Blades,Guns,& Chips
A guide to Shadowrun D20 Equipment
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What better way to introduce a gamer
or newbie to my D20 shadowrun other than the gear.  It is an incredible way.  No other facet of Shadowrun bears as much fascination than the gear. 

Everything from Decks, to programs, to Hardware, to Food is listed here.  Nuyen amounts stay the same, only descriptions change.  In fact, the only thing I really changed his how they function n game mechanics.  I really had even debated putting a lot of this stuff online, but so many people wanted it, I am going to do it.  So here we go:
Hey....Elves can be deckers too!
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Whatdya mean "how do I pick my nose?" Get over here you twerp!
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A quick note on Recoil rules and burst fire, semi auto, etc.  Every extra bullet fired gives you +2 to damage, and -2 to hit.  The penalty can be ofset by recoil compensation.  Every point eliminates the penalty of 1 bullet.  1 attack is equal to a single shot/semi auto, 3 shots from a burst fire, or up to 10 rounds on fulll auto. 
Weapons & Armor

Weapons & Armor

Melee Weapon

Cost

Rating

Damage

Critical

Weight(kg)

Type

Unarmed

 

 

 

 

 

 

- Shock Glove†

950

Simple

1d8s

x2

0.5

B

- Unarmed Strike

-

Simple

1d3s

x2

-

B

Tiny

 

 

 

 

 

 

- Knife

30

Simple

1d4

19-20x2

1

P

Small

 

 

 

 

 

 

- Combat Knife

100

Simple

1d6

19-20x2

1

P

- Forearm Snap Blades

850

Martial

1d8

17-20x2

1.5

S

- Monofilament Whip*^ 

3,000

Exotic

2d8

17-20x3

0.5

S

- Nunchaku

20

Martial

1d6

x2

1

B

- Sap

10

Simple

1d6s

x2

0.75

B

- Stun Baton†

750

Simple

1d8s

x2

1

B

- Whip*^ 

300

Martial

1d2s

x2

1

S

Medium

 

 

 

 

 

 

- Club

10

Simple

1d6

x2

1

B

- Chain Sword

2,000

Exotic

1d12

19-20x2

2

S

- Combat Axe

750

Martial

1d10

x3

2

S

- Katana

1,000

Martial

1d10

19-20x2

1

S

- Laser Axe

2,500

Exotic

1d12

19-20x3

2

S

- Mono-Sword

2,500

Exotic

1d10

18-20x3

1

S

- Sword

500

Martial

1d8

19-20x2

1

S

Large

 

Exotic

 

 

 

 

- Chain*

10

Simple

2d4

x2

3

B

- Pole-axe*

500

Martial

1d12

x3

4

S

- Quarterstaff

50

Simple

1d6

x2

2

B

s Weapon deals Subdual damage

* Reach Weapon

^ Uses Ranged Bonus, not Melee

† On a successful attack roll, the target needs to make a Fortitude save DC 15 or go unconscious for 2d6 rounds.

Larger versions of Melee weapons can be made for Trolls.

Crossbows and Bows are the same except for price.

 

All bows are composite bows.

New materials make it possible to have a +6 mighty comp. longbow and +4 mighty comp. shortbow.

Bow price: 100 x str bonus. 1 weight. Shortbow range: 30m. Longbow range: 50m

Crossbows: Hand 300, 2 weight, 14m; Light 500, 3 weight, 40m; Heavy 750, 4 Weight, 60m

Descriptions

Shock Glove- A glove covered in wire mesh that delivers a powerful taser shock on contact.

Combat Knife- A large military knife with a fractal edge that can be used by itself or as a bayonet. Damage 1d8 as a bayonet.

Forearm Snap Blades- 3 blades mounted in a sheath that straps to your forearm. A muscle twitch springs the blades. Lets you go Wolverine berserk style. Snikitty Snikt!

Monofilament Whip- A handle containing a length of monofilament with a weight on the end. Capable of inflicting massive damage. On a fumble, (rolling a 1 to check for a fumble and then rolling another miss) make an attack roll against yourself. If it hits, it inflicts normal damage. On a fatal fumble (rolling another 1 when checking for the fumble) a limb has been severed. Roll 1d6: 1-3 a leg, 4-5 an arm, 6 head. For an armor a leg, roll the d6 again; on even result, the right limb goes, on odd, the left.

Shock Baton- A club with a built in taser.

Chain-Sword- A sword with a chainsaw running around the blade. Powered by a motor in the handle. Noisy. And messy.

Mono-Sword- A sword with a ceramic blade and an edge 1 molecule wide.

Laser Axe- An axe with an oscillating laser beam emitter built into the blade edge.

 

Firearms

Cost

Rating

Ammo

Modes

Damage

Critical

Range

Size

Weight

Pistols

 

 

 

 

 

 

 

 

 

Hold-out

 

 

 

 

 

 

 

 

 

- Streetline Special

100

Simple

6(c)

SA

1d6

x3

10m

T

0.5

- Walther Palm Pistol

200

Simple

2(b)

SS

1d6

x3

10m

T

.25

Light Pistols

 

 

 

 

 

 

 

 

 

- Beretta 101T

350

Simple

12(c)

SA

1d8

x3

10m

S

1

- Colt American

350

Simple

11(c)

SA

1d8

x3

10m

S

1

- Finchetti Security

400

Simple

12(c)

SA

1d8

x3

10m

S

1

Heavy Pistols

 

 

 

 

 

 

 

 

 

- Ares Predator

450

Simple

15(c)

SA

1d10

19-20x3

12m

M

2.25

- Browning Max-Power

450

Simple

10(c)

SA

1d10

19-20x3

12m

M

2

- Ruger Super Warhawk

300

Simple

6(cy)

SS

1d12

18-20x3

12m

M

2.5

Submachine Guns

 

 

 

 

 

 

 

 

 

- Ceska Black Scorpion

850

Martial

35(c)

SA/BF

1d8

x3

20m

M

3

- Heckler & Koch HK227

1,500

Martial

28(c)

SA/BF/FA

1d10

x3

20m

M

4

- Ingram Smartgun

950

Martial

32(c)

BF/FA

1d10

x3

20m

M

3

- Uzi III

600

Martial

24(c)

BF

1d10

x3

20m

M

2

Rifles

 

 

 

 

 

 

 

 

 

- Ranger Arms SM-3

4,000

Simple

6(m)

SA

3d8

17-20x4

90m

L

4

- Remington 750

600

Simple

5(m)

SA

1d12

18-20x3

70m

L

3

- Remington 950

800

Simple

5(m)

SA

2d8

18-20x3

70m

L

4

Shotguns

 

 

 

 

 

 

 

 

 

- Defiance T-250

500

Simple

5(m)

SA

*

x3

6m

L

3

- Enfield AS-7

1,000

Martial

10(c)/50(d)

SA/BF

*

x3

6m

L

4

Assault Rifles

 

 

 

 

 

 

 

 

 

- AK-97

700

Martial

38(c)

SA/BF/FA

1d12

19-20x3

30m

L

4.5

- AK-98

2,500

Martial

38(c)

SA/BF/FA

1d12

19-20x3

30m

L

6

- FN HAR

1,200

Martial

35(c)

SA/BF/FA

1d12

19-20x3

30m

L

4.5

Heavy Weapons

 

 

 

 

 

 

 

 

 

- Ingram Valiant

1,500

Martial

50(c)/belt

BF/FA

2d6

19-20x3

40m

L

9

- RPK HMG

4,000

Martial

40(c)/belt

FA

2d10

18-20x3

40m

H

15

- Ultimax MMG

2,500

Exotic

40(c)/belt

FA

2d8

19-20x3

40m

H

12

- Vigorous Assault Cannon

6,500

Exotic

20(c)/belt

SS

3d12

17-20x3

20m

H

20

- Antioch Grenade Launcher

1,700

Exotic

6(m)

SS

-

8m

M

2

 

* Shotguns deal 3d8 dm in the first range increment, 2d8 in the second, and 1d8 out to max range.

† Grenades do 4d8 dm in 5’ square it lands in and 2d8 in the 8 squares around it. A thrown grenade has a range increment of 4m.

 

Ammo

(b) - Barrel (c) - Clip (cy) - Cylinder (m) - Magazine (d) – Drum

 

Rates of fire

Single Shot(SS): Firing is a Standard Action. Cocking is a Standard or Move Equivalent Action. So a character with 1 Attack could shoot and cock, but not move. A character with 2 Attacks could shoot, cock, and move. etc...

Semi Automatic(SA): Can fire once for each attack.

Burst Fire(BF): Can fire 1 burst for each attack.

Full Auto(FA): A Full Round Action.

 

Concealability and Size

Tiny weapons have a Spot DC of 20

Small weapons have a Spot DC of 14

Medium weapons have a Spot DC of 8.

Large weapons can only be concealed under long coats and then have a Spot DC of 8. Note: the Ingram Valiant can not be concealed.

Huge weapons can only be fired hand-held by a medium sized person using a gyromount. Other wise, they must be mounted on a bipod or tripod. A troll can use them as a 2-handed weapon.

Note: for SMG's to take advantage of recoil comp from a folding stock, they must be used in 2 hands although they are medium sized.

 

Descriptions

Walther Palm Pistol- This hold-out pistol has an over and under barrel. Both barrels can be fired in one attack for 2d6 dm.

Ceska Black Scorpion- This small SMG has a folding stock that provides 1 pt of recoil comp.

HK227- This SMG has integral laser sights, a retractable stock for 1 pt of recoil comp, and a rating 2 gas-vent for a total of 3 pts of recoil comp. The S variant substitutes a sound suppressor for the gas vents.

Ingram Smartgun- This SMG is equipped with an integral smartgun link, a retractable stock for 1 pt of recoil comp, and a rating 2 gas-vent for a total of 3 pts of recoil comp.

Uzi III- This SMG has an integral laser sight and an integral folding stock for 1 pt of recoil comp.

Ranger Arms SM-3- This sniper rifle has an integral silencer and a rating 3 imaging scope with either thermographic or low-light circuits. It assembles or disassembles in 2 rounds and stores in a briefcase.

Remington 750 & 950- These sport rifles include top mounted lvl 1 imaging scopes.

Enfield AS-7- This shotgun has an integral laser sight. The 50 rd drum imposes a -2 to its Spot DC. A burst from this shotgun is at -8, not the regular -6.

FN HAR- This assault rifle has integral laser sights, a retractable stock for 1 pt of recoil comp, and a rating 2 gas-vent for a total of 3 pts of recoil comp.

AK-97 / 98- This assault rifle has a shoulder stock for 1 pt of recoil comp. The AK-98 has a integral grenade launcher. If the character does not have Heavy Weapon prof. he can fire the launcher at only -2, not the usual -4.

 

Accessories

Bipod: +2 recoil comp. Only useable with Rifles, Assault Rifles, and Heavy Weapons. Cost: 400

Concealable holster: +2 to Spot DC for a Pistol. Cost: 100

Silencer: -2 to Spot DC. Normal Listen DC for a gunshot is 0, with a silencer, DC 20. Cost: 500

Sound Suppressor: -2 to Spot DC. Listen DC 12. Cost: 750

Spare Clips: Cost: 5

Tripod: +6 recoil comp. Only useable with Heavy Weapons. Cost: 600

 

Recoil Compensation and Gyros

Gas-vent: There are 3 levels of Gas-Vents. Each provides 1 point of recoil comp. -1 to Spot DC per level. Costs 250 per level.

Gyro Stabilization: Provides 5 pts of recoil comp. Adds +1 to DEF, but imposes a -6 penalty to melee combat. Reduces movement rate by 2m a round. Takes 5 minutes to put on but a quick-release catch takes it off with a Full Round Action. Cost: 2,500

Shock Pads: These can be mounted on the rigid shoulder stock of a rifle, assault rifle, machine-gun or shotgun. They add 1 point of recoil comp. Cost: 200

I

maging Systems

Imaging Scopes: Low-light, Thermographic, and 3 lvls of magnification (see Cyber-eyes for rules). Cost: 400 per lvl.

Laser Sight: A laser sight adds +1 to attack w/ that weapon. -2 to Spot DC if not integral. Cost: 500

Smart Goggles: These goggles (or sunglasses for x2 cost) are connected to a smart weapon by a fiber optic cable. A red cross hair centers where the gun is firing. Cost: 3,000

Smartgun Systems: Using a smartgun w/ smart goggles or smartlink cyberware gives a +2 to Attack Bonus with that weapon. External Smartlinks -2 from a guns Spot DC. Cost: Internal-Double Weapon Price; External-600

 

Armor*

Cost

Def Bonus

Max Dex

Check Penalty

Speed

Weight

Spot DC

Arcane Spell Faliure

Light

 

 

 

 

 

 

 

 

- Armor Clothing†

500

+2

+6

-

10m / 6m

2

17

-

- Armor Vest†

200

+3

+5

-

10m / 6m

1

20

-

- Form Fitting

1,000

+4

+4

-

10m / 6m

2

17

10%

Medium

 

 

 

 

 

 

 

 

- Armor Jacket

900

+6

+4

-3

10m / 6m

2

10

25%

- Lined Coat‡

700

+5

+4

-2

10m / 6m

2

15

20%

- Armor Vest w/ Plates

600

+5

+3

-1

10m / 6m

2

15

15%

Heavy

 

 

 

 

 

 

 

 

- Light Security Armor

7,500

+7

+2

-4

8m / 4m

13

-

30%

- Med Security Armor

9,000

+8

+1

-5

6m / 2m

15

-

35%

- Heavy Security Armor

12,000

+9

+0

-6

6m / 2m

17

-

40%

Shields

 

 

 

 

 

 

 

 

- Small Riot Shield

1,000

+1

-

-1

-

-

-

5%

- Large Riot Shield

1,500

+2

-

-2

-

-

-

10%

*Masterwork Armor is available from Secure Clothing inc. Double the cost, -1 from check penalties, and +2 to Spot DC.

†Armor Clothing & Armor Vests do not require a Feat to wear, anyone can & they do not interfere with spellcasting.

‡A lined coat adds +3 to any weapon's Spot DC or gives a Large weapon a Spot DC of 8 when carried underneath it.

 

Cyberware

Masterwork Cyberware called Alphaware is available. Double the cost and subtract 25% from the essence cost.

To upgrade cyberware simply pay full price for the new upgraded item and subtract the difference in the 2 levels essence costs.

Bodyware

 

Bone Lacing

Material / Bonus / Unarmed Blow / Cost / Essence

- Plastic / +3 HP, +1 Def / 1d4s / 7,500 / 1.5

- Aluminum / +6 HP, +2 Def / 1d6s / 25,000 / 3.45

- Titanium / +9 HP, +3 Def / 1d8s / 75,000 / 6.75

Bone Lacing is not upgradable, you can only have 1 type.

 

Boosted Reflexes

Level / Dodge Bonus / Initiative Bonus / Reflex Save Bonus / Cost / Essence

1 / +1 / +1 / - / 15,000 / 1.5

2 / +2 / +2 / +1 / 40,000 / 3.75

3* / +3 / +4 / +2 / 90,000 / 8.4

*also gain 1 extra partial action each round.

Cyber Weapons

Hand Razors: does damage as a combat knife. Cost: 9,000 Essence: .6

Spurs: does damage as Forearm Snap Blades. Cost: 11,500 Essence: .9

 

Dermal Plating

Level / Def Bonus / Cost / Essence

1 / +1 / 3,000 / 1.5

2 / +2 / 9,000 / 3

3 / +4 / 27,000 / 4.5

 

Fingertip Compartment

Cost: 3,000

Essence: .3

The last joint of 1 finger is able to be unscrewed. Some use them to mount a monfilament whip.

 

Filtration Systems

Type / Cost / Essence / Effect

Air / 15,000 / .75 / +4 to save v/s airborne poisons.

Blood / 12,000 / .6 / +4 to save v/s injected poisons.

Ingested Toxin / 10,000 / .6 / +4 to save v/s ingested poisons.

 

Internal Airtank

Cost: 8,000

Essence: .75

An airtank replaces part of a lung. 2 hour air supply.

 

Muscle Replacement

+2 STR per level, 4 lvl's max.

Cost: 10,000 per lvl

Essence: 3 per lvl

 

Reaction Enhancer

+1 DEX per level, 6 lvl's max.

Cost: 10,000 per lvl

Essence: .9 per lvl

 

Smartlink

+2 Attack Bonus w/ smartgun

Cost: 2,500

Essence: 1.5

 

SkillWires

Cost: Max rating x Max rating x 500

Essence: .6/max rating

Availability: (Rating/2)/ 10 day

 

Skillsofts

Cost: 200 x skill rank.

Accesses SkillSofts. SkillSofts are skills or Feats on a chip. SkillSofts are available for all skills (except Knowledge skills) and the following Feats: Weapon Proficiency (1 Weapon per chip) grants user proficiency and a Weapon Focus w/ that weapon.

Because the SkillWire system takes over the body's function while in use, only the SkillSofts rating can be used for the skill, not the character's rank. Example: Ferret has a SkillSoft for Move Silently at rating 8. He personally has 4 ranks of Move Silently. His Dex bonus is +2. His total Move Silently bonus is +10, not 14. His own skill ranks don't count, only the SkillSoft's.

 

Vehicle Control Rig

Level / Vehicle Dodge Bonus / Vehicle Initiative Bonus / Cost / Essence

1 / +2 / +2 / 12,000 / 6

2* / +3 / +4 / 60,000 / 9

3^ / +4 / +6 / 300,000 / 15

*also gain 1 extra partial action each round while driving rigged vehicle.

^also gain 2 extra partial action each round while driving rigged vehicle.


Voice Modulation

Item / Cost / Essence / Description

Voice Modulator / 45,000 / .6 / This base cyberware allows the following items that change the characters voice to be used.

-Increased Volume / 10,000 / - / Makes user into a human loudspeaker.

-Playback / 20,000 / .6 / Allows access to audio recordings through headware memory or a datajack and reproduces it through the mouth perfectly.

-Secondary Pattern / 60,000 / - / Allows user to upload a vocal pattern (any voice recording will do) and reproduce it almost indistinguishably from the original.

-Tonal Shift / 25,000 / - / Adds a +4 bonus to voice based perform checks, such as singing, due to the greater vocal range allowed by the cyberware.

 

Wired Reflexes

Level / Dodge Bonus / Initiative Bonus / Reflex Save Bonus / Cost / Essence

1 / +2 / +2 / +1 / 55,000 / 6

2* / +3 / +4 / +2 / 165,000 / 9

3^ / +4 / +6 / +3 / 500,000 / 15

*also gain 1 extra partial action each round.

^also gain 2 extra partial action each round.

note: if the character uses the action(s) derived from Boosted Reflexes, Wired Reflexes, or a VCR for attack, the extra attack(s) take place at the highest attack bonus, but all attacks suffer a -2 penalty due to their reckless speed.

 

Cybereyes

Item / Cost / Essence / Description

Cyber Replacement / 5,000 / .6 / Replaces natural meat eyes.

Camera / 5,000 / 1.2 / Allows a digital copy of any image to be taken. The picture can be stored in headware memory, downloaded through a datajack, or stored in a chip inserted into the eye itself (60 image capacity).

Display Link / 1,000 / .3 / Displays text from headware memory or datajack in field of view.

Flare Compensation / 2,000 / .3 / Instantly dampens bright light. +4 to save v/s blinding attacks; dm's discretion if applicable.

Image Link / 1,600 / .6 / As Display Link, but allows display of images and video also.

Low Light Vision / 3,000 / .6 / Equal to Elven Low Light Vision

Opticam / 20,000 / 1.5 / A video recorder. Images can go to headware memory or outside source through a datajack.

Protective Covers / 500 / - / Protects eyes against impact and particles.

Retinal Clock / 450 / .3 / Projects accurate time/date stamp in field of vision. Can also be used as a stopwatch or for a countdown.

Thermographic Vision / 3,000 / .6 / Equal to Darkvision

Vision Magnification -Each level subtracts 2 from range based attack penalties. Image Mag. never provides a bonus to attack. Each level also adds +2 to spot rolls.

- Level 1 / 3,500 / .3

- Level 2 / 7,500 / .3

- Level 3 / 11,000 / .3

note: cybereyes may accept up to .5 in essence costs without subtracting from the character's essence total.

 

Cyberears

Item / Cost / Essence / Description

Cyber Replacement / 4,000 / .9 / Replaces natural hearing apparatus.

Dampener / 3,500 / .3 / Instantly protects from loud noises. +4 to save v/s sonic attacks.

Hearing Amplification / 3,500 / .6 / Adds +20 to listen checks. Without a dampener take double damage from sonic attacks.

Recorder / 7,000 / .9 / Allows sound to be recorded to headware memory, downloaded through a datajack to an outside source, or sent to communications headware, like a radio.

Select Sound Filter / 20,000 / .6 / Allows user to filter certain sounds out to focus on a specific sound, like a conversation.

note: cyberears may accept up to 1.5 in essence costs without subtracting from the character's essence total.


Cyber Limbs

Item / Cost / Essence / Description

Cyberarm/leg / 75,000 / 3 / Cyber replacement for meat arm or leg.

Built in Devise / varies / - / Smartlinks, Fingertip Compartments, Hand Razors, and Spurs can be added at regular price and no essence cost.

Cyberguns-Must be mounted in a cyberarm. All cyberguns are installed smartlinked. Clips are inserted into a slot in the forearm. Shotgun shells are inserted singly into a magazine in the forearm.

- Pistol / 5,000 / .75 / Stats as an Ares Predator.

- SMG / 10,000 / .9 / Stats as an HK 227. Install gas vents for 4x the regular price.

- Shotgun / 10,000 / .9 / Stats as a Defiance T-250.

- Assault Rifle / 12,000 / 1.2 / Stats as an AK-97. Install gas vents for 4x the regular price.

Gyromount / 20,000 / .75 / Counterweights spring from wrist to control recoil. +5 recoil comp.

Hydraulic Jack / 10,000 / .3 / The heel of the cyberleg is a hydraulic ram that allows superhuman jumping ability. 1 ram allows +10 to jump checks, 2 rams (1 per leg) gives a +20. Make sure to use the cyberleg's STR score.

STR (1-6pts) / 10,000 per pt / - / Boosts STR of limb.

STR (7-12pts) / 20,000 per pt / 1.2 per pt / Boosts STR of limb and reinforces skeletal attachments.

The base STR of a cyber limb is 12 for Humans and Elves, 13 for Dwarfs, 14 for Orcs, and 16 for Trolls. Each cyber limb adds +1 to DEF and +3 HP. Unarmed damage from a cyber arm is 1d6 regular, not subdual, damage.

 

Headware

Item / Cost / Essence / Description

Chip Jack / 1,000 / .6 / A slot in your head you can insert KnowSofts and SkillSofts into. Can only take 1 chip at a time but you may have more than one chip jack.

Datajack / 1,000 / .6 / Allows input and output to certain pieces of cyberware and gear.

Knowsoft Link / 1,000 / .3 / Accesses KnowSofts. KnowSofts are Knowledge skills on a chip. Become an instant expert in any subject. Also accesses LinguaSofts. These allow the user to speak another language.

- KnowSoft 100 per rank

- Linguasoft 500

Memory / Mpx150 / Mp/300 / Data storage space inside your head. Rated in Megapulses(Mp).

Radio / 2,000 / 2.25 / Transmit or receive on any frequency. Must speak to transmit.

Subvocal mic / 850 / .3 / Allows someone with a headware radio or telephone to speak without having to talk out loud. Instead the user subvocalizes.

Telephone / 3,700 / 1.5 / A cellular telephone in your head. Communication is voice only without an Image Link. Can receive faxes also.

 

Gear

Listed in following format: Item / Cost / Weight / Description

 

Communications

Telecom / Memory x 1.5 / 15 / Combo computer, videophone, and TV.

Wrist Cellphone / 100

- w/ flip up screen / 150

Handset Cellphone / 50

Earplug Phone / 100

Pager / 10

Micro-Transceiver / 2,000 / - / A small high-tech radio.

Subvocal Mic / 500 / - / Allows subvocalization when using a radio.

Vidlink Transmitter / 4,000 / .5 / Links to a video camera and broadcasts the signal.

 

Computers

- Table Top Computer / Memory / 10

- Pocket Computer / Memory x 5 / 1

- Wrist Computer / Memory x 10

Printer / 100 / 4

Computer Memory / 20 x Mp / - / Megapulses of memory a computer or other item has. Use to determine some item's price.

 

Data Display Units (w/ max memory capacity) Data Display Units accept on-line or chip input allowing them to function as a computer's display screen, a trideo player, or a data reader.

- Data Unit (1,000 Mp) / Memory / 2

- Headset (500 Mp) / Memory x 2 / 1

- HUD (200 Mp) / Memory x 10 / 1

 

Vision Enhancers

Binoculars / 100 / 1 / 50x Magnification.

- Low light / +200

- Thermographic / +250

Flashlight

- Pocket / 10

- Large / 25 / 2 / Can be used as a club.

Goggles / 1,500

- Lowlight / +500

- Thermographic / +700

 

Surveillance

Dataline Tap / 1,000 / - / Spliced into a dataline, the tap will send a copy of any data to a distant receiver.

Laser Microphone / 1,500 / 1 / Bounces a beam against a solid object like a windowpane and translates the vibrations into the sounds coming from the other side.

Micro-Camcorder / 2,500 / - / A tiny camcorder often used for surveillance.

Mico-Recorder / 1,000 / - / A tiny recorder used for surveillance.

Shotgun Microphone / 1,000 / 1 / A large microphone with a pistol grip used to listen to distant sounds.

Signal Locator / 500 / 2 / This unit receives coordinates from a Tracking Signal and displays them on a map.

Tracking Signal / 500 / - / This 4cm disk is a homing beacon that is tracked with a Signal Locator.

Voice Identifier / 2,000 / 5 / This system is designed to defeat voice masking devices by analyzing the masked voice and comparing it to possible voices.

 

Surveillance Countermeasures

Bug Scanner / 500 / 1 / This device scans for bugs such as micro-recorders and camcorders and signal locators.

Dataline Scanner / 300 / 1 / This device scans a dataline for taps.

Jammer / 1,000 / 5 / This device jams radio and cellular communications.

Voice Mask / 3,000 / - / Changes the speakers voice so as to be unrecognizable.

White Noise Generator / 1,500 / 1 / Generates static that can defeat laser and shotgun microphones and cyberear hearing amplification.

Note: For all countermeasures make opposed Electronics Use checks v/s the installer or user of the surveillance device. The winners device either works or is suppressed or is detected or not detected.

 

Security Devices

Chem Sniffer Chem sniffers analyze molecules in the air in order to detect explosives. The sniffer has Sniff skill +10 and the following are DC's for various explosives: gun ammo 25, grenades 20, high explosive 15.

- Hand Held / 10,000 / 1

- Doorway / 20,000

Containment Manacles / 2,500 / 5 / These wrist and ankle chains suppress the prisoners use of cyberguns, spurs, and hand razors. Trying to use spurs or razors does the weapons damage to the owner in subdual damage.

Cyberware Scanner These scanners scan for cyberware. It has a Scan skill of +10. The DC to detect each piece of cyberware is 20 minus it's essence cost. Round all fractions up.

- Hand Held / 2,000 / 1

- Doorway / 4,000

Headjammer / 1,200 / 1 / Straps to a person's head and automatically jams headware radio and phones. Trying to use the headware causes 1d6s damage.

Identification Scanners These scanners usually prevent entry to a restricted area. They require Disable Device rolls to defeat.

- Thumbprint / 200 / - / Low Quality: DC 20, Regular Quality: DC 25, High Quality: 30.

- Palmprint / 300 / - / Low Quality: DC 25, Regular Quality: DC 30, High Quality: 35.

- Retinal / 1,000 / - / Low Quality: DC 30, Regular Quality: DC 35, High Quality: 40.

Jackstopper / 100 / - / A plug that glues itself firmly in place when inserted into a Datajack or Chipjack. Requires a Biotech roll DC 10 and a solvent worth 10 to remove.

MAD Magnetic Anomaly Detectors detect hidden guns and weapons. They have a Detect skill of +10. The DC's for various weapons are: Hold Out Pistol: 27, Light Pistol: 24, Heavy Pistol: 21, SMG:18, Rifle, Shotgun, or Assault rifle: 15.

- Hand Held / 2,500 / 1

- Doorway / 5,000

Maglocks Maglocks are the standard in commercial and household security. They require a Maglock Passkey or Sequencer and an Open Lock roll to bypass.

- Simple / 225 / - / DC 20

- Average / 600 / - / DC 25

- Good / 1,350 / - / DC 30

- Amazing / 2,500 / - / DC 40

Restraints

- Metal / 20 / .5 / Hardness 10, Hit Points 10, Break DC 28

- Plasteel / 50 / - / Hardness 10, Hit Points 15, Break DC 30

 

Security Countermeasures

Lock Picks / 200 / - / For picking old fashioned tumbler locks.

Maglock Passkey / 10,000 / 1 / Allows bypassing of card-reading maglocks with an Open Lock roll.

Sequencer / 5,000 / 2 / Allows bypassing of keypad maglocks with an Open Lock roll.

Wire Clippers / 25 / 1 / Doubles the characters STR when cutting wire.

 

Survival Gear

Climbing Gear / 400 / 3.5 / Includes harness, crampons, rappelling gloves, pitons, and 50m of rope.

Rope (50m) / 125 / 1 / Basic rope.

Grapple Gun / 450 / 2.25 / A crossbow-like device for shooting a grappling hook. Uses heavy crossbow ranges.

- Grapple Line / 50 per 100m / 2 per 100m

- Stealth Line / 85 per 100m / 3 per 100m / Dissolves to a fine dust when touched by a catalyst stick.

- Catalyst Stick / 120 / - / Dissolves stealth line.

Nav-Dat GPS / 700 / .5 / GPS locator with map screen showing your location.

Ration Bars (10 days) / 30 / - / Basic sustenance. Horrible tasting.

Respirator / 500 / 1 / An oxygen bottle w/ facemask.

- Pressure Regulator / 250 / .5 / Allows the respirator to be used underwater.

Survival Kit / 100 / 2 / A sturdy bag with flares, knife, blanket, lighter, matches, compass, ration bars, & a water purification unit.

 

 

Shadowrun d20 Vehicles


Vehicles

Vehicle combat is the same as Star Wars vehicle combat with one exception. The differences in speed between the different vehicles are too great to use the DEF modifiers for speed from Star Wars. Instead +1 to Def for every 20kph of speed the vehicle is traveling at. The Attack/Pilot modifiers remain the same.



Cars




Chrysler-Nissan Jackrabbit

Class: Ground; Cost: 16,300(electric)/18,000(methane); Size: Large Crew: 1; Passengers: 3(elec)/1(meth); Cargo Capacity: 45(elec)/90(meth); Speed: 20(elec)/25(meth)(max speed 80(elec)/100(meth); Autonav: +2; Def: 9 (-1 size); Hull Points: 14; DR: 5.




Eurocar Westwind 2000

Class: Ground; Cost: 109,000; Size: Large Crew: 1; Passengers: 3; Cargo Capacity: 45; Speed: 55 (max speed 220km/h); Autonav: +6; Def: 11 (-1 size, +2 armor); Hull Points: 20; DR: 5.




Ford Americar

Class: Ground; Cost: 20,000; Size: Large Crew: 1; Passengers: 3; Cargo Capacity: 110; Speed: 30 (max speed 120km/h); Autonav: +4; Def: 11 (-1 size, +2 armor); Hull Points: 20; DR: 5.




Chrysler-Nissan Patrol-1

Class: Ground; Cost: 174,000; Size: Large Crew: 1; Passengers: 3; Cargo Capacity: 35; Speed: 45 (max speed 180km/h); Autonav: +6; Def: 17 (-1 size, +8 armor); Hull Points: 20; DR: 5.




Bikes




Dodge Scoot

Class: Ground; Cost: 2,000; Size: Medium Crew: 1; Passengers: 0; Cargo Capacity: 15; Speed: 15 (max speed 60km/h); Autonav: None; Def: 10 ; Hull Points: 8; DR: 5.




Harley-Davidson Scorpion

Class: Ground; Cost: 14,300; Size: Large Crew: 1; Passengers: 1; Cargo Capacity: 60; Speed: 30 (max speed 120km/h); Autonav: +4; Def: 13 (-1 size, +4 armor); Hull Points: 16; DR: 5.




Yamaha Rapier

Class: Ground; Cost: 12,700; Size: Medium Crew: 1; Passengers: 0; Cargo Capacity: 40; Speed: 50 (max speed 200km/h); Autonav: +2; Def: 12 (+2 armor); Hull Points: 14; DR: 5.




Rotorcraft




Ares Dragon

Class: Air; Cost: 589,000; Size: Huge; Crew: 1; Passengers: 2; Cargo Capacity:3,250; Speed: 65 (max speed 260km/h); Autonav: +6; Def: 14 (-2 size, +6 armor); Hull Points: 40; DR: 5.




Hughes WK-2 Stallion

Class: Air; Cost: 256,000; Size: Huge; Crew: 1; Passengers: 1; Cargo Capacity: 1,250; Speed: 50 (max speed 200km/h); Autonav: +6; Def: 12 (-2 size, +4 armor); Hull Points: 30; DR: 5.




Northrup Wasp

Class: Air; Cost: 122,000; Size: Large; Crew: 1; Passengers: 0; Cargo Capacity: 68; Speed: 35(max speed 140km/h); Autonav: None; Def: 13 (-1 size, +4 armor); Hull Points: 30; DR: 5.

Weapon: Ingram Valiant; Fire Arc: Front, Left, Right; Attack Bonus: +1(-1 Size, +2 Fire Control); Damage: 6d6; Range: 120m.




T-Birds




GMC Banshee

Class: Air; Cost: 8,440,000; Size: Huge; Crew: 2; Passengers: 1; Cargo Capacity: 805; Speed: 60/250 (max speed 240/ 1,000km/h); Autonav: +4; Def: 16 (-2 size, +8 armor); Hull Points: 50; DR: 10.

Weapon: Ares Vermicide Autocannon; Fire Arc: Front; Attack Bonus: +2(-2 Size, +4 Fire Control); Damage: 6d10; Range: 200m.

Weapon: Ingram Valiant (2 fire-linked); Fire Arc: Turret; Attack Bonus: +1(-1 Size, +2 Fire Control); Damage: 9d6; Range: 120m.