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== GEAR AND EQUIPMENT == Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of bonus gear or with the '''''I Know a Guy''''' talent. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, '''DC15-25'''). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more. === ARMOR === {| class="wikitable" border="0" | '''PROTECTIVE GEAR''' || '''COST''' || '''ARMOR CLASS''' || '''STR''' || '''BR''' || '''STEALTH''' || '''WT''' |- | Synthetic Leahter || 100¥ || 11 +Dex modifier || -- || -- || -- || 6 |- | Reinforced Synetic Leather || 200¥ || 12 +Dex modifer || -- || -- || -- || 8 |- | Armored Clothing || 400¥ || 13 +Dex modifier || -- || 1 || -- || 8 |- | Armored Business Suit || 1,500¥ || 13 +Dex modifer || -- || 1 || -- || 9 |- | '''LIGHT ARMOR''' |- | Armored Clothing, reinforced || 600¥ || 14 +Dex modier || -- || 2 || -- || 10 |- | Undercover Vest || 650¥ || 14 +Dex modifier || -- || 2 || -- || 8 |- | Lined Coat || 800¥ || 15 +Dex modifier || -- || 2 || -- || 15 |- | Chameleon Suit || 2,000¥ || 15 +Dex modifier || -- || 2 || Special || 16 |- | '''MEDIUM ARMOR''' |- | Armored Jacket || 1,000¥ || 16 +Dex modifier (max 2) || 12 || 3 || -- || 20 |- | Flak Vest with Insert Plates || 1,250¥ || 16 +Dex modifier (max 2) || 12 || 3 || -- || 18 |- | Ballistic Longcoat || 1,000¥ || 16 +Dex modifier (max 2) || 13 || 3 || Disadvantage || 25 |- | Advanced Chameleon Suit || 8,000¥ || 16 +Dex modifer || 12 || 3 || Special || 20 |- | Light Security Armor || 2,500¥ || 17 +Dex modifier (max 2) || 11 || 4 || Disadvantage || 30 |- | Light Military Spec Armor || 6,000¥ || 17 +Dex modifier (max 2) || 11 || 5 || -- || 35 |- | '''HEAVY ARMOR''' |- | Security Armor || 4,000¥ || 18 || 13 || 5 || Disadvantage || 40 |- | Military Spec Armor || 10,000¥ || 19 || 15 || 6 || Disadvantage || 50 |- | '''SHIELDS''' |- | Riot Shield || 250¥ || +2 AC || 12 || +1 || -- || 12 |- | Breaching Shield || 500¥ || +2 AC (max Dex mod +2) || 13 || +2 || Disadvantage || 20 |- |} ARMOR NOTES * '''BH''' (Ballistic Hardness) - this Hardness (see BASIC HOUSERULES) only works against non-AP or Armor Piercing ballistic damage. Normally this does not stack if wearing multiple layers of armor except for shields, cybernetics and/or natural hardness. * '''Protective Gear''' - this armor is so basic and ‘everyday’ that they do not require any Armor Proficiency to wear and gain the full benefits. DESCRIPTIONS</br> '''Synthetic-Leather Jacket''': reinforced leather-like material popular with gangs.</br> '''Reinforced Synthetic-Leather Jacket''': heavier version of a leather jacket.</br> '''Armored Clothing''': made of light Kevlar weaved fibers that have been fashioned to appear as normal clothing. A '''DC15''' Wisdom (Perception) check at Disadvantage is required to notice that it instead armor (if taking an Action the check is not at disadvantage). MAD scanners are also at Disadvantage but the check drops to '''DC12'''.</br> '''Armored Business Suit''': a more fashionable version of armored clothing. Otherwise as Armored Clothing to detect that it is actually armor.</br> '''Reinforced Armored Clothing''': heavier armored clothing but still benefits from being heavily concealable as armor (as Armored Clothing to tell its armor).</br> '''Undercover Vest''': is made of light flexible Kevlar and can be worn under normal clothing without restricting movement. Requires a check as Armored Clothing to determine its armor.</br> '''Lined Coat''': made of medium weave Kevlar that is fashioned to look normal longcoat. Requires a check as Armored Clothing to determine its armor. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) checks to hide a light firearm or light melee weapon on his body (under the coat).</br> '''Chameleon Suit''': a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (disadvantage in inappropriate ones). It takes 1d4 full rounds for the suit patterns to change with user choosing from the available patters (voice or wireless command) (Restricted).</br> '''Armored Jacket''': fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A '''DC15''' Wisdom (Perception) check will notice that it is armored (including Passive). A MAD scanner will detect it automatically.</br> '''Flak Vest with Plates''': an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted).</br> '''Ballistic Longcoat''': this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able provide good protection. It comes available in most colors but brown and black are standard. A simple '''DC12''' Wisdom (Perception) check will notice that it is armored clothing (including Passive Perception) (Restricted).</br> [[File:SR.D5.Armor.jpg | 300px | left]] '''Advanced Chameleon Suit''': made with advanced ruthenium polymers to provide chameleon abilities to blend into the background automatically. It grants advantage with Dexterity (Stealth) checks and allows a normal Stealth check when the wearer does not have cover (so long as she does not move) (Restricted).</br> '''Light Security Armor''': obvious armor that is most commonly worn by corporate security teams. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage (Restricted).</br> '''Light Military Spec Armor''': military grade armor, very illegal for non-military. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation conditions and Resistant to any inhaled poison and radiation damage. Incorporate Low-Light and Dark Vision out to 60 feet (Military).</br> '''Security Armor''': heavier corporate armor. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation and Resistant to any inhaled poison or radiation damage. The wear is at Disadvantage with Athletics checks to jumping and swimming (Restricted).</br> '''Military Spec Armor''': the heaviest military grade, non-powered armor available. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and radiation conditions and Resistant to any inhaled poison and radiation damage. Incorporate Low-Light and Darkvision out to 60 feet. Wear is at Disadvantage with Athletics checks to jumping and swimming (Military).</br> '''Riot Shield''': This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can grant ½ cover with the shield to an adjacent target until the beginning of its next round (so long as it does not move or is forced to move for the round).</br> '''Breaching Shield''': Designed for breaching rooms, the shield incorporates a clear-metal view port at users’ eye level along with piton anchors that allow it to be set as a fixed point, as an action that provides one medium sized creature ¾ cover and up to four additional medium sized creatures ½ cover. It takes an action to un-anchor the pitons. When not anchored the users can spend a bonus action to grant ½ cover with the shield to an adjacent target until the beginning of its next round (so long as it does not move or is forced to move for the round). As a reaction, the user can impose disadvantage against one melee attack directed against it or an adjacent target (Restricted).</br> === WEAPONS === '''NEW DAMAGE TYPES''' * '''Ballistic''': this is a special type of piercing weapon damage. Anything resistant to piercing damage is also resistant to ballistic damage. * '''Blast''': Includes Force energy and bludgeoning damage.. * '''Explosive''': Includes Force, Fire, bludgeoning, piercing and slashing damage. * '''Restrained''': a target to must make a Strength save against the weapons ''DC'' or gained the '''''Restrained''''' condition. Struck targets must also make a Dexterity save, same '''DC''', or be knocked prone by the effect. The target can make a new Strength save with the same '''DC''' and with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune. * '''Stun''': a ‘living’ target must make a Constitution save against the weapon's ''DC'' or gains the '''''Stunned''''' condition. The target can make a new Constitution save at the end of its turn against the same '''DC''' and with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune. '''NEW WEAPONS PROPERTIES''' * '''AP''' (Armor Penetrating): this weapon ignores Ballistic Hardness and any type of Resistant to damage (against vehicles and materials must also include the Heavy Damage property). * '''Auto''': this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire houserules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto using 20 rounds. Heavy Autofire have a base AOE of 15x15ft (but still only deal base Auto damage when focused on one target). Switching modes between single fire and autofire mod takes 15ft of move during the attacker’s round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature. * '''Burst Fire''': This weapon can fire a three rounds burst of ammunition at once with an range weapon attack. The shooter takes a -2 to its attack roll but adds +1d(x) weapon damage to the damage result if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead, 5d8+2 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature. * '''Direct Fire''': These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets in the AOE gain Resistance to the damage (¼ damage with a successful Dexterity save). * '''DT''': Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage result if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature. * '''Feed''': means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action and Move (Speed 0) you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories). Treat these as Magazines (see Reloads). * '''Flame''': these weapons can set targets on fire. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon. Anything the target is struck must make an Intelligence save '''DC8''' (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure not only means full damage but the target has also caught fire. At the beginning of their turn (before they can act) the target suffers 2d6 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity save at the base '''DC'''. The target has advantage on the save if it falls prone to rolls around on the ground. The fire is automatically extinguished if target immerses themselves fully in water. * '''Heavy''': in this setting this feature also applies to anyone with a Strength of 12 or less. * '''Heavy Damage''': weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires these weapons in the same round. * '''Hold-Out''': are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves. * '''Knockdown''': If the damage from the weapon is enough to impose the '''''Reeling''''' condition the target is also knocked prone. * '''Loud''': this weapon cannot be quieted by silencers, etc. * '''Painful''': these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double against the target’s Wound Damage Threshold but only to impose the '''''Reeling''''' condition (recovers normally). * '''Reload''': weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move (Speed 0) that round. * '''Shotgun''' (Shot/Flechette rounds): impact with tremendous force at close range but diminish rapidly further out. At half the weapons base range add +1d(x) weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8). * '''Silence''': these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) '''DC15''' at disadvantage if within 15ft. * '''Sonic''': these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the '''''Deafened''''' condition for one minute. * '''Touch''': this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage. * '''Undermount''': These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space. Any WEAPON can be purchased from the PHB but at four times the price listed in g.p. in neyen (¥). '''Keen Blades''': can be added to any piercing or slashing weapon from the PHB or Katana (see below). The weapon adds +2 to its basic damage and costs 10 times the g.p. value or neyen (¥). Arrow and bolts cost 3¥ each. ====Melee and Ranged (Muscle powers) Weapons==== SIMPLE MELEE WEAPONS</br> '''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. If the character has the Brawler feat increase the damage die to 1d6 (or 1d8 for large sized creatures).</br> '''Combat Knife''': an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage with weapon feature two-handed).</br> '''Collapsible Baton''': this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).</br> '''Solid Core Staff''': these are dense metal core quarterstaffs that can strike with considerable force.</br> '''Shock Gloves''': these gloves deliver a powerful electrical shocks that can stun a target with a touch.</br> '''Shock Stick''': once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted).</br> MARTIAL MELEE WEAPONS</br> '''Katana''': a Japanese longsword that is light enough to count as a finesse weapon.</br> '''Monofilament Sword''': while not true monofilament, this blade is extremely sharp and halves any personal-scale Hardness (not vehicles). You cannot add the Keen Blade modifier to this weapon.</br> MARTIAL RANGED WEAPONS </br> These weapons are “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades. Both types can include a laser sight upgrade.</br> '''Carbon Crossbow''': made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.</br> '''Compound Bow''': composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. Add you Strength and Dexterity modifer to the weapons damage <font size=1> {| class="wikitable" border="0" | '''SIMPLE WEAPONS''' || '''COST''' || '''DAMAGE''' || '''WT''' || '''PROPERTIES''' ' |- | Brass knuckles || 5¥ || 1d4 bludgeoning || ½ || Finesse, holdout, light |- | Combat knife || 50¥ || 1d6 piercing || 1 || Fibesse, light, undermount |- | Collapsible baton || 25¥ || 1d6 bludgeoning || 2 || Finesse, holdout, light |- | Solid-core staff || 50¥ || 1d8 bludgeoning || 6 || Heavy, versatile (1d10) |- | Shock glove || 100¥ || Stun (15) || 1 || Finesse, holdout, light, reload (10p), touch |- | Shock stick || 200¥ || 1d6 lighting, Stun (15) || 3 || Finesse, light, painful, reload (20p), touch |- | '''MARTIAL WEAPONS''' |- | Katana || 75¥ || 1d8 slashing || 3 || Finesse, versatile (1d10) |- | Monofilament Sword || 1,000¥ || 2d6 slashing || 3 || Versatile (2d8) |- | '''MARTIAL RANGED WEAPONS''' |- | Carbon crossbow || 350¥ || 2d6+1 piercing || 5 || Ammunition (range 150/500), heavy, loading, 2-handed |- | Compound longbow || 500¥ || 1d10 piercing || 3 || Ammunition (range 150/500), heavy, 2-handed |- |} </font size> A new powercell for Shock Gloves costs 20¥ and weighs ¼lb, while the Shock Sticks cell costs 30¥ and weighs ½lb ====Firearms==== LIGHT FIREARMS</br> You are not at disadvantage using a light firearm in melee (as with most ranged weapons). Also for characters with a strength of 12 or less or small-sized creatures, when wielding a heavy light firearm in two-hands are not at disadvantage when making ranged attacks with them.</br> '''Streetline Special''': a very cheap weapon made of composite material (Restricted).</br> '''Colt American L36''': a sleek automatic that is very concealable with a good reputation. Standard models have an intergraded laser sights.</br> '''Colt-Remi Revolver''': reliable but cheap back up sidearm made specifically for security or police for an ankle-holster. </br> '''Fichetti Security 600''': designed as a light sidearm for security. It has a highly effective feeding mechanism that allows it to hold an incredible 30 rounds. Standard models have a laser sights.</br> '''Hammerli 620S''': A sleek and stylish revolver with intergraded Smartgun link.</br> '''Yamaha Sakura Fubuki''': features an all-electric firearm with no moving parts and automatic firing capacity. The standard model comes with an intergraded Smartgun link.</br> '''Ares Viper Silvergun''': sleek auto-pistol with sound suppressor and laser sight (Restricted)</br> '''Colt Manhunter''': popular with law-enforcement has an intergraded under the barrel laser sight.</br> [[File:SR.D5.Predator.jpg | 300px | right]] '''Ares Predator''': all-time favorite of mercenaries, runners and security it has an intergraded Smartgun link.</br> '''Ruger Super-Warhawk''': a bulky heavy revolver popular with law-enforcers and hunters.</br> '''Ceska Black-Scorpion''': a compact, light machine pistol with intergraded laser sights (Restricted).</br> '''Steyl TMP''': a light weight machine pistol of polymer-composites and laser sights (Restricted).</br> '''Ares Thunderbolt''': a heavy machine pistol that Lone Star has an exclusive contract with Ares for their police units. Includes an intergraded Smartgun link (Restricted).</br> '''Remington Roomsweeper''': this sawed-off, pistol grip shotgun can be concealed under a trench coat.</br> '''SR-5 Vesker''': a cheap folding stock light SMG with intergraded laser sight (Restricted).</br> '''HK MP-5 TX''': this concealable SMG has a silencer and under the barrel laser sight (Restricted).</br> '''Ingram Smartgun X''': SMG with intergraded Smartgun link, popular with mercenaries. (Restricted)</br> '''Defiance EX Shocker''': Also called a “lemon squeezer” fires up to four darts with wires out to 30 feet.</br> '''Yamaha Pulsar''': fires capacitor darts that eliminate the wires of older models. '''Ares Tangler''': looking like an oversized flare gun this pistol fires a fast hardening aerosol super-achieves that wraps around the target to effectively trap they for a short term.</br> '''Ruger Screamer''': a small, hand-held sonic stunner it is very loud when fired.</br> <font size=1> {| class="wikitable" border="0" | '''LIGHT FIREARMS''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' |- | Streetline Special || 250¥ || 2d4 ballistic || 40/200 || 2 || DT, holdout, light, reload (8m) |- | Colt American L36 || 450¥ || 2d4+1 ballistic || 40/200 || 2 || DT, holdout, light, reload (15m) |- | Colt-Remi Revolver || 300¥ || 2d4+1 ballistic || 40/200 || 2 || DT, feed (6c), holdout, light, loud |- | Fichetti Security 600 || 550¥ || 2d6 ballistic || 50/250 || 3 || Burst, DT, light, reload (30m) |- | Hammerli 620S || 650¥ || 2d6+1 ballistic || 50/250 || 2 || DT, feed (6c), holdout, light, loud |- | Yamaha Sakure Fubuki || 850¥ || 2d6 ballistic || 50/250 || 3 || Autofire, burst, DT, light, reload (20m) |- | Ares Viper Silvergun || 900¥ || 2d6+1 ballistic || 50/250 || 4 || Burst, DT, reload (40m), silent |- | Colt Manhunter || 650¥ || 2d8 ballistic || 60/300 || 4 || DT, heavy, reload (18m) |- | Ares Predator || 1,100¥ || 2d8+2 ballistic || 60/300 || 5 || DT, heavy, reload (14m) |- | Ruger Super-Warhawk || 600¥ || 2d10 ballistic || 60/300 || 5 || AT, DT, feed (6c), heavy, loud |- | Ceska Black-Scorpion || 750¥ || 2d6 ballistic || 40/200 || 4 || Autofire, burst, DT, light, holdout, reload (30m) |- | Steyl TMP || 700¥ || 2d6 ballistic || 40/200 || 4 || Autofire, burst, DT, light, holdout, reload (40m) |- | Ares Thunderbolt || 1,500¥ || 2d8+2 ballistic || 60/300 || 6 || AP, burst, heavy, relaod (12m) |- | Remington Roomsweeper || 400¥ || 2d8 ballistic || 20/80 || 5 || DT, feed (2i), heavy, knockdown, loud, shotgun |- | SR-5 Vesker || 650¥ || 2d6 ballistic || 80/400 || 4 || Autofire, burst, DT, relad (30m) |- | HK-MP5 TX || 850¥ || 2d6+1 ballistic || 80/400 || 4 || Burst, DT, holdout, reload (20m), silence |- | Ingram Smartgun X || 1,200¥ || 2d6+2 ballistic || 80/400 || 6 || Autiofire, burst, DT, reload (40m) |- | Defiance EX Shock || 500¥ || Stun (15) || 10/40 || 1 || Light, reload (4m), silent |- | Tamaha Pulser || 550¥ || Stun (18) || 10/40 || 2 || Light reload (4m), silent |- | Ares Tangler || 250¥ || Restrained (15) || 20/80 || 4 || Feed (1i), loud |- | Ruger Screamer || 750¥ || Sonic, Stun (15) || 15/50 || 4 || Light, loud, reload (8p) |- |} </font size> HEAVY FIREARMS</br> All of the following weapons are automatically two-handed.</br> '''AK-97 Carbine''': an extremely reliable light assault carbine, popular the world over (partly due to being cheap). However its’ lighter rounds do not have the punch of heavier assault weapons. Includes an intergraded laser sight (Restricted).</br> '''HK-227S''': popular with many security personal, this heavy SMG has an intergraded Smartgun link and sound suppressor (Restricted).</br> '''Uzi III''': worthy descendent of the legendary Israeli SMG weapon, includes a intergrated laser sight (Restricted).</br> '''AK-98 Assault Rifle''': cheap, reliable and popular with the cost conscious, this assault rifle is not flashy. It includes intergraded laser sights (Restricted).</br> '''FN HAR''': another reliable and popular light assault weapon with security personal it includes an intergraded laser sight system (Restricted).</br> '''Ares-Alpha''': designed specifically for Ares Firewatch squads, the Ares Alpha assault rifle is very popular on the shadowy streets of the world. It includes an Ares Antioch-2 intergraded grenade launcher (weight and price already included) and Smartgun link (Military).</br> '''HK XM30''': this is a modular “weapon platform” comes with a sleek carry case with all the different barrels, attachments and ammunition magazines needed. The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). It takes 1 minute (10 rounds) to “switch” between one weapon barrel and ammo clip, but can have two “ready” at any time. Add the weight of both 'barrels' intergrated at the time to determine the weapons weight. The case and all weapon systems weighs 29lbs. All systems have an intergraded Smartgun link (Military).</br> [[File:SR.D5.Sniper.jpg | 300px | left]] '''Ruger 100''': a favored weapon of many professional hunters, it has a built in Image Scope.</br> '''PJSS Behemoth Gun''': this double barrel heavy rifle is popular with those whom hunt the biggest and meanest para-animals around (Restricted).</br> '''Walter MA-21''': a military sniper rifle it comes with an intergraded sound suppressor (Disadvantage on Perception checks, '''DC15'''), Image scope and Smartgun link (Military).</br> '''Ranger Arms SM-4''': this sniper rifle includes an image scope and intergraded laser sight and advanced sound suppressor (Disadvantage on '''DC15''' Perception checks). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (price included, weight 4lbs) (Military).</br> '''Mossberg AM-CMDT''': an full-auto combat shotgun. (Restricted)</br> '''Remington 990''': a popular shotgun with law enforcement and for home defense.</br> '''Ingram White Knight LMG''': a light, man-portable machinegun with Smartgun link (Military).</br> '''Aztechnology Tangler''': looking like an oversized shotgun that fires tangler rounds of a fast hardening aerosol super-achieves that wraps around the target to effectively trap them.</br> <font size=1> {| class="wikitable" border="0" | '''HEAVY FIREARMS''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' ' |- | AK-97 Carbine || 600¥ || 2d8 ballistic || 80/400 || 6 || Autofire, burst, reload (20m) |- | HK-227S || 1,200¥ || 2d8 ballistic || 80/400 || 7 || Autofire, burst, DT, reload (30m), silent |- | Uzi III || 1,000¥ || 2d8 ballistic || 80/400 || 7 || Autofire, burst, DT, reload (40m) |- | AK-98 Assault Rifle || 950¥ || 2d8 ballistic || 100/500 || 10 || Autofire, burst, heavy, reload (40m) |- | FN HAR || 1,200¥ || 2d8+1 ballistic || 100/500 || 11 || Autofire, burst, reload (40m) |- | Ares-Alpha || 2,000¥ || 2d8 +1 ballistic || 100/500 || 16 || Autofire, burst, heavy, reload (30m) |- | HK XM30 (a) assault rifle || 4,500¥ || 2d8+1 ballistic || 100/500 || 10* || Autofire, burst, heavy, reload (30m) |- | (b) grenade launcher || -- || by grenade || 100/500 || 6* || Heavy, loud, reload (6i) |- | (c) shotgun || -- || 2d8 ballistic || 50/200 || 7* || Heavy, loud, reload (10m), shotgun |- | (d) light machingun || -- || 2d8+1 ballistic || 100/500 || 18* || Autofire only, heavy, loud, reload (50m) |- | (e) sniper rifle || -- || 2d10 ballistic || 200/700 || 14* || AP, DT, heavy, reload (12m) |- | Ruger 100 Hunter || 950¥ || 2d10 ballistic || 150/600 || 12 || Fedd (8i), heavy, loud |- | PJSS Behemoth Gun || 1,100¥ || 2d12+2 ballistic || 150/600 || 18 || AP, feed (2i), heavy, loud |- | Walter MA-21 || 1,800¥ || 2d12 ballistic || 300/1,000 || 16 || AP, DT, heavy, reload (15m) |- | Ranger Arms SM-4 || 1,600¥ || 2d10+1 ballistic || 300/1,000 || 14 || AP, DT, reload (9m), silence |- | Mossberg AM-CMDT || 1,000¥ || 2d8 ballistic || 50/200 || 16 || Autofire, Burst, heavy, knockdown, loud, reload (20m), shotgun |- | Remington 990 || 450¥ || 2d8 ballistic || 50/200 || 9 || Feed (8i), knockdown, loud, shotgun |- | Ingram White Knight LMG || 1,500¥ || 2d8 ballistic || 100/500 || 19 || Autofire only, heavy, loud, reload (50c) |- | Aztchnology Tanger || 600¥ || restrained (15) || 40/150 || 12 || Feed (6i), loud |- |} </font size> HEAVY WEAPONS</br> These weapons always include the heavy, loud and two-handed weapon properties</br> '''Ares Gatlin LMG''': A six barrel man portable light-machinegun with a backpack magazine (Military).</br> '''Stoner-Ares M202 MMG''': This is a semi-portable medium machine gun normally mounted onto a vehicle or medium sized drone. Otherwise attacks are at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires it is at disadvantage (Military).</br> '''Ultimax HMG-2''': A heavy, high calliber machinegun that can only be used from a fixed sitting position (tripod) or it can be mounted onto a medium sized vehicle or heavy drone (Military).</br> '''Panther Assault Cannon''': The assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Firing this weapon is at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires in the same round it is at still at disadvantage (Military).</br> '''Ares Antioch-2''': classic grenade launcher. Can be undermounted of a rifle +250¥ (Military).</br> '''Arms-Tech MGL-12''': this hand-held grenade launcher looks something like an oversized 12-round cinder revolver-like rifle (Military).</br> '''Aztechnology Striker''': a light-weight disposable one-shot missile launcher (Military).</br> '''Misubishi Yakusoku MRL''': a reusable missile launcher that allows for 4 separate missiles shots. It comes with an intergraded Image scope. Missile reloads cost $750 and weigh 4lbs each (Military).</br> <font size=1> {| class="wikitable" border="0" | '''HEAVY WEAPONS''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' |- | Ares Gatlin LMG || 2,500¥ || 2d8 ballistic || 80/400 || 30 || Heavy autofire only, reload (200b) |- | Stoner-Ares M202 MMG || 4,000¥ || 3d8 ballistic || 200/800 || 34 || Autofire only, reload (100b) |- | Ultimax HMG-2 || 8,000¥ || 3d10 ballistic || 200/800 || 54 || AP, autofire only, reload (200b) |- | Panther Assult Cannon || 4,500¥ || 4d8 ballistic || 100/500 || 26 || AP, heavy damage, reload (15c) |- | Arms Antioch-2 || 600¥ || grenade || 100/500 || 5 || Feed (4i), undermount |- | Ares-Tech MGL-12 || 1,400¥ || grenade || 100/500 || 11 || Feed (12i) |- | Aztechnology Strike || 900¥ || 4d10 explosive || 500/1,500 || 8 || AP, direct fire (AOC 10ft), heavy damage |- | Misubishi Yakusoku MRL || 2,300¥ || 4d10 explosive || 500/1,500 || 28 || AP, direct fire (AOE 10ft), feed (4i), heavy damage |- |} </font size> [[File:SR.D5.Weapons.jpg | 400px | right]] FIREARM AMMUNITION</br> For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Replacement powercells and fulling loaded mags for the Defiance EX Shock and Tamaha Pulser weight ¼lb each and cost 15¥. Powercells for the Rugar Scream cost 25¥ and weigh 1lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper and hunting rifles, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each.</br> '''Armor Piercing Rounds''': ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted).</br> '''Hollow-Point Rounds''': increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but treats Ballistic Hardness as double for damage reduction. Add 50% to the ammunition cost.</br> '''APDS Rounds''': increase the damage by +1 die step (i.e. 2d6 becomes 2d8) and ignores Ballistic Hardness. Increase the price of such ammunition by eight times the base cost (Military).</br> '''Explosive Rounds''': add +1d(x) additional base weapon damage die to total damage (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat/fire, 1-in-6 chance. This causes all the ammo to ‘cook’ off dealing double base damage to the weapons’ wielder and destroying the weapon. Triple the base ammunition cost (Military).</br> '''Gel Rounds''': deals ¼ damage (after ballistic hardness) with a hit but target is at Disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target also gains the '''''Stunned''''' condition until the start of your next turn instead of extra damage. Add 50% to the ammunition cost.</br> '''Slug Rounds (Shotgun only)''': lose all shotgun properties except knocking target’s prone when it imposes Reeling, double both ranges and increase weapon dice for damage by plus one step (2d8 becomes 2d10). Add 50% to the base ammunition cost.</br> '''Stick-n-Shock Rounds''': base damage, but converted to “lightning” damage and target makes an Intelligence save '''DC''' against the damage dealt (maximum DC20) or gain the '''''Reeling''''' condition. Increase the ammunition costs by six times the base cost (Restricted).</br> '''Shredder Rounds (Shotgun only)''': as shotgun slug rounds except ½ range (instead of double) and add the AP and Heavy Damage properties. Triple the base ammunition cost (Restricted).</br> ====Grenades and Explosives==== Hand grenades count as Simple Weapons for proficiency and are thrown with a range of 30/90.</br> Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These grenades have the two setting as normal grenades but they can also be set with air-burst. Air-Burst allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a '''DC12''' Intelligence (Mechanics) check to set property and uses 15ft of movement.</br> [[File:SR.D5.Genade.jpg | 350px | left]] Explosive packs are heavy explosives with a detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a '''DC15''' Intelligence (Mechanics) skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).</br> '''Concussion''': light explosive using air pressure as well as shrapnel to disrupt enemy lines.</br> '''Smoke''': after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.</br> '''Fragmentation''': deadly antipersonnel explosives with hundreds of steel flechettes. (Military)</br> '''Flash-Bang''': powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn. (Restricted)</br> '''Riot''': releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above. (Restricted)</br> '''Tangler''': these grenades release fast hardening aerosol super-achieves that wraps around all targets within the area of affect to effectively trap they for a short term.</br> '''EMP''': doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder's Intelligence saving throw vs. the '''DC'''. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune against grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. With a Mechanics skill check as an Action, against the DC of the grenade save will reactive the device. (Restricted)</br> '''White Phosphorus''': these military issued grenades have been outlawed by most of the world’s governments. Use the grenades '''DC''' instead of what listed under weapon properties above and the targets are at Disadvantage to saves to put out the flames until they fall prone and roll around on the ground (and that means they can make a normal save) and only gain advantage if immerses in water. (Military & Illegal for non-government).</br> '''Charge Pack''': explosive bomb and fairly simply timer (advantage with Mechanics check) (Military).</br> '''Mining Pack''': pre-made/mixed mining explosives mostly used to move dirt and rock (Restricted).</br> '''Anti-Armor Pack''': specialized bomb with adhesive pull-stripe, sticks to almost any surface (Military)</br> <font size=1> {| class="wikitable" border="0" | '''GRENADE''' || '''COST''' || '''DAMAGE''' || '''Save DC''' || '''EXP AREA''' || '''WT''' || '''PROPERTIES''' |- | Concussion || 25¥ || 2d8 force || Dex 14 || 15ft sphere || 2 || Knockdown |- | Smoke || 15¥ || non || none || 10/20/30ft sphere || 3 || -- |- | Fragmentation || 50¥ || 2d8 blast || Dex 15 || 10ft sphere || 2 || Knockdown |- | Flash-Bang || 60¥ || Special || Dex 18 || 10ft sphere || 2 || -- |- | Riot (Tear Gas) || 65¥ || Special || Con 15 || 5/10/15ft sphere || 3 || -- |- | Tangler || 50¥ || Restrained || Str 18 || 10ft sphere || 4 || -- |- | EMP || 75¥ || Special || Int 15 || 15ft sphere || 3 || -- |- | White-Phosphorus || 200¥ || 2d10 fire || Dex 15 || 10ft sphere || 4 || Flame |- | EXPLOSIVE PACKS |- | Charge Pack || 300¥ || 3d10 exploisve || Dex 15 || 20ft sphere || 10 || Heavy damage |- | Mining Pack || 500¥ || 5d10 explosive || Dex 12 || 40ft cone || 20 || AP, heavy weapon |- | Anti-Amor Pack || 750¥ || 6d10 explosive || Dex 18 || 15ft sphere || 14 || AP, heavy weapon |- |} </font size> OTHER EXPLOSIVES</br> '''Thermal Paste''': 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Damage 4d8 fire, 2ft area of affect (sphere), '''DC10''' Dexterity saving throw for half damage. It includes the weapon property AP and Heavy Damage. A tube has enough paste to spread along 20 feet long, 2” wide. It takes a '''DC15''' Intelligence (Mechanics) skill to properly deploy (Military).</br> '''Plastic Explosives''': 400¥ per 2lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires an Explosive kit to set timer or set off remotely and to determine AOE. Base brick deals 3d8 explosive damage in a 10ft radius or 15ft cone; '''DC15''' Dexterity save for half. It includes weapon properties of AP and Heavy Damage. Each additional brick adds either +1d8 explosive damage, increase the AOE by 5ft radius or +5ft to cone area. All features require a separate '''DC15''' Intelligence (Mechanics) check (Military).</br> ====Super-Heavy Weapons==== These weapons can only be mounted onto a vehicle (or huge drone) or onto a structured like platform. All with the Heavy Damage weapon property ignore the disadvantage of attacking when moving when mounted onto a vehicle. All weapon ammunition, bombs and missiles count towards the vehicle cargo storage capacity, wherever it is stored within it. Bomb and Missile reloads numbers in parentheses is the number that can be carried per Weapon Mount. All are Military for Availability. Super-heavy weapons suffer disadvantage on all attack rolls verse non-stationary Large sized targets or smaller (metahumans, critters, vehicles, etc.). See grenades for EMP effects, except that all vehicles and drones have a base save no matter their size. Heavy Autocannons and Light cannon use two weapon mounts, Heavy cannons use four. Bomb Bays use three weapon mounts, City Buster bays count a four. Heavy missile launcher mounts use two mounts. Count the weight of the mounting towards the vehicle’s maximum cargo capacity. Advanced auto-loading systems mean that it takes no time to reload a tank cannon camber and the rounds are stored separately within the machine. As noted above this ammo counts towards the vehicles cargo. Ammunition for autocannons are 800¥ for 100 rounds and weigh 50lbs, heavy autocannons and anti-armor light cannon rounds cost 1,200¥ for 100 rounds and weigh 100lbs. Heavy cannon anti-armor rounds cost 2,000¥ for 100 rounds and weigh 500lbs. Light and Heavy cannons can change their type to High-Explosive (price and weigh are the same). Add one weapon dice to the damage, change damage type to explosive and weapon properties Area of Effect 40ft for light cannons, or 60ft for heavy cannons, but lost the weapon dice multiplier (just base dice damage) and the Heavy Damage weapon property. They both have a DC15 Dexterity save, success for half damage (so a light cannon high explosive would deal 5d12 explosive damage with weapon properties – Area of Effect 40ft/DC15). Even if the character has Evasion, they would still suffer minimum damage with a save. Block Buster high explosive bombs cost 1,000¥ and weigh 40lbs each while City Buster high explosive bombs cost 8,000¥ each and weigh 200lbs. No matter the size all require a DC15 Dexterity save for half damage. Even if the character has Evasion, they would still suffer minimum damage with a save. For ½ the price and weigh can change their type to EMP with the DC20 Intelligence save in an Area of Effect twice the base listed. Deals minimum damage in basic area of affect with a DC15 Dexterity save, success for half damage. Light Missiles cost 750¥ and weigh 25lbs each, Medium Missiles cost 2,500¥ and weigh 50lbs each, and Heavy Missiles cost 6,000¥ and weigh 100lbs each. All are High Explosive standard and use the same DC15 Dexterity save as with bombs (see above). For HEAT missiles, prices are twice as much but weight remains the same. They add AP and Heavy damage weapon property while halving the Area of Effect. Add +2d12 to the base damage. Underwater or water based missiles are called torpedoes but otherwise cost and function the same. They can also be fired by specialized weapon mounts on Aircraft. === ADDITIONAL GEAR === '''CLOTHINS'''</br> [[File:SR.D5.Bodyguard.jpg | 300px | right]] '''Lower-class (Street) Clothing or Coveralls''': 25¥, Wt. 5lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk.</br> '''Middle-class Clothing''': 250¥, Wt. 6lbs. Better quality wear and low-end business attire for middle class.</br> '''Upper-class Clothing:''' 800¥+, Wt. 6lbs. High quality causal and business wear for the executive and policluber. (Really expensive power suit for the CFO of one of the Big 10 run several thousand each). Add +1 equipment bonus to all Charisma skills and trait checks in appropriate situations.</br> '''Formal Ware''': 3,000¥+, Wt. 6+ lbs. Tuxedos and royal gowns. Add +2 equipment bonus to all Charisma skills and trait checks in appropriate situations.</br> '''Shift Fabric''': 4,000¥, Wt. 5lbs. Clothing that can change colors and ‘design’ with one’s mood, via AR wireless. Adds +2 equipment bonus to all Charisma skills and trait checks in most situations.</br> '''Camouflage Uniform''': 150¥, Wt. 6lbs. In correct environment grant +2 equipment bonus to Stealth skill checks (but disadvantage in all others settings). Patterns include forest, artic, jungle, plains, urban etc.</br> '''Camoskin Cloak''': 2,500¥, Wt. 4lbs. Very advanced computer assisted patter-schemes that changes near instantly with background, grant advantage Stealth skill checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, allowing a normal check instead) (Military).</br> '''Hiking Boot'''s: 100¥, Wt. 2lbs. Good qualioty hiking boots. Grant Advantage against exhaustion caused by long journeys on foot.</br> '''COMMUNICATIONS'''</br> '''Comlink''' (Standard): 50¥, Wt. ¼lb. A standard, everyday communications devices that includes a cellphone, digital camera/camcorder, GPS unit, calculator, basic computer, wireless AR Matrix access, with AR display contact lenses and skin tight, near invisible AR gloves, etc. Base rating includes Broadcast 1 (300 feet) and Firewall 1 with Base A.I. Intelligence 12, Wisdom 10 (note not a true sentient AI), Proficiency bonus +2; standard Skills: Computer Use, History, Investigation, Perception and Technology. It requires an action to use a comlink skill. Comlinks can suffer damage from Matrix attacks (see the MATRIX). Against such attacks the base model has 5 Hit Points and a Hardness rating of 4.</br> :''Upgrades'': A.I. upgrade, each +2 to Intelligence (max 18) costs +250¥, each +2 to Wisdom (max 16) costs +300¥; Increasing Proficiency bonus to +3 cost +500¥ or to +4 cost 2,000¥. Library proficiency with any one of the following skills – Arcane, Insight, Life Science, Mechanic, Medicine, Physical Science or Religion cost 500¥ each. Adding Expertise with any one known skill cost +750¥. Sim Emersion +500¥. Interface jack +250¥. Signal Boost +200¥ for Broadcast 2 (1,500 feet), +500¥ for Broadcast 3 (2 miles) or +750¥ for Broadcast 4 (5 miles) or +1,000¥ for Broadcast 5 (20 miles). All types can include a Satellite Uplink for +500¥ and +5lbs. Upgraded Firewall +1 rating (base 2) for +1,000¥, or +2 rating (3) for +5,000¥ or +3 rating (4) for +25,000¥! :Comlinks can add either Scan or Search Programs (see the MATRIX) to the system for 250¥ each (at base Intelligence + proficiency). Upgraded Hit Points verses Matrix attacks cost +250¥ per +5 Hit Points (max +20 HP) and increase Hardness costs +500¥ per +2 Hardness (max +10 Hardness against Matrix damage). '''Biometric Reader''': 250¥, Wt. ½lb. Worn on one’s belt or arm shelve, this devices monitors the subject’s vital systems. This includes provides a digital display of the wearer’s body functions, heart-rate, BP and oxygenation readings, etc. Grants a +4 equipment bonus to Medicine checks to the subject. Wireless functions can alert team members of conditions, etc.</br> '''Subvocal Microphone''': 100¥, ½lb. Throat patch and concealable ear mic. Allows the wearer to communicate via a comlink by just moving throat muscles not speaking out load; if comes into question, others are at disadvantage to notice the subject spea''king with a '''DC15''' Perception spot or hear subject.</br> '''ELECTRONIC GEAR'''</br> '''Directional Microphone''': 750¥, Wt. 2lbs. This device can listen to conversation at distance (500 feet or so) if within unobstructed line-of-sight, allowing a normal Perception listen checks with subjects that the microphone is point at.</br> '''Laser Microphone''': 1,000¥, Wt. 2lbs. Used to listen in on conversations (normal Perception) within line of sight (up to 5 miles). Also possible to focus against windows, hard surface, etc. which normally blocks such conversions. This requires a DC10-15 Technology check (depending on surface material the laser is hitting).</br> '''Geiger Counter''': 50¥, Wt. ¼lb. This is a simple pocket detects harmful radiations levels and automatically informs the user (via voice recording or wirelessly) of what the present areas’ level and requires no roll.</br> '''Laser Range Finder''': 100¥, Wt. ½lb. Used to determine distances out to 10 miles with line-of-sight.</br> '''RFID Tag''': 1¥ each, nil weight. These tiny devices are easily concealed ('''DC20''' Investigation or '''DC25''' Perception) that adhere to most surfaces. They are used to track almost every item produced. They have a broadcast signal strength of 1 (300 feet) and Firewall rating 2 and are used by manufactures to upload software patches, upgrades, etc. To disable the broadcast feature is illegal and requires a Tag Locator/Eraser.</br> '''RFID Stealth Tag''': 50¥, nil weight. These electronic RFID tags are used to track sensitive items and are harder to detect by those who don’t want to be tracked. They have a Broadcast signal strength of 2 (1,500 feet) and a Firewall rating 2. The broadcast feature is only used when the owner sends out a request or if the tag detects a failure to deactivate it (Restricted).</br> '''Tag Locator/Eraser''': 1,000¥, Wt. 1lb. This small scanner is used to locating Tags and destroying them. A '''DC10''' Computer Use detects basic RFID tags and second check will deactivate one. Stealth Tags increase the '''DC15''' for both checks. The Firewall acts as a penalty to all checks. Failure to deactivate a tag send an alert to the manufactures about suspected tampering (Illegal).</br> '''FIREARM ACCESSORIES'''</br> '''Concealed Hostler''': 50¥, Wt. ½lb. Ankle, shoulder or hip holster that hides under a coat or clothing (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon on himself). Has space for 4 extra clips.</br> '''Gimbal-Stabilizer Sling''': 750¥, Wt. 15lbs. This shoulder harness and sling is a must for many heavy weapons. It allows a user of a Heavy damage weapon to move and still attack without disadvantage.</br> '''Hidden Arm Sling''': 250¥, Wt. ½lb. Auto-draw sling for a light pistol or knife (max weigh 2lbs). Does not count as an item manipulation to draw or ‘stealth’ such a weapon and can be easily hidden under the user’s clothing sleeve (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon).</br> '''Image Scope''': 400¥, Wt. 1lb. Advanced targeting scope. Can take up to 6 other visual enhancements (see below under Visual Enhancements). With Aim maneuver not at disadvantage with long range attacks and long range is doubled but this extreme range attack roll is at disadvantage.</br> '''Laser Sight''': 75¥, Wt. ½lb. Add +1 equipment bonus to a Weapon Ranged attack rolls and re-roll all 1’s on damage dice (firearms, bows and crossbows only).</br> '''Smartgun Link''': 500¥, nil weight (requires Smartgun Implant cyberware or Smartgun Goggles). Adds +2 equipment bonus to ranged attack rolls and re-roll all 1’s and 2’s on damage dice. This include a laser sight, and while the effects do not stack, those without the required cybernetic or goggle systems still gain the laser sight bonuses (Restricted).</br> '''Smartgun Goggles''': 750¥, Wt. ½lb. (as Smartgun link) Can be added to an Image Scope (above) or Goggles image devices (see below) requiring 3 enhancements (Restricted).</br> '''Silencer''': 200¥, Wt. ½lb. Disadvantage on '''DC15''' Perception checks, to hear the gun fire but only with semi-auto fire (single or double-tap). (Restricted).</br> '''Suppressor''': 500¥, Wt. ½lb. Disadvantage on '''DC15''' Perception checks, to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. (Restricted).</br> '''HAND HELD SCANNER'''</br> All require Computer Use proficiency for all checks. Untrained users are at disadvantage. Most checks require an Action to use.</br> '''Atmosphere Sensor''': 1,000¥, Wt. 2lbs. A '''DC15''' check will determines basic weather patterns for next 24 hours within a few miles radius.</br> '''Cybernetic Detector''': 500¥, Wt. 2lbs. This hand-wand unit detects if a subject has implanted cybernetics. The user makes a '''DC15''' (plus target’s Firewall rating) check against targets within 10 feet. If the user beat the '''DC''' by +5, gains targets’ Stain level and basic info on type of ware. Beating the '''DC''' by +10 or more gives more detailed info.</br> '''Electronic/Radio Transition Detector''' (bug detector): Cost 200¥, Wt. 1lb. This hand-wand unit allows the user to make a '''DC15''' check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away increase the '''DC''' by +5 (Restricted).</br> '''Explosives Detector''': 500¥, Wt. 2lbs. This hand-wand with a '''DC15''' check to detect most common explosives within 10 feet. Each 5 feet farther away increase the '''DC''' by +5 (Restricted).</br> '''Motion Detector''': 1,000¥, Wt. 4lbs. This hand sensor unit can detect any movement within 60 feet with a '''DC15''' check; each 10 feet farther away increase the '''DC''' by +5. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check while anything over a foot of solid material blocks it entirely. A targets that uses the Dash action grants advantage to the user’s check while those standing still (Speed 0 with nothing that costs movement) impose disadvantage to check.</br> '''MAD Scanner''': 750¥, Wt. 2lbs. This hand-wand unit to detect concealed weapons, by scanning for various minerals that weapons are most commonly made of. Within 10 feet of the user a '''DC15''' check it will detect any metal weapons, with a +5 '''DC''' it will detect aluminum, etc. and with a +10 DC with detect ceramic ones.</br> '''Olfactory Sensory''': 500¥, Wt. 3lbs. This device will detects and analyzes ‘smells’ within a 30 foot area with a '''DC15''' check (higher DC provide additional analytical details about the chemicals, etc.)</br> '''Sensor Suite''': 2,500¥, Wt. 5lbs. This hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a '''DC15''' check the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental (pollutions, etc.) and life-sigh readings. Increase the '''DC''' by +5 for every additional +25ft away targets are. Higher '''DC''' can determine more detailed information.</br> '''Ultrasound Scanner''': 1,000¥, Wt. 3lbs. Using ultrasonic sound waves, this device can ‘paints’ a picture of the surrounding area. This allows the user to ignore all light obscure penalties and heavy obscure caused by lighting out to 120 feet with a '''DC10''' check each round as a bonus action. These waves can be detected by a sonic scanner (or sensor suite).</br> '''MAGICAL EQUIPMENT'''</br> These items can only be used by awakened beings (Adepts or Magic Users).</br> '''Hand of Glory''': Cost 5,000¥, Wt. 2lbs. An illegal formula found in the banned witchcraft book ''Compendium Malecarum''. Made of the hand of a talented and dead individual, it grants the user the ability to substation one concentration base spell or adapt ability, chosen at the time one of the finger is lite (and must be held in one of awakened free hands for the duration). The awakened does not need to concentrate on this one spell or ability for the duration and does not require a concentration check to maintain it if she suffers damage. The affects last for 5 minutes (50 rounds). The user can lite and use all five fingers before the item becomes useless. (Illegal).</br> '''Magical Focus''': Cost 750¥, Wt. 1lb. This rod or piece of jewelry (often a ring) adds one of the following for a Magic User (must be chosen the item is purchased) either (a) +1 magical bonus to Magical Attack rolls or (b) +1 to summoningelemental rolls. This also only works for Hermetic</br> or Shamanic traditions and must be determined when purchased. A magic user may only use or even own one such a device. Higher quality ones are rare and generally not for sale (Restricted).</br> '''Quicksilver Camera''': Cost 2,000¥, Wt. 4lbs. This handled camera can only five mana-sensitive plates, which only one being exposed at a time, along it to make astral photographs (Restricted).</br> '''Witch’s Moss''': Cost 10,000¥ x Magnitude, Wt. 2lbs. This highly specialized and illegal alchemist moss has the effect of the ''Flesh-to-Stone'' spell. The user must touch the subject (simple touch so +2 to melee attack roll), if successful the target requires an '''DC12''' + the magnitude of the moss (max 6) Intelligence save or subject to the effects spell for up to 10 minutes, as the spell description (see MAGIC) (Illegal).</br> '''Warding Material''': Costs 100¥, Wt. ¼lb. See MAGIC under Astral Space on how to contruct.</br> '''MEDICAL EQUIPMENT & SERVICES'''</br> '''Auto-Doc Pod''': 25,000¥, Wt. 100lbs. This is a coffin-sized trauma pod. A single patient enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypospray syringe, med-scanner and 10 doses of sprayskin. A.I. has an Intelligence of 14, Wisdom 14, Proficiency +3 and skill Medicine (expertise) +8. Broadcast 3 (2 miles) and Firewall 3. The pod itself has a AC14, Hardness 8, HP20, Resistance.</br> '''DocWagon Basic Contract''': 10,000¥/year. Not gear, but a contact provided by the corporations DocWagon giving the holder first class medical care, 24 hours a day within most Metroplex areas. The contact include a medical ID signal for emergencies. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ (charged to holders account. Without the money there the service is not provided).</br> '''DocWagon Gold Contract''': 50,000¥/year. As basic but no extra charges for Hazardous Extraction.</br> '''Drug kit''': Cost 150¥, Wt. 3lbs. Includes a hypospray injector and comes with space for 32 additional vials of various drugs and up to 6 patches (cost and weight does not include the drugs).</br> '''Hypospray Syringe''': 150¥, Wt. ½lb. (1lb full). This advanced injector allows a medic to quickly administer various drugs to a willing adjacent target. It is an action on the user’s part and requires a melee attack roll vs. an unwilling target. They cannot penetrate medium or heavy armor. The injector can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered.</br> '''Medscanner''': 1,000¥, Wt. 2lbs. A small hand-held wand grants advantage with Wisdom (Medicine) skill checks.</br> '''Medical Kit''': Cost 600¥, Wt. 20lbs. Medical kits are advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. A fully stocked Medical kit comes with a hypospray injector and has units of supplies for 10 base uses (Restocking a medical kit costs 25¥ and weight 1lb per expended use of supplies). The following abilities each requiring the expenditure of one unit of supplies: * As an action, grants Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized. * Up to six creatures (including healer) gain Advantage on Hit Dice rolls during a short or long rest. * Attempt surgery in the field but double the time requires and the check is at Disadvantage. '''DC'''s are variable but usually start at 15. * Attempt to cure a disease or neutralize a poison ('''DC''' varies, but generally 10-25). This may also require more than one action of work (various by poison and disease). '''Sprayskin''': 250¥, Wt. ½lb per container. This miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. If, as an action, applied to an adjacent target or oneself, within one minute (10 round) of suffering any HP damage, the target recovers 2d8 HP of damage instantly. The target must complete a long rest before benefiting from sprayskin again. It also grants one addition Hit Dice for the target on their very next long rest. Each canister contains 6 doses of Sprayskin applications.</br> '''Surgical Kit''': Cost 1,000¥, Wt. 40lbs. Semi-portable, specialized medical gear to preform surgeries and cybernetic implant. With this you can perform Wisdom (Medicine) surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours).</br> '''Syringe''': 5¥, Wt. ¼lbs. Simple one-dose unit. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. Attack roll vs. an unwilling target. They cannot penetrate medium or heavier armor. Wt. ¼lb, Cost 5 credits each.</br> '''MEDICAL DRUGS & PATCHES'''</br> Drugs weigh of around 32 doses per pound, patches weigh ½lb each. Drugs come in pill form (take 1d4+1 minutes to active) or can be administered through a syringe (instant). Patches administer a drug almost instantly (1 round). To administer a patch or syringe requires both an adjacent willing target and an action or a Melee attack roll vs. an adjacent target if the subject is unwilling.</br> '''Antibiotic''': 50¥/dose. This drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated within 3d6 minutes. Most take a rest before another dose will have any effect.</br> '' '''Antivenom''': 30¥/dose. When applied a target may re-roll a saving throw against the '''''Poisoned''''' condition if they have it. If any poison-type hit point damage was inflicted to the subject within the last hour, the subject recovers/heals ½ of that damage back in 2d6 rounds.</br> '''Bliss''': 100¥/dose. This is a semi-hallucinogenic depressant is fairly popular as an upper-class as a recessional drug. The subject gains 2d6 +its Charisma modifier in temporary Hit Points. These temporary hit points last for 1d6+2. While under the affects the subject is at disadvantage on ability checks or contested check verses Deception and Persuasion skill checks and any situation that can impose the '''''Charmed''''' condition. However they do gain advantage against any saves that would impose the '''''Frightened''''' condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''Cram''': 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+2 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Perception checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again.</br> [[File:SR.D5.Drugs.jpg | 300px | left]] '''Deepweed''': 250¥/dose. This drug is smoked and can be very dangerous for a non-awakened (adepts and magic users) to use. For 1d4+2 hours after administration the subject is considered ‘awakened’ and sees into the astral space (as Duel-Natured). All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d4 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls to restore them (but not the lost hit points). A subject must complete a short or long rest before they can benefit from the effects again (Illegal).</br> '''Jazz''': 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Investigation and Perception checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain them all back plus one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</br> '''Kamikaze''': 100¥/dose. This is an illegal combat drug popular with pit fighters and mercs. A target of this drug gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target deals an addition +2 damage with melee attacks. These affects last for 3d6 rounds and then bonuses disappear and the user gains a level of exhaustion (Illegal).</br> '''Long Haul''': 25¥/dose. This stimulant is popular with anyone who needs to stay awake and alert for days on end. After administering this drug the subject ignores the effects of loss sleep for up to four days. The subject can remain partially active during a short or long rest (not fighting or any heavy physical actively but can still be doing light work, driving, walking, on patrol, etc.). At the end the subject suffers three levels of exhaustion that can only be recovered through one long rest each. No drugs can remove this exhaustion safely. Anything that does also reduces the subjects maximum hit points by 2d4 points. A subject must complete at least three long rests before they can benefit from the effects again.</br> '''Quick-Moss''': 150¥/dose. Popular with mages, this smoked drug made from the extract of various awakened plants allows a mage to concentrate on one additional spell at a time. However the mage is also at disadvantage with Perception checks for the duration. The effects last for one hour after it takes effect and the subject must take a short or long rest to benefit again. (Restricted)</br> '''Novacoke:''' 100¥/dose. This is a popular street drug that has made its way to the upper classes also. After administration the subject gains 2d6 temporary hit points and gains advantage on Perception and Persuasion skill checks. They also gain advantage on Intelligence, Wisdom and Charisma saving throws except if the check involves keeping a secret. With ‘secrets’ or keeping their thoughts private they are at a disadvantage as they cannot seem to keep their mouths closed. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''Patch, Antidote''': 50¥ each. Instant and has the same effect as an Antivenom dose.</br> '''Patch, Stim''': 50¥ each. Takes 1d6 rounds to removes one Exhaustion level. The effects lasts for 1d4+2 hours. Then subject gains the Exhaustion level back. Can be potentially harmful for magic users and adepts to use. Each time they do must make a '''DC10''' Constitution save +5 per time they have used one in the last 24 hours. Failure costs them 1 Strain points!</br> '''Patch, Tranq''': 400¥ each. Instant. The subject must make a '''DC15''' Constitut</br>on save or gains the '''''Unconscious''''' condition in 1d6 rounds. This condition last for 1d4+1 minutes afterwards. A '''DC20''' Wisdom (Medicine) skill check and one action can remove the condition by and adjacent ally.</br> '''Patch, Trauma''': 50¥ each. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (3 death saves successes) and restores the subject to 1 HP. A creature must complete a long rest before they can benefit from this patch again.</br> '''Psyche''': 250¥/does. This drug is popular with awakened character and is fairly safe for anyone to use. It is expensivevand rare. Administrating this drug grants the subject +2 insight bonus to all Intelligence, and Charisma saving throws, ability and skill checks. The subject also gets glimpses of astral space and can make a Perception '''DC20''' check to notice magical item or get a quick look at a nearby astral being. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''Radcleanse''': 100¥/dose. A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose restores its best Hit Dice back to their maximum HP reduced due to radiation damage. It cannot benefit from another dose until after it has completed a long rest. It also gains advantage on the Constitution save to recover more damage to its maximum HP after a long rest (see ENIVRONMENTAL).</br> '''Zen''': 75¥/dose. Another legal stimulant. Grants the subject 2d6 temporary hit points and a +2 insight bonus with all Intelligence and Wisdom ability and skill checks and they can ignore the effects of one level of ex. However the subject is at disadvantage with any skill checks used against them such as Deception. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.</br> '''MISCELLANEOUS GEAR'''</br> '''3D Printer''': 500¥, Wt. 15lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight (costs 10¥ per pound in supplies). Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex.</br> '''Artisan Tools''': 50-500¥, Wt. 10-100lbs. There is only a partial list found in PHB pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. This works as they do as listed in PHB including alchemy supplies but use different skills.</br> '''Explosives Kit''': 200¥, Wt. 10lbs. All the necessary tools (not the raw materials though) for creating, rigging or disarming bombs and explosives (Military).</br> '''Gaming Sets''': Varies. There are various types as following (a) Card sets include various card games. Cost 1-25¥, Wt. none. (b) Dice set are various types dice games, common on lower lifestyle area. Cost 1-25¥, Wt. none. (c) Gambling Booth including slot machines and the like. Cost 800¥+, Wt. 100lbs+. (d) Gambling Tables including things like roulette wheels, etc. Cost 1,000¥+, Wt. 100lbs+.</br> '''Grapnel gun''': 200¥, Wt. 4lbs; 50¥ and 2lbs for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Adds advantage to Athletic checks to climb up or down and treats all checks of 9 or less as if the target had rolled a 10 instead. Max weight capacity of 500 pounds.</br> '''Machine Shop''': 5,000¥, Wt. 500lbs+ just for the tools. This is a large workshop where you can park up to a Gargamturan sized vehicle within to work on, etc. Grants advantage with all Mechanics skill checks. A shop can also hold up to 5,000¥ worth of supplies (it does not include any in the base price listed but can be purchased or gather at the same amount as under Widget Bag with you have the feat).</br> '''Monowire Grapple Gun''': 1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong ropewire that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Monowire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted).</br> '''Monowire Spool''': 800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves and can be step up between two points as traps. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it compares their passive perception at disadvantage against a '''DC10''' (15 if dashing) or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed that round (Restricted).</br> '''Musical Instrument''': Veries, average hand held instrument 50¥+, Wt. 1lbs+. There are literally thousands of different musical instruments found all around the world. Electrical instruments that can synthetize almost any sound and start at 150¥, Wt. 1lb but can run high and be larger.</br> '''Repair Kit''': Cost 250¥, Wt. 10lbs. Advanced tool repair kit that is required to do all electrical and mechanical repairs to a weapon, drones, vehicle or devices. Miniaturization and universal tooling have been this manageable for personal carrying them, etc.</br> '''Sheath Gloves''': 250¥, Wt. ½lb. Wearer can handle monoowire safely, including security wire.</br> '''Wall Climbing Cups''': Cost 200¥, Wt. 4lbs. These vacuum suction cups are worn on the user’s hands and knees, allow the user a Climb speed of 15 feet on ‘hard’ (metal, glass, stone) horizontal surfaces.</br> '''SECURITY & COUNTER SECURITY DEVICES'''</br> '''Disguise Kit''': 250¥, Wt. 4lbs. Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near) (Restricted).</br> '''Fake License''': 1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a SIN (Fake or real). To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week (Illegal).</br> '''Fake SIN''': 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Matrix Search check by a security, but this rating degrades by 1 point every week. Enhanced versions rating 25 for 10,000¥ (Illegal).</br> '''Electronic Bug/Tags''': 100¥ each, Wt. 10 tags weigh about one pound. These tiny devices are easily concealed ('''DC20''' Investigation or '''DC25''' Perception) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (1,500 feet). Types include: Bugs Detectors that detect and record sounds (voices, etc.), Radios Detector detect and record radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check.</br> '''Wellesley Lock''': 50¥, Wt. 4lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires '''DC15''' Thievery to open. High quality locks add +5 '''DC''' and +5 HP for +100¥ or +10 DC and +10 HP for +250¥.</br> '''MagLock''': 500¥, Wt. 5lbs. HP 20, Hardness 8, Resistance, Firewall 2 rating. These magnetic door locks come with keypad or wireless access port. To gain access one must know the code or have the wireless access account. Illegal entry is '''DC15''' Thievery with a MagLock passkey or with a Computer User (but then minus from Firewall x4). Higher security systems increase the passkey to '''DC20''', Firewall 3 and HP 25, for 2,000¥; or '''DC25''', HP 25, Firewall 4 and Hardness 10 for 10,000¥.</br> '''GeneLock''': 1,500¥, Wt. 5lbs. HP 25, Hardness 10, Resistance, Firewall 2 rating. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. Illegal entry is '''</br>''' Thievery check with a GeneLock kit or with a Computer Use (but minus Firewall x4). High security systems increase the passkey to '''DC20''', Firewall 3 and HP 25 for 5,000¥; or '''DC25''', Firewall 4 and HP 25 for 15,000¥.</br> '''Forgery Kit''': 250¥, Wt. 2lbs. An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices (Restricted).</br> '''GenLock Glove''': Cost 2,500¥, Wt. 2lbs. This skin tight glove allows the user to mimic different genetic codes that can bypass a gen-lock pad reader. Illegal for most people (Illegal).</br> '''MagLock Passkey Kit''': Cost 1,500¥, Wt. 2lbs. Specialized tools for bypassing electronic magnetic-locks. It is illegal for anyone who doesn’t have the proper license, such as law enforcement, to own one (Illegal).</br> '''Thieves tools''': Cost 50¥, Wt. 1lb. Old-school lockpicks and tools for mechanical locks and doors (not overly common but still used in poor areas) (Restricted). Autopicker grants advantage on this roll. Cost 250¥ (Illegal).</br> '''Headjammer''': 500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a '''DC12''' Constitution save or gain the '''''Poisoned''''' condition for the duration (Restricted).</br> '''Neural Interface Disrupter''': 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires a '''DC15''' Intelligence save or the subject may not use any cybernetic systems that round. The subject must also make a '''DC12''' Constitution save or also gain the '''''Poisoned''''' condition for the duration (Restricted).</br> '''Mage’s Hood & Restraint''': 1,000¥, Wt. 5lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the '''''Blinded''''', '''''Deafened''''' and '''''Restrained''''' conditions throughout the duration. In order to escape it may try to make a '''''DC20''''' Athletics or Sleight of Hands skill check at disadvantage. This takes 1d6+4 rounds and successful or not, costs the subject one level of Echaustion at the end. It takes 1d4+1 rounds to place this item onto a helpless subject (Restricted).</br> '''Jammer, Area''': 750¥, Wt. 2lbs., Firewall 3. Jams all wireless and radio communications within a 60 foot sphere radius. Within the area users are at Disadvantage with any skill rolls that require communication or scanners. A '''DC15''' Computer Use (minus Firewall, as comlink) skill roll at disadvantage will overcome this blocking for one piece of tech for 1 minute (10 rounds).</br> '''Monofilament Handsaw''': 500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP and Heavy damage but only with a full round action. It has disadvantage if used in melee combat (Restricted).</br> [[File:SR.D5.Adept.jpg | 300px | right]] '''Monofilament Chainsaw''': 750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Loud and Two-Handed. It has disadvantage if used in melee combat (Restricted).</br> '''Wire Cutters''': 100¥, Wt. 1lb. Metal shears that are good for cutting wires. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. It has disadvantage if used in melee combat.</br> '''Metal Handcuff Restraints''': 50¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a '''DC18''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this checks are at disadvantage. After each attempt requires a '''DC15''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh 1½lb.</br> '''Handcuff, Alloy Restraints''': 150¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check vs. the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a '''DC20''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back this check is at disadvantage. After each attempt requires a '''DC15''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb.</br> '''Plastic Handcuff Restraints''': 75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Athletics check against the target’s Acrobatics or Athletics skill check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a '''DC15''' Athletics or Sleight of Hands skill check. If the target is restrained with its hands behind its back these checks are at disadvantage. After each attempt requires a '''DC12''' Construction save or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4.</br> '''Screamer''': 300¥, Wt. 2lbs. Proximity alarm that detects motion and sound, base Perception check +8 (passive 18). Within 30ft area of affect. If motion is detected it sets of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within Broadcast 1 or 300 feet). They automatically detects ultra-sound waves (Stummer or similar devices) within their area.</br> '''Stummer''': 1,500¥, Wt. 3lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to all Stealth checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves.</br> '''White Noise Generator''': 500¥, Wt. 2lbs. Used to mask talking within a 50 sphere radius area from outside listeners. Imposes Disadvantage on '''DC20''' Perception checks for those outside the area trying to listen in. Increase '''DC''' by +5 if those within area are attempting to mask their conversation.</br> '''SURVIVAL GEAR'''</br> '''Chemical Suit''': 600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. With a Gas Mask also gain advantage against dangerous radiation levels. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) causes tears and render the suit useless. Wearing this suit imposes disadvantage with Stealth.</br> '''Gas Mask''': 150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage and +4 equipment bonus to any saving throw against inhaled toxins and poisons and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles and suffers an -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br> '''Filter Plugs''': Cost 25¥, Wt. nil. Add +4 equipment bonus to saves from inhaled toxins and poisons when worn in the user’s nasal cavities.</br> '''Hazmat Suit''': 1,500¥, Wt. 20lbs. Immunity from airborne & contact toxins, poisons and pollutions. Advantage against all types of radiation and resistance to dangerous and extreme levels. Oxygen tanks last 4 hvours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (weighs 8lbs, replacement tank costs 400¥, refill 100¥). The wearer is at disadvantage to Stealth and a -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br> '''Wet Suit''': 600¥, Wt. 8lbs. Driving suit with oxygen tank. User can breathe underwater with 2 hour oxygen tank and gains +4 equipment bonus to saving throws against cold and raising to fast in pressure environment conditions (see the Environment). Also includes feet flippers that add a Swim speed of 25ft but impose a -10ft movement to Speed on land.</br> '''Winter Clothing''': 250¥, Wt. 8lbs. A winter coat & hood, gloves and boots.</br> '''Artic Survival Suit''': 800¥, Wt. 14lbs. Advanced/thicker winter cloth plus goggles and artic pants, gloves, etc.</br> '''Light Sticks''': 10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides bright light within a 15 feet radius and dim illumination within a 30 feet sphere radius for one hour. '''Micro-Flares''': 25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscure). Provides dim illumination within a 20ft sphere for 1 minute.</br> '''Rope, standard''': 20¥, Wt. 4lbs. Base 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break.</br> '''Myineric Rope''': 1,000¥, Wt. 6lbs. Base 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking about a minute with a wireless or voice command). Grants advantage on any Athletics checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break (Restricted).</br> '''Stealth Rope''': 500¥, Wt. 5lbs. Base 50ft of stealth rope that will disintegrate without a trace in two rounds after a voice or wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).</br> '''Rappelling Gloves''': Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed without suffering damage.</br> '''Canteen''': 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥.</br> '''MRE Ration''': 5¥, Wt. 5lb each. One days’ worth of nutritious (but bland) food. Requires ½ gallon of water (2 quarts) to provide minimum nutrition for subject.</br> '''Survival Kit''': 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +4 equipment bonus to Survival checks.</br> '''UTILITY CHEMICALS'''</br> '''Glue Sprayer''': 100¥, Wt. ½lb/canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a '''DC25''' Strength check at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).</br> '''Thermite Burning Bar''': 250¥, Wt. 1lb/bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a '''DC10''' Mechainics check (disadvantage without a Demolitions kit) to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military).</br> '''VISUAL AND AUDIO DEVICES'''</br> '''Pen-Light''': 10¥, Wt. ¼lb. A small hand or helm mounted devise that provides bright light up to 50 feet away, dim out 100ft.</br> '''Flashlight''': 20¥, Wt. 1lb. A light hand-held unit, provides bright light out to 200 feet (dim 200ft) or 40 foot radius (double dim light with radius). For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning).</br> '''Binoculars''': 250¥, Wt. 1lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular.</br> [[File:SR.D5.googles.jpg | 250px | left]] '''Goggles''': 100¥, Wt. ½lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.</br> '''Glasses''': 250¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses.</br> '''Monocle''': 150¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 3 Visual Enhancements, but only with one eye (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle.</br> Contact Lenses: 500¥, nil weight. With an action, a '''DC18''' Perception check at disadvantage, to notice. Can hold up to 2 Visual Enhancements. Costume eye contact lenses.</br> '''Earplugs''': 150¥, nil weight. With an action, a '''DC18''' Perception check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones.</br> '''Headphones''': 250¥, Wt. ½lb. With an action, a '''DC12''' Perception check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices.</br> '''Audio Enhancements''' – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device will fit). * '''Audio Amplifier''': +400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. * '''Audio Enhancer''': +300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. * '''Dampener''': +200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. Also Resistance to sonic damage. * '''High/Low Freq Hearing''': +400¥. This enhancement grants the user High/Low Frequenting Hearing. * '''Spatial Sound Recognizer''': +1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Detected by Low Freq Hearing. '''Visual Enhancements''' – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.) * '''Low-Light Vision''': +200¥. As species sense Low-Light Vision. * '''Flare Compensation''': +200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. * '''Dark Vision''': +500¥. This enhancement grants the user Darkvision out to 60 feet. * '''Vision Enhancement''': +450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. * '''Vision Magnification''': +400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. === CYBERNETICS === In Shadowrun, cybernetic implant enhancement is a reality and extremely common. In fact many civilians have internal comlinks and datajacks as a matter of course and for their work. A living creatures can only handle so much ‘ware within their bodies before it starts having an inverse effect on them. Each piece or level of ‘ware has a Strain level. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the ''lower'' of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of ''persistent'' Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution/Charisma increases. [[File:SR.D5.Cyborg.jpg | 400px | left]] The ''Awaken'' and certain citizens often reject cybernetic implants out of hand as it has a negative affect on the magical abilities. For those that lose limbs or suffer permenant injury clone-replacement' parts of their own DNA is prefered. A cloned replacement hand or foot or minor organ (a kidney) cost 2,500¥ and takes about a week to grow and surgically implant into the user. A replacement arm or leg or major organ (a lung or heart) is 6,000¥, takes about one month to grow and surgically reattach or implant to the user. These have no in game affects (Strain or otherwise) and these prices include surgery cost. A simple cybernetic prosthetic replacement hand or foot or minor internal organ costs 750¥ and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or replacing the bones of the skull or the skeletal frame of the chest costs 2,500¥ and four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally however, instead requiring the use of a '''DC15''' Wisdom (Medicine) check with a Surgery kit. During a short rest this restores 1d6 + the medics Wisdom modifier back in these extra HP, or 2d6 + the medics’ Wisdom modifier back during a long rest. The Medics feat does not aid here. A Mechanics check with Repair kit can work in an emergency but only restores 1d4 + the users’ Intelligence modifier back during a short rest or 2d4 + the users’ Intelligence modifier during a long rest (and 10¥ worth of supplies). All implants listed below require one hour of surgery per Strain to install and cause the subject three levels of Exhaustion. Most surgeons charge 500¥ per hour at a hospital grade location. A street doc might give you a break (10%-30% off) but they have a greater chance of not being able to do as much if something goes wrong. IMPLANTS'''</br> '''Adrenal Pump''' (1 level): this vat-grown organ is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this gland. Once activated, for 10 rounds (1 minute), the subject can take one extra action, bonus action and reaction a round. At the end of the duration the subject gains one level of Exhaustion. The subject must complete a short or long rest to regain (‘recharge’) the gland to use it again. Cost 15,000¥, Strain 4 (Restricted).</br> '''Aquatic Gill Grafts''' (1 level): these genetic grafts are added to each side of the subject’s neck and allow it to breathe underwater as if they were a fish. The subject cannot drowned in oxygenated water and gains advantage on Strength (Athletic) checks to swim. Cost 750¥, Strain 1.</br> '''Bone Density Augmentation''' (3 levels): Advanced biofibers are graphed to the subject’s skeleton structure and an increased calcium growth through gene-injections that greatly increase the bones durability and the subject's ability to absorb damage. Level I grants the subject a base 2 Hardness rating against all damage and adds +2 to the subject’s unarmed attack damage; Cost 10,000¥, Strain 2. Level II grants the subject a base Hardness to rating of 3 and adds +3 to the subject’s u</br>narmed damage; Cost 25,000¥, Strain 3. Level III grants the subject a base Hardness to a rating of 4 and adds +5 to the subject’s unarmed damage. Cost 65,000, Strain 5 (Restricted).</br> '''Boosted Reflexes''' (3 levels): this combat sensor systems are implanted into the subjects’ frontal lobe region of the brain and greatly enhance its combat awareness abilities. Each level gains the subject a +1 insight bonus to its Armor Class. Cost 10,000¥ and Strain 3 per level (Restricted).</br> '''Cerebral Boost''' (2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level I implants grants the subject +2 Intelligence up to a maximum score of 21; Cost 40,000¥ and Strain 3. Level II implants grant the subject instead +4 Intelligence up to a maximum of 23; Cost 100,000¥ and Strain 6 (Restricted).</br> '''ChipJack''' (4 levels): a dedicated datajack port is implanted into the subject’s brain. This allows the subject to gain proficiency with certain skills that it might otherwise not have when she places a skill-clip into the jack. There are three basic forms of chips that the jack can access – Active-Soft, Know-Soft and Language-Soft. It takes a full round action to place or remove a chip into a willing subject’s chipjack. On the following round the subject gains access to the information on the chip and can apply the chip’s proficiency bonus. If this is lower than the subject’s bonus it offers no additional benefits. If the subject has more than one Chipjack port she can access more than one subject or skill at a time. Cost 750¥ and 1 Strain each level. :Clip Types and cost :Language-Soft allow the subject to speak and read one language and cost 500¥ each. :Basic Know-Soft chips have an attribute modifier bonus and a proficiency bonus total of +4 for the following subjects – Arcana, History, Life Science, Physical Science and Technology. Each skill chip cost 500¥. Enhanced versions grant a +6 and cost 1,500¥ each, while Advanced version grant +8 and cost 5,000¥ each. :Basic Active-Soft chips grant a skill bonus total of +4 for the following subjects – Acrobatics, Animal Handling, Computer Use, Insight, Investigation, Medicine and Survival. Each skill chip costs 2,000¥ each. Enhanced version grant a +6 bonus and cost 8,000¥ each, Advanced version grant a +8 total and cost 20,000¥ each (see SkillWires below for other skills). '''Comlink, internal''': as a standard comlink but implanted behind one of the subject’s eyes and along the skull. The system automatically includes the effects of a subvocal microphone. Base rating includes Broadcast 1 (300 feet) and Firewall 1 rating with Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Cost 500¥, Stain 1. All of the normal comlink upgrades allowed for a standard comlink can be added for the same cost, except for Satellite Uplink. The subject can carry the necessary equipment to gain a signal uplink but it cannot be implanted into the body.</br> '''Cybernetic Ear Replacements''' (1 level+): The subjects’ ears have been replaced with cybernetic ones. This Cost 500¥ each but only 1 Strain total. These cybernetic replacements can hold up to 3 Strain worth of cybernetic-audio enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers, except Spatial Sound Locator, can be added to a subject without cybernetic ears (as simple cybernetic upgrades) but the subject then counts all Strain in full. :o '''Audio Amplifier''' (3 levels): +500¥ and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base listen check out to 120ft as normal. With three levels can make base listen checks out to 200ft. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. :o '''Audio Enhancer''' (1 level): +500¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. :o '''Dampener''' (1 level): +250¥. Advantage on any saving throws against sonic effects or damage. Resistances to Sonic damage types. :o '''High/Low Freq Hearing''' (1 level): +500¥. Grants the user High and Low Frequenting Hearing. :o '''Spatial Sound Locator''' (1 level): +2,000¥, Strain 3. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing. '''Cybernetic Eye Replacements''' (1 level+): the subjects’ eyes have been replaced with cybernetic ones. This Cost 600¥ each but only 1 Strain total, but can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject then pays the full Strain cost. All metahumans who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they take the cybernetic version. :o '''Low-Light Vision''' (1 level): +400¥, Strain 1. As species sense Low-Light Vision. :o '''Flare Compensation''' (1 level): +400¥, Strain 1. Advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. :o '''Dark Vision''' (1 level): +750¥, Strain 1. Darkvision out to 60 feet. :o '''Vision Enhancement''' (1 level): +600¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. :o '''Vision Magnification''' (3 levels): +500¥ and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base sight check out to 120ft as normal. At level 3 can make normal checks out to 200ft. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. '''Cyber-Arm Enhancements''' (2 level): require that at least one arm has is a cybernetic replacement. Increase all melee attack damage by +2. Cost 4,000¥ per arm, 0 Stain (paid already with cybernetic arm replacement)</br> '''Cyber-Leg Enhancements''' (7 levels): these implants require both legs to have been cybernetic replaced. Note that the legs can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times), +5ft to base Leaping distance (can be taken 3 times), Boosted kick (change unarmed damage to 1d6/1d8 for a large sized creature, bludgeoning damage. The Brawler and Martials Arts feats can increase this damage, see FEATS). Cost 1,000¥ and Strain 1 per level.</br> '''Damage Compensators''' (2 levels): This advanced gene-therapy allows the subject to better shrug off damage and pain. Grants the subject advantage with any saving throw verses weapon damage of Stun and to recover from the '''''Reeling''''' condition. Also ignores weapon property effect of Painful (i.e. do not double the damage for imposing reeling). Each level also grants the subject 10 temporary Hit Points. These Hit Points return after a long rest and do not require repair. Cost 10,000¥ and Strain 3 per level (Restricted).</br> '''Datajack''' (1 level): a simple brain implant that allows the subject to use either a fiber-optic cable to directly interface with any type of electronic devices and computers or wirelessly if using a comlink with a wireless interface modifier. Cost 500¥, Stravn 1.</br> '''Dermal Plating''' (3 levels): advanced bio-Kevlar strands are implanted into the outer layers of the subject’s skin providing enhanced protection from damage. Each level the subject’s a Hardness rating of 1. Cost 2,500¥ and Strain 1 per level (Restricted).</br> '''Drone Hand Mount''' (1 level): this implant requires that the subject have at least one cybernetic hand replacement. When not in use it acts as a normal cybernetic hand and any attempt to detect the drone is at Fisadvantage. When deployed the subject cannot use that hand for any other activity. 1,000¥, no Strain (already paid for with the replacement hand). See Drones 9n GEAR AND EQUIPMENT) for stats.</br> '''Filter Upgrade''' (1 level): these advanced toxic filtration system are implanted into the subjects’ nasal cavities and grant +4 equipment bonus to saves vs. inhaled toxins or gases. Cost 1,000¥, Strain 1.</br> '''Flesh Pockets''' (1-5 levels): specialized voids are opened within the subject’s body cavities allowing small (4-5 lbs.) items to hidden within. Items placed within are hard to detect (impossible to detect without some special senses, then generally imposs disadvantage to the check). Cost 500¥, Strain 1 each. A medium sized creature can hold up to 3 such pockets while a large sized creature can hold 5.</br> '''Frame Reinforcement''' (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. Cost 1,000¥, Strain 1.</br> '''Hand Razor''' (2 or 4 levels): these are cybernetic fingernail replacements that are razor sharp. Level 2 are retractable and others attempting to detect them as weapons are at disadvantage. Add 1d4 piercing or slashing (attacker’s choice) to unarmed damage. Have finesse and light weapon properties. Cost for one hand implants is 1,000¥, Strain 1, retractable ads +500¥, Stain +1 (Restricted).</br> '''Hand Spur''' (2 levels pr 4): these are bio-metal spurs implanted into the back of the subject’s wrist and forearms. Level 2 these spurs are retractable and others attempting to detect them as weapons are at disadvantage to do so. Add 1d8 slashing to unarmed damage. Have finesse and light weapon properties. Cost for one arm imp;lant is 3,000¥, Strain 1, retractable ads +500¥, Stain +1 (Restricted).</br> '''Internal Organ Implant/Replacements''' (2 levels): the subject’s internal organs are either replaced or strengthened with cybernetic ones. Level I implants grants the subject +2 Constitution up to a maximum score of 21; Cost 10,000¥ and Strain 3. Level II grant the subject instead +4 Constitution up to a maximum of 23. Cost 30,000¥ and Strain 6 (Restricted). This Con bonus does not affect total strain that a subject may have.</br> '''Internal Air Tanks''' (3 level): replacing part of the subject’s lungs with small air biotanks they allow the subject to ‘hold its breath’ for one hour per level. The subject is immune to any inhaled gases during this but is not immune to contact toxic, etc. Require a long rest to regain usage of the tanks. Cost 5,000¥ and Strain 1 per level.</br> '''Move-By Wire Reflex''' (1 level): this system not only enhances the subjects’ reaction but also greatly increases its coordination and responsive reaction time. The subject gains a +2 bonus to AC and equipment bonus with Acrobatics, Athletics, Initiative and Stealth skill checks, gain advantage on Dexterity saving throws. Finally gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 50,000¥, Strain 9 (Restricted).</br> '''Muscle Implants''' (2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level I implants grants the subject +2 Strength up to a maximum score of 21; Cost 10,000¥ and Strain 3. Level II implants grant the subject instead +4 Strength up to a maximum of 23; Cost 30,000¥ and Strain 6 (Restricted).</br> '''Ocular Drone''' (level 1): this eye mount requires that the subject have at least one cybernetic eye replacements. It allows the subject to store an ocular drone within the eye socket. Others have disadvantage at detecting the drone when mounted, but the subject is blind in one eye when the drone is in use (Disadvantage on ranged attack rolls and perception checks past 10ft). Cost 1,000¥, Strain 0 (already paid for with the replacement cybernetic eye). See Drones for stats.</br> '''Orthoskin''' (3 levels): this advanced gene-therapy enhances the layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject ''Resistance'' to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 3 (Restricted).</br> '''Radar Scan Implant''' (1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsight in a 60ft radius area. Radar waves are automatically detected by Hi/Low frequency hearing and various sensors. Cost 30,000¥, Strain 4.</br> [[File:SR.D5.Cyborg2.jpg | right]] '''Reflex Implants''' (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000¥ and Strain 3. Level II implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost 50,000¥ and Strain 6 (Restricted).</br> '''Skillwires''' (level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. These upgrades allows the subject to benefit from muscle memory skills. Each system must be installed into the subject at a time and this includes a dedicated chipjack (the 'chip' is not removeable). These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill proficiency bonus of +4 for one of the following – Acrobatics, Athletics, Boating, Drive, Initiative, Pilot, Stealth or Thievery and cost 5,000¥ each. Advanced version grant +6 proficiency bonus, cost 15,000¥ each.</br> '''Sleep Regulator''' (1 level): genetic bio-engineering allows for the subject’s brain waves to be changed in such a way that it only needs 3 hours of sleep for the benefits of a long rest. It still requires that the subject be inactive for 8 hours but they can be performing basic physical activity and are fully alert doing this time. Cost 5,000¥, Strain 1.</br> '''Smartgun Implant''' (1 level): skill wires are implanted within the subject’s eyes and the subject’s hands that greatly enhance its ability to hit with firearms. The link, which can be combine with a laser sight (see GEAR AND EQUIPMENT) adds +2 equipment bonus to the subject ranged weapon attack rolls and allows the attacker to re-roll 1s and 2s on any damage dice rolled, but only with weapons that the Smartgun link upgrade. Costs 2,000¥, Strain 2.</br> '''Taser Hand''' (1 level): a melee taster is implanted into one of the subject’s hand. With a successful touch melee attack (+2 to roll) the target must make a '''DC15''' Constitution save. Failure results in it gaining the '''''Stunned''''' condition and suffering 2d6 electrical damage. Success suffer ½ damage and do not gain the condition. Includes weapon properties finesse. light and touch. At the end of each of the target’s rounds it can make a new Constitution save against the same '''DC'''. Success removes the condition. Cost 5,000¥, Stain 3.</br> '''Vehicle Rigger Control''' (VRC) (1 level): Requires a Datajack implant. A complex neural pathway implant that allows the subject to control vehicles, drones and internal systems with its mental commands. This is done via a comlink and either AR interaction or wireless interface and emersion. The vehicle or system must have a Rigger upgrade (drones automatically include this). The ‘rigger’ can control up to its Intelligence modifier in systems at a time and gains one additional Action on each of its turns. This action can only be used with one of the systems that is under its control and it must be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics but see Tech talents for exceptions (see Drone Rigger and Riggers under HEROIC CLASSES). Cost 20,000¥, Strain 6.</br> '''Weapon Implant''' (2 levels): a small, hand-held firearm is implanted into the subject’s cybernetic arm replacement. Something the size of a light pistol (up to a Hammerli 620S) Costs 2,000¥ plus the weapon’s cost and Strain 1. Any other light firearm costs 5,000¥ plus the weapon’s cost with Strain of 2. A shotgun or two-handed SMG costs 8,000¥ plus the weapons cost and Strain 4. These weapons are totally hidden within the subject’s limb when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload.</br> '''Wired Reflexes''' (1 level): this advanced system is implanted along the subject spin to greatly enhance their reaction time. The subject gains a +2 bonus to AC and equipment bonus Initiative skill checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 25,000¥, Strain 6 (Restricted).</br> ''Special Note – Bone Density Augmentation, Dermal Plating and Orthoskin implants cannot be combined. Adrenal Pump, Boosted Reflexes, Move-By Wire Reflexes, Vehicle Rigger Control and Wired Reflexes implants cannot be combined.'' === STANDARD DRONES === These are only the most common, “off the shelf” Drone found in the shadows. All drones have built in Comlinks (Broadcast 2/1,500 feet, Firewall 2 rating) and Rigger Upgrades. All Drones are at least Redistricted Availability. See the GM section on Drone creation and upgrades. [[File:SR.D5.drone1.jpg]] '''Size''': drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. With Attribute boost (Strength), each level adds +10% to drones capacity.</br> '''Cost''': drones price new, in ¥.</br> '''Attributes''': drones attributes</br> '''Prof''': drone’s basic proficiency bonus.</br> '''Save''': additional save type the drone has proficiency.</br> '''Threshold''': as with characters and vehicles, this is the damage to send a drone to Reeling.</br> '''Speed''': the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs or wheels, etc. have no ground speed (Move 0).</br> '''AC''': basic armor class without Dexterity bonus added on.</br> '''HD''': basic Hit Dice of the drone.</br> '''HP''': base number of Hit Points.</br> '''Battery''': the drone’s operation time on a fully charged battery.</br> '''Special''': any special abilities base on the drone’s size, etc.</br> '''Optical Drone'''¹ [requires Cyber-Eye Replacement and Optic-Drone Mount]. This is a detachable eye drone with VTOL flight capacity and advanced sensors. Cost 10,000¥, Wt. 1.5lb. Attributes: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 7; Speed: 60ft fly (180 MPH); AC 14; SZ: Fine; HD: ½; HP: 5; Hardness: 0, Proficiencies: Computer Use +3, Perception +4, Stealth +8 :''Special Qualities'': VTOL propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 60ft, Low-Light) (½lb), Skill Expertise & Proficiency (Stealth). '''Shiawase Kanmushi'''¹. This drone is designed to look like a cockroach with standard ‘gecko-crawl’ wall-crawling system. Cost 7,000¥, Wt. 1lb. Attributes: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 7; Speed: 30ft (30 MPH), climb 20ft; AC 15; SZ: Fine; HD: ½; HP: 5; Hardness: 0, Proficiencies: Computer Use +3, Perception +2, Stealth +8 :''Special Qualities'': Walker propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. Animal Form, Sensor (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. '''Sikorshy-Bell Microskimmer'''¹. A very small rotor vehicle (size of a small hummingbird) used for surveillance. Cost 9,000¥, Wt. 2lbs. Attributes: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 7; Speed: 40ft fly (8 MPH); AC 14; SZ: Fine; HD: ½; HP: 5; Hardness: 0, Proficiencies: Computer Use +3, Perception +6, Stealth +6 :''Special Qualities'': Rotor propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons. AI boost (Wisdom) 2, Sensors (Darkvision 120ft, Telescopic Vision 120ft) (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth) '''Drone Hand'''¹ [requires a Cyberarm and Drone-Hand Mount]. This is a detectable cybernetic hand that can act like a remote stealth drone. Cost 9,600¥, Wt. 8.5lbs; Attributes: Strength 6, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +2; Save: Dexterity +6, Intelligence +3; Threshold: 8; Speed: 40ft (40 MPH); AC 15; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +3, Stealth +8; Weapon Attack: -1 melee, +4 ranged :''Special Qualities'': Walking propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 1, Attribute Boost (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. '''MCT Fly-Spy'''¹. This drone is designed to look like a common bird (normally a pigeon or a crow). Cost 10,400¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft fly (60 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +6, Stealth +4; Weapon Attack: -1 melee, +4 ranged :''Special Qualities'': Bird-Wing aircraft propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. Animal Form, AI boost (Wisdom) 2, Sensors (Low-Light Vision, Telescopic Vision 240ft), (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth). '''Lone Star iBall¹'''. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ it add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8lbs; Attributes: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +2; Save: Dexterity +4, Intelligence +3; Threshold: 8; Speed: 30ft (30 MPH); AC 13; SZ: Tiny; HD: 1; HP: 10; Hardness: 1, Proficiencies: Computer Use +3, Perception +8; Weapon Attack: -1 melee, +4 ranged :''Special Qualities'': Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception). [[File:SR.D5.drone2.jpg | left]] '''Aztechnology Crawler'''³. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks. Cost: 15,400¥, Wt. 47.5 lbs. Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 40ft (40 MPH); AC 15; SZ: Small; HD: 3; HP: 30; Hardness: 6, Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +2 melee, +5 ranged :''Special Qualities'': Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). '''Cyberspace Designs RavenHawk'''². An advanced vector thrust recon drone features unique hover capability and a sturdy frame. Lone Star has licensed the design for urban surveillance duties and it comes with a light weapons mount standard. Cost 29,600¥, Wt. 33lbs; Attributes: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 11; Speed: 90ft fly (210 MPH); AC 13; SZ: Small; HD: 2; HP: 20; Hardness: 1, Proficiencies: Computer Use +3, Perception +5, Stealth +5; Weapon Attack: +3 melee, +6 ranged :''Special Qualities'': VTOL propulsion. Construct, Battery 12hrs on 5hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Strength) 2, (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 120ft) (1lb), Skill Proficiency (Stealth), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). '''Lockheed Optic-X'''². This is a fixed-winged stealth VSTOL drone for surveillance and monitoring. Cost 16,000¥, Wt. 32lbs, about the size of a child; Attributes: Strength 8, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; Proficiency Bonus +2; Save: Dexterity +5, Intelligence +3; Threshold: 9; Speed: 60ft fly (120 MPH), stall 30ft; AC 13; SZ: Small; HD: 2; HP: 20; Hardness: 1, Proficiencies: Computer Use +3, Perception +7, Stealth +5; Weapon Attack: +1 melee, +5 ranged :''Special Qualities'': VSTOL Propeller propulsion (takeoff/landing 250ft). Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Dexterity) 2, Sensors (Darkvision 120ft, Low-Light, Telescopic 240ft) (2lbs), Skill Expertise (Perception), Skill Proficiency (Stealth), Stealth System. '''MCT-Nissan Roto-Drone'''². A simple ruggedly made, no-nonsense rotor-blade drone that can handle various weapon platforms. Cost: 42,000¥, Wt. 123lbs. Attributes: Strength 12, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Strength +3, Intelligence +3; Threshold: 16; Speed: 50ft fly (100 MPH); AC 13; SZ: Medium; HD: 4; HP: 40; Hardness: 6 (+4 vs. ballistic damage), Proficiencies: Computer Use +3, Perception +6; Weapon Attack: +3 melee, +4 ranged :''Special Qualities'': Rotor propulsion. Construct, Battery 10hrs on 9hr recharge, Unarmed 1d6 bludgeoning. Armor Plating 1 (10lbs), AI boost (Wisdom) 2, Attribute Boost (Dexterity) 2, Hardness 1 (bullet-proofing 1) (20lbs), Expertise (Perception), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 2) (1lb), Weapon Mounts (4 heavy firearms) (8lbs), Weapon Proficiencies (Light and Heavy firearms) '''GM-Nissan Doberman'''³. This is a four-wheeled solidly built combat drone platform for light security patrol work. Cost: 24,000¥, Weight 190.5lbs. Attributes: Strength 16, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +2; Save: Strength +5, Intelligence +3; Threshold: 18; Speed: 35ft (70 MPH); AC 15; SZ: Medium; HD: 5; HP: 50; Hardness: 7 (+4 vs. ballistic damage), Proficiencies: Computer Use +3, Perception +4; Weapon Attack: +5 melee, +4 ranged :''Special Qualities'': Wheeled propulsion. Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning. Armor upgrade 2 (20lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, Dexterity (2), Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet proofing 1) (20lbs), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Speed 2, Weapon Mounts (4 heavy firearms and 1 heavy weapon) (16lbs), Weapon Proficiencies (Heavy weapons, Light and Heavy firearms). '''DocWagon 'Crash-Craft' AutoDoc'''. This six wheeled drone has a pair of specially designed and padded actuator arms that allow it to lift one metahuman sized creature (Medium sized or smaller) and place it within its reinforced medical-coffin interiors where an advanced AutoDoc program system can work to save critically injured. These drones are often used for high risk excretions for DocWagon contracts. Cost 64,000¥, Wt. 450lbs, about the size of an adult troll; Attributes: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; Proficiency Bonus +3; Save: Strength +7, Intelligence +4; Threshold: 26; Speed: 20ft (40 MPH); AC 12; SZ: Large; HD: 6; HP: 60; Hardness: 4; Proficiencies: Computer Use +4, Medicine +12, Perception +7; Weapon Attack: +7 melee, +2 ranged :''Special Qualities'': Wheeled propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Arm-Actuator Lifter (45lbs), AI Boost (Wisdom) 4, Attribute boost (Dexterity) 1, Auto-Doc Pod (see Medical gear; 100lbs), Enhanced Programming (feat: First Aid), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Skill Expertise & Proficiency (Medicine). [[File:SR.D5.drone3.jpg | 300px | right]] '''Steel Lynx Combat Drone''' (Military). This is a military grade combat drone built with a study track locomotion and two weapon mounts for maximum combat effectiveness. Cost 60,000¥, Wt. 534 lbs.; Attributes: Strength 22, Dexterity 12, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; Proficiency Bonus +3; Save: Strength +, Intelligence +; Threshold: 27; Speed: 20ft (40 MPH); AC 14; SZ: Large; HD: 10; HP: 100; Hardness: 8 (+4 vs. ballistic); Proficiencies: Computer Use +4, Perception +5; Weapon Attack: +9 melee, +4 ranged :''Special Qualities'': Tracked (ignore most difficult terrain, auto Off-Road). Construct, Battery 8hrs on 6hr recharge, Unarmed 1d8 bludgeoning. Armor Plating 2 (30lbs), AI Upgrade (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet-proofing 2), Reinforced Chassis 2 (30lbs), Sensors (Darkvision 60ft, Low-Light Vision, Motion Sensor) (10lbs), Weapon Mount (4 heavy firearms, 1 heavy weapon) (16lbs), Weapon Proficiency (Heavy Firearms, Heavy Weapons). '''Renraku Stormcloud'''². This large lighter-then-air mini-blimp is solar powered recon drone is built to remain in the air for up to two days. Its advanced sensors allow it to remain high in the air and generally out of damage from non-flying threats. It cannot handle much in the way of weapons and is slow and clumsy in most combat situations. Cost: 28,500¥, Wt. 500lbs; Attributes: Strength 22, Dexterity 6, Constitution n/a, Intelligence 14, Wisdom 16, Charisma 6; Proficiency Bonus +3; Save: Strength +8, Intelligence +5; Threshold: 28; Speed: 20ft fly (20 MPH); AC 9; SZ: Huge; HD: 6; HP: 60; Hardness: 4; Proficiencies: Computer Use +5, Perception +9, Stealth +1; Weapon Attack: +9 melee, +1 ranged :''Special Qualities'': Lighter-Then-Air (LTA) propulsion. Construct, Battery 48hrs on 14hr recharge, Unarmed 1d6 bludgeoning. AI boost (Intelligence) 1, (Wisdom) 3, Enhanced Battery 2, Extra Battery 1, Sensors (Low-Light Vision, Telescopic Vision 240ft base), Signal Boost +2 (Broadcast 4/5 miles), Skill Expertise (Perception), Skill Training (Stealth), Weapon Mount (can hold either two light firearms or one heavy firearm), Weapon Proficiency (light & heavy firearms). DRONE RIGGER choices at 1st level (see CHARACTERS)</br> ¹ ''Count as Stealth drone for Drone Rigger choices at character creation. Stealth drones are meant to not be seen or not be seen as a drone (or both). Stealth drones tend to be fine or tiny in size and almost never have weapons attached (unless standard build like the Lone Star iBall).''</br> ² ''Count as Recon drones for Drone Riggers choice at character creation. Recon drones might have some stealth systems like the Stealth drone but they have addition sensors to seek out information.''</br> ³ ''Count as Combat drones for Drone Rigger choices at character creation. Built for combat and carrying weapons.''</br> === STANDARD VEHICLES === These are some common vehicles available for purchase but also that might be encountered. Almost all vehicles have at least a comlink with a Broadcast 1 (300 feet) and Firewall rating 1 unless removed or really old (like 50+ years).</br> All vehicles have resistant to all non-Heavy Damage weapons and ‘Physical’ energy types of damage attack spells. See the GM section on Vehicle creation and upgrades.</br> '''Cost''': the basic cost in ¥.</br> '''Size''': See VEHICLES AND DRONES for full chart.</br> '''Crew and Passengers''': the standard crew size and maximum number of passengers. Note that normally a troll counts as two medium sized creatures.</br> '''Cargo''': basic cargo load</br> '''Maneuver''': This is the equipment bonus or penalty when attempting a maneuver checks.</br> '''Speed''': The base speed and maximum MPH in parentheses.</br> '''Cover''': the cover bonus to all crew and passengers (PHB).</br> '''Power''': whether gas or battery powered. In the 2060's most vehicles are Electric but you can still find gas users and filling stations. Gas costs 5¥ per gallon. Standard electric charging station take 1-8 hours to recharges a battery. The cost to recharge is based on the size of the vehicle = Medium 30¥, Large 60¥, Huge 100¥, Gargantuan 200¥, Colossal 400¥, Behemoth 800¥ and Titan 1,500¥.</br> '''AC''' (Armor Class): The basic armor class of the vehicle.</br> '''HD''' (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.</br> '''HP''' (Hit Points): The amount of damage the vehicle can suffer before being disabled. '''Hardness''': the hardness of the vehicle. Reduce all damage dealt by this amount.</br> '''Threshold''': the vehicles Damage Threshold verse damage (its Strength modifier + size bonus).</br> '''Abilities''': basic ability scores of vehicles which include Strength, Dexterity, Intelligence and Wisdom.</br> '''Skills''': Additional skills that the vehicle’s AI can perform as directed by the owner. Operating skills (Drive, etc.) are listed before Maneuver bonus or penalty.</br> '''Availability''': if the vehicle is Restricted or Military.</br> '''''Notes''''': see VEHICLES AND DRONES houserules in the GM section for a breakdown of these items and descriptions. BIKE (MOTORCYCLE) VEHICLES</br> All motorcycles have a wheeled (two wheeled) propulsion system.</br> '''Dodge Scooter'''. This is a light, around the town, easy to operate scooter-bike. Cost: 850¥; Size: Medium (0); Crew: 1; Passengers: 0; Cargo: 40lbs; Maneuver: +2; Speed: 50ft (50 MPH); Cover: Half; Power: Gas 8 hours on 2 gallons or Electric 8hrs on 1hr recharge; AC: 11 + Dex/Int (max +2); HD: 3; HP: 30; Hardness: 2; Threshold: 18; Abilities: Strength 16, Dexterity 14 Intelligence 12 Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2 :''Notes: Bike propulsion. Off road loses maneuver bonus with an additional -4/-8 penalty. A.I. upgrade, Attribute Boost 2 (Dexterity), No passengers, Reduced cargo space 2, Reduced fuel/battery 2, Reduce maximum speeds (MPH base).'' [[File:SR.D5.Bike.jpg | 300px | right]] '''Suzuki Mirage'''. A popular racing bike, especially with go-gangers looking for speed. Cost: 9,400¥; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +4; Speed: 90ft (180 MPH); Cover: Half; Power: Gas -16hours on 4 gallons or Electric -16hrs on 4hr recharge); AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 4; Threshold: 19; Abilities: Strength 18, Dexterity 18, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 2; Proficiency: +2 :''Notes: Bike propulsion. Off road lose maneuver bonus with an additional -4/-8 penalty. AI Upgrade, Boost Signal +1 and Firewall +1, Enhanced Attributes (Strength) 1, (Dexterity) 4, Enhanced Speed 8, Hardening 1.'' '''Yamaha Growler'''. A popular off-road, ruggedly built motorbike. Cost: 11,000¥; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +2; Speed: 70ft (140 MPH); Cover: Half; Power: Gas 16 hours on 4 gallons or Electric -16hrs on 4hr recharge; AC: 12 + Dex/Int; HD: 4; HP: 40; Hardness: 5; Threshold: 20; Abilities: Strength 20, Dexterity 14, Intelligence 12 Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2 :''Notes: Bike propulsion. Armor Plating 1, AI upgrade and Firewall +1, Enhanced Attributes (Strength) 2, (Dexterity) 2, Enhanced Speed 4, Hardening 1, Off-Road, Reinforced Chassis 1. Troll upgrade +1,000¥ (Strength to 22, Threshold 21, Hardness to 6). Reduce maximum speeds (MPH base).'' '''Harley Davidson Scorpion'''. A very popular heavy (and big!) copper that is built to take a beating. Cost: 18,000¥; Size: Large (1); Crew: 1; Passengers: 1; Cargo: 200lbs; Maneuver: +0; Speed: 60ft (120 MPH); Cover: Half; Power: Gas -12hr on 10 gallons or Electric 12hrs on 4hr recharge; AC: 12 + Dex/Int (max +2); HD: 7; HP: 70; Hardness: 5; Threshold: 29; Abilities: Strength 28, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2 :''Notes: Bike propulsion. Off-road penalties of -2/-6 to maneuver checks. Armor Plating 1, AI Upgrade and Firewall +1, Enhanced Attributes (Strength) 2, (Dexterity) 1, Enhanced Speed 4, Hardening 1, Less Crew (-3), Off-Road Handling, Reinforced Chassis 1. Troll upgrade +2,000¥ to cost (Strength to 28, Threshold to 31, Hardness to 6).'' HOVER CRAFT</br> '''GMC Everglades'''. A fairly common civilian ‘hover-truck’. Cost: 65,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 2,000lbs; Maneuver: +1; Speed: 50ft (75 MPH); Cover: Full or Half; Power: Gas -10hrs on 80 gallons of gas or Electric -10hrs on a 6hr recharge; AC: 13 + Dex/Int (max +2); HD: 10; HP: 100; Hardness: 4; Threshold: 35; Abilities: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 1; Proficiency: +2; Skills: Drive +5, Perception +2 :''Notes: Hovercraft. Armor upgrade 1, AI upgrade with Signal boost 2, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Reinforced Chassis 1, Speed 2.'' '''GMC Beachcraft'''. These fully enclosed hover vehicles are lightly armored and armed and are often used as patrol craft on rivers and waterways. Cost: 115,000¥; Size: Huge (2); Crew: 2; Passengers: 8; Cargo: 1,000lbs; Maneuver: +1 (attack mod -1); Speed: 50ft (72 MPH); Cover: Full; Power: Gas -15hrs on 120 gallons of gas or Electric -14hrs on a 8hr recharge; AC: 13 + Dex/Int (max +2); HD: 10; HP: 100; Hardness: 9 (+8 vs. ballistic damage); Threshold: 35; Abilities: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 2; Proficiency: +2; Skills: Drive +5, Perception +2 :''Notes: Hovercraft. Armor upgrade 1, AI upgrade with Signal boost 2 and Firewall +1, Attribute Boost (Dex) 3, Automation, Cargo 2, Enhanced Battery 2 or Large Fuel tank (+50%), Hardness 2 (bullet proofing +2), Reinforced Chassis 1, Rigger Upgrade, Speed 2, Weapon Mount (1 fixed super-hvy, 4 fixed hvy wpns), Weapon Proficiency (hvy & super-hvy wpns)'' JET AIRCRAFT</br> '''Cessna C750'''. A private twin-engine jet aircraft. Cost: 435,500¥; Size: Gargantuan (4); Crew: 20; Cargo: 4,000lbs; Maneuver: -2; Speed: 130ft fly (520 MPH), stall speed 75ft; Cover: Full; Power: Gas -16hr on 800 gallons of gas or Electric -16hrs on a 16hr recharge); AC: 11 + Dex/Int (max +2); HD: 8; HP: 80; Hardness: 2; Threshold: 45; Abilities: Strength 40, Dexterity 14, Intelligence 12, Wisdom 14, Broadcast 4, Firewall 2; Proficiency: +2; Skills: Perception +4, Pilot +4; Availability: Restricted :''Notes: Jet aircraft (Runway 2,000ft). AI upgrade with Signal boost +3 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Extra Battery 1 or Larger Fuel Tank, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2.'' '''Federal-Boeing Commuter'''. Commuter very-short takeoff and landing jet that can be reconfigured into a heavy cargo freighter instead. Cost: 15,500,000¥; Size: Behemoth (8); Crew: 8; Passengers: 192; Cargo: 25 tons; Maneuver: -6; Speed: 90ft fly (900 MPH) stall speed 80ft; Cover: Full; Power: Gas -16hrs on 40,000 gallons of gas or Electric -16hrs on a 18hr recharge); AC: 12; HD: 15; HP: 150; Hardness: 4; Threshold: 80; Abilities: Strength 70, Dexterity 14, Intelligence 12, Wisdom 18, Broadcast 5 with Satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +4, Pilot +4; Availability: Restricted :''Notes: Sonic-Jet engine with VSTOL upgrade (Runway 1,000ft), Advanced Crash system (aircraft), AI upgrade with Signal boost +4 with Firewall +1, uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Crew (+80 passengers) or less crew (-72 for +8,000lbs) and cargo space 1 (cargo 43.52 tons), Enhanced Environmentally Sealed (200 for 18hr), Extra Battery 1 or Larger Fuel Tank, Gyrostabilization, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsight 10 miles), Speed 2.'' '''Ares 'Wildcat' Light Attack Fighter'''. One of the more popular stealth jet fighter of modern militaries. Cost: 894,000¥; Size: Gargantuan (4); Crew: 2; Cargo: 8,500lbs; Maneuver: +1 (attack mod +0); Speed: 160ft fly (640 MPH) Stall speed 75ft; Cover: Full; Power: Gas -8hr on 2,500 gallons of gas or Electric -8hrs on a 14hr recharge; AC: 12 + Dex/Int; HD: 8; HP: 80; Hardness: 5; Threshold: 45; Abilities: Strength 40, Dexterity 20, Intelligence 18, Wisdom 16, Broadcast 5 with Satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +5, Pilot +7; Availability: Military :''Notes: Afterburner Jet Aircraft (runway 2,000ft). Ejector Seats (2). Less Crew for more cargo (to carry bombs or missiles). Advanced Controls, Armor upgrade 1, AI upgrade with Signal boost +4 with Firewall +1 uplink, AI boost (Intelligence) 3, (Wisdom) 4, Attribute Boost (Dexterity) 5, Automation, Ejection System, Environmentally Sealed (2 for 18hr), Gyrostabilization, Hardening 1, Rigger Upgrade, Speed 2, Stealth system, Weapon Mount (6 fixed Super-heavy), Weapon Proficiency (Heavy weapons, Super-heavy weapons).'' ROTOR AIRCRAFT</br> '''Northup Wasp'''. This small, one-person helicopter are often used for urban combat rolls. While not illegal in its standard configuration, arming one completely certainly is. Cost: 130,000¥; Size: Huge (2); Crew: 1; Cargo: 3,250lbs; Maneuver: +3 (attack mod +1); Speed: 80ft fly (160 MPH); Cover: Full; Power: Gas -10hrs on 120 gallons of gas or Electric -10hrs on a 8hr recharge); AC: 12 + Dex/Int; HD: 7; HP: 70; Hardness: 7; Threshold: 35; Abilities: Strength 30, Dexterity 20, Intelligence 14, Wisdom 10, Broadcast 3, Firewall 2; Proficiency: +2; Skills: Perception +2, Pilot +7; Availability: Restricted (Military if armed) :''Notes: Rotorcraft propulsion. AI with signal boost 2 and uplink with Firewall +1, AI upgrade (Intelligence) 2, Armor Upgrade 1, Attribute boost (Dexterity) 5, Automation, Hardness 2, Less Crew (for more cargo +2,250lbs for payload), Reinforced Chassis 1, Rigger upgrade, Sensor (Combat Radar, blindsight 1 mile extended, Low-Light Vision, Darkvision 120ft, Telescopic Vision 240ft), Weapon Mount (2 fixed Super-heavy, 4 fixed heavy weapon mounts), Weapon Proficiency (Heavy weapons, Super-heavy weapons).'' '''Hughes Stallion'''. This is a common civilian utility helicopter often seen in the service as an urban executive transport. Cost: 60,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: -1; Speed: 80ft fly (160 MPH); Cover: Full; Power: Gas -10hrs on 120 gallons of gas or Electric -10hrs on a 8hr recharge; AC: 11 + Dex/Int; HD: 6; HP: 60; Hardness: 2; Threshold: 35; Abilities: Strength 30, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +2, Pilot +3 :''Notes: Rotorcraft propulsion. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat).'' '''Ares Dragon'''. A heavy cargo helicopter that can handle additional weight with an external sling. Cost: 535,000¥; Size: Colossal (6); Crew: 4; Passengers: 18; Cargo: 21,000lbs; Maneuver: -6; Speed: 50ft fly (100 MPH); Cover: Full; Power: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); AC: 13 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 3; Threshold: 60; Abilities: Strength 50, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 2; Proficiency: +2; Skills: Perception +2, Pilot +6; Availability: Restricted :''Notes: Rotorcraft propulsion. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Less Crew for more cargo (-20 crew for +5,000lbs cargo), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). Cargo sling cost +110,000¥ and can haul 105,000lbs (52.5 tons) of extra cargo externally.'' TRACKER CRAFT</br> '''Ares 'Iron-Mustang' APC'''. This armored APC runs on an advanced tracked system that allow it to climb over or through must obstacles. It can carry up to 12 heavily armored and armored troopers in the passenger bay. Cost: 265,000¥; Size: Gargantuan (4); Crew: 2; Passengers: 18*; Cargo: 4,000lbs; Maneuver: +0 (attack modifier -3); Speed: 35ft (70 MPH); Cover: Full; Power: Gas -12hr on 450 gallons of gas (Electric -12hrs on a 11hr recharge); AC: 15; HD: 16; HP: 160; Hardness: 11 (+8 vs. ballistic damage); Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 3; Proficiency: +2; Skills: Drive +0, Perception +2; Availability: Military *Armored Passengers 1.5 Passengers (or 3/troll). :''Notes: Tracked propulsion (ignore difficult terrain, Off-road penalties -2/-2). AI with signal boost 2 and Firewall +2, AI upgrade (Intelligence) 2, Armored upgrade 1, Automation, Enhanced Batter or Larger Fuel Tank, Hardness 2 (bullet proofing 2), Reinforced Chassis 2, Rigger Upgrade, Speed 2, Weapon Mount (one Super-heavy in a turret, 4 heavy weapons fixed mounted), Weapon Proficiency (Heavy weapons, Super-heavy weapons).'' VTOL AIRCRAFT </br> '''GMC Banshee'''. The ‘thunderbird’ is a low-altitude armored VTOL craft that can haul up 4 tons of cargo. While common with smugglers it is pretty illegal in most civilian areas. Cost: 465,650¥; Size: Gargantuan (4); Crew: 1; Passengers: 6; Cargo: 8,000lbs; Maneuver: +1 (attack mod -2); Speed: 120ft fly (360 MPH); Cover: Full; Power: Gas -12hrs on 750 gallons or Electric 12hrs on 8hr recharge; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 16; Threshold: 45; Abilities: Strength 40, Dexterity 20, Intelligence 14, Wisdom 14, Broadcast 4 with Satellite uplink, Firewall 3; Proficiency: +2; Skills: Perception +4, Pilot +7; Availability: Military :''Notes'': VTOL Aircraft propulsion. Advanced Crash system (aircraft). AI upgrade with Signal boost 3 uplink and Firewall +2, AI boost (Intelligence) 1, (Wisdom) 2, Armor 3, Attribute Boost (Dexterity) 5, Automation, Cargo 2, Enhanced batteries or Larger fuel tanks, Hardening 5, Less Crew 12 (for cargo +3,000lbs), Reinforced Chassis 4, Rigger upgrade, Sensors (Combat Radar -blindsense 200ft base, 1 mile extended; Darkvision 120ft, Low-Light Vision, Telescopic vision 120ft), Weapon Mount (2 Super-heavy in top mounted Turret and additional 4 Heavy fixed weapon mounts), Weapon Proficiency (Heavy Weapon, Super Heavy Weapon)'' [[File:SR.D5.Banshee.jpg]] WATERCRAFT.</br> '''SC Otter'''. A popular sports and speed boat of low-end corporate exec and with smugglers. Cost: 40,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: +0; Speed: 60ft (60 MPH); Cover: Half; Power: Gas -20hrs on 40 gallons of gas or Electric -20hrs on a 5hr recharge; AC: 12; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 1; Proficiency: +2; Skills: Boating +4, Perception +2 :''Notes'': Watercraft. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 4.'' '''MT Sea Nymph'''. This is a large luxury pleasure yacht of the ultra-rich. Cost: 2,200,000¥; Size: Behemoth (8); Crew: 8; Passengers: 70; Cargo: 50,000lbs; Maneuver: -6; Speed: 25ft (25 MPH); Cover: Full or Half; Power: Gas -32hrs on 4,000 gallons of gas or Electric -32hrs on a 12hr recharge; AC: 13; HD: 20; HP: 200; Hardness: 5; Threshold: 80; Abilities: Strength 70, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 1; Proficiency: +3; Skills: Boating +8, Perception +3; Availability: Restricted :''Notes: Watercraft. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Enhanced Software (+1), Expertise (Boating), Extra Battery or Large Fuel Tank, Living Space (80 people), Luxury Features, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 1.'' '''Vulkan Electronaut'''. A ‘civilian’ recreational mini-submarine, not much larger than a large sedan. Cost: 40,000¥; Size: Huge (2); Crew: 2; Passengers: 8; Cargo: 1,000lbs; Maneuver: +0; Speed: 40ft (40 MPH); Cover: Full; Power: Electric (only) -20hrs on a 5hr recharge; AC: 12; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 2; Proficiency: +2; Skills: Boating +4, Perception +2; Availability: Restricted :''Notes: Watercraft. AI with signal boost +2 and Firewall +1, Attribute boost (Dexterity) 2, Automation, Sensors (Sonar, blindsight 5 miles noncombat), Submersible (Speed 20ft/20MPH underwater).'' '''Morgan Cutlass'''. This is a light armored patrol boat that has occasionally found its way into the hands of smugglers. Cost: 136,000¥; Size: Gargantuan (4); Crew: 20; Cargo: 4,000lbs; Maneuver: -4 (attack mod -3); Speed: 60ft (60 MPH); Cover: Full; Power: Gas -8hr on 100 gallons of gas or Electric -8hrs on a 8hr recharge; AC: 13; HD: 12; HP: 120; Hardness: 6 (+8 vs. ballistic damage); Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 2; Proficiency: +2; Skills: Boasting +4, Perception +2; Availability: Restricted :''Notes: Watercraft. Basic AI with signal boost 3 and uplink with Firewall +1, Automation, Armor upgrade 1, Attribute boost (Dexterity) 2, Automation, Expertise (Watercraft), Hardness 1 (bullet-proofing 2), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Telescopic Vision 240ft), Speed 4, Weapon Mounts (2 Super-heavy on a turret, 4 heavy weapon), Weapon Proficiency (Heavy weapons, Super-heavy weapons).'' WHEELED VEHICLES.</br> These vehicles are from three to six wheeled ground craft.</br> '''Honda Spirit'''. A very simply built and cheap 3-wheeled town car. Cost: 3,200¥; Size: Large (1); Crew: 1; Passengers: 2; Cargo: 200lbs; Maneuver: +0; Speed: 40ft (80 MPH); Cover: Full; Power: 12 hours on 10 gallons or Electric -10hrs on a 4hr recharge; AC: 11 + Dex/Int (max +2); HD: 6; HP: 60; Hardness: 2; Threshold: 32; Abilities: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2 :''Notes: Wheeled (3). Fewer Passengers (-2), Off-road penalties of -4/-8 to maneuver checks. AI upgrade, Attribute Boost (Dexterity) 1, Inferior Controls.'' [[File:SR.D5.car.jpg | 300px | right]] '''Mercury Comet'''. A popular and cheap family town-car. Cost: 7,000¥; Size: Large (1); Crew: 1; Passengers: 4; Cargo: 200lbs; Maneuver: +0; Speed: 40ft (80 MPH); Cover: Full; Power: 12 hours on 10 gallons or Electric -10hrs on a 4hr recharge; AC: 11 + Dex/Int (max +2); HD: 6; HP: 60; Hardness: 2; Threshold: 32; Abilities: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2; Skills: Drive +3, Perception +2 :''Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI upgrade, Attribute Boost (Dexterity) 1, Automation, Inferior Controls.'' '''Ford Phantom 3R'''. Your basic urban family midsized suburban, with moderate built-in structural reinforcements. Cost: 16,000¥; Size: Huge (2); Crew: 1; Passengers: 9; Cargo: 1,000lbs; Maneuver: -2; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -10hrs on 40 gallons of gas or Electric -10hrs on a 5hr recharge; AC: 12; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2; Skills: Drive +4, Perception +2 :''Notes: Wheeled (4). Off-road penalties -4/-8 to maneuver checks. Advanced crash system (wheeled), AI upgrade, Automation, Inferior Controls, Speed 2.'' '''Ford Spiral 115Ti'''. Marketed as an “economy” sports. Cost: 32,000¥; Size: Huge (1); Crew: 1; Passengers: 2, Cargo: 1,000lbs; Maneuver: +2; Speed: 70ft (140 MPH); Cover: Full; Power: Gas -10hrs on 40 gallons of gas or Electric -10hrs on a 5hr recharge; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2; Skills: Drive +5, Perception +2 :''Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI with Firewall +1, Attribute boost (Dexterity) 3, Automation, Less Passengers (-5), Speed 6.'' '''Eurocar Westwind 3K'''. A popular racing car with turbo-charged engine for added speed and advanced controls. Cost: 58,000¥; Size: Huge (2); Crew: 1; Passengers: 1; Cargo: 1,000lbs; Maneuver: +2; Speed: 70ft (140 MPH); Cover: Full; Power: Gas (only as turbo-charged enegine requires special fuel) -10hrs on 40 gallons of gas; AC: 12 + Dex/Int; HD: 9; HP: 90; Hardness: 3; Threshold: 35; Abilities: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2; Skills: Drive +6, Perception +2 :''Notes: Wheeled (4). Off-road penalties -4/-8 to maneuver checks. Advanced Crash system (wheeled), Advanced Control, AI upgrade with signal boost and Firewall +1, Attribute boost (Dexterity) 4, Automation, Less crew (-8), Speed 6, Turbo-charged engine (speed 110ft/220MPH but consume twice the base times of fuel and maneuver checks are at disadvantage).'' '''Toyota Gopher'''. A popular full off-road sporting vehicle. Cost: 30,000¥; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Maneuver: +0; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -10hrs on 40 gallons of gas or Electric -10hrs on a 5hr recharge; AC: 12 + Dex/Int (max +2); HD: 10; HP: 100; Hardness: 5; Threshold: 35; Abilities: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 1; Proficiency: +2; Skills: Drive +4, Perception +2 :''Notes: Wheeled. Off-road penalties of -0/-4 to maneuver checks. Advanced Crash System (wheeled), AI upgrade with signal boost, Attribute boost (Dexterity) 2, Automation, Hardness 1, Less Crew (-5), Off-Road with Resistance to Maneuver damage, Reinforced Chassis 1, Speed 2.'' '''Chrysler-Nissan Patrol-1'''. This is your standard police cruiser built over a reinforced sedan. Cost: 72,000¥; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Modifier: +2; Speed: 70ft (140 MPH); Cover: Full; Power: Gas -15hrs on 60 gallons of gas or Electric -15hrs on a 6hr recharge; AC: 14 + Dex/Int (max +2); HD: 11; HP: 110; Hardness: 7 (+8 vs. ballistic damage); Threshold: 35; Abilities: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 3; Proficiency: +2; Skills: Drive +6, Perception +2; Availability: Restricted :''Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. Advanced Crash system (wheeled), AI upgrade with signal boost 2 and Firewall +2, Armor upgrade 2, Attribute Boost (Dexterity) 4, Automation, Enhanced Batteries 2 or Large Fuel tank, Less Crew (-5), Hardness 1 (bullet proofing 2), Reinforced Chassis 2, Rigger upgrade, Speed 6.'' '''Mitsubishi Nightsky'''. A very sleek and modern armored limousine for the corporate or criminal elite. Cost: 154,000¥; Size: Gargantuan (4); Crew: 1; Passengers: 9; Cargo: 4,000lbs; Maneuver: -2; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -12hr on 150 gallons of gas or Electric -12hrs on a 7hr recharge; AC: 14 + Dex/Int (max +2); HD: 14; HP: 140; Hardness: 9 (+8 vs. ballistic); Threshold: 45; Abilities: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3 with Satellite uplink, Firewall 4; Proficiency: +3; Skills: Drive +5, Perception +3; Availability: Restricted :''Notes: Wheeled (4). Off-road penalties of -2/-6 to maneuver checks. Adv. Crash System (wheeled), AI with signal boost +2 and uplink with Firewall +3, Armor upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Enhanced Software (proficiency +1), Luxury features, Hardening 2 (bullet proofing 2), Off-Road handling, Reinforced Chassis 2, Rigger update, Sensors (Darkvision 120ft, Low-Light Vision), Speed 4.'' [[File:SR.D5.StepV.jpg | 300px | right]] '''GMC Bulldog Step Van'''. This is a common light cargo and light security van. Cost: 70,000¥; Size: Gargantuan (4); Crew: 1; Passengers: 9; Cargo: 9,750lbs; Maneuver: -4; Speed: 40ft (80 MPH); Cover: Full; Power: Gas -8hr on 100 gallons of gas oe Electric -8hrs on a 6hr recharge; AC: 13 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 8; Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 1; Proficiency: +2; Skills: Drive +2, Perception +2; Availability: Restricted :''Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI upgrade, Armor upgrade 1, Automation, Cargo 1, Less Crew (-10 crew for +2,500 cargo), Hardening 2, Reinforced Chassis 1, Speed 2.'' '''Nordkapp Zugmaschine and Tractor Trailer'''. Long distance heavy semi-truck with trailer. Has advanced rigged upgrade and AI with improved security so not to be hacked easily. Cost: 136,000¥; Size: Gargantuan (4); Crew: 2; Cargo: 8,500lbs*; Maneuver: -4; Speed: 40ft (80 MPH); Cover: Full; Power: Gas -24hr on 100 gallons of gas or Electric -24hrs on a 8hr recharge; AC: 13 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 8; Threshold: 45; Abilities: Strength 40, Dexterity 10, Intelligence 12, Wisdom 14, Broadcast 5 with Satellite upgrade, Firewall 3; Proficiency: +4; Skills: Drive +4, Perception +4; Availability: Restricted :''Notes: Wheeled (6). Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost +4 and uplink with Firewall +2, AI boost (Wisdom) 2, Armored Upgrade 1, Automation, Enhanced & Extra battery (x2+1) or Large Fuel tank (x3), Enhanced Software (proficiency) 2, Hardness 2, Hauler (haul 85,000lbs), Less Crew (cargo +4,500), Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 2.'' '''Ares Roadmaster'''. These are large urban and armored transports, the heaviest allowed for civilians. Cost: 150,000¥; Size: Gargantuan (4); Crew: 2; Passengers: 18*; Cargo: 4,000lbs; Maneuver: -2; Speed: 45ft (90 MPH); Cover: Full; Power: Gas -12hr on 150 gallons of gas or Electric -12hrs on a 7hr recharge; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 13 (+8 vs. ballistic); Threshold: 45; Abilities: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 2; Proficiency: +2; Skills: Drive +4, Perception +2; Availability: Restricted * Armored Passengers count as 1.5 Passengers (or 3 per troll). :''Notes: Wheeled (4). Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +1, Armor Upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Hardness 4 (bullet proofing 2), Reinforced Chassis 1, Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 3.''
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