SR CG 6.23 To Use This File Please Download A Copy To Your Computer, You Won't Be Able To Amend It On Google Docs

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SR CG 6.23 [WIP: Created by Aria, built on the SR5 version which had lots of input from others.

from others. Input: estradling for FS input, jacx7 for CRB sp

To use this file please download a copy to your computer, you won't be able to amend it o
Hi folks, to use this Excel generator please start on the '1 Priorities' Tab

This is split in to 12 sections, starting with Basics, Character Gen method (there's only the priority table at the moment), the ta

Typically the file has grey boxes with dark outlines to select stuff like the one below

When you put a numer in it the cell changes to blue so you can easily see it
1
Yellow boxes require you to input values/text because the calculations are beyond my skills or there are too many potential va

Cells in orange are the same as yellow but usually because they are not normally available at character gen

Filling in the Priority Table may look something like this, C in Race, Attributes A, Magic E, Skills D and Resources B… or how

Go through this Tab and then head to '2 Attributes', '3 Skills' etc to calculate the rest of the character

When it comes to gear, licenced or illegal gear above availibility 6 is not normally permitted at char gen and the cell will be pin

I suggest you right click on tabs that you will not use for this character (eg. Adepts, Spells etc for a mundane) and 'Hide' them

Output comes on the 'Sheet CLR or BW' for paper copy, 'Sheet Text' for forum output (like SG) or 'Sheet OP' for Obsidian Po

These will autopopulate with attributes (and calculated attributes), skills, qualities, adept powers and spells. Gear etc will nee
Thanks to gargaMONK for the automation!

If you want to print the whole document I suggest Ctrl clicking the tabs you want to print rather than the whole thing… I've set

If you have any questions or comments you can contact me at aria.emerging@gmail.com or as Aria on Shadowgrid or Dumps
Revision History

CG 6.01 Original [SR6] plus No Future [NF]


CG 6.02 CRB errata Jan 2020, Adversary [Ad]
CG 6.03 SOTA 81 (German) [s81], Age of Rust [AoR], Firing Squad [FS] - draft, game stats to follow in 6.04
CG 6.04 Firing Squad [FS] game stats
CG 6.05 Krime Katalog [KK] and Ingentis Athletes [IA] added
CG 6.06 Output improvements
CG 6.07 Error corrections
CG 6.08 Critical Strike added to melee DV, other minor tweaks
CG 6.09 Mentor spirit adept powers added to Adepts tab. Stolen Gear Quality amended to have a karma cost no
CG 6.10 Bug fix on weapons tab. Slip Streams [SS] added
CG 6.11 Missing FS accessories and mods added. SRM missions FAQ for Stolen Gear damage between runs
CG 6.12 Matrix edge actions added, Banshee's Matrix FAQ houserule for commlinks added, explosives power h
CG 6.13 Collapsing Now [CN] added
CG 6.14 More PACKS added. Adept power lvls cap houserule added. Adepts from Street Wyrd [SW] added, spe
CG 6.15 Street Wyrd spells etc added, preparations and rules details to follow in v .16
CG 6.16 Street Wyrd spell details added, alchemical preparations added (rules to follow)
CG 6.17 Street Wyrd traditions added
CG 6.18 Power Plays [PP] added. Bone lacing calculation removed from Bod bonuses and added to damage res
CG 6.19 Shadowrun Missions [SRM] spells added. PP Knockoff calculation added to Weapons Tab
CG 6.20 Critical strike corrected on unarmed DV
CG 6.21 Core City Edition Errata added [SR6C for new content]
CG 6.22 Double Clutch [DC] added. Analytical mind / Attribute Mastery houserule added
CG 6.23 In-use Log Tab added. Some sample vehicles and custom vehicles added. Metamagic notes added. St
ing for FS input, jacx7 for CRB spells page notes, Play Testers: Jack Spade, Markelphoenix, Arky, ZeroSum, jacx7. Massive thanks to gargaMONK for the new sheet tab and e

e able to amend it on Google Docs

able at the moment), the table itself, select race etc.

e are too many potential variables to program

and Resources B… or however you want to split it. Sum-10 is likely to be explained in a future SR sourcebook

gen and the cell will be pink as below

mundane) and 'Hide' them… don't delete them as that might cause calculation errors

Sheet OP' for Obsidian Portal output

d spells. Gear etc will need to be manually copy/pasted from the relevant sections or infilled by hand.

n the whole thing… I've set the print settings as best I can but it will still be a lot of paper!

a on Shadowgrid or Dumpshock. Enjoy!


e stats to follow in 6.04

ed to have a karma cost not addition. Bug fixes

ar damage between runs


added, explosives power houserule calculated

reet Wyrd [SW] added, spells etc to follow in v .15

s and added to damage res only


Weapons Tab

Metamagic notes added. Stolen Gear updated to Missions FAQ 1.5


gaMONK for the new sheet tab and excel automation beyond my skills! Kenjitsu for his input too]
Rune
R6 Alias: Nuyen: ¥ Karma Earned
Player: Heat: Reputation Karma Spent:

ATTRIBUTES Cost: new rank * 5; Training Time: (new rank*2)m


Body: 5 (5) Agility: 7 (7) Reaction: 5 (5) Strength: 4 (4)
Willpower: 5 (5) Logic: 2 (2) Intuition: 3 (3) Charisma: 3 (3)
(Will + Cha) (Will + Int) (Log + Int)

Composure: 8 Judge Intentions: 8 Memory: 5 Essence: 6.00


Lift/Carry: 10 Defense: 6 Vision: Magic/Resonance: 6
(Body + Will)
Cost: new rank *5 SKILLS
Train Time:(n. rnk)m ARMOR Def Cap Notes Initiative: 8 + 1 d6 1 / 2
Name Rnk Att Spec/Expert Matrix Init### + 1 (2) d6 1 / 2
Astral 2 Int:3 Astral Init 5 + 2 d6 1 / 3
Athletics 4 Agi:7 Edge Points Edge: 3
Biotech Log:0 1 2 3 4 5 6 7 8
Close Combat 6 Agi:7
Con Cha:2 (Unarmed DV = Str/2 round up; Atk = Str + Rea) 刀
Conjuring Mag:0 WEAPONS
Cracking Log:0 Name DV Mode Cl/Near/Md/Far/Extr Ammo Notes
Electronics Log:1
Enchanting Mag:0
Engineering Log:1
Exotic Weapons Agi:0
Firearms 5 Agi:7
Influence Cha:2
Outdoors Int:2
Perception 4 Int:3 Unarmed 3P - 9/—/—/— - -

Piloting Rea:4 浪人 Cost: 5; aining Time: 1w


Sorcery SPELLS/COMPLEX FORMS/RITUALS/PREPARATIONS: Drain
Stealth 3 Agi:7 Name Type/Target Range Duration Drain
Tasking Res:0

English Native

MATRIX PERSONA STUN DMGPHYSICAL DAMAGE


Device Rating ### Data Proc. - Firewall - Attack - Sleaze -
Devices:

Programs -###



-1 -2 -3 -4 -1 -2 -3 -4 -5 -6
Matrix 1 2 3 4 5 6 7 8 9 10 11 12 8+(Will / 2) round up 8+(Body / 2) round up
Condition Monitor:
R6 Metatype: Height: Gender Expr

Ethnicity: Weight: Age:

NOTES: QUALITY Karma QUALITY Karma


Additional Techniques 5 Carromeleg 7
Dermal Deposits 7 Incompetant (Skill) -10
Low-light Vision [Met Paladin’s Code -10
Thermographic Vision 8

FAKE SINS
Alias: Sin Rating
Licenses:
田中さん Lifestyle:
CONTACTS Connect. Loyalty Archetype Credsticks
xxx xxx Alias: Sin Rating
Licenses:
Life/Creds
Alias: Sin Rating
Licenses:
Life/Creds
御前
VEHICLES/DRONES
根回し Type: Hand: Condition
AUGMENTATION Rtg Ess Notes Accel: Spd. Interval:
Top Speed Body: -5
-1 -3
Armor: Pilot:
Sensor: Seats:
Notes: -6
-2 -4

Type: Hand: Condition


Accel: Spd. Interval:
Top Speed Body: -5
-1 -3
Armor: Pilot:
Sensor: Seats:
侍 Initiation - Cost: 10 + grade; Training Time: (grade + 1)m Notes: -6

ADEPT POWERS / META MAGIC / ECHOES / OTHER -2 -4

Initiation/Submersion Grade: Tradition: Mentor: Type: Hand: Condition


Name Lvl PP Notes Accel: Spd. Interval:
Top Speed Body: -5
-1 -3
Armor: Pilot:
Sensor: Seats:
Notes: -6
-2 -4

Type: Hand: Condition


Accel: Spd. Interval:
Top Speed Body: -5
-1 -3
Armor: Pilot:
Sensor: Seats:
黒幕 Notes: -6

GEAR: -2 -4

Type: Hand: Condition


Accel: Spd. Interval:
Top Speed Body: -5
-1 -3
Armor: Pilot:
Sensor: Seats:
Notes: -6
-2 -4
1 2 3 4 5 6 7 8 9 10 11 12 8+(Will / 2) round up 8+(Body / 2) round up
Condition Monitor:
-2 -4
SR CG 6.23

[b]Name & Principle Alias [/b]Logan Swansiong ''Rune''

[b]Ethnicity & Metatype[/b]

[b]Born[/b] [b]Sex[/b] [b]Height[/b] [b]Build[/b]


[b]Nationality[/b]
[b]Description[/b]

[b]Race[/b] C [b]Attributes[/b] A [b]Magic[/b] D [b]Skills[/b] B [b]Resources[/b] E

[b]Attributes[/b]
Body: 5 ( 5 )
Agility: 7 ( 7 )
Reaction: 5 ( 5 )
Strength: 4 ( 4 )
Willpower: 5 ( 5 )
Logic: 2 ( 2 )
Intuition: 3 ( 3 )
Charisma: 3 ( 3 )
Edge: 3
Magic/Resonance: 6
Essence: 6.00
Initiative: 8+1D6
Matrix VR Initiative:4+2D6 +1D6 HotSIM
Astral Initiative: 5+2D6
Phys CM: 11
Stun CM: 11
Surprise: 8
Composure: 8
Judge Intentions: 8
Memory: 7
Lift/Carry: 160kgs
Defence Rating 6
Bonus D Damage R 0

[b]Qualities / Racial Bonuses[/b]


Additional Techniq 5
Carromeleg 7
Dermal Deposits 7
Incompetant (Skill) -10
Low-light Vision [Me 0
Paladin’s Code -10
Thermographic Visi 8
0 0
0 0
0 0

[b]Skills[/b]
Astral 2 ( 8 ) S: 0 E: 0
Athletics 4 ( 11 ) S: 0 E: 0
Biotech 0 ( / ) S: 0 E: 0
Close Combat 6 ( 13 ) S: 0 E: 0
Con 0 ( 2 ) S: 0 E: 0
Conjuring 0 ( / ) S: 0 E: 0
Cracking 0 ( / ) S: 0 E: 0
Electronics 0 ( 1 ) S: 0 E: 0
Enchanting 0 ( / ) S: 0 E: 0
Engineering 0 ( 1 ) S: 0 E: 0
Exotic Weapons 0 ( / ) S: 0
Firearms 5 ( 12 ) S: 0 E: 0
Influence 0 ( 2 ) S: 0 E: 0
Outdoors 0 ( 2 ) S: 0 E: 0
Perception 4 ( 7 ) S: 0 E: 0
Piloting 0 ( 4 ) S: 0 E: 0
Sorcery 0 ( / ) S: 0 E: 0
Stealth 3 ( 10 ) S: 0 E: 0
Tasking 0 ( / ) S: 0 E: 0

[b]Knowledge / Language Skills[/b]


English

Sperethiel
0
0
0
0
0
0
0

[b]Cyber & Bioware[/b]


0
0
0
0
0
0
0
0
0
0

[b]Adept Powers[/b]
0
0
0
0
0
0
0
0
0

[b]Spells / Complex Forms[/b]


0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

[b]Gear[/b]
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

[b]Lifestyle[/b]
0
0

[b]Contacts[/b]
xxx [xxx] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[ ] Connection: 0 Loyalty: 0
[ ] Connection: 0 Loyalty: 0

[b]Karma Expenditure[/b]
Racial Costs 0
Qualities 15
Negative Qualities -20
Attributes 0
Skills 0
Foci Binding 0
Resources 0
Stolen Gear 0
Martial Arts 36
Additional Spell 0
Additional CF 0
Initiation 0
Submersion 0
Buy off negative Qua 0
SR CG 6.23

[Fieldset=DATA]
[b]Name & Principle Alias [/b]Logan Swansiong ''Rune''

[b]Ethnicity & Metatype [/b]

[b]Born[/b] [b]Sex[/b] [b]Height[/b] [b]Build[/b]


[b]Nationality[/b]
[b]Description[/b]

[b]Race[/b] C [b]Attributes[/b] A [b]Magic[/b] D [b]Skills[/b] B [b]Resources[/b] E


[/fieldset]
[Fieldset=ATTRIBUTES]
Body: 5 ( 5 )
Agility: 7 ( 7 )
Reaction: 5 ( 5 )
Strength: 4 ( 4 )
Willpower: 5 ( 5 )
Logic: 2 ( 2 )
Intuition: 3 ( 3 )
Charisma: 3 ( 3 )
Edge: 3
Magic/Resonance: 6
Essence: 6.00
Initiative: 8+1D6
Matrix VR Initiative:4+2D6 +1D6 HotSIM
Astral Initiative: 5+2D6
Phys CM: 11
Stun CM: 11
Surprise: 8
Composure: 8
Judge Intentions: 8
Memory: 7
Lift/Carry: 160kgs
Defence Rating 6
Bonus D Damage R 0
Unarmed Attack 3P, 9/—/—/—/—
[/fieldset]
[fieldset=QUALITIES / RACIAL BONUSES]
Additional Techniq 5
Carromeleg 7
Dermal Deposits 7
Incompetant (Skill) -10
Low-light Vision [Me 0
Paladin’s Code -10
Thermographic Visi 8
0 0
0 0
0 0
[/fieldset]
[fieldset=SKILLS]
[b]Active Skills[/b]
Astral 2 ( 8 ) S: 0 E: 0
Athletics 4 ( 11 ) S: 0 E: 0
Biotech 0 ( / ) S: 0 E: 0
Close Combat 6 ( 13 ) S: 0 E: 0
Con 0 ( 2 ) S: 0 E: 0
Conjuring 0 ( / ) S: 0 E: 0
Cracking 0 ( / ) S: 0 E: 0
Electronics 0 ( 1 ) S: 0 E: 0
Enchanting 0 ( / ) S: 0 E: 0
Engineering 0 ( 1 ) S: 0 E: 0
Exotic Weapons 0 ( / ) S: 0
Firearms 5 ( 12 ) S: 0 E: 0
Influence 0 ( 2 ) S: 0 E: 0
Outdoors 0 ( 2 ) S: 0 E: 0
Perception 4 ( 7 ) S: 0 E: 0
Piloting 0 ( 4 ) S: 0 E: 0
Sorcery 0 ( / ) S: 0 E: 0
Stealth 3 ( 10 ) S: 0 E: 0
Tasking 0 ( / ) S: 0 E: 0

[b]Knowledge / Language Skills[/b]


English

Sperethiel
0
0
0
0
0
0
0
[/fieldset]
[fieldset=CYBER / BIOWARE]
0
0
0
0
0
0
0
0
0
0
[/fieldset]
[fieldset=ADEPT POWERS]
0
0
0
0
0
0
0
0
0
[/fieldset]
[fieldset=SPELLS / COMPLEX FORMS]
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
[/fieldset]
[fieldset=GEAR]
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
[/fieldset]
[fieldset=LIFESTYLE]
0
0
[/fieldset]
[fieldset=CONTACTS]
xxx [xxx] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[] Connection: 0 Loyalty: 0
[ ] Connection: 0 Loyalty: 0
[ ] Connection: 0 Loyalty: 0
[/fieldset]
[fieldset=KARMA]
Racial Costs 0
Qualities 15
Negative Qualities -20
Attributes 0
Skills 0
Foci Binding 0
Resources 0
Stolen Gear 0
Martial Arts / Drivin 36
Additional Spell 0
Additional CF 0
Initiation 0
Submersion 0
Buy off negative Qua 0
[/fieldset]
SR CG 6.23

h2. Logan Swansiong ''Rune''

h4.

*Born* *Sex* *Height* *Build*


*Nationality*
*Description*

table{border:1px solid black}.


|>. *Race* |=.C|>. *Attributes* |=.A|>. *Magic* |=.D|>. *Skills* |=.B|>. *Resources* |=.E|

h4. Attributes

table{border:1px solid black}.


|>. *Body* |=.5|>. *Willpower* |=.5|>. *Surprise* |=.8|
|>. *Agility* |=.7|>. *Logic* |=.2|>. *Composure* |=.8|
|>. *Reaction* |=.5|>. *Intuition* |=.3|>. *Judge Intentions* |=.8|
|>. *Strength* |=.4|>. *Charisma* |=.3|>. *Memory* |=.7|
|>. *Edge* |=.3|>. *Magic/Resonance* |=.6|>. *Lift/Carry* |=.160kgs|
|>. *Essence* |=.6| | | | |
|>. *Initiative* |=.8+1D6|>. *VR Initiative* |=.4+2D6|>. *Astral Initiative* |=.5+2D6|
|>. *Phys CM* |=.11|>. *Stun CM* |=.11|>. *Damage Overflow* |=.10|
|>. *DR* |=.6|>. *AR unarmed* |=.9|>. *DV unarmed* |=.3P|

h4. Qualities

table{border:1px solid black}.


|>. *Quality* |=. Value |>. *Quality* |=. Value |
|>. Additional Techniques |=.5 |>. Carromeleg |.7|
|>. Dermal Deposits |=.7 |>. Incompetant (Skill) |.-10|
|>. Low-light Vision [Meta] |=.0 |>. Paladin’s Code |.-10|
|>. Thermographic Vision |=.8 |>. 0 |.0|
|>. 0 |=.0 |>. 0 |.0|

h4. Skills

table{border:1px solid black}.


|>. Skill |=. Rank |=. Pool |=. Specialism |=. Expertise |
|>. Astral |=.2|=.8|=.0|=.0|
|>. Athletics |=.4|=.11|=.0|=.0|
|>. Biotech |=.0|=./|=.0|=.0|
|>. Close Combat |=.6|=.13|=.0|=.0|
|>. Con |=.0|=.2|=.0|=.0|
|>. Conjuring |=.0|=./|=.0|=.0|
|>. Cracking |=.0|=./|=.0|=.0|
|>. Electronics |=.0|=.1|=.0|=.0|
|>. Enchanting |=.0|=./|=.0|=.0|
|>. Engineering |=.0|=.1|=.0|=.0|
|>. Exotic Weapons |=.0|=./|=.0| |
|>. Firearms |=.5|=.12|=.0|=.0|
|>. Influence |=.0|=.2|=.0|=.0|
|>. Outdoors |=.0|=.2|=.0|=.0|
|>. Perception |=.4|=.7|=.0|=.0|
|>. Piloting |=.0|=.4|=.0|=.0|
|>. Sorcery |=.0|=./|=.0|=.0|
|>. Stealth |=.3|=.10|=.0|=.0|
|>. Tasking |=.0|=./|=.0|=.0|
||||||
| *Knowledge Skills* | | | | |
|>.English | | | | |
|>. | | | | |
|>.Sperethiel | | | | |
|>.0 | | | | |
|>.0 | | | | |
|>.0 | | | | |
|>.0 | | | | |
|>.0 | | | | |
|>.0 | | | | |
|>.0 | | | | |

h4. Augmentations

table{border:1px solid black}.


|>. *Augmentation* |=. *Rating* |=. *Cost* | *Notes* |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |

h4. Adept Powers

table{border:1px solid black}.


|>. *Power* |=. *Rating* |=. *Cost* | *Notes* |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |
|>. 0 |=.0|=.0| |

h4. Spells / Complex Forms

table{border:1px solid black}.


|>. *Spell/Form* |=. *Type/Target* |=. *Range* |=. *Duration* |=. *Drain* |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |
|>. 0 |=.0|=.0| 0 | 0 |

h4. Weapons

table{border:1px solid black}.


|>. *Weapon* |=. *DV* |=. *Mode* |=. *Close/Near/Med/Far/Extr* |=. *Notes* |
|>. 0 |=.0|=.0| 0 | 0, |
|>. 0 |=.0|=.0| 0 | 0, |
|>. 0 |=.0|=.0| 0 | 0, |
|>. 0 |=.0|=.0| 0 | 0, |
|>. 0 |=.0|=.0| 0 | 0, |
|>. 0 |=.0|=.0| 0 | 0, |
|>. 0 |=.0|=.0| 0 | 0, |
|>. Unarmed |=.3P|=.-| 9/—/—/— | - |

h4. Armour

table{border:1px solid black}.


|>. *Armour* |=. *Rating* | *Notes* |
|>. 0 |=.0|=.|
|>. 0 |=.0|=.|
|>. 0 |=.0|=.|
|>. 0 |=.0|=.|

h4. Gear
0
0
0
0
0
0
0
0
0
0
0

h4. Lifestyle
SR CG 6.23

Karma Gained 0 Expenses / Income


Stormy Waters House Rules Karma
PC recorded in relevant thread add 1 Number of months to pay Lifestyle Costs
Character Sketch add 1
Character Description add 1 Income
Character Background add 2

IC Posts (1 karma / 2 IC Posts)

Contact / location writeups (1 karma / 2 Posts)

Karma Awards for Runs

0
Total Post Chargen Karma 0

Ammo / Expendables Expenditure


Note: this is not automatically renewed, buy again in the weapon
0

newed, buy again in the weapons tab etc


SR CG 6.23

1. Some Basics

Name Logan Swansiong Alias Rune Ethnicity Metatype Year Born Sex

Nationality Height Build

Description

2. Pick Character Generation Method


Sum to 10 is default [select A-E]
Sum to 10 1 50 Input starting karma (typically 50, 100 for Prime)

Karmagen / Point Buy - not yet implimented Input starting karma (typically 800) Ignore Priority Allocation, skip to Step 4 racial choice

3. Choose Priority Allocation [Sum to 10] Skip if using Karmagen / Point Buy

0 Remaining 2 4 1 3 0

Metatype Attributes Magic or Resonance Skills Resources (¥)

Full: 4 Magic
Aspected: 5 Magic
A [4] Dwarf, Ork, Troll (13) 24 1 Mystic Adept: 4 Magic 32 450000 1
Adept: 4 Magic
Technomancer: 4 Resonance
B [3] 1
Full: 3 Magic
Aspected: 4 Magic
Dwarf, Elf, Ork, Troll (11) 16 Mystic Adept: 3 Magic 24 275000 1
Adept: 3 Magic
Technomancer: 3 Resonance
C [2] 1
Full: 2 Magic
Aspected: 3 Magic
Dwarf, Elf, Human, Ork,
12 Mystic Adept: 2 Magic 20 150000 1
Troll (9)
Adept: 2 Magic
Technomancer: 2 Resonance
D [1] 1
Full: 1 Magic
Aspected: 2 Magic
Dwarf, Elf, Human, Ork,
8 Mystic Adept: 1 Magic 16 50000 1
Troll (4)
Adept: 1 Magic
Technomancer: 1 Resonance
E [0] Dwarf, Elf, Human, Ork, 1
2 Mundane 10 8000 1
Troll (1)
933000

4. Select Race and metavariant if applicable Starting Attributes Attribute Maximums


Willpower

Willpower
Charisma

Charisma
Reaction

Reaction
Strength

Strength
Intuition

Intuition
Agility

Agility
Logic

Logic
Edge

Edge
Body

Body

Race
Karma
Race Cost
Human 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Human Racial: None
Elf 1 3 1 1 1 1 1 1 1 1 1 6 7 6 6 6 6 6 8 6 Elf Racial: Low-Light Vision
Dwarf 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Dwarf Racial: Thermographic Vision, Toxin Resistance
Orc 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Ork Racial: Low-Light Vision, Built Tough 1
Troll 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Troll Racial: Thermographic Vision, Dermal Deposits, Built Tough 2
Troll: Cyclops 0 0 0 0 0 0 0 0 0 0 Cyclops Racial: Built Tough 2, Cyclopean Eye, Thermographic Vision
Troll: Fomorian 0 0 0 0 0 0 0 0 0 Fomorian Racial: Built Tough 2, Magic Resistance 1, Thermographic Vision
Troll: Giant 0 0 0 0 0 0 0 0 0 0 Giant Racial: Built Tough 2, Dermal Alteration (Bark), Thermographic Vision
Troll: Minotaur 0 0 0 0 0 0 0 0 0 0 Minotaur Racial: Built Tough 2, Goring Horns, Thermographic Vision

0 1 1 1 1 1 1 1 1 1 6 7 6 6 6 6 6 8 6

5. Select Magic or Technomancer if applicable

Karmagen
Karma Starting Magic /
Cost Resonance
Magician 0
Aspected Magician 0
Mystic Adept 0
Adept 1 1
Technomancer 0
1
6. Assign Attribute Points [Tab 2]
7. Assign Skill Points [Tab 3]

8. Spend Karma [Tab 2, 3, 4 onwards]


Starting Karma 50 0 Post Chargen Karma
Racial Costs 0
Qualities 15
Negative Qualities +20
Attributes 0
Skills 0
Resources (2K or 5K ¥/ pt) ### 2000 0 0 Post Chargen Resources
Stolen Gear Quality (1-20 karma) ### 0 0
Martial Arts / Driving Styles 36
Foci Binding 0
Additional Spell (post char gen only) 0
Additional CF (post char gen only) 0
Initiation 0
Submersion 0
Buy off negative Quality 0
31
Remaining 19 Max 5 unspent karma following Chargen

10. Spend Resources / Pick Spells or Complex Forms / Choose Adept Powers

11. Choose any House Rules to apply (yes or no)


* Extra contacts no 0 40 additional contact points, can exceed the normal Charisma cap
* Contact Connection Rt > Cha yes 1 Contacts can have Cha+2 in Connection rt rather than capped at Cha
* Analytical Mind / Attribute Mastery cos no 1 Qualities cost 21 karma instead of 3
* Half power of explosives CRB/KK yes 0.5 Anti-vehicle do 12P damage to vehicles, otherwise halved
* Half power of toxins yes 0.5
* Foci can be bound at char gen no
* Initiation / Submersion at char gen no
* Cyber torsos ignore Agi, Str no RAW suggests that they should be factored in to rolls, this houserule removes that requirement
* Use SRM Missions FAQ for Stolen Gea yes Stolen Gear applies post triage damage to runner ahead of a run
* Impared Attribute restrictions no May only be taken once per attribute
* Banshee's matrix FAQ yes 1 Banshee's FAQ Banshee's matrix FAQ applies to commlink stats and networked PANs
* Adept Power Levels yes 6 Adept powers with levels are capped by Adept's magic, otherwise they have no cap
* Languages yes Bi-lingual can be bought multiple times. Languages from Knowledge skills have 1 lvl for reasonable fluency

12. Choose Contacts


Attributes [Note: only one (non-special) attribute can be max at chargen, Magic / Resonance max 6 at chargen]

Adjustment Pts to sp 9 0 Remaining Adjustment Points

Attribute Pts to spend 24 0 Remaining Attribute Points

Start ValuAdjustment Pts Attribute Points Base Maximum


Body 1 no 4 5 6
Agility 1 yes 1 5 7 7
Reaction 1 no 4 5 6
Strength 1 no 3 4 6
Willpower 1 no 4 5 6
Logic 1 no 1 2 6
Intuition 1 no 2 3 6
Charisma 1 yes 1 1 3 8

Edge 1 yes 2 3 6
Magic/Resonance 1 yes 5 6 6

Karma Additions to Attributes [put a '1' in each box after base value, eg to go from att 3 to 4 put a '1' in box 4, from 3 to 5 put a '1' in box 4 and box 5]

Remaining Karma 19 Karma spent on attributes 0

Base Valu 2 3 4 5 6 7 8 9 10 11 Cost End Value Max Boosts Final Attribute


Body 5 0 5 6 0 5
Agility 7 0 7 7 0 7
Reaction 5 0 5 6 0 5
Strength 4 0 4 6 0 4
Willpower 5 0 5 6 0 5
Logic 2 0 2 6 0 2
Intuition 3 0 3 6 0 3
Charisma 3 0 3 8 0 3
Edge 3 0 3 6 3
Magic/Resonance 6 0 6 6 0 6

0
Essence 6 6 0.00 6.00

Initiative N/A 8 8
Init Dice: 1D6
Matrix Initiative 4
Init Dice: 2D6 +1D HotSIM
Astral Initiative 5

Physical Condition Monitor 11


Stun Condition Monitor 11
Damage Overflow 10

Defence Rating 6 Add &"+x" to the end of the cell formula for helmets / RAC
Bonus Bod for damage resistance 0
Attack Rating Unarmed 9
Attack Rating Thrown Grenades 8/3/-/-/-
Unarmed DV 3P 1 P

Surprise (Reac+Int) [3] 8


Composure (Will+Cha) 8
Judge Intentions (Will+Int) 8
Memory (Log+Will) 7
Lift/Carry (StrxStrx10) 160kgs
cell formula for helmets / RACS / ballistic hoods etc
Skills [Max level at chargen is 6 unless aptitude quality is taken, only one skill can be at 6]

Skill Points 24 0 Remaining


Free Knowledge Skills 2 0 Remaining

Remaining Karma 19 0 Karma spent on skills


Note: one specialism per skill at char gen, this can be upgraded post chargen to an expertise if skill is 5 or greater and a second specialism can be bought for that skill. Exotic weapons must have a specialism and multiple specialisms can be bought, but no expertise
* More karma efficient to buy specialisms with karma than skill points

Skill Points Karma increases to skills, put a '1' in each box after base value, eg to go from skill 3 to 4 put a '1' in box 4
Max 1 skill at 6 at Char Gen Specialism * Base 1 2 3 4 5 6 7 8 9 10 Cost Boosts Final Specialism w. karma Expertise w. karma (post char gen)
Astral 2 2 0 0 2 0 0 Astral Combat, Astral Signatures, Emotional States, Spirit Types
Athletics 4 4 0 0 4 0 0 Climbing, Flying, Gymnastics, Sprinting, Swimming, Throwing
Biotech 0 0 0 0 0 0 Biotechnology, Cybertechnology, First Aid, Medicine
Close Combat 6 6 0 0 6 0 0 Blades, Clubs, Unarmed Combat
Con 0 0 0 0 0 0 Acting, Disguise, Impersonation, Performance
Conjuring 0 0 0 0 0 0 Banishing, Summoning
Cracking 0 0 0 0 0 0 Cybercombat (Brute Force, Crash Program, Data Spike, Tar Pit), Electronic Warfare (Check OS, Control Device, Hide, Jam Signals, Jump Into Rigged Device, Snoop), Hacking (Backdoor Entry, Crack File, Hash Check,
Electronics 0 0 0 0 0 0 Computer (Edit File, Erase Matrix Signature, Matrix Perception, Matrix Search), Hardware (Turning off Wireless, removing headjammer, using keycard copier, using tag eraser, using bug scanner), Software (Disarm Data
Enchanting 0 0 0 0 0 0 Alchemy, Artificing, Disenchanting
Engineering 0 0 0 0 0 0 Aeronautics Mechanic, AutomotiveMechanic, Demolitions, Gunnery, Industrial Mechanic, Lockpicking, Nautical Mechanic
Exotic Weapons 0 0 0 0 0
Firearms 5 5 0 0 5 0 0 Tasers, Hold-outs, Light Pistols, Machine Pistols, Heavy Pistols, SMGS, Rifles, Shotguns, Machine Guns, Assault Cannons
Influence 0 0 0 0 0 0 Etiquette, Instruction, Intimidation, Leadership, Negotiation
Outdoors 0 0 0 0 0 0 Navigation, Survival, Tracking, by environment (Woods, Desert, Urban Areas, etc.)
Perception 4 4 0 0 4 0 0 Visual, Aural, Tactile, by Environment (Woods, Desert, Urban, etc.)
Piloting 0 0 0 0 0 0 Ground Craft, Aircraft, Watercraft
Sorcery 0 0 0 0 0 0 Counterspelling, Ritual Spellcasting, Spellcasting
Stealth 3 3 0 0 3 0 0 Camouflage, Palming, Sneaking
Tasking 0 0 0 0 0 0 Compiling, Decompiling, Registering

24 0 0 0 0

Language & Knowledge Skills New knowledge skills cost 3 karma, max level 1, new language skills can be bought to lvl 3 (unless houserule used in which case they are capped at
English N 1 2 3
Sperethiel 2 0
0
0
0
0
0
0
0
0

0
Qualities

Number of Qualities (can't exceed 6 at char gen) 4


Increase must not exceed 20 at char gen 5

Remaining Karma 19 Karma spent on qualities 15


Karma gained from qualities 20
Karma spent on Martial Arts / Driving Styles 36

Quality? Put '2'


Post Char gen
Max
Cost Selected Level Lvl Cost Source Page Notes
Positive Qualities
Ambidextrous 4 1 1 1 0 SR6 70 No off hand penalty
Analytical Mind 3 1 1 1 0 SR6 70 Bonus edge for logic-based tests. Not drain
Aptitude (Skill) 12 1 1 1 0 SR6 70 Skill maximum increases by 1
Astral Chameleon 9 1 1 1 0 SR6 70 -2D to recognise your aura or astral signature
Blandness 8 1 1 1 0 SR6 70 -2D penalty to memory tests, +1 threshold to notice being trailed
Built Tough 4 1 4 1 0 SR6 70 Additional physical condition monitor box per level
Built Tough [Orc] 0 0 1 * 1 0 SR6 70 Additional physical condition monitor box per level
Built Tough [Troll] 0 0 2 * 1 0 SR6 70 Additional physical condition monitor box per level
Catlike 12 1 1 1 0 SR6 71 Bonus edge on tests for balance, falling and landing safely
Dermal Deposits 7 1 1 1 1 7 SR6 71 1 level of natural armour. Unarmed attacks do physical damage
Dermal Deposits [Troll] 0 0 1 1 1 0 SR6 71 1 level of natural armour. Unarmed attacks do physical damage
Double-jointed 12 1 1 1 0 SR6 71 Bonus edge to tests for grappling, escaping bonds, flexibility or fitting in tight spaces
(Elemental) Resistance 12 1 1 1 0 SR6 71 Select an element, if attacked gain a point of edge before making defence test
Exceptional Attribute SR6 71 Attribute max inceased by 1, once per attribute only
Exceptional: Body 12 1 1 1 0 ###
Exceptional: Agility 12 1 1 1 0 ###
Exceptional: Reaction 12 1 1 1 0 ###
Exceptional: Strength 12 1 1 1 0 ###
Exceptional: Willpower 12 1 1 1 0 ###
Exceptional: Logic 12 1 1 1 0 ###
Exceptional: Intuition 12 1 1 1 0 ###
Exceptional: Charisma 12 1 1 1 0 ###
First Impression 12 1 1 1 0 SR6 71 +2 Edge for social tests during a first encounter, heat and rep are ignored
Focused Concentration 12 1 3 1 0 SR6 71 Sustain 1 spell or CFs without penalty / lvl, Drain value cannot be 7 or greater
Gearhead 10 1 1 1 0 SR6 71 Gain Edge on repair tests for a vehicle
Guts 12 1 1 1 0 SR6 71 Bonus edge for resisting Intimidation or effects that cause Frightened status
Hardening 10 1 1 1 0 SR6 72 Bonus edge for Matrix damage resistance, must be used to resist. 2 boxes of matrix damage can be converted to stun
High Pain Tolerance 7 1 1 1 0 SR6 72 When wounded reduce penalty by 1
Home Ground 10 1 1 1 0 SR6 72 Gain edge on Outdoors and Perception tests, must be used on that test
Human Looking 8 1 1 1 0 SR6 72 +2D to disguise to appear human
Indomitable 12 1 1 1 0 SR6 72 Edge boost costs reduced by 1 for tests involving Willpower
Juryrigger 12 1 1 1 0 SR6 72 Bonus edge for a Jurryrigging test
Long Reach 12 1 1 1 0 SR6 72 Close range extended to 5m rather than 3m
Low-light Vision 6 1 1 1 0 SR6 72 See clearly in low light
Low-light Vision [Meta] 0 1 1 1 1 0 SR6 72 See clearly in low light
Magic Resistance 8 1 1 1 0 SR6 72 Bonus edge for a magic resistance test. Treat essence as 2pts lower for a Health spell cast on you
Magic Resistance [Formorian] 0 0 1 1 1 0 SR6 72 Bonus edge for a magic resistance test. Treat essence as 2pts lower for a Health spell cast on you
Mentor Spirit 10 1 1 1 0 SR6 73 Gain benefits of a mentor listed on Totems tab
Photographic Memory 12 1 1 1 0 SR6 73 Bonus edge for a memory test
Quick Healer 8 1 1 1 0 SR6 73 Cut interval for natural healing in half
Resistance to Pathogens 12 1 1 1 0 SR6 73 Bonus edge for pathogens resistance test
Spirit/Sprite Affinity (Select Class) 14 1 1 1 0 SR6 73 Bonus edge for Conjuring or Tasking test for chosen class, can be taken multiple times for different class
Thermographic Vision 8 1 1 1 1 8 SR6 73 See heat
Thermographic Vision [Meta] 0 0 1 1 1 0 SR6 73 See heat
Toughness 12 1 1 1 0 SR6 73 Bonus edge for a damage resistance test
Toxin Resistance 12 1 1 1 0 SR6 73 Bonus edge for a toxin resistance test
Toxin Resistance [Dwarf] 0 0 1 1 1 0 SR6 73 Bonus edge for a toxin resistance test
Will to Live 8 1 3 1 0 SR6 74 Two additional damage overflow boxes per level
Candle in the Darkness 5 1 1 1 0 NF 177 Must have Code of Honour. If maintains the code, contacts are +2 loyalty, break it, they are -1 loyalty until resolved
Massive Network 20 1 1 1 0 NF 176 Contacts cost 2 less than normal (min cost 2), does not stack with Networker
Networker 5 1 1 1 0 NF 176 Contacts cost 1 less than normal (min cost 1), does not stack with Massive Network
Cyclopean Eye 0 0 1 * 1 0 IA 16 Gain Edge on all actions at close range but can't gain edge for actions beyond that
Goring Horns 0 0 1 * 1 0 IA 17 DV 3P AR7, +2AR if Str >5
Dermal Alteration 0 0 1 * 1 0 IA 17 +2DR cumulative but clothing and armour cost +10%
Returned Soldier 12 1 1 1 0 SS 141 Returned from Dis. Select 2 powers from below and 1 characteristic
Operative on Retainer 20 1 1 1 0 CN 48 Belongs to Grey Cell or similar. Free group contact and various perks but must follow orders and follow code. See rules
Adept Ways SW 76 Innate Talent: Once per encounter (+1 / initiate level) can use an edge boost related to an adept power at -1 cost. Focused Channeling: drain stat can be altered as per Way description. Spark of Brilliance see add
Artisan's Way 20 1 1 1 0 76 Drain: Log instead of Will, can use Wild D on Biotech, Cracking, Electronics, Engineering, or Piloting (choose 1), don't have to use Wild D
Artist's Way 20 1 1 1 0 76 Drain: Cha instead of Will, can use Wild D on Athletics, Con, or Influence (choose 1), don't have to use Wild D
Athlete's Way 20 1 1 1 0 76 Drain: Any physical stat instead of Bod (choose 1), can use Wild D on Athletics but don't have to use Wild D
Beast's Way 20 1 1 1 0 76 Drain: Int instead of Will, can use Wild D on Outdoors or Perception (choose 1), don't have to use Wild D, or can get benefit of adept and magician from a Mentor spirit (purchased separately)
Burnout's Way 20 1 1 1 0 76 Drain: Any physical stat modified by 'ware instead of Bod (choose 1), Innate Talent way ability one additional time per encounter for every full Essence point they are below 6
Invisible Way 20 1 1 1 0 76 Drain: Agi instead of Bod, can use Wild D on Stealth or Perception (choose 1), don't have to use Wild D
Magician's Way 20 1 1 1 0 76 Drain: Tradition drain attribute instead of Will, can use Wild D on Astral, Conjuring, Enchanting, or Sorcery (choose 1), don't have to use Wild D, or can get benefit of adept and magician from a Mentor spirit (purch
Speaker's Way 20 1 1 1 0 76 Drain: Cha instead of Will, can use Wild D on Con or Influence (choose 1), don't have to use Wild D
Warrior's Way 20 1 1 1 0 77 Drain: Any physical stat instead of Bod (choose 1), can use Wild D on Close Combat or Firearms (choose 1), don't have to use Wild D
Arcane Resilience Training 7 1 1 1 0 SW 113 Can replace tradition drain stat with either Log, Int or Cha
Scholastic Mage 1 1 1 1 0 SW 113 Uncertain how RAW is intended to work for this Quality - Awaiting confirmation
Shamanic Mask 4 1 1 1 0 SW 114 Mana mask when casting or using adept power. Spend an additional minor action to gain 1 edge for use with that test only
Inside Contact 12 1 1 1 0 PP 40 KE contact Connection 2, Loyalty 2, get +2D to social tests with law-enforcement 1/week if can talk to KE contact
Blood Magic Resistance 12 1 1 1 0 PP 56 Any blood magic rituals or spells have -2D against you, when blood mage is nearby they can only gain 1 edge / turn rather than 2
rEVOlutionary 10 1 1 1 0 PP 71 Can choose not to use wild D when using EVO's rEVOlutionary weapons
EVO In 4 1 1 1 0 PP 71 EVO uses you to field test weird tech
Hipster 6 1 1 1 0 PP 85 When using a Horizon SIN on Horizon property +1 edge to all social tests
Charismatic Defence 12 1 1 1 0 PP 85 DR is based on Cha not body
MCT Born & Raised 4 1 1 1 0 PP 99 +1 edge on social tests with MCT contacts, can't use edge on a test vs a citizen of MCT
Networked In 4 1 1 1 0 PP 113 When you get a contact of Connection 4 or less, add 1 to Connection rt
Survival of the Fittest 2 1 3 1 0 PP 130 +1 edge on social tests with SK contacts, at local level (1), regional (2) or global (6)
Humans 2.0 25 1 1 1 0 PP 146 Preq. Humans only. Genetic manipulations. Racial Limit for Cha and Will +1, can't have magic or resonance stat
Dog on a Leash 8 1 1 1 0 PP 146 +2D to willpower test that would result in harming Shiawise
Shinto Summoner 2 1 1 1 0 PP 146 +1D to summon rolls while in Shinto shrines, corrupted spirits will target you before others
Fashion Influencer 5 1 1 1 0 PP 158 Buying fashion clothing (eg Zoe) get 50% discount on that item
We Ship Anywhere 4 1 1 1 0 PP 172 Wuxing shipping contact can get goods past borders without being seized, ~1 day / 4K km to arrive
You Get Used To It 5 1 1 1 0 SR6C 328 [Auburn] +1 Bod for toxin resistance tests
I Belong Here 3 1 1 1 0 SR6C 328 [Bellevue] +1 edge for social tests with local security
Salish Shaman 9 1 1 1 0 SR6C 328 [Council Island] You need half as many reagents (of your tradition), min 1
Big Brother's Blindspot 14 1 1 1 0 SR6C 328 [Downtown] +1 edge for stealth to avoid tech surveillance, +1 edge for using perception with tech surveillance (must be used on that test), free knowledge skill Surveillance Technology
Northgate Optimist 3 1 1 1 0 SR6C 328 [Everett] +1 edge for social tests for anyone living or working in Everett
Bilko Contacts [1] 7 1 1 1 0 SR6C 328 [Fort Lewis] -1 availibility on gear, contact connection rt +1
Bilko Contacts [1] 12 1 1 1 0 SR6C 328 [Fort Lewis] -2 availibility on gear, contact connection rt +2
Water Born 5 1 2 1 0 SR6C 329 [Outremer] Base swimming speed increased by 1m / lvl (Max 2)
The Briar Patch 5 1 1 1 0 SR6C 329 [Puyallup] While physically located in Puyallup, reduce OS by 1 for every illegal action performed
What Doesn't Kill You 3 1 1 1 0 SR6C 329 [Puyallup] Replace 1D in a toxin or disease resistance test with a Wild D
Good Ol' Folks 7 1 1 1 0 SR6C 329 [Renton] +1 edge for social tests with people living in / from rural locations
Clean Living 10 1 1 1 0 SR6C 329 [Snohomish] +1 Bod from good food (+500 nuyen cost / mnth), failure to pay means -2 Bod until debt is covered
Import / Export [1] 10 1 1 1 0 SR6C 329 [Tacoma] Free Tacoma Traders (Fixer) contact loyalty 1 connection 3, +1 edge in negotiations on items (must be used on that test)
Import / Export [2] 14 1 1 1 0 SR6C 329 [Tacoma] Free Tacoma Traders (Fixer) contact loyalty 1 connection 4, +1 edge in negotiations on items (must be used on that test)
Mental Mapmaker 5 1 1 1 0 SR6C 329 [Underground] Spend an additional minor action when moving quickly to avoid getting lost in man made structure / environment. Can retrace steps even in darkness
Affinity For Transit (Source) 6 1 1 1 0 DC 167 Pick a mass transit system. 1/day make Persuasion (4) test to gain access to perks eg travel upgrade, free amenities, moving illegal item without hassle (see rules)
Always Ready 8 1 6 1 0 DC 167 When chase pool becomes available (DC p175) starts with 1 Edge / lvl
Attribute Mastery 3 1 1 1 0 DC 168 Pick an attribute, bonus edge for that attibute-based tests (must be used on test), not compatable with analytical mind, does not give edge if edge is gained from AR vs DR calc
Determination 11 1 1 1 0 DC 168 Spend any number of minor actions to reduce the cost of a piloting test edge boost by 1 (to a min of 1)
Grease Monkey 8 1 2 1 0 DC 169 Choose an Engineering specialization. 4 Karma, the Base repair time is reduced by 10 minutes. 8 Karma, Base Threshold is reduced by 1
Junkyard King 8 1 2 1 0 DC 169 4 Karma, reduce availability of the parts by 1 when looking for used parts (DC p. 162, Edge test). 8 Karma, reduce the threshold penalty by 1 when using used parts for repair test (DC p. 164)
Motor Pool 3 1 3 1 0 DC 169 Lvl 1 can get a free ride on mass transit, lvl 2 can get a stock vehicle for a day, lvl 3 can get a special vehicle for a day (see rules)
Signature Manoeuvre 4 1 1 1 0 DC 170 Combine two edge boosts and skill test into a single move. Must pay full edge cost before rolling D for the move. See rules for examples
Silver Lining 8 1 1 1 0 DC 170 If you glitch gain a point of edge, if you critical glitch fill edge pool to 7. Glitches still happen
Speed Racer 8 1 1 1 0 DC 170 When you are in a chase or race, gain a point of Edge at the start of every round. This Edge can only go into your Chase pool (DC p. 175)
Underdog 7 1 1 1 0 DC 170 If anyone has a positional advantage in a chase use a Wild D on piloting tests
Vehicle Empathy (pilot specialisation 4 1 2 1 0 DC 170 Piloting a vehicle of that specialization, Acceleration and Speed Interval are increased by 2. At 4 Karma, when manually driving the vehicle. At 8 Karma, when physically connected to the vehicle (manually driving
or jacked in) ###
15 ###
Negative Qualities ###
Addiction 2 1 6 0 SR6 74 Can't use or gain edge while in withdrawal, see rules for withdrawal times. Costs an additional 5% Lifestyle cost to feed the addiction
Allergy SR6 74 Can't use or gain edge while exposed to allergen, see rules for allergy suggestions
Allergy: Rare Mild 1 1 1 0 -2D to tests involving Physical attributes while exposed
Allergy: Uncommon Mild 5 1 1 0 "
Allergy: Seasonal Mild 8 1 1 0 "
Allergy: Common Mild 11 1 1 0 "
Allergy: Rare Moderate 5 1 1 0 -4D to tests involving Physical attributes while exposed
Allergy: Uncommon Moderate 8 1 1 0 "
Allergy: Seasonal Moderate 11 1 1 0 "
Allergy: Common Moderate 14 1 1 0 "
Allergy: Rare Severe 8 1 1 0 -4D to tests involving Physical attributes while exposed, 1 box of unresisted Physical damage / min of exposure
Allergy: Uncommon Severe 11 1 1 0 "
Allergy: Seasonal Severe 14 1 1 0 "
Allergy: Common Severe 17 1 1 0 "
Allergy: Rare Extreme 11 1 1 0 -6D to tests involving Physical attributes while exposed, 1 box of unresisted Physical damage / 30s of exposure
Allergy: Uncommon Extreme 14 1 1 0 "
Allergy: Seasonal Extreme 17 1 1 0 "
Allergy: Common Extreme 20 1 1 0 "
AR Vertigo 10 1 1 0 SR6 75 Can't use or gain edge while using AR, gain Nauseated status (p52) for 1hr after exiting AR
Astral Beacon 10 1 1 0 SR6 75 Untrained for all stealth tests on the astral, never take masking metamagic, assensing etc easier, see rules
Bad Luck 10 1 1 0 SR6 75 Count 1 & 2s to determine glitches
Bad Rep 8 1 1 0 SR6 75 Cannot gain edge on social tests, teamwork means nobody can spend edge and opposition gain 1 edge
Combat Paralysis 8 1 1 0 SR6 75 Initiative /2 at start of combat, can't move or sprint in rnd 1 and act last in the 1st rnd
Dependants SR6 75 ###
Non live-in family member 4 1 1 0 5% income goes to dependant
Small family 8 1 1 0 10% income goes to dependants
Second life outside the shadows 12 1 1 0 25% of income goes to dependants
Distinctive Style 6 1 1 0 SR6 76 Cannot gain or spend edge when not 'distinctive' others get +2D for memory tests against you
Elf Poser 6 1 1 0 SR6 76 Elves orks and trolls gain 1 edge in Influence (etiquette) tests against you
Glass Jaw 4 1 CM2 0 SR6 76 1 less stun condition monitor / lvl to a min of 2
Gremlins 6 1 1 0 SR6 76 Roll 2D6 when using a diviece, if either are a 1 it glitches, double 1 is a critical glitch
Honorbound SR6 76 Can't spend or earn edge for 24hrs after breaking one of the tenets of your code
Assasin's Creed 10 1 1 0 Will kill for money but only for money, no collateral damage
Black Hat 10 1 1 0 Altruism is for suckers, won't do anything without personal gain
Bushido 10 1 1 0 Righteousness, courage, compassion, respect, honesty etc
Code Duello 10 1 1 0 Interpersonal conflicts should be settled one on one in an honour duel
Khalsa 10 1 1 0 Sikh, no cutting hair, no halal meat, no cohabitation, no drugs
Pirate Code 10 1 1 0 Everyone on the crew gets an equal share, no stealing or dishonesty between crew, never abandon the ship
White Hat 10 1 1 0 People cannot die as a direct result of your actions
Omertà, the Code of Silence 10 1 1 0 FS 117 May not kill police officers, may not oppose a superior in the Family, may not give information to legal authorities
Code of Wuxia 10 1 1 0 FS 118 May not harm the innocent, may not accept bribes or misuse authority, may not serve the corrupt
Paladin’s Code 10 1 1 1 10 FS 118 Mes ti’Beletresa. May not break one’s word, may not harm the innocent, may not allow art or beauty to come to harm
Soldier’s Code 10 1 1 0 FS 118 Must obey orders from superiors, may not loot the dead or allow them to be looted, may not lie to superiors, must maintain honorable conduct and obey the rules of war, may not harm or torture prisoners
Akichita Code 10 1 1 0 FS 118 May not show fear, must challenge your strength against worthy foes, may not allow yourselves or loved ones to fall into weak or decadent behavior, may not harm the weak or innocent
Bushido 2.0 10 1 1 0 FS 118 Must always follow the commands of superiors, regardless of personal cost
Impaired Attribute SR6 76 Attribute max reduced by 1/lvl to a min of 2
Impaired: Body 8 1 * 0 ###
Impaired: Agility 8 1 * 0 ###
Impaired: Reaction 8 1 * 0 ###
Impaired: Strength 8 1 * 0 ###
Impaired: Willpower 8 1 * 0 ###
Impaired: Logic 8 1 * 0 ###
Impaired: Intuition 8 1 * 0 ###
Impaired: Charisma 8 1 * 0 ###
Incompetant (Skill) 10 1 1 1 10 SR6 76 Can never gain ranks in a skill, must be one that you could learn, ie not Tasking if you're not a technomancer
In Debt * SR6 77 Every point of karma spent on cash gives 5K¥ instead of 2, monthly interest of 500¥ / pt to pay back in addition to debt. * In debt karma purchased on '1 Priorities' tab
Insomnia 4 1 1 0 SR6 77 Make a bod+wil (3) test to get a good nights rest, if failed can't gain more than 2 Edge / day and can't spend more than 2 edge on a single test. Sleep regulator reduces threshold to 1, medication reduces it to 2
Loss of Confidence 6 1 1 0 SR6 78 Any encounter make a Will (2) test as a minor action, failure means can't earn or spend edge during the encounter
Low Pain Tolerance 10 1 1 0 SR6 78 Double wound mods
Ork Poser 6 1 1 0 SR6 78 Elves orks and trolls gain 1 edge in Influence (etiquette) tests against you
Prejudiced (Group) 8 1 1 0 SR6 78 Can't gain or use edge when person/group you are prejudiced against is present (unless attacking them)
Scorched 6 1 1 0 SR6 78 Cannot spend edge while accessing the matrix (including using commlinks, smartlinks etc)
Sensitive System 8 1 1 0 SR6 78 Essence costs are doubled for cyber & bioware (note geneware), can't be taken by anyone with a Magic or Resonance rating
Simsense Vertigo 6 1 1 0 SR6 78 Cannot gain or spend edge when accessing the matrix via VR, gain the Nauseated status for 1 hr after logging off
SINer 8 1 1 0 SR6 78 Pay 10% taxes on the lifestyle associated with the SIN
Social Stress 8 1 1 0 SR6 78 Make cha (2) test as a minor action when social stress is present (see rules) fail and you can't earn or spend edge
Spirit/Sprite Bane 12 1 1 0 SR6 79 Specific sprite or spirit gain bonus edge when making a test to summon them. In combat that category will attack you first out of preference
Uncouth 6 1 1 0 SR6 79 Cannot spend edge on tests involving charisma
Uneducated 6 1 1 0 SR6 79 Cannot spend edge on tests involving logic
Unsteady Hands 4 1 1 0 SR6 79 Cannot spend edge on tests using Agility related to the hands
Weak Immune System 8 1 1 0 SR6 79 Cannot spend edge to resist infection. Threshold for fighting off infection increased by 1, -1D to all tests while ill
Stolen Gear * 0 * 20 NF 177 Get 10K nuyen / point of karma purchased on '1 Priorities' tab for a single item, any leftover nuyen is lost (input the spend cost manually on the Equip tab). Karma spent determines hunted frequency 1-5k once/4
sessions, 6-10k once/3 sessions, 11-15k once/2 sessions, 16-20 once/session.
SRM/Houserule: take damage every X missions that can only be healed naturally (not first aid or magic) where X is the # of game sessions listed in the Hunted Frequency. Start with 1 Phys Damage per threshold
+ 1 Stun for every Karma point above the minimum Karma for that threshold. Examples below
Pacifist 5 1 4 0 FS 120 1. Only initiate
Examples: At 1violence
Karma, youto stop anevery
start imminent threat,
4th SRM you2.play
maywith
not initiate violence,
1 Physical Damage but filled
can usein. physical force, 3. may not initiate violence, no physical force, 4. may not perform a violent act
Always Late 2 1 4 0 FS 129 Always
At 7 Karma,at least
you15mins late, 3rd
start every -1 social
SRM tests for the
you play withwhole team ifDamage
2 Physical it involves
anda 1professional meet
(7-6) Stun Damage.
Bad Memories 3 1 1 0 FS 129 At
If in14the
Karma, you of
presence start
theevery other
trigger earnSRM youmax
1 edge playper
with 3 Physical
round insteadDamage
of 2 and 3 (14-11) Stun Damage.
Compulsion 2 1 6 0 FS 129 At
Can't20 use
Karma, you edge
or gain start EVERY SRM with 4 see
while in withdrawal, Physical
rules Damage and 4 times
for withdrawal (20-16) Stun Damage.
Flashbacks 6 1 1 0 FS 130 When exposed to the trigger Composure (4) test or enter into a flashback for 3 mins. Composure (3) allows you to act at -4D otherwise can do nothing for the duration
Maybe You Missed Something 2 1 1 0 FS 130 When in danger you must search out potential threats, even if already done by someone else
Phobia Common 12 1 1 0 FS 130 Can never approach within 2m of phobia, can't gain or spend edge, -2D to tests except damage resistance
Phobia Uncommon 9 1 1 0 FS 130 Can never approach within 2m of phobia, can't gain or spend edge, -2D to tests except damage resistance
Phobia Rare 6 1 1 0 FS 130 Can never approach within 2m of phobia, can't gain or spend edge, -2D to tests except damage resistance
Phobia Very Rare 3 1 1 0 FS 130 Can never approach within 2m of phobia, can't gain or spend edge, -2D to tests except damage resistance
Close Minded Summoner 3 1 5 0 SW 23 For each lvl can't summon one of the standard spirit types (air, beasts, earth, fire, guardian, guidance, kin, plant, task, water)
Pusillanimous Summoner 8 1 1 0 SW 114 Spirits try to disobey. Conjuring+Int (8, 5mins) to work out command wording ahead of summoning to avoid loopholes
Possession Tradition 10 1 1 0 SW 114 Spirits have Possession instead of Materialization
Representation I 5 1 1 0 SW 114 Not adepts. Clear gestures or clothing etc to use magic or take -4D to magic related tests
Representation II 8 1 1 0 SW 114 Not adepts. Clear gestures or clothing etc to use magic or can't take any actions using magic
Firearm Diplomacy 3 1 1 0 PP 40 When an argument becomes heated Composure (2) or reach for your gun (or preferred weapons/fists)
Aztechnology Death Warrant 10 1 1 0 PP 56 Big A is hunting you! Azzie personnel have +D to identify biometrics
Zero Zone Mentaility 6 1 1 0 PP 99 Stone cold! Can't spend edge on social tests except intimidation
Honorbound Corp Bushido 10 1 1 0 PP 113 As Bushido but to the parent corp
SK Swagger 5 1 1 0 PP 130 +1 edge to social tests when interacting with SK citizens, can't gain edge when around poor /SINless people (unless in combat with them)
Social Outcast 5 1 1 0 PP 158 When mixing with High Society always have "Listener has strong personal dislike of talker" condition for social test edge
Accident Prone 3 1 1 0 DC 171 If glitch or crit glitch, cannot alter the outcome with Edge
Bermuda Gremlins 4 1 1 0 DC 171 On piloting Roll test 2D6, if either roll a 1 roll another D6: 1–2 : 10–20 minutes late, 3–4: 30 minutes to an hour late, 5: 1–2 hours late, 6: 2+ hours late
Dead Stick 4 1 1 0 DC 171 -2D on all crash tests
Drone Animosity 4 1 1 0 DC 172 Drones tend to target character when given a chance
Easy Mark 5 1 1 0 DC 172 May not gain or spend edge when opposing a stealth test
Fuzz Magnet 8 1 1 0 DC 172 When driving roll 2D6, if both are hits you are noticed by the traffic police
Motion Sickness 4 1 1 0 DC 172 If moving in a vehicle for more than 30mins gain nausea status, lasts 10mins after vehicle stops
Perforated Firewall 3 1 1 0 DC 172 Opponent gains 1 edge when you make a test involving Firewall
Remote Pilot 12 1 1 0 DC 172 Main not gain or spend edge when piloting unless remote from the vehicle
Road Rage 7 1 1 0 DC 172 If your vehicle or drone is damaged can only gain or spend edge on tests vs the target who damaged it
Sore Thumb 7 1 1 0 DC 172 May not gain or spend edge on stealth tests
Specialist 8 1 1 0 DC 172 Chose a skill specialisation, may not gain or spend edge using that skill except on that specialism/expertise
Target Fixation 8 1 1 0 DC 172 If you attack, may not gain or spend edge on defence tests except against that original target

5 20
Martial Arts Techniques & Edge Actions

Martial Arts Techniques Known (Must take signature techn 2 0 Remaining

Signature Can
Technique Learn? Learn Source Page Notes
Techniques
General
Feint no yes FS 104 Minor action and make close combat+agility (3) reduce defense D for next attack by 3
Neijia no yes FS 105 Unarmed attacks against astral entities doing Will/2 damage
Strike the Darkness no yes FS 105 Treat as having lowlight vision in melee combat
Tricking no yes FS 106 Can use Weapon skill+agility in place of Influence+Cha to intimidate
Weapon Breaker no yes FS 106 Use called shot: disarm, -1 Edge cost or -1 dice penalty if not spending edge
Grappling
Ground Fighter no no FS 104 No penalties for attack or defence when prone status. Half penalty for def tests when restrained
Jiao Di no no FS 104 Head but, +1DV but half close range. Does not stack with Iron Limbs or Ti Khao
Joint Lock no no FS 104 Grapple, inflict damage option to inflict disabled status, every 2 net hits increase lvl status by 1
Releasing Talons no no FS 105 -1 edge for Wrest Edge action
Sacrifice Throw no no FS 105 If knocked prone may spend a minor action to knock them down
Sweep the Leg no no FS 105 Bonus edge for Trip minor action, use immediately
Ti Khao no no FS 105 +1DV when grappling
Weapon Breaker no no FS 106 Use called shot: disarm, -1 Edge cost or -1 dice penalty if not spending edge
Mobility
Bending of the Reed yes yes 1 FS 103 Bonus edge when taking the dodge action against melee or ranged, may be taken twice to cover both
Defiant Dance no yes FS 103 May use Athletics+Agility (instead of close combat+strength) to escape a grapple
Drunken Boxing no yes FS 103 Reduce # of 1s to glitch by one but opponent loses 2D from defence tests
Elbows Tight no yes FS 103 Bonus edge using block without a weapon, use immediately
Multiple Opponent Combat no yes FS 104 Using Multi Attcks Minor action, add 1D to attack pool for every 2 targets
Multiple Opponent Defense no yes FS 104 If attacked by multiple attackers +2DR on all attacks after first
Oaken Stance no yes FS 105 Bonus edge to resist being knocked prone, use immediately
Rolling Clouds no yes FS 105 As the Edge action but without an edge cost
Ranged
Close-Quarters Firearms (Handguns) no no FS 103 Pistols or tasers count as clubs for use in melee combat. Unreinforced pistols may break
Close-Quarters Firearms (Longarms) no no FS 103 Rifles, shotguns or smgs count as clubs for martial arts techniques. Unreinforced weapons may break
End Them Rightly no no FS 103 Bonus granted from feint can be applied to a thrown weapon
Striking
Dim Mak no yes FS 103 Called shot vs a specific limb, can choose disabled status rather than damage, +1 lvl / 2 net hits
Flying Kick (requires kick attack) no yes FS 104 Extra minor action and athletics+agility (3) extend close range by 0.5/hit and +3DV. Glitch see rules
Iron Limbs no yes 1 FS 104 +1DV to unarmed (included in calculations)
Kick Attack no yes FS 104 +1DV unarmed, +2m close range, glitch inflicts off-balance status, critical glitch prone status
Mean Right Hook no yes FS 104 -1 Edge for Knockout Blow edge action
Meridian Strike (requires Killing Hands no yes FS 104 If using Killing Hands can reduce target's D for next magic linked test by net hits instead of doing damage
Releasing Talons no yes FS 105 -1 edge for Wrest Edge action
Sweep the Leg no yes FS 105 Bonus edge for Trip minor action, use immediately
Tameshiwari no yes FS 105 Unarmed attack, barrier rt counts as 4 lower
Weapon
Ballestra (bladed weapons only) no yes FS 103 -1 edge for shank edge action
Baton Lock (blunt weapons only) no yes FS 103 Can use grapple as if unarmed but do weapon damage (including precision strikes)
End Them Rightly no yes FS 103 Bonus granted from feint can be applied to a thrown weapon
Entangle (flexible weapons only) no yes FS 103 As the Edge action but without an edge cost
Half-Sword (swords only) no yes FS 104 +2AR when making half sword attacks but close range reduced by 1m
Iaijutsu no yes FS 104 Quick draw minor action with any properly stowed melee weapon
Parry no yes FS 105 Bonus edge when using Block minor action with a weapon, use immediatley
Pin (sharp weapons only) no yes FS 105 As the Edge action but without an edge cost
Precision Strikes Blades no yes FS 105 Add Str/3 round up to weapon DV
Precision Strikes Clubs no yes FS 105 Add Str/3 round up to weapon DV
Precision Strikes Exotic no no FS 105 Add Str/3 round up to weapon DV
Threatening Edge no yes FS 105 As the Edge action but without an edge cost
Two-Weapon Fighting no yes FS 106 When using Multi attacks minor action gain 2D to split between the attacks

2
1 Edge Actions
Re-roll 1D SR6 46 Re-roll any one D, including opponent
Add 3 to initiative SR6 46 +3 initiative, can be used at any time
Shank (Melee Attack) SR6 48 Reduce call shot penalty to -2D
Sudden Insight (Any) SR6 48 Perform an untrained skill with no penalty (not skills that cannot be performed untrained)
Tactical Roll (Hit the Dirt) SR6 48 Do not get -2 penalty to a melee attack for being prone
Tumble (Melee Attack) SR6 48 If you do damage greater than Bod the target gets Prone status
Emergency Boost (Matrix) SR6 175 Increase matrix attribute by 1 for 1 test
Taunt FS 95 Influence+Cha vs. Will+Int, net hits increase DR of an ally against target for 1 rnd
Threatening Edge FS 95 Replace your DR with the AR of your melee weapon for duration of encounter
Tuck and Roll FS 96 If attack makes you prone move 1m from landing (but remain prone)
Weapon Spread FS 96 For the duration of encounter when using two weapons Close is extended by 2m
Rigger's Advantage DC 178 Add Control Rig's rt to a piloting or defence test hits
2 Edge Actions
+1 to a D roll SR6 46 Can make a 4 a 5 or a 1 a 2 etc
Give ally 1 Edge SR6 46 Give ally 1 Edge
Negate 1 Edge of a foe SR6 46 Negate 1 Edge of a foe
Bring the Drama (Use Skill [Con]) SR6 47 Quick con nets 200 nuyen, or +20% for a long con
Fire from Cover (Ranged Attack, must be in Cover IV) SR6 47 Can attack from cover without a Minor action
Knockout Blow (Melee Attack) SR6 47 If damage of any type is greater than Will, immediately fill their stun condition monitor, no damage overflow
Wrest (Block) SR6 48 On a successful block roll Close Combat+Agility [Attacker's Str], equal and knock weapon away, beat and get the weapon
Hog (Matrix) SR6 175 Lower target host or persona's DP by 2 and active programs by 1 for (Attack R) rounds
Signal Scream (Matrix) SR6 175 Next action ignores noise
Technobabble (Matrix) SR6 175 TMs only use Charisma instead of Logic on next action
Fake Out FS 93 Roll an attack, no damage is done. Net hits lower the opponent's DR for the next attack, from anyone
Freerunning FS 93 While sprinting hits can add to vertical distance rather than horizontal up to Agility meters. Adepts with wall running get base 18m to sprint
Imposing Stone FS 94 Each success on an intercept attack stops movement by 1m, if > Agility stops the opponent next to you
Intimidating Presence FS 94 Influence+Str vs. Will+Str, net hits reduce opponent's AR for next rnd. If net hits exceed AR opponent cannot use Edge
Karmic Escape FS 94 Fail to dodge or block an attack with a status effect, spend a minor action to avoid the status, net hits do damage rather than the status
Monkey Climb FS 94 Climb distance is 1.2m per hit or 1.3m if have Long Reach
Protect the Principal FS 95 If you can move to the target in one minor action can take damage for them, can't block or dodge the attack
Rolling Clouds FS 95 Athletics+Agility, hits extend the safe falling distance, needs a surface eg wall, cliff
Rooted FS 95 Agility+Athletics, hits add to Bod to determine if knocked down or vs. Trip or Tumble
Sucker Punch FS 95 If net hits exceeds Will, target gets Fatigued status for net hits combat rnds, no damage is done
Throat Strike FS 96 If net hits exceeds Agility, target gets Muted status for net hits combat rnds, no damage is done
Thunder Palm FS 96 If net hits exceeds Will, target gets Deafened status for net hits combat rnds, no damage is done
Weapon Flash FS 96 Quick draw can be used with any melee weapon
Greaser DC 178 Deploy oil vs vehicle at close or near range, they may not use edge on their crash test
3 Edge Actions
Buy an auto hit SR6 47 Buy an auto hit
Heal one box of stun SR6 47 Heal one box of stun
Under the Radar (Matrix) SR6 175 Next illegal action does not generate OS
Cover Fire FS 93 BF or FA, instead of damage increase give 2 allies +2 to cover for BF or cover IV for FA
Entanglement FS 93 When used for a Grapple, Exotic Wpn+Agilty vs. Agi+Rea, if net hits exceed Agi get Hobbled status for net hits combat rnds
Hamstring FS 93 If net hits exceeds Agility, target gets Hobbled status for net hits combat rnds, no damage is done
Leaf on the Wind FS 94 When sprinting, hits can be removed to add cover status (up to IV) for 1 rnd, a Wall Running adept gets cover I free
Pin FS 94 If net hits exceeds DR the target gets Immobilised status, Pick Up/Put Down action to remove knife or arrow
Playing Possum FS 94 Influence+Cha vs. Will+Int, if succeed get net hits as bonus D against opponent
Right Back at Ya! FS 95 Pick Up action, Athletics+Rea (2), net hits are taken off scatter as grenade is thrown back
Yielding Force FS 96 Athletics+Agility as defense vs. attack, if net hits exceeds foe's agility then they are Prone
4 Edge Actions
Add Edge D to pool SR6 47 Add D and 6s are Exploding
Heal one box of physical damage SR6 47 Heal one box of physical damage
Re-roll all failed D SR6 47 Re-roll all failed D, cannot be used if roll was a glitch or critical glitch
Anticipation (Multiple Attacks, Ranged Attack) SR6 47 Do a Multiple Attack, double D pool and split as evenly as possible between all targets
Big Speech (Use Skill [Influence]) SR6 47 Roll Influence+Charisma x2, first time counts as a Teamwork test for the second roll
Blinding Strike FS 92 If net hits on attack are greater than Agility oppenent gets Blind I status for net hits combat rnds
Charge FS 93 Move > 5m, net hits can be assigned to move target 1m (up to Bod), increased chance of knocking prone
Knucklebreaker FS 94 Called shot with -4D penalty, if successful limb gets Disabled status, cumulative
Riposte FS 95 Decrease base damage by 2, if Def test succeeds attacker is hit with damage = to net hits
Throw Person FS 96 Once grappled, Close Combat+Str vs Str+Rea (-4D for being restrained), do unarmed damage, can use net hits to throw
I saw it in a Trid once FS 96 Use a martial arts technique without training (won't reduce an edge cost)
Evasive Action DC 177 Add Piloting to a defence test in a vehicle you are piloting
Attack Run DC 177 Add piloting to a gunnery test. All attacks against your vehicle gain 1 edge this turn (can hold action to go last in turn)
In The Zone DC 178 Ignore handling penalties this turn
Pick Up DC 178 Pick up another vehicle while moving - see rules
5 Edge Actions
Count 1 and 2s as glitches for foe SR6 47 Count 1 and 2s as glitches for foe
Create a 'special effect' SR6 47 See rules
Called Shot—Disarm (any attack) SR6 47 Successful hit does no damage but knocks their weapon out of their hands
Called Shot—Vitals (any attack) SR6 47 +3DV if the attack hits
Called Shot-Break Weapon FS 93 If modified DV exceeds half of structure rtg of weapon -1AR, if exceeds -AR to the difference
Called Shot-Incapacitate FS 93 If net hits exceeds Reaction get Dazed status for net hits combat rnds
Recover FS 96 Major action to reduce one debilitating status by 1
Point Defence DC 178 Shoot incoming missile etc. with readied ranged weapon. Threshold 5, 1 hit detonates it, fail and you can't use edge on def test
6 Edge Actions
Aimbot DC 177 Score at least 1 hit on a gunnery test, gain net hits equal to vehicle's sensor rt
Crossfire DC 177 Declare before test. Hits on defence test count as hits on a close or near vehicle. They get def but can't use edge
The Exit DC 178 Slow vehicle so you can safely exit a vehicle with a minor action. 5+ hits it stops, less and autopilot must make a crash test
Variable Edge Actions
Double Down (2, 4, 6 edge) DC 177 Add 1 wild D / 2 edge spent. If any roll a '1' all successes on the wild D are cancelled
Smokescreen (1-4) DC 178 1 level of cover per edge spent for attacks from behind smokescreen
Chase Edge Actions
Bootleg Turn DC 178 2 Edge, change relative position of others in chase 1 step closer or further away
Change Environment DC 178 5 Edge, change to open, restrcted or tight
Chicken DC 178 6 Edge, choose a target, whichever achieved lower in the piloting test must make a crash test (not in open terrain)
Dead Stop DC 179 5 Edge, make Outdoors (navigation)+Int vs Outdoors (navigation)+Int, if they fail chase ends
Drafting DC 179 2 Edge, move one range closer to a target ahead
Equalizer DC 179 2 Edge, remove everyone's position advantage for the round
Escape! DC 179 4 Edge, if all pursuers are extreme range (or med range for foot chases) you escape, otherwise they must beat your pilot/athletics roll or you escape
Evade Pursuit DC 179 4 Edge or 8 Edge, move 1 range bracket away per 4 edge spent
Focus DC 179 2 Edge, count handling as 2 less or athletics threshold -1 for one test
Hit The Brakes DC 179 2 Edge, all chasers move one range closer to you
Redline DC 179 4 Edge, chaser can move 2 range brackets closer to target, or stop pursuers getting closer this round, vehicle takes 4P unresisted
Subtle Pilot DC 179 3 Edge, add pilot skill to a single stealth test with a vehicle or drone
Tokyo Drift DC 179 2 Edge, nobody can change position unless they beat your net hits in vehicle test
Up the Ante DC 179 2, 4 or 6 Edge, in tight terrain only take handling penatly of 1 / 2 edge spent (or threshold +1 in athletics), all chasers must do the same or loose you
Spells & Rituals

Starting Spells 0 0 Remaining SpellsNote: spells in the yellow boxes are created using the spell creation rules in Street Wyrd and must be approved by your GM
Spells post Char gen 0
Selected Rng Type Dur Drain Damage Source Page Notes

Combat Spells
Acid Stream LOS P I 5 P, Special SR6 132 (Indirect Combat) Shoot acid at targets, doing immediate damage while also doing Chemical damage (p.
Toxic Wave LOS (A) P O 6 P, Special SR6 132 109) andCombat,
(Indirect giving hitArea)
targets the Corroded
Shoot statusdoing
acid at targets, (p. 52) with a rating
immediate equalwhile
damage to netalso
hitsdoing
on the Spellcasting
Chemical damage (p.
Clout LOS P I 3 S SR6 133 test.
(Indirect Combat)
Blast LOS (A) P I 4 S SR6 133 (Indirect Combat, Area)
Flamestrike LOS P I 5 P, Special SR6 133 (Indirect Combat) Fire elemental damage (p. 110) and impose the Burning status (p. 51) with a rating equal t
Fireball LOS (A) P I 6 P, Special SR6 133 (Indirect Combat, Area) Fire elemental damage (p. 110) and impose the Burning status (p. 51) with a rating e
Ice Spear LOS P I 5 P, Special SR6 133 (Indirect Combat) Blast targets with freezing cold, doing Cold elemental damage (p. 110) along with the no
Ice Storm LOS (A) P I 6 P, Special SR6 133 (Indirect Combat, Area) Blast targets with freezing cold, doing Cold elemental damage (p. 110) along with
Lightning Bolt LOS P I 5 P, Special SR6 133 (Indirect Combat) Electricity elemental damage (p. 109), imposing the Zapped status (p. 53) for a number of
Lightning Ball LOS (A) P I 6 P, Special SR6 133 (Indirect Combat, Area) Electricity elemental damage (p. 109), imposing the Zapped status (p. 53) for a numb
Manabolt LOS M I 4 P SR6 133 (Direct Combat)
Manaball LOS (A) M I 5 P SR6 133 (Direct Combat, Area)
Powerbolt LOS P I 4 P SR6 133 (Direct Combat)
Powerball LOS (A) P I 5 P SR6 133 (Direct Combat, Area)
Stunbolt LOS M I 3 S SR6 134 (Direct Combat)
Stunball / Sleep LOS (A) M I 4 S SR6 134 (Direct Combat, Area)
Death Touch Touch M I 3 P SW 25
Disrupt LOS M I 6 Special SW 25
Ectomagic Pulse LOS (A) M I 7 Special SW 25
Knockout Touch M I 2 S SW 25
Hellblast LOS (A) P I 8 P, Special SW 26
Napalm LOS P I 7 P, Special SW 26
Thunderstruck LOS P I 6 S, Special SW 26
Corrode (Object) Touch P I 2 Special SW 27
Melt (Object) LOS P I 3 Special SW 27
Sludge (Object) LOS (A) P I 5 Special SW 27
Ram (Object) Touch P I 2 Special SW 27
Wreck (Object) LOS P I 4 Special SW 27
Demolish (Object) LOS (A) P I 6 Special SW 27
Hose LOS P I 4 Special SW 28
Tsunami LOS (A) P I 6 Special SW 28
Punch Touch P I 2 S SW 28 (Indirect Combat)
Clout LOS P I 3 S SW 29 (Indirect Combat)
Blast LOS (A) P I 4 S SW 29 (Indirect Combat)
Slay (Target) LOS P I 3 P SW 29
Bane (Target) LOS M I 3 P SW 29
Force Choke LOS M I 4 S N/A (Direct Combat) Gain muted status for net hits rounds
Bonecrusher LOS M I 5 P N/A (Direct Combat) inflicts one level of the Paralyzed Status for every 2 Net Hits. The Status lasts until treated
Mana Disruption LOS M I 4 P N/A (Direct Combat) inflicts the target with the Hazed Status for [Net Hits] Combat rounds if the net hits exceed the targets Magic/2. Limited to dual-natured and astral targets
Aneurysm LOS M I 5 P N/A (Direct Combat) inflicts the target with the Dazed status for [Net hits] Combat rounds
Ground Wave LOS P I 4 S N/A (Indirect Combat) the force is concentrated close to the ground to sweep the target of its feet. 1 Net Hit inflicts the Off Balance Status, 3+ Net Hits knock the target prone
Pin Point Punch LOS P I 5 S SRM (Indirect Combat), +4AR
Hex Device LOS P I 5 SRM Matrix damage equal to hits, resistd by Object Resistance (Core p129)

Detection Spells
Analyze Device Touch P S 2 SR6 134 Provides information about the unknown device, based on the number of net hits (the device’s Object Resi
Analyze Magic Touch M S 3 SR6 134 Opposed test (assensing) uses 2 x total hits on the original skill test (Conjuring, Enchanting, or Sorcery) t
Analyze Truth Touch M S 3 SR6 134 Subject of the spell gains some sense if the target (Person) is telling the truth.
Clairaudience Touch M S 3 SR6 134 The person on whom this is cast gains the ability to hear distant sounds. The subject may select and move
Clairvoyance Touch M S 3 SR6 134 Like Clairaudience, but with visuals instead of sound.
Combat Sense Touch M S 3 SR6 135 Net hits on the Spellcasting test are added to the subject’s Defense Rating and dice pool for Surprise tests
Detect Enemies Touch M S 3 SR6 135
Detect Life Touch M S 3 SR6 135 Does not detect every living thing, but rather focuses on sentient beings.
Detect Magic Touch M S 4 SR6 135 Alerts the caster to any forms of active magic within the sense’s range. This includes foci, reagents, activ
Mindlink Touch M S 3 SR6 135 Share mental communication in whatever form makes sense to you and subject of this spell. The caster and t
Mindprobe Touch M S 5 SR6 135 Sorcery + Magic vs. Willpower + Logic; net hits determine how much information the subject pulls out of the
Astral Window Touch M S 3 SW 33
Borrow Sense Touch M S 4 SW 33
Passenger Touch M S 5 SW 33
Animal Sense Touch M S 4 SW 33
Eyes of the Pack Touch M S 4 SW 33
Scrutinize Touch M S 4 SW 34
Catalog Touch M S 5 SW 34
Mana Window Touch M S 3 SW 34
Translate Touch M S 4 SW 35
Pierce the Veil LOS (A) P I 5 SRM Each hit removes one level of invisibility or silence spells (including improved)
N/A
N/A
Health Spells
Antidote Touch P P 5 SR6 135 Sorcery + Magic (toxin power) Extended test. Each net hit reduces the toxin power by one; once the power h
Cleansing Heal Touch P P 5 SR6 136 Heal & eliminates the Corroded status on the targeted individual.
Cooling Heal Touch P P 5 SR6 136 Heal & eliminates the Burning status on the targeted individual.
Decrease Attribute Touch P S 3 SR6 136 Sorcery + Magic vs. Willpower + targeted attribute. They can select how many net hits they actually apply to
Heal Touch P P 3 SR6 136 Sorcery + Magic [5 – Essence], heal 1 box of Stun, Physical, or Overflow damage per net hit
Increase Attribute Touch P S 3 SR6 137 Sorcery + Magic (5 – Essence) increase an attribute at a rate of 1 point per net hit (maximum bonus +4). Fo
Increase Reflexes Touch P S 5 SR6 137 Sorcery + Magic (5 – Essence) test. Increase both Reaction score and the number of Initiative Dice, at a rate
Resist Pain Touch M S 3 SR6 137 Sorcery + Magic (5 – Essence); for each net hit, the target can reduce dice-pool modifiers from damage by
Stabilize Touch M P 3 SR6 137 Sorcery + Magic (target Overflow boxes of damage). Meeting the threshold means the target is stabilized
Warming Heal Touch P P 5 SR6 137 Heal & eliminates the Chilled status on the targeted individual.
Anaphylaxis Touch P S 5 SW 29
Ephedrine Touch P S 4 SW 29
Diagnose Touch M I 4 SW 30
Fast Touch P * 4 SW 30
Healthy Glow Touch P P 4 SW 30
Nutrition Touch P P 4 SW 31
Oxygenate Touch P S 4 SW 31
Icy Veins Touch P S 4 SW 31
Preserve Touch P I 5 SW 32
Rot Touch P P 5 SW 32
Steralize Touch P P 4 SW 32
Treat Touch M P 4 SW 32
Comfort Zone Touch P S 6 SW 52
Disentangle Touch P P 5 SW 53
N/A
N/A
N/A
Illusion Spells
Agony LOS M S 3 SR6 137 (Single-Sense)
Confusion LOS M S 3 SR6 137 (Multi-Sense)
Chaos LOS P S 4 SR6 137 (Multi-Sense)
Hush Touch M S 3 SR6 138 (Single-Sense) Gives targets the Silent (#) status (see p. 53), with the number equalling the net hits on the
Silence Touch P S 4 SR6 138 (Single-Sense) Gives targets the Silent (Improved) (#) status (see p. 53), with the number equalling the net
Invisibility Touch M S 3 SR6 138 (Single-Sense) Gives the targeted character the Invisible (#) status (p. 52), where the number after the st
Improved Invisibility Touch P S 4 SR6 138 (Single-Sense) Gives the targeted character the Improved Invisibility (#) status (p. 52), where the number a
Mask Touch M S 3 SR6 138 (Multi-Sense) Mask affects only living, sentient beings. Changes the critical characteristics of the person.
Physical Mask Touch P S 4 SR6 138 (Multi-Sense) Physical Mask affects cameras, microphones, and other technology. Changes the critical charac
Phantasm LOS(A) M S 3 SR6 138 (Multi-Sense) Phantasm affects every living being that sees the effect. Sorcery + Magic hits are used as a t
Trid Phantasm LOS(A) P S 4 SR6 138 (Multi-Sense) Trid Phantasm affects cameras, microphones, and other technology. Sorcery + Magic hits are u
Sensor Sneak Touch P S 2 SR6 138 (Multi-Sense) Version of the Invisible (Improved) (#) status, but it has no effect on living and sentient bei
Babble Touch M S 3 SW 35
Thieves Cant Touch P S 4 SW 35
Chaff LOS(A) P L 5 SW 36
Double Image Touch M S 3 SW 36
Dreams LOS M S 3 SW 37
Foreboding LOS(A) M S 4 SW 37
Disquiet LOS(A) M S 3 SW 37
False Impression LOS M S 3 SW 37
Manascape LOS(A) M S 4 SW 37
Hot Potato LOS M I 3 SW 38
Vehicle Mask Touch P S 4 SW 38
Phantomscape LOS(A) P S 5 SW 38
Gibberish LOS P S 4 SRM Target of the spell is unable to speak in coherent language
Incomprehensible Touch P S 3 SRM Observers of surveillance footage must make Judge Intentions with a threshold of net hits of the spell or th

Manipulation Spells
Animate Metal LOS P L 6 SR6 139 Sorcery + Magic vs. Object Resistance of the item/material being animated. Commanding the animated sub
Animate Plastic LOS P L 3 SR6 139 Sorcery + Magic vs. Object Resistance of the item/material being animated. Commanding the animated sub
Animate Stone LOS P L 5 SR6 139 Sorcery + Magic vs. Object Resistance of the item/material being animated. Commanding the animated sub
Animate Wood LOS P L 4 SR6 139 Sorcery + Magic vs. Object Resistance of the item/material being animated. Commanding the animated sub
Armour Touch P S 4 SR6 140 Roll Sorcery + Magic and add net hits to the target’s Defense Rating.
Control Actions LOS M L 4 SR6 140 Roll Sorcery + Magic vs. Willpower + Logic; net hits give the maximum duration of the spell in minutes. Th
Control Thoughts LOS M L 4 SR6 140 Sorcery + Magic vs. Willpower + Logic; net hits give the maximum duration of the spell in minutes. Target
Darkness LOS(A) P S 3 SR6 140 For each net hit, you can lower the light level of the surrounding area. Can be adjusted using Increase Are
Light LOS(A) P S 3 SR6 140 For each net hit, you can higher the light level of the surrounding area. Can be adjusted using Increase Ar
Elemental Armour Touch M S 5 SR6 140 Armor & Depending on the element choice, the target cannot acquire certain statuses, as listed in the Elem
Fling LOS P I 5 SR6 140 For each net hit, you can fling half a kilogram of material into the air, and net hits also act as a threshol
Focus Burst Touch M L 7 SR6 141 Sorcery + Magic vs. focus Force x 2. If you get any net hits, increase the effective rating of the focus by 1 f
Levitate LOS P S 6 SR6 141 Sorcery + Magic; for each hit, you can levitate 50 kilos worth of material or people. The target has to stay
Mana Barrier LOS(A) M S 5 SR6 141 Roll Sorcery + Magic; (net hits + caster’s Magic) is the Structure rating of the astral wall you create. Cre
Mystic Armour Touch P S 3 SR6 141 Sorcery + Magic and add net hits to target’s Defense Rating when in astral combat or against mana-based
Overclock LOS P S 4 SR6 141 Sorcery + Magic vs. Object Resistance. For each net hit, you can increase an attribute of the device (Device
Physical Barrier LOS(A) P S 6 SR6 141 Physical Barrier builds a wall where you want it to be, with a Structure rating equal to (Magic + hits on a S
Shape Metal LOS P S 5 SR6 141 Sorcery + Magic vs. Object Resistance; the amount of material you can shape is determined by net hits on t
Shape Plastic LOS P S 2 SR6 141 Sorcery + Magic vs. Object Resistance; the amount of material you can shape is determined by net hits on t
Shape Stone LOS P S 4 SR6 141 Sorcery + Magic vs. Object Resistance; the amount of material you can shape is determined by net hits on t
Shape Wood LOS P S 3 SR6 141 Sorcery + Magic vs. Object Resistance; the amount of material you can shape is determined by net hits on t
Strengthen Wall LOS(A) P S 4 SR6 142 Sorcery + Magic vs. Object Resistance for the wall you are trying to affect; net hits increase the Structure r
Thunder LOS(A) P S 3 SR6 142 Create Noise. The basic area affected by the spell is a two-meter-radius sphere; this can be expanded with t
Vehicle Armour Touch M S 6 SR6 142 Sorcery + Magic vs. Object Resistance of the vehicle; increase the vehicle’s effective Armor by 1 per net hi
Vine LOS P P 4 SW 38
Rosebush LOS(A) P P 5 SW 38
Fashion Touch P P 4 SW 39
Catfall Touch P S 3 SW 39
Gecko Crawl Touch P S 4 SW 39
Glue LOS P S * SW 39
Ice Sheet LOS P S 5 SW 40
Looking Glass LOS P S * SW 40
Disregard LOS(A) M S 5 SW 41
Magic Fingers LOS P S 4 SW 41
Makeover Touch P P 4 SW 42
Mob Mood LOS(A) M S 5 SW 42
Mob Mind LOS(A) M S 5 SW 42
Loki's Musical Number LOS(A) M S 5 SW 43
Stone Fist Touch P S 5 3S SW 52 Conjures stone fists, replaces unarmed attack, DV is 3S +1 if Str > 4, net hits add to AR
Powerblade Touch P S 6 4P N/A Conjures a glowing sword, replaces unarmed attack, DV is 4P +1 if Agi > 4, net hits add to AR
Electricity Aura Touch P S 6 N/A Sorcery + Magic add net hits to the target’s Defense Rating. Anyone touching the aura gain zapped status
Minor [Critter] Form Touch P S 6 N/A Specific creature, threshold 2 +1 for every halve or doubling of mass of target, cyber transformed but not
Major [Critter] Form Touch P S 7 N/A Specific creature, threshold 2 +1 for every halve or doubling of mass of target, cyber transformed but not
Subtle Trace LOS M Lim 3 SRM Marks a target for someone following with who can see the astral. Lasts 1hr / net hit. Threshold 3 to detec
Mind Net LOS (A) M S 4 SRM Multi person use of Mind Link
Voltaic Fence LOS (A) P S 8 SRM Physical Barrier spell with electricity - touching it deals Mag/2 P (round up), if any damage gets through
Soften Stone Touch P S 4 SRM Each net hit vs Object Resistance reduces concrete structure rt by 1, but increases drain by 1

Rituals
Circle of Healing SR6 144 (Anchored, Spell) Threshold: 7
Circle of Protection SR6 144 (Anchored) Threshold: 6
Curse SR6 145 (Material Link, Spell) Threshold: 5
Prodigal Spell SR6 145 (Spell, Spotter) Threshold: 6
Remote Sensing SR6 145 (Spell, Spotter) Threshold: 5
Renascence SR6 145 (Anchored, Spell) Threshold: 6
Ward SR6 145 (Anchored) Threshold: 6
Watcher SR6 146 (Anchored) Threshold: 4
Astral Gateway SS 141 (Anchored) Threshold: 9
Mana Siphon SS 141 (Anchored) Threshold: 7
Augury & Sortilege SW 119 (Material Link) Threshold: 8

Spell Design Rules

Selected Lvl Type Dur Drain Damage Source Page Notes

Calculated Drain Value 0

1. Select Spell Type


Combat 0 SW 46
Detection 0 SW 46
Health 0 SW 46
Illusion 0 SW 46
Manipulation 0 SW 46
Select Ingredients
Acid 0 0 SW 46
Affect Accuracy 0 SW 46
Affect Living Things 0 SW 46
Affect Minds 0 SW 46
Affect Specific Type of Test 0 SW 47
Affect Speed 0 SW 47
Affect Technology 0 0 SW 47
Alter Light 0 SW 47
Alter Sound 0 SW 47
Animate 0 0 SW 47
Area Effect 0 SW 47
Attract / Repel 0 SW 47
Attribute Boost * SW 47
Cold 0 0 SW 47
Corrode 0 SW 47
Create Material 0 0 SW 47
Disorient 0 SW 47
Electricity 0 0 SW 47
Fabric 0 0 SW 47
Fire 0 0 SW 48
Gain Information 0 SW 48
Harden / Weaken 0 * SW 48
Increase Power 0 SW 48
Linguistics 0 SW 48
Metal 0 0 SW 48
Narrow Target 0 SW 48
Nausea 0 SW 48
Petrifaction 0 SW 48
Pierce 0 SW 48
Planar Effect 0 SW 49
Plastic 0 0 SW 49
Poison 0 0 SW 49
Ranged: Combat Spells 0 SW 49
Ranged: Other Spells 0 SW 49
Rubber 0 0 SW 49
Shape Material 0 0 SW 49
Skill Boost * SW 49
Stamina 0 SW 49
Stone 0 0 SW 49
Veil 0 SW 49
Wallop 0 0 SW 49
Water 0 0 SW 49
Wood 0 0 SW 49
Clasify the Spell
Range is Touch unless it has ranged ingredient
Type is Mana unless this box is > 0 0
Duration is typically instant for combat, perm for health, or sustained
Drain Value 0

Mine/Community Generated Spells

Powerblade: Manipulation +1DV, Affects Living +1DV, Metal +4DV


Electricity Aura: Armour Spell 4DV, Electricity +2DV
Minor [Critter] Form: Manipulation +1DV, Affects Living +1DV, Shape Material (Flesh & Bone) +2DV, Attribute Boost +1DV, Affect Test (Senses) +1DV
Major [Critter] Form: Manipulation +1DV, Affects Living +1DV, Shape Material (Flesh & Bone) +2DV, Attribute Boost +1DV, Affect Test (Senses) +1DV, Affect Speed (Modes of movement) +1DV
Force Choke: Stunbolt 3DV, but also inflicts the Muted status for [Net hits] Combat rounds, +1 Drain.
Bonecrusher: Like Manabolt, but also inflicts one level of the Paralyzed Status for every 2 Net Hits. The Status lasts until treated. +1 Drain.
Mana Disruption: Like Manabolt, but also inflicts the target with the Hazed Status for [Net Hits] Combat rounds if the net hits exceed the targets Magic/2. Limited to dual-natured and astral targets, which sets the additional Drain back to +0. (Fun fact: Besides the description of the effect, the  Hazed status is never mentioned again in the Core rules. And in Street Wyrd, it´s only mentioned as a spell ingredient. You´d think that an effect with such wide-reaching consequences would have a little more support behind it... 
Aneurysm: Like Manabolt, but also inflicts the target with the Dazed status for [Net hits] Combat rounds. +1 Drain.
Ground Wave: Like Clout, but the force is concentrated close to the ground to sweep the target of its feet. 1 Net Hit inflicts the Off Balance Status, 3+ Net Hits knock the target prone. +1 Drain (Or even +0 if you also specify that his spell can be used only on non-flying targets that are on the same ground level as the caster).
Totems

Mentor Spirit? no Select either the mage or the adept bonus line

Source Page Mage Advantage Mage Adept Advantage Advantage All Disadvantage Similar Archetypes
Adept

Bear SR6 163 Edge boosts cost 1 lvl Rapid Edge boosts cost 1 Cha+Will+Wnd Mods when you or Strength / Protection
1 less for Health Healing less to resist damage someone under your care take damage,
spells (not drain) Berserk for 3-hits rnds

Cat SR6 163 Edge boosts cost Tracelss walk Edge boosts cost 1 Will+Cha (3) to avoid playing with prey Mystery / Stealth
1 less for Illusion less for athletics or (unless you've taken physical damage)
spells stealth (choose)

Coyote SR6 163 Edge boosts cost Voice control Edge boosts cost 1 Will+Cha (3) to avoid exploiting Deception / Mischief
1 less for less for con someone's misfortune
Manipulation
spells
Dog SR6 163 Edge boosts cost 2 Improved Edge boosts cost 1 Will+Cha (3) to betray comrades or let Friendship / Loyalty
1 less for senses less for outdoors another sacrifice themselves for you
Detection spells

Dragonslayer SR6 163 Edge boosts cost Danger sense Edge boosts cost 1 If you break a promise -1D to all actions Heroism / Adventure
1 less for Combat less for influence until you make good
spells

Eagle SR6 164 Edge boosts cost 1 lvl Combat Edge boosts cost 1 Allergy Pollutants (Mild) with no bonus Nature / Warding
1 less for sense less for perception karma
summoning air
spirits
Fire-bringer SR6 164 Edge boosts cost 1 lvl Improved Edge boosts cost 1 Will+Cha (3) to refuse a request for help Invention / Generosity
1 less for Select Ability for non- less for Engineering or
Manipulation below combat skill Enchanting (choose)
spells
Biotech
Con
Cracking
Electronics
Engineering
Influence
Outdoors
Perception
Piloting
Stealth
Mountain SR6 164 Edge boosts cost 2 lvls Mystic Edge boosts cost 1 Will+Cha (3) to abandon a pre made Endurance /
1 less for Armour less for outdoors plan, fail and you must pursue the first Stubbornness
counterspelling plan

Rat SR6 164 Edge boosts cost 1 lvl Pain Edge boosts cost 1 Will+Cha (3) or flee or seek cover in a Survival / Scavenging
1 less for resistance less for stealth combat situation
harvesting
reagents
Sea SR6 165 Edge boosts cost 1 lvl Improved Edge boosts cost 1 Will+Cha (3) to give away something or Chaos / Greed
1 less for Athletics less for athletics be charitable
summoning water
spirits
Seducer SR6 165 Edge boosts cost 1 lvl Improved Edge boosts cost 1 Will+Cha (3) to avoid pursing a vice or Seductress /
1 less for Illusion Select Ability for con or less for con indulgence Temptation
spells below influence
(choose)

Con
Influence
Shark SR6 165 Edge boosts cost Killing hands Edge boosts cost 1 Cha+Will+Wnd Mods when you take Hunger / Violence
1 less for Combat less with blades or damage, Berserk for 3-hits rnds
spells unarmed

Snake SR6 166 Edge boosts cost Kinesics 2 free magic related Will+Cha (3) to avoid pursing a secret Knowledge / Curiosity
1 less for knowledge skills
Detection spells

Thunderbird SR6 167 Edge boosts cost 1 lvl Critical Edge boosts cost 1 Will+Cha (3) to avoid responding to an Anger / War
1 less for strike less for influence insult in kind
summoning air
spirits
Wise Warrior SR6 167 Edge boosts cost 1 lvl Improved Edge boosts cost 1 If you acti dishonorably or without Duty / Wisdom
1 less for Combat Select Ability on a less for influence courtesy -1D to all actions until you
spells below combat skill atone

Athletics
Close Combat
Exotic Weapons
Firearms
Wolf SR6 167 Edge boosts cost 2 lvls Attribute Edge boosts cost 1 Will+Cha (3) to retreat from a fight Fellowship / Hunting
1 less for Combat Boost (Agility) less for counterspelling
spells

Adversary Ad 5 Edge boosts cost Spell Gain a point of edge Composure (3) test to follow orders they Rebellion
1 less for Combat, Resistance when targeted by an don't like. If intimidated or subject to
Manipulation emeny spell mental manipulation -1D to all actions
spells or until reasserts dominance. Adds 1D to
counterspelling teamwork tests / 2 hits as a helper
(choose 2)
Highway s81 Edge boosts cost Improved Edge boosts cost 1 Can't stay in one place for more than a Racing Driver,
1 less while reflexes 1 less for piloting day otherwise -1D to all tests (apart Peregrine Falcon
astrally projecting, from damage resistance)
can project for
twice as long

Badger s81 Edge boosts cost Danger sense Edge boosts cost 1 Will + Char (3) or attack intruders Guardsman, Shephard
1 less for Combat less for perception entering a space you are guarding
spells

Electric Marten s81 Edge boosts cost 1 lvl Improved Edge boosts cost 1 Will + Char when stressed or distracted Blitz, Technocritter
1 less for Illusion Select Cracking or less for cracking or for 3 rnds -hits
spells below Electronics electronics (choose 1)

Cracking
Electronics
Fox s81 Edge boosts cost 2 Improved Edge boosts cost 1 Will + Char (3) to spare a defeated
1 less for Illusion senses less for stealth opponent
spells

Tide s81 Edge boosts cost 1 lvl Improved Edge boosts cost 1 If normal routines are disrupted -1D to Glaciers, Change
1 less for Str or Bod less for extended tests all actions except damage resistance
summoning water Select (choose) until restored
& earth spirits below
(change 1 per 6
hrs)
Improved Str
Improved Bod
Brownie s81 Edge boosts cost 1 lvl Improved Edge boosts cost 1 Will + Char (3) to do magic in public or House Spirit, Helping
1 less for Engineering less for mechanics while closely observed Hand
Manipulation tests
spells
Seagull s81 Edge boosts cost 1 lvl Improved Edge boosts cost 1 Will + Char (3) if staying in a place for Survivor, Vagabond
1 less for Select Non-combat skill less for outdoors tests more than a week or steal everything
Manipulation below (choose)
spells
Biotech
Con
Cracking
Electronics
Engineering
Influence
Outdoors
Perception
Piloting
Stealth
Marmot s81 Edge boosts cost Enhanced Edge boosts cost 1 Will + Char (3) if attacked or flee Praire Dog
1 less for Perception less for influence tests
Detection spells

Mystic Guardian s81 Edge boosts cost 1 lvl Combat Edge boosts cost 1 If someone you are protecting is killed - Falcon, Bodyguard,
1 less for Combat sense less for perception 1D to all actions until attoned Guardian Angel
or Detection spells tests
(choose)
Seal s81 Edge boosts cost Astral Edge boosts cost 1 Will + Char (3) or reveal someone's Nymph, Mirror Worlds
1 less for Perception less for astral tests secret. Glitches in social tests are
Manipulation automatically critical
spells
Red Riding Hood s81 Edge boosts cost Voice control Edge boosts cost 1 -1D to perception in unfamiliar Innocence
1 less for less for influence tests surroundings as you get lost in the
summoning spirits details
of man
Capricorn s81 Edge boosts cost Wall Running Edge boosts cost 1 Will + Char (3) if planning goes on too Goat, Determination,
1 less for less for athletics tests long or simply act Aries
summoning earth
spirits
Stork s81 Edge boosts cost 1 lvl Rapid Edge boosts cost 1 Will + Char (3) or disregard own saftey Caring, Loyalty
1 less for Health Healing less for biotech tests to help a friend
spells

Traditions of Faith (drain Will+Cha)

Ancient Pantheons (eg Roman/Greek, Egyptian, Norse)


Recommended Positive Qualities: Indomitable, Mentor Spirit, Quick Healer, Shamanic Mask, Will to Live
Recommended Negative Qualities: AR Vertigo, Representation, Simsense Vertigo.
Abrahamic Traditions (eg Chrisitan or Islamic theurgists, Qabbalists)
Recommended Positive Qualities: Analytical Mind (all), Arcane Resilience Training (Logic) (all), Scholastic Mage (all)
Recommended Negative Qualities: Honorbound (all), Possession Tradition (Qabbalists), Pusillanimous Summoner (Islamic and Christian theurgists), Representation (all)
Disadvised Positive Qualities: Mentor Spirit (Islamic theurgists, except Holy Text or Lion), Spirit Affinity (all)
Traditions of Karma (eg Buddhism, Hinduism, Zoroastric, Path of the Wheel)
Recommended Positive Qualities: Arcane Resilience Training (any Attribute) (all), Honorbound (Path of the Wheel, Zoroastrism)
Recommended Negative Qualities: Representation (all except Path of the Wheel)
Traditions of the Animists (eg NAN Shamanism, Shinto, Wuxing)
Recommended Positive Qualities: Aptitude (any Magic Skill) (all), Focused Concentration (all), Shaman Mask (Shamans)
Recommended Negative Qualities: Representation (Shinto, Wuxing)
Animal Spirit Traditions (eg Sioux Shamanism, Aztec, Red Magic)
Recommended Positive Qualities: Mentor Spirit (Animal Spirit) (all)
Recommended Negative Qualities: Representation (garb) (Aztec)
Traditions of Gaia (eg Druids, Wiccans)
Recommended Positive Qualities: Aptitude (Enchanting) (Witches), Mentor Spirit (all), Shaman Mask (Witches, Wicca)
Recommended Negative Qualities: Pusillanimous Summoner (Druids, Wicca), Uncouth (Green Magic)
Mandatory Negative Qualitiy: Possession Tradition (Witches)

Traditions of Logic (drain Will+Log)

Scientific Traditions (eg Hemeticism, Chaos, Black Magic, Secular Qabbalah)


Recommended Positive Qualities: Analytical Mind (Secular Qabbalah), Astral Chameleon (Folk Traditions), Focused Concentration (Scientific Traditions), Mentor Spirit (Folk Traditions), Spirit Affinity (Folk Traditions)
Recommended Negative Qualities: Astral Beacon (Classical Hermeticism), In Debt (Scientific Traditions), Spirit Bane (Any)
Folk Traditions (eg Practical Theurgy, Romani, Storyteller)
Recommended Positive Qualities: Analytical Mind (Secular Qabbalah), Astral Chameleon (Folk Traditions), Focused Concentration (Scientific Traditions), Mentor Spirit (Folk Traditions), Spirit Affinity (Folk Traditions)
Recommended Negative Qualities: Astral Beacon (Classical Hermeticism), In Debt (Scientific Traditions), Spirit Bane (Any)

Initiation Current Group Loyalty at Initiation


Grade 1
Grade 2
Grade 3
Grade 4
Grade 5
Grade 6
Grade 7
Grade 8
Grade 9
Grade 10
0
Creating a Magical Group with 3+ others Gain group contact Loyalty 3
Joining a Magical Group Gain group contact Loyalty 3
Leaving a Magical Group
Buying the group's Mentor Spirit Quality Must purchase quality separately

Cost 0
Remaining Karma 19

Metamagics Source Page Notes


Adept Centering (Adepts only) SR6 167 Minor action (obvious), others can't gain edge vs adept for environment, illusions
Centering SR6 167 Minor action (obvious), add initiate grade D to drain tests
Fixation SR6 167 Reduces alchemical decay to 1/day instead of hour, spend karma = potency
Karma spent on preparations
Flexible Signature SR6 167 Forge a mage's aura. Add initiate grade to threshold for assensing test vs initiate
Masking SR6 168 Oppose assensing test by Magic+Initiate grade, if they get net hits they perceive both auras. Can hide initate grade bound foci auras
Power Point (Adept only) SR6 168 +1 power point
Quickening SR6 168 Spend karma to premanently sustain a spell, min 1, max spellcasting hits. Get bonus D to dispelling equal to karma spent
Karma spent on spells
Spell Shaping SR6 168 For every -1D taken to spell casting test can add or remove 1m from radius or create 1m bubble in the centre of the spell
Shielding SR6 168 Declare Boosted def (p143) can add initiate grade to spell defence D
Animal Attunement (Adept only) SW 84 Can see through animal's senses with minor action (range Magic km). Animal gets +initate grade D to all tests
Karma spent on animal attunement 15-essence of animal
Astral Projection (Adept only) SW 84 Prereq: Astral perception. Can project as a normal mage
Finding Your Way (Adept only) SW 84 Gain an Adept Way at no additional karma cost
Infusion (Adept only) SW 84 Major action to focus. Gain 0.5 power points / initiate grade to boost an existing power. Lasts Magic rnds. Resist Magic rt stun drain at the end
Item Attunement (Adept only) SW 84 +1D / initiatation grade when using the item
Production line solid low tech item 7 karma
Lockpick set, bicycle, mechanical item 8 karma
Car, bike, mono or smart blade 9 karma
Monowhip, T-bird, cyberdeck 10 karma
Item is handcrafted -1 karma
Item is crafted / modified by the adept -1 karma
Item is made of rare or precious materials -1 karma
Adept has used edge to suceed with the item -1 karma
Virtuoso (Adept only) SW 85 Prereq: Enthralling performance. Add initiate grade D to enthralling performance check. See rules for creating telesma etc
Astral/Metaplanar Studies
Cleansing SW 117 Astral+Magic+Initiate grade vs threshold in Cleansing table to reduce background count. Resist drain equal to threshold
Divination SW 117 Get situational edge point for surprise checks. Get Augury & Sortilege ritual free. See rules for use outside ritual spellcasting
Durable Astral Form SW 119 Add initiate grade / 2 (round down, min 1) to Willpower to resist damage in astral combat
Extended Masking SW 119 Preq. Masking. Can mask # spells or preparations to intiate grade provided drain value is less than magic rating
Improved Astral Form SW 119 Add initiate grade hours to length of time can project
Paradigm Shift SW 119 Change magical tradition
Psychometry SW 120 Astral+Intuition+Initiate grade to gain impressions from an object, see the table in the rules
Sensing SW 120 Perception+Intuition [4] test to detect mana ebbs/flows within Initate grade km
Practical Conjuration
Channeling SW 121 Conjuring+Magic vs Forcex2 to summon, net hits=services, spirits hits = drain when channeling ends. Become dual natured, physical stats lower than force get boosted, various other rules
Exorcism SW 121 Touch subject, major action. Will+Cha+Initiate grade vs Forcex2. Drain is 2x spirit's hits. Need net hits equal to force to drive the spirit out, see rules
Great Form Channeling SW 122 Spirit must be invoked, gain immunity to normal weapons, see rules
Invocation SW 122 Summon great form spirit. Additional Magic+Conjuring+Initiate grade vs forcex2. Hits add to conjuring hits. Drain is 2x spirit's hits. Fail and spirit goes beserk
Master Summoner SW 122 Can control a number of spirits force = (Magic+Initiate) grade x4
Apotropaic Magic
Absorption SW 122 Prereq: Shielding. When a spell targets someone with boosted def roll Sorcery+Magic+Initiate Grade, each hit counters 1 hit on spellcasting test. Creates a charge that can be used for own spells, see rules
Reflection SW 123 When a spell targets someone with boosted def Sorcery+Magic+Initiate Grade minor anytime action vs original spellcasting, any hits count as hits for the reflected spell at the original caster. Resist drain, see rules
Severing SW 123 Prereq: Shielding. Gives a chance to detect ritual sending, see rules
School of Enchanting
Resilient Artificing SW 124 Reduces damage on critical glitch, see rules
Applied Thaumaturgy
Advanced Rites SW 124 If a ritual leader knows this there are no penalties for working with other traditions on ritual
Efficient Ritual SW 124 If a ritual leader knows this half the time for ritual
Sympathetic Linking SW 124 Can use a sympathetic rather than material link for ritual
Adept Powers

Starting Adept Points 6 Remaining Points 6.00


Mysad Points to spells 0
Adept Points from Initiatio 0 Note: mentor spirit powers discount costs are included but they must still be selected manually

Max
Cost Mentor? SelectedLevel Lvl Cost Source Page Notes
Adrenaline Boost 0.25 1 * 0 SR6 156 Minor action, +2 initiative / lvl for Magic combat rnds, at end drain = lvl of power
Astral Perception 1 no 1 1 0 SR6 156 Minor action to astrally perceive
Attribute Boost (Attribute) 0.25 no 1 6 0 SR6 156 Major action, roll Magic + Rt, each hit gives boost to attr by 1 (max +4) for net hits combat rnds, at end dra
Combat Sense 0.5 no 1 6 0 SR6 156 +1D/lvl to defensive tests, always roll perception to avoid surprise
Critical Strike 1 no 1 6 0 SR6 156 Increase DV of melee attacks by 1/lvl compatible with other adept powers / wpn enhancements
Danger Sense 0.5 no 1 1 0 SR6 156 Gain an edge before making surprise tests
Direction Sense 0.25 1 1 0 SR6 156 Gain an edge when making an Outdoors test related to direction for that test only
Enhanced Perception 0.5 no 1 1 0 SR6 157 Gain an edge when Observing in Detail or making a perception test to find hidden things or listen in on sec
Enhanced Accuracy 0.5 1 1 0 SR6 157 Increase the AR of any weapon by 2
Improved Ability (Skill) SR6 157 Increase a skill by 1/lvl. Max level skill x 1.5 or +4 (whichever is lower)
Improved: Astral 0.5 1 * 0
Improved: Athletics 1 no 1 * 0
Improved: Biotech 0.5 no 1 * 0
Improved: Close Combat 1 no 1 * 0
Improved: Con 0.5 no 1 * 0
Improved: Conjuring 1 1 * 0
Improved: Cracking 0.5 no 1 * 0
Improved: Electronics 0.5 no 1 * 0
Improved: Enchanting 0.5 1 * 0
Improved: Engineering 0.5 no 1 * 0
Improved: Exotic Weapo 1 no 1 * 0
Improved: Firearms 1 no 1 * 0
Improved: Influence 0.5 no 1 * 0
Improved: Outdoors 0.5 no 1 * 0
Improved: Perception 0.5 no 1 * 0
Improved: Piloting 0.5 no 1 * 0
Improved: Sorcery 1 1 * 0
Improved: Stealth 0.5 no 1 * 0
Improved Body 1 no 1 * 0 SR6 157 Improve Bod by 1/lvl, max 1.5x current Bod or +4 (whichever is lower)
Improved Agility 1 1 * 0 SR6 157 Improve Agi by 1/lvl, max 1.5x current Agi or +4 (whichever is lower)
Improved Reaction 1 1 * 0 SR6 157 Improve Reac by 1/lvl, max 1.5x current Reac or +4 (whichever is lower)
Improved Strength 1 no 1 * 0 SR6 157 Improve Str by 1/lvl, max 1.5x current Str or +4 (whichever is lower)
Improved Reflexes 1 no 1 4 0 SR6 157 Increase Raction by 1 and get +1 initiative D, cannot be combined with other initiative or reaction boosts
Improved Sense 0.25 no 1 * 0 SR6 157 Gain an edge when using the selected sense for that test only
Killing Hands 0.5 no 1 * 0 SR6 157 Fighting unarmed can choose to do P or S damage, bypass immunity to normal weapons
Kinesics 0.25 no 1 1 0 SR6 157 Gain an edge to resist social tests
Mystic Armour 0.25 no 1 6 0 SR6 157 Gain a point of armour / lvl, cumulative with worn armour (also active on the astral plane)
Pain Resistance 0.25 no 1 6 0 SR6 157 For each lvl move wound mods 1 box down
Rapid Healing 0.5 no 1 6 0 SR6 158 Add 1 hit / lvl to Healing tests performed on you
Spell Resistance 0.5 no 1 1 0 SR6 158 Gain a point of edge when targeted by spells
Traceless Walk 0.5 no 1 1 0 SR6 158 Don't trip pressure pads or traps based on leg movement, hearing and outdoors tests can't gain or spend
Voice Control 0.5 no 1 1 0 SR6 158 Gain an edge when using con or influence if using your voice
Wall Running 0.5 no 1 1 0 SR6 158 Can sprint vertically, although not for 2 actions in a row
Improved Willpower 1 no 1 * 0 CN 62 Improve Will by 1/lvl, max 1.5x current Str or +4 (whichever is lower)
Improved Logic 1 no 1 * 0 CN 62 Improve Log by 1/lvl, max 1.5x current Str or +4 (whichever is lower)
Improved Intuition 1 no 1 * 0 CN 62 Improve Int by 1/lvl, max 1.5x current Str or +4 (whichever is lower)
Improved Charisma 1 no 1 * 0 CN 62 Improve Cha by 1/lvl, max 1.5x current Str or +4 (whichever is lower)
Aid Sorcery 0.5 no 1 6 0 SW 77 Major action (minor to maintain), touch sorcorer add lvls to their rolls, resist drain when they use D, see ru
Air Dance 1.5 no 1 1 0 SW 77 Compare initiatives, for every (10-Initiate lvls) it is higher than highest foe's initiative get +1 minor actions
Analytics 0.5 no 1 1 0 SW 77 Bonus edge for Log based tests (must be used on that test)
Animal Empathy 0.5 no 1 2 0 SW 77 Lvl 1 reduce cost of edge boosts for Cha test vs mundane critters, Lvl 2 works against awakened critters
Attribute Boost: Mental 0.25 no 1 6 0 SW 77 Major action, roll Magic + Rt, each hit gives boost to attr by 1 (max +4) for net hits combat rnds, at end dra
Berserk 1 no 1 4 0 SW 77 Minor action, +1/lvl to physcial attributes (cumulative with other bonuses to max +4), pain resistance = lvl, -1
Blind Fighting 0.5 no 1 1 0 SW 78 Never grant a close combat opponent edge for vision modifiers (darkness etc)
Cloak 0.25 no 1 6 0 SW 78 -1D penalty / lvl to attempts to read their aura
Commanding Voice 1.5 no 1 6 0 SW 78 Major action, each lvl gives +1D to opposed Influence tests for intimidation, see rules for further details
Cool Resolve 0.25 no 1 6 0 SW 78 +1D / lvl to resist Influence skills or Fear power
Cosmetic Control 1 no 1 2 0 SW 78 Alter appearance, lvl 1 within their metatype, lvl 2 to impersonate other metatypes (see rules), lower cost o
Countermagic 0.5 no 1 6 0 SW 79 Minor action, 1D/lvl to resist spells
Counterstrike 0.5 no 1 6 0 SW 79 Minor action, only on first turn after a successful minor action to Block, add lvl D +net hits from block to
Dash 0.25 no 1 6 0 SW 79 Sprint test + additional minor action gives +1m/lvl to movement
Distance Grasp 0.5 no 1 6 0 SW 79 Telekenetic hands, lvl x magic meters away, effective Str = power lvl, can't attack
Distance Strike 2 no 1 1 0 SW 79 Range = Magic meters, AR and DV as unarmed attack, resisted as either close or ranged combat, cover
Elemental Missile 0.5 no 1 * 0 SW 79 Minor action, add elemental damage to a ranged attack. See rules for choosing weapon for the power. May
Elemental Strike 0.5 no 1 * 0 SW 80 Prereq: Killing Hands. Minor action to activate, lasts Mag rnds, add elemental damage to unarmed attack
Elemental Weapon 0.5 no 1 * 0 SW 80 Minor action to activate, lasts Mag rnds, add elemental damage to melee attack
Empathic Healing 0.75 no 1 1 0 SW 80 Major action / rnd, touch Mag+Will roll (threshold 5-target ess), remove 1 phys/overflow / hit, get 1 stun
Empathic Sense 0.5 no 1 1 0 SW 80 Minor action, Int+Perception roll to get info on emotional state. If adept gets Astral perception later this p
Enthralling Performance 0.5 no 1 * 0 SW 80 Minor action, roll appropriate skill + Magic, hits become threshold for the audience for any perception te
Freefall 0.25 no 1 3 0 SW 81 Add 3m / lvl to distance adept can fall before taking damage
Great Leap 0.25 no 1 6 0 SW 81 Minor action in addition to jump, Athletics+Str+ power lvl, can do a running jump of 2 meters per hit, a stan
Iron Will 0.25 no 1 6 0 SW 81 1D / lvl to resist magical mental manipulation spells, powers etc
Kinesics Mastery 0.25 no 1 6 0 SW 81 Prereq: Kinesics. Two masters can commincate non verbally, plus each lvl of the power allows additional
Linguistics 0.25 no 1 1 0 SW 81 After 1 hr exposed to a language can learn it at no karma cost. Also adds +1D to understand a language
Living Focus 1 no 1 * 0 SW 81 Can sustain a spell cast on them (at normal -2 penalty), additional levels can sustain other spells or offset
Maneuver 0.5 no 1 1 0 SW 82 Major action, roll Close Combat+Int vs. foe's Int. Net hits provide a pool that can be used to add to next
Missile Mastery 1 no 1 1 0 SW 82 +1AR and DV to a thrown weapon or improvised weapon DV 1P or 1S, AR = Athletics + Strength at Close
Missile Parry 0.5 no 1 1 0 SW 82 May make a Block action against throwing or projectile weapons (add Close Combat to def test). If net hi
Momentum 0.25 no 1 6 0 SW 82 For each lvl ingnore the cumlative penatly for extended tests eg. Lvl 2 Momentum: full pool for the first, sec
Nerve Strike 1 no 1 1 0 SW 82 Choose before an attack. Net hits reduce Agi or Reac (choose) by 1 / hit. If they get to 0 target is tempo
Nimble Fingers 0.25 no 1 6 0 SW 82 -1 cost to edge boosts for Stealth (Palming) for sleight-of-hand, Engineering (Lockpicking) or Con (Perfor
Pain Relief 1 no 1 1 0 SW 83 Major action, Agility + Magic, each hit reduces the boxes of stun for calculating wnd mods (stun stays)
Penetrating Strike 0.25 no 1 6 0 SW 83 +1 AR to close combat attacks / lvl
Power Throw DV 0.5 no 1 6 0 SW 83 +1DV to thrown weapons (max double damage), only 1 lvl of DV/AR can be combined with Missile Master
Power Throw AR 0.5 no 1 6 0 SW 83 +2AR to thrown weapons, only 1 lvl of DV/AR can be combined with Missile Mastery
Quick Draw 0.25 no 1 1 0 SW 83 Can use the Quick Draw action with larger weapons than the normal pistol / small throwing weapon
Quick Strike 3 no 1 1 0 SW 83 Adept can choose to go first in initiative, no matter relative scores. Doesn't boost their minor actions alloc
Side Step 0.25 no 1 6 0 SW 83 +1D / lvl to block, dodge (not oridinary def tests without an additional action). These D stack with other de
Spell Shroud 0.25 no 1 6 0 SW 83 +1D / lvl to resist detection spells
Sustenance 0.25 no 1 1 0 SW 83 Requires 1 meal / day and 3hrs sleep. -250 nuyen / month lifestyle costs
Three-Dimensional Memor 0.5 no 1 1 0 SW 84 Major action to memorise a location, Int+Log to recall (one stat can be replaced with Mag if they wish), see

0
Resonance
###
Starting Complex Forms 0 0 Remaining Complex Forms ###
CFs post Char gen 0

Fade Duration
Selected Source Page Notes
Complex Forms Fading resist Will+Log
Cleaner 2 P SR6 190 Electronics+Resonance, each hit reduces Overwatch score by 1
Diffusion (Matrix Attribute) 4 S SR6 190 Electronics+Resonance vs Will+Firewall, each net hit reduces that matrix attribute by 1
Editor 3 P SR6 190 Can make Edite File action even if you don't have the proper access level
Emulate (Program) - S SR6 190 Can choose 1 program to run (including autosofts) Rt + current Data Processing
Emulate: Baby Monitor SR6 184 Tells you current Overwatch score without an action
Emulate: Browse SR6 184 Gain 1 edge for matrix searches on that action
Emulate: Configurator SR6 184 Store alternative deck configurations, swap instead of changing 2 attributes
Emulate: Edit SR6 184 Gain 1 edge for edit file actions on that action
Emulate: Encryption SR6 184 +2D for Encrypt File
Emulate: Signal Scrubber SR6 184 Reduce noise level by 2
Emulate: Toolbox SR6 184 +1 to Data Processing
Emulate: Virtual Machine SR6 184 2 extra program slots, take 1 box of unresisted matrix damage when attacked
Emulate: Armour SR6 184 +2 Defence rating
Emulate: Biofeedback SR6 184 Cause stun (cold SIM) or physical (hot SIM) damage with a matrix attack
Emulate: Biofeedback Filter SR6 184 Allow Device Rating or Body to soak matrix damage
Emulate: Blackout SR6 184 Cause stun damage with matrix attack
Emulate: Decryption SR6 184 +2D to crack file action
Emulate: Defuse SR6 184 Allow Device Rating or Body to soak damage from a data bomb
Emulate: Exploit SR6 184 Reduce Defence rt of hacking target by 2
Emulate: Fork SR6 184 Hit 2 targets with a single matrix action without splitting dice pools
Emulate: Lockdown SR6 184 Cause link-lock when you do matrix damage
Emulate: Overclock SR6 184 Add 2D to a matrix action, one is a Wild D
Emulate: Stealth SR6 184 Gain 1 edge for hide actions on that action
Emulate: Trace SR6 184 Gain 1 edge for trace icon actions on that action
Infusion (Matrix Attribute) 4 S SR6 190 Electronics+Resonance (4), each net hit increase matrix attribute by 1 up to 2x normal rt
Mirrored Persona 3 I SR6 190 Electronics+Resonance, hits serve as rt of persona and threshold to detect the fake with Matrix perception.
Pulse Storm 3 I SR6 190 Electronics+Resonance vs Log+Data Processing, each hit inceases target's noise by 1
Puppeteer 5 S SR6 190 Take Control Device action even without the proper access levels
Resonance Channel 2 S SR6 190 Electronics+Resonance, each hit reduces noise by 1
Resonance Spike 4 I SR6 190 Cracking+Resonance vs Will+Firewall, each net hit causes 1 box of unresisted matrix damage
Resonance Veil 4 S SR6 190 Electronics+Resonance vs Intuition+Data Processing, matrix perception threshold of hits to see through the
Static Bomb 6 I SR6 190 Electronics+Resonance vs Intuition+Data Processing against all targets that can detect you, if they fail the
Static Veil 3 S SR6 191 Electronics+Resonance vs Will/Firewall+Firewall. Won't get Overwatch for illegal access or a sprite
Stitches 4 P SR6 191 Electronics+Resonance each hit repairs 1 box of matrix damage on a sprite
Tattletale 3 P SR6 191 Electronics+Resonance each hit increases target's Overwatch by 1

Submersion
Grade 1
Grade 2
Grade 3
Grade 4
Grade 5
Grade 6
Grade 7
Grade 8
Grade 9
Grade 10
0
Cost 0
Remaining Karma 19

Echoes
Living Network SR6 195
Machine Mind SR6 195
Matrix Attribute Upgrade SR6 195
NeuroFilter SR6 195
Overclocking SR6 195
Resonance Link SR6 195
Skinlink SR6 195
Equipment Overview

Starting Funds (¥) 8,000 0 Stolen Gear max value

Remaining Funds (¥) 8,000 Manually add the value of the item that is Stolen Gear to omit from the calculations

Racial Markup Dwarf +10% to clothing / armou 0


Troll +10% to everything 0
Giant +10% to clothing / armour 0

Cyberware & Bioware 0 0.00 Essence Reduction

0 Magic Reduction

Cost (¥) AvailabilityNotes


Runner Essentials Street Scum Bare Essentials 2,980 2 Metalink Disposable Commlink [R1, D/F 1/0, P0], Fake SIN [1], Standard Credstick, AR Gloves, Contacts [1] w. Imagelink
Runner Survival Kit pt 1 3,220 2 Micro Transceiver & Subvocal Mic, Metalink Disposable Commlink [R1, D/F 1/0, P0], Fake SIN [1] , Fake Licence [1], Trodes, AR Gloves, Local Area Mapsoft
Runner Survival Kit pt 2 2,900 3 Flashlight, Respirator [6], Bug Scanner, Tag Eraser, 10x Plastic Restraints, Medkit, 2x Stim Patch [4], Trauma Patch, 2x Tranq Patch [6], Survival Kit, Weapon Cleaning Kit
Fake ID Kit Basics 12,400 4I Fake SIN [4], 3x Fake Licence [4] w. Driver, Weapon, Concealed Carry
Fake Licence Kit Samurai 2,400 4I 3x Fake Licence [4] w. Cyberware, Smartlink, Exotic Weapon / Bow Hunting License
Fake Licence Kit Mage 3,200 4I 4x Fake Licence [4] w. Combat Spell x2, Non-Combat Spellcasting, Conjuring
Fake Licence Kit Decker/TM 800 4I Fake Licence [4] w. Cyberjack / Technomancy
Fake Licence Kit Rigger 1,600 4I 2x Fake Licence [4] w. RCC, Control Rig
Weapons Runner Backup Sidearm 1,360 3L Ares Light Fire 70 [2P, SA, 10/7/6/—/—, 16(c)] w. Laser Sight, Special Silencer, Concealable Holster, 2 Spare Clips, 50 Caseless Normal Rnds
Runner Main Sidearm 1,700 2L Ares Predator VI [3P, SA/BF, 10/10/8/—/—, 15(c)] w. Integral Smartgun, Silencer, Concealable Holster, 2 Spare Clips, 30 Caseless Normal Rnds, 20 Caseless Explosive Rnds, 10 Caseless APDS Rnds, 10 Caseless SnS Rnds (Clip load 1
Samurai 'Sword' SMG 1,645 3L Ingram Smartgun XI [3P, SA/BF, 13/12/7/—/—, 37(c)] w. Gas Vent, Smartgun System, Integral Silencer, Foregrip, Personalised Grip, Extended Clip, 2 Spare Clips, 80 Caseless Explosive Rnds, 40 Caseless Gel Rnds
Non-Lethal Grenades 1,000 4I 3 Thermal Smoke, 2 Flashbangs, 1 CS Gas Grenade, 2 Glitter Grenades
Armour Runner Chic 1,725 2 Lined Coat [3] w. Electrochromic Modification, Chemical Protection [3]
Heavy Gear 12,575 3 Armour Jacket [4] w. Programmable Camouflage Package, Shockweave [6], SecureTech Invisi-Shield [+2] w. Thermal Dissipation [2]
Body Glove 3500 3 Securetech SkinShield [2] w. Concealed Holster, Ruthenium [2], Electrical Resistance [2]
Runner Mask 2,475 3 Ballistic Mask [+1] w. Imagelink, Smartlink, Vision Magnification
Racing Helmet 645 1 Racing Helmet [+1] w. HUD Image Link, Flare Compensation, Laser Range Finder, Trodes
Tech Vision/Audio Enhancement 2,700 3 Contacts [2] w. Imagelink, Flare Compensation, Glasses [3] w. Lowlight or Thermo, Vision Enhancement, Ear Buds [2] w. Sound Link, Audio Enhancement
Jammer Kit 1,500 4L White Noise Generator [6], Area Jammer [6]
B&E Kit 11,850 4I Electronics Tool Kit, Lockpick Set, Autopicker, MonoSaw, Sequencer [6], Maglock Passkey [4], Keycard Copier
Surveillance Kit 6,400 8 Pro Camera [6] w. Internal Smartcam, Vision Enhancement, Vision Magnification, Directional Mic [6] w. Audio Enhancement, Select Sound Filter [5], Laser Mic [6]
Micro Surveillance Kit 12,350 3 2x Shiawase Kanmushi [H2/3, A4, I5, Sp15, B0, A0, P3, S2] w. Gecko tips, Lowlight Camera, Audio Enhancement, 1x Sikorsky-Bell Microskimmer XXS [H2, A6, I10, Sp35, B0, A0, P2, S1] w. Thermal Camera, 10x MCT Gnat [H3, A4, I10,
Light in the Darkness 2,440 0 Lowlight Flashlight, IR Flashlight, 5x GloStick, 3x Magnesium Torch/Flare, Microflare launcher w. 3 Microflares, Sungard Jewelry
Vehicles Runner Van 99,800 6I GMC Bulldog [H4/6, A10, I10, Sp168, B16, A12, P2, S3, St5] w. Runflat Tires, Spoof Kit, Extra Entry Points, Improved Handling, Multi-Terrain Suspension (Active) [2], Rigger Cocoon, Top Speed Increase [1], Electrochromic Paint, Rigger I
Vehicle Stealth Kit 8,000 4I Spoof Kit, xGuide Override, Electrochromic Paint (uses 2 electronics mod slots)

Weapons 0

Armour & Clothing / Survival Gear 0


Fashion Influencer quality no 50% discount on Fashion Items, eg Armante. Calculate manually

Electronics / Sensors 0

Miscellaneous Gear 0

Lifestyle 0 Cost (¥)


Street 0
Squatter 500
Low 2,000
Middle 5,000
High 10,000
Luxury 100,000
Dependants
Non live-in family member 0 5% income goes to dependant (taken from post char gen income)
Small family 0 10% income goes to dependants (taken from post char gen income)
Second life outside the shad 0 25% of income goes to dependants (taken from post char gen income)
SIN Tax 0 0 10% of lifestyle associated with SIN
In Debt Interest / mnth 0 1 Number of months to pay
Superthyroid Gland 0 Taken off remaining Funds
Symbiote Food rtx200/mnth 0 1 Number of months to pay
Adept with Sustenance 0
Clean Living 0
Addiction 0

Training 0 Cost (¥)


Martial Arts Style 2,500 1 month to learn
Martial Arts Technique 1,500 2 weeks to learn

Vehicles & Drones 0

Additional Items 0
0
0
Cheap Knockoff (Power Play p172)
0 Any item can be reduced by 50% cost but 1 less '1' is required to glitch. On a crit glitch item is ruined
0 Input a -ve number
0 Must have a suitable knowledge skill (eg Black Markets) or contact (Connection+Loyalty (2) test to locate knockoff)
0
0

0
Cyberware

Remaining Funds (¥) 8,000 Essence Reduction 0 Remaining Essence 6.00


Spent on Cyber / Bio (¥) 0 Sensitive System? 0

Ware Base Lvl Use Bk Pg Notes


Implant Max Cyber / bioware grade Ess Base Total
Ess Re AvailCodeCapacity capacity WiFi Bonus
ed lvl ? Cost Cost (¥) Cost (¥)
Cost q'd U S A B D
(1=yes)
Cyberjack D/F
Cyberjack [Rt 1] 1 1 1 3 L 1 0 45,000 0 SR6 283 4/3 VR Init D +1
Cyberjack [Rt 2] 1.5 2 2 3 L 1 0 65,000 0 SR6 283 5/4 VR Init D +1
Cyberjack [Rt 3] 2 3 3 3 L 1 0 80,000 0 SR6 283 6/5 VR Init D +1
Cyberjack [Rt 4] 2.3 4 4 4 L 1 0 95,000 0 SR6 283 7/6 VR Init D +2
Cyberjack [Rt 5] 2.6 5 5 5 L 1 0 140,000 0 SR6 283 8/7 VR Init D +2
Cyberjack [Rt 6] 3 6 6 6 L 1 0 210,000 0 SR6 283 9/8 VR Init D +2
Headware ###
Commlink 0.2 1 1 2 - 2 1 0 2,000 0 SR6 283 Add cost of commlink
Control rig 1 1 3 4 L 1 0 30,000 0 SR6 283 Allows jumping in to a drone, acts as a datajack. Add Rt D to all vehicle checks, lower threshold by Rt + bonus
Cortex kink bomb 0 1 1 6 I 1 1 0 10,000 0 SR6 283 Blows up! See rules
Cortex microbomb 0 1 1 6 I 2 1 0 25,000 0 SR6 283 Blows up! See rules
Cortex area bomb 0 1 1 6 I 3 1 0 40,000 0 SR6 283 Blows up! See rules
Cyberdeck 0.4 1 1 4 L 4 1 0 5,000 0 SR6 283 Add cost of deck
Datajack 0.1 1 1 2 - 1 0 1,000 0 SR6 283 Allows DNI connection, has memory storage
Datalock 0.1 1 12 4 - 1 0 1,000 0 SR6 283 Data safe access by universal data connector
Olfactory booster 0.2 1 3 3 - 1 0 4,000 0 SR6 283 Add Rt D to scent based perceptio Bonus edge for scent based perception, can record smells, includes damper
Simrig 0.2 1 1 4 L 1 0 4,000 0 SR6 284 Can record sensory data
Skilljack 0.1 1 6 4 - 1 0 20,000 0 SR6 284 Rtx4 in skillsoft lvls Can run Rtx2 in skillsoft lvls. Activesofts count as knowledge skills without skillwires
Taste booster 0.2 1 3 3 - 1 0 3,000 0 SR6 284 Add Rt D to taste based perceptionBonus edge for taste based perception, can record smells, includes damper
Tooth compartment 0 1 1 4 - 1 0 800 0 SR6 284 Up to 5mm storage, can be broken/opened with wifi or bite, see rules
Ultrasound sensor 0.3 1 1 4 - 2 1 0 3,600 0 SR6 284 Replaces normal vision when active, can be active, passive or off
Voice modulator 0.2 1 3 4 L 1 0 5,000 0 SR6 285 Add rt D to sound based Con tests Bonus edge for sound based con tests
AutoVoice 0.2 1 6 1 - 1 0 1,000 0 NF 160 Broadcast direct to matrix ??
AutoVoice, Hacked 0.2 1 6 3 F 1 0 4,000 0 NF 160 Can replicate voice patterns
Medullan Parallel Processor 0.5 1 2 4 L 1 0 20,000 0 DC 145 +D6 initiative / lvl when jumped in only (stacks with cold/hot sim VR)
RCC 0.3 1 1 3 L 3 1 0 4,000 0 DC 145 Add cost of RCC
Simsense Interface Overdri 0.2 1 4 4 L 1 0 15,000 0 DC 145 +1/lvl Intuition when in VR
Eyeware ###
Cybereyes ###
Cybereyes [Rt 1] 0.1 1 1 2 - 1 1 0 1,000 0 SR6 285 Replace natural eyes, provides an image link and built-in camera
Cybereyes [Rt 2] 0.2 2 2 2 - 4 1 0 4,000 0 SR6 285 ###
Cybereyes [Rt 3] 0.3 3 3 3 - 8 1 0 6,000 0 SR6 285 ###
Cybereyes [Rt 4] 0.4 4 4 3 - 12 1 0 10,000 0 SR6 285 ###
Cybereyes [Rt 5] 0.5 5 5 3 - 16 1 0 16,000 0 SR6 285 ###
Cybereyes [Rt 6] 0.7 6 6 18 - 24 1 0 22,000 0 NF 160 ###
Flare compensation 0.1 1 1 2 - 1 1 0 1,000 0 SR6 285 Bonus edge if oponents don't have ways to mitigate glare, flashing lights etc
Image link 0.1 1 1 2 - - 1 0 800 0 SR6 285 Can see AR
Low-light vision 0.1 1 1 2 - 2 1 0 1,500 0 SR6 285 Bonus edge if oponents don't have ways to mitigate limited light
Ocular drone 0.3 1 1 3 - 6 1 0 6,000 0 SR6 285 Horizon flying eye, Blind I status while removed from cavity
Retinal duplication 0.1 1 6 5 I 1 1 0 20,000 0 SR6 285 Can store a number of retina patterns equal to rt, 1min to change between
Smartlink 0.2 1 1 3 L 3 1 0 4,000 0 SR6 285 Visual part of a smartgun link
Thermographic vision 0.1 1 1 2 - 2 1 0 2,000 0 SR6 285 Bonus edge if oponents don't have ways to mitigate limited light / total darkness
Vision enhancement 0.1 1 1 3 - 2 1 0 4,000 0 SR6 285 +1D to visual perception tests
Vision magnification 0.1 1 1 3 - 2 1 0 2,000 0 SR6 285 +2AR for Medium, Far and Extreme (assuming greater than 0 at those ranges)
Pre-Genned Cybereyes ###
Cybereyes [Rt 2] w. Image 0.2 2 2 2 - 1 1 0 6,500 0 SR6 285 Image Link, Camera, Flare Compensation, Lowlight Vision
Cybereyes [Rt 4] w. Image 0.4 4 4 3 - 0 1 0 24,500 0 SR6 285 Image Link, Camera, Flare Compensation, Lowlight & Thermo Vision, Vision Enhancement, Vision Magnification,
Earware ###
Cyberears ###
Cyberears[Rt 1] 0.1 1 1 2 - 1 1 0 1,000 0 SR6 286 Replace natural ears, provides sound link and omni-directional mic. Bonus edge vs target who has something inte
Cyberears[Rt 2] 0.2 2 2 2 - 4 1 0 3,000 0 SR6 286 ###
Cyberears[Rt 3] 0.3 3 3 3 - 8 1 0 4,500 0 SR6 286 ###
Cyberears[Rt 4] 0.4 4 4 3 - 12 1 0 7,500 0 SR6 286 ###
Cyberears[Rt 5] 0.5 5 5 3 - 16 1 0 11,000 0 SR6 286 ###
Cyberears[Rt 6] 0.7 6 6 18 - 24 1 0 21,000 0 NF 160 ###
Audio enhancement 0.1 1 1 2 - 1 1 0 4,000 0 SR6 286 +1D for audio perception tests
Balance augmenter 0.1 1 1 3 - 4 1 0 8,000 0 SR6 286 +1D to balance tests, climbing, landing etc
Damper 0.1 1 1 2 - 1 1 0 2,250 0 SR6 286 Reduce deafened status by 1 level
Select sound filter 0.1 1 6 4 - 1 1 0 3,500 0 SR6 286 Blocks background noise to concentrate on specific sounds - see rules
Sound link 0.1 1 1 2 - - 1 0 1,000 0 SR6 286 Can hear AR
Spatial recognizer 0.1 1 1 3 - 2 1 0 4,000 0 SR6 286 +1D for audio perception to locate Bonus edge for audio perception tests
Bodyware ###
Bone Lacing (Plastic) 0.5 1 1 3 L 1 0 8,000 0 SR6 286 +1 Bod to resist damage, +1Def, 3P unarmed DV, +1 unarmed AR
Bone Lacing (Aluminum) 1 1 1 4 L 1 0 18,000 0 SR6 286 +2 Bod to resist damage, +1Def, 4P unarmed DV, +2 unarmed AR
Bone Lacing (Titanium) 1.5 1 1 6 L 1 0 30,000 0 SR6 286 +2 Bod to resist damage, +2Def, 4P unarmed DV, +3 unarmed AR
Dermal Plating 0.3 1 4 4 L 1 0 4,000 0 SR6 286 +Rt to Def
Fingertip Compartment 0.1 1 1 2 - 1 1 0 3,000 0 SR6 287 Access needs minor action Storage of micro sized items. Major action to access
Grapple Gun 0.5 1 1 3 - 4 1 0 5,000 0 SR6 287 Implanted grapple gun w. 60m of microwire
Internal Air Tank 0.25 1 4 2 - 1 1 0 4,500 0 SR6 287 Bonus minor action to activate/deacHold breath for Rt hours. Minor action to activate/deactivate
Muscle Replacement 0.7 1 4 3 L 1 0 30,000 0 SR6 287 +Rt to Str and Agi
Reaction Enhancers 0.3 1 4 4 L 1 0 15,000 0 SR6 287 Compatible with Wired reflexes +Rt to Reac
Skillwires 0.1 1 6 4 - 1 0 20,000 0 SR6 287 +1D to skills Use activesofts up to Rt, requires a skilljack
Smuggling Compartment 0.2 1 1 3 - 2 1 0 7,500 0 SR6 287 Access needs minor action Storage of small sized items (light pistol or smaller). Major action to access
Wired Reflexes 1 1 1 1 3 L 1 0 40,000 0 SR6 287 Compatible with Reaction +1 Reaction, +1 Initiative D (and consequent additional minor action)
Wired Reflexes 2 2 2 2 3 L 1 0 150,000 0 SR6 287 Enhancers, Minor action to +2 Reaction, +2 Initiative D (and consequent additional minor action)
activate / deactivate (normally
Wired Reflexes 3 3 3 3 4 I 1 0 250,000 0 SR6 287 +3 Reaction, +3 Initiative D (and consequent additional minor action)
Major action)
Wired Reflexes 4 4 4 4 6 I 1 0 400,000 0 SR6 287 +4 Reaction, +4 Initiative D (and consequent additional minor action)
Cyberlimbs Note: every full limb adds 1 condition monitor (torso and skull count as 1 each). Capacities will auto calculate with the items below the limb, others calculate manually ###
Obvious limbs ###
Skull 0.75 1 1 5 - 4 1 0 10,000 0 SR6 288 ###
Skull: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
Torso 1.5 1 1 4 - 10 1 0 20,000 0 SR6 288 ###
Torso: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
Torso: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Torso: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Arm 1 1 1 4 - 15 1 0 15,000 0 SR6 288 ###
R. Arm: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. Arm: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Forearm 0.45 1 1 3 - 10 1 0 10,000 0 SR6 288 ###
R. ½ Arm: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Arm: Strength Incre 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Hand 0.25 1 1 3 - 4 1 0 5,000 0 SR6 288 ###
R. Hand: Strength Increas 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. Hand: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Arm 1 1 1 4 - 15 1 0 15,000 0 SR6 288 ###
L. Arm: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. Arm: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Forearm 0.45 1 1 3 - 10 1 0 10,000 0 SR6 288 ###
L. ½ Arm: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Arm: Strength Increa 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Hand 0.25 1 1 3 - 4 1 0 5,000 0 SR6 288 ###
L. Hand: Strength Increas 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Hand: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Leg 1 1 1 4 - 20 1 0 15,000 0 SR6 288 ###
R. Leg: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. Leg: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Lower leg 0.45 1 1 4 - 12 1 0 10,000 0 SR6 288 ###
R. ½ Leg: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Leg: Strength Increa 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Foot 0.25 1 1 4 - 4 1 0 5,000 0 SR6 288 ###
L. Foot: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Foot: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Leg 1 1 1 4 - 20 1 0 15,000 0 SR6 288 ###
L. Leg: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. Leg: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Lower leg 0.45 1 1 4 - 12 1 0 10,000 0 SR6 288 ###
L. ½ Leg: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Leg: Strength Increa 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Foot 0.25 1 1 4 - 4 1 0 5,000 0 SR6 288 ###
L. Foot: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Foot: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Synthetic limbs ###
Skull 0.75 1 1 5 - 2 1 0 15,000 0 SR6 288 ###
Skull: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
Torso 1.5 1 1 4 - 5 1 0 25,000 0 SR6 288 ###
Torso: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
Torso: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Torso: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Arm 1 1 1 4 - 8 1 0 20,000 0 SR6 288 ###
R. Arm: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. Arm: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Forearm 0.45 1 1 3 - 5 1 0 12,000 0 SR6 288 ###
R. ½ Arm: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Arm: Strength Incre 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Hand 0.25 1 1 3 - 2 1 0 6,000 0 SR6 288 ###
R. Hand: Strength Increas 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. Hand: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Arm 1 1 1 4 - 8 1 0 20,000 0 SR6 288 ###
L. Arm: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. Arm: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Forearm 0.45 1 1 3 - 5 1 0 12,000 0 SR6 288 ###
L. ½ Arm: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Arm: Strength Increa 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Arm: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Hand 0.25 1 1 3 - 2 1 0 6,000 0 SR6 288 ###
L. Hand: Strength Increas 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Hand: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Leg 1 1 1 4 - 10 1 0 20,000 0 SR6 288 ###
R. Leg: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. Leg: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Lower leg 0.45 1 1 4 - 6 1 0 12,000 0 SR6 288 ###
R. ½ Leg: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Leg: Strength Increa 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
R. ½ Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Right Foot 0.25 1 1 4 - 2 1 0 6,000 0 SR6 288 ###
L. Foot: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Foot: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Leg 1 1 1 4 - 10 1 0 20,000 0 SR6 288 ###
L. Leg: Armour Increase 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. Leg: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Lower leg 0.45 1 1 4 - 6 1 0 12,000 0 SR6 288 ###
L. ½ Leg: Armour Increas 0 1 * 1 L 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Leg: Strength Increa 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. ½ Leg: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Left Foot 0.25 1 1 4 - 2 1 0 6,000 0 SR6 288 ###
L. Foot: Strength Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
L. Foot: Agility Increase 0 1 * 1 - 1 1 1 0 5,000 0 SR6 288 ###
Cyberlimb Accessories ###
Gyromount 0 1 1 5 I 8 1 1 0 6,000 0 SR6 290 No SA/BF AR penalty, +3AR FA
Slide 0 1 1 5 L 3 1 1 0 3,000 0 SR6 290 Extra Minor to activate slide Conceal +1 threshold
Holster 0 1 1 4 - 5 1 1 0 2,000 0 SR6 290 Weapon holster, not concealed
Hydraulic Jacks 0 1 6 4 - 1 1 1 0 2,500 0 SR6 290 Need 2, jump tests (athletics+strength) subtract rt from the threshold (threshold guides p36), min threshold 1
Smuggling Compartment 0 1 1 2 - 5 1 1 0 6,000 0 SR6 290 Access needs minor action Storage of small sized items (light pistol or smaller). Major action to access
Cyberweapons 1 ###
Cyberjaw [5P, 2/—/—/—/—] 0.1 1 1 2 I 1 1 0 1,500 0 SR6 291 DV5P AR2
Hardening [3P, 6/—/—/—/— 0.1 1 1 2 I 1 1 0 2,500 0 SR6 291 DV3P (or 4P if Str = 7+), AR 6
Shock limb [4S(e), 5/—/—/ 0.25 1 1 3 I 1 1 0 5,000 0 SR6 291 DV 4S(e), AR5
Handblade [3P, 6/—/—/—/ 0.15 1 1 4 I 1 1 0 2,000 0 SR6 291 DV3P AR6
Retractable handblade [3P 0.25 1 1 4 I 2 1 0 2,500 0 SR6 291 DV3P AR6
Hand razors [2P, 6/—/—/— 0.15 1 1 3 I 1 1 0 1,000 0 SR6 291 DV2P AR6
Retractable hand razors [ 0.25 1 1 3 I 2 1 0 1,250 0 SR6 291 DV2P AR6
Spurs [3P, 7/—/—/—/—] 0.15 1 1 4 I 1 1 0 3,000 0 SR6 291 DV3P AR7
Retractable spurs [3P, 7/ 0.25 1 1 4 I 3 1 0 5,000 0 SR6 291 DV3P AR7
Hold-out pistol 0.1 1 1 3 L 2 1 0 2,000 0 SR6 291 ###
Light pistol 0.25 1 1 3 L 4 1 0 3,000 0 SR6 291 ###
Machine pistol 0.5 1 1 4 L 6 1 0 3,500 0 SR6 291 ###
Heavy pistol 0.5 1 1 4 L 6 1 0 4,300 0 SR6 291 ###
SMG 1 1 1 5 L 8 1 0 4,800 0 SR6 291 ###
Shotgun 1.25 1 1 5 L 10 1 0 8,500 0 SR6 291 ###
Grenade launcher 1.5 1 1 6 I 15 1 0 24,000 0 SR6 291 ###
External clip port 0.1 1 1 1 - 1 1 0 1,000 0 SR6 291 ###
Laser sight 0.1 1 1 1 - 1 1 0 1,000 0 SR6 291 ###
Silencer/suppressor 0.1 1 1 4 I 2 1 0 1,000 0 SR6 291 ###
###
0 0 ###
Bioware (Basic) ###
Adrenaline pump 0.75 1 3 4 I 1 0 55,000 0 SR6 291 Minor to trigger (or failed composure test). +Rt to Str, Agi, Reac, Will for D6 rnds. Stun damage at end = 1/2 rnds
Bone density augmentation 0.3 1 1 4 L 1 0 5,000 0 SR6 291 +1D Bod to resist damage, +1DV unarmed, +1AR
Bone density augmentation 0.3 2 2 4 L 1 0 10,000 0 SR6 291 +2D Bod to resist damage, +1DV unarmed, +2AR
Bone density augmentation 0.3 3 3 4 L 1 0 15,000 0 SR6 291 +3D Bod to resist damage, +2DV unarmed, +2AR
Bone density augmentation 0.3 4 4 4 L 1 0 20,000 0 SR6 291 +4D Bod to resist damage, +2DV unarmed, +3AR
Cat’s eyes 0.1 1 1 4 - 1 0 4,000 0 SR6 291 Provide lowlight vision
Enhanced articulation 0.2 1 1 4 - 1 0 30,000 0 SR6 291 +1 Agi, bonus edge when moving through cramped or confining spaces
Muscle augmentation 0.2 1 4 4 L 1 0 31,000 0 SR6 292 +Rt to Str
Muscle toner 0.2 1 4 4 L 1 0 32,000 0 SR6 292 +Rt to Agi
Orthoskin 0.25 1 4 4 L 1 0 6,000 0 SR6 292 +Rt to Def
Platelet factories 0.2 1 1 4 - 1 0 17,000 0 SR6 292 Any time you take 2 or more boxes of physical, reduce damage by 1
Skin pocket 0.1 1 1 4 - 1 0 12,000 0 SR6 292 Equivalent of a smuggling compartment, major action to access
Suprathyroid gland 0.7 1 1 4 L 1 0 140,000 0 SR6 292 +1 to Agi, Bod, Reac, Str, 25% lifestyle cost increase
Symbiotes 0.2 1 4 4 - 1 0 3,500 0 SR6 292 +Rt to healing tests. Pay Rtx200¥ / month to sustain them
Synthacardium 0.1 1 3 4 - 1 0 30,000 0 SR6 292 Rt D to running swimming and climbing
Tailored pheromones 0.2 1 4 4 L 1 0 31,000 0 SR6 292 +Rt to Cha for Con and Influence tests within smell range
Toxin extractor 0.2 1 6 4 - 1 0 4,800 0 SR6 292 -Rt to threshold for toxin resistance tests
Tracheal filter 0.1 1 6 4 - 1 0 4,500 0 SR6 292 +Rt D to toxin resistance tests for inhalation toxins
Vocal Expansion 0.1 1 3 6 - 1 0 8,000 0 NF 160 ??
Bioware (Cultured) ###
Cerebral booster 0.2 1 3 5 - 1 0 31,500 0 SR6 293 +Rt to Logic
Damage compensator 0.1 1 12 5 L 1 0 2,000 0 SR6 293 Ignore Rt damage boxes (Phys or stun or a combination)
Mnemonic enhancer 0.1 1 3 5 - 1 0 9,000 0 SR6 293 +Rt D to knowledge, language and memory tests
Pain editor 0.3 1 1 5 I 1 0 48,000 0 SR6 293 While active, +1Will, -1 Int, feel no damage mods
Reflex recorder (Skill) 293 +1D to a skill
RR: Athletics 0.1 1 1 5 - 1 0 14,000 0 SR6 ###
RR: Close Combat 0.1 1 1 5 - 1 0 14,000 0 SR6 ###
RR: Exotic Weapons 0.1 1 1 5 - 1 0 14,000 0 SR6 ###
RR: Firearms 0.1 1 1 5 - 1 0 14,000 0 SR6 ###
RR: Piloting 0.1 1 1 5 - 1 0 14,000 0 SR6 ###
RR: Stealth 0.1 1 1 5 - 1 0 14,000 0 SR6 ###
Sleep regulator 0.15 1 1 5 - 1 0 12,000 0 SR6 293 Three hours sleep / night, stay awake twice as long before acquiring Fatigued status
Synaptic booster 0.5 1 3 5 L 1 0 95,000 0 SR6 293 +1 Reaction, +1 Initiative D (and consequent additional minor action) / Rt
1
1 0 0
Geneware
0 0
Weapons

Remaining Funds (¥) 8,000 Weapons (¥) 0

Gear Qt Rt DV Accessories Avai Cod Value (¥) Cost (¥) Bk Pg WiFi Bonus Notes

Knockoff
(put '1')
Req'd l e Close 0-3, Near 4-50, Medium 51-250, Far 251-500, Extreme
500+

Melee Weapons
Blades 0 Critical Strike / Precision Strike Bonus [added to DV]
Combat axe [5P,—,13/—/—/—/—,—] * 1 5P 4 - 500 0 SR6 247
Combat knife [3P,—,12/2*/—/—/—,—] * 1 3P 2 - 220 0 SR6 247 * Max range 20m
Forearm snap blades [3P,—,10/—/—/—/—,—]* 1 3P 3 - 185 0 SR6 247 Extra Minor to extend/retract
Knife [2P,—,10/1*/—/—/—,—] * 1 2P 1 - 20 0 SR6 247 * Max range 20m
Katana [4P,—,14/—/—/—/—,—] * 1 4P 3 - 350 0 SR6 247
Polearm [4P,—,12/—/—/—/—,—] * 1 4P 2 - 210 0 SR6 247
Survival knife [3P,—,12/2*/—/—/—,—] * 1 3P 2 - 250 0 SR6 248 ARO of local maps and GPS * Max range 20m
Sword [3P,—,13/—/—/—/—,—] * 1 3P 3 - 320 0 SR6 248
Hand Talons [2P,—,12/—/—/—/—,—] * 1 2P 4 L 75 0 FS 11
Horizon-Flynn Pilum [4P,—,14/8/—/—/—,—] * 1 4P 4 I 750 0 FS 11 Extra Minor to extend/retract
Horizon-Flynn Pilum Movie Prop [3S,—,10/4 * 1 3S 1 L 250 0 FS 11 Extra Minor to extend/retract
Kami (Standard) [3P,—,12/—/—/—/—,—] * 1 3P 3 - 100 0 FS 11 +1DV when defending melee, -1 threshold for climbing
Kami (Folding) [3P,—,12/—/—/—/—,—] * 1 3P 3 - 100 0 FS 11 +1DV when defending melee, -1 threshold for climbing, +1 conceal
Kukri [3P,—,13/—/—/—/—,—] * 1 3P 5 - 200 0 FS 12
Nodachi [5P,—,14/—/—/—/—,—] * 1 5P 4 - 900 0 FS 12
Trench knife [3P/S,—,11/—/—/—/—,—] * 1 3P/S 3 - 100 0 FS 12 Does stun damage with the knucks part of the knife
Bearded Axe [3P,—,15/—/—/—/—,—] * 1 3P 3 L 600 0 FS 16
Claymore [4P,—,16/—/—/—/—,—] * 1 4P 3 L 750 0 FS 16
Labrys [4P,—,14/—/—/—/—,—] * 1 4P 3 L 1,000 0 FS 16
Tomahawk [2P,—,14/9/—/—/—,—] * 1 2P 3 L 225 0 FS 16 Max range 20m
Macahutl Blade [3P,—,13/—/—/—/—,—] * 1 3P 3 L 200 0 FS 16
REvolution Iron Bear Axe [5P,—,12/—/—/—/—* 1 5P 3 - 1,000 0 FS 39 Use Wild D
REvolution Iron Fang Combat Knife [3P,—,13 * 1 3P 3 - 350 0 FS 39 Use Wild D
Revolution Steel Claw Broadsword [4P,—,14 * 1 4P 3 - 500 0 FS 40 Use Wild D
Clubs 0 Critical Strike / Precision Strike Bonus [added to DV]
Club [3S,—,10/—/—/—/—,—] * 1 3S 1 - 65 0 SR6 248
Extendable baton [2S,—,9/—/—/—/—,—] * 1 2S 2 - 52 0 SR6 248 Extra Minor to extend/retract
Sap [2S,—,10/—/—/—/—,—] * 1 2S 1 - 75 0 SR6 248
Staff [4S,—,12/—/—/—/—,—] * 1 4S 1 - 150 0 SR6 249
Stun baton [5S(e),—,10/—/—/—/—,—] * 1 5S(e) 2 - 600 0 SR6 249 Recharge from wifi
Telescoping staff [4S,—,12/—/—/—/—,—] * 1 4S 2 - 250 0 SR6 249 Extra Minor to extend/retract
Cougar Collapsible Staff/Spear [4S,—,13/4/ * 1 4S 4 - 300 0 FS 13 Minor action to extend/retract Max range 8m
Cougar Collapsible Staff/Spear Detachable b * 1 4P 3 - 250 0 FS 13 Minor action to extend/retract
Dassault Alpenstock [4S,—,12/—/—/—/—,—] * 1 4S 3 L 500 0 FS 13 Trideo display for compas Survival tools in the stick, see rules
Spear [4P,—,12/—/—/—/—,—] * 1 4P - -
Knife [2P,—,12/—/—/—/—,—] * 1 2P - -
Tactical Hammer (short) [2P,—,12/—/—/—/—,* 1 2P 4 - 200 0 FS 13
Tactical Hammer (long) [4P,—,13/—/—/—/—, * 1 4P 4 - 300 0 FS 13
Tactical Hammer (Knife Spike) [3P,—,12/—/ * 1 3P 4 - 100 0 FS 13
Gunstock Warclub [4S,—,14/6/—/—/—,—] * 1 4S 3 L 200 0 FS 16 Max range 20m
Shillelagh [3S,—,12/—/—/—/—,—] * 1 3S 3 L 150 0 FS 16
Taiaha [3S,—,13/—/—/—/—,—] * 1 3S 3 L 200 0 FS 16
Tonfa [2S,—,11/—/—/—/—,—] * 1 2S 3 L 125 0 FS 16
Other Melee 0 Critical Strike / Precision Strike Bonus [added to DV]
Bike chain [2S,—,9/—/—/—/—,—] * 1 2S 1 - 15 0 SR6 249
Bullwhip [1P,—,10/—/—/—/—,—] * 1 1P 4 - 255 0 SR6 249
Knucks [3P,—,10/—/—/—/—,—] * 1 3P 1 - 100 0 SR6 249
Shock Gloves [4S(e),—,9/—/—/—/—,—] * 1 4S(e) 4 - 790 0 SR6 249 Extra Minor to activate 10 charges, Minor to activate charge
Monofilament Whip [6P,—,19/—/—/—/—,—] * 1 6P 6 I 1,300 0 SR6 249 AR+2, retract on crit glitch
Ash Arms Combat Chainsaw [4P,—,14/—/—/ * 1 4P 3 - 1,000 0 FS 14
Ash Arms Mono Combat Chainsaw [6P,—,14 * 1 6P 3 - 3,000 0 FS 14 Uses the Wild Die
Bates-Brown Boots [3S,—,8/—/—/—/—,—] * 1 3S 2 - 200 0 FS 14
Manriki Chain [4S,—,9/6/—/—/—,—] * 1 4S 2 - 150 0 FS 15 +1D attack when disarming or entrapping
Tonfa [3S,—,10/—/—/—/—,—] * 1 3S 1 - 75 0 FS 15 Minor action to knockdown any opponent damaged
Urban Tribe Tomahawk [2P,—,14/9/—/—/—,—* 1 2P 3 - 150 0 FS 15 Max range 20m
Xiphos Gladius [3P,—,14/—/—/—/—,—] * 1 3P 4 - 300 0 FS 15
War Fan [1P,—,10/—/—/—/—,—] * 1 1P 3 L 175 0 FS 16
Chakram [2P,—,14/9/3/—/—,—] * 1 2P 3 L 200 0 FS 16 Max range 100m
Katar [3P,—,12/—/—/—/—,—] * 1 3P 3 L 200 0 FS 16
YoYos NF 156
Hardened YoYo [2S,—,13/—/—/—/—,—] * 1 2S 6 600 0 NF 156
Bladed YoYo [2P,—,13/—/—/—/—,—] * 1 2P 6 625 0 NF 156
Monofilament YoYo [5P,—,19/—/—/—/—,—] * 1 5P 6 I 12,000 0 NF 156
Rolling Blades / Scateboards NF 156
Hardened Scateboard / Roller Blades [2S,— * 1 2S 6 600 0 NF 156
Bladed Scateboard / Roller Blades [2P,—,1 * 1 2P 6 I 625 0 NF 156
Throwing Weapons / Projectiles
Bow [2P,—,2/4/1/—/—,—] * 4 2P 1 L 140 0 SR6 250 Max Rt 14. Rt is min Str to use the weapon
Arrow * 1 0 2 0 SR6 250 Arrow must equal Rt of bow
Injection arrow * 1 4 20 0 SR6 250 Arrow must equal Rt of bow
Crossbow, Light [2P,—,6/8/2/—/—,—] * 1 2P 3 150 0 SR6 250
Crossbow, Standard [3P,—,2/10/4/2/—,—] * 1 3P 3 L 290 0 SR6 250
Crossbow, Heavy [4P,—,2/8/6/4/—,—] * 1 4P 4 L 425 0 SR6 250
Bolt * 1 2 5 0 SR6 250
Injection bolt * 1 4 50 0 SR6 250
Throwing knives [2P,—,10/9/3/—/—,—] * 1 2P 2 155 0 SR6 250
Throwing stars [2P,—,9/11/5/—/—,—] * 1 2P 2 160 0 SR6 250
Light Collapsible Crossbow [2P,SS,6/8/2/—/—,* 1 2P 3 L 300 0 FS 16 Minor action to extend/retract Major action to extend/retract
Standard Collapsible Crossbow [3P,SS,2/10/4 * 1 3P 3 L 600 0 FS 16 Minor action to extend/retract Major action to extend/retract
Heavy Collapsible Crossbow [4P,SS,2/8/6/4/—* 1 4P 4 L 850 0 FS 16 Minor action to extend/retract Major action to extend/retract
REvolution Arms Iron Hawk Composite Bow [3 * 4 3P 4 L 310 0 FS 40 Use Wild D
REvolution Arms Arrow * 1 4 L 10 0 FS 40 Use Wild D
REvolution Arms Stell Falcon Crossbow [3P,SA,* 1 3P 4 L 650 0 FS 40 Use Wild D
REvolution Arms Bolt * 1 4 L 10 0 FS 40 Use Wild D
Tasers
Defiance Super Shock [6S(e),SS,10/6*/—/—/—* 1 6S(e) 1 - 340 0 SR6 251 *max range 20 meters
Yamaha Pulsar I [4S(e),SS,9/9†/—/—/—,4(m)]* 1 4S(e) 1 - 325 0 SR6 251 †max range 50 meters
Yamaha Pulsar II [4S(e),SS,9/9†/—/—/—,4(m)* 1 4S(e) 1 - 350 0 SR6 251 †max range 50 meters
Hold-outs
Fichetti Tiffani Needler [3P,SS,10/6/2/—/—,4(c* 1 3P 2 435 0 SR6 251
Streetline Special [2P,SS,8/8/—/—/—,6(c)] * 1 2P 2 200 0 SR6 251
Walther Palm Pistol [2P,SS/BF,12/7/—/—/—,6(* 1 2P 2 345 0 SR6 251
Colt Secret Agent [2P,SS,9/7/—/—/—,6(c)] * 1 2P 3 - 550 0 FS 16 Concealibility threshold 6, metal scanners can't see it
Revolution Arms Fire Ant [2P,SS/SA,10/6/—/—/* 1 2P 4 - 350 0 FS 40 Use Wild D. SA burst -1AR, +1DV
Krime Vester [3P,SS,6/6/—/—/—,2(b)] (Metah * 1 3P Metahuman Adaption 3 L 170 0 KK 3
Light Pistols
Ares Light Fire 70 [2P,SA,10/7/6/—/—,16(c)] ( * 0 1 2P Laser Sight, Special Silencer, Co 3 L 1,360 0 SR6 252 See Equip Summary Tab
Ares Light Fire 70 [2P,SA,10/7/6/—/—,16(c)] ( * 1 2P Laser Sight 3 L 350 0 SR6 252
Ares Light Fire 75 [2P,SA,10/7/6/—/—,16(c)] ( * 1 2P Laser Sight, Integral Smartgun 3 L 400 0 SR6 252
Special Silencer * 1 3 L 750 0 +3 audio perception threshold to detect
Beretta 101T [2P,SA,9/8/6/—/—,21(c)] * 1 2P 2 L 260 0 SR6 252
Beretta 201T [2P,SA/FA,/9/8/6—/—,21(c)] (De* 1 2P Detachable Stock 3 L 460 0 SR6 252
Colt America L36 [2P,SA,8/8/6/—/—,11(c)] * 1 2P 2 L 230 0 SR6 252 Minor: Alter ownership data
Fichetti Security 600 [2P,SA,10/9/6/—/—,30(c)* 1 2P Detachable Stock, Laser Sight 3 L 390 0 SR6 252
Ruger Redhawk [3P,SA/BF,7/10/7/—/—,8(cy)]* 1 3P 2 L 250 0 SR6 252 Extra Minor change action selection
Altmayr MTR 3 [3P,SA,9/10/8/—/—,6(cy)] (Lase * 1 3P Laser Sight 2 L 400 0 s81 5 No additional accessories
Colt Agent Special [3P,SS/SA,10/8/—/—/—,8(c* 1 3P 3 - 400 0 FS 17 Only mount special laser sight
Colt Agent Special Laser Sight * 1 50 0 FS 17
HK P50 [2P,SA,10/8/5/—/—,15(c)] (Easy Break* 1 2P Easy Breakdown, Smartlink, Laser 2 L 450 0 FS 17
Revolution Arms Raven [2P,SA,10/8/5/—/—,16* 1 2P Ammo Swap 4 L 450 0 FS 40 Use Wild D
Machine Pistols
Ares Crusader II [2P,SA/BF,9/9/7/—/—,40(c)] * 1 2P Gas Vent, Smartgun System 4 L 520 0 SR6 252
Ceska Black Scorpion [2P,SA/BF,10/9/8/—/—,35 * 1 2P Folding Stock 3 L 510 0 SR6 253
Steyr TMP [2P,SA/FA,8/8/6/—/—,30(c)] (Laser* 1 2P Laser Sight 3 L 690 0 SR6 253
Colt M-24 [3P,SA/BF/FA,8/9/8/—/—,30(c)] (Ar * 1 3P Arm Brace 4 L 720 0 FS 18 Arm Brace adds +1AR to Near & Medium
Ultimax 71 [2P,BF/FA,10/8/8/—/—,15(c)] * 1 2P 3 L 550 0 FS 18
Revolution Arms Ocelot [2P,SA/BF/FA,9/10/5/ * 1 2P 4 L 700 0 FS 41 Use Wild D
Krime Chatter [3P,FA,8/8/6/—/—,20© or 60 (d * 1 3P Metahuman Adaption 5 I 180 0 KK 6 Can't use Edge to sneak with drum attached
Heavy Pistols
Ares Predator VI [3P,SA/BF,10/10/8/—/—,15(c) * 0 1 3P Integral Smartgun, Silencer, Con 2 L 1,700 0 SR6 253 See Equip Summary Tab
Ares Predator VI [3P,SA/BF,10/10/8/—/—,15(c) * 1 3P Integral Smartgun 2 L 750 0 SR6 253 Variable Ammo Selection
Special Spare Clip * 1 2 L 30 0
Ares Viper Slivergun [4P(f),SA/BF,12/8/6/—/—,3* 1 4P(f) Integral Silencer 2 L 610 0 SR6 253
Browning Ultra Power [3P,SA,10/9/6/—/—,10(c) * 1 3P Laser Sight 3 L 315 0 SR6 254
Colt Government 2076 [3P,SA,10/8/6/—/—,14(c * 1 3P Laser Sight 3 L 275 0 SR6 254
Colt Manhunter [3P,SA,10/8/6/—/—,14(c)] (Lase * 1 3P Laser Sight, Intergral Smartgun 3 L 500 0 SR6 254
Ruger Super Warhawk [4P,SA,8/11/8/—/—,6(c* 1 4P 3 L 400 0 SR6 254
Altmayr SPX2 Mini Shotgun [5P,SA,9/9/5/—/—* 1 5P 2 L 475 0 s81 6
Glock Dragon Slayer II [3P,SA,11/10/9/—/—,16* 1 3P Laser Sight, Underbarrel Mount 4 L 1,850 0 s81 7
Walther Secura II [3P,SA/BF,11/9/8/—/—,18(c* 1 3P Smartgun System, Tactical Lamp 4 L 925 0 s81 8
Cavalier Marshal [3P,SS/SA,8/10/6/—/—,6(cy)* 1 3P Smartgun System 2 L 650 0 FS 17
HK P60 Tactical [3P,SA,9/10/6/—/—,15(c)] (Ea* 1 3P Easy Breakdown, Smartlink, Laser 2 L 700 0 FS 18
Nemesis Arms Praetorian [3P,SA,9/9/9/—/—,12 * 1 3P Smartgun System, Blade 3 L 500 0 FS 18
Praetorian II Blade [2P,—,6/—/—/—/—,—] * 1 2P -
Revolution Arms Iron Eagle [4P,SA,9/9/7/—/—,8 * 1 4P 4 L 300 0 FS 41 Use Wild D
Krime Heater [4P,SS/SA,6/8/6/—/—,8(c)] (Me * 1 4P Metahuman Adaption 4 L 175 0 KK 4
Krime Varmint Stocked Pistol [4P,SS/SA,7/9/ * 1 4P Metahuman Adaption 4 L 300 0 KK 5
Submachine Guns
Colt Cobra TZ-100 [3P,SA/BF,9/9/6/—/—,32(c)] * 1 3P Folding Stock 2 L 730 0 SR6 254
Colt Cobra TZ-110 [3P,SA/BF,10/10/7/—/—,32(c * 1 3P Folding Stock, Laser Sight 2 L 785 0 SR6 254
Colt Cobra TZ-120 [3P,SA/BF,10/11/8/—/—,32(c * 1 3P Folding Stock, Laser Sight, Gas V 3 L 840 0 SR6 254
FN P93 Praetor [4P,SA/BF/FA,9/12/7/—/—,50(c)] * 1 4P Rigid Stock, Laser Sight, Adjustab 4 L 925 0 SR6 254
HK-227 [3P,SA/BF,10/11/8/—/—,28(c)] (Retract * 1 3P Retractable Stock, Smartgun Syste 3 L 825 0 SR6 254
Ingram Smartgun XI [3P,SA/BF,13/12/7/—/—,37( * 0 1 3P Gas Vent, Smartgun System, Integr 3 L 1,645 0 SR6 254
Ingram Smartgun XI [3P,SA/BF,11/9/6/—/—,32(c * 1 3P Gas Vent, Smartgun System, Integr 3 L 750 0 SR6 254
SCK Model 100 [3P,SA/BF,10/10/7/—/—,30(c)]* 1 3P Folding Stock, Smartgun System 3 L 725 0 SR6 255
Uzi V [3P,SA/BF/FA,8/8/7/—/—,24(c)] (Folding* 1 3P Folding Stock, Laser Sight 2 L 455 0 SR6 255
Ruhrmetall SFP-9M [3P,SA/BF,12/11/8/—/—,25( * 1 3P Retractable Stock, Gas Vent, Lase 5 L 950 0 s81 9 Fires underwater. No additional accessories
Ruhrmetall SFP-9M [3P,SA/BF,11/10/7/—/—,25 * 1 3P Retractable Stock, Gas Vent, Sma 5 L 1,250 0 s81 9 Fires underwater. No additional accessories
Cavalier-Parashield Emergency [3P,SA/BF,10/* 1 3P Electronic Firing, Smartgun Syste 3 L 800 0 FS 20
Dart Gun Per Toxin [Toxin,SS/SA,10/8/—/—/—,* 1 Toxin -
Shiawase Arm Tactical Model 71A [2P,SA/BF/ * 1 2P 4 L 900 0 FS 20
Revolution Arm Cheetah [3P,SA/BF,10/9/6/—/— * 1 3P 4 L 750 0 FS 41 Use Wild D. Narrow Burst +3DV
Shotguns
Defiance T-250 [4P,SS/SA,7/10/6/—/—,5(m)] * 1 4P 2 L 330 0 SR6 255
Defiance T-250 Short Barrel [3P,SS/SA,8/8/4 * 1 3P 2 L 330 0 SR6 255
Mossberg CMDT [4P,SA/BF,4/11/7/—/—,10(c)]* 1 4P Laser Sight 4 L 700 0 SR6 255
PJSS Model 55 [4P,SA/BF(short),3/12/8/—/—,2 * 1 4P Shock Pad 5 L 325 0 SR6 255
Remington Roomsweeper [5P,SA,9/8/4/—/—,8* 1 5P 2 L 325 0 SR6 255
Blunderbuss [3P,SS,8/7/—/—/—,1(b)] * 1 3P 2 L 150 0 s81 10
PJSS Model 75 [4P,SA/BF(short),3/12/8/—/—,2 * 1 4P 5 L 1,000 0 s81 11
Colt MS -27 [4P,SA/BF/FA,5/11/8/—/—,12(c)] * 1 4P 3 L 950 0 FS 21
Defiance T-285 [4P,SS,8/11/6/—/—,3(m)] * 1 4P 2 L 275 0 FS 21
Franchi Spas-24 [4P,SA/BF,4/11/6/—/—,10(m)* 1 4P 3 L 750 0 FS 21
Ranger Arms AA-16 [5P,SA/BF/FA,5/11/7/—/—, * 1 5P Foregrip, Smartgun System 6 I 2,050 0 FS 22
Revolution Arms Iron Bull [4P,SA/BF,4/11/6/—/* 1 4P 5 L 750 0 FS 41 Use Wild D
Krime Stopper-II [4P,SS,7/9/4/—/—,2(b)] (Me * 1 4P Metahuman Adaption 3 L 375 0 KK 11
Rifles
AK-97 [5P,SA/BF/FA,4/11/9/7/1,38(c)] * 1 5P 2 L 2,100 0 SR6 256
Ares Alpha [4P,SA/BF/FA,4/10/9/7/2,42(c)] (S * 1 4P Smartgun System, Integral Grena 5 L 3,400 0 SR6 256
Grenade [*, SS, 4/10/6/2/—, 6(c) ] *
Colt M23 [4P,SA/BF/FA,5/8/8/8/1,40(c)] * 1 4P 2 L 2,100 0 SR6 256 Has 3 Underbarrel slots
FN-HAR [5P,SA/BF/FA,3/11/10/6/1,35(c)] (Lase * 1 5P Laser Sight, Gas Vent 3 L 2,100 0 SR6 256
Yamaha Raiden [4P,SA/BF/FA,4/11/10/7/2,60(c * 1 4P Integral Silencer, Smartgun Syst 5 L 3,200 0 SR6 256
Grenade [*, SS, 4/11/7/1/—, 4(c) ] * *
Shotgun [4P, SS/SA, 7/9/8/—/—, 2(b)] * 4P
Ares Desert Strike [5P,SA/BF/FA,3/10/10/10/1 * 1 5P Shock Pad, Imaging Scope 4 I 11,000 0 SR6 257
Cavalier Arms Crockett EBR [5P,SA/BF,3/8/11/* 1 5P Shock Pad, Imaging Scope 5 I 9,050 0 SR6 257
Ranger Arms SM-5 [5P,SA,3/6/9/11/12,15(c)] * 1 5P Silencer, Imaging Scope, Smartg 5 I 13,200 0 SR6 257
Remington 900 [5P,SA,2/7/10/12/11,5(m)] (Im * 1 5P Imaging Scope 3 L 1,200 0 SR6 257 Price 1/10 awaiting erata, confirm with your GM
Ruger 101 [5P,SA,2/6/10/12/11,8(m)] (Shock * 1 5P Shock Pad, Imaging Scope 2 L 1,110 0 SR6 257 Price /10 awaiting erata, confirm with your GM
Barret Model 122 [6P,SA,1/8/11/16/14,10(c)] * 1 6P Sound Supressor, Smartgun Syste 6 I 15,200 0 SR6 257
PJSS Mammoth Luxury Rifle [5P,SS,2/8/11/13/* 1 5P 5 L 15,000 0 s81 11
Replacement Magazine * 1 5 L 75 0 s81 11
Laser Sight * 1 5 L 250 0 s81 11
Imaging scope * 1 5 L 750 0 s81 11
Bipod * 1 5 L 450 0 s81 11
PJSS Model 75 III [5P,SA/BF(short),3/8/11/13/* 1 5P 5 L 1,500 0 s81 12
Steyr UCR [5P,SA/BF/FA,4/10/10/6/2,40(c)] ( * 1 5P Laser Sight, Shockpad 4 L 2,900 0 s81 13
Shotgun [4P, SS/SA, 7/9/8/—/—, 4(b)] * 4P 5 L 1,500 0 s81 13
Walther Securion [5P,SA/BF/FA,4/9/9/7/2,36(c* 1 5P Folding Stock, Silencer, 2 Access 4 L 2,500 0 s81 14
Izom Artemis [3P,BF/FA,4/10/8/—/—,8(c)] (La * 1 3P Laser Sight, Grenade Launcher 4 L 1,800 0 FS 22
Grenade Launcher [as grenade,SS,3/9/5/1/—,1* 1 as grenade Grenade Launcher DV As grenade SS 3/9/5/1/— 1(m) — —
Onotari Arms JP-K51 [5P,SA/BF,1/8/12/8/8,26(* 1 5P Laser Sight 4 L 9,600 0 FS 23
Onotari Arms Kali [4P,SS,7/11/9/4/—,32(c)] ( * 1 4P Melee Hardening 4 L 2,900 0 FS 23
Onotari Arms Rhino Hunter [6P,SA/BF/FA,1/4/* 1 6P 4 L 12,500 0 FS 24
Onotari Arms War Hound [5P,SS/SA,4/11/9/6/2, * 1 5P Electronic Firing, Smartgun Syste 5 L 3,100 0 FS 24
Shotgun [3P,SS/SA,7/10/6/—/—,6(c)] * 1 3P
PSG Enforcer II [5P,SS,1/8/12/12/6,12x2(c)] ( * 1 5P Smartgun System 7 L 10,500 0 FS 25
Ranger Arms M-1400 "Springfield" [5P,SA/BF,1* 1 5P 4 L 7,500 0 FS 25
Shiawase Arms Model 73 [4P,SA/BF/FA,4/11/10 * 1 4P 5 L 5,500 0 FS 26
Shiawase Arms Tactical Model 69 [6P,SA,1/8/ * 1 6P Smartgun System 5 I 16,000 0 FS 26
Ultimax 83 [5P,FA,4/8/8/6/4,48(c)] (Laser Sight* 1 5P Laser Sight 2 L 1,800 0 FS 27
Revolution Arms Black Wolf [5P,SA/BF/FA,5/9 * 1 5P Smartgun System, Ammo Swap 5 L 2,500 0 FS 41 Use Wild D.
Revolution Arms Steel Tiger [5P,SA,1/8/8/12/12* 1 5P Easy Breakdown, Silencer 6 L 14,000 0 FS 41 Use Wild D.
Krime Tradition [4P,SA/FA,9/9/6/—/—,30(c) or* 1 4P Foregrip, Gas Vent, Metahuman A 7 I 500 0 KK 7 Can't use Edge to sneak with drum attached
Krime St Nickolas Carbine [5P,SA,8/6/4/—/—,7( * 1 5P Metahuman Adaption, Sling 3 I 500 0 KK 8
Krime AKM-97 Carbine [4P,SA/BF/FA,8/8/4/1/— * 1 4P Metahuman Adaption, Folding Sto 3 L 500 0 KK 9
Krime AKM-97 Assault Rifle [5P,SA/BF/FA,4/1* 1 5P Metahuman Adaption, Shock Pad 3 L 3,000 0 KK 9
Krime Ditch Combination Gun [4P,SS,6/8/6/4/ * 1 4P Metahuman Adaption 3 L 700 0 KK 10
Shotgun [5P,SS,7/5/1/—/—,1(b)] * 1 5P
Krime Junior Carbine [3P,SA,8/10/6/—/—,10(c)* 1 3P Integral Commlink [DR1]. Longarm 2 L 1,000 0 KK 12
Krime Soldier [5P,SA/BF,1/7/6/3/1,21(c)] (Me * 1 5P Metahuman Adaption 7 I 3,500 0 KK 13 Uses sniper rifle ammo
Grenade [*, SS, 4/11/7/1/—, 4(c) ] * *
Machine Guns
Ingram Valiant [4P,SA/BF/FA,2/11/12/7/3,50(c)* 1 4P Shock Pad, Laser Sight, Gas Vent 4 L 4,175 0 SR6 257
Stoner-Ares M202 [5P,SA/BF/FA,1/10/11/7/6,50 * 1 5P 4 L 6,900 0 SR6 257 Min Str 3 to wield
RPK HMG [6P,SA/BF/FA,1/10/12/8/7,50(c) or 10 * 1 6P Detachable Tripod 5 L 8,000 0 SR6 257 Min Str 5 to wield
Ruhrmetall SFM-11M LMG [5P,SA/BF/FA,3/12/12/7 * 1 5P Gas Vent, Folding Stock, Tactical L 5 L 6,500 0 s81 15
Ruhrmetall SFM-11M LMG [5P,SA/BF/FA,2/11/11/6 * 1 5P Gas Vent, Folding Stock, Tactical 5 L 7,100 0 s81 15
Ares M-22A1 "Mad Mamma" [7P,FA,1/10/10/10/ * 1 7P 6 I 15,000 0 FS 27
Crackshot Arms Roaring Thunder [3P,BF/FA,4* 1 3P 4 L 5,500 0 FS 28
Ingram Black Knight [6P,BF/FA,1/10/11/8/8,10* 1 6P Gas Vent, Safe Firing IFF, Smart 3 L 9,200 0 FS 29
Ingram Grey Knight [5P,BF/FA,2/10/10/8/6,50(* 1 5P Detachable Stock, Smartgun Syst 5 L 7,500 0 FS 29
Ingram White Knight Mod 1 [4P,SA/BF/FA,2/11/ * 1 4P Detachable Folding Stock, Smart 4 L 5,650 0 FS 29
Ingram White Knight Mod 2 Short Barrel [3 * 1 3P Detachable Folding Stock, Smart 3 L 750 0 FS 29
Shiawase Arms Nemesis [4P,BF/FA,4/11/11/8/2, * 1 4P Safe Firing IFF, Smartgun System 4 L 4,550 0 FS 30
Revolution Arms Rhino LMG [4P,SA/BF/FA,3/10/1 * 1 4P 6 L 5,200 0 FS 42 Use Wild D
Revolution Arms Behemoth MMG [5P,SA/BF/FA,2/ * 1 5P 6 L 6,000 0 FS 42 Use Wild D
Revolution Arms Juggernaut HMG [6P,SA/BF/FA, * 1 6P 6 L 9,500 0 FS 42 Use Wild D
Krime KAR-97-H [5P,FA,4/11/10/8/2,38(c) or * 1 5P Metahuman Adaption, Bipod 5 I 3,000 0 KK 14 Can't use Edge to sneak with drum attached
Krime Monster [6P,BF,—/4/4/4/1,100(belt)] ( * 1 6P Metahuman Adaption 9 I 1,500 0 KK 15
Assault Cannons
Panther XXL [7P,SA,1/9/12/8/6,15(c)] (Smart * 1 7P Smartgun System 6 I 10,000 0 SR6 257
Ruhrmetall SMK 252 [7P,SA,1/10/11/10/7,20(c)* 1 7P Shock Pads, Imaging Scope, Foreg 7 I 15,000 0 s81 16
Revolution Arms Megaladon [7P,SA/BF,3/8/12/* 1 7P 6 I 12,000 0 FS 42 Use Wild D
Krime Confederate [8P,SS,1/6/6/3/1,2(b)] (Me * 1 8P Metahuman Adaption 10 I 3,500 0 KK 16
Krime T-shirt Cannon [0S,SS,8/11/6/2/1,5(m) * 1 0S Metahuman Adaption 4 500 0 KK 17 Fires T-shirts!
Special Weapons
Ares Super Squirt [Special,SS,8/12/9/—/—,20(* 1 Special 3 L 560 0 SR6 258
Parashield DART Pistol [1P + special,SS,9/10 * 1 1P + special 2 510 0 SR6 258 Darts report hit and dose
Parashield DART Rifle [1P + special,SS,5/8/1 * 1 1P + specialImaging Scope 3 710 0 SR6 258 Darts report hit and dose
Ares Arms Vigorous [7P,SA,1/19/11/9/6,15(c)] * 1 7P Bipod, Rigid Stock, Shock Pad 4 I 12,500 0 FS 31
Ares Charybdis [6S,SS,10/12/8/—/—,Special] * 1 6S 5 L 6,000 0 FS 31 See rules
Ares Scylla [7S,SS,8/10/6/—/—,Special] * 1 7S 8 I 15,000 0 FS 32 See rules
Crackshot Arms Regulator Gun Gauntlets [ * 1 As Weapon Smartgun System 3 L 850 0 FS 32 Does not include weapon
Narcoject Hornet [As Toxin,SS,6/8/10/—/—,9(* 1 As Toxin 3 - 500 0 FS 34
Shiawase Blazer [6P,SS,14/12/10/—/—,5(m)] * 1 6P 4 L 2,500 0 FS 35
Sungard Jewelry [Special,Special,Special/— * 1 Special 5 L 2,000 0 FS 35 10 charges (recharge 1/10mins sunlight, 1/min power). 1 charge giv
Revolution Arms Pulse [(1-10)S,SS,8/10/—/—/ * 1 (1-10)S 7 I 3,500 0 FS 43 Use Wild D
Revolution Arms Pulse Battery * 1 7 I 100 0 FS 43 Non rechargeable
Revolution Arms Hell Turtle [3-5P,SS,6/10/—/—* 1 3-5P 6 I 3,500 0 FS 43 Use Wild D. Burning 3 status to targets
Revolution Arms Crimson Wasp [5P,SA,16/14/1* 1 5P 6 I 1,500 0 FS 44 Use Wild D. 3P damage at Med
Revolution Arms Crimson Wasp Battery * 1 7 I 100 0 FS 44 Non rechargeable
Revolution Arms Red Fox [6P,SA/BF,14/16/16/* 1 6P 6 I 2,800 0 FS 44 Use Wild D. 3P damage at Med
Revolution Arms Red Fox Battery * 1 7 I 100 0 FS 44 Non rechargeable
GreenWar Acid Thrower [3P,SS,14/10/6*/—/—,* 1 3P 5 I 2,000 0 CN 38 Corrosive IV p52 SR6
Commlink Weapons
Commlink Hold out pistol [2P,SS,10/10/—/—/—* 1 2P 3 L 250 0 FS 33
Commlink Light Pistol [2P,SS/SA,8/10/4/—/—,* 1 2P 3 L 350 0 FS 33
Commlink Taser/Stun Gun [5S(e),SS,8/8/6/—/ * 1 5S(e) 3 - 350 0 FS 33
Commlink Knife [2P,—,6/—/—/—/—,n/a] * 1 2P 3 - 200 0 FS 33
Commlink Garrote [3P,—,8/—/—/—/—,n/a] * 1 3P 4 L 200 0 FS 33 Uses Wild D
Launchers
Ares Antioch II [Grenade,SS,—/6/8/6/5,8(m)] * 1 Grenade 3 I 5,900 0 SR6 258 Wireless trigger for grenades
ArmTech MGL-6 [Grenade,SA,—/8/8/3/—,6(c)]* 1 Grenade 4 I 1,800 0 SR6 258 Will not detonate within 5m
ArmTech MGL-12 [Grenade,SA,—/8/9/6/2,12(c* 1 Grenade 4 I 5,000 0 SR6 258 Will not detonate within 5m
Aztechnology Striker [Missile,SS,—/4/10/9/6,1(* 1 Missile 5 I 7,000 0 SR6 259 +1D bonus
Onotari Interceptor [Missile,SS,—/5/9/10/8,2( * 1 Missile Smartgun System 5 I 9,000 0 SR6 259 See rules for launching both missiles
Krime Thumper [Grenade,SA,/8/7/5/—,3(m)] * 1 Grenade 3 L 1,500 0 FS 35
Shotgun configuration [,SS,/—/—/—/—,—] 1 -
Revolution Arms Tarantula Haw [Missile,SS,—/4 * 1 Missile 6 I 9,500 0 FS 43 Use Wild D
Revolution Arms Honey Badger [Missile,SS,—/8 * 1 Missile 6 I 7,500 0 FS 43 Use Wild D
Krime Escalation [Missile,SS,—/4/10/9/6,1(ml * 1 Missile Metahuman Adaption, Image Scope5 I 2,500 0 KK 18
Vehicle Weapons
Krime Calliope [Missile,SS/FA,—/4/10/9/6,10( * 1 Missile Metahuman Adaption 5 I 12,500 0 KK 19 Can launch all remaining rockets in a random scatter. Bod 8 Vehicl
Krime Ripper [5Px2,FA,3/11/10/6/1,100(belt)x2]* 1 5Px2 Non Mobile Drone Pilot 3, Plainsig 10 I 10,000 0 KK 20 Non Mobile Drone Pilot 3, Plainsight 1, Targeting 2, Sensor 3. 2 rn
Krime Carpet [Grenade,FA,4/11/7/1/1,6(m)] * 1 Grenade 6 L 2,000 0 KK 20 Heavy Weapon mount. 1 grenade normal, remaining scatter x2-3
Weapon Modifications [Slots: Blades & clubs 2, Tasers 2, Pistols 3 (not hold outs), SMGs 4, Machine Guns 4, Shotguns 5, Sniper Rifles 5, Assault Rifles 6] AR changes won't be applied if a category starts at 0
Accessory Rails * 1 3 L 75 0 FS 56 Additional mounts for a weapon (up to 2) on the sides. Not pistols
Barrel Extension * 1 3 L 350 0 FS 57 Conceal down one. AR -2/-/+1/+2/+2
Biometric Gun Lock * 1 2 L 100 0 FS 57 Locks weapon. DR2 if not connected to a commlink or tac net
Collapsible Stock * 1 2 250 0 FS 58 No action to change Minor action. Full AR -2/-/+2/+2/+1, tucked AR +1/+1/-/-2/-2 conceal +1
Custom Style * 1 2 250 0 FS 58 Bonus edge for Social test in either Etiquette, Intimidation, Leadership, Negotiation (c
Dikote * 1 5 225 0 FS 59 +1AR to weapon or ammo that relies on a sharp edge
Easy Breakdown * 1 3 I 400 0 FS 59 Large: single Major, small: single Min2 Major actions to break down SMGs or larger, 1 for pistols in to components for stea
Folding Stock * 1 2 L 75 0 FS 59 Minor to fold. AR -/-/-1/-2/-3, +1 perception threshold when folded
Foregrip * 1 2 140 0 FS 59 AR +1/+2/+1/-/- reduces AR penalty for BF by 1
Gas Vent Improved * 1 3 600 0 FS 59 AR -/+1/+2/+2/-. AR reductions for SA, BF and FA changed to 1, 3, 4. Can't combine
Gecko Grip * 1 2 90 0 FS 60 Bonus minor action to command Bonus edge to maintain hold of the weapon. Minor action to stick/unstick
Gyro Mount II * 1 3 1,500 0 FS 60 Aug Reality fire controls, see rules Change mod to SA and BF AR by 1 and reduces FA modifier to 2. This system also s
Heavy Weight * 1 3 175 0 FS 60 for
AR medium andAR
-2/+2/+1/-/- heavy
modmachine
for BF isguns to 2+than
3 rather and43+ respectively.
Light Weight * 1 3 175 0 FS 60 AR +2/-/-2/-/- AR mod for BF is 5 rather than 4
Melee Hardening * 2 3 300 0 FS 61 Uses 2 mod slots. When treated as a club weapon does [3S, 4/-/-/-/-]
Metahuman Adaptation * 1 3 200 0 FS 61 Doesn't use a slot. Large metahumans don't get -2D for using this weapon, humans d
Nanoconstruction * 1 3 L 130 0 FS 61 Use the Wild D with this weapon
No Stock * 1 1 50 0 FS 61 AR +2/-/-1/-2/-3 increase conceal threshold by 1
Personalised Grip * 1 3 L 200 0 FS 62 To firearm AR +1/+1/-/-/- to melee AR +2/-/-/-/-
REvolution Arms Collapsible Stock * 1 3 L 700 0 FS 62 No action to change full, tucked, and collapsed, Minor Action to change. On full AR: –2/—/+1/+2/+1. On tu
Rigid Stock * 1 3 250 0 FS 62 Replacing a stock AR —/+1/+1/+2/+1. When adding to a weapon without a stock, it a
Safe Firing IFF System * 2 3 L 400 0 FS 62 2 mod slots. Weapon must be equipped with a smartgun system. Safe Firing IFF Sys
Short Barrel * 1 2 65 0 FS 63 Conceal +1, removes longest range AR for weapon and AR +2/+1/-2/-/-
Side Ammo Mount * 1 2 L 150 0 FS 63 Reload weapon is a minor action. -1 conceal
Smart Materials (Melee) * 1 3 900 0 FS 63 Bonus edge attacking with weapon Minor action, get +2AR against a single opponenet
Stock * 1 1 100 0 FS 64 AR -1/+2/+1/-/-
Trigger Removal * 2 3 I 250 0 FS 64 Two slots, must be smartgun and wifi on
Underbarrel Weapon Mounts * 2 3 I 500 0 FS 64 Two slots. A mount that allows interchangeable weapons, not pistols or SMGs
Shotgun * 1 3 I 350 0 FS 64 [4P, SS, 6/10/5/-/-, 5(m)]
Grenade Launcher * 1 4 I 1,350 0 FS 64 [Grenade, SS, 4/9/7/2/-, 5(m)]
Micro Combat Chainsaw * 1 3 I 900 0 FS 64 [3P, -, 8/-/-/-/-]
Micro Bolo Launcher * 1 3 I 800 0 FS 64 [4S, SS, 7/9/-/-/-, 2(m)] gain hobbled status if hit
Micro Grapple Gun * 1 3 I 200 0 FS 64 [Special, SS, 2/4/8/-/-, 1] 100m line holds 100kgs
Underbarrel Weight * 1 2 70 0 FS 64 AR -2/+1/+1/-/-, decreases AR mod for SA and BF by 1 and FA by 2
Weapon Security System * 2 3 L 500 0 FS 65 Two slots, includes 1 anti-theft option, 1 more can be added
AP Spikes * 1 3 I 100 0 FS 65 [3P, -, 5/-/-/-/-]
Taser Shock * 1 3 L 150 0 FS 65 [4Se, -, 4/-/-/-/-]
Explosive * 1 4 I 200 0 FS 65 [10P, GZ only]
RFID Tracker * 1 2 75 0 FS 65
Weapon Commlink * 1 4 L 2,000 0 FS 65 DR 1, SP1, Firewall 2. Firewall cumulative with other devices
Flashing Blade * 1 4 L 150 0 FS 66 Avoid subscribed character, minor to 2 minor actions to activate, opponenet gets Blinded II status or Blinded III if they have
Club Spike * 1 1 40 0 FS 66 Club can do physical instead of stun damage
Retractable Club Spike * 1 2 115 0 FS 66 Bonus minor to change mode Club can do physical or stun damage, minor to change
Zapper Coating * 1 3 275 0 FS 66 Induction charging DV+1e when activated. 3 charges
Glowcoat * 1 2 40 0 FS 67 Bonus minor to turn on or off Reduce blinded penalties by 1 for darkness within 5m. Minor to turn on or off
Scrapbuilt * 1 1 0 FS 67 Half cost of weapon, avail 1, break on a glitch and inflict damage to user on crit glitch
Dynamic Tension System * 1 3 200 0 FS 67 Minor action to increase Rating of the bow up to twice original rating
Weapon Accessories
Airburst link * 1 3 600 0 SR6 259 Must be wireless Reduce scatter 2/net hit. Can't 'hit the deck'
Bipod * 1 1 200 0 SR6 259 +3AR when prone/sitting Under. +2AR when deployed
Concealable holster * 1 1 150 0 SR6 259 Conceal +2 threshold Conceal +1 threshold
Gas-vent system * 1 3 500 0 SR6 259 Barrel. No SA AR penalty, BF penalty reduced to 2
Gyro mount * 1 3 1,400 0 SR6 259 Minor to quick release Under. No SA/BF AR penalty, +3AR FA
Hidden arm slide * 1 2 350 0 SR6 260 Extra Minor to activate slide Conceal +1 threshold
Imaging scope * 1 1 350 0 SR6 260 Scope's LOS can be shared Top. Target can't get edge for having higher DR
Laser sight * 1 1 125 0 SR6 260 Extra Minor to activate/deactivate, A Top or Under. AR +1, Close Near or Medium only
Periscope * 1 2 70 0 SR6 260 Penalty is reduced to 0 Top. Reduce Cover IV penalty to -1 when taking cover, Capacity 3 for vision
Quick-draw holster * 1 2 175 0 SR6 260 Bonus Minor action to quick draw
Shock pad * 1 2 50 0 SR6 260 Reduce SA /BF AR modifiers by 1
Silencer/suppressor * 1 4 500 0 SR6 260 Alert if someone reacts to shot Barrel. Perception Threshold +2
Smart firing platform * 1 5 2,500 0 SR6 260 Under. See rules for stats
Smartgun system, internal * 1 1 L 500 0 SR6 260 +1D bonus, free minor ac to reload o +2AR to available range categories. Camera with capacity [1] for vision enhancemen
Smartgun system, external * 1 2 L 200 0 SR6 260 Top or Under
Spare clip * 1 2 5 0 SR6 261 Current ammo count
Speed loader * 1 1 25 0 SR6 261 Minor action to reload revolver
Tripod * 1 2 500 0 SR6 261 Extra Minor to fold up or deploy Under. No SA/BF AR penalty, +3AR FA
Concealable Sheath * 1 2 50 0 FS 67 Conceal +2 threshold Conceal +1 threshold
Melee Quick Draw Sheath * 1 2 115 0 FS 67 Bonus Minor action to quick draw
Hidden Melee Arm Slide * 1 2 125 0 FS 67 Bonus minor action 3 shuriken, throwing knives, spikes readied with a Minor action
Ares Gunfighter Scabbard * 1 5 L 450 0 FS 68 Smart materials scabbard for large firearms/weapons. Ready weapon action to get o
Ammo Pouch * 1 2 L 25 0 FS 68 Carries 1 clip. Reload weapon becomes a minor action. Reloading Agi shotgun shells
Ammo Sling * 1 2 L 50 0 FS 69 For attaching ammo pouches
Armoured Rentention Holster * 1 3 L 250 0 FS 69 +2D in opposed stealth check to steal wpn. +2DR to holstered weapon
Bayonet Standard * 1 3 I 75 0 FS 69 Barrel / under barrel. [2P, -, 5/2*/-/-/-] Max range 25m
Bayonet Retractable * 1 4 I 90 0 FS 69 Barrel / under barrel. [2P, -, 5/2*/-/-/-] Max range 25m
Concealable Quick Draw Holster * 1 2 L 70 0 FS 70 Bonus minor action, +1 conceal Minor action to Qucikdraw
Detachable Drum Magazine * 1 3 I 75 0 FS 70 Double ammo capacity, can't conceal
Extended Clip I * 1 4 L 25 0 FS 71 +5 rounds of ammo, conceal -1
Extended Clip II * 1 4 L 50 0 FS 71 +10 rounds of ammo, conceal -2
Flashlight, Lowlight * 1 1 100 0 FS 71 Any, for lowlight vision
Flashlight, Thermo * 1 1 100 0 FS 71 Any, for thermo vision
Guncam * 1 4 L 350 0 FS 72 Any. Perception test before combat, +1 edge if target is not concealed. If miss, +1D t
Hip Pad Bracing System * 1 2 180 0 FS 72 AR +2/+1/-1/-2/-4, +2 ini in combat rnd after it is used
Laser Sight, Low Power * 1 1 80 0 FS 72 Top or Under, AR +1, works at Close and Near range only
Laser Sight, High Power * 1 1 200 0 FS 72 Top or Under, AR +1, all range categories but require Vision Mag for Far and Extrem
Machine Gun Blast Shields, Small * 1 4 I 250 0 FS 73 +1DR per shield (max 2)
Machine Gun Blast Shields, Large * 1 4 I 350 0 FS 73 +2DR per shield (max 4). Decrease Movement by 3m or 5m for 2, Cover I but no add
Quick Draw Quiver * 1 2 115 0 FS 73 Selecting an arrow does not cost a MMinor action to select arrow and get +1AR
Quick Draw Scabbard * 1 2 160 0 FS 73 Allows quick draw action with melee weapon
Ranger Arms Eagle Eye Targeting Sensor Suit * 1 5 L 550 0 FS 73 AR -4/-5/-4/+3/+2. Must be immobile to use, no actions except take aim and fire
Regular Sling * 1 3 50 0 FS 74
Tactical Sling * 1 4 L 75 0 FS 74 Ready weapon Major becomes a Minor action
Ruthenium Rifle Sheath * 1 4 1,000 0 FS 74 Conceal +1, with melee wpn +4AR on first attack
Krime Dual Smartgun system, external * 1 2 L 500 0 KK 21 Top or Under, can be either smartlink or laser sight
Krime Loudener * 1 1 250 0 KK 21 +2 recoil compensation, makes shots 1 step louder
Krime Explosive Securing Tripod * 1 6 L 1,000 0 KK 23 Under. No SA/BF AR penalty, +3AR FA, increased with pitons deployed, see rules
Krime Tripod Pitons * 1 6 L 300 0 KK 23 Extra sets of explosive pitons
Krime Keeper * 1 1 50 0 KK 23 Gun cleaning kit
Ammo (costs / 10 rnds). Put a '2' in the Rt box for caseless ammo
Regular Ammo * SR6 261
Holdout/Light Pistol/Machine Pistol * 1 1 5 0
Heavy Pistol / SMG * 1 1 10 0
Shotgun * 1 2 L 15 0
Rifle * 1 2 L 20 0
Taser * 1 1 10 0
Injection Dart * 1 2 5 0
Assault Cannon * 1 4 I 50 0
Machine Gun * 1 2 L 15 0
APDS Ammo * SR6 AR +2 DV –1
Holdout/Light Pistol/Machine Pistol * 1 3 15 0
Heavy Pistol / SMG * 1 3 30 0
Rifle * 1 6 L 60 0
Explosive Ammo * SR6 DV +1
Holdout/Light Pistol/Machine Pistol * 1 2 10 0
Heavy Pistol / SMG * 1 2 20 0
Rifle * 1 4 L 40 0
Flechette Ammo * SR6 AR +1 DV –1
Holdout/Light Pistol/Machine Pistol * 1 2 8 0
Heavy Pistol / SMG * 1 2 15 0
Rifle * 1 3 L 30 0
Gel Ammo * SR6 DV S
Holdout/Light Pistol/Machine Pistol * 1 2 8 0
Heavy Pistol / SMG * 1 2 15 0
Rifle * 1 3 L 30 0
Stick-n-shock Ammo * SR6 AR +1 DV –1Se
Holdout/Light Pistol/Machine Pistol * 1 2 10 0
Heavy Pistol / SMG * 1 2 20 0
Rifle * 1 4 L 40 0
Other Ammo Types *
Handloaded Ammo * 1 2 L 0 FS 39 DV —, AR +1/+1/+1/+1/+1, Price is ammo x1.5
Match-Grade Ammo * 1 3 L 0 FS 39 DV –1, AR +1/+2/+3/+3/+2, Price is ammo x4
rEVO rounds * FS 39 Uses the Wild D. DV +1 AR +1/–1/–1/–2/–2
Holdout/Light Pistol/Machine Pistol * 1 4 I 10 0
Heavy Pistol / SMG * 1 4 I 20 0
Rifle * 1 4 I 40 0
Assault Cannon * 1 4 I 100 0
Machine Gun * 1 4 I 30 0
Krime Power Rounds * 1 3 L 0 KK 24 Increase sound from round 1 step, Price is ammo x1.5
Krime Penetrators Buckshot * 1 8 I 0 KK 24 DV +1, AR +2, Price is ammo x3
Krime Crackle Fin Stabalised HEAT slugs * 1 9 I 0 KK 25 DV +3, AR +3, Price is ammo x5
Krime Laser Bullets * 1 3 L 0 KK 25 DV -, AR +2 BF/FA, Price is ammo x2
Krime Punisher Assault Cannon Rnds * 1 4 L 0 KK 25 DV-2, AR-2, Price is ammo x0.75
Krime Splash Self-Defence Rnds * 1 2 L 0 KK 26 DV S, embeds RFID tags and paint, Price is ammo x2
Grenades Ground Zero, Close 1-3m, Near 3-50m, Max Radius
Stun Grenade [5S/4S/3S, 15m] * 1 * 4 L 100 0 SR6 263 In radius suffer Blinded 1, Deafened 1 & Dazed
Fragmentation Grenade [8P/6P/4P, 20m] * 1 * 4 I 150 0 SR6 263
High explosive Grenade [8P/6P/2P, 15m] * 1 * 4 I 150 0 SR6 263
Gas * 1 4 I 50 0 SR6 263 Cost + 20 doses chemical
Smoke/thermal smoke * 1 thermal smoke 4 I 50 0 SR6 263
Flash-pak* [BIII/BII/BI, 10m] * 1 BIII/BII/BI 4 L 125 0 SR6 263 *Blinded status is based on Normal vision. The penalty is bumped u
Thrust Grenade Fragmentation [8P/6P/4P, 20m* 1 * 4 I 225 0 FS 33 See rules
Thrust Grenade High explosive [8P/6P/2P, 15m* 1 * 4 I 225 0 FS 33 See rules
Caltrops * 1 1P 2 L 50 0 FS 36 Anyone moving through area resists damage, Per+Int (2) to spot
Chemical * 1 6P/4P/2P 4 I 200 0 FS 36
Cryo * 1 6S/4S/2S 5 I 200 0 FS 36 Cold damage
Glitter * 1 3 L 100 0 FS 36 Lose invisibility status, gain 1 edge to attack affected target, see ru
Incendiary * 1 6P/4P/2P 4 I 200 0 FS 37 Fire damage, get burning status
Krim Kaltrops * 1 1P 3 L 35 0 FS 37 Anyone moving through area resists damage, Per+Int (1) to spot
Nano * 1 as grenade 7 I 1,000 0 FS 37 Can become frag, high explosive, incendiary or zapper grenade, 1
Noise * 1 4 L 150 0 FS 37 See rules for applied status, Nausea and Dazed
Paint Grenade (standard) * 1 3 L 50 0 FS 34 See rules
Paint Grenade (large) * 1 3 L 75 0 FS 34 See rules
Paint Grenade (mini) * 1 3 L 75 0 FS 34 See rules
Paint Grenade (radioative tracking dye) * 1 3 L 20 0 FS 34 Add on
Paint Grenade (reflective glitter) * 1 3 L 15 0 FS 34 Add on
Thermographic Flash-Pack * 1 BIII/BII/BI 4 L 150 0 FS 38 Strobe can avoid subscribers As flashpak
Zapper * 1 6S(e)/4S/2S 4 I 200 0 FS 38 Electrical damage
Direction Mine Mod * 1 as grenade +2 L 100 0 FS 38 Add on. 45 degree arc
Gecko grip Mod * 1 as grenade +2 L 50 0 FS 38 Add on
Landmine Mod * 1 +2 L 100 0 FS 38 Add on
Krime Cleaner * 1 5 I 200 0 KK 27 Deploys cleaning agent that destroys DNA
Krime Party * 1 7 I 190 0 KK 27 Frag and Flash-bang simultaneously
Krime Cocktail [5P/2P/1P, 5m] * 1 * 7 I 190 0 KK 28
Krime Stinger [8S/6S/4S, 20m] * 1 * 4 L 125 0 KK 29
Rockets & Missiles Ground Zero, Close 1-3m, Near 3-50m, Max Radius
Anti-vehicle Rocket [6P*/4P/2P, 10m] * 1 * 4 I 2,800 0 SR6 264 +2AR vs vehicles
Fragmentation Rocket [8P/6P/4P, 30m] * 1 * 5 I 2,000 0 SR6 264
High Explosive Rocket [8P/5P/2P, 20m] * 1 * 5 I 2,100 0 SR6 264
Gas Rocket * 1 4 I 750 0 SR6 264 Cost add + 100 dose of the required chemical
Smoke/Thermal Smoke Rocket * 1 Thermal Smoke Rocket 5 I 1,200 0 SR6 264 See rules p. 263
Anti-vehicle Missile [6P*/4P/2P, 10m] * 1 * 6 I 3,300 0 SR6 264 +2AR / +4AR vs vehicles, +Rt D to attack test
Fragmentation Missile [8P/6P/4P, 30m] * 1 * 6 I 2,500 0 SR6 264 +Rt D to attack test, +2AR
High Explosive Missile [8P/5P/2P, 20m] * 1 * 6 I 2,600 0 SR6 264 +Rt D to attack test, +2AR
Gas Missile * 1 5 I 1,250 0 SR6 264 +Rt D to attack test, +2AR
Smoke/Thermal Smoke Missile * 1 Thermal Smoke Missile 5 I 1,700 0 SR6 264 +Rt D to attack test, +2AR
Explosive Packages
1–3 1 1 I 10 0 SR6 264
4–6 4 2 I 200 0 SR6 264
7–9 7 3 I 700 0 SR6 264
10–12 10 4 I 2,500 0 SR6 264
13–15 13 5 I 6,500 0 SR6 264
16–18 16 6 I 16,000 0 SR6 264
19–20 19 7 I 95,000 0 SR6 264
Detonator Cap 1 4 I 75 0 SR6 264

0
Clothing, Armour & Survival
Remaining Funds (¥) 8,000 Armour (¥) 0

Gear Qt Rt Def Rt Social Cap Avai Cod Value (¥) Cost (¥) Bk Pg WiFi Bonus Notes Rnk 1
Req'd a - l e
city
Clothing ###
Clothing 1 - - 1 - 0 SR6 10¥-10,000¥ ###
Casual ###
6 Tees (Horizon) 1 - - 1 - 20 0 6 Tees (Horizon): Retro-american casual shirts and t-shirts. 20¥ ###
Beaux Retail (Mitsuhama) 1 - - 1 - 20 0 Beaux Retail (Mitsuhama): simple patterned collared shirts (short and long sleeve), ties, ###a
Bodyline (Spinrad Industries) 1 - - 1 - 30 0 Bodyline (Spinrad Industries): Biometric and luminescent artwork on jumpsuits, t-shirts,###ski
Lyric of Portland (Telestrian) 1 - - 1 - 50 0 Lyric of Portland (Telestrian): neo-Celtic patterned jeans, dresses, sweaters, and kilts. ###
50¥
ME MetaL (Evo) 1 - - 1 - 45 0 ME MetaL (Evo): simple patterned shirts, skirts and slacks. 45¥ ###
NuZoot (Monobe) 1 - - 1 - 150 0 NuZoot (Monobe): asian symbol monogrammed collared shirts (short and long sleeve),### ties
Très Chic Clothing (Aztechnology) 1 - - 1 - 175 0 Très Chic Clothing (Aztechnology): Mesoamerican symbol monogrammed collared shirts ###(shor
Tropicaliente(UO) 1 - - 1 - 50 0 Tropicaliente(UO): Bright patterned cargo pants, t-shirts, skirts, swimsuits, and shorts. ###
50¥
Vashon Island (Shiawase Fashion) 1 - - 1 - 100 0 Vashon Island (Shiawase Fashion): solid colored shirts, t-shirts, collared shirts, and ties.
###
Victory (Ares) 1 - - 1 - 25 0 Victory (Ares): Jeans, cargo pants, vests, and belts (emphasis on pockets in design). 25¥ ###
Urban ###
Trenchcoat 1 1 100 0 NF 173 ###
6 Tees (Horizon) 1 - - 1 - 150 0 6 Tees (Horizon): hoodies, jumpsuits, jackets, t-shirts, dresses, men’s and women’s acces ###
Bodyline (Spinrad Industries) 1 - - 1 - 50 0 Bodyline (Spinrad Industries): Complex artwork with biometric controls or luminance displays
###
CD/Common Denominator (Evo) 1 - - 1 - 20 0 CD/Common Denominator (Evo): athletic shoes, jeans, jackets, jumpsuits, sweats, and### short
DressCode (Amalgamated Studios) 1 - - 1 - 60 0 DressCode (Amalgamated Studios): stylized dress uniforms, men’s and women’s accessori ###
Furba (NeoNET) 1 - - 1 - 55 0 Furba (NeoNET): athletic shoes, faux leather jackets, graffiti-patterned shirts, and hats.###
55
ME MetaL (Evo) 1 - - 1 - 60 0 ME MetaL (Evo): athletic shoes, jeans, jackets, jumpsuits, sweats, and shorts.60¥ ###
NuZoot (Monobe) 1 - - 1 - 110 0 NuZoot (Monobe): Jeans, jackets, skirts, dresses, and shoes with stylized symbolic or ### anim
Tribale (Aztechnology) 1 - - 1 - 75 0 Tribale (Aztechnology): Various cultural/ethnic specific outfits. 75¥ ###
Business ###
Beaux Retail (Mitsuhama) 1 - - 3 - 100 0 Beaux Retail (Mitsuhama): simple patterned one-piece suits, skirts, ties, and shoes. 100¥ ###
Berwick (Mortimer of London) 1 - - 3 - 1,000 0 Berwick (Mortimer of London): three-piece suits, solid colored ties, hats (fedoras mainly),
###
Brilliance (Horizon) 1 - - 3 - 100 0 Brilliance (Horizon): Business style dresses, skirts, shoes (high heel and flat), purses, and
###
De Button (Aztechnology) 1 - - 3 - 85 0 De Button (Aztechnology): animal patterned print onepiece suits, men’s accessories, unifo ###
Europa (Renraku) 1 - - 3 - 90 0 Europa (Renraku): advanced traveling material (stain-proof and wrinkle-proof; aerates ### and
KoGo (Wuxing) 1 - - 3 - 205 0 KoGo (Wuxing): three-piece suits, ties, shoes. 205¥ ###
Laurentine de Lion (Proteus) 1 - - 3 - 250 0 Laurentine de Lion (Proteus): one-piece and three-piece suits, men’s jewelry (commlink ###an
MetaTribe (Evo) 1 - - 3 - 85 0 MetaTribe (Evo): Uniforms (security, medical, nursing, private school), cultural/ethnic speci
###
RhineGold (Saeder-Krupp) 1 - - 3 - 300 0 RhineGold (Saeder-Krupp): old world-style three-piece suits, hats, skirts, and ties. 300¥ ###
Soul of Seoul (Proteus) 1 - - 3 - 300 0 Soul of Seoul (Proteus): Dress robes, slippers, natural fabric one-piece suits. 300¥ ###
Vashon Island (Shiawase Fashion) 1 - - 3 - 500 0 Vashon Island (Shiawase Fashion): three-piece suits, simple patterned ties, shoes (faux ###le
Wellington Bros (Shiawase Fashion) 1 - - 3 - 250 0 Wellington Bros (Shiawase Fashion): Classic three-piece suits, solid colored ties, and ###sho
Zoë (Zoë) 1 - - 3 - 500 0 Zoë (Zoë): three-piece suits, business skirts and dresses, and purses. 500¥ ###
Formal ###
Brilliance (Horizon) 1 - - 4 - 285 0 Brilliance (Horizon): Dresses, gowns, women’s shoes, and purses. 285¥ ###
Très Chic Clothing (Aztechnology) 1 - - 4 - 300 0 Très Chic Clothing (Aztechnology): Men’s tuxedos, threepiece suits (tailor made), and ###
dre
Designer ###
Custom designed dresses and outfits for men and women. this is the low end of the pricing spe 0 ###
Armanté: (Zoë) 1 - - 6 - 5,000 0 ###
Aston 1 - - 6 - 5,000 0 ###
Berwick (Mortimer of London) 1 - - 6 - 5,000 0 ###
Zoë de Paris 1 - - 6 - 10,000 0 ###
Ripon of Mumbai 1 - - 6 - 5,000 0 ###
Ami Feather 1 - - 6 - 7,000 0 ###
Jean-Paul 1 - - 6 - 7,000 0 ###
Hats ###
Fedora 1 - - 1 - 30 0 NF 158 ###
Trilby 1 - - 1 - 20 0 NF 158 ###
Homburg 1 - - 1 - 40 0 NF 158 ###
Bowler 1 - - 1 - 10 0 NF 158 ###
General Armour ###
Runner Chic 0 1 3 -2 0 2 1,725 0 SR6 265 See Equip Summary Tab ###
Heavy Gear 0 1 6 -3 0 2 12,575 0 SR6 265 See Equip Summary Tab ###
Body Glove 0 1 2 - 0 2 3,500 0 SR6 265 See Equip Summary Tab ###
Runner Mask 0 1 +1 -2 0 2 2,475 0 SR6 265 See Equip Summary Tab ###
Racing Helmet 0 1 +1 -4 0 2 645 0 SR6 265 See Equip Summary Tab ###
Synthleather jacket 1 1 -2 3 1 - 300 0 SR6 265 ###
Actioneer business clothes 1 2 +2 6 2 - 1,500 0 SR6 265 Concealable holster in jacket ###
Armor clothing 1 2 - 4 2 - 500 0 SR6 265 ###
Armor jacket 1 4 -3 8 2 - 1,000 0 SR6 265 ###
Armor vest 1 3 -1 6 2 - 750 0 SR6 265 ###
Chameleon suit 1 2 -3 4 4 I 2,000 0 SR6 265 +2 def rating Bonus edge for stealth tests to hide ###
Lined coat 1 3 -2 7 2 - 900 0 SR6 265 Bonus edge against tests to spot hidden items underneath ###
Urban explorer jumpsuit 1 3 -3 6 2 - 800 0 SR6 265 Built-in music player & biomonitor ###
Helmet 1 +1 -4 4 1 - 200 0 SR6 265 ###
Ballistic Mask 1 +1 -2 4 2 200 0 FS 47 DR cumulative, does not stack with helmets ###
Murder Armor 1 4 +2 4 4 L 5,000 0 FS 49 Includes gore paks to fake an injury, see rules ###
Securetech AAS 1 +1 -1 2 3 500 0 FS 49 DR cumulative ###
SecureTech Invisi-Shield 1 +2 - 4 3 5,000 0 FS 50 DR cumulative ###
Securetech SkinShield 1 2 - 2 3 3,000 0 FS 49 Concealable holster, Ruthenium 2, see rules ###
Disposable Cloak 1 0 - 0 0 5 0 SR6C335 Water repellent ###
Armourweave Cloal 1 +1 - 4 2 200 0 SR6C335 Water repellent ###
Tres Chic Cloak 1 +1 - 5 4 5,000 0 SR6C335 Water repellent ###
Style Armour ###
Ace of Cups 1 4 +3 8 5 1,500 0 FS 52 ###
Ace of Swords 1 3 +2 6 4 1,000 0 FS 52 Scabbard ###
Ace of Wands 1 3 +4 9 5 1,400 0 FS 52 Gear access ###
Ace of Coins 1 3 +6 6 5 2,100 0 FS 52 ###
Ace of Spades 1 3 +3 8 4 1,100 0 FS 52 Holster ###
Ace of Clubs 1 3 +3 7 5 1,200 0 FS 52 Holster ###
Ace of Hearts 1 3 +4 7 5 1,300 0 FS 52 Holster ###
Ace of Diamonds 1 4 +3 7 6 1,400 0 FS 52 Hidden pocket ###
Armanté Suit/Dress 1 3 +10 4 7 5,000 0 FS 50 ###
Big Game Hunter 1 4 -4 7 3 3,500 0 FS 50 Includes 3 levels of cold, fire protection or chemical resistance, choose ###
CycleWear 1 3 -5 8 3 500 0 FS 51 ###
Globetrotter 1 2 +1 4 1 600 0 FS 51 Includes 2 levels of cold or fire protection, choose ###
Mortimer of London Berwick Suit 1 3 +4 7 6 2,300 0 FS 52 ###
Mortimer of London Crimson Sky Suit 1 3 +5 6 6 2,600 0 FS 52 ###
Mortimer of London Greatcoats 1 4 +4 7 5 2,500 0 FS 52 ###
Mortimer of London Summit Suit 1 3 +5 6 5 2,600 0 FS 52 ###
Parashield Mystic Tough Armour 1 4 -2 6 6 L 11,000 0 FS 49 Mystic weave 2, threshold 2 for mana spells against wearer, -4D to wearer using magic###
Nightshade/ Moonsilver Line 1 3 +6 4 6 2,800 0 FS 52 ###
Rapid Transit Basic 1 2 -1 2 1 200 0 FS 51 Includes 3 levels of cold, fire protection or chemical resistance, choose ###
Rapid Transit Elite 1 2 - 2 2 300 0 FS 51 Includes 3 levels of cold, fire protection or chemical resistance, choose ###
Rapid Transit Platinum 1 2 +1 2 2 400 0 FS 51 Includes 3 levels of cold, fire protection or chemical resistance, choose ###
Rapid Transit Diamond 1 2 +2 2 2 500 0 FS 51 Includes 3 levels of cold, fire protection or chemical resistance, choose ###
ReaLeather Jacket 1 2 +5 2 4 3,000 0 FS 52 ###
Sleeping Tiger 1 3 +5 6 4 4,500 0 FS 52 Includes programmable camouflage ###
Steampunk 1 4 +4 10 4 4,500 0 FS 52 ###
Synergist Business Line 1 2 +3 4 4 1,900 0 FS 52 ###
Wild Hunt 1 3 -2 8 3 3,000 0 FS 51 Includes 3 levels of cold, fire protection or chemical resistance, choose ###
Security or Milspec Armour ###
Full body armor 1 5 -5 10 4 L 2,000 0 SR6 265 ###
w/helmet 1 +2 -4 6 - - 500 0 SR6 265 ###
Ballistic shield 1 +2 -4 2 4 - 900 0 SR6 265 ###
Riot shield 1 +2 -4 2 4 - 1,200 0 SR6 265 ###
Ares “Bug Stomper” 1 8 -10 12 9 I 55,000 0 FS 47 Includes 4 reactive armour slots (p53 FS) ###
Basic Duty Utilities (BDUs) 1 +2 -2 4 2 550 0 FS 47 Includes 1 level of cold, fire protection or chemical resistance, choose ###
MEMS Tactical Armor Vest 1 3 -2 20 2 900 0 FS 48 Included MEMS harness ###
Mil-Spec Armor (Light) 1 8 -6 10 9 I 17,000 0 FS 47 Reduces incoming DV by 1 ###
Mil-Spec Armor (Medium) 1 9 -7 12 9 I 22,000 0 FS 47 Reduces incoming DV by 2, -2m move action, -3m sprint action ###
Mil-Spec Armor (Heavy) 1 10 -8 14 9 I 27,000 0 FS 47 Reduces incoming DV by 3, -3m move action, -5m sprint action ###
Mil-Spec Helmet 1 +2 -4 8 9 I 12,000 0 FS 47 ###
Security Armor 1 6 -6 10 7 L 12,500 0 FS 50 Reduces incoming DV by 1, -2m move action, -4m sprint action ###
Addons ###
Electrochromic modification 1 - - 1 - 75 0 SR6 265 Free Minor to changeAlter colour or display text or videos. Minor action to change, 2 combat rounds to complet
###
Feedback clothing 1 - - 2 - 150 0 SR6 265 Tactile experience for AR ###
Water repellent 1 - - 2 - 100 0 SR6 265 Can't get 'wet' status unless submerged ###
Armour Modifications ###
Chemical protection 1 3 1 3 - 250 0 SR6 266 Neutralises Corrosive status for Rt times ###
Chemical seal 1 3 6 5 - 3,000 0 SR6 266 Minor to activate seal Neutralises Corrosive status for 6 attacks before worn away ###
Cold resistance 1 3 1 3 - 250 0 SR6 266 Cancels Chilled status for Rt times ###
Fire resistance 1 3 1 3 - 250 0 SR6 266 Cancels Burning status for Rt times ###
Electricity resistance 1 3 1 3 - 250 0 SR6 266 Cancels Zapped status for Rt times ###
Concealable ammo pouch 1 3 2 L 100 0 FS 53 +1 threshold to detect (typically 4 outside, 5 inside pouch) ###
Concealable ammo pouch chem sealed 1 3 2 L 200 0 FS 53 +1 threshold to detect (typically 4 outside, 5 inside pouch) including chem sniffer ###
Drag Handle 1 2 2 75 0 FS 53 Bonus edge for Str test to drag wearer ###
Gear Access 1 3 2 250 0 FS 53 Pick up / put down and manual reloading are Minor actions ###
GelWeave (rating 1-4) 1 2 6 I 5,000 0 FS 53 Resist Rt damage (not compatable with Reactive Armour Plates), see rules for the gel ###
ha
Hidden Pocket 1 2 2 200 0 FS 53 +2 threshold to detect. Major action to remove item ###
Holster 1 3 1 50 0 FS ###
MEMS Harness 1 20 2 300 0 FS MEMS Harness 12/8 2 300¥ ###
MEMS Holster 1 3 2 100 0 FS MEMS Holster [3] 2 100¥ ###
MEMS Quick-Draw Holster 1 3 2 200 0 FS MEMS Quick-Draw Holster [3] 2 200¥ ###
MEMS Ammo Pouch (small) 1 1 2 75 0 FS MEMS Ammo Pouch (small) [1] 2 75¥ ###
MEMS Ammo Pouch (large) 1 1 2 85 0 FS MEMS Ammo Pouch (large) [1] 2 85¥ ###
MEMS Shotgun Shell Ammo Holster 1 2 2 75 0 FS MEMS Shotgun Shell Ammo Holster [2] 2 75¥ ###
MEMS Equipment Pouch 1 2 2 50 0 FS MEMS Equipment Pouch [2] 2 50¥ ###
MEMS Medkit Pouch 1 3 2 200 0 FS MEMS Medkit Pouch [2-3] 2 200¥ ###
MEMS Tactical Sling Mount 1 2 2 75 0 FS MEMS Tactical Sling Mount [2] 2 75¥ ###
Mystic Weave (rating 1-4) 1 2 6 L 10,000 0 FS 53 Threshold equal to Rt vs mana spells, wearer gets -2xRt D to tests using magic ###
Programmable Camouflage Package 1 2 2 75 0 FS 53 +1D to stealth when an appropriate camo pattern loaded (-1D if not appropriate) ###
Quick-Draw Holster 1 3 2 175 0 FS ###
Reactive Armor Plates (rating 1-4) 1 2 9 I 2,500 0 FS 53 Resist Rt damage (not compatable with Gelweave), plates destroyed on taking damage but
###
Ruthenium Concealment (rating 1-4) 1 6 8 I 1,500 0 FS Bonus edge for stealth, +Rt to threshold to perception (-1/m after moving 3m or more per
###
Shockweave (rating 2-6) 2 4 3 L 2,000 0 FS If take a DV attack of 2 or more, attacker takes DV Rt S(e) attack ###
Thermal Dissipation (rating 1-2) 1 3 2 250 0 FS Each level removes one level of fatigued status for overheating or +1D resistance vs hea
###
ToughWeave (rating 1-3) 1 3 9 I 15,000 0 FS -1DV / lvl to incoming attack and uses the Wild Die for defence ###
Ballistic Hood 1 0 2 0 0 FS +1DR, cost is +5% of the armour it is attached to ###
Survival Gear ###
Chemsuit (rating 1–6) 1 - - 4 - 150 0 SR6 280 Neutralises Corrosive status for Rt times ###
Climbing gear 1 - - 1 - 200 0 SR6 280 100m rope, ascent harness, gloves, etc for assisted climbing ###
Diving gear 1 - - 3 - 2,000 0 SR6 280 Wetsuit (Cold resistance 2), facemask, air tank (2hrs) regulator etc ###
Additional air tank 1 3 50 0 SR6 280 2hrs air ###
Flashlight 1 - - 1 - 25 0 SR6 280 Normal, lowlight or infrared ###
Gas mask 1 - - 1 - 200 0 SR6 280 Analyzes air Immunity to airbourne toxins, 1 hr air supply ###
Gecko tape gloves 1 - - 3 - 250 0 SR6 280 Turn on/off Count as assisted climbing when wearing but useless when wet ###
Hazmat suit 1 - - 3 - 3,000 0 SR6 280 Analyzes air Chemical seal and 4 hrs air, sensor slot (usually for a geiger counter) ###
Light stick 1 - - 1 - 25 0 SR6 280 3hrs chemical light 10m radius ###
Magnesium torch/flare 1 - - 1 - 5 0 SR6 280 5 mins bright light 20m. 3P fire damage as a weapon ###
Microflare launcher 1 - - 1 - 175 0 SR6 280 Shoot flare 200m. Illuminates 1 block. Untrained check as a weapon, 3P fire damage ###
Microflares 1 - - 1 - 25 0 SR6 280 ###
Rappelling gloves 1 - - 1 - 50 0 SR6 280 Necessary to use micro wire or stealth wire ###
Respirator (rating 1–6) 1 - - 1 - 50 0 SR6 280 +Rt D to resist inhalation vector ###
Survival kit 1 - - 2 - 200 0 SR6 280 Survival essentials, see rules ###

0
Electronics / Sensors

Remaining Funds (¥) 8,000 Electronics (¥) 0

Gear Qt Rt Ca Avai Cod Value (¥) Cost (¥) Bk Pg WiFi Bonus Notes

Max Prog
DataProc

Firewall

Sleeze
Attack
Req'd p l e

Commlinks Basic Persona / Base Theme / Device Icon


Meta Link [R1, D/F 1/0(1/2), P0] 1 1 2 0 2 - 100 0 SR6 267 Plain metahuman / Cube structures / Cube with metahuman faces on each face
Renraku Aguchi 1 1 2 0 2 - 100 0 SR6 267 Kimono-clad peasant / Paper house / Small paper house
Sony Angel 1 1 2 0 2 - 100 0 SR6 267 Angels / Cloud heaven / Ornate heavenly gates
Transys Arthur 1 1 2 0 2 - 100 0 SR6 267 Knight/ Medieval home / Small stone home
Sony Emperor [R2, D/F 1/1 (2/2), P1] 2 2 2 1 2 - 700 0 SR6 267 Robed figure / Imperial palace / Ornate doorway
Leviathan Technical LT-2100 2 2 2 1 2 - 700 0 SR6 267 Merfolk / Underwater home / Bubble-shaped house
Microtronica Azteca Raptor 2 2 2 1 2 - 700 0 SR6 267 Hawkman / Small forest / Birds nest
Xiao Technologies XT-2G 2 2 2 1 2 - 700 0 SR6 267 Plain figure/ Nightclub / Neon sign
Common Denominator Element 2 2 2 1 2 - 700 0 SR6 267 Elemental humanoid / Home themed by element / Swirl of all the elements
Renraku Sensei [R3, D/F 2/0 (2/3), P1] 3 2 3 1 2 - 1,000 0 SR6 267 Kimono-clad samurai / Dojo (training house) / Ornate paper structure
MCT-3500 3 2 3 1 2 - 1,000 0 SR6 267 Plain figure / Empty cube / Cube-shaped MCT logo
Matrix Systems GridGopher 3 2 3 1 2 - 1,000 0 SR6 267 Humanoid rodent / Gopher hole / Hole in a dirt mound
Erika Elite [R4, D/F 2/1 (3/4), P2] 4 3 4 2 2 - 2,500 0 SR6 267 Fashion model / Dining room / Crystal key in a fancy lock
FTL Quark 4 3 4 2 2 - 2,500 0 SR6 267 Spaceman / Atomic nucleus / Swirling atom
Hermes Ikon [R5, D/F 3/0 (3/5), P2] 5 3 5 2 3 - 5,000 0 SR6 267 Business person / Office / Office building
Novatech NetNinja 5 3 5 2 3 - 5,000 0 SR6 267 Ninja / Rice paper home / Spinning shuriken
Transys Avalon [R6, D/F 3/1 (4/6), P3] 6 4 6 3 3 - 8,000 0 SR6 267 Monarch / Castle / Castle
PULSE Wave 6 4 6 3 3 - 8,000 0 SR6 267 Personal icon from data gathered by device / User’s home space / An oscillating wave
Fairlight Caliban [DR7] 1 - 0 SR6 Completely black humanoid / Island / Boat in a storm
Fuchi Cyber-X7 [DR7] 1 - 0 SR6 Crystalline warrior / Crystal house / Crystal shard
~Sim module 1 0 - 100 0 SR6 Req'd for AR/VR & simsense
~w/ hot-sim 1 2 I 250 0 SR6
Rigger Command Consoles
Scratch-built junk [R1, D3, F2] 1 3 2 1 L 1,400 0 SR6 198
Allegiance Control Center [R2, D3, F3] 2 3 3 3 L 8,000 0 SR6 198
Essy Motors DroneMaster [R3, D4, F4] 3 4 4 3 L 16,000 0 SR6 198
Horizon Overseer [R4, D5, F4] 4 5 4 4 L 32,000 0 SR6 198
Maersk Spider [R4, D4, F5] 5 4 5 5 L 34,000 0 SR6 198
Vulcan Liegelord [R5, D6, F5] 6 6 5 5 L 66,000 0 SR6 198
Proteus Poseidon [R5, D5, F6] 6 5 6 6 L 68,000 0 SR6 198
Transys Eidolon [R6, D6, F5] 6 6 5 7 L 75,000 0 SR6 198
Ares Red Dog Series [R6, D7, F6] 6 7 6 8 L 95,000 0 SR6 198
Aztechnology Tlaloc [R6, D8, F7] 6 8 7 9 L 140,000 0 SR6 198
Cyberdecks
Erika MCD-6 [R1, A/S 4/3, P2] 1 4 3 2 3 I 24,750 0 SR6
Spinrad Falcon [R2, A/S 5/4, P4] 2 5 4 4 3 I 61,500 0 SR6
MCT 360 [R3, A/S 6/5, P6] 3 6 5 6 3 I 95,000 0 SR6
Renraku Kitsune [R4, A/S 7/6, P8] 4 7 6 8 4 I 107,000 0 SR6
Shiawase Cyber-6 [R5, A/S 8/7, P10] 5 8 7 10 5 I 172,500 0 SR6
Fairlight Excalibur [R6, A/S 9/8, P12] 6 9 8 12 6 I 410,600 0 SR6
Software
Autosoft 1-9 SR6
Clearsight 1 1 500 0 SR6 201 Perception skill
Electronic Warfare 1 1 500 0 SR6 201 Cracking skill for jamming and overcoming ECM
Evasion 1 1 500 0 SR6 201 Evade lock-on, pilot+evasion to avoid being hit
Maneuvering 1 1 500 0 SR6 201 Piloting skill for drone
Stealth 1 1 500 0 SR6 201 Stealth
[Weapon] Targeting 1 1 500 0 SR6 201 Weapon skill for a specific weapon
Skill [Language] 1 1 500 0 DC 145 Beginner Rt 1, Specialist Rt 3, Expert Rt 5
Skill [Knowledge] 3 3 1,500 0 DC 145
Skill [Biotech] 1 1 500 0 DC 145
Skill [Con (Performance)] 1 1 500 0 DC 145
Skill [Close Combat] 1 1 500 0 DC 145
Skill [Cracking (Electronic Warfare)] 1 1 500 0 DC 145
Skill [Electronics (Hardware)] 1 1 500 0 DC 145
Skill [Engineering (Specialisation)] 1 1 500 0 DC 145
Skill [Influence (Instruction)] 1 1 500 0 DC 145
Skill [Outdoors (Navigation)] 1 1 500 0 DC 145
Skill [Outdoors (Tracking)] 1 1 500 0 DC 145
RCC Program 1-9 (E-softs)
Crash & Burn 1 1 500 0 DC 145 Use Data Spike matrix action vs Vehicle or Drone icons. Rt = virtual Attack Rating
Electronic Warfare 1 1 500 0 DC 145 Matrix AR is determined by adding Rt to RCC device rating
Emergency Override 1 1 500 0 DC 145 Allows Spoof on traffic lights etc
Reroute Signal 1 1 500 0 DC 145 Gives a virtual Sleaze rt vs Trace Icon
Run Silent Run Deep 1 1 500 0 DC 145 When RCC PAN is running silent grants virtual Sleaze vs Matrix Perception tests on PAN
Slim Jim 1 1 500 0 DC 145 Gives virtual attack attribute for Brute Force and Control Device matrix actions vs drones or vehicles
Smartsoft 1 1 500 0 DC 145 When shared on an RCC all drones benefit from Sensor lock (DC p140)
Swarm 1 1 500 0 DC 145 Drones can use Grunt Groups (p114) but when using Swarm each drone after first counts as 2
Cyberprogram, basic
Baby Monitor 1 60 0 SR6 184 Tells you current Overwatch score without an action
Browse 1 60 0 SR6 184 Gain 1 edge for matrix searches on that action
Configurator 1 60 0 SR6 184 Store alternative deck configurations, swap instead of changing 2 attributes
Edit 1 60 0 SR6 184 Gain 1 edge for edit file actions on that action
Encryption 1 60 0 SR6 184 +2D for Encrypt File
Signal Scrubber 1 60 0 SR6 184 Reduce noise level by 2
Toolbox 1 60 0 SR6 184 +1 to Data Processing
Virtual Machine 1 60 0 SR6 184 2 extra program slots, take 1 box of unresisted matrix damage when attacked
Cyberprogram, hacking
Armour 4 I 250 0 SR6 184 +2 Defence rating
Biofeedback 4 I 250 0 SR6 184 Cause stun (cold SIM) or physical (hot SIM) damage with a matrix attack
Biofeedback Filter 4 I 250 0 SR6 184 Allow Device Rating or Body to soak matrix damage
Blackout 4 I 250 0 SR6 184 Cause stun damage with matrix attack
Decryption 4 I 250 0 SR6 184 +2D to crack file action
Defuse 4 I 250 0 SR6 184 Allow Device Rating or Body to soak damage from a data bomb
Exploit 4 I 250 0 SR6 184 Reduce Defence rt of hacking target by 2
Fork 4 I 250 0 SR6 184 Hit 2 targets with a single matrix action without splitting dice pools
Lockdown 4 I 250 0 SR6 184 Cause link-lock when you do matrix damage
Overclock 4 I 250 0 SR6 184 Add 2D to a matrix action, one is a Wild D
Stealth 4 I 250 0 SR6 184 Gain 1 edge for hide actions on that action
Trace 4 I 250 0 SR6 184 Gain 1 edge for trace icon actions on that action
Datasoft 2 120 0 SR6 271 Counts as a knowledge skill
Mapsoft 2 100 0 SR6 271 Update with GridGuide 5000km2 of area. +1D to find directions
Shopsoft 2 150 0 SR6 271 +1D to matrix search tests
Virtual Garage 6 5,000 0 DC 155 +1 Edge to vehicle design tasks (see rules)
Tactical Networks & Apps All: Enhanced audio and image link, Team member biomonitor, Team member weapon status/access (ammo co
M-Toc Mk I [DR3] 4 3 8 L 25,000 0 FS 89 9 users. 2 prog slots. -1 threshold for perception for ambush, IFF gives +1 perception to detect conceale
M-Toc Mk II [DR5] 6 5 9 I 65,000 0 FS 89 15 users. 4 prog slots. -2 threshold for perception for ambush, +1AR to linked smartgun systems, +1 thres
M-Toc Mk III [DR7] 7 6 12 I 95,000 0 FS 89 10 users. 6 prog slots. -1 threshold for perception for ambush, +2AR to linked smartgun systems, +3 thres
Artillery Barrage 200 0 FS 90 +1D for launcher weapons, no weapon penalties for other linked weapons, see rules
Co-Pilot 200 0 FS 91 Control a vehicle or drone linked to the network at -1D
Door Gunner 200 0 FS 91 Can fire a linked gun provided can use smartlink data
ECM Warrior II 200 0 FS 91 +2D to offensive cracking tests, -2 noise when DRx5m from the M-Toc
Junk Wall 200 0 FS 91 Add 1/2 DR rating to linked commlink or deck firewall
Mobile Medic 200 0 FS 91 Add 1/2 DR to users first aid or +1 to medkit
Sneak-Sneak 200 0 FS 91 +2D to stealth (sneaking) tests
Team Leader 200 0 FS 91 Add DR to various tests once per combat engagement, see rules
Target Artist 200 0 FS 91 Shooter can attack without LOS, called shots become an anytime action
Skillsofts 1-6
Activesofts 1 4 5,000 0 SR6 272 Replace physical active skills, requires skillwires
Knowsofts 2 2,500 0 SR6 272 Replicate knowledge skill, requires a skill jack
Linguasofts 1 1 1,500 0 SR6 272 Replicate language skill, requires a skill jack
Tutorsoft 1 0.3 400 0 SR6 272 Instruction tests at Rt x2 D
Accessories
AR gloves 3 1 - 150 0 SR6 268 Can do chem analysis Can touch AROs
Biometric reader 3 2 - 200 0 SR6 268 Finger print, retinal scan etc to open
Electronic paper 1 1 - 5 0 SR6 268 Ultra thin touch screen monitor
Printer 3 1 - 25 0 SR6 268 Includes paper supply
Satellite link 4 3 - 500 0 SR6 268 Noise due to distance limited to -5, includes sat dish
Simrig 3 4 - 1,000 0 SR6 268 Record sensory info
Subvocal mic 3 2 - 50 0 SR6 268 Those trying to overhear can't gain edge on perception test
Trid projector 3 1 - 200 0 SR6 268 Can creat 5m3 image
Trodes 3 1 - 70 0 SR6 268 Gives a DNI connection
RFID Tags
Standard tags 1 1 1 0 SR6 269 2mm to 3cm squares, can be used as trackers etc
Datachip 1 1 5 0 SR6 269 Offline data storage
Security/stealth tags 3 2 10 0 SR6 269 Can't be tag erased. Stealth tags run silently
Sensor tags 2 2 40 0 SR6 269 Can transmit real time 24 hrs recording by sensor (sold separately) max rt 2
Communications & Countermeasur
Bug scanner 3 200 0 SR6 269 2 free hits, can tie Electronics+Log as opposed matrix perception test
Data tap 2 300 0 SR6 269 Self destruct (see rules) Direct conneciton, noise no longer matters
Headjammer 1-6 1 6 I 150 0 SR6 269 Neutralizes implanted decks or 'links. See rules for trying to force open
Jammer, area 1-6 1 4 L 200 0 SR6 270 Can designate Noise equal to Device rt. Sphere, rt -1 noise / 10m
Jammer, directional 1-6 1 4 L 200 0 SR6 270 unaffected devices Noise equal to Device rt. Cone 30 degree spread, rt -1 noise / 30m from device
Micro-transceiver [R2] 2 1 100 0 SR6 270 Incls ear bud and sub-vocal mic. 1km range
Tag eraser 1 3 450 0 SR6 270 Induction recharge 1hr 1 charge, 5mm range, 10 boxes of matrix damage (resisted normally)
White noise generator 1 3 50 0 SR6 270 Tripple range -Rt D to audio perception within Rt m
Optical & Imaging Devices
Binoculars 1–3 1 1 1 50 0 SR6 274 Built-in vision magnification
Binoculars, optical 1 0 50 0 SR6 274 Built-in vision magnification, can be used to cast spells
Camera 1–6 1 1 1 100 0 SR6 274 Stills, vid, trid, audio, can take enhancements
Micro-camera 1 1 1 100 0 SR6 274 Small version of above
Contacts 1–3 1 1 2 200 0 SR6 274 Always on Must be wifi on to work
Endoscope 1 0 3 250 0 SR6 274 1m long fibre optic cable & myomeric rope with lens to look around corners
Glasses 1–4 1 1 1 100 0 SR6 274
Goggles 1–6 1 1 1 50 0 SR6 274
Imaging scope 1 3 1 300 0 SR6 274 Weapon mount with 3 capacity
Monocle 1–4 1 1 1 120 0 SR6 274 Arm or helmet mounted or with smart adhesive
Mage sight goggles 1 0 5 3,000 0 SR6 274 As endoscope but in 10, 20 or 30m lengths. Can cast spells through it
Periscope 1 0 2 50 0 SR6 274 Tube with 2 mirrors, can be used for spell casting
Pro Camera 1–12 1 1 4 - 250 0 NF 159 Professional camera with increased Rts
Smartcam External 2 6 - 200 0 NF 159
Smartcam Internal 2 8 - 0 NF 159 Cost is camera x2
Visual Enhancements
Flare compensation 1 1 250 0 SR6 275 Bonus edge if oponents don't have ways to mitigate glare, flashing lights etc
Image link 1 1 25 0 SR6 275 Can see AR
Low-light vision 1 2 500 0 SR6 275 Bonus edge if oponents don't have ways to mitigate limited light
Smartlink 2 2 2,000 0 SR6 275 Visual part of a smartgun link
Thermographic vision 1 2 500 0 SR6 275 Bonus edge if oponents don't have ways to mitigate limited light / total darkness
Ultrasound link 1 1 300 0 SR6 275 Visual part of ultrasound
Vision enhancement 2 1 500 0 SR6 275 +1D to visual perception tests
Vision magnification 1 1 250 0 SR6 275 +2AR for Medium, Far and Extreme (assuming greater than 0 at those ranges)
Audio Devices
Directional mic 1–6 1 1 2 50 0 SR6 275 100m range, needs LOS
Earbuds 1–3 1 1 1 50 0 SR6 275
Headphones 1–6 1 1 1 50 0 SR6 276
Laser mic 1–6 1 1 2 100 0 SR6 276 100m range, reads sounds on other side of a barrier
Omnidirectional mic 1–6 1 1 1 50 0 SR6 276
Audio Enhancements
Sound link 1 1 1 25 0 SR6 276 Hear AR
Audio enhancement 1 1 1 500 0 SR6 276 +1D for audio perception tests
Select sound filter 1-3 1 1 3 250 0 SR6 276 Blocks background noise to concentrate on specific sounds - see rules
Spatial recognizer 1 2 2 1,000 0 SR6 276 +1D for audio perceptionBonus edge for audio perception tests
Sensors
Handheld housing 1–3 1 1 1 100 0 SR6 276
Wall-mounted housing 1–6 1 1 1 250 0 SR6 276
Sensor array 1-6 1 1 3 1,000 0 SR6 276
Single sensor 1-8 1 1 2 100 0 SR6 276
MapMaster Sensor Fob 1 1 3 300 0 SR6C337 Rt 1-6. Add Rt to Outdoors tests for navigating underground (half if area is newly excavated or not well mapped

0
Sensors (with max Rt)
RFID, audio or visual device, headwar
Handheld device, small (or smaller) dr
Wall-mounted device, medium drone 4
Large drone, cyberlimb 5
Motorcycle 6
Vehicle (larger than a motorcycle) 7
Building, complex 8
Sensor Functions (with max range)
Atmosphere sensor —
Camera Line of sight
Cyberware scanner 15 meters
Directional microphone —
Geiger counter —
Laser microphone 100 meters
Laser range finder 1,000 meters
MAD scanner 5 meters
Motion sensor 25 meters
Olfactory sensor —
Omni-directional microphone —
Ultrasound 50 meters
Miscellaneous Gear

Remaining Funds (¥) 8,000 Miscellaneous Gear (¥) 0


Foci Karma Bonding Cost 0

Gear Qt Rt / Pot Avai Cod Value (¥) Cost (¥) Bk Pg Foci WiFi Bonus / Bound Notes
Req'd Fc l e Bond Foci? (1=yes)
Cost
Credsticks
Standard 5,000¥ 1 1 - 5 0 SR6 272
Silver 20,000¥ 1 1 - 20 0 SR6 272
Gold 100,000¥ 1 2 - 100 0 SR6 272
Platinum 500,000¥ 1 3 - 500 0 SR6 272
Ebony 1,000,000¥ 1 5 - 1,000 0 SR6 272
Identification
Fake SIN 1 4 I 2,500 0 SR6 273
Fake license [xxx] 1 4 I 200 0 SR6 273
Fake license [Driver's License] 1 4 I 200 0 SR6 273
Fake license [Concealed Carry] 1 4 I 200 0 SR6 273 Conceal carry is for any weapon that is not plainly visible when carried. Remember, you’ll need a separate firearm license if the concealed weapon is a firearm.
Fake license [Bow Hunting License] 1 4 I 200 0 SR6 273 Bows & Crossbows
Fake license [Firearms] 1 4 I 200 0 SR6 273
Fake license [Smartlink system] 1 4 I 200 0 SR6 273
Fake license [Exotic Weapon] 1 4 I 200 0 SR6 273 Per weapon
Fake license [Skilled Trade] 1 4 I 200 0 SR6 273 Nearly every L designated piece of gear not otherwise requiring a license will fall under Skilled Trade in some form. B&E gear are legitimate tools of licensed locksmiths, for example
Fake license [RCC] 1 4 I 200 0 SR6 273
Fake license [Cyberjack] 1 4 I 200 0 SR6 273
Fake license [Control Rig] 1 4 I 200 0 SR6 273
Fake license [Cyberware] 1 4 I 200 0 SR6 273
Fake license [Spellcasting] 1 4 I 200 0 SR6 273 A single license is required for all non-combat spells. Each combat spell requires its own license. Combat spells with a range of LOS(A) are illegal. Mental manipulation spells such as Mind Probe, Control Actions, and Control Thoughts are illegal. Agony and Chaos are illegal
Fake license [Conjuring] 1 4 I 200 0 SR6 273
Fake license [Alchemy] 1 4 I 200 0 SR6 273 This license covers the practice of alchemy and the distribution of alchemical preparations. The alchemical preparations themselves are not regulated but may be confiscated if there is a suspicion they will be used illegally
Fake license [Adept Abilities] 1 4 I 200 0 SR6 273
Fake license [Power Foci] 1 4 I 200 0 SR6 273
Fake license [Other Foci] 1 4 I 200 0 SR6 273
Fake license [Metamagic] 1 4 I 200 0 SR6 273
Fake license [Technomancy] 1 4 I 200 0 SR6 273
Press Pass 1 6 50 0 NF 159
Tools
Kit 1 1 - 500 0 SR6 273 Required for various tasks
Shop 1 4 - 5,000 0 SR6 273 +1D to task and includes spare parts
Facility 1 7 - 50,000 0 SR6 273 +1D to task and includes spare parts, bonus edge for tests using it
Graffiti Kit 1 4 F 100 0 NF 158
Shop Rental 1 3 - 500 0 DC 162 Cost per day
Facility Rental 1 5 - 5,000 0 DC 162 Cost per day
Automated Assistance Software (kit) 1 3 - 2,500 0 DC 162
Automated Assistance Software (shop) 1 5 - 25,000 0 DC 162
Automated Assistance Software (facility) 1 7 - 40,000 0 DC 162
Nanoforge Case 1 8 - 5,000 0 DC 162 Create spare parts for junkyard price but count as OEM materials
Vehicle Schematic 1 6 (L) 1 0 DC 162 Cost is 30% of vehicle value
Security & Restraints
Containment manacles 3 250 0 SR6 278 Wrist and ankle restraint (struc 10)
Lock 1-6 1 2 10 0 SR6 278 Engineering+Agi to bypass
Maglock 1-9 1 3 100 0 SR6 241 See maglocks p241
Keypad 1 50 0 SR6 See maglocks p241
Card reader 1 200 0 SR6 See maglocks p241
Biometric reader 2 200 0 SR6 See maglocks p241
Metal restraints 1 20 0 SR6 278 Struc 10
Plasteel restraints 2 50 0 SR6 278 Struc 12
Plastic straps (10) 1 5 0 SR6 278 Struc 6
Breaking & Entering Gear
Autopicker 1 4 L 500 0 SR6 278 +1D to pick a mechanical lock
Cellular glove molder 1 6 I 500 0 SR6 278 See maglocks p241
Chisel/wrecking bar 20 0 SR6 278
Keycard copier 4 I 600 0 SR6 278 Copy a card, electronics kit to fabricate a new one Elec+Logic (2, 10mins) test
Lockpick set 1 2 250 0 SR6 278 Need to pick a mechanical lock (or an autopicker)
Maglock passkey 1–4 1 3 I 2,000 0 SR6 278 See maglocks p241
Miniwelder 250 0 SR6 278 30 mins operation. DV6 to cut through barriers
Miniwelder fuel canister 80 0 SR6 278
Monofilament chainsaw 3 500 0 SR6 279 DV8 to cut through barriers
Sequencer 1–6 1 4 I 250 0 SR6 279 See maglocks p241
Industrial Chemicals
Glue solvent 1 90 0 SR6 279 Disolve 1m2 of aerosol superglue
Glue sprayer 1 150 0 SR6 279 1m2 of glue (enough to glue a door or window shut) 1 combat rnd to harden
Thermite burning bar 5 L 500 0 SR6 279 Wireless activation 10P fire damage
Grapple Gun
Grapple gun 3 500 0 SR6 280 Firearms test, threshold Range/20m
Microwire per 100m 2 50 0 SR6 280 100kg load
Myomeric rope per 10m 4 200 0 SR6 280 Moves 2m/combat rnd
Standard rope per 60m 1 50 0 SR6 280 400kg load
Stealth rope per 60m 3 I 85 0 SR6 280 400kg load, can be disolved to dust with catalyst stick
Catalyst stick 3 I 120 0 SR6 280 Reusable
Biotech
Biomonitor 2 300 0 SR6 281 Auto alert DocWagon Measures health
DocWagon contracts SR6 281 See rules
Basic 1 month 1 500 0
Basic 1 year 1 5,000 0
Gold 1 month 1 2,500 0
Gold 1 year 1 25,000 0
Platinum 1 month 1 5,000 0
Platinum 1 year 1 50,000 0
Super-platinum 1 month 1 10,000 0
Super-platinum 1 year 1 100,000 0 SR6
Disposable syringe 2 10 0 SR6
Medkit 1 250 0 SR6 281 +1D for healing tests See medkit rules p119
Medkit supplies 1 100 0 SR6
Slap patches
Antidote patch 3 150 0 SR6 282 Cancels the poisoned status (unless extremely rare)
Chem patch 3 200 0 SR6 282 A blank patch that can have one dose of toxin added to it
Stim patch (rating 1–6) 1 3 25 0 SR6 282 Removes Rt stun boxes and cancels Dazed status for Rtx10mins. After that take Rt+1 unresisted stun
Tranq patch (Rating 1–12) 1 3 10 0 SR6 282 Rt stun damage resisted with Bod only
Trauma patch 3 500 0 SR6 282 Heal D6+1 overflow damage immediately
Foci Note you can only have a number of foci less than or equal to your magic rating, combined force can't exceed Magic x5
Enchanting Focus SR6 155
Alchemical Focus 1 1 L 5,000 0 3 Add Fc D to enchanting test for preparations
Disenchanting Focus 1 1 L 5,000 0 3 Add Fc D to disenchanting test
Metamagic Focus SR6 155
Centering Focus 1 1 L 9,000 0 3 Add Fc to initiate grade when using centering on drain tests
Flexible Signature Focus 1 1 L 9,000 0 3 Add Fc to initiate grade to increase threshold for observer's assensing test
Masking Focus 1 1 L 9,000 0 3 Add Fc D to resist an assensing test (doesn't increase # of foci that can be masked)
Spell Shaping Focus 1 1 L 9,000 0 3 Add Fc to magic rating to determine how much spell can be shaped
Power Focus 1 4 L 18,000 0 SR6 155 6 Add Fc to effective magic rating
Qi Focus 1 1 L 3,000 0 SR6 155 2 Fc must be a specific adept power x4 (eg Fc 4 for Improved Close Combat 1)
Spell (Category) Focus SR6 155 Must be for a specific spell category (combat, illusion etc)
Counterspell Focus 1 1 L 4,000 0 2 Add Fc D to counterspelling
Ritual Spellcasting Focus 1 1 L 4,000 0 2 Add Fc D to ritual
Spellcasting Focus 1 1 L 4,000 0 2 Add Fc D to spell casting
Sustaining Focus 1 1 L 4,000 0 2 Sustains spell without penalty, modified drain value can't be more than Fc
Spirit Focus SR6 155
Summoning (Category) Focus 1 1 L 4,000 0 2 Add Fc D to summoning specific spirit type
Banishing Focus 1 1 L 4,000 0 2 Gain a point of Edge if Fc is greater than Spirit's Fc
Weapon Focus 1 4 L 7,000 0 SR6 155 3 Add Fc D to melee attack, counts as magical
Formulae
Focus formula 0 SR6 295 Cost is Focus x 0.25
Spell formula SR6 295 To learn spells
Combat 3 L 2,000 0
Detection 2 L 500 0
Health 2 L 500 0
Illusion 3 L 1,000 0
Manipulation 3 L 1,500 0
Ritual Spellcasting 3 L 3,000 0
Magical Supplies
Magical lodge materials 1 1 L 500 0 SR6 129 Required to learn spells, acts as a mana barrier
Reagents, per dram 2 50 0 SR6 153 See rules for the many uses of reagents
Alchemical Preparations Qt Req'd = # of charges. Default Magic is 4 for casting, use Rt box to increase +1-4, Default Potency is 4, use Pot box to increase +1-4
Acid on Demand 0 0 600 0 SW 90 Acid Stream
Acid Wash 0 0 600 0 SW 90 Toxic Wave
Arcane Taser 0 0 450 0 SW 90 Lightening Bolt
Arcane Taser Plus 0 0 600 0 SW 90 Lightening Ball
Aura Obscura 0 0 300 0 SW 90 False Impression
Bean Counter Bean 0 0 350 0 SW 90 Scrutinize
The Bench Cleaner 0 0 550 0 SW 90 Stunball
Boomstick! 0 0 500 0 SW 91 Thunderstruck
Boomstick Extreme 0 0 600 0 SW 91 Thunderstruck (LOS(A))
Boost Pills 0 0 400 0 SW 91 Increase Attribute
Bruce Lee Keychain 0 0 75 0 SW 91 Punch
Climbing Gear 0 0 500 0 SW 92 Gecko Crawl
Cold as Ice 0 0 500 0 SW 92 Icy Veins
Deep Breath Disk 0 0 450 0 SW 92 Oxygenate
Free Dive Deep Breath Mask 4 150 0 SW 92 Diving mask, lever to put Deep Breath Disk in to position
Disco Distraction 0 0 550 0 SW 92 Chaff
The Doctor's Right Hand 0 0 500 0 SW 92 Diagnose
Don't Piss off the Kitchen Staff 0 0 600 0 SW 92 Anaphylaxis
Door? What Door? 0 0 350 0 SW 92 Corrode [Door]
Dreamweaver 0 0 450 0 SW 93 Dreams
Drop It Like It's Hot 0 0 350 0 SW 93 Hot Potatoe
Duvall Special 0 0 750 0 SW 93 Napalm
Emergency Exit 0 0 450 0 SW 93 Catfall
Finger of Death 0 0 450 0 SW 93 Death Touch
Firestick 0 0 550 0 SW 93 Flamestrike
Float Switch 0 0 350 0 SW 94 Levitate
Four Eyes Are Better Than Two 0 0 350 0 SW 94 Catalog
Frigid Lance 0 0 100 0 SW 94 Ice Spear
Frigid Rain 0 0 400 0 SW 94 Ice Storm
Gap In Their Shields 0 0 350 0 SW 94 Mana Window
Get In To The Rhythm 0 0 500 0 SW 94 Loki's Musical Number
Go Juice! 0 0 550 0 SW 94 Increase Reflexes
I Am That Good 0 0 600 0 SW 95 Mob Mind
Infostick (Obj Res 5-9) 0 0 350 0 SW 95 Analyze Device
Infostick (Obj Res 10-12) 0 0 400 0 SW 95 Analyze Device
Infostick (Obj Res 13+) 0 0 450 0 SW 95 Analyze Device
Instant Decorator (Studio) 0 0 550 0 SW 95 Phantomscape
Instant Decorator (2 Bedroom) 0 0 650 0 SW 95 Phantomscape
Instant Decorator (4 Bedroom) 0 0 750 0 SW 95 Phantomscape
Instant Garden 0 0 550 0 SW 95 Rosebush
Instant Ice Rink 0 0 500 0 SW 95 Ice Sheet
Instant Makeover 0 0 550 0 SW 96 Makeover
Instant Outfit 0 0 450 0 SW 96 Fashion
Instant Rejuvination 0 0 450 0 SW 96 Healthy Glow
Instant Shield 0 0 500 0 SW 96 Armour
Instant Wall 0 0 600 0 SW 96 Physical Barrier
Instant Window (Obj Res 1-3) 0 0 300 0 SW 96 Looking Glass
Instant Window (Obj Res 4-6) 0 0 350 0 SW 96 Looking Glass
Instant Window (Obj Res 7-9) 0 0 400 0 SW 96 Looking Glass
Instant Window (Obj Res 10-12) 0 0 450 0 SW 96 Looking Glass
It's Not Paranoia If It's Real 0 0 400 0 SW 96 Combat Sense
Lie Detector 0 0 450 0 SW 97 Analyze Truth
Long-range Headphones 0 0 450 0 SW 97 Claireaudience
Long-range Legerdemain 0 0 500 0 SW 97 Magic Fingers
Long-range Lenses 0 0 100 0 SW 97 Clairevoyance
Louisviller Slumberer 0 0 300 0 SW 97 Stunbolt
The Magic Nozzle (Hose) 0 0 450 0 SW 97 Hose
The Magic Nozzle (Tsunami) 0 0 550 0 SW 97 Tsunami
The Magic Window 0 0 400 0 SW 98 Astral Window
Magiczap Marble 0 0 400 0 SW 98 Disrupt
Magiczap Marble Plus 0 0 450 0 SW 98 Ectomagic Pulse
Manabenzoate 0 0 550 0 SW 98 Preserve
Mana Bread 0 0 500 0 SW 98 Nutrition
Manadyne XX-10 Series (Manabolt) 0 0 500 0 SW 98 Manabolt
Manadyne XX-10 Series (Powerbolt) 0 0 500 0 SW 98 Powerbolt
Manadyne XX-100 Series (Manaball) 0 0 500 0 SW 98 Manaball
Manadyne XX-100 Series (Powerball) 0 0 500 0 SW 98 Powerball
Mojo Scanner 0 0 450 0 SW 99 Analyze Magic
No Job Too Small 0 0 500 0 SW 99 Wreck [Wall]
No Job Too Big 0 0 600 0 SW 99 Demolish [Wall]
One Less In The World 0 0 450 0 SW 99 Slay or Bane
Pain Stick 0 0 450 0 SW 100 Agony
Pay No Attention 0 0 150 0 SW 100 Disregard
Petspy 0 0 450 0 SW 100 Animal Sense
Plant Superfood 0 0 500 0 SW 100 Vine
Privacy Pill 0 0 400 0 SW 100 Mindlink
Private Eye On The Sky 0 0 550 0 SW 100 Passenger
Private Property 0 0 350 0 SW 100 Disquiet
Private Property 0 0 400 0 SW 100 Forboding
Remodeling Ring 0 0 400 0 SW 101 Ram [Wall]
Remote Slapping Glove 0 0 400 0 SW 101 Clout
Remote Slapping Glove 0 0 450 0 SW 101 Blast
Runflat My Hoop 0 0 350 0 SW 101 Melt [Tyre]
Runflat My Hoop 0 0 400 0 SW 101 Sludge [Tyre]
Satan's Left Nut 0 0 750 0 SW 101 Hellblast
Secret Handshake 0 0 450 0 SW 101 Babble
Secret Handshake 0 0 500 0 SW 101 Thieves Cant
The Sizzler 0 0 700 0 SW 101 Fireball
Sleeping Powder 0 0 400 0 SW 102 Knockout
Slowing The Competition 0 0 450 0 SW 102 Decrease Attribute
Spell Shield 0 0 550 0 SW 102 Mana Barrier
Stuffer Shack Snack Stoppers 0 0 450 0 SW 102 Fast
Stump Remover 0 0 550 0 SW 102 Rot
Strain Breaker 0 0 500 0 SW 102 Treat
Super-Epipen 0 0 400 0 SW 102 Ephedrine
Superbinder (Obj Res 1-3) 0 0 300 0 SW 102 Glue
Superbinder (Obj Res 4-6) 0 0 350 0 SW 102 Glue
Superbinder (Obj Res 7-9) 0 0 400 0 SW 102 Glue
Superbinder (Obj Res 10-12) 0 0 450 0 SW 102 Glue
Sway The Moody Masses 0 0 550 0 SW 103 Mob Mood
Trade-in Tonic (Car) 0 0 450 0 SW 103 Vehicle Mask
Trade-in Tonic (Truck/SUV) 0 0 500 0 SW 103 Vehicle Mask
Trade-in Tonic (Tractor) 0 0 550 0 SW 103 Vehicle Mask
Translation Lenses 0 0 500 0 SW 103 Translate
Twinsies! 0 0 450 0 SW 103 Double Image
UV Cleanstick 0 0 450 0 SW 103 Sterilize
Wizarding Wall 0 0 700 0 SW 103 Manascape
Toxins
CS/Tear Gas 2 L 20 0 SR6 122 • Vector: Contact, Inhalation • Speed: 1 combat round • Duration: (6 – Body) x 5 minutes, min 5 minutes • Power: 8 • Effect: Dazed status, Nauseated status, Stun, Damage
Gamma-Scopolamine 7 I 200 0 SR6 122 • Vector: Injection • Speed: Immediate • Duration: (6 – Body) x 30 minutes, min 30 minutes • Power: 12 • Effect: Dazed status, Immobilized status, truth serum (see description)
Narcoject 4 L 50 0 SR6 122 • Vector: Injection • Speed: Immediate • Duration: (6 – Body) hours, min 1 hour • Power: 15 • Effect: Stun Damage
Nausea Gas 3 L 25 0 SR6 122 • Vector: Inhalation • Speed: 3 combat rounds • Duration: (6 – Body) minutes, min 1 minute • Power: 9 • Effect: Dazed status, Nauseated status
Neuro-Stun VIII 5 L 60 0 SR6 122 • Vector: Contact, Inhalation • Speed: 1 combat round • Duration: (6 – Body) x 10 minutes, min 10 minutes • Power: VIII 9; IX 12; X 15 • Effect: Dazed status, Stun Damage
Neuro-Stun IX 6 L 60 0 SR6 122
Neuro-Stun X 7 L 100 0 SR6 122
Pepper Punch 1 5 0 SR6 123 • Vector: Contact, Inhalation • Speed: 1 combat round • Duration: (8 – Body) x 20 minutes, min 20 minutes • Power: 11 • Effect: Blinded I status, Dazed status, Nauseated status, Stun Damage
Seven-7 10 I 1,000 0 SR6 123 • Vector: Contact, Inhalation• Speed: 1 combat round • Duration: (6 – Body) x 10 minutes, min 10 minutes • Power: 12 • Effect: Blinded I status, Physical Damage, Dazed status, Nauseated status
Drugs
Insomnia medication 1 50 0 SR6 77 Reduces insomnia threshold to 2 instead of 3
Alcohol 1 0 SR6 124 Alcohol 5¥–500¥ • Vector: Ingestion • Speed: 1 minute • Duration: (8 – Body) hours, min 1 hour • Power: 6 • Effect: –1 Reaction, –1 Logic, High Pain Tolerance (p. 72)
Bliss 2 I 15 0 SR6 124 • Vector: Inhalation, Injection
Cram 2 L 10 0 SR6 124 •• Speed: Vector: 1 combat round
Ingestion, Inhalation
Deepweed 4 I 400 0 SR6 124 •• Vector:Speed: 10 minutesInhalation
Ingestion,
Jazz 2 L 75 0 SR6 124 •• Vector:
Speed: Immediate
Inhalation
Kamikaze 3 L 100 0 SR6 124 •• Vector:
Speed: Immediate
Inhalation
Long Haul 1 50 0 SR6 125 •• Vector:
Speed: Immediate
Injection
Nitro 2 L 50 0 SR6 125 •• Speed:
Vector: 10 minutes
Inhalation
Novacoke 2 L 10 0 SR6 125 •• Vector:
Speed: 1 combat round
Inhalation, Injection
Psyche 200 0 SR6 125 •• Vector:
Speed: 1 combat round
Ingestion
Zen 3 L 5 0 SR6 125 •• Speed:
Vector: 10 minutes
Inhalation
Instruments • Speed: 5 minutes
Simple 1 50 0 NF 156 -1D to performance skill
Professional 1 500 0 NF 156
Rising Star * 8 5,000 0 NF 156 *You can ignore one 1 rolled for the purposes of determining a glitch or critical glitch.
Big Time 12 50,000 0 NF 156 +1D to performance skill
External Synth 4 2,000 0 NF 156 +2D to performance skill
Internal Synth 1 or 2** +4 0 NF 156 **If you decide to add 2 dice when using this instrument, one of them must be the wild die. Cost is 2x instrument

0
Vehicles & Drones

Remaining Funds (¥) 8,000 Vehicles (¥) 0

Vehicle Qt Req'd Make Model Han Ac SI TS B A P S St CF Mods Avai Cod Value (¥) Cost (¥) Bk Pg Class Notes / Similar Models

Knockoff
(put '1')
d l e

Bikes
Dodge Scoot [H5/7, A4, I10, Sp * Dodge Scoot 5/7 4 10 80 2 0 1 0 2 3 Improved economy 2 3000 0 SR6 Scooter Hyundai Hopper, Entertainment Systems Papoose
Harley-Davidson Scorpion [H3/5* Harley-Davidson Scorpion 3/5 16 30 200 7 6 1 1 2 3 Metahuman Adjustmen 2 14000 0 SR6 Road Hog BMW Blitzen, Gaz-Niki Titan
Yamaha Growler [H3/3, A15, I20, * Yamaha Growler 3/3 15 20 180 6 4 1 1 2 3 2 8000 0 SR6 Off-road Bike Evo Falcon, Gaz-Niki Wolverine
Suzuki Mirage [H2/6, A29, I30, * Suzuki Mirage 2/6 29 30 260 4 2 1 1 1 2 Tuned Suspension (on 2 12000 0 SR6 Racing Bike Yamaha Rapier, Thundercloud Contrail
Messerschmitt Kawasaki Manticore * Messerschmitt KawaManticore 3/4 20 30 200 7 4 1 1 2 3 2 10000 0 s81 19 Road Hog BMW Loki, Honda Manta
Evo-Echo Motors Stiletto [H2/5,* Evo-Echo Motors Stiletto 0 35 40 250 3 2 2 1 1 2 2 11500 0 DC 20 Racing Bike
Harley-Davidson Centaur [H3/3* Harley-Davidson Centaur 3/3 20 30 220 8 7 2 1 1 2 2 18500 0 DC 21 Combat Bike
Honda Rough Rider [H4/3, A15,* Honda Rough Rider 4/3 15 20 160 5 4 1 1 2 3 2 7000 0 DC 22 Quad Bike
Honda Viking 2080 [H3/4, A15, * Honda Viking 2080 3/4 15 30 210 7 6 1 1 1 2 Metahuman Adjustmen 2 15000 0 DC 22 Combat Bike
Nissan Constellation [H2/2, A10* Nissan Constellation 2/2 10 15 90 3 2 2 1 6 8 2 5500 0 DC 22 UTV +1 to all thresholds to detect by auditory means
Suzuki Transit [H2/3, A25, I30, * Suzuki Transit 2/3 25 30 250 4 1 1 1 2 3 2 9000 0 DC 23 Racing Bike –1 to all thresholds on tests for modification and repair
Yamaha Kaburaya [H2/4, A32, *I Yamaha Kaburaya 2/4 32 30 280 3 2 2 1 1 2 2 13500 0 DC 23 Racing Bike
Yamaha Nodachi [H3/3, A20, I3* Yamaha Nodachi 3/3 20 300 210 9 6 1 1 1 2 2 19500 0 DC 24 Combat Bike
Honda-GM Diamondback [H3/4,*A30 Honda-GM Diamondback 3/4 30 30 250 16 12 3 3 1 2 Rigger adaptation, sta 8 75000 0 DC 40 Milspec Bike
Horizon-Doble Revolution [H3/3,* Horizon-Doble Revolution 3/3 17 20 190 5 4 2 2 1 2 Smart Tire 2 14700 0 NA NA Enclosed Monocycle
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Cars
Chrysler-Nissan Jackrabbit [H3/5 * Chrysler-Nissan Jackrabbit 3/5 20 15 160 8 4 2 1 3 5 2 11000 0 SR6 Subcompact Peugeot 112, Opel Luna
Honda Spirit [H4/5, A15, I20, Sp* Honda Spirit 4/5 15 20 150 10 3 1 1 4 6 2 13000 0 SR6 Subcompact Wuxing Breezer, Toyota Gazelle
Eurocar Westwind-X80 [H2/6, A2* Eurocar Westwind-X80 2/6 24 30 250 6 1 4 3 2 3 Racing Suspension 3 115000 0 SR6 Sports Car Porsche Aguilar, Ferrari Diabolus
Hyundai Shinhyung [H3/5, A12, *I Hyundai Shinhyung 3/5 12 25 200 7 1 1 1 3 5 +4 Powertrain Mod Slo 2 20000 0 SR6 Sedan BMW 400GT, GMC Commodore
Ford Americar [H4/5, A9, I20, Sp* Ford Americar 4/5 9 20 160 11 4 1 2 4 6 2 16000 0 SR6 Sedan Mercury Comet, Honda Citizen
Saeder-Krupp-Bentley Concordat* Saeder-Krupp-BentleConcordat 3/5 18 30 180 14 8 3 3 4 6 Amenities (high) 3 65000 0 SR6 Limo GMC Cadillac Nocturne, BMW X89
Mitsubishi Nightsky [H4/6, A10, * Mitsubishi Nightsky 4/6 10 10 160 18 10 3 4 8 12 Amenities (luxury), Li 3 259000 0 SR6 Limo Rolls-Royce Phaeton
Ford Americar, Street Mod [H4/5* Ford Americar, Street Mod 4/5 26 30 260 12 10 2 2 4 6 4 40000 0 Ad 5 Muscle Car / Pursuit Vehicle
Mercedes CLK 170 [H4/5, A15, I3 * Mercedes CLK 170 1 15 30 195 7 1 1 1 4 6 2 17000 0 s81 20 Sports Car Evo Esprit, Mini Rainbow-Edition
Mercedes W-SR 290 "Vizier" [H3/ * Mercedes W-SR 290 "Vizier" 3/5 15 30 180 10 6 2 2 4 6 2 20000 0 s81 21 Sedan Chrysler-Nissan Pegasus, Hyundai Taehyung
Krime Wageslave PMV [H2/5, A4, * Krime Wageslave PMV 0 4 20 60 3 1 1 1 1 2 Metahuman Adjustment,1 10000 0 KK 29 Personal Mobility Vehicle
Krime Bazoo Basic [H2/4, A4, I1* Krime Bazoo Basic 2/4 4 10 60 4 1 1 1 4 6 Metahuman Adjustment,1 22000 0 KK 31 Subcompact
Krime Bazoo Redline [H2/4, A8, * Krime Bazoo Redline 2/4 8 20 80 4 1 1 1 4 6 Metahuman Adjustment,2 25000 0 KK 31 Subcompact
Krime Bazoo Chrome [H2/4, A8,* Krime Bazoo Chrome 2/4 8 20 80 4 1 1 1 4 6 Metahuman Adjustment,4 40000 0 KK 31 Subcompact
Krime Big Bazoo Basic [H3/3, A4* Krime Big Bazoo Basic 3/3 4 10 60 4 2 1 1 4 6 Metahuman Adjustment,1 22000 0 KK 31 Subcompact
Krime Big Bazoo Redline [H3/3, * Krime Big Bazoo Redline 3/3 8 20 80 4 2 1 1 4 6 Metahuman Adjustment,2 25000 0 KK 31 Subcompact
Krime Big Bazoo Chrome [H3/3,*A Krime Big Bazoo Chrome 3/3 8 20 80 4 2 1 1 4 6 Metahuman Adjustment,4 40000 0 KK 31 Subcompact
Krime SV-2 'Crashtest' [H1/4, A * Krime SV-2 'Crashtest' 1/4 15 20 60 7 5 2 2 4 6 Metahuman Adjustment,6 120000 0 KK 32 Sports Car
Krime Prowler [H3/5, A30, I30, * Krime Prowler 1 30 30 200 8 6 2 2 5 8 Metahuman Adjustment,8 L 145000 0 KK 34 Patrol Vehicle
BMW Tsarina II [H3/5, A18, I25* BMW Tsarina II 3/5 18 25 220 12 4 3 2 3 5 2 22500 0 DC 24 Coupe
Eurocar Northstar 2.0 [H3/4, A * Eurocar Northstar 2.0 3/4 20 20 180 16 10 4 4 6 9 3 80000 0 DC 25 Luxury SUV
Mitsubishi Runabout [H3/6, A25* Mitsubishi Runabout 3/6 25 15 150 8 2 2 1 2 3 2 10000 0 DC 25 Subcompact
Saab Javelin 878TI [H1/5, A26, * Saab Javelin 878TI 0 26 34 240 6 4 4 4 2 3 Rigger Adaption 3 100000 0 DC 26 Sports Car
Saab Gladius 998TI [H2/6, A22,* Saab Gladius 998TI 2/6 22 30 260 6 4 4 4 2 3 Rigger Adaption 3 125000 0 DC 26 Sports Car
Toyota Daytripper [H4/4, A10, * Toyota Daytripper 4/4 10 22 180 12 6 2 2 6 9 Integrated crash cag 2 20000 0 DC 26 SUV Crash cage grants driver and passengers +2 on DR. Protecto-Foam
Toyota Ultra-Elite [H3/5, A15, * Toyota Ultra-Elite 3/5 15 20 180 16 12 4 4 8 12 Amenities: high, rigger 3 225000 0 DC 27 Limo grants Panic
When +2 forRoom
damage resistance
Mode (rigger
is engaged, cocoon
raise negates this)
the threshold for hacking passenger compartment by +3. Passenger co
Dodge Rampart/LEV [H3/3, A22, * Dodge Rampart/LEV 3/3 22 20 190 14 8 3 4 4 6 Detachable ballistic 4 35000 0 DC 27 Sec SUV Detachable ballistic doors require a Strength of 4 to be carried and used; otherwise, the user gains Fatigued
Ford Dasher/Interceptor [H2/3 * Ford Dasher/Interceptor 2/3 24 28 240 12 8 3 4 4 6 Standard weapon mount4 32000 0 DC 28 Patrol Vehicle
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Trucks & Vans
Toyota Gopher [H4/4, A15, I15, * Toyota Gopher 4/4 15 15 150 12 6 1 1 4 10 2 25000 0 SR6 Pick-up Ford F-151, Wuxing Peng You 4x4
GMC Bulldog [H5/7, A10, I10, S* GMC Bulldog 5/7 10 10 140 16 12 2 3 5 12 +4 Chassis Mod Slots 2 35000 0 SR6 Stepvan Renault-Fiat Eurovan, Aztechnology Governor
Range-Rover Model-2080 [H4/5,* Range-Rover Model-2080 4/5 12 20 160 16 10 4 4 7 15 3 73000 0 SR6 Luxury SUV Ares Humvee, Toyota Coaster
Ares Roadmaster [H5/7, A8, I10,* Ares Roadmaster 5/7 8 10 120 18 16 2 2 6 13 2 68000 0 SR6 Sec Truck Esprit Industries Sororita, Renraku Kamekichi
Ford Broadcast [H3/3, A12, I20, * Ford Broadcast 3/3 12 20 180 16 10 3 3 4 10 8 L 50000 0 NF 158 News Van Nissan NV-1800 (newscast variant), S-K Sprinter NCV6 (special)
Chrysler-Nissan Packer [H4/5, A* Chrysler-Nissan Packer 4/5 10 15 150 10 4 3 3 8 16 Rigger Interface 2 28000 0 s81 22 Van EMC Celine, Toyota CityCruise, Ares TransC
Buzzard Transit [H5/7, A8, I15, * Buzzard Transit 1 8 15 130 18 10 5 4 15 27 2 Roof Drone Racks fo 6 70000 0 AoR
Krime DeTruck Sports Truck [H4* Krime DeTruck Sports Truck 4/4 15 20 160 9 4 2 2 3 9 Metahuman Adjustmen 8 L 100000 0 KK 35 SUV
Krime Dix Prime Mover [H4/3, A* Krime Dix Prime Mover 4/3 10 15 150 10 5 3 3 30 49 Metahuman Adjustment9 200000 0 KK 35 Half Track
Krime Tankette [H3/3, A10, I10, * Krime Tankette 3/3 10 10 100 5 10 3 3 1 6 Metahuman Adjustment,9 I 200000 0 KK 40 Mini Tank
Gaz-Niki P-183 [H3/4, A16, I20, * Gaz-Niki P-183 3/4 16 20 160 14 4 1 2 2 7 2 18000 0 DC 29 Pick-up
GMC Grizzly [H3/3, A15, I20, Sp* GMC Grizzly 3/3 15 20 170 16 6 2 1 2 7 2 20000 0 DC 29 Pick-up
GMC Grizzly [H3/3, A15, I20, S * GMC Grizzly 3/3 15 20 170 16 6 2 1 4 10 Extended Cab 2 20000 0 DC 29 Pick-up
Jeep Trailblazer [H3/2, A18, I20 * Jeep Trailblazer 3/2 18 20 180 14 6 2 2 4 10 2 18000 0 DC 29 Jeep
Tata Hotspur [H2/2, A32, I35, Sp* Tata Hotspur 2/2 32 35 240 12 4 2 1 2 7 Rigger Interface 3 26000 0 DC 30 ATV
Ford Bison III [H5/5, A15, I25, * Ford Bison III 5/5 15 25 140 18 14 3 3 10 19 Amenities: Low 3 71000 0 DC 30 RV
Ford Lifeline [H5/6, A8, I10, Sp * Ford Lifeline 5/6 8 10 110 22 18 4 4 10 19 Amenities: low, small 5 400000 0 DC 31 Ambulance Treat the vehicle’s trauma/cardio station as a rating 5 medkit. *One driver/rigger, one front passenger, four
GMC Forge [H5/7, A6, I8, Sp110, * GMC Forge 5/7 6 8 110 18 6 4 3 6 13 Amenities: low (worksho4 250000 0 DC 32 Repair Truck Deploying and closing the repair bay or attaching tow assembly is a Major Action
Nissan Strider [H3/4, A15, I25, * Nissan Strider 3/4 15 25 180 14 10 2 1 8 16 2 30000 0 DC 32 Van
Suzuki Sporter [H3/4, A15, I20, * Suzuki Sporter 3/4 15 20 140 12 6 2 1 8 16 2 30000 0 DC 33 Mini Van –1 to all threshold tests for repair/modification
Toyota Adventure [H5/6, A10, I1* Toyota Adventure 5/6 10 15 140 10 6 1 1 12 22 2 26000 0 DC 33 Passenger Van
Volkswagen Superkombi IV [H4/5 * Volkswagen Superkombi IV 4/5 12 15 160 14 8 1 2 6 13 2 28000 0 DC 34 Van Lower seating by 1 for troll driver
Ares Army-Master [H5/5, A10, I1* Ares Army-Master 5/5 10 15 120 22 18 3 3 20 34 Rigger adaptation, sta 7 750000 0 DC 36 APC
Ferrari Appaloosa A-04 [H3/4, A* Ferrari Appaloosa A-04 3/4 22 30 220 20 18 4 3 4 10 Heavy weapon mount (to 8 995000 0 DC 37 Scout APC
General Dynamics Flyer-90 [H3/3 * General Dynamics Flyer-90 3/3 20 25 170 12 6 1 1 5 12 Manual controls, stand 8 60000 0 DC 38 ATV +3 on thresholds for Stealth checks against aural detection
GMC Chariot [H6/7, A10, I15, Sp1 * GMC Chariot 6/7 10 15 100 16 12 4 6 8 16 Amenities: low, rigger 9 2500000 0 DC 39 Drone Carrier 50% of mod space is for drone racks
GMC Trooper GPMV [H3/4, A20,* I2 GMC Trooper GPMV 3/4 20 25 150 14 10 1 4 5 12 Rigger adaptation, sat 7 50000 0 DC 40 Hummer
Thundercloud Morgan V1 [H3/3,* Thundercloud Morgan V1 3/3 32 35 220 10 6 1 1 2 7 Standard weapon mount8 11000 0 DC 41 ATV
Thundercloud Morgan V2 [H3/3,*A Thundercloud Morgan V2 3/3 31 30 210 12 10 2 2 4 10 Rigger adaptation, ri 8 18000 0 DC 41 ATV
GMC Bulldog [H4/6, A10, I10, Sp* 0 GMC Bulldog 4/6 10 10 168 16 12 2 3 5 12 Runflat Tires, Spoof K 2 99,800 0 SR6 Stepvan Renault-Fiat Eurovan, Aztechnology Governor
Player created [H, A, I, Sp, B, A,* Player created 4 0 NA NA
Hovercraft
BMW-Krupp Demon [H4, A30, I40, * BMW-Krupp Demon 4 30 40 270 4 4 3 3 1 2 5 80000 0 DC 34 Hover Bike Use wild D on control tests
Chrysler-Nissan G12C [H4, A12,* Chrysler-Nissan G12C 4 12 20 160 12 8 1 1 2 3 Sat-link 2 20000 0 DC 34 Hover Pick-up If engine or lift-fans are damaged, threshold tests for maintaining control are reduced by 1
ESSY Motors Blue Raptor [H6, A4 * ESSY Motors Blue Raptor 6 40 60 280 6 2 3 3 2 3 Rigger Adaption 6 500000 0 DC 35 Raving ACV Use wild D on control tests
GMC Vacationer III [H4, A20, I2* GMC Vacationer III 4 20 25 200 10 4 2 1 4 6 Amenities: low, sat-lin 3 50000 0 DC 36 Hovercraft
GMC Patroller [H3, A22, I30, Sp* GMC Patroller 3 22 30 220 12 8 2 2 4 6 Amenities: low, rigger 4 65000 0 DC 36 Sec ACV
BAE Centurion II MBT [H5, A20,* BAE Centurion II MBT 5 20 30 150 24 20 3 3 3 5 Drone rack (medium, ae8 2000000 0 DC 37 Hover Tank
GD/CAS MacArthur MBT [H5, A25 * GD/CAS MacArthur MBT 5 25 30 160 26 20 4 4 3 5 TBC 9 4000000 0 DC 38 Hover Tank
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Experimental / Unclassified 0
BMW Super-Bug [H1, A15, I20, S * BMW Super-Bug 1 15 20 160 8 6 5 5 2 3 Rigger Adaptation 9 1500000 0 DC 43 Ball Walker When making evasive maneuvers, incorporate the Wild Die in all control/handling tests. For customization pu
Spinrad Global Street Rocket EX* Spinrad Global Street Rocket EX 4/4 10 30 90 3 1 1 2 1 2 Rigger Adaptation 2 6000 0 DC 43 Rocket Skateboard
EVO Stormcloud [H1, A13, I45, S * EVO Stormcloud 1 13 45 115 2 2 1 1 1 0 Rigger Adaptation, Ge 2 15500 0 NA NA Hoverboard
EVO Hurricane [H1, A13, I45, S * EVO Hurricane 1 13 45 115 2 2 1 1 1 0 Rigger Adaptation, G 7 33500 0 NA NA Hoverboard w. Flight Flight Mode [H4, Ac25, SI50, Sp300]
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Trailors / Sidecars
Sidecar * Sidecar 1 0 1 max 4 2 1000 0 DC 127 Size 3 Cost is per CF
Extra-small Trailer * Extra-small Trailer 2 1 1 max 9 2 300 0 DC 127 Size 4 Cost is per CF
Small Trailer * Small Trailer 5 2 10 max 19 2 2500 0 DC 127 Size 5 Cost is per CF
Medium Trailer * Medium Trailer 10 2 20 max 49 2 4000 0 DC 127 Size 6 Cost is per CF
Large Trailer * Large Trailer 15 3 50 max 99 2 7500 0 DC 127 Size 8 Cost is per CF
Semi-trailer * Semi-trailer 20 4 100 max 200 3 10000 0 DC 127 Size 10 Cost is per CF
Power Boats
Samuvani-Criscraft Otter [H4, A1* Samuvani-Criscraft Otter 4 10 15 90 6 4 2 2 6 9 2 25000 0 SR6 5m Power Boat GMC Outrider, Celebrian Nymph
Aztechnology Sunrunner/Nightrunn * Aztechnology Sunrunner/Nightrunner 3 20 20 120 10 8 3 3 5 8 Passive Stealth Featu 3 39000 0 SR6 Stealth Boat Wuxing Red Flag, Yongkang Gala Trinity
GMC Riverine [H4, A15, I15, Sp1 * GMC Riverine 4 15 15 100 14 12 4 4 8 12 4 113000 0 SR6 Gun Boat Aztechnology Jade
Messerschmitt Kawasaki Dogfish* Messerschmitt KawaDogfish 3 20 20 120 10 10 3 4 2 3 Heavy Weapon Mount 4 46000 0 s81 23 Power Boat Seats 6 with roof on, 12 otherwise + 2 Medium Drones. Esprit X4M, GMC Shoreline
Mitsubishi Waterbug [H4, A15, I2* Mitsubishi Waterbug 4 15 25 80 5 3 1 0 1 2 2 7500 0 DC 45 Jet Ski
Mitsubishi Waveskipper [H5, A15* Mitsubishi Waveskipper 5 15 20 80 6 3 1 0 2 3 2 9000 0 DC 45 Jet Ski
Kawasaki Stingray [H4, A22, I40* Kawasaki Stingray 4 22 40 110 7 3 1 1 2 3 2 12500 0 DC 45 Power Boat
Kawasaki Manta Ray [H5, A20, I3 * Kawasaki Manta Ray 5 20 35 110 8 3 1 1 3 5 2 15500 0 DC 45 Power Boat
Zodiac Whisper [H3, A15, I25, * Zodiac Whisper 3 15 25 50 4 2 0 0 4 6 Easy assembly/disass 2 5000 0 DC 46 Inflatable Dingy This vehicle can only accept Powertrain mods and is considered a throwback. Rowed [H4, Ac 5, SI5, TS10]
Zodiac Whisper (Military) [H3, * Zodiac Whisper (Military) 3 15 25 50 5 4 0 0 4 6 Easy assembly/disasse7 11000 0 DC 46 Inflatable Dingy This vehicle can only accept Powertrain mods and is considered a throwback. Rowed [H4, Ac 5, SI5, TS10]
BAE Systems Atlantic/Pacific 28 * BAE Systems Atlantic/Pacific 28 3 15 15 60 8 5 2 3 8 12 Increased structural in 3 35000 0 DC 46 Inflatable Powerboat
Sea Ray Cottonmouth [H5, A50,*I Sea Ray Cottonmouth 5 50 40 180 8 4 3 3 4 6 Amenities (squatter), 6 I 130000 0 DC 47 Cigarette Boat
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Sailing Boats 0
Horizon Freedom [H3, A2, I3, Sp* Horizon Freedom 3 2 3 10/8 4 3 0 0 5 8 2 3500 0 DC 48 Sailboat The second set of attributes is while this vehicle is being powered by the mini-outboard (costs 500¥)
Corsair Elysium [H3, A10, I10, S* Corsair Elysium 3 10 10 20 12 9 2 3 6 9 Amenities (middle), li 3 73000 0 DC 48 Monohull Sailboat Motor [H5, Ac10, SI20, Sp50]
Corsair Ellipse [H3, A8, I10, S * Corsair Ellipse 3 8 10 20 12 9 2 3 6 9 Amenities (middle), liv 3 58000 0 DC 48 Monohull Sailboat Motor [H3, Ac3, SI5, Sp10]
Corsair Panther [H3, A10, I10, S* Corsair Panther 3 10 10 30 14 9 2 3 8 12 Amenities (middle), li 3 130000 0 DC 49 Catermeran Motor [H5, Ac20, SI30, Sp60]
Corsair Puma [H3, A10, I10, Sp3 * Corsair Puma 3 10 10 30 14 9 2 3 8 12 Amenities (middle), liv 3 98000 0 DC 49 Catermeran Motor [H3, Ac4, SI5, Sp15]
Corsair Trident [H3, A15, I10, S * Corsair Trident 3 15 10 30 16 9 2 3 8 12 Amenities (middle), li 4 145000 0 DC 49 Trimeran Motor [H5, Ac15, SI20, Sp60]
Corsair Triton [H3, A10, I10, S * Corsair Triton 3 10 10 30 16 9 2 3 8 12 Amenities (middle), liv 2 115000 0 DC 49 Trimeran Motor [H3, Ac10, SI10, Sp15]
Cutty Sark II [H5, A10, I10, Sp30* Cutty Sark II 5 10 10 30 36 12 0 0 42 63 Amenities (middle), liv 9 54835700 0 DC 53 Historical Replica For every 5 crew who are unable to assist with sailing the vessel, increase Handling by 1 and reduce Acceler
MV Poseidon’s Endeavor [H4, A8, * MV Poseidon’s Endeavor 4 8 12 50 40 18 4 5 34 51 Amenities (middle), i 9 13000000 0 DC 54 Advanced Sailboat
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Motorboats
Evo Waterking [H4, A2, I5, Sp25,* Evo Waterking 4 2 5 25 18 10 3 2 12 18 Amenities (middle), li 2 71000 0 DC 50 Motorboat
Evo Aquavida 1 [H5, A2, I5, Sp20 * Evo Aquavida 1 5 2 5 20 14 10 2 3 8 12 Amenities (middle), liv 2 93000 0 DC 51 Motorboat
Evo Aquavida 2 [H5, A2, I5, Sp20 * Evo Aquavida 2 5 2 5 20 14 10 2 3 8 12 Amenities (middle), liv 2 133000 0 DC 51 Motorboat
Maersk Shipyards Wavecutter MPAC * Maersk Shipyards Wavecutter MPAC 4 10 25 100 25 20 4 5 12 18 Amenities (low), elect 8 I 342000 0 DC 51 Gun Boat The small craft bay can hold one inflatable boat/RIB or two personal watercraft. Launching a small craft is one Ma
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Ships
Krime Barco De Pesca [H4, A10,* Krime Barco De Pesca 4 10 10 120 10 3 1 1 6 9 Metahuman Adjustment,6 50000 0 KK 38 Sailboat See rules for stats under sail
Aztechnology Cipactli [H4, A15, * Aztechnology Cipactli 4 15 15 70 44 28 4 6 95 143 Amenities (middle), ele 9 I 1.85E+08 0 DC 55 Corvette
Lurssen Mobius [H4, A10, I10, Sp * Lurssen Mobius 4 10 10 50 36 14 6 5 22 33 Amenities (luxury), com9 4E+08 0 DC 56 Luxury Yacht
USS Ranger [H5, A12, I8, Sp60,* B60, A45, USS
P6, S6, St535] w. Amenities
Ranger (middle), chameleon 5 coating,
12 command
8 60 60 45 6 6 535 803 Amenities (middle), chameleon 9 I coating, command 0
1.24E+08 DC 57 Battlecruiser
and controlPrincess
Tranquility comms, electronic countermeasures
[H3, A8, I10* 6, improved stability
Tranquility 2, increased capacity increased
Princess 3 8 structural
10 40integrity
34 25,16 integrated
4 5Matrix
95 device
143 (satellite
and control
Amenities link comms,
x 2, RCC
(luxury), electronic
impx 96, 32 xcountermeasures
ports), life safety 6,
9.8E+08 system
improved
0 2, DC
living
stability
space 2, (middle)
58 Cruiseincreased
Linerx 60,
capacity
living increased
space (low)
structural
x 470, milspec
integrityplate
25, integrated
8, networkMatrix
sharing
device
enhancement,
(satellite link
passive
x 2, RCC
stealth
x 6,features,
32 x ports),
RAMlife
plating
safety6,system
rigger adaptation,
2, living space
rigger
(middle)
cocoo
Maersk Double L-Class [H6, A4,* Maersk Double L-Class 6 4 8 40 70 12 4 3 19 29 Amenities (high), livin 9 1.85E+08 0 DC 59 Ultra-Huge Cargo Ship
Factory Ship [H5, A5, I10, Sp20,* Factory Ship 5 5 10 20 90 22 4 6 225 338 Amenities (high), comm9 7E+09 0 DC 60 Floating Factory
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Submarines
Proteus Lamprey [H3, A13, I10, * Proteus Lamprey 3 13 10 60 2 1 2 1 4 6 2 15000 0 SR6 Sea Sled Kalmaar Seefuchs, Toyota TLM–2
Proteus Sea-Snake [H3, A13, I10 * Proteus Sea-Snake 3 13 10 60 2 1 2 1 4 6 4 15000 0 SR6 Sea Sled Kalmaar Seefuchs, Toyota TLM–2
YNT Delfin [H5, A18, I10, Sp70, * YNT Delfin 5 18 10 70 6 12 3 3 3 5 3 110000 0 SR6 Mini Sub Proteus Explorer, Aztechnology Jade Diver
Aquadyne Diver Propulsion Vehicl * Aquadyne Diver Propulsion Vehicle 2 3 5 10 4 2 0 0 1 2 1 500 0 DC 61 DPV
Aquadyne Diver Propulsion Vehicl * Aquadyne Diver Propulsion Vehicle S 3 8 5 15 5 2 0 0 1 2 1 1500 0 DC 61 DPV Battery capacity 4 hours
Aquadyne Diver Propulsion Vehicl * Aquadyne Diver Propulsion Vehicle 2 3 5 10 4 4 0 0 1 2 Passive Stealth Featu 1 1700 0 DC 61 DPV
Maersk Shipyards Riptide Swimmer * Maersk Shipyards Riptide Swimmer Delivery 4 5 10 20 9 8 2 3 4 6 Easy assembly/disasse5 26300 0 DC 62 Sea Sled Battery capacity 16 hours
Proteus Marianas [H4, A6, I5, S * Proteus Marianas 4 6 5 10 15 9 3 6 6 9 Amenities (low), enha 7 195000 0 DC 62 Deep Mini Sub Battery/air capacity 56 hours; crush depth 11,000m
Proteus Sea-Class [H3, A8, I15,* Proteus Sea-Class 3 8 15 40 44 16 3 5 93 140 Amenities (high), enha 7 1.3E+09 0 DC 63 Cargo Sub Surfaced [H6, Ac8, SI10, Sp30]; crush depth 1600m
Japanese Imperial Navy Shio-Clas * Japanese Imperial NShio-Class 4 15 15 60 51 26 4 6 95 143 Amenities (middle), el 9 I 4.9E+09 0 DC 64 Hunter-Killer Surfaced [H6, Ac15, SI10, Sp40]; crush depth 900m
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Personal Flying Craft
Advanced Industries Personal Pr* Advanced IndustriesPersonal Propulsion Syst 5 10 20 100 3 1 1 0 1 2 Easy assembly/disass 1 7500 0 DC 66 Jetpack
Advanced Industries Personal Fli* Advanced IndustriesPersonal Flight System 4 15 25 170 5 1 1 0 1 2 Glide package, easy 1 12500 0 DC 68 Jetpack w. glider Artemis Nightglider
Krime Carrier [H6, A10, I15, Sp * Krime Carrier 6 10 15 80 6 2 1 0 1 2 Metahuman Adjustmen 1 23000 0 DC 68 Jetpack
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Fixed Wing Aircraft
Artemis-Industries Nightwing [H * Artemis-Industries Nightwing 4 15 25 150 2 0 1 1 1 2 Easy Assembly, Passiv 2 20000 0 SR6 Stealth Glider IFMU Spatz, Suzuki Wingman
Cessna C750 [H5, A20, I25, Sp25 * Cessna C750 5 20 25 250 8 2 2 1 4 6 2 150000 0 SR6 Twin Prop Lear-Cessna Rover
MCT-Sikorsky-Bell Seahawk [H5, * MCT-Sikorsky-Bell Seahawk 5 30 50 500 12 4 2 2 8 12 Secondary Propoulsion 2 300000 0 SR6 Sea Plane Renault-Fiat Fokker Tundra-9, Toyota TX13
Ares Dakota [H5, A20, I30, Sp30* Ares Dakota 5 20 30 300 14 2 2 1 26 39 Increased CF 2 1100000 0 DC 68 Cargo Plane
Ares Dakota War-Eagle [H4, A20, * Ares Dakota War-Eagle 4 20 25 275 14 10 2 2 14 21 Hardpoints (4 Large) 3 1900000 0 DC 68 Modified Cargo Plane
CASA J-239C Heron [H4, A25, I3 * CASA J-239C Heron 4 25 30 300 5 0 1 1 2 3 Glide package 2 175000 0 DC 70 Glider
CASA J-239 Raven [H4, A25, I30, * CASA J-239 Raven 4 25 30 300 6 1 1 2 2 3 Glide package, hardpoi 2 175000 0 DC 70 Sec Glider
Cessna Airrider [H5, A10, I25, * Cessna Airrider 5 10 25 160 3 0 0 1 1 2 Glide package 1 17500 0 DC 70 Glider Check price with GM (book says 175000)
Cessna Airrider XL [H6, A10, I * Cessna Airrider XL 6 10 20 140 4 0 0 1 1 2 Glide package, Metah 1 45000 0 DC 71 Glider
Federated-Boeing PBY-70 “Catalin * Federated-Boeing PBY-70 “Catalina II” 5 25 50 260 10 2 2 2 6 9 Amphibious (surface) 2 225000 0 DC 73 Sea Plane
Fiat-Fokker Cloud Nine [H4, A3* Fiat-Fokker Cloud Nine 4 30 40 300 8 1 2 2 2 3 Amphibious (surface) 2 175000 0 DC 73 Sea Plane
Lear-Cessna Platinum I [H2, A25 * Lear-Cessna Platinum I 2 25 40 350 8 0 3 2 12 18 Amenities (high) 2 600000 0 DC 81 Luxury Single Prop
Lear-Cessna Platinum X [H4, *A Lear-Cessna Platinum X 4 40 60 700 8 2 3 3 12 18 Amenities (luxury), lif 3 2400000 0 DC 81 Twin Prop
Lear-Cessna Rover [H4, A20, I3* Lear-Cessna Rover 4 20 30 300 7 1 1 1 4 6 2 140000 0 DC 82 Single Prop
Moonlight Aerospace Avenger *[ Moonlight Aerospace Avenger 3 20 30 250 8 6 2 2 1 2 Hardpoints (2 standar 3 400000 0 DC 83 Micro Fighter
Sukhoi SU-41 Fixer [H5, A100,* Sukhoi SU-41 Fixer 5 100 250 2000 16 12 2 3 2 3 Hardpoints (2 large, 2 4 1550000 0 DC 87 Fighter
Walker Aerodesign Kanyuk Intercep * Walker Aerodesign Kanyuk Interceptor 4 120 300 2500 14 12 5 4 2 3 Hardpoints (1 large, 2 5 1945000 0 DC 87 Fighter
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
Rotorcraft
Ares Dragon [H4, A10, I30, Sp26* Ares Dragon 4 10 30 260 22 10 2 3 8 12 2 360000 0 SR6 Cargo Helo Hughes Stallion
MCT-Sikorsky-Bell Wolfhound [H* MCT-Sikorsky-Bell Wolfhound 3 20 40 320 12 14 4 4 8 12 Ceramic Plate Armour 4 423000 0 SR6 Gunship Nissan Hound
Northrup Wasp [H3, A25, I30, Sp* Northrup Wasp 3 25 30 330 10 8 3 3 2 3 3 93000 0 SR6 Sec Helo Lockheed Kestrel, Renraku Dragonfly
S-B Condor [H4, A14, I25, Sp200 * S-B Condor 4 14 25 200 12 9 2 6 2 3 12 R 120000 0 NF 158 Robinson Raven IV, Airbus Eurocopter EC 215, Cicare CH-12X
Aztechnology Aguilar [H3, A40, * Aztechnology Aguilar 3 40 70 600 14 12 4 4 2 3 Hardpoints (2 large, 2 4 465000 0 DC 69 Gunship
Aztechnology Aguilar 3AT [H4, A3 * Aztechnology Aguilar 3AT 4 35 60 500 14 16 4 4 12 18 Ceramic plate armor, h 4 420000 0 DC 69 Transport Gunship
Eurocopter Tiger [H3, A25, I50,* Eurocopter Tiger 3 25 50 430 16 10 2 4 2 3 Ejection seat, hardpoin 4 350000 0 DC 72 Gunship
Hughes WK-6 Clydesdale [H2, A1 * Hughes WK-6 Clydesdale 2 15 30 300 18 12 3 3 20 30 Rigger interface, winc 3 450000 0 DC 80 6 Rotor Cargo Helo
Messerschmitt-Kawasaki Sperber* Messerschmitt-KawaSperber 4 25 50 400 16 8 2 3 2 3 Hardpoints (2 standar 3 400000 0 DC 83 Gunship
Northrup Hornet [H5, A15, I30, S* Northrup Hornet 5 15 30 280 16 16 3 4 8 12 Ceramic plate armor, h4 200000 0 DC 84 Gunship
Northrup Yellowjacket [H4, A20,* Northrup Yellowjacket 4 20 30 300 12 10 3 3 2 3 Hardpoints (4 standar 4 135000 0 DC 84 Mini Gunship
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
VTOL / VSTOL
Ares Venture [H4, A40, I60, Sp6* Ares Venture 4 40 60 680 16 12 2 2 4 6 +4 Chassis Mod Slots, 3 400000 0 SR6 Small LAV Cascade Skraacha, Zhejiang, Shenying Industries Raptor
GMC Banshee [H3, A60, I90, Sp9 * GMC Banshee 3 60 90 900 18 18 4 4 6 9 Ceramic Plate Armour, 4 300000 0 SR6 Sec LAV Aztechnology Lobo
Federated-Boeing Commuter [H3, * Federated-Boeing Commuter 3 35 3/4 420 16 5/8 1/2 1/2 5 8 Amenities (high) 2 350000 0 SR6 Tilt Wing Hughes-Aerospace Daytrader
Federated-Boeing Osprey-X [H3,* Federated-Boeing Osprey-X 3 35 1 420 16 1 1 1 5 8 Amenities (high) 4 800000 0 SR6 Tilt Wing
Ares TR Series 55 [H5, A20, I30* Ares TR Series 55 5 20 30 350 14 6 2 2 2 3 Increased CF 2 830000 0 DC 69 Tilt Wing
Ares TR Series 73 ATK [H4, A25, * Ares TR Series 73 ATK 4 25 40 400 16 12 2 3 20 30 Ejection seat, hardpoin 3 985000 0 DC 69 Tilt Wing
Ares TR Series 81 Transport [H3, * Ares TR Series 81 Transport 3 25 50 420 14 14 4 3 12 18 Amenities (Middle), har 2 1275000 0 DC 69 Tilt Wing
DocWagon CRT Air Unit [H4, A20 * DocWagon CRT Air Unit 4 20 50 300 10 10 3 4 16 24 Ceramic plate armor, e 3 1200000 0 DC 71 Tilt Wing Air Ambulance
DocWagon Osprey II [H4, A30, *I DocWagon Osprey II 4 30 70 400 14 10 3 2 8 12 Hardpoints (4 standard 3 1185000 0 DC 72 Tilt Wing Air Ambulance
GMC Gryphon [H4, A50, I80, Sp80 * GMC Gryphon 4 50 80 800 24 20 4 4 10 15 Ceramic plate armor, ha4 1800000 0 DC 74 LAV
Omnistar Valkyrie II Mk 1 [H3, A* Omnistar Valkyrie II Mk 1 3 40 80 500 15 8 3 3 10 15 Ceramic plate armor, ha4 1350000 0 DC 85 LAV Ambulance
Omnistar Valkyrie II Mk 2 [H4, A* Omnistar Valkyrie II Mk 2 4 30 60 400 18 18 3 3 18 27 Ceramic plate armor, ha4 1275000 0 DC 85 LAV Ambulance
Omnistar Valkyrie IV [H4, A30, I* Omnistar Valkyrie IV 4 30 80 480 16 14 4 3 16 24 Hardpoints (2 standard)3 1175000 0 DC 85 LAV Ambulance
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
LTAV
Goodyear Commuter-47 [H4, A10 * Goodyear Commuter-47 4 10 30 140 20 4 2 2 20 30 Amenities (Low) 2 225000 0 DC 75 Blimp
Luftschiffbu Zeppelin 2079 [H5 * Luftschiffbu Zeppelin 2079 5 5 30 115 30 2 2 2 50 75 Increased CF 2 400000 0 DC 82 Blimp
Renegade Works Mothership [H * Renegade Works Mothership 3 5 30 120 26 0 1 2 1 2 Winch 3 50000 0 DC 86 LAV Transport Blimp
Player created [H, A, I, Sp, B, A,* Player created 0 0 NA NA
GravDrive
GTI Benelovent Rapid Response* Re GTI Benelovent Rapid Respons 2 40 200 1000 18 10 5 3 12 18 Hardpoints (6 standard)9 7500000 0 DC 75 Grav LAV
GTI Malevolent Rapid Response*Res GTI Malevolent Rapid Respons 2 50 250 1000 16 16 5 3 12 18 Ceramic plate armor, ej 9 7500000 0 DC 75 Grav LAV
GTI Devotee Mk. 1 [H3, A20, I10 * GTI Devotee Mk. 1 3 20 100 1000 50 10 5 5 50 75 Amenities (middle), har 9 2.3E+09 0 DC 77 Sky Carrier
GTI Devout [H2, A180, I800, Sp60 * GTI Devout 2 180 800 6000 14 14 5 4 2 3 Ceramic plate armor, ha9 23000000 0 DC 78 Grav Fighter
GTI Evocative Executive Transport * GTI Evocative Executive Trans 2 30 150 1000 15 10 5 3 10 15 Amenities (luxury), har 9 8900000 0 DC 79 Grav Limo
GTI Revolution [H2, A120, I400,* GTI Revolution 2 120 400 2000 20 18 5 4 8 12 Ceramic plate armor, ha9 23000000 0 DC 79 Grav LAV
DSEC I [H6, A30, I3000, Sp0, B* DSEC I 6 30 3000 0 200 30 6 6 500 750 Amenities (low), life s 9 2.3E+10 0 DC 88 Colony Spaceship

0
Microdrones
GMC Micromachine [H3/6, A5, I5* GMC Micromachine 3/6 5 5 25 0 0 1 1 0 2 450 0 SR6 Wheeled
Shiawase Kanmushi [H2/3, A4, I* Shiawase Kanmushi 2/3 4 5 15 0 0 3 2 0 Gecko Grips 2 900 0 SR6 4 Legged
Sikorsky-Bell Microskimmer-XXS* Sikorsky-Bell Microskimmer-XXS 2 6 10 35 0 0 2 1 0 2 850 0 SR6 Hover
MCT Gnat(x10) [H3, A4, I10, Sp3 * MCT Gnat(x10) 3 4 10 30 0 0 2 1 0 Realistic Features 4 2 800 0 SR6 Insect
Krime Runner [H2/5, A5, I5, Sp2* Krime Runner 2/5 5 5 25 0 0 1 1 0 4 L 1000 0 KK 28 Wheeled Distraction drone
Evo “Splatter” Series [H2, A2, I * Evo “Splatter” Series 2 2 2 2 0 0 1 1 0 Liquid Resevoir 3 100 0 DC 104 Winged Cannot resist any damage; any taken is automatic destruction. DV/effects are per drug/toxin
Player created [H, A, I, Sp, B, A,* Player created 0 NA NA
Minidrones
GM-Nissan Flip-Flop [H2/4, A8, * GM-Nissan Flip-Flop 2/4 8 15 50 1 0 2 1 0 2 1000 0 SR6 Tracked
Shiawase Inu [H2/3, A6, I8, Sp24 * Shiawase Inu 2/3 6 8 24 1 0 2 2 0 Realistic Features 2 2 1100 0 SR6 Dog
Shiawase Inu Upgrade [H2/3, A6, * Shiawase Inu Upgrade 2/3 6 8 24 1 0 2 2 0 Realistic Features 3 2 1600 0 SR6 Improved Dog
Horizon Flying-Eye [H3, A15, I15* Horizon Flying-Eye 3 15 15 40 1 0 2 2 0 2 2000 0 SR6 Eye Ball
MCT Hornet [H3, A20, I15, Sp35, * MCT Hornet 3 20 15 35 1 0 2 2 0 Realistic Features 1 2 2100 0 SR6 Insect (Wasp)
Horizon Flying-Eye [H3, A15, I15* Horizon Flying-Eye 3 15 15 40 1 0 2 2 0 2 3500 0 SR6C 337 Eye Ball See rules for map making abilities
Aztechnology GCR-68A [H3/3, A10 * Aztechnology GCR-68A 3/3 10 20 60 2 0 2 1 0 Chameleon coating 1, r 2 2000 0 DC 92 Wheeled
Evo “Roller-Bombs” [H3/3, A10, * Evo “Roller-Bombs” 3/3 10 10 1 0 0 1 1 0 3 250 0 DC 92 Sphere Damage/stats are per grenade type; this drone cannot accept any modifications
Aerodesign Systems AEW-03 Scre * Aerodesign SystemsAEW-03 Screamer 4 1 1 1 4 0 1 4 0 ECM 4 4 4500 0 DC 104 Baloon Jammer is considered rating 5, creates 5 noise for 1 hour
Cyberspace Designs Dragonfly-A* Cyberspace DesignsDragonfly-Alpha 3 22 20 40 2 1 3 2 0 Mono-filament beak ( 3 3000 0 DC 105 Winged Hunter
Player created [H, A, I, Sp, B, A,* Player created 0 NA NA
Small Drones
Chrysler-Nissan Pursuit-V [H3/6* Chrysler-Nissan Pursuit-V 3/6 30 50 280 4 2 4 3 0 Tuned Suspension (on 3 11000 0 SR6 Wheeled
Aztechnology Crawler [H3/4, A8,* Aztechnology Crawler 3/4 8 10 30 6 2 2 2 0 4 4500 0 SR6 Spider
Cyberspace-Designs Quadrotor *[ Cyberspace-DesignsQuadrotor 2 15 20 120 3 1 3 2 0 3 5000 0 SR6 Quad Copter
Lockheed Optic-X2 [H4, A15, I30* Lockheed Optic-X2 4 15 30 140 2 4 4 4 0 Passive Stealth Featu 3 18000 0 SR6 Hawk
Monochrome Mulachak [H1/2, A10, * I20, Sp100, B5, A1, P3, S2] Mulachak
Monochrome w. Fog thrower (3 loads, such1/2 as 10
gas, smoke
20 100 or IR 5
grenades,
1 SR6,
3 p.2 263),0 Sound system.
Fog thrower
Optional
(3 loads,
modifications:
such
1 as gas,
Flash
smoke
Pack2500
or
(SR6
IR grenades,
P. 263),
0 tridSR6,
projector
s81 p.
24263),
4(SR6
Sound
Wheelp. 269)
system. OptionalKrime
modifications:
Aggro, SaabFlash
Festival
Pack (SR6 P. 263), trid projector (SR6 p. 269)
Ruhrmetall Scarab [H1/2, A30, I* Ruhrmetall Scarab 1 30 50 200 5 7 4 3 0 Weapon Mount, Autosof1 7500 0 s81 25 Unicycle BMW Concept-Q, Esprit Industries Ch4sr
Messerschmitt Kawasaki Hugin Ba * Messerschmitt KawaHugin Basic 4 15 20 120 3 2 3 3 0 4 2000 0 s81 26 'Crow' Renraku Dove
Messerschmitt Kawasaki Hugin Rea * Messerschmitt KawaHugin Realistic 4 15 20 120 3 2 3 3 0 4 9500 0 s81 26 'Crow' Renraku Dove
High-low Geomatics [H3, A15, I10, * Sp90, B3, A2, P4, S3] w. Sensor
High-low array (* counts as 4) includes
Geomatics 3 ultrasonic
15 10 sensor,
90 3 a laser
2 rangefinder,
4 3 a 0camera with Sensor
IR vision
array&(*MAD
counts
scanner
as
4 4) includes
(SR6 p. 277)
ultrasonic
6000 sensor,0 a laser
s81 rangefinder, a camera with IR vision
27 VTOL Survey Horizon
& MADCartographer
scanner (SR6 p. 277)
Cyberspace Designs Tunnel Rat* [ Cyberspace DesignsTunnel Rat 2/3 12 30 40 2 0 2 3 0 Elemental hardening 2 2 6500 0 DC 92 Wheeled Arms provide +2 dice for climbing tests as described above. Antenna provides +1 against noise and jamming
Cyberspace Designs Tamodachi* [H Cyberspace DesignsTamodachi 3/3 10 20 20 2 0 1 1 0 Elemental hardening 2 2 4000 0 DC 92 Wheeled Arms provide +2 dice for climbing tests as described above. Antenna provides +1 against noise and jamming
Evo Proletarian III [H2/4, A5, I * Evo Proletarian III 2/4 5 10 5 3 1 2 2 0 Integrated cyberarm ( 2 8000 0 DC 94 Wheeled Fine manipulation arm has a Strength rating of 4 for holding/lifting tools or other items
Maser Industrial Electronics “Bea* Maser Industrial Elec“Beach Ball” 4/4 5 10 2 5 4 1 3 0 3 7000 0 DC 94 Sphere
Vulcan Systems Utility-One [H4/* Vulcan Systems Utility-One 4/4 4 5 4 4 2 2 2 0 2 integrated cyberarms 2 L 3500 0 DC 95 Wearable Toolkit Fine manipulation arms have a Strength rating of 2 for holding/lifting tools or other items.
Cyberspace Designs Halo [H4, A1 * Cyberspace DesignsHalo 4 10 10 30 5 0 2 1 0 Improved stability 1 2 3000 0 DC 105 Flying Camera +1 to all control tests when using VR controls. Sensor upgrades up to two ranks do not require a modification
Federated-Boeing Sky Commander * Federated-Boeing Sky Commander 4 10 30 160 4 2 4 5 0 ECM 6, enhanced senso4 12500 0 DC 106 Fixed Wing Wings swept back [H4, Ac20, SI30, Sp190]. When in omni-directional mode, jammer can set rating between 1 an
Hawker-Siddley Bat [H4, A10, I * Hawker-Siddley Bat 4 10 15 30 4 4 2 3 0 Standard weapon mou 2 5500 0 DC 106 Tilt Wing Threshold to detect this drone by auditory means is +2
Whispering Death [H3, A6, I8, S* Whispering Death 3 6 8 12 3 0 3 1 0 Monofilament lines [D 4 2000 0 DC 107 Skimmer +2 stealth tests
Marine Technologies Sea Snake* [ Marine TechnologiesSea Snake 2 5 10 30 5 6 3 2 0 Realistic features 1, 3 6000 0 DC 112 Snake
Proteus Krake II [H3, A20, I25 * Proteus Krake II 3 20 25 50 5 0 2 2 0 ECM-ink dispenser [DV 2 4000 0 DC 113 Mini Sub
Mitsuhama Automatronics Bust-a-M * Mitsuhama AutomatrBust-a-Move and Friends 4 2 5 6 2 0 3 2 0 Anthroform cyberlimbs 2 2500 0 DC 116 Anthroform Toy
Player created [H, A, I, Sp, B, A,* Player created 0 NA NA
Medium Drones
GM-Nissan Doberman [H3/5, A10, * GM-Nissan Doberman 3/5 10 15 100 4 6 2 3 0 2 6500 0 SR6 Tracked
Nissan Samurai [H3/4, A10, I5/ * Nissan Samurai 3/4 10 5/4 30 2/3 3/5 3 2 0 2 Cyberarms w. Small 2 4500 0 SR6 Anthro When in quadraped mode double Accel, Speed Interval and Top Speed but can't perform weapon attacks
MCT-Nissan Rotodrone [H3, A20, * MCT-Nissan Rotodrone 3 20 30 160 5 6 3 2 0 +4 Chassis Mod Slots 2 5000 0 SR6 Rotodrone
Federated-Boeing Blackhawk [H3 * Federated-Boeing Blackhawk 3 35 40 200 8 6 3 3 0 Ceramic Plate Armour 3 8000 0 SR6 Fixed Wing
Shiawise Kurina 162 [H3/5, A5, *I20, Sp50, B6,
Shiawise
A8, P3, S3] w. gripper
Kurinaarm,
162street cleaning unit
1 5 20 50 6 8 3 3 0 gripper arm, street cleaning
2 unit 8500 0 s81 28 Refuse Truck Ares Clean-Machine, Renraku X4V
Messerschmitt Kawasaki Grasshop * Messerschmitt KawaGrasshopper 3 30 40 180 6 7 4 4 0 Heavy Weapon Mount, A 5 12000 0 s81 29 VTOL Hunter Renraku LEBD-2, Shiawase Keisatsu
Ares Arms Regulator [H3/3, A15* Ares Arms Regulator 3/3 15 12 40 5 4 3 1 0 Turreted standard we 2 4000 0 DC 95 Tracked
Ares-DocWagon First Responder* Ares-DocWagon First Responder 3/5 5 10 7 6 10 4 4 1 Medevac modification, 2 75000 0 DC 96 Wheeled All onboard medical equipment is equal to a rating 6 medkit with three uses left. * Armor rating also applies t
Ares Gunslinger GS-01 [H3/4, A1 * Ares Gunslinger GS-01 3/4 12 12 60 8 8 2 2 0 Ceramic armor plate, 3 9000 0 DC 96 Wheeled
Esprit Foxhound [H3/3, A10, I15* Esprit Foxhound 3/3 10 15 70 8 6 4 3 0 Standard weapon mount3 10000 0 DC 97 Wheeled
Esprit St. Bernard [H3/3, A10, I1* Esprit St. Bernard 3/3 10 15 70 8 6 4 3 0 Integrated medkit (rati 3 10000 0 DC 97 Wheeled
Shiawase Advanced Robotics Vend * Shiawase Advanced Vend-X 5/5 4 4 4 10 10 2 1 0 Standard weapon mount3 7000 0 DC 98 Disguised Tracked Special Attack: eject contents [DV Special, 10/7/—/—/—] Damage: On a successful attack drone contents will
The Garage’s “Warthog” [H3/4, A2 * The Garage’s “Warthog” 3/4 20 20 120 10 12/6 2 1 0 Increased structural in 3 5000 0 DC 99 Wheeled +2 for all crashing (ramming) attacks and damage resistance to front. Armour reduced side and rear
Vulcan Systems Opossum Mk I *[H3/ Vulcan Systems Opossum Mk I 3/4 8 8 40 6 4 2 2 0 Detachable drone batter3 7500 0 DC 99 Quad Legged Can mount mini drone rack (x4) or micro drone rack (x8)
Vulcan Systems Opossum Mk II *[H3 Vulcan Systems Opossum Mk II 3/4 6 6 30 4 2 2 2 0 Detachable drone batter3 6000 0 DC 99 Wearable Quad Legged Can mount mini drone rack (x4) or micro drone rack (x8), can be attached to body armor or worn as a backpa
Aerodesign Systems LDSD-64 Condo * Aerodesign SystemsLDSD-64 Condor 4 5 5 20 5 2 3 4 0 2 mini drone racks, ret 3 7000 0 DC 108 Blimp Can jetison baloon for emergency travel, see rules
Hawker-Siddley Harrier [H3, A1 * Hawker-Siddley Harrier 3 15 25 180 5 5 4 2 0 Standard weapon mo 2 5500 0 DC 108 Rotodrone
Vulcan Systems Jump Master [H3, * Vulcan Systems Jump Master 3 15 20 100 3 0 1 3 1 Includes proprietary A 3 2500 0 DC 109 Wearable Parachute Drone
Proteus Devil Ray [H4, A20, I3 * Proteus Devil Ray 4 20 30 100 8 10 2 3 2 Heavy Weapon Mount 2 7500 0 DC 113 Stingray
Shiawase Bi-Drone Butler [H4/5,* Shiawase Bi-Drone Butler 4/5 5 5 8 4 0 2 3 0 Anthroform cyberlimbs (2 3000 0 DC 117 Anthro
Shiawase Bi-Drone Man-at-Arms* Shiawase Bi-Drone Man-at-Arms 3 5 5 10 10 8 2 2 0 Anthroform cyberlimbs 3 4500 0 DC 117 Anthro
Player created [H, A, I, Sp, B, A,* Player created 0 NA NA
Large Drones
Steel-Lynx Combat-Drone [H3/5,* Steel-Lynx Combat-Drone 3/5 15 15 80 12 16 4 4 0 Ceramic Plate Armour 4 25000 0 SR6 Wheeled
Ares Packmule [H3/4, A6, I5, Sp* Ares Packmule 3/4 6 5 30 8 6 2 1 0 4 +4CF storage 3 10000 0 SR6 4 Legged
Cyberspace-Designs Dalmation * Cyberspace-DesignsDalmation 3 13 20 130 6 4 3 3 0 Easy Assembly/Break 3 10000 0 SR6 VTOL
Ares Black-Sky [H2, A25, I50, S* Ares Black-Sky 2 25 50 300 8 10 4 4 0 Passive Stealth Featu 5 43000 0 SR6 Fixed Wing
Nissan Oni [H3/4, A10, I5/4, S * Nissan Oni 3/4 10 5/4 30 9 10 3 2 0 2 Cyberarms w. Stand 2 6700 0 SR6 Anthro When in quadraped mode double Accel, Speed Interval and Top Speed but can't perform weapon attacks
Mitsuhama FED-11 [H2, A5, I10,* S Mitsuhama FED-11 2 5 10 60 4 4 2 4 0 Solar Cells, Searchligh 3 32000 0 s81 30 Blimp Nissan SkyEye, Proteus Herring Gull
Ares Gunrunner GR-02 [H3/4, A1 * Ares Gunrunner GR-02 3/4 12 12 60 12 12 4 5 1 Ceramic plate armor, 4 30000 0 DC 100 Tracked One small standing foot platform for rider/gunner for main heavy weapon turret
BAE Ajax [H4, A25, I25, Sp130, * BAE Ajax 4 25 25 130 18 16 4 4 0 Ceramic plate armor, m5 60000 0 DC 101 Combat LAV
Esprit Iron Scorpion [H4/4, A12 * Esprit Iron Scorpion 4/4 12 12 60 10 10 3 4 0 Enhanced sensors 1, m4 30000 0 DC 101 Tracked Tactile sensors grant +2 to all engineering tests. Claw/arm and tail Strength rating 6
ESSY Motors Red Interceptor [H* ESSY Motors Red Interceptor 3/4 25 30 240 10 6 2 2 0 Dual standard weapon 3 15000 0 DC 102 Motorbike
Vulcan-Krupp Hollenfaust [H4/5,* Vulcan-Krupp Hollenfaust 4/5 10 15 60 16 16 4 4 0 Ceramic plate armor, f 5 50000 0 DC 103 Tracked Tank Use fragmentation grenade stats for anti-infantry blisters. Any attempts to replace main weapon raise the thr
Dassault Peregrine [H2, A30, I4 * Dassault Peregrine 2 30 40 280 10 10 2 5 0 Heavy weapon mount (fi5 40000 0 DC 109 Fighter Bomber
Federated-Boeing Unicorn [H3, A * Federated-Boeing Unicorn 3 35 40 270 12 12 4 4 0 Increased structural i 6 50000 0 DC 110 Fighter Bomber
Hawker Siddley Rescue Harrier * Hawker Siddley Rescue Harrier 3 20 25 200 10 6 4 4 1 Winch 3 13000 0 DC 110 Tilt Rotor The lifting rescue winch has a Strength of 10
Hawker-Siddley Thunderbolt [H4* Hawker-Siddley Thunderbolt 4 20 30 210 20 15 5 6 0 Enhanced sensors 2, h 6 85000 0 DC 111 Tilt Wing Secondary wings are designed to mount up to one heavy weapon or two missiles/rockets
Saeder-Krupp Aerospace Blitz Mk * Saeder-Krupp AerosBlitz Mk II 3 35 45 310 8 6 1 2 0 Increased speed 3 4 30000 0 DC 112 Fixed Wing
Marine Technologies Silent Hunte * Marine TechnologiesSilent Hunter 2 10 10 70 8 6 2 3 0 Micro torpedo launch 4 15000 0 DC 114 Large Submersible Surfaced [H4, Ac20, SI20, Sp110]
Mostrans Wavecutter [H4, A20, *I Mostrans Wavecutter 4 20 25 140 14 10 3 2 0 Heavy weapon mount (tu 5 30000 0 DC 115 Large Powerboat
Yamatetsu Naval Technologies Dee * Yamatetsu Naval TecDeep Six 4 5 10 20 18 12 3 3 0 Enhanced winch, huge m 3 15000 0 DC 115 Large Submersible
Shiawase Bi-Drone Silverback [H * Shiawase Bi-Drone Silverback 3 5 15 10 14 8 3 3 Spec Anthroform cyberlimbs 3 6500 0 DC 118 Anthro Gorilla
Player created [H, A, I, Sp, B, A,* Player created 0 NA NA

0
Vehicle Modifications
1

DIY (50% cost) put '1' requires Engineering (Appropriate spec)+Logic [(mod slotsx8, (mod slotsxhrs)]
Accessory Equipment Mod slots used CF Used
Emergency Light Bars/Siren 0 4 L 6000 0 DC 120 Lights
Distinctive Features 0 2 4000 0 DC 120 Adds 1 edge and +1 wild D to social interactions
Oil Slick Sprayer 0 4 I 1000 0 DC 120 6 charges (50¥ refills). Minor action gives +3 to handling, crash test to avoid
Road Strip Ejector 0 4 I 1000 0 DC 120 Minor action to eject, can carry 6 strips
Spike Strip 0 3 I 250 0 DC 121 Non runflats blow out requiring crash test, flat tires give +3 handling
Tracking Strip 0 3 500 0 DC 121 First 10 vehicles passing over the strip get tagged with a stealth tag (SR6 p269)
Zapper Strip 0 3 L 1000 0 DC 121 8Se damage to first 10 vehicles to pass over the strip
Searchlight 0 2 800 0 DC 121 3x as far as a flashlight, can be infrared or lowlight for same cost
Smoke Projector 0 3 L 600 0 DC 121 Blinded I status for anyone acting through the smoke and Blinded II for anyone trying to act from within the
Thermal Smoke Projector 0 3 L 700 0 DC 121 Blinded I status for anyone acting through the smoke and Blinded II for anyone trying to act from within the
Gas Dispersal System 0 5 L 2000 0 DC 121 Plus up to 5 doses of toxin cost. See rules for release mechanisms
Speciality Tires Drones & Motorbikes Cost is for a full set of tires, no matter how many wheels
Off-Road Tires 0 2 800 0 DC 121 Off road Acceleration +5 and Speed Interval +10, reverse on road
Off-Road Runflat Tires 0 2 1200 0 DC 121 Runflat version
Racing Tires 0 2 500 0 DC 122 On road Acceleration +5 and Speed Interval +10, reverse off road
Racing Runflat Tires 0 2 750 0 DC 122 Runflat version
Smart Tires 0 4 1200 0 DC 122 Can change between racing tires and off-road tires. They are also self repairing run-flats
Run-Flat Tires 0 2 400 0 DC 122
Shredders 0 4 I 600 0 DC 122 +vehicle’s Body to AR when ramming non-vehicular targets, 1/2 Body vs vehicles
Speciality Tires Cars & Trucks
Off-Road Tires 0 2 1600 0 DC 121 Off road Acceleration +5 and Speed Interval +10, reverse on road
Off-Road Runflat Tires 0 2 2400 0 DC 121 Runflat version
Racing Tires 0 2 1000 0 DC 122 On road Acceleration +5 and Speed Interval +10, reverse off road
Racing Runflat Tires 0 2 1500 0 DC 122 Runflat version
Smart Tires 0 4 2400 0 DC 122 Can change between racing tires and off-road tires. They are also self repairing run-flats
Run-Flat Tires 0 2 800 0 DC 122
Shredders 0 4 I 1200 0 DC 122 +vehicle’s Body to AR when ramming non-vehicular targets, 1/2 Body vs vehicles
Spoof Kit 0 4 I 1500 0 DC 122 Minor action to change vehicle ID or set to random/regular intervals

Chassis Mods Vehicle Mods Slots = Bod Note mod slots can be shifted to another category 2:1
Remaining 0 0 0 0 0 0 0 0 0
Easy Assembly/Disassembly [Bod 1 to 3] 1 3 2000 0 DC 123 Disassembly or re-assembly of a vehicle takes an Extended Engineering (Body, 1 min) test
Easy Assembly/Disassembly [Bod 4 to 6] 2 3 2000 0 DC 123 Disassembly or re-assembly of a vehicle takes an Extended Engineering (Body, 1 min) test
Easy Assembly/Disassembly [Bod 7 to 9] 3 3 2000 0 DC 123 Disassembly or re-assembly of a vehicle takes an Extended Engineering (Body, 1 min) test
Extra Entry/Exit Points 1 4 4000 0 DC 123 Always a readily available exit
Extreme Environmental Mods (Type) 1 3 3000 0 DC 123 Vehicle is resistant to extreme environments, eg desert
Gun Ports 0.5 3 L 1000 0 DC 123 Slots for passengers to fire through
Hardpoints for Device Attachment All vehicles get Bod/3 hardpoints (round down) for free, drones with bod >3 get 1 small hardpoint free.
Standard can be split in to 2 small. 2 standard can make large, 3 standard make a huge. Small drones
and mini-drones may only
add a small hardpoint, micro drones can't have hardpoints
Small Hardpoint 0.5 2 800 0 DC 123 Small weapon mount, micro/mini-drone rack, small mechanical arm (up to Strength 2), or other small mechanical device up to about 2
Standard Hardpoint 1 2 1500 0 DC 123 Standard weapon mount, small drone rack, turreted small weapon mount, medium mechanical arm (up to Strength 5), sidecar attachm
Large Hardpoint 2 3 3000 0 DC 123 Large weapon mount, turreted standard weapon mount, medium drone rack, large mechanical arm (up to Strength 10), fifth wheel (sem
Huge Hardpoint 3 4 8000 0 DC 123 Turreted large weapon mount, large drone rack, huge mechanical arm (up to Strength 20) or other heavy construction equipment (bac
Increased Structural Integrity +1 1 4 5000 0 DC 125 +1 Bod / lvl, max 1.5x original bod. Doesn't add mod slots
Increased Structural Integrity +2 2 4 10000 0 DC 125
Increased Structural Integrity +3 3 4 15000 0 DC 125
Increased Structural Integrity +4 4 4 20000 0 DC 125
Increased Structural Integrity +x 4 0 DC 125 Cost 5000 / lvl
Medevac Modifications 1 5 3500 0 DC 125 Allows a drone to carry an injured patient
Powered Breakdown [1] 6 L 1500 0 DC 125 Medium drones and smaller, mod slots is Bod / 2. Visual perception threshold is Rt +1 to detect it is a drone
Powered Breakdown [2] 6 L 3000 0 DC 125
Powered Breakdown [3] 6 L 4500 0 DC 125
Powered Breakdown [4] 6 L 6000 0 DC 125
Improved Handling [1] 2 5 18000 0 DC 125 -1 Handling
Improved Handling [2] 4 5 36000 0 DC 125 -2 Handling
Pilot-by-Wire [1] 3 6 L 24000 0 DC 126 -1 Handling, +2D to pilot tests. Does not stack with control rig or Improved Handling
Pilot-by-Wire [2] 6 6 L 48000 0 DC 126 -1 Handling, +2D to pilot tests, +1 Edge to pilot tests. Does not stack with control rig or Improved Handling
Removed Manual Controls -1 2 800 0 DC 126 More space!
Multi-Terrain Suspension (Static) [1] 0.5 2 2500 0 DC 126 Improves off-road handling at expense of on-road. Can't improve below original on-road handling
Multi-Terrain Suspension (Static) [2] 1 2 5000 0 DC 126
Multi-Terrain Suspension (Static) [3] 1.5 2 7500 0 DC 126
Multi-Terrain Suspension (Active) [1] 1 4 4500 0 DC 126 Temporarily (minor action) improves off-road handling at expense of on-road. Can't improve below original o
Multi-Terrain Suspension (Active) [2] 2 4 9000 0 DC 126
Multi-Terrain Suspension (Active) [3] 3 4 13500 0 DC 126
Interior Finish/Amenities
Squatter 1 2 1000 0 DC 127
Low (normally included in vehicle) 2 1 1500 0 DC 127
Middle 3 2 2000 0 DC 127
High 4 4 4000 0 DC 127
Luxury 5 6 20000 0 DC 127
Metahuman Adjustments (pilot) 0 2 500 0 DC 128 Trolls take 2 seat spaces
Metahuman Adjustments (all other seats) 0 2 250 0 DC 128 Cost of other seats or pilot seat if manual controls are removed
Increasing/Reducing Cargo Space [+2CF] 1 2 800 0 DC 128
Increasing/Reducing Cargo Space [+4CF] 2 2 1600 0 DC 128
Increasing/Reducing Cargo Space [+6CF] 3 2 2400 0 DC 128
Increasing/Reducing Cargo Space [+8CF] 4 2 3200 0 DC 128
Increasing/Reducing Cargo Space [+10CF] 5 2 4000 0 DC 128
Increasing/Reducing Cargo Space [+12CF] 6 2 4800 0 DC 128
Increasing/Reducing Cargo Space [+xCF] 2 0 DC 128 Cost is 800 / 2CF added
Increased Seating 1 2 1200 0 DC 128 Mod slots is 0.5 / seat (max +1.5x original seating) or 1 CF / seat
Living Space
Squatter 0 DC 128 Mod slots 1 / occupant or 1CF, cost 500 / occupant
Low 0 DC 128 Mod slots 2 / occupant or 2CF, cost 2000 / occupant
Middle 0 DC 128 Mod slots 3 / occupant or 3CF, cost 5000 / occupant
High 0 DC 128 Mod slots 4 / occupant or 4CF, cost 10000 / occupant
Luxury 0 DC 128 Mod slots 5 / occupant or 5CF, cost 100000 / occupant
Portable Facility 50 75000 0 DC 129 25 mod slots or 50CF. See rules for deploying facility
Rigger Cocoon 4 3000 0 DC 129 Mod slots is 0.5 or 1 CF. Gives rating 6 passenger protection system with Fire Resistance 2, an integrated bio
Smuggling Compartment 1-4 4 I 0 DC 129 Mod slots is 0.5 or 1 CF / lvl. Cost is 1000/ lvl
Smuggling Compartment Shielding 4 I 0 DC 129 Cost is 250 / lvl of compartment
Valkyrie Module 4 3000 0 DC 129 Mod slots is 1 or 2 CF
Ejection Seat 1 6 L 2000 0 DC 130
Electromagnetic Shielding 0.5 3 L 0 DC 130 Cost for Faraday cage is 1000x CF covered
Extreme Interior Security
Gas Dispersal System 1 4 I 3000 0 DC 121 Add toxin cost. See rules for dispersal
Zapper 2 5 L 6000 0 DC 139 6S(e) to everyone in contact with the interior
Integrated Cyberarm 1 4 15000 0 DC 130 Base Str & Agi 2, can be upgraded with cyberware mods
Life Safety System 1 1 4 0 DC 130 Cost Bod x 1000. Rt 6 Chem protection
Life Safety System 2 2 6 0 DC 130 Cost Bod x 3000. Full environmental seal
Passenger Protection Systems [1] 0.5 3 2500 0 DC 131 +1D to resist crash damage
Passenger Protection Systems [2] 1 3 5000 0 DC 131 +2D to resist crash damage
Passenger Protection Systems [3] 1.5 3 7500 0 DC 131 +3D to resist crash damage
Passenger Protection Systems [4] 2 3 10000 0 DC 131 +4D to resist crash damage
Passenger Protection Systems [5] 2.5 3 12500 0 DC 131 +5D to resist crash damage
Passenger Protection Systems [6] 3 3 15000 0 DC 131 +6D to resist crash damage
Skin Mods Open > Standard > Totally Enclosed
Increasing A Skin Form 1 Level 1 3 6000 0 DC 132
Increasing A Skin Form 2 Levels 2 3 12000 0 DC 132
Reducing A Skin Form 1 Level -1 2 4000 0 DC 132
Reducing A Skin Form 2 Levels -2 2 8000 0 DC 132
Realistic Features [1] 1 2 0 DC 132 Cost Bod x 1000. Threshold to detect as artifical 1
Realistic Features [2] 2 4 0 DC 132 Cost Bod x 2000. Threshold to detect as artifical 2
Realistic Features [3] 3 6 0 DC 132 Cost Bod x 3000. Threshold to detect as artifical 3
Realistic Features [4] 4 8 0 DC 132 Cost Bod x 4000. Threshold to detect as artifical 4
Armour Every 2 pts over original reduces accel by 1 and every 1 pt over original reduces top speed by 10
Standard Armor [+1] 0 3 800 0 DC 133 Max armour that can be added is original Bod x2 or when top speed would be reduced to 0
Standard Armor [+2] 0 3 1600 0 DC 133
Standard Armor [+3] 0 3 2400 0 DC 133
Standard Armor [+4] 0 3 3200 0 DC 133
Standard Armor [+5] 0 3 4000 0 DC 133
Standard Armor [+6] 0 3 4800 0 DC 133
Standard Armor [+7] 0 3 5600 0 DC 133
Standard Armor [+x] 3 0 DC 133 Cost is lvl x 800¥
Ceramic Plate 5 I 0 DC 133 Cost is armour level x 1500¥. Every 4 pts of armour (rnd down) add Bod 1 for resisting damage
Milspec Plate [1] 2 9 I 30000 0 DC 133 Reduce incoming DV by 1, reduce speed interval by 5
Milspec Plate [2] 4 10 I 40000 0 DC 133 Reduce incoming DV by 2, reduce speed interval by 10
Milspec Plate [3] 6 11 I 50000 0 DC 133 Reduce incoming DV by 3, reduce speed interval by 15
Elemental Hardening [1] 0.5 1 1000 0 DC 134 Equivalent of armour mods for electricity etc
Elemental Hardening [2] 1 1 2000 0 DC 134
Elemental Hardening [3] 1.5 1 3000 0 DC 134
Elemental Hardening [4] 2 1 4000 0 DC 134
Elemental Hardening [5] 2.5 1 5000 0 DC 134
Elemental Hardening [6] 3 1 6000 0 DC 134
Ram Plating [1] 0.5 4 I 1500 0 DC 134 +1 noise vs sensor locks, grants Edge point for stealth checks
Ram Plating [2] 1 4 I 3000 0 DC 134 +2 noise vs sensor locks, grants Edge point for stealth checks
Ram Plating [3] 1.5 4 I 4500 0 DC 134 +3 noise vs sensor locks, grants Edge point for stealth checks
Ram Plating [4] 2 4 I 6000 0 DC 134 +4 noise vs sensor locks, grants Edge point for stealth checks
Ram Plating [5] 2.5 4 I 7500 0 DC 134 +5 noise vs sensor locks, grants Edge point for stealth checks
Ram Plating [6] 3 4 I 9000 0 DC 134 +6 noise vs sensor locks, grants Edge point for stealth checks
Grey Mana Integration [1] 1 4 I 2500 0 DC 134 +1D / lvl to resist magic, magic tests inside the vehicle -1D / lvl
Grey Mana Integration [2] 2 4 I 5000 0 DC 134
Grey Mana Integration [3] 3 4 I 7500 0 DC 134
Grey Mana Integration [4] 4 4 I 10000 0 DC 134
Grey Mana Integration [5] 5 4 I 12500 0 DC 134
Grey Mana Integration [6] 6 4 I 15000 0 DC 134
Grey Mana Warding [1] 1 4 I 4000 0 DC 134 Fully enclosed vehicles only - warding becomes a permanent ward, see rules
Grey Mana Warding [2] 2 4 I 8000 0 DC 134
Grey Mana Warding [3] 3 4 I 12000 0 DC 134
Grey Mana Warding [4] 4 4 I 16000 0 DC 134
Grey Mana Warding [5] 5 4 I 20000 0 DC 134
Grey Mana Warding [6] 6 4 I 24000 0 DC 134
0 0 0 0 0 0 0 0 0
Powertrain Mods Vehicle Mods Slots = Bod Note mod slots can be shifted to another category 2:1
Remaining 0 0 0 0 0 0 0 0 0
Improved Acceleration [1] 1 3 15000 0 DC 134 Accel +30%
Improved Acceleration [2] 2 3 30000 0 DC 134 Accel +60%
Nitro Boost 2 3 I 5000 0 DC 134 Minor action double accel for D6 rnds, all vehicle checks use wild D
Gridlink 0 2 500 0 DC 135 Included with most vehicles
Hydrocarbon Fuel Converter 2 5 0 DC 135 Cost Bod x 1500¥. Can burn any organic matter for fuel
Improved Economy/Capacity [1] 1 2 6000 0 DC 135 Add 33% (typically 2hrs) to operational time
Improved Economy/Capacity [2] 2 2 12000 0 DC 135 Add 66% (typically 4hrs) to operational time
Improved Economy/Capacity [3] 3 2 18000 0 DC 135 Add 99% (typically 6hrs) to operational time
Suncell 1 2 9500 0 DC 135 Recharge batteries from sunlight
Gecko Tips [Size 1] 0 3 1500 0 DC 135 Can stick to surfaces
Gecko Tips [Size 2] 1 3 3000 0 DC 135
Gecko Tips [Size 3] 2 3 6500 0 DC 135
Gecko Tips [Size 4] 3 3 9000 0 DC 135
Secondary Propulsion Systems
Amphibious, Submarine 4 6 L 0 DC 135 [H5, Ac5, SI10, Sp40] Cost Body x 3,000¥. Operation time underwater 30mins
Amphibious, Surface 3 3 0 DC 135 [H4, Ac10, SI15, Sp60] Cost Body x 1,000¥
Glide Package 2 3 0 DC 135 [H5, Ac5, SI10, Sp60] Cost Body x 1,500¥
Hovercraft 3 6 0 DC 135 [H4, Ac10, SI15, Sp90] Cost Body x 3,000¥
Rocket Booster 3 8 I 0 DC 135 [H7, Ac100, SI50, Sp300] Cost Body x 6,000¥. Make short jumps, minor action to activate, lasts 3 rounds before depleted
Rotor 4 6 L 0 DC 135 [H5, Ac10, SI20, Sp120] Cost Body x 5,000¥
Tracked 2 5 0 DC 135 [H4/2, Ac4, SI15, Sp60] Cost Body x 2,000¥
Vector Thrust (LAV) 5 7 L 0 DC 135 [H4, Ac25, SI50, Sp300] Cost Body x 9,000¥
Walker 4 6 0 DC 135 [H3/3, Ac10, SI15, Sp30] Cost Body x 4,000¥
Wheeled 2 3 0 DC 135 [H3/4, Ac10, SI15, Sp120] Cost Body x 1,000¥
Winged 4 5 L 0 DC 135 [H5, Ac15, SI25, Sp150] Cost Body x 4,500¥. Fold away wings
Improved Stability 1 2 3 7000 0 DC 137 SI -1
Improved Stability 2 4 3 14000 0 DC 137 SI -2
Improved Stability 3 6 3 21000 0 DC 137 SI -3
Racing Suspension 3 6 L 20000 0 DC 137 Limits speed interval penalty to vehicles Handling
Tuned Suspension 1 4 12000 0 DC 137 Halves Speed Interval penalties either for road or off road. When on opposite may not gain edge
Top Speed Increase [1] 1 3 8000 0 DC 138 +20% to top speed
Top Speed Increase [2] 2 3 16000 0 DC 138 +40% to top speed
Top Speed Increase [3] 3 3 24000 0 DC 138 +60% to top speed
0 0 0 0 0 0 0 0 0
Electronics Mods Vehicle Mods Slots = Bod Note mod slots can be shifted to another category 2:1
Remaining 0 0 0 0 0 0 0 0 0
Chameleon Coating [1] 2 8 I 4500 0 DC 138 Invisible Improved 1 status. Lost if enter second speed interval
Chameleon Coating [2] 2 8 I 9000 0 DC 138 Invisible Improved 2 status. Lost if enter second speed interval
Chameleon Coating [3] 2 8 I 13500 0 DC 138 Invisible Improved 3 status. Lost if enter second speed interval
Chameleon Coating [4] 2 8 I 18000 0 DC 138 Invisible Improved 4 status. Lost if enter second speed interval
Electrochromic Paint 1 2 1500 0 DC 138 Can change colour / patterns
Passive Stealth Features 1 3 1000 0 DC 139 +1 threshold for perception to detect (or -1 hit in an opposed test)
Suncell 1 2 9500 0 DC 135 Recharge batteries from sunlight
Zapper 1 4 L 6000 0 DC 139 6S(e) damage to anyone inside the vehicle, get zapped status for rnds = to unresisted damage
Anti-Theft System [1] 0 0 500 0 DC 139 Free with any pilot rating. Alerts with lights and sound if intrusion detected
Anti-Theft System [2] 0 3 2000 0 DC 139 Broadcasts vehicle location and views of interior and exterior. Owner can lockdown vehicle
Anti-Theft System [3] 1 4 L 3500 0 DC 139 Allows a zapper or gas dispersal system
Anti-Theft System [4] 2 6 I 9000 0 DC 139 Explosive self destruct
Command and Control Comms 1 4 7000 0 DC 139 A PAN with C3 can protect any number of devices
Electronic Control Lockout 0.5 3 1500 0 DC 139 Wifi off, physical button
Electronic Countermeasures [1] 1 4 L 500 0 DC 140 Minor action to start area / directional jamming (double range of handheld device)
Electronic Countermeasures [2] 1 4 L 1000 0 DC 140
Electronic Countermeasures [3] 1 4 L 1500 0 DC 140
Electronic Countermeasures [4] 1 4 L 2000 0 DC 140
Electronic Countermeasures [5] 1 4 L 2500 0 DC 140
Electronic Countermeasures [6] 1 4 L 3000 0 DC 140
Integrated Matrix Device 0 2 800 0 DC 141 Plus cost of device. Becomes part of PAN without counting towards device limit
Nanomaintenance Repair System [1] 1 2 L 9000 0 DC 141 Roll rt D, each hit repairs 1 box in an hour. Or add rt to repair test by engineer
Nanomaintenance Repair System [2] 2 4 L 18000 0 DC 141
Nanomaintenance Repair System [3] 3 6 L 27000 0 DC 141
Nanomaintenance Repair System [4] 4 8 L 36000 0 DC 141
Retrans Unit 1 3 7000 0 DC 141 Count noise as if signal originated from retrans unit
Rigger Interface 0 2 1000 0 DC 141 Comes as standard on drones. Allows jumping in
xGuide Override 1 4 I 5000 0 DC 141 Take power from GridGuide but can't be controlled by it
Improved Pilot [1] 1 1 5000 0 DC 141
Improved Pilot [2] 2 2 10000 0 DC 141
Improved Pilot [3] 3 3 15000 0 DC 141
Improved Pilot [4] 4 4 20000 0 DC 141
Improved Pilot [5] 5 5 25000 0 DC 141
Improved Pilot [6] 6 6 30000 0 DC 141
Improved Pilot [7] 7 7 35000 0 DC 141
Improved Pilot [8] 8 8 40000 0 DC 141
Improved Pilot [9] 9 9 45000 0 DC 141
Network Sharing Enhancement 4 9 L 85000 0 DC 141 Riggers can share vehicle functions, see rules
Enhanced Sensors [1] 1 1 5000 0 DC 142 Enhance sensors.
Enhanced Sensors [2] 2 2 10000 0 DC 142
Enhanced Sensors [3] 3 3 15000 0 DC 142 Max small drone (or smaller)
Enhanced Sensors [4] 4 4 20000 0 DC 142 Max medium drone
Enhanced Sensors [5] 5 5 25000 0 DC 142 Max large drone
Enhanced Sensors [6] 6 6 30000 0 DC 142 Max motorcylce
Enhanced Sensors [7] 7 7 35000 0 DC 142 Max larger vehicle
Enhanced Sensors [8] 8 8 40000 0 DC 142 Max building
Enhanced Sensors [9] 9 9 45000 0 DC 142
Weapon Mounts
Small Weapon Mount 0 3 I 1500 0 DC 142 SMG or smaller, small hardpoint, 100(c) ammo
Small Turret Weapon Mount 0 5 I 6500 0 DC 142 SMG or smaller, standard hardpoint, 100(c) ammo
Standard Weapon Mount 0 4 I 2500 0 DC 142 Assault rifle or smaller, standard hardpoint, 250(c) ammo
Standard Turret Weapon Mount 0 6 I 8500 0 DC 142 Assault rifle or smaller, large hardpoint, 250(c) ammo
Large Weapon Mount 0 5 I 5000 0 DC 142 Any man portable weapon, large hardpoint, 500(b) ammo
Large Turret Weapon Mount 0 7 I 12000 0 DC 142 Any man portable weapon, huge hardpoint, 500(b) ammo
Blow-Away Panels [1] 0 2 I 100 0 DC 143 To cover small hardpoint
Blow-Away Panels [2] 0 2 I 200 0 DC 143 To cover standard hardpoint
Blow-Away Panels [3] 0 2 I 300 0 DC 143 To cover large hardpoint
Blow-Away Panels [4] 0 2 I 400 0 DC 143 To cover huge hardpoint
Drone Racks
Mini/Micro Drone Rack 0 3 1000 0 DC 143 Small hardpoint, 5 drones
Small Drone Rack 0 3 2000 0 DC 143 Standard hardpoint, 3 drones
Medium Drone Rack 0 4 5000 0 DC 143 Large hardpoint, 1 drone
Large Drone Rack 0 6 10000 0 DC 143 Huge hardpoint, 1 drone
Expanded Ammo Bins [Small] 0.5 3 L 400 0 DC 143 Double ammo storage
Expanded Ammo Bins [Standard] 1 3 L 800 0 DC 143 Double ammo storage
Expanded Ammo Bins [Large] 1.5 3 L 1200 0 DC 143 Double ammo storage
Expanded Drone Storage [Mini/Micro] 0.5 3 500 0 DC 143 5 extra drones
Expanded Drone Storage [Small] 1 3 1000 0 DC 143 3 extra drones
Expanded Drone Storage [Medium] 1 4 2000 0 DC 143 1 extra drone
Expanded Drone Storage [Large] 2 4 5000 0 DC 143 1 extra drone
Mechanical Arms
Mechanical Arm [Str 1-2] 0 2 2000 0 DC 144 Small hardpoint
Mechanical Arm [Str 3-5] 0 2 4000 0 DC 144 Standard hardpoint
Mechanical Arm [Str 6-10] 0 3 7000 0 DC 144 Large hardpoint
Mechanical Arm [Str 11-20] 0 5 11000 0 DC 144 Huge hardpoint
Pop-Out Concealment [Small] 0.5 2 I 1500 0 DC 144
Pop-Out Concealment [Standard] 1 3 I 3000 0 DC 144
Pop-Out Concealment [Large] 2 3 I 4500 0 DC 144
Pop-Out Concealment [Huge] 3 4 I 6000 0 DC 144
Ram Plate 0 3 L 0 DC 144 Cost Bod x 250¥
Winch 0 2 750 0 DC 144 Metal cable and hook. Wifi release
Winch 0 4 4000 0 DC 144 Gecko and magnetic 'hook' wifi engage and release
0 0 0 0 0 0 0 0 0
0
Contacts [Max connection or loyalty rating = Charisma at chargen]

Free Contact Pts 18 18

Candle in the Darkness * no 0 * Put final loyalty value in box (eg. +2), cost will be calculat
Massive Network no 0
Network no 0

Contact's Name Contact Type Connection Loyalty Cost


Max Lvl: 2 0
xxx xxx 0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0
0 0

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