Introduction
Cyberpunk by R.Talsorian Games has been around since 1988. Cyberpunk used a variation of the Interlock system introduced for R.Talsorian's other game, Mekton II. In 1990, the second edition of Cyberpunk, called Cyberpunk 2020, made several changes to its version of Interlock. Almost all of the rules were completely redone and retooled.
R.Talsorian has promised a third edition of Cyberpunk, and with it further changes to the rules. This time around, the rules have also changed names. The Interlock system is now called the Fuzion system, so-named because it introduces elements from another popular game system, the HERO system, and "fuses" the two together. Fuzion, itself, has undergone several variations, similar to its previous Interlock incarnation. Each Fuzion variant is as similar to, and as different from, each other as the Interlock-based as Cyberpunk, Mekton, and Cybergeneration variations of Interlock were. Fuzion offers a lot of customizable options. Using a system of "switches", allowing certain rules to be "on" or "off"; "dials", allowing settings to be changed from genre to genre; and "plug-ins", entire rules-sets that may be used in a game at a GM's discretion.
This built-in customization allows Fuzion to be molded, adapted, and modified to fit any genre. The "Core" Fuzion rules, without customization, can do a good job of approximating the feel of most genres, but not very well. Therefore, each Fuzion game must be customized to fit it's genre and setting.
What follows is my attempt to provide a sneak preview of the kinds of changes, modifications, and customizations to expect from the upcoming new edition. This is in an attempt to assuage the fears a lot of Cyberpunk fans have that the next edition will be ruined, and to dispel a lot of misconceptions some have about Fuzion based on rash judgements and plain old stubbornness.
What's Different About Fuzion?
The changes are actually quite minor in respect to the previous changes from first to second edition. What's different includes:
What I changed from both
Also, I have taken some minor editorial liberties with both Fuzion and Cyberpunk 2020 rules. These include specifying the 3d6 dice-rolling mechanic from Bubblegum Crisis:RPG instead of giving the option of 1d10 or 3d6 as provided in other Fuzion games, this was to reduce confusion. In addition, I have decided to keep the original Cyberpunk weapons damage instead of using the Fuzion flat DC system. This was in an attempt to reduce conversion between systems. I have also made some minor changes to the skill system, importing skills and skill multipliers from Cyberpunk 2020, again to reduce conversion. I also imported the Cyberpunk 2020 shooting mechanic of firing against a range difficulty instead of the Fuzion/Mekton opposed roll difficulty. I have also imported and changed several of the shooting difficulty modifiers. Lastly, I have made some minor changes to the combat actions such as autofire.
Disclaimer
This is NOT a replacement for Cyberpunk 2020 or the upcoming 3rd edition. These are simply rules variations. Granted, within you'll find all the neccessary rules to create a character and run a challenging and fun game of CyberFuzion, but you'll be missing out on the rich setting, background, and details of the Cyberpunk role-playing game.
This is NOT an official rules set. This is only an idealized version of what I, as a game-master, player, and game designer feel the Fuzion edition of Cyberpunk should resemble. The actual edition may be vastly different from my postulation.
Cyberpunk, Cyberpunk 2020, Bubblegum Crisis:The RPG, Mekton, Mekton Zeta and Mekton Zeta Plus are trademarks of R. Talsorian Games, Inc. Fuzion is a trademark of Hero Games and R. Talsorian Games, Inc. Fuzion is a copyright 1998 by Hero Games and R. Talsorian Games, Inc. All trademarks and copyrights used without expressed permission.
This document is by no means a challenge to any copyright, trademark, or authorship.
I have the utmost respect for the creators of the original Cyberpunk and Cyberpunk 2020 and only wish to improve upon their outstanding work.
Creating a Character
Primary Characterisitcs
Each character is quantified by 10 Primary Characteristics which are classed in four categories. Each Primary Characteristic is rated from 1-10. No beginning character may start with a Primary Characteristic over 7. Most characters start with 50 Characteristics Points (CP) to divide amongst the 10 Primary Characteristics.
Mental |
Combat |
Physical |
Move |
Intelligence (INT): How generally bright you are. As a rule, this is more than sheer intelligence, but also cleverness, awareness, perception, and ability to learn; mental deficiencies don't become apparent until you hit 1.
Willpower (WILL): Your determination and ability to face danger and/or stress. This Characteristic represents your courage and cool.
Presence (PRE): Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.
Technique (TECH): Your ability to manipulate tools or instruments. This is not the same as reflexes, inasmuch as this covers the knack of using tools. One character might have a high Technique, but might not be able to fence or juggle. On the other hand, another might have high Reflexes, but only a fair level of Technique.
Reflexes (REF): Your response time and coordination, as used in aiming, throwing, juggling. A stage magician, for example, would have a high Reflex Characteristic. Most importantly, this is the Characteristic that shows your chance to hit things.
Dexterity (DEX): Your overall physical competence, as pertains to balancing, leaping, jumping, combat and other athletic activities. A gymnast would have a high Dexterity. Most importantly, this Characteristic is used to avoid being hit.
Constitution (CON): How healthy you are. How resistant to shock effects, poisons and disease. You can be a really big, tough, strong guy and still get floored by a head cold!
Strength (STR): Your muscle mass and how effective it is for exerting force. The higher your strength, the more you can lift, drag, etc., and the more powerful the blows from your fists and other body parts.
Body (BODY): Your size, toughness, and ability to stay alive and conscious due to physical mass, sheer bloody-mindedness and structure or other qualities. How much damage you can take is derived from this
Movement (MOVE): Your speed of movement; running, leaping, swimming, etc.
less - 0 |
Challenged |
1 - 2 |
Everyday |
3 - 4 |
Competent |
5 - 6 |
Heroic |
7 - 8 |
Incredible |
9 - 10 |
Legendary |
10 - up |
Superheroic |
Derived Characteristics
Each character is further characterized by Derived Characteristics which are determined from the Primary Characteristics.
Stun [BODYx 5]: How much stunning/brawling damage you can take before you are battered into unconsciousness, calculated as points. Important: At the start, you may elect to move points from Stun into Hits or vice versa, as long as the total moved is limited to 1/2 of the starting Stun Value. Example: with 35 Stun and 35 Hits, I could move up to 17 points from Stun into my Hits or up to 17 points from Hits into my Stun.
Hits [BODY x 5]: How much killing damage you can take before you are dying. Any Armor you have may be subtracted from any Killing damage you take. You may move Hit points into Stun and vice versa (see above).
Stun Defense (aka SD) [CON x 2]: How resistant you are to Stun damage; your SD is subtracted from any Stun damage you take.
Recovery (REC) [STR+CON]: This Characteristic determines how fast the character recovers from damage. You get back this many Stun points each turn when you rest, and this many Hits back for each day of medical attention.
Punch [STR x d6]: How much damage the character delivers with a punch.
Kick [STR+1 x d6]: How much damage the character delivers with a kick.
Run (aka Combat Move) [MOVE x 2m ]: How far the character runs at a rate allowing dodges and evasions in 3 seconds.
Sprint (aka Non-combat Move) [Move x 3m]: How far the character sprints in a flat-out run in 3 seconds.
Swim [MOVE x 1m]: How far the character may swim in 3 seconds.
Leap [MOVE x 1m]: How far the character may leap.
Luck [INT+REF]: Fate acting on your behalf. Each game session you may take points from this Derived Characteristic and use them in other places; to add to important die rolls or subtract from damage. When you have used up all of these points, they are gone until the next game session. You've "run out of Luck."
Speed (SPD) [1/2 of REF]: This Characteristic is used to measure a character's reactions.
Mental Defense (MD) [INT+WILL]*: How resistant you are to psychic or verbal attacks. Calculated as points that are subtracted from "mental" or "psychological" attacks only.
Resistance (RES) [WILLx5]*: Your ability to resist mental or psychological attacks or stress; basically your mental "Hits". Once your Resistance is reduced to Zero, you lack will and are susceptible to suggestion, coercion, or command.
Humanity (HUM) [WILL x10]: Your basic morality and humanity. Used often in games where the character faces dehumanization, extreme horror or the unearthly. This Derived Characteristic loses points by receiving "humanity" damage; seeing horrible events, removing body parts and replacing them with other objects, gaining unearthly powers that separate him from the rest of mankind, etc. For every 10 points lost from this Derived Characteristic, a corresponding one point is lost from your Presence Characteristic; when it is reduced to 0, the character becomes technically insane and his actions are taken over by the GM to reflect this.
*New System
Options
Options help further define and differentiate the character by outlining their training, merits, and flaws. Each character usually has 50 Option Points to spend on Skills, Talents, Perks, or Complications.
Skills
Skills are things you learn how to do. Each skill has a number that shows you how well your character knows that skill rated from 1(beginner) to 10(master). Each skill is used with a Primary Characterisitc to determine if you succeed at a task.
Some skills are classified as Everyman Skills. Everyman Skills are defined by the game world. Everyman Skills are automatically known at Level 2, but can be increased by spending Option Points.
The following skills are common to CyberFuzion:
- ACROBATICS The ability to perform flips, jumps, and rolls like a circus acrobat. You can also jump and flip over an obstacle, landing on your feet, ready to fight. (DEX)
- ACTING The ability to act; to assume a role or character. Someone who is skilled in this can fake moods or emotions, or hide his true identity. (PRE)
- AVIATION TECH* The ability to repair and design fixed-wing and rotor-winged aircraft and helicopters. (TECH; x2)
- ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT)
- ATHLETICS Basic Athletics skills; dodging, escaping, throwing, swimming. (DEX)
- AV TECHNOLOGY* The ability to identify and repair vectored thrust vehicles. (TECH; x3)
- BASIC TECHNOLOGY The skill of building and repairing simple non-electronic mechanical devices.(TECH; x2)
- BRIBERY A character with this skill knows when to bribe someone, how to approach him, and how much to offer. (PRE)
- BUREAUCRATICS You know how to deal with bureaucrats, cut out red tape, who to talk to, how to reach them, and how to extract information from bureaucracies. (PRE)
- BUSINESS Knowledge of basic business practices, laws of supply and demand, employee management, accounting, procurement, sales, marketing. (INT)
- CLIMBING Ability to climb unusually difficult walls, trees, and buildings, as long as there are handholds. The basic climbing speed is 2 m/y per phase. (STR)
- COMPUTER PROGRAMMING The ability to program and operate computers. (TECH)
- COMPUTER TECHNOLOGY* The ability to repair, build and modify computers and cyberdecks. (TECH; x2)
- CONCEALMENT You can hide things and find things that other people have hidden - like important papers, weapons, jewels, artifacts, drugs, and so forth. (INT)
- CONCENTRATION The abilities of focus and mental control. This would encompass feats of memory, recall, physiological control, and Mental Powers. Was Resist Torture/Drugs.(WILL)
- CONTORTIONIST The ability to manipulate your body to get out of ropes and similar bonds. You may also contort your body to fit into generally inaccessible places or spaces. (DEX)
- CONVERSATION This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the subject realizes he is being pumped for information. (PRE)
- CRIMINOLOGY You know how to look for clues, dust for fingerprints, examine evidence, do ballistic tests, examine records, search through files, and so on. (TECH)
- CRYPTOGRAPHY The ability to solve simple ciphers and encrypt or decode messages. (INT)
- CYBERNETIC TECHNOLOGY* The ability to identify and repair cybernetic equipment. (x2)
- DEDUCTION This is the art of taking several facts and leaping to an inobvious conclusion. This skill should be used sparingly. (INT)
- DEMOLITIONS The ability to properly use, handle, set, and defuse explosives (TECH; x2)
- DISGUISE The ability to change a character's appearance through makeup, costumes, body language, and facial expression. (TECH)
- DRIVING Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground vehicles. Generally, this skill must be purchased for one class of vehicles. (REF)
- EDUCATION General knowledge, such as math, history, science, trivia, or current events. (INT)
- ELECTRONICS The ability to identify, understand, repair, and rewire electronic devices. (TECH)
- EXPERT Any one field of knowledge: stamps, gardening, Bay City Police Department, paranormal law, and so forth. This can be a hobby, or an in-depth knowledge of a specific field or area. (INT)
- FORENSIC MEDICINE This skill lets the character make inferences from a corpse about the cause of death, how long the corpse has been dead, and so forth. (TECH)
- FORGERY The ability to create false documents, identification, currency, and so forth. (TECH)
- GAMBLING The ability to win gambling games that require some skill, such as blackjack, poker, and more exotic games. A character may also use this skill to cheat. (TECH)
- GUNNERY Firing vehicle-mounted weapons, mecha weapons, ship-mounted weapons and artillery. (REF)
- HACKING Skills of electronic intrusion into computer systems, including illegal entry and virus code writing. Hacking also includes knowledge of how to counter and defeat such activity. Was Interface.(TECH)
- HAND TO HAND Basic skill at fighting with your hands. Adding Martial Arts allows the character to use Martial Arts maneuvers and actions. Was Brawling.(REF)
- HANDGUN Training in the use and care of pistols. (REF)
- HEAVY WEAPONS Use of military weapons such as RPGs, mortars, rockets, hand-held missiles, etc. (REF)
- HIGH SOCIETY The knowledge of upper-class culture: what clothes to wear, what are considered sophisticated drinks, and how to mingle with royalty and other VIPs. Was Social. (PRE)
- INTERROGATION The ability to forcibly extract information from people. The character knows how to avoid leaving marks, can judge how close a victim is to death or breaking, and is an expert at manipulating subjects into revealing desired information. (PRE)
- INVENTOR This skill enables the character to design and construct new devices. To use Inventor, the character needs the complementary science skills in the field he is working in. (TECH)
- LANGUAGES Must specify one particular language group (or dialect, computer code, type of sign language or hand signals). Must specify primary language (see chart) in the family; all others in that group are at 1/2 of primary. (INT)
Some (loose) Language Families
Latin-based: French, Spanish, Italian, Portuguese
Chinese: Mandarin, Cantonese, Hakka, Thai
North Asian: Japanese, Korean
South Asian: Thai, Burmese
Slavic: Russian, Polish, Czech
Germanic: German, Dutch, English, Afrikaans, Yiddish, Swiss
Scandinavian: Danish, Norwegian, Swedish.
Mid-Eastern: Arabic, Persian. Hebrew, Berber.- LIP READING This skill enables the character to read someone's lips in order to tell what he is saying. The character must be able to see his target's mouth clearly. (INT)
LOCAL EXPERT Knowledge of an area; who's who, where things are, general customs, schedules, and peculiarities of the environment. (INT)
- LOCKPICKING This skill allows the character to open key, combination, electronic, and magnetic locks. Was Pick Lock.(TECH)
- MECHANICS Skill with mechanical devices and the knowledge of how to repair, replace, and build them. (TECH)
- MELEE WEAPONS Using all different types of melee weapons, such as knives, clubs, axes, swords, spears, etc. (REF)
- MIMICRY The ability to perfectly imitate someone else's voice. (PRE)
- NAVIGATION Knowing how to take sightings, use maps and charts, plot courses, work from wind, weather, and other guides. (INT)
- ORATORY The ability to speak to an audience and to deliver a convincing presentation. (PRE)
- PARAMEDIC This skill enables the character to stop bleeding, repair damage, and generally keep someone alive. (TECH)
- PERCEPTION The skill of observation, perception and spotting hidden things (like clues), detecting lies and emotions. Was Awareness/Notice. (INT)
- PERFORM* The ability to sing in front of an audience. (PRE)
- PERSONAL GROOMING Proper grooming and hairstyling. (PRE)
- PERSUASION The ability to convince, persuade, or influence individuals. (PRE)
- PHARMACEUTICALS* The knowledge of the composition and application of drugs and pharmaceuticals either for medicinal or recreational purposes. (INT; x2)
- PILOT GRYO* The knowledge and ability to pilot helicopters and tit-rotor aircraft. (DEX; x3)
- PILOT FIXED WING* The knowledge and ability to pilot fixed-wing aircraft and jets. (DEX; x2)
- PILOT DIRIGIBLE* The knowledge and ability to pilot lighter-than-air vehicles such as blimps and balloons. (DEX; x2)
- PILOT VECTORED THRUST* The knowledge and ability to pilot AV. s, Harriers, and other Vectored Thrust aircraft. (DEX; x3)
- PLAY INSTRUMENT* The ability to play an instrument in front of an audience. One type of instrument should be chosen per application of the skill. For example: Guitars, Horns, Keyboards, etc. (TECH)
- PROFESSIONAL The ability to perform a certain profession (such as artist, actor, doctor, hockey player, mason, secretary, taxi driving, etc.) Obviously, certain other skills will greatly enhance the character's ability to practice his profession. (INT)
- RESEARCH Skills in using libraries, databases, records, as well as uncovering information from obscure or uncommon sources. Was Library Search. (INT)
- RIDING This skill enables a character to ride a living creature under difficult circumstances. The type of animal (usually horse) must be specified when this skill is purchased. (DEX)
- RIFLE Training in the use and care of shoulder-fired rifles, shotguns, and assault rifles. (REF)
- SCIENCE Knowledge of lab techniques, how to design experiments, how to write scientific papers, test hypotheses, etc. for your appropriate field of science. Must specify your area of study when this skill is purchased. (INT)
- SECURITY SYSTEMS The ability to recognize and evade various types of alarms and traps. The character also knows how to set up alarms and traps, given the proper time and equipment. Was Electronic Security. (TECH; x2)
- SEDUCTION The ability to gain others' trust by offering companionship or favors. (PRE)
- SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail. Was Shadow/Track. (INT)
- SLEIGHT OF HAND The ability to palm items, fool the eye, perform magic tricks, etc. Was Pick Pockets. (REF)
- STEALTH The ability to hide in shadows, move silently or avoid detection in combat situations. (DEX) (x2)
- STREETWISEThis skill gives the character knowledge of the seamy side of civilization: he knows how to find the black market, talk to thugs, gain information, and so on. (PRE)
- SUB-MACHINEGUN Training in the use and care of sub-machineguns. (REF)
- SURVIVAL This skill enables the character to live off the land, find food and water, identify dangerous plants and animals, and so on. (INT)
- SURVEILLANCE The ability to set up a static surveillance of a subject without having it detected. (INT)
- SYSTEM KNOWLEDGE Knowledge of the resources available in the Net. (INT)
- SYSTEMS OPERATIONS This skill allows the character to operate sensing and communications devices. The character should choose what type of system he knows how to operate (such as Radar, microwave transmitters, LANs, Computers, etc.) (TECH)
- TACTICS The ability to fight effectively and efficiently. A character with this skill is an expert at combat, and usually knows what must be done to win a battle. (INT)
- TEACHING The ability to impart information or skills to other. (PRE)
- TRACKING The ability to follow a trail by observing tracks, marks, broken twigs, and so forth. (INT)
- TRADING The ability to strike a good bargain with a merchant or customer. (PRE)
- VENTRILOQUIST The character can make his voice sound as if it's coming from somewhere other than himself. (PRE)
- WARDROBE AND STYLE A grasp of fashion, wardrobe, and personal grooming. A character with this skill knows how to show off clothes and look his best. (PRE)
- WEAPONSMITH The character knows how to build, maintain and repair weapons of various types. The class of weapon
(muscle-powered, firearms, energy weapons, other) must be specified when this skill is purchased. (TECH; x2)
* Indicates a new Fuzion skill (usually carried over from Cyberpunk 2020)
Talents
Talents are innate special abilities possessed by the character that cannot be adequately expressed as a learned skill. Talents cost 3 OP each.
- Ambidexterity Can use both either hand with no penalty.
- Animal Empathy Natural affinity with animals.
- Blind Reaction May counter-attack in darkness with no penalty.
- Common Sense May receive advice from GM before mistakes.
- Direction Sense Never gets lost and always oriented.
- Double Jointed May fit into tight spaces or escape bonds.
- Eidetic Memory Never forget anything seen or heard.
- Immunity Immune to something usually harmful.
- Intuition May receive advice from GM before decisions.
- Lightning Calculator Can do math instantly.
- Light Sleeper Woken by the slightest stimuli.
- Longevity Lives a long time with little detriment.
- Martial Arts Access to Martial Arts maneuvers using a Plug-In.
- Night Vision Can see in all but total darkness.
- Perfect Pitch +3 to any Music related skill check.
- Rapid Healing +3 Recovery.
- Schtick Affectation or Habit.
- Simulate Death Legendary task to determine if dead or not.
- Speed Reader 1 page of normal text in 3 minutes.
- Time Sense Always know the time and how much as passed
Cumulative Talents
Cumulative Talents are innate abilities that vary in levels. Most provide some bonus to skills or characteristics. Cumulative Talents cost 3 OP per level, up to Level 5.
- Accute Sense +1 to Perception for one sense.
- Combat Sense +1 to Initiative.
- High Pain Threshold +2 to SD.
- Beautiful/ Handsome +1 to Interaction AVs.
Perks
Perks provide some benefit to the character in the form of aid, information, authorization, or assistance. Perks are purchased by level like skills, 1 OP per level. The cost of Perks are modified by their impact to the story.
Very High Impact |
High Impact |
Moderate Impact |
Low Impact |
x4 |
x3 |
x2 |
x1 |
Complications
Complications hinder the character in some way and are therefore worth negative OP. A Complication. s value is based on it. s (Frequency + Intensity) x Importance.
Frequency |
Value |
Guideline |
Infrequently |
5 |
Once every other gaming session |
Frequently |
10 |
Once every gaming session |
Constantly |
15 |
More than once per gaming session |
Intensity |
Value |
Guideline |
Mild |
5 |
WILL + Concentration vs. 14 to overcome it. |
Strong |
10 |
WILL + Concentration vs. 22 to overcome it. |
Severe |
15 |
WILL + Concentration vs. 26 to overcome it. |
Extreme |
20 |
WILL + Concentration vs. 30 to overcome it. |
Importance |
Value |
Guideline |
Minor |
divide by 5 |
No effect on combat or damage, with minor (-1) effect on skills or world reaction. |
Major |
divide by 2 |
Major (-3) effect on combat or damage(x1.5), serious(-3) effect on skills or world reaction, or puts character in danger. |
Extreme |
x1 |
Extreme (-5) effect on combat or damage (x2), extreme(-5) effect on skills or world reaction, or puts character into extreme danger. |
Experience Points
Experience Points are awarded by the Gamemaster either for performing great feats, ingenious thinking or planning, or entertaining role-playing.
Experience Points can be spent to increase Primary or Derived Statistics at a cost of 5 XP times the next level. For example, to raise Body from 4 to 5 would cost (5 x 5) 25 XP. Experience Points can be spent to increase Skills at a cost of 1 XP times the next level. For example, to raise a skill from 3 to 4 would cost 4 XP. A new skill costs 1 XP but must be taught by another character.
Character Templates
Players may opt to choose one of the pre-generated character templates to speed character creation. The following templates represent common archetypes found in the Cyberpunk future. (adapted from the Bubblegum Crisis RPG by Benjamin Wright)
Police Detective
A plainsclothed police officer that investigates corporate
crime.
Skills: Detective, Perception, Persuasion, Handgun, Driving,
Hand-to-Hand, Athletics.
Options: Membership (Police), Contacts,
Combat Sense, Wealth 2 (Modest Lifestyle).
Equipment: Generic Fashion,
Kevlar Vest, Medium Autopistol, Medium Sedan or Sports, Pocket Commo, Police
Pocket Computer, Downtown apartment.
Entertainer (Rockerboy
A struggling performer speaking out against the system, or a puppet of the
corporate-controlled media.
Skills: Performance (or Artistry or
Dance), Persuasion, Perception, Wardrobe & Style.
Options: Perfect
Pitch, Renown, Wealth 1 (Modest Lifestyle)
Equipment: High Fashion,
Light Autopistol, Motorcycle or Sportscar, musical and stereo equipment with CDs
and stage props, Downtown apartment.
Hacker (Netrunner)
A digital pirate looting from the Corporations, or a corporate lackey spying
on the competition.
Skills: Hacking, Persuasion, Research, Perception,
Computers, Stealth.
Options: Time Sense, Contacts (other
Hackers).
Equipment: Liesureware clothes, Scooter, Pocket Computer,
Personal Workstation (POW 6), Slum apartment.
Executive (Corporate)
A frustrated wage-slave fighting the system from within or a ruthless
opportunist willing to do whatever it takes to get to the top.
Skills:
Business, Perception, Persuasion, Espionage, Wardrobe &
Style.
Options: Lightning Calculator, Eidetic Memory, Membership
(Corporation), Wealth 4 (Well-Off).
Equipment: Businesswear, Light
Autopistol, Medium Sedan or Luxury Sedan, Cellphone, Laptop Computer (POW 4),
Downtown Apartment.
Street Operative (Fixer)
A wily independent businessman doing whatever it takes to make a profit or a
cold-hearted gangster taking advantage of the weak.
Skills: Athletics,
Hand-to-Hand, Perception, Persuasion, Melee, Handgun, Social
(Street).
Options: Blind Reaction, Membership
(gang).
Equipment: Urban Flash Fashion, Medium Autopistol, Brass
Knuckles, Motorcycle, Breaking and Entering Tools, Slum Apartment.
Tech (Tech)
A skilled technician providing support to the masses or a highly paid
corporate engineer providing tools for the Machine.
Skills: Tech
(specify), Basic Tech, Persuasion, Area Knowledge, Perception,
Handgun.
Options: Speed Reader.
Equipment: Grimy coveralls,
Light Autopistol, Assorted Tools, Citycar or Motorcycle, Pocket Computer, Garage
or Warehouse as your combined lab/workshop/home/nest.
Reporter (Media)
A dedicated journalist trying to expose the truth or a highly paid
spokesperson for the Corporate Machine.
Skills: Perception, Photo
& Film, Persuasion, Writing, Area Knowledge, Research,
Athletics.
Options: Acute Senses, Intuition, Wealth 3 (Good
Lifestyle).
Equipment: High Fashion, Citycar, Digital Video Camera,
Laptop Computer, Downtown Apartment.
Scientist
An underpaid academic searching for the truth or a well-financed corporate
researcher looking for the next great product.
Skills: Science
(specify), Education, Tech (specify), Research, Persuasion.
Options:
Lightning Calculator, Eidetic Memory.
Equipment: Casual Clothes,
Citycar, Micro-tools, Access Card to Research Facility, Laptop Computer, Midtown
Apartment.
Agent
An independent covert operative going to the highest bidder or well-paid
corporate spy infiltrating the competition.
Skills: Persuasion,
Perception, Stealth, Disguise, Espionage, Driving, Research,
Handgun.
Options: Membership or License, Night Vision, Acute Senses,
Wealth 2 (Modest Lifestyle), Martial Arts.
Equipment: Heavy Autopistol
with silencer, Sedan, Scrambled Mastoid Commo, Espionage Tools (bugs, forensics,
Breaking and Entering, Electronics), Mid-Town Apartment.
Soldier
A mercenary that fights the system with guns and bombs or a well-equipped
corporate soldier defending the company’s interests.
Skills: Handgun,
Submachinegun, Rifle, Athletics, Perception, Rifle, Hand-to-Hand, Heavy Weapons
(or Gunnery), Driving (or Pilot).
Options: Combat Sense, Blind
Reaction, Ambidexterity, Martial Arts.
Equipment: Fatigues, Metalgear
Armor, Assault Rifle, Slum Apartment.
Street Cop
An idealistic cop waging war against crime on his beat or a corrupt cop on
the make willing to make a dangerous job worth it.
Skills: Athletics,
Rifle, Submachinegun, Driving, Handgun, Hand-to-Hand, Heavy Weapons, Melee
Weapons.
Options: Combat Sense, Membership (Police), Martial
Arts.
Equipment: Metal Gear Armor, Fatigues, Heavy Autopistol, Assault
Rifle, Handheld Commo, Gasmask, Police Baton, Residential Apartment.
Equipment
Characters may purchase gear in the form of weapons, equipment, vehicles, and cybernetics with money earned through either the Wealth Perk or by converting OP at an exchange of $100 per 1 OP.
Fashion | ||
Pants* | 20.00 | |
Top* | 15.00 | |
Jacket* | 35.00 | |
Footwear* | 25.00 | |
Jewelry* | 10-100.00 | |
Mirrorshades* | 5-50.00 | |
Contacts* | 100.00 | |
Glasses* | 50.00 | |
Surveillance | ||
Binoglasses | 200.00 | |
Binoculars | 20.00 | |
Light Boosters | 200.00 | |
IR Goggles | 250.00 | |
IR Flash | 50.00 | |
Medical | ||
First Aid Kit | 10.00 | |
Surgical Kit | 400.00 | |
Medscanner | 300.00 | |
Transportation | ||
Scooter** | (15 SDP, 100kph, -3 AV/DV) | 500.00 |
Motorcycle** | (20 SDP, 160kph, -2 AV/DV) | 1500.00 |
Citycar** | (30 SDP, 100kph, -5 AV/DV) | 2000.00 |
Small Subcomp. ** | (40 SDP, 125kph, -5 AV/DV) | 6000.00 |
Medium Sedan** | (50 SDP, 160kph, -4 AV/DV) | 10000.00 |
Sportscar** | (50 SDP, 235kph, -3 AV/DV) | 20000.00 |
Luxury Sedan** | (80 SDP, 160kph, -3 AV/DV) | 40000.00 |
Computers | ||
Laptop Computer** | (POW 4) | 900.00 |
Pocket Computer** | (POW 1) | 100.00 |
Communication | ||
Pocket Commo | 50.00 | |
Mastoid Commo | 100.00 | |
Cellular Phone** | 400.00 | |
Mini Cell Phone ** | 800.00 | |
Lifestyle | ||
Cell Phone Service | 100.00/month | |
Std Phone Service | 30.00/month | |
Pay Phone Call | .50/min | |
Data Term Use | 1.00/min | |
CredChip Account | 20.00/month | |
Health Plan | 1000.00/month | |
Trauma Team Acct. | 500.00/month | |
Public Transportation | ||
Air | 5.00/min | |
Mag Lev Chit | .25/station | |
Taxi | 3.00/mile | |
AV-Taxi | 10.00/mile | |
Food | ||
Kibble | 50.00/week | |
Generic Prepack | 150.00/week | |
Good Prepack | 200.00/week | |
Fresh Food | 300.00/week |
* Multiply by Quality: Generic x1, Leisurewear x2, Businesswear x3, High Fasion x4, Urban Flash x2
**Note: x2 for Cybercontrols
BODY ARMOR |
COVERS |
KD |
EV |
COST |
Cloth/Leather |
Arms, Torso, (Legs) |
0 |
+0 |
Varies |
Heavy Leather |
Arms, Torso, (Legs) |
4 |
+0 |
50.00 |
Kevlar T-Shirt/Vest |
Torso |
10 |
+0 |
90.00 |
Steel Helmet |
Head |
14 |
+0 |
20.00 |
Lt. Armor Jacket |
Torso, Arms |
14 |
+0 |
150.00 |
Md. Armor Jacket |
Torso, Arms |
18 |
+1 |
200.00 |
Flack Vest |
Torso |
20 |
+1 |
200.00 |
Flack Pants |
Legs |
20 |
+1 |
200.00 |
Nylon Helmet |
Head |
20 |
+0 |
100.00 |
Hvy Armor Jacket |
Torso, Arms |
20 |
+2 |
250.00 |
Door Gunner's Vest |
Torso |
25 |
+3 |
250.00 |
MetalGear |
Whole Body |
25 |
+2 |
600.00 |
LIGHT AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
BudgetArms C-13 |
-1 |
1d6 |
8 |
2 |
50m |
75.00 |
Dia Lung Cybermag 15 |
-1 |
1d6+1 |
10 |
2 |
50m |
50.00 |
Federated Arms X-22 |
0 |
1d6+1 |
10 |
2 |
50m |
150.00 |
MEDIUM AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Militech Arms Avenger |
0 |
2d6+1 |
10 |
2 |
50m |
250.00 |
Dai Lung Streetmaster |
0 |
2d6+3 |
12 |
2 |
50m |
250.00 |
Federated Arms X-9 |
0 |
2d6+1 |
12 |
2 |
50m |
300.00 |
HEAVY AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
BudgetArms Auto 3 |
-1 |
3d6 |
8 |
2 |
50m |
350.00 |
Sternmeyer Type 35 |
0 |
3d6 |
8 |
2 |
50m |
400.00 |
VERY HEAVY AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Armalite 44 |
0 |
4d6+1 |
8 |
1 |
50m |
450.00 |
Colt AMT Model 2000 |
0 |
4d6+1 |
8 |
1 |
50m |
500.00 |
LIGHT SUBMACHINEGUNS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Uzi Miniauto 9 |
+1 |
2d6+1 |
30 |
35 |
150m |
475.00 |
H&K MP-2013 |
+1 |
2d6+3 |
35 |
32 |
150m |
450.00 |
Fed. Arms Tech Assult II |
+1 |
1d6+1 |
50 |
25 |
150m |
400.00 |
MEDIUM SUBMACHINEGUNS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Arasaka Minami 10 |
0 |
2d6+3 |
40 |
20 |
200m |
500.00 |
H&K MPK-9 |
+1 |
2d6+1 |
35 |
25 |
200m |
520.00 |
HEAVY SUBMACHINEGUNS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Sternmeyer SMG 21 |
-1 |
3d6 |
30 |
15 |
200m |
500.00 |
H&K MPK-11 |
0 |
4d6+1 |
30 |
20 |
200m |
700.00 |
Ingram MAC 14 |
-2 |
4d6+1 |
20 |
10 |
200m |
650.00 |
ASSAULT RIFLES |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Militech Ronin Light Assault |
+1 |
5d6 |
35 |
30 |
400m |
450.00 |
AKR-20 Medium Assault |
- |
5d6 |
30 |
30 |
400m |
500.00 |
FN-RAL Heavy Assault Rifle |
-1 |
6d6+2 |
30 |
30 |
400m |
600.00 |
Kalishnikov A-80 Hvy Rifle |
-1 |
6d6+2 |
35 |
25 |
400m |
550.00 |
SHOTGUNS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Arasaka Rapid Assault 12 |
-1 |
4d6 |
20 |
10 |
50m |
900.00 |
Sternmeyer Stakeout 10 |
-2 |
4d6 |
10 |
2 |
50m |
450.00 |
HEAVY WEAPONS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Barret-Arasaka Light 20mm |
0 |
4d10 |
10 |
1 |
450m |
2000.00 |
Scorpion 16 Msl. Launcher |
-1 |
7d10 |
1 |
1 |
1km |
3000.00 |
Militech Arms RPG-A |
-2 |
6d10 |
1 |
1 |
1000m |
1500.00 |
Grenade |
0 |
Varies |
1 |
1 |
Throw |
30.00 |
C-6 Plastic Explosive |
0 |
8d10/kg |
1 |
1 |
NA |
100.00/kg |
Mine (all types) |
0 |
4d10 |
1 |
1 |
NA |
350.00 |
KA F-253 Flamethrower |
-2 |
2d10 |
10 |
1 |
50m |
1500.00 |
EXOTICS |
WA |
DC |
#S |
ROF |
RNG |
PRICE |
Techtronica 15 Microwaver |
0 |
1d6 |
10 |
2 |
20m |
400.00 |
Militech Elect. LaserCannon |
0 |
1-5d6 |
10 |
2 |
200m |
8000.00 |
Avante P-1135 Needlegun |
0 |
Drugs |
15 |
2 |
40m |
200.00 |
Enertex AKM Power Squirt |
-2 |
Drugs |
50 |
1 |
10m |
15.00 |
Nelspot "Wombat" |
-1 |
Drugs |
20 |
2 |
40m |
200.00 |
Miltech Electronics Taser |
-1 |
Stun |
10 |
1 |
10m |
60.00 |
EagleTech "Tomcat" C-Bow |
0 |
4d6 |
12 |
1 |
150m |
150.00 |
EagleTech "Stryker" X-Bow |
-1 |
3d6+3 |
12 |
1 |
50m |
220.00 |
MELEE WEAPONS |
WA |
DC |
Min STR |
Notes |
PRICE |
Kendachi Monoknife |
+1 |
2d6 |
1 |
1h, AP |
200.00 |
Kendachi MonoKatana |
+1 |
4d6 |
2 |
1h, AP |
600.00 |
SPM-1 Battleglove |
-2 |
3d6 punch |
4 |
1h, Stun x2 |
900.00 |
Club |
0 |
1d6 |
1 |
1h, Stun x2 |
Free |
Knife |
0 |
1d6 |
1 |
1h, AP |
1-20.00 |
Sword |
0 |
2d6+2 |
5 |
2h, AP |
20-200.00 |
Axe |
-1 |
2d6+3 |
5 |
2h, |
20.00 |
Nunchaku/Tonfa |
0 |
3d6 |
1 |
2h, Stun x2 |
15.00 |
Naginata |
0 |
3d6 |
2 |
2h, AP |
100.00 |
Shiriken |
0 |
1d6/3 |
1 |
1h, |
20.00 |
Switchblade |
0 |
1d6/2 |
1 |
1h, AP |
15.00 |
Brass Knuckles |
0 |
1d6+2 |
1 |
1h, Stun x2 |
10.00 |
Sledgehammer |
-1 |
4d6 |
4 |
2h, Stun x2 |
20.00 |
Chainsaw |
-3 |
4d6 |
2 |
2h, AP |
80.00 |
Cybernetics
Cybernetic Modifications can be purchased for the character. Cybernetics have three costs, the cost for parts in Euro, the cost for Surgery in Euro, and the Humanity Cost, which is subtracted from the character. s Humanity Derived Characteristic. The Surgery Cost depends on the level of the surgery required to implant the part.
Cyberware |
Surg |
Cost |
HC |
|
Processor (Required) |
M |
1000 |
1D6 |
Required to run all Neuralware. |
- Boosterware |
N |
500 |
1D6/2D6 |
+1 Reflexes and Speed per level bought. |
- Speedware |
N |
1600 |
1D6/2 |
+3 Dexterity and Speed for 5 turns, must wait 2 turns after use. |
- Pain Editor |
N |
200 |
2D6 |
+4 SD. |
- Interface Plugs |
M |
200 |
1D6/pr |
Required for all Links. |
- Cybermodem Link |
N |
100 |
1 |
Required for Netrunning. |
- Vehicle Link |
N |
100 |
3 |
+2 AV when driving smartvehicle (x2 normal cost). |
- Smartgun Link |
N |
100 |
2 |
+2 AV when using a smartgun (x2 normal cost). |
- Machine/Tech Link |
N |
100 |
2 |
Used to interface with miscellaneous equipment. |
- DataTerm Link |
N |
100 |
2 |
Allows Dataterm access even if one isn. t available. |
- Reflex Chips |
- |
Varies |
0 |
Up to Level 3 Physical Skill. Requires 2 days practice to use. |
- Memory Chips |
- |
Varies |
0 |
Up to Level 3 Mental Skill. |
- Chipware Socket |
N |
200 |
1D6/2 |
May use up to 10 chips. |
Adrenal Boost |
M |
400 |
2D6 |
+1 REF and DEX for 1d6+2 turns. Requires 8 hours to recharge. |
Grafted Muscle |
MA |
1000 |
2D6 |
+1 to Strength, up to +2 |
Muscle/Bone Lace |
N |
1500 |
1D6/2 |
+2 Strength, Body. |
Skin Weave |
N |
2000 |
2D6 |
KD 12 . |
Scratchers |
N |
100 |
2D6 |
1d6/2 Melee Weapon |
Rippers |
M |
400 |
3D6 |
1d6+3 AP Melee Weapon |
Wolvers |
M |
600 |
3D6+1 |
3d6 AP Melee Weapon. |
Slice N. Dice |
M |
700 |
3D6 |
2d6 Melee Weapon. |
Basic Eye Module |
MA |
500/ea |
2D6/ea |
|
-Image Enhancement |
N |
300 |
1 |
+2 Perception. |
-Targeting Scope |
N |
400 |
2 |
+1 when using a smartgun/smartgun link. |
-Infrared |
N |
200 |
1 |
See in near-total darkness. |
Basic Hearing Mod. |
M |
500 |
2D6 |
|
-Amplified Hearing |
N |
200 |
1 |
+1 Perception. |
-Radio Link |
N |
100 |
1 |
1 mile range. |
-Phone Splice |
N |
150 |
1 |
Communicates with Cell-phone. |
Arm Replacement |
CR |
3000 |
2D6 |
2d6 crushing, 1d6 Killing Damage punching, 20 SDP disabled, 30 destroyed. |
Leg Replacement |
CR |
2000 |
2D6 |
2d6 Killing Damage kicking, 20 SDP disabled, 30 SDP destroyed. |
-Thickened Myomar |
N |
250 |
2 |
x2 damage, +5 SDP. |
-Armor |
N |
200 |
0 |
KD 20. |
Cowl |
MA |
200 |
1D6 |
KD 25 head but not face. |
Faceplate |
CR |
400 |
4D6 |
KD 25 face but not head. |
Torso Plate |
MA |
2000 |
3D6 |
KD 25 torso. |
Sigma Linear Frame |
MA |
6000 |
2D6 |
Strength = 12 |
Gamma Linear Frame |
MA |
8000 |
2D6 |
Strength = 14 |
Omega Linear Frame |
MA |
10,000 |
3D6 |
Strength = 16 |
Surgery Costs
Neglible Surgery Costs: Included with installation; time: 1 hr; damage: 1; DIFF= 15
Minor Surgery Costs: 500eb; time: 2 hrs; damage: 1d6+1; DIFF= 20
MAjor Surgery Costs: 1,500eb; time: 4 hrs; damage: 2d6+1; DIFF = 25
CRitical Surgery Costs: 2,500eb; time: 6 hrs; damage:
3d6+1; DIFF = 30
Action
Using Skills
When your character tries to use a skill, you roll dice to see if the character succeeds or not:
Action Value |
Difficulty Value | ||
Opposed: |
Stat + Skill + 3d6 |
vs. |
Stat + Skill + 3d6 |
Unopposed: |
Stat + Skill + 3d6 |
vs. |
Difficulty set by GM |
If your Action Value meets or beats the Difficulty Value (DV), you succeed.
Opposed Difficulty Values are determined by the opponent. s statistics. Gamemasters may choose Unopposed Difficulty Values from the following chart:
Difficulty | Range | DV | +3d6 |
---|---|---|---|
Challenged | 10 | 0 | |
Everyday | Point-Blank | 14 | 4 |
Competent | One-Quarter | 18 | 8 |
Heroic | One-Half | 22 | 12 |
Incredible | Full | 26 | 16 |
Legendary | Double | 30 | 20 |
Superheroic | 34 |
If, when attempting a skill, the player rolls 18, the player may roll an additional 2d6 and add the result to the total AV. Conversely, if the player rolls a 3, the player must then roll an additional 2d6 and subtract the result from the total AV.
Combat
Combat occurs in 3-second Phases. Each character gets one action per Phase but may take more for a penalty to the AV. When every character has acted, the current Phase ends and a new Phase begins. Four Phases equals a Round.
Each Phase, each character must roll Initiative (Speed + 3d6). Each character goes in order of highest to lowest Initiative until every character has acted. Abort Actions can be made at any time during the Phase, regardless of initiative. If the character has already acted that phase, the Abort Action subtracts that character's action from the next phase.
Taking Damage
Punches and Kicks always do Stun damage only. Weapons do Killing Damage. Melee Weapons do +1d6 damage for every point of STR over the Minimum Strength of the Weapon, up to twice the DC of the weapon. Some Melee Weapons do extra Stun.
Stun damage is always subtracted from the character's pool of STUN points, after being reduced by the character's SD. When his STUN points are at 0, the body will react by shutting off the pain-and passing out. For every 5 STUN taken, the character also suffers 1 HIT of damage. If a character loses half their stun in one attack, they are dizzied for one round and suffer -5 to all AVs.
Killing damage is always subtracted from the character's pool of HITS and STUN after being reduced by the character. s Armor KD. When the character. s HITS are reduced to zero, the character is dying. The character will continue to lose 1 HIT per Round until First Aid is successfully applied. If treated, the dying character will lose 1 HIT per Minute until Medicine is successfully applied. When the character has lost their Body x 2 HITS below Zero, the character is dead beyond recovery.
At Half total HITS, all AVs are at -2, at Quarter total HITS, all AVs are at -4.
Lost Hits are recovered at a rate of the character. s Recovery statistic per week. Lost Stun are recovered at a rate of the character. s Recovery per Round (4 phases).
Actions
Abort Interrupt opponent's turn to use a Defense (Dodge, Block, Dive for Cover), at cost of your upcoming action this phase.
Difficulty |
DV |
Range |
Pistol |
SMG |
Rifle |
+3d6 |
* Challenged |
10 |
0 | ||||
* Everyday |
14 |
Point Blank |
2m |
2m |
2m |
4 |
* Competent |
18 |
One quarter |
12m |
50m |
100m |
8 |
* Heroic |
22 |
One half |
25m |
100m |
200m |
12 |
* Incredible |
26 |
Full |
50m |
200m |
400m |
16 |
* Legendary |
30 |
Double |
100m |
400m |
800m |
20 |
* Superheroic |
34 |
24 |
Other Combat Modifiers | AV |
Moving target (per 3 MOVE used last round) | -1 |
Target silhouetted | +2 |
Vehicle mounted, no turret | -4 |
Firing shoulder arm from hip | -2 |
Aiming (per phase, up to 3) | +1 |
Braced | +2 |
Target Prone | -2 |
Tiny Target (bullseye, eye, vital area) | -6 |
Small Target (less than 1m/yd, head, limb) | -4 |
Large Target (trees, cars, large animals, etc.) | +2 |
Very Large Target (trucks, planes, walls, side of barn) | +4 |
Surprise Attack (successful Stealth roll) | +5 |
Off-Hand | -3 |
Additional Action (to each action) | -3 |
Firing two handed (two actions, 1 off-hand) | -3/-6 |
Autofire (10 round burst) | -1 |
BODY ARMOR |
COVERS |
KD |
EV |
Cloth/Leather |
Arms, Torso, (Legs) |
0 |
+0 |
Heavy Leather |
Arms, Torso, (Legs) |
4 |
+0 |
Kevlar T-Shirt/Vest |
Torso |
10 |
+0 |
Steel Helmet |
Head |
14 |
+0 |
Lt. Armor Jacket |
Torso, Arms |
14 |
+0 |
Md. Armor Jacket |
Torso, Arms |
18 |
+1 |
Flack Vest |
Torso |
20 |
+1 |
Flack Pants |
Legs |
20 |
+1 |
Nylon Helmet |
Head |
20 |
+0 |
Hvy Armor Jacket |
Torso, Arms |
20 |
+2 |
Door Gunner's Vest |
Torso |
25 |
+3 |
MetalGear |
Whole Body |
25 |
+2 |
Hit Location Chart | |||
Roll3D6 |
Location |
Hit Effect |
AV </P> |
3-5 |
head | double damage | -6 |
6 |
hands/forepaws* | 1/2 damage | -4 |
7-8 |
arms/forelimb* | 1/2 damage | -3 |
9 |
shoulders* | 1x damage | -3 |
10-11 |
chest | 1x damage | -1 |
12 |
stomach | 1.5 x damage | -5 |
13 |
vitals | 1.5x damage - | -6 |
14 |
thighs* | 1x damage | -3 |
15-16 |
legs/hindlimb* | 1/2 damage | -4 |
17-18 |
feet/hindpaws* | 1/2 damage | -4 |
* if it isn't obvious, roll a die: even=right, odd=left
ROLL |
Ground Vehicle |
Aircraft |
Boat |
Effect |
HIT MOD |
3-6 |
Front Wheels (5%) |
Flaps (5%) |
Bow | 1x damage | -6 |
7 |
Controls (5%) |
Controls (5%) |
Controls (5%) |
1x damage | -4 |
8 |
Engine (10%) |
Engine (10%) |
Engine (10%) |
2x damage | -3 |
9- |
Body | Fuselage (20%) | Hull (20%) |
1x damage | -3 |
10 |
Body |
Cargo | Cargo | 1/2damage | -1 |
11 |
Fuel |
Fuel | Fuel | 2 x damage** | -5 |
12 |
Weapon |
Weapon | Weapon | 1/2 damage | -6 |
13 |
Crew*** | Crew*** | Crew*** | Damage to pilot only | -3 |
14 |
Cargo | Propeller (5%) |
Rudder (5%) |
1x damage | X |
15-18 |
Rear Wheels (5%) | Rudder (5%) |
Prop/jets (5%) |
1/2 damage | -4 |
* if it isn't obvious, roll 1die: even=right, odd=left If
location not there, rollagain.
** if Fuel is flammable,
this is 3x damage
***if shot penetrates armor
LIGHT AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
BudgetArms C-13 |
-1 |
1d6 |
8 |
2 |
50m |
Dia Lung Cybermag 15 |
-1 |
1d6+1 |
10 |
2 |
50m |
Federated Arms X-22 |
0 |
1d6+1 |
10 |
2 |
50m |
MEDIUM AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
Militech Arms Avenger |
0 |
2d6+1 |
10 |
2 |
50m |
Dai Lung Streetmaster |
0 |
2d6+3 |
12 |
2 |
50m |
Federated Arms X-9 |
0 |
2d6+1 |
12 |
2 |
50m |
HEAVY AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
BudgetArms Auto 3 |
-1 |
3d6 |
8 |
2 |
50m |
Sternmeyer Type 35 |
0 |
3d6 |
8 |
2 |
50m |
VERY HEAVY AUTOPISTOLS |
WA |
DC |
#S |
ROF |
RNG |
Armalite 44 |
0 |
4d6+1 |
8 |
1 |
50m |
Colt AMT Model 2000 |
0 |
4d6+1 |
8 |
1 |
50m |
LIGHT SUBMACHINEGUNS |
WA |
DC |
#S |
ROF |
RNG |
Uzi Miniauto 9 |
+1 |
2d6+1 |
30 |
35 |
150m |
H&K MP-2013 |
+1 |
2d6+3 |
35 |
32 |
150m |
Fed. Arms Tech Assult II |
+1 |
1d6+1 |
50 |
25 |
150m |
MEDIUM SUBMACHINEGUNS |
WA |
DC |
#S |
ROF |
RNG |
Arasaka Minami 10 |
0 |
2d6+3 |
40 |
20 |
200m |
H&K MPK-9 |
+1 |
2d6+1 |
35 |
25 |
200m |
HEAVY SUBMACHINEGUNS |
WA |
DC |
#S |
ROF |
RNG |
Sternmeyer SMG 21 |
-1 |
3d6 |
30 |
15 |
200m |
H&K MPK-11 |
0 |
4d6+1 |
30 |
20 |
200m |
Ingram MAC 14 |
-2 |
4d6+1 |
20 |
10 |
200m |
ASSAULT RIFLES |
WA |
DC |
#S |
ROF |
RNG |
Militech Ronin Light Assault |
+1 |
5d6 |
35 |
30 |
400m |
AKR-20 Medium Assault |
- |
5d6 |
30 |
30 |
400m |
FN-RAL Heavy Assault Rifle |
-1 |
6d6+2 |
30 |
30 |
400m |
Kalishnikov A-80 Hvy Rifle |
-1 |
6d6+2 |
35 |
25 |
400m |
SHOTGUNS |
WA |
DC |
#S |
ROF |
RNG |
Arasaka Rapid Assault 12 |
-1 |
4d6 |
20 |
10 |
50m |
Sternmeyer Stakeout 10 |
-2 |
4d6 |
10 |
2 |
50m |
HEAVY WEAPONS |
WA |
DC |
#S |
ROF |
RNG |
Barret-Arasaka Light 20mm |
0 |
4d10 |
10 |
1 |
450m |
Scorpion 16 Msl. Launcher |
-1 |
7d10 |
1 |
1 |
1km |
Militech Arms RPG-A |
-2 |
6d10 |
1 |
1 |
1000m |
Grenade |
0 |
Varies |
1 |
1 |
Throw |
C-6 Plastic Explosive |
0 |
8d10/kg |
1 |
1 |
NA |
Mine (all types) |
0 |
4d10 |
1 |
1 |
NA |
KA F-253 Flamethrower |
-2 |
2d10 |
10 |
1 |
50m |
EXOTICS |
WA |
DC |
#S |
ROF |
RNG |
Techtronica 15 Microwaver |
0 |
1d6 |
10 |
2 |
20m |
Militech Elect. LaserCannon |
0 |
1-5d6 |
10 |
2 |
200m |
Avante P-1135 Needlegun |
0 |
Drugs |
15 |
2 |
40m |
Enertex AKM Power Squirt |
-2 |
Drugs |
50 |
1 |
10m |
Nelspot "Wombat" |
-1 |
Drugs |
20 |
2 |
40m |
Miltech Electronics Taser |
-1 |
Stun |
10 |
1 |
10m |
EagleTech "Tomcat" C-Bow |
0 |
4d6 |
12 |
1 |
150m |
EagleTech "Stryker" X-Bow |
-1 |
3d6+3 |
12 |
1 |
50m |
MELEE WEAPONS |
WA |
DC |
Min STR |
Notes |
Kendachi Monoknife |
+1 |
2d6 |
1 |
1h, AP |
Kendachi MonoKatana |
+1 |
4d6 |
2 |
1h, AP |
SPM-1 Battleglove |
-2 |
3d6 punch |
4 |
1h, Stun x2 |
Club |
0 |
1d6 |
1 |
1h, Stun x2 |
Knife |
0 |
1d6 |
1 |
1h, AP |
Sword |
0 |
2d6+2 |
5 |
2h, AP |
Axe |
-1 |
2d6+3 |
5 |
2h, |
Nunchaku/Tonfa |
0 |
3d6 |
1 |
2h, Stun x2 |
Naginata |
0 |
3d6 |
2 |
2h, AP |
Shiriken |
0 |
1d6/3 |
1 |
1h, |
Switchblade |
0 |
1d6/2 |
1 |
1h, AP |
Brass Knuckles |
0 |
1d6+2 |
1 |
1h, Stun x2 |
Sledgehammer |
-1 |
4d6 |
4 |
2h, Stun x2 |
Chainsaw |
-3 |
4d6 |
2 |
2h, AP |