
(The information within this section is from the folks at R.Tal themselves. For modifications above and beyond see Homebrew Rules.)
- Erratta for the 1st edition rulebook, Chromebook 1, and Solo of Fortune.
- New armor layering rules. Don't let your PC's wear 15 armor T-shirts anymore!
Eratta for CP2020 #1
(c) 1991 R.Talsorian Games, Inc
(Posted by acd@cbnewsh.cb.att.com (andrew.c.durston):)
This document contains erratta for the main Cyberpunk rulebook (1st edition), Solo of Fortune, and Chromebook 1.
Document Index:
Cyberpunk 1st. edition
Getting Cyberpunk
- 15-- Character points 2) Roll 1d10 ( instead of 2d6 ) for each stat,
- rerolling any scores of 2 or less.
- 16-- RUN; to determine how far your character can run in a combat round
- (3.2 seconds) multiply MA by 3. You can run 3x this distance in a
- 10 second Turn.
- 17-- On the character sheet, NOMAD has been added to the list of roles.
- 19-- Body Type: the table that tells you how far you can throw is on
- page 89.
- 19-- Body Type: You may carry up to 10x ( not 5x ) your BT in Kg.
- You may also dead lift 40x your BT in kg.
Working
- 39-- Chinese/SEAsian has been added to the language families. This includes
- Burmese, Tibetan, Vietnamese, Thai, Mandarin and Cantonese.
Fitted for the Future
- 47-- Money in 2020: "Eurodollars are pretty much the standard of currency
- in the 2020 world; accepted in the US, Japan, the Far East and what's
- left of the Middle East."
- 49-- Encumbrance; A CPunk character can carry around as many kilos as his
- BT multiplied by 10. His deadlift ability is 40 times his BT stat.
- 52,53-- SPM-1 Battlegove damage is 3d6/2d6, NOT 3d6/1d6+3
- 53-- Grenade Launchers ( 150eb ) may be attached under most assault rifles
- or hand-held. Range is 200m. HVY 0 L/N R varies 1 1 ST
- 54,55-- Pictures of Sternmeyer M-95A and AKR-20 are actually Sternmeyer CG-13
- and FN-RAL
- 57-- Battlegloves: "a Battleglove delivers 3d6 crushing and 2d6 punching
- damage and has three spaces for holding any standard cyberarm option."
- 57-- Linear Frames: The last type is Sigma ( not Epsilon? )
Putting the Cyber into the Punk
- 66,67-- Skinwatch code is SWTC not SKW
- 66,67-- Kerenzikov HL is 1d6/2d6
- 66,67-- Neuralware: Olfactory Boost (N) (OLI) increase Awareness by smell
- by +2. Allows scent tracking. COst 100 eb. HL 2pts.
- 66,67-- Interface Plugs HL is 1d6/pair
- 66,67-- Gills are good for 4, not 6, hours
- 66,67-- Radiation Detector code is RAD not RD
- 66,67-- Scratcher damage is 1d6/2 not 1d6
- 66,67-- Teleoptics ability is 20x not 30x
- 66,67-- Thermograph Sensor HL is 1pt
- 68,69-- Voice Stress Analyzer code is VSA not VS
- 68,69-- Tight-Beam Radio Link Code is TBR not TB
- 68,69-- Cyberarm; 4 options allowed. Cyberleg; 3 options allowed.
- 68,69-- Ripper Hand code is RPH not RIP
- 68,69-- Spike Hand damage is 1d6+3 not 2d6
- 68,69-- Cyberweapons; no shotgun in this version. Weapon has been made
- part of the Weapon Mount and Link option.
- 68,69-- Linear Frame Epsilon is Sigma
- 71-- Coprocessors, Kerenzikov; "Kerenzikov boost can be installed at two
- levels of augmentation ( +1 or +2 to initiative, HL is 1d6/2d6 ).
- 72-- Coprocessors, Machine/Tech Link; This also allows the control of
- smaller machines and appliances not in a factory situation
- 73-- Implants; note, Motion Detectors, Radiation detectors and
- Chemical analyzers are 360 degree systems. Radars and Sonars are
- 180 degree systems.
- 73-- Implants, Gills; good for 4 hours only
- 75-- Cyberweapons, Rippers; damage is 1d6/2
- 76-- Cyberweapons, Wolvers; damage is 3d6 per hand
- 76-- Cyberoptics, Targeting Scope: "In game terms this allows you to
- add +1 ONLY to smartgun attacks."
- 77-- Cyberoptics, Dartgun; "Posion dart will penetrate light Kevlar
- armor with a lethal dosage. Takes up three (3) spaces."
- 78-- Cyberaudio, Amplified Hearing; adds +1 to any soundrelated Awareness
- check
- 78-- Cyberaudio, Sound Editing; adds +2 to any sound related Awareness
- check. Can be used with Enhanced Hearing Range.
- 79-- Cyberlimbs, Options; A limb can hold up to 4 built-ins maximum.
- A hand or foot is considered one option.
- 81-- Cyberweapons, Popup Gun Table;
- V.Weak to Weak limb = light pistol only
- Average to Strong limb = medium pistol or light SMG
- Very Strong limb = heavy to v heavy pistol or medium SMG or
- small shotgun ( 2 shots, 1/2 normal range )
- 82-- Cyberweapons, Grenade Launcher; note, a standard cyberlimb
- storage space can hold 2 launcher-style grenades
Friday Night Firefight
- 86 Picture is identified as Sternmeyer 21 SMG
- 88 Actions; * Move up to your full movement ( 3 x your MA in meters )
- per round
- 89 Weapon Ranges Table: Throwing grenades = 10m x Body Type, -1m/every kg
- over 1; other items = 3m x BT
- 89-- Weapon Modifiers Table; Aiming gives +1/rnd up to 3 rounds
- 89-- Grenade Table; after rolling for direction if grenade misses, roll
- another 1d10 for distance in meters.
- 89-- Common Covers table; Sheetrock wall = 5 sp
- 90-- Martial Arts Forms and Bonuses Table;
Boxing(1)
Strike +3, Block +2, Dodge +1 Thai Boxing(4) Strike +3, Kick +3, Block
+2, Grapple +1 Tae Kwon Do(4) Strike +3, Kick +4, Block +2, Dodge +1, Sweep+1
-
91
- 93-- Common Covers SPs; Sheetrock wall = 5 sp
- 96-- Ranged Weapons, Reliability Table;
Very Reliable 3
or less Standard 5 or less Unreliable 8 or less
-
97-- Airguns, Drug and Poison Effects Table; Nausea Drugs, illness, -4 Ref
- 97-- Airguns, Acid; effects last 3 combat rounds
- 97-- Tasers; "Tasers can be recharged from wall current, taking 1 hour to
- reach full charge."
- 98-- Bows, X-bows, Spears and Throwing Stars; all nongrenade thrown weapons
- have a range of 3x your BT in meters
- 99-- Grenades; Grenades can be thrown up to 10x the character's Body Type
- in meters, -1m/kg over 1.
- 101-- Explosive Ranges Table;
Plastique 1 kg, 4m, 7d10
C6 1/2 kg, 5m, 8d10 TNT 1 stick, 3m, 4d10
Trauma Team
- 108-- Sample Medical History; Ripperjack will take 13 not 16 days to recover
Drugs
- 115-- Cost Example; cost will be 650 eb per dose
Netrunner
- 123-- Both illustrated cyberdecks have 1 CPU as part of their stats.
- 132-- Program List; Wizard Book's strength is 6 vs Code Gates, 4 vs
- everything else
- 132-- Program List; VIRAL 15 costs 590eb not 600eb
- 132-- Program List; Hellbolt and Sword's costs are reversed
- 132-- Program List; Open Sesame costs 130 eb not 150
- 133-- Program List; Padlock strength is 4 not 6.
- 143-- Attacks against Systems and Cyberdecks; Attacking programs
- STR + 1d10 vs Code or Data Wall's STR + 1d10
- 161-- Virtual Limits Table;
Virtual Conference Room 1 MU
Virtual Office 2 MU Virtual Rec Area 4 MU Virtual Building 8 MU Virtual
City 16 MU Virtual World 32 MU
-
163-- Virtually there, How Long Will It Take;
1 object
1 sec 100 objects 2 min 1,000 objects 15 min 10,000 objects 2 hrs 100,000
objects 24 hrs 1,000,000 objects 240 hrs 1,000,000,000 objects 2400 hrs
All Things Dark and Cyberpunk
- 175-- Bell-Boeing V-22F Osprey; cost 2.5 to 10 million EB
Megacorps 2020
Page Company Employees Troops Covert---- ------- --------- ------ ------200 EBM 1,000,000 20,000 2,000200 Network 54 ( as before ) 5,000 750202 Merril, A&F( " ) 100 10203 Petrochem 338,000 30,000 2,500204 Arasaka 1,000,000 100,000 5,000204 Militech 350,000 100,000 2,031
Solo of Fortune
(now printed on the back page of newer copies)
- Fully Chipped, pg.7
- Magazine Extensions, 2x normal load is 20eb, 3x normal load
- is 60eb.
- New frames: Bullpup configuration for an assault rifle can drop
- the concealment rating from N to L with GM's decision
- Ultratech Ad, pg.22
- Nuke'Em UV Optic, HC=1
- Cyberwarrior Ad., pg 32
- Hammerhand; HC=2d6+1, damage is 1d10, reinforced frame allows you
- to mount ANY heavy pistol on the OUTSIDE of forearm.
- Buzzsaw; HC=2d6+4, soft armor damaged 2 SP/hit
- Speeding Bullet; because of extensive modifications to standard
- cyberlegs, only ONE other option is allowed
- Boostmaster; this package is +1 TO REF not initiative and you
- must have Kerenzikov or Speedware first!
- Bubba and J.T.
- pg 38 - Sternmeyer M-95A ROF=4/30
- pg 42 - Fabrica De Armes M-2012, ROF=1/4, squad auto has a ROF of
- 30 and 100 rnd drum magazine
- pg 47 - Espinoza One Shot, Acc=-1, damage for .50cal caseless is 3d6
- pg 47 - Fashion Gun 9; P/0/P/E/9mm/7/2/UR
- pg 47 - Surprising Stranger; P/0/P/E/10mm(2d6+2)/4/2/ST
- pg 47 - Kang Tao Type 97; magazine holds 10 rnds.
- pg 48 - Teen Dream; Acc= -1
- pg 48 - Federated X-22; P/0/P/E/.22caseless/10/2/ST
- pg 48 - Federated X-38; ROF=2, damage for .38caseless is 2d6
- pg 48 - Federated Impact; ROF=2
- pg 48 - Federated Tech-Assailt; magazine holds 30rnds
- Militech ad, pg 50 -
- High Power 15; RIF/2/N/P/9mm caseless long(2d6+4)/180/20(60)/ST,
- 200m range
- Ninja, availability is C, caliber is 5mm caseless. Over 4m away, gun
- cannot be heard without cyberaudio
- Boomer Buster; P/1(-1)/L(J)/P/.477(5d6)/4/1/VR, Accuracy and Concealment
- drop unless firer has brace unfolded or a cyberarm. Eff range increases
- to 100m with brace unfolded. Ammo is automatically AP [Note: according
- to a letter to us from RTG, only AP ammo is sold for the weapon ].
- EUROSOLO in 2020
- When creating a Eurosolo in the 2020 edition of Cyberpunk, remember
- that he will have an automatic +2 in his General Knowledge skill and
- +1 in a non-native European language. This reflects his greater level
- of starting education and the EEC's more cosmopolitan theatre of action.
- This advantage is balanced by subtracting one point from his Pickup
- skills ( in general, Europeans in 2020 have far more structured
- societies and less chance to experiment with life on the Street).
- A typical EuroSolo will have a Combat Sense of +5 to +7
EuroSolo Skills Package Recommended Pickup Skills -------- ------ -------- ----------- ------ ------ Awareness Business Sense Handgun Culture Martial Arts Social SMG Driving Wardrobe and Style Languages Athletics Stealth Weapons Tech Pilot (various craft) Corporate Policy Persuation Expert (one subject)
-
Cyberwear should be kept to a minimum; cyberoptics,
- cyberaudio, boosters, sometimes interface/chipware plugs.
- Obvious cyberlimbs and implants are frowned upon.
- For more detail, see Eurosource book.
Chromebook 1
All weapons listed (unless otherwise noted) have the maximum effective range alotted to their class in CP2020, pg 51.
Damage from the DZ 25 DetCard [pg 47] is 3d6 in 3m diameter.
To determine damage of Malorian SubFlechette Gun [pg 48] roll 1d6 for the number of penetrators per round that hit. Each penetrator does 1d6 damage (armor is 1/4). All the penetrators from a single round will hit in the same body area.
Minigrenades for the Militech Launcher [pg 46] are 30eb a piece, except for HEP rounds which are 40eb.
Hollow-nose ammo for the Darra M-9 Rifle [pg 50] is 45eb per box of 100 rounds, but is only available along the pacific rim.
Ammo prices for the Sand W Model F [pg 54] are approx 45eb/dozen for HEP and API rounds; 20eb/dozen for Acid shells.
Surgery Code for Chromebook Cyberwear --
AntiPlague Nanotech (N) Magnetic Feet/Hands (N)Cutting Torch (N) Mace Hand (M)Cyberhand (MA) Mag-Duct Spots (M)Cyberliver (MA) Optishields (M)Decentralized Heart (CR) Pacesetter/Pacesetter 2000 Hearts (CR)Digits (N) Rebreathers (MA)Dodgeball (M) Skate Foot (M)E-Monitor (N) Tazer Grip (N)Flashbulb (N) Tear Gas Sprayer (M)Forked Tongue (N) Times Square Plus (M)Frequency Changer (N) Video Cam/Transmitter (M)Gang Jazzler (M) Video Imager (N)Gas Jet (N) Voice Pattern (N)Gyro-Stabilizer Watch-Man (N)Icer (N) Wearman Mk.II (M)Lifesaver Skinweave (N) Wet Drive (CR)Limblink (N) Whip (N)
New Armor/Combat Notes
(c) 1992 RTG, Inc.
Armor Layering
Armor can be layered to a maximum of 3 layers; no more than ONE of these layers can be Hard Armor ( see Hard/Soft Armors Table below ). The 2nd layer has an EV bonus of +1; the 3rd an EV bonus of +2. Subdermal Armor and Bodyplating cyberware options are considered to be armor layers, Skinweave is not.
Proportional Armor Table
When layering armor or wearing armor behind an obstacle or cover, subtract the smaller SP from the large one. Find the difference on the table and read across to the other column. This is the bonus number you add to the LARGER SP to determine OVERALL protection from the armor/armor or armor/cover combination. If you have three or more layers of protection, calculate in pairs from the inside out. [ ex.: For armors A,B,C, you compare A and B, determine B's bonus number and then compare the new strength of B to armor C. ]
Difference in SPs Bonus Number---------- -- --- ----- ------0-4 +55-8 +49-14 +315-20 +221-26 +127+ 0
Hard/Soft Armors Table
Body armors are now divided up by whether or not the majority of their protection is based on rigid metals/ceramics/composites or on softer, more flexible ballistic fabrics. This is done for layering purposes and for some weapon damage effects. The table is arranged with heaviest protection at the top, lightest at bottom.
Hard Armors Soft Armors---- ------ ---- ------Metal Gear Heavy Armor JacketPolice Riot Armor Medium Armor JacketDoor Gunner's Vest Police patrol ArmorSteel Helmet M-78 RPA JacketFlak vest/pants Light Armor JacketBallistic Nylon Helmet Kevlar T-shirt/vestM-78 RPA heavy vest M-78 RPA T-shirtCorp Military body armor Heavy LeatherC-Ballistic Light Mesh SkinTight armor padding( RPA = Militech Revised Personal Armor )
Armor-Piercing Effects of Mono-weapons and Shotgun Slugs
Unless otherwise listed specifically in the weapon's description/information, all mono-weapons are at 1/3 SP versus both Hard and Soft Armors.
Shotgun slugs have normal AP ability versus all armors, but any damage that does penetrate is NORMAL, not halved. This represents the mass and high impact capabilities of finned/saboted slugs.
10 ga slugs 5d6+312 ga slugs 4d6+220 ga slugs 3d6+1
This page hosted by
Get your own Free Home Page