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The Neon Red Catalog

Homebrew For Use With Cyberpunk Red

DISCLAIMER
“The Neon Red Catalog is unofficial content provided under the Homebrew
Content Policy of R. Talsorian Games and is not approved or endorsed by RTG.
This content references materials that are the property of R. Talsorian Games
and its licensees.”

CYBERWARE
For ware with 1d3 Humanity Loss, roll (1d6/2) Rounded Up.

Neuralware [Foundational Cyberware: Neural Link]

Name Install Description & Data Cost HL

Antenna Mall Increases the range from which you can connect to an 100eb 2
access point by +2m/yds. Stacks with Range Upgrade. (Premium) (1d3)

Berserk N/A Chipware. When activated, +1 melee damage done per 1000eb 14
attack and +5 temporary HP for 1 minute. Has a 1 hour (V. Expensive) (4d6)
cooldown period. Requires Chipware Socket.

CASIE Hospital Computer Assisted Social Interaction Enhancer. +2 to 1000eb 14


Social Skill Checks. Requires Neural Link and takes 2 (V. Expensive) (4d6)
Option Slots.

Cybercortex Hospital Microprocessor that Increases INT by 2. Cannot raise 1000eb 14


INT above 10. Requires Neural Link and takes 2 Option (V. Expensive) (4d6)
Slots.

Neural Hospital Increases WILL by 2. Cannot raise WILL above 10. 1000eb 14
Hardening Doesn’t stack with Toxin Binders. Requires Neural Link (V. Expensive) (4d6)
and takes 2 Option Slots.
Cyberoptics [Foundational Cyberware: Cybereye]

Name Install Description & Data Cost HL

Ocular Clinic Turns one cybereye into a flying drone. It has the stats and 500eb 3
Drone abilities and a Dragonfly drone. Can be manually controlled (Expensive) (1d6)
without a DCC. You suffer the effects of the Lost Eye Critical
Injury (no damage) while the eye is outside of your skull.
Requires a Cybereye. Cannot be installed in Smart Glasses.

Retinal Clinic Can copy someone else’s optical biometrics by studying it for 5 500eb 3
Duplicator minutes. Requires a Cybereye. Cannot be installed in Smart (Expensive) (1d6)
Glasses.

Cyberaudio [Foundational Cyberware: Cyberaudio Suite]

Name Install Description & Data Cost HL

Translator Mall Has slots for 2 LangSofts: Input Language and Output 100eb 2
Language. Translates anything you hear in the slotted Input (Premium) (1d3)
Language into the slotted Output Language, as audio. If you have
Chyron, you can also get the translation in text. How well you
can understand the translation depends on your own Language
Skill. LangSofts cost 50eb (Costly). Slotting/Removing each
LangSoft takes 1 Action.
Internal Cyberware [7 Option Slots]

Name Install Description & Data Cost HL

Micro Clinic Medware. Automatically turns the first failed Death Save 1000eb 14
Defibrillator into a success. Has a 24 hour cooldown period. Only 1 (V. Expensive) (4d6)
piece of Medware can be installed at a time.

Motorized Hospital Enhanced articulation of cybelimbs. Increases DEX by 1 1000eb 14


Joints for every pair of cyberlimbs (arms or legs) you have. (V. Expensive) (4d6)
Doesn’t work with medical grade cyberlimbs. Cannot raise
DEX above 10.

Platelet Clinic Medware. Reduces the chance of bleeding out. -1 to all 500eb 7
Factories Death Saves. Rolling a 10 is still a fail. Only 1 piece of (Expensive) (2d6)
Medware can be installed at a time.

Titanium Hospital Cancels the first critical injury effect that inflicts one 500eb 7
Bone Lacing (not each) of the following: Broken Arm/Leg/Jaw/Ribs, (Expensive) (2d6)
Cracked Skull, Crushed Fingers or Dismembered
Arm/Hand/Leg. You still suffer the bonus damage. Resets
after 24 hours or after any Critical Injury Treatment.

Wired Hospital Changes initiative bonus from Speedware into REF bonus. 1000eb 14
Reflexes Requires Kerenzikov or Sandevistan. (V. Expensive) (4d6)
External Cyberware [7 Option Slots]

Name Install Description & Data Cost HL

Chameleon Hospital Skinware. +3 to Stealth Checks if no other armor or 500eb 7


clothing is worn over the skin. Can mimic body painted (Expensive) (2d6)
clothing if the user also has Chemskin. Doesn’t stack with
Stealth Suit. Only 1 piece of Skinware can be installed at a
time Requires Skin Weave or Subdermal Armor.

Dragon Hospital Skinware. Fire damage is reduced by 1 each turn you are 500eb 7
Skin On Fire, in exchange for ablating all implanted armor by 1 (Expensive) (2d6)
SP per damage reduced. Only 1 piece of Skinware can be
installed at a time. Requires Skin Weave or Subdermal
Armor.

Eel Skin Hospital Skinware. If you’re Grappled, you can use an Action to 500eb 7
Electrocute [PG. 180] your Grabber for 1 Turn and (Expensive) (2d6)
immediately end the grab if they take damage. Has a 1
hour cooldown before it can be reused. Only 1 piece of
Skinware can be installed at a time. Requires Skin Weave
or Subdermal Armor.
Cyberlimbs [Foundational Cyberware: Cyberarm or Cyberleg]

Name Install Description & Data Cost HL

Digitigrade Clinic Increases MOVE by 2. Requires two Cyberlegs, takes up 3 500eb 3


Feet Option Slots and must be paired. Can be installed in four (Expensive) (1d6)
Cyberlegs to increase MOVE by 4. Incompatible with
Cyberchairs.

Extendo Clinic Allows the arm to stretch out up to 4m/yds. Can be used to 500eb 3
Arm make attacks or manipulate objects at a distance. Grab, Choke, (Expensive) (1d6)
Throw or Martial Arts cannot be used while an arm is
extended. Requires a Cyberarm.

Fingerprint Clinic Can copy someone else’s fingerprints by studying it for 5 500eb 3
Forger minutes. Can be installed as the only piece of Cyberware in a (Expensive) (1d6)
meat arm.

Implanted Clinic Drone Command Console installed in Cyberarm. DCC must be 100eb 3
DCC bought separately. Requires a Cyberarm. (Premium) (1d6)

Gorilla Clinic Increases Brawl damage by 1d6 and gives +2 to any Check 500eb 7
Arms made to smash/force open doors, containers, hatches, walls, (Expensive) (2d6)
etc. Requires two Cyberarms, takes up 4 Option Slots and
must be paired.

Remote Clinic Turns one hand into a walker drone. It has the stats and 500eb 3
Hand abilities and a Dragonfly drone except it cannot fly. Can be (Expensive) (1d6)
manually controlled without a DCC. You suffer the effects of
the Dismembered Hand Critical Injury (no damage) while the
hand is detached from your arm. Can be installed as the only
piece of Cyberware in a Standard Hand. Cannot be installed in
a Battleglove.

Stilt Legs Clinic Allows the legs to stretch out up to 2m/yds increasing height 100eb 3
and allowing the user to reach otherwise unreachable places (Premium) (1d6)
without hindering movement. Stilt Legs cannot be used to
make attacks. Requires two Cyberlegs and must be paired.

Synthlink Mall +1 to Play Instrument when playing any musical instrument. 100eb 3
Requires a Cyberarm. (Premium) (1d6)
Borgware

Name Install Description & Data Cost HL

Cyber Hospital Replaces lower body with a quadrupedal frame and four 1000eb 14
Centaur Cyberlegs. Each Cyberleg has 3 Option Slots. Being a Cyber (V. Expensive) (4d6)
Centaur adds a lot of social and indoor maneuvering
problems to your life. You also cannot fit in most vehicles.
Paired Cyberleg Options must be purchased twice and
installed in two different Cyberlegs.

DRONES
The Drones and their mechanics in this section are totally different from the drones
used as Active Defenses [PG. 213]. These ones don’t use a NET Architecture and thus
cannot be hacked. But they are susceptible to EMP.

Drones Command Console


Operating a drone requires you to have a Drone Command Console (DCC). DCCs are hand
held platforms, the size of a smart tablet or a PDA with an array of buttons and joysticks
added in for controlling a drone. DCCs control drones via wireless signals up to a
maximum range of 100m/yds. Each DCC can only control a single drone at a time which
must be linked to the DCC first before commands may be sent through it to the drone.
Linking a drone to a DCC takes 10 minute as it downloads and installs the necessary
drivers.

Type Cost Autonomous Combat


Mode Number

Poor Quality 100eb No N/A


DCC (Premium)

DCC 500eb Yes 8


(Expensive)

Excellent 1000eb Yes 12


Quality DCC (V. Expensive)

The user can optionally use Chyron [PG. 360] for a subscreen showing the drone’s HP SP,
location, ammo count and live feed from the drone’s camera.
Using Drones
Drones can be used in two ways. Direct Control or Autonomous Mode. Drones cannot
dodge attacks in either mode, but melee attacks against an active drone need to beat
DV13.
DIRECT CONTROL: At any time outside of initiative and during your turn while in initiative,
you can use 1 Action to directly control your drone. You can take your own Move Action
while using Direct Control. When you assume Direct Control your Action allows you to
use 1 Move Action and 1 Action as the drone with precise control. When you Direct
Control the drone to take any action that requires a Skill Check, you use your own skills
for the roll, provided the drone is physically capable of performing said action. However,
when you use a drone this way you always use your TECH instead of whatever STAT the
skill normally uses. Eg: If you Direct Control the drone to make an autofire attack with a
mounted SMG, you must make a TECH + Autofire + 1d10 roll vs the appropriate DV or
opposed roll.

AUTONOMOUS MODE: To use Autonomous Mode, the DCC must then be connected to the
user via Interface Plugs cyberware. Thus, the user must have a Neural Link. The user can
then run the drone autonomously using the DCC’s limited AI. Poor Quality DCCs are
incapable of using Autonomous Mode. It takes 1 Action for the user to switch a single
drone from Manual Control to Autonomous Mode or vice versa. When a drone’s
Autonomous Mode is engaged, the user can then use 1 Action to issue one simple
command to a single Autonomous Mode enabled drone, such as “eliminate all hostiles”,
“scout the area”, “defend me”. That drone will then follow the command to the best of its
abilities and will continue to do so until it's no longer able or the command is no longer
valid. The drone will then go into a Standby Mode waiting idly in its last location for a
new command, during which it neither moves nor takes any Action. If the user uses their
Action to issue a new command while the drone is executing an older command, the
new command immediately overrides the older one. A drone using Autonomous Mode
uses the DCC’s Combat Number as its STAT + Skill for any dice rolls. An autonomous
drone rolls initiative using Combat Number + 1d10.

Drones
All drones come with a pre-installed camera able to stream live feed as well as take
pictures. Drones can only carry a limited amount of ammunition (whatever is loaded in
the weapon). Reloading must be done manually by the user. Drones have solar batteries
which never run out of power during daylight and can store enough energy to work for 8
hours in darkness. Drones have the following information categories.
HP: The drone’s HP. As long as the drone has at least one HP, it can still move and act.
When it has no HP left, the drone is considered Destroyed and cannot move or act
unless it is repaired with an Electronics/Security Tech Check using Vehicle Repair DVs
and time [PG. 140].
SP: Stopping Power of the drone’s armor. How many points of damage from an attack
the armor can stop before it starts to deplete its HP.
Type: Drones can either be Air (flying), Wheeled (land based like most cars), Walker
(land based with legs, providing limited humanoid mobility such as climbing stairs) or
Water (water based drones can also work underwater).
Speed (Combat): The drone's MOVE for use in combat.
Speed (Narrative): The drone's top speed in Miles Per Hour and Kilometers per Hour.
Useful for knowing how fast it is outside of combat.
Weapon Mounts: How many weapons can be mounted on the drone.
Cost: The price of the drone in Eurobuck.
Compatible Weapons: The type of weapons that can be mounted on the drone. Drones
don’t usually come with weapons, they must be purchased separately. Drones cannot
mount Exotic Weapons.
Description: A simple overview of the drone.

Drone HP SP Type Speed Speed Weapon Cost


(Combat) (Narrative) Mounts

Dragonfly 15 0 Air 8 MOVE 40 MPH/64 KPH 0 100eb


(Premium)

Compatible Weapons: None.


Description: A small aerial drone, powered by two medium rotos and equipped with a high
definition camera. Great for recon and paparazzi.

Hornet 20 4 Air 8 MOVE 40 MPH/64 KPH 1 500eb


(Expensive)

Compatible Weapons: Pistols (any).


Description: A large aerial drone capable of mounting a small firearm. Powered by two
large rotos.

Falcon 25 7 Air 8 MOVE 40 MPH/64 KPH 1 1000eb


(V. Expensive)

Compatible Weapons: Pistols (any), SMG (any).


Description: Combat ready aerial assault drone, powered by four large rotors.

Paladin 30 7 Wheeled 5 MOVE 25 MPH/40 KPH 1 1000eb


(V. Expensive)

Compatible Weapons: Pistols (any), SMG (any), Assault Rifle, Shotgun.


Description: Armored police drone that can carry shoulder weapons.

Guardian 40 11 Wheeled 5 MOVE 25 MPH/40 KPH 2 5000eb


(Luxury)
Compatible Weapons: Pistols (any), SMG (any), Assault Rifle, Shotgun, Grenade Launcher.
Description: Heavy SWAT drone. Comes equipped with a bulletproof shield that can be
used as cover. The shield can be repaired or replaced.

Hound 25 7 Walker 6 MOVE 30 MPH/48 KPH 1 1000eb


(V. Expensive)

Compatible Weapons: Pistols (any), SMG (any), Assault Rifle, Shotgun.


Description: A quadruped dog shaped drone that comes equipped with a Light Melee
Weapon in its jaws, capable of delivering a nasty bite. The Hound has 4 Option Slots for
installing Cyberleg Options. All options count as if they were paired, and it costs the same
as installing the option once.

Duelist 35 11 Walker 5 MOVE 25 MPH/40 KPH 0 5000eb


(Luxury)

Compatible Weapons: Any weapon without a BODY requirement.


Description: Anthropomorphic drone with two legs, two arms, torso and head. Has no
weapon mounts but can operate most weapons with human-like hands and can reload
them. Cannot wear armor except shields. The Duelist has 2 Option Slots for installing
Cyberarm Options and 2 Option Slots for installing Cyberleg Options. All options count as
if they were paired, and it costs the same as installing the option once.

Robodoc 30 7 Wheeled 5 MOVE 25 MPH/40 KPH 0 5000eb


(Luxury)

Compatible Weapons: None.


Description: Armored field medic, that comes with two robotic arms, in built medical
supplies and a Medical software. When running autonomously, the drone can be
commanded to make Quick Fixes (First Aid or Paramedic) using Combat Number + 1d10.
The Robodoc has 2 Option Slots for installing Cyberarm Options. All options count as if
they were paired, and it costs the same as installing the option once.

Waterbug 30 7 Water 5 MOVE 25 MPH/40 KPH 1 1000eb


(V. Expensive)

Compatible Weapons: Pistols (any), SMG (any), Assault Rifle, Shotgun.


Description: Propeller based nautical attack drone. Can function on water surface and
underwater without penalty. Comes with a flashlight and sonar for underwater use.

WEAPONS

Machine Gun
Machine guns are heavy, high capacity, belt fed firearms. When using Autofire with
Machine Guns, roll 3d6 (instead of the usual 2d6) followed by all the usual rules of
Autofire. Machine Guns use the same Range DVs as Assault Rifles. Machine Guns cannot
take any clip or magazine attachments. Reloading a machine gun takes 2 Actions, and
thus can only be done over the course of two turns. Firing this weapon requires BODY 11
or higher unless it is mounted. A poor quality Machine Gun costs 500eb (Expensive) and
an excellent quality one costs 5000eb (Luxury). A Machine Gun can be attached to an
Automated Turret [PG. 214] or on a vehicle. With 2 Onboard Machine Gun upgrades [PG.
163] you can choose to have a Machine Gun with 90 rounds instead of two Assault Rifles
with 30 rounds each. All other rules apply.

Weapon Weapon Single Standard Rate of Hands Can be Cost


Type Skill Shot Magazine Fire Required Concealed?
Damage (ROF)

Machine Heavy 5d6 100 1 2 No 1000eb


Gun Weapons (Rifle) (V. Expensive)

Alt. Fire Mode & Special Features: Autofire (4) • Suppressive Fire

EXOTIC WEAPONS

Arasaka Daimyo
Cost: 10,000eb (Super Luxury)
An Excellent Quality, Exotic, Two-Handed, Very Heavy Melee Weapon. It deals 5d6
damage. This mastercrafted nodachi is as rare as it’s expensive.

Arasaka Light 20mm


Exotic Sniper Rifle - Standard Quality - Luxury - BM
This Exotic anti-materiel Sniper Rifle deals 7d6 damage and is fired with the Heavy Weapons
Skill instead of the Shoulder Arms Skill. By using an action, this weapon can be mounted on a
surface. When this weapon is mounted, you can use the Shoulder Arms Skill instead of the
Heavy Weapons Skill to fire it. This weapon needs to be loaded with a unique ammunition,
which is 4 times as expensive as Sniper Rifle ammunition. Firing this weapon requires BODY
11 or higher unless it is mounted.

Manufacturer:
Arasaka
Price:
5000 eb.
Arasaka Wakizashi
Cost: 1000eb (V. Expensive)
An Excellent Quality, Exotic Heavy SMG that does 4d6 damage with Single Shot and uses
Very Heavy Pistol rounds for ammunition. As a Heavy SMG, it is also capable of Autofire
and Suppressive Fire as per standard rules.

Bass Cannon
Cost: 1000eb (V. Expensive)
An Exotic Shotgun. Whenever a user fires this weapon without some kind of ear
protection, they suffer the Damaged Ear Critical Injury. When you fire this weapon,
resolve it as a Shotgun Shell attack. On a hit, instead of dealing damage, it forces the
target(s) to try to beat a DV15 Resist Torture/Drugs Check. If they fail, they suffer the
Damaged Ear Critical Injury. Ammunition is costless, running off of easily rechargeable (1
hour) battery packs that need to be replaced after 4 shots. The batteries have 8 charges
but the Bass Cannon consumes 2 charges per shot. Extra battery packs are 50eb
(Costly).

Chain Sword
Cost: 1000eb (V. Expensive)
An amalgamation of chainsaw and sword, popular among savage booster gangers and
cyber barbarian cosplayers. The Chain Sword is an Exotic, Two-Handed, Very Heavy
Melee Weapon that ablates 2 points of SP per hit if it manages to deal damage.

Constitution Arms Anti Material Rifle


Cost: 10,000eb (Super Luxury)
An Excellent Quality, Exotic Sniper Rifle that deals 6d6 damage with a Single Shot, and
comes permanently installed with the Bipod and Sniping Scope weapon attachments.
The gun can shoot Basic, Armor-Piercing [PG. 345] or Armor-Piercing Incendiary
Ammunition. Firing this weapon requires BODY 11 or higher unless it's mounted.

Constitution Arms “Hellfire” Flamethrower


Cost: 5000eb (Luxury)
An Excellent Quality, Exotic Shotgun fired with the Heavy Weapons Skill instead of the
Shoulder Arms Skill. It comes permanently installed with the Drum Magazine and Choke
weapon attachments. Mechanically, the Hellfire is a Shotgun that can only fire incendiary
shotgun shells (ammunition cost is also the same as Incendiary Shotgun Shells), except
that while your targets are ignited, until they spend an Action to put themselves out,
they take 6 damage to their HP at the end of their turns. If they were already on fire, this
fire effect replaces one that would deal less damage. Damage dealt by this weapon
cannot cause a Critical Injury, but it does 5 Bonus Damage directly to the target’s HP. It
cannot be used to make Aimed Shots. Reloading this weapon requires using 2 Actions,
and thus can only be done over the course of two turns. Firing this weapon requires
BODY 11 or higher unless it is mounted.

Dazzler
Cost: 500eb (Expensive)
An Exotic Very Heavy Pistol that fires high intensity directed radiation, such as invisible
lasers. Instead of dealing damage, on a hit it forces the target to try to beat a DV15
Resist Torture/Drugs Check. If they fail, they suffer the Damaged Eye Critical Injury.
Ammunition is costless as it runs off of easily rechargeable (1 hour) battery packs that
need to be replaced after 8 shots. Extra battery packs are 50eb (Costly).

DB-2 Testera
Exotic Shotgun - Standard Quality - Expensive
This Exotic Shotgun can be used with one hand, is fired using the Handgun Skill and is
concealable. It has a clip size of 2 and it cannot accept weapon attachments that modify its
clip size. It can fire Shotgun Slugs and Shotgun Shells. When firing this weapon while it has 2
remaining shots, the user can choose to fire both shots simultaneously. When doing so, this
weapon deals an additional +5 damage.

Manufacturer:
Rostović
Price:
750 eb.

DB-4 Igla
Variant Shotgun - Standard Quality - Everyday
This Variant Shotgun has a clip size of 2 and cannot accept weapon attachments that
modify its clip size. When firing this weapon while it has 2 remaining shots, the shooter
can choose to fire both shots simultaneously. When doing so, this weapon deals +5
damage.
Manufacturer:
Rostović
Price:
500 eb.

Eagletech Ballista
Cost: 500eb (Expensive)
An Exotic Crossbow that does 5d6 damage. Despite being an exotic weapon, it can use all
kinds of Arrows. Firing this weapon requires BODY 11 or higher unless it's mounted. It
shoots silently, despite its large size, unless you're right next to it. Then you hear the
TWANG!

FMP45
Variant Heavy SMG - Standard Quality - Luxury - BM
On a successful hit, this Variant Heavy SMG ablates 2 SP points, instead of 1. This weapon
needs to be loaded with a unique ammunition, which is three times as expensive as basic
Heavy SMG ammunition.

Manufacturer:
Fabrique Européenne
Price:
5000 eb.

Furtive Steppe
Cost: 500eb (Expensive)
An Exotic 2 ROF Bow that does 3d6 damage. Despite being an exotic weapon, it can use
all kinds of Arrows.

GunMart Boomstick
Cost: 500eb (Expensive)
An Exotic, double barrel Shotgun with a magazine capacity of 2 and cannot take any clip
or magazine attachments. The Boomstick can only shoot Shotgun Shells. While the gun
has at least 2 Shells remaining you can shoot both Shells together, increasing the
damage of the attack to 4d6. It takes 1 Action to reload 2 Shells.

GunMart Mad Max


Cost: 500eb (Expensive)
The Mad Max is an Exotic, One-Handed, sawn off, double barrel Shotgun that uses the
Handgun skill, instead of Shoulder Arms. The weapon can only shoot Shotgun Shells (of
any kind). The Mad Max has a magazine capacity of 2 and cannot take any clip or
magazine attachments. It takes 1 Action to reload both barrels. The Mad Max cannot be
Concealed.
Hand Crossbow
Cost: 100eb (Premium)
An Exotic One-handed Crossbow that does 3d6 damage. Despite being an exotic weapon,
it can use all kinds of Arrows. Can be concealed and shoots silently.

HJSH-18 Masamune
Variant Assault Rifle - Excellent Quality - Luxury - BM
This Variant Excellent Quality Assault Rifle can use an additional firing mode called Burst
Fire (3). When the weapon uses Burst Fire, it costs an Action and 3 bullets. It uses the
Autofire Skill instead of the Shoulder Arms Skill. To determine DVs to hit with this fire mode,
use the Assault Rifle entry in the Single Shot Range Table. If the Burst Fire hits, roll 2d6 for
damage and multiply it by the amount you beat the DV to hit your target, up to a maximum
of 3.

Manufacturer:
Arasaka
Price:
5000 eb.

Kendachi “Urban Tribal” Tomahawk


Cost: 100eb (Premium)
An Exotic, One-Handed, Medium Melee Weapon. Apart from melee attacks, this bigger
and heavier tomahawk can be thrown as an ROF 1 attack. Successful thrown attacks with
the weapon ignore half the current SP of the target’s armor, as if taking damage in
melee.

Militech Crusher
Cost: 5000eb (Luxury)
An Excellent Quality, Exotic Shotgun that comes permanently installed with the Drum
Magazine weapon attachment. The Crusher can use all forms of Shotgun Ammunition,
despite being an Exotic Weapon. The weapon is capable of Autofire and Suppressive Fire
along with standard single shot and shotgun shell capability. If you hit, you roll 2d6 for
damage, and multiply it by the amount you beat the DV to hit your target, up to a
maximum of 4 for Slugs or 3 for Shells. Damage from Autofire Shells applies to
everyone in front of you within 6m/yds (3 squares). The Crusher uses the same Range
DVs as SMGs for Autofire.
Militech R-22 “Diplomat” Rocket Launcher
Cost: 10,000eb (Super Luxury)
An Excellent Quality, Exotic, 2 ROF, Rocket Launcher that comes equipped with the
Extended Magazine weapon attachment. Despite being an Exotic Weapon, it is capable of
firing all forms of Rocket Ammunition. Firing this weapon requires BODY 11 or higher
unless it is mounted. Ideal for diplomacy and problem solving.

Militech P3Wx2 Laser Pistol


Cost: 5000eb (Luxury)
The P3Wx2 is an Excellent Quality, Exotic Heavy Pistol that fires deadly laser beams.
Treat all shots fired by this gun as Incendiary Ammunition [PG. 346]. Ammunition is
costless, as it runs off easily rechargeable (1 hour) battery packs that need to be
replaced after 8 shots. Extra battery packs are 50eb (Costly). The P3Wx2 cannot use any
other type of ammunition and cannot take any clip or magazine attachments.

Militech BL45T3R Heavy Laser Pistol


Cost: 5000eb (Luxury)
An Excellent Quality, Exotic Very Heavy Pistol. The BL45T3R fires more powerful laser
beams. Treat all shots fired by this gun as Incendiary Ammunition [PG. 346].
Ammunition is costless, as it runs off easily rechargeable (1 hour) battery packs that
need to be replaced after 8 shots. Extra battery packs are 50eb (Costly). The BL45T3R
cannot use any other type of ammunition and cannot take any clip or magazine
attachments.

Militech W4ZR W1FL3


Cost: 5000eb (Luxury)
An Excellent Quality, Exotic Assault Rifle. The W4ZR W1FL3, fires even more powerful
laser beams. Treat all shots fired by this gun as Incendiary Ammunition [PG. 346]. Unlike
a regular Assault Rifle, the W4ZR W1FL3 is incapable of Autofire or Suppressive Fire.
Ammunition is costless, as it runs off easily rechargeable (1 hour) battery packs that
need to be replaced after 8 shots. Extra battery packs are 50eb (Costly). The weapon can
take 2 battery packs at a time, giving it a magazine capacity of 16. Reloading takes 1
Action to replace both batteries. The weapon cannot use any other type of ammunition
and cannot take any clip or magazine attachments.

Militech D3TH R4Y Gatling Laser


Cost: 10,000eb (Super Luxury)
An Excellent Quality, Exotic Machine Gun that fires powerful laser beams. It can only
make Autofire attacks that consume 10 shots with each attack. If an attack hits, roll 3d6
for damage and multiply it by the amount you beat the DV to hit your target up to a
maximum of 3. Treat all shots fired by this gun as Incendiary Ammunition [PG. 346].
Ammunition is costless, as it runs off easily rechargeable (1 hour) battery packs that
need to be replaced after 8 shots. Extra battery packs are 50eb (Costly). The weapon can
take 5 battery packs at a time, giving it a magazine capacity of 40. The weapon cannot
use any other type of ammunition and cannot take any clip or magazine attachments.
Fully reloading this weapon requires using 2 Actions, and thus can only be done over the
course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.
The weapon uses the same Range DVs as Assault Rifles.

Net Launcher
Cost: 500eb (Expensive)
An Exotic Grenade Launcher that does not deal damage and cannot fire grenades.
Instead it shoots nets at a single target for purposes of incapacitation and capture. Upon
a successful hit, the target suffers the same effects as being Grabbed [PG. 177]. Escaping
the net requires beating a DV15 Athletics Check as an Action, at a -2 penalty due to being
grabbed. Another person can free the victim by using an Action to beat the same Check
for them or using a sharp melee weapon to cut the net. The nets are made of durable
polymer and are extremely resistant to any attempts to tear them with bare hands.
Each net costs 50eb (Costly) and can be reused.

Nomad Smartwhip
Cost: 1000eb (V. Expensive)
An Excellent Quality, Exotic, One-Handed, Heavy Melee Weapon. It comes permanently
installed with the Smartgun Link weapon attachment adapted for the melee weapon,
which must be connected (via Interface Plugs or a Subdermal Grip) in order for the
weapon to operate. Attacks with this weapon are made with a bonus of +2 for Excellent
Quality and the smart weapon qualities. The whip has a reach of 4m/yds or 2 squares.

Nowaki
Variant Assault Rifle - Standard Quality - V. Expensive - BM
This Variant Assault Rifle can use an additional firing mode called Burst Fire (3). When
the weapon uses Burst Fire, it costs an Action and 3 bullets. It uses the Autofire Skill
instead of the Shoulder Arms Skill. To determine DVs to hit with this fire mode, use the
Assault Rifle entry in the Single Shot Range Table. If the Burst Fire hits, roll 2d6 for
damage and multiply it by the amount you beat the DV to hit your target, up to a
maximum of 3.
Manufacturer:
Arasaka
Price:
1000 eb.
Shishkebab
Cost: 1000eb (V. Expensive)
The Shishkebab is a bladed melee weapon with an attached flamethrower that burns
and cuts at the same time. The Shishkebab is an Exotic, Two-Handed, Heavy or Very
Heavy Melee weapon that can hold 8 Medium Pistol Incendiary Bullets [PG. 346]. When
you declare your attack with the weapon, you can choose to expend 1 ammunition to
make a fiery attack. If you hit, your target is ignited. Until they spend an Action to put
themselves out, an ignited target takes 2 damage to their HP at the end of their turns.
Each consecutive fiery attack on an ignited target increases the Fire damage to 4 and
then to 6. Without the ammo, the weapon just deals the standard damage. Reloading the
weapon takes 1 Action. The Heavy version can be implanted as a Popup Melee Weapon,
in which case it becomes One-handed.

Tranquilizer Rifle
Cost: 500eb (Expensive)
An Exotic Assault Rifle that can only shoot Biotoxin, Poison and Sleep Arrows. It doesn’t
do standard Assault Rifle damage. Tranquilizer Rifles have a magazine capacity of 8
Arrows and can be reloaded like a standard Assault Rifle. The gun cannot take any clip
or magazine attachments. The Tranquilizer Rifle cannot use Autofire or Suppressive Fire
but shoots silently. Tranquilizer Rifles come equipped with the Sniping Scope
attachment.

WEAPON ATTACHMENTS

Bipod
Cost: 100eb (Premium) • Eligible: Non-Exotic Sniper Rifles and Machine Guns.
A retractable two-legged stand that allows it to be from a prone or sitting position,
eliminating the weight of the weapon on the user’s arms and increasing accuracy.
Deploying the bipod and/or getting into the right position doesn’t take an Action but
makes you Prone. You cannot take the Move Action as long as you are in this position,
until you use 1 Action to Get Up [PG. 127]. As long as you are in the right position, you get
+1 to any ranged attack or Suppressive Fire made with the bipod deployed weapon. A
bipod deployed weapon counts as mounted.

Choke
Cost: 500eb (Expensive) • Eligible: Non-Exotic Shotguns.
Optimizes the spread of pellets and cones of fire. Increases the range of Shotgun Shells
[PG. 174] to an area 8m/yds long x 6m/yds wide (4x3 squares) but increases the attack
DV to 15. The shotgun is unable to fire slugs as long as the choke is attached.
Flashlight
Cost: 20eb (Everyday) • Eligible: Non-Exotic Ranged Weapons.
A powerful LED mini flashlight mounted on your weapon, with a 100m/yds beam. Allows
you to ignore penalties due to darkness up to 100m/yds in the direction your gun is
pointed at.

Folding Action
Cost: 100eb (Premium) • Eligible: Non-Exotic Very Heavy Pistols and Heavy SMGs.
This modification allows the weapon to be folded and unfolded using 1 Action for each. A
folded weapon cannot be used to shoot but it can be Concealed.

Gas Vent
Cost: 500eb (Expensive) • Eligible: Non-Exotic Ranged Weapons capable of Autofire.
Gas ventilating system that reduces recoil and increases accuracy during automatic fire.
Grants +1 to all Autofire and Suppressive Fire Checks made with the weapon.

Holographic Sight
Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons.
A non-magnifying sight with a holographic reticle. Perfect for mid range combat but isn’t
good at either close or long distance. When attacking a target that is between
13-50m/yds away, with either a weapon's Single Shot firing mode or an Aimed Shot, you
can add a +1 to your Check.

Killstrument
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Pistols, SMGs, Assault Rifles, Shotguns
and Melee Weapons.
A favorite among Rockerboys. The modification allows a single eligible weapon to
become concealable as a standard quality guitar or similar musical instrument, even if
the weapon is usually unconcealable. Any attempt to see through the concealment
requires a Reveal Object Check, beating the user’s Conceal Object Check or DV17 (user’s
choice). The weapon cannot be larger than the instrument it's contained in. The guitar is
functional but don’t expect it to play like the DeLuze Orphean with all the added parts
inside. Requires 2 Attachment Slots except for Melee Weapons.

Laser Sight
Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons.
A precision laser dot that increases your accuracy at short range, but fades away over
longer distances. When attacking a target no more than 12m/yds away with either a
weapon's Single Shot firing mode or an Aimed Shot, you can add a +1 to your Check.
Smart Scope
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
Contains two option slots for Cybereye options. You can use the weapon to gain access
to the benefits of these options. When cybereye options are installed into the scope,
they always count as if they were paired, and it costs the same as installing the option
once in a cybereye. Requires 2 Attachment Slots.

Suppressor
Cost: 100eb (Premium) • Eligible: Non-Exotic Pistols, SMGs, Shotguns, Assault Rifles and
Sniper Rifles.
Muffles the noise of gunshots, by slowing down escaping gases. All Perception Checks
made to hear the sound of suppressed gunfire has it’s DV increased by 2, with a
minimum of DV15 at a distance of 6m/yds or closer to the gun.

AMMUNITION

Armor-Piercing Incendiary Ammunition


Cost: 500eb (Expensive) • Ammo Types Available: Bullets and Rockets only.
Expensive bullets with an incendiary tip and an armor piercing core. Counts as both an
Armor-Piercing and an Incendiary round [PG. 345-346], ablating 2 SP (insead of 1) when
it deals damage to HP and setting the target on mild fire [PG. 180].

Explosive Ammunition
Cost: 100eb (Expensive) • Ammo Types Available: Arrows only.
Arrows that explode on contact dealing the weapon’s damage across an area of 5x5
squares, following the rules for Explosives [PG. 174]. Each purchase of Explosive
Ammunition gives only one arrow, which isn’t reusable.

Molotov Cocktail
Cost: 50eb (Costly) • Ammo Types Available: Grenades only.
An Exotic Incendiary Grenade that is incompatible with launchers and thus, must be
thrown. On a successful hit, it deals no damage but automatically ignites all targets in its
radius of explosion. Until your target(s) spends an Action to put themselves out, they
take 2 damage directly to their HP whenever they end their Turn. Multiple instances of
this effect cannot stack.

Paint Grenade
Cost: 20eb (Everyday) • Ammo Types Available: Grenades only.
Grenades that come filled with paint and thus, deal no damage. Can be filled with acid
instead. Acid filled grenades deal no damage but ablate the armor of everything in the
radius by 2 SP. The cost is the same, whether the grenade is filled with paint or acid.
Tracer Ammunition
Cost: 100eb (Premium) • Ammo Types Available: Bullets only.
Bullets with a small pyrotechnic charge that lights up and shows the trajectory of fire,
improving accuracy over sustained firing but revealing the location of the shooter. +1 to
each Autofire and Suppressive fire Check done entirely with Tracer Ammunition.

ARMOR

Armored Shield
Cost: 100eb (Premium)
Armor upgrade that can be applied to a basic Bulletproof Shield [PG. 97]. Applying the
upgrade requires beating a DV15 Basic Tech Check. You don't need to be a Tech to do this.
Once added, the Bulletproof Shield permanently gains an SP of 4. The SP can be further
increased by 1 using a Tech’s Upgrade Expertise [PG. 148]. The SP of the shield is
depleted only when using the shield as cover and only reduces damage done to the
shield’s HP.

Stealth Suit
Cost: 1000eb (V. Expensive)
Skinsuit with an SP of 11. The armor has built in active camouflage technology granting
you +2 to all Stealth Checks made while wearing this armor, if no other armor or
clothing is worn over the Stealth Suit. The suit comes with both body and head armor
with separately tracked SP, like a bodyweight suit [PG. 350]. There is no armor penalty
for wearing a Stealth Suit.

TOOLS

3D Mask Printer
Cost: 1000eb (V. Expensive)
A portable, briefcase sized 3D printer that can be filled with a synthetic nanopaste. The
printer then makes a life-like mask of a person’s face using the nanopaste. When
solidified it almost perfectly mimics real skin and hair. Each mask’s worth of nanopaste
costs 50eb (Costly). Designing the mask’s face to perfectly match someone else’s
requires possessing photographs of the other person, 30 minutes of time beating a DV15
Sculpt Check. On a failure, the time is wasted. Printing the mask takes another 30
minutes. When worn, anyone of similar size, stature and sex can pass off as said person
if they can mimic the person’s voice. Wearing the mask gives you +2 on Acting Checks
made to impersonate that person.
Bionic Boot
Cost: 500eb (Expensive) per boot.
A single polymer plasteel boot that reaches up to your knee. Contains 2 option slots for
Cyberleg options. When worn, the options stored in the boot’s slots can be accessed.
Putting on a Bionic Boot or taking one off is an Action (this it takes 2 Action to wear or
take off a pair). The cost to purchase and install a Cyberleg option into the Bionic Boot is
the same cost as doing so in a Cyberleg. Options that must be paired need to be
purchased twice and added to two different Bionic Boots. Any options stored in a
Cyberleg or meat leg that the Bionic Boot is being worn over are inaccessible while the
Boot is being worn.

Canary Radiation Alarm & Plotter (CRAP)


Cost: 500eb (Expensive)
The CRAP is a portable Geiger Counter usually worn on a belt to passively sample the
user’s surroundings and give warning when near concerning radiation sources. The
device can sample an area of 50m/yds radius around the user and will alert the user to
dangerous radiation. It cannot tell the direction of the radiation reading, but the beeping
and visual indicator will intensify as the user gets closer to a radiation source along with
giving a precise reading in mR/hr.

Explosive Mine
Cost: 100eb (Premium)
An small explosive device that can either be placed on the ground or attached to a
vertical surface. The mine can be triggered either by a Pressure Plate (if someone or
something steps over it) or via a Laser Tripwire if attached to a vertical surface. The
Laser Tripwire has a 10m/yds range and must form a seamless straight line between
two vertical surfaces, for the tripwire to work. Setting up and activating a mine takes 2
Actions and beating a DV15 Demolitions Check. The user can attempt to hide the mine
while setting it up, using a Conceal Object Check. Defusing a mine requires beating the
original Demolitions Check made to set it up. An Explosive Mine does 8d6 damage,
following the rules in [PG. 174]. It also ablates armor by 2 instead of 1, whenever it would
ablate armor. Attacking an Explosive Mine makes it explode.

Satchel Charge
Cost: 100eb (Premium)
A block of plastic explosive in a nano-adhesive satchel that can be attached to any
surface. Can be detonated using its in-built timer or remotely via a linked Agent.
Attaching a Satchel Charge requires 1 Action and beating a DV15 Demolitions Check.
Setting the timer or detonating remotely requires 1 more Action but no Check. The
explosive does 8d6 damage, following the rules in [PG. 174]. Whenever the explosive
ablates armor, it ablates it by 2 instead of 1. Defusing a Satchel Charge requires beating
the original Demolitions Check made to set it up. Attacking a Satchel Charge makes it
explode.

Tactical Briefcase
Cost: 500eb (Expensive)
popular among corporate assassins and edgerunners alike. This X-ray and metal
detection proof briefcase can conceal an SMG or Heavy SMG. The concealed gun can be
linked to a switch on the briefcase handle which can then be used to fire the gun easily.
Ports exist for reloading without having to take out the gun. However, reloading a gun
inside a Tactical Briefcase takes 2 Actions and thus can only be done over the course of
two turns. The gun is stored in a locked hidden compartment, concealed by documents
and other normal briefcase contents. Any attempt to see through the concealment
requires a Reveal Object Check, beating the user’s Conceal Object Check or DV17 (user’s
choice). You don’t benefit from any kind of sight or scope attachments on the gun while
using it from within the briefcase.

Monowire Garrote
Cost: 500eb (Expensive)
An assassin’s tool made of monowire, used to choke the life out of people and
slice/sever the throat in time. You must perform a Grab or Choke Action using two arms
instead of one, when using a Garrote. Any Grab attempt made with a Garrote has a -8
penalty to hit (best used from stealth as unaware targets cannot dodge). Choke Actions
with a Garrote deals extra damage equal to your Melee Weapon Skill and instantly kills
any victim whose HP is reduced to 0 or is Choked for 3 successive Rounds with it. A
target Grabbed with a Garrote cannot speak, shout or otherwise vocalize. As a rules
update, the Slice ‘N Dice cyberware [PG. 115] can be used as an implanted Monowire
Garrote following the same rules for Grab and Choke.

Musical Instrument (Poor/Excellent Quality)


Cost: 100eb (Premium) for Poor or 1000eb (V. Expensive) for Excellent Quality.
Poor Quality musical instruments malfunction whenever you roll a Critical Failure (a 1 on
your Attack Check), requiring you to use an Action to reverse the malfunction before
they can be used again. This doesn't require a Check. Excellent Quality musical
instruments add a +1 to any Play Instrument Checks with it.

Parachute
Cost: 100eb (Premium)
A Falling Character [PG. 181] who is falling from a height of 100m/yds or higher and
wearing a parachute may, as an Action, attempt to beat a DV13 Athletics Check to deploy
it. Strong winds or a crowded/congested environment imposes a -2 penalty to the
Athletics Check while a storm imposes a -4. If successful, the character descends at a
rate of 20m/yds per turn and takes no falling damage or Broken Leg critical injury at the
end of the fall. While falling with a deployed parachute, the character cannot dodge
ranged attacks, even if they have REF 8 or higher.
Spare parachutes are sold for an additional price of 50eb (Costly). A parachute that has
a spare may, as an Action, attempt to beat a second DV13 Athletics Check if the first one
is unsuccessful. You cannot wear more than 2 parachutes at a time. Parachutes are
one-time-use and are discarded afterwards. Parachutes have 10 HP. You can aim a single
shot or Melee Attack at a deployed parachute, taking your whole Action and a -8 to your
Check. If successful, the parachute takes damage. If it’s reduced to 0 HP, the parachute is
destroyed and the user immediately starts falling as per standard rules.

Smart Headphones
Cost: 1000eb (V. Expensive)
Headphones that contain two option slots for Cyberaudio options. When worn, Smart
Headphones give the user access to the benefits of these options. You can only wear a
single set of Headphones at a time.

MARTIAL ARTS

BOXING
An ancient art of pugilism and the most popular combat sport in human history. Many
people underestimate this fighting style in favor of more flashy martial arts, due to
boxing not using legs for attacks. But the grace and power behind a Boxer’s punch can
quickly remind those people of its effectiveness and storied history.

Haymaker
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a Haymaker. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target suffers the Damaged Ear
Injury in addition to your Martial Arts Attack damage. If they already had this Critical
Injury, they don’t suffer the same Critical Injury again.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target instead suffers the Brain Injury Critical Injury in
addition to your Martial Arts Attack damage and Aimed Shot effects. If they already had
this Critical Injury, they don’t suffer the same Critical Injury again.
Uppercut
Requirement: REF 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make an Uppercut. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target suffers the Broken Jaw
Critical Injury in addition to your Martial Arts Attack damage. If they already had this
Critical Injury, they instead suffer the Whiplash Critical Injury. If they already had both
these Critical Injuries, they don’t suffer another Critical Injury.

JEET KUNE DO (截拳道)


A hybrid martial art adapted long ago by a legendary Chinese martial artist. Originally
based on kickboxing and traditional Wing Chun, the style has since then been adapted
and changed to meet the changing times, including the time of cybernetics.

One-Inch Punch
Requirement: WILL 8 or higher.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a One-Inch Punch. Use your Action to use the Martial Arts Special Move Resolution
against a single target in Melee range. If you hit, your target suffers the Collapsed Lung
Critical Injury in addition to your Martial Arts Attack damage. If they already had this
Critical Injury, they do not suffer another Critical Injury.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target instead suffers the Concussion Critical Injury, after
damage is calculated. If they already had this Critical Injury, they don’t suffer the same
Critical Injury again.

Sweep Kick
Requirement: You hit the same target with a Brawling Attack and a Martial Arts Attack
this Turn.
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. Doing so uses up all your remaining
movement. If you succeed, the opponent is thrown off balance and knocked prone in
addition to taking damage from both your attacks.
JIU JITSU
A martial art based on grapples and submission holds. It focuses on the skill of taking an
opponent to the ground, controlling one's opponent, gaining a dominant position, and
using a number of techniques to force them into submission via joint locks or chokeholds.

Crushing Chokehold
Requirement: WILL 8 or higher. You have a target successfully Grabbed and you Choked
them this Turn.
Once per Turn when you fulfill this requirement, you can use the Martial Arts Special
Move Resolution to attempt to beat a DV15. If you succeed, the target suffers the
Crushed Windpipe Critical Injury in addition to the regular effects of Choking. If they
already had this Critical Injury, they don’t suffer the same Critical Injury again.

Limb Breaker
Requirement: BODY 8 or higher. You have a target successfully Grabbed.
Once per Turn when you fulfill this requirement, as an Action you can use the Martial
Arts Special Move Resolution to attempt to beat a DV15. If you succeed, the target
suffers the Broken Arm Critical Injury. Alternatively you can drop prone taking your
Grabbed target down prone with you (no Action needed). Performing a successful Limb
Breaker on a prone target causes them to suffer the Broken Leg Critical Injury instead.
You can only perform Limb Breaker on a Limb that has not been broken or dismembered
yet.

KENJUTSU (剣術)
An umbrella term for the various schools of martial art that together form the popular
Japanese swordsmanship style.

Iaijutsu (居合術)
Requirement: REF 8 or higher. You have a Heavy or Very Heavy Melee Weapon ready.
A rapid draw sword technique that cuts while the blade is drawn. Once per combat after
initiative is rolled but before the first Turn of the Round, you can immediately use the
Martial Arts Special Move Resolution with your readied Melee Weapon to make a single
attack against a target in Melee range. Despite using the Martial Arts skill you must
attack with a Heavy or Very Heavy Melee Weapon. You cannot move before making this
attack. If you succeed, you deal the melee weapon’s damage.
Severing Slash
Requirement: WILL 8 or higher. You have a Heavy or Very Heavy Melee Weapon ready.
Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to
make a single Severing Slash with a held Heavy or Very Heavy Melee Weapon. Use your
Action to use the Martial Arts Special Move Resolution against a single target in Melee
range. Despite using the Martial Arts skill you must attack with a Heavy or Very Heavy
Melee Weapon. If you succeed, your target suffers the Torn Muscle Critical Injury in
addition to your Melee Weapon damage. If they already had this Critical Injury, they don’t
suffer the same Critical Injury again.
If you score an additional critical hit via your Melee Weapon Attack roll (roll two 6s on
damage), instead of rolling on the Critical Injuries Table, roll 1d6. On a result of 1-2 the
target suffers the Dismembered Hand Critical Injury. On a result of 3-4 the target suffers
the Dismembered Arm Critical Injury. On a result of 5-6 the target suffers the
Dismembered Leg Critical Injury.

MUAY THAI (มวยไทย)


Also known as Thai boxing, the martial art uses stand-up striking along with various
clinching techniques. This discipline is known as the "Art Of Eight Limbs" as it is
characterized by the combined use of fists, elbows, knees and shins.

Flying Knee
Requirement: MOVE 8 or higher. You must have moved at least 4m/yds already this
Turn.
A brutal knee to the chest cavity made either from a clinch (Ti Khao) or as an aggressive
flying attack, also known as Kao Loi (เข่าลอย). Instead of making 2 Attacks with your
Martial Arts Attack Action you can choose to make a Flying Knee attack. Use your Action
and all your remaining movement this Turn to fling forward in a straight line toward
your target that can be up to 4m/yards away from you. Use the Martial Arts Special
Move Resolution against that target. If you hit, the target suffers the Broken Ribs Critical
Injury in addition to your Martial Arts Attack damage. If they already had this Critical
Injury, they don’t suffer the same Critical Injury again. If you miss, you cannot take a
Move Action next turn due to being off balance. If you have an opponent in a Grab, you
can make a Flying Knee Attack against them without needing to move and you don’t
suffer the negative consequences for missing the attack.

Sok Tat (ศอกต ัด)


Requirement: WILL 8 or higher.
A savage elbow attack to the temple. Instead of making 2 Attacks with your Martial Arts
Attack Action you can choose to make a Sok Tat attack. Use your Action to use the
Martial Arts Special Move Resolution against a single target in Melee range. If you hit,
your target suffers the Damaged Ear Critical Injury in addition to your Martial Arts
Attack damage. If they already had this Critical Injury, they don’t suffer the same Critical
Injury again.
If you take a -8 to your Check, you can instead use this Special Move to target your
opponent's head location just like making an Aimed Shot, declaring you are doing so
when you roll. If you hit, your target instead suffers the Cracked Skull Critical Injury,
after damage is calculated. If they already had this Critical Injury, they don’t suffer the
same Critical Injury again.

MISCELLANEOUS

Teamwork [Exec Role Ability]


Starting at Rank 3, as an option, Execs may choose a Company Medtech as an available
Team Member.
▶ Company Medtech
Cover Jobs: Nutritionist, Scientist • True Job: Keep the Exec and their team alive.

Roll INT REF DEX TECH COOL WILL MOVE BODY EMP

1 8 8 5 7 3 5 5 6 3

2 7 8 5 8 3 3 6 6 4

3 7 6 5 8 3 5 6 6 4

4 7 6 8 8 4 4 5 5 3

5 7 8 7 8 3 3 6 4 4

6 8 8 7 7 3 4 5 5 3

Medicine (Medtech Role ability) 1: Medical Tech (Cryosystem Operation) 1.


Skills at +2: Athletics, Brawling, Concentration, Conversation, Evasion, Human
Perception, Language (Streetslang), Local Expert (Your Home), Persuasion, Stealth.
Skills at +4: Cybertech, Education, Handgun, Perception, Science (Biology), Science
(Chemistry).
Skills at +6: First Aid, Paramedic (x2).
Cyberware: Biomonitor, Chyron, Cyberaudio Suite, Cybereye, Homing Tracer, Internal
Agent, Radio Communicator.
Gear: Airhypo, Chemical Analyzer, Cryopump, Light Armorjack (SP11), Medtech Bag, Very
Heavy Pistol, Basic VH Pistol Ammo x50.

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