Cybernetic Soldier
Player's handbook

Written by Alex Boucher, December 1999.

 

Note from the author
    This document is the Player's handbook of the Cybernetic Soldier game system. It's a futuristic game, taking place in an apocalyptic earth after WWIII. It figures the struggle of humanity to regain global prosperity. The game system was completed rather quickly, in about 10 days, and may lack of consistence in some points of views while some things probably have been forgotten. The game masters shall feel free to bend those rules if they want and may add a few others if desired. Anyway thank you for considering playing Cybernetic Soldier and I hope you will like the game system and overall play ability.   I'd like to thank Eric LaMontagne for his support and FallOut for the major inspiration.

 

Setting
  When humanity reached the beginning of the 21st century, war erupted simultaneously in every corner of the planet. Super powers fought against each other in an apocalyptic battle for about half a century and killed hundreds of millions of peoples. After the great world war 3, often called the great catastrophe, what was left of the Earth was only a scorched wasteland drained of its resources and still under the fog of war and nuclear radiation.

Since the great catastrophe, the humanity has been left in a complete anarchy. Global superpowers now battling each other's again, not for racial, religious or territorial aspects but for the control of the powerful Matrix System that may enable them one day to create the ultimate Utopian nation…

 

Statistics
 Attributes
 
Attribute
Score
Secondary traits
Strength
1-10
Hit Points = 15 + Str + (2 x End)
Endurance
1-10
Weight Allowance = Str x 5 KG
Agility
1-10
Maximum Press = Str x 15 KG
Perception
1-10
Melee Damage = 3 + (Str - 5)
Intelligence
1-10
Armor Class = (Agi / 2) + Armor
Will Power
1-10
Movement Range = (Agi + 3) Meters
Charisma
1-10
Rad. Resistance = (End / 2) + 2
Luck
1-10
Self Control = Wil x 2
  System Shock = 5 + (Wil / 2) + End
 
Skills
 
Skill Name
Base
Small Arms
Agi + (Per / 2)
Heavy Weapons
Agi + (Per / 2) - 2
Driving
Agi + 3
Hand-to-hand
Agi + (Str / 2) - 2
Melee
Agi + (Str / 2) - 2
Throwing
Agi + (Per / 2)
Combat Sense
Per + (Agi / 2)
Sneak
Agi - 1
Survival
((End + Int) / 2) - 1
Lock Pick
(Agi / 2) + (Per / 3)
Pick Pocket
Agi
Negotiation
Cha
Speech
Cha + 2
Streetwise
Cha
Gambling
Luck
Demolition
(Int / 2)
Electronics
(Int / 2)
Mechanics
(Int / 2)
First Aids
Int + (Wil / 3) - 1
Medicine
(Int / 2) + (Wil / 3) - 1
Computers
Int - 1
Science
(Int / 2)
Hacking
(Int / 2) - 1
Business
(Int / 2)
Communications
(Int / 2)
Pilot
(Agi / 2) + 2
Gunnery
(Per / 2) + 2
To perform a skill test, the player must roll 1d20 and in order to succeed the test; the roll must be less or equal to his skill score, after specific modifiers according to the situation.

 

Experience and Skills

Every time your character accomplish quests, defeat foes in combat, learns valuable information, train his skills, work and each time you role play well, your DM will award you Experience points (XP) for theses accomplishments, depending on the difficulty your encounter. After a while your character will grow more experienced, confidant, skilled. This expertise is listed in Levels. A character of Lv 1 to 5 is considered has a newbie, an inexperimented adventurer. From Lv 6 to 10 your character would be considered has experienced and good at his job, while a character of Lv 11 to 15 would be a pro, a veteran and finally higher than 15 would be a best of the best…

Each time your earn your way to a Level of experience, you will gain skill points. Those points are what you use to upgrade your skills. Skills are rated from 1 to 25. Skills of 1 to 5 are mediocre and untrained. From 6 to 10 are novice and still not very good. Reaching 11 to 15 your character would be considered has a professional; not a pro but he'll be able to get the job done. Veterans and hotshots are in the 16 to 20 range while Elites are from 21 to 24. A legendary skilled character would have a rating of 25. When your gain skill points you may want to spend them to upgrade your skills. Upgrading a skill by 1 point cost 1 skill point if it's in the Untrained, novice or professional range. If your want to step in the veteran range it will cost you 2 skill points for every upgrade of 1 point. Climbing into the Elite will cost 3 points per upgrade and finally getting the legendary 25 will cost 5 points. Each time you gain a level you are awarded (Int / 2) +1 skill points

Each time you gain 3 Level of experience, Lv 3, 6, 9, 12, 15… etc… You'll be awarded a perk. A perk is a special ability that will enhance some of your skills. For example: the perk thief would give you a skill bonus in pickpocket and lock pick while the perk sharp shooter would give you a bonus to hit your target if you are using a small arm. Anyway here's the chart of experience points.

 

Level
XP Needed
1
0
2
1000
3
3000
4
6000
5
10000
6
15000
7
21000
8
28000
9
36000
10
45000
11
55000
12
66000
13
78000
14
91000
15
105000
Etc…
 
Perks
 
Perk Name
Requirements
Effects
Dodge Expertise
Lv 3, Agi 6
AC +2/Lv(Max3)
Attribute Upgrade
Lv 6
Spec. Att +1
Thief
Lv 3, Agi 5, Lck 5 
P.P. +1, L.P. +1
Sniper
Lv 9, Per 7, Agi 6
Per +3 for shooting
Melee Dam Bonus
Lv 3, Str 6
Melee Damage +2/Lv(Max3)
Martial Artist
Lv 6, Agi 6, End 6
HtH +2, Melee +1
Mechano
Lv 6, Int 7, Agi 6
Mech. +2, Elc.+1
Sml Arms Specialist
Lv 6, Agi 6, Per 6
Sml arms +3
Hvy Wpn Specialist
Lv 6, Str 6, Agi 5
Hvy Wpn +3
Medic
Lv 6, Int 6, Wil 5
First Aids +2, Medicine +1
Doctor
Lv 9, Int 7, Wil 6
Medicine +3, First Aids +2
Hacker
Lv 6, Int 7
Hack +2, Comp +1
Mr. Science
Lv 6, Int 7
Sciences +3
Adrenaline rush
Lv 6, Str 5 to 8
If Hp < 50% then Str +2
Painless
Lv 12, End 7, Wil 7
Ignore pain modifiers
Finesse
Lv 9, Agi 7, Lck 5
Critical thresholds - 2
Ambidextry
Lv 9, Agi 8
Only -1 for twice attack
Fast legs
Lv 3, Agi 6
Move Range +2
Comprehension
Lv 3, Int 7
Learning +50% (Books)
Super star
Lv 12, Cha 10
Everyone likes you
Demolition Expert
Lv 9, Agi 4, Int 7
Demo +3, Elec +1, Throw +1
Alertness
Lv 3, Per 5
Will be warned if ambushed
Warrior's spirit
Lv 3, Per 6
Combat Sense +2/Lv(Max3)
Learning ability
Lv 6, Int 6
Skill points +1 at each Lv
Fast recovery
Lv 3, End 6
Healing rate 50% better
Gambler
Lv 6, Lck 7
Gambling +3
Phantom
Lv 6, Agi 6
Sneak +3 at night
Healer
Lv 3, Per 6, Int 6
First Aid heal +2/Lv(Max3)
Thrower
Lv 3, Agi 7
Throw range + 1, throw +2
Kama Sutra Master
Lv 3, Agi 6, End 6
Guess what's the effect
Great Endurance
Lv 6, End 5
HP +3/Lv(Max3)
Master Thief
Lv 9, Agi 8, Lck 6
P.P. +2, L.P. +2, Sneak +1
Master Merchant
Lv 9, Cha 7
Negotiation +3, Speech +2
Organised traveller
Lv 6
Str +2 for carrying
Pioneer
Lv 9, End 6
Surv +2, travel +5Km/day
Radiation Resistant
Lv 3, End 6
Rad Resist +2/Lv(Max3)
Survivor
Lv 6, End 6, Int 6
Survival +3
Salesman
Lv 6, Cha 6
Negotiation +2, Speech +1
Silent Killer
Lv 9, Agi 8
Melee Dam x 2 if ambushing
Fast talker
Lv 3, Cha 6
Negotiation +1, Speech +1
Street kid
Lv 3, Cha 4 
Streetwise +2
Weapon manipulator
Lv 9, Agi 5
Able to use wpns has Str +3
Business Person
Lv 6, Int 6
Business +2, Negotiation +1
Computer Scientist
Lv 6, Int 6
Computer +2, Sciences, +1
Engineer
Lv 9, Int 8, Agi 6
Elec +3, Mech +1, Scic +1
Driver
Lv 3, Agi 4
Driving +2
Sharp shooter
Lv 12, Per 8, Agi 7
Aiming modifiers -2
Etc…
 
Optional traits

  Optional traits are facultative details that give your character a more personal touch. They boost some stats and skills but they lower some others. So you see, optional traits are neutral. You may chose 2 optional traits if you want 1 or even none. Choosing one or two will cost you no skill point or anything.

 

Optional Traits
Modifications
Fast Metabolism
Heal Rate +50% Rad.Resist -50%
Bruiser
Str +2, Agi -1, AC -1
Small Frame
Agi +1, AC +1, Carry has Str -2
Golden Hand
1 hand +2, 2 hands -2
Kamikaze
AC -3, Combat Sense +3
Heavy Handed
Mel Dam +3, Mel Critical = 8
Brute
Cha -2, Provoke Much Fear
Good Natured
S.A, H.W, Mel, HtH -1, F.A +2, Med, Sci +1
Chem Reliant
Dependence x 2, Chemical Effects x 2
Chem Resistant
Dependence / 2, Chemical Effects / 2
Sex-appeal
Better Relation with opposite sex
Skilled
Skill pts +1, Perk at every 4 Lv
Gifted
Att. Pts +6, All skill -2, Skill pts -1
 
How to create a character

  Before leaving the section about all surrounding the character and his statistics, I have to explain how to create a character.

The first step his to define his Attributes. Attributes are the physical and mental capacities of your character. Theses will be extremely difficult to change so think much before confirming your Attributes scores. All attributes starts at 5, the average, and when you are creating a character you will be awarded 6 Attribute points that you will put in your Attribute, where ever you want. You may wish to lower one Attribute below 5, to receive additional points to put somewhere else. This is an example: Bob his creating his character. His stats are theses: Str 5, End 4, Agi 4, Per 7, Int 8, Wil 6, Cha 8, Lck 4. When your Attributes are confirmed you have to calculate your Secondary traits with the simple formulas listed before.

The second part his to select your skills. First you must select up to 3 skills in which your character will be trained. Each skill that you chose will receive a +3 bonus at the start. After you have selected those tag skills; you'll able to select 4 secondary skills. It's the same procedure has for the tag skills selection except for the fact that every time you select a skills has a secondary, you'll receive a +1 bonus on that skill at the start.

After you have selected all of your Attributes and skills, the last part will be to select your optional traits, if any…

 
Combat

To determine who will act first, every fighter rolls 1d6 and adds the current number to his/her Combat sense score. Then the one with the strongest Combat sense act first. If some of the fighters are equal in combat sense the one with the best Perception will then act first. If the Agility of the fighters is equal, then the one with the best Agility will act first.

Combat Sense Modifiers
 
Situation
Modifier
Has to Draw Weapon
-3
Ambushing
Auto Win
Ambushed
Auto Lose
Already aiming
+3
Has to crouch
-2
Has to lay
-4
Surprised
-4
Has to get up
-6
Back Attack
-5
 

After the combat order has been determined the fighters enter the action phase, where they spend their round to move and then to perform specific actions like firing a weapon, reloading a magazine, use a stimpak… etc… Only some specific actions will take more than 1 round to perform. It will be noted later on.

Except for the actions of attacking, the other action does not really require much explanation. When performing an attack against an opponent, you must first perform a check to see if you successfully hit that target. To do the check you must roll 1d20 and if the roll is lower or equal than the attacker's chance to hit, a hit has occurred. This is the equation when performing and unarmed attack or a Melee attack: Chance to hit target = Skill - AC of target + Attack modifiers. If performing a ranged attack the equation gets more complex but still, it more fun to blow someone's whole upper body instead of only ripping it open. So here's the equation: Chance to hit target = Skill - AC of target + range modifiers + All movements modifiers + Attack modifiers. If the target is attacked from his/her rear, do not count his/her Agility in the AC rating. If the target is attacked on his/her flank, count half his Agility in the AC rating.

 
Combat Modifiers
 
Health Condition
Current HP %
Modifier*
Slightly Wounded
75 to 51 %
-1
Seriously Wounded
50 to 26 %
-3
Mortally Wounded
25 to 1 %
-6
Dead
0 %
Death
* Does actually applies to every action perform, not only combat.
 
Stress Condition**
Modifier*
Very Stressed
-1
Extremely stressed
-3
Shooking
Can't act
Freaking out
Paralyze
 

* Does actually applies to every action perform, not only combat.
** If the enemy comes in point blank range treat stress level has one step lower has natural instincts kicks in.

 

Movement
Ranged Atk
Melee Atk
Movement Threshold
Movement Range
Stationary
0
0
0
No move
Crouch
+1
-2
-2
No move
Laying
+1
Can't
-4
No move
Crawling
Can't
Can't
-3
Range x1/3
Walking
-2
0
-1
Range x1
Jogging
-4
-1
-3*
Range x2
Running
-8
-2
-6*
Range x3
 
* If the target is moving directly toward the attacker, not diagonally or laterally, the movement threshold will be divided in half and the weapon range modifier will be treated only at the end of his movement.

 

Weapon range modifier
Modifier
Point blank(3m or less)
+2
Short Range (SR x 1)
0
Medium Range (SR x 2)
-2
Long Range (SR x 4)
-4
Extreme Range (SR x 8)
-6
 
Cover's type
Cover's value
Light cover
-1 to -2
Completely under light cover
-3 to -4
Heavy Cover
-5 to -6
Completely under heavy cover
Auto miss
 

If the fighter did not move he may attempt a second action after everybody else has made their action, but burst fire is not included if it goes beyond the maximum rate of fire per round. Example: Bob stay stationary this round and fire a burst of 5 rounds with his SubMachineGun at a thug. Since he was stationary he can fire again. A common SubMachineGun can fire up to 20 rounds of ammunition per round so this means that for his second action he could fire 15 rounds if he would like.

 

 Specific Action
Explanation
Attack modifier
Dodging
AC + (Agi / 2)
Can't attack
Aiming
Spend more time aiming
+1/round(max5)
Aim location
Critical Threshold = 5
-2 to -4
Aim head
Automatic Critical
-5
Attack twice
Do not exceed maximum ROF
-3
Walking Fire
Burst 1 more target per ROF
0
 
Burst fire

All firearms have a ROF (Rate of Fire) rating. ROF of 1 means that this weapon cannot fire more than 1 round per shot while a firearm with a ROF rating of 15 would mean that it could fire up to 15 rounds of ammunition per combat round. The calculations of the modifiers are rather simple. For each 5 rounds fired at the target you'll receive a bonus of +1 on the accuracy of the weapon, easily causing more critical hit with automatic weapons and for every margin of success the target will take (ROF/10) extra points of damage. By this great factor of accuracy delivered by the amount of rounds fired at the target, burst weapons are among the most deadly but it's impossible to aim a specific body part while using burst fire.

 

Damage

 When a successful hit occur you must check how hard you hit your target. To determine this you must calculate the margin of success by this equation: Chance to hit - current attack roll. If the margin of success was very high a critical hit may occur. In melee combat it's easier to inflict a critical wound so a margin of success of 5 and higher is all that is required to inflict that critical hit, while in ranged combat you need an 8. To calculate the damage you simply roll de damage of the weapon and then subtract the listed amount of point accordingly to the type of attack and the armor the target is wearing. This damage amount is then deduced from the target's hit points. If a critical his occur double damage his received.

 

Grenades

When tossing a grenade, you can still hurt your target even if there was a margin of failure. For each margin of failure, the attacker has missed his target by 1 meter. So if the target is still in the grenade's radius he will still receive half of the damage.

 

Combat example

Bob and George are fighting in a dark alley. They roll their combat sense. Bob rolls a 3 and adds it to his skill and gets a 15 while George rolls a 5, but since he had to draw his weapon (-3), he gets a total of 13. Bob wins the initiative and decides to walk toward George who decides to stay stationary.

Bob fires at his opponent with his 9mm Pistol. His chances to hit George are those: Small Arms skill (13) -2 (walking), -2 (Target his in Medium Range of his pistol), +0 (George is statuary), -3 (George's AC) and -2 (dim light) = 4. Bob only has 4 chances on 20 to hit his opponent, but he decides after all to still try to shoot. He rolls a 7 on his attack roll, good but not good enough, he misses by a margin of failure of 3.

It's now George's turn and after he has draw his Laser Riffle he open fire on Bob. His chances to hit Bob are: Small Arms skill (18), +0 (stationary), -1 (Bob is walking), -2 (Bob's AC), +0 (Short Range), -2 (dim light) = 13. He rolls a 4 on his attack roll, creating a critical hit because the margin of success was bigger than 8. George calculates the damage inflicted. A common Laser Riffle inflicts (2d8+15) points of damage. He rolls a 7 and a 4 and adds 15, totaling 26 but since it's a critical hit it's now 52 points of damage. Since Bob was not wearing any armor no points are reduced from the damage amount. So after all the calculations, 52 points are reduced from the current Bob's average 30 hit points, totaling a now -22 Hit points… Bob has been cut in half by the accurate laser beam of George's Laser Riffle. Sorry Bob…

 

Injuries

If a character suffer injuries in combat or by other means his wounds may degenerate or naturally heal depending on his current state.

If the character is in "Ok" condition, he will naturally heal 1 HP per 6 hours. If in the state "Slightly Wounded", that character's wound will take more time to heal, at a rate of 1 HP per every 12 hours. If in the state of "Seriously wounded", the wounds will stay stationary, not degenerating or healing if the wounded character has received First Aids. Else he will gradually lose 1 HP every 6 hours. Thus if the character is unfortunate enough to fall in the "Mortally wounded" state, he will lose 1 HP every 2 hours unless a successful First Aids skill test will slow the degeneration to 1 HP every 6 hours.

If the wounded character is travelling the wounds will take twice the time required to heal than usual and they will degenerate at double speed. Under very stressful circumstances like travelling and fighting, wounds will not heal but degenerate 3 times faster. If the wounded character is under medical attention, his wounds are automatically considered has stabilized and he will regain 1 HP per 4 hours, until fully recovered.

If a critical hit occurred on a specific location, no double damage will be received but that location will be beyond use. Like a critical hit to the left leg wound result in a inability for the character to use this leg. That would be a crippled leg and a loss of half his movement rate. Fortunately modern medicine can make miracles… well… they can't heal a critical hit to the head but they can handle pretty much every wounds now… at a cost… Doh! Anyway finally, when receiving a critical hit to a specific location, the character must roll a successful System shock roll and if they fail that roll, the poor unfortunate person will receive a permanent injury. And it's up to your DM to determine that permanent injury considering the type of damage you received; normal, laser, fire, plasma, or explosion.

 

Hazards

Falls are one of the few hazards possible in a role-playing game. I made the falling damage rule very simple. For every meters fallen the character will receive 1d6 points of damage for the first 5 meters, then after those 5 first meters it will become 1d8 for the next meters. The first meter of fall his always ignored. Unfortunately, body armor does not cut some of the damage, only softened floor like sand and water may halve the damage but hard surfaces like asphalt will double it. For example, the poor Bob, miraculously resurrected from the dead, takes a fall of 8 meters. The DM rolls 4 times 1d6 and 3 times 1d8. The results are: 5, 1, 6, 2, 5, 8, 7, and 1 totaling 35 points of damage… SPLAT!

Drugs are one common thing in the world of Cybernetic Soldier. Some boost your physical prowess and other simply send you flying in another strange and wonderful world. One thing all drugs have in common his addictiveness. I am not going to list all existing drugs but they all have a potency rating. To check if a character that just consumed a drug will stay addicted, he must roll a successful System Shock test minus on his score the potency of the drug. If the roll his failed that character his now dependant on that drug and will receive stats penalties if his body his lacking of this specific drug. The effects of the drugs and the dependence penalties are all up to the DM but here's some drugs to give you some ideas.
 

Drug Name
Potency
Effect(s)
Onset time
Alcohol
None
Euphoric, Dizziness, Varies 
15 mins
Adrenaline
None
Ignore pain modifiers, insomnia
15 secs
Jet
3
Euphoric, Hallucinogen
3 mins
Bluff Out
4
Str, Agi, Per +1 for 1-2 hour
15 mins
Tobacco
-2
Calm nerves, chill, relaxes
30 secs
Speeds
-3
Agi +1, insomnia
20 mins
Dream Puff
0
Euphoric, Hallucinogen
1 min
Morphine
-3
Calm down, Halve pain modifiers
30 secs
PCP
-1
Hallucinogen
15 mins
Curare
None
If test if failed, it's fatal
15 seconds
Etc…
-
-
-
 
Encumbrance

When your character his overloaded with stuff he his carrying he will start to suffer from encumbrance. Encumbrance his reflected by penalties in Movement Range, Armor Class and Attack accuracy.

 

Encumbrance
Weight Carried
Move Rate
AC
Attack
None
Less than WA
0
0
0
Light
From WA to WA x2
-1
-1
-1
Heavy
From WA x2 to MP
-2
-2
-2
Overloaded
Over MP
-4
-4
-4
 

WA: Weight Allowance rating
MP: Maximum Press rating

 

Weapons, Armors and Equipment

Unfortunately for the characters, this section will only be available to the game masters due to the fact that people in the apocalyptic world of Cybernetic Soldier are pretty ignorant of the values and availability of all equipment. Thus it will be an exciting experience for the players to discover all new sorts of items and weapons they did not even tough that existed.

I will not list everything that exists in the world of Cybernetic Soldier but I will give a general idea of what kind of technology is available in my world, in the early 2060. Handguns, riffles, automatic firearms, energy weapons, chainguns, rocket launchers and other heavy weapons, metallic armors, bullet proof vests, full combat suits, cybernetic implants, cyborgs, clones, mutants, teleportation pods, personal cloaking devices, cyborg combat armors, cyberspace (matrix), and much much more are all available depending on where you look.

 

 

   Cybernetic Soldier

Character's sheet (Example)
 
First name: Sean  Last Name: Green
Age: 28 Date of birth: May 27, 2032
Place of birth: Denver, Colorado, FDA Gender: Male
Height: 186 Cm (6'1") Weight: 86 Kg (190 lbs.) 
Hair Color: Brown Eyes Color: Brown
Occupation: Special Military Operative for the FDA Army (FDA Marine)
Past times: Music, Painting, Martial Arts, Shooting, Gym
Personality: Confident, Bold, Calm, Passionate, Polite
 
Attribute
Score
Secondary traits
Strength
6
Hit Points 33 / 33
Endurance
6
Weight Allowance 30 KG
Agility
7
Maximum Press 90 KG
Perception
6
Melee Damage 4
Intelligence
5
Armor Class 3+1
Will Power
6
Movement Range 10 Meters
Charisma
5
Rad. Resistance 5 /20
Luck
4
Self Control 12 /20
    System Shock 14 /20
 
Health Condition
HPs
Other Health Conditions
Feeling Well
33 To 25
Stress Level: None
Slightly Wounded
24 To 17
Radiation Level: None
Seriously Wounded
16 To 8
Illnesses: None
Mortally Wounded
7 To 1
Dependencies: None
 
Optional Traits/Perks
Effect(s)
No Optional Traits
-
Warrior's spirit (Lv3)
Combat Sense +2
Small Arms Specialist (Lv3)
Small Arms +3
   
   
   
 
Skill Name
Score
Skill Name
Score
Small Arms (Tag)
18
Sneak
7
Combat Sense (Tag)
16
   
Hand-to-Hand (Tag)
14
   
Melee (Sec)
10
   
Throwing (Sec)
12
   
Survival (Sec)
10
   
Demolitions (Sec)
6
   
Communications
5
   
First Aids
8
   
 
Weapon's name
Acc
Dam
Range(s)
Rof
Ammo
Kg
Spec.
9mm SubMachineGun
0
1d6+10
21/42/84/168
20
50
3
-
9mm Pistol
0
1d6+10
11/22/44/88
1
10
1
-
Combat Knife
0
1d6+7
7
-
-
0.5
-
Frag Grenades x3
0
2d10+20
16
-
-
1.5
Radius = 8 Meters
               
 
Armor
AC
Normal
Laser
Fire
Plasma
Explosion
Medium Body Armor
1
4
1
1
0
2
             
             
 
Item Name
Kg
Spec.
Item Name
Kg
Spec.
Med B. Armor
3
-
     
First Aid Kit
2
First Aids +2
     
StimPak x2
1
HP +5
     
Flash Light
0.5
-
     
Communication Set
0.5
-
     
9mm SMG Clip x2
1.5
       
9mm Pistol Clip x1
0.3
       
25 Meters Silk Rope
3.5
       
           
           
 
Notes
Total weight carried = 18.3 Kg
 
Background
 
Level: 6
XP points: 15000
Next Level: 21000
 
 
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