biomonitor. This does not depress Maximum Humanity.
▶ AudioVox: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: AudioVox, (See CPRED p. 114)
▶ AudioVox: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: AudioVox, but with a +3 Bonus instead of +2.(See CPRED p. 114)
▶ Contraceptive Implant
Price: 10eb (Cheap) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 0 (N/A)
Description:
Effect: Contraceptive Implant (See CPRED p. 363) This does not depress Maximum Humanity.
▶Cybernetic Weapon: Light
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: A Light Melee Weapon (1d6 damage, 2 ROF) that can be successfully concealed without a Check. Takes 1 Option Slot.
▶Cybernetic Weapon: Medium
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. Takes 1 Option Slot.
▶Cybernetic Weapon: Heavy
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: A Heavy Melee Weapon (3d6 damage, 2 ROF) that can be successfully concealed without a Check. Takes 1 Option Slot.
▶ Cybernetic Weapon: Very Heavy
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: A Very Heavy Melee Weapon (4d6 damage, 1 ROF) that can be successfully concealed without a Check. Takes 1 Option Slot.
▶ Cyberskull: Basic
Price: 5.000eb (Luxury) • Skill: Cybertech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Effect: Cyberskull, (See Interface Volume 3, p. 105)
▶ Cyberskull: Advanced
Price: 10.000eb (Super Luxury) • Skill: Cybertech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 17 (5d6)
Description:
Effect: Cyberskull, (See Interface Volume 3, p. 105) List of Immunity to Critical Injuries now includes: Brain Injury.
▶ Cyberskull: Elite
Price: 15.000eb (Super Luxury) • Skill: Cybertech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 21 (6d6)
Description:
Effect: Cyberskull, (See Interface Volume 3, p. 105) List of Immunity to Critical Injuries now includes: Brain Injury and Lost Eye.
▶ Cyberskull: Custom
Price: 20.000eb (Super Luxury) • Skill: Cybertech
Legality: Restricted (Illegal) (Category 5)
Install: Hospital • Humanity Loss: 24 (7d6)
Description:
Effect: Cyberskull, (See Interface Volume 3, p. 105) List of Immunity to Critical Injuries now includes: Brain Injury and Lost Eye and Lost Ear. But only takes up 2 Slots instead of 3.
▶ Enhanced Antibodies: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Description:
Effect: Enhanced Antibodies, (See CPRED p. 363). This does not depress Maximum Humanity.
▶ Enhanced Antibodies: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Description:
Effect: Enhanced Antibodies, (See CPRED p. 363) Except Heals Body x 3 for each day spent Resting. This does not depress Maximum Humanity.
▶ Enhanced Antibodies: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Enhanced Antibodies, (See CPRED p. 363) Except Heals Body x 4 for each day spent Resting. This does not depress Maximum Humanity.
▶ Enhanced Antibodies: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Enhanced Antibodies, (See CPRED p. 363) Except Heals Body x 5 for each day spent Resting. This does not depress Maximum Humanity.
▶Gills
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: Gills (See CPRED p. 363)
▶Grafted Muscle and Bone Lace
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Grafted Muscle and Bone Lace (See CPRED p. 363)
▶ Heart Stabilization: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity loss: 14 (4d6)
Description:
Effect: Automatically turns the first failed Death Save into a success. Has a 24 hours / 1 DT-hour cooldown period. Can only be installed once.
▶ Heart Stabilization: Advanced
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity loss: 21 (6d6)
Description:
Effect: Automatically turns the first failed Death Save into a success. Has a 24 hours / 1 DT-hour cooldown period. Can only be installed once. A Natural 10 no longer counts as an automatically failed deathsave.
▶Independent Air Supply
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 2 (1d6/2)
Description:
Effect: Independent Air Supply, (See CPRED p. 363). This does not depress Maximum Humanity.
▶ Internal Body Cyberware Hardened Shielding
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Internal Body Cyberware Hardened Shielding (See Blackchrome p. 20)
▶ Internal Hydraulics upgrade: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 3 (1d6)
Description:
Effect: Internal Hydraulics Upgrade. (Interface Volume 3, p. 107)
▶ Internal Hydraulics upgrade: Advanced
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 3 (1d6)
Description:
Effect: Internal Hydraulics Upgrade, Tuned (Interface Volume 3, p. 107)
▶ Internal Hydraulics upgrade: Elite
Price: 20.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 3 (1d6)
Description:
Effect: Internal Hydraulics Upgrade, Perfected(Interface Volume 3, p. 107)
▶ Internal Hydraulics upgrade: Custom
Price: 50.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal)(Category 5)
Install: Hospital • Humanity Loss: 3 (1d6)
Description:
Effect: Internal Hydraulics Upgrade (Interface Volume 3, p. 107) Except; User’s REF, DEX, and MOVE STATS are all set at 10 unless they would otherwise be higher for the Character.
▶Midnight Lady Sexual Implant
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect: Midnight Lady Sexual Implant, (See CPRED p. 363). This does not depress Maximum Humanity.
▶Mr. Studd Sexual Implant
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect: Mr. Studd Sexual Implant, (See CPRED p. 363). This does not depress Maximum Humanity.
▶Nasal Filters
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect: Nasal Filters (See CPRED p. 363). This does not depress Maximum Humanity.
▶Radar/Sonar Implant
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Radar/Sonar Implant(See CPRED p. 363), except can be turned on/off with an action.
▶Toxin Binders: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 2 (1d6/2)
Description:
Effect: Toxin Binders(See CPRED p. 363). This does not depress Maximum Humanity. This does not depress Maximum Humanity. Does not stack with other Toxin Binder: Advanced or Toxin Binders: Stasis.
▶Toxin Binders: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Toxin Binders(See CPRED p. 363) but increase the Bonus from +2 to +3. This does not depress Maximum Humanity. Does not stack with other Toxin Binder: Basic or Toxin Binders: Stasis.
▶Toxin Binders: Stasis
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: -1 to Resist Torture/Drugs Checks, but no longer roll down on a Natural 1. This does not depress Maximum Humanity. Does not stack with either Toxin Binder: Basic or Toxin Binders: Advanced.
▶ Trauma Response Nanomatrix: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: 1/day, as an Action, activate to repair your Subdermal Armor to full SP. Requires any Subdermal Armour. Multiple installation stacks.
▶ Trauma Response Nanomatrix: Advanced
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 7 (2d6)
Effect: 2/day, as an Action, activate to repair your Subdermal Armor to full SP. Requires any Subdermal Armour. Multiple installation stacks.
▶ Trauma Response Nanomatrix: Elite
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 10 (3d6)
Effect: 3/day, as an Action, activate to repair your Subdermal Armor to full SP. Requires any Subdermal Armour. Multiple installation stacks.
▶ Trauma Response Nanomatrix: Custom
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Effect: 4/day, as an Action, activate to repair your Subdermal Armor to full SP. Requires any Subdermal Armour. Multiple installation stacks.
▶ NeuTongue
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 2 (1d6/2)
Description:
Effect: Neutongue (Interface Volume 2 p. 73) linking an agent takes 5 minutes and a Cybertech DV 9, a failed result means the 5 minutes are wasted. Can be deactivated by the user at any time without an action, eliminating the user’s sense of taste. This does not depress Maximum Humanity.
▶ Racer Bracer
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: RacerBracer (See Blackchrome p. 159)
▶ Throat: Shotgun
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Effect: Firebreather, (See Interface Volume 2, p. 73)
▶ Adrenal Injector
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Hospital • Humanity loss: 7 (2d6)
Description:
Effect: Effects that causes being reduced to under 1 HP would instead be left unconscious will instead prompt a Resist Torture/Drug Check DV 13, +1 for every check made to stay conscious. This increase in DV is reset upon stabilization. An Example of this is the Less than Lethal Weaponry.
▶ Bodyweight AutoInjector: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: One dose of a Street Drug can be loaded into a subdermal reservoir as an Action. Once loaded, the user can take an Action to inject the Street Drug into their body. A user with a Biomonitor can program the AutoInjector to inject them with the loaded Street Drug automatically whenever they roll Initiative, receive a Critical Injury, or enter a chosen Wound State.
▶ Bodyweight AutoInjector: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Two doses of Street Drugs can be loaded into a subdermal reservoir as an Action, these do not need to be the same Street Drug. Once loaded, the user can take an Action to inject any number of the Street Drugs into their body. A user with a Biomonitor can program the AutoInjector to inject them with the loaded Street Drug automatically whenever they roll Initiative, receive a Critical Injury, or enter a chosen Wound State.
▶ Bodyweight AutoInjector: Elite
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 10 (3d6)
Description:
Effect: Four doses of Street Drugs can be loaded into a subdermal reservoir as an Action, these do not need to be the same Street Drug. Once loaded, the user can take an Action to inject any number of the Street Drugs into their body. A user with a Biomonitor can program the AutoInjector to inject them with the loaded Street Drug automatically whenever they roll Initiative, receive a Critical Injury, or enter a chosen Wound State.
▶ Bodyweight AutoInjector: Custom
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Eight doses of Street Drugs can be loaded into a subdermal reservoir as an Action, these do not need to be the same Street Drug. Once loaded, the user can take an Action to inject any number of the Street Drugs into their body. A user with a Biomonitor can program the AutoInjector to inject them with the loaded Street Drug automatically whenever they roll Initiative, receive a Critical Injury, or enter a chosen Wound State.
▶ Cyberliver: Basic
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 2(1d6/2)
Description:
Effect: See Hammered Industries Cyberliver. (See Mixing Drinks-Changing Lives p. 15). This does not depress Maximum Humanity. Does not stack with either Cyberliver: Advanced, Elite or Custom.
▶ Cyberliver: Advanced
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 2(1d6/2)
Description:
Effect: See Hammered Industries Cyberliver. (See Mixing Drinks-Changing Lives p. 15) Increase Bonus from +6 to +8. This does not depress Maximum Humanity. Does not stack with either Cyberliver: Basic, Elite or Custom.
▶ Cyberliver: Elite
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 2(1d6/2)
Description:
Effect: See Hammered Industries Cyberliver. (See Mixing Drinks-Changing Lives p. 15) Increase Bonus from +6 to +10. This does not depress Maximum Humanity. Does not stack with either Cyberliver: Basic, Advanced or Custom.
▶ Cyberliver: Custom
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 2(1d6/2)
Effect: The user is now immune to the intoxicating effects of alcohol and alcohol-mimicking substances. It does not add to Resist/ Torture Drug Checks made against the Secondary Effect DV of a street drug, even if the drug contains alcohol. This does not depress Maximum Humanity. Does not stack with either Cyberliver: Basic, Advanced or Elite.
▶ Cybernetic Tool: Internal: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Description:
Effect: Grants a +2 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Cybernetic Tool: Internal: Advanced
Price: 1.000eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: Grants a +3 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Decentralized Heart
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity loss: 7 (2d6)
Description: Don't put your heart on the line, replace it with synthetic implants that disperses the chambers across multiple locations.
Effect: -2 to your Death save check. This stacks with itself.
▶ Stat Boost: DEX Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: Designed for the masses, this cost-effective solution tunes the Dexterity by a measurable amount and can work in tandem with multiple sets of itself, and other variants of this line. It's a testament to ingenuity, offering a leg up without too much financial strain. It empowers users to move with increased finesse, making it the go-to choice for the resourceful fighter seeking practical enhancement.
Effect: Increase DEX by +1, This cyberware can stack with itself and other things that increase DEX.
▶ Stat Boost: DEX Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: The Elite's Fluidity Module: Reserved for the distinguished, this apex of innovation enhances the users Dexterity with the capability of synergistic effect from multiple, setting the gold standard for agility. Unattainable by the masses, it secures unmatched agility in every maneuver, revolutionizing physical prowess for the elite. A symbol of both affluence and performance, it offers the supreme advantage.
Effect: Increase DEX by +2, This cyberware can stack with itself and other things that increase DEX.
▶ Stat Boost: MOVE Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: Aimed at active individuals, this module provides a +1 increase to MOVE, enhancing speed and efficiency. Perfect for professionals and enthusiasts in sports, dance, or any field requiring swift, precise movement. It's the key to unlocking higher performance levels, making every step count
Effect: Increase MOVE by +1, This cyberware can stack with itself and other things that increase MOVE.
▶ Stat Boost: MOVE Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: unparalleled speed and fluidity. It's designed for top athletes, special forces, and anyone who demands extreme agility and acceleration. A symbol of elite physical capability, it sets you apart in any race or pursuit.
Effect: Increase MOVE by +2, This cyberware can stack with itself and other things that increase MOVE.
▶ Stat Boost: REF Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: Crafted for the everyman, this affordable enhancer grants a +1 boost to Reflex, with the unique ability to stack. While it won't break the bank, it promises to give its users a fighting chance in the fray. A testament to practicality, it's the accessible edge for the determined underdog.
Effect: Increase REF by +1, This cyberware can stack with itself and other things that increase Reflex.
▶ Stat Boost: REF Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: Exclusively for the affluent, this pinnacle of technology boosts your Reflexes, and works in synergy with itself for unmatched superiority. Beyond average reach, it guarantees dominance in every encounter, redefining human capability for those who demand the best. A luxury in both cost and performance, it's the ultimate edge
Effect: Increase REF by +2, This cyberware can stack with itself and other things that increase Reflex.
▶Titanium Spine
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity loss: 7 (2d6)
Description: Makes you immune to the Spinal injury Critical Injury, replace your spine through an alternate version of bone lacing.
Effect: Immune to Critical Injury Spinal Injury.
▶Reinforced Lungs: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity loss: 7 (2d6)
Description:
Effect: Makes you immune to the Collapsed lung injury.
▶Reinforced Lungs: Advanced
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity loss: 14 (4d6)
Description:
Effect: Immune to the Collapsed lung injury. Immune to the Broken Ribs Injury
▶Internal Smokescreen Dispenser
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity loss: 7 (2d6)
Description:
Effect: Load 1 Smoke grenade into the Internal Smokescreen Dispenser, which automatically deploys upon reaching the set trigger, Can be set to the same triggers as Trauma Team. Requires Biomonitor. This is completely silent. This can be triggered manually with an Action.
▶Reinforced Cranium
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Hospital • Humanity loss: 7 (2d6)
Description:
Effect: Makes you immune to the Cracked Skull Injury.
▶Neuro-Muscular Endoskeletal Reinforcement
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity loss: 14 (4d6)
Description: This cybernetic enhancement is a lightweight, durable endoskeleton. It integrates seamlessly with the user's skeletal system, augmenting their ability to withstand punishment. The reinforcement is a wonderful innovation in bioware and enhances the user's physical capabilities slightly.
Effect: Increases the User's HP by 10. HP increase cannot bring the User's HP past 65HP.
▶Foreign Repellent
Price: 1.000eb (Very Expensive) • Time required to Invent: 14 DT •
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Causes the user to be immune to the "Foreign Object" Critical Injury.
▶ Neural link: Discount
Price: 100eb (Premium) • Skill: Cyber Tech
egality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: A cheap Neural Link. It comes with 3 option slots for Neuralware options.
▶ Neural link: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Hospital • Humanity Loss: 7 (2d6)
Description:
Effect: See Neural Link (CPRED p. 359).
▶ Neural link: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Description: A masterpiece of neural engineering, offering seamless mind-machine integration. Elevates cognitive and physical harmony to unparalleled levels, ensuring instant, flawless response. Reserved for those who seek peak performance, it's the epitome of neural enhancement, transforming thought into action effortlessly.
Effect: An Excellent quality Neural Link. It comes with 6 option slots for Neuralware options.
▶ Neural link: Borg
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 14 (4d6)
Description:
Effect: It comes with 7 option slots for Neuralware options. Count as Borgware for the purpose of humanity Reduction.
▶ Braindance Recorder
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Braindance Recorder. See CPRED p. 359
▶ Chipware Socket: Budget
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Budget Chipware Socket. See Blackchrome p. 17
▶ Chipware Socket: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Chipware Socket, CPRED p. 112
▶ Chipware Socket: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Chipware Socket, (CPRED p. 112) but with 2 Sockets.
▶ Chipware Socket: Elite
Price: 5.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Chipware Socket, CPRED p. 112 but with 4 Sockets.
▶ Chipware Socket: Custom
Price: 10.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Chipware Socket, (CPRED p. 112) but with 8 Sockets.
▶ Reflex Co-Processor: Discount
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Reflex-CoProcessor (See Blackchrome p. 21), but with a -4 to the check.
▶ Reflex Co-Processor: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Reflex-CoProcessor (See Blackchrome p. 21)
▶ Interface Plugs: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Interface Plugs. See CPRED p. 359
▶ Interface Plugs: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 10 (3d6)
Description:
Effect: Interface Plugs. See CPRED p. 359 Except 2 Interface plugs.
▶ Interface Plugs: Elite
Price: 5.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Interface Plugs. See CPRED p. 359 Except 4 Interface plugs.
▶ Interface Plugs: Custom
Price: 10.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 17 (5d6)
Description:
Effect: Interface Plugs. See CPRED p. 359 Except 8 Interface plugs.
▶ Neuralware: Internal Agent slot
Price: 100eb (Premium) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 3 (1d6)
Effect: Agent permanently installed into the user's Neural Link. An agent must be provided by the user at the time of installation. This is a permanent upgrade. Attempting to uninstall the Agent from the Neuralware: Internal Agent slot breaks the agent beyond repair, but allows another agent to be placed in. This effectively turns an External Agent into an Internal one, with the limitations and benefits such provides
▶ Neuralware: Internal Agent slot: Neuron
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 7 (2d6)
Effect: Agent permanently installed into the user's Neural Link. An agent must be provided by the user at the time of installation. This is a permanent upgrade. Attempting to uninstall the Agent from the Neuralware: Internal Agent slot: Neuron breaks the agent beyond repair, but allows another agent to be placed in. This effectively turns an External Agent into an Internal one, with the limitations and benefits such provides Grants the effect of a Chyron without requiring a Cybereye.
▶ Kerenzikov
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 14 (4d6)
Description:
Effect: Kerenzikov Speedware. See CPRED p. 359
▶ Sandevistan: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Clinic • Humanity Loss: 7 (2d6)
Description:
Effect: Sandevistan Speedware. See CPRED p. 359. If triggered during combat, increase your current initiative by its effect.
▶Psycho Sandevistan: Basic
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 10 (3d6)
Description: On the street known as the psycho pass. Improved cooling through included vents and heat to body transfer mechanism this technology conquers the limitation of the Sandevistan’s original single activation.
Effect: You can activate your Psycho Sandevistan once per turn without spending an action to increase your initiative by +3, this will increase your position in initiative to match your increased initiative. Each activation costs 1d6 humanity. This effect last for 20 rounds (1 minute).
▶Psycho Sandevistan: Advanced
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 14 (4d6)
Description: On the street known as the psycho pass. Improved cooling through included vents and heat to body transfer mechanism this technology conquers the limitation of the Sandevistan’s original single activation.
Effect: You can activate your Psycho Sandevistan once per turn without spending an action to increase your initiative by +3, this will increase your position in initiative to match your increased initiative. Each activation costs 1d4 humanity. This effect last for 20 rounds (1 minute).
▶ Psycho Sandevistan: Elite
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 17 (5d6)
Description: On the street known as the psycho pass. Improved cooling through included vents and heat to body transfer mechanism this technology conquers the limitation of the Sandevistan’s original single activation.
Effect: You can activate your Psycho Sandevistan once per turn without spending an action to increase your initiative by +3, this will increase your position in initiative to match your increased initiative. Each activation costs 1d2 humanity. This effect last for 20 rounds (1 minute),
▶Psycho Sandevistan: Custom
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Clinic • Humanity Loss: 21 (6d6)
Description: On the street known as the psycho pass. Improved cooling through included vents and heat to body transfer mechanism this technology conquers the limitation of the Sandevistan’s original single activation.
Effect: You can activate your Psycho Sandevistan once per turn without spending an action to increase your initiative by +3, this will increase your position in initiative to match your increased initiative. Each activation costs 1 humanity. This effect last for 20 rounds (1 minute),
▶ Cybernetic Tool: Neuralware: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Legal (Category 1)
Install: Clinic • Humanity Loss: 3 (1d6)
Effect: Grants a +2 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ Cybernetic Tool: Neuralware: Advanced
Price: 1.000eb (Expensive) • Skill: Cyber Tech
Legality: Somewhat Restricted (Category 2)
Install: Clinic • Humanity Loss: 14 (4d6)
Effect: Grants a +3 to any one skill (x1 or x2 skill). This bonus does not stack with anything else that would grant a bonus outside of role abilities. This does not function during combat.
▶ DeathTrance: Basic
Price: 500eb (Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 3 (1d6)
Effect: DeathTrance, (see Interface 3 p. 85)
▶ DeathTrance: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Effect: DeathTrance, (see Interface 3 p. 85) Except DV21 Medical Tech, DV24 Criminology, Deduction, or Perception Check.
▶ DeathTrance: Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 10 (3d6)
Effect: DeathTrance, (see Interface 3 p. 85) Except DV24 Medical Tech, DV29 Criminology, Deduction, or Perception Check.
▶ DeathTrance: Custom
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted (Illegal) (Category 5)
Install: Hospital • Humanity Loss: 14 (4d6)
Effect: DeathTrance, (see Interface 3 p. 85) Except DV29 Medical Tech. A Criminology, Deduction or Perception Check can no longer see through it.
▶ Stat Boost: COOL Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Description: Tailored for the social navigator, this booster provides a +1 to COOL, enriching your interpersonal prowess. Affordable yet effective, it's designed for those looking to enhance their social fluency and charm, making every interaction count. A smart choice for the aspiring socialite on a journey to captivate.
Effect: Increase COOL by +1, This cyberware can stack with itself and other things that increase COOL.
▶ Stat Boost: COOL Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: For the discerning influencer, this premium enhancement boosts social savvy of the user, by setting you apart in social arenas. It's the essence of suave, equipping you with unrivaled charisma and presence. Exclusive to those who lead with elegance, it's your secret to effortless influence and magnetic appeal
Effect: Increase COOL by +2, This cyberware can stack with itself and other things that increase COOL.
▶ Stat Boost: INT Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Description: Accessible to all, this practical enhancer offers a moderate boost to the user's intellect, democratizing cognitive advancement. It's a testament to innovation, making improved reasoning and learning attainable. Ideal for the ambitious, it's the stepping stone towards intellectual empowerment without the elite price tag.
Effect: Increase INT by +1, This cyberware can stack with itself and other things that increase INT.
▶ Stat Boost: INT Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: Exclusively for visionaries, this cutting-edge device amplifies intellect, granting an increase to cognitive capabilities. It's the privilege of the few, enhancing decision-making and knowledge assimilation. A symbol of status and cerebral superiority, it's the ultimate investment in mental prowess.
Effect: Increase INT by +2, This cyberware can stack with itself and other things that increase INT.
▶ Stat Boost: TECH Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Description: Designed for the everyday tinkerer, this accessible tech booster provides a moderate increase to the Technique of the user, empowering users with improved tool handling and gadgetry skills. It's an affordable bridge to advanced technical abilities, perfect for the hands-on professional or hobbyist eager to expand their technical horizons.
Effect: Increase TECH by +1, This cyberware can stack with itself and other things that increase TECH.
▶ Stat Boost: TECH Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: Tailored for the apex innovator, this state-of-the-art device amplifies the Technique of the user, granting unmatched prowess in tool manipulation and technological mastery. Beyond the reach of ordinary, it's for those who demand to lead in innovation. A hallmark of the technical elite, it redefines the boundaries of mechanical and electronic craftsmanship.
Effect: Increase TECH by +2, This cyberware can stack with itself and other things that increase TECH.
▶ Stat Boost: WILL Advanced
Price: 1.000eb (Very Expensive) • Skill: Cyber Tech
Legality: Restricted (Category 3)
Install: Hospital • Humanity Loss: 7 (2d6)
Description: Accessible to the determined individual, this booster provides a lift to the WILL of the user, strengthening mental endurance and perseverance. Ideal for professionals, students, and athletes seeking to push their limits, it's a solid foundation for building greater resolve and overcoming challenges
Effect: Increase WILL by +1, This cyberware can stack with itself and other things that increase WILL.
▶ Stat Boost: WILL Elite
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Highly Restricted (Category 4)
Install: Hospital • Humanity Loss: 14 (4d6)
Description: Exclusively designed for those at the pinnacle of their fields, this advanced matrix enhances the WILL by a significant margin, fortifying mental resilience and determination. It's the ultimate tool for leaders, visionaries, and anyone facing extreme pressures, offering an unparalleled edge in mental fortitude and focus.
Effect: Increase WILL by +2, This cyberware can stack with itself and other things that increase WILL.
▶Internal Net Architecture: Basic
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Hospital • Humanity loss: 28 (8d6)
Effect: Portable NET Architecture. User has access to a 3 Floors deep portable and concealed NET Architecture. The access point is added to the user's Neuralware. Finding this access point with the Scanner ability is a DV12 Interface roll. Whenever the user suffers the critical injury "Cracked Skull", this cybernetic is considered destroyed and must be repaired before becoming functional again. This Net Architecture comes with no Black ICE, Control Nodes, or Files and those must be purchased separately. Multiple installations increase the size of the Netarchitecture by 3 floors each. This Cyberware is required if you wish to Netrun your own body/cyberware, Netrunning your own Body involving hooking up individual cyberware to the netarch to be controlled through control nodes, this allows you to ‘activate’ your arms and legs separately to make attacks, like one would with drones. This cannot be done by demons, this also leaves you vulnerable to others ‘hacking’ you by netrunning your system. Takes 2 Option Slots. Does not combine with Internal Net Architecture: Advanced, Elite, Custom. Each installation increases the amount of floors by 3, You can only have this installed twice.
▶Internal Net Architecture: Advanced
Price: 15.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Hospital • Humanity loss: 28 (8d6)
Effect: Portable NET Architecture. User has access to a 3 Floors deep portable and concealed NET Architecture. The access point is added to the user's Neuralware. Finding this access point with the Scanner ability is a DV12 Interface roll that needs to be done within 2m of the one using this cybernetic. Whenever the user suffers the critical injury "Cracked Skull", this cybernetic is considered destroyed and must be repaired before becoming functional again. This Net Architecture comes with no Black ICE, Control Nodes, or Files and those must be purchased separately. Multiple installations increase the size of the Netarchitecture by 3 floors each. This Cyberware is required if you wish to Netrun your own body/cyberware, Netrunning your own Body involving hooking up individual cyberware to the netarch to be controlled through control nodes, this allows you to ‘activate’ your arms and legs separately to make attacks, like one would with drones. This cannot be done by demons, this also leaves you vulnerable to others ‘hacking’ you by netrunning your system. Takes 2 Option Slots. Does not combine with Internal Net Architecture: Basic, Elite, Custom. You can only have this installed twice.
▶Internal Net Architecture: Elite
Price: 20.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Hospital • Humanity loss: 28 (8d6)
Effect: Portable NET Architecture. User has access to a 3 Floors deep portable and concealed NET Architecture. The access point is added to the user's Neuralware. Finding this access point with the Scanner ability is a DV15 Interface roll that needs to be done within 2m of the one using this cybernetic. Whenever the user suffers the critical injury "Cracked Skull", this cybernetic is considered destroyed and must be repaired before becoming functional again. This Net Architecture comes with no Black ICE, Control Nodes, or Files and those must be purchased separately. Multiple installations increase the size of the Netarchitecture by 3 floors each. This Cyberware is required if you wish to Netrun your own body/cyberware, Netrunning your own Body involving hooking up individual cyberware to the netarch to be controlled through control nodes, this allows you to ‘activate’ your arms and legs separately to make attacks, like one would with drones. This cannot be done by demons, this also leaves you vulnerable to others ‘hacking’ you by netrunning your system. Takes 2 Option Slots. Does not combine with Internal Net Architecture: Basic, Advanced, Custom. You can only have this installed twice.
▶Internal Net Architecture: Custom
Price: 25.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Hospital • Humanity loss: 28 (8d6)
Effect: Portable NET Architecture. User has access to a 3 Floors deep portable and concealed NET Architecture. The access point is added to the user's Neuralware. Finding this access point with the Scanner ability is a DV18 Interface roll that needs to be done within 2m of the one using this cybernetic. Whenever the user suffers the critical injury "Cracked Skull", this cybernetic is considered destroyed and must be repaired before becoming functional again. This Net Architecture comes with no Black ICE, Control Nodes, or Files and those must be purchased separately. Multiple installations increase the size of the Netarchitecture by 3 floors each. This Cyberware is required if you wish to Netrun your own body/cyberware, Netrunning your own Body involving hooking up individual cyberware to the netarch to be controlled through control nodes, this allows you to ‘activate’ your arms and legs separately to make attacks, like one would with drones. This cannot be done by demons, this also leaves you vulnerable to others ‘hacking’ you by netrunning your system. Takes 2 Option Slots. Does not combine with Internal Net Architecture: Basic, Advanced, Elite. You can only have this installed twice.
▶Somaware Coprocessor: Basic
Price: 5.000eb (Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Hospital • Humanity loss: 28 (8d6)
Description: Using an old chip that I pulled out of a garbage bin as a basis I managed to completely conquer sleep. Now I have far more time to stare listlessly into space or obsess about the meaning of perfection when staring in awe at the Oscar.
Effect: The FBC no longer needs sleep. Grants +4 DT when paying rent, the user can no longer benefit from Surge. This does not stack with Someware Coprocessor: Advanced. Requires FBC.
▶Somaware Coprocessor: Advanced
Price: 10.000eb (Super Luxury) • Skill: Cyber Tech
Legality: Restricted(Illegal) (Category 5)
Install: Hospital • Humanity loss: 28 (8d6)
Description: Using an old chip that I pulled out of a garbage bin as a basis I managed to completely conquer sleep. Now I have far more time to stare listlessly into space or obsess about the meaning of perfection when staring in awe at the Oscar.
Effect: The FBC no longer needs sleep. Grants +8 DT when paying rent, the user can no longer benefit from Surge. This does not stack with Someware Coprocessor: Basic. Requires FBC.
▶ Chemical Analyzer
Price: 500eb (Expensive) • Skill: Cybertech or Electronics/Security
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
Install: Chipware • Humanity Loss: 3 (1d6)
Description:
Effect: Chemical Analyzer (CPRED p. 359)
▶ Memory Chip
Price: 10eb (Cheap) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 1)
SCU: 0.05
Install: Chipware • Humanity Loss: 0 (N/A)
Description:
Effect: Memory Chip, (See CPRED p. 359)
▶ Memory Chip: Black Ice Edition
Price: 100eb (Premium) • Skill: Cybertech or Electronics/Security
Legality: Highly Restricted (Category 4)
SCU: 0.05
Install: Chipware • Humanity Loss: 0 (N/A)
Description:
Effect: Memory Chip, Can hold Black Ice
▶ Memory Stimulator: Basic
Price: 100eb (Premium) • Skill: Cybertech or Electronics/Security
Legality: Legal (Category 1)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Explicit Memory Stimulator (Blackchrome p. 18). Does not stack with Memory Stimulator: Advanced, Elite or Custom.
▶ Olfactory Boost: Basic
Price: 100eb (Premium) • Skill: Cybertech or Electronics/Security
Legality: Legal (Category 1)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Olfactory Boost (See CPRED p. 359)
▶ Olfactory Boost: Advanced
Price: 500eb (Expensive) • Skill: Cybertech or Electronics/Security
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Olfactory Boost (See CPRED p. 359) but grants a +1 to the check. Does not stack with Olfactory Boost: Elite or Custom.
▶ Olfactory Boost: Elite
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Olfactory Boost (See CPRED p. 359) but grants a +2 to the check. Does not stack with Olfactory Boost: Advanced or Custom.
▶ Olfactory Boost: Custom
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Highly Restricted (Category 4)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Olfactory Boost (See CPRED p. 359) but grants a +3 to the check. Does not stack with Olfactory Boost: Advanced or Elite.
▶ Pain Editor: Basic
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: Pain Editor (See CPRED p. 360)
▶ Pain Editor: Advanced
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 21 (6d6)
Description:
Effect: Pain Editor (See CPRED p. 360) Except allowing them to ignore the effects of the Seriously Wounded and Mortally Wound State.
▶ Pain Editor: Elite
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Highly Restricted (Category 4)
SCU: 0.05
Install: Chipware • Humanity Loss: 28 (8d6)
Description:
Effect: Pain Editor (See CPRED p. 360) Except allowing them to ignore the effects of the Seriously Wounded and Mortally Wound State. While Mortally Wounded, gain -2 to all Death Saves.
▶ Pain Editor: Custom
Price: 15.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 35 (10d6)
Description:
Effect: Pain Editor (See CPRED p. 360) Except While installed into a Chipware Socket, a Pain Editor shuts off the user's pain receptors dynamically, allowing them to ignore the effects of the Seriously Wounded and Mortally Wound State. While Mortally Wounded, gain -2 to all Death Saves and +1 to All other checks you are making.
▶ Poser Chip
Price: 500eb or 1.000 eb (Expensive or Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: Poser chip (Interface Volume 3, p. 86)
▶ Tactile Boost: Basic
Price: 100eb (Premium) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Tactile boost (CPRED p. 360) except While in use as a motion detector, that hand can't be used to do anything else.
▶ Tactile Boost: Advanced
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 10 (3d6)
Description:
Effect: Tactile boost (CPRED p. 360) except While in use as a motion detector, that hand can't be used to do anything else. Increase range to 50m.
▶ Tactile Boost: Elite
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Highly Restricted (Category 4)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: Tactile boost (CPRED p. 360) except it does not require the user's hand. Range 20m.
▶ Tactile Boost: Custom
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Highly Restricted (Category 4)
SCU: 0.05
Install: Chipware • Humanity Loss: 28 (8d6)
Description:
Effect: Tactile boost (CPRED p. 360) except it does not require the user's hand. Range 50m.
▶ Translation Chip: Basic
Price: 100eb (Premium) • Skill: Cybertech
Legality: Legal (Category 1)
Install: Mall • Humanity Loss: 2 (1d6/2)
Description:
Effect: See Translation Chip. Going Quietv1.1 P. 7 Except you pick 1 language.
▶ Translation Chip: Advanced
Price: 500eb (Expensive) • Skill: Cybertech
Legality: Somewhat Restricted (Category 2)
Install: Mall • Humanity Loss: 3 (1d6)
Description:
Effect: See Translation Chip. Going Quietv1.1 P. 7 Except you pick 3 languages.
▶ Translation Chip: Elite
Price: 1.000eb (Very Expensive) • Skill: Cybertech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 6 (2d6)
Description:
Effect: See Translation Chip. Going Quietv1.1 P. 7 Except you pick 10 languages.
▶ Translation Chip: Custom
Price: 5.000eb (Luxury) • Skill: Cybertech
Legality: Restricted (Category 3)
Install: Mall • Humanity Loss: 10 (3d6)
Description:
Effect: See Translation Chip. Going Quietv1.1 P. 7
▶ Memory Stimulator: Advanced
Price: 500eb (Expensive) • Skill: Cybertech or Electronics/Security
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Explicit Memory Stimulator (Blackchrome p. 18) except with a +3 bonus instead of a +2. Does not stack with Memory Stimulator: Basic, Elite or Custom.
▶ Memory Stimulator: Elite
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Explicit Memory Stimulator (Blackchrome p. 18) except with a +4 bonus instead of a +2. Does not stack with Memory Stimulator: Basic, Advanced or Custom.
▶ Memory Stimulator: Custom
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: Explicit Memory Stimulator (Blackchrome p. 18) except with a +5 bonus instead of a +2. Does not stack with Memory Stimulator: Basic, Advanced or Elite.
▶ Skillsoft v1: Basic (x1 Skills)
Price: 500eb (Expensive) • Skill: Cybertech or Electronics/Security
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 3, unless the user’s skill was already at 3 or higher, in which case it does nothing.
▶ Skillsoft v1: Advanced (x1 Skills)
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 10 (3d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 4, unless the user’s skill was already at 4 or higher, in which case it does nothing.
▶ Skillsoft v1: Elite (x1 Skills)
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 5, unless the user’s skill was already at 5 or higher, in which case it does nothing.
▶ Skillsoft v1: Custom (x1 Skills)
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Highly Restricted (Category 4)
SCU: 0.05
Install: Chipware • Humanity Loss: 17 (5d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 6, unless the user’s skill was already at 6 or higher, in which case it does nothing.
▶ Skillsoft v2: Basic (x2 skills)
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 7 (2d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 3, unless the user’s skill was already at 3 or higher, in which case it does nothing.
▶ Skillsoft v2: Advanced (x2 Skills)
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 10 (3d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 4, unless the user’s skill was already at 4 or higher, in which case it does nothing.
▶ Skillsoft v2: Elite (x2 Skills)
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Category 3)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 5, unless the user’s skill was already at 5 or higher, in which case it does nothing.
▶ Skillsoft v2: Custom (x2 Skills)
Price: 15.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 17 (5d6)
Description:
Effect: While installed into a Chipware Socket, a Skill Chip increases the skill in question to rank 6, unless the user’s skill was already at 6 or higher, in which case it does nothing.
▶ Drugchip: Boost: Stat
Price: 5.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. BOOST: EMPATHY CANNOT BE USED WITH DRUGCHIP: BOOST: STAT. (each Stat is invented separately, each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Black Lace
Price: 5.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Blue Glass
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Smash
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Solo’s Choice
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Synthcoke
Price: 1.000eb (Very Expensive) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Berserker
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Primetime
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Sixgun
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Timewarp
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Focused
Price: 5.000eb (Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again. (Each one is created for the individual person and cannot be shared between people)
▶ Drugchip: Truth Serum
Price: 10.000eb (Super Luxury) • Skill: Cybertech or Electronics/Security
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Install: Chipware • Humanity Loss: 14 (4d6)
Description:
Effect: When inserted into the chipsocket, the user counts as though they had taken the drug, at the end of the duration of the primary effect, the user will have roll Resist Torture/Drugs, as though they had taken the drug, if failed, they become addicted to the drug in question, and the Chipware will no longer be able to function for them for as long as they have the addiction. If they Succeed, the Primary duration is triggered as though they had just inserted this chip again. They can be Detoxed as normal, though if they still have the chip, they will immediately be subjected to the drug triggering again.
See Drones
▶ Airhypo
Price: 50eb (Costly) • Skill: Basic Tech/Medical Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: Airhypo CPRED p. 352
▶ Airhypo: Precision
Price: 50eb (Costly) • Skill: Basic Tech/Medical Tech
Legality: Restricted (Category 3)
Description:
Effect: Airhypo CPRED p. 352, but if used with an Aimed Shot and containing anything that requires an RTD Check, increase the RTD the target needs to make by +2
▶ Air tank
Price: 50eb (Costly) • Skill: Basic Tech/Medical Tech
Legality: Legal (Category 1)
Description:
Effect: Replacement Air tanks for a variety of other items that require such. They contain 30 minutes of air, before the tank must be refilled from the ambient atmosphere, which takes 1 hour.
▶ Anti-Smog Breathing Mask
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Anti-Smog Breathing Mask CPRED p. 352
▶ Anti-Smog Breathing Mask: With Voice Changer
Price: 100eb (Premium) • Skill: Basic/Electronic/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: Anti-Smog Breathing Mask CPRED p. 352
▶ Anti-Smog Breathing Mask: With Independent Air Supply
Price: 100eb (Premium) • Skill: Basic/Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 2
Description:
Effect: Anti-Smog Breathing Mask CPRED p. 352 This Anti-Smog Breathing Mask comes with a face shield and an Independent Air Supply unit which has an oxygen storage capacity that lasts 30 minutes before it runs out of breathable oxygen. The oxygen storage automatically refills itself after 60 minutes spent in an environment of safe and breathable air. As an action one can deploy or retract the face shield of the smog mask in order to be protected not only from airborne threats but also toxic fumes that would be harmful in contact to flesh or ones eyes. Whilst the face shield is deployed, one can only breathe from the independent oxygen supply. Due to the face shield slightly limiting ones field of view, the wearer suffers a -1 to visual perception checks.
▶ Audio Recorder
Price: 100eb (Premium) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
Description:
Effect: Audio Recorder CPRED p. 352
▶ Auto Level Dampening Ear Protectors
Price: 100eb (Premium) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
Description:
Effect: Auto Level Dampening Ear Protectors CPRED p. 352
▶ Binoculars
Price: 50eb (Costly) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
Description:
Effect: Binoculars CPRED p. 352
▶ Braindance Viewer
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: Braindance Viewer CPRED p. 352
▶ Bug Detector: Basic
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: Bug Detector CPRED p. 352
▶ Bug Detector: Advanced
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
SCU: 2
Description:
Effect: Bug Detector CPRED p. 352. But increase the range to 4 meters Grants a +1 to find the bug(s), this does not stack with other Bug Detectors.
▶ Bug Detector: Elite
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 4
Description:
Effect: Bug Detector CPRED p. 352 But increase the range to 8 meters Grants a +2 to find the bug(s), this does not stack with other Bug Detectors.
▶ Bug Detector: Custom
Price: 10.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 8
Description:
Effect: Bug Detector CPRED p. 352 But increase the range to 16 meters, Grants a +3 to find the bug(s), this does not stack with other Bug Detectors.
▶ Carryall Bag: Small
Price: 10eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: Handbag, Fanny Pack, Basket, Briefcase. Is unlikely to rouse suspicion. Would only rarely get specifically checked under normal circumstances. (10%)
Effect: Has a Storage Capacity of 10.
▶ Carryall Bag: Medium
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: School Backpack, Satchel, Shopping Bag, Toolbox. May cause some suspicion with good cause. Would get checked somewhat often. (25%)
Effect: Has a Storage Capacity of 25.
▶ Carryall Bag: Large
Price: 50eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: Travel/Utility Backpack, Garbage Bag, Duffel bag, Guitar Case. Likely to attract attention and suspicion. Would get checked by anyone taking their job seriously. (50%)
Effect: Has a Storage Capacity of 50.
▶ Carryall Bag: Extra Large
Price: 100eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: Hiking Bag, Military Backpack, Coffin. Is guaranteed to raise eyebrows. The only reason for an officer or guard not to check these is if they actively engage in dereliction of duty. (90%)
Effect: Has a Storage Capacity of 90.
▶ Carryall Bag: Small, Smuggler version
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: Handbag, Fanny Pack, Basket, Briefcase. Is unlikely to rouse suspicion. Would only rarely get specifically checked under normal circumstances. (10%)
Effect: Has a Storage Capacity of 10 SCU, can conceal up to 10% of its content with a Conceal/Reveal check.
▶ Carryall Bag: Medium, Smuggler version
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: School Backpack, Satchel, Shopping Bag, Toolbox. May cause some suspicion with good cause. Would get checked somewhat often. (25%)
Effect: Has a Storage Capacity of 25 SCU, can conceal up to 10% of its content with a Conceal/Reveal check.
▶ Carryall Bag: Large, Smuggler version
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: Travel/Utility Backpack, Garbage Bag, Duffel bag, Guitar Case. Likely to attract attention and suspicion. Would get checked by anyone taking their job seriously. (50%)
Effect: Has a Storage Capacity of 50 SCU, can conceal up to 10% of its content with a Conceal/Reveal check.
▶ Carryall Bag: Extra Large, Smuggler version
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: Hiking Bag, Military Backpack, Coffin. Is guaranteed to raise eyebrows. The only reason for an officer or guard not to check these is if they actively engage in dereliction of duty. (90%)
Effect: Has a Storage Capacity of 90 SCU, can conceal up to 10% of its content with a Conceal/Reveal check.
▶ Chemical Analyzer
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: Chemical Analyzer CPRED p. 352
▶ Coffee powder
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Enough Coffee powder to last you for a week.
▶ Coffee Beans
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Enough Coffee powder to last you for a week. Reduce fatigue penalty from -2 to -1
▶ Coffee Machine: Basic
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description: Yikes, you call this a coffee machine? Which methlab did you grab this from? Some say they can mix coffee on this thing.
Effect: Can be used to brew coffee from Coffee powder, still tastes like kibble.
▶ Coffee Machine: Advanced
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Legal (Category 1)
SCU: 2
Description: A Dingy old allegedly repaired coffeemaker that might have been around for 20 years.
Effect: Can be used to brew coffee from Coffee powder.
▶ Coffee machine: Elite
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
SCU: 3
Description: This looks like a proper good coffee machine.
Effect: Can be used to brew coffee from Coffee powder and Coffee Beans
▶ Coffee Machine: Custom
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 4
Description: A very fancy looking coffee machine, for those fancy smanchy mr. Rich pants out there with their desire for fancy coffee machines. It allegedly makes the coffee taste better, allegedly.
Effect: Can be used to brew coffee from Coffee powder and Coffee Beans
▶ Computer
Price: 50eb (Costly) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
SCU: 2
Description:
Effect: Computer CPRED p. 352
▶ Cryopump
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 10
Description:
Effect: Cryopump CPRED p. 353
▶ Cryotank
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: N/A
Description:
Effect: Cryotank CPRED p. 353
▶ Cybercam EX-1
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
MCS: Medium
SCU: 5
Description:
Effect: Cybercam EX-1 12 Days of Gearmas p. 2
▶ Cyberscanner
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 10
Description:
Effect: Cyberscanner 12 Days of Gearmas p. 2
▶Disposable Cell Phone
Price: 50eb (Costly) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
Description:
Effect: Disposable Cell Phone CPRED p. 353
▶Instrument Synthesizer
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Legal
MCS: Large
SCU: 5
Description:
Effect: Drum Synthesizer CPRED p. 353, but for one specific Instrument per item.
▶Duct Tape
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Duct Tape CPRED p. 353
▶Instrument for (Play Instrument)
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 5
Description:
Effect: Instruments CPRED p. 353
▶Everest VentureWare One Touch Habitat
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 5
Description:
Effect: Everest VentureWare One Touch Habitat Blackchrome p. 48
▶Flashlight
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Flashlight CPRED p. 353, except 10 meters
▶Foodstick
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
SCU: 0.5
Description:
Effect: Foodstick CPRED p. 353. Delicious food, count as food for ½ a day.
▶Glow Paint
Price: 20eb (Everyday) • Skill: Basic Tech
SCU: 0.5
Legality: Legal (Category 1)
Description:
Effect: Glow Paint CPRED p. 353
▶Glow Stick
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
SCU: 0.5
Description:
Effect: Glow Stick CPRED p. 353
▶Grapple Gun
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Grapple Gun CPRED p. 353
▶Handcuffs: Basic
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Handcuffs CPRED p. 353
▶Handcuffs: Advanced
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Restricted (Category 3)
SCU: 2
Description:
Effect: Handcuffs CPRED p. 353, But Body requires 12+
▶Handcuffs: Elite
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Highly Restricted (Category 4)
SCU: 2.5
Description:
Effect: Handcuffs CPRED p. 353, But Body requires 14+
▶Handcuffs: Custom
Price: 5.000eb (Luxury) • Skill: Basic Tech
Legality: Restricted(Illegal) (Category 5)
SCU: 3
Description:
Effect: Handcuffs CPRED p. 353, But Body requires 16+
▶Hammered Industries “Green Light Go Sniffer”
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: Green Light Go Sniffer 12 Days of Gearmas p. 3
▶Homing Tracer: Basic
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: Homing Tracer CPRED p. 354
▶Homing Tracer: Advanced
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: Homing Tracer CPRED p. 354, but with a 5km range
▶Homing Tracer: Elite
Price: 5.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 2
Description:
Effect: Homing Tracer CPRED p. 354, but with a 25km range
▶Homing Tracer: Custom
Price: 10.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 3
Description:
Effect: Homing Tracer CPRED p. 354, but with a 100km range
▶Holographic Mask: Basic
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
Description:
Effect:Able to call up a mask that layers over the face, obfuscating the actual face, replacing it with a projecting. Additional faces can be programmed, see Holographic Mask: Additional Faces. Perception DV 17 to see through it.
▶Holographic Mask: Advanced
Price: 1.000eb (Expensive)
Legality: Restricted (Illegal) (Category 5)
Description:
Effect:Able to call up a mask that layers over the face, obfuscating the actual face, replacing it with a projecting. Additional faces can be programmed, see Holographic Mask: Additional Faces. Perception DV 21 to see through it.
▶Holographic Mask: Elite
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
Description:
Effect:Able to call up a mask that layers over the face, obfuscating the actual face, replacing it with a projecting. Additional faces can be programmed, see Holographic Mask: Additional Faces. Perception DV 24 to see through it.
▶Holographic Mask: Custom
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
Description:
Effect:Able to call up a mask that layers over the face, obfuscating the actual face, replacing it with a projecting. Additional faces can be programmed, see Holographic Mask: Additional Faces. Perception DV 29 to see through it.
▶Holographic Mask: Additional Face
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
Description:
Effect: Each new face needs to be custom programmed. Costing 500 EB each. Requiring an Electronics/Security DV 17 to install. Takes 1 hour worth of DT.
▶ Ion Cuffs
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 2
Description:
Effect: Ion Cuffs 12 Days of Gearmas p. 3
▶ Inflatable Bed & Sleeping Bag
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
SCU: 5
Description:
Effect: Inflatable Bed & Sleep Bag CPRED p. 354
▶Kibble Pack
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Kibble Pack CPRED p. 354. Contains enough Kibble to eat for 7 days.
▶KillStrom Sonic Boom Amp
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 50
Description:
Effect: KillStrom Sonic Boom Amp Blackchrome p. 40
▶KillStrom Typhoid Speaker
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
SCU: N/A
Description:
Effect: KillStrom Typhoid Speaker Blackchrome p. 41
▶Laser Light: Instrument
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 5
Description:
Effect: Laser Light Electric Guitar Blackchrome p. 41, but can be purchased for any Play Instrument
▶Lockpicking Set
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: Lock Picking Set CPRED p. 354
▶Medscanner: Basic
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
MCS: Medium
SCU: 10
Description:
Effect: Effect: Grants +2 to First Aid, Paramedic and Medical Tech checks,
▶Medscanner: Advanced
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
MCS: Medium
SCU: 10
Description:
Effect: Effect: Grants +3 to First Aid, Paramedic and Medical Tech checks,
▶Medtech Bag
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Extra Large
SCU: 10
Description:
Effect: Medtech Bag CPRED p. 354
▶Memory Chip
Price: 10eb (Cheap) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
SCU: 0.05
Description:
Effect: Memory Chip CPRED p. 354
▶MiniMag Speakers
Price: 50eb (Costly) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
SCU: 0.5
Description:
Effect: MiniMag Speakers 12 Days of Gearmas p. 4
▶MRE
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
SCU: 0.25
Description:
Effect: MRE CPRED p. 354. Count as Food for 1 day, but actually tastes decent.
▶Personal CarePak
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Personal CarePak CPRED p. 354
▶Pocket Amplifier
Price: 50eb (Costly) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
Description:
Effect: Pocket Amplifier CPRED p. 354
▶Radar Detector
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
MCS: Medium
SCU: 10
Description:
Effect: Radar Detector CPRED p. 354
▶Hazmat Suit
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: Radiation Suit CPRED p. 101. If damaged, it will no longer function. Functions as a general Hazmat Suit and has a built in Geiger Counter
▶Radio Communicator
Price: 100eb (Premium) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
Description:
Effect: Radio Communicator CPRED p. 354
▶Radio Scanner/Music Player
Price: 50eb (Costly) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
Description:
Effect: Radio Scanner/Music Player CPRED p. 354
▶RapiDeploy Sheath: Basic
Price: 500eb (Expensive) • Skill: Basic/Weapons Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: RapiDeploy Sheath Blackchrome p. 47
▶RapiDeploy Sheath: Advanced
Price: 1.000eb (Very Expensive) • Skill: Basic/Weapons Tech
Legality: Restricted (Category 3)
Effect: When used to conceal a weapon already capable of concealment under
clothing, the RapiDeploy Sheath grants the user a +2 to their Conceal/Reveal Object Skill Check. Can be used to Conceal a 1 handed weapon that is not normally concealable, at a -4 to the Conceal Reveal check. If a RapiDeploy Sheath would be destroyed beyond repair, it is instead simply destroyed. Additionally, if a RapiDeploy Sheath would be destroyed, but not beyond repair, it is instead left entirely unscathed. 2 per limb can be equipped.
▶RapiDeploy Sheath: Elite
Price: 5.000eb (Luxury) • Skill: Basic/Weapons Tech
Legality: Highly Restricted (Category 4)
Effect: When used to conceal a weapon already capable of concealment under clothing, the RapiDeploy Sheath grants the user a +2 to their Conceal/Reveal Object Skill Check. Can be used to Conceal a 1 handed weapon that is not normally concealable, at a -2 to the Conceal Reveal check. If a RapiDeploy Sheath would be destroyed beyond repair, it is instead simply destroyed. Additionally, if a RapiDeploy Sheath would be destroyed, but not beyond repair, it is instead left entirely unscathed. 2 per limb can be equipped.
▶RapiDeploy Sheath: Custom
Price: 10.000eb (Super Luxury) • Skill: Basic/Weapons Tech
Legality: Restricted(Illegal) (Category 5)
Effect: When used to conceal a weapon already capable of concealment under clothing, the RapiDeploy Sheath grants the user a +2 to their Conceal/Reveal Object Skill Check. Can be used to Conceal a 1 handed weapon that is not normally concealable. If a RapiDeploy Sheath would be destroyed beyond repair, it is instead simply destroyed. Additionally, if a RapiDeploy Sheath would be destroyed, but not beyond repair, it is instead left entirely unscathed. 2 per limb can be equipped.
▶Rope (60m/yards)
Price: 20eb (Everyday) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Rope CPRED p. 354
▶ Gaming Headset
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description: For full immersion gameplay.
Effect: S RUSH REVOLUTION Headset Interface VOL.1 p. 44
▶Scrambler/Descrambler
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: Scrambler/Descrambler CPRED p. 354
▶Shower in a Can
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Shower in a Can Blackchrome p. 38
▶SovOil Lubricants
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: SovOil Lubricants Blackchrome p. 56
▶ Streetcase: Basic
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Restricted (Category 3)
CT: Medium
MCS: Large
SCU: 2.5 + contents
Description: May cause some suspicion with good cause. Would get checked somewhat often. (25%)
Effect: You may conceal up to 2.5 SCU worth of Content with a check.
▶ Streetcase: Advanced
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Highly Restricted (Category 4)
CT: Medium
MCS: Large
SCU: 2.5 + contents
Description: May cause some suspicion with good cause. Would get checked somewhat often. (25%)
Effect: You may conceal up to 5 SCU worth of Content with a check.
▶Tech Bag
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Extra Large
SCU: 10
Description:
Effect: Tech Bag CPRED p. 354
▶TechScanner: Basic
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted(Category 2)
MCS: Medium
SCU: 10
Description:
Effect: Techscanner CPRED p. 354
▶TechScanner: Advanced
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted(Category 2)
MCS: Medium
SCU: 10
Description:
Effect: Techscanner CPRED p. 354 but increase the Bonus from +2 to +3.
▶Techtool
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: Techtool CPRED p. 355
▶Tent and Camping Equipment
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 10
Description:
Effect: Tent and Camping Equipment CPRED p. 355
▶Triti-Fizz
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
SCU: 0.5
Description:
Effect: Triti-Fizz Blackchrome p. 124
▶Umbrella
Price: 10eb (Cheap) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: Umbrella Interface VOL.2 20
▶Video Camera
Price: 100eb (Premium) • Skill: Basic/Electronic/Security Tech
Legality: Legal (Category 1)
SCU: 2
Description:
Effect: Video Camera CPRED p. 355
▶Virtuality Goggles
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: Virtuality Goggles CPRED p. 355
▶WorldSat Aerial Sphere: Basic
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: N/A
Description:
Effect: WorldSat Aerial Sphere Blackchrome p. 50
▶ WorldSat Aerial Sphere: Advanced
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech
Legality: Restricted (Category 3)
SCU: N/A
Effect: The WorldSat Aerial Sphere takes 1 hour to set up. Once set up, it cannot be moved without first being deconstructed, which also takes 1 hour. While set up, the WorldSat Aerial Sphere provides a connection to a CitiNet so long as you are within 50 miles (80 km) of it or another Aerial Sphere with a connection. You must be within 1 km of the control unit to access the CitiNet. Should the wire (with 10 HP) tethering the balloon to the ground be cut, service terminates immediately and the Aerial Sphere is destroyed beyond repair. A more Sturdy Wire (40 HP) can be purchased for 1.000(Premium) and used instead. The wire can be targeted with an Aimed shot.
▶ WorldSat Aerial Sphere: Elite
Price: 10.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: N/A
Effect: The WorldSat Aerial Sphere takes 1 hour to set up. Once set up, it cannot be moved without first being deconstructed, which also takes 1 hour. While set up, the WorldSat Aerial Sphere provides a connection to a CitiNet so long as you are within 50 miles (80 km) of it or another Aerial Sphere with a connection. You must be within 5 km of the control unit to access the CitiNet. Should the wire (with 10 HP) tethering the balloon to the ground be cut, service terminates immediately and the Aerial Sphere is destroyed beyond repair. A more Sturdy Wire (50 HP) can be purchased for 5.000(Premium) and used instead. The wire can be targeted with an Aimed shot.
▶ WorldSat Aerial Sphere: Custom
Price: 15.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Restricted(Illegal)) (Category 5)
SCU: N/A
Effect: The WorldSat Aerial Sphere takes 1 minute to set up. Once set up, it cannot be moved without first being deconstructed, which also takes 1 minute. While set up, the WorldSat Aerial Sphere provides a connection to a CitiNet so long as you are within 50 miles (80 km) of it or another Aerial Sphere with a connection. You must be within 25 km of the control unit to access the CitiNet. Should the wire (with 10 HP) tethering the balloon to the ground be cut, service terminates immediately and the Aerial Sphere is destroyed beyond repair. A more Sturdy Wire (50 HP) can be purchased for 5.000(Premium) and used instead. The wire can be targeted with an Aimed shot.
▶ Smart glasses
Price: 500eb (Expensive) • Skill: Basic Tech or Electronics/Security Tech.
Legality: restricted (Category 3)
Description:
Effect: See Smart glasses, CPRED p. 351. (Elec Sec/Cyber Tech DV 17 to recognize)
▶ Personalized Toolset: Skill v1: Basic
Price: 500eb (Expensive) • Skill: Basic Tech (Or skill of the toolset)
Legality: Legal (Category 1)
In a world where precision meets necessity, having the right tools for the job is imperative. Get yours today!
Grants a +2 to any one x1 skill. This bonus does not stack with anything that would grant a bonus outside of role abilities. This does not function during combat.
▶ Personalized Toolset: Skill v1: Advanced
Price: 1.000eb (Very Expensive) • Skill: Basic Tech (Or skill of the toolset)
Legality: Somewhat Restricted (Category 2)
In a world where precision meets necessity, having the right tools for the job is imperative. Get yours today!
Grants a +3 to any one x1 skill. This bonus does not stack with anything that would grant a bonus outside of role abilities. This does not function during combat.
▶ Personalized Toolset: Skill v2: Basic
Price: 1.000eb (Very Expensive) • Skill: Basic Tech (Or skill of the toolset)
Legality: Legal (Category 1)
In a world where precision meets necessity, having the right tools for the job is imperative. Get yours today!
Grants a +2 to any one x2 skill This bonus does not stack with anything that would grant a bonus outside of role abilities. This does not function during combat.
▶ Personalized Toolset: Skill v2: Advanced
Price: 5.000eb (Luxury) • Skill: Basic Tech (Or skill of the toolset)
Legality: Somewhat Restricted (Category 2)
In a world where precision meets necessity, having the right tools for the job is imperative. Get yours today!
Grants a +3 to any one x2 skill. This bonus does not stack with anything that would grant a bonus outside of role abilities. This does not function during combat.
▶RapiStow Sheath: Basic
Price: 500eb (Expensive) • Skill: Basic/Weapons Tech
Legality: Legal (Category 1)
When used to Stow a weapon capable of Concealment, you may stow a weapon into this sheath without expending an Action. Only 1 weapon can be in the sheath at a time. 2 per limb can be equipped.
▶RapiStow Sheath: Advanced
Price: 1.000eb (Very Expensive) • Skill: Basic/Weapons Tech
Legality: Somewhat Restricted (Category 2)
Effect: When used to Stow a 1 handed, you may stow a weapon into this sheath without expending an Action. Only 1 weapon can be in the sheath at a time. 2 per limb can be equipped.
▶RapiStow Sheath: Elite
Price: 5.000eb (Luxury) • Skill: Basic/Weapons Tech
Legality: Restricted (Category 3)
Effect: When used to Stow a 1 handed or 2 Handed weapon without a BODY requirement, you may stow a weapon into this sheath without expending an Action. Only 1 weapon can be in the sheath at a time. 2 per limb can be equipped.
▶RapiStow Sheath: Custom
Price: 10.000eb (Super Luxury) • Skill: Basic/Weapons Tech
Legality: Highly Restricted (Category 4)
Effect: When used to Stow a 1 handed or 2 Handed weapon, you may stow a weapon into this sheath without expending an Action. Only 1 weapon can be in the sheath at a time. 2 per limb can be equipped.
▶Chip Vault: Basic
Price: 100eb (Premium) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: See “ChipVault by SecSystems” Blackchrome p. 44
▶ Chip Vault: Advanced
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: Effect: See “ChipVault by SecSystems” Blackchrome p. 44, remove “Unfortunately, the ChipVault is also vulnerable due to an exposed hinge on the side of the device, a weakness that can easily be discovered and exploited with a DV10 Pick Lock Check.”
▶ Chip Vault: Elite
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: Effect: See “ChipVault by SecSystems” Blackchrome p. 44, remove “Unfortunately, the ChipVault is also vulnerable due to an exposed hinge on the side of the device, a weakness that can easily be discovered and exploited with a DV10 Pick Lock Check.” Increase the Electronics/Security check to DV 21.
▶ Chip Vault: Custom
Price: 5.000eb (Luxury) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: Effect: See “ChipVault by SecSystems” Blackchrome p. 44, remove “Unfortunately, the ChipVault is also vulnerable due to an exposed hinge on the side of the device, a weakness that can easily be discovered and exploited with a DV10 Pick Lock Check.” Increase the Electronics/Security check to DV 24.
▶ Chip Safe: Basic
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 30
Description:
Effect: The Chip Safe is A small lockbox, roughly 1 foot (.3 meters) cubed. Designed to securely store important Chips in case the worst happens, the safe is fireproof and has a solid construction that counts as Thick Steel (50 HP). It holds up to 50 pieces of Chipware. Chipware stored inside the ChipVault cannot be rendered inoperable by Disruption effects, like Microwaver pulses. Its biometric lock can be set up to accept a thumbprint, iris scan, blood sample, or any other desired biometric method. Such a lock cannot be unlocked without either the correct key or a DV17 Pick Lock Check. Unfortunately, the ChipVault is also vulnerable due to an exposed hinge on the side of the device, a weakness that can easily be discovered and exploited with a DV10 Conceal Reveal check, Reducing the DV of the Pick Lock Check to 9.
▶ Chip Safe: Advanced
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 30
Effect: The Chip Safe is A small lockbox, roughly 1 foot (.3 meters) cubed. Designed to securely store important Chips in case the worst happens, the safe is fireproof and has a solid construction that counts as Thick Steel (50 HP). It holds up to 50 pieces of Chipware. Chipware stored inside the ChipVault cannot be rendered inoperable by Disruption effects, like Microwaver pulses. its lock cannot be unlocked without either the correct key or a DV17 Pick Lock Check.
▶ Chip Safe: Elite
Price: 5.000eb (Luxury) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 30
Description:
Effect: The Chip Safe is A small lockbox, roughly 1 foot (.3 meters) cubed. Designed to securely store important Chips in case the worst happens, the safe is fireproof and has a solid construction that counts as Thick Steel (50 HP). It holds up to 50 pieces of Chipware. Chipware stored inside the ChipVault cannot be rendered inoperable by Disruption effects, like Microwaver pulses. Its lock cannot be unlocked without either the correct key or a DV21 Pick Lock Check.
▶ Chip Safe: Custom
Price: 5.000eb (Luxury) • Skill: Basic Tech
Legality: Legal (Category 1)
MCS: Large
SCU: 30
Description:
Effect: The Chip Safe is A small lockbox, roughly 1 foot (.3 meters) cubed. Designed to securely store important Chips in case the worst happens, the safe is fireproof and has a solid construction that counts as Thick Steel (50 HP). It holds up to 50 pieces of Chipware. Chipware stored inside the ChipVault cannot be rendered inoperable by Disruption effects, like Microwaver pulses. Its lock cannot be unlocked without either the correct key or a DV24 Pick Lock Check.
▶ Diving Mask with Air Tank: Basic
Price: 500eb (Expensive) • Skill: Basic Tech
Legality: Somewhat Restricted(Category 1)
SCU: 2
Effect: Diving Mask, Comes with an oxygen tank hooked up to the gas mask, which contains 30 minutes of air, before the tank must be refilled from the ambient atmosphere, which takes 1 hour. Can take Airtank.
▶ Diving Mask with Air Tank: Exotic
Price: 1.000eb (Very Expensive) • Skill: Basic Tech
Legality: Restricted (Category 3)
SCU: 2
Effect: Diving Mask, Comes with an oxygen tank hooked up to the gas mask, which contains 30 minutes of air, before the tank must be refilled from the ambient atmosphere, which takes 1 hour. Can take Airtank. The Wearer can breathe water, as long as they are within 10 m/yards of the surface for as long as they wish with no risk of drowning.
▶ Auto Repair Bag: Basic
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 5 + contents
Description:
Effect: Jeeves Executive Garment Bag Blackchrome p. 43. Using this is measured in Real Life Time, and marked with Hammertime when it is put in, note what Price Category the item is.
▶ Auto Repair Bag: Advanced
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 5 + contents
Effect: The Auto Repair Bag can repair a single piece of damaged or destroyed (but not destroyed beyond repair) Fashion, Body Armor, or Head Armor at a time. It cannot repair items. The amount of time it takes the bag to repair an item to perfect condition (and full SP) is based on the Price Category of the item. Cheap/Everyday: 1 Hour. Costly: 1 Hours. Premium: 6 hours. Expensive: 1 day. Very Expensive: 1 Week. Luxury/Super Luxury: 4 Weeks. Using this is measured in Real Life Time, and marked with Hammertime when it is put in, note what Price Category the item is.
▶ Auto Repair Bag: Elite
Price: 10.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Restricted(Illegal) (Category 5)
SCU: 5 + contents
Effect: The Auto Repair Bag can repair a single piece of damaged or destroyed (but not destroyed beyond repair) Fashion, Body Armor, or Head Armor at a time. It cannot repair items. The amount of time it takes the bag to repair an item to perfect condition (and full SP) is based on the Price Category of the item. Cheap/Everyday: 1 Hour. Costly: 1 Hours. Premium: 1 hours. Expensive: 6 hour. Very Expensive: 1 day. Luxury/Super Luxury: 2 Weeks. Using this is measured in Real Life Time, and marked with Hammertime when it is put in, note what Price Category the item is.
▶ Auto Repair Bag: Custom
Price: 15.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Restricted(Illegal) (Category 5)
SCU: 5 + contents
Effect: The Auto Repair Bag can repair a single piece of damaged or destroyed (but not destroyed beyond repair) Fashion, Body Armor, or Head Armor at a time. It cannot repair items. The amount of time it takes the bag to repair an item to perfect condition (and full SP) is based on the Price Category of the item. Cheap/Everyday: 1 Hour. Costly: 1 Hour. Premium: 1 hour. Expensive: 1 hour. Very Expensive: 6 hours. Luxury/Super Luxury: 1 Week. Using this is measured in Real Life Time, and marked with Hammertime when it is put in, note what Price Category the item is.
▶ Signal Jammer: Basic
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16), Increase the affected area by up to 6m by 6m as chosen by the user upon activation. Increase the DV to 15. The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶ Signal Jammer: Advanced
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2.5
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16), Increase the affected area by up to 14m by 14m as chosen by the user upon activation. Increase the DV to 17. The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶ Signal Jammer: Elite
Price: 10.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 5
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16), Increase the affected area by up to 26m by 26m as chosen by the user upon activation. Increase the DV to 21. The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶ Signal Jammer: Custom
Price: 15.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Restricted(Illegal) (Category 5)
MCS: Extra Large
SCU: 9
Effect: Signal Jammer (See Mixing Drinks Changing Lives p. 16), Increase the affected area by up to 50m by 50m as chosen by the user upon activation. Increase the DV to 24. The Signal Jammer can be activated or deactivated without an Action, but only once per round.
▶ Secret Agent Headset
Price: 100eb (Expensive) • Skill: Electronics/Security Tech
Legality: Restricted (Category 3)
MCS: Small
SCU: 0.1
Description:
Effect: Tank Commander Headset. GoingQuietv1.1 P. 7
▶ Binoculars: Advanced
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
Description:
Effect: See p. 352 Binoculars, The user can see detail up to 800m/yds away. These cannot be used in Combat.
▶ Binoculars: Elite
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Description:
Effect: See p. 352 Binoculars, except the user can see detail up to 800m/yds away and grants the effects of Low Light/Infrared/UV while using the Binoculars. These cannot be used in Combat.
▶ Binoculars: Custom
Price: 1.000eb (Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
Description:
Effect: See p. 352 Binoculars, except the user can see detail up to 800m/yds away and grants the effects of Low Light/Infrared/UV while using the Binoculars. User adds +2 to their Perception, Lip Reading, and Conceal/Reveal Object Skills for Checks which include sight. These cannot be used in Combat.
▶ Swim Fins
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: A pair of rubber swimming flippers. When worn as footwear the user ignores movement penalties related to swimming, but moves at half speed on land. Pulling the fins on or taking them off requires an Action. Any options stored in a Cyberleg or meat leg are inaccessible while the fins are worn.
▶ Fire Extinguisher
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Legal (Category 1)
Description:
Effect: See Hope Reborn p. 34.
▶ Binary Compound
Price: 50eb (Costly) • Skill: Basic Tech
Legality: Restricted (Illegal)(Category 5)
MCS: Small
SCU: 1
Description:
Effect: See: GoingQuietv1.1 P.5
▶ Handprint Glove: Basic
Price: 500eb (Expensive) • Skill: Electronics/Security Tech
Legality: Restricted (Illegal)(Category 5)
MCS: Small
SCU: 1
Description:
Effect: See Handprint Glove. GoingQuietv1.1 P. 6
▶ Handprint Glove: Advanced
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech
Legality: Restricted (Illegal)(Category 5)
MCS: Small
SCU: 1
Description:
Effect: See Handprint Glove. GoingQuietv1.1 P. 6 Except the Handprint can be altered with spending 1 minute.
▶ Laser Microphone
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 2
Description:
Effect: See Laser Microphone. GoingQuietv1.1 P. 6
▶ Parabolic Microphone
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
MCS: Medium
SCU: 5
Description:
Effect: See Parabolic Microphone. Going Quietv1.1 P. 7
▶ Retina Lens: Basic
Price: 500eb (Expensive) • Skill: Electronics/Security Tech
Legality: Restricted (Illegal)(Category 5)
MCS: Small
SCU: 0.05
Description:
Effect: See Retina Lens. Going Quietv1.1 P. 7
▶ Retina Lens: Advanced
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech
Legality: Restricted (Illegal)(Category 5)
MCS: Small
SCU: 0.05
Description:
Effect: See Retina Lens. Going Quietv1.1 P. 7 Except the Retina print can be altered with spending 1 minute.
▶ Cyberdeck: Discount
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Cyberdeck Poor Quality. See CPRED p. 353
▶ Cyberdeck: Basic
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Cyberdeck Standard Quality. See CPRED p. 353
▶ Cyberdeck: Advanced
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Cyberdeck Excellent Quality. See CPRED p. 353
▶ Entry Deck
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Kirama Entry Deck. See Interface 3 p. 39
▶Training Deck
Price: 20eb (Everyday) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
Effect: Kirama Training Deck. See Interface 3 p. 39
▶Advanced Deck
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Kirama Advanced Deck. See Interface 3 p. 39
▶Assault
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Microtech Assault. See Interface 3 p. 39
▶Scout
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Microtech Scout. See Interface 3 p. 39
▶Warrior
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Microtech Warrior. See Interface 3 p. 39
▶Hummingbird
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Raven Microcybernetics Hummingbird. See Interface 3 p. 39
▶Kestrel 2
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Raven Microcybernetics Kestrel 2. See Interface 3 p. 39 & 109
▶Phoenix
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
Effect: Raven Microcybernetics Phoenix. See Interface 3 p. 40
▶Kerberos
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: SGI Technologies Kerberos. See Interface 3 p. 40
▶Verdant Knight
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: SGI Technologies Verdant Knight. See Interface 3 p. 40
▶Warlock’s Book
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: SGI Technologies Warlock’s Book. See Interface 3 p. 40
▶Kaliya Deck
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Zetatech Kaliya. See Interface 3 p. 40
▶MicroMate Deck
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Zetatech MicroMate. See Interface 3 p. 40
▶Parraline 6000 Deck
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
Effect: Zetatech Parraline 6000. See Interface 3 p. 40
▶ Cyberdeck: Elite
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
Effect: As cyberdeck: Basic Quality See CPRED p. 353, but with 11 Slots.
▶ Cyberdeck: Custom
Price: 10.000eb (Super Luxury) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
Effect: As cyberdeck: Basic Quality See CPRED p. 353, but with 13 Slots.
▶ Aerie: Basic
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
SCU: 0.1
Legality: Restricted (Category 3)
Effect: (Interface Volume 3 p. 40).
▶ Aerie: The Roost
Price: 1.000eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: As Aerie, (Interface 3 p. 40) except it also changes the Ravens “Derezzes a single Defender Program the enemy Netrunner has Rezzed at random” to be “Derezzes a single Non-Black Ice Program the enemy Netrunner has Rezzed at random”
▶ Backup Drive: Basic
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (CPRED p. 368).
▶ Backup Drive: Advanced
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 0.1
Effect: Whenever you safely Jack Out, any Programs that were destroyed in your cyberdeck during the netrun are restored to full working order. Takes 2 Hardware Option Slots.
▶ Backup Drive: Elite
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Whenever you Jack Out/are Jacked Out safely or Unsafely, any Programs that were destroyed in your cyberdeck during the netrun are restored to full working order. Takes 2 Hardware Option Slots.
▶ Bushido Accelerator
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41). These stack with themself.
▶ Combat Recorder
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41).
▶ Crunch Whistle
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Crunch Whistle (See All about Agents p. 7)
▶ Defense Sequencer: Armor
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41).
▶ Defense Sequencer: Flak
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41). Except with Flak instead of Armor
▶ Defense Sequencer: Shield
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41). Except with Shield instead of Armor
▶ Defense Sequencer: Defender
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41). Except with Defender instead of Armor
▶ DNA Lock
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Legal (Category 1)
SCU: 0.1
Effect: (CPRED p. 368).
▶ Hangry Hangry: Dragon
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41).
▶ Hangry Hangry: Sabretooth
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41). But for Sabretooths
▶ Hangry Hangry: Killer
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41). But for Killers
▶ Hardened Circuitry
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
SCU: 0.1
Effect: (CPRED p. 368).
▶ Black Ice Unleashed: Dragon
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Increase the damage of Dragon +1d6.
▶ Black Ice Unleashed: Giant
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Increase the damage of Giant +1d6.
▶ Black Ice Unleashed: Killer
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Increase the damage of Killer by +1d6.
▶ Black Ice Unleashed: Raven
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 0.1
Effect: Increase the damage of Raven +1d6.
▶ Black Ice Unleashed: Sabretooth
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Increase the damage of Sabretooth +1d6.
▶ Black Ice Unleashed: Wisp
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 0.1
Effect: Increase the damage of Wisp +1d6.
▶ Black Ice Unleashed: Hellhound
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Increase the damage of Hellhounds by +1d6.
▶ Black Ice Unleashed: Kraken
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Increase the damage of Kraken +1d6.
▶ Insulated Wiring
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
SCU: 0.1
Effect: (CPRED p. 368).
▶ KRASH Barrier
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
SCU: 0.1
Effect: (CPRED p. 368).
▶ Perfume Shoppe
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41).
▶ Range Upgrade: Basic
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (CPRED p. 368).
▶ Range Upgrade: Advanced
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: As Range Upgrade (CPRED p. 368). Except 10 meters instead of 8.
▶ Range Upgrade: Elite
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 0.1
Effect: As Range Upgrade (CPRED p. 368). Except 12 meters instead of 8.
▶ Range Upgrade: Custom
Price: 5.000eb (Luxury) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: As Range Upgrade (CPRED p. 368). Except 16 meters instead of 8.
▶ Smithy
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41).
▶ Snaketrap
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: (Interface Volume 3 p. 41).
▶ Swifty Clean
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: (Interface Volume 3 p. 42).
▶Active Black Ice Guidance System
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: Allows the netrunner to spend one net action to retarget Black Ice they have already summoned in offensive mode onto a new target. Unless derezzed the Black Ice will follow the Netrunner from floor to floor as they move through the Netarch, they do so on your turn. With this Hardware running, you can no longer summon Black Ice in Defensive mode.
▶Breacher: Hardware
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Illegal) (Category 5)
SCU: 0.1
Effect: Install "Breacher" on your Cyberdeck. Takes up 1 hardware slot.
▶Preloaded Program: Basic
Price: 500eb (Expensive) • Skill: Electronic/Security Tech
Legality: Restricted (Category 3)
SCU: 0.1
Effect: Immediately after you Jack In, you can activate a Program installed on your Cyberdeck without a NET Action. Multiple installations allows for multiple programs to use this feature. This Program needs to be selected when installed, Switching the program in that this Hardware can activate takes 1 hour. Takes up 2 hardware slot.
▶Preloaded Program: Advanced
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
SCU: 0.1
Effect: Immediately after you Jack In, you can activate a Program installed on your Cyberdeck without a NET Action. Multiple installations allows for multiple programs to be activated. You chose which program upon Jack In. Takes up 2 hardware slot
▶Buffering Cache
Price: 100eb (Premium) • Skill: Electronic/Security Tech
Legality: Somewhat Restricted (Category 2)
SCU: 0.1
Effect: Adds 5 Hit points to the netrunner's "Buffer." Buffer hit points stack up and are used before the Netrunner's own when they would take brain damage from any source. Lost buffer hit points are gone until repaired. A buffer that has lost all of its hit points is considered "Destroyed". Takes up 2 hardware slots.
▶ Warlock’s Grimoire
Price: 1.000eb (Very Expensive) • Skill: Electronic/Security Tech
Legality: Highly Restricted (Category 4)
SCU: 0.1
Effect: Removes the once per round limitation to “Slide”
Programs that are Destroyed by are destroyed beyond repair
These are all made using Skill: Electronic/Security Tech
These all have SCU: 0
Attacker Programs
▶Banhammer
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 369
▶DeckKRASH
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 369
▶Hellbolt
Legality: Restricted (Category 3)
Effect: See CPRED p. 369
▶Nervescrub
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 369
▶Poison Flatline
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 370
▶Superglue
Legality: Legal (Category 1)
Effect: See CPRED p. 370
▶Sword
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 369
▶Vrizzbolt
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 370
▶Ghost
Price: 100eb (Premium) • Time required to Fabricate: 24 hours / 1 DT •
Legality: Restricted (Category 3)
Description: Sometimes it is not about beating them, sometimes it is just about not being found.
Attack program: ACC: +1
Effect:
Will put the black ice into a Passive state, as though they had not been triggered.
At the top of initiative, they make a Perception check against the netrunner’s Slide, if the netrunner is still present on the floor.
This check is repeated each turn the netrunner is still on the floor with them. Once the netrunner leaves the floor, they act as all other untriggered black ice does.
▶Armyknife
Price: 100eb (Premium) • Time required to Fabricate: 24 hours / 1 DT •
Legality: Restricted (Category 3)
Description: Introducing Armyknife: a versatile cyberprogram for Netrunners. Less potent than Sword, Banhammer, or Hellbolt, but uniquely adaptable against all forms of ICE and Black ICE. An all-in-one solution for those needing broad, albeit less intense, cyberoffense capabilities in the Net.
Effect:
Attack Program: ACC: +1, Deal 2d6 damage to ICE, Black ICE and Netrunners alike.
Booster Programs
▶Eraser
Legality: Restricted (Category 3)
Effect: See CPRED p. 368
▶See Ya
Legality: Restricted (Category 3)
Effect: See CPRED p. 368
▶Speedy Gonzalvez
Legality: Restricted (Category 3)
Effect: See CPRED p. 368
▶Worm
Legality: Restricted (Category 3)
Effect: See CPRED p. 368
▶Identify
Price: 50eb (Costly)
Legality: Restricted (Category 3)
Description:
Effect: Grant's +2 to Eye-Dee as long as this program remains rezzed. it has 7 Rez
▶META Scrambler
Price: 100eb (Premium)
Legality: Restricted (Category 3)
Description: Scramble the codes! get around the easy
Effect: REZ 7: +2 to the Net action 'Slide', This bonus also functions for the purpose of the program "Ghost"
▶Program: Controller
Legality: Restricted (Category 3)
Price: 100eb (Premium)
Description: Assuming Direct Control' as you become the Sovereign of the Control node
Effect: +2 to the Net action 'Control
Defender Programs
▶Armor
Legality: Legal (Category 1)
Effect: See CPRED p. 369
▶Flak
Legality: Legal (Category 1)
Effect: See CPRED p. 369
▶Shield: Basic
Price: 20eb (Everyday)
Legality: Legal (Category 1)
Description:
Effect: Stops the first successful effect from dealing brain damage, including secondary effects of the attack. After stopping this damage, the Shield Derezzes itself. Only 1 copy of this Program can be running at a time. Each copy of this Program can only be used once per Netrun.
▶Defender
Price: 100eb (Premium)
Legality: Legal (Category 1)
Description: Predictive Algorithms help try automating the avoidance of enemy attacks in the Net. Only 1 copy of this Program can be running at a time. Each copy of this Program can only be used once per Netrun.
Effect: +1 to Defense Checks
Black ICE
▶Asp
Legality: Restricted (Category 3)
Effect: See CPRED p. 370
▶Dragon
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
▶Giant
Legality: Highly Restricted (Category 3)
Effect: See CPRED p. 370
▶Hellhound
Legality: Highly Restricted (Category 3)
Effect: See CPRED p. 370
▶Killer
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
▶Kraken
Legality: Highly Restricted (Category 4)
Effect: See CPRED p. 370
▶Liche
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
▶Raven
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
▶Sabertooth
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
▶Scorpion
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
▶Skunk
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
▶Wisp
Legality: Restricted (Category 3)
Effect: See CPRED p. 371
Net Architecture
See CPRED p. 217.
3-6 Floors: The Netarch can be put in a Carryall. It takes up the entire Carryall.
7-12 Floors: Can be placed inside a Vehicle.
13+ Floors (not capped at 18) can only be placed inside of buildings.
Note: There can only be 1 Password per floor. There is no limit to the amount of Control nodes/Files that might be on the floor, outside of the limitations for Control nodes based on Size.
Demons always go at the top of initiative.
These all have a Storage Capacity Usage: 0
Imp CPRED p.372
Efreet CPRED p.372
Balron CPRED p.372
See Drones.
Automated Blood Swarm CPRED p. 374
Automated Melee Weapon CPRED p. 374
Automated Turret CPRED p. 374
Electrical Flooring CPRED p. 375
Goop CPRED p. 375
Laser Grid CPRED p. 375
Observation Cameras CPRED p. 375
Sleep Gas Elevator CPRED p. 375
Slip-Floor CPRED p. 375
Stun Panels CPRED p. 375
Tanglefoot Flooring CPRED p. 375
Tip-Floor CPRED p. 375
▶ Door Cracker: Basic
Price: 50eb (Costly)
Legality: Highly Restricted (Category 4)
Description:
Effect: GunMart Door Cracker Blackchrome p. 87
▶ Door Cracker: Advanced
Price: 100eb (Premium)
Legality: Restricted(Illegal) (Category 5)
Effect: GunMart Door Cracker Blackchrome p. 87, Increase the DV by +2 and the damage by +4d6.
▶ Door Cracker: Elite
Price: 500eb (Expensive)
Legality: Restricted(Illegal) (Category 5)
Description:
Effect: GunMart Door Cracker Blackchrome p. 87, Increase the DV by +4 The cover is gone, for the purpose of Vehicles increase the damage to 14d6.
▶ Micro Hydrogen Combustor
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
Description:
Effect: Micro Hydrogen Combustor Blackchrome p. 88
▶OUTLet Explosive: Basic
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
Effect: OUTlet Explosive, See Blackchrome p. 89
▶OUTLet Explosive: Advanced
Price: 500eb (Expensive)
Legality: Restricted (Illegal) (Category 5)
Effect: This is an Explosive disguised as an outlet adapter. It takes 30 seconds (10 rounds in combat) to arm. This can be reduced to 1 Action with a DV15 Demolitions Check, which can only be attempted once. Once armed, it can be detonated as if it were an Armor Piercing Grenade with an Action, via a dedicated remote detonation switch or a paired Agent. A DV17 Criminology, Demolitions, or Electronics/Security Tech or a DV24 Perception Check reveals the OUTLet as a dangerous explosive.
▶ OUTLet Explosive: Elite
Price: 1.000eb (Very Expensive)
Legality: Restricted (Illegal) (Category 5)
Effect: This is an Explosive disguised as an outlet adapter. It takes 30 seconds (10 rounds in combat) to arm. This can be reduced to 1 Action with a DV15 Demolitions Check, which can only be attempted once. Once armed, it can be detonated as if it were an Armor Piercing Grenade with an Action, via a dedicated remote detonation switch or a paired Agent. A DV21 Criminology, Demolitions, or Electronics/Security Tech or a DV27 Perception Check reveals the OUTLet as a dangerous explosive.
▶ OUTLet Explosive: Custom
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
Effect: This is an Explosive disguised as an outlet adapter. It takes 30 seconds (10 rounds in combat) to arm. This can be reduced to 1 Action with a DV15 Demolitions Check, which can only be attempted once. Once armed, it can be detonated as if it were an Armor Piercing Grenade with an Action, via a dedicated remote detonation switch or a paired Agent. A DV24 Criminology, Demolitions, or Electronics/Security Tech or a DV29 Perception Check reveals the OUTLet as a dangerous explosive.
▶Premade Explosive
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
Description:
Effect: This is an Explosive disguised as a package. It takes 30 seconds (10 rounds in combat) to arm. This can be reduced to 1 Action with a DV15 Demolitions Check, which can only be attempted once. Once armed, it can be detonated as if it were an Armor Piercing Grenade with an Action, via a dedicated remote detonation switch or a paired Agent. A DV16 Criminology, Demolitions, or Electronics/Security Tech or a DV21 Perception Check reveals the package as a dangerous explosive.
▶TR-4 Detonator Fluid
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
Description:
Effect: TR-4 Detonator Fluid, See Blackchrome p. 90
▶Killchip: Basic
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
SCU: 0.05
Effect: Killchip, See Blackchrome p. 88
▶Killchip: Advanced
Price: 500eb (Expensive)
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Effect: A KillChip is an explosive standard memory chip that only detonates when plugged into Chipware Socket Neuralware. The unlucky person who inserts one into their head immediately takes 7d6 damage directly to their HP (armor does not reduce it) and suffers the Brain Injury Critical Injury. A DV17 Criminology, Cybertech, Demolitions, Electronics/Security Tech, or DV24 Perception Check reveals the KillChip as a dangerous explosive.
▶Killchip: Elite
Price: 1.000eb (Very Expensive)
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Effect: This is an Explosive. A KillChip is an explosive standard memory chip that only detonates when plugged into Chipware Socket Neuralware. The unlucky person who inserts one into their head immediately takes 8d6 damage directly to their HP (armor does not reduce it) and suffers the Brain Injury Critical Injury. A DV21 Criminology, Cybertech, Demolitions, Electronics/Security Tech, or DV27 Perception Check reveals the KillChip as a dangerous explosive.
▶Killchip: Custom
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Effect: This is an Explosive. A KillChip is an explosive standard memory chip that only detonates when plugged into Chipware Socket Neuralware. The unlucky person who inserts one into their head immediately takes 9d6 damage directly to their HP (armor does not reduce it) and suffers the Brain Injury Critical Injury. A DV24 Criminology, Cybertech, Demolitions, Electronics/Security Tech, or DV29 Perception Check reveals the KillChip as a dangerous explosive.
These all have SCU: N/A
See CPRED p. 376
▶ Linear Frame: Fuma
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 50
Description:
Effect: Fūma Kotarō Linear Frame. Blackchrome p. 52
▶ Linear Frame: SWAT
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 50
Description:
Effect: LF-001 SWAT Linear Frame Blackchrome p. 53
▶ Linear Frame: Warfare
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 50
Description:
Effect:
An enhanced skeleton and support structure with hydraulic and myomar muscles.
• User increases their BODY to 12 if it was lower.
• This increase in BODY does not change a Character's HP and Death Save.
• This cannot increase the user's BODY to 12 or higher.
• Installation requires 2 interface plugs.
• The user can wield any weapons as though they were 1 Handed, so long as they meet any BODY requirements to wield the weapon in the first place
▶ Linear Frame: Vermilion
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 50
Description:
Effect: Vermilion Linear Frame Blackchrome p. 54
▶ Linear Frame: Discount
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Medium
SCU: 25
Description: An enhanced skeleton and support structure with hydraulic and myomar muscles.
Effect:
• User increases their BODY to 8 if it was lower.
• This increase in BODY does not change a Character's HP and Death Save.
• This cannot increase the user's BODY to 8 or higher.
Connecting properly to the frame does not require Interface Plugs, and requires only a single Action to take on or off.
▶ Linear Frame: Basic
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 50
Description:
Effect: Sigma Frame CPRED p. 367
▶ Linear Frame: Advanced
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 90
Description:
Effect: Beta Frame CPRED p. 367
▶ Linear Frame: Elite
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description:
Effect: Omega Frame Interface Volume 3 p. 108
▶ Linear Frame: Elefant
Price: 5.000eb (Luxury)
Legality: Restricted (Category 3)
MCS: N/A
SCU: N/A
Description:
Effect: EL-F4-NT Linear Frame Blackchrome p. 55
▶ Sedative
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: See Hornet’s Pharmacy p. 4.
▶ Veritas
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: See Hornet’s Pharmacy p. 4
▶ Speedheal
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: CPRED p. 150. This is per Calendar day. The calendar day is based on UTC.
▶ Antibiotics
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: CPRED p. 150. That affects DT spent on healing for the next 7 Calendar days. Insert Hammertime of the time you are injected.
▶ Stim
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: CPRED p. 150
▶ Rapidetox
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: CPRED p. 150
▶ Surge
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: CPRED p. 150. Each grant +1 DT. You can consume a maximum of 4 per month.
▶ Antipsychotics
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: [Can only be injected into a willing target and remains active for 3DT. If a target has been under the effect of Antipsychotics for the entire duration of a therapy session, the MedTech gains a +2 bonus to their Medical Tech roll for said therapy.]
Uses the Melee Skill for attacks. Uses Weaponstech for the purpose of Fabricate/Invention/Upgrade.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Melee Light Weapon: Basic
Price: 50eb (Costly)
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Description:
Effect: CPRED p. 92.
▶ Melee Medium Weapon: Basic
Price: 50eb (Costly)
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: CPRED p. 92.
▶ Melee Heavy Weapon: Basic
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 5
Description:
Effect: CPRED p. 92.
▶ Melee Very Heavy Weapon: Basic
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description:
Effect: CPRED p. 92. Hand required: 2
▶ Melee Super Heavy Weapon: Basic
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description:
Effect: Very Heavy Melee Weapon. CPRED p. 92. Except 5d6 Damage, ROF 1, Hand required: 2, Requires Body 12+ to wield.
▶ Melee Light Weapon: Mono (Fake)
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description:
Effect: This is a Poor Quality Exotic Light Melee Weapon. To the untrained eye, it appears to be an actual Mono-Weapon, requiring a DV 15 Perception or Weaponstech Check to notice the difference.
▶ Melee Medium Weapon: Mono (Fake)
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2
Description:
Effect: This is a Poor Quality Exotic Medium Melee Weapon. To the untrained eye, it appears to be an actual Mono-Weapon, requiring a DV 15 Perception or Weaponstech Check to notice the difference.
▶ Melee Heavy Weapon: Mono (Fake)
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Large
SCU: 5
Description:
Effect: This is a Poor Quality Two-Handed Exotic Heavy Melee Weapon. To the untrained eye, it appears to be an actual Mono-Weapon, requiring a DV 15 Perception or Weaponstech Check to notice the difference.
▶ Melee Very Heavy Weapon: Mono (Fake)
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description:
Effect: This is a Poor Quality Two-Handed Exotic Very Heavy Melee Weapon. To the untrained eye, it appears to be an actual Mono-Weapon, requiring a DV 15 Perception or Weaponstech Check to notice the difference. Hand required: 2
▶ Melee Super Heavy Weapon: Mono (Fake)
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description:
Effect: This is a Poor Quality Two-Handed Exotic Very Heavy Melee Weapon. To the untrained eye, it appears to be an actual Mono-Weapon, requiring a DV 15 Perception or Weaponstech Check to notice the difference. deals 5d6 Damage, ROF 1, hands required 2, Requires Body 12+ to wield. Hand required: 2
▶ Melee Light Weapon: Less than Lethal
Price: 100eb (Premium)
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Description:
Effect: This is a Exotic Light Melee Weapon. Requires 1 hand. If damage dealt by it would reduce a target to under 1 HP, they can instead be left Unconscious at 1 HP if the wielder so chooses.
▶ Melee Medium Weapon: Less than Lethal
Price: 500eb (Expensive)
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description:
Effect: This is a Exotic Medium Melee Weapon. Requires 1 hand. If damage dealt by it would reduce a target to under 1 HP, they can instead be left Unconscious at 1 HP if the wielder so chooses.
▶ Melee Heavy Weapon: Less than Lethal
Price: 1.000eb (Very Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 5
Description:
Effect: This is a Exotic Heavy Melee Weapon. Requires 1 hand. If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses.
▶ Melee Very Heavy Weapon: Less than Lethal
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description:
Effect: This is a Exotic Very Heavy Melee Weapon. If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses. Hand required: 2
▶ Melee Super Heavy Weapon: Less than Lethal
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description:
Effect: This is a Exotic Very Heavy Melee Weapon. deals 5d6 Damage, If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses. Requires Body 12+ to wield. Hand required: 2
▶ Melee Light Weapon: Mono
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description:
Effect: Kendachi Mono-Wakizashi Blackchrome p. 93. Except; Light Melee Weapon, Can be recognized as Mono Weaponry with a Weaponstech DV 11.
▶ Melee Medium Weapon: Mono
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2
Description:
Effect: Kendachi Mono-Wakizashi Blackchrome p. 93. Except; Medium Melee Weapon, Can be recognized as Mono Weaponry with a Weaponstech DV 11.
▶ Melee Heavy Weapon: Mono
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 5
Description:
Effect: Kendachi Mono-Wakizashi Blackchrome p. 93. Can be recognized as Mono Weaponry with a Weaponstech DV 11.
▶ Melee Very Heavy Weapon: Mono
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 8
Description:
Effect: Kendachi Mono-Wakizashi Blackchrome p. 93. Except; Very Heavy Weapon, With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11 , Can be recognized as Mono Weaponry with a Weaponstech DV 11. Hand required: 2
▶ Melee Super Heavy Weapon: Mono
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description:
Effect: Kendachi Mono-Wakizashi Blackchrome p. 93. Except; Very Heavy Weapon, With the correct biometric key, deals 5d6 Damage, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11 , Can be recognized as Mono Weaponry with a Weaponstech DV 11. Hand required: 2
▶ Melee Light Weapon: Charged
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description:
Effect: Exotic Light Melee Weapon. As part of the attack the user can make a DV14+n Concentration check (n being the times the user had to beat the check in the last minute) to charge the weapon to deal +1d6 damage (This is applied as Spot Weakness). While charged, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal. Losing the charge on a miss or hit. After 5 uses and any subsequent use of the weapons special function in the last minute the user has to beat a DV24 Endurance check, exploding violently in a 5m radius for 4d6 damage straight to hitpoints. This explosion can be dodged by everyone (even without REF8) except the user by beating a DV13 Evasion check, placing them outside the area on a success.
▶ Melee Medium Weapon: Charged
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2
Description:
Effect: Exotic Medium Melee Weapon. As part of the attack the user can make a DV14+n Concentration check (n being the times the user had to beat the check in the last minute) to charge the weapon to deal +1d6 damage (This is applied as Spot Weakness). While charged, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal. Losing the charge on a miss or hit. After 5 uses and any subsequent use of the weapons special function in the last minute the user has to beat a DV24 Endurance check, exploding violently in a 5m radius for 4d6 damage straight to hitpoints. This explosion can be dodged by everyone (even without REF8) except the user by beating a DV13 Evasion check, placing them outside the area on a success.
▶ Melee Heavy Weapon: Charged
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 5
Description:
Effect: Exotic Heavy Melee Weapon. As part of the attack the user can make a DV14+n Concentration check (n being the times the user had to beat the check in the last minute) to charge the weapon to deal +1d6 damage (This is applied as Spot Weakness). While charged, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal. Losing the charge on a miss or hit. After 5 uses and any subsequent use of the weapons special function in the last minute the user has to beat a DV24 Endurance check, exploding violently in a 5m radius for 4d6 damage straight to hitpoints. This explosion can be dodged by everyone (even without REF8) except the user by beating a DV13 Evasion check, placing them outside the area on a success.
▶ Melee Very Heavy Weapon: Charged
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 8
Description:
Effect: Exotic Heavy Melee Weapon. As part of the attack the user can make a DV14+n Concentration check (n being the times the user had to beat the check in the last minute) to charge the weapon to deal +1d6 damage (This is applied as Spot Weakness). While charged, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP14. Armor with a higher SP is still interacted with as normal. Losing the charge on a miss or hit. After 5 uses and any subsequent use of the weapons special function in the last minute the user has to beat a DV24 Endurance check, exploding violently in a 5m radius for 4d6 damage straight to hitpoints. This explosion can be dodged by everyone (even without REF8) except the user by beating a DV13 Evasion check, placing them outside the area on a success. Hand required: 2
▶ Melee Super Heavy Weapon: Charged
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description:
Effect: Exotic Very Heavy Melee Weapon that deals 5d6 Damage. As part of the attack the user can make a DV14+n Concentration check (n being the times the user had to beat the check in the last minute) to charge the weapon to deal +1d6 damage (This is applied as Spot Weakness). While charged, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP18. Armor with a higher SP is still interacted with as normal. Losing the charge on a miss or hit. After 5 uses and any subsequent use of the weapons special function in the last minute the user has to beat a DV24 Endurance check, exploding violently in a 5m radius for 4d6 damage straight to hitpoints. This explosion can be dodged by everyone (even without REF8) except the user by beating a DV13 Evasion check, placing them outside the area on a success. Requires Body 12+ to wield. Hand required: 2
▶ Melee Medium Weapon: Heated
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 4
Description:
Effect: When unheated, the Heated Weapon is a Exotic Medium Melee Weapon. Heating the weapon begins with an Action, which starts a 1-minute-long (20 rounds in combat) heating process, during which the blade must be wielded, or it will melt itself into any surface it’s left touching, destroying the weapon. Starting the heating process also requires the blade be loaded with two fresh 50eb (Costly) battery packs, which get as hot as the length of the weapon during the heating process, destroying them beyond repair. As a safety feature, you can only reload these battery packs while the blade is uncharged, which takes an Action. After the heating process is complete, the blade begins to vibrate automatically. Once heated, the heated weapon will remain heated for exactly 5 minutes. While heated, it +1d6 damage, While heated, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP7 Armor with a higher SP is still interacted with as normal. Additionally, anyone or anything hit by the Heated Weapon is now Mildly On Fire (see CP:R page 180). If the Heated Weapon is unequipped while charged, it will melt itself into any surface it’s left touching, destroying the weapon. Thirty seconds before time is up, the battery compartment begins to smoke. Requires BODY 6+ to wield.
▶ Melee Very Heavy Weapon: Heated
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 16
Description:
Effect: When unheated, the Heated Weapon is a Exotic Very Heavy Melee Weapon Heating the weapon begins with an Action, which starts a 1-minute-long (20 rounds in combat) heating process, during which the blade must be wielded, or it will melt itself into any surface it’s left touching, destroying the weapon. Starting the heating process also requires the blade be loaded with three fresh 50eb (Costly) battery packs, which get as hot as the length of the weapon during the heating process, destroying them beyond repair. As a safety feature, you can only reload these battery packs while the blade is uncharged, which takes an Action. After the heating process is complete, the blade begins to vibrate automatically. Once heated, the heated weapon will remain heated for exactly 5 minutes. While heated, it +1d6 damage, While heated, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11 Armor with a higher SP is still interacted with as normal. Additionally, anyone or anything hit by the Heated Weapon is now Mildly On Fire (see CP:R page 180). If the Heated Weapon is unequipped while charged, it will melt itself into any surface it’s left touching, destroying the weapon. Thirty seconds before time is up, the battery compartment begins to smoke. Requires BODY 12+ to wield.
▶ Melee Super Heavy Weapon: Heated
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description:
Effect: When unheated, the Heated Weapon Super Heavy Weapon is a Exotic Very Heavy Melee Weapon that deals 5d6. Heating the weapon begins with an Action, which starts a 1-minute-long (20 rounds in combat) heating process, during which the blade must be wielded, or it will melt itself into any surface it’s left touching, destroying the weapon. Starting the heating process also requires the blade be loaded with three fresh 50eb (Costly) battery packs, which get as hot as the length of the weapon during the heating process, destroying them beyond repair. As a safety feature, you can only reload these battery packs while the blade is uncharged, which takes an Action. After the heating process is complete, the blade begins to vibrate automatically. Once heated, the heated weapon will remain heated for exactly 5 minutes. While heated, it deals +1d6 damage, While heated, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal. Additionally, anyone or anything hit by the Heated Weapon is now Mildly On Fire (see CP:R page 180). If the Heated Weapon is unequipped while charged, it will melt itself into any surface it’s left touching, destroying the weapon. Thirty seconds before time is up, the battery compartment begins to smoke. Requires BODY 14+ to wield. Hand required: 2
▶ Melee Light Weapon: Armor Shredder
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description:
Effect: Exotic Light Melee, you ablate armor by 2 instead of 1 whenever you would ablate armor.
▶ Melee Medium Weapon: Armor Shredder
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 2
Description:
Effect: Exotic Medium Melee, you ablate armor by 2 instead of 1 whenever you would ablate armor.
▶ Melee Heavy Weapon: Armor Shredder
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Large
SCU: 5
Description:
Effect: Exotic Heavy Melee, you ablate armor by 2 instead of 1 whenever you would ablate armor.
▶ Melee Very Heavy Weapon: Armor Shredder
Price: 5.000eb (Very Expensive)
Legality: Restricted (Illegal) (Category 5)
MCS: Large
SCU: 8
Description:
Effect: Exotic Very Heavy Melee, you ablate armor by 2 instead of 1 whenever you would ablate armor. Hand required: 2
▶ Melee Super Heavy Weapon: Armor Shredder
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description:
Effect: Exotic Very Heavy Melee, deals 5d6 Damage, you ablate armor by 2 instead of 1 whenever you would ablate armor. Requires Body 12+ to wield. Hand required: 2
▶ Melee Light Weapon: Disruption Weapon
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description:
Effect: This is an Exotic Light Melee Weapon. Anyone hit by this weapon must try to beat a DV15 Cybertech Check. If they fail, the 2 random pieces of their cyberware become inoperable for one minute. Cyberlimbs rendered inoperable act as their meat counterparts do when they have been dismembered but still hang loosely. Whenever this weapon causes a target to make this Check it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack. Without any charges, this weapon still functions as a One-Handed Exotic Light Melee Weapon. Changing this battery requires 1 action.
▶ Melee Medium Weapon: Disruption Weapon
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2
Description:
Effect: This is an Exotic Medium Melee Weapon. Anyone hit by this weapon must try to beat a DV15 Cybertech Check. If they fail, the 2 random pieces of their cyberware become inoperable for one minute. Cyberlimbs rendered inoperable act as their meat counterparts do when they have been dismembered but still hang loosely. Whenever this weapon causes a target to make this Check it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack. Without any charges, this weapon still functions as a One-Handed Exotic Medium Melee Weapon. Changing this battery requires 1 action.
▶ Melee Heavy Weapon: Disruption Weapon
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 5
Description:
Effect: This is a Exotic Heavy Melee Weapon. Anyone hit by this weapon must try to beat a DV15 Cybertech Check. If they fail, the 2 random pieces of their cyberware become inoperable for one minute. Cyberlimbs rendered inoperable act as their meat counterparts do when they have been dismembered but still hang loosely. Whenever this weapon causes a target to make this Check it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack. Without any charges, this weapon still functions as a One-Handed Exotic Heavy Melee Weapon. Changing this battery requires 1 action.
▶ Melee Very Heavy Weapon: Disruption Weapon
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 8
Description:
Effect: This is an Exotic Very Heavy Melee Weapon. Anyone hit by this weapon must try to beat a DV17 Cybertech Check. If they fail, the 2 random pieces of their cyberware become inoperable for one minute. Cyberlimbs rendered inoperable act as their meat counterparts do when they have been dismembered but still hang loosely. Whenever this weapon causes a target to make this Check it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack. Without any charges, this weapon still functions as a Two-Handed Exotic Very Heavy Melee Weapon. Changing this battery requires 1 action. Hand required: 2
▶ Melee Super Heavy Weapon: Disruption Weapon
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description:
Effect: This is a Exotic Very Heavy Melee Weapon. Deals 5d6 Damage. Anyone hit by this weapon must try to beat a DV17 Cybertech Check. If they fail, the 2 random pieces of their cyberware become inoperable for one minute. Cyberlimbs rendered inoperable act as their meat counterparts do when they have been dismembered but still hang loosely. Whenever this weapon causes a target to make this Check it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack. Without any charges, this weapon still functions as a Two-Handed Exotic Very Heavy Melee Weapon. Changing this battery requires 1 action. Requires body 12+ to wield. Hand required: 2
▶ Melee Light Weapon: Expansive
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description:
Effect: This is a Exotic Light Melee Weapon, Whenever you cause a Critical Injury, the victim suffers that Critical Injury in addition to the Foreign Object Critical Injury.
▶ Melee Medium Weapon: Expansive
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 2
Description:
Effect: This is a Exotic Medium Melee Weapon, whenever you cause a Foreign Object Critical Injury, you cause an additional critical injury
▶ Melee Heavy Weapon: Expansive
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 5
Description:
Effect: This is a Exotic Heavy Melee Weapon, whenever you cause a Foreign Object Critical Injury, you cause an additional critical injury
▶ Melee Very Heavy Weapon: Expansive
Price: 1.000eb (Very Expensive)
Legality: Restricted (Illegal) (Category 5)
MCS: Large
SCU: 8
Description:
Effect: This is a Exotic Very Heavy Melee Weapon, whenever you cause a Foreign Object Critical Injury, you cause an additional critical injury. Hand required: 2
▶ Melee Super Heavy Weapon: Expansive
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description:
Effect: This is a Exotic Very Heavy Melee Weapon, it deals 5d6, whenever you cause a Foreign Object Critical Injury, you cause an additional critical injury. Requires body 12+. Hand required: 2
▶ Melee Light Weapon: Thermal
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description:
Effect: This is a Exotic Light Melee Weapon. Deals 1d6 Damage. Whenever this weapon hits a target it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack and sets the target Mildly on fire, Changing this battery takes 1 action.
▶ Melee Medium Weapon: Thermal
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2
Description:
Effect: This is a Exotic Medium Melee Weapon. Deals 2d6 Damage. Whenever this weapon hits a target it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack and sets the target Mildly on fire, Changing this battery takes 1 action.
▶ Melee Heavy Weapon: Thermal
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 5
Description:
Effect: This is a Exotic Heavy Melee Weapon. Deals 3d6 Damage. Whenever this weapon hits a target it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack and sets the target Mildly on fire, Changing this battery takes 1 action.
▶ Melee Very Heavy Weapon: Thermal
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 8
Description:
Effect: This is a Exotic Very Heavy Melee Weapon. Deals 4d6 Damage. Whenever this weapon hits a target it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack and sets the target Strongly on fire, Changing this battery takes 1 action.
▶ Melee Super Heavy Weapon: Thermal
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description:
Effect: This is a Exotic Very Heavy Melee Weapon. Deals 5d6 Damage. Whenever this weapon hits a target it drains one of the 8 charges in the weapon’s easily rechargeable (1 hour) 50eb (Costly) battery pack and sets the target Deadly on fire, Changing this battery takes 1 action. Requires body 12+ to wield. Hand required: 2
▶ Melee Heavy Weapon: Weeping Reaver
Price: 15.000eb (Super Luxury)
Legality: Heavily Restricted (Category 4)
MCS: Large
SCU: 5
Description:
Effect: See Arasaka Weeping Reaver Katana Blackchrome p. 91. Except not Excellent Quality.
▶ Melee Very Heavy Weapon: Weeping Reaver
Price: 5.000eb (Luxury)
Legality: Heavily Restricted (Category 4)
MCS: Large
SCU: 8
Description:
Effect: See Arasaka Weeping Reaver Katana Blackchrome p. 91. Except not Excellent Quality. Hand required: 2
▶ Melee Super Heavy Weapon: Weeping Reaver
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description:
Effect: See Arasaka Weeping Reaver Katana Blackchrome p. 91, Except; deals 5d6 Damage, Requires Body 12+ to wield. Except not Excellent Quality. Hand required: 2
▶Bouncer
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Medium
SCU: 2
Description:
Effect: See Pursuit Security Bouncer Blackchrome p. 97. The Stun Baton and the Microwaver can be upgraded separately.
▶Fangfist
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description:
Effect: See SlamDance Fangfist Blackchrome p. 98.
▶SlamDance Tasmanskiy Klô
Price: 5.000eb (Luxury)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description:
Effect: See Blackchrome p. 99.
▶Chainknife
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2
Description
Effect: See IMI Chainknife Danger Gal Dossier p. 144. While Revved it produces enough sound to make it impossible to stealth.
▶ Harpoon: Very Heavy
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description
Effect: SlamDance Ballistic Harpoon, Interface Volume 3 p. 29. Hand required: 2
▶ Harpoon: Super Heavy
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description
Effect: A Two Handed Exotic Very Heavy Melee Weapon. Deals 5d6 Damage. This oversized harpoon can also be fired from its unique ballistic housing using the Archery Skill and the Bows & Crossbows Range Table. When fired, it deals 5d6 damage, it still ignores half of the defender’s armor. Once fired, the harpoon can still be used by any wielder as an Exotic Very Heavy Melee Weapon. If recovered, it can be reloaded into its ballistic housing with an Action. Requires BODY 12+ to wield. Hand required: 2
▶ Tactical Umbrella: Basic
Price: 1.000eb (Very Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 5
Description:
Effect: See Militech Tactical Umbrella Danger Gal Dossier p. 144. Include: It is a DV 17 Weaponstech Check to recognize the Tactical Umbrella as a Weapon rather than a stylish Umbrella before it is used as such.
▶ Tactical Umbrella: Luxury
Price: 5.000eb (Luxury)
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 5
Description
Effect: The Tactical Umbrella is perfect for anyone who wants to look top shelf without sacrificing the protection promised to them by the Constitution. The Tactical Umbrella protects against Acid and Blood Rain just like a regular umbrella but is mechanically count as two separate weapons: An Exotic Heavy Melee Weapon and a Popup Weapon Mount. It is a DV 17 Weaponstech Check to Recognize the Tactical Umbrella as a Weapon rather than a Stylish Umbrella before it is used as such.
These are designed to be thrown, and can be done so following the rules for “throw” using the Athletics skill, following the standard rules for throw as per CPRED. P. 177 Uses Weaponstech for the purpose of Fabricate/Invention/Upgrade.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Throwable: Light: Basic
Price: 50eb (Costly)
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Description
Effect: This is a One-Handed Exotic Light Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack
▶ Throwable: Medium: Basic
Price: 50eb (Costly)
Legality: Somewhat Restricted (Category 2)
MCS: Medium
SCU: 2
Description
Effect: This is a One-Handed Exotic Medium Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack
▶ Throwable: Heavy: Basic
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 5
Description
Effect: This is a One-Handed Exotic Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack.
▶ Throwable: Very Heavy: Basic
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Hand required: 2
▶ Throwable: Super Heavy: Basic
Price: 1.000eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. Deals It deals 5d6 damage This weapon ignores half of the Defender's armor, round up. Requires Body 12+ to wield. Hand required: 2
▶ Throwable Less than lethal: Light
Price: 100eb (Premium)
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Description
Effect: This is a One-Handed Exotic Light Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses.
▶ Throwable Less than lethal: Medium
Price: 100eb (Premium)
Legality: Legal (Category 1)
MCS: Medium
SCU: 2
Description
Effect: This is a One-Handed Exotic Medium Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses.
▶ Throwable Less than lethal: Heavy
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 5
Description
Effect: This is a One-Handed Exotic Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses.
▶ Throwable Less than lethal: Very Heavy
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses. Hand required: 2
▶ Throwable Less than lethal: Super Heavy
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. Deals 5d6 damage. This weapon ignores half of the Defender's armor, round up. If damage dealt by it would reduce a target to under 1 HP, they can instead be left unconscious at 1 HP if the wielder so chooses. Requires Body 12+ to wield. Hand required: 2
▶ Throwable Expansive: Light
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: This is a One-Handed Exotic Light Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. Whenever you cause a Critical Injury, the victim suffers that Critical Injury in addition to the Foreign Object Critical Injury.
▶ Throwable Expansive: Medium
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 2
Description
Effect: This is a One-Handed Exotic Medium Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. Whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn’t Foreign Object and suffers that Critical Injury in addition to the Foreign Object Critical Injury.
▶ Throwable Expansive: Heavy
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 5
Description
Effect: This is a One-Handed Exotic Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. Whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn’t Foreign Object and suffers that Critical Injury in addition to the Foreign Object Critical Injury.
▶ Throwable Expansive: Very Heavy
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 8
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn’t Foreign Object and suffers that Critical Injury in addition to the Foreign Object Critical Injury. Hand required: 2
▶ Throwable Expansive: Super Heavy
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn’t Foreign Object and suffers that Critical Injury in addition to the Foreign Object Critical Injury. Requires Body 12+ to wield. Hand required: 2
▶ Throwable Returning: Light
Price: 100eb (Premium)
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Description
Effect: This is a One-Handed Exotic Light Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. If the Attacker has the Targeting Scope Cyberware, it returns to your hand, if you have a free hand, at the beginning of your next turn, this does not require an action, otherwise it lands at your feet.
▶ Throwable Returning: Medium
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Medium
SCU: 2
Description
Effect: This is a One-Handed Exotic Medium Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. If the Attacker has the Targeting Scope Cyberware, it returns to your hand, if you have a free hand, at the beginning of your next turn, this does not require an action, otherwise it lands at your feet.
▶ Throwable Returning: Heavy
Price: 1.000eb (Very Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Large
SCU: 5
Description
Effect: This is a One-Handed Exotic Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. Additionally, throwing this weapon counts as half of a 2 ROF attack. If the Attacker has the Targeting Scope Cyberware, it returns to your hand, if you have a free hand, at the beginning of your next turn, this does not require an action, otherwise it lands at your feet.
▶ Throwable Returning: Very Heavy
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Large
SCU: 8
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. If the Attacker has the Targeting Scope Cyberware, it returns to your hand, if you have a free hand, at the beginning of your next turn, this does not require an action, otherwise it lands at your feet. Hand required: 2
▶ Throwable Returning: Super Heavy
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description
Effect: This is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. This weapon ignores half of the Defender's armor, round up. If the Attacker has the Targeting Scope Cyberware, it returns to your hand, if you have a free hand, at the beginning of your next turn, this does not require an action, otherwise it lands at your feet. Requires Body 12+ to wield. Hand required: 2
▶Mono Throwing: Light
Price: 500eb (Expensive)
Legality: Restricted(Illegal) (Category 5)
MCS: Small
SCU: 1
Description
Effect: The Mono Throwing Weapon is a One-Handed Exotic Light Melee Weapon that can be concealed. Unlike a typical melee weapon not designed for throwing, Additionally, throwing this weapon counts as half of a 2 ROF attack. This weapon continues to halve SP when thrown. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP 7. Armor with a higher SP is still interacted with as normal In the hands of a user without the correct biometric key, the weapon will not vibrate, leaving it only a Exotic Light Melee Weapon. Can be recognized as Mono Weaponry with a Weaponstech DV 11.
▶Mono Throwing: Medium
Price: 500eb (Expensive)
Legality: Restricted(Illegal) (Category 5)
MCS: Medium
SCU: 2
Description
Effect: The Mono Throwing Weapon is a One-Handed Exotic Medium Melee Weapon that can be concealed but cannot be used to make a melee attack. Unlike a typical melee weapon not designed for throwing, Additionally, throwing this weapon counts as half of a 2 ROF attack.This weapon continues to halve SP when thrown. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP 7. Armor with a higher SP is still interacted with as normal In the hands of a user without the correct biometric key, the weapon will not vibrate, leaving it only a Exotic Medium Melee Weapon. Can be recognized as Mono Weaponry with a Weaponstech DV 11.
▶Mono Throwing: Heavy
Price: 1.000eb (Very Expensive)
Legality: Restricted(Illegal) (Category 5)
MCS: Large
SCU: 5
Description
Effect: The Mono Throwing Weapon is a One-Handed Exotic Heavy Melee Weapon but cannot be used to make a melee attack. Unlike a typical melee weapon not designed for throwing, Additionally, throwing this weapon counts as half of a 2 ROF attack. This weapon continues to halve SP when thrown. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP 7. Armor with a higher SP is still interacted with as normal In the hands of a user without the correct biometric key, the weapon will not vibrate, leaving it only a Exotic Heavy Melee Weapon. Can be recognized as Mono Weaponry with a Weaponstech DV 11.
▶Mono Throwing: Very Heavy
Price: 1.000eb (Very Expensive)
Legality: Restricted(Illegal) (Category 5)
MCS: Large
SCU: 8
Description
Effect: The Mono Throwing Weapon is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. Unlike a typical melee weapon not designed for throwing, this weapon continues to halve SP when thrown. This weapon continues to halve SP when thrown. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal In the hands of a user without the correct biometric key, the weapon will not vibrate, leaving it only a Exotic Very Heavy Melee Weapon. Can be recognized as Mono Weaponry with a Weaponstech DV 11. Hand required: 2
▶Mono Throwing: Super Heavy
Price: 5.000eb (Luxury)
Legality: Restricted(Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: The Mono Throwing Weapon is a Exotic Very Heavy Melee Weapon that deals 5d6 but cannot be used to make a melee attack. Unlike a typical melee weapon not designed for throwing, this weapon continues to halve SP when thrown. This weapon continues to halve SP when thrown. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP 11. Armor with a higher SP is still interacted with as normal In the hands of a user without the correct biometric key, the weapon will not vibrate, leaving it only a Exotic Very Heavy Melee Weapon. Can be recognized as Mono Weaponry with a Weaponstech DV 11, Requires BODY 12+. Hand required: 2
▶Mono Throwing: Very Heavy: Advanced
Price: 5.000eb (Very Expensive)
Legality: Restricted(Illegal) (Category 5)
MCS: Large
SCU: 8
Description
Effect: The Mono Throwing Weapon is a Exotic Very Heavy Melee Weapon but cannot be used to make a melee attack. Unlike a typical melee weapon not designed for throwing , this weapon continues to halve SP when thrown. This weapon continues to halve SP when thrown. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP13. Armor with a higher SP is still interacted with as normal In the hands of a user without the correct biometric key, the weapon will not vibrate, leaving it only a Exotic Very HeavyMelee Weapon. Can be recognized as Mono Weaponry with a Weaponstech DV 11. Hand required: 2
▶Mono Throwing: Super Heavy: Advanced
Price: 10.000eb (Super Luxury)
Legality: Restricted(Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: The Mono Throwing Weapon is a Exotic Very Heavy Melee Weapon that deals 5d6 but cannot be used to make a melee attack. Unlike a typical melee weapon not designed for throwing, this weapon continues to halve SP when thrown. This weapon continues to halve SP when thrown. With the correct biometric key, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP 13. Armor with a higher SP is still interacted with as normal In the hands of a user without the correct biometric key, the weapon will not vibrate, leaving it only a Exotic Very Heavy Melee Weapon. Can be recognized as Mono Weaponry with a Weaponstech DV 11, Requires BODY 12+. Hand required: 2
Uses the Archery Skills for attacks.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Bow/Crossbow: Basic
Price: 100eb (Premium)
Legality: Legal (Category 1)
MCS: Extra Large
SCU: 13
Description
Effect: See Bows & Crossbows CPRED p.171.
▶ Hidden Mini bow/Crossbow
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 1
Description
Effect: 3d6, ROF 1. Uses Dart ammunition. Hands Required 1. Concealable
▶ Bow/Crossbow Variant
Price: 100eb (Premium)
Legality: Legal (Category 1)
MCS: Extra Large
SCU: 13
Description
Effect: See Bows & Crossbows CPRED p. 171 Except: Poor Quality Excellent Quality.
▶ Rapid Fire Bow
Price: 5.000eb (Luxury)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 13
Description
Effect: See Bows & Crossbows CPRED p. 171 Exotic Bow, RoF 2. Can load Non-Basic Ammunition despite being an Exotic weapon.
▶ Heavy Bow/Crossbow
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: N/A
SCU: N/A
Description
Effect: See Bows & Crossbows CPRED p. 171 Except: Exotic Bow. Deals 5d6, It can fire non-basic Arrows. Requires body 10+ to use, trying to fire it without a body of 10+ will inflict a Random Critical Injury from the body each time.
▶ Bow: Armor Shredder
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 13
Description
Effect: Is an Exotic Bow, Smartgun Link. The weapon is only capable of firing its own unique Armor-Piercing Ammunition which ablates armor by 4 instead of 1 whenever you would ablate armor. This ammunition costs the same as typical Armor-Piercing Ammunition does.
▶ Boltstorm
Price: 5.000eb (Luxury)
Legality: Restricted(Illegal) (Category 5)
MCS: Extra Large
SCU: 13
Description:
Effect: 2 ROF Exotic Bow/Crossbow with Smartgun Link Weapon Attachment. Comes with an 16-round magazine that takes an Action to reload and can use Non-Basic Arrows.
▶ Bow/Crossbow: Armor Ignore: Basic
Price: 1.000eb (Very Expensive)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 13
Description
Effect: Exotic Bow/Crossbow: When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal.
▶ Bow/Crossbow: Armor Ignore: Advanced
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 13
Description
Effect: Exotic Bow/Crossbow: When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal.
▶ Bow/Crossbow: Armor Ignore: Elite
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 13
Description
Effect: Exotic Bow/Crossbow: When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP13. Armor with SP13 or higher is still interacted with as normal.
▶ Bow/Crossbow: Armor Ignore: Custom
Price: 15.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 13
Description
Effect: Exotic Bow/Crossbow: When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP15. Armor with SP15 or higher is still interacted with as normal.
Uses the Pistol Skill for attacks.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Light Pistol: Basic
Price: 20eb (Costly)
Legality: Somewhat Restricted (category 2)
MCS: Small
SCU: 1
Description
Effect: See Medium Pistol CPRED p. 171 Except: Medium Pistol gun that Deals 1d6 damage. RoF 2. +2 to Conceal/Reveal this weapon.
▶ Medium Pistol: Basic
Price: 50eb (Costly)
Legality: Somewhat Restricted (category 2)
MCS: Small
SCU: 1
Description
Effect: See Medium Pistol CPRED p. 171
▶ Heavy Pistol: Basic
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 1
Description
Effect: See Heavy Pistol CPRED p. 171
▶ Very Heavy Pistol: Basic
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: See Very Heavy Pistol CPRED p. 171
▶ Super Heavy Pistol: Basic
Price: 1.000eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 12
Description
Effect: See Very Heavy Pistol CPRED p. 171 Except: Deals 5d6 Damage, Requires Body 10+
▶ Very Heavy Pistol: Shell
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: Exotic Very Heavy Pistol with a 6 shot capacity that can only fire Shotgun Shell Ammunition, it can fire non basic shells.
▶ Very Heavy Pistol: Dart mode
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: An Exotic Very Heavy Pistol that can only load Non-Basic Dart Ammunition. Unlike other weapons that fire Dart, a Very Heavy Pistol: Dart Mode has a clip of 8 Non-Basic Dart and must be reloaded just like a typical Very Heavy Pistol.
▶ Heavy: Special
Price: 20eb (Everyday)
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 1
Description
Effect: See Gunmart Special: Blackchrome p. 108.
▶ Very Heavy: Special
Price: 20eb (Everyday)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: See Gunmart Special: Blackchrome p. 108 except: Very Heavy Pistol instead of Heavy Pistol.
▶ Heavy: Smart Special
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 1
Description
Effect: See Gunmart Smart Special: Blackchrome p. 108.
▶ Very Heavy: Smart Special
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: See Gunmart Smart Special: Blackchrome p. 108 except: Very Heavy Pistol instead of Heavy Pistol.
▶ Medium Variant
Price: 50eb (Costly)
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Description
Effect: See Medium Pistol CPRED p. 171 except: Poor Quality Excellent Quality,
▶ Heavy Variant
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 1
Description
Effect: See Heavy Pistol CPRED p. 171 except: Poor Quality Excellent Quality.
▶ Very Heavy Variant
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: See Very Heavy Pistol CPRED p. 171 except: Poor Quality Excellent Quality,
▶ Medium Pistol: Selective Fire
Price: 100eb (Premium)
Legality: Legal (Category 1)
MCS: Small
SCU: 1
Description
Effect: Exotic Medium Pistol, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Heavy Pistol: Selective Fire
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 1
Description
Effect: Exotic Heavy Pistol, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Very Heavy Pistol: Selective Fire
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: Exotic Very Heavy Pistol, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Light Pistol: Armor Ignore: Basic
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: See Medium Pistol CPRED p. 171 Except: Exotic Medium Pistol gun that Deals 1d6 damage. Grants +2 to Conceal/Reveal this weapon. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Medium Pistol: Armor Ignore: Basic
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: Exotic Medium Pistol, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Heavy Pistol: Armor Ignore: Basic
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: Exotic Heavy Pistol, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Very Heavy Pistol: Armor Ignore: Basic
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 4
Description
Effect: Exotic Very Heavy Pistol, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Super Heavy Pistol: Armor Ignore: Basic
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 12
Description
Effect, Exotic Very Heavy Pistol, Deals 5d6 Damage, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires Body 12+ Requires 2 Actions to reload.
▶ Light Pistol: Armor Ignore: Advanced
Price: 500eb (Expensive)
Legality: Restricted(Illegal) (Category 5)
MCS: Small
SCU: 1
Description
Effect: See Medium Pistol CPRED p. 171 Except: Exotic Medium Pistol gun that Deals 1d6 damage. Grants +2 to Conceal/Reveal this weapon. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Medium Pistol: Armor Ignore: Advanced
Price: 1.000eb (Very Expensive)
Legality: Restricted(Illegal) (Category 5)
MCS: Small
SCU: 1
Description
Effect: Exotic Medium Pistol, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Heavy Pistol: Armor Ignore: Advanced
Price: 5.000eb (Luxury)
Legality: Restricted(Illegal) (Category 5)
MCS: Small
SCU: 1
Description
Effect: Exotic Heavy Pistol, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Very Heavy Pistol: Armor Ignore: Advanced
Price: 5.000eb (Luxury)
Legality: Restricted(Illegal) (Category 5)
MCS: Medium
SCU: 4
Description
Effect: Exotic Very Heavy Pistol, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Super Heavy Pistol: Armor Ignore: Advanced
Price: 10.000eb (Super Luxury)
Legality: Restricted(Illegal) (Category 5)
MCS: Large
SCU: 12
Description
Effect: Exotic Very Heavy Pistol, Deals 5d6 Damage, When using Single Shot or Aimed shot: damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires Body 12+ Requires 2 Actions to reload.
▶ Heavy Pistol: Cityhunter
Price: 1.000eb (Very Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Small
SCU: 1
Description
Effect: Exotic Heavy Pistol with a 18 shot capacity and a Smartgun Link. Despite being an exotic weapon, it can fire Smart Ammunition. Ammunition bought for this gun can only be fired by this gun and is purchased in increments of 18 which cost the same as ammunition does when purchased in increments of 10 for other weapons.
▶ Variable Weapon: Light
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: The Variable Weapon is an Exotic Heavy Pistol that can be transformed into an Exotic SMG or an Exotic Assault rifle in 1 minute without a Check, assuming the user has access to the weapon’s modular parts. The parts all fit nicely in a tasteful foam-lined carrying case.
▶ Variable Weapon: Heavy
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: The Variable Weapon is an Exotic Very Heavy Pistol that can be transformed into an Exotic Heavy SMG or an Exotic Sniper rifle in 1 minute without a Check, assuming the user has access to the weapon’s modular parts. The parts all fit nicely in a tasteful foam-lined carrying case.
▶ Super Heavy Pistol: Selective Fire
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Large
SCU: 12
Description
Effect: Exotic Very Heavy Pistol, Deals 5d6 Damage, Requires Body 10+. Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Very Heavy Pistol: Armor Shredder
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 4
Description
Effect: Exotic Very Heavy Pistol with a Smartgun Link, The weapon is only capable of firing its own unique Armor-Piercing Ammunition which ablates armor by 4 instead of 1 whenever you would ablate armor. This ammunition costs the same as typical Armor-Piercing Ammunition does.
Uses the SMG Skill for attacks, this also covers Autofire.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ SMG: Basic
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: See SMG CPRED p. 341.
▶ Heavy SMG: Basic
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: See Heavy SMG CPRED p. 341.
▶ Super Heavy SMG: Basic
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Heavy SMG CPRED p. 341 except: Requires body 12+, Not concealable. Autofire 4. Deals 4d6 damage on Single shot
▶ SMG: Armor Shredder
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: Exotic SMG with a 20 shot capacity, Smartgun Link, and Autofire (4). The weapon is only capable of firing its own unique Armor-Piercing Ammunition which ablates armor by 4 instead of 1 whenever you would ablate armor. This ammunition costs the same as typical Armor Piercing Ammunition, and can only be fired by the SMG: Armor Shredder
▶ SMG: Inferno
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: Exotic SMG with a 20 shot capacity, Smartgun Link, and Autofire (4). The weapon is only capable of firing its own unique Incendiary Ammunition which sets the target Deadly on fire instead of Mildly. This ammunition costs the same as typical Incendiary Ammunition, and can only be fired by the SMG: Inferno.
▶ Heavy SMG: Armor Shredder
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 4
Description
Effect: Exotic Heavy SMG with a 25 shot capacity, Smartgun Link, and Autofire (4). The weapon is only capable of firing its own unique Armor-Piercing Ammunition which ablates armor by 4 instead of 1 whenever you would ablate armor. This ammunition costs the same as typical Armor Piercing Ammunition, and can only be fired by the Heavy SMG: Armor Shredder
▶ Heavy SMG: Inferno
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 4
Description
Effect: Exotic Heavy SMG with a 25 shot capacity, Smartgun Link, and Autofire (4). The weapon is only capable of firing its own unique Incendiary Ammunition which sets the target Deadly on fire instead of Mildly. This ammunition costs the same as typical Incendiary Ammunition, and can only be fired by the Heavy SMG: Inferno.
▶ SMG: Cheapo
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: Exotic SMG. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. If it fires three times in 1 minute (20 rounds in combat) or used for suppressive fire or Autofire, the barrel will warp and the weapon will destroy itself.
▶ Heavy SMG: Cheapo
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: Exotic Heavy SMG. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. If it fires three times in 1 minute (20 rounds in combat) or used for suppressive fire or Autofire, the barrel will warp and the weapon will destroy itself.
▶ SMG: Discount
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: Poor Quality Exotic SMG with a 25 shot capacity. While jammed, firing the weapon has a 50% chance of still working as normal, which also clears the jam. If you lose the coin flip, the weapon fails to fire and your Action is used, but the jam is still cleared. Despite being an Exotic Weapon, it is still capable of loading Non-Basic Ammunition.
▶ Heavy SMG: Discount
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: Poor Quality Exotic Heavy SMG with a 30 shot capacity. While jammed, firing the weapon has a 50% chance of still working as normal, which also clears the jam. If you lose the coin flip, the weapon fails to fire and your Action is used, but the jam is still cleared. Despite being an Exotic Weapon, it is still capable of loading Non-Basic Ammunition.
▶ SMG: One-use
Price: 20eb (Everyday)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: See Teen Dreem, Danger Gal Dossier p. 145
▶ SMG: Autonomous Fire
Price: 10eb (Everyday)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: Big Dreem, See Blackchrome+ p. 3. Once fired, the weapon will continue to Autofire until empty
▶ Heavy SMG: Autonomous Fire
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: Big Dreem, See Blackchrome+ p. 3 Except: It can only load proprietary 50 round basic ammunition bricks, which are sold for 50eb (Everyday) each. Once fired, the weapon will continue to Autofire until empty, even if dropped, thrown, or in the event of the user’s untimely death. During these four turns, unless an Action is used to aim the weapon’s Autofire, it is treated as having an Autofire skill base of 10, and a mind of its own: the GM chooses who or what the gun shoots at. Due to the weapon’s bulk, it cannot be concealed
▶ Heavy SMG: Disassemblable
Price: 20eb (Costly)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: Exotic Heavy SMG. 10 Round internal magazine. It cannot be upgraded in any way by a Tech. Due to its unique construction, it can be disassembled to fit within its own hollow stock. While disassembled and placed within its stock, the weapon is concealable. Disassembly and reassembly each take one minute.
▶ SMG Variant
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: See SMG CPRED p. 341 except: Poor Quality, Excellent Quality
▶ Heavy SMG Variant
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: See Heavy SMG CPRED p. 341 except: Poor Quality, Excellent Quality
▶ SMG: Selective Fire
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: Exotic SMG, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Heavy SMG: Selective Fire
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: Exotic Heavy SMG, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ SMG: Armor Ignore: Basic
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: Exotic SMG. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Heavy SMG: Armor Ignore: Basic
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 4
Description
Effect: Exotic Heavy SMG. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ SMG: Autofire Special
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Small
SCU: 1
Description
Effect: See Federated Arms Pepper Shaker Blackchrome p. 105
▶ Heavy SMG: Autofire Special
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Medium
SCU: 4
Description
Effect: See Federated Arms Pepper Shaker Blackchrome p. 105 except: Heavy SMG instead SMG
▶ Super Heavy SMG: Selective Fire
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Heavy SMG CPRED p. 341 except: Requires body 12+, Not concealable. Autofire 4. Deals 4d6 damage on Single shot. Can fire non basic Ammunition. Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Super Heavy SMG: Armor Ignore: Basic
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Heavy SMG CPRED p. 341 except: Requires body 12+, Not concealable. Autofire 4. Deals 4d6 damage on Single shot. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ SMG: Armor Ignore Superior: Advanced
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: See SMG CPRED p. 341 except: Exotic, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Heavy SMG: Armor Ignore: Advanced
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Medium
SCU: 4
Description
Effect: See Heavy SMG CPRED p. 341 except: Exotic, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Super Heavy SMG: Armor Ignore: Advanced
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 20
Description
Effect: See Heavy SMG CPRED p. 341 except: Exotic Requires body 12+, Not concealable. Autofire 4. Deals 4d6 damage on Single shot. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Super Heavy SMG: Armor Ignore: Elite
Price: 15.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 20
Description
Effect: See Heavy SMG CPRED p. 341 except: Exotic Requires body 12+, Not concealable. Autofire 4. Deals 4d6 damage on Single shot. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP13. Armor with SP13 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Super Heavy SMG: Armor Ignore: Custom
Price: 25.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 20
Description
Effect: See Heavy SMG CPRED p. 341 except: Exotic Requires body 12+, Not concealable. Autofire 4. Deals 4d6 damage on Single shot. When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP15. Armor with SP15 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Super Heavy SMG: Autofire Special
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Federated Arms Pepper Shaker Blackchrome p. 105 except: Heavy SMG instead SMG. Requires body 12+, Not concealable. Autofire 4.
▶ SMG: Autonomous Fire: Advanced
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
MCS: Small
SCU: 1
Description
Effect: Big Dreem, See Blackchrome+ p. 3 except: A is treated as having an Autofire skill base of 12,
▶ Heavy SMG: Autonomous Fire: Advanced
Price: 100eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Medium
SCU: 4
Description
Effect: Big Dreem, See Blackchrome+ p. 3 except: Heavy SMG, Autofire last 4 rounds. it is treated as having an Autofire skill base of 12,
Uses the Shotgun Skill for attacks.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Shotgun: Basic
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: See Shotgun CPRED p. 341
▶ Shotgun: Arc-Thrower
Price: 1.000eb (Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 20
Description
Effect: Mechanically, the Arc-Thrower is an Exotic Shotgun that can only fire using the Shotgun Shell alternate firing mode, except that it deals 4d6 instead of 3d6 damage. Additionally, instead of using ammunition, whenever this weapon is fired, it drains one of 32 charges from its easily rechargeable (1 hour) proprietary Radline MagnaSlot BatteryBrick (100eb, included with every purchase). Damage dealt by this weapon cannot cause a Critical Injury . If damage dealt by this weapon would reduce a target to under 1 HP, they are instead Unconscious at 1 HP. This weapon’s battery pack can be ejected and reloaded as an Action even without a free hand.
▶ Shotgun: Net Launcher
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Shotgun, This weapon is incapable of firing Basic ammunition, rather it is only able to fire Nets (See Ammunition: Nets). Using the Shotgun Slug Range table, except that it cannot hit a target further than 50 m/yds away.
▶ Shotgun: Oneshot
Price: 20eb (Everyday)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: See Blackchrome p. 105 Georgia Arms Matchmaker.
▶ Shotgun: Cheapo
Price: 50eb (Costly)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Shotgun. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. If it fires three times in 1 minute (20 rounds in combat), The barrel will warp and the weapon will destroy itself.
▶ Shotgun: Liquid Dispenser
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Shotgun capable of shooting proprietary ammunition of three types: Acid (Costing the same as Basic Ammunition) this deals no damage. Mild Poison: 10eb (Cheap) per shot. Strong Poison 100eb (Premium) per shot or Deadly Poison 500eb (Expensive) per shot. Fires using the Shotgun Shell alternate firing mode except instead of dealing damage it coats any target the spread hits in the liquid fired.
▶ Shotgun: Civilian
Price: 50eb (Costly)
Legality: Somewhat Restricted (Category 2)
MCS: Extra Large
SCU: 20
Description
Effect: See Shotgun CPRED p. 341 Only capable of shooting “Bad Ammunition”
▶ Shotgun: Disassemblable
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Shotgun. 1 Round internal magazine. It cannot be upgraded in any way by a Tech. Due to its unique construction, it can be disassembled to fit within its own hollow stock. While disassembled and placed within its stock, the weapon is concealable. Disassembly and reassembly each take one minute.
▶ Shotgun: Rapid Fire
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Constitution Arms Hurricane Assault Weapon CPRED p. 348
▶ Shotgun: Variant
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: See Shotgun CPRED p. 341 Except: Poor Quality, Excellent Quality Shotgun.
▶ Shotgun: Selective Fire
Price: 5.000eb (Luxury)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Shotgun, Magazine Size: 16. It can still load Non-Basic Ammunition despite being an Exotic Weapon. Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Shotgun: Gas Dispenser
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Shotgun. An aerosol gas launcher loaded with 2 doses of a Street Drug, Pharmaceutical or Poison. It fires only using the Shotgun Shell alternate firing mode. Instead of dealing damage, the Gas Jet applies the effects of the loaded substance to any vulnerable target hit by the spread. Items that nullify gas effects, such as Nasal Filters, can negate the attack. Each Shot requires 2 Doses of the Drug/Pharmaceuticals.
▶ Shotgun: Flamethrower: Basic
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: Mechanically, the flamethrower is a Shotgun that can only fire incendiary shotgun shells (ammunition cost is also the same as Incendiary Shotgun Shells), except that while your targets are ignited, until they spend an Action to put themselves out, they take 4 damage to their HP at the end of their turns. If they were already on fire, this fire effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury, and it cannot be used to make Aimed Shots.
▶ Shotgun: Flamethrower: Advanced
Price: 1.000eb (Expensive)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: Mechanically, the flamethrower is a Shotgun that can only fire incendiary shotgun shells (ammunition cost is also the same as Incendiary Shotgun Shells), except that while your targets are ignited, until they spend an Action to put themselves out, they take 6 damage to their HP at the end of their turns. If they were already on fire, this fire effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury, and it cannot be used to make Aimed Shots.
▶ Shotgun: Flamethrower: Elite
Price: 5.000eb (Luxury)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 20
Description
Effect: See Flamethrower CPRED p. 348 except: Magazine size: 16. With a Smartgun link.
while your targets are ignited, until they spend an Action to put themselves out, they take 6 damage to their HP at the end of their turns. If they were already on fire, this fire effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury, and it cannot be used to make Aimed Shots.
▶ Shotgun: Flamethrower: Custom
Price: 10.000eb (Super Luxury)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Flamethrower CPRED p. 348 except: Magazine size: 16. With a Smartgun link.
Even if your damage did not surpass their SP, you still set the target on fire, but only Mildly. While your targets are ignited, until they spend an Action to put themselves out, they take 6 damage to their HP at the end of their turns. If they were already on fire, this fire effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury, and it cannot be used to make Aimed Shots.
▶ Shotgun: Assault
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: The Assault is an Exotic Shotgun with 32 shots in its magazine, Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. Autofire 3 (using the SMG table taking 6 slugs or Shells, the ammunition must be the same type, i.e all 6 must be Basic Slugs, or Incendiary Shells, etc. Shells still only hit the normal Shell area),
▶ Shotgun: Armor Ignore: Basic
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Shotgun, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Shotgun: Armor Ignore: Advanced
Price: 5.000eb (Luxury)
Legality: Highly Restricted (Category 4)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Shotgun, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires Body 12+ to wield unless Mounted. Requires 2 Actions to reload.
▶ Shotgun: Armor Ignore: Elite
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Shotgun, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP13. Armor with SP13 or higher is still interacted with as normal. Requires Body 14+ to wield unless Mounted. Requires 2 Actions to reload.
▶ Shotgun: Armor Ignore: Custom
Price: 20.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Shotgun, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP15. Armor with SP15 or higher is still interacted with as normal. Requires Body 16+ to wield unless Mounted. Requires 2 Actions to reload.
Uses the Assault Rifle Skill for attacks.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Assault Rifle: Basic
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See CPRED p. 341
▶ Assault Rifle: Cheapo
Price: 50eb (Costly)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Assault Rifle. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. If it fires three times in 1 minute (20 rounds in combat) or used for suppressive fire or Autofire, the barrel will warp and the weapon will destroy itself.
▶ Assault Rifle: Oneshot
Price: 20eb (Everyday)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Assault Rifle, Magazine size: 1. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition.
▶ Assault Rifle: Dart Mode
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: An Exotic Assault Rifle that fires Dart Ammunition, and deals 4d6 damage. The Assault Rifle mode is incapable of Autofire. Unlike other weapons that fire Dart, an Assault Rifle: Dart Mode has a clip of 10 Non-Basic Darts and must be reloaded just like a typical Assault Rifle. It can only load Non-Basic Arrow Ammunition.
▶ Assault Rifle: Civilian
Price: 50eb (Costly)
Legality: Somewhat Restricted. (category 2)
MCS: Extra Large
SCU: 20
Description
Effect: Assault Rifle. Only capable of shooting Bad Ammunition, cannot Autofire, Cannot Suppressive fire.
▶ Assault Rifle: Bullpup
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Arasaka WAA Bullpup Assault Weapon Danger Gal Dossier p. 144.
▶ Assault Rifle: Dissemblable
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
Dissembled:
MCS: Small
SCU: 1
Assembled:
MCS: Extra Large
SCU: 20
Description
Effect: An Exotic Assault Rifle incapable of Aimed Shots with a 10 round internal magazine. It cannot be upgraded in any way by a Tech. Due to its unique construction, it can be disassembled to fit within its own hollow stock. While disassembled and placed within its stock, the weapon is concealable. Disassembly and reassembly each take one minute.
▶ Assault Rifle: Variant
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See CPRED p. 341 except: Poor Quality Excellent Quality Assault Rifle.
▶ Assault Rifle: Armor Ignore: Basic
Price: 1.000eb (Very Expensive)
Legality: Restricted (Illegal) (Category 5)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Assault Rifle, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal. Requires 2 Actions to reload.
▶ Assault Rifle: Armor Ignore: Advanced
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Assault Rifle, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires Body 12+ to wield unless Mounted. Requires 2 Actions to reload.
▶ Assault Rifle: Armor Ignore: Elite
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Assault Rifle, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP13. Armor with SP13 or higher is still interacted with as normal. Requires Body 14+ to wield unless Mounted. Requires 2 Actions to reload.
▶ Assault Rifle: Armor Ignore: Custom
Price: 15.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Assault Rifle, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP15. Armor with SP15 or higher is still interacted with as normal. Requires Body 16+ to wield unless Mounted. Requires 2 Actions to reload.
▶ Assault Rifle: Selective Fire
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Assault Rifle, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Assault Rifle: Autofire Special
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Assault Rifle that can only be fired using Autofire and cannot make Aimed Shots or fire in single shot mode. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. Unlike other weapons, when fired in Autofire, the Autofire Special uses 6 bullets instead of 10 per attack.
▶ Assault Rifle: Heavy Rifle
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: An Exotic Assault Rifle incapable of Autofire and Suppressive Fire and has an 80 shot capacity. This weapon fires its own proprietary tround ammunition, which costs 500eb (Expensive) for a drum of 80 Armor Piercing shots and is the only type of ammunition this weapon can fire.
▶ Assault Rifle: Heavy Automatic Rifle
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Assault Rifle, with 50 Bullets, Autofire 5. Has +2 to hit when using to Autofire. Requires BODY 12+ or mounted.
Uses the Sniper Rifle Skill for attacks.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Sniper Rifle: Basic
Price: 500eb (Expensive)
MCS: Extra Large
SCU: 20
Legality: Highly Restricted (Category 4)
Description
Effect: See CPRED p. 341
▶ Sniper Rifle: Oneshot
Price: 20eb (Everyday)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Sniper Rifle, Magazine size: 1. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition.
▶ Sniper Rifle: Cheapo
Price: 50eb (Costly)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Sniper Rifle. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. If it fires three times in 1 minute (20 rounds in combat), the barrel will warp and the weapon will destroy itself.
▶ Sniper Rifle: Variant
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See CPRED p. 341 Except: Poor Quality Excellent Quality Sniper Rifle.
▶ Sniper Rifle: Arrow mode
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: See Nomad Pneumatic Bolt Gun Danger Gal Dossier p. 145.
▶ Sniper Rifle: Dissemblable
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
Dissembled:
MCS: Small
SCU: 1
Assembled:
MCS: Extra Large
SCU: 20
Description
Effect: An Exotic Sniper Rifle with a two round internal magazine. It cannot be upgraded in any way by a Tech. Due to its unique construction, it can be disassembled to fit within its own hollow stock. While disassembled and placed within its stock, the weapon is concealable. Disassembly and reassembly each take one minute.
▶ Sniper Rifle: Selective Fire
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Sniper Rifle, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
▶ Sniper Rifle: Armor Ignore: Basic
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 20
Description
Effect: Exotic Sniper Rifle, damage dealt by this weapon ignores the target's armor entirely if it is lower than SP7 Armor with a higher SP is still interacted with as normal. Requires 2 Actions to reload.
▶ Sniper Rifle: Armor Ignore: Advanced
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Sniper Rifle, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP11. Armor with SP11 or higher is still interacted with as normal. Requires Body 12+ to wield unless Mounted. Requires 2 Actions to reload.
▶ Sniper Rifle: Armor Ignore: Elite
Price: 10.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Sniper Rifle, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP13. Armor with SP13 or higher is still interacted with as normal. Requires Body 14+ to wield unless Mounted. Requires 2 Actions to reload.
▶ Sniper Rifle: Armor Ignore: Custom
Price: 15.000eb (Super Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Sniper Rifle, When using Single Shot or Aimed shot: Damage dealt by this weapon ignores the target’s armor entirely if it is lower than SP15. Armor with SP15 or higher is still interacted with as normal. Requires Body 16+ to wield unless Mounted. Requires 2 Actions to reload.
Uses the Grenade Launcher Skill for attacks.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Grenade Launcher: Basic
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 25
Description
Effect: See Grenade Launcher CPRED p. 341.
▶ Grenade Launcher: Variant
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 25
Description
Effect: See Grenade Launcher CPRED p. 341. Except: Poor Quality, Excellent Quality.
▶ Grenade Launcher: Engage
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 25
Description
Effect: Exotic Grenade Launcher, Each purchase comes with a fully loaded standard magazine of Armor Piercing Ammunition already loaded. Whenever you roll a Critical Failure (1 on the dice) while firing the weapon or you attempt to remove the ammunition from the Engage’s magazine, the Remaining ammunition inside detonates immediately, centered on the weapon, this cannot be dodged by the wielder. If multiple ammunition is loaded into this, resolve each instance of this as separate attacks. This destroys the weapon (and sometimes the user) beyond repair.
▶ Flaregun
Price: 100eb (Premium)
Legality: Restricted (Category 3)
MCS: Extra Large
SCU: 25
Description
Effect: A One Handed Exotic Grenade Launcher with a one shot capacity. Too bulky to be installed in Pop-up cyberware. The Flare Gun can fire road flares (see CP:R page 351) using the Grenade Launcher Range Table. These road flares do not explode or cause damage but can be seen for up to 3 miles away while in the air. Once they land, they act as a typical road flare.
▶ Grenade Launcher: Rapid Fire
Price: 15.000eb (Super Luxury)
Legality: Illegal (Category 6)
MCS: Extra Large
SCU: 25
Description
Effect: See Militech "Cowboy" U-56 Grenade Launcher, CPRED p. 349
▶ Grenade Launcher: Selective Fire
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
MCS: Extra Large
SCU: 25
Description
Effect: Exotic Grenade Launcher, Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
Uses the Rocket Launcher Skill for attacks.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
▶ Rocket Launcher: Engage
Price: 100eb (Premium)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: See GunMart Engage Rocket Launcher, Blackchrome p. 107.
▶ Rocket Launcher: Basic
Price: 500eb (Expensive)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: See Rocket Launcher, CPRED p. 341.
▶ Rocket Launcher: Variant
Price: 500eb (Expensive)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: See Rocket Launcher, CPRED p. 341. Except: Poor Quality, Excellent Quality.
▶ Rocket Launcher: Random Fire
Price: 1.000eb (Very Expensive)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: See Midnight Arms SDF-45, Interface 3 p. 27.
▶ Rocket Launcher: Dissemblable.
Price: 500eb (Expensive)
Legality: Restricted (Illegal) (Category 5)
Dissembled:
MCS: Small
SCU: 1
Assembled:
MCS: N/A
SCU: N/A
Description
Effect: See Towa Pocket Launcher, Interface 3 p. 29.
▶ Rocket Launcher: Selective Fire
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
MCS: N/A
SCU: N/A
Description
Effect: Exotic Rocket Launcher, comes with a Drum Magazine. Unlike other weapons, you can load this weapon with a mix of up to five different kinds of Ammunition and select which ammunition you want to fire with each shot.
Grenades, Rockets and Nets are purchased individually. All other ammunition is purchased in increments of 10. All ammunition is crafted using Weaponstech.
For Storage Capacity Usage and Minimum Container Size: See Storage Containers and Capacity
Arrows and Darts stored within a Container are considered Readily Accessible as long as the Container is open.
▶ Bad ammunition
Price: 1eb (Dirt Cheap)
Ammo Types Available: All except Grenades and Rockets
Legality: legal (Category 1)
Effect: Counts as Basic ammunition for the purpose of what types of ammunition a weapon can shoot. Deals -2d6 damage compared to normal ammunition, to a minimum of 1d6. Reduce Autofire Rating of a weapon it is used in by 2 to a minimum of 3.
▶ Junk ammunition
Price: 5eb (Dirt Cheap)
Ammo Types Available:All except Grenades and Rockets
Legality: legal (Category 1)
Effect: Counts as Basic ammunition for the purpose of what types of ammunition a weapon can shoot. Deals -1d6 damage compared to normal ammunition, to a minimum of 1d6. Reduce Autofire Rating of a weapon it is used in by 1 to a minimum of 3.
▶ Basic ammunition
Price: 10eb (Cheap)
Ammo Types Available: All except Grenades and Rockets
Legality: legal (Category 1)
▶ Less than Lethal ammunition
Price: 10eb (Cheap)
Ammo Types Available: All except Rockets/Grenades cost 100eb (Premium)
Legality: legal (Category 1) All except Rockets/Grenades Somewhat Restricted (Category 2)
Description:
Effect: Counts as Basic ammunition for the purpose of what types of ammunition a weapon can shoot. Damage dealt using this ammunition cannot cause a Critical Injury. Additionally, attacks made with this ammunition cannot ablate armor. If damage dealt by it would reduce a target to under 1 HP, they are instead left Unconscious at 1 HP.
▶ Armor Piercing ammunition
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Restricted (Category 3)
Description:
Effect: When using this ammunition, you ablate armor by 2 instead of 1 whenever you would ablate armor.
▶ Disruption Ammunition
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Highly Restricted (Category 4)
Effect: EMP Ammunition, see CPRED p. 345, Except they deal regular damage.
▶ Expansive Ammunition.
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Restricted (Category 3)
Description:
Effect: When using this ammunition, whenever you cause a critical injury that is not a dismemberment, they also suffer a second critical injury in the form of Foreign Object Critical. This second injury deals no Bonus Damage.
▶ Security Ammunition
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Restricted (Category 3)
Effect: When using this ammunition, you ablate armor by 2 instead of 1 whenever you would ablate armor, reduce damage dealt by 1d6, to a minimum of 1d6, but you cause no damage to Cover.
▶ Incendiary Ammunition
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Restricted (Category 3)
Effect: When using this ammunition, whenever you deal damage to a target through their armor, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their Turn. Multiple instances of this effect cannot stack.
▶ Poison Ammunition: Weak
Price: 50eb (Costly)
Ammo Types Available: All
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV11 Resist Torture/Drugs Check, if meat is not hit, the arrow still deals normal damage as per the weapon. Anyone who fails the RTD is dealt 1d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. If used for aimed shots this will still inflict the effects of those, so a hit in the leg that deals damage will still break the leg, and a headshot will still deal damage x2 as per normal rules.
▶ Poison Ammunition: Strong
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check, if meat is not hit, the arrow still deals normal damage as per the weapon. Anyone who fails the RTD is dealt 2d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. If used for aimed shots this will still inflict the effects of those, so a hit in the leg that deals damage will still break the leg, and a headshot will still deal damage x2 as per normal rules.
▶ Poison Ammunition: Deadly
Price: 500eb (Expensive)
Ammo Types Available: All
Legality: Highly Restricted (Category 4)
Effect: When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check, if meat is not hit, the arrow still deals normal damage as per the weapon. Anyone who fails the RTD is dealt 3d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. If used for aimed shots this will still inflict the effects of those, so a hit in the leg that deals damage will still break the leg, and a headshot will still deal damage x2 as per normal rules.
▶ Weeping Reaver: Fire
Price: 100eb (Premium)
Ammo Types Available: Weeping Reaver
Legality: Restricted (Category 3)
Effect: See Arasaka Fire, Blackchrome p. 91
▶ Weeping Reaver: Wound Salt
Price: 100eb (Premium)
Ammo Types Available: Weeping Reaver
Legality: Restricted (Category 3)
Effect: See Arasaka Wound Salt, Blackchrome p. 91
▶ Weeping Reaver: Acid
Price: 100eb (Premium)
Ammo Types Available: Weeping Reaver
Legality: Restricted (Category 3)
Effect: See Arasaka Acid, Blackchrome p. 91
▶ Smart Ammunition
Price: 500eb (Expensive)
Ammo Types Available: All
Legality: Somewhat restricted (Category 2)
Effect: Targeting Scope Cyberware is required in order to make use of Smart Ammunition. When fired by a User without Targeting Scope Cyberware, Smart Ammunition won't fire even when the trigger is pulled, as a safety feature. When using this ammunition, whenever you miss a shot by 4 or less when using a weapon's single shot firing mode, your missed shot immediately has a second chance to hit your target. This second chance to hit is made by rolling again to hit the exact same shot DV on the range table which you missed, except that you add 10 to the d10 instead of anything you would typically add to the Check, with the only exception being LUCK. A target that can dodge bullets can choose to dodge this ranged attack as normal. An Aimed shot would have the Penalty to the check on the first shot, but the second chance would roll against the DV.
▶ Smoke Ammunition
Price: 50eb (Costly)
Ammo Types Available: Grenade and Rockets
Legality: Somewhat restricted (Category 2)
Effect: When using this ammunition, you deal no damage with your attack. Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4. It is possible to attempt to stealth from people who are suffering the penalty. It is possible to attempt to evade attacks inside/through the smoke with the penalty if the evader suffers the penalty. Sound level akin to a Door Slamming.
▶ CO2 Ammunition
Price: 50eb (Costly)
Ammo Types Available: Grenades, Rockets, Shells
Legality: Legal (Category 1)
Effect: CO2 Ammunition does no damage. Instead, it extinguishes all instances of fire and clears smoke effects within the explosion/shell area (see CP:R page 174). Sound level akin to a Door Slamming.
▶ Tracking Ammunition
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Somewhat restricted (Category 2)
Effect: Tracking Ammunition does no damage. instead, marks the target with a scent they can’t wash off except by dousing themselves in alcohol. The scent lasts 24 hours before wearing off naturally. Drones with “Tracking: Scent” tracking a target marked with the scent gain a +4 to their Tracking Skill Check. Others with enhanced capabilities, such as biological bloodhounds and humans with Olfactory Boost chipware gain a +2 to their Tracking Skill Check when tracking a target marked with the scent.
▶ Immobilization Ammunition: Basic
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Somewhat restricted (Category 2)
Effect: Anyone hit by the attack takes no damage but is covered by the Immobilization solution. Targets covered that do not take an Action to douse themselves in alcohol/SovOil Lubricant within the 30-second arming period (10 rounds in combat) or who are not covered in alcohol by someone else taking an Action to do so are grappled by it when it comes online. While grappled by the solution, targets cannot use their Move Action. Targets also can’t make use of a weapon that requires two hands and take −2 to all Actions for as long as they remain grappled. The webbing solution surrounding a single target has 15 HP and is destroyed beyond repair when it reaches 0 HP. Firing a ranged weapon into an activated solution from outside of it deals no damage to the webbing, but still damages the person within, and the person grappled by it. Destroying and escaping the webbing requires a DV15 Brawling Check that can be attempted by anyone within melee range. This cannot Grapple a Vehicle.
▶ Immobilization Ammunition: Quick Acting
Price: 500eb (Expensive)
Ammo Types Available: All
Legality: Somewhat restricted (Category 2)
Effect: Anyone hit by the attack takes no damage but is covered by the Immobilization solution. Targets covered that do not take an Action to douse themselves in alcohol/SovOil Lubricant within the 9-second arming period (3 rounds in combat) or who are not covered in alcohol by someone else taking an Action to do so are grappled by it when it comes online. While grappled by the solution, targets cannot use their Move Action. Targets also can’t make use of a weapon that requires two hands and take −2 to all Actions for as long as they remain grappled. The webbing solution surrounding a single target has 15 HP and is destroyed beyond repair when it reaches 0 HP. Firing a ranged weapon into an activated solution from outside of it deals no damage to the webbing, but still damages the person within, and the person grappled by it. Destroying and escaping the webbing requires a DV15 Brawling Check that can be attempted by anyone within melee range. This cannot Grapple a Vehicle.
▶Net: Basic
Price: 50eb (Costly)
Ammunition type: Slug, Cannot be loaded into Non Net Launchers.
Legality: Somewhat restricted (Category 2)
Effect: The net has 15 HP and is destroyed when it reaches 0 HP. Firing a ranged weapon into a deployed net from outside of it will equally damage the net and the target grappled by it. Escaping the net requires a DV13 Contortionist Check, which can only be attempted by the target inside the net, or a DV13 Brawling Check which can be attempted by anyone. Sound level akin to a Door Slamming.
▶Net: Advanced
Price: 100eb (Premium)
Ammunition type: Slug, Cannot be loaded into Non Net Launchers.
Legality: Restricted (Category 3)
Effect: The net has 20 HP and is destroyed when it reaches 0 HP. Firing a ranged weapon into a deployed net from outside of it will equally damage the net and the target grappled by it. Escaping the net requires a DV13 Contortionist Check, which can only be attempted by the target inside the net, or a DV13 Brawling Check which can be attempted by anyone. Sound level akin to a Door Slamming.
▶ Net: Elite
Price: 500eb (Expensive)
Ammunition type: Slug, Cannot be loaded into Non Net Launchers.
Legality: Restricted (Category 3)
Effect: The net has 25 HP and is destroyed when it reaches 0 HP. Firing a ranged weapon into a deployed net from outside of it will equally damage the net and the target grappled by it. Escaping the net requires a DV13 Contortionist Check, which can only be attempted by the target inside the net, or a DV13 Brawling Check which can be attempted by anyone. Sound level akin to a Door Slamming.
▶ Net: Custom
Price: 1.000eb (Very Expensive)
Ammunition type: Slug, Cannot be loaded into Non Net Launchers.
Legality: Restricted (Category 3)
Effect: The net has 30 HP and is destroyed when it reaches 0 HP. Firing a ranged weapon into a deployed net from outside of it will equally damage the net and the target grappled by it. Escaping the net requires a DV13 Contortionist Check, which can only be attempted by the target inside the net, or a DV13 Brawling Check which can be attempted by anyone.Sound level akin to a Door Slamming.
▶Highly Packed ammunition.
Price: 500eb (Expensive)
Ammo Types Available: All except Grenades and Rockets
Legality: Illegal (Category 6)
Effect: Increase the weapon damage by +1d6, Clarification: add the +1d6 as one would spot weakness. This makes it loud to the level of explosives
▶ Bad Rockets/Grenades
Price: 50eb (Costly)
Ammo Types Available: Grenades and Rockets
Legality: Highly Restricted (Category 4)
Effect: Deals -2d6 damage compared to normal ammunition. Count as Armor Piercing.
▶ HEAT ammunition
Price: 500eb (Expensive) • Time required to make: 24 hours •
Ammo Types Available: All
Legality: Highly Restricted (Category 4)
Description: The Inferno Shard HEAT ammunition redefines anti-tank capabilities with its advanced shaped charge design. Engineered to focus explosive energy into a high-velocity metal jet, it penetrates armor with unparalleled efficiency. Compatible with various launch platforms, this ammunition is versatile and can defeat modern armor systems, including reactive and composite armors. Its precision-engineered casing ensures stability and accuracy over long distances, while the specialized fuse mechanism guarantees detonation at the optimal moment for maximum penetration.
Effect: Ablate 2 SP and set the target mildly on fire. Things that make one immune to incendiary ammunition does not stop this from dealing damage, but does stop the being set on fire effect.
▶Low light/Infrared/UV Baffler Ammunition
Price: 100eb (Premium)
Ammo Types Available: Grenades and Rockets
Legality: Restricted (Category 3)
Description
Effect: Counts as Smoke ammunition for the purpose of what types of ammunition a weapon can shoot. This ammunition deals no damage. Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4. The Low light/Infrared/UV now no longer negates the penalty of being inside the smoke, anyone inside the smoke is considered to be on mildly on fire.
▶ Teargas Ammunition: Mild
Price: 20eb (Everyday)
Ammo Types Available: Grenade and Rockets
Legality: Somewhat Restricted (Category 2)
Effect: When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV11 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. You do not take the Bonus Damage from the Critical Injury.
▶ Teargas Ammunition: Contact Mild
Price: 50eb (Costly)
Ammo Types Available: Grenade and Rockets
Legality: Restricted Restricted (Category 2)
Effect: When using this ammunition, you deal no damage with your attack. Anyone that is not an FBC hit by your attack must instead attempt to beat a DV11 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. They do not take the Bonus Damage from the Critical Injury. This ignores Nasal Filters/Smoke Masks, but not anyone wearing an undamaged environmental suit.
▶ Teargas Ammunition: Strong
Price: 50eb (Costly)
Ammo Types Available: Grenade and Rockets
Legality: Somewhat restricted (Category 2)
Effect: When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. You do not take the Bonus Damage from the Critical Injury.
▶ Teargas Ammunition: Contact Strong
Price: 100eb (Premium)
Ammo Types Available: Grenade and Rockets
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone that is not an FBC hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. They do not take the Bonus Damage from the Critical Injury. This ignores Nasal Filters/Smoke Masks, but not anyone wearing an undamaged environmental suit.
▶ Teargas Ammunition: Deadly
Price: 100eb (Premium)
Ammo Types Available: Grenade and Rockets
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. You do not take the Bonus Damage from the Critical Injury.
▶ Teargas Ammunition: Contact Deadly
Price: 500eb (Expensive)
Ammo Types Available: Grenade and Rockets
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone that is not an FBC hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. They do not take the Bonus Damage from the Critical Injury. This ignores Nasal Filters/Smoke Masks, but not anyone wearing an undamaged environmental suit.
▶ Unstable: Incendiary
Price: 20eb (Everyday)
Ammo Types Available: Grenade
Legality: Highly Restricted (Category 4)
Effect: An Incendiary Grenade that deals 5d6 damage. While Unstable: Incendiary is being carried by a character, if that unlucky choomba takes any damage that penetrates their armor, all Unstable: Incendiary on their person have a 50% chance of being destroyed beyond repair. If that happens, it doesn’t explode but does set the choomba Deadly on Fire (see CP:R page 180) and triggers and destroys beyond repair all other Unstable: Incendiary they’re carrying.
▶ Unstable: Armor Piercing
Price: 20eb (Everyday)
Ammo Types Available: Grenade
Legality: Highly Restricted (Category 4)
Effect: An AP Grenade that deals 5d6 damage. While an Unstable: Armor Piercing is being carried by a character, if that unlucky choomba takes any damage that penetrates their armor, all Unstable: Armor Piercing on their person have a 50% chance of being destroyed beyond repair. If that happens, it does not explode but ablates the Wearers SP by 2 for each carried “Unstable: Armor Piercing” and triggers and destroys beyond repair all other Unstable: Armor Piercing they’re carrying.
▶ Roadflare/Chemlight
Price: 10eb (Cheap)
Ammunition type: Grenade
Legality: Legal (Category 1)
Description:
Effect: Roadflare CPRED p. 354. This is silent.
▶Acid
Price: 10eb (Cheap)
Ammunition type: All except Grenade and Rocket.
Legality: Restricted (Category 3)
Description:
Effect: Reduce SP by 1, Deal no damage.
▶Battery Pack(rechargeable)
Price: 50eb (Costly)
Ammunition type: Battery
Legality: Legal (Category 1)
Description:
Effect: Rechargeable(1 hour) Battery.
▶Radline MagnaSlot BatteryBrick(rechargeable)
Price: 100eb (Premium)
Ammunition type: Battery
Legality: Legal (Category 1)
Description:
Effect: Rechargeable(1 hour) Battery.
▶Flashbang: Basic
Price: 100eb (Premium)
Ammunition type: Grenade and Rocket.
Legality: Somewhat Restricted (Category 2)
Description:
Effect: See Flashbang CPRED p. 346.
▶Flashbang: Advanced
Price: 500eb (Expensive)
Ammunition type: Grenade and Rocket.
Legality: Restricted (Category 3)
Description:
Effect: See Flashbang CPRED p. 346. But DV 17.
▶ Smart Tag
Price: 100eb (Premium)
Ammo Types: All
Legality: Somewhat Restricted (Category 2)
Effect: On a successful hit on a target the smart tag grants all attacks against the target using Smart Ammunition a +1 to hit. This does not stack with itself.
▶ Sleep Ammunition: Mild
Price: 50eb (Costly)
Ammo Types Available: All
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV11 Resist Torture/Drugs Check, if meat is not hit, the arrow still deals normal damage as per the weapon. Anyone who fails is now Prone (see pg. 169) and Unconscious for 1 minute or until they are woken by taking damage, or by someone spending an action to wake them. If used for aimed shots this will still inflict the effects of those, so a hit in the leg that deals damage will still break the leg (Which will inflict the damage from the Critical Injury), and a headshot will still deal damage x2 as per normal rules (reduced to 0, as this specifically deals no damage).
▶ Sleep Ammunition: Strong
Price: 100eb (Premium)
Ammo Types Available: All
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check, if meat is not hit, the arrow still deals normal damage as per the weapon. Anyone who fails is now Prone (see pg. 169) and Unconscious for 1 minute or until they are woken by taking damage or by someone spending an action to wake them. If used for aimed shots this will still inflict the effects of those, so a hit in the leg that deals damage will still break the leg, and a headshot will still deal damage x2 as per normal rules.
▶ Sleep Ammunition: Deadly
Price: 500eb (Expensive)
Ammo Types Available: All
Legality: Restricted (Category 3)
Effect: When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check, if meat is not hit, the arrow still deals normal damage as per the weapon. Anyone who fails is now Prone (see pg. 169) and Unconscious for 1 minute or until they are woken by taking damage or by someone spending an action to wake them, if used for aimed shots this will still inflict the effects of those, so a hit in the leg that deals damage will still break the leg, and a headshot will still deal damage x2 as per normal rules.
▶ Boost: Stat
Legality: Restricted (Category 3)
SCU: 0.05
See “Boost” CPRED p. 228, except It can be purchased for each stat individually. These also count as individual addictions for the purpose of addictions. This can raise your Maximum Hit points. Boost: LUCK does not Exist.
▶ Black Lace
Legality: Highly Restricted (Category 4)
SCU: 0.05
See “Black Lace” CPRED p. 227
▶ Blue Glass
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
See “Blue Glass” CPRED p. 228
▶ Smash
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
See “Smash” CPRED p. 229
▶ Synthcoke
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
See “Synthcoke” CPRED p. 229
▶ Berserker
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
SCU: 0.05
Description
Effect: See Berserker, Hornet’s Pharmacy p. 2.
▶ Primetime
Price: 50eb (Costly)
Legality: Restricted (Category 3)
SCU: 0.05
Description
Effect: See Primetime, Hornet’s Pharmacy p. 3. Except. This can raise your hitpoints.
▶ Sixgun
Price: 100eb (Premium)
Legality: Restricted (Category 3)
SCU: 0.05
Effect: See Sixgun, Hornet’s Pharmacy p. 3.
▶ Solo’s Choice
Price: 50eb (Costly)
Legality: Restricted (Category 3)
SCU: 0.05
Effect:
Primary Effect
Duration: 4 hours.
-At the start of turn you may reset Combat Awareness points at the cost of 1d6 humanity.
Secondary Effect (DV17)
-While addicted and not under the primary effect of Solo's choice, the Solo counts as having 1 less Combat Awareness.
▶ Timewarp
Price: 100eb (Premium)
Legality: Restricted (Category 3)
SCU: 0.05
Effect: See Timewarp, Hornet’s Pharmacy p. 3.
▶ Focused
Price: 50eb (Costly)
Legality: Highly Restricted (Category 4)
SCU: 0.05
Description
▶ Primary Effect ◀
• Duration: 24 hours
• For the Duration of the Primary Effect, when the user utilizes “Taking Extra Time” time, they get a +3 to the check instead of a +1 to their check.
▶ Secondary Effect (DV15) ◀
• If the user wasn't already addicted to Focused. While addicted, whenever the user is not taking their time, they are considered to be Extremely Stressed, unless the user is currently experiencing the Primary Effect of Focused.
▶ TruthSerum
Price: 100eb (Premium)
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
▶ Primary Effect ◀
• Duration: 10 minutes
• The victim must make a Resist Torture/Drug check DV 13 or be put into a suggestive state for the duration of the primary effect. This cannot be done during combat.
▶ Secondary Effect (DV13) ◀
• The user feels fatigued for 1 hour.
▶ Delaying Compound
Price: 50eb (Costly)
Legality: Highly Restricted (Category 4)
SCU: 0.05
Effect: See Delaying Compound, Hornet’s Pharmacy p. 4. This does not function with the Poison Ammunition: Any
▶ Distilling Compound
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
SCU: 0.05
Effect: See Distilling Compound, Hornet’s Pharmacy p. 4. This does not function with the Poison Ammunition: Any
▶ Osmosis Compound
Price: 100eb (Premium)
Legality: Highly Restricted (Category 4)
SCU: 0.05
Effect: See Osmosis Compound, Hornet’s Pharmacy p. 4. This does not function with the Poison Ammunition: Any
▶Vial of Mild Poison
Price: 10eb (Cheap)
Legality: Somewhat Restricted (Category 2)
SCU: 0.05
Description:
Effect: An entire vial of biotoxin can be smeared on any Light Melee Weapon as an Action. For the next 30 minutes after application, instead of dealing the weapon's typical damage, anyone meat hit by the Mild Poison-coated Light Melee Weapon must instead attempt to beat a DV11 Resist Torture/Drugs Check. Anyone who fails is dealt 1d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. For the purpose of what it can be used for, treat it as a Vial of Poison/Biotoxin.
▶Vial of Strong Poison
Price: 100eb (Premium)
Legality: Restricted (Category 3)
SCU: 0.05
Description:
Effect: See CPR p. 181. For the purpose of what it can be used for, treat it as a Vial of Poison/Biotoxin.
▶Vial of Deadly Poison
Price: 500eb (Expensive)
Legality: Restricted (Illegal) (Category 5)
SCU: 0.05
Description:
Effect: See CPR p. 181. For the purpose of what it can be used for, treat it as a Vial of Poison/Biotoxin.
▶ Sling
Price: 50eb (Costly)
Legality: Legal (Category 1)
SCU: 0.5
MCS: Small
Eligible: All
Description:
Effect: This allows you to retain the weapon on your person when you let go of it (hanging loosely from a sling).
▶ Flashlight
Price: 50eb (Costly)
Legality: Legal (Category 1)
SCU: 0.5
MCS: Small
Eligible: All
Description:
Effect: This grants you the effect of a Flashlight.
▶ Superchrome Covering
Price: 500eb (Expensive)
Legality: Legal (Category 1)
SCU: 0.5
MCS: Small
Eligible: All
Description:
Effect: When worn openly, the user gets a +2 to their Wardrobe and Style Skill Checks. This bonus only applies once and won’t combine with other weapons that grant a bonus to Wardrobe and Style.
▶ Extended Magazine
Price: 100eb (Premium)
Legality: Legal (Category 1)
SCU: 1
MCS: Small
Eligible: All Ranged weapons except Bows/Crossbows
Effect: See Extended Magazine CPRED p. 343.
▶ Drum Magazine
Price: 500eb (Expensive)
Legality: Legal (Category 1)
SCU: 2
MCS: Medium
Eligible: All Ranged weapons except Bows/Crossbows
Effect: See Drum Magazine CPRED p. 343.
▶ Boxed Magazine
Price: 1.000eb (Very Expensive)
Legality: Legal (Category 1)
SCU: 4
MCS: Medium
Effect: See Drum Magazine CPRED p. 343, except: Double the Ammunition. The Weapon now takes 2 times longer to reload.
▶ Dangerous Looking Weapon.
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
SCU: 0.5
MCS: Small
Eligible: All Ranged weapons
Description:
Effect: If used to threaten violence as part of a Facedown, the user adds +1 to the user’s Check.
▶ Weaponized Interrogation.
Price: 1.000eb (Very Expensive)
Legality: Somewhat Restricted (Category 2)
SCU: 0.5
MCS: Small
Eligible: All Ranged weapons
Effect: Grants a +2 to their interrogation skill check. Does not stack with the Cyberware option of the same name. Requires 2 Attachment Slots.
▶ Attached Grenade Launcher
Price: 500eb (Expensive)
Legality: Highly Restricted (Category 4)
SCU: 12.5
MCS: Extra Large
Eligible: Shotguns, Assault Rifles, Sniper Rifles, Grenade Launchers, Rocket Launchers,
Effect: An Exotic Grenade Launcher with a Magazine of 1 is attached to the Weapon. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots.
▶ Attached Shotgun
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
SCU:10
MCS: Extra Large
Eligible: Shotguns, Assault Rifles, Sniper Rifles, Grenade Launchers, Rocket Launchers,
Effect: An Exotic Shotgun with a Magazine of 2 is attached to the Weapon. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots.
▶ Attached Rocket Launcher
Price: 1.000eb (Very Expensive)
Legality: Restricted (Illegal)(Category 5)
SCU: 15
MCS: Extra Large
Eligible: Shotguns, Assault Rifles, Sniper Rifles, Grenade Launchers, Rocket Launchers.
Effect: An Exotic Rocket launcher with a Magazine of 1 is attached to the Weapon. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots.
▶ Thermal Scope
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
SCU: 0.5
MCS: Small
Eligible: All Ranged Weapon.
Effect: See Infrared Nightvision Scope, CPRED p. 343.
▶Attached Net Launcher
Price: 500eb (Expensive)
Legality: Legal (Category 1)
SCU: 2
Eligible: Shotguns, Assault Rifles, Sniper Rifles, Grenade Launchers, Rocket Launchers
MCS: Extra large
Effect: The net launcher holds two nets in its magazine, and fires at 1 ROF using the Shotgun Skill and the Shotgun Slug Range table, except that it cannot hit a target further than 25 m/yds away. On a hit, the net grapples the target. Only one net can grapple a target at a time. While grappled by the net, the target cannot use their Move Action. The target in the net can’t make use of a weapon that requires two hands and takes a −2 to all physical Actions for as long as they remain in the net. Replacement nets are purchased Separately (See Ammunition: Net)
▶Smartgun Link
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
SCU: 0.5
MCS: Small
Eligible: All Ranged Weapon
Effect: See Smartgun Link p. 343.
▶ Sniping Scope
Price: 100eb (Premium)
Legality: Restricted (Category 3)
SCU: 0.5
MCS: Small
Eligible: All Ranged Weapon.
Effect: See Sniping Scope, CPRED p. 343.
▶ Bayonet: Basic
Price: 100eb (Premium)
Legality: Legal (Category 1)
SCU: 2
MCS: Small
Eligible: All Ranged Weapon
Effect: See Bayonet, CPRED p. 343.
▶ Bayonet: Advanced
Price: 500eb (Expensive)
Legality: Somewhat Restricted (Category 2)
SCU: 2
MCS: Medium
Eligible: All Ranged Weapon
Effect: See Bayonet, CPRED p. 343. Except: Medium Melee Weapon.
▶ Bayonet: Elite
Price: 1.000eb (Very Expensive)
Legality: Somewhat Restricted (Category 2)
SCU: 5
MCS: Large
Eligible: Shotguns, Assault Rifles, Sniper Rifles, Grenade Launchers, Rocket Launchers.
Effect: See Bayonet, CPRED p. 343. Except: Heavy Melee Weapon.
▶ Bayonet: Custom
Price: 5.000eb (Luxury)
Legality: Restricted (Category 3)
SCU: 0.5 + SCU of weapon
MCS: Extra Large
Eligible: Shotguns, Assault Rifles, Sniper Rifles, Grenade Launchers, Rocket Launchers.
Effect: Adds a “Popup Melee Weapon” (see CPRED p. 365) to the Weapon. Except: This weapon is always visible and cannot be concealed. Requires Body 8+, or that of the weapon, whichever is higher.
▶Hair Trigger
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
SCU: 0.1
MCS: Small
Eligible: All Ranged Weapons
Description:
Effect: Grant +2 to initiative for the first round. This initiative is only in effect for the first round of combat.
▶Enhanced Smartgun Package
Price: 1.000eb (Very Expensive)
Legality: Restricted (Category 3)
SCU: 0.5
MCS: Small
Eligible: All Ranged Weapon
Description: Increases the autotargeting capability.
Effect: Smart ammo uses a skill Base 12 instead of 10. Requires a Subdermal Grip or Interface Plugs to fire. Takes up 1 option slots, requires a Smartgun link to be installed on the weapon.
▶Bipod
Price: 500eb (Very Expensive)
Legality: Restricted (Category 3)
SCU: 0.2
MCS: Small
Eligible: All Ranged Weapon
Description:
Effect: Steadying the weapon against thick cover or other solid flat surface with the bi-pod as an action provides +1 to attacks. The user is not in cover while using the weapon in this way.
▶Muzzle Brake
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
SCU: 0.1
MCS: Small
Eligible: All Ranged Weapon
Description:
Effect: Whenever you use AUTOFIRE and have this attachment on your autofire weapon, you add a +1 to the check.
▶FireStorm Combo: Basic
Price: 500eb (Expensive)
Legality: Restricted (Category 3)
SCU: 0.5
MCS: Small
Eligible: All Ranged Weapon
Description:
Effect: When wielding two different weapons with this weapon attachment installed on each, the wielder can fire both as part of the same Autofire Attack. If either gun is loaded with ammunition which would lower its autofire rating, its autofire rating is lowered to that rating. If both guns have different ammunition, apply the effects of both. If the weapon has different Bonuses to attack rolls or different autofire ratings, apply the lowest. If multiple effects apply the same effect (such as Ablate SP, or set on fire) only apply the highest. Requires interfaceplugs or Subdermal Grips, this can also connect the weapons to a Smartgun Link.
▶FireStorm Combo: Advanced
Price: 1.000eb (Very Expensive)
Legality: Highly Restricted (Category 4)
SCU: 0.5
MCS: Small
Description:
Effect: When wielding two different weapons with this weapon attachment installed on each, the wielder can fire both as part of the same Autofire Attack. If either gun is loaded with ammunition which would lower its autofire rating, its autofire rating is lowered to that rating. If both guns have different ammunition, apply the effects of both. If the weapon has different Bonuses to attack rolls or different autofire ratings, apply the lowest. If multiple effects apply the same effect (such as Ablate SP, or set on fire) only apply the highest. Increase the Autofire Rating of the two weapons by +1 to a maximum of 5. Requires interfaceplugs or Subdermal Grips, this can also connect the weapons to a Smartgun Link.
▶FireStorm Combo: Elite
Price: 5.000eb (Luxury)
Legality: Restricted (Illegal) (Category 5)
SCU: 1
MCS: Small
Description:
Effect: When wielding two different weapons with this weapon attachment installed on each, the wielder can fire both as part of the same Autofire Attack. If either gun is loaded with ammunition which would lower its autofire rating, its autofire rating is lowered to that rating. If both guns have different ammunition, apply the effects of both. If the weapon has different Bonuses to attack rolls or different autofire ratings, apply the lowest. If multiple effects apply the same effect (such as Ablate SP, or set on fire) only apply the highest. Increase the Autofire Rating of the two weapons by +2 to a maximum of 5. Requires interfaceplugs or Subdermal Grips, this can also connect the weapons to a Smartgun Link.
▶Akimbo Link
Price: 100eb (Premium)
Legality: Restricted (Category 3)
SCU: 0.5
MCS: Small
Description:
Eligible: Pistols
Effect: When wielding two different Pistols with the Akimbo Link, both weapons count as having Autofire(3) and both weapons expending 6 bullets. An Akimbo Link must be connected with Interface Plugs or Subdermal Grips (this can also connect the weapons to a Smartgun Link). If either gun is loaded with ammunition which would lower its autofire rating, its autofire rating is lowered by that amount. If both guns have different ammunition, apply the effects of both. If the weapon has different Bonuses to attack rolls, apply the lowest. The Autofire Uses the SMG Autofire DV Table.
Land: MOVE x 8km/H
Air: MOVE x 8km/H
Water: MOVE x 4km/H
▶Aerozep
Effect: See CPRED p. 191
▶AV-4 Multipurpose Aerodyne
Effect: See CPRED p. 191
▶AV-9 Super Aerodyne
Effect: See CPRED p. 191
▶Gyrocopter
Effect: See CPRED p. 191
▶Helicopter
Effect: See CPRED p. 191
▶SH-45 Patroller
Effect: See Blackchrome p. 58
▶SH-45 Patroller Law
Effect: See Blackchrome p. 58
▶Dayton TDT 004
Effect: See Blackchrome p. 59
▶Tanson Bellhop
Effect: See Blackchrome p. 60
▶Zetatech AeroCop
Effect: See Blackchrome p. 61
▶Zetatech AeroVox
Effect: See Blackchrome p. 61
▶Zetatech Destination
Effect: See Blackchrome p. 62
▶Zetatech Herakles
Effect: See Blackchrome p. 63
▶Roadbike
Effect: See CPRED p. 190
▶Superbike
Effect: See CPRED p. 190
▶Compact Groundcar
Effect: See CPRED p. 190
▶High Performance Groundcar
Effect: See CPRED p. 190
▶Supercar
Effect: See CPRED p. 190
▶AmeriCar EconoCompact
Effect: See Blackchrome p. 64
▶AmeriCar Family Star Van
Effect: See Blackchrome p. 65
▶Djego Motors Chupacabra
Effect: See Blackchrome p. 66
▶Djego Motors Range Trike
Effect: See Blackchrome p. 67
▶The Grundy
Effect: See Blackchrome p. 68
▶The Harvey 100
Effect: See Blackchrome p. 69
▶The Harriet 100
Effect: See Blackchrome p. 69
▶The Harvey Merc
Effect: See Blackchrome p. 69
▶Highway Master Artemis
Effect: See Blackchrome p. 70
▶Kaukaz Volhov
Effect: See Blackchrome p. 71
▶Makigai Ebi
Effect: See Blackchrome p. 72
▶Militech Gorgon Security Van
Effect: See Blackchrome p. 73
▶The Paladin 500
Effect: See Blackchrome p. 75
▶Quadra Thunder-X
Effect: See Blackchrome p. 76
▶Sawtooth
Effect: See BC CPCW 1
▶Street King Combat Vehicle
Effect: See Blackchrome p. 77
▶TetraCorp America MegaHauler
Effect: See Blackchrome p. 79
▶TetraCorp America Corporate Bus
Effect: See Blackchrome p. 80
▶Yang’s Wheels Rickshaw
Effect: See Blackchrome p. 81
▶The Zacatzontli Pickup Truck
Effect: See Blackchrome p. 74
▶Zonda Metrocar
Effect: See 12 Days of Gearmas p. 4. Regards of which engine upgrades you may install, this will not increase the speed of the Zonda Metrocar.
▶Zonda Molly 1K
Effect: See Blackchrome p. 82
▶Zonda Parallax Cybercycle™
Effect: See Blackchrome p. 83
▶Zonda Silver
Effect: See Blackchrome p. 84
▶Heavy Combat Bike
Price: 30.000eb (Super Luxury)
Legality: Restricted (Category 3)
Description: A war ready motorcycle featuring a robust and sturdy chassis, as well as a scorpions tail instead of a secondary seat which is controlled by the driver of this vehicle and can hold a multitude of different weapons.
Effect: The Heavy Combat Bike is a Roadbike with space for only the driver. It is incompatible with the Seating Vehicle Upgrade.
Upgrades: Heavy Chassis, Vehicle Heavy Weapon mount (Without Weapon), Combat Plow.
Nomad Access: 4
▶Jetski
Effect: See CPRED p. 190
▶Speedboat
Effect: See CPRED p. 190
▶Cabin Cruiser
Effect: See CPRED p. 190
▶Yacht
Effect: See CPRED p. 190
▶Armored Chassis
Legality: Restricted (Category 3)
Effect: See CPRED p. 163
▶Bulletproof Glass
Legality: Restricted (Category 1)
Effect: See CPRED p. 163
▶Combat Plow
Legality: Restricted (Category 3)
Effect: See CPRED p. 164
▶Communications Center
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 163
▶Deployable Spike Strip
Legality: Restricted (Category 3)
Effect: See CPRED p. 165
▶Enhanced Interface Plug Integration
Legality: Restricted (Category 3)
Effect: See CPRED p. 165
▶ Enhanced Interface Plug Integration: Air
Legality: Restricted (Category 3)
Effect: See CPRED p. 165, Except works for Gyrocopters
▶ Enhanced Interface Plug Integration: Sea
Legality: Restricted (Category 3)
Effect: See CPRED p. 165, Except works for Jetski
▶ Hazardous Environment Protection
Price: 1.000eb (Very Expensive) • Skill: Sea Vehicle Tech, Land Vehicle Tech, Air Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: All Vehicles
Effect: Protects the inhabitants of the Vehicle and the vehicle itself from the environmental effect of Weather, Gas and Radiation as long as the Bulletproof Glass is not destroyed or the Enclosure is closed. Requires Bulletproof Glass or Enclosure: Any. Nomad Access 1
▶Heavy Chassis
Legality: Legal (Category 1)
Effect: See CPRED p. 164
▶Housing Capacity
Legality: Somewhat Restricted (Category 1)
Effect: See CPRED p. 165
▶Hover Upgrade
Legality: Restricted (Category 3)
Effect: See CPRED p. 164. This also allows you to hover across land at the same speed as listed in the hover upgrade.
▶NOS
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 163
▶Onboard Flamethrower
Legality: Restricted (Category 3)
Effect: See CPRED p. 163
▶Onboard Machinegun
Legality: Highly Restricted (Category 4)
Effect: See CPRED p. 163
▶Onboard Melee Weapon
Legality: Restricted (Category 3)
Effect: See CPRED p. 164
▶Onboard Rocket Pod
Legality: Restricted(Illegal) (Category 5)
Effect: See CPRED p. 164
▶Seating Upgrade
Legality: Legal (Category 1)
Effect: See CPRED p. 163
▶Security Upgrade
Legality: Somewhat Restricted (Category 2)
Effect: See CPRED p. 163
▶Smuggling Upgrade
Legality: Restricted(Illegal) (Category 5)
Effect: See CPRED p. 163
▶ Submersible Survival Upgrade
Price: 1.000eb (Very Expensive) • Skill: Sea Vehicle Tech
Legality: Restricted (Category 2)
Valid Item: All Vehicles with a Sea Speed
Description:
Effect: Enables the occupants of the Vehicle to safely survive Underwater. Has enough Oxygen Supply to last for 30 minutes. The oxygen storage automatically refills itself after 1 hour spent in an environment of safe and breathable air. If no other sealing methods are present, this upgrade comes with a sealed canopy which doesn't count as cover (similar to regular non-bulletproof glass). Can be installed multiple times to install more Oxygen tanks, each installation adding another 4 hours of oxygen. Nomad Access 1
▶Vehicle Heavy Weapon Mount
Legality: Restricted (Category 3)
Effect: This Vehicle Upgrade transforms one of the vehicle's seats into a swivelling mount for any two-handed ranged weapon, This reduces the amount of people that can be seated in the vehicle by 1. This weapon can be fired using an action. Taking/placing this weapon from the mount takes 1 action. This weapon can be reloaded while the vehicle is in motion.
The first time a Nomad upgrades one of their vehicles with one of these, their Family will include with it one of the following as part of the upgrade:
If the vehicle has Bulletproof Glass, a bubble of the same glass protects the gunner.
Multiple upgrades can only be installed on Cabin Cruisers, Yachts, Aerozeps, and Ground cars that already have the Housing Capacity Upgrade installed.
Requires Heavy Chassis.
▶Super Air Engine Upgrade
Price: 20.000eb (Super Luxury) • Skill: Air Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Flight Speed of 60, this requires Pilot Air Vehicle. Nomad Access 8
▶Super Land Engine Upgrade
Price: 20.000eb (Super Luxury) • Skill: Land Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Land Speed of 60, this requires Pilot Land Vehicle. Nomad Access 8
▶Super Sea Engine Upgrade
Price: 20.000eb (Super Luxury) • Skill: Sea Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Sea Speed of 30, This covers both on the water surface, and under the water surface, while using this form of transport, it requires Pilot Sea Vehicle. Nomad Access 8
▶High Performance Air Engine Upgrade
Price: 10.000eb (Super Luxury) • Skill: Air Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Flight Speed of 40, this requires Pilot Air Vehicle. Nomad Access 7
▶High Performance Land Engine Upgrade
Price: 10.000eb (Super Luxury) • Skill: Land Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Land Speed of 40, this requires Pilot Land Vehicle. Nomad Access 7
▶High Performance Sea Engine Upgrade
Price: 10.000eb (Super Luxury) • Skill: Sea Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Sea Speed of 20, This covers both on the water surface, and under the water surface, while using this form of transport, it requires Pilot Sea Vehicle. Nomad Access 7
▶Compact Air Engine Upgrade
Price: 5.000eb (Luxury) • Skill: Air Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Flight Speed of 20, this requires Pilot Air Vehicle. Nomad Access 5
▶Compact Land Engine Upgrade
Price: 5.000eb (Luxury) • Skill: Land Vehicle Tech
Legality: Somewhat Restricted (Category 2)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Land Speed of 20, this requires Pilot Land Vehicle. Nomad Access 5
▶Compact Sea Engine Upgrade
Price: 5.000eb (Luxury) • Skill: Sea Vehicle Tech
Legality: Somewhat Restricted (Category 2)
Valid Item: All Vehicle
Description:
Effect: Enables the Vehicle to Move with a Sea Speed of 10, This covers both on the water surface, and under the water surface, while using this form of transport, it requires Pilot Sea Vehicle. Nomad Access 5
▶Heavy Armored Chassis
Price: 10.000eb (Super Luxury) • Skill: Land Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: All Vehicle
Description:
Effect: Increase the SP of the Armored Chassis by +3, The Driver takes a -2 Penalty to all Pilot checks. The Combat Speed of the Vehicle is reduced by 10, and the Narrative speed is reduced by 50mph/80.
Nomad Access 6
▶Supercharger
Price: 5.000eb (Luxury) • Skill: Land/Air/Sea Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: All Vehicle
Description:
Effect: Adds 10 MOVE to a Vehicles Combat Speed, and 50 MPH/80 KPH to its Narrative Speed. Nomad Access: 5
▶Enclosed Cabin: Basic
Price: 1.000eb (Very Expensive) • Skill: Land/Air/Sea Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: All Vehicle
Description:
Effect: Replace the windows in the vehicle with Structures with sensors/cameras on the outside. Due to the limited field of view offered by the altered layout, all checks to operate the vehicle and its attached weapons (including any attached Heavy Weapon Mounts) as well as perception checks are made at -4 (NOTE: this may reduce your ability below the threshold needed to operate the vehicle without a check).
Nomad Access Rank 1
▶Enclosed Cabin: Advanced
Price: 5.000eb (Luxury) • Skill: Land/Air/Sea Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: All Vehicle
Description:
Effect: Replace the windows in the vehicle with Structures with sensors/cameras on the outside. Due to the limited field of view offered by the altered layout, all checks to operate the vehicle and its attached weapons (including any attached Heavy Weapon Mounts) as well as perception checks are made at -2 (NOTE: this may reduce your ability below the threshold needed to operate the vehicle without a check).
Nomad Access Rank 5
▶Low Quality Housing
Price: 5.000eb (Luxury) • Skill: Land/Air/Sea Vehicle Tech
Legality: Legal (Category 1)
Valid Item: All Vehicle except Bike, Gyrocopter and Jetski
Description:
Effect: You now count as living in Low Class Housing for the purpose of Monthly DT, Bonus DT per gig, and Humanity loss/Gain. Requires the Housing Capacity Upgrade. Nomad Access Rank 5
▶Quick Deploy/Retrieval Winch
Price: 1.000eb (Very Expensive) • Skill: Air/Sea Vehicle Tech
Legality: Somewhat Restricted (Category 2)
Valid Item: All Vehicles capable of Flight or Sea Travelling.
Description:
Effect: [Four 90m range vehicle mounted "reverse" grappling hooks. The mechanism can be deployed and retracted as an action by the pilot. The mechanism can only be retracted whilst no character is attached to any of the lines. Whilst deployed, a line with secure grips is lowered from the vehicle's position towards the ground in a straight line. The line has a maximum length of 90 meters. A character at the bottom or top of the line can spend an action to attach themselves to the line and either ascend or descend 30 meters, if they have a hand free. The hand holding onto the line remains occupied whilst holding onto the line. If you stop holding onto the line, you immediately fall off the line. If this movement isn't enough to either bring the character to the ground or into the vehicle, they stay attached to the line and the action can be repeated on subsequent turns, until they reach either the ground or vehicle. When a character reaches the ground or vehicle they either stop safely and upright or climb into the vehicle safely as part of the action spent to descend/ascend, and can detach themselves from the line. If the character chooses to stay attached, it costs an action to detach oneself going forward. The pilot, as an action, can detach all lines from the system, which have to be replaced for 100 EB per line. The lines have 15 hit points each.] Nomad Access Rank 1
▶Super Armored Chassis
Price: 10.000eb (Super Luxury) • Skill: Land/Air/Sea Vehicle Tech
Legality: Heavily Restricted (Category 4)
Valid Item: All Vehicles
Description:
Effect: [Increase the SP of the Vehicle by +3, Reduce the Vehicles Combat Speed by 10 and Narrative speed by 50mph/80kmph. The driver takes a -2 penalty to all Control rolls and the Vehicle is unable to fly even if it otherwise could. Requires Heavy Chassis, Armored Chassis and Heavy Armored Chassis.
Nomad Access 7
▶ Closet Parking Mode.
Price: 5.000eb (Luxury) • Skill: Land/Air/Sea Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: Can be applied to Bikes, Jetskis and Gyrocopters.
Description: Have your relevant vehicle turn into a form of bag/carryall/Briefcase for easy carrying around
Effect: Can transform to and from an easy-to-carry mode with an Action. It is incompatible with the Seating Upgrade. This is the size of a regular Carryall Reduces the number of seats available to 1. Whilst transformed, the Vehicle has SCU: 50 and MCS: Large
Nomad Access: 5
▶AutoNOS
Price: 1.000eb (Very Expensive) • Skill: Land Vehicle Tech
Valid Item: All Vehicle
Description: An easy to reach button, pedal, lever or other integrated mechanism to help the driver hit that NOS whenever it really counts. Everyone knows that the best times to punch the gas are right before 180° turns, steep inclines, and whilst swerving erratically to hopefully avoid some bullets.
Effect: Allows the driver to activate NOS without an action, inflicting a -2 penalty (complex action) to the check the driver needs to make to attempt maneuvers that turn.
Nomad Access Rank 1
▶Slowburn NOS
Price: 1.000eb (Very Expensive) • Skill: Land Vehicle Tech
Legality: Legal (Category 1)
Valid Item: All Vehicle
Description: A throttled bottle of NOS that slowly doses its contents into the engine rather than dumping it in all at once. For when you are in a long, drawn out chase and in need of a constant boost to get those fuckers behind you off of your tail, or just to flex for your date about how your car is totally faster than anyone else's whilst hoping they don't know shit about cars. It's hooked up to other installations of NOS and includes an emergency purge should they activate, for safety reasons.
Effect: Can be activated as an action. Increases the vehicles MOVE by 10 for 1 minute. Only one instance of Slowburn NOS can be active at a time, with the most recent activation overriding the previous. If a regular NOS is activated during the duration of Slowburn NOS it's duration immediately ends before applying its effect for that turn. Each tank of Slowburn NOS can only be activated once per day. Additional installations allow for more uses, like with regular NOS]
Nomad Access Rank 1
▶Double Injection System
Price: 1.000eb (Very Expensive) • Skill: Land Vehicle Tech
Legality: Legal (Category 1)
Valid Item: All Vehicle
Description: Removal of any and all safety systems connected to your engine and any NOS tanks you might have. Whilst the engine itself might not have been reinforced in a traditional sense, it now does include a second injection port for more NOS.
Effect: Allows for Slowburn NOS and Regular NOS to both be active at the same time. Each time this feature is used the vehicle takes 5 damage straight to its SDP due to the mechanical stress.]
Nomad Access Rank 1
▶ WorldSat Functionality Suite
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech
Legality: Legal (Category 1)
Valid Item: All Vehicle
Description:
Effect: Requires Communication Center. Grants a Slot where a World Sat: Basic/Advanced/Elite/Custom can be slotted in. This permanently destroys the World Sat beyond repair but grants the vehicles Communication Suite the benefits of a deployed WorldSat Aerial Sphere (Black Chrome pg. 50) but without a tether or balloon.
Nomad Access: 5
▶ Radio Communication Hub
Price: 5.000eb (Luxury) • Skill: Electronics/Security Tech
Legality: Legal (Category 1)
Valid Item: All Vehicle
Description:
Effect: Requires Communication Center. The radios provided by the communication suite of this vehicle can use it as a central broadcasting and receiver hub. The Radio Communicators included in the vehicles Communications Center can communicate with another normally as long as they are within 10 miles of the vehicle.
Nomad Access: 5
▶ Expanded Communications Center
Price: 1.000eb (Very Expensive) • Skill: Electronics/Security Tech
Legality: Legal (Category 1)
Valid Item: All Vehicle
Description:
Effect: Doubles the amount of Radio Communicators, Scrambler/Descramblers, and Radio Scanner/Music Players provided by the Communications Center.
Nomad Access: 1
▶ Very Heavy Chassis
Price: 5.000eb (Luxury) • Skill: Land Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: All Vehicle except Bikes, Jetskis and Gyrocopters.
Description:
Effect: Requires heavy Chassis. Adds 10SDP to the vehicle. This doesn't affect the vehicle's glass. The towing capacity is upgraded by 10 tons.
Nomad Access: 5
▶Super Heavy Chassis
Price: 5.000eb (Luxury) • Skill: Land Vehicle Tech
Legality: Restricted (Category 3)
Valid Item: All Vehicle except Bikes, Jetskis and Gyrocopters.
Description:
Effect: Requires heavy Chassis. Adds 10SDP to the vehicle. This doesn't affect the vehicle's glass. The towing capacity is upgraded by 10 tons.
Nomad Access: 6
▶ Heavy Bike Chassis
Price: 5.000eb (Luxury) • Skill: Land Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: Bikes, Jetskis and Gyrocopters.
Description:
Effect: Can be applied to Bikes, Jetskis and Gyrocopters. Increases the vehicles SDP by 10.
Nomad Access: 5
▶ Very Heavy Bike Chassis
Price: 5.000eb (Luxury) • Skill: Land Vehicle Tech
Legality: Highly Restricted (Category 4)
Valid Item: Bikes, Jetskis and Gyrocopters.
Description:
Effect: Can be applied to Bikes, Jetskis and Gyrocopters. Increases the vehicles SDP by 10.
Nomad Access: 6
▶ Bicycle
Price: 100eb (Premium)
Legality: Legal (Category 1)
SCU: N/A
Effect: See Bicycle, Interface Volume 3, p. 77 Except: Body 15+ = 20 Move, Narrative speed: 40 MPH/ 65 KPH
▶ Inline Skates
Price: 50eb (Costly)
Legality: Legal (Category 1)
Effect: See Inline Skates, Interface Volume 3, p. 79
▶ Skateboards
Price: 50eb (Costly)
Legality: Legal (Category 1)
MCS: Medium
SCU: 5
Effect: See Skateboards, Interface Volume 3, p. 79
▶ Mercurius Cyberchair
Price: 100eb (Premium)
Legality: Legal (Category 1)
SCU: N/A
Description:
Effect: See “Mercurius Cyberchair”, Danger Gal Dossier p. 147
▶ SpiderCyberchair
Price: 1.000eb (Very Expensive)
Legality: Legal (Category 1)
SCU: N/A
Description:
Effect: See “Spider Cyberchair”, Interface Volume 1 p. 38
▶ Hoverboard
Price: 1.000eb (Very Expensive)
Legality: Somewhat Restricted (Category 2)
SCU: N/A
Description:
Effect: See “Tanson JetBoy Hoverboard” Blackchrome, p. 78
▶ Bottle Dynamo
Price: 20eb (Everyday)
Legality: Legal (Category 1)
Effect: See “Bottle Dynamo” Interface Volume 3, p. 78
▶ Bulletproof Glass
Price: 50eb (Costly)
Legality: Somewhat Restricted (Category 2)
Effect: See “Bulletproof Glass” Interface Volume 3, p. 78
▶ Cycle Armor: Basic
Price: 100eb (Premium)
Legality: Somewhat Restricted (Category 2)
Effect: See “Cycle Armor” Interface Volume 3, p. 78
▶ Cycle Armor: Advanced
Price: 500eb (Expensive)
Legality: Somewhat Restricted(Category 2)
Effect: Plating and reinforcement added to your bicycle armor increases the SP to 11. Requires the Cycle Armor: Basic
▶ Electrical Pedal Assist
Price: 100eb (Premium)
Legality: Legal (Category 1)
Effect: See “Electrical Pedal Assist” Interface Volume 3, p. 78
▶ Enclosure
Price: 100eb (Premium)
Legality: Legal (Category 1)
Effect: See “Enclosure” Interface Volume 3, p. 78
▶ Extended Seat
Price: 20eb (Everyday)
Legality: Legal (Category 1)
Effect: See “Extended Seat” Interface Volume 3, p. 78
▶ Sidecarriage
Price: 50eb (Costly)
Legality: Legal (Category 1)
Effect: Attach a Side Carriage, This has space for 1 Person. This upgrade can be purchased 2 times. For each Sidecarriage attached, You have a -1 to all checks to control this bike. This is incompatible with Folding Frame: Basic.
▶ Folding Frame: Basic
Price: 100EB (Premium)
Legality: Legal (Category 1)
SCU: When folded up, count as having SCU: 25 and MCS: Medium
Effect: See “Folding Frame” Interface Volume 3, p. 78
▶ Folding Frame: Advanced
Price: 500EB (Expensive)
Legality: Legal (Category 1)
SCU: When folded up, count as having SCU: 25 and MCS: Medium
Effect: See “Interface Volume 3, p. 78. Removes the “Incompatible with Enclosure, the Reinforced Frame: Basic, Reinforced Frame: Advanced upgrades.” Now becomes compatible with “SideCarriage”. Requires Folding Frame: Basic.
▶ Gun Mount
Price: 100EB (Premium)
Legality: Restricted (Category 3)
Effect: See “Gun Mount” Interface Volume 3, p. 78
▶ Neon Lightning: Basic
Price: 20EB (Everyday)
Legality: Legal (Category 1)
Effect: See “Neon Lightning” Interface Volume 3, p. 79
▶ Neon Lightning: Advanced
Price: 100EB (Premium)
Legality: Legal (Category 1)
Effect: See “Neon Lightning” Interface Volume 3, p. 79, except count as 2 Installation.
▶ Neon Lightning: Elite
Price: 500EB (Expensive)
Legality: Legal (Category 1)
Effect: See “Neon Lightning” Interface Volume 3, p. 79, except count as 2 Installation.
▶ Reinforced Frame: Basic
Price: 100EB (Premium)
Legality: Somewhat Restricted(Category 2)
Effect: See “Reinforced Frame” Interface Volume 3, p. 79
▶ Reinforced Frame: Advanced
Price: 500EB (Expensive)
Legality: Somewhat Restricted(Category 2)
Effect: The bicycle’s frame is reinforced with additional cross-sections and bracing. This adds 5 SDP. Incompatible with the Folding Frame: Basic upgrade, Requires the Reinforced Frame: Basic
▶ Security System: Basic
Price: 500EB (Expensive)
Legality: Legal (Category 1)
Effect: See “Security System” Interface Volume 3, p. 79
▶ Security System: Advanced
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1)
Effect: See “Security System” Interface Volume 3, p. 79, Increase the DV to 15.
▶ Smuggling Compartment: Basic
Price: 50EB (Costly)
Legality: Highly Restricted(Category 4)
Effect: Carryall Bag: Small. Discovering it requires a DV 17 Conceal/Reveal Object Check. Incompatible with the Folding Frame upgrade.
▶ Smuggling Compartment: Advanced
Price: 100EB (Premium)
Legality: Highly Restricted(Category 4)
Effect: Carryall Bag: Small. Discovering it requires a DV 19 Conceal/Reveal Object Check. Incompatible with the Folding Frame upgrade.
▶ Smuggling Compartment: Elite
Price: 500EB (Expensive)
Legality: Highly Restricted(Category 4)
Effect: Carryall Bag: Small. Discovering it requires a DV 21 Conceal/Reveal Object Check. Incompatible with the Folding Frame upgrade.
▶ Smuggling Compartment: Custom
Price: 1.000EB (Very Expensive)
Legality: Highly Restricted(Category 4)
Effect: Carryall Bag: Small. Discovering it requires a DV 24 Conceal/Reveal Object Check. Incompatible with the Folding Frame upgrade.
▶ Stunt Frame
Price: 100EB (Premium)
Legality: Legal (Category 1)
Effect: See “Stunt Frame” Interface Volume 3, p. 79
▶ Trailer
Price: 50eb (Costly)
Legality: Legal (Category 1)
Effect: See “Trailer” Interface Volume 3, p. 79
▶ Air Vehicle Tech: Material Cheap
Price: 10EB (Cheap)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Cheap) price category
▶ Air Vehicle Tech: Material Everyday
Price: 20EB (Everyday)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Everyday) price category
▶ Air Vehicle Tech: Material Costly
Price: 50EB (Costly)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Costly) price category
▶ Air Vehicle Tech: Material Premium
Price: 100EB (Premium)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Premium) price category
▶ Air Vehicle Tech: Material Expensive
Price: 500EB (Expensive)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Expensive) price category
▶ Air Vehicle Tech: Material Very Expensive
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Very Expensive) price category
▶ Air Vehicle Tech: Material Luxury
Price: 5.000EB (Luxury)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Air Vehicle Tech: Material Super Luxury
Price: 10.000EB+ (Super Luxury)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Super Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Basic Tech: Material Cheap
Price: 10EB (Cheap)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Cheap) price category
▶ Basic Tech: Material Everyday
Price: 20EB (Everyday)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Everyday) price category
▶ Basic Tech: Material Costly
Price: 50EB (Costly)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Costly) price category
▶ Basic Tech: Material Premium
Price: 100EB (Premium)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Premium) price category
▶ Basic Tech: Material Expensive
Price: 500EB (Expensive)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Expensive) price category
▶ Basic Tech: Material Very Expensive
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Very Expensive) price category
▶ Basic Tech: Material Luxury
Price: 5.000EB (Luxury)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Basic Tech: Material Super Luxury
Price: 10.000EB+ (Super Luxury)
Legality: Legal (Category 1) • Skill: Basic Vehicle Tech
Effect: Material of the (Super Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Cybertech Tech: Material Cheap
Price: 10EB (Cheap)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the () price category
▶ Cybertech Tech: Material Everyday
Price: 20EB (Everyday)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the (Everyday) price category
▶ Cybertech Tech: Material Costly
Price: 50EB (Costly)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the (Costly) price category
▶ Cybertech Tech: Material Premium
Price: 100EB (Premium)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the (Premium) price category
▶ Cybertech Tech: Material Expensive
Price: 500EB (Expensive)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the (Expensive) price category
▶ Cybertech Tech: Material Very Expensive
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the (Very Expensive) price category
▶ Cybertech Tech: Material Luxury
Price: 5.000EB (Luxury)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the (Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Cybertech Tech: Material Super Luxury
Price: 10.000EB+ (Super Luxury)
Legality: Legal (Category 1) • Skill: Cybertech
Effect: Material of the (Super Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Electronics/Security Tech: Material Cheap
Price: 10EB (Cheap)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Cheap) price category
▶ Electronics/Security Tech: Material Everyday
Price: 20EB (Everyday)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Everyday) price category
▶ Electronics/Security Tech: Material Costly
Price: 50EB (Costly)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Costly) price category
▶ Electronics/Security Tech: Material Premium
Price: 100EB (Premium)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Premium) price category
▶ Electronics/Security Tech: Material Expensive
Price: 500EB (Expensive)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Expensive) price category
▶ Electronics/Security Tech: Material Very Expensive
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Very Expensive) price category
▶ Electronics/Security Tech: Material Luxury
Price: 5.000EB (Luxury)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Electronics/Security Tech: Material Super Luxury
Price: 10.000EB+ (Super Luxury)
Legality: Legal (Category 1) • Skill: Electronics/Security Tech
Effect: Material of the (Super Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Land Vehicle Tech: Material Cheap
Price: 10EB (Cheap)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Cheap) price category
▶ Land Vehicle Tech: Material Everday
Price: 20EB (Everyday)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Everday) price category
▶ Land Vehicle Tech: Material Costly
Price: 50EB (Costly)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Costly) price category
▶ Land Vehicle Tech: Material Premium
Price: 100EB (Premium)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Premium) price category
▶ Land Vehicle Tech: Material Expensive
Price: 500EB (Expensive)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Expensive) price category
▶ Land Vehicle Tech: Material Very Expensive
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Very Expensive) price category
▶ Land Vehicle Tech: Material Luxury
Price: 5.000EB (Luxury)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Land Vehicle Tech: Material Super Luxury
Price: 10.000EB+ (Super Luxury)
Legality: Legal (Category 1) • Skill: Land Vehicle Tech
Effect: Material of the (Super Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Sea Vehicle Tech: Material Cheap
Price: 10EB (Cheap)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Cheap) price category
▶ Sea Vehicle Tech: Material Everyday
Price: 20EB (Everyday)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Costly) price category
▶ Sea Vehicle Tech: Material Costly
Price: 50EB (Costly)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Costly) price category
▶ Sea Vehicle Tech: Material Premium
Price: 100EB (Premium)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Premium) price category
▶ Sea Vehicle Tech: Material Expensive
Price: 500EB (Expensive)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Expensive) price category
▶ Sea Vehicle Tech: Material Very Expensive
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Very Expensive) price category
▶ Sea Vehicle Tech: Material Luxury
Price: 5.000EB (Luxury)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Sea Vehicle Tech: Material Super Luxury
Price: 10.000EB+ (Super Luxury)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Super Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Weaponstech: Material Cheap
Price: 10EB (Cheap)
Legality: Legal (Category 1) • Skill: Air Vehicle Tech
Effect: Material of the (Cheap) price category
▶ Weaponstech: Material Everyday
Price: 20EB (Everyday)
Legality: Legal (Category 1) • Skill: Weaponstech
Effect: Material of the (Everyday) price category
▶ Weaponstech: Material Costly
Price: 50EB (Costly)
Legality: Legal (Category 1) • Skill: Weaponstech
Effect: Material of the (Costly) price category
▶ Weaponstech: Material Premium
Price: 100EB (Premium)
Legality: Legal (Category 1) • Skill: Weaponstech
Effect: Material of the (Premium) price category
▶ Weaponstech: Material Expensive
Price: 500EB (Expensive)
Legality: Legal (Category 1) • Skill: Weaponstech
Effect: Material of the (Expensive) price category
▶ Weaponstech: Material Very Expensive
Price: 1.000EB (Very Expensive)
Legality: Legal (Category 1) • Skill: Weaponstech
Effect: Material of the (Very Expensive) price category
▶ Weaponstech: Material Luxury
Price: 5.000EB (Luxury)
Legality: Legal (Category 1) • Skill: Weaponstech
Effect: Material of the (Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Weaponstech: Material Super Luxury
Price: 10.000EB+ (Super Luxury)
Legality: Legal (Category 1) • Skill: Weaponstech
Effect: Material of the (Super Luxury) price category. See CPRED p. 148 regarding crafting Super Luxury Items.
▶ Therapy material: Basic Humanity Loss
Price: 100EB (This is only available to Medtechs and cannot be Haggled/Invented/Fabricated by players)
Legality: Legal (Category 1)
Effect: Material for Standard Humanity loss Therapy
▶ Therapy material: Extreme Therapy Loss
Price: 500EB (This is only available to Medtechs and cannot be Haggled/Invented/Fabricated by players)
Legality: Legal (Category 1)
Effect: Material for Extreme Humanity loss Therapy
▶ Therapy material: Addiction Therapy
Price: 500EB (This is only available to Medtechs and cannot be Haggled/Invented/Fabricated by players)
Legality: Legal (Category 1)
Effect: Material for Addiction Therapy
▶ Pharmaceutical material:
Price: 200EB (This is only available to Medtechs and cannot be Haggled/Invented/Fabricated by players)
Legality: Legal (Category 1)
Effect: Material for 1 use of “Synthesises Pharmaceuticals” by a Medtech
▶ Therapy material: SR&CA Therapy
Price: 5000EB (This is only available to Medtechs and cannot be Haggled/Invented/Fabricated by players)
Legality: Legal (Category 1)
Effect: Material for Sanity Restoration and Cyberware Acclimatization Therapy