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: |
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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
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. 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 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.
* 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
*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. 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. 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. Item / Cost / Essence / Description Voice Modulator / 45,000 / .6 / This base cyberware
allows the following items that change the characters voice to be used. -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. 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. 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
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. |