3.0.0 Gear, Vehicles, and Cyberware

This section provides a selection of example gear appropriate to most cyberpunk campaigns. The GM is naturally expected to add other items that might suit their particular world.

3.1.0 Mission Gear

The following items are often useful to operatives. Their prices can be used to extrapolate other costs for other common goods. The prices given assume that the gear is legally available where the PCs are. Some gear is meant to be worn. Worn equipment that is being used, such as IR goggles or a gas mask, must be Readied to be employed.

Gear Cost Encumbrance
Active hearing protection $250 1
Ammunition, empty magazine $10 1
Ammunition, per round $1 *
Backpack or gear harness $25 1~
Binoculars $100 1
Bus pass, monthly $50 *
Climbing kit $150 2
Clothing, fashionable $500 1~
Clothing, haute couture $10K 1~
Clothing, ordinary $25 1~
Gas mask $1K 1
Goggles, Anti-Flash $100 1
Goggles, IR $1K 1
Kit, Basic Tools $100 2
Kit, Cyberdoc $500 2
Kit, Medkit $100 1
Kit, Survival $100 2
Lockpicks $100 1
Military ration, per day $20 1
Portable video camera $300 1
Radio, handheld $50 1
Radio, ultralight tab $500 0
Smartphone service plan/month $10 -
Smartphone, basic $50 *
Smartphone, fashionable $2K *
VR crown, cheap $50 1
Wearable light $25 1~

~: These items have no Encumbrance while worn.
*: No Encumbrance for any reasonable amount

3.2.0 Lifestyles, Wages, and Bribes

Certain operating expenses are common among operators, including the ordinary cost of living, the price of employing subcontractors, and bribes paid to local officials.

3.2.1 Lifestyle Costs

Living costs money. Every operator needs to make room in their budget for rent, soyburgers, and gang protection payments, and failing to find the money for these things will add a load of stress to the PC.

The table below describes common lifestyle costs and the maximum System Strain modifiers that apply while a PC is living such a life. These modifiers come into effect as soon as a PC starts paying – or not paying – for a given lifestyle level.

Operator teams who obtain their own property or headquarters and make their own deals for local support may be able to lower or eliminate these lifestyle costs at the GM’s discretion.

Cost/ Month Lifestyle
$0 Squatter life in an abandoned building
-2 maximum System Strain
$300 Slum living in a dirty shared apartment
-1 maximum System Strain
$1,000 Middle-class corper life in a nice rental
No System Strain modifier
$5,000 Fine living in a clean, secure building
+1 maximum System Strain
$20,000 Luxury life with all its little pleasures
+2 maximum System Strain

3.2.2 Common Wages

Sometimes the PCs need to hire some extra help, or the GM needs to know what a reasonable wage would be for some NPC. The table below gives the average daily earnings for various types of workers and elites.

Hirelings will carry out their duties with reasonable levels of loyalty, but most won’t risk their lives or face opposition that threatens their destruction. Bodyguards will act to defend their employers, but only the best will stick around in the face of overwhelming opposition. Ordinary street thugs and hired gangers will be willing to commit acts of extreme violence against enemy gangs or helpless civilians, but few of them have any interest in fair fights under other circumstances.

Worker Daily Earnings
Unskilled street laborer $10
Low-level ganger or street thug $15
Common streetwalker $20
Petty street stall merchant $25
Capable street tech or cyberdoc $50
Competent street bodyguard $50
Entry-level corp worker $30
Low-level corp lifer $40
Street cop or skilled corp worker $100
Professional companion $200
Corp-employed hacker $200
Corp middle manager $250
Corp-sponsored cyberdoc $250
Elite or well-known bodyguard $500
Successful gang boss $750
Corp branch office manager $1,000
High-ranking corp exec $5,000
Oligarchic elite of a city $10,000

3.2.3 Bribe Costs

Bribery is a commonplace in any organization of consequence, and it’s widely accepted that anyone with authority will use it to make a certain amount of side profit. While technically forbidden, everyone expects that cash will obtain faster service, forgiveness for minor offenses, or access to restricted areas.

Serious bribery is for favors beyond that line. Favors that could cause problems for a superior, cost the official their job, or buy them trouble with someone else are going to cost far more, if they’ll do it at all.

The bribe costs on the table below are expressed in multiples of the target’s daily wage, as it costs more to bribe a manager than a janitor. Particular like or dislike for the PCs can move the price accordingly.

Favor Bribe Multiple
Look the other way at a minor infraction x2
Pass out information they shouldn’t x2
Do a small favor within their authority x5
Turn a blind eye when it might make trouble x14*
Turn a blind eye when it will make trouble x60*
Do a favor that could have minor backlash x30*
Do a favor that might get them punished x90*
Do a favor that might get them fired x180*

* This is a serious risk, and many NPCs will need reasons beyond simple cash to agree to it

3.3.0 Armor

The table below gives the statistics for various common types of armor.

Civilian Armor Ranged AC Melee AC Damage Soak Enc. Trauma Target Mod Subtle? Cost Note
Ordinary Clothing 10 10 0 0 0 Subtle $25
Reinforced Clothing 13 10 2 0 0 Subtle $100
War Harness 13 14 5 1 0 Obvious $200
Street Leathers 13 12 3 0 0 Subtle $250
Reinforced Longcoat 15 13 5 1 +1 Subtle $500
Armored Clothing 16 14 5 2 +1 Subtle $1,000
Plated Longcoat 17 15 5 3 +1 Obvious $2,000 H
Impact Jacket 12 14 8 1 +1 Obvious $1,000
Suit Armor Ranged AC Melee AC Damage Soak Enc. Trauma Target Mod Subtle? Cost Note
Light Armored Suit 16 13 5 2 +2 Obvious $5,000@
Medium Armored Suit 18 14 10 3 +2 Obvious $10,000@
Heavy Armored Suit 20 18 15 3 +3 Obvious $20,000@ H
Armor Accessories Ranged AC Melee AC Damage Soak Enc. Trauma Target Mod Subtle? Cost Note
Riot Shield +2 +4 0 2 0 Obvious $1,000
Absorption Plates +2 +2 3 1 0 Obvious $500 H, NS
Joint Reinforcement +1 +1 0 0 0 Subtle $250 H, NS
Obsolete Tech -1d2 -1d2 -1d4 0 0 - x50%

@: This armor requires a relevant Contact to purchase, or some other special opportunity
H: The armor or accessory applies a -1 penalty to all Sneak or Exert skill checks. Multiple heavy items stack.
NS: This accessory cannot be added to suit armor.

3.3.1 Armor Terms and Definitions

3.3.2 Armor Accessories

Some armor can be enhanced with additional protection such as absorption plates or joint reinforcement. These additions may increase the armor’s bulk or obviousness, but they also improve the armor’s AC or damage soak. A given accessory can only be applied once to any set of armor. Armor accessories cannot be modded with armor mods.

The three types of suit armor listed on the table above are built as cohesive systems, and cannot accept these accessories. A riot shield can still be used while wearing a suit, however.

3.3.3 Obsolete Armor Tech

Bargains can be had for last year’s fashions, whether in armor or accessories. Such items cost only half as much as usual, but suffer a 1d2 penalty to both their ranged and Melee ACs, down to a minimum of AC 10. They also absorb 1d4 fewer Damage Soak, to a minimum of 0. These dice are only rolled after the obsolete armor has been purchased, so the buyer won’t know exactly what they have until they try to fit it to an outfit.

3.3.4 Armor Mods

The mods listed here can be applied to armor by a tech with the listed skill level at the given costs, as explained in section 2.8.2. Some require a certain number of units of special technology as well as ordinary parts. Unless specified otherwise, a given mod can be applied only once to an item.

Mod Skill Cost Special Tech
Absorption Pads Fix-2 $2,000 0
Active Response Fix-3 $20,000 2
Biostabilizing Fix-1 $2,500 0
Customized Fix-1 $1,000 0
Discreet Design Fix-2 $5,000 1
Flexible Fix-2 $10,000 1
Quickchange Fix-1 $1,000 0
Sealed Fix-1 $2,500 0
Tailored Rig Fix-1 $2,000 0
Trauma Dampers Fix-3 $10,000 1
Whisperlight Fix-2 $10,000 1

3.4.0 Weapons

Operators favor a wide variety of implements of destruction. The ones listed below are only some of the most common.

3.4.1 Weapon Stats and Definitions

Dmg is the die it rolls for hit point damage on a successful hit. This damage is always increased by the weapon’s relevant attribute modifier, and it may be further boosted by certain Foci or mods.

Range is expressed in meters for guns and thrown weapons, with a normal range and an extreme range. Attacks beyond normal range take a -2 hit penalty.

Cost is the average street cost for the weapon.

Shock applies only to melee weapons. If the target’s melee AC is equal or less than the weapon’s Shock rating, the target takes the listed Shock damage even if the attack misses. Shock damage is modified by the weapon’s attribute modifier and any damage bonuses that explicitly add to Shock.

Mag is the number of rounds in a loaded firearm. Each attack costs one round, while using a weapon in burst fire mode costs three. Reloading a weapon is usually a Main Action.

Attr is the attribute that modifies the weapon’s hit and damage roll. If two attributes are listed, you can use whichever one has the better modifier.

Encumbrance is the number of items of encumbrance the weapon takes up. Weapons must be Readied to use them; if not, the attacker must spend a Main Action getting them ready for employment.

Trauma Die is the die rolled when a lethal weapon hits. If it’s equal or higher than the target’s Trauma Target, which is usually 6, the victim takes a Traumatic Hit. Non-lethal weapons and attacks do not roll the Trauma Die.

Trauma Rating is the multiplier applied to a weapon’s total damage when it makes a Traumatic Hit.

3.4.1.1 Burst Firing

Some firearms can fire in bursts. Such attacks use up three rounds of ammunition and add +2 to the weapon’s hit roll and damage die.

3.4.1.2 Suppressive Fire

If a weapon can fire to suppress, the wielder may do so as a Main Action. Each round of suppressive fire costs twice the usual ammo.

The attacker picks a 90-degree cone and fills it with lead. Any targets within the weapon’s normal range who are not behind hard cover must make an Evasion save or take half the weapon’s damage, rounded up. The attacker rolls the weapon’s Trauma Die individually against each victim struck, and may inflict Traumatic Hits with this damage.

3.4.1.3 Grenade Weapons

Grenades may be thrown at a point within range and always target AC 10. On a miss, the grenade bounces 1d10 meters in a random direction before exploding. Most grenades have a 5-meter radius of effect.

3.4.2 Firearms

Firearm Dmg Range Cost Mag Attr. Enc. Trauma Die Trauma Rating
Light Pistol 1d6 10/80 $200 15 Dex 1 1d8 x2
Heavy Pistol 1d8 10/100 $200 8 Dex 1 1d6 x3
Advanced Bow 1d8 30/200 $500 Dex 2 1d8+1 x3
Rifle 1d10+2 200/400 $1,000 6 Dex 2 1d8 x3
Combat Rifle 1d12* 100/300 $2,500@ 30 Dex 2 1d8 x3
Submachine Gun 1d8* 30/100 $2,000@ 20 Dex 1 1d6 x2
Shotgun 3d4 10/30 $200 2 Dex 2 1d10 x3
Semi-Auto Shotgun 3d4 10/30 $1,000 6 Dex 2 1d10 x3
Combat Shotgun 3d4* 10/30 $3,000@ 12 Dex 2 1d10 x3
Sniper Rifle¶ 2d8 1,000/2,000 $3,000 Dex 2 1d10 x4
Taser Pistol 1d8 10/15 $500 2 Dex 1 - -
Automatic Rifle 2d8# 200/400 $10,000@ 10 Dex 4 1d10 x3

*: This weapon may use burst fire when attacking, firing three rounds to gain +2 to hit and damage rolls.
§: This weapon can be reloaded with a Move action, or an On Turn if the user has at least Shoot-1 skill
¶: If not fired from a stationary rest, this weapon’s statistics are the same as a regular rifle
@: This weapon requires an applicable Contact to buy, being generally illegal for open sale
#: This weapon can fire to suppress if braced against a solid support or the gunner is prone

Light and heavy pistols are categorized by the caliber of the bullet they fire. Some operators prefer the low recoil and high mag capacity possible with a low-caliber round, while others like to have a little more certainty in dropping the targets they hit.

Advanced bows are used by a few specialists who prefer the near-silence that modern composites provide or the massive blood loss induced by a modern fractal broadhead carried on a fifty-gram arrow.

Rifles and combat rifles are similar semi-automatic tech, though the latter is equipped with a burst-fire selector and usually trades the range of a heavier caliber for the ability to carry more ammunition.

Submachine guns are popular for their small form factor and convenient burst fire, though like other burst-fire weaponry the corps frown heavily on civilian possession.

Shotguns of various stripes can be found under the counter of practically every bar and shop in a slum. Simple double-barrel models can be made by any home gunsmith with a pulse, but the finer tolerances and more elaborate machining of a burst-fire capable combat shotgun leaves them as a more selective product. Ranges and damages given are for shot shells; slugs double their normal and extreme ranges but apply a -1 penalty to hit rolls.

Sniper rifles are often nothing more than bolt-action rifles with expensive tuning and optics. If not fired from a rest in a prepared position, a sniper rifle’s statistics are the same as a normal rifle.

Taser pistols cover a family of ranged non-lethal weapons small and light enough to carry concealed. Most rely on tried-and-true electrical shocks to drop a target; they inflict non-lethal hit point damage and cannot make Traumatic Hits.

Automatic rifles include a large range of barely man-portable firearms designed to hurl vast amounts of lead through the air, and unlike smaller firearms, they can use suppressive fire if properly braced. Ammunition for these guns comes in belts or boxes. The mag rating reflects how many rounds the weapon can fire before needing a refill, with each “round” costing $50 worth of ammunition. The compactness of their loaded magazines still only counts as one item, however.

3.4.3 Melee and Thrown Weapons

Virtually every ganger or thug has at least a knife on their person. The quality of such weapons can vary from bits of curb-sharpened metal to the latest monomolecular-edge fighting knives.

Weapon Dmg Range Cost Shock Attr. Enc. Trauma Die Trauma Rating
Unarmed Attack 1d2^ - - - Str/Dex - 1d6 x1
Knife 1d4 10/20 $20 1/AC 15 Str/Dex 1 1d6 x3
Club 1d4^ 10/20 N/A 1/AC 18 Str 1 1d6 x2
Spear 1d6 10/20 $50 2/AC 13 Str/Dex 1 1d8 x3
Sword 1d8 - $200 2/AC 13 Str/Dex 1 1d8 x2
Big Sword 2d6 - $500 2/AC 15 Str 2* 1d8 x3
Big Club 1d10^ - $100 2/AC 18 Str 2* 1d8 x3
Advanced Knife 1d6 10/20 $200 2/AC 15 Str/Dex 1 1d8 x3
Advanced Sword 1d10 - $1,000 3/AC 15 Str/Dex 1 1d8 x3
Advanced Big Sword 2d8 - $2,500 4/AC 15 Str 2* 1d8 x3
Advanced Club 1d8^ - $500 2/AC 18 Str 1 1d8 x3
Grenade, Flash Spec. 10/30 $50 None Dex 1 - -
Grenade, Frag 2d6 10/30 $100@ None Dex 1 1d8 x2
Grenade, Gas 1d10^ 10/30 $50 None Dex 1 - -
Grenade, Smoke - 10/30 $25 None Dex 1 - -

^: This weapon’s damage is always non-lethal, unless desired otherwise. Non-lethal hits don’t roll the Trauma Die.
*: This is a two-handed weapon, making it impossible to have a Readied item in the user’s off-han @: This weapon requires an applicable Contact to buy, being generally illegal for open sale

Knives, clubs, swords, and other simple melee weapons are available almost anywhere on the street. Particularly impoverished gangers sometimes fashion makeshift machetes and improvised shivs when better can’t be obtained. Such weapons are effectively free, but have a -1 penalty to hit and damage rolls due to their ungainly make.

Advanced weapons employ modern polymers, sophisticated metallurgy, fractal edges, electro-stun tech, and a small legion of marketers to sell products that are distinctly superior to the plain steel edges of a prior age.

Flash grenades force victims without eye and ear protection to make a Physical save; on a failure, the victim loses their next Main Action and takes a -2 penalty to hit rolls and AC for the next 1d6 rounds. Flashbang effects don’t stack, and a target who makes their save cannot be flashbanged again that same round.

Frag grenades inflict 2d6 damage on all victims in range, plus the chance for a Traumatic Hit. An Evasion save can halve a frag grenade’s damage, and each point of melee AC the target has above 14 reduces the final damage total by one point, possibly down to zero.

Gas grenades create a 10-meter-diameter cloud of opaque, choking, irritating gas that disperses in one round. They inflict non-lethal damage, halved on a successful Physical save, and are useless against targets with breathing protection. They provide full concealment for those within the gas.

Smoke grenades are harmless, but provide the same 10-meter dome of concealment where it’s necessary. Gas and smoke aren’t enough to defeat IR or augmented visuals.

3.4.4 Heavy Weapons

While uncommon, some operators may be unfortunate enough to run into military opposition or antagonists who have no concerns about drawing intolerable heat from the local authorities. These combatants are likely to pack weaponry much heavier than a normal street operative would sport. For operators, using weapons like the ones below on most missions would risk perilously intense reprisals by worried corps and local police.

Heavy Weapon Dmg Range Cost Mag Attr. Enc. Trauma Die Trauma Rating
Anti-Materiel Rifle ¶ 3d8! 1K/2K $8,000@ 5 Dex 3 1d12 x3
Grenade Launcher Grenade 150/350 $3,000@ 3 Dex 1 - -
Demo Charge 3d10! 20/20 $1,000@ - - 1 1d10 x3
Heavy Machine Gun ¶ 3d6#! 500/2K $10K@ 10 Dex 3 1d12 x3
Mortar 3d6 1K/2K $5,000@ 1 Wis 3 1d12 x3
Rocket Launcher 3d10! 2K/4K $5,000@ - Dex 2 1d10 x3
Land Mine, Anti-Pers. 1d8 - $150@ - - 1 1d10 x3
Land Mine, Anti-Vehic. 3d8! - $1,000@ - - 2 1d20 x3

@: This weapon requires an applicable Contact to buy, being generally illegal for open sale
¶: If not fired from a stationary rest, this weapon’s statistics are the same as a regular rifle
#: This weapon can fire to suppress if fixed to a vehicle or stationary firing position
!: This weapon’s Trauma Die can inflict Traumatic Hits on drones, vehicles, and other machines.

Anti-materiel rifles have encountered something of a renaissance with the ubiquity of armored drones and heavily cybered combatants. While not suitable for downing tanks or other heavily armored vehicles, their 20mm rounds are more than sufficient to punch through lighter armor plating, concrete walls, and full body conversion cyborgs. Use of a secure firing rest is recommended for best results.

Grenade launchers are accessories that are mounted on rifle-sized firearms, adding 1 Encumbrance to their bulk. These weapons can launch specially-designed grenades to the listed range, targeting them as if they were thrown normally. These special grenades cost and function the same as their regular equivalents but cannot be thrown by hand. When attacking, the user can choose whether to fire the grenade launcher or the weapon it’s mounted to, but both cannot be fired in the same round.

Stand-alone grenade launcher models are available for vehicle or drone mounting, counting as 2 Encumbrance but otherwise having the same cost and statistics.

Demo charges are shaped explosive charges usually meant to knock human-sized holes in anything short of fortified defensive walls. While ineffective as thrown weapons, when used as part of a trap or ambush they inflict their listed damage in a cone out to normal range, with an Evasion save for half damage. If applied carefully to a vehicle target, the following explosion will inevitably destroy it. Like frag grenades, use of demo charges tends to be very exciting to security forces and can provoke more heat than many operators like to draw.

Heavy machine guns are old tech, but reliable. Without a fixed firing position or vehicle mount, however, their recoil makes them almost uncontrollable. Due to the mass of lead involved in firing an HMG, each “round” of its ammunition costs $100 and counts as a full item of encumbrance.

Mortars are rare, but have their uses amid the tall buildings of an urban sprawl. They have a minimum range of 20 meters, but can lob indirect fire over buildings and obstacles. Mortars always target AC 20 at first, but each round of fire at the same target grants a +1 hit bonus if there’s a forward spotter to adjust the aim. Mortar rounds act as frag grenades on the target point, but do 3d6 damage at base with a 10-meter radius. Armor doesn’t lessen harm from mortar rounds. Relatively simple as they are, a mortar round costs $50 and counts as one item of encumbrance.

Rocket launchers include a wide variety of single-shot disposable launchers. Their general imprecision forces a -4 hit penalty against human-sized targets, but they inflict frag grenade damage on any target within 5 meters of the rocket’s landing point. Specialized anti-armor warheads lose this frag grenade bonus, but do double damage to vehicles or obstacles. Operators who intend to take down enemy vehicles favor them for their effectiveness in that role.

Land mines come in anti-personnel and anti-vehicle flavors. The first activates on any human-sized approach within 1 meter, inflicting damage in a 2-meter radius with an Evasion save for half. Anti-vehicle mines can only be activated by vehicular levels of ground pressure or vehicle-sized proximate metal masses, but do their damage in a 5-meter radius. Humans get an Evasion save for half damage in either case.

3.4.5 Weapon Mods

The mods listed here can be applied to weapons by a tech with the listed skill level at the given costs, as explained in section 2.8.2. Some require a certain number of units of special technology as well as ordinary parts. Unless specified otherwise, a given mod can be applied only once to an item.

Mod Skill Cost Special Components
Autotargeting Fix-1 $5,000 0
Concealed Fix-2 $5,000 1
Customized Fix-1 $1,000 0
Extended Mag Fix-1 $1,000 0
Heavy Sabot Fix-1 $2,000 0
Integral Toxins Fix-2 $10,000 1
Onboard Gunlink Fix-2 $10,000 1
Predictive Guidance Fix-3 $15,000 2
Reel Wires Fix-1 $2,500 0
Savage Impact Fix-1 $5,000 0
Shock Burst Fix-2 $5,000 0
Stun Rounds Fix-2 $5,000 0
Thermal Charge Fix-2 $7,500 0

3.5.0 Pharmaceuticals and Street Drugs

Injecting or ingesting a drug requires a Main Action. Some drugs require medical expertise to administer safely. The table gives the minimum Heal skill required to apply a drug, or “None” for those so user-friendly that anyone could shoot it up.

Some drugs inflict System Strain on use. If the total would exceed the user’s maximum System Strain they get no benefit from the chem but suffer any negative effects normally.

Some drugs grant bonuses or combat benefits. In the case that multiple drugs are taken at once, only the highest bonus applies

Chem Cost Min. Heal
Avalanche $100 0
Boneshaker $10 None
Chokeout $50 None
Control-Delete $25 None
Hellbender $100 None
Lurch $25 0
Madeleine $100 None
Medical prescription $20 None
Olympus $100 0
Panacea $200 1
Pillow $10 0
Psycho $10 None
Reset $1,000@ None
Sand $2 None
Trauma Patch $50 None
Window $200 1

@: This chem is rare enough to require a Contact or other connection to obtain it on the street.

3.6.0 Cyberware

Implanted cybernetic hardware is a staple of the cyberpunk genre. This section discusses the rules for its implantation, maintenance, and use.

3.6.1 Installing Cyberware

Cyberware must be implanted by a physician with at least Heal-1 skill or an NPC with at least a +1 skill bonus at medical matters. The average street doc will have a +2 skill total, with the better having +3 and the elite having +4 or even +5. Access to such high-grade medical care often requires a Contact or mission.

Paired systems such as cybereyes or cyberears are implanted together as a single operation. Add-ons to such tech, such as an eye flechette system, require a separate operation.

The implantation surgery itself takes a short time but comes at a cost and skill check difficulty as given in the table below. If the surgeon donates their work, the installation cost is halved.

Cyberware System Strain Cost Recovery Time Difficulty
0 $100 1 Hour 7
0.1 — 0.5 $500 1 Day 8
0.6 — 1 $2,500 4 Days 10
1.1 — 3 $12,500 2 Weeks 11
3.1 or More $50,000 1 Month 12

Once the surgery is complete, the doc makes an Int/Heal or Dex/Heal skill check against the installation difficulty, modified by the table below.

Mod Circumstance
-1 Only has a cyberdoc kit
+0 Has level 1 surgical theater equipment
+1 Has level 2 surgical theater equipment
+2 Has level 3 surgical theater equipment
-1 Lacks a dedicated surgical room
+0 Has a dedicated, clean room to work in
+1 Has a sterile medical operating room
+2 Has an entire medical clinic worth of space
+1 The cyber is new and unused

If they fail by more than two points, the surgery is unsuccessful, the target’s System Strain is maximized, and the target is reduced to 1 hit point. The cyber survives, but now counts as used cyber for future implant purposes.

If they fail by one or two points, the surgery is successful, but the user suffers a random implant complication from the table in section 3.6.1.1. This glitch isn’t obvious until after the surgery is complete. A user who wants a second try at installing a particular system will need to remove the original cyber, spend a month undergoing therapeutic medical treatment at a cost equal to the offending cyber’s original installation cost, and then try again. Such additional attempts have a cumulative -1 penalty on all installation attempts after the original, including any penalty for re-implanting used cyber.

If it succeeds, the cyber is implanted successfully. The system immediately adds its System Strain value as permanent System Strain to the user. A subject cannot accept cyber if it would put their System Strain above their maximum score.

Whether successful or not, the subject needs a certain amount of time for recovery before they can return to action, whether an hour for the most superficial cyber or a full month for full-body invasive surgery. During this time they must rest and follow the appropriate anti-rejection medication regime. Failure to do so risks implant complications at best and fatal system rejection at the worst.

3.6.1.1 Implant Complications

If a surgery results in a complication or cyberware removal damages the tech, the following table is used. If the resulting complication somehow does not apply to the cyber, it counts as a result of 12.

d12 Complication
1 Unreliable: The first time each day that it’s important that the system function, roll 1d6; on a 1, it’s nonfunctional until it receives maintenance.
2 Inefficient: The ware incurs an additional 0.5 System Strain cost.
3 Loud: When the system is operating, it’s loud enough to be heard clearly five meters away, making stealth impossible. Systems that are always on make this noise constantly.
4 Fussy: The required interval between maintenance is halved.
5 Bad Connection: Each time the cyberware is triggered, there’s a 1 in 6 chance it fails to activate and the action is wasted. Cyberware that is always on is not hindered by this.
6 Blatant: Cyberware that normally requires Medical or Touch detection now becomes obvious on sight, perhaps due to excessive scarring or required surface-mount support.
7 Debilitating: Pick an attribute in some way relevant to the cyber. The attribute suffers a 1d2 point penalty to its base score that persists as long as the system remains implanted.
8 Uncooperative: Add 1 System Strain if this isn’t the only implant of the same category, such as Limb/Nerve/Body.
9 Complicated: The complexity of the installation increases the minimum skill level required to maintain it to either Fix-1 or Heal-1.
10 Exhausting: Maintenance on the system is exceptionally taxing. After it’s done, the user needs to spend 24 hours of downtime resting; if they omit this, they gain 2 System Strain immediately.
11 Power Hungry: The user needs to supplement the system by plugging into an urban power grid or vehicle power port for a half-hour each day. Without this, the system goes inert until re-powered.
12 Petty Annoyance: It has some small quirk or deficiency of fit that causes no real problem in its functionality.

3.6.1.2 Cyberdoc Tools

The following gear is often useful in installing cyberware.

Tool Enc. Cost
Cyberdoc Kit 2 $500
Maintenance Supplies 1 Varies
Manufacturer’s Installation Kit 1 $10,000
Surgical Theater Tools / Level 1 10 $10,000
Surgical Theater Tools / Level 2 N/A $500K
Surgical Theater Tools / Level 3 N/A $5M

3.6.2 Removing Cyberware

Street docs can attempt to safely remove cyber at the same difficulty rating as it took to implant it, with the surgery taking one hour. On a success, the implant is removed intact and can be re-used. On a failure, the implant is ruined, but the patient remains healthy. In both cases, the permanent System Strain inflicted by the implant is lost immediately.

If the doc has no interest in the health or survival of the subject, the system removal is automatically successful and takes only ten minutes. The subject of this ungentle disassembly almost always dies on the table unless the system removed was minimally invasive.

Removing cyber is safest for the implant when the subject is alive during the removal, as death runs the risk of ruining delicate elements of the hardware. If the subject is dead when the doc goes to salvage their implants, an Int or Dex/Heal skill check is needed against difficulty 10. On a success, the implant is recovered intact, while failure means that it’s ruined. Subjects dead for more than 24 hours are unsalvageable.

Once the cyber’s out, the doc makes an Int or Dex/Heal skill check against difficulty 10. On a success, the cyber is used, but still perfectly functional. On a failure, it now counts as “secondhand cyber”, with a randomly-determined implantation complication that can’t be avoided.

3.6.3 Concealing and Detecting Cyber

Most conventional cyber has one of three different levels of blatancy. Its signatures are usually restricted to the body part augmented, but obvious neural or internal organ work is usually plain on the user’s skin.

Medical-rated cyber is completely concealed from surface-level inspection, and cannot be detected without a cyber scanner or a medical examination.

Touch-rated cyber is inobvious to mere visual examination, but a person who touches the augmented limb, skin, or other organ will immediately recognize the signs of cybernetic modification.

Sight-rated cyber is so blatant that anyone who looks at the affected body part can see that some form of augmentation has been done. Baggy clothing may suffice to conceal it, but even the most perfunctory patdown will detect it.

Ordinary investigators may not recognize the specific cyber, but experienced operators and other cyber-versed examiners can usually get a good idea of what’s under a person’s skin, often recognizing the specific model of cyber by its signature telltales.

Cyber that produces obvious bodily changes is likewise obvious when it is being used.

3.6.4 Cyberware Maintenance

A cyberware system’s maintenance and subscription expenses add up to 5% of the cyberware’s base cost due monthly, not including any cyberware mods or implant surgery expenses. The maintenance work itself takes a number of hours equal to the System Strain of the system, to a minimum of fifteen minutes, and must be performed by someone with at least Fix-0 or Heal-0. Maintenance supplies can be purchased almost anywhere cyberware is available, and any reasonable dollar amount of them can be carried as 1 Encumbrance item.

If a system goes more than a month without upkeep, it starts to malfunction. The GM rolls or picks an implant complication and applies it to the system until it receives maintenance. Very extended lack of maintenance can provoke chronic illnesses or death. Some ultra-high-end bespoke ware may absolutely require timely maintenance if their complex systems are not to stop operating entirely.

3.6.5 Skillplugs

Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.

Someone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.

Whenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.

While it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.

Cost Skillplug
$1,000 Level-0 mental skill or conversational language mastery
$10,000 Level-1 mental skill or fluent language
$50,000 Level-2 mental skill
N/A Level-3 mental skill
X2 Physical-based skill

3.6.6 Cyberware Mods

As with weapons, armor, drones, and many other varieties of gear, cyberware can also be modded by a sufficiently talented medic. Creating and installing these mods usually requires both Fix and Heal skill. No implant surgery is required as part of installation.

Unless specified otherwise, a given cyberware mod can only be installed once on any given system. The same mod may be installed on multiple different cyber systems, however, if a tech is willing to manage the Maintenance they will require.

Cyberware mod costs are expressed as a percentage cost of the system they’re installed on

Mod Fix/Heal Cost Special Components
Biocapacitors 1/2 30% 1
Durable System 1/1 20% 0
Firewalled 1/1 20% 0
Hardened Weave 2/1 30% 0
Low Maintenance 2/2 10% 1
Monoblade 2/1 20% 0
Profile Adjustment 1/2 20% 0
Quick Detach 2/2 30% 0
Tailored Interface 1/3 30% 1
Targeting Processor 2/1 30% 0

3.6.7 Cyberware Systems

The systems below are some of the more common ones available. Each one is listed with their price, type, concealment level, and the permanent System Strain they add.

Cyber systems are divided by type, indicating what general part of the body they affect. This may be relevant if a Major Injury destroys all cyber of a particular type in a limb of torso.

3.6.7.1 Body Cyberware

Body Ware Cost Type Conc. SysStr Effect
Aesthetic Augmentation Suite $50K Body Sight 2 Body sculpt and Cha bonus
Assisted Glide System $50K Body Touch 2 Glide from high launch points
Banshee Module $30K Body Medical 1 Mimic voices and stun enemies
Cybernetic Infrastructure Baseline $20K Body Medical 0 Gain Con 12 for cyber purposes
Deadman Circuit $10K Body Sight 0.25 Fry cyber without access codes
Dermal Armor/Trauma Shielding $100K Body Medical 1 Add +1 to user’s Trauma Target
Emergency Stabilization Factor $30K Body Medical 1 Automatically stabilize
Fleshmod $20K Body Medical 1 Completely rework your body
Full Body Conversion $6M Body Sight 0 Become a full body cyborg
Hemosynthetic Filter System $25K Body Medical 1 Immune to normal disease/toxin
Holdout Cavity $10K Body Medical 1 2 Enc. of hidden body space
Medical Support Readout $10K Body Medical 0.25 Gain +2 to Heal checks on you
Recovery Support Unit $30K Body Medical 1 Gain 4 System Strain for heals
Redundant Systems $15K Body Medical 1 Sacrifice to avoid Major Injury
Retribution Shield $50K Body Touch 1 Burst to harm melee targets
Therapeutic Control Dampers $25K Body Medical 1 Suppress an implant side-effect
Titan Gun System $100K Body Sight 1 Mount a Heavy weapon
Viper Sting $25K Body Medical 0.5 Hidden drug injection system

3.6.7.2 Head Cyberware

Head Ware Cost Type Conc. SysStr Effect
Courier Memory $10K Head Medical 0.25 Carry locked Memory data
Cranial Jack $1K Head Touch 0.25 Link to jack-equipped gear
Discretion Insurance Unit $10K Head Medical 0.5 Cranial bomb with remote key
Eye Mod/Dazzler $15K Head Medical 0.5 Dazzle enemies within 5m
Eye Mod/Flechette Launcher $20K Head Medical 0.5 Surprise light pistol attack
Funes Complex $40K Head Medical 1 Gain eidetic memory
Medusa Implant $20K Head Obvious .5 Prehensile hair implants
Neural Buffer $40K Head Medical 1 Gain 3 HP/level vs hacker dmg
Skull Citadel $100K Head Medical 2 Armor the brain against harm

3.6.7.3 Skin Cyberware

Skin Ware Cost Type Conc. SysStr Effect
Dermal Armor I $40K Skin Medical 1 AC 16, +1 to Trauma Target
Dermal Armor II $80K Skin Touch 2 As I, but AC 18 and Shock resist
Dermal Armor III $200K Skin Sight 3 As II, but AC 20 and +2 TT
Poseidon Implants $30K Skin Touch 1 Aquatic adaptation mods
Sealed Systems Implant $15K Skin Medical 1 Trigger a temp space suit
Sharkskin Electrodes $20K Skin Touch 1 Shock grapplers
Skinmod $250 Skin Sight 0 Make cosmetic-level body mods
Skyborn Shielding $40K Skin Sight 2 Orbital hab lifestyle mods

3.6.7.4 Limb Cyberware

Limb Ware Cost Type Conc. SysStr Effect
Body Blades I $10K Limb Medical 1 Integral body weaponry
Body Blades II $25K Limb Sight 2 Larger body weaponry
Cyberlimb $10K Limb Touch 0.5 Prosthetic with storage space
Iron Hand Aegis $40K Limb Touch 1 Deflect one ranged hit per scene
Limbgun $30K Limb Touch 1 Implanted gun in a limb
Muscle Fiber Replacement I $50K Limb Touch 1 Str 14, or +2 if higher
Muscle Fiber Replacement II $200K Limb Sight 2 Str 18 and extreme feats
Neolimb $25K Limb Sight 1 Add a new additional limb
Omnihand $10K Limb Touch 0.25 Toolkit hand, +1 check 1/day
Shock Fists $10K Limb Touch 1 Do electric fist damage
Stick Pads $15K Limb Touch 0.5 Climb sheer or vertical surfaces
Synthlimb $25K Limb Medical 0.5 Lifelike artificial limb

3.6.7.5 Sensory Cyberware

Cyberware Cost Type Conc. SysStr Effect
Active Sense Processor $50K Sensory Medical 1 Gain +1 Wis mod for senses
Cyberears (pair) $10K Sensory Touch 0.25 Noise-filtering synthetic ears
Cybereyes (pair) $10K Sensory Sight 0.25 Flash-protected synthetic eyes
Ear Mod/Filter $10K Sensory Medical 0.5 Get +2 on hearing skill checks
Ear Mod/Positional Detection $15K Sensory Medical 0.5 Map all sound positions nearby
Ear Mod/Sonar $20K Sensory Medical 0.5 Sense surrounds as if visually
Ear Mod/Tracer $10K Sensory Medical 0.5 Eavesdrop on specific targets
Eye Mod/Impostor $10K Sensory Medical 1 Mimic retinal patterns
Eye Mod/Infrared Vision $5K Sensory Medical 0.5 See heat patterns in the area
Eye Mod/Low Light Vision $5K Sensory Medical 0.5 See in low-light conditions
Eye Mod/Tactical View $10K Sensory Medical 0.5 Get transmission, search better
Eye Mod/Zoom $10K Sensory Medical 0.5 500m telescopic vision
Gunlink $25K Sensory Touch 1 Bonus when using firearms
Headcomm $1K Sensory Medical 0.25 Silent radio or phone comms
Sensory Recorder $10K Sensory Medical 0.5 Record 3 hours of sense input
Synthears (pair) $25K Sensory Medical 0.25 Lifelike artificial ears
Syntheyes (pair) $25K Sensory Medical 0.25 Lifelike artificial eyes

3.6.7.6 Medical Cyberware

Medical Ware Cost Type Conc. SysStr Effect
Prosthetic Cyber I $5K None Sight 1 Mitigates a Major Injury
Prosthetic Cyber II $15K None Medical 0.25 Mitigates a Major Injury
Regulated Anagathic Substrate $200K None Medical 1 Prolongs human lifespan

3.6.7.7 Nerve Cyberware

Cyberware Cost Type Conc. SysStr Effect
Coordination Augment I $50K Nerve Medical 2 Dex 14, or +2 if higher
Coordination Augment II $200K Nerve Touch 3 Dex 18 and +10m Move
Enhanced Reflexes I $100K Nerve Medical 2 1/scene, bonus Main Action
Enhanced Reflexes II $250K Nerve Medical 3 1/scene, bonus Main and Move
Enhanced Reflexes III $750K Nerve Touch 4 2/scene, bonus Main and Move
Reaction Booster I $50K Nerve Medical 1 +2 Init and Snap Attack benefits
Reaction Booster II $100K Nerve Medical 2 Automatically win initiative
Remote Control Unit $10K Nerve Touch 2 Remote control drones/vehicles
Skillplug Jack I $10K Head Touch 0.25 Use level-1 intellectual plugs
Skillplug Jack II $25K Head Touch 0.5 Use level-1 plugs of any kind
Skillplug Wiring $50K Nerve Medical 1 Boost skillplug max to level-3
Trajectory Optimization Node $50K Nerve Medical 1 1/scene turn a miss into a hit
Zombie Wires $60K Nerve Medical 2 Keep acting at zero HP

3.6.8 Cyberware Alienation

In the default cyber rules, chrome does not cause dramatic psychological changes in of itself. The new senses, capabilities, and needs of the cyber may have consequences on a user’s thinking, but these changes aren’t reified in game mechanics. This works for many cyberpunk settings, but some GMs prefer to use worlds where replacing half your brain with wiring makes you considerably less human in your thinking.

In these settings, cyber causes a progressive distancing of the user from the normal human condition. The constant barrage of synthetic nerve impulses, hormonal modifications, and neural compromises necessary to integrate cold metal with living flesh forces an adaptation process not unlike the creation of psychological scar tissue. The user must adapt to these alterations in ways that are not always rational, productive, or non-homicidal.

This adaptation is called Alienation, and it’s counted in points much like System Strain. A user’s total begins at zero and they gain points as they add cybernetics. If these points ever exceed the user’s Wisdom score, they break down entirely and become an NPC, incapable of functioning in a human society.

3.6.8.1 Gaining and Losing Alienation

Campaigns that involve cybernetic alienation do so under three particular rules.

When a user adds a cybernetic system, they gain permanent Alienation equal to its System Strain cost, rounded up to the nearest whole number. If it’s Nerve cyberware, this total is increased by +2 per system. Mods or Focus abilities that lower the System Strain cost of a mod can also lower its Alienation cost, as the system is made less intrusive or more finely-tuned to the user. Eye or ear mods discounted by cybereyes or cyberears still round up to 1 Alienation each, however.

Users can also gain Alienation if they fail an Alienation check as described below. Their failure has aggravated their psychological condition, and they’re forced to deal with the fallout and contain the influence of their chrome on their thinking. This added Alienation might push the total above their maximum, causing an incapacitating cyber-induced psychosis.

When a user fights their chrome syndromes and tries to behave in ways contrary to them, they may be forced to check for Alienation. To do so, the user rolls 1d20; if the result is equal or less than their current Alienation, they gain one point. If this pushes them over their maximum allowed Alienation, they make a Mental save; on success, they pick a new chrome syndrome, and on a failure they immediately suffer CIP.

To lose Alienation, the user must spend a week in therapy with a skilled cyberpsychologist or another PC with Talk-1 and Heal-1 skills. NPCs usually charge about $2,000 a week for this service. At the end, the user’s Alienation score drops by one point. It cannot drop below the permanent Alienation induced by their cyberware. Removing cyberware will lower this minimum.

3.6.8.2 Cyber-Induced Psychosis

A subject whose Alienation score rises above their Wisdom attribute score breaks down entirely, becoming enslaved to their existing adaptations. They become a GM-controlled NPC who acts solely to fulfill the impulses of any chrome syndromes they may have with no regard for law, morality, or long-term prudence.

The only way to rescue a CIP victim is to subdue them and bring them in for cyberpsychological therapy as described above. All cyber must be removed save for medically-necessary prostheses and the therapist must get their Alienation below their Wisdom attribute. If they can do so, the victim makes a Mental saving throw with a bonus equal to the therapist’s best Heal or Talk skill level. On a success, they regain their reason. On a failure, they are hopelessly and permanently compromised.

3.6.8.3 Chrome Syndromes

Very few cyber addicts leap directly to CIP. Most make progressively-larger accommodation to the demands of the cyber in their bodies, dealing with its quirks or demands in various maladaptive ways. These adaptations are referred to as “chrome syndromes”, and have some common typologies.

A PC can pick one or more chrome syndromes to accept any time they get new cyber. The various syndromes are described in their most common forms, but the GM can allow a PC to pick any syndrome they can reasonably explain as being related to their new cyber; it may be that someone’s new reflex aug feels so good to use that they become Ravenous for street racing, or their dermal armor leaves them feeling half-monstrous and Distant from normal humans.

Each chrome syndrome increases the user’s effective Alienation maximum by a certain number of points. Thus, a PC who becomes Distant can add 3 points to their allowed maximum Alienation. The same syndrome cannot be picked twice.

The only way to get rid of a chrome syndrome is to uninstall the cyber that induced it and get therapy to eliminate any Alienation its installation caused. The user can never re-install that specific cyber system.

Several example chrome syndromes are described below.

Chrome Syndrome +Max Alienation
Brutal, unable to hold back +4
Candid, unable to keep silent +3
Cold, unable to feel love +4
Distant, unable to tolerate people +3
Exultant, unable to imagine failure +3
Fearless, unable to feel dread +4
Hypervigilant, unable to rest +3
Murderous, unable to stop killing +6
Ravenous, unable to stop feeling +4
Savage, unable to retreat +5
Secretive, unable to admit it +3
Stressed, unable to endure it +5

3.7.0 Cyberdecks

These laptop-sized computers range from scrap-built makeshifts to cutting edge hardware stolen from the very best corps. All of them have certain important qualities.

Bonus Access reflects the onboard intrusion hardware integral to the deck. It augments the user’s base Access score, which is equal to their Intelligence modifier plus their Program skill plus this bonus Access.

Memory is the number of memory units standard to the deck. Most programs and paydata files take up one unit of memory. Erasing a program from memory is an Instant action, but loading it off a program chip takes fifteen minutes to complete all its linkages.

Shielding is the amount of buffer circuitry and hardwired signal damping the deck can use to lessen incoming damage to the user. Hit point losses inflicted by the Stun or Kill program Verbs deplete the deck’s Shielding before affecting the user. Shielding regenerates after fifteen minutes of calm.

CPU indicates the number of programs the deck can run at once. Some programs are Immediate, and self-terminate right after executing, while others are Ongoing, and take up a CPU slot until terminated as an Instant action.

Cyberdeck Cost Bonus Access Memory Shielding CPU Enc
Cranial Jack Only As cyber 0 0 0 1 N/A
Scrap Deck $500 1 8 5 2 1
Tanto $5,000 1 10 10 3 1
Icepick $15,000 2 10 10 3 1
Synapse $30,000 2 11 5 4 1
Beowulf $60,000 2 13 10 4 1
Tizona $100,000 3 11 10 5 1
Taifu $250,000 3 13 15 6 1

3.7.1 Cyberdeck Mods

Cyberdeck mods use the same modding rules as given in section 2.8.2, with each deck mod counting against the tech’s Maintenance score.

Prices are given as percentages of the original deck’s unmodified cost; the more sophisticated the deck, the more expensive it is to improve it. Unless specified otherwise, a deck mod can be applied only once to a given deck.

3.8.0 Drones

Small wheeled, rotored, or even aquajet-driven drones are common tools for modern operatives.

Most operators rely on man-portable drones that can be carried in packs or specially-designed harnesses. These portable drones require a Main Action to unpack and deploy before they can be commanded, in addition to any action necessary to get at a Stowed item.

Once a drone has been deployed, the user must bring it online and ready for command using a control board or a Remote Control Unit cybersystem. This takes both a Main and a Move action on the user’s part. Once it’s been brought up, the drone can be commanded until it’s packed again, which requires a Main Action.

A controlled drone automatically relays audiovisual sensor data back to the control board or Remote Control Unit cyber being used to control it. A pilot can see and hear what their drones see and hear. Default sensors are as acute as normal human senses.

Flying drones operate by means of rotors and directed thrust and can hover in place. Ground-based drones can navigate stairs and other obstacles that human legs could manage. The noise made during operation is no louder than speech.

Flying drones have an operational altitude maximum of 1,000 meters, and all drones have a safe default control range of 1,000 meters. Beyond this range, control signal latency leaves them critically vulnerable to modern signal hijacking tech; all wireless hack or jamming attempts against them are automatically successful. Their theoretical maximum control range is 8,000 meters.

Drones operate for one hour on a full battery charge. They do not have swappable batteries, and require one hour of charging per Encumbrance, or six hours at most.

3.8.1 Common Drones

Most drone statistics are self-explanatory; they have an Armor Class against both ranged and melee attacks, a Trauma Target against weapons capable of inflicting Traumatic Hits on it, a Move rate that is either ground-based, flying, or swimming, and a hit point total that can be depleted to destroy them.

Fittings indicates the maximum number of drone fittings that can be mounted on the drone.

Hardpoints are the number of ranged weapons that can be mounted on the drone. Drones with a base, unmodified Encumbrance of 3 or less can mount only pistol-sized weapons, while larger man-portable drones can mount rifle-sized ones. Non-portable drones can mount heavy weapons that the GM finds plausible. Melee weapons cannot be practically mounted on a drone, and swapping weapons takes a day in the shop.

Weapons mounted on a hardpoint include one magazine of ammo. If more is needed, the Ammo Supply fitting is required.

Drone Cost AC TT HP Fittings Move Hardpoints Enc
Mouse $500 13 6 1 0 5m ground 0 1
Roach $1,000 13 6 8 3 10m ground 0 3
Hummingbird $2,000 15 6 5 2 10m fly 0 3
Sunfish $1,000 15 6 8 3 10m swim 0 3
Pitbull $5,000 15 8 15 5 20m ground 1 5
Javelin $10,000 16 6 12 5 20m fly 1 6
Kerberos $15,000 18 8 25 6 20m ground 3 -
Kraken $10,000 16 8 20 5 15m swim 2 -
Shrike $25,000 18 8 20 6 30m fly 2 -

3.8.2 Drone Mods

These mods require that the tinkerer have both Fix and Drive skill, as the adjustments require a keen understanding of their practical consequences on handling and operation.

Mods require upkeep and count against the tech’s Maintenance total. Unless specified otherwise, a given mod can only be applied once. Drone mods don’t need special components.

3.8.3 Drone Fittings

Each of the fittings below counts as one choice against a given drone model’s maximum fittings. Prices for adding a fitting are given as a percentage of the drone’s base cost. Most of these fittings can be installed only once on any given drone, though a few specifically allow multiple installations.

Drone Fitting Cost
Ablative Code Buffer 10%
Altitude Boost Unit 10%
Ammo Caddy 10%
Ammo Supply 10%
Assisted Boost Burner 10%
Cargo Space 20%
Command Deck/Follow 10%
Command Deck/Kill 25%
Command Deck/Patrol 10%
Command Deck/Watch 10%
Emergency Evac Litter 25%
Emissions Shielding 20%
Enhanced Structure 25%
Extended Range 25%
Glider Grips 20%
Improved Armor 25%
Improved Targeting Logic 20%
Laser Comms 10%
Manipulator Tendrils 20%
Memory Banks 10%
No Touch Web 10%
Sleep Mode 10%
Stealth Package 25%
Suicide Charge 25%
Telescopic Optics 20%
Thermal Optics 20%
Trauma Response Suite 25%
Voice Broadcast 10%
Wallcrawler 20%
Weapon Hardpoint 25%

3.8.4 Drone Operation

Operating a drone can be done either with the control board that comes with the drone or with a specialized Remote Control Unit cyber system. In both cases, at least Drive-0 skill is needed to operate drones effectively.

A control board can command one drone at a time. The user suffers a -2 penalty on all hit rolls and skill checks made by the drone. If the user has a cranial jack and plugs into the board, this penalty is eliminated. A control board takes up 1 Encumbrance and must be Readied to use.

A Remote Control Unit can command a number of drones at once equal to one plus the user’s Drive skill. It grants the user a bonus Move action each round that can only be used to command drones. If the user pushes the system and accepts a System Strain point, this bonus Move action is upgraded to a Main Action.

Drones can be operated relatively securely at a distance of up to 1,000 meters, with flying drones having a maximum altitude of 1,000 meters as well. Beyond one kilometer, signal latency makes it trivially easy to hijack the control signal with modern wifi sniffers. Any hack or jamming attempt on a drone beyond this range is automatically successful. If the operator is willing to risk this, drones can function at a maximum range of 8,000 meters.

3.8.4.1 Controlling Drones

Pilots use their own actions to drive their drones. If the pilot wants the drone to take a Move action, they need to spend a Move action piloting it in the desired direction. If they want it to fire its guns, they need to spend their own Main Action performing the attack.

A drone under autonomous command, such as with the Command Deck/Kill fitting, can perform a maximum of one Main and one Move action per round, and will use those actions to carry out its last command. In case of conflicting autonomous imperatives, the latest one overrides earlier ones.

Any attacks the drone makes are performed with the operator’s hit bonus plus the better of their Drive or Program skills, modified by Int or Dex. If the drone is autonomous, it usually has a native +2 bonus.

Any skill checks the drone makes are performed with the operator’s skill level, up to a maximum of the pilot’s Drive skill. They may be a master infiltrator with Sneak-4, but if they’ve only got Drive-0 skill they can exert only Sneak-0 through the drone.

Drones cut off from control by jamming or operator abandonment or incapacitation do nothing, not even performing autonomous commands. Flying drones automatically land where they are.

3.8.4.2 Common Drone Actions

When in doubt, a GM can simply assign a drone action the same cost as they would the same action performed by a PC. However, some common actions have special cases for drones and are listed as such below.

3.8.4.3 Drone Damage and Repair

A drone reduced to zero hit points has been destroyed, and cannot be repaired. Any cargo it might have been carrying has almost certainly been smashed as well.

Repairing a portable drone requires a suitable toolkit, Fix-0 skill, and a supply of spare parts. Non-portable drones require a full workshop. Repairs take one hour of work.

Spare parts for a drone cost 25% of the drone’s base cost. As manufacturers make a point of not building cross-compatible components, each model of drone requires its own supply of parts. These parts are sufficient to repair any reasonable amount of damage, though more than one or two full rebuilds may cause the GM to rule that they’ve run out.

Spare parts for a portable drone take up 3 Encumbrance. Parts for a non-portable drone are too bulky to be reasonably man-portable.

3.9.0 Vehicles

A fast set of wheels is necessary for many missions. The vehicles below are a selection of some of the more common options in a city.

A vehicle’s qualities are measured by certain statistics. Some are self-explanatory, such as the Hit Points of damage it can take before being rendered inoperable or the Armor Class that must be hit with a melee or ranged weapon in order to damage it.

Speed is a combination of the vehicle’s overall speed, maneuverability, and capability for handling bad terrain. It’s added to any vehicle-related skill checks the driver might make with it.

Armor indicates the vehicle’s general toughness and resistance to damage, as explained in the vehicle combat rules.

Trauma Target is the vehicle’s target number for Trauma Die rolls by weapons capable of inflicting Traumatic Hits on such a vehicle.

Crew is the maximum number of people the vehicle is intended to carry, including the driver. More might be wedged into a truck bed or strapped to a roof rack, but they are very likely to be thrown free during sharp maneuvers.

Power and Mass measure the amount of additional fittings that can be mounted on the vehicle. Added hardware takes up electrical and computing Power, and it can’t be fitted without enough free Mass.

Size is the general size class of the vehicle, whether small-sized like a motorcycle, medium like a car, small helicopter, or SUV, or large like a flatbed truck or tank. Some vehicle fittings can only be installed on vehicles of a certain size or larger.

Hardpoints are the number of Heavy weapons the vehicle can mount in its factory configuration. Vehicle combat is detailed in its own section, but every gun requires a gunner, and even a jacked-in driver is hard-pressed to shoot and drive at the same time.

Vehicle Cost Spd Armor TT AC HP Crew Power Mass Size Hrdpt.
Motorcycle $1K 1 4 10 13 10 1 1 3 S 0
Micro Flyer $3K 0 0 6 13 10 1 1 4 S 0
Car $5K 0 6 12 11 30 5 3 7 M 1
Truck $7.5K 0 6 12 11 35 2 3 14 L 1
Helicopter $50K 3 6 10 14 20 6 4 9 M 1
Tank $500K@ 0 ** 12 18 40 3 8 15 L 3
APC $60K@ -1 * 10 16 30 16 5 14 L 1
GEV $100K@ 1 * 10 16 30 3 6 10 L 2
CASRA $200K@ 2 10 10 18 35 2 7 10 L 2
Dropcraft $1M@ 3 12 12 16 40 13 8 12 L 2

@: This vehicle cannot be obtained without a suitable Contact or related adventure
*: This vehicle is immune to anything short of a Heavy weapon or one that can inflict Traumatic Hits on vehicles.
**: This vehicle is immune to anything the GM thinks could not reasonably harm the tank in question. It can suffer Traumatic Hits from a weapon if the GM thinks it reasonable for the weapon and circumstances.

3.9.1 Repairing and Running Vehicles

Fixing a vehicle requires a Tool Rack fitting or a suitable workshop. A bike might be repaired on a sidewalk, but an APC is going to need heavier equipment.

Vehicles that have been reduced to zero hit points have been totaled and cannot be cost-effectively repaired. Lesser damage can be repaired at a rate of 1 point per day, plus the technician’s Fix skill and Drive skill. A would-be repairman must have at least Fix-0 or Drive-1 skill to repair a damaged vehicle.

An Ace Driver or Roamer pays nothing to repair vehicles, being able to scrounge free parts here and there. Others need to pay $200 per vehicle hit point repaired.

A vehicle’s fuel and maintenance costs are generally minor, and can usually be ignored. If the PCs are going to be spending long periods of time away from gas stations, however, a GM is justified in making them take some measures to ensure a fuel supply

3.9.2 Vehicle Fittings

To add a fitting, the vehicle must have enough free Power and Mass to support it; a bike with 1 Power and 3 Mass can’t mount more than 1 total Power and 3 total Mass of fittings. It must also be of an adequate minimum size to support the fitting.

Installing or removing a fitting usually takes a day or two of work in a suitably-equipped shop. The price for such work is included in the fitting cost. A given fitting can normally be added only once.

Vehicle Fitting Cost Power Mass Min. Size Effect
Advanced Sensors $8,000 1 0 S Adds night vision and more
Afterburners $5,000 1 2 S Boost Speed briefly in combat
Armor Plating $5,000 0 3 S Adds Armor to the vehicle
Cargo Space None 0 1 S Adds protected cargo space
Crash Pod $2,500 0 2 M Protects in case of crash
ECM Emitter $10,000 2 0 M Jams incoming missiles
Emissions Cloaking $10,000 1 2 S Radar and thermal near-invisibility
Extra Durability $5,000 0 4 M Increases maximum HP by 25%
Extra Passengers $2,500 0 2 S Add additional Crew
Field Portable $1,000 0 2 S Break it down into portable components
Ghost Driver $2,500 1 1 S Limited AI driving capabilities
Hardpoint Support $5,000 1 1 M Adds another hardpoint
Jack Control Port $5,000 2 0 S Can drive the vehicle via cranial jack
Limpet Mount $5K/$10K 0 3 or 6 M Mount a smaller vehicle on it
Living Quarters $8,000 0 4 L Cramped but usable living quarters
Medbay $10,000 1 2 M Emergency bay for one patient
Offroad Package $5,000 1 3 L Enables deep wilderness operation
Power System, Small $1,000 +2 2 S Adds Power at a cost in Mass
Power System, Medium $5,000 +4 3 M Adds Power at a cost in Mass
Power System, Large $10,000 +8 5 L Adds Power at a cost in Mass
Sealed Atmosphere $5,000 1 1 M Pressurized, temp-controlled interior
Smuggler’s Hold $1,000 0 1 S Hidden cargo space
Targeting Board $2,500 1 1 M One gunner can run up to three guns
Tool Rack $2,500 0 2 M Can repair vehicle or other things

3.9.3 Vehicle Weapons

Vehicles with hardpoints can mount weaponry, provided they have the spare Power and Mass to support the guns.

A vehicle can mount a number of weapons equal to its hardpoints. Each weapon takes up a certain amount of the vehicle’s Power and Mass, just as a fitting does; the heavier and more computationally-demanding the weapon is, the greater its demands.

Some weapons also require vehicles of a certain size in order to support them; no one is mounting an autogun on a motorcycle when the recoil alone would be enough to send the bike skidding.

While most professionals prefer to mount heavy weaponry on their rides, it’s also possible to mount smaller guns, such as rifles or shotguns. These weapons make minimal demands on a vehicle’s structure, but still require at least a Medium-sized vehicle to provide a stable firing platform.

Each mounted weapon can carry one normal magazine’s worth of ammunition. A loader can reload a vehicle weapon’s magazine as a Main Action.

Vehicle weapons each require a gunner, and any attacks made by the weapon are made with the gunner’s attack bonus and Shoot skill.

Shooting at enemy vehicles requires targeting the vehicle’s Armor Class and overcoming its Armor with the weapon’s damage. Armor is subtracted from any damage the weapon inflicts, after multiplying for Traumatic Hits. Shooting at targets on foot requires hitting their usual ranged AC.

Mounted weapons don’t take a hit penalty for firing from a moving vehicle, but passengers who are blazing away out the windows take up to a -4 circumstance penalty to such efforts.

3.9.3.1 Vehicle-Only Weaponry

These weapons are too large and bulky to be mounted on anything but vehicles or non-portable drones

Vehicle Weapon Dmg Range Cost Mag Attr. Enc Trauma
Die
Trauma
Rating
Drone Cannon 2d8! 200/1,000 $5,000@ 10 Dex N/A 1d10 x3
Headshot Pod 4d6! 1,000/2,000 $20,000@ 1 Dex N/A 1d20 x4
Main Tank Gun 4d12! 1,000/3,000 $100,000@ 1 Dex N/A 1d20 x4
Mounted Autogun 3d8#! 500/2,000 $15,000@ 10 Dex N/A 1d12 x2
Shrieker Gun 2d6^# 100/400 $10,000@ - - N/A - -

@: This weapon requires an applicable Contact to buy, being generally illegal for open sale
#: This weapon can fire to suppress if fixed to a vehicle or stationary firing position
^: This weapon’s damage is always non-lethal, unless desired otherwise
!: This weapon can inflict Traumatic Hits on vehicles and drones

Drone cannons are heavy semi-automatic weapons too bulky for human portability. A round of firing costs $100 worth of ammunition.

Headshot pods are a family of guided missiles meant for mounted deployment on vehicles or large drones. They always target AC 10 to hit, but require two full consecutive rounds of aiming at a visible target to get a target lock on them and prime for firing on the third round. Any bystanders within 5 meters of the impact take damage as if from a frag grenade. A headshot pod missile costs $2,000.

Main tank gun attacks always target AC 10, and anyone within 10 meters of impact takes 1d20 damage if not behind heavy cover. They cannot be mounted on aircraft or anything smaller than a tank. Each round costs $1,000.

Mounted autoguns are a drone cannon’s big brother, for larger platforms. Each round of firing costs $100.

Shrieker guns are sonic cannons used for crowd control and non-lethal suppression. While highly effective against unprotected targets, military-grade ear protection or the integral dampers in cyber-ears are sufficient to render the weapon useless.

3.9.4 Vehicle Mods

Vehicle mods generally require both Fix and Drive skills to build, install, and maintain. Vehicle mod costs are expressed as percentages of the vehicle’s base cost, not including any fittings or weapons. Unless specified otherwise, a vehicle mod can be installed only once on any given vehicle.

Mod Skills Cost Spec. Tech.
Augmented Armor Fix-3/Drive-1 25% 1
Drone Hub Fix-1/Drive-0 10% 0
Extra Seating Fix-0/Drive-1 10% 0
Integrated Magazines Fix-1/Drive-0 10% 0
Personalized Controls Fix-1/Drive-2 20% 0
Power System Upgrade Fix-2/Drive-2 25% 1
Q-Cladding Fix-1/Drive-2 20% 0
Reactive Defenses Fix-2/Drive-2 25% 1
Reinforced Chassis Fix-2/Drive-1 25% 1
Remote Sensors Fix-1/Drive-0 10% 0
Supplementary Tanks Fix-0/Drive-1 10% 0
Ultralight Components Fix-2/Drive-1 20% 1
Upgraded Speed Fix-2/Drive-3 25% 2