In a technology rich society such as this, the megacorps slowly churn out products for you to spend your hard earned wages on. There is a gadget for every occasion and every task. Despite the name of the corp who assembled the product, most items only have small variations in appearance or function. Shop around as always!

Weight Classification

Below are the weight classifications as described in the system section. For each item (where applicable) a character code is given. This code is used to find the weight carried by the character, as you can only carry so much.

Practically nothing
0.5 kg
1 kg
4 kg
Very heavy
10 kg

Equipment Listing


Accounts Weight Cost
Biotech: Silver   100 per annum
Biotech Gold 250   250 per annum
Biotech Platinum 400    
Angel Grade I 60    
Angel Grade II 100    
Angel Grade III 200    
Angel Grade IV 350    
Medical Insurance: Econcomy - 150 per annum
Medical Insurance: Standard   250 per annum
Medical Insurance: High Risk   450 per annum
Medical Insurance: Monarch   1000 per annum
Telephone line ($0.1/minute)   $5 per month
Mobile line ($0.2/minute)   $

Net Accounts (monthly):

Telephone line ($0.1/min) 5

Mobile line ($0.2/min) 10
Modem line ($0.2/min) 8
Mobile Modem ($0.4/mon) 14
Pager (see entry) 8
Voicemail (see entry) 5
Encryption Extra 2

Communications W Cost
Cellphone 1 L 100
Chip Radio L 330
Vidphone 1 M 300
Communicator, long r H 200
Freehand com link N 160
Touch radio N 100
Com link, pocket L 80
Vid watch 1 N 350

1 All phone systems need a phone account.

Electronics W Cost
Data Chip per MU N 15
Data Cables L 30
Digital Camera L 200
Digital Recorder L 150
Electrode Set N 30
Hardcard per MU N 5
Holo Projector L 500
Mini Printer M 150
Mini TV, pocket sized L 100
Music Chip Player L 100
Pocket calculator N 10+
Printer H 300
Smartwallet N 50
Stim Player Unit L 300
Videocam M 600
Video chip player L 200
Videoflex 30cm2/Lvl L 400/L
Video Screen 30cm2/Lv L 300/L
Watch N 10+

Eating In Cost
Very poor 10
Poor 15
Average 25
Corporate 40
Executive 60

The prices above are per person per week. Each division is an increase in quality
and quantity.

Eating Out Cost
Soft drink 0.5 - 2
Bar Drink 2 - 10
Fast Food Meal 2 - 10
Restaurant Meal 8 - 30

Prices vary due to restaurant/bar location, popularity and quality.

Lodging Cost
Bills 2 100 / month
Apartment 3 200 / month
+ 100 per bedroom
(Min 1 bedroom, max 3 bedrooms)
House 3 200 / month
+ 100 per bedroom
(Min 2 bedrooms, max 6 bedrooms)
Secure parking 5/day or 100/mth
Hotel room 4 70 / night
Motel room 4 30 / night
Sleep cube 5 10 / night

Multiply Lodging's Location:
Combat zone x .25
Poor x .5
Average x 1
Corporate x 2
Executive x 4

2 Bills covers electric, gas, water, laundry, cleaning and TV access.

3 Includes bathroom, living room, kitchen and one parking space. Property is
unfurnished, rented furniture adds $50 per month.

4 Both prices for hotel and motel are for a double room. Single rooms are scarce
and cost no less. All average rooms are en suite.

5 Sleep cubes are not available in executive zones.

Medical W Cost
Arterial Knitter L 600
Bio Scanner L 100
Bone Knitter L 700
Chill Store Case H 400
Cryo Storage Unit n/a 1000
Dermal Knitter L 400
Diagnostic Computer M 600
Drug Patch Dispenser M 400
Drug Hypodermic L 150
Drug Analyzer L 500
Fast Cast L 40
First Aid Kit M 50
Health Smartcard N 20
Laser Knife N 250
Medical Kit M 200
Patient Monitor L 100
Surgical Kit M 500

Medical Treatment W Cost
Clinic Visit - 100
Intensive Care per day 500
Med-centre per day - 200

Power Sources Cost
Alcohol Fuel, litre 1 - 1«
Flyer Fuel, litre 2 - 2«
High Grade Flyer, litre 3 - 5
Fast Charge 20
Microcells 50

Fuel sold in litres. Small car tank is 30l with average of 120 MPL).

Protection W Cost
Cameleoline Coverall L 1000
EVA Worksuit M 6000
Light EVA Suit L 2500
LBM Diving Suit H 7000
LBM Wet Suit M 1000
LBM Tank, 30 mins M 120
Oxygen Tank, 30 mins M 200
Planetary Suit, Light L 2000
Planetary Suit, Heavy M 5000
Rad Suit M 1000
Respirator (w. mask) L 150
SCUBA Wet Suit H 800
Sealed Suit L 150

Security W Cost
Audio Sensors N 50
Bug, Listening Device N 50
Code Breaker Unit L 800
Frequency Jammer H 500
Heat Sensors N 50
Key Card / per level N 20
Keypad / per level L 100
Lock / per level L 50
Movement Sensors N 50
Olfactory Rec M 250
Optical Rec L 50
Palm Rec / per level L 100
Radar Sensor L 100
Retina Scan / per lvl N 150
Sonar Sensor N 100
Tactile Sensors N 100
Tracer Buttons (10) N 100
Voice Rec / per level N 100

All security systems are rated in levels as is the costs.

Spare Parts W Cost
Arm 400
Blood, normal (pint) 15-30
Blood, artificial (pt) 10-20
Ears 200
Eye 350
Finger 50
Foot 250
Hand 300
Heart 500
Kidney 200
Leg 400
Liver 200
Lungs 700
Other organs 200-300
Toe 50

Part Price Modifiers
Clone part (6 month grow) x 4
O-type part x 3
Excellent condition x 2
Basic donor bank part x 1
Poor condition x «
Celebrity part x 2-10
Selling part legally x 0.5
Selling illegally x .1

Hospitals will only accept parts with signed donor papers. Black markets are no
so fussy, but pay a lot less (quarter to fifth price).

Surveillance W Cost
Battle Spex 6 N 300
Binoculars L 50
Contacts: Anti-Dazzle N 70
Contacts: IR N 200
Smart Spex 6 N 200

6 Plus options installed.

Tool W Cost
B & E Tools L 75
EVA Hand Thruster L 50
EVA Manoeuvre Backpack H 1200
EVA Mini Backpack M 800
Micro Tools L 150
Monomol Wire, per m. N 20
Monomol Climber L 50
Pressure Alarm N 20
Rad Counter L 100
Rope per metre - 5
Screwdriver & Heads N 5
Sniffer N 20
Space Screwdriver N 30
Stik Grips N 5

Transport W Cost
Aerodyne 50,000 - 100,000
Cybernetic Control System +25%
Cybercycle - 9000
GEV / Panzer 10,000 - 30,000
MetroCar 3000 - 7000
Motorcycle - 5000
Parawings V 1000
Scooter - 900
Smart Rigging - +75%
Sportscar 10,000 - 20,000

Weapon Enhancements W Cost
Bracers & Stocks N 50
Cyberscope N 2000+
Double Sided clips N 100
Exo Belt L 800
Enhanced Cooling N 400
Grenade Mount N 300
Gyro Compensators N 400
Laser Sight N 200
Laser Managmnt Systm N 300
Radio Link N 200
Retractable Stocks N 150
Smart Chipping N +75%
Smart Trigger N 300
Suppressor L 100
Trigger lock N 200
Tripod mount N 800

Weapon Ammunition W Cost
Arrows, 10 L 20
Autoweapon Ammo, 50
Light L 20
Medium L 30
Heavy L 40
Bolts, Normal, 10 L 25
Bolt Weapon Ammo, 50
Light L 30
Medium L 40
Heavy L 50
Flame Gun Carts, 10 L 50
Gauss Ammo, 50 7
Light L 100
Medium L 150
Heavy L 200
Gun Launched Grenade L x2
Needler Chemicals, 20 L 50
Power Pack L 50
Power Pack, enhanced L 100
Shotgun (standard), 50
Light L 100
Medium L 125
Heavy L 150
Special Shotgun Ammo 7
CS L x4
Frag L x10
Penetrator L x3
Solid L x1«
Special Ammo Types 7
AP L x3
DPU L x8
HEP L x6
Hollow Points L x1¬
Liquid Core L x4
Match G (rifles only) L x3
Poison chamber L x5
Subsonic L x2

7 Streetwise roll required.

All prices listed are average shop prices. Items bought on the black market or in big department stores could cost a lot more. Second hand items can be bought, and sold, for half price.


Accounts are services or utilities which you pay for to maintain a steady services. Most accounts are paid on monthly rates. Bank Card: EFT accounts (electronic funds transfer) have been around for ages. Anyone can open a bank account but this account allows the user to carry electronic money around with them. Bank cards are true electronic money, just by running the card through a reader you can pay for goods with the minium of fuss.


In the more violent countries, especially those with downtown DMZs and scrub zones, portable trauma and rescue recovery is big business to the various megacorps and small corporations who provide these services. All medical teams use some sort of armoured VTOL craft which has on board state-of-the-art medical equipment, two or three medics, up to six guards and at least one heavy weapon. The "med-wagons" are very manoeuvrable and can be put down on a parked car, on a roof top or between the patient and their foes if necessary. These services can be called by phone, or vidphone, and the company traces the call. To subscribers, the company give out a calling device known as a lifecard. Lifecards come in three main types, but the all do one thing- when they are activated, a cellular radio alarm signal is sent which can be homed in on by the said lifecard business. The most popular version is a credit card which you bend or snap to use, while the second is a device which is linked to the owners system monitor (alerting the company when vital signs fall rapidly or erratically). Another less common method is a simplified sub dermal system monitor linked to a watch which contains the radio alarm and processing capabilities. Note that the biomonitor and smart watch both have override systems, although they need a special device to deactivate them (so they don't go off again during surgery). For more information on medteams check out the medical section. All rescue teams will take the patient to the nearest med-centre. Biotech PMR, silver: The Biotech megacorp leads the way in most medical sciences and recently bought out a number of small trauma team corporations. After a month it launched Biotech Portable Medical Recovery (or Biotech PMR for short). The silver card account entitles you to basic trauma coverage. When summoned PMR will turn up and collect you, they will not enter a firefight and will wait if they must. The team will arrive within 2D4 minutes.

Biotech PMR, gold: A gold PMR account entitles you to a better service. When responding to a gold card alarm, PMR will use any means necessary (virtually) to recover you. Upon arriving PMR will survey the scene, issue a warning (sometimes) and then pick off anyone classified as a "possible threat" to the PMR team or the patient during recovery. As well as paying for this account the patient must also pay for ammo or medical costs due to team injury. Account holders can expect rescue within D6 minutes.

Biotech PMR, platinum: The very best trauma account on the market. This is the cover all execs have. Biotech PMR guarantees to be there within 3 minutes (of any major city). The PMR team will arrive in D6/2 minutes after being called.

Medical Insurance: simply covers the cost of hospital treatments. If you don't have medical insurance, you don't get medical treatment- simple really. Well not exactly true, but seeing as all hospitals are private there is a tendency to treat those who can pay. There are various medical insurances firms you can join. When you get picked up and dumped in the trauma centre, your med cover will deal with bills and treatment costs (which can amount to a hell of a lot). It does not allow you to claim for a new limb/organ or installation costs (for limbs or cyberware). Drugs and other additional treatments are also excluded. To be covered, the client must have had the insurance policy for at least two weeks before injury (due to background, health and assement).

Basic Medical Insurance: $500

Covers the client for basic operations and up to one high risk hospitalisation. Hospitalisation is classified as standard health operations and care. Intensive care (ie: deadly wounds) due to combat will only be paid for once in a six month period.

High-risk Cover: $1000

Cover for any insurance - up to intensive care. Trauma surgery and recovery will only be paid for once a month.

Premier Cover: $2000

Covers you for any amount and for any operations required. No limit to the amount of claims a month.

Treatment coverage pays for the cost per day in the med-centre, the surgery to stabilize you but it will not pay for any parts or limbs you need to buy. Medical insurance also deals with the more mundane things like dental and basic health care. Cybernetic installation is not covered by insurance.

Phone Account: A phone is no good without a phone number. When you subscribe you're asked your phone / computer's serial number and the company does a credit check on you. Then if its all okay, you're issued with your own net access code (your phone number) and NIN (netspace identification number) which you must enter to use your phone account. It can be used for your vid phone, telephone, cell phone, computer or cable hookup, it doesn't matter. Besides paying for the rental of this number you will also have to pay for any calls made too. Local calls are $0.05 per minute. Long distance calls cost $0.10 per country passed through. Interplanetary calls are $1.00 per minute. If you don't pay your bill, your number is cancelled after a month. In three months the corp starts looking for you through the Net. If they do not find you within eight months and you owe a lot they send a debt collection team after you (and they will get the money out of you).

Encryption allows audio data to be encoded. The user is given a public key to encrypt data and they must enter their private key to decrypt it.


Cellphone: Cellphones don't need a phone socket to access netspace (just like today's cellular phones). The power is supplied by a microcell or power pack (depending on the size of the phone). Both telephones and vidphones are available. For an extra $100 the phone can be fitted with a data plug socket so the user can think replies to the telephone call. Doing this with a vidphone will allow the user to see their caller (as the users normal sight is overridden) but the caller will not see the users image unless the vidphone's camera is pointing to the user.

Chip Radio: this button sized unit plugs into the wearer's data plug. It only allows radio reception, so if you want to transmit, you will need a mic attachment. Chip radios have half the range of a touch radio.

Vidphone: This phone transmits a picture or the user as well as their voice. Vidphones are popular and like the cellphone they can have a data plug link. Communicator, long range: Used to transmit radio stations and by military / police troops in the field. This communicator is about the same size as a laptop computer as is commonly installed in a vehicle or is carried on the back. It has a range of 300 miles and uses two power packs.

Freehand Com Link: So called because it is a ultra-light weight unit, specially designed so the user has both hands free. The unit comes in two types; the first is a head set with micro earphone (which doesn't impare normal hearing) and a small boom which has a small, but excellent quality, microphone on the end. The second type, which cost an additional $50, has a neural link so the user can receive transmissions and "think" back the replies (an audio-vox style unit deals with creating a voice). Both units use microcells and have a 50 mile range. They are often used by pilots and troops. Touch Radio: These are very small radios designed to look like badges, ear rings, pens or watches. The radios are activated by touching, twisting or pushing a button on them. Touch radios have a 20 mile range and are microcell powered. Various designs are available including jewellery and various household objects (although it cannot be any smaller than a ten pence piece). Touch radios have options like pocket com links (below).

Com Link, pocket: The typical pocket sized walkie talkie. Small yet powerful, with a range of 100 miles. For a little more money they can have a neural link ($50), a scrambler ($100, which can be self set), or a frequency memory ($100) depending on which model you buy. Com links use microcells for power.

Vidwatch: Originally another executive toy which turned out to be quite useful once it was redesigned (and repriced). Similar to touch radios, vidwatches come in a variety of designs (but cannot be smaller than a large watch). They use microcells for power and have full cellular capability providing picture and sound (extra $300 for holo display).


For information on computer systems, rather than consumer electronics, refer to the computer section; on the wire.

Computer Chips: Rather than using expensive computer core materials, modern storage chips use a oblong or cube shaped crystal with a three dimenional lattice of light responsive "ink" pixels. These are known as LRIA chips (from light responsive ink array). The data can be read or altered by firing a certain frequency of laser light at the array. The chips are very resilient and can last ten years if used frequently, or up to a projected fifty years if used as a storage device. Due to their nature, some chips are designed to be used as a reference unit, so can only be written to once. LRIA chips come in five, ten and twenty memory unit capacities with each MU costing $15. Rarer versions can sometimes be found up forty and sixty MU in size, although most are snapped up by storage mad deckers and as network drives.

Data Cables: Data cables are used as a link between the computer and the users brain via a set of data plugs and the neural processor. Data cables are thin but tough, light weight and cost $30 for a set of two. Data cables are invaluable to a decker because cyberdecks use neural links.

Digital Camera: Varying in design as they do in manufacturer, digital cameras all perform the same function- they take pictures. They don't use chemical films any more, instead the picture is stored digitally on either a recording chip (which is removable) or into the cameras own memory which has to be downloaded when it is filled up (typically an internal chip will be 0.5 MU). Digital cameras can take both 2D and 3D pictures. More expensive versions include IR capability, zoom, anti - dazzle, microvision etc (half the price of the same cyberoptic option).

Digital Recorder: This device records only sound, in either low or high fidelity formats. Most devices can be linked to the owner's data plugs, computer or other such device. Standard recorders have space for two digital recording chips on board, although more advanced models can hold up to six.

Electrode Set: Electrode sets (like electrodes used in today's hospitals) stick on the skin above nerves receiving and sending information by induction. They aren't as responsive as data cables and this effect is furthered because the cyberdeck has to translate the signal which slows things down a bit more. Electrode sets are used by beginner deckers and people just visiting the net because they are cheap, only $30, and you don't need any cyberware (so no identity or essence losses). If you visited an AR arcade, or training centre, then you would use electrodes if you did not have data plugs.

Hardcard: These are the most common type of data storage media used today. They are credit card sized and are relatively cheap. A hardcard holds magnetised bubbles in its internal structure and alas can be susceptible to EMP damage. Hardcards come in five, ten, fifteen and twenty memory unit capacities, with each MU costing $5 each. They are a very popular media, often being hooked up to videos, portable stereos and of course computers.

Holo Projector: A holo projector creates 3D images of net or other signals sent from the cyberdeck or computer. They are useful for computer games and for showing maps, new product appearances and vidphone signals. Holo projectors have a speaker built in and a typical model would cost $500.

Mini Printer: A collapsible laser miniprinter, small enough to fit in your top pocket. It extends to print A4 sheets, feeding paper from a special origami-like feed tray (100 sheet capacity). Excellent quality and virtually silent. Mini printers cost $150.

Mini TV, pocket sized: a pocket sized television, capable of receiving anything up to 100 channels of hi-def television. More advanced models can take video and computer sources and output to video, computer or data plugs.

Music Chip Player: The C22 answer to the pocket stereo, This pocket sized device can hold one hardcard and can output to eyephones or a dataplug. Should the chip have any video data, the unilead allows connectivity to earphones, speakers or a video unit. Advanced versions have a short range radio link to the user's cyberaudio.

Pocket Calculator: Adds, divides, calculates formulae, even draws graphs. Some even do fractals and use holograms to display them.

Printer: Almost always laser or mag-field printers. Although they are not "pocketable", most can be carried easily and would fit into a briefcase. These printers produce good, clear and crisp images to photographic standard. Printers come in all sorts of designs and capacities allowing them to print a variety of documents. They cost $800 and up, depending on what you buy and where you buy it.

Smart Wallet: this keeps your personal credentials and other such ID, digitally encrypted. It can only be accessed by your thumb print or by your brain patterns (via data plugs). Useful, as no-one can steal your ID.

Stim Player: This unit plays back pre-recorded simulated stimulations, or dreamchips as they are more commonly known as. You can buy or hire dreamchips just as you can filmchips. You can also plug your stim unit into your cable set up and recieve (after subscription to Pay TV) the stim's boardcast by the various media corps. Soaps, films, documentarys, porn (although more subtle titles are used) and interviews are typical sim-stims. Stims or dreamchips play back a set of recorded senses (of the orginal artist) via an electrode set (for those without newtech) or via dataplugs. These electronic dreams are better than films are you become the hero / heroine and feel what the character (artist) feels. For more information on recording sim-stim refer to the cyberware book.

Videocam: Smaller, more reliable, with a better picture; even capable of holographic recording. Holds four digital recording chips. Head, shoulder or hand mounted models available, which can link to other data stores or to live transmission units. You can even have cyberoptic viewing options installed : thermograph, image enhancement, low-light, anti-dazzle, even IR or UV.

Video Chip Player: Plays Video chips, on its own flat screen, or can output to a hologram generator. Some models can output to data plugs or computers, for a few dollars more.

Video Flex: Video flex is a monitor which uses flexible plastics so it can be rolled or folded up. Video flexes are useful if you are always on the move as they are smaller and lighter than wafer monitors. Video flex's have the same picture quality as wafer screens and cost $400.

Video Wafer Screen: The predecessor to video flexes. The wafer screen replaced the bulky cathode ray or thick LCD screens. Wafer screens are very thin, often no more than two centimeters. Although not as light as video flexes wafer screens can be produced to bigger sizes and are more popular as monitors. Wafer screens have a solid back and base which allows them to fixed to walls or propped up easily. Besides the normal wafer screens, other forms are manufactured. Advertisers use the really big boards to broadcast adverts or programs from. Wafer screens can be made transparent and are used in a lot of everyday objects from sunglasses, car windows to office block windows so messages or adverts can be played to those inside or outside. Basic video wafer screens are 30 cm by 30 cm and are study enough to resist a few knocks. These 30 x 30 screens cost $300 and virtually any size (up to video board) can be bought.

Watch: Does everything but dance. Apart from telling the time, more advanced models have chronograph, alarms, countdowns, calendars, speech, thermometer, bio-monitors, eco-monitors (pressure, gas levels), phone diallers, calculators, filofaxes, altimeters, depth gauges. Some can interface with you or your computer, to up/download diary entries. Oh yes, analogue or digital, flatscreen or holographic. I lied about the dancing. (holographic partners on request).



These are the costs for a certain standard of food bought per week. The costs are per person.

Very Poor: Substandard foodstuffs, often all in one "soups" or instant packet mixes. Real and vat meat is unheard of, any meat will be a soya analogue. Most foodstuffs will be tinned or packeted and marked "meat sub III" or "tasty welsh stew v2.2".

Poor: More variety here, better quality packets and vat meat makes an occasional appearance. However, a poor diet has more to do with chemistry than actual cooking.

Average: Cheapy fresh vegtables make an appearance, although not every day. Real meat might be a weekly treat, but the synthetic vat meat is not so bad.

Corporate: High quality foodstuffs and specialist treats are common. This sort of food is often bought with a company food card from a friendly hypermarket.

Executive: Hand prepared and shipped in specially. Executive food is exquisite, ranging from real wine, "field meat" to fantasic deserts (although the occassional zero fat pudding may appear).


Bar Drink: From beer to spirits. You get what you pay for. Paying over the odds may get you some extra info, or it may make you a target.

Fast Food Meal: We all know how filling and value for money these are(n't). Available just about anywhere, prices vary with quality. Open 24 hours.

Restaurant Meal: Scoff the food, leave the plates, pay the bill (optional in some quarters). Better than fast food, mostly for corp's, due to the price.


Where you live. Everyone has to live somewhere, even a sleep cube (or coffin) is better than risking the night on the streets. Especially with people like you around.

Bills: Covers electricity, water, gas (sometimes), laundry and TV access.

Apartment: Depends where it is, but usually in a block of similar modules. Can be hell, like the Projects, or can be a Corporation Maintained housing plan. Low-level execs usually get chance to rent one a company apartment, with the car.

House: Depends upon the size and location. Could be a terrace house in the combat zone, or a detached condo in the corporation suburbs. Houses are more private than apartments, although tenants are expected to maintain a long lease.

Hotel room: A good idea, so people can't keep tabs on you. Living on the move means you can't have anything permanent set up, and you have to rely on the money continuing. All hotels are required by law to register their guests. "Fake ID? That'll do nicely."

Motel room: Like a hotel, but rarely as good. Less stringent in the registration stakes, but less security, and lousy service.

Sleep cube: Better than a cardboard box on the street, but only just. Rent it by the hour, then get lost. No security, so don't leave anything behind. Popular in overpopulated inner cities, sprawls and airports. These are not found in executive zones.

Parking facilities: A safe space to park your vehicle: anything from a garage, to a patrolled parking lot. Depends upon where you are, who you are, and what you pay.


Combat Zone: The Sprawl at its worst. Everyones armed, the lights don't work. Power is sometimes available, if you can afford it, but forget about the cops; they're far too smart to go anywhere near. It's cheap, and you probably lived here once.

Poor: Normal sprawl town area. Nothing flash, but then, a damn sight safer than any combat zone. Sometimes patrolled by police units (unlikely). Housing is, at least, habitable, despite being batteries of kelpboard wall modular apartments.

Average: Where Mr. Nine-to-five lives. Lower level corporate zoning, or uptown sprawl. Housing is good, crime is low. Housing is more often semi-detached than apartments.

Corporate: Like it says, corporation owned, corporation maintained, corporation patrolled and corporation filled. If your lucky, you may find a vacant house. Houses tend to be detached, with double garages and big gardens. The windows don't have to be bulletproof, and kids play in the streets.

Executive: Big mansion. Forget it punk, to get one of these, you have to be the best there is. Or sell your soul to a big corporation and claw your way to the top of the tree. These areas are patrolled by the owner's private security teams, as well as the corp cops. You won't even see the place, except on TV, or in your dreams (or a hi-powered set of bi-nox).


Arterial Knitter: Medical device that re-knits broken and severed arteries and veins together. This tool can even help to implant replacement arteries. It runs off a power-pack. Vital for critical surgery.

Bio Scanner: Attatched to the host, this med-computer keeps track of all their vital signs, outputting them to its LCD screen, or holograph, in some cases. Green values are okay, red are danger-signs. Can output to data plugs, computer, audio readout or patient monitor.

Bone Knitter: The bone knitter mends or replaces broken bones with its own semi-synthetic weave. For use in the field, to repair broken bones without the need for complex replacement surgery or a cumbersome splint. Uses a normal power pack.

Chill-store Case: This is a briefcase sized cryogenic storage unit. It allows the safe transport of small organs and bioware (up to the size of two hearts). The case will keep the organs at optimum tempreature (under normal climates) for up to 48 hours on two power packs. The cae can recharge from any power point in 12 hours. The case is armour coated, 8/8 AP, 80 SDP and has 10 Damage points (destroyed at zero DP).

Cryo Storage Unit: Also known as chill-tanks, these wardrobe-sized units can "chill down" a living subject (preventing brain deterioration and other nerve damage) until proper surgery is available. Chill tanks can also be used to freeze dead bodies or limbs, so that they can be re-used. putting a live person on ice is 99% likely to be successful, while reviving them is 95% safe. Complications include extended revival time or, in the rarest cases, coma or even death (highly unlikely). Cryo units are not man-portable, and must be fixed to a permanent power supply, such as the mains or in a med-wagon.

Dermal Knitter: This unit reknits skin together, leaving no scar tissue. It can be used to seal cuts from both surgery and combat. This unit uses a standard power pack. The knitter uses micro biodegradable staples to hold the wound together.

Diagnostic Computer: This powerful database / processor conatins information on all common complaints and their symptoms. It knows how to cure diseases, viruses and has limited knowledge on trauma. It adds +4 to diagnosis rolls, and +2 to med-tech and stabilisation rolls.

Drug Analyzer: This handheld computer holds data on most drugs in circulation, along with other bio-actives. Just waft it near the sample, and its "nose" does the rest. It outputs the details of the drug, including additional information ranging from medical data to its street use. This adds +2 to pharmacy rolls.

Drug Hypodermic: This medical device injects drugs, using the force of compressed air to force the drug through the skin, without the need for a needle. It can inject either into a vein, or under the skin. It injects one dose at a time, ensuring that no air gets injected into the system.

Drug Patch Dispenser: This unit applies medical tabs (or derma-disks), sticky-side down, to the patient's skin. With the use of an ultra-sound beam, it also sterilises the area, before the tab is placed. The dispenser can hold twenty tabs in four five-capacity hoppers, so more than one type of patch can be kept ready for use. This device is the of a similar size to a cassette player and uses two microcells for power.

Fast Cast: A bendy, flexible sleeve that remains soft until sprayed with a fixative. It can be wrapped around a taught broken limb such that, when sprayed with the fixative, it sets hard (within ten seconds), to form a cast. The material comes in a stretchable sock, enough to cover four limbs. The can of fixative contains ample for five doses of spray. The fixative costs $20 per can.

First Aid Kit: A standard household first aid kit. It contains only the most basic items required for simple injuries (light wounds only). These kits typically contain bandages, mild painkillers, elastoplast, eyewash and one instasplint. they are not designed for use in the field.

Health Smartcard: A smartcard that contains your entire medical history, in both summary and full detail formats. It is updated each time you visit a legal clinic for treatment. It also contains your thumb-, hand-, retina- and DNA-patterns and has a space for any specialist bioware or medical conditions. It also contains your credit and medical insurance details (the important data).

Laser Knife: Cuts and cauterises flesh. The beam is focused to a one inch length, and is more accurate than any other cutting tool, but has limited combat use (2D6 damage, AM -6, melee only). It uses a microcell for power.

Medical Kit: a briefcase sized kit that contains all the neccessary equipment for field surgery. It is absolutely vital for any kind of medical treatment. All equipment is kept in foam compartments, and is lockable, to prevent drug theft.

Patient Monitor: This wrist-mounted device keeps a track of up to five active biomonitors (via shortwave radio link). It alerts the wearer to any preset conditions, in any of the five patients. The monitor can speak and is also smart-chipped, to allow data plug and computer linkage.

Surgical Kit: A more advanced and complete kit. This contains all that is needed for detailed, unrushed theatre surgery, such as cyberware installation or limb/organ replacement.


Clinic Visit: simple bed rest and maybe even some drug treatment while you recover. Usually only lightly wounded people will be accepted or those undergoing preparation for surgery.

Intensive Care: For deadly and severely wounded people. You'll be wired into a machine while the doctors do their best to repair your shattered body.

Med-centre: Half way treatment before they move you to a clinic for observation. Always necessary after a cybersystem installation and also if you are light or moderately wounded.


Alcohol Fuel: A plant derivative, this fuels most vehicles and generators. It is widely available, and is a replacement for the much dirtier petroleum-based fuels that ran out (well, you can't afford it), towards the end of the last century. Commonly known as alk or brew.

Flyer Fuel: A higher (just) grade of alk, this can be used to for gyros, ospreys and helicopters. Cannot be used for the really powerful engines, as in AV's, as it can't burn quick enough. This is also used in panzers and other ground effects manoeuvre (GEM) vehicles (hovercrafts to your granddad!)

Hi Grade Flyer: The top grade fuel. It is needed by the really powerful engines like jets and AV's.

Fast Charge: It takes one five minute blast, which gives you one hour's power. Available at every sprawl service station, now that electric cars and bikes are so popular.

Microcells: The basic mini-battery unit. About the size of a coin, these power just about anything: from watches to cyberhands.

Power Packs: The standard power source for items with higher needs than the microcell can supply. These are used in weapons, computers, and even kid's toys.


Cameleoline Coverall: This loose fitting outfit uses specially treated cloth and the latest imaging techniques to copy the surrounding environments colour, patterns and textures. This helps blend a wearer in giving a +4 stealth rolls.

EVA Worksuit: EVA: Extra Vehicular Active or spacesuits to you and me. The worksuit is the usual bulky white spacesuit you see workers and miners working in with the cumbersome backpack and heavy helmet (although weight is less of a problem in space). These suits are made to very high safety standards, having a Radiation AP of 5 and can keep you comfortable for up to eight hours (although the air won't smell too good towards the end). The battle suit configuration (an extra $2000 and will get you some unwanted attention) has laser and impact ablative segments on it granting 20 / 20 AP and 200 SDP. All worksuits have an RP of 3 and the thick gloves reduce your dexterity by two.

Light EVA Suit: Also known as a skinsuit, the light EVA suit is a skintight reactive rubberised plastic cover all. It has limited heating and only enough air for a hour long spacewalk. Skinsuits aren't designed for long journeys in space but then most highriders don't go outside that much (they'll put a worksuit on for that). They have foam-like inner skin which helps distribute pressure and by heating the air keeps your body temperature stable too. They have very low radiation AP, only two points, and are worn just in case of decompression. With a bit of practice you should be able to pull one on in about six seconds (all highriders can), especially as your adrenaline pumps in as the air screams out. Like the battlesuit, skinsuits can be armoured using laser ablative material and a modified plastic "skin" weave armouring the suit up to 15/15 AP and 150 SDP. Skinsuits have no RP although the battleskin versions have a RP of two.

LBM Diving Suit: LBM is an acronym for liquid breathing medium. The diving suit looks more like a space worksuit than any diving gear previously available. The suit fills your lungs with the oxygenated fluid which provides you with oxygen as if you where breathing in air (of course it still freaks you out the first couple of times). The advantage of using LBM is that you can go to much greater depths up to 10,000 feet (although military versions can go an extra 2000 feet without danger). After a certain depth the water pressure is too great to be able to draw in a breath, even with the variety of air mixtures you can get. The LBM suit takes some getting used to, and your body will need an hours recovery time after the dive as it readjusts to air breathing (-2 to endurance, movement and quickness). Still it's faster than a couple of months decompressing. Gills, both bioware and cybernetic are designed with a oxygen extraction limit so you won't absorb too much oxygen if you have these implants.

LBM Dry Suit: Similar to the diving suit although the suit can only go to 7000 below (yeah, a sealed suit. You really want to swim in the oceans?). The advantage of LBM over SCUBA is that you can walk around (after an hours rest) as normal (as you'll ever be) compared to hours or even days decompressing.

LBM Tank, 2 Hours: A tank full of the liquid breathing medium. Some gill wearers use a modified mini-SCUBA fluid transfer system to pass LBM and water over their gills. This allows them to keep going for up to eight hours!

Oxygen Tank, 2 Hours: A back mounted SCUBA tank with enough air for half an hour (SCUBA: self contained underwater breathing apparatus).

Planetary Suit, Light: These suits are a similar design to skinsuits although they can't cope with the very low pressure of hard space. Used on the Moon by miners and by the Mars exploration teams these suits are much more manoeuvrable than skinsuits. Surfsuits (surface skinsuit) have enough power and oxygen to clean your air for a two hour supply.

Planetary Suit, Heavy: A combination of surfsuits and space worksuits these suits are designed for prolonged exposure to hostile environments. They can support you for up to ten hours and have a limited exo frame which helps reduce the weight of the suit, reducing its RP to 2 (it would be RP 4 without). These suits are often seen on Mars and occasionally on the Moon, although worksuits are more common there.

Rad Suit: Looking more like a deep sea diving suit out of a Captain Nemo holo, this suit is heavy and cumbersome due to it thick lead shielding. Not much of a fashion item, but will protect you from most low scale radiation leaks. Okay, so a bomb will still crisp you but at least you'll stand a chance if a spaceshack's reactor melts down. This suit has 15 radiation AP.

Respirator (with mask): Useful for keeping the riot gas out of your lungs. More likely, however, to be found in the heavy smog areas of Neo-Birmingham, Prague (years of cheap sulphur coal and petrol) and, of course, anywhere in the big American megaplexes. Respirators filter out toxins and bio-toxins 80% of the time. Of course you're stuffed if the bioweapon is absorbed via the skin (nervegas!).

SCUBA Dry Suit: A sealed and heated diving suit. It keeps you warm by keeping water off you and with its skinsuit-like insulation. Available in the urban-hip surf set colours or light absorbing black, +2 stealth for an extra $200 (for those night mission you don't go on for some megacorp).

Sealed Suit: A loose fitting overall which is totally sealed against all known bioagents. 99% protection until the seal is broken. Being shot or popping your preds will rip a nice hole in the suit. The combat versions have a plastic weave, making them tougher than normal lab ones (5/5 AP and 50 SDP). Both suit types have heat exchangers so you don't get your own sweat sauna or have to stop to drain your feet.


Each level of security equals 10 + 5 per level: level one is difficulty 15, level two is 20, level three is 25, and so on. The maximum level is level eight. Remember that, no matter how complex your security devices are, a lock is no better than the skin of whatever it is protecting. There's no point putting a level six codelock on the front door of a house, when there's a glass window right next to it. You cannot seriously attempt to breach security measures, without a full tool set.

Audio sensors: These devices simply detect the presence of noises above a preset level. They can be used to trigger other systems, from cameras to bombs.

Bug - Listening Device: Basic listening devices, often no larger than a button cell. However, a wide transmission area or long battery life will increase the size required.

Code Breaker Unit: Used for cracking codelocks and cardlocks. Cycles through every plausible combination, until the lock is open. The unit is smart, in that it can recognise different locks, coding patterns and lock protection systems. The device starts at level one, which has a base 'skill' of five. This increases at the rate of five per level. This total score is used as a base to beat the lock's security rating. Your secuirty skills are not added and neither is your tech base. The maximum level of the device is level four.

Frequency Jammer: A simple transmitting device, ranging from a handheld device to being the size of a small room. All these devices block out all radio and microwave frequencies within their area effect, using a continuous blast of radio white noise. The smaller devices, handheld to suitcase sized, only have a radius of between five and fifteen metres, respectively. The larger, non-portable devices can be built to order. Each level of the device means a size of one cubic foot (roughly 2x2x3 inches), and gives a two metre radius blanket.

Heat Sensors: These devices work in a similar manner to audio sensors, although they detect specific heat bands. They are not sensitive enough for specific heat signiature recognition. They can detect heat sources within one metre per level of their location.

Key Card Lock: Rated per level, this lock uses an electronic smartcard as a key. This allows the code to be changed, without having to physically change the lock. Also, specific users can be denied entry by blacklisting access codes. Keycard locks are common in most moderate zone condos.

Keypad: Similar to the cardlock, in that it is rated per level; with a keypad the code must be typed in, however. Keypads vary in complexity, from the basic 0-9 numeric pad, to more complex alphanumeric and alphasymbolic keypads. Keypads, like codelocks, can be bypassed by supplying the correct code. Either by a codecruncher or physically rewiring the system. (Not that anybody with a brain doesn't hide the circuitry behind armour plating, or anything).

Lock: The basic mechanical lock. Cannot be bypassed by electronic means. Although basic, these locks can still prove a challenge to the most skilled lockpickers.

Movement Sensors: These can detect with the use of heat patterns, field disruption or tremor sensors. They are like the other detectors, listed above, in that they are basically switches. They can be hooked up to any secondary device. They have a detection range of one metre per level.

Olfactory Rec: Not commonly used, due to environmental problems. These are only effective in areas where the air is reasonably clear of smells, or follows a particular standard level of air pollution. Sniffers are more often used to detect explosives and drugs than for personal identification.

Optical Rec: These units use a camera to compare an image to a prerecorded map. They can be used to verify faces, signs, signiatures, or any other type of image, in two or three dimensions. Standard rules for security ratings apply.

Palm Rec: This lock uses the palm prints of the authorised users as a key (the position of the fingers, the size of the hand, even the fingerprints. Each hand is unique). Thus, copying the key, or fooling the scanner, is virtually impossible. Note that all palm scanners have a pulse and heat detector, to prevent the use of dead hands. The easiest (only) way to bypass this unit is to hotwire the processor, avoiding the scanner completely.

Radar Sensor: This device simply detects incoming radar signals. It can give the direction from which the signal came, and can pinpoint the location of the transmitter, if it is within one metre of the scanner, per level.

Retina Scan: Like a palm scanner, but even harder to fool. It also checks for signs of life, before reading the retina. In the case of cyberoptics, a retina scan reads the serial number, on the inside of the optic. These numbers are unique to each optic. It reads both eyes. As with palm recognition, most techs choose to bypass the system, by feeding the lock's processor with a digital copy of an authorised eye.

Sonar Sensor: This detects for sonar and ultrasound signals. It behaves in a similar manner to the radar scanner. Sonar is only effective underwater.

Tactile Sensors: These sensors range from pressure plates to minute pressure pads. These cover an area of up to one centimetre per level. They can be set to go off with a certain pressure (or lack of), between limits, or whatever.

Tracer Buttons (10): Less advanced than bugs, as they only transmit a beacon code, which can be used by a tracking device to locate a tagged person. They have a transmitting range of one mile per level, and a battery life of two hours per level.

Voice Rec: This unit compares a voice input with a previously recorded pattern for identification. A good synth can fool it.


Basic Donor Bank Part: A standard "donated" part from the donor bank. Basically this is somebody else's organ grafted on to you. The organs have essence loss of one and limbs have an essence loss of two.

Blood, Artificial: Like it says, vat-produced synthetic blood. Free from infection (or your money back) and fully compatible with all blood types.

Celebrity Part: You too can own a part of somebody famous. Own an athlete's legs or a models hands (kinda twisted eh?). Essence loss is as per a basic donor part.

Clone Part: an organ or limb which is cloned off your own body. It takes five months to grow a limb; three to grow an organ and just over a month for a small part like an eye or ear. These parts have no essence loss (as they totally "natural" to your body).

Excellent Condition: A higher quality of donor bank "meat". It still has the same essence loss as a cheaper donor part, however.

O-type Part: These parts are generic "average" clone limbs. They have the lowest rejection levels (0.01%) and are popular out-of-the-vat replacements. Organs have no essence loss, although limbs reduce your essence rating by one.

Poor Condition: These parts are basically the damaged goods which normally get passed on for genetic experiments or as basic genetic material for bioware. Often these have some sort of scar or perhaps don't work as effectively. These parts have the same essence loss as other donor parts.


Battle Spex: as smart spex but bigger and hold more options. Armoured. Base five options, holds up to ten at +1 option per $100. Options cost half the cybernetic price.

Binoculars: up to x1200 available. Cyberoptic options can be installed, at the half base cost (no installation fee).

Contacts, anti-dazzle: photochromatic contact lenses, as good as you'll get without anti-dazzle optics. Very fast reaction time, dampening light in nanoseconds. Must be custom fitted (no resale value for you body-looters).

Contacts, IR: shifts IR waves so they're visible. Activate only in near or total darkness, to prevent interference with normal vision. These must also be custom fitted. They halve penalties due to darkness.

Smart Spex: These are ultra compact external optic goggles. They look like largish sunglasses - often the "wrapshaydz" look. The glasses have a number of microcameras on the frames and a waferscreen replaces the lens. Smart spex are always opaque. They can take four options, although can store up to eight (each option above four costs an additional $100). Options cost 25% less than the cyberoptic equivalents. Vision enhancement cannot be added. For an extra $200, interface firmware can be built into them. So now you can plug into smartlinked weapons and download pictures from your digital camera. If you have an enviromental neural plug, you can have bypass firmware fitted. This cost $500 and diverts the signals via your data plugs, bypassing your eyes (real cyberpunk stuff). TOOLS

B & E Tools: The high-tech "boogler" kit. Impossible to get past electronic locks without one.

EVA Hand Thruster: Hand held aerosol unit. Enough thrust for twenty minutes continuous use (about four hours of EVA). Can be belt mounted, although the unit is harder to use, because you have to juggle trajectories and acceleration in your head.

EVA Manoeuvre Backpack: A big, bulky backpack, with two control arms, one on each side. Up to ten hours EVA, or one hour's continual blast. Computer assisted, use the pointer (joystick, dataplug or holo controlled) and burn.

EVA Mini Backpack: A smaller version of the above, has two extendable arms, which lock out of the way when not needed. Enough for eight hours EVA, or forty minutes continuous use.

Micro Tools: Microelectronics toolkits. Vital for all you tech freaks out there.

MonoMol wire, per metre: nanometre thin ultrastrong wire. Complete with climbing attachment. Don't try climbing it without this device, it'll take your fingers right off (hey dude, gimme three!). A catalyst stick will cause a chain reaction, which disintegrates the wire ($5 for up to 20 uses).

Monomol Wire Climber: A silent pump-action device (or motorised for double cost). Easily modified to allow traversal, abseiling or ascent. Can be used hand-over-hand or with a sitting harness.

Pressure Alarm: Quite a handy gadget for anyone going freeside (into Space, in other words). It monitors not only pressure, but gas levels and how much radiation you have received. Usually a sonic alarm, can also be chipped in, even warning you in the net.

Rad Counter: An advanced Geiger counter. This calculates the amount of safe time you have, until your rad limit is reached. Often badge-sized, although larger versions are available.

Rope, per metre: Tie things up with it (kinky). Or climb up it. Your flexible friend. Screwdriver, plus extra heads: The ultimate DIY screwdriver. Has built in polyhead, which fits itself to any type of screwhead.

Sniffer: Detects gases and smells, 60% of the time. Gives details of those present in its database.

Space Screwdriver: A polyhead screwdriver with autocompensation built in (to prevent you spinning round, instead of the screw).

Stik Grips: Magnetic and velcro overshoes, which increase traction in 0G. Sneaking in these is impossible. Skrit Skrit.


Transport has changed a lot over the past decades. Engines have grown smaller and more powerful. The once dominant petrol motors have disappeared, replaced instead with the eco- and pocket-friendly electric engine. Popular transport, such as cars, motorbikes and buses, are driven by electric motors. The more exotic vehilces, such as aerodynes and panzers, require the old liquid fuels to power their converted jet engines. The modern face of transport is sleek, fast, virtually bullet proof and of course, serriously expensive. If you want to be noticed by some decent wheels - or more to the point - get a pilot's licence and an aerodyne.

Name Max Acc Range AP SDP DP Cost

Max: The vehicle's speed limit in MPH. Acc: The speed of acceleration, or deceleration, per round in MPH. Range: Mile range of travel on average terrain. AP: The highest armour value on the vehicle. SDP: The armour's structural damage points (see above). DP: Damage Points. Cost: The cost in world dollars.

Aerodyne: They use the thrust of powerful and a compact turbine engine and computer aided vector ducts, found on VTOL aircraft, to force themselves into the air. AVs are powerful and versatile aircraft adapted for many tasks ranging from urban pacification, hauling goods, personal transport and even civilian ownership. The "urban pacification" models tend to be cross between a rotorless combat helicopter and flying tank. These Combat AVs use miniguns, rocket launchers and battle computers. When combined with the great manoeuvrability, it becomes one of the deadliest attack aircraft around. Farren-Cates and Toyota-General are chief manufacturers. The large haulers are similar to converted all-in-one freight juggernaughts which run along the autobahns. The AV haulers are larger than the attack craft and are capable of carrying a large cargo plus a weapon or two to keep you streetpunks from stealing it. World Orbit and Geospace industries are the main users of air-hauliers, although megacorps own at least a couple. Private transport aerodynes are basically flying buses which ship corporates to work or allow rapid troop deployment. A market which has grown slowly is the civilian aerodyne. Orginally recon drones or tactical command centres, these AVs were converted into speedy two man sports models or larger people wagons (six people capacity). Toyota General, BMW Porche and Mazerati Jaguar are big names in the home aerodyne markets. Aerodynes are noisy (even when baffled), require lots of fuel and if stressed they may require pricey repairs.

Combat Aerodynes Name Max Acc Range AP SDP DP Cost Average 450 +/- 150 600 40/40 400 100 70,000 Farren Cates - Banshee 500 +/- 140 550 40/40 400 120 90,000 Mirage Sidewinder 480 +/- 160 500 40/40 400 110 80,000

Combat aerodynes are separated from their civilian cousins by their heavy armour panels and characteristic "stabilisers". These have four pylons which can carry various weapon attactments (cannons, missiles or napalm bombs). The "light assault" AV just has a forward mounted turret which has twin rifles and a large ammo bin. The FC Banshee is the most popular aerodynes in military service. It may be sleightly slower, but it can take more damage and dish out a whole load more. It has room for eight crew; two pilots and six troops in the back. The second pilot acts as gunner, controlling the forward turret.

Transport / Hauler Aerodynes Name Max Acc Range AP SDP DP Cost Average 300 75 400 30/30 300 100 70,000 MPC Behemoth 290 75 450 30/30 300 115 75,000 Toyota General - 300 70 400 30/30 300 110 80,000 Airbus

These aerodynes are the buses and trucks of the airways. They ship cargos of people and goods and are about the size of a smallish lorry. The TG Airbus is a common sight in megacity air traffic. The MPC Behemoth is a goods vehicle, whereas the Airbus has traded in its cargo hold for rows of seats. In the more executive versions of the Airbus have recliner seats and office facilities.

Sports Name Max Acc Range AP SDP DP Cost Average 450 120 300 15/15 150 60 50,000 MPC Firefly 460 110 250 15/15 150 50 55,000 Porche Katana 450 130 280 15/15 150 55 57,000

Due to their high price and maintenance costs, the sports aerodyne market is still relatively small. A few corporate execs own them, but sports AVs are a rare sight. Multi Products Corporation have produced another winner in the form of the Firefly, it is slower off the mark than the Katana, it can hold four people; (two up front and two sqeezed in back); the Katana only has room for two.

Wagon Name Max Acc Range AP SDP DP Cost Average 400 100 350 15/15 150 75 50,000

A wagon is basically a "general" AV. It is neither personnel carrier, hauler or sports model. It is most likely to be a four man media eye-in-the-sky or aerodyne limo for an exec.

Cybernetic Control System: this vehicle modification allows you to interface with the vehicle's control systems. You can mentally control gears, lights, speed and the on-board computer. You no longer need clumsy manual controls. CCS adds +2 to all pilot / drive / cycle rolls.

Cybercycle: The fastest and coolest transport around. Many are alk powered but there is a growing trend towards the silent electric versions. Most models are closed canopy and have reclined seats; in that the driver lays back into a temperfoam seat, and uses a control column or steering wheel. In some models, the driver is laid forward, but in either case control is not hindered due to the computer interface. Cybercycles often have CCS fitted later on.

Name Max Acc Range AP SDP DP Cost Average 170 40 600 10/10 100 40 9,000 Davidson Comet 200 45 500 10/10 100 45 9,700 MPC Kwai 220 50 550 10/10 100 40 10,000

Another characteristic of a cybercycle is it's reactive frame; similar to the body-shifting fighter aircraft, the on-board computer subtlety altering the cycle's shape, twisting or stretching giving better traction, turning ability and areodynamics. These bikes belong to the racetracks as they are easily capable of 100+ mph. With their smart-body programming you can throw it around corners (it adds +2 to cycle rolls). (Range 60mpg - 10g tank).

GEV / Panzer: Ground effect vehicles are basically small scale hovercraft. GEV are often of rover and truck design. Sports models are rarely produced (one offs typically). Because of the noise and dust created by the turbo-fans these vehicles are rarely seen in cities or on major roads. The fans and armoured hovercraft skirt creates are cushion of air which the craft hovers on allowing them to traverse rough ground even water without penalty. Propulsion is by either props or air ducted fans used more often on aerodynes. At higher speeds, GEVs are not very easy to control. A panzer is a military version of the GEV. It is well armoured and has two main weapon points (a turret and front facing weapon). Panzers are popular in open countries, the great plains of America and the marshes of northern Europe. Panzers are popular with riggers who cannot yet afford an aerodyne. The top road speed is double the listed maximum. The operational range is 500 to 600 miles.

Panzer (Combat) Name Max Acc Range AP SDP DP Cost Average 200 20 600 30/30 300 100 25,000 Mirage IH354 210 20 600 30/30 300 110 28,000 Farren - Cates 200 15 650 30/30 300 125 32,000 Vampire

These are the mobile killing machines of the Police and boarder patrols. Typically they have space for six crew and a heavy weapon of some sort; often a turret mounted machine gun. Panzer tanks are kept away for special occasions.

GEV Truck / Transporter Name Max Acc Range AP SDP DP Cost Average 150 15 500 10/10 100 70 15,000 Saab Viglen IPX10 140 15 550 10/10 100 70 14,000 MPC Cyclone 150 15 500 10/10 110 75 17,000

These GEVs are the haulers. They move cargo where the big automatic articulated lorries cannot. They are slightly larger than the hauler AVs and even less manuverable.

GEV Sports Name Max Acc Range AP SDP DP Cost Average 250 30 400 15/15 150 60 20,000 Harrier 740T9 270 35 300 15/15 150 50 22,000 Saab Viglen GSX 255 30 450 15/15 150 55 21,000 Although these ground effects vehicles have caught on. They classic road sports car has still remained the best seller. The GSX is a four man affair while the smaller 740T9 offers greater speeds and smoother lines than its chunkier counterpart. The best thing about a GEV is that you can drive them virtually anywhere.

MetroCar: These can be either electric or alk powered. They seat two although some of the more expensive models can seat up to four (at a pinch). Most models have large boots and are very fuel efficient. They are general family cars and smalltime corporates. Metrocars are popular because of their cheap price and small size making them idea for nipping about the metroplex.

Name Max Acc Range AP SDP DP Cost Average 2 seatr 120 20 300 5/5 50 50 3,000 Average 4 seatr 120 15 300 5/5 50 70 7,000 Van 100 15 400 5/5 50 80 6,000 Truck 100 10 500 5/5 50 100 9,000 Motorcycle: These are the less high-tech and "classic" bikes of the twenty-first century. The rider is exposed unlike the sealed canopy of the cybercycle. Off-road trial bikes and the big hogs fall under this category. These bikes can be smart chipped allowing cybernetic gear and braking control although the rider will still have to steer the bike.

Name Max Acc Range AP SDP DP Cost Average 130 25 300 15/15 150 50 5,000 Harley Davidson - 140 25 320 15/15 150 55 7,000 Kennedy MPC Tanto 140 20 350 15/15 150 60 6,000

Although the Tanto has a better range and reliability, the travellers' choice is still very much the Kennedy. This year's model sees an improved fuel efficency and more rugged frame.

Parawings: These are advanced parachute/hang-glider combinations. They can be opened in mid-air, from low altitudes, opening out like bat wings. With on-board myomar muscles to adjust their ceramite frames, via the built-in processor, parawings can almost fly themselves (+2 to piloting). Once used, they can be refolded in one minute, to the size of a sixty litre backpack. AP 10/10, SDP 100 and DP 20. For an extra $100, parawings are available in IR-suppressing black (-4 perception to spot at night). Scooter: Cheapy electric scooters or alk powered city nippers. Terrible top speed although they get you from A to B. Generally the seat one athough you could cram two on them. Top speed: 80 mph. Acceleration: +/- 20mph per round. Range: 10litres/150 miles. AP 5/5, SDP 50 and DP 25.

Smart-rigging: this modification includes basic smart chipping and is only useable to its full capability if used in conjunction with an interface unit (see the cyberware section). Without such an implant this system behaves as standard smartchipping. This package adds more sensitive and more responsive parts to the vehicle. When the user studs via their interface unit (and data plugs) the unit lets the user "feel" the responses from the vehicle as if they where the vehicle itself. The combination of interface unit and smart-rigging gives the user a +4 bonus to all drive / pilot rolls (note this is supplants any bonuses from smartchipping). When studding in the user will appear to be unconscious and are unresponsive as a deckers are when they are in the net. All sensory information comes from the vehicle even mild pain sensations if it is damaged (although stun saves are not made). Smart-rigging a vehicle costs 75% of the vehicles listed cost or only 25% if it already has CCS.

Sports Car: small ultra fast sports models from mass produced executive toys to the more classic models. They can be electric or alk powered. They are typically two man capacity and many drivers smartchip them. They use reactive bodywork, computer controlled suspension and individual drive control to manage the speeds they are capable of (+2 to control rolls).

Name Max Acc Range AP SDP DP Cost Average 240 40 400 12/12 120 60 15,000 Porche Eglis 260 50 450 12/12 120 65 20,000 Toyota General - Panther 240 45 500 12/12 120 60 17,000 BMW 96Mi 250 45 470 12/12 120 70 18,000


Bracers & Stocks: Gyro compensators and shock absorbing stocks to reduce a guns kick. Only useful if your gun fires a projectile (so lasers and other energy weapons are out) and if it's big enough to have a stock (so pistols are out too). Bracers and stocks negate one point of recoil per level. The maximu level is level six.

Cyberscope: This unit replaces you gun's smart chipping with a considerably more advanced targeting system. However, the user must have a dataplug and a cyberoptic or overlay processor. A cyberscope is basically an enhanced smart chipping unit. It can be fitted with any cyberoptic enhancement (at half cost) and adds +3 on all hit rolls. This bonus replaces any bonus from laser sights or smart chipping.

Double Sided Clips: Two clips joined together with a special feed, selecting the empty clip to the full one. Clip capacity is doubled (the clip is now bulkier). Autopistols already use double sided clips.

Exo Belt: A hip mounted support for BIG guns. Once fastened to the user the belt's "arm" slots under the weapon and by use of gyros, a processor and cyberlimb muscle lifts the gun so that it has virtually no weight and less recoil. This recoil dampening gives +3 to hit with big SMGs and carbines, while +2 with rifles, autoshotguns or gauss weapons (pistol et al cannot be attached).

Enhanced Cooling: Mounted on the guns barrel this unit bleeds the heat away from the "working parts" preventing overheating and possible jams as the caseless shell's coating melts or the lasing crystals become too hot to control. This unit adds +1 to the reliability off the weapon.

Grenade Mount: This is fixed to the end of your rifle or SMG. It allows you to launch specially designed grenades from it by firing a single round. These mounts where used extensively by New Jersey hill fighters during the civil war and by the Yugoslavian rebels today.

Gyro Compensators: These devices absorb impact and sudden recoil. They have been shrunk from the large weapon versions for the handgun markets. The movement reduction keeps the users aim on a target steadier reducing recoil by one per level (max level is four). These gyro's are not powerful enough to aid anything larger than a pistol. Laser Sight: An old weapon technology. The sight produces a beam of laser light which shows up as a coloured dot on it's target. This aids targeting your weapon and increases the accuracy by +1. This is incorporated into smart chipping thus this bonus does not apply when added to a smartgun.

Laser Management System: this is a device allows the user to alter the intensity of the laser beam produced. Slung under the barrel and merging with the rear of the unit, the computer contols the energy flow and lasing frequency. In game terms, the clip size is now replaced by a "charge rating". This charge rating is equal to the clip size multiplied by the number of damage dice rolled. So a power laser pistol, which has a clip of 20 and 5D6 damage dice, would have 100 charges (ie: 20 x 5). It costs the weapon one charge to fire a D6 worth of damage. The weapon cannot fire above its original damage dice rating, although it is now possible to fire a number of weaker shots. This is gives the weapon greater flexibility, as now unarmoured targets can be attacked with a lower setting, leaving plenty of energy left for a few big blasts. The LMS is not illegal although is not available over the counter (requiring an average [15] streetwise roll to obtain).

Radio Link: This device increases the range between your gun and your data plugs / sub dermal smartlink to fifty metres. The device uses a coded signal to prevent interference from other smart gun radio links. This option is useful for controlling your gun when it is out of range (such as switching the trigger lock on if someone else grabs it or ordering your sniper rifle to open fire).

Retractable Stocks: These stocks are designed to compact on command (from data plugs, voice or somatic control) so the weapon is shorter and more easily hidden. Consult your ref for the new concealment rating.

Smart Chipping: Every streetpunk should have at least one smart chipped weapon (seeing as the opposition have plenty). Smart chipping a weapon allows you to interface with it via your data plugs (or sub link) and control it mentally, ordering the gun to fire without you needing to squeeze the trigger. If you have a targeting scope and a cyberoptic (you should have one!) the gun communicates with your optic's processor printing the targeting scope up where the gun is being aimed at. This specific point gives you a much better aim (no guess work evolved) and it even prints up "FIRE" or a "locked" message when where you are aiming and at where the is gun match. Smart chipping a weapon adds +2 to it's range bonuses. You don't even need a trigger.

Smart Trigger: This is a trigger lock which prevent the gun from being fired unless it receives the correct signal from your data plugs (so the gun must be smart chipped to start with). This is useful for home safety (no accidental discharges) and stops people shooting you with your own gun.

Suppressor: More commonly (and incorrectly) known as a silencer. This device fits on the end of a projectile weapons barrel (so it's useless to lasers or arc guns) slowing the round down to sub-sonic levels prevent the characteristic "bang" off a gun. Although not silent you would not hear a silencer on a busy street or if it was more than 10m away.

Trigger Lock: This smart chipping option prevents you from shooting friendly targets. By giving your friends a short range tracer button (which only activates when nearby) the lock scans a target for the tracer code. If there is no code it fires but if there is it does not (advanced versions print "FRIEND" in your targeting scope).

Tripod: Can only be used for rifles (as well as gauss or laser), although are most commonly used for sniper rifles. Basic tripods add +2 to hit (only +1 against moving targets). A more advanced version (extra $500) allows you to interface with the tripod and to track the target with precision servos. This hands-off aiming system is incredibly accurate, adding +6 to aiming tasks (but it is little uses against a fast moving target, adding only +3).


Ammunition which is used by illegal weapons can be bought if accompanied by ID and the corresponding weapon permit. Alternatively you can make a donation to your local midman, and they'll supply you with some. This requires an average [15] streetwise roll and a little extra cash.

Arrows: For bows, like Robin Hood. Remember, armour is halved against bolts or arrows. AP heads decrease armour by a third, but damage is halved.

Autoweapon Ammo: For all autoloaders including pistols, SMGs and rifles. Specialist types include AP, DPU, DPUAP, HEP, HEAP, LC and poison rounnds.

Bolter Ammo: For bolt weapons in light, medium or heavy calibers. Flechettes are smaller, thinner and are more piercing than autoweapon rounds. Flechettes can be AP, DPUAP, DPUAP, HEP, HEAP, LC or have poison chambers.

Crossbow Bolts: These are shorter than arrows but just as powerful. Armour is halved against crossbow bolts, but penetrating damage is not. AP versions third armour, but damage is halved.

Flame Gun Cartridges: a cartridge of flammable chemicals used for flame guns and cyberware flamethrowers.

Needler Chemicals: Standard chemicals fired by needle weapons. Sleep and toxin are the same costs. You can substitute your own liquid contact drugs however (get your medic to brew you some).

Power Packs: Standard energy power packs for all energy weapons from arc guns to lasers. Rechargeable with adaptor (extra $200), charging in two hours. @@

Gauss Ammo: Flechette ammunition for gauss pistols and rifles. Due to small size gauss comes in standard or AP. Gauss rounds a naturally armour piercing and APs only increase the AM by 50%.

Gun Launched Grenades: Use normal grenade prices as base and double. Only useable if you use a grenade launching mount.


Scatter: Fires pellets which scatters over target. Scattershot hits two locations as explained in the combat section. However, due to spreading out, each range category above short means one less damage dice is thrown.

Besides the standard scattershot or pellet rounds, there are a number of specialist and more deadly alternatives for shotgun users.

CS Rounds: These are used by the police when storming a building. These rounds can be fired through unarmoured glass or thin plastic doors. A few seconds after impact, the round start to spray tear gas into the air (as per a tear gas grenade). CS rounds require an average streetwise roll.

Frag Rounds: These are the shotgun version of HEP rounds. Frags are charged solid slugs which add +2D6 damage. They are normally used to blow the hinges off armoured door by police. As you can imagine, they are very loud and highly illegal (requiring a very difficult streetwise roll).

Penetrators: These are basically armour piercing slugs with an xtra-teflon coating. They have an AM of -6 and cause an extra D6 damage. As before they incurr a -1 hit penalty and as with normal APs, the damage that goes through is halved.

Solid: Fires a solid slug which rips through armour and flesh alike. A solid slug increases AM to -2 and boosts damage by a D6. However, the increased mass incurs a -1 hit penalty. Slugs are not illegal but the cops do not like you owning them.


These ammo types are not sold over the counter and can only be got from your ever friendly midman buddy. Remember to check that the round type you are after actually exists (see basic ammo).

Armour Piercing (AP): Xtra-Teflon coated rounds. AM increased one step and double. Damage is halved when it has gone through the armour. APs are illegal and require a difficult [20] streetwise roll to buy.

Depleted Uranium rounds (DPU): AM increased by two and then treble. Damage divided by three for "soft" targets while "hard" targets damage is normal. Used against vehicles and buildings (hard materials). Cyberlimbs class as "hard" materials. Damage is only reduced after is has gone through the armour. DPUs are police issue only and require a very difficult [25] streetwise roll.

Depleted Uranium Armour Piercers (DPUAP): AM increased by four and then treble. Soft target damage divided by four while hard target damage divided by half. Normal AP rules apply. DPUAPs are only available on the black market, they require a very difficult [25] streetwise task to find.

HEP Rounds: these are the bigger and badder brother of the HEAP round (below). A HEP round is a high explosive bullet which explodes upon impact. HEP rounds have an extra -2 AM, increase damage by +2D6, but the damage is NOT havled. Only autoweapons and bolters can fire HEP rounds. A difficult streetwise roll is required to obtain any. HEP ammunition is very noisy and highly illegal.

HEAP Rounds: or to give them their full title; high explosive armour piercing rounds. A HEAP bullet is designed to explode on impact forcing though its armour piercing core. When firing HEAPs, increase the AM by -1 then double. Furthermore, damage is increased by +2D6, although the penetrating damaged is then havled (as it is an armour piercing round). Only bolter and autoweapons can use HEAP ammuntion. These rounds are highly illegal, requiring a difficult streetwise roll to obtain.

Hollow Points (HP): rounds have a indented or snub tip. This means that when the round hits a soft unarmoured target, the round mushrooms and increases the damage significantly. However, against armoured targets the rounds splat, albeit painfully, against the armoured clothing. When firing hollow points, an extra die of damage is caused when either a five or six is rolled. However, when used against an armoured target, no extra damage dice may be rolled, even if a six is. HPs are not strictly illegal and can be bought over the counter or made at home by a skilled weaponsmith.

Liquid Core (LC): These rounds are filled with a dense viscous plastic core. Due to the velocity of the impact, the core is squirited in the target and then mushrooms causing a massive internal wound (and particularly messy exit wound too). LCs are illegal, requiring a difficult [20] streetwise roll. They increase damage by +D6 but can only be used by autoweapons and bolters. While these rounds are not as powerful as HEPs, they do not explode and are not obvious when inspected.

Match-G (MG): This ammuntion type is made solely for autoweapon sniper rifles. Match grade rounds are designed to be more accurate at medium and long ranges, adding +4 and +2 respectively at those ranges. They require a difficult [20] streetwise roll to obtain.

Poison Rounds: Hollow round with breakable tips. Cannot be armour piercing and holds one dose. Can be found if you pass an average [15] streetwise roll.

Subsonic (SB): These rounds have a reduced amount of explosive propellant. This reduces the speed of the bullet to a subsonic level. There is much less of a "bang" compared to standard rounds and the noise can be reduced further still with a suppressor. The reduction in propellant, however, also cuts down the round's velocity, decreasing damage by a D6 and all range categories to half their listed value. They require an average [15] streetwise roll to buy as they are used for less than legal activities.